Dragon age origins test bridge. Walkthrough of Dragon Age: Origins. Man - Noble

In the section on the question How to pass the test in Dragon Age? given by the author European the best answer is Close the 3rd and 6th platforms from the left, and the 2nd from the right (activation of the 1st and 2nd platforms of the bridge)
From the 3rd left we go to the 4th right (only 2 squares of the bridge are active)
From the 2nd right we move to the 1st left (activation of the 2nd and 3rd squares of the bridge)
From the 6th left we go to the 5th right (only 3 squares of the bridge are active)
From the 4th right we move to the 2nd left (activation of the 3rd and 4th squares of the bridge)
Source: link

Answer from 22 answers[guru]

Hello! Here is a selection of topics with answers to your question: How to pass the test in Dragon Age?

Answer from Slope[active]
First, make sure they don't run after you. Then select them one by one and place them on the slabs along the edges of the abyss. If you place one, an invisible part of the bridge will appear. Then you select another companion and place him on another slab so that a piece of the bridge becomes visible, then you select a third one and place him on another slab. Another invisible part of the bridge appears. With the fourth companion, go to the tangible part of the bridge and switch back to the first. you remove it from the stove it occupies and move on to a friend. The first part of the bridge disappears again, but your fourth one stands in the place where the bridge was built by two other satellites! You place the first one on another slab, and another part of the bridge is tangible. The fourth one goes further along the bridge, and the second one is placed on another slab, etc.
I apologize, it must have been confusing (((I hope you can figure it out.


At some point, he reached a certain place and could not understand what to do next. In this article we will tell you about completing one of the most difficult quests in the game.

As it turns out, the Urn is not so easy to get, because it is protected by four challenges. The tests are all different - you will have to wave your sword and show your wits. The first test is riddles from the dead. There are eight of them in total and if you answer incorrectly you will have to fight off the spirits.

The correct answers to the riddles are:

  • Brona - the answer will be Dreams;
  • Thane Shartan - waiting for an answer House;
  • General Maferat - you can answer Jealousy or I don’t know;
  • Archon Hessarian - answer Compassion;
  • Disciple Katair - you can answer Hunger or I don’t know;
  • Student Havard - here you can choose Mountains or I don’t know;
  • Lady Vasily - click on Revenge or I don’t know;
  • Elisha is the answer Melody.

In the second test, the urn of sacred ashes, and there is nothing difficult at all - you will have to show your fighting skills and fight against doubles who will also not stand still.

The third test of ingenuity and usually some players are simply stupefied, and some are forced to think for a long time before passing.
Here you need to build a bridge, and to do this you should take turns with your companions to stand on the required slabs.

Dragon Age: Origins - Urn of Sacred Ashes walkthrough

So, to pass you need:
Stand facing the bridge so that you are looking at the side where you need to cross, align the camera so that there is good review. Next, we need to give a command to the squad so that it does not move ( [H] key). Next, you will see that there will be six tiles on the left and right, we start counting from the tiles closest to you. On the left side we number the tiles from one to six (you can either in your head or even on paper), on the right - from seven to twelve.

We send the first satellite to the third tile, which is on the left side, the second goes to the sixth tile, which is on our left side, the third satellite goes to the eighth tile, naturally on the right side. At this time, the fourth traveler begins to move forward along the bridge. From the third tile the companion moved to the tenth which is on the right side, from the eighth the character goes to the first on the left side. Next, you move your hero further along the bridge.

From the sixth slab we go to the eleventh, which is on the right side, from the tenth we go to the second from the left and cross the bridge to the end - this stage has been completed and the bridge is now accessible to everyone. The fourth test is not difficult - the hero, having taken off his equipment, walks through the fire and the quest can be considered completed.

As can be seen from the passage of the urn of sacred ashes, the real problem is created only by the bridge that we have already overcome. It’s worth mentioning right away that it’s better not to take it with you, which at the end of the quest can attack you and leave the group.


After defending Redcliffe, that is, after completing quests Village under siege And Attack at Dusk, Bann Tegan near the mill will offer to get into Redcliffe Castle through an underground passage. You need to go through the windmill to the northern part of the basement and talk to the blood mage Jovan. If left in the castle, he can take part in the development of this quest. If you drive him out of the castle, an additional quest will be given later Jovan's intentions.

Next, after passing through the northern part of the lower floor, the southern part of the basement, the castle courtyard, you need to get to the southern part of the lower floor and talk to Bann Tegan again. We need to decide what to do with Earl's possessed son, Connor. You can kill. You can take advantage of Jovan's offer and enter the Shadow to save Connor by sacrificing his mother. You can ask for help from First Sorcerer Irving from the Tower of Mages if the quest has already been completed Broken circle and Irving survived.

Any magician can enter the Shadow (including Irving or Jovan), but only main character, having agreed with the demon, can open a specialization Blood Mage. The choice between defeating the demon or making a pact with it has no consequences for the game, but will affect the messages at the end of the game.

Next, Bann Tegan or Erlessa Isolde will offer to find an urn of sacred ashes to heal Erl. You will need to complete the quest Urn of Sacred Ashes. Delivering Bannu Tegan's ashes results in the Earl's healing.

Result:
opening the quest Jovan's intentions, if you let Jovan go;
1250 XP for expelling a demon by any means;
opening of specializations Blood Mage And Knight;
Shield of Redcliffe's Chosen Warriors, if you agree to accept the reward from Earl Eamon;
1350 XP for completing the quest.


After expelling the demon in Redcliffe Castle (during the quest Earl of Redcliffe) Erlessa Isolde or Bann Tegan will offer to find the Urn of Sacred Ashes to heal Erl. Genitivi's brother knows about the urn.

In the Genitivi house (Denerim, shopping district), Veylon will advise you to look for it in the tavern on Lake Calenhad. You don't have to search - it's a trap. The notebook will show the true direction of the search Genitivi Research right here in the chest. A new location will appear on the world map - the village of Vault.

If you wish, you can come to Genitivi's house in Denerim before visiting Redcliffe. Talking to Waylon itself starts the quest.

In the church, shelters must be taken away Cultist's Medallion at the abbot and talk to Genitivi in ​​the right aisle (behind the secret door). You will be transported to the Ruined Temple. After passing the temple and the following Cave location, you need to talk with Kolgrim.

You can agree to Kolgrim's proposal (the real choice can be made later). After passing through the Mountaintop to the Trial location, you need to complete the quest Test of Faith, which will open access to the urn of sacred ashes. Desecrating the ashes and talking to Kolgrim at the top of the mountain will unlock the specialization Ripper.

If Andraste's ashes are desecrated with dragon blood, Wynn will leave the party forever, even if she was in the camp. The only way to avoid this is to complete the Sanctuary before joining Wynn in the Mage Tower. Leliana can become hostile if the ashes are desecrated in her presence, but if she becomes more selfish after completing a personal quest Leliana's Past, you can convince her to maintain peaceful relations.

Result:
755 XP if you refuse Kolgrim's offer in the temple;
Cavalier's Mace, if you rob Kolgrim;
two-handed ax Blade of Faith, if you kill Kolgrim;
the ability to summon a higher dragon and take possession of its treasures if you kill Kolgrim;
opening a specialization Ripper;
750 XP upon exiting the Trial;
the dweomer rune of the master, if you ask for a reward from Genitivi in ​​his house (if the ashes were not desecrated and Genitivi remained alive).


The quest is given by the guard at the entrance to the Trial location. You need to go through the entire location to the urn of sacred ashes. Correct answers to the questions of the ghosts in the first room (from left, clockwise): Dreams, Home, Jealousy, Compassion, Hunger, Mountains, Revenge, Melody.

It is enough to transfer one character across the ghostly bridge - after this the bridge will be strengthened. In order for the bridge plate to become strong, you need to place two satellites on two pressure plates connected to this plate, located around the perimeter of the hall. See the map for directions. If there are less than three companions in the squad, the spirits of dust will temporarily join.

To pass the fire barrier, you need to touch the altar and agree to take off your equipment (everything will put on back on its own).

Result:
126 XP for answering questions from ghosts;
Amulet of Reflection for meeting with memory;
500 XP for overcoming the fire barrier.

This walkthrough of Dragon Age: Origins does not contain information about backstories, since there are a lot of them, but they are not very difficult, and therefore you can easily complete them without our help. Our article begins after the protagonist and Duncan arrive in Ostagar.

Ostagar

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

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

Now it's time to meet Alistair.

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

Then go south and talk to Duncan. We are entrusted with 2 tasks: collect 3 vials with the blood of the creatures of darkness and find a cache with important ancient treaties. On top of that, two new squad members join us - Davet and Jori. Well, let's go to the Korcari Wilds.

Wildlands of Korcari

For starters, a pack of wolves. And here are the creatures of darkness - these are Garlocks, and on the hill there are Genlocks (archers), so rationally regroup the squad. After the murders, do not forget to search their corpses (let me remind you that to complete the task you need vials with their blood). Let's go south, don't forget to pick a wildflower along the way (the same one that is needed to treat the dog, if you took on such a quest). We continue moving and move north, to the ruins of the tower. Approaching the hiding place, we have a conversation with Morrigan and her... sorry... mother. Upon completion of the task, we return to the camp, talk with Duncan and participate in the initiation ritual into the Gray Guardians. Don't forget about the dog (take the flower, come back after some time). Then go to the general meeting.

Ishala Tower

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

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

We woke up in Morrigan's hut. As it turned out, Flemeth, Morrigan's mother, saved us. Next, a nice conversation and off we go. Morrigan is coming with us, but Alistair, as a former templar, doesn’t like it.

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

Lothering

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

Life in Lothering follows the rules of those in power. The city is overcrowded with refugees, but some are trying to make money from it. I'm talking about the scene of a dispute between a priestess and a merchant who had raised the price of his goods.

Near the entrance to the church, you can disrupt a notice with the task “Robbers are everywhere.” Purpose of the task: destroy 3 gangs of robbers that live in the northern outskirts of Lothering. Once completed, go to Preacher Devons for your reward. Afterwards, 2 more tasks will appear on the notice board, they are very simple: “When the bears attack” and “The Last Gift”. Head into the church and talk to Sir Donall. From the conversation it will become clear that Earl Eamon, for whose help Alistair so hopes, is mortally ill and the Redcliffe knights are looking for the Urn of the Sacred Ashes of Andraste. Also give him the medallion and the note that you picked up from the soldier's corpse (well, remember, at the entrance to Lothering).

We go to the local pub. One of Loghain’s henchmen, Dain, is waiting for us there and be prepared for a small conflict. Leliana will join us. Attention! If you kill Dain, you will forever lose the opportunity to take Leliana into your squad.

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

Hey, there's some guy in a cage!

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

Stan. A courageous giant caged - undoubtedly, the people of Lothering had not seen anything more terrible until the Blight struck them.

This ends our stay in Lothering, and the passage of Dragon Age: Origins is just beginning. At the exit from the city we help the dwarf traders from the occupation of the garlocks. From now on, they will always be near your camp, so they will provide you with the necessary equipment and the application of runes. Where to go next? Earl Eamon won't help us, so there's no point in going to Redcliffe yet. All that remains is to enlist the support of gnomes, elves and magicians.

City of Dwarves

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

Political affairs

The dwarves are ready to answer the call of the Gray Guardians without any problems and recognize the power of the treaty, but bad luck, there is complete confusion with power in the dwarf kingdom.

If you are in need of funds, you can take on several side quests in the Common Halls of Orzammar. For example, Filda will ask you to find her son in the Deep Roads. Brother Berkel asks you to help him open a church in Orzammar. And Dagna wants to learn magic. Why does a goat need an accordion, and a gnome need magic? Well, okay, let's talk to the First Mage when we are in the Circle Tower. Well, you can take a couple of tasks from the guardians in the Diamond Hall.

We go to the Council Chamber. All the venerable minds of Orzammar are deciding much more important issues for the dwarves, one of which is who will take a place on the throne. The throne cannot be shared by two contenders: Belen and Harrowmont. Your task is to support one of the contenders, so that the newly elected king orders the army to be released to battle the Pestilence. I supported the latter, since Harrowmont seemed more noble to me. True, Harrowmont’s first task is more difficult; it is necessary to win the trials, and at the same time find out the reason for Bayzil and Gviddon’s refusal to represent Harrowmont.

Tests of Valor

We go to the location behind the Community Halls. You can order duels from the test gunsmith. For each victory you will receive a little money, and if you complete all the fights, you will receive a blood ring as a reward (blood mage requirement).

It is not easy to persuade Bayzil and Gviddon to participate in the tests. I never managed to do this. Whatever it is, let's go sign up to participate in the tests. And here we are in the arena. Our first opponent is Severin. Easily! Our next opponent... um... opponents are twins from the warrior caste Lucian and Miaja. It's like two Severins, don't worry too much! The next enemy is more serious - this is the Silent Sister Hanashan. Next is a pairs test, you can take someone from the squad. I took Alistair. Be careful, our enemies Wojek and Velance are well protected by armor. And the last test... Piotin will come out to fight. God, that was a mess! The enemy is incredibly strong and tenacious. This is a very difficult battle, I ran from corner to corner, drank everything I had for courage, and still won, even if not the first time. After the battle, we receive congratulations and go to Dulin at the tavern “At the Taverns”.

Halfway to the throne!

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

Firestarter

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

Oghren. “I can’t say I’d be a good match for the coronation ball, but in the Deep Roads, I’m exactly what you need.” Oghren of House Kondrad was a promising member of the warrior caste. His house did not occupy a particularly high position, but many of its members, including Ogren himself, won outstanding victories in the Trials and thereby increased their position. Ogren loves to drink well, so give him appropriate gifts.

To begin with, I went to the teig of the Educan house to hunt a little for the creatures of darkness. Having wandered through the labyrinths, I did not find anything interesting except bags with remains. Next I went to Caridina Crossroads. So, you can go different ways, there is a passage on the left and on the right. You will go into the passage on the left, you will come across Screamers, in the passage on the right - a detachment of Genlocks is waiting for you. At the end of the path, another portion of the enemies, but with a tame bronto. And here he is, Taig Ortan. We go along the corridor and turn into the passage on the right, along the way we knead spiders and genlocks. We meet the gnome - Ruka, the same one whom Filda asked to find. And here are our new enemies - forgotten spirits, and with them a stone golem. In the same place there is a chest containing notes from Ortan (for the quest “Lost Notes”). Next, another squad of enemies and two golems await us (each “controls” the bridge). We go straight into the passage, we have to fight with the queen of spiders, who constantly summons her own kind, and when she is in immediate danger, she leaves. After clearing the location, we read Branka's diary. Now it becomes clear that Branka went to the Dead Ditch. So what are we waiting for?

Dead Moats

To begin with, we will be shown a video with a dragon and an impressive number of creatures of darkness. Next we help Cardol and his legionnaires. A squad of archers and an Ogre were waiting for us on the other side of the bridge. We move to the left, deal with a bunch of garlocks and brontos, open the door and there are enemies again. In the large hall on the left, a horde of enemies awaits you, led by Genlock, the owner of the anvil. IN opposite side cross the bridge and into exactly the same hall, but with skeleton eaters. Next is a meeting with Hespite. “Branka betrayed us... she did... she turned into...” In the room with the relics of the legion of the dead, we take the key from the altar and open the door (in the center, in front of the broken bridge). Be ready. I have never seen a more terrible creature. It is this creature that turns gnomes into genlocks. The uterus is relatively harmless due to its immobility. First, let's cut off its tentacles. That's better. Oh-hey, the tentacles of the industry are back, and even genlocks with screamers have appeared. But I know you can handle it. Next is another scripted response from Hespite.

Anvil of the Void

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

Elf Forest

Upon entering the elven lands, we are met by a Dalish patrol. What and how?.. Afterwards they still lead us to the main thing. After a conversation with Elder Zatrian, it becomes clear that most of the elves have fallen from the curse of the Mad Fang and are about to turn into werewolves. And as you already understand, they are clearly not able to fight the Pestilence. To lift the curse and speed their recovery, it is necessary to kill the source of this infection.

You can take it from the Dalish camp side quests, fortunately they are not so complicated and there are not many of them. Elora, the chief herdsman, sits near the galla (such a horned animal) and will ask you to examine the animal (we use the survival skill). The young hunter Kammen just can’t arrange his personal life (persuade his chosen one, Geina, to give up the test and accept an even if not yet experienced hunter). Atras wants to find out what happened to his wife Daniela. And the local artisan Varathorn will make you a breastplate if you get some ironbark.

Ents, elves... Gandalf?

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

Next I went to the eastern part of the forest. Here I met a hermit who stole an acorn from an oak tree. He has a counter-proposal, namely killing the oak tree. But no, I promised to help the oak, so I exchanged the acorn from the hermit for some book from the inventory, and returned the loss to the oak. And the oak tree, as a sign of gratitude, gave us a staff that will help us overcome the magical barrier and move on. In the fork to the left of the entrance to East Brecilian you will find the werewolf Daniela (Atras's wife, if you took such a quest in the camp). She will give you a message for your husband and a scarf. Daniela cannot be saved in any case. Even if you refuse to kill her, she will take the “bestial” and attack you. Also, if you go north, you can take on the quest “The Magician’s Treasure.” The goal of the task is to find 3 tombstones, kill the carrion and collect a set of Juggernaut armor (a very useful thing, I put it on Alistair, and he is an enviable knight).

Lair of the Beast

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

Is the mistress of the forest White Fang?

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

Along the way, Tairn Loghain's assassins, led by Zevran, were already waiting for us. However, he was never able to defeat us, and he had no choice but to join us. Zevran was the Raven with whom Loghain entered into a contract to kill the surviving Gray Wardens. However, after an unsuccessful attempt, he found himself in the hands of his would-be victims.

Circle Tower

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

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

Winn. “I will not lie motionless in bed, pulling the covers up to my chin and waiting for the hour of death to strike.” Wynn has a particularly well-developed ability with healing magic. She is one of the most respected in the Circle Tower.

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

Shadow

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

Activate the shadow pedestal. Destination – “Primordial Shadow”. We talk with Niall, learn more about this place and how he tried to use the Litany, but did not have time, and also how we ended up here. Nearby we gain the ability to turn into a mouse and go into machine holes, as well as be unnoticed by enemies. This is just one of four images that will be used. As soon as you get all the images, go around the circle again, study everything you can, because in certain locations you can increase one of the basic parameters. Next is “The Burning Tower”. Here you will receive the appearance of a flaming man, which will make you completely immune to fire. In the “Scattered Mages” location, you will gain the ability to transform into a golem, which has deadly physical attacks and the ability to knock down locked doors. At the “Darkspawn Invasion” location, you will take on the form of a spirit, so it will be easier to pass into inaccessible areas. After dealing with all the main demons, we go to help out our friends (elements around the edges). And when you are ready, head to the central element to fight the one who dragged us here, the demon of Idleness. The demon will either be in the guise of an Ogre, or whatever the hell, and so on until the bitter end. Combat tactics to suit your taste. The main thing is to use mass healing from Winn. That's all.

We extract the Litany of Andralla from the body of the deceased Niall. We go around this floor and near the stairs to the upper tier of the Tower, we speak to Cullen, who is imprisoned in a magical field. And then according to the script... After a short verbal battle, the battle with Uldred will begin. In places where mages begin to turn into demons, use Litany. After defeating the main creep, we speak with Irving. And everyone is fine... Don't forget to talk to him about Dagna (the gnome from Orzammar) if you took this quest. But our journey is not over; new achievements await us.

Redcliffe

We find ourselves in a small village. On the bridge we meet a guard who will take us to Bann Tegan, brother of Earl Eamon. The fact is that every night all sorts of dead things come out of the castle. We fought back once, twice... but this time we won’t fight back. This is the mood of the locals. Well, shall we help?

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

I wish I could survive this night

Talk to the village chief, Murdoch. So, it will soon get dark, there are practically no soldiers in the village (except for us and the knights of Ser Perth), so it will be mainly the peasants who will have to fight. The weapons and armor are in terrible condition, and the only blacksmith in the village refuses to help. By this time, the gift of persuasion was already well developed, so I simply promised to help him, to find his daughter Valena. Forcing Oen by force will only lead to a disadvantage. A certain gnome merchant Dvin refuses to help the village. To raise the morale of the militia, you simply need to call upon such a warrior. A suspicious elf, a certain Berwick, stayed in a local tavern, and after questioning, he admitted that he was a spy for Tairn Loghain. He can also be persuaded to perform that night. Near the mill we speak with Ser Pert. Ser Perth, in general, does not need anything other than divine blessing and some amulets. No problem.

It got dark... So, the carrion will come pouring out of the ominous fog. Once you kill everyone, go straight. We meet a knight who reports that the monsters are already in the village. Let's hurry! The final battle will take place near the fire. How to exterminate all the undead, victorious Hurray! After such a long ovation, we go to the castle.

Lock

We immediately speak with the blood mage Jovan imprisoned in the cell. It was he who poisoned the earl and taught his son magic, but he did not summon demons and other carrion. I didn’t draw hasty conclusions, so Jovan remained in the cage. So, let's get used to the castle a little. In the north-eastern part, on the first floor, Valena, the blacksmith’s daughter, hid. In the courtyard, activate the lever to open the gate and let Ser Perth and his knights in. After you have scattered all the undead, talk to Pert and go to the castle.

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

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

Shadow

So, we are in the Shadow. We go into the portal, talk/fight with Connor, or rather with the demon. And so on several times. On the fourth such run there will be a serious battle with the demon. That's all.

I advise you to wander around the castle a little more; gifts for your charges will not be superfluous. I had Leliana well leveled up, so picking locks on doors and chests turned out to be fun. On the ground floor, in the earl's office, in the table lies the amulet of Alistair's mother, a wonderful gift.

In search of a relic

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

Denerim

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

Members of your squad may have business in Denerim. Leliana is having a conversation with her old “friend” who is trying to get her out. And Alistair has a meeting with his sister.

In search of the relic (continued)

In Genitivi's house we don't find the one we need. Instead, we talk to his assistant Waylon. But he didn’t say something, so we decided to push him against the wall. Having rummaged through the chest of one of the rooms, we became interested in the records of Genitivi's research. We go to the village of Refuge in the Frosty Mountains.

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

And here we are in the temple. Genitivi decided to stay in the large hall, and we need to continue searching for the urn. Here everything is extremely clear: we clear locations from possessed sectarians and simply possessed ones, select keys, open doors. Next will begin the caves and... cave dragons. As soon as you reach the designated place, a conversation will begin with the leader of the sectarians, Kolgrim. The guys, apparently, are completely distraught... Andraste has been reborn, her ashes need to be desecrated, and so on. But I didn’t agree and a fight broke out... basically, we beat everyone up. And Kolgrim’s horn, boots and a good hatchet were removed from his body. By the way, if you use Kolgrim’s horn on the top of the mountain, you will meet with the high dragon.

Trial

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

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

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

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

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

Queen in captivity

On the way to Lord Howe, we met the Antivan Ravens led by Taliesen. Taliesen tells Zevran that everything is fine, that he understands why he did what he did and offers to return to his duties as an assassin. If you are not on good terms with Zevran, then he will accept the Ravens' offer, but we calmly killed everyone.

So, you can’t get through the front door, there’s a crowd of people there. Erlina suggests entering from the back door, but there are 2 guards standing there. Wait until the maid distracts them or interrupts them and go inside.

To make your passage through the estate safer, dress up as guards. Bypassing the unnecessary attention of the officers, we get to the place where Anora is imprisoned, but the door is blocked by a magical barrier. This means we have to kill the one who created this barrier. There is a treasury in the location (coins and some inventory items), so have a good burglar with you (you can return here later with the keys). In the room, in one of the chests there are documents that once belonged to the Gray Guardians.

And in one of the cells you will find Riordan, another surviving Gray Guardian. But we have no time to hesitate, let's go down into the dungeon.

Be careful, because in almost every room a dozen soldiers and fighting dogs are waiting for us. In the torture room, free Oswin, thereby unlocking the quest “Nobleman Under Torture”, then do not forget to talk to his father Bann Sieghard in “Bitten Nobleman”. This act will add to your voice at the Assembly of Lands. In the place, free Rexel for the quest “Missing”, after taking the key from the dead guard.

And here comes Earl Howe, who, despite everything, insisted that he was right. And next to him was a battle mage, who created a magical barrier. Kill the scoundrels! After all the brawls, I discovered Vaughan, who provoked the elven uprising, and in the next cell sat the templar Irminrink, drugged with lyrium (give the ring to his sister Bannu Alfstanna, who is still sitting in the same tavern). That's probably all, let's free the princess.

Here's a small problem. We are met by Katherine and her guards. We have 3 options: kill everyone (fighting experienced and well-armed soldiers is incredibly difficult), try to explain, or give up. In the last two cases you will find yourself in Fort Drakkon.

Fort Drakkon

We are in custody. We have 2 ways to get out: wait for the help of friends or get out ourselves. There are plenty of options in both methods. I chose the first option and waited for help from Leliana and Morrigan, who introduced themselves as church servants. Morrigan in church attire, can you imagine? I thought the guards would look at Morrigan and say: are you in the church? But Leliana’s eloquence saved us here too. Just don’t communicate with St. Augustine, otherwise it will turn out that the church didn’t send anyone and you will be exposed. In the ballista room, Sergeant Tanna is blocking the way. You can try to convince her to leave her post or use ballistas. If you aim the very first right ballista (from the entrance) and fire, you can inflict serious damage on Tanna, and then kill the rest. You may have a reasonable question: why did I take the girls and not powerful warriors like Ogren and Stan? Leliana had pumped up cunning, had abilities like stealth and the ability to make traps. Well, Morrigan had the “Blizzard” ability, using which the soldier was gone. And here are our prisoners. After killing 2 guards, we get the keys to the cell, it’s simple! There are four of us again, so it will be easier to deal with the remaining guards.

Seat on the throne

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

There are a couple of days left before the Landsmeet and some problems in the elfage need to be resolved.

Elfinage

And these problems were as follows: a crowd of elves argued with healers from Tevinter. The fact is that a quarantine has been declared for the elf age, and these “doctors” collect both healthy and sick elves in the shelter and... nothing more is known about them. After discussing this matter with Shianni, we decide to look inside the hospital. At the gates, kill the only guard and go inside. Before we could enter, we were attacked, which we later regretted. Take the note from the table, and then go outside and go into battle again. Talk to Shianni again. We go to another building on the shutters. Inside we ask the elf who was washing the floor. He told us where and how the elves were being taken out and we moved on. We go out through the other door and “talk” to the Tevinters. At the warehouse you will learn that all this “treatment” comes down to banal slave trading, and the main one here is Caladrius. An excellent opportunity to get dirt on Loghain; the council will be interested to know that the regent is not against selling his people into slavery.

Caladrius was inclined towards a peaceful outcome. He offers us a letter with Loghain's seal. However, what prevents us from taking the letter from the dead slave traders and putting an end to their activities forever? After Caladrius' health has depleted, he offers us an even more generous offer, namely to raise my health level at the expense of slaves. It’s tempting, of course, but I politely declined...

Ser Otto is a blind templar who senses evil. We receive the quest “Evil”, to complete which you need to look for unusual things in the elfage. For example, inform Otto about a crazy girl, about a pool of blood and about a mad and dead dog. Next you have to clear the shelter from evil spirits.

Land Assembly

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

So, in order for the council to take our side, it is necessary: ​​complete the quests with the prisoners in the Howe estate (Oswin and Irminrink). Do not tell Anora that you are going to kill her father Loghain, otherwise she may do something against you. Don't rush to talk about Alistair and the murdered King Kaelan. Start the conversation by saying that your main goal is the war against the Pestilence. And then you can point out Loghain's crimes, for example, about the slave trade in the elfinage. It would be enough.

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

Last Stand

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

Earl Eamon went to Redcliffe to raise an army, and we followed him. And so we retreat to the designated chambers, where we will learn the most important secret of the Gray Guardians. Riordan explains to Alistair and me why the Archdemon can only be defeated by the Gray Warden. It turns out that after the death of the Archdemon, his soul moves to the nearest spawn of darkness. In this way, immortality is achieved. Do you remember what the Gray Guardians are made of, what we drank at the initiation? Yes, filth flows through our blood, so the soul of Achidemon will inhabit us. But the Gray Guardian has his own soul, so at the moment of the final blow to the Archdemon, the Gray Guardian dies. On another it is impossible. Riordan, as the eldest of us, decides that he will kill the Archdemon himself, but if he falls? Our GG will have to complete this matter. However, Morrigan has an indecent proposal, which gives her the opportunity to escape. Which is what I took advantage of... It's time to perform.

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

The fight in the shopping district should not cause difficulties, I called on the magicians, which allowed me to take down the ogres from a distance, they did not even have time to reach us. Such a trick won’t work in Elfinage, the nooks and crannies in this area are too small. I decided to do without any support at all, since the enemy did not advance until the gates and barricades were broken. Well, while the gates were intact, a real riot of elements was happening behind them, fortunately Morrigan and I are enviable magicians.

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

We switch to our main squad. The next location is Fort Drakkon. Before this, we watch a video in which Riordan breaks down without having time to complete the job. We'll have to deal with the Archdemon. At the entrance to Fort Drakkon, many enemies will be waiting for us. The place is good for shelling, for example, it would be logical to call on elven archers. But the archers will be useful for the last battle, but in the meantime you can call on Redcliffe’s soldiers, gnomes or golems.

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

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

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

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 the two of you have time to return back to the banquet hall, you will immediately be kicked in one god forgotten 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 straight 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 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. Going into the kitchen on the way and sorting out my faithful dog with a whole battalion of rats, meet with your brother and talk to him, then go to bed with peace of mind. 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 ( fire water you will get it in the kitchen, and the 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 noble man). 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 of missions does not play a fundamental role, but your humble servant went through storyline games 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) way to solve this problem is to ask for help from the circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are 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 news is that arachnids attack not only brave heroes, but also supporters 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 Branka, then 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, then head to warehouses. 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 necessary allies in advance of the council, then big problems it shouldn't happen to you. 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 taken, 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

In a fight with him, do not hesitate to use your best forces(magicians, 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.



Domino