Dragon age 2 long way home. Walkthrough - Act I: Storyline (end). Fenris - Free Cheese

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Dragon Age 2

We select the character class and gender - warrior and man, respectively. After the introductory video, together with my partner, we repel the attacks of the garlocks. We use all kinds of skills, and in the end we deal with the ogre mini-boss. We dodge his blows and try to attack from behind. During conversations, we choose exclusively positive options, guided by the icons. Let's watch the video. We continue to customize our hero. We change the appearance to our liking, decide on a name, and most importantly, choose the events of the original Dragon Age. This will be the default story, i.e. Hero of Ferelden.

Death of Lothering.

Together with my family we move forward, destroying hordes of garlocks. On the way we also examine the corpses in search of useful items. Don't forget to improve your characteristics with each level increase. Each character has its own development branch. For example, Sister Bethany has more well-developed magical abilities. It would be right to continue developing them, rather than switching to improving combat skills. We save a couple who are hostile against us. But as long as we are all united by a common problem, they will be on our team. Dealing with another ogre this time will be more difficult. When your health level drops, use a healing potion. We try not to fall under his rams and powerful blows. Unfortunately our brother Carver is killed. We continue the fight, when suddenly a dragon appears, deals with the large horde and transforms into a human. It turns out to be the witch Flemeth, who happily agrees to help us if we deliver some package. Aveline's husband was wounded and is infected with corruption. So that he does not die a long and painful death, we leave his fate in the hands of his wife.

Long way home.

We speak with the guard at the castle gate. He directs us to Captain Ewald. We get to it using the mini-map. We deal with the raging deserters. After this act, the captain agrees to help us. Three days later, Gamelin appears. He reports that in order to get into the city you need to meet some personalities. We find Athenril and Miiran in the courtyard. First, it is best to take the assassination task from Miiran. But instead, strike gold and let go of the goal. The security will still have to be destroyed. Then we talk to Athenril and receive the task. We intimidate the merchant in the square with the help of Aveline, open the chest and return to the employer. We talk to Gamlen and watch the video.
To go on an expedition to the Deep Roads we must accumulate 50 gold. To do this, you can complete additional quests.

Friend on guard.

Aveline instructs us to clear the ambush site on Broken Mountain from pirates. Having successfully completed the task, we return back to Aveline. After the video, look at the duty schedule. We leave the location and switch to night. We get to the Lower Town and save Donnik from the robbers. We return to the barracks.

New house?

We go to the Lower City to Gamlen's house. We approach the desk and read the news from Athenril. We talk to Mom, then to Bethany. We leave the house, select Cloaca on the map and move there. On the way we kill thugs and mercenaries. Through the basement door we enter the estate. In the cellar, even stronger opponents await us, as well as a mini-boss. We get into the room and examine the chests. We take some gold and a will. We return to the mother.

Business conversation.

We get to the “Hangman”, which is located in the Lower Town. To do this, open the local map and carefully study it. In the tavern we talk with Varric (he should be on our team).

Pacification.

We go to Liren's shop, she will help us establish contact with the Gray Guardian. After talking with her, we leave the shop and immediately certain people stand in front of us. We give the floor to Bethany, after which they leave. We go to Cloaca and find a hospital there. We talk with the Guardian (healer). He will help us if we complete one task. We leave the location, switch to night and go to the Upper City. We meet Anders at the church gate and go inside together. We go up to the second floor to see Karl. We destroy the arriving templars. Then, during the dialogue with Karl, select the “Do not kill” branch.

Long way home.

We go to the Broken Mountain to hand over the amulet to Flemeth. A certain elf informs that a ritual must be performed with the help of this amulet. She sends Merrill with us to help perform the ritual. We move towards the altar, clearing the path of corpses. Next we pass through the caves, where spiders await us. From there we get to the cemetery. We remove the barrier and repel the attack right in front of the altar. Don’t forget to examine the corpses; one of them must contain gold coins. We perform the ritual and return to camp.

That's all, there is very little left before the expedition. We accumulate the required amount of gold by completing additional quests, and get the map by completing the “Pacification” quest.

Expedition to the Deep Paths.

We go to the Upper City and get to the trade guild, guided by the map. We speak with Bartrand. He reports that the expedition will last for several weeks, so it is worth completing all your business in Kirkwall. If there are uncompleted tasks in the “Rumors” list, then you will not be able to go on the expedition. Arriving at the place, we find that the path is blocked. The gnome Bodan asks to find the boy. The only enemies we will meet on our way are Garlocks. We save Sandal and he gets to the camp on his own, and we continue to look for a workaround. After a series of garlocks, an Ogre will appear, which is quite easy to kill. Next is the Dragon, which is quite difficult to deal with, even with characters of level 10, at an average difficulty level. The main thing is to use the terrain correctly and give the robber and mage the opportunity to use their skills as efficiently as possible. We discover a detour and return to camp. We speak with Bartrand. We continue to advance. We deal with several ghosts and a stone golem. We find ourselves in a new location, where we discover something very expensive. Bartrand locks us in and we are forced to find another way. Weaker opponents were replaced by stronger ones - Savages. Having met another golem, we communicate with him, and in the dialogue we resort to the help of Bethany. He will help us get out if we kill some creature in the crypt. To destroy the Stone Spirit, we do this: we attack and, if necessary, heal. When he teleports to the center, we quickly hide behind the column and wait. Next, we go out and beat the enemies that appear, and it’s best to order our partners. Then we attack the spirit until it is reborn. After victory, a golem will arrive. He wants us to take only the key and not touch the treasures. We, of course, refuse his offer and destroy it. We take everything that is in the chests. While wandering the trails, Bethany becomes infected with corruption and asks to kill herself. We return home with bad news. After the video we speak with Governor Dumar.

We leave the governor's fortress and meet Bodan at the exit. He reports that they are waiting for us at home. Using the mini-map, we get to our estate.

Prime suspect.

We go to the Casemates. We find Emerik on the square and communicate with him. We switch to night and get to the estate of Gascard Dupuis, which is located in the Upper City. Several ghosts and one demon await us inside. We agree to help Gaskar. We return to Emerick to tell about his innocence. The woman on the square says that Emerick left recently. Switch back to night and go to the alley next to the Cloaca. It will no longer be possible to save Emerik, so we simply clear the area of ​​ghosts.

Explosive service.

At the port we go to the Qunari camp and talk to Arishok. We receive the task and go in search of Javaris. In Cloaca we communicate with a local barker who is selling his goods. Just around the corner we enter the tunnels, through the Smugglers' Pit. Along the way we deal with numerous thugs, and when we go out into the wilderness, we kill the mercenaries. We talk to Javaris and let him go. There was a leak of toxic fumes in an alley near the Lower City. While clearing the area of ​​mercenaries, we select the keys and block the barrels with the source of poisoning. We kill the elf and several more mercenaries. We inform Arishok about what happened and about those involved in the theft of poisonous gas. We return to the governor and report on the work done.

Find and lose again.

In the governor's fortress we communicate with Bran. At night we go to the “Hangman”. We find Orvald, get the truth out of him and deal with him and his friends. We get to the Church to find out the truth. There we meet Petris. She invites us to an afternoon gathering to confirm her suspicions about the Qunari. Our fears were confirmed: Varnell kidnapped the Qunari and executed them. We destroy the fanatics and Varnell. The opponents, although generally weak, prevail in numbers. The main thing is not to let magicians and robbers using small arms be surrounded. Also, do not forget to treat them on time. When the governor arrives, we advise him to burn the corpses of the Qunari.

All that remains.

We learn from my uncle that my mother has disappeared. At night we go out into the streets of the Lower City to look for her. We talk to the tramp and find out details from him, giving him some silver. We follow the bloody trail. They lead us to the Foundry. We continue to follow the tracks until we come across a secret hatch in the corner of the mini-map. We move through the basement, destroying ghosts and corpses. At the end, we hold off several waves of attacks and kill Quentin.

Following Kun.

In the estate we read a letter from Governor Dumar. We go to talk with him. He asks to return his son, who migrated to the Qunari side. In the Qunari Camp we communicate with Arishok. Seamus has been lured to the church, so we will sneak in at night to see him. As it turned out, he was killed. We deal with the fanatics, and when the Lady appears, we tell her about Petris’s evil plans.

Kuhn requirements.

Arriving at the estate, we meet Aveline and agree to help her. But before you do this, you need to complete all your business, as in the case before the expedition. Aveline will be waiting in front of the gates of the Qunari Camp. Arishok reacts aggressively to the proposal to arrest the criminals and the battle begins. We move along the streets of the Lower City, dealing with Karashoks and Ashaads. We break through to the Upper City and continue the battle until Meredith appears. We get to the Governor's Fortress, destroying the robbers, who are also showing aggression against the Qunari, and the Karashoks. Occasionally, stans appear, characterized by good armor but weak attacks. We team up with Meredith and another elf - a sorcerer. Having settled the dispute, we lead the team and order the elf to distract the Qunari standing at the entrance. The main battle with the Arishok should begin by first destroying the rest of the Qunari. The Arishok has a large supply of health, in addition to this, his counterattacks cause very serious damage. But these attacks are easy to predict and dodge or retreat in time. Even if all our partners die and we are left 1 on 1, the chances of winning are high. We save the city and receive the status “Defender of Kirkwall”.

Three years later.

On the square we witness another debate between Meredith and Orsino. We incline our choice to the side of the sorcerer.

We go to the estate and read the letter from Commander Meredith.

Free.

We go to the Casemates to meet with Meredith. We find her in the Hall of the Templars and agree to the task. We speak with her assistant Elsa. Let's find out about three magicians - apostates. In two cases we act according to the same scheme: we question the witness, find the apostate and kill him. We are looking for Evelina in Cloaca, Khione in the Lower City. In the latter case, we ask the parents of Emile de Copi. They report his location. We go to the “Hangman” and kindly accompany Emile to the templars.

Serve cold.

After reading the letter from the sorcerer Orsino, we go to meet him in the Casemates. We receive the task of finding out why magicians and templars meet at night in the Upper City. We destroy the conspirators and go to the Port, then to the Torn Coast. We save Aveline, kill Grace and her followers. We return to Orsino with the news.

Last straw.

We receive another letter and go to the Casemates. From there we are sent to the square, where the final and irrevocable battle between the magicians and the templars unfolded. We have to make a choice whose side we are on. We choose magicians. Our goal is the templars, we are moving through the streets, destroying them. The demon of pride awaits us in Porto. He is strong when paired with a blood mage. Therefore, it is advisable to first destroy the magician and ghosts, only then proceed to the demon. We get to the Casemate and speak with Orsin to engage in battle against the templars led by Meredith. We hold back a wave of multiple, but not very strong opponents. Orsin is enraged, so he uses blood magic and turns into a huge creature. It is capable of sucking the life force from allies to replenish its health. We attack from all sides until it is freed from the body. We do these steps several times. Next we try to leave the Casemates. The final fight with Meredith is ahead. She has extremely strong armor, but also has no special abilities. Meredith also periodically sends large iron statues that pose no danger. Let's watch the final video.

Preface

Of course, the release of Dragon Age 2 created a lot of controversy among the gaming community. To someone
I liked it more than the previous part, but someone found it boring and confusing
former “hardcore”. By the way, I prefer post-hardcore, that's why I found the game
interesting.

Death of Lothering

So, we take a walk with our family around the local neighborhood, enjoy nature, gut,
garlocks that have set their eyes on edge. Don't forget to dig into the pockets of corpses, you'll see something
you will find something interesting. As Mochilov progresses, the “level” will increase, so don’t forget to level yourself up
and wards. It is better to level up your players on automatic, especially if you play on easy
level of difficulty, but you could also take care of yourself. Along the way we will meet a couple of lovers who,
she almost gave us a blow. The enemy of my enemy is my friend. Let's gut the garlocks together. Further
We meet a giant. We kill him and, alas, our brother Carver is killed. Then we observe
a cutscene of a dragon frantically interrupting everyone and, oh my god, it's a witch named Flemeth. Service
for the service. She will help us, and we will help her. Aveline's husband is infected. Leave his fate in the hands of his wife.

Long way home

We run up to the castle gates and communicate with the guard. Next we run to Captain Ewald.
Follow the map to avoid getting lost. We talk to him and then kill him
deserters. Afterwards the captain will decide to help us. Then Gamlen will give us a tip. So we need
Complete the quest for Athenril and Miiran. It would be better to do a simple task first
Miinrana, and then for Athenril. Then you will have to complete a number of side quests to
accumulate 50 gold. You will need them to complete the journey.

Friend on guard

Aveline will ask us to deal with the enemies - the pirates. We run to the point indicated on the map,
we kill everyone and return. Then we watch the video and review the duty schedule. Necessary
will leave the location and wait until nightfall, after which you will get to the Lower City and save
Sweet clover from robbers. Go back to the barracks.

New house

We go to the Lower City again, where we chat with Gamlen. Read at the desk
message from Athenril. We talk to our beloved mother, then to Bethany. Next, go outside and
go to... Cloaca? Cough, okay. Let's go there. Along the way we will come across all sorts of
robbers who will have to be chopped up. It’s not so easy to get into the estate, but it will help us
basement. There will be guards and a mini-boss in the cellar. In one of the rooms we will find a will. Also
there will be gold and other delights.

Business conversation

We need to get to the Gallows, which is located in the Lower City. Find in the tavern
Varric and talk to him. Use the map to move around.

Pacification

Put your hands on your feet and run to Liren’s shop. It will help us establish contacts with the Gray Guardian.
We talk to her and go outside. We are greeted by some fellows. Bethany will talk to them
and they will leave. Let's go to... Cloaca again, phew. We would find a healer in it and we could talk
with one of the guards, who is a healer. Again, quid pro quo. He will help us if
We'll get something done. We need to switch gears for the night and head to the Upper City. Us
will meet at Anders Church. Together with him we go inside, to the second floor. I spoke to Karl, and
then we will be attacked. We fight off the attack, chat with Karl and refuse to kill.

Long way home

We need to give the amulet to Flemeth. Along the way you will meet a representative of the elven race. How
bent, a. In general, the sweet elf will tell you that this medallion is necessary for the ritual, and
To do this you need to get to the altar. We break through to him. Clearing your way from a horde of enemies.
We shred, cut, chop, stab and generally behave boorishly. Then we go down into the caves,
and here the spiders are huge! And there are as many as eight eyes. After completing the ritual we return
back to camp. Then we complete a couple more additional quests and we have almost collected
the required amount.

Expedition

To begin with, we jog to the Upper City, after which we go to the merchants' guild.
If you get lost, a map will help you. We find Bartrand and talk to him. He offers
We need to finish our business in Kirkwall, otherwise the expedition will drag on for a long time. In order to go
on an expedition, you will have to complete a number of simple tasks on their “rumors” list. Then
We set off and upon arrival we notice that the passage is blocked. We communicate with the gnome Bodan. He
will ask you to find the boy. Along the way you will come across garlocks.

First of all, we save Sandal. He will go to the camp, and we will go look for a workaround.
Next will be an ogre, and after him a huge dragon. Killing him won't be easy. Killing the dragon
which was just blocking the bypass path and we go back, where we chat with Bartrand.
Then we continue our way. Along the way you will meet stone golems, ghosts and other
undead. Then we wander around the new location. Bartrand, brute, ah, ban us. Now on us
savages attack. Then we will meet a talkative golem. In conversation with him we use help
Bethany. The golem promises to help us if we kill a certain creature. This creature turns out to be
stone spirit. Attack him, and the moment he moves to the center, hide behind
column, otherwise he will kill. Then we go out, attack the gang of his friends and send him to his friends -
back home.

Then a golem comes and convinces not to touch the treasure. It's better to disagree with him
and kill him. We empty the chests. Bethany, if infected, will ask to kill her... Nothing
you can do it. Then we communicate with Dumar. We leave the fortress and Bodan comes across us,
who will say that they are waiting for us at home. Homecoming…

Prime suspect

You need to go to the Casemates. Find Emerik in the square and talk to him. Then
We activate the night and go to the estate of Gascard Dupri. You can find it in the Upper Town.
There will be a demon inside, be careful. Gaskar will ask you to help him and we readily agree. Again
we go to see Emerik in the square, but he won’t be there. We activate the night and go to a small
an alley that is located near, ahem, Cloaca. Emerick is dead. Destroying ghosts.

Explosive service

We find the port and talk to Arishok. He will give us a task and send us in search of Javaris
(Hello, Star Wars?). In Cloaca we will find a lady pushing his goods. There will be tunnels around the corner,
which need to be penetrated. There will be a bunch of thugs inside. We go outside, where everyone is also
we hang out and have a nice conversation with Javaris. It's better to let him go. Let's go to the Lower City,
where there was a leak of vapors, which are very poisonous and dangerous. It is necessary, having come to Nizhny
city, kill the enemies and close the barrels, use the keys. Next, we kill the elf, after which everything
we tell Arishok and report to the governor.

Find and lose again

We go to the governor’s fortress, where we talk in Branom. We wait for the night and go to
Hangman. Find Orvald, find out the truth from him, and then kill him and his friends at the same time
shred it. Let's go to the church. We should meet Petris. She will ask us to go with her and invite
to the meeting. It turns out that Vernell was the Qunari kidnapper. He is the one behind everything
this. We kill him. Next, we burn the corpses of the Qunari.

All that's left

Our mother is missing! We activate the night and go out onto the streets of Night City. Let's find a tramp
who will tell everything for silver. We find bloody footprints and follow them. We reach the hatch
then we go down to the basement and continue the path forward. We kill enemies. In the end we
I'll have to kill Quentin.

Following Kun

A letter will come from Dumar, which must be read at the estate. Then we follow him and communicate
with him. He will ask you to find and return his son. We go to the Qunari camp, where we communicate with Arishok.
Seamus (son) is in the church. We need to get there under cover of darkness. Unfortunately he
dead. Then we kill the madmen, and then we tell the whole truth to the Lady.