Dragon Age: Origins. We change the world for ourselves - gameplay mods. Dragon age: origins: additional tasks - game tactics and advice from masters Ostagar and the wild lands

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

Arkady and Boris Strugatsky, “Distant Rainbow”

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

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

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

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

Ostagar and the Wild Lands

Sick dog

Dwarven politics

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

Hungry Prisoner

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

Sword

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

Missionary Chest

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

Traces of chasing

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

Last will

The dog plays the role of a psychoanalyst

The professor is sleeping - the students are happy

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

Demon from the Ashes

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

Lothering

Create three poultices/traps/bottles of poison

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

Dead Templar

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

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

Preacher board

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

Circle of Mages

Call

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

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

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

Guardian of the Limit

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

Chest Jenny

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

Enchanted Templar

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

Redcliffe

Gathering troops

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

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

Pestilence came to one noble noble family

Spectacular lighting makes Stan even more convincing

Blacksmith's Daughter

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

Hidden boy

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

Daemon

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

Asylum

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

    Cheryl isn't here. She was cremated.

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

    Multiplayer with love.

    Great-great-great-grandfather Gygax.

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

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

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

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

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

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

Brecilian Forest

Bitten wife

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

Iron bark

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

Elf in love

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

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

Sick gall

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

Bitten Elf

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

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

Deadly dream

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

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

Orzammar

Lost Son

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

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

Church

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

Dwarven magician

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

Search for Nagas

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

Racket

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

Fights without rules

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

Unwanted child

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

Dragon in the throne room

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

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

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

The thieves

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

Poison

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

Stolen book

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

The Missing Bloodline

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

List of golems

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

Wanderers' treasure

Find four piles of stones in Caridin's Crossing:

    At the western exit to the map.

    Southwest of the bridge.

    Near the intersection of three roads.

    East of the Deep Hunter's Cave.

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

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

Legion's Honor

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

Overlander's Sword

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

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

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

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

Once you find everything, return to the tomb.

Cache

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

Life of the Guardian

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

    Near the chief of miners in the Common Halls.

    In the southeastern caves of Caridina Crossroads.

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

We return to the wall of memories for the reward.

Torn Demon

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

    Limbs in the north-west of the Educanov taiga.

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

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

Denerim

Help the law

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

Dark Deeds

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

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

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

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

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

Sect

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

Evil

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

Prisoners of Howe

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

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

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

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

Guild Quests

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

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

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

    In the Dalish camp, behind the merchant.

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

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

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

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

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

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

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

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

    At Wade's forge in Denerim.

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

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

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

Bloody marks

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

Places of power

We need to activate four places of power.

    Grave in western Brecilian.

    Altar in the Ortan taiga.

    Tree in the Elvenage of Denerim.

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

Scrolls of Banastor

You need to find five scrolls at the following addresses.

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

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

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

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

    The southeastern room in the werewolf lair.

The remaining tasks should not cause difficulties.

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Camp storage chest


This mod adds a chest to your camp to store various things.
Important:
If the chest does not appear in the camp, exit and enter the camp again. Also, when fighting with the creatures of darkness, there will be no chest in the camp. It can be treated by re-entering the camp.

Installation:
1. Download the archive and unzip the file from it storage_chest.dazip.
2. Run the file daupdater located in the folder bin_ship, in the folder with the installed game.
3. In the window that appears, click: Select DAZIP. Specify the path to the file you unzipped storage_chest.dazip.
4. Click: Set Selected.
5. Wait until the installation is complete.
6. If everything is done correctly, the addition will now be available in the game.

Ostagar's camp

(main story)

Upon arrival in Ostagar, you will be personally greeted by King Kaylan, who is eager to defeat the hordes of creatures of darkness and immortalize his name as the winner of the next Blight. From a conversation with him, you learn that the royal army has already won several victories over the creatures of darkness and Kaylan hopes for their final defeat in the upcoming battle. The king leaves for a meeting with the army commander Teyrn Loghain, and you have to explore the camp, visiting the kennel with a sick mobari, a hungry deserter imprisoned in a cage, talk with the quartermaster, with the magician Wynn, who will later join your squad, look for various items and talk with Duncan about your upcoming entry into the ranks of the Gray Wardens. Besides you, you can meet two more recruits in the camp - the thief Davet and the knight Ser Jori.

You have to find Alistair, who should enlighten you about joining the ranks of the Gray Wardens. Alistair can be found near the command headquarters in the northeastern corner of the map. You will find him arguing with one of the army mages. After the magician leaves, you can ask Alistair about the Gray Wardens, Duncan and the upcoming ritual. It turns out that simply being ready to become a Gray Guardian is not enough; for this you need to undergo a special ritual of Initiation. You will have to return to Duncan with Almster.

(100 experience, permanent member of Alistair's squad)

Tainted Blood and the Gray Wardens' Cache

(main story)

Returning with Alistair to Duncan, you will receive a task - to go to the Conkari Lands and get three bottles of blood of the creatures of darkness, in addition, you will have to find ancient documents that talk about an agreement between elves, gnomes and magicians to help the Gray Wardens during the Blight. The group heading to the Conkari Lands also includes Alistair and two new recruits you already met in the camp.

While in the Korcari Wilds, don't forget to pick the Spit Flower. The blood of the creatures of darkness can be obtained after any battle with him, and documents should be looked for in the ruins located in the northeast. On the way to the ruins near the bridge in the south, you will have to encounter a detachment of creatures of darkness led by the Emissary mage. Right before entering the ruins you will have to fight with the creatures, led by a very strong warrior Alpha.

Having dealt with the enemies, examine the ruins, the chest is immediately visible, but as soon as you approach it, a dark-haired girl will appear who will say that the documents in the chest have been gone for a long time, and that they are with her mother. The girl will introduce herself to you as Morrigan and agree to take you to her mother. Her mother Flemeth will calmly give you the documents and instruct Morrigan to escort you to the camp.

When you hand Duncan the documents and vials of darkspawn blood, he will immediately announce that everything is ready for the ritual.

(2750 experience and Oath of the Guardian amulet)

In the Wild Land of Korcari

Missionary

Not far from the place where you entered the Wild Lands, you will find the body of the missionary Jogby. He will have a letter from his father Rigby with him, and in it there will be a hint where to find their chest. The chest is located in the southern part of the map. There are several wolves nearby, including an alpha wolf.

(two-handed Flat sword Hasind and other things from the chest)

Will

In the central part of the map you will find the body of missionary Rigby. In his will, you will find out where he hid some of his things in an abandoned camp located from this place. The casket contains a simple amulet, which should be taken to the widow Jetta. You can find it in the Redcliffe Village Church.

Hasinda wayfinding sign

In the western part of the map you will find an abandoned camp and a chest containing Rigby's journal. After reading the journal, a new mark will appear on the map - a trace of the Chasind site. You need to explore the parking lot and go to the next one, which also appears on the map. As a result, the sign will lead you to the Hasind treasure, hidden in the south of the Wild Lands (behind the bridge with the Herlock emissary).

(Barbarian Mace, Hasindian Crusher Hammer, Wild Lands Bow, Chieftain's Helm, Hasindian Robe)

A pinch of ashes

On the body of a soldier found near the place where you fought the Garlock emissary, you will find a bag of ashes and a piece of paper describing a local legend. Following the instructions of the legend and pouring the ashes onto the pile of stones, which is located northwest of the bridge, you will summon Gazarat, with whom you will have to fight

(Sorcerer's Support boots)

Mabari wolfhound

When you first examine the camp, you will see that the huntsman is standing near a cage with a mabari dog. In a conversation with you, the huntsman will say that the dog’s owner died, and the dog swallowed the blood of the creatures of darkness and is unlikely to survive. He will ask you to put a collar on her to give her medicine. If you agree, you will have a chance to acquire a loyal friend and fighter for your team. But in order to cure the dog, you need a Wildflower that grows in the Korcari Wilds.

After you find and give the flower to the huntsman, he will tell you that after the fight you can visit the dog, who seems to have accepted you as his master.

Give the flower to the steward, and after certain events you will be able to get the dog as your constant companion.

(250 XP and 20 silver coins, if you do not ask for a reward;
500 XP and 50 silver coins if you ask for a reward;
250 XP when joining a dog in the Abandoned Farm location).

Note: If you are playing as a noble who already has a mobari, then after you find the flower in the forest, Davet will mention that the kennel manager needed something similar to treat the dogs. In this case, you can simply give the flower to the manager and receive a reward.

Hungry Deserter

In Ostagar's camp you will see a man locked in a cage, guarded by a guard. Talk to the prisoner, who will say that he has not eaten or drunk for many days. He will ask you to take food and water from the guard for him. In addition, the prisoner will say that he has the key to the magicians' chest. You can try to convince him to give food for the prisoner; if that doesn’t work, then buy it from him or steal it. Having obtained the food, give it to the prisoner, and he will give you the nag from the chest.

The chest is guarded by a subdued man who leaves after evening.

(100 experience and contents of the mage chest)

Note: You can take possession of the key by killing the prisoner during the dialogue

Initiation into the Gray Wardens

(main story)

The essence of the initiation ritual into the Gray Guardians is that one has to drink the blood of the creatures of darkness prepared by the magicians, as a result of which the recruit either dies on the spot or acquires immunity to the poison of the creatures of darkness and the ability to sense their presence.

During the ritual, Daveth will die, and Ser Jori, who does not want to drink blood and entered into battle with Duncan, will die. Your hero, after drinking from the Cup of Dedication, will temporarily lose consciousness, but will survive. As a result, your hero became a Gray Warden with all the ensuing consequences. Now you have to go to the Military Council.

Battle of Ostagar and Tower of Ishala

(main story)

At the War Council, King Cailan and Loghain will draw up a plan of attack, during which the king and the Gray Wardens must step forward and lure the creatures of darkness. And Loghain's army should attack them at the signal. Your hero and Alistair will be tasked with lighting a signal fire on the tower of Ishal, which should be a sign for Loghain.

The battle begins. Run across the bridge to the tower, where the guards will tell you that the creatures of darkness who came from nowhere have completely occupied the tower. After this, two more fighters will join you. Your task is to clear the way to the top floor of the tower. Don't forget to look around the area, there are chests and boxes with things.

Ishala Tower consists of four floors. The first three are filled with creatures of darkness. The fourth floor is guarded by a fairly powerful ogre, with whom you have to fight.

After dealing with the ogre, light the signal fire. At this moment, hordes of creatures of darkness burst into the hall and everything around fades...

A video will follow, from which it will become known that Loghain betrayed the king and gave the command to his army to retreat at a time when the king’s army and the Gray Guardians needed help. As a result, King Kaylan and the Gray Wardens died...

(1500 experience, Havard's shield)

Flemeth's Hut

(main story)

When you wake up from your wounds at Ostagar, you will find Morrigan next to you. She will tell you about what happened on the battlefield, about Loghain's betrayal and that, for reasons unknown to her, her mother decided to save your hero and Alistair from certain death.

There is a legend about a witch from the Wild Lands, whose name is Flemeth. The legend says that many centuries ago Bann Conobar married the beautiful maiden Flemeth of Highever, who had a hidden talent for magic. For some time they lived happily until Ozen, a young poet, appeared who won her heart... Konobar killed Ozen and imprisoned Flemeth in the highest tower of the castle. Angry and heartbroken, Flemeth created a spell that called the spirit into this world to help her husband. But the spirit took possession of Flemeth herself. Becoming possessed and losing her mind, she killed Conobar and all his people, and then fled to the Wild Lands...

Morrigan's mother Flemeth and Alistair are waiting for you outside. Flemeth will give advice - to assemble a new army from all the peoples of Ferelden, since ancient treaties have been preserved. You will have to receive the support of the elves in the Brecilian Forest, the people of Redcliffe, the dwarves of Orzammarai and the magicians from the Circle of Mages. In addition, Flemeth will send his daughter Morrigan with you.

(quests Nature of the Beast, Earl of Redcliffe, Perfect One, Broken Circle, permanent member of the Morrigan squad)



Fool