Dragon age 2 walkthrough side quests. Friend in the City Watch

So you've installed the game dragon age 2, launched it, watched the introductory video and are ready to start the passage of Dragon Age 2... First you have to watch the video, in which it will become known that all the events of the game have already taken place. And you just have to tell how they happened. And your friend the dwarf, whom you will meet later, will lead the story. So, for starters, you will not be able to choose the appearance or skills of the character - only choose the class and gender. For passing Dragon Age 2 available mage, rogue and warrior of both sexes. Well, I prefer a rogue... Once the choice is made, you will be thrown into the thick of battle along with your fighting friend. Or a friend. It really depends on the class and gender that you choose. Having killed the first gang, you will be given the opportunity to either fight again, or let your companion finish everything for you. I decided to fight a little more and improve my control skills in the game. It is not quite familiar, but you can see more about this in the review. Therefore, it would be better for you to get used to the controls a bit, while there is such a fearless opportunity - this will come in handy in the passage of Dragon Age 2.

When the change is finished, the mini-boss, Ogre, will come to you. Killing him for a long time, but now it is not difficult. Just learn all your skills and use them in battle correctly and in turn. Either way, you will be cured. Therefore, do not be afraid, but simply learn to play ... And now the Ogre is finished. Your companion will tell you that the creatures of darkness never end. But the dragon will scare them away... This will end the prologue of the passage of Dragon Age 2. You will again witness the communication between the dwarf Varrik and Inquisitor Cassandra. And you will hear a very promising phrase from Varrik - "Then you will have to listen to everything from the very beginning." Now you need to choose the appearance of your future hero. You can play around and experiment with the settings by creating a complete copy of yourself - I personally prefer to feel like a direct participant in the passage. In the game version, of course. Created? Then start the passage of Dragon Age 2. And you will have to start with an escape from the creatures of darkness. You, the glorified warrior, are running away?! But when your mother stumbles, it will be impossible to run further. And you will automatically protect her by killing the spawns. Talk to her respectfully... During the conversation, a decision will be made to run away. And you will act as a guide. And who else? Move forward, there is only one road. Just don't forget to press Tab periodically to highlight available items. And on the very first clearing you will have to fight. Elementary, I must say. Pick up loot from the darkspawn and just from the corpses and move on through the passage of Dragon Age 2.

As soon as you leave the clearing, you will immediately have to talk with your family about where you will be going. And almost unanimously it will be decided to go to Kirkwall. Kill the next batch of Harlocks and go save the two spouses. Now decide what to do with these two - either try to make friends, or simply enter into a forced alliance. In any case, ask them in detail about everything - the information does not hurt. Remember this principle for the entire passage of Dragon Age 2. As a result, you have one person burden and one warrior in the group. And great, no problem. So you have to go, constantly reflecting the attacks of the creatures of darkness. Until you reach another clearing. Be sure to open the chest and search all the corpses after the death of all opponents. Now you can go to the next clearing, where you will meet with the ogre.

It is this creature that will kill your beloved brother. True, this will happen in the video, and you will not be able to help him. By the way, if you choose the passage of Dragon Age 2 for the magician, then the ogre will kill your sister. Therefore, it remains only to finish off the ogre and the creatures of darkness and console the mother. The rescued templar leads his soul to another world. True, because of the prayers, you will still have to fight ... Until the very dragon that you saw in the introductory video appears. The dragon will kill all the creatures of darkness and turn out to be ... a woman! Yes, and familiar to us from the first part of the game. Flemeth. It's good that I killed her in the first part. As she was a bitch, she remained. But she offers help ... Why not accept her, after first asking Flemeth about everything possible? There is only one But. The templar will be infected with filth and will soon turn into a creature of Darkness. In any case, it is better to finish him off. Do it yourself without touching the girl... Now you will be taken to the city, from which you will get to Kirkwall by ship and begin the main part of the passage of Dragon Age 2.

Kirkwall

So, you sailed after two weeks of sitting in a dark hold. Wild storms prevented you from reaching your goal, but you managed. And, approaching the gates of the city, you will find out that no one is allowed into the city. But mother will say that it is very necessary to find your relatives in the person of Hamelin Amell, because your family has always enjoyed great respect in the city. Go to the crowd and start a dialogue with the guard Wright, who is standing without a helmet - he will tell you a lot of interesting things. Among other things, that Knight Commander Meredith has great power in the city. And it is she who does not allow sending all the refugees far away. Suddenly someone will have a serious business in the city. We will be directed to Captain Ewald in the courtyard. True, they will do it very incorrectly. Oh, if it were my will, I would have killed this arrogant puppy! But there is no such possibility in the passage of Dragon Age 2, unfortunately. So just go through the gate...

Near the quest marker you can find a merchant. Talk to him - and you will see a heartbreaking scene of how he robs refugees. Unfortunately, it is not now in our power to teach him a lesson. It's time to go to Captain Ewald on the mark on the map. There you will witness an armed attack by people who want to go through security. Yes, the passage of Dragon Age 2 is brutal. True, it will be, if the dialogue is built correctly. Just find out how much the passage costs... And there will be a massacre. Kill all the enemies, which will be envious. And thanks to this, Captain Ewald will find your uncle and send him to you. How nice... Unfortunately, he won't be able to take us into the city. But he got us some work. We should be allowed into the city, but for this we will have to work for a year. Great suggestion from a loving uncle! You have a choice - go to work for smugglers or mercenaries. First, go to Miiran and take the task from him to destroy Friedrich. Well, that arrogant bastard must die! Head to the bottom left corner of the map and kill him. Just be careful - the guards, although weak, can cause a lot of inconvenience due to their number. It's time to go now to turn in the assignment to our employer Miiran. He will rejoice for you and say that you have been accepted into the Brotherhood of the Bloody Blades. Wonderful. The passage of Dragon Age 2 has entered a new phase. Now you should talk to your uncle and enter the city.

A year has passed...

You will not be taken on an expedition. Bad, but not fatal. You will pass through the city and some boy will steal your wallet. And Varrick, already familiar to us, will stop him and return our money. Great, thanks to him. This is how we will get to know him in the passage of Dragon Age 2. And he will say that he needs us for the expedition, even if his brother does not understand this. And Varrik will offer us to invest 50 gold in the expedition. Wonderful. But we don't have that kind of money yet... In general, the money will have to be earned somewhere. Agree to his offer - this is your chance to break out into people. Now it's time to explore the city. In the upper right corner of the map is a gnome merchant who will constantly accompany your expedition. But back to assignments. Go to Aveline marked on the map to complete the "Guardian's Friend" quest. She will tell you that, according to her feelings, she crossed the road for someone. And he will offer us a worthwhile case - to deal with the robbers who decided to steal something. Well, now any work will come in handy for us - the passage of Dragon Age 2 forces us to earn money. Get down to business, after asking her about everything. She will join you, but for now, you can wait with the task...

Mark the task "A new home?", exit the building and go to lower town. Immediately go down the stairs and take the task from Lady Eleganta. Or rather, not really a task. She will offer to create different potions from unusual reagents. Well, let's remember this... Then search the city, picking up interesting cobblestones and picking flowers. Do not rush to run to your uncle - explore the Lower City first. The plot of Dragon Age 2 is such that throughout the passage we will need a lot of money. Well, when you are done with this, you can safely enter Gamelin's house on the assignment "A new house?". This is the place that will become your home. Here letters will appear on the table - quite useful feature, considering how sometimes there are not enough good assignments. Read the letter from Miiran - he will say that sometimes he will give you tasks. Well, very handy. Then go to your mother and ask her about the strange will. And ask your uncle to show the will. Only there is one problem - the will remained in the last estate, and the estate has already been squandered. Now talk to your sister about the will - you will learn a lot of new things... Including about the key, which should come to the back door of the estate. Well, let's keep in mind...

Or do we do it right away? Better so - let the passage of Dragon Age 2 develop in the way we need. Leave the house and go to the Cloaca, where we will complete the task "Family Matters". As always, let's explore the location first. For example, next to the slave trader Danzik lie the remains of a nun, which can be returned for a reward. And someone Tomwise can also prepare poisons for us. And share your signature recipe. When you finish exploring - go to the entrance to the Amell estate on the quest "Family Matters". Move forward, picking up valuables and reading the pages of the Codex. On the first platform you will meet three guards. Kill them - there is nothing to stand on ceremony. There are two exits from this room, and we'll head north first. Here, and everywhere else, the passage of Dragon Age 2 makes us competently lay routes. After turning, you will find yourself in another room, where 4 guards are waiting for you. Kill them, go down to the room below and pick up everything from the chests, including the portrait of your mother. Have you collected everything? We move on. You will end up in the same room where you would have entered if you had gone west at the first fork.

Kill the guards there - in the passage of Dragon Age 2 it is not difficult, search the chests and bags. In general, as always. Here you will meet the first enemy mage in your life. He should be beaten when the shield fell from him - at other times, damage does not pass through him at all. Therefore, while he is sitting in the shield, just finish off his comrades. Going further, you turn immediately to the left, you will find yourself in a room with a chest. It is there that the will lies, a decent amount of money and a couple of interesting things. Now the time has come to take the will to Gamelin in order to demand an answer for his actions. It turns out that the estate was left to us, and not to this scoundrel! Yes, mother needs to regain influence in the city. But this is all a matter of gain. In the meantime, talk to your sister. And as friendly as possible - a good attitude towards you will not hurt. And in general, do not spoil the relationship in the passage of Dragon Age 2.

Now leave the house and go to the Upper City to give the remains of the nun on the assignment "The remains of Sister Plint". To do this, mark the task on the map and go to the Church. To the left of the main staircase, talk to Judge Vanard and take the Judge's Orders quest from him. Now it's time to climb the main stairs to the church. To the north, go up the stairs of the church and pick up the Golden Fool's Locks. This will add us a task - the main pastime in the passage of Dragon Age 2. And then go south and turn in the task. Passed? Excellent.

It's time to complete Judge Vanard's "Judge's Orders" quest. Make it active and exit the church building. Travel to the Abandoned Ruins. Walk forward a little and talk to guard Nabil. And during the conversation, an elf will approach you, who will respond very impartially about the order to take the refugee alive. And he will tell that this bastard killed elven children. And I decided that he has no place among the living, because the passage of Dragon Age 2 requires you to make your choice. After talking with the guard, it's time to go to the Collapsed Passage, which is in the southwest of the location. Come in there.

First, head east. There you will encounter pirates who are easy to kill. Pick up trophies and move back to go north. There are a lot of spiders waiting for you in the hall, so be careful. In addition to everything else, there are venom-spitting spiders that are best killed first. There is no road to the west, the door is blocked, so we go north again. By the way, there are a lot of littered passages in the passage of Dragon Age 2, so do not despair - this is the idea of ​​​​the developers. The corridor will turn east, and you will find yourself at a fork. Go first further along the course to the west in order to explore the room. Picked up everything from the chest? Go back and go down into the round hall to the south. Carefully! Here you will find a serious fight! There is a magician, and strong skeletons, and spiders ... And all this at once. Therefore, keep in mind that your actions should be planned. Now go further south and turn east. There you will meet Leah, who, according to the elf, was allegedly killed. But not everything in the passage of Dragon Age 2 can be trusted. She will tell you that Kelder, the same killer, is allegedly controlled by demons. Have you talked? Then we move on... Go through two more turns and get into the last room. Such a surprise. It turns out that Kelder is the judge's son. Great, that's what I suspected. Talk to him and find out that he turned to the Circle of Magicians, and there he was told that there were no demons. And he just went crazy. I decided it was easier to kill him. Yes, I already promised. Therefore, let him rest in peace - the passage of Dragon Age 2 will rest in peace to him.

Exit the ruins and talk to the elf who asked to kill Kelder. You will receive one gold reward and head to Kirkwall's High Town. And the judge did not understand that I saved his son and swore revenge on me. Well, his right. Now I decided to go on the Golden Fool's Locks quest to get rid of the side quests. According to the mark on the map, go to the radical elf and hand over the book to him. Get 50 silver for this and the task will be completed. In the plot of Dragon Age 2, the developers have invested a lot of these findings.

It's time for the Dragon Age 2 quest "The way it should" that Aveline gave us. Mark it on the map and exit the location. Go to the place of the alleged ambush and move forward along the location. At the fork where there will be opponents, go first to the south. This path will bend sharply, heading north. It is in the place of the bend that the opponents will sit. Then go to the crossroads, go north, scout a dead end there and, returning to the crossroads, go west. There will be the last ambush, after which you will be credited with the next stage of the task. Leave the location and go to the Viceroy's Fortress. Only the captain will yell at Aveline and drive her out of the office. Talk to her and calm her down. And then try to find out who Aveline stepped on the tail - after all, in Dragon Age 2, nothing happens for nothing. Go right there to look at the schedule, which hangs right there. A friend will come up to Aveline and say that we saved her, since she was sent to that ambush on a solitary patrol. Here is such a situation. And this friend had another task - to deliver a bag with orders to distant outposts. True, the bag this time was heavier than usual. Maybe there is a connection? Yes, and Donnik, to whom this bag was handed over, may also be in danger. This definitely needs to be controlled. And in general, in the passage of Dragon Age 2, you need to keep everything under control.

We leave at night for the Lower City. There you need to talk with Aveline and go according to the mark on the map. First you have to fight with the robbers from the Needles, but this will not be a problem. Killed? Again we move along the mark. There you will help Donnik fight back and look through the bag he was supposed to deliver. There will be the seal of the governor! This is a fairy tale, excellent prey for robbers. It's good that we saved her. But Jiven, the head of the guard, must be punished for such an act! We leave the location and go to the governor's fortress in the afternoon. Gotta keep it with him a good relationship, because in the second part of the passage of Dragon Age 2 it will be very useful to us. As soon as you approach the corridor, a cutscene will start showing Jiven being arrested and sent to prison. And Aveline has been appointed as the new head of the Kirkwall guards. Rather, it will be appointed in a couple of months, when it will pass the necessary training and finish all its business. So while she is in our squad. Exit the office and witness a funny scene between Varric and Aveline. Varric wants to take over the Hangman Bar, and Aveline refuses to help him. The passage of Dragon Age 2 is developing merrily, however.

But let's go home, there should already be a letter. There are already two tasks hanging there: "Bone Pit" and "Unfinished Business". To get started, go to the Lower City at night on the quest "Unfinished Business". Have you come? Then find Miiran there by marking on the map. He will offer to kill Lord Harimann for money. Why not? We need to earn money for the passage of Dragon Age 2. Go to the port during the day, this is where you need to go on the instructions of Miiran. Explore this location before starting the task - you need to navigate the terrain. After that, go to the port marked on the map. The fight will start right there. And it will be hot - the captain of the guard is quite strong. Yes, and the archers will catch up. Therefore, it is better to immediately demolish a trifle, and then take on the captain. After their death, you will talk to the wounded, and Lord Harimann will approach you. Ask him why they want to kill him - it turns out that he sent money to help our homeland, Denerim. Will you kill him for this? I didn't kill. In response, he promised me that he would deal with the employers and make sure that they did not take revenge on me. Go back to Miiran in the lower city at night and turn in the quest to him. He will be angry, of course, but your people are above all in the passage of Dragon Age 2.

Now let's get down to the task "Bone Pit". Go to the upper city in the afternoon and find Hubert there. This is easy to do, using the mark on the map. By the way, these notes in Dragon Age 2 make the passage easy to disgrace. Talk to him, ask all the information and get to work. Now it's time to leave the location and go to that very bone pit that is talked about so much... There is only one road, at least until the first mark on the map. Just do not go there right away - first go over the location. You will not find anything particularly valuable there, but you can profit a little. When you're done exploring, head down to the Bone Pit Mines. Here you will immediately meet dragons, which will need to be killed. Beware, among them there is an adult dragon, which is somewhat more difficult to kill than the others. But still possible. Go south, there is only one way.

It’s true that you’ll have to run around and fight notably, but there are no forks there. And almost at the very end you will meet a fleeing man. Ask him about everything and let him go in peace. Just don't forget that he will tell you about the huge dragon ahead. Go to the edge of the bone pit, having previously searched two more dead ends. And on the edge of the location you will see an adult dragon. Okay, you have to kill him! It is difficult to do this and it is better to send a tank ahead. And in general, in the passage of Dragon Age 2, it is better to drive tanks into the crowd. If there is none, just constantly switch between characters and use all their skills. When the dragon is defeated - search it, the cobblestones are nearby and return to the Upper City in the afternoon. Agree to Hubert's proposal to divide the income from the mine in half and go to the lower city to the workers. Convince them to return to work in the mines and the mission "The Bone Pit" will be completed. That's wonderful! The passage of Dragon Age 2 goes on as usual.

Go to the port and turn in the remains that you picked up in the mines. 50 silver will not be superfluous. Then move to the Steward's Keep on the quest "The Head of the Sword of Eustis". There, get the gold and complete this task. Well, let's go to the main quest, shall we? We must continue the passage of Dragon Age 2. Then make the task "Business Conversation" active and go to the lower city, where you need to go to the Hangman tavern. Here you have to talk to Varric. He will tell you what he has learned about the Gray Warden in the city. Say, only he will help find a passage to the Deep Roads. It is strange that the gnomes did not prepare their way down in advance ...

It turns out that a certain Liren from the lower city communicated with the guard. You need to talk to her in order to continue the task. Now make active the task "Pacify" and go to the Lower City, where you need to find Liren the merchant. The entrance to it is marked on the map - therefore, do not delay the passage of Dragon Age 2. Enter the building and talk to her. Just look at the goods first - something you might like. True, for some reason she is not eager to give us the opportunity to meet with the Gray Warden, because she fears for his life. It turns out that he is a magician, and he can be taken away by the templars. Although convincing her to tell us where he lives is still easy. This place is located in the Cloaca. Again we climb the sewers ... but nothing can be done - the passage of Dragon Age 2 throws us into different places. Leave the house and go to the Underbelly on the task "Pacify". But as soon as you leave the hospital, an armed man will approach you, who does not want us to get to the Guardian. Tell Bethany to explain everything and you won't have any problems. Now exactly in the Cloaca... When you enter the door of the hospital, you will see how the Guardian heals the patient. But it was painfully sharp he reacted to our appearance. We don't want to hurt him, do we? Ask him about everything. It turns out that he will ask a favor for a favor. Namely, to help him lead his magician friend past the templars so that they are not grabbed. Yes, and we need a magician in the passage of Dragon Age 2.

After the conversation, it will become clear that you need to come to the Church in the Upper City at night. Well, let's go there. Climb the stairs to the church and talk to Anders. You have to stand on the nix while Anders will talk to Karl and make sure that the Templars do not get to them. Go north, go up the stairs and talk to Carl. Only Carl had already had his brain cleared, and he brought the Templars with him! It's time to fight back! It will not be difficult to kill them if you do not immediately rush at the Lieutenant. It is better to break a trifle around and then take on the main one. And after the victory, you will have a conversation ... During which, unfortunately, Karl will die. It's a pity, it would be a good companion. Then you will be at Anders' house and talk to him. He has a demon in his head that was once Justice. But what happened to him, you can find out by asking Anders for more details. As a result, he will join your expedition - a useful acquisition in the passage of Dragon Age 2.

Now activate the side quest "Shawl of the Dale Daughter" and go to the Upper City during the day. Here, talk to Masha near the entrance to the church - there will be a new task. It turns out that her brother was taken to the Templars and he disappeared. Ask more about Meredith and the rumors, and then agree to help. This will close one rumor - "Enemies Among Us" and get a task with the same name. And for now, go do the quest about Shali. Everything is marked on the map, so getting the right 50 silver is not a problem in passing Dragon Age 2. Now go to the Casemates on the task "Enemies Among Us". Immediately to the left of the entrance stands Templar Hugh. He decides to ignore the order not to communicate with anyone and look for help on the side. I think it's clear who he means. Ask around and agree to help. First, we need to catch up with Wilmond, who seems to have returned from the initiation. Great, run to Camp Wilmond. It is marked on the map and it is not difficult to find it. It’s worth going to the left first, and not where we need to go on the quest, because intelligence will not hurt. When you collect everything lying around - follow the mark on the map and become a witness to the beating of Wilmond. He must be protected! Only he doesn’t hurt and needs protection! As soon as you start talking to his companion, he will turn into a demon and call himself a bunch of assistants. Kill them immediately. It's not hard to do, it just takes a long time. Then talk to the remaining templar and it turns out that Wilmond was possessed. As a result, we will be hired for further investigation. Well, collect the trophies and get out of there. The passage of the game Dragon Age 2 takes us further.

And we will head to the Upper City at night. We're interested in the Blooming Rose brothel on the quest Enemies Among Us. Well, go inside and explore the brothel. For example, in the northeast room, I found a stone toe. Another task has been added, which will be completed later. So only after the study go to the woman we need. Viveka stands in the central room. As you will learn, both friends went to the same woman, Iduna the Curiosity of the East. This name alarms me in the passage of Dragon Age 2. Finish the conversation and go to her. True, she will try to charm you and she will have to be killed. Well, what an annoyance? Then read the documents from the table and go to the Cloaca. Enter the Vault marked on the map. However, they have a great shelter! To start, go north, scouting a dead-end room in the west. Just be careful! As soon as you enter, a crowd of enemies will attack you. There are a lot of them, so be careful.

There is only one path, albeit a winding one. Be careful, there are quite a few enemies. At the very end, near the mark, you will start a dialogue with blood mages. Unfortunately, it is impossible to agree and they will have to be killed. Well, yes, this is not a problem - in Dragon Age 2, the passage gives us the opportunity to get dry from any alteration. Collect all trophies and talk to Keran. Better to let him go and not say a word to the Templars. Therefore, go to the Casemates and complete the Enemies Among Us task. Tell Keran that he is not possessed and you will receive 4 gold as a reward. Wonderful. And the quest "Enemies Among Us" is now over. Next, mark the side quest "Grimoire of the Apprentice" and go to the Lower City in the afternoon. You can also take the Finger of the Perfect there. All this is for rent on the market and you can easily find the two right people. Wonderful. Now go to Hangman and talk to Varric. Or rather, first watch the video and go chat with Isabella - here is another companion in our passage of Dragon Age 2. She scattered her opponents so wonderfully that she deserves to be in our team. If, of course, he wants to. First, talk to her and agree to cover her rear during the duel. You will receive the quest "Mad Men Don't Detour". Wonderful. But now talk to Varric on the "Questions and Answers" quest. Ask him about everything in the world, find out more about him. This will increase your attitude towards yourself and complete the task.

Now it's time to go to the Upper City at night to help Isabella. Have you forgotten about the task "Mad Men Don't Go Around"? Then let's go. As soon as you arrive at the place and talk to her, you will be attacked. Help the girl! When everyone is killed, pick up a letter from which it turns out that the caller himself is hiding in the church. That's where we run! Before the church, you will be attacked again, however, in the passage of Dragon Age 2 this happens often. Kill everyone and go inside. There you will have to fight again. Kill the main one - small characters will stop climbing. After that, ask Isabella about the relic that needs to be returned to Castillon. In general, now you have another good companion. Travel to Hangman and speak with Isabella on the quest Understanding Isabella. She will offer you a job with the help of a friend. Well, well, agree and go to the back room on a new assignment. Ask him about everything and agree. You will update the task "What fell from the cart?". We need to go to the Port to complete the task in Dragon Age 2. And during the day. Have you come? Then move to the mark on the map and talk to the Port Worker. True, they will not tell us anything, they will only send us to the port inspector. Well, let's go there.

By marking on the map you will find Liam, the head of the port. True, he will give us his assistant and he will leave. And that damn assistant will refuse to speak without pay. Okay, pay him the money and go to the new mark. There will be guards that you can kill and get into the warehouse. Although there is another way in the passage of Dragon Age 2, but this one is the most successful. Well, after you got inside, all that remains is to search the entire warehouse. There is something to profit from, who to kill and where to complete the quest. The cargo we need is at the very end of the building, but there is only one way there. When the cargo falls into your hands - go back. There will be another ambush waiting for you, but these are already trifles. Head back to Hangman and turn in the quest. The reward is 2 gold and Isabella's respect, which is very useful, because she is the best candidate for a mistress during the entire passage of Dragon Age 2.

It's time to talk to another of our companions - Anders. He lives, as you know, in the Cloaca. We will go there on the assignment "Talk to Anders". Just chat with him there. Just keep in mind - you can develop a love affair with him, so choose your lines carefully. Especially if you're playing as a man.

Go home and get another letter from Miiran. Well, the task is good, in the passage of Dragon Age 2 it will not be superfluous. Go to the Lower City at night on the Free Cheese quest. There you need to get to the market where the dwarf Anso lives. Take his job and agree to return the goods. To do this, you will have to go to Elfinage and ... Return the goods. At any price. Since this is an area in the Lower City, you don't have to go anywhere - just follow the mark on the map and enter the abandoned house. But that's the trouble - the chest at the end of the house is empty! We return to Anso for a report ... True, an ambush will await you when you leave the house, but this is not the essence of it. When you kill them, a self-confident fool will come out to you and try to threaten. Only a newly appeared elf will kill him, with whom you need to talk. It turns out that our whole enterprise was just a distraction. Well, since they helped the elf, then not to resurrect the dead. Agree to help him intercept his master, since you got involved in this matter, and an excellent warrior in the passage of Dragon Age 2 will not be superfluous. Run at night near Miiran's habitat and you will have to kill him. Well, a dog - a dog's death! Then run at night to the Upper City for the same task "Free Cheese". Now run along the mark on the map. There you will meet Fenris, the same elf. With him and have to go through the mansion.

Keep in mind, the house is very winding, so it's better to explore everything in your path, killing all the enemies and collecting all the trophies. And in the first room, an ambush awaits you. First 8 small demons, then 4 stronger ones. Kill and move on. You need to explore the entire mansion. In the Northeast room, you will kill the Demon of Wrath (that still creature in the passage of Dragon Age 2) and pick up the key from it. That was what we were missing. As soon as you open the locked door on the stairs, opponents will appear behind you. True, after their death it turns out that the owner made his legs ... Therefore, pick up all the valuables and get out of there. Talk to your elf and take him to your team. A very useful warrior. Then complete the task "Fenris is accepted into the squad." Just chat with him. True, be careful - you can also have an affair with him! After the chatter, the task is completed and you can move on through the passage of Dragon Age 2.

So it's time to complete the "Long Way Home" quest. Leave the city and travel to the Broken Mountain. Move forward while killing spiders. Just be careful - there are enough strong spiders. So you will reach the Dalish elves - the very ones you need to contact. Ask him about everything and tell him that you don't want trouble. You will be led to Meretari. Have a heart to heart chat with her. As you might have guessed, you have a new task. You have to go to the top of the mountain to perform the ritual there. Well, what a wildness, they are civilized lu ... elves. And settle for a companion. Before you go to the elf on the path, examine another branch of the path. Examined? Then it's time for the elf. She talks a lot. I don't like it anymore... Although this is another companion in the passage of Dragon Age 2. And immediately you will have to fight with corpses. Well, it's simple. Move on, there's only one way. True, a collapse will block your path, so you have to go through the cave

Oh, this is not good ... Well, okay, dive into the cave. And in the first room, spiders are waiting for us. Go further, not forgetting to examine the spur in the west of the hall. There is a pile of cobblestones with a couple of trophies. When you look around - move further, to the southeast. There you will find another pack of spiders and exit to the old cemetery. Just go upstairs first, kill the Shadow Warrior and search the chest - great trophies. After that, you can exit. The graveyard encloses a barrier that the elf will destroy with the help of blood magic. Original plot twist of Dragon Age 2, right? Then make your way forward and use the altar. That's the meeting! Flemeth came here as well. However, she will go her own way, rewarding us. Now go back. For now, you can not walk along the remaining road - there is nothing interesting there. Actually, this is where our task ends. You will watch a video about coming to Elfinage... Finish and immediately talk to Arianni, having received another task. Then enter Merrill's shack and talk to her about completing one more fad in Dragon Age 2.

Enter the Casemates and give the Occupied Kirkwall Map to the Archivist there. The side quest will be completed and you will receive 50 silver. Talk to Solvitus and get the Herbalist's quest from him. Great, something to collect. I already had Dragonfang and Spider Gland. Therefore, it remains only to find the Iron Bark. Now return to the center and talk to Trask for the Prodigal Son quest. We'll be diverted again... this time to the Lower City at night. Put a mark on the map and head there. Approach Samson and ask about the boy Feinriel. Again, run away to another location. This time - to the port. The mark will lead us to the piers, to the house. Enter there and you will open a real labyrinth. Although this will not interfere with our passage of Dragon Age 2. When you reach the marked point, rummaging through all the corners, you will see how the woman becomes a demon. Fight again... After the death of everyone, you will get a good dagger and two documents - a letter from Trask's daughter and the location of the lair. It's in the cloaca. First, go to the Casemates and give Trask a letter from his daughter. Then - to the Cloaca. There, make the slave trader speak and kill him - it's too much profit from his corpse, which will not be superfluous in any way in the passage of Dragon Age 2.

Leave the location and go to the Ragged Shore on the "Prodigal Son" quest. True, along the way you will meet a gnome who is attacked by spiders. Rescue him and he will ask for help in subduing the Qunari. Why not? Assignments are always helpful. Explore the area and exit from there. Continue on to the Ragged Shore, especially since we have added another task in the passage of Dragon Age 2. Go straight to the west first, exploring the path to the north along the way. You will go to a dead end, but there will be a camp where you can profit. Then go down to the south and, having reached the fork, go east for the task. I decided to let the werewolf go. Then get to the place where you started your journey through this location and go back to the fork. From there, south. Enter the Slaver's Cave and go first to the south, to the spur of the cave, and then to the east. It will be great to run around, but there is only one way. The main thing - do not forget to pick up trophies. When you get to the main cave, the boy will be threatened with death if we get close. Say that you do not need to get close and then you will be able to immediately finish him off without wasting strength on him in battle. And in the end, the fight will be much easier. Try to help the boy, because your sister could have been in his place, and the choice in the passage of Dragon Age 2 is very difficult...

In any case, it's time to leave the cave and go south in order to scout the territory, profit from something tasty and get some experience. After that, return to the desired fork and move west. The path will bend and the path will lead to the north, where you will meet with Tal-Vasgoth, who planned to betray his own. Great, let's use this. Too bad I can't get him to join now. But it doesn't matter, move further north, simultaneously opening chests and killing opponents. Your goal is a cave. Side, of course, because the main one is the passage of Dragon Age 2. Enter there and go down to the south. When you come to the fork, you will have three moves. Two tops will lead to a dead end, so we will explore them in the hope of prey. In the uppermost teig we will find an excellent belt. So do not neglect the search. Then again south. There we will kill all the Tal-Vagoths and you can go out, going down again to the south. Don't forget to collect trophies!

Since we haven’t returned to the city yet, we’ll go to the Broken Mountain on the assignment “The Herbalist’s Quest”. Approach the local blacksmith and ask him about the iron bark. He will tell you where to find it. Well, thanks to him. Leave the location and go to the edge with iron trees. You need to kill all the creatures of darkness in the location in order for the iron bark to become available. As soon as everything is done, a mark will appear on your map, where the desired iron bark will lie. A useful ingredient in the passage of Dragon Age 2. Now you can safely leave the location and head to the Underbelly at night on the "Special Red Flower" quest. Turn it in and get your legitimate 50 silver. Now we're leaving the area again...

You need to complete the Herbalist's Quest. To do this, we will go to the casemates during the day and give Solvitus the last ingredient. For this, we will get another 3 gold. Good run, though! Now it's time for 2 more side missions in the Upper City: The Seal of the House of Telvane and A Treatise on Castes and Housekeeping. Immediately on the market square, take two tasks. One of them can be started right away - just climb the stairs and talk to a man - this is how the passage of Dragon Age 2 unfolds so easily. Ninnet has disappeared and her relatives begin to worry. This bastard doesn't care! As long as they don't blame him. Well, agree to find a wife. We will be sent to the Blooming Rose and go to Jitann, which is marked on the map. Ask him about everything and go to the Cloaca. The place where you need to go is marked on the map. Go down the hatch and you will see Emeric, who is waiting for someone. After rescuing him from the bandits, he will hand over the cases to you and you will have to go to the Lower City at night. Climb up the stairs to the Dark Foundry Door. The room is small, so explore it and follow the mark as a last resort. There you will find a bag with a ring, a severed brush and something else. Take it all to Emeric in the Casemates. This will end the task in this part of the passage of Dragon Age 2, you will receive a reward and no satisfaction.

Now we will go to the Lower City in the afternoon to finally turn in the quest "Prodigal Son". This is done in Elfinage, if anyone has forgotten. Get a ring as a reward. Now go visit Merrill for the quest "What a lovely atrocity you have here." After the next chatter, you will be credited with the task and you can move on. Well, shall we complete the task "Powder Hopes"? Then we are in the port. There, go to the Qunari region and turn in the quest 3 gold rewards and you can leave. Let's take on the task "Unsolicited Salvation". But first let's go home to get the mail. Have taken? Then go to the Viceroy's Office and you will witness a scene between a woman and the Viceroy's secretary. Listen to their argument, and then take on the questions yourself. Now our path lies on the Ragged Shore for the poor boy, in order to be ahead of the competitors in the passage of Dragon Age 2. We need to go to the very south. We've been there before, remember? When you get there, you will witness an interesting scene, after which you will have to kill competitors. Well, experience will not hurt ... But you will have to fight off two more waves of attack. Well, all is well. Take the boy to the governor, talk to him and you can consider the task completed.

Make active the task "Act of Mercy" and leave the city according to the mark in the Approaches to the Ragged Shore location. Ba! Old acquaintances! Baby dragons are waiting for us! At the crossroads, go first to the north, then to the east. The road will turn south and lead you to Trask, an old acquaintance from the last passage of Dragon Age 2. Agree to help him persuade the renegade mages to retreat before the templars arrive here. Again, there is only one way - to the south. Wonderful. Just explore everything along the way. Along the way, you will meet a magician who will tell you about Decimus, who wants to use blood magic. Well, he'll have to stop him. Moreover, he will attack himself and simply leave us no choice. Well, nothing, chat with his girlfriend and agree to help her. True, I did not agree to kill Thrax. There is no point in shedding blood just like that. When I came to him, I found that the templars had already approached. During the conversation, they had to be killed ... It's a pity, I expected to make friends with the templars, but Dragon game Age 2 turned the passage in a completely different way. But trophies are a useful thing. Therefore, collect them and you can leave from there, because the task has already been completed.

Go home and read another letter. It's addressed to Bethany, your sister. But the letter does not start the quest, so it's time to follow the rumor "Wolves in sheep's clothing". To do this, go to the Lower City at night. There, follow the mark on the map and you will see Sister Petris, whom one scoundrel suggested to go into the alley in order to assess the quality of her money. Interesting, however! We need to help her... Go left and kill all the enemies. Naturally, she will invite us to her hideout to discuss the details of the hiring. You agree to earn some money in the passage of Dragon Age 2? Enter Petris' Refuge, question her about everything, and recruit a new companion to your team. Then go to the far corner of the building and go down to the Slums in the catacombs. There is only one way, but there are just a huge number of spiders. And in the last room you are waiting for thugs who want to rob you. I didn't even try to let them go - I immediately cut them out. And right behind them is your freedom. There you will have a conversation with the Tal-Vasgots, who want to take our companion. I decided that I would not give him to his relatives, since they would deprive him of free will, and in the passage of Dragon Age 2, everyone is free to choose their own life. As a result, he will not want to live, because Kun is expressed directly. Therefore, you will receive a reward from him and a charred corpse. Leave the location and go to the Lower City at night. After talking with your employer, it will become known that you were a pawn in her game. And you won't be able to kill her, no matter how hard you dare. At least for now...

Well, now it's time to go on an expedition - the decisive moment of this part of the passage of Dragon Age 2. But first, sell out completely so that there is enough space. Just go home before you go. That's the news! Another letter! Well, let's do this task before the expedition. To do this, go to the lower city at night. A certain Douglas offers us the following - you take his money, go to the deep paths and bring him double the amount. Considering that I had already collected the required amount of money, I decided that I would not contact him. Moreover, I can take the earnings for myself. It is better to work for yourself than for your uncle, so we are doing work for ourselves. The mission "Expedition to the Deep Roads" begins.

We go to the Upper City in the afternoon and go through the mark on the map. But for this, you must have Varric in your team, otherwise the passage of Dragon Age 2 will not continue. Give him money and cards and go on an expedition. And here you should not take your sister, otherwise you will lose her. Therefore, prefer another magician in the team and that's it. Watch the video, which personally alarmed me very much ...

Deep Roads

And they will immediately tell you that a collapse is on the way. We'll have to look for workarounds... Plus, Sandal got lost in the corridors. You'll still have to look for it. Well, nothing, we are no strangers ... Go east, then the path will turn north, then - again east. In general, there is only one way. And there are many creatures of darkness around the corner! And so on until the first intersection. You will come from the west. First, it is better to go south, because there is a dead end waiting there, and you need to reconnoiter it. True, there are spiders, but they are easy to kill. Everyone except the main spider - one of the bosses in the passage of Dragon Age 2. She has many lives and she calls on her children. But for me, playing a robber, one heal was enough to kill her. Therefore, hold on. When you finish the search and collect trophies - return to the crossroads. Two turns - to the north and to the east. But the passage to the north is not available, so go to the east. Immediately behind the hall, in which you will have to kill the next creatures of darkness, you will meet Sandal. And he killed a crowd of enemies. Talk to him, accept the staff as a gift and move on. After the next turn, you will come to a deep path. There is another portion of enemies that prevent us from completing the passage of Dragon Age 2. The path will turn west and lead us to the hall. There, kill the enemies and take the loot from the chest under the stairs, along which we will move further to the west. In a large room, you have to fill up an ogre, but he is alone, so everything is simple. And in front of the next large hall it is worth saving - there the Dragon is waiting for you, which is dreary and long to kill, given that he also calls on his cubs. Quite a powerful boss in the passage of Dragon Age 2.

After his death, collect trophies and approach the transition to another zone - a movie is waiting for you. You will find yourself in a pristine teig, where they will set up a camp. Go ahead - there is only one way. Talk to Bartrand - he will complain that he does not understand anything about what is written on the walls of the teig. Well, we'll figure it out... There's nothing to do. All of this is disturbing though. Get down and fight the ghosts and the Stone Golem - that other creature. Then collect trophies and go to the next location. Going to the first hall you will find an idol from Lyrium. And as soon as you give it to Bartrand, he will leave, slamming the door behind him and leaving us to die. Thanks to him, because otherwise the passage of Dragon Age 2 would not have become so risky! We will have to move forward, that is, to the south. At the fork, go into the room to the east, and then go west. The passage there will turn south, and lead us to a large hall. There you will meet new opponents for the first time - Savages. Creatures are evil, but killing them is no more difficult than ghosts. Going even further down the corridor you will encounter a talking Savage. Well, you can talk to him. And he will offer a deal - follow his request to find out where the key to the second exit to the surface lies. I think that it is not worth making an alliance with a demon... I attacked him and killed him - in the passage of Dragon Age 2, only alliances with demons were not enough for us! True, there were two more waves of attackers, but they did not cause problems. Now go further - there is only one move. When you reach the hall with a turn to the south - you have to kill a huge Savage.

Rather, it is a stone spirit. It's hard to kill him. Very difficult. He conjures a wave several times during the battle, from which you need to hide in the corners. Otherwise, this wave quickly takes your life. And most of all he needs to be beaten precisely when he lies scattered on the floor. While your allies are killing small savages - you completely switch to the Stone Spirit. That's how you can kill him. Otherwise, it's very difficult. After his death, pick up trophies and go to the treasury. It is there that you will find the key that will allow you to move to the surface. And when you go out, you will find out that your sister was taken to the Circle of Magicians. A good continuation of the passage of Dragon Age 2, nothing to say. But this chapter ends, and it's time for us to move on to the next.

Prologue.

Having chosen a class (mage, warrior, robber), as well as the gender of your character, we watch an introductory video in which a church seeker interrogates a rude gnome. The story that he decided to tell the girl begins with the battle for the village of Lothering. Garret Hawke (any name can be entered, but the surname cannot be changed) or the “Defender”, along with his sister, was ambushed by the “creatures of darkness”. When the relatives finish talking, we destroy the "Hurlocks" and at the same time get used to the controls. We agree to help Betoni (Hawk's sister), who will instantly deal with another group of opponents. The battle with the ogre shouldn't be too much trouble for you either, as Hawke has a couple of abilities that allow you to knock the thug to the ground. Once on the ground, the brute turns into easy prey for our blade. After the appearance of the dragon, the girl will interrupt the story of the dwarf, stating that she has never heard more nonsense in her life. Laughing, he will continue only this time the story will be true.

The Hawk family is assembled, but surrounded by darkspawn. We kill them and run further. After meeting with Aveline and Wesley, help them deal with a bunch of hurlocks, after which they will join our squad. A few dozen more opponents are next in line, though with a skilled warrior in the detachment (Aveline) it will not be difficult to deal with them. Having done this, we go to the clearing, where we again have to knock down a huge ogre, although this time it will be much more difficult to kill him, because in the “true” story, Hawk does not have those useful abilities. But you have a mage in your squad. Take Betony away from the monster and order them to throw fireballs at him, send Aveline with her sword to storm the giant, and act according to the situation (depending on the class chosen at the beginning). When the mangled carcass of the enemy falls to the ground with a roar, join the mother mourning her child. It is worth noting here that your sister may also appear in the place of the murdered brother, if at first you chose a magician as a class. Next, the passage for the Warrior - a man will be described.

There is no time for a funeral, as there are “creatures of darkness” on all sides. Destroy squad after squad until a cutscene starts, in which a terrible dragon incinerates your enemies. This dragon will be Flemeth, a witch from the wilds. She will demand a favor from us as payment for saving her life. It is necessary to deliver the amulet to the elder of the elves who settled in the Dalish forests. Agree. When she points to Wesley and asks to kill him, Aveline will get involved in the conversation. Convince her that the "filth" will one way or another destroy her husband, but only that she will do it for a long time and painfully. Offer Aveline your help or just watch how the girl kills her husband. Waiting for you long road to Kirkwell - the city of slaves.

Upon arrival, talk to the guard who will send you to the templar. No one will let you into the city for no reason. You have to pay. Your mother was not in vain so eager to go to this city. According to her, her brother lives here - a very rich man. Tell the templar about it. He, in turn, will mention that a person with that name really lives in Kirkvel, only he is not a nobleman, but an ordinary rogue with a hole in his pocket. At this point, a group of armed men will decide to fight their way with a sword. Teach them a lesson. In gratitude for the help, the templar will promise to find your uncle. When the relative finally shows up, he will explain the situation to you.

You need to complete an assignment for one of the two local gangs. Choose for yourself, it will not affect the plot in any way (only weapons in the future). When you make a choice, take the quest and go to complete it. In one case, you are required to kill an evil traitor, and in the other, to expel a dishonest merchant from the city. If everything goes smoothly...

One year has passed.

Over the past year, Hawke has found fame in the "Lower City". Some fear him, others respect him, and still others lined up to hire him. Somewhere far away, a handful of "gray guards" defeated the "Pestilence", and Alistair, a friend of the gray guard who killed the "Archidemon", sat on the Fereldan throne. And right now, at a time when the creatures of darkness are especially weak, many treasure hunters went to the deep paths in search of treasures, relics, or adventures to the fifth point. One of these "adventurers" was a gnome who was gathering an expedition. Guess who wants to get into it ... that's right, Garrett Hawke. That's just the gnome in no way agrees to take it with him. The brother of that same dwarf, Varrik, comes to the rescue. He will tell us that his brother does not need protection, he needs a partner who will invest his money in the expedition. Collecting 50 gold coins is your first and main task. By the way, Varrik himself will join your squad.

Friend on guard.

Aveline didn't waste any time either. Having settled down in the service, after only a few months she received a promotion. You can find it in the Governor's Fortress. Talk to her, remember the old days and offer help. She will inform you that several patrols were ambushed and she urgently needs a man who wields a sword well. Accept the offer and head to the "ambush site" on Shattered Mountain. There you will be met by a bunch of well-armed pirates, among whom there will be a dozen archers. Varric and Betony will help you with archers, but you will have to deal with ordinary pirates yourself. Don't forget to search the corpses.

Returning to the fortress, Aveline will go with a report to the governor who will overlay it with a three-story building and threaten with imprisonment. Something is wrong here. Look at the duty schedule and talk to the girl who ran up to thank Aveline. The bag that she delivered this time turned out to be heavier than usual, and even the young guard was sent to certain death. Wait for the night (you can do this in the location selection menu) and run through the night city. And again the pirates. Deal with them and run to save the guy. The bandits who attacked you were in the "thieves' guild", and the documents that the local guards transported turned out to be very useful for them (thieves, tobish) reading.

The captain needs to be punished. Get to the "Governor's Fortress" and watch the cutscene. Aveline is now the captain of the guard, but you will receive a small fee for your help.

Long way home.

Time to pay back Flemeth. Step on the "shattered mountain" and go to the camp of the Dolly elves, where the Elder will meet you. After a short dialogue, she will indicate where to take the amulet and ask, take the “First” with her. "First" - Merrill will be waiting for us near the entrance to the caves. After talking with her, you will find out that she needs to go to Elfinage, but we will not know the reasons. Come into the dungeon. Here you will meet several spiders, among which there will be a poisonous spider that deals twice as much damage. After dealing with them, open the chest (I think Varric can help you with this) and go outside. Merrill will open the way to the cemetery with the help of blood magic. Scold her if you want to get a plus to the reputation with Aveline. After breaking through the crowds of skeletons, put the amulet on the altar and watch the cutscene. It turns out that all this time we carried in our pocket a piece of Flemeth, who, having foreseen the act of her daughter, enclosed a part of herself in a jewel. Talk to her and get 5 gold coins as a reward. It remains only to get to the city. Congratulations, you now have a real blood mage in your squad.

Prodigal son.

Walking through the elfinage, you can overhear the conversation between the elven girl and the guard. She asks to find her son. Talk to her and promise to help, then she will reveal the whole truth to you. Her son is an apostate magician, who, at the insistence of his mother, did not surrender to the templars, and when they came for him, he fled without leaving any news to his mother. She will tell you that you can ask about your son from his father, a merchant who has just arrived in the city. Feinrenel's father (boy's name) can be found in the market square, but before you go there, take Betoni to your squad. After talking with dad, ask him about his son, and then give a sign to Betoni, she will prove to the unfortunate father that she herself is hiding from the templars. Your path lies to Samson - a retired former templar.

Wait for the night and go to the marker on the map. Samson is a lyrium addict. Offer him silver or threaten to kill him, and when he starts talking, it turns out that he helps the children solely for his own benefit, and he sold Feinrenel to a certain guard who, according to rumors, locked him in some kind of warehouse. Immediately go to the port. Do not run straight to the goal, as here you can get rich quite well. True, pirates will stubbornly interfere with this, but when did it stop us. After climbing into the warehouse, defeat a handful of bandits, and then run to the marker on the minimap. A cornered mage will turn into a possessed one. Kill her, and when she collapses dead, take the note out of her pocket. After opening the chest located nearby, read the letter. It turns out that Feinrenel was sold into slavery. We are looking for the slave trader Danzik.

Upon arrival at the "cloaca" you will be met by a small detachment of mercenaries. Deal with them and follow to Danzik, who in fact turns out to be a very vile type. In a dialogue with him, you can choose any replica, since the outcome will still be the same (click on the second one, so you will look cooler). In the battle with the slave trader, beware of magic and as soon as you notice the ball glowing with blue light, run as fast as you can. When the villain is defeated, search his corpse and take the map of Ragged Shores, where we actually go.

Look for the boy in the caves of the slavers. When the cutscene starts, you will have a small choice. It is best if you ask for help from Varrik, who, with the help of a suspended tongue, will tell the bandit that Feinrenel is the illegitimate son of the governor. The frightened criminal will let the guy go and, in addition, will give you all his money. However, it is not necessary to let the reptile go, just keep in mind that he is an excellent warrior and will not let himself be offended just like that. In any case, after releasing the guy, talk to him. He definitely does not want to go to his mother and asks to be taken to the Dollars. You can send him into the circle, but then you will lose Betony's favor. If the boy goes unharmed to the wild elves, you will get a good increase in reputation with all members of the squad, the quest is completed, it remains only to inform the mother about her son's decision.

Powdery hopes.

On the way to the caves of the slavers from the previous quest, you can stumble upon the dwarf Jarvis in the company of several mercenaries. Help them get rid of the spiders and talk to Jarvis himself. He will tell you about an explosive powder, a recipe that only the Qunari, who have recently landed in Kirkwell, have a recipe for. No one is going to give him the recipe just like that, but if the dwarf destroys the hostile "tal-vogots", then the leader of the Qunari will think about his proposal. We are going to exterminate the "outcastes". When all the "tal-vogots" objectionable to the leader are dead, go to the port, where the dwarf will be waiting for you. Unfortunately, all of Jarvis' tales were lies. There was no agreement between him and the Qunari. After listening to the Arishok, claim your reward. In response to this, he will drive the dwarf away and pay you back.

Wolves in sheep's clothing.

According to Varrick, a certain church sister is waiting for help in the lower part of the city. After waiting for the night, we go there. The gullible girl was attacked by bandits. Help her deal with them, and start a conversation. She refuses to talk outside and will point you to a house nearby. Come into it. Inside you will be met by an armed templar and the same church sister. She will ask to bring someone to the right place, but she will hint that the satellite is not ordinary.

An unusual companion would actually be a Qunari, wearing a special collar with chains and a sewn mouth. He was mutilated by his relatives because he once decided to go his own way. It will not be possible to take him out through the streets, since Pertis does not need extra witnesses. You have to go through the basement. Going down into the dungeon, you will stumble upon a flock of spiders, and after going a little forward, you will be ambushed by bandits. Joke it off and watch a scene in which Ketojan (a Qunari mage) scatters the attackers in the corners with a wave of his hand. With this thoughtless act, he will provoke the fury of the marauders. Deal with them and get out into the air.

At the exit from the cave, several dozen "tal-vogots" will be waiting for us, who will put forward their rights to Ketojan. The leader of this "gang" will offer us to give him the magician and then we will be forgiven for the crime. It turns out that these Qunari are some kind of templars who find renegade magicians, but unlike the church servants of the Qunari, such magicians are brutally killed. When the leader finds out that Hawke's sister is an apostate, he will order us to be killed. Get rid of the Qunari and watch the cutscene. Ketojan does not want to live, but refuses all kinds of offers. When the magician burns in flames, let out a bitter tear and return with a report to Pertis.

Family matters.

It's time to visit our beloved uncle. Entering the house, you will find a dispute between relatives. Your mother is not satisfied with the current state of affairs and she asks Gamelin to show her her father's will. Hesitating, the uncle tells about how he left the papers in the family estate when he lost it to the slave traders. An upset mother will go outside, and Betony will take you to a conversation. The brisk sister noticed how nervous Uncle Gamelin was when the conversation turned to the will. After conferring on the spot, the brother and sister decide to pay a visit to the current owner of the house and get him out of there, taking the will at the same time.

You can get inside through the basement in the "Cloaca". That's where we're heading. Once in the mansion, we kill the slave traders who came to the rescue and examine the rooms for money and other utensils useful in the household. In one of the chests you can find a worn portrait of your mother. Having stumbled upon the leader - slave traders, we kill him and remove a brand new armor from the corpse. When the cherished piece of paper is in your hands, talk to your sister and return to the "family house". Gamelin humiliates your mother again. This time he offered her to pay for accommodation or at least pay for food eaten. Fit in, waving your will in front of your uncle's nose. When he leaves, talk to your sister and give her the portrait found in the estate.

pacification.

Having been in the "Hangman" and learning that the "Gray Guard" is located in the city, we go to the shop to Liren, a local healer. She will deny the fact that she is in touch with one of the "Greys", but will quickly split. At the exit we will be met by a gang of Ferelden residents threatening to kill us. Explain to them that you yourself are from Ferelden and then they will leave. We leave for the Cloaca, where Anders' lair is located.

Anders is a magician and part-time "gray guardian" who escaped from the order. Now he is engaged in the fact that he heals people with the help of his magical abilities. After passing through the room, laugh it off (the choice of the phrase will not play much importance) and explain to Anders the essence of the problem. "Quit for a favor" he will say and ask to get his old friend Karl out of the "Circle". All that is required of you is to appear at night in the "Upper City" and, in which case, help Anders fight off the templars.

Having climbed into the church, we go up to the top floor and talk with Karl. The poor man was turned into a pacified man after they discovered the letters sent to him by Anders. At this moment, several templars will attack us, among which there will be a very strong Templar - Lieutenant. Having dealt with the ministers of the church, make a decision: Kill Karl (who, by the way, asks to do it himself) or still leave him alive. After completing the task, Anders will join your squad, who, by the way, is an excellent healer, and also carries with him maps of the Deep Roads that we will need for the expedition.

The madmen will not go around.

Looking into the "Hangman" you will witness a scene in which a girl, having finished off three guys, calmly continues to drink alcohol from a glass. Talk to her. Isabella will ask us to follow the duel, as she is sure that Hyder (her opponent) will play dirty. Agree and, after waiting for the night, go to the Upper City. After dealing with a gang of pirates, talk to Isabella. As she thought, instead of Hyder, more than a dozen armed mercenaries appeared for the duel. Kill them all and head towards the church. Once inside, listen to the conversation between Isabella and Hyder and join the fight. At the end of the quest, a lively girl will join your squad.

Enemies are among us.

Wandering around the upper city, you can stumble upon a girl who asks for help from a templar. After talking with her, you will learn that Keran - her brother has disappeared somewhere. She will point you to people who might be able to help. We leave for the Casemates where, after talking with other templars, we learn from the fact that not only Keran, but also many other templars have disappeared. However, recently one of the missing returned. Having learned the place, the location of the camp of this templar, we follow there. On the spot, you will find Captain Cullen beating Wilmod (the same “missing” church minister). Unfortunately this will end. educational process turning the templar into a "possessed". Help Cullen deal with him and talk.

The captain will tell you that many templars visited the local brothel before disappearing. It's time to visit there, but no one will be frank with Cullen, but with the next stranger who comes, he will relax, perhaps someone will speak. We follow there. After talking with Vivika, we learn that all the missing church ministers visited the "Wizard from the East". Having risen to the top floor, we try to talk to the girl, but she offers to spend time a little differently. Refuse (well, or agree, it doesn’t really matter), and when she asks you to put a dagger to your throat and lightly slash your neck with it, ask Betony for help. It turns out that the "curiosity" has the strongest gift of suggestion, and it was she who sent the templars to the "ritual". Decide on the fate of the girl (kill or send to the Circle) and head to the Cloaca.

Having found a passage to the shelter of the "blood magicians", we go down there and deal with a handful of demons and the Possessed. When you find Keran, engage in a fight with the leader of the "blood mages" Terane. After the woman and all her minions are dead, take Keran to a safe place. It turns out that Terane, with the help of a "curiosity", took over the minds of the templars and turned them into vessels for demons. Keran also served as fuel for the dark magicians. Promise him not to reveal the whole truth to Captain Cullen and head to the Casemates, where you will receive a reward.

Merciful act.

To receive this task, you must go to your uncle's house and read the letter on the table. Some "friend" asks us to come to the specified place. Another will be the templar Trask, who could be met in the quest "Prodigal Son". From his words it will become known that the nearby cave is inhabited by magicians - apostates behind whom the templars are about to appear. You need to convince people that they are in danger.

Come into the cave. Seeing the approaching magician, get ready for battle. Turns out Trask didn't tell us everything. The people hiding in this cave practice blood magic. After cutting your way through the hordes of skeletons, talk to the fleeing magician. Decimus - their leader convinced the others that only blood magic would save them from the templars, but the young magician did not want to participate in this and decided to return to the Circle. Advise him to contact Trask and continue on your way.

When you get to Decimus, talk to him, and then join the fight. When he is defeated, his student will ask you for help. She does not want to return to the Circle, and the templars are about to descend here, but there is an easy way out. Kill Trask and get out of here while there's still time. You can agree, refuse, or offer something in between - to convince the templar that the magicians killed each other. We get to the surface. If in your squad this moment there is Varric, ask him to hang templar noodles on his ears. If not, try doing it yourself. When the church servants run away to explore the shore, accept thanks from the happy magicians.

What fell from the cart.

Talk to Isabella, when she is drinking alcohol in the Hanged Man, she will ask you to help one of her good friends. You can find him in the hangman's room. He will ask you to find a sample of the goods stolen from him, and you can determine whether it is cargo by the Orlesian seal. When you get to the port, talk to the workers who will send you to the main one. He will indicate in which warehouse the goods are located, but you will have to pay (there is another option, but the money will be returned anyway). Pay and go to the desired warehouse. The passage will be blocked by mercenaries. Reassure them that there is a fire in a neighboring warehouse, and they will rush to save their belongings. After making your way inside, kill the pirates and take a sample of the goods. Returning to the Hanged Man, inform Martin of your success. As a reward, you will receive a plus to reputation with Isabella and the money that you spent on bribery.

Free cheese.

Another letter. This time from your former employer, who recommended you as an excellent mercenary. After waiting for the night, go to the Lower City, where you start a conversation with the dwarf Anso, who is clearly nervous. It turns out that he secretly sells "lyrium" to the templars, but the last batch of goods was stolen from him by a gang of smugglers. The goods must be returned, and the harmful smugglers must be killed. We leave for the lair of bandits, which is located in the abandoned house of Elfinage. Strange, but the chest with what seemed to be such a valuable commodity was guarded by only a few mercenaries. We check the chest. Empty. We'll have to return with this news to Anso.

At the exit, about two dozen slave traders will be waiting for you. Having spoken a couple of words, they rush to the attack. Kill everyone and return to the dwarf. Along the way, you will come across a couple more bandits. Luckily, you won't have to fight them. The elf, for whom they actually hunted, will do this for you. Fenris - an elf who escaped from the slavers will ask you for help. It is necessary to get rid of Denerius - the head of this vile organization. We leave for the estate of the master, which is located in the upper district of the city.

Having made our way into the building, we proceed to search for Denerius. In the first room, we will be attacked by hostile spirits. After entering the hall, go up to the second floor and try to open the door. Locked up! Explore all the rooms on the first floor until you run into spirits again. One of them will have the key we need. Open the door and repel the demon attack. Denerius escaped. Listen to Fenris and search the chests in the room. After going outside, talk heart to heart with Fenris and invite him to join your squad.

Expedition to the deep trails.

Before you go on an expedition, complete all active quests and stock up on equipment. After completing all your business, talk to Bartrond. In the middle of the conversation, Hawke's mother will appear and ask if we are taking Betony with us on the deep paths. Here you need to understand that you will lose your brother / sister in any case, but leaving a relative in the city, you thereby save his life. Having formed a detachment (Varric cannot be changed), inform Bartrond that all preparations are completed and you are ready to go.

Upon arrival at the place, it turns out that the entrance is blocked. Varric will promise his brother that he will find a workaround. This is exactly what we will do. Turn right and run to the pointer on the map, destroying small groups of creatures of darkness along the way. Destroying the golem will be quite problematic. To win you need a good team game and brute force. When the bully collapses, we continue the path. Having met Sendel (the gnome boy from the first part), send him to his father, and make your way to the doors getting rid of the creatures of darkness. In the next room we have to fight the Ogre. Not only is the room quite small, but the floor is also covered with traps. After killing the giant, go to the next room. Before we had even moved away from the ogre, we were already being forced to fight the dragon. If some miracle happened and you survived, return with a report to Bartrond.

When the gnome's team sets up camp, Bodan will speak to you and thank you for saving his son. We continue to search for treasures. In one of the many rooms you will again have to defeat the golem, and at the same time several evil spirits. Entering the room with the artifact, we watch a scene in which the greedy Bartrund will leave us to die in captivity. After listening to Varric, we begin to look for another way out. Surprisingly, the exit is behind the next door, although it is locked, and only the ancient spirit has the key, which of course will not give it to us just like that. In return, we will have to destroy another spirit that bothers ours. Having run into the vault, get ready for a fight with the spirit. Killing him is not so easy (even on easy mode). When he shrinks into a ball, run back and hide behind the columns. After this procedure, he will not be able to resist a good 20-30 seconds, use this time wisely.

Having reached the treasure, order Varric to kill the spirit, but in the meantime fill your pockets with the contents of the chests. One of them contains the key to the surface. After opening the door, return to Kirkvel, where unpleasant news awaits you. Betony was taken to the Circle.

It's been 3 years...

…Thanks to the treasures found on the deep paths, Garrett Hawk turned from a poor mercenary into a nobleman. His sister Betony was taken away for a long training in the Circle of Magicians, and old friends fled to different corners of the city. But everything is as smooth as it might seem at first glance. The Qunari who arrived in Kirkwal three years ago never sailed home, and instead began to make various demands. One of these requirements was Hawk. The viceroy suspects that a war is coming and asks us to talk to the Arishok if possible to settle the dispute amicably...

Finding a home.

When you leave the governor's fortress, Bodan will appear to you. He will once again thank you for saving his son, give you 50 gold coins earned for the expedition and inform you that someone is waiting for you at the Hawke estate. We'll go there. On the estate, you will often be visited by friends, as well as people who need help.

Prime suspect.

Aveline visited Hawke. She asks to shut up the "detective" bothering her with his investigations. Moreover, all the accusations that he makes against citizens, in fact, turn out to be false. So this time, Emeric allegedly stumbled upon serial killer cracking down on defenseless girls. That's just the captain, after no sane evidence was presented, he had to apologize to the "suspect" for a long time. Aveline begs us to silence the templar. How we do it, she does not care.

We leave for the Casemates, where Emerik is already waiting for us. He will tell the same as Aveline and will name the main suspect - Gascar Dupy. His estate is in the Upper City, but it's worth going there at night. After waiting for the sunset, we head straight to the house of the alleged killer. Emeric's words will become more like the truth when evil demons attack us.

After dealing with them, go up to the top floor. We will witness a scene in which a young girl begs for mercy on her. After talking with Dupy, it becomes clear that he is not a murderer, but an ordinary blood magician who wants to avenge his sister. The thing is that before her death, Gascar's sister received a bouquet of white lilies from someone, and a few days later she was found dead. From that day on, any girl who received the same "gift" would soon die. The woman begging to save her was supposed to be next, but Gascar kidnapped her just in time, intending to lead his sister's killer into a trap. But instead of him, Hawk came to the estate. Release the poor fellow and promise to look into this matter.

Time to report back to Emeric. Only a woman will stand in his place, assuring that Emeric received a letter and went to meet us. Step into the "dark alley" (a suitable meeting place) where the corpse of a curious templar and dozens of demons are waiting for us. When they all go back into the shadows, that same templar girl will arrive in time. Deceive her by telling her that you don't know where Dupyi is hiding.

Family matters.

While in the Hanged Man, talk to Varric. His sources say that Bartrund has returned to Kirkwell. It's time to take revenge on the vile traitor. When the sun sets, we go to the upper part of the city. The house we need looks abandoned, but we still climb inside. Control passes to Varric, who is forced to fight alone against a huge crowd of archers. True, this battle should not deliver any particular difficulties, since the “Bianca” kills with one shot, and the dwarf is almost immortal at all. Something is wrong here.

Apparently, this seemed suspicious not only to us, but also to the church sister, who, having scolded the dwarf, forced him to tell a true story.

Ahead of you are waiting for tedious battles with hundreds of crazy soldiers. When the reserves of warriors run out, a servant of Bartrund will jump out of the corner and tell about how his master went crazy because of the idol brought from the expedition. Open the door behind which Varrik's brother has taken refuge and, properly, hit him. The exhausted dwarf will collapse to the ground and tell how the idol took possession of his soul, how he forced him to kill, betray. At the moment, he sold the relic to some woman and does not know where she is doing him. Decide the fate of the gnome and go outside. If you leave Bartrund alive, you will get a new one. best friend in Varric's face.

Explosive service.

It's time to visit the Arishok. He will tell you about the stolen recipe for explosives, which actually turned out to be a recipe for a deadly poison. If this poison falls into the wrong hands, thousands of people in Kirkwall will die. The first suspect will be the dwarf Jarvis, who has been dreaming of getting the recipe for the famous "saar-kamek" for three years now. But this gnome disappeared without a trace a few months ago. We leave for the Underbelly where, after talking with a merchant from the guild, we learn that Jarvis may be hiding from smugglers. We jump into the hatch and break through the crowds of armed dwarf bodyguards. When you get to Jarvis, ask him about the poison, and he will lay out the whole truth for you. It turns out that he did not steal anything, but simply ended up in the wrong place at the wrong time. Release the gnome (or kill) and head to the alley where tragedy is about to happen.

We are late. Poison is already walking around one of the districts of the city. Examine the area and take the steel lock from the floor with the help of which it will be possible to close the poison barrel. Having done this, beat off the attack of the mercenaries. One of them will drop another lock. Fight off wave after wave until you clog all the gas barrels. When the last container is closed, the elf who framed Jarvis will come to us. Her motives may be noble, but the means she resorted to ruined too many lives. Time to teach her a lesson. After the death of the elf, go with a report to the Arishok.

Disagreement.

Go to Anders' hospital and talk to him. He is worried that there are too many subdued magicians in the city. Moreover, he is sure that one of the templars started a "universal pacification." Crowds of zombie mages, what could be worse. Agree to help Anders get the papers confirming the plot and go to the tunnel under the casemates. Here a couple of smugglers will try to give us a warm welcome, but Hawk has no time, so we just kill them. Having reached the room where the templars are mocking the young mages, try to solve the matter peacefully. Nothing good will come of this, as the spirit of justice will take over Anders and he will rush into battle. Let's help " gray guard". After killing Sir Alrik (a templar who wants to pacify all magicians), take the documents from his corpse. When "justice" rushes to the poor girl, calm the magician and rise to the surface for a serious conversation with Anders.

Reflection in the mirror.

Visit Merrill in Elvenage. She will talk heart to heart with you and show you a mirror that she has been collecting piece by piece for many years. Unfortunately, despite the many efforts of the young elf, the mirror does not work as it should, and in order to fix it, you need to get a magic tool. The whole problem is that this tool is in the hands of the Keeper, whom Merrill is afraid of like fire. Keep a girl company, and she will thank you properly. Let's go to the dollars.

The keeper will gladly give us the relic, but first we have to complete a small task. In the cave, which is located nearby, a terrible creature called Wertherall settled and, as you probably already guessed, you need to kill it. Having reached the cave, go inside and deal with the local fauna. When you stumble upon an elf, try talking to him. Nothing good will come of this, because at the sight of Merill he will rush away. Unfortunately, the place he ran to turned out to be Venterall's lair and the monster killed the boy. Attack the creature. After the stone spirit, this fight should seem no more difficult than a walk along the lake. After defeating, console Merill crying over the body of a dead elf.

Returning to the guardian, accept the instrument from her and decide whether to give it to Merill or keep it for yourself. Following the first path, you will gain a new friend, and possibly a lover, but this is still far away.

Bitter pill.

Take Fenris on your team and head to the Shattered Mountain. On the way you will be stopped by slave traders and demanded to give them a slave. An enraged elf will rush into battle. When all opponents are killed, Fenris will untie the tongue of their leader. Having learned the name of the customer, go to the pit in the "cave pens" where Adriana's lair is located. Inside you will have to destroy a dozen mercenaries. Both simple and lying in the ground for decades. When you meet a young elf, listen to a heartbreaking story about her father and share money with her. Having made a "contribution to the liberation of slaves" continue to move towards the goal. In the battle with Adrianna, deal with her servants, and when she is left alone, attack her with the whole team. Before she dies, she will tell Fenris about his sister. After the elf kills the villainess, talk to him in his house.

Long way home.

I warn you this quest is the most boring way to waste your time.

After talking with Aveline, promise to complete a small task for her, namely to deliver a package to one of the guards. Having received the package, Donnik will look at us as idiots and put the “gift” on the far shelf. We return to Aveline. Again, without explaining anything, she will ask you to hang a fresh duty schedule on the wall. We do. To everyone's surprise, Donnik was assigned to be on duty at the "warmest" place - the Upper City. Some have been added to favorites. Let's go see Aveline. The Iron Lady has fallen in love, but is afraid to admit it to the guard. We'll have to intervene.

We go to Donnik and inform him about the "party" organized for all the guards, after which we wait for the sunset and head straight to the "gallows house". Aveline will never come, and you will have to drink purely in the company of men. When Donnik gets tired of all this, he will pack up and leave. Scold Aveline and think new plan. What could be more romantic than "Ragged Shore"? Smugglers, huge spiders and, of course, half-decomposed corpses. So Hawke thinks so, so he organized a patrol, to participate in which, as you probably already guessed, Aveline and Donnik

Our task is to destroy enemies and ignite signal beacons. After each hastily lit beacon, a scene is activated in which Aveline clumsily tries to court the guard. How did this couple bore me. Once again, Aveline was unable to confess her love to Donnik. Trying to explain everything to him will only confuse the guard more. Return to the barracks where, after talking with Aveline, you will finally complete this quest.

Find and lose again.

Arishok is not going to leave the city, but the war is not planned yet. Only this calms the governor, but recently something happened that could easily provoke that very war, exposing the race of people in an impartial light. Two Qunari envoys arrived at the governor's stronghold, but never returned to the port, and moreover, they did not even leave the fortress. The viceroy asks us to sort things out without making a fuss. Go to the Seneschal and find out the details. The city guard may be involved in this matter and the only place where traitors can spend their time is the Hanged Man. We'll go there.

In the Hanged Man, talk to Orvald, who accidentally let slip about the three "horned barbarians", ask who the employer is, and then calm down the drunken guard. The exhausted Orvald will give you the name of the customer, which surprisingly turns out to be a certain templar. We go to church. Having met an old friend Pertis, we learn that the same templar is her former bodyguard - Varnell. Having received the coordinates of his shelter, we go to visit. On the spot you will be met by a handful of fanatics led by a distraught templar. The Qunari have been slain, and it's up to you to defeat Sir Varnell and his minions. This is not easy to do in the first place because fanatics are armed with bows. In any case, you should first deal with the "small", and only then take on the templar. When Varnell dies, the Steward will come and ask what to do next. Offer to burn the corpses in order to hide the traces of beatings.

All that remains.

Returning to the Hawke estate, talk to Uncle Gamelin. He is dismayed because Liandra (your mother) didn't show up to meet him as promised. Having intervened in the conversation, the dwarf Bodan will report that in the morning a bouquet of white lilies was delivered to the woman. Doesn't it remind you of anything? We leave for Dupy (if you left him alive) the house, which is located in the Cloaca. Using blood magic, Gaskar will go on the trail of the girl Alesa, whom you saved in the Main Suspect quest. The blood stains on the floor should lead you to a hatch leading to the basement.

Below you will meet a flock of demons. Having dealt with them, inspect the corpse on the couch. Fortunately, this is not Hawk's mother, but the same Alessa. We continue the path. And again we deal with the demons. Before leaving, do not forget to search all the chests in the room. Finding ourselves face to face with a necromancer, we learn that Dupy is not a grieving brother, and all attempts to find the killer were only to learn the secrets of necromancy. Fortunately, Varrik, who realized in time, fired an arrow into his throat, saving us from the fight with the bastard. The necromancer did not kill for fun, he wanted to collect his dead wife ... piece by piece. It so happened that our mother was very similar to his late wife, and the bastard cut off her head.

When the battle starts, repel the attacks of the dead. Wave after wave until it's the magician's turn. After killing him, talk to the dying mother. It remains to inform the uncle of this tragic news.

Nightmares.

Check the mail at Hawke Manor. Feinriel's mother asks to help her son again. She will be waiting for you at Elfinage. After talking with her, we learn that Feinriel is increasingly having nightmares. The keeper sent the boy into the shade so that he could overcome his demons, but he has not come to his senses for two days now. Let's help the young magician. Moreover, if you do not help him, the world will become one more "obsessed dreamwalker", and this will have a bad effect on the real world. Very bad. And if it happens that the boy is still curbed by demons, you will have to kill him.

Having formed a squad, we move forward. Having stumbled upon a demon, drive it away and go into the room on the left side. The demon in the guise of Feinriel's father is trying to take possession of the boy, scare the boy by saying that it is a demon, and when he runs away, talk to the demon. She will set one of the squad members on you. The fight will be easy, but now you have only two comrades.

Enter the second door (Feinriel's Pride). Another attempt to deceive the young magician failed. The evil demon will turn the second member of the squad against us, and he will also take part in the battle. Like last time, after the defeat, your partner will disappear. We continue on our way. Having met the spirit of Feinriel, talk to him. The guy wants to die so that he will never hear the whisper of demons again. Of course, you can take the easy way out and just stick a knife in his heart, but is that really what real heroes do? After you refuse the magician (well, or kill him), he will come out of the Shadow, pulling you out at the same time. It remains only to report this to the boy's mother and talk to those two comrades who betrayed you.

Following Kun.

The viceroy is again dissatisfied with the behavior of the Arishok. The fact is that his son (a big fan of the Qunari) went to the camp of the "horned barbarians" for the initiation of "Kun". Dumar asks us to take a walk to the port and ask the Qunari leader for details. The Arishok assures us that the son of the governor follows the path of the Kun voluntarily, and all the old connections after the initiation will no longer mean anything to him. Today, however, Cymus was called to church to say goodbye to everyone. Suspicious. We go to church after sunset.

The viceroy's son was killed and who would you think - Petris. Having set her fanatics on you, she will go after the Reverend Mother. Having dealt with the “coon-haters”, we watch a scene in which Petris is trying to denigrate Hawke, assuring the reverend mother that he supposedly killed the viceroy’s son, following the order of the Arishok. Having failed, Petris will receive an arrow in the forehead from the arriving Qunari. The viceroy weeps over his dead son, but we are off to carry out the penultimate task of this chapter.

Catch the thief.

Go to the estate of Hawke, where you will see the scene of a quarrel between Aveline and Isabella. The captain of the guard asks to urgently go to the Arishok, and the robber begs to help her get the relic that was stolen from her many years ago. A thief in the city, and if you don't catch him now, Isabella won't live long enough to see the humans defeat the Qunari. Agree to the robber's request and go to the foundry district of the lower city. On the way to the desired house, we will be stopped by a small detachment of Qunari led by Stan and will demand the return of the relic. And since we do not have it, we will have to kill these Qunari. Opening up, Isabella admits that this relic was previously owned by the Qunari. After stealing it, Isabella traveled to Kirkwell, bringing a huge ship full of Kuhn's followers with her. And until the relic is in their hands, they will not leave the city. The robber will ask if you will give her the book as soon as you take it from the thief. Choose an answer and enter the cave.

Inside, a real battle will unfold. Mages on one side and Qunari on the other. You also have to kill the participants of both sides. Seeing a thief, Isabella will rush after him, but you. TO BATTLE! Having dealt with the warriors, go outside and search the dead Qunari. One of them will have a farewell note from Isabella, in which she asks her to excuse her, since she decided to give the relic to Castillen. It's time to go to the Qunari, but before that, finish all active tasks.

As Kuhn requires.

We leave for an audience with the Arishok. Aveline asks the head of the Qunari to give her the two elves involved in the murder of the guard, but the Arishok refuses, stating that they accepted the "Kun", which means they are now under his protection. After a brief argument between him and Aveline, the Qunari chief will order us killed. Only Hawk and Aveline will survive. The Qunari have launched an offensive against the city. Having chosen companions, we move to the city center, where the main battle takes place. Having run into a pack of Qunari, help the "Grey Guardian" deal with them and get a ring that increases the chance of a critical strike as a reward. Once you reach the Upper City, you will encounter Qunari warriors. After defeating them, watch a cutscene in which you will be rescued by Templar Commander Meredith. She will report that the Qunari are gathering people in the fortress and leave, but we continue on our way. After cutting your way to the tower, you should meet Archmage Orsino in the company of your sister. After exchanging a couple of dry phrases with her, talk to the arrived Meredith. Informing that you will lead the offensive, lead the detachment to the doors of the tower. Here you have to make a choice: kill a dozen "karashoks" or ask the magician Orsino to distract them.

Once inside the tower, deal with the Qunari, among whom there will be several mages, and then go through the large doors. The viceroy was executed, and all those who were dissatisfied were killed on the spot. Noticing us, Arishok offers to show himself in battle. After killing his strongest warriors, talk to the leader again. He is impressed and asks a reasonable question - "How to solve his problem without bloodshed." Isabella appeared to answer him, in whose hands is the book Arishok needed. The leader is definitely pleased and is going to get out of Kirkwall right there, but along with the book, he wants to take the thief as well. Having been refused, the Arishok will challenge you to a duel. Agree and get ready for a tough fight. I hope you stocked up on "red bottles".

After defeating the Arishok, the rest of the Qunari will leave, and you will be proclaimed "Defender of Kirkwall". At this point, Varric will be interrupted by a church sister. After a little chat, she promises to let the gnome go if he finishes his story.

It's been three years...

Along with the title of "Defender", Hawk received the respect of the entire city, as well as the word. The word weight, which is equivalent to the word of any ruler. But not only Hawk was affected by the changes. The Viceroy is dead, and the Templar Commander-in-Chief, Meredith, has taken his place. The magicians finally began to fight for their freedom, which caused the indignation of the templars. Once fighting shoulder to shoulder, Orsino and Meredith have now become bitter enemies, ready to plunge a knife into the heart of another at any moment.

And as it happened many times before, Orsino gathered people in order to arrange a riot. When Meredith arrives, reassure her by telling her that they are both wrong. After these words, the templar will poke your nose into the fact that it was the magician who killed your mother. The reverend mother will come to the noise and "pull the enemies to the corners." She thanked you and left.

Killing ravens.

Not far from the square where Orsino started a riot, you can find a man named Nunzio. Nunzio arrived from Antiva itself in order to catch the elf killer. According to his information, the elf took refuge where he would least stand out, namely in the Dolly camp. We'll go there. In the camp, find a girl named Varrel and ask about the killer. She will point to the cave, explaining that the elf did not intend to hide. It's weird, but worth checking out.

The cave is inhabited by spiders. We deal with them and follow the mark on the map. And Venterall again and again he must be killed. When a huge carcass of an insect falls to the ground, old acquaintance Zevran will come out from around the corner. Talk to him. It turns out that Nunzio is not a lawyer from Antiva, but a real bounty hunter. You can try to take Zevran to Nunzio, but then you cannot avoid a fight. It's best to let the elf go, because the "Crows" are after him because he refused to be a "hitman".

We return to Nunzio. When the killer finds out that we let the elf go, he will be very upset. True, this disorder will not be long, since Zevran himself will come to him, killing one of the "Crows" with a well-aimed knife in the eye. Once all Antian Crows have been defeated, talk to Zevran. In gratitude, he will give you one of his blades.

Lonely.

Go to Fenris's house where, after talking with him, we learn that, despite all his doubts, he contacted his sister, and she even agreed to meet him at the Hanged Man bar. The whole problem is that the elf is not entirely sure of the veracity of the information and asks to go with him in case of a trap. We need to help a friend. In The Hanged Man you will indeed meet the sister of Fenris, only she brought Danarius with her, who wants to get her slave back. Tell him that the elf does not belong to anyone, and join the fight. Once defeated, stop Fenris from killing his sister. When he releases the girl, she will tell how Fenris traded his life for the freedom of his mother and sister. After getting out of the Hanged Man, talk to the elf.

Justice.

After "Justice" almost killed the girl in the caves, Anders decided to part with him forever. He wants to perform the ritual, but for this he will need two very rare ingredients. The first is "Dragon Stone". You can find it in the "Bone Pit", and the second - "saltpeter" (a mixture of concentrated urine and manure). "Saltpeter" can be obtained in the sewers under the Cloaca. After descending into the sewers, collect six samples of saltpeter, dealing with smugglers from time to time. After filling the flasks with this smelly slurry, we go to the "Bone Pit" for the "dragon stone". The pit is inhabited by poisonous spiders, which are looked after by the "Monstrous Spider" - I think a more detailed description is not needed. We kill the giant and collect several samples of the desired stone. Then we return to Anders' hospital.

The magician will again ask us for help. He needs to get into the church, but so that no one sees him. Hawk will have to distract the church mother. After entering the church, split up with Anders and go in search of the mistress of the church. You can find it on the second floor next to two golden statues. Chat with her about "Why don't you help the magicians?" until Anders arrives and takes you aside. The deed is done, it remains only to talk with " gray guard at his hospital.

No rest for sinners.

Castillon is in the city and wants to plant Isabella ... a knife in the belly. Naturally, the robber does not want to die, and therefore she asks us for help. She offers to find Castillon's right hand, Velasco. It's pointless to torture the guy, since he won't tell you anything anyway, so offer Bella to pull off a little scam. Let Velasco grab her, and then follow where the bandit goes. You can find Velasco in a brothel, where he spends the whole day. In the "Blossoming Rose" go into the room to Velasco, where he caresses some elf. Say all the "evil" lines and watch as Isabella is led away.

Once outside, follow Bella's illuminated footprints until you reach the Lower City. After descending into the lower city, continue to follow the marks until you reach the port warehouse. Breaking inside, deal with Velasco and remove the room key from his corpse. After talking with Isabella, open the room and look into the chest. Castillon decided to legalize the slave trade. After leaving the room, you will meet Castillon in person. Isabella is stupid again and offers him to exchange documents for freedom and a ship in the port. Agree with her or kill the bastard. One way or another, after getting rid of the slaver, talk to the girl in the Hanged Man.

On the loose.

After checking your mail, you will find that Meredith wants to talk to you. We leave for the Casemates, after which we go to visit the Templars. The templar will tell us that as a result of the rebellion of several of her employees, three magicians broke free. They need to be brought back before they mess up. For details, you should contact her assistant Elsa. Find out from her information about the magicians and head to the indicated points. For starters, it's worth visiting the Elfinage and asking your wife about her runaway husband. Nysa will tell how, after the visit of the templars, Khion appeared to her and asked to hide him. She refused, but he promised to return at sunset. After waiting for the night, we return to the Elfinage and find Khion conjuring over the corpse of poor Nysa. Khion is a blood mage, and therefore he must be killed. Having dealt with the elf, we proceed to the search for the next magician.

Our next stop will be the Cloaca. Ask the kids at Evelina's house. They will tell how a kind mage from Ferelden saved them when the Blight came. Upon arrival in Kirkwall, she immediately went to the local "Circle", but they locked her up, declaring her an "apostate." They will also mention that after the escape, the girl has changed a lot and has become aggressive. Pointing you to the sewers, the guys will run away. We go down. After dealing with a dozen ghosts and overcoming several traps, you will come face to face with Evelina. The girl is possessed by a demon and will also have to be killed. After talking with the children, console them and go to catch the last magician. Why do I think that he will not survive?

Having reached the Upper City, go to the estate "de Cogny" where the parents of that same runaway magician live. After talking with Emil's mother, you will hear another lie that she has not seen her son since she was six, but her husband will interrupt her, bursting into the room. Without noticing Hawke, he will begin to reprimand his wife for giving her son money. Promise your parents that you will not touch their son, and they will tell you that Emil, as if nothing had happened, gets drunk in the Hanged Man. I run there. After talking with Emil, you will find out that he is not a blood magician, but just a boy spreading rumors in order to please the girls. The guy is not dangerous, so you can let him go, thereby earning a good reputation with the magicians. The deed is done, so we return to Meredith with a report.

Haunted house.

Remember the house where we fought Varric's possessed brother? So the cunning dwarf wanted to sell the mansion, but not many people want to take a house in which everything is covered in blood and the smell of decaying flesh. But Varrick still found a man who agreed to buy a house without a preliminary inspection, but the trouble is that ghosts have appeared in this house, which do not allow buyers to live in peace in it. Varric suspects that the relic that Bartrund brought from the Deep Roads is to blame. It is necessary to destroy the problematic trinket.

Climbing into the house, we observe the pitiful attempts of ghosts to scare us. Having reached Bartrund's room, examine it and exit. Do not pay attention to the spirits that run past, as they are harmless. Finding the maid, try to find out where the idol is, but this will not bring results. Moreover, a stone golem will appear out of nowhere in the estate. After losing a certain amount of vital energy, he will disappear, and several ghosts will appear in his place. After destroying them, once again begin to "handle the pebble."

A defeated golem will leave behind a shard of an idol. Dissuade Varric from leaving him and take Sendel's artifact. As a reward for this, he will fry you a very useful rune. Go to the Hanged Man to speak with Varric.

New way.

Merrill is still trying to fix her mirror, but this time she wants to ask for help from the spirit "thanks" to which she became a bloodbender. Trying to convince her is pointless, so just agree. The spirit is contained in a relic, which can be found somewhere on the Shattered Mountain. Having formed a detachment, we head there. Having reached the idol, we learn that the Keeper wanted to save Merrill, realizing that as soon as she fixes the mirror, the demon will break out into real world and devour the young elf. Therefore, she allowed the spirit to settle in herself, and it can only be destroyed by killing the vessel. After her speech, the Keeper will turn into a huge and rather strong monster.

When the demon's life is gone, the Keeper will reappear in its place, begging to be taken back to the clan. Realizing that this is a demon's trap, Merrill will pierce it with his sword. Comfort the girl and return to the Dollars. Well, then the messenger, bad news and severed heads, however, you will have to chop off your heads, since the Dollars, having heard about the death of Maratari, will rush into battle. You will have to massacre the entire elven camp while listening to Merrill lament about "what have I done". Genocide can be avoided by vilifying Merrill in front of the elves, but then there will be one less friend in the ranks of your friends. In any case, after you deal with the problems, talk to the elf in her shack.

service and error.

We check mail. We are approached by a certain Cullen who assures us that many complaints have been received against Aveline, that she exceeds her authority, takes pets and does not fulfill her duties as a captain of the guard at all. We go to Aveline, she will react very negatively to such accusations and offer to take a walk with her and her husband Donnik tonight. We agree and wait for the sunset, after which we head to the port area of ​​Kirkvol, having previously taken the page to our squad. After running around the area, you will stumble upon Donnik, famously cracking down on pirates. Hating ask him about work. The rumors about Aveline turned out to be false. It's time to talk to Cullen in the Casemates.

The templar will report that he did not doubt the captain, but as long as there are complaints, he is obliged to report this to the top. He will also tell you that most of the complaints come from the Lower City. You probably guessed where we are going now. On the spot, talk to guard Brenen. She will tell about another guard who joined the society "against the tyranny of guards and strangers." The meeting of this society will be held in the Underbelly, so we are heading there.

Jiven is already making a speech to his henchmen with might and main. Ask Aveline to speak up and get ready to fight. The former guard, although he looks rather weak, however, has an incredibly huge supply of vital energy, so the fight will be hot. After finishing with him, return to the Barracks. Aveline is a little worried, but her husband will calm her down.

Serve cold.

Archmage Orsino is looking to meet you. Go to him in the Casemates and talk. Orsino suspects several magicians of treason and asks to get into some kind of secret meeting that will be held today in the Upper City. He himself cannot go to it, because, having left the Circle, he will automatically be enrolled in those who will be at the meeting. Wait for the night and go to this gathering. There you will be met by a bunch of templars and a couple of mages. When they see you, they will attack. After killing everyone, search their bodies, one of them you will find a note that says about their secret headquarters in a warehouse. Guess where we're going now?

Arriving at the warehouse, we deal with a crowd of templars. When the fighting subsides, Keran will appear and tell about the plot to remove Meredith from her post. He will also mention that the conspirators kidnapped your sister. Having received the coordinates of their shelter, we go there. Having burst into a gathering of rebellious magicians, try to solve the matter peacefully. Nothing good will come of this, and the apostate whose life you once saved will order you to be killed. There were many who wanted to. When only cooling corpses remain of the mages and templars, talk to the rescued Betony. At the end of the conversation, Meredith's warriors will arrive. Explain to them what happened in this clearing and return to Orsino with a report.

Last straw.

There will be a war. The war between the templars and magicians, and you need to make a choice - which side will you be on. Choosing for whom, you will fight, kill opponents and then decide the fate of Anders, because of which all the unrest in Kirkvel began. It is possible to describe what will happen next in a few words: Templars kill magicians, magicians become possessed. We kill everyone who meets on the way, and when we get to Orsino, we try to settle the matter peacefully. Meredith wants to kill every magician, every last one. She gives us time to prepare for battle and leaves. Talk to all your associates and then get ready for a fight. After destroying the first wave of templars, we watch a scene of how Orsino, using blood magic, turned himself into something terrible, but it is worth noting that it is quite strong.

Having defeated the monster, we hasten to get out of the Casemates. A distraught Meredith orders the templars to attack the Protector, but they refuse, and then she herself rushes into battle. It turns out that all this time she was driven crazy by the idol (the one we found on the deep paths) from which her sword was forged. Having lost one quarter of her life energy, the girl will use the power of the idol and revive the huge statues at the entrance. When Meredith falls, the Guardian's story will be interrupted. And even Varric doesn't know what happened to him next.

New companions in Dragon Age 2 will join the main character gradually during the passage of the main plot of the game. Brother and sister will join immediately, Aveline - a little later, during the battle with the remnants of the creatures of darkness, in which she will lose her husband. In Kirkwall itself, in the Upper City, there will be a meeting with Varric Tetras. Next in line will be Merrill. The meeting with her will take place at the Shattered Mountain, where the Dalish elves have set up their camp (task "Long Way Home"). Anders will make itself felt in the task "Pacification". Attempts to find him will lead the protagonist to the Cloaca, where the magician-healer treats all those in need in an impromptu clinic, doing a good deed.

Then it comes down to Isabella, which will suddenly appear in the tavern of the Lower City after the protagonist meets Anders. The violent temper of the girl will attract everyone's attention to her. Fenris also will not stand aside, the task "Free Cheese" will make the unusual elf appear before the main character in all its glory, demonstrating his unique abilities on the first enemy who came under a hot hand. A little later, in the second chapter, the squad will be joined by Sebastian(quest "Repentance", DLC "Prince in Exile"), however, for this you need to complete the task "Debt" in the first chapter. The last satellite will be Tallis(DLC "Brand of the Killer"). It is necessary to talk with all the companions from time to time, the most suitable moment is between tasks. They will willingly share information and their thoughts, which will open up personal assignments.

Satellite locations in Dragon Age 2:

  • Varric and Isabella- Lower city, tavern "Hangman".
  • Anders- Cloaca, hospital.
  • Aveline- The upper city, the governor's fortress.
  • Merrill- Lower city, elfinage.
  • Fenris- Upper city, the estate of Danarius.
  • Bethany/Carver- The lower city, the house of uncle Hamelin.
The number of satellites does not affect the ability to complete the game. Only Aveline, Anders, Varric, and Merrill are considered mandatory companions. You can opt out of other services.