Dragon age: origins: awakening - guides and walkthroughs. DA: Awakening Quests in the Vigil Tower Invasion from underground

Continuation

Defense of the Lands

The quest is obtained by talking to Lord Eddelbrek when meeting with the nobility.

You need to decide which object is worth sending soldiers to protect from the Spawn of Darkness. There are very few of them left, and protecting the entire Erling is very problematic. Banna Esmerel has her own beliefs on this matter.

Lord Eddelbrek, who owns the land around Amaranthine, will ask for the villages to be protected, and Bann Esmerel believes that the city itself, as the center of the Erling (and in which she lives), is in greater need of protection. You can also choose to protect trade routes.

Tell the seneschal what you have decided on this issue.

If you send soldiers to protect the peasants, then it will be easier for you to calm them down in case of a riot, and in addition, this decision will be reflected in the epilogue.

If you choose a city, you will gain more influence over the nobility. It will also be more difficult for you to negotiate with peasants, as when choosing trade routes, but in the latter case, the merchant Uriah will be able to offer you more goods.

You can also try to protect everyone at once, and then your influence on the soldiers will decrease.

Web of Conspiracy

When using Persuasion while taking the Bann oath, talk to Ser Tamra, who will warn you about the impending conspiracy and promise to deliver the conspirators' letters within a few days. If you didn't use Persuasion, talk to Anders and he will tell you about a suspicious conspiratorial conversation he overheard.

After talking with the seneschal, you will have several options for resolving the situation:

  • do nothing while waiting for letters from Ser Tamra (or simply do nothing if Anders pointed out to you the possibility of a conspiracy);
  • invite members of the bann families of Amaranthine to “visit” in order to use them as hostages when the situation becomes tense. Neither Varel nor the aristocracy would approve of this option;
  • send your soldiers to keep an eye on the nobles. This will not bring much benefit - your soldiers are warriors, not spies, and besides, then it will be more difficult to guard the Erling.
  • go to a certain “Black Wolf”, whom the seneschal mentions.

In Amaranthine, they will send you a note inviting you to meet him, especially if you decide to track him down. The Black Wolf (or someone posing as the famous thief of Denerim, who is the Gray Warden, who completed a special quest chain from "Inception") will agree to get you important information about the conspiracy, demanding 50 gold as payment. He may wait until you collect money, and after receiving it he will go to get information. For this to happen, you just need to enter and exit Amaranthine to any neighboring location - even a building. Then the Black Wolf will show you the gathering place of the conspirators, and you can kill him while trying to find out his identity. Interestingly, in the latter case, when searching the body, you will find very modest amounts.

Go to the meeting place and kill the conspirators, which will complete this quest.

And you, Esmerel?

An alternative development option for the “Web of Conspiracy” quest. Will appear if you decide not to do anything about the conspiracy and will not appear if you use the help of the Black Wolf and go to the meeting place of the conspirators based on information from him.

After the peasants attempt to rebel, in the Throne Room you will meet Ban Esmerel and her followers who have come for your soul. Seneschal Varel will protect you from the mercenary's arrow, after which you will need to deal with the attackers. They themselves are not very strong, but among them will be the Antivan Raven - the orange boss.

To put the hall in order, leave it at the end of the battle. This will end both this quest and the “Web of Conspiracy” quest.

It should be noted that if you follow this option, you will learn from the epilogue that there will be whispers among the Banns about the murder of Esmerel.

The trial is underway

Activated upon the first completion of any of the story quests - the sentry at the gate will tell you that the seneschal was looking for you and ask you to go to the throne room. The essence of the quest is to make decisions about the misdeeds of your vassals, since your character is the Earl of Amaranthine. You can consult with Varel or allow him to solve all matters himself (in this case, no consequences will appear in the game).

You have to sort out three cases. The first concerns the case of the peasant Alec stealing two bags of government grain in order to feed his family. Since he stole the property of the Crown, he is entitled to the death penalty - if the grain belonged to someone else, he could have gotten off with rods. Alec can be flogged or executed, in both cases this will displease the peasants. You can also order him to join the army, and then (upon completing the quest “Important Element”) in the epilogue you will learn that Alec founded the Order of the Silver Knights, which your soldiers joined, and became a very respected person.

The second case is the desertion of soldier Danella from his post in order to help his family, who could have died from the Spawn of Darkness. Even in peacetime, desertion carried the death penalty, and you can execute Danella - this will worsen your relationship with the soldiers. You can offer to move her family to the Vigil Tower, where they will have a safe haven, but then there will be problems with discipline among the soldiers, who will also begin to desert. The third option is to send Danella to prison for a year.

If you learned about the conspiracy from Ser Tamra, but did not talk to the Dark Wolf and did not hire him, then instead of Danella's case you will be informed about Tamra's death and will be provided with a suspect - Ser Temmerly, nicknamed Bull, as well as witnesses who saw him running away from murder scenes. There will be no other evidence.

You can execute the Bull, which will worsen the attitude of the nobility, set him free, or put him under arrest during the investigation, which will be very long and thorough.

If you have not communicated with Ser Tamra, among the conspirators who came with Ban Esmerel and the Ravens will be the Bull, so it is likely that he is the killer.

The third case concerns a dispute over a piece of land promised by Earl Howe to Lady Lisa Pacton. The land belonged to Ser Derren, who in the past opposed Howe and Teyrn Loghain.

You can simply give the land to Lisa or Derren, you can give it to Lisa, but convince Ser Deren that he will be entitled to compensation, or take the land for yourself, which will bring you 100 gold.

Peasants' revolt

The quest appears upon completion of the two main quests upon returning to the Vigil Tower. In the courtyard you will see a crowd of peasants demanding food from the fortress's reserves.

Price issue

The Dwarf Valdrik Glavonak, who is a builder, will offer you to upgrade the Tower and ask for 80 gold. You can offer him to make do with what he has, or you can promise (or give him immediately, if finances allow) the necessary funds. Completing this quest will affect certain events in the end game.

Strength test

After completing the previous quest, talk to Waldrik again, and he will tell you that to rebuild the walls of the fortress he needs strong granite, which cannot be found in the area, and will ask you to look for the necessary material.

Granite is located near the entrance to the mine in the Vending Forest, where you will go during the story quest “The Righteous Path”. After the discovery, inform Waldrik about this and promise to send soldiers to guard the workers.

Completing this quest will affect certain events in the end game.

Important element

Master Wade and his assistant Heren, who are staying at the Vigilance Tower, will ask you to get them materials so that they can make high-quality armor for your soldiers.
There are three deposits in total:

  • Veridium deposits can be found in the northern part of the Vigil Tower dungeons, where you will find yourself during the quest “Invasion from Underground”.
  • Iron deposits will be found in the Trade District of Kal'Hirol, where you will go during the story quest “Last of the Legion”.
  • There are silverite deposits in the mine of the Vending forest, accessible to you through the story quest “The Righteous Path”, in the room with the Second Test Sample.

Invasion from underground

Sergeant Mavelis, standing at the entrance to the fortress, will tell you that the Spawns of Darkness attacked the Tower of Vigilance from the dungeons, which, according to rumors, lead to the Deep Paths, and will express suspicion that the gnome Dvorkin, with his explosions, caused several collapses in the basement, walling up some -that number of Spawns. Give the order to clear the rubble and go down.

In the first small room, on the map called “Notes of a Prisoner,” several screamers will ambush you. If you activate the Andraste statue and the torch on the wall, you will find a cache where there will be a +4 physique ring and other good stuff.

In the Dungeon, there are corpses on the floor that will rise up and attack you when you enter. You can send a rogue forward under Invisibility to raise your opponents from their grave sleep and be able to immediately attack them from a distance. Having dealt with them, release the few survivors and receive approval from Anders and Nathaniel.

The western door of the dungeon is locked. After breaking the lock (if you did not take a robber, or his hacking skill is low, then the key to it will be found after the rubble) and passing a short corridor, you will find yourself in an Avvar crypt with a dozen archers and warriors in the form of skeletons. They can also be picked up by a robber.

In one of the sarcophagi you will find one of the four keys needed to open the next door to the Deep Avvar Crypt, and you will also find the rest a little later. The other sarcophagus will contain the Rogue's Helm, another part of the set.

In the north of the basement, among the crowds of undead, Adria will be found and deposits of veridium, which Master Wade needs for the quest “Important Element”.

You will be unable to proceed further due to the rubble, and Sergeant Mavelis will promise to notify you when it is cleared. This will happen after completing any of the story quests - you just have to talk to Mavelis, and you will be taken to the site of the collapse.

Your path will continue along the Deep Paths, teeming with the Creatures of Darkness. In a small branch on the left hand there will be a Gem Mine, where, in addition to ordinary stones, there will be an Elven Runestone for Velanna and a Flawless Diamond.

Next, an intersection awaits you - the path straight ahead and to the right is temporarily blocked, and you will have to go through the grate to the right. In the room called the Circle of the Forgotten, you will be attacked by Avvar skeletons, from one of them you will receive the Slick Boots.

Your first serious opponent will be the orange boss - the Dark Sorcerer. It has resistance to spiritual magic and great physical resistance, attacks with electricity, absorbing stamina and Mana.

When the health of these undead is reduced to 25%, the Wraith will summon several skeletons. Having lost almost all his health, he will stop attacking and retreat into a niche, gaining complete invulnerability as a set. To go further, you will need to activate the device that holds the ghost. This will give you the side quest “Ghost’s Revenge.” There will be a nice staff in one of the urns in the room.

Next, another orange boss will be waiting for you - the Ogre Commander, with a small squad of various Spawns of Darkness. When you defeat the Ogre, the Dark Sorcerer will possess him, and you will have to kill him a second time. A good belt is removed from the ogre's body.

After this, Waldrik and Sergeant Mavelis will appear and help you activate defense mechanisms that will protect the Vigilance Tower from attacks from below for at least another decade. Tell Mavelis that you want to return upstairs, which will complete this quest. Its implementation may affect some events in the finale.

Adria's fate

The quest is obtained during the quest “Invasion from Underground” and is associated with Nathaniel Howe. In the first room of the basement you will find a wounded mabari with a note attached from a certain Adria. Using Survival before taking the note and calming the dog will give you +2 influence with Nathaniel. From the note you will learn that Adria tried to escape from the Spawn of Darkness in the basement, and Nathaniel will want to find her, saying that Adria was his mother. She can be found in the north of the basement, but the woman has already become infected with Fel and will immediately attack you. Her death will complete this quest, and the Ring of Mastery can be removed from her body, giving +10 to magic power.

Temple of Corta

Located in the northern room, to the right of the entrance to the Deep Roads. After touching the altar, decide what to do:

  • leave and everything will remain unchanged;
  • put a golden idol (taken from the body of the Spawn of Darkness lying right there) or a diamond on the altar, and as a result you will receive a two-handed ax “Fury”;
  • put the “Distorted Image” on the altar, which is located in the Forbidden Room further, and the altar will be destroyed without consequences;
  • collect the donations (15 gold), and then you will have to fight the revived golem guards.

Ghost's Revenge

The quest appears as a result of the release of the Dark Ghost from the light prison in the Deep Paths. First, the ghost will possess the Ogre Commander, and then retreat to the Avvar crypt in the basements of the Vigil Tower. The key to the crypt is removed from the body of the Spawn of Darkness at the gate sealed by Waldrik, but this lock can be picked by a robber. The keys to the Deep Crypt are in the sarcophagus nearby, in a chest at the Temple of Cort, in a cache in the Deep Roads near the entrance (southeast room, north of the gem mine) and in a chest in the Dwarf Outpost there.

Having unlocked all four locks, proceed to the previously locked room, and then you will have to fight the orange boss - the Avvar Lord, whose body was taken over by the Ghost, and a couple of other high-ranking Avars. After defeating them, the quest will end.

The sarcophagi contain several useful recipes, an excellent one-handed ax Storm of Daisies and heavy armor Risky Undertaking, which can be some kind of alternative to the Stormbreaker Armor if you miss it.

Letters to the Guardian-Commander

The sentry at the fortress gate will give you several letters from the inhabitants of Amaranthine asking for help. Also, with the latest patch, the Hero of Ferrelden will receive letters from previous passions.

Kidnapped daughter

Lord Bensley asks to save his daughter, Lady Eileen, who has been kidnapped by bandits. The meeting place to hand over the ransom will appear on your map after receiving the quest. Options:

  • pay the required amount (30 gold);
  • refuse to pay and get into a fight with the chance of losing Eileen in the meat grinder;
  • if your character is imported from "Inception", you can intimidate the bandits with the loud name of the Hero of Ferelden, and the bandits will hastily leave in fear;
  • use Persuasion by first demanding the hostage be handed over and promising to pay. After the girl is safe behind the backs of your comrades, you can either kill the bandits or pay them as promised. A good dagger is removed from the leader's body.

If Eileen can be saved, Lord Bensley will send you 10 gold pieces through the sentry as a token of gratitude.

Far in the fields

The widow Turnoble asks to protect her estate from the Spawn of Darkness. Unfortunately, in any case, you will arrive too late, and all you can do is clear the empty estate from the Spawn of Darkness, which will complete this quest. From the body of the widow you can take a diamond, a good bow and 13 gold, and from the body of the templar near the exit - boots from the Stormrunner set.

Rescue operation

The quest will be available after completing the quests “The Kidnapped Daughter” and “Far in the Fields”.

A special mark will appear on the map, and in this location you will face a battle with an impressive squad of warriors and archers, reinforced by the Blood Mage. The quest will end when you receive the first bale (from the marauder's body, chests, or just from the ground). Goods can only be sold for 2 gold each, and there are 14 bales to be found in total.

Master's work

Master Wade will ask you to bring back some interesting materials from your travels around Erling so that he can make some truly beautiful things from them.

The quest includes three subquests, corresponding to the number of exotic materials that can be found in the game. Completing all three subquests will complete "The Master's Work". Having found the material, bring it to Wade so that he will give a list of materials that he needs additionally, after which all you have to do is find them and give them to Wade.

Down to the bone
From Ancient Dragon Bone, Wade can craft a two-handed or one-handed Vigilance sword. For this he will need:
  1. Ancient Dragon Bone (Lair of the Black Swamp Queen);
  2. Fresh Dragon Egg (Silverite Mine in Vending Forest, Dragon Tamer Room);
  3. Diamond (Deep Paths under the Tower of Vigil; from the body of the widow Turnoble during the quest “Far in the Fields”);
  4. Large Fire Protection Potion (can be made independently, imported with the Hero of Ferelden, or purchased from Uriah in the Throne Room);
  5. Grandmaster's Fire Rune (made independently, imported, or obtained from a Marauder in Kal'Hirol).
Two-handed and one-handed swords have no differences in bonuses. In addition to the basic characteristics, Wade will offer to make additional swords for different tasks, or he can let you choose bonuses yourself. This is one of the best swords in the addon, which deserves a special mention in the epilogue.
  • Defense bonus: + 10% chance of evading attacks, + 10 to defense;
  • Attack Bonus: +3% Crit Chance, +15% Crit/Back Damage.
  • Ease of hit bonus: +50 stamina, +0.5 stamina recovery in combat.
  • Wade's Choice: +3 to all stats.
Second bonus:
  • Mobility: +6 attack, +5 cold damage.
  • Strength: +1.5% armor penetration, +5 fire damage.

Note: Due to a bug, the sword may appear as the Star Fang from the Fortress of the Guardians DLC, so it is recommended to disable this add-on when completing Awakening. Interestingly, you can stumble upon this sword in Dragon age II.

Golem Power

When you bring Wade a piece of the Underworld Golem Armor, he will decide to make a massive suit of armor (with bonuses to Strength, Constitution, Physical Resistance, and Fire Resistance) and will give the following list of required ingredients:

  1. Golem armor from the Underworld (in the final battle of the quest “Last of the Legion”);
  2. Master's Lyrium Potion (you can only make it yourself, the recipe is in the Avvar Crypt for the quest “Revenge of the Ghost”);
  3. Pure Iron (from the gunsmith Glassrick in Amaranthine);
  4. Felt Lining (Amaranthine, chest in the north of the city);
  5. Blood Lotus (a very common plant);
Type: Massive armor
Material: Volcanic Gold (Level 9)
Required 52 strength
Armor: 26,25
Fatigue: 36,75%
Protection: 8

Bonuses:

  • +8 strength
  • +8 constitution
  • +2 armor
  • +25% fire resistance
  • +20 physical resilience
Heart of the Forest
When you give Wade the piece of wood from Elder Sylvan, he will give you a list of ingredients needed to craft a bow or shield:
  1. Wood of the Ancient Sylvan (Wending Forest, eastern part, behind the Stone Circle);
  2. Flawless Ruby (buy from Master Henley in Amaranthine or find in Kal'Hirol);
  3. Oil (found in the kitchen of the Crown and Lion tavern in Amaranthine);
  4. Veins (taken from a dead mabari in a village in the Black Swamps);
  5. Rune of the Great Lightning Master (made independently);
Type: teardrop shield
Material: Yadrovik (level 9)
Required: 48 strength
Strength modifier: 1.00
Fatigue: 4,16%
Protection: 4,00
Chance to deflect a shot from a ranged weapon: 10,50%
Bonuses

To make bombs, he needs lyrium sand, which can be found in the Deep Paths under the Tower (the first room to the left and right, south of the Temple of Cort), Kal'Hirol and in the silverite mine of the Vending Forest (east of the cave with the third Test Subject). For each portion of sand you can get one “safe” Dworkin bomb.

After completing three story quests ("The Righteous Path", "Last of the Legion" and "Shadows of the Black Marshes"), Seneschal Verel will gather the Banns of Amaranthine at the Vigil Tower to discuss the situation with the creatures of Darkness in Erling and the game will enter the final phase.

Tower improvements needed to ensure that the fortress survives the final battle against the Spawn of Darkness while your character defends the city (the rebuilt fortress will even look different):

  • in the quest “Defense of the Land”, send soldiers to defend farms;
  • close the passage in the dungeons of the Vigilance Tower for the quest “Invasion from Underground”;
  • bring lyrium sand to Dvorkin Glavonak for his bombs for the quest “Give me a bomb!”;
  • strengthen the walls according to the quests “The Price of the Issue” and “Test of Strength”;
  • bring materials for armor to Wade for the quest “Important Element”;
  • find two merchants for the quest “Trade Must Continue”;
  • Go to the defense of Amaranthine and say that you believe in the Tower that you yourself built.
  • earn high influence with all companions and complete their personal quests (it is better to take Justice, Sigrun and Vellana to protect Amaranthine);
  • in the quest “The Judgment is Coming,” Alec is drafted into the army, and Danella is sent to prison.

Gifts at the location

  • Oghren– Brandy of the Western Hills (Tower Cellars, room to the right after the Hall of Warriors);
  • Nathaniel– Hou’s Bow (special gift, in the Avvar crypt under the Tower of Vigil); Delilah's Letters (Dungeons);
  • Justice– Poetry of Dreams (Throne Room);
  • Velanna– Elven runestone (Deep Paths under the Tower, Crystal Mine);
  • Sigrun– Heart of a Warrior (Throne Room); Soap on a string (Dungeon).
  • Anders– Golden earring (Vestibule in the basements of the Tower), kitten (special gift, in the courtyard of the Tower of Vigil).

Note: this kitten, named Ser Lancepaw, managed to become the talk of the town among DA:O fans. After donation, it appears in the inventory and becomes capable of resurrecting comrades who died on the battlefield. The main thing is that at least one party member remains alive. Cheating cat!

Personal quests for companions:

  • “Ogren – Father of the Family” – activates automatically in the Throne Room when Influence on the dwarf is +40, can be completed when Influence reaches +70;
  • “Howe Family” - activated when moving with Nathaniel to the eastern part of the fortress courtyard;
  • “Kristoff and Justice” - when Justice first appears in the fortress;
  • “Exile of Velanna” - when moving from Amaranthine to the Tower of Vigil or back with Velanna in the group, after completing the story quest “The Righteous Path”.

Talking Points

  • Andraste statue in the courtyard - Anders, Velanna;
  • Portrait in the Throne Room - Nathaniel;
  • Chest with Christophe's belongings in the Throne Room - Justice;
  • Keg in the Throne Room - Ogren;
  • Books in the Throne Room - Sigrun.

To be continued in the next part of the addon walkthrough.

They tell about events that occur after the original story. When the Archdemon was killed, Pestilence never disappeared. Moreover, all the creatures of darkness were divided into clans warring among themselves, thereby creating a new threat.

Start

You are the commander of the Gray Wardens, you return to the Vigil Tower with the warrior Mhairi. The Vigil Tower was recently the residence of Earl Howe. You should not expect a warm welcome, since your fortress is attacked by the adventures of darkness.

Move overcoming all enemies deep into the Vigilance Tower. On the way, clear the location from monsters. In the interior of the fortress, you meet a renegade mage named Andres. Soon he becomes your confidant. Continue into the tower. Along the way, destroy the Genlocks along with the emissaries.

Eventually, you will need to activate the lever and open the gate. Now watch the scene - a gnome who kills a group of genlocks with an explosion. Go down below and go to the opened gate. Clear the hall here and go to the doorway on the right side. Any road will lead you straight to Ogren (the gnome from the original game).

Having walked a little further, you will come across another acquaintance of Mhairi - Commander Rowland. He will have time to say that the creatures of darkness have attacked and that a talking magician is at their head. Once you get out, you will see the following picture: a talking creature of darkness. The battle will be very serious, but you will be able to cope with the enemies. This will be followed by a video with a meeting with King Alistair and the initiation of young recruits into the Gray Wardens.

In the throne part of the hall, you have the opportunity to enchant objects using runes from Ambassador Sera. You can buy everything you need from Yuriy. When you go outside, you are immediately told about a certain “capable” thief, and in addition to this, you are also given a couple of letters. You can also pick up a lot of secondary tasks in the fortress, which will be very interesting to complete. In addition, they will bring you experience and money, which, by the way, you will really need.

Let's go to Amaranthine

So, after you’ve picked up a lot of minor quests, let’s move on to look for a logical explanation of why the creatures of darkness suddenly started talking.

Immediately upon entering this city, talk to Colbert. A little further into the trap, one smuggler invites you to cooperate, or rather, talk with the innkeeper and continue to carry out your activities. The entrance to this smuggler's lair will be located at the site of the same conversation, in the house.

Also, near the entrance to the city, talk with Constable Aidan and receive the “Law and Order” task. In general, you already know the smugglers’ lair, or rather its location, so all you have to do is run after one of the smugglers, destroying the bad guys along the way.

In the northern part of this city, your ally Andres will meet a familiar girl named Namaia. After a short conversation, you will have the task “Free Anders”. The essence of the task is that you need to find a vessel with Anders' blood. Thus, the templars will never be able to figure out his location. In the eastern part of this city, not far from the temple, you need to talk with your old friend Wynn and receive a new task, for which you will have to find Ines in the Vending Forest. There will be a preacher board nearby, and there will be a couple of tasks there.

Kristoff is not at the hotel, so go and talk to the owner of this establishment, and then move to inspect his premises. The evidence found will tell you that you need to go explore an area called the Black Swamps.

Forest Vending

There are many interesting things in this forest. Examine the samples of sylvin wood (one of the tasks that is on the preacher's board). You can also complete the “Botanist Inez” task here, given by Wynn. Also, in addition to all this, a plot task is also performed here. We will not delve too deeply into the plot mission, everything is simple here, let’s just say one thing - the Dalish elf Velanna is behind the attacks on the caravans, in addition to this, she is also a magician. You can recruit her to your team. But first, for it you will need to bring the seeds of the northern thornfork (located a little east of the passage to the silverite mine).

In the eastern part of the forest you can talk to two stone statues. The essence of the task is that the brothers are cursed by the master, one of them wants to take revenge, and the other wants to find humility. What to do, to use persuasion or force, is up to you to decide.

So, in the end you will find yourself in a silverite underground mine, captivated by the adventures of darkness. Velanna's sister will give you a key with which you can get out. The first garlocks you meet will have to be crushed with your fists, after which you search their bodies and arm yourself. A little to the south there is a huge hall. There is a statue in the center of the hall, and in the middle of it there is a huge number of opponents. You can make your task easier with the help of a ballista.

As soon as the tunnel begins, kill the enemy who has all the clothes of one of the heroes. In one part of these tunnels you can meet a prisoner named Kenan. He will ask you to find his wedding ring, which was stolen by a big man with a huge mace, and then take this ring to his wife as a message about his death. Moving further, do not forget to search all the corpses, as they will contain the things of your heroes. As you exit the tunnels, you will come across a chest containing the rest of your heroes’ belongings. Afterwards, buy provisions from Amaas.

Now you have to fight two dragons. After a short cutscene has passed, you learn from Velanna that she wants to join your ranks. Finally move to your fortress for a well-deserved rest. When you arrive at the place, do minor things and hand in the task.

Thicket Hills

The next thing to do is start completing the quest “Last of the Legion”. Colbert and Micah told you about the chasms that formed in the Thicket Hills. From there is the rod of the spawn of darkness. Move to this place. Once you cross the bridge, go down below and carefully rummage around in the box here, after which you will find a letter that will activate the task “Long Past”. The following picture will follow: a bunch of enemies are dragging one of the Legion of the Dead. Sigrun will tell you that in Kal Hirol, the creatures of darkness are raising an army. Clear your path by slashing the creatures of darkness. At the very beginning of the central hall, a huge number of traps await you.

As you pass through the next large rooms, you will observe several paintings from the past, this will happen right up to the doors of the shopping district. Somewhere in the southeastern part there is a riddle. To solve it, you will have to make sure that the same symbols appear on the slab and on the obelisk. As a reward, you receive what was inside the sarcophagus. Now move to the southernmost part of this location. Straight to the Lower Reaches of Cal Herol. Soon you will need to turn to the left and walk along a long corridor.

Now watch the video with a huge golem. You will also have to defeat the lost golem, so the battle will not be easy. When you finish the battle, then move into the corridor, which is located on the right side from where you came here. Destroy the two supports here that hold the chains, and then drop the deadly load on the queens. That's all.

Black swamps

So, we arrive at the Black Swamps in search of Kristoff. The place is certainly not the most pleasant. There will be a sign at the entrance warning about ghosts. Soon you will be attacked by wolves. Well, despite the dangers, we will have to move deeper. In the place where the dragon's head is lying, you can take the quest "The Missing Dragon Bones". The doors that lead to the estate (right side) will be sealed, and nearby you will find a letter for the task "Burden of Guilt".

Soon you find another shadow veil and receive the corresponding quest. In the northeastern part of this location you can find the body of the deceased Kristoff, and a little later it turns out that this is a trap.

You find yourself in the Shadow. The leader of the creatures of darkness will also be here, but he sent his henchmen to you, and in the meantime he disappeared. We need to find a way out. Here you can activate various pedestals that will block shadow curtains in the real world. Also, you can find various items here that will increase your capabilities by 1 unit.

There is a grave near the estate, there will be a girl near it - talk to her. You will immediately receive the appropriate task. After you kill all the restless carrion, go down to the crypt. Let's say right away - the girl is the most ordinary demon. As you exit the other side of this crypt, you will find yourself in the estate. It turns out that all the people were imprisoned in the Shadow because of the Baroness. So watch what happens here. The first one decides to join the Baroness, and you, in turn, help the Spirit of Justice, who portrays the templar. This is where the battle begins. When this battle is over, you will find yourself in the real world, but the problem still remains unresolved. Now you have more serious problems: the Baroness is now among you and has great power, and in addition to all this, shadow portals are opening from which hordes of demons are climbing. The Spirit of Justice takes Kristoff's body and intends to fight on your side. Select squad members and go into battle!

Once you open the gate, you will have to fight the Baroness again, or rather, what she has turned into. After victory, you will be able to replenish your ranks with the Spirit of Justice. This is where it all ends. Now go back to the Vigil Tower and talk to Seneschal Varel.

City under siege

Bad news. The nearby town of Amaranthine is besieged by creatures of darkness. And so, you are assured that if you go there, then you will make a huge mistake. Choose your companions. We recommend that you take: Sigrun, Nathaniel and Velanna.

When you arrive at your destination, you will see hordes of creatures of darkness. Due to an unexpected warning about the Mother's evil plan and her unexpected attack on the Tower of Vigil, you are forced to leave Amaranthine to its fate. It would not be a pity for you and your companions, but you will have to leave the city...

Since the Tower of Vigil is the main boundary, it cannot be allowed to fall. So, at the place of arrival, quickly talk to the military leader and get ready for battle. It all starts with protecting the central gate (don't forget to take advantage of the new tactics slots). After defending the gate, you will have to move to defend the eastern part of the wall. Next, return to the main gate again to repel the attacks of the Genlocks and ogres.

Soon you have to retreat back and fight with heretics and ogres who are nailed into the armor. Afterwards, you have to kill the Herald. But that's not all, the battle continues. The spawn of darkness are still alive and the Mother is constantly breeding new ones.

Dragonbone Wasteland

It's time to deal with the Mother in her lair. It’s impossible to get lost here, so there shouldn’t be any problems. Move along the path and along the way clear the locations from new creatures of darkness. Soon you will meet the High Dragon, and then the dragon cliff. Next you will meet Velanna’s sister, who will clearly be talking some kind of nonsense. Go down the stairs and clear your way again. Go further, go down the stairs again and talk with the Architect, who suddenly appeared.

You have a common goal and have decided to make peace on common grounds. Go to Mother's Nest to end it all. Nothing complicated should arise for you. Chop her tentacles and kill her children that appear. After destroying her minions, take on her too. As soon as her health drops, the end credits will start.

This is the end of this epic game. Watch the video and the consequences of all your previous decisions.


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By completing not only the main tasks, but also staying on the secondary ones, you will better pump up your team and also extend your playing time. In the swamps you can find a set of armor designed for a warrior, or collect strange bones that can be used after completing the story quest.

Combat tactics have changed in Awakening. The more competently the team is selected to fight this or that boss, the easier it will be for you to defeat him. For example, the magma golem is one of the first bosses. It is useless to use fire magic, weapons with fire effects and bows against him. But ice and melee attacks have a great effect on him. Accordingly, you need to assemble a party of a mage who knows ice magic, a healer mage (who can heal the group), and two melee fighters. The healer will be very useful to you in cases where the boss will cast a massive Firestorm spell.

New enemies have been added to the game. Now you are in wait for talking creatures of darkness and so-called children, who have three stages of development. New bosses have also been added. Children in the first stage of development are not so difficult to overcome. You will meet them in Kal Hirol when you arrive there during the storyline. They appear from white cocoons on the walls, and move to the next stage of development when they eat dead creatures of darkness. At the second stage of development, these creatures have thin long legs, mandibles and a larval body. They usually knock the victim down and bite him to death. At the third stage, they have spikes that reflect part of your damage, and they begin to hit much harder.

Walkthrough of the game Dragon Age: Origins Awakening.

At the beginning of the game Dragon age: Origins - Awakening, you will see a video in which you will be “delighted” that despite the death of the Archdemon, the creatures of darkness did not even think of disappearing. You are sent to the Erling of Amaranthine, the most dangerous region of Ferelden. You approach the tower that belonged to Earl Howe, but as you get closer, you see that there is no guard there. After this, a man will run out from there, followed by two garlocks. Help him get rid of them and talk to the rescued one. He will leave for help, and you will talk to your companion Mhairi. After the conversation, go into the courtyard and head towards the wooden gate, clearing your way by all available means.

After the gate explodes, quickly clear the fortress's courtyard of all evil spirits. First of all, always try to get rid of the magicians, they can cause a lot of damage. Once the yard is clear, approach the survivor and find bandages for the guards. Now go inside the Vigil Tower. This is now your headquarters.

Inside the tower you will see complete chaos, the creatures had a lot of fun here. Now run to the right passage, there the magician is trying to cope with the garlocks alone, help him. After the fight, talk to him and he will go with you. Follow the corridor, rescuing survivors along the way. After saving everyone, return to the main hall, and from there go to the battlements. There you will also have to fight, then press the lever and go down. After watching the scene, move on.

You need to dismantle the barricade and go down. After destroying the creatures of darkness, go through the opened gate. Having reached the main hall, you will find your old friend Ogren, who is fighting with another group of enemies. Help him deal with them, then take him to the team and move on. In the corridor you will come across a wounded Roland, who will tell you that during the assault one of the creatures commanded the others. Go further until you reach the entrance to the wall. Along the way you will also have to crush enemies. When you reach the wall, go outside.

You will meet with the Garlocks and their commander-in-chief, first talk to him and then kill him. The fight should not cause much trouble, especially since you have a healer in your party - the magician Anders, whom you saved below. After dealing with the enemy, go to the fortress. You will be offered initiation into the Gray Wardens, accept. Unfortunately, you will lose Mhairi during the ritual. Now talk to the three managers in the throne room and move on. The introductory part is over.

The Vigil Tower was given over to the Gray Wardens. Three managers run the affairs there, but you will still supply the fortress. You'll have to look for granite for walls, lyrium and metals. I advise you to complete all the tasks in the fortress, although some are optional, in the future this will help you when completing the story mission. There are many secrets in the catacombs, look around carefully. At first, only the upper level of the catacombs will be available to you, and after completing the first big story mission, access to the second level will open.

In the courtyard, you will receive letters from the girl and a message about a robber in prison. Go see the prisoner. It turns out that this is Earl Howe's son, Nathaniel. You will need to accept him into the Gray Wardens, if you just let him go now, he will join you later. Having finished with this matter, go back to the throne room and take all the available tasks. Here you will have to decide what you will protect - the city, farms or trade routes. Make a decision and go outside. Just talk to everyone here and get additional tasks from them about metals, lyrium and money to restore the castle walls. You will immediately receive a quest to clear the catacombs. After completing the task, go to the city of Amaranthine.

Amaranthine - Ferelden's main trading hub. A small town, the goods from which mainly go to Denerim. Due to the developed trade, the city attracts thieves and smugglers. Here again you have to make a choice. Who should I help? City guards, or shady individuals who are at odds with the law? Only you can decide, and your decision will be final; you cannot change it. Your choice may affect the ending of the game and may block access to a special location. Right here, in Amaranthine, you can complete the tasks of some of your companions, as well as continue the quest “Conspiracy”.

Before entering the city, you will meet Colbert, who will tell you about a large number of Spawns, and mark the place on your map where he recently saw them. After that, go into the city. After entering the gate, turn left and look for the representative of the merchant guild Mervis. After talking with him, take from him the task of dealing with attacks on caravans in the Vending Forest. This is a story mission.

Go to Vending Forest. It is located near the trade routes leading from Amaranthine to Denerim. Walking forward along the road, you will soon encounter a group of bandits. After getting rid of them, search the cart. Next you will meet burning sylvans who are resistant to fire, deal with them too. Having reached the bridge, you will see an elf who demands that you return her sister. After talking with her, move on. You will have to fight along the way, go forward until you find a survivor. Finish off the poor man and destroy the enemies that appear. Now go to the Dalish elf camp, talk there with that same elf Velanna, take her into your team and all together go to the silverite mine.

An unpleasant surprise awaits you here - almost immediately after your arrival you will be put to sleep. You will see a cutscene in which Velanna's sister, Seranni, will give you a key and direct you to the Architect's room so that you can rummage through his chests. You are undressed and disarmed, but there is nothing to do - you have to go as you are. Go north and search everything there. After that, head south, down. To clear the hall, use a ballista. Wait a little, creatures will run out from another room, get rid of them in the same way. Now you can move on. You will come across a creature that dared to wear the clothes of one of your party members, destroy the insolent person and return the clothes to the owner. When you reach the fork, you will find the last surviving fortress guard. He will ask you to find the ring that was taken from him and return it to his wife. Moving further, you will meet another creature that has put on Velanna’s armor, take it away.

You will find yourself in a hall where you will find more thieves wearing your clothes. Take your things off them and go to the fork. First, go east, where you will find lyrium for the fortress, and then go to the adjacent passage, through which you will enter the hall, where you will see a huge garlock, armed with a hammer - a dragon tamer. At this garlock you will find a ring that needs to be taken to Amaranthine. In the same room you will find a dragon egg, which will be useful later, and the dragon itself, from which you can remove the scales. Once business here is completed, head towards the southern tunnel at the first fork. And then there are dragons to get rid of.

Go to the Architect's room. After searching it, you will find gold coins and a piece of codex. Further along the way you will meet a merchant from whom you can replenish your supplies. Talk to him and invite him to the Vigil Tower. Right there, next to the merchant, you will find a chest with things. Move on. Arriving in the next room, you will finally meet the Architect himself. Here you will have a battle with two of his “friends” - dragons. Don't let them fly up and try to keep them frozen for as long as possible. Once you defeat the dragons, the Architect will choose to retire. Search everything here, grab all the loot, and head out to finish your first story quest.

In the Vending Forest you can find a vein of granite for the Tower, two talking statues and an ancient Tevinter sign on the ground, which can be activated if you first take the stone from the bag lying near the corpse. Activation scheme available.

Now go to the Vigil Tower. Here, promote Velanna to the Gray Wardens, tell the builders about the stone vein. You will also have to be a judge in several disputes. Now you can visit the lower level of the catacombs. Talk to Master Blacksmith Wade, he can make unique things for you if you bring him the necessary ingredients. Now equip your team and either begin the side quests or head to the Thicket Hills. There they saw a strange building and creatures of darkness. Take Oghren with you.

Upon arrival at the place, destroy the mutant wolf and go across the bridge. Further along the stairs, go down into the deep paths, now heavily destroyed. Save the gnome Sigurn from the creatures of darkness and take her to your team. Go deep into the location, to the abandoned dwarf teig Kal Hirol. Now the city, once the second largest, is filled with enemies. His loss was a painful blow to the dwarves. Go downstairs and talk to Yukka, who, unfortunately, is already dying. Go forward to the bridge. You will reach the hall, where you will meet those same larval children. Destroy them, make sure that they cannot eat the corpses of other creatures of darkness. Now decide how to move on: straight through the traps, or move quietly, around. It's better to choose the second option. Go to the false section of the wall and go deeper into Kal Hirola.

Walk along the corridor, getting rid of enemies along the way. Carefully enter the front hall, there are many traps there. After destroying the enemies in the hallway, move on. Here you will meet the owner of the golems, whom you need to quickly get rid of and take the golem control rod from him. Deactivate golems using this rod. Now go to the lobby, along the way you will come across a crowd of ghosts, but do not be alarmed, run to the door to the Kal Hirola shopping district.

Once you find this door, you will see a scene where the creatures are fighting each other, which can only be to your advantage. All that remains is to collect the trophies left over from this battle and move on. Once you reach the forge, clear the area, collect broken weapons and repair them. Go to the prison, there you will find Stefan imprisoned in a cage. Take the rune from him and set him free. Now go to the fork, and from there into the southwest passage.

Here, too, you need to clear the area from uninvited guests, and decide where you will go next. Either return to the Vigil Tower or continue clearing Kal Hirol. If you decide to return, you can handle this yourself, but if you want to get rid of enemies further, then let’s go to the Lower Limits. Your goal here is four queens, nestled at the very end of the tunnel.

As you move forward, you will encounter a flame golem and the darkspawn that controls it. Let's dwell on the tactics of fighting them.

First, look at the composition of your group. You will need a healer, a mage who knows freezing and control; Anders, a tank fighter, or a robber with melee skills, is perfect for this. If the composition does not correspond to this tactic, go to the Tower and gather the necessary group. The fight with the golem is difficult, but in principle, with the correct use of party members, it becomes a chore. First, I advise you to get rid of the golem, and then take on its owner, because if you try to kill the owner first, then there is a high chance that at this time the golem will kill your healer. During the battle, the golem covers approximately 70% of the area with the Firestorm spell, position your healer so that it does not hit him. You can use balms or fire crystals to reduce damage. Keep him frozen or paralyzed for as long as possible. After you deal with the giant, take on the owner, he shouldn't cause any problems.

After the massacre, go further along the corridor, you will see a room in which you need to cut two chains. Thus, you buried the queens underground. Now that you have achieved your goal, return to the Tower and get busy again. Having finished with the problems in the fortress, you can head to the last story location - the Black Swamps.

Having arrived at the place, run to the village, clearing your path from enemies along the way. Go to the ruined house, pick up the love letter there and go north from the fork. Along the way you will find a dragon bone, take it with you. Ahead, examine the gap in the Shadow curtain and enter the gates of the destroyed city of Blackmarsh. Here you will meet a new enemy for the first time - pestilence werewolves. Not too strong, although terrifying. Look around the city, destroying its current inhabitants. After this, exit the city through the northern gate. Here again you will see a tear in the veil. When you reach the fork, turn north again. You will be greeted by several werewolves and another riddle. Examine Christophe's hideout and go west.

Here, in the circle of stones, pick up the torn page and a little to the west take the dragon bone. You will also have to deal with werewolves. Now go east. You will find a cache near one of the gaps. Explore everything around and go to the quest marker to the east. The last piece of dragon bone is lying right there. Now, using Christophe’s body, watch the video, after which you will find yourself in the Shadow along with the creature that threw you there. Get rid of opponents and go deeper. Pretty soon you will see a device for breaking the veil, get rid of the guards and turn off the device. Another device is located near the runic circle. The guard there consists of demons of desire, kill them and turn off the device. Now activate the runic circle. Demons of anger will immediately come at you in considerable quantities, get ready for a fight. Once the last demon is dead a rune stand will appear, activate it. Go further, turn off the last rupture device and go to the village.

Go towards the pier, next to which there is an essence of characteristics. Next you will meet a girl who came to visit the ashes of her father. They will attack you, after getting rid of them, go to the crypt. Run forward to the fork, then turn left from there. The girl will turn out to be a demon, he can be killed or intimidated. After the demon disappears, clear the crypt and exit it.

In the abandoned Blackmarsh you can find chests with pieces of good armor. These chests are located in the places where the devices were in reality after the destruction of the veil rupture systems. You can also find a spectral dragon in the swamp. To do this, you need to collect all the bones and take them to the skull near the climb up the mountain. Having inserted all the parts into the grooves, run upstairs to the fortress. There the dragon stands, in battle he uses lightning and is practically immune to entropy and spirit spells.

After exploring the village, go to the central square and talk to the spirit of justice. After the conversation, the spirit will break the gate and you will find yourself in front of the witch from Blackmarsh. She will not come alone, with her will be the very creature of darkness that threw you into the Shadow. Get rid of it first, it won't cause any problems. After you deal with him, the Baroness will “drink” him and send you to reality. Your familiar spirit of justice will appear in Christophe's body and join you. Head towards the village, destroying the shadow portals that the witch opened along the way. In Blackmarsh, talk to the Baroness, she will turn into a demon that you have to kill.

In any case, the spirit of justice will remain in the team, so choose who else you will take to the team. If you are a warrior, then take Anders and Velanna, if you are a healer, then Velanna, if you are an attacking magician, then take Anders. During the battle, the demon baroness will open shadow portals, which you will have to close as quickly as possible, since creatures will climb out of them to help the demon. To destroy the portals, you can select a magician and one fighter, while the other two members of the group will focus on the baroness herself. Keep her paralyzed with Anders' help. Drive her into the estate's courtyard and attack her en masse. After the battle is over, you can calmly explore all the nooks and crannies and go to the Vigilance Tower.

Once you arrive at the Tower, you have another important decision to make. You will be asked to go to defend Amaranthine. On the way you will come across a squad of creatures, destroy them. Now make a decision: either you refuse to protect Amaranthine and decide to burn it along with its creatures, or you agree to protect it, thereby abandoning the Tower to its fate. Let's consider both options.

If you decide to burn Amaranthine, you and the entire Gray Wardens will be hated. But if you still choose this option, you will have to defend the Tower. There will be four stages of the battle. First the gate defense, then the fight in the courtyard, then the gate again. The last stage is a fight with the attacking commander and an armored ogre. After the fight, you will head to the Mother's lair.

If you decide to defend Amaranthine, then the fate of the Tower depends on whether you previously completed the tasks to restore the walls of the Tower, and other additional tasks in the Tower. If the Tower is fortified, then it will stand, but if not, it will fall. While defending the city, you will need to rescue soldiers, defeat enemy troops, and block the flow of enemies through the tavern and smuggling route. At the end you will have a fight with an armored ogre and a trip to the Mother’s lair.

Go to the Dragon's Mouth Wasteland, move straight, destroying the creatures of darkness along the way. Having reached the end of the location, you will meet a high dragon that you have to deal with. At your current level this shouldn't be much of a problem. Use ice spells and melee skills. Once the dragon is dead, go down to the Tevinter Ruins. Here, collect the crystals and activate them by placing them in the sockets of the towers. In the second tower you will find the Architect, who after the conversation will ask if you will kill him. Decide for yourself. Having made this or that decision, be prepared for the fact that not all group members will agree with it. If you decide not to kill him, then Sigurn may even attack you, but in this case you will receive a good weapon that will help you in the battle with the Mother - the “Pyre of the Architect”. In any case, after meeting the Architect, run to the last tower, search it and go to the nest.

After talking with Mother, you will learn that it is the Architect who is to blame for all the current troubles. He tried to remove the dependence of the creatures on the ancient gods and for this he started a pestilence. In any case, you will no longer be able to get the Architect, so you will have to deal with the Mother. The fight with her is quite simple, although long. First, deal with her tentacles and children, who will distract you from time to time. After you deal with them, proceed to fight with the Mother herself. After killing her, watch the final scenes and that’s it, our adventure is over.

Interesting Facts

The characteristics in the add-on have not changed, so let's move straight to the skills. Here we have three new branches at once, one craft and two combat. The requirements for all three are the same: twentieth, twenty-second, twenty-fourth and twenty-sixth levels.

In addition, items equipped with rune sockets are much more common. Now, in order to fill them, you don’t have to rummage through the belongings of all the merchants you meet for powerful stones. This branch allows you to improve runes. To create an improved version of a stone, you most often need two of the same ones, but at a lower level. Starting from the fourth level you will also need a special reagent. Recipes can be either purchased (usually from specialized merchants) or found.

It is important: In the game, not only the maximum level of heroes has increased (from twenty-fifth to thirty-fifth), but also the levels of things. Equipment can now be of nine tiers (instead of seven), and runes can be of seven tiers (instead of five).

Making runes is quite an expensive business. For example, to obtain a capacity rune (increases willpower) of the maximum level, you will need about thirty-five gold! On the other hand, by the end of the game this amount no longer seems exorbitant.

Unpretentiously increases the number of your health points by twenty-five units per level. Now you don’t have to think about who to make your “tank” - an herbalist or a survival specialist. It is recommended to develop the main combat characters, and leave the craft lines to those who sit in the castle. Let them at least do something there, lazy people!

Skills

All class and weapon groups have acquired new skill lines. Let's start with the first ones. First comes the name of the group, then the name of the first skill in the line, then the rank requirements and a description of all the skills in the line.

Robber

Heart Hunter

Requirements
Rank 1 2 3 4
Level 20 22 24 26
Dexterity 36 40 46 52

- if the target (elite rank or lower) is near death, then the technique destroys it. Otherwise it deals a critical hit. It is rarely useful, because if you have already removed most of your health, you can finish it off without it.

Next rank - ghost— makes the robber immune to all physical attacks for a short time. More than once it will help you escape from the environment.

Next they go weak spots- a very interesting supported skill. After you hit the enemy, for some time All attacks against it will be intensified. It helps a lot in battles with thick, weighty opponents.

And finally, hesitation: All enemies in a large radius are stabbed in the back in turn. The skill itself is very strong, and in combination with others (for example, with the previous one) it is generally deadly.

— There was a cat in my tower named Fluffy. Well, he wasn't exactly mine, but we became attached to each other. And then one day a demon of rage possessed him... Before he was destroyed, Fluffy managed to kill three templars. I was so proud of him!


Eternal child. He escaped from his circle seven times and was caught six times. We can prevent the seventh, with the king's blessing.

Anders is a very cheerful and cheerful magician. He perceives everything that happens as a game, constantly jokes and teases everyone. It's interesting to travel with him. At the same time, he hates the church and its foundations, without hiding it at all. If he gets the chance to destroy the templar, he will do it. And probably in a humorous manner.

It is all the more surprising that he is a healer. And a little more of a battle mage.

From gifts he likes exquisite things (he is hungry, apparently) and, as he himself admits to you, cats. And, of course, all kinds of accessories for them.

The personal quest takes place in Amaranthine. There you will meet an old friend of Anders, who will point to the basement with the magician's medallion. The basement is just south of the shopping arcades.

Warrior

Second wind

Restores a good portion of your stamina bar at once. Nothing to add.

Knocks down regular enemies in their place, deals double critical damage to elites and single bosses. Helps out when you urgently need to kill some wolf that has bared its teeth at the magician.

Heard within a large radius from the warrior, it insults opponents with the best feelings and forces them to switch to foul language. A strong word will more than once pull out the most hopeless battle.

Fully lives up to its name. All enemies of a lower level than the warrior die immediately, the elite receive critical damage, and bosses receive normal damage. And all this within a decent radius! It greatly speeds up the exploration of all kinds of dungeons.

Mage

Shadow Shield

Requirements
Rank 1 2 3 4
Level 20 22 25 28
Magic 40 44 52 61

Strengthens your magic shield, increasing your chances of dodging attacks or deflecting spells. If the shield is inactive, then the chances remain, but are scanty. Moderately useful.

Requires a lot of mana to support, and in return increases damage from all elements. It also affects the attack with the staff, so it’s useful.

Gives serious benefits to magic, willpower and mana restoration. It will be useful to everyone without exception.

For an immodest fee in mana, it resets the cooldown of all spells. With a proper supply of this same mana, it allows you to do terrible things.

Repulsion field

Requirements
Rank 1 2 3 4
Level 29 22 14 16
Magic 43 49 55 58

Knocks back nearby enemies if they fail a Physical Resistance check. Each pushback consumes mana. You won’t be able to run around all the time with the field turned on, but escaping from the environment is easy!

Sprays life-giving energy around the mage, reducing the fatigue of allies, but consuming the mana of the mage himself. If you decide to use it, turn it on only for a short period of active action.

Once every few seconds it attacks enemies within a decent radius with spirit magic and - of course! - eats up your mana. But mana is consumed not for the total damage, but for the fact of launching the wave. So, if you find yourself in a crowd of adversaries, you can safely turn it on.

It pulsates in the same way as a magic field. Each charge dispels enemy magic. And here you are already paying for the fact of dispelling, and not for launching the wave. But the enemy still spends more mana to apply these effects, so you can safely use it.

“They... are... lying on the ground like ordinary pants, but only until you turn your back to them.” That's when they... go! And they scratch out your eyes!


Good old Ogren hasn’t changed a bit, he’s still the same drunk and brawler. And his habits are the same: straight as rails. Although his inexperience with life on the surface often plays a cruel joke on him. It seems that only the very lazy do not want to play Ogren. The gnome answers with his characteristic directness: uncomfortable questions and even more uncomfortable answers.

Ogren is still a berserker, specializing in two-handed weapons and well-equipped from the very beginning. As gifts, he prefers strong drinks of all kinds. The personal task is connected with the gnome’s family life, which never worked out.

A weapon in every hand

Double punch

Requirements
Rank 1 2 3 4
Level 20
Combat training First rank Second rank Third rank Fourth rank
Dexterity 34 40 46 50

Two critical hits in a row. Simple and effective.

Increases the chance of a critical hit and the amount of damage from it. For a snack, it enhances the previous technique.

Reduces the movement and attack speed of all enemies in a large radius. If you hit the enemy with a double blow before this, he will simply fall.

It was named so for a reason. The character begins to thresh the enemy with terrible speed. Each hit reduces your stamina a little. The streak ends in one of the following cases: you run out of stamina, the enemy has escaped, or one of you has died. If you hit the enemy with a double blow before doing this, then each attack becomes critical. And if you kick, you definitely won’t miss. It looks great, of course, but you need to choose your target wisely, otherwise, while you are hitting the enemy, his comrades will finish you off.

Archery

Accuracy

Requirements
Rank 1 2 3 4
Level 20
Combat training First rank Second rank Third rank Fourth rank
Dexterity 34 38 44 52

A supported skill that immediately increases (depending on agility) hit chance, damage, critical hit chance and damage from it. As soon as you take it, turn it on and never turn it off.

Slows down all enemies around the archer (unless they are higher level or elite) and constantly eats up stamina. The usefulness is questionable.

Deals triple critical damage to the target and another half of it (that is, one and a half critical) to others. Excellent reliable skill.

Some time after activation, it affects a large area for a certain period of time - a kind of area spell. There is a minus - there is a long delay, enemies often have time to escape. But the animation is a feast for the eyes.

Nathaniel

“Everyone in the Hou family was a hero!” And for the sins of my father alone, they branded everyone with shame! But he simply chose the wrong side in the war.


The son of the now deceased Earl, whose domain now belongs to the Gray Wardens. Several years ago, Nathaniel was sent to study in the Free March, where he spent all the events of the original game. Therefore, when he arrived, he was indignant for a long time and wondered why everyone hated his father so much. Over time, he will understand why and begin to reproach himself. And finally decides to wash away the stain of shame from the history of the family.

Nathaniel is generally as naive as a baby and will constantly ask your companions about everything in the world and try to give compliments. Even Oghren. With predictable results.

As a fighter, he specializes in bows, but he can also engage in thieves' activities. For gifts, he likes practical things and heirlooms of the Hou family. The personal quest involves a missing sister who turns up in Amaranthine.

Weapon and shield

The juggernaut

Allows the “tank” to literally pierce the enemy formation, pushing aside everyone who is in its path. Each push removes a little stamina. A wonderful skill: we knock down enemies, make them angry, and move easily, and it looks funny.

Significantly reduces incoming damage for a short time (depending on constitution). You can even climb a dragon under it.

Constantly provokes surrounding enemies, eating away stamina. The usefulness is average, because energy is spent on attracting unnecessary enemies.

Makes a character completely invulnerable for half the duration of the shield-shell. That is, when it is activated, we are not afraid of anything at all for the first half of the time, and we live the second half as if under an ordinary shield-shell. With this skill you can even stop an ogre on the run!

Two-handed weapon

Lunging Strike

Deals critical damage to the target and normal damage to its neighbors. In addition, if opponents fail a physical stability check, they will end up on the ground. Medium useful skill.

Makes all the warrior's attacks area-based, although it consumes stamina. A great way to deal with every little thing.

— the warrior takes several steps forward and swings his weapon widely with each step. Helps to reach the enemy's back lines.

— the fighter spins in place and, looking at the enemy’s face, swings his two-handed weapon widely. Each hit eats up stamina. Easily destroys huge crowds of the enemy.

- Wow! I would never have thought that such a healthy tree could grow in a Shemlen settlement.


Elven chauvinist in its purest form. When she decided that people were a threat, she left the clan to destroy them. Several other elves went with her and later died. And Velanna again began to take revenge on people, this time much more successfully.

Velanna has a sister who was stolen by the creatures of darkness and who joined them. The elf has not yet decided how to live with this further.

In conversation, she is harsh and constantly “brings down and curses” people and gnomes. But towards the end he will be re-educated, if, of course, the main character helps.

In battle, she is a subjugator with a dash of battle mage. As for gifts, he loves everything related to nature or elves, as well as everything green. The personal task is related to the story of her departure from the clan.

Specializations

Each class now has two more specializations at its disposal. But only one point was added - at the twenty-second level - so in total we can learn three specializations. However, this is more than enough.

Robber

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 agility, +1 damage per hit

Just adds points to strength and physique.

Makes a robber for a short time invulnerable to damage and knockdown. During this time, you can either escape or provoke a strong enemy to attack.

— instead of health, when struck, stamina is lost. Usefulness is below average. A robber constantly needs stamina.

Strengthens the power of the stone. Now we are also immune to spells. To the friendly ones too! The usefulness is a big question.

Strange line. The first two skills are as good as the last two are bad. The specialization is suitable for any rogue, although melee adepts will benefit from it more.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 agility, +5 attack

— with each blow to the robber, enemies lose interest in him. The skill constantly consumes stamina. Will greatly extend your life in a crowd of opponents.

— the robber distracts the enemy with a non-existent target. Allows you to both escape and stab in the back. Useful, no doubt about it.

— with the ghost type activated, we get big bonuses to damage from backstabs and critical hits. A wonderful addition to an already great skill.

Our ghost suits us in a large radius: opponents will either run away or start attacking the first person who comes to hand. Goes well with invisibility - sneak up on the enemy, release a hallucinogen, throw the bait and run away.

An excellent line that turns the two-bladed robber into a real combine. Add to it a killer and a duelist, and no one will find it enough!

Warrior

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Physical Resilience

- Constantly consumes stamina, but allows you to dodge many physical attacks. Will help in critical situations.

Strengthens the previous ability, adding a chance to avoid spells. In addition, all of the warrior's attacks now ignore armor and deal spirit damage. Allows you to quickly chop up a bunch of armored devourers. Very useful when you encounter armored ogres.

Deals spirit magic damage to all creatures around (depending on willpower). All kinds of ghosts receive significantly more than others. Therefore, it should only be used against shadow creatures.

Strengthens the first skill, increasing the chance to resist a spell, as well as movement and attack speed.

The skill is suitable for everyone, but it will probably be more useful for attacking warriors. You can take two ranks for the sake of damage from spirit magic, or four for the sake of acceleration.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Natural Resistance

Protects one of your allies, absorbing limited damage. Its quantity depends on the physique of the guard. Mages, as well as robbers, will thank you very much!

Increases the armor of the entire squad for a while. The amount of additional armor and duration depend on the guard's physique. Extra armor won't hurt anyone.

Strengthens previous skills.

Pulls enemies that fail a physical resistance check toward the warrior, eating away stamina. They have no choice but to attack this tin can. One of the best skills.

Oddly enough, the specialization is suitable not only for a lover of shields, but also for a fighter with a two-handed weapon. He will be able to cover the healer, strengthen his armor and attract enemies to himself so as not to run away.

- We still have a Dead Legion, and not a Legion of Drinking Songs!


The only survivor of the entire Dead Legion, which was trapped by the creatures of darkness. The poor thing reproaches herself for not dying along with everyone else. And he agrees to live on only for the sake of duty and revenge.

Despite this, she conducts quite lively conversations, even jokes. Prone to self-irony. In combat, she is a dual wielding specialist. For some reason, he loves children's toys and all sorts of interesting things like a spyglass.

Mage

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, +3 mental stability

Chains the magician to one point, which is overgrown with bushes. The bushes hit enemies caught in them with the forces of nature and slow them down. It can be used both as insurance against unexpectedly disrupted opponents, and as a means of attack in a crowd.

They very painfully scratch everyone who got tangled in the bushes from the previous skill, and scatter those who did not pass the physical stability check.

Allows you to receive mana for damage caused by skills of this line. And if the enemy carelessly dies in the bushes, the magician will absorb the remnants of his life and begin to quickly regenerate.

Deals massive physical damage and temporarily immobilizes those who fail a physical resistance check.

Despite the serious disadvantage of immobilization, this line is very strong both defensively and offensively. Unity is quickly restored, so running across the bushes is easy.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, slow health recovery in battle

Every few seconds, deals spirit damage to enemies in a large radius and transfers it to your health, consuming mana. Vampire treatment by area - what more could you ask for?

Freezes all enemies within a reasonable radius that fail a Physical Resilience check. Otherwise it will just slow down. Everyone without exception will receive cold damage. A kind of overgrown cone of cold that does not hit allies. That is simply great!

He gets a little every time he hits him in the head. On the one hand, it’s not appropriate to hit a magician over the head. On the other hand, this entire line is still designed for close contact with the enemy. So we take it without hesitation.

Deals damage to everyone around with various elements in turn. Each blow costs mana, so only use it in large crowds.

Effective development

Taking into account the latest changes, several super-effective classes have appeared in the game that will easily pass any test. Let's look at several schemes of twenty-eight points - this is how much you will have at the end of the game, if you did not export the character, or, otherwise, in the middle.

"Tank"

Vityaz – 4 points

Guard - 4 points

Spirit Warrior - 1 point

Unrelenting Force - 4 points

Second wind - 3 points

Bogatyr - 4 points

Shield block - 4 points

Shield defense - 4 points

Of the characteristics, we need 26 units of agility, the rest goes with strength in approximately equal shares. The main task of the “tank” is to choose the right targets and spend stamina as efficiently as possible.

Fighter

Two-handed weapon group - 16 points

Second wind - 4 points

Spirit Warrior - 4 points

Guard - 4 points

The characteristics are approximately the following: strength, agility and physique in a ratio of 2:1:1. You need so much dexterity because you will come across many evasive enemies who will gnaw you off before you hit them. And we gain health through skills. Tactics depend on the enemy - either break into the crowd and use area skills, or use small combinations on singles.

Justice

- I was not born. I have always been.


A unique case is a spirit that has entered the body of a mortal against its will. And the corpse did not become possessed by the dead, but completely came to life. Apparently, because Justice is not a demon, but a good spirit, not subject to its passions.

At first he is very cautious about the world, but then, as in the old joke, he gets involved and begins to learn. He is interested in many things, but he himself can tell something. When will you finally have the opportunity to talk to a spirit without fear? In conversations, by the way, he reads morals to all your comrades, and they each react in their own manner...

In battle, he is a typical “tank”. He loves gifts that are connected with the former owner of his body and with the Shadow. A personal quest concerns the wife of a deceased guard. You can find her in the Church of Amaranthine.

Dual Blade Rogue

Dirty fight - 2 points

Low blow - 4 points

Heart Hunter - 4 points

Killer - 4 points

Ghost - 4 points

Legionnaire Scout - 2 points

Double strike - 4 points

Weapon proficiency in each hand - 3 points

Two-handed swing with weapon - 1 point

We will need dexterity, cunning and strength. Strength is somewhere around 40-42, agility and cunning, on which the skills are based, is 2:1. In battle, our task is to effectively spend a small amount of stamina (don’t forget to stock up on bottles in case of emergency!) and not die, because if we hesitate, they will cut us instantly!

Battle Mage

Battle Mage - 4 points

Guardian - 4 points

Warrior Mage - 4 points

Mana Drain - 4 points

Damage to vulnerability - 4 points

Shadow Shield - 4 points

Magic arrow - 2 points

Flameburst or Frostbite - 2 points

We invest in magic, willpower and agility something like this: 6:3:1. Dexterity, like a fighter, is needed to hit enemies. Yes, and we fight in a similar way: we rush into the crowd with area spells at the ready, or we curse a single target and beat it for a long time, with force.

Walkthrough of the main story

Vigil Tower

It all starts with long battles: the creatures of darkness invaded the base of the gray guards. After the end of the battles, it’s time to explore your possessions, get to know the inhabitants and collect tasks. As soon as you deal with small and not very important matters in the fortress, go to the city.

Amaranthine

In the city, you will first need to find a representative of the trade guild not far from the merchants, two hunters at the entrance and an innkeeper in the inn itself. From them you will receive story missions: into the forest, underground and into the swamps, respectively. In addition to them, there are many additional tasks in the city.

Forest Vending

These are the tracks that the survivor is following.

These animated trees are good opponents after all! Comfortable.

Trade caravans disappear here. During the investigation, it turns out that it is not the robbers who are to blame, but the elf. But before calling her to battle, you need to find a bleeding surviving soldier, who lies across the hill with the elf town from the entrance to the location. He will reveal the whole truth to you. After this, you can add the elf to your squad and go to the mines...

On a note: Bring a lockpicking expert with you. You will not be able to change the group, nor will you be able to return to the mines.

After fighting through the Architect's lair, get out.

Black swamps

There was once a settlement here, but it mysteriously disappeared. You need to find your colleague - Christophe. To do this, go to the opposite end of the swamps. There is only one road there, so don't get lost. Along the way, you will be able to get acquainted with the cute local fauna...

After you find the gray guard, you will need to get to the Baroness. She lives in the city. To get to her, you need to talk to the leader of the angry crowd - Justice. After this the battle will begin.

Returning to Christophe's body, meet your new comrade and go close the portals, after which you go to the castle where you previously fought with the baroness. Survive one more battle and you can return.

Thicket Hills

A very mysterious place. A corpse, two executioners, a note, and that's it. What is it for?

The fastest form of transport in Ferelden. Uncooperative, really.

Going down, you will meet your last companion. With the glorious gnome, boldly dive underground and cut through the creatures of darkness.

On a note: when you are asked to find the secret passage, look at the wall on the left when facing the main staircase.

After some time, you will reach a huge golem with a magician, and then the queens. To kill them, you must first destroy the tentacles and then cut the chains holding the chandelier. Repeat until the chandelier falls off. That's it, you can go back.

War

Now you need to prepare for war. Choose your companions and run to the city. In Amaranthine they will tell you that troops are heading to the Vigil Tower. What to protect, choose for yourself.

After defense, you will be transported to the lair of the Mother - a huge intelligent womb. It's not that easy to get to. Already at the end of the upper level you will meet a dragon.

If you want to make the final battle easier for yourself, carefully look for the crystals and use them to activate the Tevinter Towers. Each of them has its own effect (fire attack, paralysis of enemies, healing), which can be used once in a battle with the Mother. You will get another effect, if you want, from the Architect. With such help, destroying Mother will not be difficult.

", associated with the Vigil's Keep. The passage of the Vigil Tower is divided into two parts: Arrival and After the attack.

VIGIL'S KEEP - ARRIVAL

Story quests

Attack on Vigil Keep

TO After briefly informing you that the Spawn of Darkness did not retreat to the Deep Roads, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to the Vigil Fortress in Amaranthine. If you recall, this former domain of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.

IN Accompanied by Mairi - a warrior with a shield and sword - you will arrive at the fortress and immediately notice that something is wrong. A second later, a frightened soldier will fly right at you, pursued by several Spawns of Darkness. After you deal with them, he will tell you that the fortress was captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

P After reporting the situation, the soldier will go home - either, on your order, he will go to look for a safe place, or to look for reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion a little better - Mairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens. Mairi has not yet undergone the Fusion ritual, but is enthusiastic about the opportunity to be a Gray Warden. Together with Mairi, you will have to clear the fortress courtyard from the Spawns of Darkness. You'll encounter genlocks, harlocks, screamers, and even one ogre, but none of them are elite, so they're unlikely to pose a problem for you. In some places, surviving soldiers are fighting off the Spawn of Darkness, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant, who, unfortunately, ended up in the fortress at the moment. You will receive nothing but moral satisfaction from saving soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.

ABOUT Explore every corner - sometimes opponents appear only when you cross a certain point. In addition, there are many unlocked chests scattered around the fortress. If you exported your old GG to Awakening, then their contents may not be something significant for you, but if you started the game as a Guardian from Orlais, his equipment and cash supply are very limited, and considerable expenses lie ahead - so that every little bit will help the cause.

TO When you approach the inner gates of the fortress, you will be greeted with a knock-down fireworks by a Genlock emissary - an ordinary one, though, not an elite one. After dealing with him and the rest of the Fiends in the courtyard, look around just in case to be sure that you didn't miss anything, and go into the building.

P After a short dialogue with Mairi upon entering the fortress (where you can lose or gain influence with her), you will immediately be attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be picked. There is only one thing left for you to do - follow the eastern corridor.

E After two steps, you will take a step through the door into the eastern corridor, when you will meet another survivor of the attack - the magician Anders. If you yourself play as a magician (it doesn’t matter whether you are a GG from the Beginning or an Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders openly admits that he is a renegade mage who escaped from the Mage Tower. The Templars caught him and were already on their way back when, to their misfortune, they decided to make a stop at the Vigil Fortress. Not one of them survived the clash with the Spawn of Darkness.

N Regardless of how exactly you conduct the dialogue with Anders, he will offer you to temporarily join forces. Anders is a spiritual healer who also has a super useful spell, Cone of Cold, which can be very useful, especially if your GG is not a magician (but even if he is a magician, then a second one in this situation is unlikely to hurt). He also has several unspent points that you can immediately invest in spells and skills at your discretion.

U The three of you follow the door to the fortress wall. There, a group of Spawn of Darkness awaits you, led by your first elite opponent in the Awakening - a Genlock emissary. If your GG knows how to hide, then he (s) can quietly slip into the ballista and deal an impressive blow to the enemy with it before they notice you. Having defeated the enemy, follow further. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out, it was impossible to open it for a very good reason - behind it was piled an impressive barricade of various pieces of furniture and stones.

R the lever that is behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain gnome very spectacularly blew up a group of the Spawn of Darkness and disappeared. Deal with the few that are left alive and follow the grate to the north.

IN In the room north of the grate, you'll find Ogren fighting off several Darkspawn, which includes a Genlock Emissary and an Alpha Harlock. After the battle ends, Ogren will join your party. His welcome speech will be slightly different depending on whether your PC is an Origin hero or a Guardian from Orlais, but in any case, his respect for you will shift to Zero, as if he had never seen you before in his life. Alas. Out of sight, out of mind, no less...

AND So, now you finally have a full-fledged group at your disposal! Move on, dealing with opponents who at times will be elite. On the way, you will come across a wounded man named Rowland. In general, he won't tell you anything new, but depending on how you behave in a conversation with him, you can lower or increase Mairi's respect. (If you order her to kill Rowland, then, of course, she will not like it, but if you tell him to “Get a grip!”, then her respect for you will increase.)

R Ouland, unfortunately, cannot be saved. After finishing the conversation with him, go further to the door on the outer wall. Having crossed the threshold, you will encounter the very Fiend that the soldier and Rowland told you about. He does indeed talk, but the conversation will not last long and will almost immediately turn into a battle. This is your first orange boss fight in Awakening.

P At the end of the battle, Seneschal Varel will thank you for saving him, but his gratitude will be interrupted by the arrival of none other than the monarch of Ferelden in person. If you exported the PC from Origins, it will be the one who became the ruler at the end of the game, and if you play the Guardian from Orlais, then it will always be Alistair. In the subsequent conversation, Ogren will offer himself as a recruit to the Gray Wardens. If you refuse, then you will no longer have the opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you won't see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit for the Gray Wardens.

A Lister/Anora will talk to you a little about your immediate task in Amaranthine. The conversation will be slightly different depending on whether your PC knows the ruler personally and how personally, but in any case, after that he/she will depart back to Denerim, wishing you good luck. Now you have to attend the Initiation ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian Commander.

Note: The outcome of the Initiation is predetermined. Regardless of how you acted or what you said earlier, this will not affect the result.

Non-plot quests

Medical equipment

U walls of the fortress in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the very south-eastern part of the yard. Note: in the chest not far from the wounded, for which you ran for medicine, there is a helmet from the Stormchaser set.

Survivors of the attack

IN Inside the fortress, find and help several of its surviving inhabitants escape. You will receive this quest when you come across a man fighting off two Fiends of Darkness a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above).

IN The second survivor is sitting in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go into the large hall through the door next to this little room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room you will also find a Genlock Emissary and an Alpha Harlock.)

VIGIL FORTRESS – AFTER THE ATTACK

AND So, you have a whole fortress at your disposal, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don’t want to load up your backpack with. All your comrades will be here in the Throne Room. The mage ambassador Sera, in addition to selling recipes for runes and the runes themselves, can enchant your weapons and armor if you need it.

Z look here more often. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, this is where from time to time your companions will feel the need to talk to you (this happens after you have achieved a certain influence with them or after completing their personal quests).

Story quests

Awakening

P talk to Seneschal Varel, Captain Garevel and Mrs. Wolsey, who will inform you about the situation in Amaranthine. Talking to them will give you three main missions of the game: Last of the Legion, The Righteous Path, Shadows of the Black Swamps.

Non-plot quests

Prisoner

WITH The soldier guarding the entrance to the castle will tell you that the Gray Guardians captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is kept in the castle casemate until you, as the Commander and the current arl of Amaranthine, decide what to do with him.

AND go to the dungeon and talk to the guard. He knows nothing about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Arl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but already changed his mind on the spot and only wanted to take something what of memorabilia, since he had nothing left related to his family. At the end of the conversation, a seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning, making him a recruit of the Gray Wardens. In this case, the seneschal will perform the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades. Nathaniel is a rogue archer, an analogue of Leliana. He can be very useful if your PC is not a robber, managing castles and traps and scouting the area.

Trade must go on

E If you return to the Throne Room a little later than your first appearance, you can ask Mistress Wolsey if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade ties with the Vigil Fortress.

IN You can find two such merchants. You will come across Lilith while traveling on the world map, where you will have the opportunity to save her from attack. Another merchant, the qunari Armas, is located in the silverite mine of the Vending Forest. In order for him to agree to cooperate with the Vigil Fortress, you need to use Persuasion.

Oath of Allegiance

WITH Neshal Varel will introduce you to the Banns of Amaranthine. If you have leveled up Persuasion, use it in your greeting to get more support.

E If your GG is a Guardian from Orlesian, then Lord Guy, if you talk to him, will loudly declare his displeasure at the submission of Amaranthine to the Orlesian. You can calm him down with Persuasion, and then you have to decide what to do with him. You can execute him to intimidate other dissatisfied people (which will worsen your relations with the nobility), release him in peace, or put him under arrest.

Defense of the Lands

E that quest appears when you take the oath of allegiance from the banns of Amaranthine, if you talk to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you have to choose which one is a priority. (As a third option, you can choose to guard trade routes.) Lord Eddelbrek, a large landowner, will advise you to protect the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than ordinary peasants. Of course, they have their own interests in advising this way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it.

P Inform the seneschal of their advice and give him instructions according to your choice of defense priority.

E If you choose to protect merchants, the merchant in Uriah Fortress will offer you a wider range of goods.

E If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them.

E If you decide to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down if there is a possibility of a riot.

Web of Conspiracy

E If you used the Persuasion option in your greeting when taking the oath of allegiance from the Banns of Amaranthine, talk to Ser Tamra - she will warn you that a conspiracy is being prepared against you. She will promise to deliver the conspirators' letters to you in a few days.

E If you didn't use Persuasion, talk to Anders during the ceremony and he will tell you that he accidentally overheard a suspicious conversation that smacks of a conspiracy against you.

P talk to the seneschal and you will have several opportunities to resolve the situation. You can do nothing and wait for word from Ser Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the plot from Anders). You can invite family members of the surrounding nobility to “stay” in the castle, who will act as hostages if necessary. The seneschal will not greatly approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the subtle matter of intelligence. And finally, the seneschal will mention a certain “Dark Wolf”, whom you can hire to extract information. If you decide to look for him, then in Amaranthine they will give you a note inviting you to a meeting. The Dark Wolf (or whoever pretends to be him... you know this if you completed a certain quest line in the Beginning) will get you the information you need, but first demand 50 gold as payment. If you do not have the required amount on hand, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are gathering, after which all you have to do is go there and kill them. If you want, you can kill him after he gives you the information.

Note: You can receive a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.

Note2: in order for the Dark Wolf to receive the information you need, you need to move away from the streets of Amaranthine (entrance/exit to any building is fine).

And you, Esmerel?

ABOUT This is one of the possible development options for the Web of Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted peasant uprising, several banns led by Esmerel will be waiting for you in the throne room.

WITH Neshal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The Banns are not very strong (and besides, your comrades will be with you), but they will have an orange boss with them - the assassin of the Antivsky Ravens. After the battle is over, exit the throne room so that everything in it returns to its place.

Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.

ABOUT Completing this quest will also end the Web of Conspiracy quest.

Day of Judgment

E that quest will appear to you after you complete one of the story quests. The sentry at the gate will tell you that the seneschal was looking for you. Go to the throne room.

TO As Earl of Amaranthine, you will have to make decisions to punish your guilty vassals. You can also completely refuse to understand matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

IN Therefore, you will have to analyze three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The theft of crown property carries the death penalty, although if the grain belonged to someone else, he might get off with the rod. You can execute him, have him flogged, or have him join the army, which will allow him to feed his family. Executing Alec (shorter - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

IN The second case concerns a case of desertion. A soldier named Danella left her post because her family was threatened by the Spawn of Darkness. You can execute Danella, since even in peaceful days desertion always meant the death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, this will worsen your reputation in the eyes of the peasants.

E If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or have not hired him at all), then you will have to deal with the case of Ser Temmerley, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen running from the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely while the investigation continues.

P The last case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Tairn Loghain in the past. Besides the obvious options of siding with Lisa or Derren, you can take the land for yourself (this will net you 100 gold) or give it to Lisa, but cast Persuasion on Ser Derren, promising him appropriate compensation.

Peasants' revolt

E These events will happen after you complete two of the main quests. Upon returning to the Vigil Fortress, you will see a crowd of angry, hungry peasants who demand that the fortress's storerooms with food supplies be opened to them.

IN in other cases you will have to fight them.

Price issue

IN Aldrik Glavonak, a gnome builder, will approach you with a request for additional resources to upgrade the fortress. You can tell him to make do with the amount that has already been given to him, but if you want to improve your castle with the latest word in Dwarven technology, then promise him 80 gold (or pay it right away if you have it).

Note: Your decision regarding additional funds for the fortress may affect certain events at the end of the game.

Build to last

E If you talk to Waldrik Glavonak some time after completing the Price of Business quest, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - for example, granite - to repair them. You can find granite in the Vending Forest, where you will go during the Path of Justice story quest. Report your find to Waldrik and send soldiers to guard the workers.

U whether you mount walls with granite or not can affect certain events late in the game.

Necessary materials

X Erren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make suitable equipment for your soldiers.

IN of this you can find three deposits:

Veridium deposits are located in the dungeon of your own fortress, where you will go during the quest “What Lies in the Abyss.”

The iron deposits are located in the Kal'Hirol trading area, where you will go during the main mission "Last of the Legion".

Silverite deposits are located in a mine in the Vending Forest, where you will go during the story quest “The Righteous Path”.

What lurks in the abyss

P talk to Sergeant Maverlyes. She will express suspicions to you that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Paths. The sergeant also suspects that the explosions caused by the gnome Dvorvik caused several collapses in the dungeon, and now there are Fiends there, cut off from the surface.

IN Tell her to dismantle the rubble and go inside the dungeons.

IN in a small room marked on the map as “Prisoner's Notes”, several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then the torch on the wall, and the secret wall will move to the side, revealing a chest with good loot, including a ring that gives + 4 to physique.

IN In a room marked "dungeon", several prisoners are kept under lock and key. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared.

H There is a closed door just west of the prison cell. If you pick the lock, you will find an Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt when you enter it. Their appearance can be activated in stealth mode - if you want to throw spells at them from afar before they notice you. After the battle, examine the sarcophagi. In one of them you will find a key. This is one of the four keys you need to unlock the door in the crypt, the rest you will find a little later when you clear the rubble into the deeper parts of the dungeon.

E If you don't have a robber with you or his lockpicking skill is not high enough to open the door, that's okay. A little later, after clearing the second rubble, you will find the key.

IN In the northernmost part of the dungeon you will find Adria, the undead and a deposit of veridium, which you can report to Herren. You will also find that due to another blockage you cannot move forward. Sergeant Maverlis will promise to inform you immediately when the rubble is cleared.

Z the avals will clear after you complete one of the story quests. Talk to Sergeant Maverlis - she will take you to the cleared area.

AND So, you find yourself on the Deep Paths, so it is not surprising that you will meet a variety of Fiends of Darkness. There are also undead here and there, but you won't find anything too serious until you meet the orange ghost boss - the Dark Ghost.

T Dark Ghost can deal a lot of damage with electricity, which, if you remember, absorbs mana and stamina. After a while, when his health is reduced by about 25%, he will call on several skeletons to help. When you have dealt with everyone and reduced the Phantom's lives to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either.

A activate the device from which the ghost-holding beam emanates. This will free him and give you the sub-quest "The Revenge of the Phantom", but it is not necessary to complete this quest.

P move forward and soon you will find another orange boss - the Ogre Commander, surrounded by other Fiends of Darkness. When you deal with him, the Dark Ghost will take over his body and you will have to fight him a second time.

P After defeating the possessed ogre, Sergeant Maverlis and Waldrick will appear. Waldrik will put in place defense mechanisms that will keep Vigil Fortress safe from attack from below for at least another ten years.

P Once you tell the sergeant that you wish to go to the surface, this quest will be completed.

Adria's request

E that quest is closely related to the task “What Lies in the Abyss”. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adria. You can simply examine the dog and take the note, or use the Survival skill and calm the animal down first (for this you will receive +2 respect points with Nathaniel). Apparently, Adria fled to the basement to escape the Spawn of Darkness. Nathaniel will be very excited by this note, since, according to him, Adria was like a mother to him.

A You will find Driya in the northernmost part of the dungeon. Unfortunately, she has already turned into a goul and will attack you as soon as she notices you. Her death will complete this quest.

WITH Adria's body you can remove a wonderful ring for a magician - the Ring of Mastery - which gives + 10 to the power of magic.

Temple of Corta

IN in the room north of the entrance to the Deep Roads you will find the Temple of Cort. If you touch the altar, you will have a choice of what to do with it.

E If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, you will receive a good two-handed ax “Fury” as a reward. If you place Corrupt Iron on the altar, which can be found a little further along the Paths, it will desecrate the altar and destroy it. You won't get anything.

E If you take the offerings from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.

Ghost's Revenge

E This quest appears to you after freeing the Dark Wraith from his light prison in the Deep Roads. Once you defeat him as an Ogre Commander, the ghost will disappear. He will retreat to the Avvar crypt, which you probably already noticed during your clearing of the Vigil Fortress dungeons.

H To get into the crypt itself, you need a key, which is located on the body of the Fiend of Darkness on the Deep Roads near the gate that Waldrik sealed, but in the same way you can simply pick the lock. But in order to get into the room with the ghost, you need four more keys. One of them is located right there in the crypt, in one of the sarcophagi. One lies in a chest near the Temple of Cort in the Deep Roads. The other two are in locked chests, also in the Deep Roads.

TO Once you have unlocked all four locks, you can proceed to the room where the Dark Ghost will take possession of the body of the Avvar Lord (orange boss). He will be assisted by two more revived Avvar lords. When you defeat all three, your quest will be over.

Letters to the Guardian-Commander:

H The ace at the castle gate has several letters for you. These are petitions from your vassals with various requests for help.

Ransom for daughter

U One of your vassals, Lord Bensley, bandits have kidnapped his daughter, Lady Eileen, and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl will not be harmed in this case.

E If Eileen is alive, the guard at the gate will give you a message from Lord Bensley with gratitude and 10 gold.

On the far side

AND The widow living in the Turnoble estate asks you to protect her from the Spawns of Darkness. Unfortunately, there appears to be no way to do this - even if you go to the indicated location immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. All you have to do is kill the Spawns of Darkness who have seized the estate, and your quest will be completed. From the body of the widow Turnoble, among other things, you can remove 13 gold and a diamond, and on the body of the templar not far from the exit there is part of the Stormrunner set.

Missing Items

D This quest will appear some time after completing the two previous quests - Ransom for the Daughter and In the Far Side.

E that letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amaranthine. People were saved, but goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.

Note: Apparently this item is only good for selling - but then again, each batch costs two gold pieces, and there are more than a dozen of them.

Master's work

IN eid still dreams of working with the exotic materials you might find on your travels. This quest includes three small subquests - based on the amount of exotic raw materials that you will discover during the three main missions:

Down to the bone

E If you bring Wade the Ancient Dragon Bone that can be found in the Blackmarsh Queen's Lair, he will give you a list of ingredients needed to turn it into the weapon of your choice - a one-handed or two-handed sword.

Ingredients:

Ancient dragon bone.

Fresh Dragon Egg (found in the Wending Forest Silverite Mine in the Dragon Trainer's room).

Diamond (can be found - for example, on the Deep Paths under the Vigil Fortress).

Large Fire Protection Potion (can be purchased from Uriah in the throne room).

Fire rune of the great master.

M The Vigil will have the same bonuses regardless of whether you choose its two-handed or one-handed version. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of attack, or let him make the choice himself.

Defense Bonuses: +10 to defense, +10% chance to dodge attacks.

Attack Bonuses: +15% critical/backstab damage, +3% critical strike chance.

Ease of Hit Bonuses: +50 stamina, +0.5 stamina recovery in battle.

Wade's choice: +3 to all stats.

IN Depending on whether you choose Mobility or Strength for the sword, it will receive the following bonuses:

Mobility: +6 attack, +5 cold damage.

Force: +1.5% armor penetration, +5 fire damage.

Golem Power

E If you bring Wade a piece of the Inferno Golem armor that you will have to fight in the final battle of the mission in Kal'Hirol for the quest "Last of the Legion", he will give you a list of the ingredients he needs to forge the armor.

Ingredients:

Inferno Golem Armor

Master Lyrium Potion (I personally didn’t come across it as a drop from monsters or traders, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle for the quest “The Ghost’s Revenge”).

Pure Iron (sold in Amaranthine from the gunsmith Glassrick).

Wool stuffing - in a chest on the northernmost street of Amaranthine, not far from the Dark Wolf.

Bloody Lotus - can be found almost everywhere, including the vicinity of Vigil Keep (when you arrive there at the very beginning of the game) and Vending Forest.

D Golem Armor - Massive armor with excellent increases in strength, constitution, fire resistance and physical resistance.

Heart of the Forest

E If you bring Wade a piece of wood from the Elder Sylvan, who is located in the Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:

Wood of the Elder.

Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine).

Oil (in the kitchen of the Lion and Crown tavern in Amarantine).

Veins (found on a dead mabari in Blackmarsh).

Rune of the Great Lightning Master (you can make it yourself).

P After completing the quests Heart of the Forest, Golem's Strength and Working on the Bone, the Master's Work quest will be considered completed.

More explosions!

E You will receive this quest from Dvorkin Glavonak after you complete one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest you just need to give him 2 portions of lyrium sand. Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in the Vending Forest.

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