Dragon age awakening ogren. Dragon Age Quests from companions

Quests from companions
Freedom for Anders
In Amaranthine, at the city gates, you will meet the elf robber Namaia. Talk to her. She will tell you that what Anders is looking for is in an abandoned warehouse in Amaranthine, and then she will leave. We interrogate Anders. He will tell you that he asked Namaiya to find out the location of his blood amulet, which the templars can use to find fugitive magicians. We promise him to search the warehouse if necessary. The entrance to it is located next to the shopping arcades. We go inside and search the chests in the first room. We go to the second, where a Templar ambush will await us. The restless templar, who does not want to leave Anders behind, demands that we give him to her. We send her to hell, kill her, then take the remaining things and dump her the same way they came. That's it, Anders won't disturb the church anymore.

Howe family
As soon as you leave the throne room with Nathaniel for the first time into the courtyard of the Vigil Tower, he will be recognized by a former elf servant who will tell him that his sister Delilah is alive, married and is now in Amaranthine. Nathaniel will ask us to find her. Nothing could be simpler. We go to Amaranthine to the shopping arcades and meet Delilah near the gunsmith Glassrick. She will open Nathaniel's eyes to his father's personality, after which he will trust you unconditionally and you will even become best friends.

Ogren - father of the family
As soon as Ogren’s favor towards you becomes more than 25, his second wife Felzi will appear at the Vigil Tower. The young lady will reproach our red-bearded friend for abandoning his family (her and the child) in order to chop down the creatures of darkness. After Felzi leaves, you will receive this quest. You need to get Ogren's favor to 75 and return to talking about his family. He will tell you that he is not cut out for family life. Depending on what you advise him, at the end of the game he will either visit Felzi and his son, or disappear from their lives forever.

Velanna's Exile
Traveling along the Amaranthine - Vigil Tower route, you will meet a detachment of Dalish people. Talk first with their leader, and then (already in the throne room of the tower) with Velanna. Her people will disown her, support her to increase her favor. The quest will be completed in any case.

Sigrun's thieving past
Come with Sigrun to Amaranthine. To the right of the entrance to the city there will be a gnome girl named Mischa. She will yell at Sigrun with good obscenities, because... Once upon a time, through her fault, Mischa was kicked out of Orzamar. This will end the dialogue. Later, when Sigrun's favor is above 50, in the throne room you can return to this conversation and convince Sigrun to apologize to Mischa. You can find her at the King and Lion Inn. Once Sigrun talks to her a second time, the quest will be completed.
Note: you may not receive this quest at all due to two bugs
-you completed the quest "Smuggling Route"/"Law and Order" before rescuing Sigrun;
-after killing the queens of Kal Hirol, Sigrun’s favor immediately jumped to 100 (in fact, she remained base).

Kristoff and justice
Arriving in the courtyard of the Vigil Tower after passing through the Black Swamps. Kristoff's wife Ora will rush to Justice. When she finds out that it is her husband, but only a spirit in his body, she will run away, covering Justice with her last words. Then he will realize that he has upset the girl and will want to make amends. We need to find Ora in Amaranthine and arrange a second meeting for her with Justice. She will understand that the spirit only wanted good and will forgive him. Justice will promise her that Kristoff's death will be avenged. The quest will be completed here.

ATTACK ON THE CAMP

Shriek x7 Spawn of Darkness Rank 1, 2
Screamer Leader (Shriek Alpha) x1 Spawn of Darkness Rank 3
Tormented Shriek x1 Spawn of Darkness Rank 3 Battle if the hero is a Dalish elf.


Warrior, templar. Illegitimate son of King Merik, raised in a monastery. Can teach the Templar specialization.
Joins Ostagar when completing the quest Initiation into the Gray Wardens. In any relationship, remains in the squad until the Assembly of Lands. If you make Loghain a Gray Warden at the Landsmeet, Alistair will leave the party (Logain will replace him).
Personal quest Alistair's family. As the quest progresses, you can make Alistair more selfish, this will affect his future actions.
Romantic relationships are possible with the hero - a woman. The course of the dialogue is obvious. A noble woman - a person can become Alistair's wife. A woman of a different origin can maintain a romantic relationship after the Landsmeet if Alistair has become more selfish during the personal quest (possible marriage with Queen Anora does not matter). If at the end of the game you reject Morrigan's help and take Alistair to battle the archdemon, he will sacrifice himself to save his beloved.
Story gifts: Alistair's Mother's Amulet, Duncan's Shield. Other personal gifts: rune stones, figurines, etc.
Fate. May be executed. Can become king of Ferelden (alone, or married to a female hero, or married to Anora). Can sacrifice himself in battle with the archdemon. He can go into exile, remaining a Guardian or drinking himself to death.


Alistair's personal quest. With good relations (approval greater than 25), you can ask Alistair about his family (it’s most convenient to do this when you first visit the village of Redcliffe). Later, in the Trade Quarter of Denerim, Alistair recognizes the door of the house where his sister lives (the house next to the forge). If desired, after meeting with his sister, you can convince Alistair that “everyone lives for themselves” - this will accordingly change the style of his remarks and behavior.

Result:


Mage, werewolf. The daughter of the legendary witch Flemeth, she grew up in the Korcari Wilds. Can teach the Werewolf specialization.
Joins the location Somewhere in the Wild Lands after the Battle of Ostagar. You can drive away, but at the last stage of the game Morrigan will appear in Redcliffe Castle and wish for a child from the Gray Warden. If he refuses, he will leave the squad forever. Otherwise, he will leave after the battle with the archdemon.
A romantic relationship is possible with a male hero. They can be started with approval from 51 to 85. The flow of the dialogue is obvious. If intimacy has taken place, the epilogue will say that Morrigan is expecting a child (even if she is denied Redcliffe Castle).
Personal quest Grimoire of Flemeth. If you refuse to kill Flemeth when receiving the quest, Morrigan will leave the party, but will reappear in Redcliffe Castle at the last stage of the game.
Story gifts: Black Grimoire, Grimoire of Flemeth, Golden mirror. Other personal gifts: necklaces, medallions, etc. If, after handing over the mirror, you ask to “be nicer,” some dialogues will soften.
Fate. One way or another, he leaves the squad and goes to God knows where.


Morrigan's personal quest. In the Tower of Mages in the Rooms of the Elder Mages you need to find Black Grimoire for Morrigan. After some time in the camp, Morrigan will ask you to kill Flemeth. In the location Somewhere in the middle of the Wild Lands, you need to talk to Flemeth (Morrigan should not be in the party) and get the key from her, or take the key from Flemeth the werewolf (this choice has no consequences for the game). Then - take Grimoire of Flemeth from the chest in the hut and take it to Morrigan.

If you refuse to kill Flemeth when receiving the quest, Morrigan will leave the party, but will reappear in Redcliffe Castle at the last stage of the game.

Result:
250 XP for completing the quest.


Rogue, bard. A refugee from Orlais who lived in a monastery and became a fanatical admirer of Andraste. Can teach Bard specialization.
Joins in Lothering (in the tavern or when leaving the location). Leaves the squad if during the quest Urn of Sacred Ashes desecrate Andraste's ashes. But if after a personal quest you make Leliana more selfish, you can persuade her to stay by persuasion or intimidation.
Romantic relationships are possible with a hero of any gender. It starts off easy with a man. With a woman, they begin with high approval if they respond favorably to praise for their hairstyle. After a personal quest, additional dialogues open up, also leading to a romantic relationship.
Personal quest Leliana's Past. After the quest, you can make Leliana more selfish by dispelling her doubts during the next conversation. This will slightly influence her future actions.
Story gifts: Adorable naked, Grace of Andraste(flower). Other personal gifts: symbols of the cult of Andraste, satin slippers.
Fate. May stay with the hero. May return to Orlais. May study the creatures of darkness. Can go on a church mission to the temple of Andraste. May remain at the court of Ferelden, then disappears.


Leliana's personal quest. If you have a good relationship, you need to find out why Leliana left Orlais. Then on the world map (Leliana must be in the party) you can meet mercenaries hired by Marjoline (Forest Brook location). You need to talk to Leliana about Marjolaine, then meet Marjolaine in a house in the west of the Denerim Trade District. You can kill her or let her go - this has no consequences for the game.

Result:
250 XP for completing the quest.


Warrior, no specialization. Qunari from the northern islands, collecting information about the Sea.
Joins in Lothering (needs to be released from the cage). In the Vault, during the quest Urn of Sacred Ashes, Stan, who is present in the squad, comes into conflict with the hero (“...we need an archdemon, and we are looking for the remains...”) and, with certain dialogue and low approval, can become hostile. The defeated one remains in the squad.
Personal quest Sword of Beresad.
Story gift Stan's sword. Other personal gifts: paintings, totem.
Fate. Returns to his homeland with the collected information. The hero can go with him.


Stan's personal quest. If your relationship with Stan is good, he may talk about the loss of the sword. You need to talk to the marauder at Lake Calenhad. Then find out from Farin in the Frosty Mountains who he sold the sword to. In one of the houses in the village of Redcliffe, you need to convince Dvin to give the sword, then give the sword to Stzn.

Result:
125 XP for talking with the marauder;
125 XP and two-handed Stan's sword for completing the quest.


Robber, murderer. Elf, an Antivan Raven (assassin) tasked with killing the Gray Wardens. Can teach the Assassin specialization.
Joins in the Long Road location (random encounter on the world map) after attempting to complete an assignment. The encounter occurs after completing the first of Flemeth's four story quests ( Nature of the Beast etc.) In Denerim, with low approval, he can join Raven Taliesen in the Backyard location (random meeting on the city map) - "...let's see, Guardian, if we succeed on the second try..." . With higher approval, he will remain neutral during the battle or support the hero. After the fight, you can let him go or convince him to stay.
Romantic relationships are possible with a hero of any gender. The course of the dialogue is obvious. Can propose a relationship himself if the approval is more than 75. If after reaching the mark Love reject Zevran, he will leave the party (but you can convince him to stay).
There is no personal quest. In fact, the episode with Taliesen replaces the personal quest. Result: 500 XP.
Story gifts: Dalish Gloves, Antivan leather boots. Other personal gifts: gold and silver bars.
Fate. May stay with the hero (the hero's possible marriage to Alistair or Anora does not matter). Could return to the Ravens.


Warrior, berserker. Dwarf, ex-husband of Perfect Branka, virtually rejected by his people. Can teach the Berserk specialization.
Joins the Orzammar Commons as part of the quest Firestarter.
Personal quest Ogren's old sweetheart. Ogren's fate depends on the outcome of the quest.
There are no story gifts. Other personal gifts: beer, spirits.
Fate. May remain on the surface (by starting a family with Felzi or remaining single). Without support (bad relationship with the main character and Felzi), he may become an alcoholic.


Ogren's personal quest. If you talk to Ogren about his past, he admits that he misses his ex-girlfriend Felzi. The meeting with Felzi will take place at the tavern on Lake Calenhad. You can prepare in advance by talking to Felzi without Ogren. If you wish, you can support Ogren during his meeting with Felzi, prompting him with whispered answers, and reconcile him with his ex-girlfriend.

Result:
250 XP for completing the quest.


Magician, spiritual healer. Senior mage of the Circle, a volunteer at the Battle of Ostagar, who survived death and remains alive thanks to the support of the Spirit of Faith.
Joins the Mage Tower (students' rooms) during the quest Broken circle. Further, during the same quest, he will leave the party if he speaks out for the destruction of the magicians in a conversation with Cullen or with herself (but after saving Irving, you can agree with Gregor to support the templars without annoying Wynn). If during the quest Urn of Sacred Ashes desecrate Andraste's ashes, Wynne will leave the squad, even if she was in the camp.
Personal quest Regrets Wynn. When preparing the quest, Wynn's personal ability is unlocked Spirit Vessel.
There are no story gifts. Other personal gifts: books and scrolls, wine.
Fate. Can become a royal magician at the Ferelden court. Can go study Tevinter magic (alone or with Sheila). If an alliance is made with the Templars, Wynn's plans will remain a secret.


Wynne's personal quest. Before starting the quest, with a little approval, you need to talk to Wynn about the past. Then - take Winn into the squad. In case of a random encounter with monsters on the map (location Path along the Slope), she will lose consciousness. If you discuss this incident with her, at the next random meeting on the map (Broken Road location), Winn will receive the ability Spirit Vessel. After the next discussion, the quest will begin - you need to find Wynne's former student Aneirin. He can be found in Eastern Brecilian a little north of the hermit's clearing (Sarel in the Dalish Camp can give you a hint).

Result:
125 XP and amulet Aneirin's pendant for completing the quest.


Warrior, knight. In the past - the liberator of Ferelden from the Orlesian invaders, now - the culprit of the defeat at Ostagar, who became a Gray Warden. Can teach the Vityaz specialization.
Joins the Landsmeet if he is allowed to join the Order of the Gray Wardens (replaces Alistair in the squad).
There is no personal quest.
There are no story gifts. Other personal gifts: cards.
Fate. Can sacrifice himself in battle with the archdemon. Might start rebuilding the Order of the Gray Wardens of Ferelden.


Golem. In the past, she was a dwarf woman who voluntarily became a golem to fight the creatures of darkness. Need a mod Stone prisoner.
Joins the village of Honnlit during the quest Golem in Honnlith. If during the quest Anvil of the Void support Branca in the presence of Sheila, she will become hostile. If Sheila was absent, she will still want to leave, but you can convince her to stay.
Personal quest Golem Memories.
There are no story gifts. Other personal gifts: gemstones.
Fate. May travel with Wynn to Tevinter in search of a way to return to her former appearance. Can return to a free life.


Sheila's Personal Quest (mod Stone prisoner). There are two ways to start the quest. Or during the quest Anvil of the Void you need to bring Sheila to Karidin in the Anvil of the Void location. Or after completing the same quest you need to talk to Sheila about her past. Sheila will suggest going to the deep paths and at any of their locations she will remember the taiga of the Kadash house (a new mark will appear on the map). At the end of the teig, Kadash needs to be examined Golem Monument- Sheila will regain her memories.

Result:


Mabari dog.
Joins either at the beginning of the game in Cousland Castle (prologue for a noble person). Or after the Battle of Ostagar, in the Abandoned Farm location (random encounter on the world map), if the quest is completed Mabari wolfhound. Or in Ostagar after the battle (needs a mod Return to Ostagar). Remains in the squad until the archdemon is defeated.
There is no personal quest.
There are no story gifts. Other personal gifts: bones. With always the highest approval, this is only fun for the player.
Fate. Alive, healthy and cheerful :)


[Need a mod Guardian Fortress.] The quest and the mark on the world map appear after talking with Levi Dryden in the squad's camp. We need to rid the Gray Guard Fortress of demons.

First, you need to close the passage in the Veil on the second floor of the fortress. This can be done by Sophia, possessed by a demon, if you promise her to kill the magician Avernus (quest Deal with demons), or Avernus himself will do it.

Secondly, you need to get rid of Sofia - kill her or allow her to leave the fortress (the choice has no consequences for the game).

[There is a bug in the Russian game - when you first enter the fortress, the game crashes. You need to enter, quickly exit and enter again.]

Result:
1500 XP for completing the quest.

Good relationships with companions mean bonuses to characteristics and additional quests, help in moments of crisis, and generally a good thing. And if on easy or medium difficulty this is easy to neglect, then on maximum difficulty it will hardly work out (every penny counts there).

Depending on the state of the relationship, you can break it down into:

Meaning Name What's happening
— 100 A crisis They may slap you in the face or simply drop out of the squad
-99 to -26 Dislike
from -25 to 25 Neutral
from 26 to 75 Warm Additional dialogues about the past of comrades appear, specializations may open, and quests may also appear
from 76 to 100 Friendship They can give something valuable or not very valuable

To start a romantic relationship, you will have to complete the personal quest of your party member (we won’t play as a girl, right?). It is worth remembering that all teammates (except Alistair) will leave the squad if their attitude indicator drops to -100. There are also certain moments of crisis - in these situations the character can rebel and attack, or leave the squad.

In each major location there is a place to start a conversation between companions. These points are located in the following places: at the entrance to Lothering (after descending from the Road and on the bridge), on the first bridge in Redcliffe, in the north of the Denerim Trade Quarter, Orzammar bridge to the arena, the first floor of the Tower of Mages, at the entrance to the Dalish camp. The point only works once; to initiate a new dialogue, you need to re-enter the location.

Your Guardian can also talk to his companions, and more conversations are available in the camp. Sometimes a comrade-in-arms may come up to you in camp and start a conversation. During it, you can open a secret quest (for example, the Orzammar Naga for Leliana), as well as increase or decrease Influence.

For all allies, there are gifts that can increase influence. Most often, gifts are preferred by one ally, and have little effect on others. Some gifts are special and will trigger a special dialogue once given. For the first gift given, the ally will increase approval by 10 points, for the second - 9, and for each subsequent gift - 1 point less than the previous one (but not less than 1). Special gifts can increase Approval by more than 10. This usually happens when a follower asks for a certain thing.

Non-specialized gifts have a primary value of +5, and for giving an item to an ally with a negative attitude, the influence points for him are halved (but remain at least 1). The easiest way to raise Influence is through dialogue or as you progress through the game (some of your choices can cause companions to increase or decrease Approval), and a companion in whom your Guardian has a romantic interest can raise it to 100 very quickly. Gifts in such cases are worth holding on to. , in order to use them to bring the necessary influence points to the marks that initiate a new dialogue or quest, or to smooth out disapproval of your choice in a given situation.

Alistair

Alistair will join you in the story in Ostagar and will be the only companion who will not leave the group even with an attitude of -100; even kicking him out will not be possible until his moment of crisis. With high Approval, Alistair will teach your Guardian how to be a Templar.

Personal quest – Alistair's Family

When you first visit Redcliffe, Alistair will tell you his biography, and with high Approval, in the next conversation he will mention a sister named Goldanna and ask to visit her in Denerim. Goldanna's house is located in the Trade Quarter next to Wade's forge and is not initially marked on the map - for the entrance to appear, get closer to it with Alistair. A short conversation with Goldanna awaits inside, and nothing depends on your answers. On the way out, Alistair will try to discuss what happened.

Moment of crisis

Alistair will leave the party if you leave Loghain alive at the Meeting of the Lands. If you toughen it up, Alistair can remain king, otherwise Anora will demand his execution. Whether you agree with her or not doesn’t matter anymore, one way or another, Alistair won’t appear again.

Morrigan

Morka will join the squad at the insistence of Flemeth after rescuing the Guardians from the Tower of Ishal. She can be driven away, but if she remains, this will reveal additional options for the ending of the game. She can also teach the Werewolf Mage specialization. This madam likes it when we act tough, and she doesn't like to help everyone. You can soften Morrigan after presenting the Golden Mirror, asking in return to be kinder to people. After this, she will reduce Approval less.

Personal quest – Grimoire of Flemeth

After visiting the Tower of Magicians, Morrigan will tell you that in the past some templar stole an important Black Grimmoire from her mother and will ask her to find it. The book is in a chest in Irving's office. The next time you enter the camp, Morrigan will ask you to kill Flemeth, find her real grimoire, and tell you what she learned from this book. You can now return to Flemeth's Hut. Her owner can simply give the book back and ask her to tell Morrigan that you killed her. If you do not agree, there will be a fight with Flemeth the dragon. As a bonus for the latter, you will receive a new robe for Morrigan. Returning the grimoire to the witch will complete the quest.

Morrigan as romantic interest

You need to talk to Morrigan about Flemeth, and when Influence reaches 30, you can invite her to the tent, although the witch can do the same herself. After giving the Grimmoire to Flemeth, she will confess her feelings and refuse to share a bed with you. Her gift as a sign of feelings is a magic ring. There is no happy ending with Morrigan in the game.

Moment of crisis

The first moment will happen before the final battle. Morrigan will make a tempting offer, and if you refuse, she will immediately leave you. If you agree to the ritual, Morrigan will leave immediately after defeating the Archdemon.

Lillian

Leliana will be asked to join the group in the Lothering tavern after a skirmish with Loghain's soldiers. She can reveal to you the Bard's specialization. The Idle Dwarf will help you catch the lovely Naga.

Personal quest - Leliana's Past

First, you need to talk with Leliana about the Orlesian bards, and the next time you visit the Camp, talk about Marjoline, her mentor. After this, when moving across the world map, a random encounter will occur with a detachment of robbers, whose leader will tell you on the battlefield that he was hired to kill Leliana. The bard will suggest that Marjoline is behind the attack and will ask you to find her in Denerim (this will be a house in the Trade Quarter). The conversation with Marjoline can end peacefully or in battle, and then Leliana will say that she needs to think about it.

At camp, she will share her doubts about her resemblance to Marjolaine. If you want to toughen it up, affirm that the pleasure of defeating opponents is part of it, and there is no point in denying it. The tightening may affect the ending for Leliana.

Leliana as romantic interest

Leliana gives only two opportunities to start a relationship. Anyone who has reached 25 points of Influence needs to ask “what a girl like that was doing in Lothering Church” and compliment her appearance. If the romance develops correctly, Leliana will give you a ring.

If you missed the first opportunity (or broke off the relationship for the sake of flirting with another companion), then you can start dating again after completing Leliana’s personal quest - in a conversation-discussion of what happened, tell her that people change over time. When she notices that your Guardian reminds her of a former mentor, you can make sure that her relationship is back on the Roman scale. Leliana will invite you to spend the night together when the relationship with her reaches the love mark - you won’t be able to invite her to the tent yourself.

Moment of crisis

Happens in the Gauntlet (quest Urn of Sacred Ashes) - if you desecrate the Ashes and Leliana is in the group, she will attack you. If she stayed in the camp, she will try to leave when you return (if you have pumped up Persuasion, you can persuade her not to leave). The toughened Leliana will not leave the group even if the Urn is desecrated.

Zevran

A group of mercenaries led by Zevran will attack when crossing the world map after completing one of the story quests. Having dealt with the attackers, you can finish off Zevran or take him into the group. He can teach you the Assassin specialization.

Moment of crisis

Zevran does not have a personal quest. The moment of crisis occurs near the end of the game when moving between Denerim mini-locations (having Zevran in the group is optional), when you stumble upon Zevran's former comrade-in-arms named Talisen, who invites him to return to the Ravens, having completed his last task. If Zevran's attitude towards you is low or negative, he will join the mercenaries and attack you. If it is more or less positive, then Zevran will step aside, leaving you to deal with Talisen on your own. If the Influence on the former assassin is high enough (and even more so in the case of a romance), Zevran will fight with you.

If your relationship with Zevran is friendly, after the battle he will try to leave the group. You can persuade him to stay for the treasures you find during your travels, or, if his attitude is higher, just as a friend. If you and Zevran are having an affair, then he will not try to leave. However, if you break off the romance at the love tag, Zevran will leave the group.

Mabari

If you play as a Noble Person, then you will receive mabari in the prologue. In all other cases, the dog will join you (if you do not drive him away) after completing the Houndmaster quest in Ostagar, when moving from Flemeth's Hut to Lothering.

Mabari's approval will initially be 100, so you can give him edible gifts just like that. The dog can also bring you gifts for other companions, books with pages from the Codex, a magic staff or part of a set of armor. In almost every location there is a landmark that the mabari can mark, which will provide him with an increase in characteristics in this territory. Actually, there are no dialogues with the mabari, but the rest of your companions communicate with the dog every now and then.

Stan

The Wall can be rescued from his cage in Lothering, where he sits without food or water, serving his sentence for the murder of a peasant family, and called to atone for his sins in the battle with the Spawn of Darkness. You can pick the lock or get the key from the Reverend Mother.

Personal quest – Sword of Beresad

Having asked Sten about the reasons for the bloody massacre, he will tell you that he was incredibly upset by the loss of his sword, without which he could not return to his homeland. To find the sword, talk first to the marauder at Lake Calenhad, then to the merchant Farin at the entrance to Orzammar, and finally to the dwarf Dwin in Redcliffe. The sword can be demanded, redeemed, or, if the dwarf died, taken from the chest in his house.

Moment of crisis

If Sten accompanies you in the village of Shelter (quest Urn of Sacred Ashes), he will express dissatisfaction with wasting time on all sorts of nonsense. If you fail to convince Stan that a visit here is necessary, he will challenge you to a duel. If you lose, he will leave the squad, and if you win, he will stay. If Stan's Approval is high, he will decide not to leave, and even if you agree to the duel, he will not raise his sword.

Wynn

Winn can join the squad in the Tower of Mages, where you will go during the story quest Broken Circle. To do this, you need to take the side of the magicians or offer to sort it out on the spot. If you want to have the templars as your allies and do not want to lose Wynn, then you can let the Demon of Pride destroy Irving and the rest of the magicians or save him, and then invite Gregor to isolate the remnants of the Circle.

Personal quest – Regret Wynn

As you navigate through the world map, you will be ambushed by the Spawn of Darkness, and after the fight, Wynn will faint. Having come to her senses, she admits that for a moment she decided that it was all over. If asked what she meant by this, Wynn will promise to tell the story at the next stop. The next time you enter the camp, Wynn will talk about what recently happened to her, after which you will have the opportunity to ask if Wynn is afraid of death, and if she regrets anything in her life. As a result, Wynn will tell you another story - about his student Aneirin. Saren can tell you about Aneirin in the Dalish camp, and you will find the elf himself in Eastern Brecilian. After talking with him, the quest will end, and Winn will receive a new ability.

Moment of crisis

Winn will attack you if you, at the first meeting with her, or tell Kallen a little later that you have come to destroy the magicians. She will also attack if she suspects that your Guardian or Morrigan are blood mages and you will not be able to convince her. This usually happens in the Tower of Mages, and then you can not only use the skills of Blood Magic in her presence, but also train Wynn herself in this specialization. Wynn will also rebel if she was present at the Desecration of the Ashes, but if she remained in the camp, then the next time you return there she will announce her departure.

Oghren

Ogren will be asked to join the squad at the entrance to the Deep Paths, where you will go as part of the story quest Perfect. Oghren can reveal the Berserker specialization to you.

Personal quest – Ogren’s Old Love

With Ogren's high Approval, you can hear about his former lover Felzi and the dwarf's desire to make peace with her. To get more approval points, go to the Spoiled Princess tavern near Lake Calenhad without Oghren and talk to her. Then tell Ogren about this, convincing him that preliminary reconnaissance was necessary, and take him with you for another conversation. During his turn, you can help Ogren, in which case the couple will get back together, and the dwarf will greatly increase your Approval. Otherwise, Felzi will drive Ogren away, and he, in turn, will be very offended by you. Talking to Felzi will complete the quest, and its completion will affect the epilogue for Ogren. There is no moment of crisis for him.

Loghain

Loghain can be added to the party after the Landsmeet if you spare him. Alistair will leave you at this point, so Loghain also specializes in a sword with a shield. For him there are no special gifts, personal quests or moments of crisis. His Approval cannot be increased to the level of Friendship - at most it will remain Respect.

Gray Guardian: So, we have an attack on the Vigil Tower, talking and intelligent Creatures of Darkness and some other incomprehensible garbage Gray Guardian: We need to figure this all out before something even worse happens. Gray Guardian: Last time, I and my companions killed everyone with one left, so I propose to gather us all again, and we will stop the new apocalypse in two days Oghren: Great idea! Alistair (appears with a squad of soldiers): I came here on foot from Denerim only to say that I would like to join you, but then you are on your own Wynn(appears in Amaranthine): Spawn of Darkness is very serious, but I have a meeting of magicians. By the way, serf, find my botanist friend in the Vending forest and persuade her to join me Other satellites: *does not appear in Awakening* Gray Guardian: fuck yeah Meeting with Anders Anders: I escaped from the Circle of Mages seven times and I hate all templars Gray Guardian: You are really cool Anders: And I also love kittens. Ser Lancelap, oooooh, you're such a sweetheart... Gray Guardian: Well, no, you are not suitable for us. You're too soft Anders: In a few years, I'll become possessed by a spirit, go crazy, blow up a church, and start a feud between the templars and the mages. Gray Guardian: You're accepted Other satellites: Nathaniel: I hate you, Gray Warden, because you killed my father. Velanna: I hate people and want to save my sister, who is clearly infected with corruption and has gone over to the side of the Spawn of Darkness Justice: I am a Spirit from the Shadow that has inhabited a half-decayed corpse, and no one cares. By the way, it is thanks to my influence that Anders will blow up the church. Sigrun: I am a former thief, a warrior from the Legion of the Dead, all my friends were killed, and I deserted in time Gray Guardian: I think we'll work together Gray Warden and Oghren Gray Guardian: I'm so glad to see you again Oghren: Who the fuck are you, this is the first time I've seen you Gray Guardian: But in Origins we were best friends! You even treated me to the famous Ogren beer! I helped you make peace with Felzy! Oghren: I do not know anything Gray Guardian: *sighs* ok, you're wearing West Hill brandy. Oghren: Not bad, really! Gray Warden and any companion: Satellite: Listen, here's the thing, I'd really like you to help me... Gray Guardian: But we barely know each other! In Origins, I had to do long ritual dances and cajole gifts to get a personal quest! Satellite: Shut up and listen... Gray Guardian and money extortionists: Some gnome: The walls of the fortress are in terrible condition, urgently give 80 gold for restoration, otherwise everyone will die in the end Black Wolf: There is a conspiracy against you, and if you give me 50 gold, I will help expose it. Satellites: We need better armor and weapons, buy buy buy Gray Guardian: Hey! I saved this money throughout the last game and was going to spend it on myself! Why doesn't the king provide us with at least some funding?! For the first time in Amaranthine: Guard at the gate: Just stand there, empty your pockets, if you are carrying anything prohibited, the order applies to everyone! Constable Aidan: HOW DARE YOU TALK TO THE GUARDIAN COMMANDER LIKE THIS, I REMOVE YOU FROM SERVICE Gray Guardian: Cool, now everyone knows and respects me Constable Aidan: Help deal with smugglers Gray Guardian: *rolls his eyes painfully* Somewhere in Amaranthine Some city resident: Help me get the cat out of the tree! Gray Guardian: Actually, I am the Commander of the Gray Wardens and the Hero of Ferelden! What kind of luminary should I run around all over Amaranthine in search of scarecrows and kitchen knives and look for missing husbands?! *task updated* Gray Guardian: Fuck Master Wade: Don't forget the ingredients on my list! Running along the fortress walls of Amaranthine: Gray Guardian: What a gorgeous view! Oh look, there's a bunch of thugs down there who are guaranteed to be waiting for us! Satellites: *shrugs indifferently* Gray Guardian: I have a brilliant idea! Anders, start hitting them with magic, and you, Nathaniel, shoot them with your bow! Satellites: Aren't you afraid that they will climb the wall and hang you with lyules? Gray Guardian: *snorts contemptuously* Nathaniel and Anders: *start attack* Thugs: *they shake their weapons menacingly, but don’t move and soon everyone dies* Gray Guardian: *defiantly sheathing the sword* Business! First meeting with the Architect Architect: What do we have here? Gray Warden, I am not your enemy... Gray Guardian: Who else are you and why do you have Stan's voice? Captured by the Architect: Architect: Thank you for using the services of our villainous organization "Architect and Co." We take care of our clients and provide them with accommodation and brand new clothes at the expense of the company! We are not some kind of Denerim prison where prisoners are kept in their underpants! Architect: And, of course, we are confident in the integrity of our clients and that they will not try to escape and defeat a crowd of armed creatures of darkness in armor with their bare hands! Gray Guardian: *making sure all inventory is gone* NO ONE DARE TAKE MY THINGS!!! Oghren: Hey, that's actually my line! In Kal-Hirol: Gray Guardian: So, we got to the lowest level, killing a bunch of enemies along the way, and a super mega boss awaits us Gray Guardian: There are some tentacles constantly shooting out from under the ground here. Gray Guardian: And someone mentioned darkspawn queens in the plural Gray Guardian: We're in for a very tough fight, so let's think about our strategy right away. *half an hour later* Gray Guardian: So, I did everything I could, and now may the Creator help us. Satellites: Yeah! Chains on which the heavy chandelier is held:*breaks in two places* Gray Guardian: Is that all?! On the Black Swamps: Gray Guardian: We finally got to these swamps Gray Guardian: Not only is it full of werewolves and wolves, but there are also tears in the veil, and you can easily get stuck in a swamp Gray Guardian: So it would be better to wait until morning, so that we can at least see where we are going Satellites: Completely agree with you Gray Guardian: BUT WHEN WE DID IT RIGHT SO LET'S GO RIGHT NOW IN THE MIDDLE OF THE NIGHT REALLY I HAD A GREAT IDEA Satellites: *facepalm* Baroness and Warden Cousland, who became queen: Baroness: I will become the queen of this world and you will all bow before me! Gray Guardian: Whose laurels have you decided to encroach on, bitch? In the Mother's Lair: Architect: let's live in peace Gray Guardian: Cool Mother: KNOW, GUARDIAN, THAT THIS GANDON WOKE UP THE ARCHIDEMONS AND STARTED THE FIFTH PLAUGHTER! Gray Guardian: Something ain't cool Architect: ... Mother:Satellites: ... Gray Guardian: But I still agree to an alliance with the Architect... Mother and half of the companions: KA-A-A-K?!?! Gray Guardian:*shrugs casually* His mask is cool

“I can’t say that I would be a suitable partner for your dance at the coronation ball, but in the Deep Roads I am exactly what you need.”

Oghren

Ogren is an Orzammars brute dwarf with a penchant for alcoholic beverages of varying strengths and lethality, who becomes the companion of the Gray Warden. He can be found in both the Beginning and the Awakening. He was a promising member of the warrior caste, and although his house Kondrat did not occupy a high position, many of its members, including Ogren himself, often won victories in the Trials, thereby increasing their position.

When a wealthy family from the blacksmith caste offered him their daughter as a wife, the dwarf's family agreed. This turned his whole life upside down.

Ogren's wife Branka was recognized as Perfect, thereby rising almost to the level of deities among the dwarves. Her huge statue still props up the arch of the palace, from which the path upward begins. The entire House of Kondrat entered with her into the created noble house of Branka, and disappeared into the Deep Paths in search of the secrets of the legendary blacksmith Caridin, abandoning Ogren in Orzammar.

Oghren

Having become the object of jokes and ridicule throughout Orzammar, Ogren began to drink, which did not improve his situation. Drunk and humiliated, he challenged another warrior to a duel at the Trials and killed him, although the fight was supposed to go to first blood. Ogren was expelled from his home, depriving him of the right to bear arms. Such a fate for a warrior is even worse than exile.

For the past two years, Ogren had been trying to convince the Assembly or anyone else to go looking for Branka, but no one would listen. Having finally met the Gray Guardian, he helps find the Perfect One. They also find the Anvil of the Void, for which Branka doomed her entire house to death, and Ogren realizes that his wife has gone crazy. However, he still loves her and tries to persuade her to come back.

If you side with Branka, Ogren will approve, and if you decide to kill the Perfect One, he will simply greatly reduce his approval, but will not leave the team.

Despite everything, Ogren remains optimistic and jokes all the time, like Alistair, although his jokes are much more vulgar and sarcastic. He teases Morrigan all the time and dreams of riding a mabari.

Oghren and the Gray Guardian:

I was thinking about the idea - A grandiose flock of mabari on chariots...

The point is that the Gray Wardens could make themselves look cooler and more attractive. Otherwise everyone thinks that we are so gloomy and inert.

And ladies love chariots. Oh yeah... *burps*

Oghren

Note: Have an affair with Ogren it is forbidden.

Oghren

But if it were possible...

Dragon Age: Beginning

Oghren

Present

Ogren's favorite drink is alcohol, especially ale, which can be found almost anywhere in Ferelden.

El is a merchant.

King Flagon's El - Orzammar.

Ale from Hasinda's Bag - Destroyed Temple.

Garbolg's Drink - Drops from the dog.

Black Era Golden Scythe - Lothering

White cut – Eastern Brecilian.

Blonde in the Sun - Circle of Magicians.

Wilhelm's special drink is Honnlit (Stone Prisoner).

Personal quest: Ogren's old sweetheart

After gaining respect and trust from Ogren, you can talk to him about his former lover, Felzi. After this, you need to go to the Spoiled Princess tavern near Lake Calenhad. There are two options:

You go to the tavern without Ogren and talk to Felzi, promising to take him with you next time. This will give you more approval points.

You go to the tavern with Ogren and when he sees Felzi, he will ask his commander to help him get back into her favor. If you agree to help him, suggest the correct answers, then they will make peace with her. If you refuse to help him, Felzi will not forgive Ogren. Of course, his approval level for you will drop significantly.

In the end, if Ogren and Felzi are doing well, they will make peace, he will return to the family and even stop drinking. And if not, then he will completely get drunk.

Oghren

Dialogues with fellow members

Dialogue with Morrigan:

Dare to touch me even once more, dwarf, and this will be the last event in your insignificant life.

Aw, don't take it personally, I just tripped over a rock. You don't want me to fall and break my neck, do you?

Such a prospect would not upset me very much.

Hmm, you sound exactly like Branca.

Then I can only praise her common sense. I’m warning you for the last time, don’t you dare touch me again.

Branka said so too.

Dialogue with Winn:

Ahh, Wynn. Would you like to try Ogrenovo homemade beer? This is...the drink of the gods.

Mmm...it's ale, right? And I hope that it is brewed according to all the rules of hygiene.

Certainly. Even if in other cases I don’t care about cleanliness or dirt, I handle my ale extremely carefully.

Well, okay...let's try.

Well? So what do you say?

Very nice.

Do you like it? Well, I would never...

Pleasant amber hue, nutty taste...slightly sweet, barely noticeable roasted taste, contains some spices...it’s difficult for me to determine.

Is it...cloves?

Carnation! I swear on the stone, you won my heart! If I weren't wearing armor, I'd drag you around the corner right now and... Well, you know.

Will you pour me some more ale?

Dialogue with Alistair:

What? You...you're drunk!

Ah, what was that question? It doesn't seem like a question at all.

How in the name of the Creator do you manage to be drunk all the time? Do we really carry that much booze with us?

What...are you jealous?

Well, yes, a little bit. Why can't I be drunk all the time? I never manage to get drunk.

You know, if you drank more, you'd whine less.

Dragon Age: Awakening

Oghren

Present

Ogren still hasn't gotten rid of his addiction to alcohol.

Aqua Magus - Amaranthine, abandoned warehouse.

Dragon Urine – Hubert’s home (you need to complete the quest “Orphaned by the Blight”).

Hirola Lava - Knotwood Hills.

Whiskey - Amaranthine, Crown and Lion Tavern.

Toy horse – Black Swamps, ruined village.

Western Slope Brandy - Vigil Tower, Throne Room.

Personal quest: Ogren - father of the family

After your approval with Ogren rises to 75, Felzi will show up at the Vigil Tower and, so to speak, will raise a storm. It turns out that our dwarf warrior has a child, whom he did not want to take care of and left the family, joining the Gray Guardians, justifying himself by the fact that: “You can take the warrior out of the fight, but you can never take the fight out of the warrior.”.

They will start arguing, and at this time it is better for the main character to remain silent and not interfere in their conversation. Eventually, Felzi will leave, and a confused and upset Ogren will ask for your advice. Tell him that it is not good to abandon your baby like this, and he will soon decide to communicate with him, and even write letters (in which the Commander will kindly correct all mistakes).

Oghren

Dialogues with fellow members

Dialogue with Anders:

Mmm... a magician, that means... Well, what is it like to be a magician?

Do you know what power is collected at your fingertips?

No. Walk around in a skirt everywhere, or what? (Laughs)

Oh, so you don’t know why magicians wear robes?

You know how strict the rules are in the Circle, right? Of course you do.

So, in robes it is much easier to snuggle in a dark corner. No buttons, no laces. Before the templars have time to grab a couple, the job is already done.

Yes, ask whoever you want.

Dialogue with Sigrun:

Tell me, lady, how can Oghren soften your unapproachable heart?

Just don't start over.

Don’t you really want to feel the hot blood pounding in your cold legionary veins?..

Oghren, I'm not interested in you. And phrases about hot blood and tremors only make it worse.

I will conquer you, lady. Oghren will forever storm your impregnable fortress.

Stop it. Please. You're embarrassing me.

Dialogue with Nathaniel:

And you are the Scion of Rendon Howe.

You can put it this way.

They were talking about you in the army just now. Fergus Cousland said you don't have the heart to show yourself to people again.

But you put him to shame, I respect you.

Yeah. Don't care about caution, go where it's most dangerous, don't think about the consequences - that's the only way to live.

Hmm... Well, if so... thank you.

Yeah, don't give a damn what others say. Oghren is nearby.

Oghren

Concept art.

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