Walkthrough of the game dragon age. Walkthrough of Dragon Age: Origins

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

Dwarf - Crown Prince

After chatting a little with the servant, immediately go to the celebration, where you will meet your father. From him you will receive instructions to find your brother Belen, who is in the Test Arena. He will tell you that your other brother is planning something evil. As soon as you both have time to return back to the banquet hall, you will immediately be kicked off to some godforsaken city. On the way to it, you will meet a small number of opponents, which you should easily cope with, especially since a group of allies will join you on the way. Having reached the city, deal with a small detachment of mercenaries and receive a trophy in the form of a signet from the finger of one of them. Having entered the house, place your companions on slabs that stand out from the general background. After this simple procedure, you will become the happy owner of a shield from the sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committing fratricide you will be sent to prison. Before you have time to get used to the official environment, you will be sent into exile so that you can join the Order of the Gray Guardians. Having scattered all your ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

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

Man - Magician

After a short briefing, you'll be right off the bat as you'll be thrown into a bit of combat right away. Then you will meet a magician named Mouse, who will recommend communicating with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before defeating him in a duel. Then, having gone a little further and scattered another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can engage him in battle or try to guess his 3 riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with the pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with whom you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will learn that you need to see the chief magician Irving, whose chambers are on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the subdued will ask you to bring him permission from the authorities, in exchange for a fire rod. Direct your steps to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse of spiders (the warehouse is located here). Having completed the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and his comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and fighting off a number of guards, you will reach a room with a wardrobe and a statue of a cat. Having moved the first one and using a fiery blow on the second, move further, where a small skirmish and the desired Jovan amulet await you. After getting to the surface and meeting old acquaintances, from whom Duncan will dissuade you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who has approached, you will go to your brother’s bedchamber. Having gone into the kitchen on the way and having dealt with a whole battalion of rats together with your faithful dog, meet your brother and talk with him, after which you go to bed with a calm soul. Having awakened and realized that you were attacked, bravely scatter the adversaries in the corners and talk with your mother, then go down to the main hall. Carry out a systematic clearing of the room there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with your dying father there, agree to join Duncan and go to Ostagar.

Elf – Urban

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

Elf – Dalish

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

Elf – Mage

This plot fully corresponds to the story of the Man - Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the surrounding area. Having completed this task, go in search of Alistair - a new companion in your difficult endeavors. Having interrupted his intellectual dispute with the magician, accompany your new acquaintance to Duncan, from whom you will receive the task of collecting three flasks of demonic blood and getting old scrolls from the guards’ archives. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having completed the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will encounter fierce resistance from all sorts of evil spirits. This is not surprising, because the sought-after scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized by the family contract of the witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and going through the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into fine vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, since on the last floor of the tower a hefty animal is waiting for you, responding to the nickname of an ogre. The advice for destroying it is quite simple - have plenty of healing potions with you and under no circumstances gather your squad together. If you do this, then in one attack the org will be able to inflict huge damage on all your comrades. Having dealt with the monster, light the torch, thereby completing the mission. Having woken up in Flemeth’s house and learned bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the Mabari dog fighting with several spawn of darkness. By helping the animal, you will find a loyal ally until the end of the game.

Lothering

Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for passage. There is no need to stand on ceremony with them - take them all and chop them into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the inn. There you will have a small fight with Loghain's soldiers. If you show mercy to them, another character named Leliana will join your party. After this, heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done in different ways - from bribery to threats, but if Leliana has joined you, then Stan will be released automatically. As a whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two nosy gnomes who are fighting off the attacks of evil spirits. In return, you will have the opportunity to sell the junk accumulated during your adventures at a rest stop.

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

Mage Circle Tower

Once you reach the pier, persuade a man named Carroll to take you to the tower. Once you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind them will immediately close until peace and quiet and God’s grace sets in (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a squad of surviving magicians led by a person named Winn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties to pass, but on the second floor there are quite dangerous blood mages roaming around. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and placed bear traps. But on the fourth, get ready to meet the demon of Idleness, who will send your hero into the darkness, and alone without the support of the team.

Dusk

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

Now you can safely go to clean up the Twilight Zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you in the same location where you found your last form, with the help of which you can easily defeat him. The next candidate for corpses is Utkiel the Destroyer, who closely resembles an ogre, lives in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghostly door and fight a lady named Jovena, as well as her two suitors. Don't forget about the burning tower area! The demon Ragos is waiting for you there. In fact, this enemy is much inferior to your Burning Man form, so killing him won't take much effort. The last guard on the path to the demon of idleness will be a certain Vereville, who lives in the templar’s ​​nightmare. Now you can free your comrades, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they can join you in order to help defeat the demon of idleness. This will not be easy to do, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so don’t yawn and transform into the necessary forms.

Mage Circle Tower

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

Redcliffe

The first person you will meet in this area will be a certain Thomas, who will tell you about all the horrors happening in the village. Having entered the main temple, you will see Ban Tegan and discuss with him the sad state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth organize the defense. First, go to the mayor, who will direct you to the blacksmith Owen, so that he can tidy up his worn-out uniforms. Having reached his house and persuaded the blacksmith to do the work in exchange for a promise to find his missing daughter, return to Murdoch. Now go to the mill for a rendezvous with Sir Pert. He will ask you to go to Mother Hana to bless the upcoming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). As night falls, the battle will begin. After you have repelled several attacks from animated skeletons, you will be informed that things are going badly in the church area and you need help there. Go to a given position and continue crushing the living bones in a new place. After the battle, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Isolde. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (along the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will also find the lost daughter of the blacksmith. Don't babysit her and send her on her own to her dad. Once out into the courtyard, immediately open the gate so that your allies arrive in time to help you defeat another company of ghouls. Going upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also rush at you with bad intentions. Having dealt with him, take care of the main problem in the person of Connor. The best option (although not the only one) to solve this problem is to ask for help from a circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are required to enter the twilight and fight the demon that has possessed Connor. Having expelled him, you have to find a way to heal his father, Eamon. To complete this task you will have to go to the city of Denerim.

Denerim

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

Village

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

Destroyed Temple

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

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

Frosty Mountains

On the way to the gnome capital Orzamar, you will encounter another group of hunters for other people's property. I think that you yourself have guessed what exactly needs to be done with them. Once you reach the city gates, you will witness a verbal altercation between the guards of Orzamar and a group of Loghain's men. You can kill a squad of homo sapiens, or persuade them to leave here.

Orzamar

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

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

If you choose Belen's side, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to act as a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agrees to take Belen’s side. With the lady you find in the diamond area, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various evil spirits. Help Lord Dace fight them off and hand him the letter. After this, go back and receive an invitation to Prince Belen.

Whichever side you accept, further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, sitting by the fire. She will point you to a door through which bandits regularly pass; all that remains is to get the key to it. It is located in a nearby shack, where you will be greeted by a small enemy squad. Having dealt with him and taking the key, use it to unlock the closed door. When faced with a guard naively demanding a password from your team, cut it off and move on, destroying everyone in your path. Once you reach the prison, free the prisoners and go forward to meet Jarvia. The battle with her will not be easy, due to her bullish health and the large number of minions getting under your feet. Finally, having defeated the beast, return to bow to the pretender to the throne for a new task.

And it will not be easy at all. The essence of the order is as follows. You need to find such a super female blacksmith named Branka, since it is she who has the decisive vote in choosing the new king. To complete this mission, you will have to go to a location called the deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine, Ogren, who will join your group. Having reached the Karidina crossroads and dealt with your opponents, go into the cave, after which you will find yourself in a large hall. The number of enemies in this zone is simply off the charts, and on the bridge your invincible squad will be warmly greeted by an ogre who arrives in time. After passing the hall, go through the tunnel, cutting down everyone in your path, you will finally reach Teiga Ortan.

Having visited this location, you will encounter extremely unpleasant opponents in the form of giant spiders. The only good thing is that arachnids attack not only brave heroes, but also supporters of dark forces, which you will witness when you reach the large hall. Clear out the remnants of the surviving adversaries and go through the corridor, after which you will find yourself in another room with a new batch of opponents. Also, here you will meet a half-crazy gnome, Rook, with whom you can talk. Drive forward like a bulldozer and pretty soon you will meet the mother of this entire spider brood. I advise you to use various inhibitory spells more often in this fight in order to reduce the boss’s irrepressible jumping ability. After the victory, read Branka's diary, from which it becomes clear that your further path lies in dead ditches.

Once you reach the bridge, you will witness the brave resistance of the dwarves to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge freed from enemies and run to the gate. Since they are closed, you will have to go around through a side tunnel. By the way, after rummaging around a little, you will find a set of armor of the dead legion. Having gone a little further and finding yourself in another large hall, you will be subject to targeted fire from archers. In addition, their leader has a particularly powerful bow, which will make further battles a little easier for you. Nearby in the tomb you will find another piece of armor, after which you can safely continue your path forward to the hall where animated skeletons live, and another piece of armor awaits you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will tell you that Branca has moved on. Blow into the temple of the dead legion, in which you will find the last piece of armor and the key to the door leading out of the dead moat area. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown out of nowhere. Well, now get ready to fight the new boss! Chopping up this overgrown octopus is neither easy nor quick. The main thing is not to attack him head-on, but rather start by destroying the tentacles. When the miracle Yudo loses his limbs, he can (and should) move into close combat. After defeating the boss and going into the next tunnels, you will unexpectedly meet Branka. Now you need to escort her to an artifact called the anvil of the wasteland. Your squad will overcome new corridors without any problems until they find themselves in a room filled with gas and inhabited by four golems. First, turn off the gas by activating the valves on the sides, and then deal with the opponents one by one. After passing through the next room, in which golems are also waiting for you, you will find yourself in a hall where you will be attacked by the spirits of gnomes, animated by a mask on the column. To cope with this witchcraft, after each destruction of the spirit, you will have to hammer on the anvil standing right there. After seven or eight repetitions of this exercise, you will be able to begin the final (by God, I’m not lying!) fight in this location. Here the game again gives you a choice of which side to take. If you support Branca, you will have to fight against Caridin and his four associates. On your side will be Branka herself and 4 more golems. If Karidin sympathizes, he will have to cope with his own forces with the support of three golems against Branka and her four stone assistants. Whoever you choose, in the end, you will be given the perfect crown and sent on your way. With the trophy you have received, you will go straight to Orzamar to perform the coronation of your chosen heir. By the way, no one is stopping you from changing your previously made decision and placing any of the two contenders on the throne. Having restored the monarchy and enlisted the support of the newly-made ruler, it’s time to stomp into the Brecilian Forest to free the Dalish from the invasion of werewolves.

Brecilian forest

Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zatrian, who will tell you that his fellow tribesmen are being attacked by werewolves and therefore the elves have no time to help you now. It’s another matter if your squad, out of the kindness of their hearts, copes with the leader of the werewolves living in the depths of the forest. Having agreed to complete this task, be prepared to exterminate not only werewolves, but also the already well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, you can part ways peacefully. Further, having made your way to the edge, you will meet extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is quite peaceful. This huge oak tree will ask you to bring him an acorn that was stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to give the scarf to her husband. Take it - it can help you get through. The elderly kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange it for some other item (a previously received scarf will do). Although I personally preferred the option of killing this forest pest. We return with the loot to the oak tree and give it the stolen acorn. In return, he will provide you with a magic staff, allowing you to go into a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local leader of the werewolves. Having dealt with him, go to the ruins in search of the most important ghoul.

Ruin

Go down and systematically destroy the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before you start attacking the fire-breathing lizard, I strongly recommend disarming at least some of the traps, which are found in abundance here. It is best to harass the adversary himself with the help of ice spells, keeping magicians and archers at as great a distance as possible. In addition to a significant reward for victory, your group will be able to advance to the second level of the ruins. Here, skeletons will also join the spiders, and when you reach the next hall, you will encounter the ghost of a child, who, however, does not pose a danger. Having gone out into the corridor and having reached the fork, it is more advisable to turn right. By the way, right there you can find a blue crystal, with the help of which you can obtain the specialization of a combat Mage in the next room with the altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to battle with a creature called witchcraft horror. He is absolutely nothing terrible, so when you have mastered him, bravely dive into the lake and get ready to find yourself in a werewolf lair.

There will be a small battle with shaggy enemies, after which you can get an audience with the leader of the werewolves. Once again, the game gives you the freedom to choose the side you will fight for. Having decided to support werewolves, you, in the company of a fanged company, will go to the elf camp and organize a massive genocide there. If you support the elves, your group will have to seriously reduce the number of wolf shifters. Well, the most profitable solution would be the option of removing the spell from the long-suffering inhabitants of the forest. To do this, you will have to bring Zatrian to the lair and strongly persuade him to do a good deed. After this, return to the elf camp (if you did not slaughter it on the werewolves' side) and obtain a promise from Zathrian's successor Lanae to help you in the final battle, which is just around the corner.

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

Denerim

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

If you choose this option for yourself, be prepared for the forced release of the hero from prison (on your own or with the help of your loyal comrades). In the company of comrades, you will just have to break through the fort’s guards and get to the cell in which the main character is imprisoned. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard into your cell and take possession of the coveted keys there. Next, get first to the chest with your equipment, and then to the mannequin with the guard’s uniform. Now you need to get the password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the piece of paper with the password from the pocket of one of the guards. If you do not have such talents, then after meeting with the colonel and talking with two recruits, go to the quartermaster and threaten him with problems with the colonel, after which he will give out the blades. After talking with the colonel again and answering his question: “No discipline,” go to the exit, where you will find out the password from one of the guards - “Rabbit.” Now go to Eamon's mansion.

If you do not want to surrender, you will have to fight Loghain’s people, and then go to Eamon’s mansion and talk with him and the queen, from whom you can enlist support at the upcoming council.

It's time to visit the Elyphian Region, but before that, visit the local tavern and talk with the previously freed prisoners.

Elifia District

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

Land Assembly

During the debates, do not let Loghain down and fight off his attacks against you. Also, do not forget to mention the threat posed by the creatures of darkness. If you have secured the support of the right allies before the council in advance, then you should not have any big problems. Realizing that he lost the election, your opponent will become furious and attempt a coup. Pacify this endeavor in the bud, after which you will have to fight Loghain one on one. This is not an easy task, since your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, due to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. After defeating your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into “Gray Guardians”. Depending on the decision made, the game will provide you with various options for dividing the throne, from which you can choose any one you wish. So, the kingdom is united, it's time to enter the final battle!

Final battle

First, head to the familiar Redcliffe, which has already been attacked by the Archdemon’s minions. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon’s army has decided to deliver the main blow to Denerim, so the whole honest company will have to return back. Riordan will also report that only the “Gray Guardian” can defeat the main adversary, and even then at the cost of his life. Don't rush to get upset! In a conversation with Morrigan, you learn that you have a chance to survive the final battle if you “help” the charming witch get pregnant from you. If you are playing as a female character, then you will need to persuade Alistair or Loghain to do this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the disgruntled Morrigan will leave your squad immediately. Having gone to Denerim in the morning and hacked up all the goons in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 comrades, you will gain access to the forces that were promised to you as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. They can be used by one squad at each game location, so use them sparingly and profitably.

To begin with, go in search of the first general in the elfinage, where you will meet with Shianna, who will report that the barricades are about to break down. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take a close look at the general who is left alone, surrounding him from all sides. Any army specializing in close combat would be well suited for this task (Radcliffe's army or werewolves would be just right). Now go to the market square, where the second brave general is waiting, surrounded by loyal ogres. The principle of its elimination is exactly the same, so you shouldn’t have any problems.

Having dealt with this sweet couple, move to the palace quarter, where after watching the video it will become clear that your path lies in Fort Dragon. On the way to it, it makes sense to send another army forward so that it can help deal with detachments of various evil spirits. True, before storming the fort you will have to repel wave-like enemy attacks from the gates of Denerim. After this, you can safely break into the fort. On its first floor, only small riffraff are waiting for you, which can be easily exterminated from a distance, but on the second floor you will have to tinker a little, since more serious rivals are crowded there. Although, there is no point in focusing specifically on them - as the game progresses, you had to participate in more difficult battles. Finally, go up to the roof and take a deep breath, you will have a final fight with the main villain of the game - the Archdemon dragon.

Archdemon

When fighting him, don't hesitate to use your best powers (mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up, try to have time to withdraw your people from the affected area. When his life level drops below 50%, he will begin to call upon his minions in huge numbers for help, and with his last breath he will make walking bombs out of them, exploding the unfortunate ones near your allies. Sooner or later he will run out of strength, and he will fall to the ground dead.

Now you have completed the game and I hope this description helped you.

Ladies and gentlemen, it's done! Finally, our beloved company BioWare has released the long-awaited bestseller in the gaming industry - Dragon age: Origins. The game is called the spiritual successor to such series of games as Baldur's Gate and Neverwinter Nights. Although the events take place in a new world unfamiliar to us, this will not make them any less interesting or rich. New world, new characters, new opponents... Everything This is for you! Well, let's see what the developers offer us.

So, you installed the game, dealt with all the difficulties in it and you launch it expecting something interesting. But there is such a difficult stage along the way as creating a character. If you remember the events of Baldur's Gate or Neverwinter Nights, you will understand that the choice of race and gender did not in any way affect the beginning and progress through the main plot. Only indirectly, in particular in the attitude of representatives of other races towards you. But here everything is not so Let's look at the possible options for creating a character.

The very first and most important will be the choice of gender. You may be able to solve some issues easier if you play as a woman. But you can get more problems on your pretty head. Therefore, try to understand what you prefer - the opportunity to solve several problems with the help of intimacy, or the ability to persuade any character with the help of force or cunning. The choice is yours, as in so many cases in the game.

The next interesting point from which the passage of Dragon Age Beginning begins its branching is the choice of race. Keep in mind that this choice will probably be the main determining factor in many game situations. The passage of Dragon Age Origins is almost entirely non-linear. Only some basic points you will have to go through. The rest is up to you. But let's deal with race. We are offered the three most common races of Ferelden - people, elves and gnomes. Note that depending on which race you choose, this will be your backstory. But keep in mind that races have nothing to do with generally accepted ideas about them. Humans are the dominant race, which is very divided. They hardly care about their own kind, but at the same time, they brought two other races to their knees. Think about whether you like such characters? On the other hand, you can take care of all your neighbors, give money to all the poor... Think and choose. The next race is the elves. Nothing in common with Tolkien's beautiful and proud elves. Elves are enslaved by people and their main occupation is serving people. But not all elves are happy with this. Naturally, there are also rebels who have not left the forests and are cruel to everyone who is not like them. And the last ones are the gnomes. The most neutral race. They are constantly attacked by creatures of darkness from underground, but they do not despair. Strong warriors, they are endowed with excellent resistance to magic. Which, however, prevents them from becoming magicians. So the balance is not broken. Choose.

Next, when choosing a character, the class in which you will improve your skills decides a lot. For people and elves this is a warrior, magician and thief. For gnomes - only a warrior and a thief. Reasons - see above. In general, I will say from personal experience that in the passage of Dragon Age Origins you will really need a competent thief. There will be a lot less chests left behind that can't be cracked. Although, if this is not important to you... The choice is yours, once again.

And the last thing you are offered is the choice of a biography, which will determine the beginning of your adventures. A person has only two types of biography - this is the “Noble Person” option when choosing a warrior or thief, and “Mages” when choosing a magician. Elves have a slightly richer choice - when choosing a warrior or thief, the “Valley Elf” and “City Elf” options are available. If you choose a magician, naturally the “Magic” option. For gnomes, when choosing any class, two biography options are available - “Common Dwarf” and “Noble Dwarf”. Choose what you like best. The passage of the Dragon Age game will change because of this.

So, the main points of determining the type of character are behind. Now you need to customize the character's appearance, voice and portrait. Well, I’m not your advisor here. You can do absolutely whatever you want. It won't affect anything. Apart from your aesthetic taste, of course.

After you create the appearance, it's time for the characteristics. I'll be brief here. There are six stat options: Strength, Dexterity, Willpower, Magic, Cunning, Constitution. It is impossible to calculate all possible options for the initial distribution of characteristics. But let's take a closer look at each. Strength is what strength is. Affects the damage inflicted on enemies and adds accuracy in melee combat. In general, the most important characteristic for warriors. Dexterity - affects the probability of hitting the enemy and damage from piercing and small arms. Dexterity is also needed for those who want to fight with dual weapons. Willpower - no description required here. Affects the supply of mana for magicians and the amount of stamina that is spent on performing skills and special attacks. Magic is the most important indicator for magicians. Increases the effectiveness of spells. For other classes, it affects the effectiveness of other semi-magical actions. Cunning - determines the ability to learn. The best skill for rogues, as many rogue skills require cunning. Constitution - affects the amount of maximum health of the character. An important skill for absolutely everyone. Only magicians will be able to do without it more or less normally if they develop normal damage at a distance.

The next two points are skills and abilities. It makes no sense to describe them, since each class has dozens of them and you will have to choose them based on which class you have chosen. Potmou - it's up to you. And during the passage of Dragon Age Origins, this can only affect the difficulty of the passage. With the correct distribution of parameters it will be a little easier. If it's wrong, it's more difficult. But I think it makes sense to play the game for the first time on an easy level in order to get acquainted with the world, its features, and get used to the gameplay of the game.
So, the character has been created and it’s time to go through the game. Depending on this, your passage will depend. Therefore, let's look at several options for passing. Let's start with my favorite thief. So, the passage of the game Dragon Age Origins by a human thief begins! I'll start by describing character creation so you can follow my path as closely as possible. So, I choose male gender, race - human. Class - thief. Biography - a noble man. We won’t dwell on appearance; choose it to suit your taste. Next we distribute the characteristics. I made the following adjustments: Strength - 13, agility - 16, willpower - 12, magic - 11, cunning - 16, constitution - 11. At the beginning of the game, my skills were Influence, Making Poisons, Combat Training. Among the skills - Dirty fighting, Skillful hands, Mastery of a weapon in each hand. This is the initial position, now you know it and can correctly distribute your skills. Keep in mind that your maximum level is 25. Therefore, distribute your capabilities wisely and thoughtfully. So, the hero has been created, it’s time to go into battle. You appear in your father's castle, where the gray guard has come. But your father doesn’t want to let you go with this very gray guard. You are, after all, his youngest son. He decides that he needs to find Fergus, your older brother, who is going to war with his father, and tell him all the details. Yes, get ready for long dialogues, which are best read so as not to miss a single important detail in the information. So, let's go find Fergus! If you look at the mini-map in the upper right corner of the screen, you will notice a white arrow that points somewhere beyond the visible limits of the map. By pressing the large map key, you will see a flashing triangle in the lower left corner of the map. This is exactly the place where you need to go. Fergus is waiting for you there. You may encounter several side quests. I advise you to visit the library and read a couple of books to improve your knowledge of books. One of them is a meeting with Gilmore, who will come to you and tell you about your dog who got into the kitchen. And the main cook, your old nanny, is threatening to leave because of this. Go to the kitchen to get the dog. I think a travel companion will be useful to you. To get a mabari (a fighting breed of dog) to be your traveling companion, go to the kitchen and talk to the cook. She is completely unhappy with the dog's behavior. You shouldn't talk too rudely to Nan, otherwise you'll get offended. Although... What difference does it make to you? But she still raised you. Choose for yourself. But a smart dog barks for a reason. Don't scold him, he wants to tell you something. He smells rats in the kitchen and you have to kill them. Further along the path you will meet your in-game mother talking with guests. You shouldn’t be rude to them and bullshit them. And you can flirt a little with the maid of honor. The passage of the game Dragon age Origins also includes several possible novels. Yes, if there was a game in full virtual reality, there would be no price for it. Well, okay, it's time to go to Fergus. You can find it in the lower left corner of the map. Come and politely participate in the conversation. Yes, you will listen to prayer and some instructions for your brother's journey. And... you will be sent to bed. If you have examined the entire territory of the castle, you can leave. But don’t you think that your sleep will be peaceful? Everything would be too simple. The castle will be attacked at night. Your faithful dog will wake you up and... a servant will run into the door with the news that the castle has been attacked. But he won’t have time to say who attacked it. Immediately pause the game and dress your character. Yes, he undressed at night. The realism of Dragon Age is amazing. Kill the two soldiers and don't forget to search the corpses. Yes, it should be mentioned that after killing these two archers, I was given the next level.

You will immediately have to kill two more soldiers and you will be joined by your mother, who can still give you some heat! She will tell you that the castle was attacked by soldiers of Howe, a friend of your father. Talk to her and move out. Go into the room of your brother's wife and you will find two corpses there - the wife and son. I don't know about you, but this made me angry. After walking a little forward, you will talk to your mother. Ask if there is anything else you can do and she will tell you that she has the key to the treasury. I propose to search all the premises sequentially, killing all the soldiers along the way. There is no such thing as too much experience. And you should look into the treasury for the family sword. Quite a good weapon for the first time. It even suited my thief. And lastly, go to the central room marked on your map, since you may not be able to continue searching the castle. Well, did you search? Destroyed all the enemies along the way? Okay, let's go to the central room. Here we meet Sir Gilmore, who will tell you that his father went towards the kitchen. Great, that's what we need. Do not rush to go there, but first clear the remaining rooms. When you're done, head to the kitchen. There you will see a dying father who wants you to leave him here. The gray guard Duncan will immediately appear and tell you that the gate has been broken through. The father does the nice thing and begs Duncan to help get his wife and you out of the castle. Duncan will agree, but will demand payment. He wants you to become a Gray Warden. Well, okay, I'll have to agree. A thief bringing justice is, of course, a little funny, but... it is so. And this happens in life. Even if you refuse to join the gray guards, Duncan will exercise his right to demand recruits. Okay, this is also nothing, but your mother will also leave you, staying with your father. Okay, whatever happens. On the road, through the back door, with Duncan. It will be difficult further, but nothing, we have no choice. We go to Ostagar, where we will have to meet the creatures of darkness. Here you will undergo a short initiation into the Gray Guardians.

In Ostagar you will be met by the king himself, who is not aware of what happened in the castle. Well, never mind, we will have to tell the king about Howe’s betrayal. The passage of the game Dragon Age Origins enters a new level. We need to become a gray guardian. At least in memory of my father. And the king will promise to turn his troops against Hou as soon as the army of the creatures of darkness is defeated. Don't be rude to the king. But I don’t mind stealing from him? His armor is very noble. Well, okay, go to the Gray Guardians camp. Yes, and an initiation ritual should be carried out. When you get to the camp, you will need to find Alistair, another Gray Guardian to begin the ritual. But, as always, we are in no hurry to rush there quickly. You can talk to the guards in the tents of the king and Tair Loghain - you will learn some new information. Also find a subdued magician who can tell you a little about the nature of magic. I advise you to talk to everyone you can, because the game is so interesting that you want to know absolutely everything in it. Well, have we talked? Are you tired of playing Dragon Age? Me too. So go ahead. You can sell unnecessary things to the quartermaster, and he will ask about the red-haired elf who was supposed to be running around with chain mail in her hands. But ignore that for now. Catch an elf messenger around the camp and convince him that the sword from the blacksmith should be given to you. He won't be superfluous for you, will he? When you get tired of running around the camp or you have done everything you can, go to Alistair - his location is indicated on the map. There you will find Alistair and one of the magicians arguing. Although this is more reminiscent of Alistair mocking the magician. After the magician leaves, talk to Alistair and he will tell you a lot of new things. For example, that during preparation he will accompany us! I think that's good news. Yes, you can speak to him ironically, he will not be offended. Yes, we also learn about the unspoken confrontation between the church and magicians. Interesting situation in the world, isn't it? Well, okay, Alistair will join us and we will go to Duncan. There is a mark on the map leading to it, and getting there is not difficult. Duncan will tell us that to complete the test you need to find three vials of darkspawn blood and find scrolls in the ruins of the outpost that you will find in the wild lands. Naturally, you will have to go through crowds of creatures of darkness. That's why Alistair will go with you. Ask more about the scrolls to get more information. When you are ready, move to that part of the territory that has not yet been advised to go - to the Wild Lands! Get ready for the first serious skirmishes.
So, here you are outside. The map is shaped like the letter "U". You start in its upper left part, and the end of the main task, that is, the location of the documents, is in the right part. But don’t rush there headlong. Don't forget that the more tasks you complete, the more monsters you kill, the more experience you will gain. And the easier it will be to complete Dragon Age in the future. Not far from the place where you find yourself in the wild lands, or, more precisely, on the right, in the water, lies the corpse of a missionary. From it you can take a letter that starts a new task. For this task you need to find the place where the deceased was supposed to meet his father. You can read detailed signs in the table of contents of the codex. But for now, remember and put this moment aside. Let's move on. Having gone a little further, you will find a caravan that was destroyed by the creatures of Darkness. And there will be a surviving soldier there who will ask to bandage him. Agree, and he himself will wander to your camp. Defeatism will immediately begin in your squad and offers to return. Don't react to this. Your goal is to complete the task with honor. Or without it, but still pass? If you go further south, you will find a wildflower on the left, near a small wall. Take it for yourself - the huntsman from Ostagar will need it. If you turn clearly to the west, there will be another passage and the first skirmish with the creatures of darkness. Kill them, otherwise they will kill you. There will also be a camp in which there is a chest with Rigby’s diary - another piece for you from the codex. Complete reconnaissance around a large lake with islands inside, which you don’t even have to go to - you just can’t get there. Further - because of two more reservoirs, we have three roads to the south. One between the lakes, and two at the edges. Let's take the western road first. It bends so well to the east where all three of these paths connect. Well, it doesn’t matter, they’re also worth going through. On the easternmost path you will find a site with the deceased missionary Rigby, whose journal you recently found. On his body you will find a will that will add one more task to you. Then complete the walk around these paths and you will see one common path into which they merge. It goes to the southeast, but near it there is a corner along which you should go clearly to the south, without turning to the east. Then go up the mountain, having dealt with the wolves, and find the two statues that were mentioned in the note from the missionary’s body. When you open the chest, there will be things and a note from the father of the deceased missionary. And his father is a certain Rigby. Who would have thought? Well, it doesn't matter. Missionary mission completed. Yes, it should be said that the passage of Dragon Age is replete with side quests, so rejoice! Yes, after you have found Rigby's will, return to the Hasinda camp where you found his diary. Now there is a cache available at the site of the fire, in which the indicated box lies. Take it without opening it, you will still need to deliver it to Rigby's wife in Redcliffe. Well, while all the side quests in this area have been completed, it’s time to move on. Following that path to the southeast, you will meet the first boss. Although then you will be laying down similar bosses left and right. And don’t rush to run after him. There are really nasty traps there. You can lure enemies towards you with an archer, or you can lead your soldiers one by one past traps. Immediately, when you destroy everyone, pick up a bag of ashes and scraps of local legends from the soldier’s body. You will need them later. Further the road forks. I suggest you immediately go south, to the fire, and destroy a couple more creatures of darkness. In principle, nothing complicated. They sit near the fire in stealth mode and come out when you approach there. Kill them and move on. Go north first, there on a ledge you will find a pile of stones. Before you use it, prepare yourself for a very serious fight. But the reward is quite okay. Pour the ashes that you picked up from the dead soldier onto the pile of stones. An old powerful spirit will appear that must be destroyed. What will be left behind is chain mail and boots. Boots are for a magician, chain mail is for a warrior. In general, it’s not for nothing that you failed him. From the heap to the right, move east along the map, then north. But don't rush forward. Kill the creatures of darkness that attacked you, along with their leader, look around, make sure that you have done everything you can in the wild lands and visited everywhere. When you're ready, head north. Entering the ruins, you will find a guard's cache, from which you need to take documents. But don't rush to use it! First, completely undress Davet and Jori. You won’t have to fight yet, and they will leave your ranks. Therefore, it is better to take for yourself what you can. Ready? Now use the cache. Oops! Surprise. The cache is empty. But you should talk to Morrigan. In the future, she will be your traveling companion and an excellent magician, so don’t quarrel with her. Ask to take her to her mother, who took the documents from the Gray Guardians' hiding place. New turn of events! Mother Morrigan took the papers because the seals of the Gray Guardians had decayed. She saved the papers for you and gives the papers to you. She will also tell you that the threat of the black pestilence is stronger than the Gray Guardians think. This is what we need to convey to Duncan. After the conversation, Morrigan will lead you out of the forest straight to Ostagar. That is why I said that the passage of Dragon age in the wild lands had to be completed before the final conversation.

If you haven't finished something, it's better to go back and do everything right away. But we will assume that you have finished everything in the wild lands and now you no longer need to go there. Then go to the huntsman (his location is marked on the map). You need to give him the very flower that you picked up at the beginning of the passage of the Wild Lands. They offer us 20 crowns for a flower. Few? You can bargain. He will give you all his money, 50 crowns. Does your conscience bother you? This is what torments me. But money is very necessary. Therefore, let’s leave our conscience a little for later, when the wallet allows us to act like a lord. Now you can go to Duncan, who is waiting for you to perform the ritual. Talk to him, tell him about Morrigan and her mother, and you must begin the ritual. Don’t drag your feet, it’s better to agree right away. Alistair will take you to the old temple and here doubts about the gray guards will begin again. Yell at them, it won't change anything anyway. Duncan will appear soon and tell you about the ritual. It turns out that we will have to drink the blood of the creatures of darkness that you brought! That's the news. Although, what kind of crap have you ever drunk? Anyway, let the ritual begin! Daveth will be the first to drink blood. But... Not fate. He won't survive. Jory will refuse to drink the blood and Duncan will kill him for his apostasy. You will be third in line. And, quite logically, you will survive the ritual. After all the little things, Duncan will say that we must go with him to the king. Yes please. Moreover, your faithful dog will be returned to you as a companion. Yes, and by this time I was already level five. Now go to the quartermaster and sell him everything you don't need. I advise you to leave only things for magicians. You will need them. When you are finished with the sale, go to the king for advice. Here you will see an interesting scene of an argument between the king and his father-in-law. The King will congratulate you on becoming a Gray Warden. You can talk a little impudently, but you will still be ordered to go to the lighthouse with Alistair to light a fire and give a signal. Yes... We are not sent into battle, but on some strange mission. This is some interesting news.
Well, now it’s time to go to the tower and wait for the signal to light the fire. Head across the bridge to the east and watch an interesting video about preparing for the battle. Yes, the developers tried their best. I noticed many different expressions on the faces of the warriors - from expectant to downright scared. And then the creatures of darkness appear... But we won’t use spoilers, you can watch the video for yourself. Let me just say that it’s definitely worth watching. Everything is very beautiful. But the video has ended and it’s time to proceed directly to executing Duncan’s order. After crossing the bridge, you will be informed that the tower has been captured and all hope is only with us. We will have to light the signal fire ourselves. And... a magician will temporarily join us. Quite an interesting class, I must say. So, you need to get to the tower marked on the map. At the same time, I advise you to clear the entire perimeter before entering the tower to gain additional experience. When you clear the courtyard in front of the tower, go inside. And don’t be afraid to clear each level with special care - extra experience won’t hurt you. But there’s no point in wasting time; after all, they’re waiting for a signal from you... There’s not much to say about the first level of the tower - mediocre enemies, mediocre things. When all the enemies are defeated, go to the second floor. The only thing to note here is the book lying around - additions to your codex. Pick it up, open all the chests, destroy all the enemies... in general, have a blast as your heart tells you. Playing through the game Dragon Age is also a fun process. Before climbing to the third floor, rest, wait until your life and stamina are restored, save, and only then rush forward. The third level is notable for the fact that weapon racks appear here. And there are a few more monsters. But still, they didn’t pose any problems for me. There will also be a hall with cages of dogs that can be unleashed on the creatures of darkness. Before moving to the fourth floor, be sure to rest, recover, save, and prepare yourself mentally. Here you will find a battle with the main monster in this tower. This is an ogre, a rather evil creature, but it’s not difficult to kill it either, the main thing is not to let it get close to long-range characters. As soon as he dies, immediately press pause and completely undress the magician. He won't travel with you anymore. Take things from the barrels and light the signal tower. And again there will be a video clip in which you will see the betrayal of Tair Loghain. He did not go to the aid of the king, but withdrew his troops. And... The king fell. Just as Duncan fell, having accomplished the last feat of his life. There are no more gray guards. There is no more king. Only you are left. And the hope for saving Ferelden is only with you. But not everything is clear with you either. Following your footsteps, a crowd of creatures of darkness burst into the tower and an arrow hits you. Your eyes close. Is it really possible that the life of a great warrior will end so ingloriously, without ever beginning as it should? Who knows...

There are quite a large number of similar “guides” in this section of the blog. I want to somehow combine them. But don’t rush to throw tomatoes at me - I don’t stupidly copy everything that moves, but I do everything myself. No, of course, I didn’t write all of this. I took the best, wrote my own, and this is what came out. If there are no quests, sorry. I’ll try to add... You know, I do this introduction after working with everything below. I'm very tired, believe me. It's not that easy...

I'm not going to write out the backstories - they are easy and don't require help. Enjoy reading.

>> -story quests, and * - additional.

Ostagar

Upon entering the camp you will meet Kaylan Theirin. Splashing with a fountain of enthusiasm, the young king hurries to put an end to the Pestilence, dreaming of writing his name on the canvas of history next to his father.

After meeting the king, Duncan will say that it is time to become a Gray Warden. It turns out that to do this you will have to undergo a ritual called Merger. But first you need to find Alistair, the boy who will accompany you in preparation for the Ritual. Good luck, recruit!

Returning with Alistair, you will meet Sir Jory and Daveth. Although, perhaps you will meet them before that. But know that they won’t tell you anything useful. Duncan will finally tell you that it’s time to dull the blades of the Spawn of Darkness...

>> Flasks with blood

The substance needed for the Ritual...naturally, no one will just share with her, and she will have to go to the Wild Lands of Korkari (hereinafter D.Z.K.). Again, it is natural that you need to kill the Spawn of Darkness. There are plenty of them there, don't miss them.

>> Ancient treaties

While speaking in passing about the flasks, Duncan will mention the Ancient Treaties, according to which elves, magicians and gnomes will help the Gray Guardians with troops during the Pestilence. It is clear that right now Duncan needs the papers that smell of dust and mothballs so much. The documents themselves are casually lying around in the northeast of the D.Z.K. map. (they couldn’t pick it up before!). But instead of documents you will receive:

a)broken chest x1;

b) fig with butter x1;

c) black-haired half-naked witch Morrigan x1;

The last point is important! Quite quickly agreeing, she will lead you to a sweet mother possessed by demons, who will give you the agreement. There is no need to go back across the entire map - Morrigan will “guide” you.

! If you do not have patch 1.04 installed, then if you give the bottles without contracts, you will receive a level and, attention, returning to the D.Z.K. and by bringing the agreement, you will also receive another level. The order in which the quests are completed is not important.

* Mabari

Approach the huntsman in Ostagar. He will delicately ask if you are actually going to D.Z.K. If you answer in the affirmative, he will say that he needs a wild flower (before this, put a muzzle on the dog). The flower is found in different places - for example, near the ruins or a wounded soldier. If you are of noble birth, you can accept the reward or refuse it. If not, then after this you will receive this dog as a combat companion. And a reward.

If you didn’t approach the houndmaster, don’t rush to run back from the D.Z.K. in Ostagar, just pick up the flower, and Davet will say that the huntsman is looking for this object. And voila!

* Hungry Deserter

A hungry man sits in a cage. He will die soon. Well, good luck, we'll all be there someday...But no. He only asks for one thing - food! After chatting a little, you learn that he is a thief, and he has the key to the magicians' chest, which he will give in exchange for food. You can kill him and take the key; you can, if you have Conviction, convince (pardon the tautology) the soldier nearby to give up your lunch; you can buy the same lunch for 10 silver coins. But one boring bastard will not let you into the chest. She will leave at night (that is, after returning from D.Z.K.), and the chest is yours. You don’t have to ask questions, just hand over the food and leave. Your will.

You can also meet the sorceress Wynn in Ostagar. And this is not your last meeting.

Also next to the Ash Warriors is the elf Peak. He's running away, so catch him! You can trick him into getting a good sword.

Wild Lands of Korcari

* Missionary Jogby

After the first “meeting” with a group of wolves, the corpse of the missionary Jogby lies literally next to the battle site. After searching him, you will find a letter in which he says that he hid a chest with some useful things. You shouldn’t look for all the signs in a letter. Go to the southern part of the D.Z.K. map, the key point is the road of intertwined roots. Having dealt with the wolves, in the chest near the statue you will find a good two-handed Hasind sword.

* Traces of the Hasinds

In the west of the map D.Z.K. you will find traces of a site and a journal by a certain Rigby, which talks about how the Hasinds leave traces, and other nonsense, according to which we need to find the treasure. By clicking on a trail, you will hear a whistle sound and a cross will appear on your map indicating the next trail. Alas, it will be impossible to come to the treasure right away - you will have to run around the D.Z.K. But I say this, as a note - there is a treasure behind the bridge with a Genlock emissary.

* Last will

In the central part of the map you will find the corpse of missionary Rigby. In his will, you will find out where he hid some of his belongings - in an abandoned camp almost directly to the west of his body. When you find the hidden chest, you will have the choice of taking its contents (an amulet without any special properties) for yourself or taking it to Rigby's widow Jetta. You can find it in the Church in the village of Redcliffe. When you give her the casket - or take it for yourself - your quest will be completed.

* Bag of ashes

After the battle with the first emissary, you can take a bag of ashes from the dead soldier, and following the note, pour it onto the stones on the cliff in front of the dome in the water. Your first boss, Ghazarat, will appear. KILL!!!

Next, after the Ritual, you will go to the council, buy clothes, etc. Then follows a light, relatively light bravado, during which you need to crush the creatures in the Ishala tower (“Oh my goth, how did they get there?” you ask. Buy the DLC “Return to Ostagar” and find out!). Next comes a fight with a giant... rewind... blah-blah-blah... (it's all easy, we're not all stupid, and I'm “rewinding” because it's all easy, and not out of laziness;)). ..Flemeth's hut...Morrigan is with you. And then came the main campaign, the main course, after a light appetizer in the form of background on Ostagar, interspersed with light quests. Bon appetit. Well, we move directly to the campaign.

Lothering

>> Lothering and the Imperial Road

Stupidly go to the end of the main road and that's it. But you will no longer be able to do side quests - Lothering will be destroyed.

* Bandits on the Highway

At the entrance, your company will be stopped by bandits who will demand 10 silvers for permission to enter the village. What can be done:

try to pay off, but the bandits will not stop there and will want another 20 silver pieces;

tell the bandits that a poorly guarded trade caravan is following you, they may believe it;

intimidate the bandits with your affiliation with the Gray Guardians (however, having learned about this, they may covet the reward promised for your and Alistair’s heads);

provoke an attack (refuse to pay).

If you choose the option to fight, then during the fight you should concentrate on the leader of the bandits - he will capitulate when he becomes almost a corpse. Next, you can demand to give up all the loot (in total more than gold), and then release them or finish them off. It will also be possible to inform the family of robbed elves sitting near the bridge in Lothering about the fate that befell the bandits if they die or run away. Finally, in the church you can find the head of the templars, Sir Bryant, he will reward you with 20 silvers for the news of the disappearance of the bandits (you can also ask him for additional help and he will give you the key to the chest of drawers).

* Dead Templar

After a showdown with the bandits near Lothering, you can notice right there, on the road, the body of the templar they killed. Take the medallion and note from the body and read it. Apparently, the deceased was Sir Henry, who was looking for the Urn of the Sacred Ashes. Next, you should find his comrade, Sir Donall, in the church, tell him about the fate of Sir Henryk and return his medallion. Sir Donall can clarify the situation a little more - it turns out that the urn is wanted for Earl Eamon of Redcliffe, who has fallen ill with an incomprehensible disease. If you ask about the reward, Sir Donall will give you 1 gold.

* More than just plants

Approach Elder Miriam in Lothering. She will ask you to find medicinal plants in the forest and make at least three small healing poultices for the sick, wounded and refugees. To do this you need three elven roots and three flasks. You also, of course, need to understand herbs (contact Morrigan if necessary).

* Preacher board

Read the announcement on the preacher's board near the church that Sir Bryant has promised to pay 3 gold pieces to anyone who can eliminate three gangs of bandits entrenched north of Lothering. Next, all that remains is to do this and receive the reward from Preacher Devons.

Note: After this, the next two quests become available.

When bears attack

Read the announcement on the preacher's board that farmers are complaining of pestilent bear attacks north of Lothering. After this, find three bears, deal with them and take the reward from the preacher - 1 gold.

The last gift

Read on the preacher's board about a boy whose mother disappeared almost a week ago. The daredevil who finds her body or some things that could remain as a keepsake for the orphan is promised a reward of 50 silvers. Sarkhi's body lies beyond the field, surrounded by a pack of wolves. You should fight them off, take the copper filigree ring and return for your reward.

* Poisonous proposal

Approach Barlin at Dane's hideout and ask if there is any well-paid work in Lothering. Barlin will offer to get three bottles of poison so that he can poison the traps in his fields. To make such a poison, you need three animal poisons, three vials and good knowledge of poisons (contact Leliana).

* Traps are a girl's best friend

Approach Allison in Lothering. She really wants to set traps in her fields following Barlin’s example and asks to make her three rope traps. To do this you will need three triggers and some knowledge of traps.

* Qunari Prisoner

Talk to Stan, sitting in a cage, at the northern exit from Lothering. From various sources you can find out that Stan was put in a cage for the murders. However, he will express his willingness to atone for his crimes by helping the Gray Guardians in the fight against the creatures of darkness. To free him, you need the key to the cage, which is kept by the Reverend Mother, the following options are possible:

convince the reverend mother to release Stan into the custody of the Gray Wardens, this is difficult to achieve, to make the task easier, it is worth making a donation in favor of the church, and the more the better;

if Leliana is in the party, then the Reverend Mother will free Stan at her request;

if you have the skill of stealing from one of your party members, try to steal the key;

If one of your party members has hacking skills, try to break into the cage.

Trying to intimidate the Reverend Mother will amuse Morrigan (+4) and shock Alistair (-13).

Bressilian Forest

>> Essence of the Beast

Immediately after entering the territory of the Bressilian Forest, you will be stopped by a patrol of Dalian elves. They take you to Guardian Zatrian, who sadly admits that he would be glad to help the Gray Guardians, but - alas! – at present there is no way to do this. And the reason is that the elves are at war with local werewolves, many of them are already infected. And there is absolutely no salvation from this curse... well, unless someone who, out of the goodness of his heart, is not averse to risking his life, will go to the Bressilian Forest and kill the wolf Withersfang, with whom this curse began.

The werewolf lair is located in the ruins in the southern part of the Eastern Forest, but you can’t get there that easily - the magical fog turns you back every time you enter it, and there is no other path leading to the ruins.

There are two ways to remove the effect of fog.

1. Complete the quest of the Great Oak, which is located in the Western Forest, and return the stolen acorn to him. The acorn is in the possession of a crazy hermit in the Eastern Forest, and you can either kill him (but he is a rather powerful magician) or peacefully exchange the acorn for something interesting for the old man. For example, he will gladly take Danayla's scarf, Atrian's amulet, or a book received from Kammen.

2. Agree to the hermit’s proposal to kill the Great Oak.

In both cases, you will receive an item that allows you to pass through the protective fog without interference.

At the ruins you will have to fight a group of werewolves led by their leader Swiftrunner (Fast Runner). However, as soon as you take away almost all of his lives, a white wolf will jump on you and the werewolves will take advantage of this to escape. Follow them to the first tier of ruins.

The staircase leading to the werewolf lair is located very close to the entrance, but at the moment it is closed, so you will have to find a way around it. Go to the southwestern part of the map. This tier is quite small, so, having fought off several spiders along the way, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send a robber ahead if you have one in your party - the floor in this room is littered with traps. When you find yourself approximately in the middle of the hall, its inhabitant, the dragon, will happily greet you. Fortunately, this is a small dragon, but it can still be quite dangerous - tactics, of course, depend entirely on the composition of the group and your personal preferences, but one of the safest methods is to keep it permanently paralyzed or frozen. After his death, you will inherit the dragon's treasures - a very impressive pile of a wide variety of things, which lies a little further.

The dragon was the guardian of the stairs to the lower tier, so now you can freely go further.

The second tier of ruins is larger than the first and the enemies (mostly undead) on it are quite numerous. They especially love to pounce on you from almost out of nowhere, crawling out of all possible cracks, including behind your back. Be careful.

In the huge hall in the southwestern part of the ruins, several skeletons will greet you on the stairs. Deal with them and move on - and you will see an Arcane Horror. He has a bad habit of teleporting throughout the entire hall from end to end and also summons additional skeletons to help him. The safest way to deal with him is to simply shoot him from the stairs with bows, periodically healing - in this case he does not move and does not cause skeletons. (If you have Andraste's Arrows in your inventory, then you can finish him off without receiving the slightest damage.)

After dealing with the Horror and the skeletons sitting in the side rooms, you will finally find an alternative entrance to the werewolf hideout north of the hall with the Horror.

The werewolves will attack you just a few steps after entering, but after you deal with the first two groups, they will throw out a white flag and offer to take you to a certain Mistress of the Forest for peace negotiations. Whether you accept their offer or not is up to you. If you accept it, then you will be taken to the Mistress of the Forest, who will tell you the curious story of the curse and ask you to bring Zatrian to them. If you agree, you will find Zatrian on the first tier of the ruins.

The initial negotiations between the werewolves and the Guardian will not end well, and you will have to choose which side to take in the upcoming battle. If you choose werewolves, you will receive Alistair's approval.

The battle can be serious or not very serious depending on your level and the composition of your party. If you kill Withersfang, Zathrian will give you support in the upcoming war with the Fiends of Darkness. If you defeat Zathrian, you can persuade him to sacrifice himself and remove the curse from the werewolves - in this case, Lanaya will provide you with the support of the elves.

Alternatively, you can convince the Lady of the Forest to destroy all the elves, including Zathrian, as revenge for what she did. In this case, you will receive support in the war from werewolves. If you choose this option, you will not be able to complete the non-plot quests of the elves (if any of them are still uncompleted).

A very dark option: take Zatrian’s side, kill all the werewolves, and then finish him off too. In this case, you will still receive support from the elves, since they will assume that Zathrian fell in the battle with the werewolves.

If you persuade Zatrian to remove the curse from the werewolves, you will earn Leliana's approval (after which she will sing a song in the camp... quite a beautiful one).

* Kammen's grief

Speak politely to Kammen at the Dalish camp. He pines for the elf Heine, but she doesn’t take the poor fellow seriously, because... he is just a hunter's apprentice. You can help a couple connect:

obtaining a wolf skin from the forest for Kammen so that he could finally become a hunter;

convincing Heina (influence skill!) that Kammen's social position is not that important.

The reward will be the book The Saga of Iloren (it can be given to the hermit or sold). Or you can separate the couple forever:

seducing Kammen and telling Heine about it (if you have a heroine);

seducing Heina and telling Kammen about it (if you have a hero);

assuring Heina that Kammen secretly hated her;

telling Heine that Kammen was really just going to get her into bed.

* Wounded in the forest

Stumble upon a wounded elf, Daegan, in Western Brecilian, and decide what to do with him:

abandon him or kill him;

take it to the Dalish camp, handing it over to a patrol led by Mithra along the way.

During the examination of the wounded man, you can take his things: a dagger, arrows, blackened leather boots and a figurine of a Dalish hunter carved from maple wood (note that this will result in a deterioration in relations with the clan). If you save Deigan, then the next time you visit the camp you can talk to him and receive a reward - a sapphire, and if the elf’s things were stolen, then you can return the figurine and not spoil relations with the Dalish.

* Rare ironbark

Talk to Varathorn in the Dalish camp and agree to look for him in the Brecilian Forest for ironbark, from which he can make special weapons and armor. You will find the bark in West Brecilian, on a fallen tree near the northern exit to the eastern part of the forest. Next, all that remains is to take it to the master and decide on the reward:

ask Varathorn to make a Wolfbuster bow;

ask the craftsman to make a breastplate from silverite;

if you have enough influence, convince Varathorn to do both;

refuse the reward and receive a consolation prize - Varathorn's amulet;

be overly greedy and end up with the bark.

* In the grip of the curse

Either convince Athras in the Dalish camp to tell about his wife, Daniella, who was infected with the werewolf curse, or stumble upon Daniella in East Brecilian. According to Atras, Zatrian claims that Danielle is dead, but he does not allow Atras to see her body. Atras is convinced that Danielle is alive, but has become a werewolf, and hopes that you will find her in the forest. You will indeed find her in East Brecilian, among a group of werewolves, after which you can:

kill Danielle out of pity (Wynn and Leliana will approve of this);

refuse to kill her? and then Danielle will attack you herself.

Daniella will ask you to give Atras your scarf. You can exchange something for this scarf with the Hermit or give it to Atras for its intended purpose and receive a reward for it - Atras’s pendant, which can also be used in an exchange with the Hermit. Your choice of lines in your last conversation with Athras may cause different reactions from companions (for example, mentioning that Daniella loves Athras will cause Morrigan's disapproval (-3) and Leliana's approval (+2)).

Orzammar

>> Perfect

After passing through the Hall of Heroes and entering the residential part of the city, you will immediately witness a not too unpleasant scene between Belen and Harrowmont (with whom you may already be quite familiar if you are playing as a noble gnome). After talking with the chief of the guards after everyone has scattered in different directions, you will find out that you came to the dwarves at a not very opportune moment - after the death of King Endrin, the Assembly cannot decide who should inherit the throne, and without the presence of a king, there is no help from there is no need to wait for the gnomes, because no one will take upon themselves the responsibility of sending an army to the surface when there is almost a civil war going on inside.

It doesn't take a genius to figure it out - you need to do everything possible to ensure that one of the contenders for the throne becomes the rightful ruler of Orzammar. Which one is up to you, it doesn’t make much difference (although if you are playing as a noble gnome, you may have personal scores with one of the contenders).

Attention: you can talk to representatives of both applicants and receive initial tasks from both, but complete only one of them - the applicant you decide to support. If you complete them all, both representatives will decide that you have sided with the opposite party and will not talk to you anymore.

Regardless of which side you decide to take, first you will be asked to prove your loyalty (and that you are not a spy for the opposing group) by completing a small assignment.

Belen's quest:

Regardless of whether you took the side of Belen or Harrowmont, your next tasks will be exactly the same, and the first of them will be to deal with the head of the local mafia named Jarvia, who is absolutely no help - especially in Dusty Town.

Travel to Dusty Town. If this is your first visit to this remarkable place, then it will be marked by an attack by local bandits. If you're playing as a commoner dwarf, you might meet your old friend Leske here, but he won't tell you anything useful. To get the information you need, talk to a beggar woman named Nadezhda, a local merchant named Alimar, or a gnome named Radek. (Perhaps it is most profitable to talk with Nadezhda, since she does not need to pay - unless you yourself want to reward her - or use any special persuasion.)

Whoever you choose, you will learn that Jarvia's lair can be penetrated with the help of special talismans that Jarvia's assistants carry with them. Go to the house in the southernmost part of the area (you might even have been there before and not found anything interesting). However, this time a whole gang of bandits will be waiting for you there. When you take almost all the lives of the leader, he will beg for mercy. You can kill him or let him go, but in any case you will receive a talisman in the form of a bone finger, which is a kind of key to Jarvia's lair. Now go to the “Suspicious Door” north of the house with the bandits, and when you examine it, you will receive the option to use the talisman and can now safely go inside.

Jarvia's lair is teeming with bandits of all kinds, in some places - spiders, and also, like any self-respecting bandit den, it is filled with numerous traps, so I highly recommend going there with a robber. Jarvia herself is in the eastern room, and no matter what dialogue options you choose with her, you will end up having to fight her. Beware of traps - there are quite a few of them in this room, although virtually all of them are concentrated in the second half of the room (you can notice them by the numerous barrels placed around).

If you are playing as a commoner dwarf, you will find Leske along with Jarvia. If you're playing as someone else, Leske will be sitting in a cell in one of the previous rooms, and you can free him if you want.

After dealing with Jarvia, disarming the traps and finishing exploring the room, go to the corridor in the northeast corner - through it you can go to the Unnoble District through the trading post without having to return through the entire brothel and Dusty Town.

When you report to Harrowmont/Belen about the success of your mission, you will immediately be given another task - to go to the Deep Roads and find Paragon (Perfect) Branca there, about whom you may well have already heard from the locals. Branca is currently the only living Paragon of Orzammar, and her support will certainly ensure support for the candidate in the elections. (In the event that Branka met a sad end in the Deep Roads, you need to at least find her remains.)

At the exit from the city, you will be caught up by someone Ogren, whom you may have already met earlier - or perhaps not, but this does not play any role. Branka is his wife, and therefore he will decide to join your group. You don't have to take him with you right now, even if you agree with his offer, but at some point he will still automatically join your group. (Ogren is a berserker warrior who specializes in two-handed weapons.)

Harrowmont's quest:

If you decide to side with Lord Harrowmont, then you should talk to Doolin. He can be found at the Harrowmont Mansion in the Diamond District or at the local tavern. If you decide to go into the Assembly before speaking with representatives of both candidates, Doolin will intercept you on the way out. To test your loyalty, you will be asked to compete in the Arena of Trials as the champion of Harrowmont. Several of his fighters unexpectedly withdrew from the competition, so along the way it would be a good idea to find out what the reason for this behavior was (although this is not necessary to complete the task).

Go to the Arena. Bayzil, one of the Harrowmont fighters, will share his problems with you if you have developed the Persuasion skill. As he admits to you, he is in a love affair with a married lady, and representatives of Belen, having somehow obtained letters from the loving couple, threaten to make them public. The letters are in a chest in the locked room of Myajala - one of Belen's fighters - right there in the Arena, and you can either simply pick the lock if you have the appropriate skill, or steal the key from Myajala herself and thus open the door. If you give Bayzil the letters, he will agree to fight for Harrowmont.

Harrowmont's second fighter, Gwyddon, was informed that Harrowmont had decided to give up his position and give up the throne to Bhelen, and the competition was being held only to allow him to "save face" at the same time. You can persuade him to take part in the competition by convincing him (with the appropriate skill) that Harrowmont is not going to give up.

After you finish all your business, go to the Arena Manager and announce that you are ready for the duel. You'll have a series of fights, and you'll have to fight the first three alone. In the fourth, you will be allowed to choose one of your comrades as your partner. In the last battle, if you convinced Bayzil and Gwiddon to side with Harrowmont, they can join you


Players starting to go through Dragon Age completely from cover to cover do not always understand what the chronology of events of all add-ons for Dragon Age Origin and II is. Neither Wikipedia nor experts on the forums give an answer to this question. Therefore, we will try to understand this problem by fully describing the chronology of DA.

Dragon Age: Origin currently has 5 full-fledged additions:

  1. Witch-hunt;
  2. Golems of Amgarrak;
  3. Song of Leliana;
  4. Chronicles of the Darkspawn;
  5. Awakening.

In addition, the first part includes new additional quests and special improved items. The main character can receive these tasks while completing the main storyline. Items appear in the prologue, as well as in the camp and from merchants.

However, the player often finds it difficult to choose the sequence of completing all the DLC for DA: Origin, and incorrect timing leads to the loss of the storyline, and most importantly, there is confusion in the saves. Therefore, you should first figure out in which of the additions the events take place at one time or another.

It’s worth noting that the expansions “Leliana’s Song” and “The Darkspawn Chronicles” tell separate stories that can be completed at any time (the game does not require character creation, and therefore import from the original is not possible). At the same time, the second DLC is “made up” by the authors on the topic “what would happen if...”.

After the player completes Dragon Age: Origin and his hero remains alive (it is important), then you will need to launch the Awakening add-on, the events of which will unfold in the Vigil Tower. If the original character dies, the player will not be able to import the save into the DLC and will have to create a new character. In any case, the plot of the game already implies that the Hero of Ferelden will remain alive.

After The Awakening, the hero of Ferelden finds himself on the deep paths in The Golems of Amgarrak. There is an important point here - after the final fight you need to save in order to transfer the saves to the next DLC - “Witch Hunt”. Having found Morrigan, the player saves again after the final cutscene and the saves are ready to be transferred to Dragon Age 2!

The events taking place in Dragon Age 2 start a little later than Origin, but they run in parallel, although the first part still comes out ahead in terms of additions - the whole story ends with the “Witch Hunt”. Unfortunately, for DA2 only the Origin and Awakening saves are important, and “Golems” with “Witches” will not affect the plot of the second part in any way, perhaps due to the fact that their events take place exactly after Dragon Age 2.

In conclusion, I would like to add that DLC for Dragon Age 2 can be completed at any time after the prologue. It's hard to keep track of exactly what order they're supposed to go in, although Assassin's Blade is supposed to come before Hawke's journey into the deep.

- LPNRSHAFETOBS RPG (TPMECHBS YZTB) CH TSBOTE FENOPZP JOFEY PF BioWare.

yFP PDOB YI MKHYUYI, B CHPNPTSOP Y UBNBS MHYUYBS YY TPMECHSHHI LPNRSHAFETOSCHI YZT, CHCHYEDYYI ЪB RPUMEDOYE DECHSFSH MEF... UYUYFBS U 2000 ZPDB. UP CHTENEO LHMSHFPCHPK Might and Magic (6,7) YUBUFEK, UFBCHYI OERTECHPKDEOOSHNY YZTBNY TsBOTB RPG CHUEI CHTENEO.

CHCH OCHETOPE ЪБНEFYMY, YuFP YOPZDB KhDYCHYFEMSHOP CHCHTENS Y CHOE ЪBCHYUYNPUFY PF CHBYEZP TSEMBOYS CHDTHZ RTPYUIPDSF OHTSOSCHY YOFETEUOSCHE UPVSHCHFYS, RPUME YuEZP PUFBEFUS FPM ShLP KhDYCHMSFSHUS Y CHETYFSH CH UCHPA ZHKF.

PV YZTE S OBBM, OP RPLHRBFSH OE UPVYTBMUS. rPYENH? Chue RTPUFP, NOE OE RPOTBCHYMBUSH PVMPTsLB - ABOUT TEDLPUFSH OEYOZHPTNBFYCHOBS ZTBJILB OH P YUEN. dB, FBN EUFSH DTBLPOYUL Y LTPCHY Y MPZPFYR YZTSH. CHUE LFP LBYEUFCHOOOP PFTYUPCHBOP, OP YOZHPTNBGYY PV YZTE ABOUT PVMPTsLE OPMSH.

LBLPC CBOT, LBL CHSHCHZMSDSF RETUPOBTSY, LBL CHSHCHZMSDYF YZTPCHPK NYT, CHYD PF RETCHPZP MYGB YMY PF FTEFSHESP? CHUE LFP PYUEOSH CHBTsOP OBFSH RTY RPLHRLE YZTSCH. dBTSE CHBTSOEE, YUEN PFЪSCCHSH YZTPLPCH. rPFPNH, YuFP PFЪSCCHSHCH LFP CHUEZDB UHVYAELFYCHOP.

KHCHYDEM WITH YZTH CH DEKUFCHYY ABOUT LPNRSHAFET DTHZB UPCHETYEOOOP UMKHYUBKOP Y RPOSM, YuFP YZTB-FP OERMPIBS. oBULPMSHLP POB OERMPIBS, S FPZDB EEE OE OBBM. dMS bfpzp ohtsop rpjztbfsh ch YZTH LBL NYOINKHN YUBU. YuFP S Y UDEMBM.

YUETE RBTH YUBUPCH YZTSCH S VSCHM KHCHETEO, YuFP LFP FB UBNBS DPMZPTsDBOOBS RPG ABOUT HTPCHOE NEYUB Y nBZYY (6.7), RPSCHMEOYS LPFPTPK S TsDBM. y RTYOBFSHUS HCE OE TBUUUYFSHCHBM, YuFP RPSCHYFUS RPG TBCHOBS YMY YUHFSH KHUFKHRBAEBS Might & Magic.

B CHPF RPSCHYMBUSH. with VShchM Ch ChPUFPTZE.

PDIO OERTYSFOSCHK NPNEOF (CHUE-FBLY YDEBMSHOE 7TH YUBUFY NEYUBY NBZYY RPG EEE OE UDEMBMY. FBN ZMALPCH OE VSHMP UPCHUEN)ЪBLMAYUBMUS CH FPN, YuFP CHOE ЪBCHYUYNPUFY PF CHSHVTBOOPZP CHBNY HTPCHOS UMPTSOPUFY, YZTB CHUE TBCHOP UFBCHYF Y RTPIPDIFUS FPMSHLP ABOUT UBNPN UMPTSOPN. dBCE EUMY KH CHBU UFPYF PFNEFLB HTPCHOS NEOSHYEK UMPTSOPUFY CHBN RTDEFUS YZTBFSH ABOUT IBTDE.

S OE MAVYFEMSH YZTBFSH ABOUT LPINBTE Y PUEOSH KhDYCHMSMUS UMPTSOPUFY RTPIPTSDEOOYS YZTSCH DBTSE ABOUT KHUFBOPCHMEOOPN UMBVPN HTPCHOE. rPFPN ABOUT PDOPN ZHPTKHNE RTPYUYFBM CH YUEN RTPVMENB Y CHUE UFBMP SUOP. rTPPVMENB MEYUYMBUSH RBFYUEN, OP ABOUT NPA CHETUYA YZTSCH OH PDYO RBFYU OPTNBMSHOP OE UFBCHYMUS... CHREYUBFMEOYE URBUBUMB UBNB YZTB, ITS UATsEF, ITS ZTBZHYLB Y BFNPUZHETB. CHUE VSHMP UDEMBOP PFMYUOP Y EDYOUFCHEOOSCHK ZMAL U HTPCHOEN UMPTSOPUFY CHPURTYOINBMUS IPFSH Y U NBFPN, OP FETRYNP.

Y, RPMSHSUSH UMHUBEN, S RPZTHYMUS CH NYT ABOUT 98 YUBUPCH 46 NYOHF 2 UELKHODSCH YZTPCHPZP (Y TEBMSHOPZP) READ. xVYCH CH RTPGEUUE 2468 RPZBOGECH YЪ OYI 42 VPUUB Y 38 DTBLPOPCH. th RPFTBFYCH 456 ЪПМПФШШИ ( VHI OBAEYI).

U RETCHSHCHI UELKHOD Y DP ZHJOBMB YZTBEFUS ABOUT PDOPN DSHIBOY Y OEF KHUFBMPUFY Y RTEUSCHEEEOYS UATSEFPN, OE YUKHCHUFCHHEFUS IBMFKhTSCH, CHUE UMBCHOP Y CHYDOB LBUEUFCHEOOBS RTPTBVPFLB CH UEI BMENEOFPCH YZTSCH PF YDEMPZYY DP ZTBZHYYLY.
rTBCHYMSHOP ZPCHPTSF, YuFP CH LFPC YZTE RTYNEOSAFUS MKHYUYE OBIPDLY YJ DTHZYI YZT, VKhDSH FP ZTBZHYUEULYK BMENEOF YMY UATSEFOSCHK LCHEUF. OH Y UFP. bFP YZTH OE RPTFFYF, OBPVPTPPF OBBS, YuFP bfsh fshch htse zde-fp CHYDEM, NPTsOP UTBCHOYCHBFSH... UCHPEPVTBOBS FBLBS OPUFBMSHZYS RP RTPKDEOOOSCHN YZTBN RPMKHYUBEFUS.

Y OE UNPFTS ABOUT FP, YuFP UATSEF UFTPYFUS Y TBCHYCHBEFUS RP RTYCHSHCHYUOPK UIENE TPMECHPK YZTSCH, CHCH PV LFPN ЪБВШЧЧБЭFE. ъBVSHCHCHBEFE RPFPNKH, YuFP TBTBVPFYUYLY OE RPMEOYMYUSH RTYCHOUFY CH YZTH OELPFPTHA "PTYZYOBMSHOPUFSH". OBRTYNET DEKUFCHYE RTPYUIPDYF LBL CH TEBMSHOPN, FBL Y CH RBTBMMEMSHOPN NYTE. lFP OE OPChP, OH Y YuFP. bFP RMAU YZTE. yMY CHPYSHNEN RPUFPSOOSHE UATSEFOSCHE YOFTYZY, SING ULHYUBFSH OE DBAF. th RTYIPDIFUS RPDKHNBFSH, RTETSDE YuEN PFCHEFYFSH ABOUT CHPRPTPU, ЪBDBOOSCHK CH YZTE CHBYENH RETUPOBTSKH. pF RTBCHYMSHOPZP PFCHEFB NOPZPE ЪBCHYUYF. y OE FPMSHLP PF PFCHEFB, OP y PF RPCHEDEOYS y RPUFHRLPCH.

NSCH YNEEN RBTH VPMSHYI ZPTPDPCH Y OULPMSHLP DETECHEOSH, LPFPTSHCHE RP UATSEFH CH PRTEDEMEOOSCHK NPNEOF YZTSCH RPDCHETZBAFUS OBRBDEOYSN CHTBZPCH. x OBU EUFSH VPMEE 6th VPMSHYI MPLBGYK, LPFPTSHCHE OHTSOP RPUEFYFSH. oELPFPTSCHE MPLBGYY YNEAF UCHPY NYOY-MPLBGYY, YFP EEE VPMSHYE KHCHEMYUYCHBEF YZTPCHPK NYT.

RETEIPD NETSDH MPLBGYSNY PUHEEUFCHMSEFUS RPUTEDUFChPN LBTFSHCH, LPZDB PE CHTENS RHFY ABOUT CHBU NPZHF OBRBUFSH Y OBRBDBAF CHUSLYE PFNPTPLY ( OEBRMBOYTPCHBOOPE UTBTSEOYE), LFP FPCE OE DBEF TBUUMBVYFSHUS. lBTFB NYTB HDPVOBS Y RPOSFOBS. nYOY-LBTFB FPCE. lTPNE bFPZP EUFSH EEE LBTFSH ZPTPDPCH Y OERPUTEDUFCHOOOP MPLBGYK. MEUB, REEEETCH, ITBNSH Y DT.

MBZETSH OEMSH'S OEDPPGEOYCHBFSH

PFDEMSHOPZP CHAINBOYS BUUMKHTSYCHBEF NYOY-MPLBGYS "mBZETSH" ZDE NPTsOP OE FPMSHLP MEYUYFSHUS, VUEEDPCHBFSH, DEMBFSH RPLHRLY, RPCSHCHYBFSH KHTPCHEOSH RETUPOBTSEK Y DBTYFSH RPDBTL Y, OP Y CHMAVMSFSHUS, ЪBOINBFSHUS UELUPN. nPTsOP FBLCE RPTHZBFSHUS U LPNRBOSHPOPN Y CHSHZOBFSH EZP. b NPTsOP UBNPNKH OBTCHBFSHUS ABOUT ULBODBM, KHUFTPEOOOSCHK TECHOYCHPK RPRKHFUYGEK YMY OE CHNETH UBNPKHCHETEOOSCHN RPRKHFUYLPN. nPTsOP EEE DEMBFSH RPTSETFCHPCHBOYS ABOUT OHTSDSCH BTNYY. rPUMEDOEE, LUFBFY - VEURPMEYOPE ЪBOSFYE. еUMY FPMSHLP CHBN OE OHTSEO DPRPMOYFEMSHOSHCHK PRSHCHF. mHYYYE MYYOYE CHEYYULY RTDPDBFSH Y LHRIFSH RTYRBUSCH. rPCHETSHFE SING CHBN RPOBDPVSFUS. chPNPTSOP KH CHBU FPTSE OE KHUFBOPCHYFUS RBFYUSH Y RTYDEFUS RTPPIPDYFSH YZTH ABOUT UBNPN UMPTsOPN HTPCHOE.

ZPCHPTYFE U DTHYSHSNY CH MBZETE. ZPCHPTYFE, ZPCHPTYFE RPUFPSOOP! y CHSH RPMKHUYFE OE FPMSHLP YI PDPVTEOYE (POP, LUFBFY CHMYSEF OB YI VPEURPUPVOPUFSH) OP Y IBMSCHOSHE URPUPVOPUFY Y DPRPMYFEMSHOSHE YOFETEUOSHE LCHEUFSHCH. CHCH KH'OBEFE NOPZP YOFETEUOSCH CHEEK Y RPUNPFTYFE YOFETEUOSHE UATSEFOSH TPMYLY.

ъBDBOYS YMEOPCH PFTSDB ( VETHFUS RTY TBZPCHPTE U OINY CH MBZETE )
dMS RPMHYUEOYS LCHEUFPCH PF DTHJEK OEPVIPDYNP RPDOSFSH HTPCHEOSH YI PFOPYEOYK L CHBN CHCHYE 30 - FERMP.

NPTTYZBO - OBKFY ZTYNKHBT zhMENEF, KhVYFSH zhMENEF (PYUEOSH YOFETEUOSCHK Y PDO YY UBNSHCHI FTHDOSH LCHEUFPCH)
bMYUFET - OBKFY BNHMEF EZP NBFETY (RTPUFPK LCHEUF)
pZTEO - OBKFY UFBTHA RPDTHZH X PIETB lBMEOIBD (RTPUFPK LCHEUF, Y EEE.. CHYUOP RSHSOSHK PZTEO FBLYE ZPTVKHIY CH MBZETE MERIFF!)
UFEO - OBKFY EZP NEYU ABOUT NEUFE UTBTSEOYS (OE KHDBUFSHUS CHSHRPMOYFSH, EUMY RPTHZBMUS U PTHTSEKOILPN CH pTBNNBTE)
yEKMB - OBKFY UCHYDEFEMSHUFCHB EE RTPYMPZP (DPRPMOYFEMSHOBS MPLBGYS YЪ RTYЪPCHPZP LPOFEOFB)
MEMYBO - TBUULBTSEF P UEVE Y REUEOLH URPEF, NPTsEF Y LCHEUF RTP TBVPKOILPC DBFSH
chYOO - TBUULBTCEF P UEVE, LCHEUFPCH OEF
uPVBLB - OYUEZP OE TBUULBTCEF, LCHEUFPCH OEF
RETUPOBTS YI OBENOSCHI KHVYKG - OE OBBA, KHVYM EZP UTBH OE TsBMEM PV LFPN

CHSHRPMOSS ЪBDBOYS URKHFOILPC MHYUYE VTBFSH CH RBTFYA FPZP URKHFOILB, YUSHE ЪBDBOYE YDEN CHSHRPMOSFSH. chSHRPMOEOYE VHDEF FPMSHLP YOFETEUOOEE. rPUME CHSHRPMOEOYS LFYI ЪBDBOYK PFOPYEOYS U LBTSDSCHN LPOLTEFOSCHN URKHFOILPN ЪBNEFOP KHMKHYUYBAFUS Y RPSCHMSAFUS CHPNPTSOPUFY DMS VPMEE ULBTSEN FBL FEUOPK DTHTSVSHCH.

Y OE ЪBVSHCHBEN DBTYFSH DTHЪSHSN OHTSOSCH FPMSHLP YN RPDBTTLY. h LFPN UMKHYUBE PFOPYEOYS RPCHSHCHYBAFUS RP NBLUYNHNH, OP FBLCE CHUE RTYOINBAF RPYUFY MAVSHCHE RPDBTTLY.

lBLYE RPDBTTLY LPNH OHTSOSCH?
nPTTYZBO - DTBZPGEOOPUFY
bMYUFET - ZHYZHTLY VPZCH
pZTEO - CHSHCHRYCHLB
UFEO - TSYCHPRYUSH
yEKMB - RPOSFYS OE YNEA
MEMYBO - GCHEFSH BODTBUFE
chYOO - THLPRYYY
uPVBLB - LPUFY
RETUPOBTS YЪ OBENOSCHI KHVYKG - DTBZPGEOOOSCH LBNOY, PDETsDB


OE CHUE UBNSHCH LTHFSHCH Y RPMEЪOSCH CHEY NPTsOP OBKFY RP IPDH YZTSCH. eUFSH OEULPMSHLP PVETEZPCH, LPFPTSHCHE RTYDEFUS RPLHRBFSH, B UFPSF POY OE DEYYCHP, RTYOINBS PE CHOYNBOYE ULKHDOHA DEOOTSOHA RPDRYFLH CH YZTE. yЪ FBLYI CHEEK S LHRIM LPMSHGP "tsYCHYFEMSH" CH pTBBNNBTE X UHNBUYEDYEZP FPTZPCHGB ZOPNB Y RPSU "vMBZPUMBCHMEOYE BODTHYMB" X FPTZPCHGB CH DEOETYNE. UFPYNPUFSH LFYI DCHHI CHEEK UPUFBCHYMB DCHE FTEFY PF CHUEZP NOPK RPFTBUEOOPZP CH YZTE. oP POP FPZP UFPYMP.

RPUME RTPIPTSDEOOIS YZTSHCH X RPMSHЪPCHBFEMEK YOFETOEFB EUFSH CHPNPTsOPUFSH KHUFBOPCHYFSH DPRPMOYFEMSHOSCHK LPOFEOF YI DCHHI DPRPMOYFEMSHOSHHI MPLBGYK Y RTDDPMTSYFSH YZTH, OP, L U PTSBMEOYA, FBLBS CHPNPTSOPUFSH OEDPUFHROB CH TPUUYY. cBMSH.
yZTBFSH NPTsOP RPDLMAYUYCHYUSH YUETE YOFETOEF L PZHYYBMSHOPNH UBKFH YZTSCH Y FPZDB UPJDBOOSHK CHBNY RTPZHYMSH Y CHBY DPUFYTSEOYS VHDHF PVOPCHMSFSHUS ABOUT UBKFE RP IPDH CHBYEK YZTSH. b FBLCE VHDHF DEMBFSHUS UOINLY LTBOB (EUMY TBBTEYFE) Y RPMSHЪPCHBFEMY UNPZHF RPOBVMADBFSH ЪB TBCHYFYEN CHBYEK LBNRBOY LBL ZPCHPTYFSHUS on-line.

Ch RPIPD NPTsOP VTBFSH FPMSHLP FTEI RETUPOBTSEK + ZMBCHOSCHK ZETPK, PUFBMSHOSHE RETUPOBTSY PUFBAFUS CH MBZETE. RETUPOBTSY RTYUPEDYOSAFUS L CHBN RP IPDH YZTSCH Y PF CHBU ЪBCHYUYF RTYOINBFSH YI CH LPNRBOYA YMY OEF. NPS RPUFPSOOBS RBTFYS - LFP DCHB CHPYOB U KHNEOYEN DCHHTHYUOPZP PTHTSYS Y DCHB NBZB. ABOUT NPK CHZMSD LFP YDEBMSHOBS RBTFYS. f.L. CARE H LFPC YZTE OE LTYFYUOSCH, NPTsOP PVPKFYUSH VE CHPTPCH, VBODIFPCH Y LBTNBOOILPC Y MKHYUOILPC ( YURPMSHЪHS RPUPIY LBL DBMSHOPVPKOPE PTHTSIE). fBLCE VEURPMOSCH OBCHSHCHLY BMIYNYY ( LTPNE OBUBMSHOPZP HTPCHOS), CHCHTSYCHBOYS Y UPDBOYS MPCHKHYEL. oP LFP FPMSHLP NPE UHVYAELFYCHOPE NOOOYE. MEYUMLYYY BRFEYULY CHBTSOSCH ABOUT RETCHPN Y RPUMEDOEN LFBR YZTSHCH. ABOUT RETCHPN, LPZDB OEF CHYOO Y OELPNH CHBU MEYUYFSH Y CHPULTEYBFSH. b H LPOGENOE RTPUFP VSHMP DPCHPMSHOP UMPTsOPCHBFP YZTBFSH DBCE U NBZPN-MELBTEN CH RBTFYY.

S YZTBM RETUPOBTSEN NHTSULPZP RPMB, YuEMPCHELPN YЪ OBFOPZP TPDB (UTBH Ъ OBFOSHHI, OE OKTsOP LBL PVSHYUOP Ъ RPNPKLY DP LPTPMS TBUFY - LFP TBDPCHBMP). h RBTFYA RPUME RTPIPTSDEOOYS MPLBGYY pTBBNNBTB CHJSM ZOPNB Y OYLPZDB PV LFPN OE TsBMEM. l UMPCHH, bMYUFETB RPFPN OE VTBM ChPPVEE OILHDB ( LTPNE UPCHEFB JENEMSH Y JJOBMSHOPZP UTBTSEOYS). uMBVPChBF PO, S KhTs OE ZPChPTA P uFEOE. pТБННБТ И ЗОПНШИ ЗМХВІОШЧ ФПРШЧ UBNBS UMPTSOBS Y UBNBS YOFETEUOBS, ABOUT NPK CHZMSD, MPLBGYS, OP YDFY FHDB UPCHEFKHA UTBЪKH RPUME RTPIPTSDEOOYS VBOY NBZPCH, B CH VBYOA NB ZPCH YDEN RPUME RPMHYUEOYS LCHEUFB ABOUT RPYULY KHTOSH UCHSEOOOPZP RTBIB ( CHPF FPMSHLP RTBI OBKDEN RPFPN, RPUME KHVYKUFCHB ZHMENEF, B ZHMENEF KHVYCHBEN RPUME pTBBNNBTB). h pTBBNNBTE NSCH OBKDEN UBNHA RTPYUOHA VTPOA CH YZTE ( EEE VPMEE MHYYKHA VTPOA CHSHCHLHEF LHJOEG YUEEYHY UKHRET-DTBLPOYY) Y CHPPVEE RTPLBUBENUS FBN LTHFP, RPFPN CHUE PUFBMSHOP VKhDEF UENEYULBNY. OH YMY RPYUFFY.

h LBLPN RPTSDLE WITH RTPIPDIYM YZTH.
PUFBZBT - mPFETYOS - TEDLMYZH - vBYOS NBZPCH - pTBNNBT - zhMENEF - DEOETYN - khTOB RTBIB - MEU - DEOETYN

UACEF YZTSH RPUFPSOOP DETSYF CH OBRTSCEOY - VPY UNEOSAFUS VPSNY Y LBTSEFUS CHPF HCE UBCHETYEO RPUMEDOYK VPK U UBNSHCHN ZMBCHOSCHN VPUUPN H LFPC MPLBGYY NPTsOP TBUUMBVYFUS, OP OEF UTBH TSE VE RETEDSCHYLY EEE VPK Y EEE OE NEOEE UMPTSOSCHK. b RPFPN YDHF VEULPOYUOSCH CHYDEP-TPMYLY, B RPFPN UOPCHB VPY, PFDSCHI CH MBZETE, PVEEOYE U RETUPOBTSBNY, ZHMYTF, TBVPTLY Y VPY, VPY, VPY.

h YZTE EUFSH OUEULPMSHLP LCHEUFPCH DPChPMSHOP UMPTSOSCHI, OP CHUEZDB NPTsOP URTPUIFSH ABOUT ZHPTKHNBI
(http://forums.ag.ru/?board=ti_bg&action=display&s=0&num=1257193616&start=0 ), EUMY OE RPMHYUBEFUS RTPKFY UBNYN. h YZTE EUFSH OEULPMSHLP RPVPYUOSCHI LCHEUFPCH, LPFPTSCHE OE PUPVP BZHYYYTHAFUS, OP CHSHHRPMOEOEYE LPPTTSCHI DBEF CHBN HOILBMSHOSHE RTEDNEFSCH. h YZTE RTPUFPE RTYLPUOPCHEOYE L NBMPUBNEFOPK UFBFHE NPTsEF DBFSH OPCHSHCHK YOFETEUOSCHK LCHEUF U GEOOSHNY RTYBNY Y PRSHCHFPN.

S RPMSHЪPCHBMUS MAVPK ChPNPTSOPUFSHA, YuFPVSH KHMKHYUYYFSH Y CHPPTHTSYFSH PFTSD. rTPIPTSDEOOYE ABOUT LPINBTE - LFP CHBN OE IHITCH-NHITSH, RHUFSH Y RPOECHPME LPOYUOP. NSHCHY RMBLBMMY, LPMMPMYUSH Y CHUE TBCHOP ZTSCHЪMY LBLFHU.

UACEFOBS MYOYS TBCHYCHBEFUS Y ЪBCHYUYF PF RPUFHRLPCH ZMBCHOPZP ZETPS Y LPOGPCHPL NPTsEF VSHFSH OUEULPMSHLP. noe VPMSHYE YNRPOYTPCHBMB LPOGPCHLB, ZDE UETSHK UFTBC OE FPMSHLP CHSCYCHBEF RPUME KHVYKUFCHB BTIYDENPOB, OP Y UFBOPCHYFUS RTYOGEN-LPOUPTFPN. yuEZP S H YFPZE Y DPVYMUS. TsBMSH FPMSHLP, YuFP NEYUSH, KHVYCHYYK bTIYDENPOB, RTPPRBDBEF YOCHEOFBTS, IPTPYK VSHM NEYU. OP LFP HCE OE CHBTsOP - YZTB ЪBLPOYUMBUSH Y DPRPMOYFEMSHOSCHK LPOFEOF RPTKFY OBNOPZP MEZYUE ( DPRPMOYFEMSHOSCHK LPOFEOF - LFP DCHE NYUUYY "rYL UPMDBFB" Y "lbNEOOBS RMEOOYGB" + LHYUB LTHFPZP VBTBIMB CH YOCHEOFBTE). ABOUT CHETOPE RTPVMENKH U KHTPCHOEN UMPTSOPUFY CH DPRPMOYFEMSHOSHI NYUUISI RPDRTBCHYMY. tsBMSH OE RPMKHYUMPUSH RPUFBCHYFSH "chPQTBEEOYE CH pUFBZBT." bFB 3-S RP UUEFKH DPRPMOYFEMSHOBS NYUUYS UFBCHYFUS FPMSHLP ABOUT YZTH CHETUIY 1.02 F.E. YZTHU RBFYUEN. tsDEN BDDPOB ( PVEEBAF L NBTFH CHSHCHRKHUFYFSH)

PRYUSCHCHBFSH Y PVUKHTSDBFSH YFKH ЪБНЭУБFEМШОХА YZТХ NPTsOP DP VEULPOYUOPUFY Y FPOOSH YOZHPTNBGYY RP LFPC FENE HCE CHSHMPTSEOSH ABOUT RTPUFPTBBI YOFETOEFB ABOUT NOPZYI SSCHLB AND NYTB. b S FPMSHLP CHSHCHTBYM UCHPA RTYOBFEMSHOPUFSH TBTBVPFYUILBN EB RTEDPUFBCHMEOOOSCHK RTBDOYL Y RPDEMYMUS UCHPYNY CHREYUBFMEOSNY PV PUEOSH IPTPYEK YZTE. mHYUYEK RPG ЪB RPUMEDOYE 9 MEF.

VEKHUMPCHOP YOFETEUOB, OP OE UPCHUEN PRTBCHDBOOB UYUFENB CHBINPPFOPYEOIK U YUMEOBNY PFTSDB. lPFPTSHCHE, L UMPCHH, UBNY OBRTPUYMYUSH CH LPNBODH, B RPFPN EEE Y RTBCHB OBUYOBAF LBYUBFSH. fBLYI CH YEA ZOBFSH OBDP. th OE OHTSOP YI RPDBTLBNY ЪBDBVTYCHBFSH. noe ch bfpn rmboe RPcheommp y oilp yj NPYI PUOPCHOSHI RETUPOBTSEK OE LBRTYYYUBM y oe RTYIPDYMPUSH RPFPN TsBMEFSH P VEUGEMSHOP CHMPTSEOOSCHI CH OEZP UTEDUFCHBI y CHTENEY. fPMSHLP U nPTTYZBO VPMSHYKHA YUBUFSH CHTENEY PFOPYEOYS VSHMY OE OITSE 100.
YuHFSH OE ЪБВШHM EEE PV PDOPC YOFETEUOPK PUPVEOOPUFY YZTSCH - CHPNPTSOPUFSH VTBFSH CH RBTFYA UPVBLH NBVBTY. oP LFP PFOPUYFEMSHOP UMBVSHCHK, IPFSH Y VEULPOYUOP RTEDBOOSCHK CHBN RETUPOBTs.

UBNSCHE UMSHOSCH CHTBZY CH YZTE (U OINY NOE RTYYMPUSH RPCHPYFSHUS):
NBZ LTPCHY CH VBYOE NBZPC,
dTBLPO-PVPTPFEOSH ZHMENEF CH DYLYI YENMSI,
nBFLB ABOUT ZMHVIOOSCHI FTPRBI,
VEYEOSCHK LMSHL CH THYOBI,
mPZEKO CH DEOOETINE,
rPNPEOYGB mPZEKOB LBFETYOB CH DEOOETINE,
bTIIDENPO CH DEOOETINE

PUFBMSHOSHE VPUUSH FPTSE LPOYUOP UYMSHOSHE OP KHVYCHBMYUSH RP LTBKOEK NETE OE FBL FSTSEMP. ZhMENEF Y nBFLB LPOYUOP TKHMSF. VYFCHB U bTIYDENBOPN VSHMB UBNPK UMPTsOPK Y FSTSEMPK CH YZTE FPMSHLP RPFPNH, YuFP NPS LPNBODB VSHMB RPUFBCHMEOB TBTBVPFUYLBNY CH PRTEDEMEOOSCH HUMPCHYS CHEDEOYS VPS, B OE RPFPNH, YuF P bTIYDENPO DEKUFCHYFEMSHOP UBNSCHK UIMSHOSCHK VPUU CH YZTE.

CH UMHYUBE U DTBLPOPN-PVPTPFOEN zhMENEF S DBTSE RPDHNSCHBM, YuFP HVYFSH EE OE RPMKHYUFUS CHCHUE, RPFPN PLBBBMPUSH, YuFP S RTPUFP TBOP FHDB RTYYEM (HTPCHEOSH RETUPOBTSB X NEOS VSH M 12 YMY 13). OP OYUEZP, URTBCHYMUS. dBCE VEЪ nPTTYZBO YER ЪBNTPЪLPK.

YZTH ЪBLPOYUM ABOUT 20 HTPCHOE, OENOPZP OE DPFSOKHM DP 21-ZP ( LFB YOZHPTNBGYS DMS ЪOBAEYI).

YuFP LBUBEFUS DCHHI DPRPMOYFEMSHOSHI NYUUYK LYZTE, FP RTYЪPCHPK LPOFEOF RTEDUFBCHMSEF YOFETEU FPMSHLP CH RMBOE RPMKHYUEOYS OEYNPCHETOPZP LPMYUEUFCHB LTHFSCHI VTAMYLPCH RTBLFYUEULY OBIBMSCHH. eEE FBN NPTsOP RPMKHYUFSH URPUPVOPUFSH PDETSYNPZP FPTSE VEURMBFOP. fBN CE NPTsOP RTYUPEDYOYFSH L LPNRBOY ZPMENB Y OBKFY MKHYYKHA VTPOA CH YZTE ( dPUREI UFTTBSB-LPNBODPTB), Y UBNHA LTBUICHHA.

RTYЪPCHSHCHE NYUUYY RTPIPDSFUS ЪB RBTH YUBUPCH Y OYUEZP RTYNEYUBFEMSHOPZP YЪ UEVS OE RTEDUFBCHMSAF, L UPTSBMEOYA. eUFSH RTBCHDB CHPNPTSOPUFSH RPFPN ITBOIFSH CHEEY CH UHODHLE CH MPLBGYY RYL uPMDBFB Y FBN TSE RPLHRBFSH IPTPYEE PTHTSYE Y VTPOA.

ULTYOYPFSH RPUMEDOYI NPYI PECH U bTIYDENPOPN CH TPMECHPK YZTE Dragon Age: oYUBMP.

dPRPMOOYE DMS Dragon Age: Origins - Awakening/ rTPVHTSDEOYE
pZHYGYBMSHOPE DPRPMOOYE - UVBCHYFUS ABOUT YZTH Dragon Age: Origins- person DTBLPOB Y RTPDPMTSBEF UATSEFOKHA MYOYA YZTSCH.
rYUBFSH NOPZP PV LFPN OE VHDH. ULBTSKH FPMSHLP, YuFP CHESH IPTPYBS Y RP UCHPENKH YOFETEUOBS. yZTPCHPE CHTENS RTYNETOP 20-25 YUBUPCH. EUMY LPOYUOP PUPVP OE FPTPRYFSHUS OE YUYFETYFSH.

Ps. EUMY CHETYFSH LPOGPCHLE - KHZTPЪB nPTB KHUFTBOEOOB OBCHUEZDB, B CH OEDTBI ENMY ЪBTPTsDBEFUS TBUB TBHNOPK OETSYFY. tsDEN"U RTDPDPMTSEOYS VBOLEFB...YMY OE TsDEN"U.



CHUEZP ABOUT LPOEG 2010 Z. X Y CHCHYMP 36 DLS. rPUMEDOYE DPRPMOEOYFEMSHOSHI NYUUYK:

zPmensch bNZBTTBLB(DPCHPMSHOP UYMSHOSHCHK ZJOBMSHOSHCHK VPUU, OP UACEF LBL YH CHUEI DPRPMOEOYK LHGSHCHK). chPPVEE ZMHVYOOSH FTPRSHCH YZTE ABOUT NPK CHZMSD VSHMB UBNBS UMPTSOBS Y YOFETEUOBS MPLBGYS Y DPRPMOOYS RP OEK UPPFCHEFUFCHHAEYE RPMHYUYMYUSH.
REUOSH MAYMYBOSCH(NO OE PUEOSH RPOTBCHYMUS UATSEF LFYI NYUUYK).
pIPFB ABOUT CHADSHION(RTPDPMTSEOYE YUFPTYY CHBYNPPFOPYEOYK ZMBCHOPZP ZETPS Dragon Age: Origins Y CHEDSHNSCH nPTTYZBO (PLPOYUBOYE LFPC YUFPTYY ЪBCHYUYF FPMSHLP PF TSEMBOYS YZTPLB)
ITPOILY RPTPTSDEOYK FSHNSCH(YZTBEN ЪB CHTBZPCH, RPLBЪBOB ZHOBMSHOBS VYFCHB, ZDE OHTsOP URBUFY BTIYDENPOB)

Latest materials in the section:

Walkthrough and secrets of Hungry Shark Evolution
Walkthrough and secrets of Hungry Shark Evolution

Many gamers are unable to devote enough time to computer games, since now they are often very long and require you...

Corsairs: Sea Empire Hack
Corsairs: Sea Empire Hack

Corsairs: Sea Empire Hack will allow you to make purchases in the game completely free of charge. In order to receive a certain purchase in the game,...

Broken Sword: The Shadow of the Templars - walkthrough
Broken Sword: The Shadow of the Templars - walkthrough

I. Palais Royal Examine Korchon's corpse. In the inside pocket of your jacket you will find a boat ticket. Also choose a hair clip. Now...