Dragon age awakening mysterious stone. Walkthrough of Dragon Age Awakening. Trade problems

Mhairi

Mhairi is a female knight and also a Gray Warden recruit. I dreamed of becoming Gray Warden all life. Accompanies the main character during the cleansing of the Vigil Tower. Dies during initiation.

Anders

Anders is a renegade mage from the Circle of Mages. He repeatedly escaped from the Circle of Mages. But even with his resourcefulness and talent, he was always caught by the templars and sent back to the Circle. Once again, he fled to the Vigil Tower. Accompanies the hero during the cleansing of the Vigil Tower. After purification, he can be accepted into the order, or released, or returned to the templars. Upon initiation, he survives safely. Gifts for Anders: Kitten. Found in the Vigil Tower. Gold earring. Also found in the Vigil Tower. Knitted scarf. Stays in Amaranthine (in the church). Collar with bell. Also located in Amaranthine. Amulets of magicians. You can find it in the Architect's laboratory (Vending Forest, Silverite Mines). Engraved silver bracers. You can find it in Kal Hirol, in the shopping district.

Oghren

Oghren is a dwarf who wants to become a Gray Warden. A description of his life can be found in the article “Companions in Dragon Age Origis and gifts for them." Ogren decided to become a Gray Guardian and for this he came to the Tower of Vigil. Can be accepted by the player, but if not, he will join the Ferelden army. Gifts for Oghren: Aqua Magus. You can find it in Amaranthine. Dragon urine. She can also be found in Amaranthine (Hubert's hideout). Hirola eruptions. The name suggests what you can find in the Thicket Hills. Mackay Whiskey. You can also find it in Amaranthine. Toy horse. Lying in the Black Swamps. Brandy from West Hill. You can find it in the Vigil Tower.

Nathaniel Howe

Nathaniel Howe is the son of Rendon Howe, who knows nothing about his father's atrocities. Infiltrated the Vigil Tower to take heirlooms. But he was caught and put in prison. The Gray Warden will be allowed to judge Nathaniel. The player can execute him, release him, or accept him into the Gray Wardens. Nathaniel will also survive the initiation calmly. Gifts for Nathaniel: Bow Hou. Found in the Vigil Tower. Letters from Delilah. Also located in the Vigil Tower. Locksmith tools. You can find it in Amaranthine. Grindstone. You can find it in Cal Hirol. Golden vase. You can find it in Amaranthine (grocer Oktam). Bronze cultist. Located in the Wendig Forest.

Velanna

Velanna - Dalish elf, mage. She was expelled from the clan. She believes that it was people who kidnapped her sister and now wants revenge on all people. The hero can call Velanna into the Order of the Gray Wardens. He will also survive the initiation safely. Gifts for Velanna: Elven Runestone. Lies in the Tower of Vigil and the mines of the Deep Roads. Elven keychain. Located in the Vening forest. A discarded diary. Located in Amaranthine. Blank notebook. Also in Amaranthine (in the church). An ornate silver bowl. Lying in the Black Swamps. Sparkling malachite. Found in the Silverite Mines (Wending Forest). Carved jade. Found in the treasury of Kal Hirol.

Justice

Justice is a spirit from the shadows. Helps a village in the shadows escape from the baroness. Accidentally inhabits the body of the dead Gray Guardian Christophe. Justice offers its services to you. You may agree. Gifts for Justice: Elvish funeral prayer. Can be found in the destroyed elven camp in the Vending Forest. Poetry of dreams. In the throne room of the Vigil Tower. Lyrium: a gift from the Creator. Lies in Amaranthine, in an abandoned warehouse. Lyrium ring. Found in Kal Hirol. Christophe's medallion. You can find it in the Black Swamps. Memorabilia of Christophe. You can find it in the Amarantai tavern “Lion and Crown”.

Sigrun

Sigrun is a female dwarf, legionnaire of the Legion of the Dead. Of the entire legion, she was the only one who survived. If she had not met the player, she would have died too. She joins the hero and cleanses Kal Hyrol with him. Once Cal Hyrol is cleared, the player will have the opportunity to invite Sigrun into the Gray Wardens. In this case, she successfully survives the initiation and becomes a Gray Warden. Gifts for Sigrun: Heart of a Warrior. Found in the throne room of the Vigil Tower. Toy carriage. Located in Amaranthine. Spyglass. Lies in the Silverite Mines (Wending Forest). Plant in the pot. Lying in Amaranthine. A ball with the snow. Also located in Amaranthine. Soap on a string. Found in the dungeons of the Vigil Tower.

When starting the passage of Dragon Age: Origins - Awakening, you are immediately given the choice of whether to import an old hero or take a new one. I will not describe all the stages of creating a new character, since they are in the original walkthrough. Yes, and I imported my old hero, who was much better developed than the new possible character. So, having imported or created your hero, we begin the passage of Awakening...

And it all starts with you watching the screensaver, which tells the story of the last months. The Archdemon fell, but the creatures of darkness did not disappear. Let's avoid spoilers, because you can see for yourself what happened in the video. You head to the tower that used to belong to Earl Howe, but no one meets you along the way. Strange, isn't it? And then a survivor runs out to meet you, followed by the creatures of darkness. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can. He will go for help, which should be on the road, and in the meantime you will talk to your companion Mhairi, I think information from her will also not be superfluous. Next, go inside, deal with the ogre and a couple of small dark trash and go first to the right corner of the map, save the survivor, then to the upper left corner. Two survivors will be waiting at the gate, and you go through the inner gate.

Be careful, you may suffer from the explosion of this very gate. And, having entered them, the first thing to do is kill the Genlock emissary, who will be very unpleasant to cast spells. In general, in Awakening, the passage of battles in most cases needs to begin with killing magicians, but this is so, a lyrical digression. After his death, run to the upper left corner again, saving one of the survivors. Here you will have an updated task, according to which you will need to get bandages for the guards. Quickly run to the right, where you will have to save two more survivors and get bandages according to the mark on the map. Got enough? Run back, the wounded are dying! Hand over the bandages and continue to the interior of the Vigil Tower. By the way, this location will be your home throughout the entire passage of Dragon Age: Origins - Awakening, so be careful with it.

And when you go inside, you will be surprised that the outpost has been destroyed. Finish the dialogue with Mhairi and go comb the building. Immediately turn right on the map. There you will see a sorcerer who has burned one of the creatures of darkness. Talk to him and accept him into your squad. Follow this corridor to the end and save the survivor, which will update the quest for you. So, we need to search the entire tower and find other survivors, which is what we will continue to do. Climb to the battlements on the walls and go forward. Exterminate everyone there who can resist, turn the ballista and fire a salvo. After killing all opponents, go inside and pull the lever. You will watch a video clip in which you will see how one very cunning gnome blew up a squad of creatures of darkness. Well, let's move on, because the passage of Dragon Age Awakening- The awakening is just beginning...

Dismantle the barricade, go down, kill the creatures of darkness and move through the opened gate. Before entering the main hall, open the door on the left and let the survivor out. Now - inside the main hall. After the death of all the creatures of darkness, go into the room on the left, and then straight ahead. Walking along the corridor, you will meet an old acquaintance, Ogren, who will have to be saved from a crowd of Spawns of Darkness. Kill them and take an old friend to your team. By the way, it should be said that Ogren always accompanied me throughout the entire passage of Dragon Age Awakening. Great jokes, great fighter... Oh well. Collect trophies and go to the right - you haven’t killed everyone there yet either. Free the last survivor and move north, as that is the only passage accessible to you.

In the corridor you will find Rowland bleeding. He will tell you the story of the storming of the fortress. AND interesting story about the talking spawn of darkness. Well, that means there is something to do during the passage. We move forward, there is only one road, along the way I cut out the creatures of darkness that are present in large numbers there. Have you reached the new exit to the battlements? Save! And only now keep moving.

Go forward and kill the spawn boss, who also talks a lot. The liberation of the fortress will end with the murder. You will watch an interesting video in which you can take Ogren and Anders into the Gray Guardians. Or you may not take it. The choice is yours, but I would still recommend accepting them. The company will not be superfluous. After this you will be told that this estate belongs to you. And the first thing that needs to be decided is to increase the number of gray guards. Conduct a dedication. True, not everyone will survive it... May the faithful one rest in peace fighting girlfriend Mhairi. After that, continue watching the video and end the chatter. This is how you will complete the first stage of Dragon Age Awakening.

After all this, you will find yourself in the Throne Room of the Vigil Tower. There is a sorceress here, from whom you can enchant weapons, and a merchant, from whom you can buy or sell something. Talk to Mistress Wolsey, who stands to the left of the throne, and agree to her help. After it, talk to Captain Garvel. Both have the same task, which is good news. And finally Varel. After talking with him you can leave throne room, since you have nothing else to do here.

Leaving the throne room and choosing your assistants, you will talk with the guard, who will tell you about a petty thief who was barely subdued by four guards. Take two more tasks from her. After this, immediately go down to the dungeons of the Vigilance Tower and talk to the Jailer. And it turns out that the thief is Earl Howe's son. Like this unexpected meeting. I think another gray guard wouldn't hurt. Take him into your ranks and don’t be afraid - he will survive. After this, talk to Varel again and attend the oath taking. Then again a conversation with Varel and two conversations in a row with those whom he names. You should also take the task about the assassination attempt from Tamra. And in general, talk to everyone, I think it will not be superfluous for you. After all this, you have a difficult decision to make. Choose what is more important - protecting the city, trade routes or farms? I chose to protect farms. And don’t forget to talk about the conspiracy, after which you can safely end the appointment. In general, it should be noted that the passage of Dragon Age Awakening is simply replete with solutions. Sometimes they are small, sometimes important, but you have to make decisions yourself.

Get outside, you have a lot to do. First, go to the blacksmith and listen to his eternal whining. There you will be mentioned about good metal and armor for soldiers. Do you get the connection? After this, go to the sergeant who is standing near the door and talk about the remaining creatures of darkness. Naturally, agree to help!

So, you go to the dungeons of the fortress, where the creatures could still remain. The rubble will be cleared and it will be time for you to move forward. And the first one you meet is the mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, we'll rescue you along the way. In the next room, the creatures of darkness await you. After they die, go into the room to the north and pick up the letter and gift. Then - into the room in the south, where screamers will jump from the ceiling. They also need to be deprived of their lives, and then pull the torch in the wall in order to open the secret door from the chests, which contains a lot of supplies. Try not to have any unexplored territories or unfinished quests while playing Dragon Age Awakening.

Now you can return to the hall and continue moving towards the dungeon. When you get to the prison and kill the ghosts, you will again have two ways to go. Let's go west first. Before you is a crypt with aggressive skeletons that are best put to rest. After that, search all the sarcophagi. You will find one key, and there will be four keyholes. Well, then let's continue on our way. Now from prison to the north. There you will meet the same Adria who needed to be saved. True, now she needs to be put to rest, and not saved, since she has become a ghost. May she rest in peace, but it's time to move on. And then we have a rubble, which will take about a week to clear. Well, then let's move up. At the top, all we have to do is talk to the gnome and give him a large sum of 80 gold, if, of course, you have it. And now you can leave the location.

Now let's go to the Lost Sanctuary, where the poor girl is being held captive. The passage of Awakening does not allow us to relax. When the leader of the robbers speaks to you, first demand to show you the girl, and then convince him to let her go. When he releases the captive, the robbers can be killed. Be sure to take a very good level 9 dagger from the leader of the robbers. That's it, you can leave this location.

We go to the Turnoblov estate and go immediately north. Here you will find a bunch of creatures of darkness led by the Ogre. Kill them, of course. True, you will not be able to save your family. Therefore, we will limit ourselves to rummaging through the corpses and killing all hostile entities.

Enter Amaranthine and immediately go right to the box. From there, take the discarded diary, it will still be useful to you, because in Dragon Age: Origins - Awakening the passage is thought out in such a way that every little thing comes in handy. Walking straight ahead, you will come across Colbert, who you really needed. Talk to him and ask where he saw the creatures of darkness. Finish the conversation with him, thank him and go a little forward, where they will give you another letter. Well, great. Now I advise you to go back a little and turn left in order to take the task from a certain Dark Person. The task is to talk to the innkeeper. Agree and move on.

The guards will try to block your path, but his boss will immediately appear and remove the careless peace officer from conducting business. He will make an offer to you to talk to him about the smugglers. Well, we can and even need to talk! True, if you complete this task as a guard, then you will not be able to get to one location during the passage of Dragon Age Awakening. Agree to his task and go to the market (it's on the left) to the suspicious guy. As soon as you start talking, he will run away. Don't worry, just follow him, systematically destroying group after group. After destroying the last group, which will be standing behind the fortress, you can return to the head of the guard, Constable Aidan. He will also send us to the smugglers' lair. Kill the dark person near the entrance and take the key for yourself. Now you can go down to the basement.

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning- The Awakening passage is replete with gifts. And gifts are useful, as they increase the hero’s attitude towards you. And in the first hall the leader of the smugglers and his comrades will be waiting for you. It’s not very smart for them to stand and wait in the middle of the room, but oh well, may they rest in peace. Exit through the SAME entrance as you entered and turn in the task. Passed it? Go to the market and ask the price of goods from the traders, they are very good there. After this, talk to Mervis, the representative of the trade guild. He will tell you that creatures of darkness are playing pranks in the forest. Well, we need to run there quickly, otherwise the trade is worth it. So, that's where we'll go.

And here we are in the Vending Forest. All we need to do here first is kill every living thing up to the bridge. Search every corner, search all the chests and kill both trees and robbers. When you're done, cross the bridge. And here will be the most interesting passage of this location in Awakening. An elf will appear and demand the return of her sister, otherwise she will continue to kill people and rob caravans. Well, move forward. Here you again have to beat and chop until you find a survivor. Its location is marked on the map, so you won't get lost. After you deal him a blow of mercy, creatures of darkness will appear... Poor creatures, they thought they could profit from us... Now we move towards the Dalish elf camp, destroying the enemies summoned by the elf along the way. At the top you will have to talk to her again. Here you will have to accept her into the squad and go to storm the mines in which the creatures of darkness are hiding.

Isn't it a little dark in the mines? Yes, on fresh air definitely calmer and more comfortable. Go down and get used to it, the passage of Dragon Age Awakening will often throw us into such corners of the world. As you pass by the circle, you will witness your own being put to sleep by the Emissary. Okay, we'll deal with him later. In the meantime, we are waiting for the end of the video, in which Seranni, the sister of our new ally, will give us the key and run away. And we shouldn’t linger either, it’s time to run. First, run north, search everything and get a couple of diary entries, and then go down to the south. There, use a ballista that will crush the crowd of enemies, then go down and finish off the survivor. More creatures of darkness will come running from the next hall, which also need to be killed. Move down and down. Along the way, you will meet a creature of darkness who has donned Ogren’s armor. Well, isn't it a creature? Kill her and re-dress our favorite gnome. At the first fork you will see the last surviving gray guard, who will ask you to take the ring that was stolen from him to his wife. Okay, let's take it. But when we find it. In the meantime, we move on... In a large cave, we scatter another crowd of creatures of darkness with our bare hands and begin to collect trophies. A corpse will lie right there, dressed in your magician’s uniform. Let's change her clothes quickly, let two characters already be properly equipped. Now you can move on. There is only one passage for now...

And here is autosave again and a new room with two test subjects dressed in our clothes. Take it and get equipped, there’s no point in walking around naked. Although we fought well without armor, the passage of Dragon Age Awakening is much easier if you are dressed... There will be the first fork right there. We'll go east first. At the small dead end, take the lyrium sand from the deposits and go explore the remaining hall to the east. There are two useful enemies in this room - a dragon tamer, who drops a nice hammer. The ring that we need for the quest, and the dragon from which we need to pick up the scales. It's also fresh here dragon egg, which is better to take than to leave to rot. There is nothing else of interest here and you can go to the southern tunnel at the first fork. And again there is a hall in front of us, in which we must kill everyone. The only useful thing here is the dragon scales removed from the wearer. And we also have only one passage - to the south.

In the south, turn into the Architect's room in the east. A small piece of the codex and a small amount of 8 gold coins should brighten up the absence of your things. By the way, you don’t have to collect the code, but most complete walkthrough Dragon Age: Origins - Awakening is a walkthrough with a fully assembled codex. In the meantime, let's move down the map. And there you will find a cunning merchant with whom you can trade and who you need to invite to the Vigil tower, as well as a chest with all your things. Grab what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and you won't be able to kill them with a swoop. Therefore, try to combine potions and skills, slowing down your opponents. The main thing is not to let them fly up, otherwise they will come out of the fire, disrupting your skills. After their death, that mysterious creature of darkness will leave, and you will need to accept Velana as a gray guard. Great, an extra ally won't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.

Now I suggest you visit the Vigil Tower, where you can talk to the blacksmith. Did you talk and get the task? Great, now give the ore to his apprentice and talk to Dworkin, who is standing right there, nearby. You should give him the lyrium sand that you found earlier. Then talk to Waldrick, who will ask you to find granite deposits to repair the tower. Agree and go talk to the private, who will give you 10 gold thanks and send you to the throne room for trial. Be sure to save before going there, in case you mess up something in the passage of Awakening...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Will you hang it? Or will you punish with whips? I decided to invite him into the army and I was right. Everyone was happy. The next case is a civil one. There you must choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official document confirming her right to property. What will you choose? I chose the third option. And the last thing. Put a noble nobleman in prison and that's it, why think about making a choice? That’s great, the task is completed and you can leave.

Now talk to the sergeant who stands opposite the entrance and go to the cleared rubble. And they found a way out to the deep paths. Well, let's explore. We immediately move north, where we can profit a little and donate a gold figurine, and then we go south and explore the territory. There, after walking along the alley and killing a couple of creatures of darkness in the horns, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork at all, and there is only one way - to the south. Before the circle of the forgotten, be careful, as skeletons run out there and need to be put to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the path of bones and save in front of the door to the forbidden room. As soon as you walk, you will be attacked by a ghost, which is quite difficult to kill. And when you almost release it, it will fly away in an unknown direction. We need to find him quickly. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you reach the corridor with the evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take the trophies from the ogre’s body and kill the ghost that appears. So, by killing the ghost, you will complete the task and begin a video in which our gnome friend will repair the gnome mechanism to close this passage. Great, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit from this card. I suggest heading to the Thicket Hills.

First, run north and destroy the two executioners. Then follow the path to the east, cross the bridge, listening to comments from Nathaniel and save. Next, go and go in one direction, pick up the things of the hunters along the way and save the gnomish woman who is being dragged by the creatures of darkness. She will tell you that the legion could not cope with the creatures and she was the only one left alive. Take her to you and go down to Kel Hirol.

Here you are in a long-forgotten city of gnomes. Now admire the view and go down. There, talk to Yukka, the gnome near death, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and cross the bridge. Afterwards, save immediately just in case. There will be nothing remarkable until the largest hall, in which you will first meet the larval children. Kill them all, there is no point in leaving any scum alive, and enter the main hall. Be careful, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy who has not yet attacked you. This is the master of the golems. Kill him quickly and quickly and take the golem control rod from his body. It will be useful to you for painlessly killing the above-mentioned golems. Now collect trophies from them and move on. Ahead on the stairs, revive the golem, let him fight for you. And you kill everyone, take the trophies from the chests in the north and south, and go beyond the lobby. Next you will see a sea of ​​ghosts pretending to live their lives. Go and follow one path. You won’t come across anything particularly noteworthy along the way. This way you will calmly reach the entrance to the shopping district. In general, it should be noted that in Awakening the passage of locations is quite linear, so it’s easy to do...

Immediately you will see a video in which some creatures of darkness kill others. Well, let evil fight evil, good will help a little. Move forward. And from the main hall to the room in the north. There, take the belt from the sarcophagus and kill three revived golems. After this, you can move further to the east. In the next room, kill the creatures of darkness who are fighting each other and go to the room to the south, where you should pick up the dwarven tablets. They will be useful to you later. Now - to the north.

Having reached the forge and again destroyed the crowd of creatures of darkness there, go behind it, collect trophies and fix broken things with the help of a golem and an anvil. Let me remind you that throughout Dragon Age: Origins - Awakening there are no unnecessary components. The things are not very good, but they will be useful for the collection. This will take you to prison. A certain Stefan is imprisoned in a cage. Take the rune from him and release him into the wild. To the left of the cage is an anvil. Use it and talk to Ogren. After prison, a fork awaits you. First go south, where you will find an area marked as a grave. In front of you are rune stones and a sarcophagus in the center. Click the runes so that the signs on them match the signs on the walls. This is easy to do, so it's not worth worrying about. When all five signs are in place, run to the grave and pick up interesting gloves from there. Now you can go back and head southwest from the fork.

Clear the rest of the area, search the treasury, and go into the thicket hills, from there to head to the vigil tower and unload a little. I personally don’t have any space left at all, so we will continue clearing out Kal Hirol a little later. For now - to the Tower of Vigil. Here give the ore to the blacksmith, and the tablets to Dvorkin. Lyrium sand is also for him. After this, go down again into the thicket hills and from there into the shopping district. And from the shopping district - to the lower reaches. We continue cleaning...

And below you start running through the tunnel until you reach the golem and the darkspawn mage. Both of them must be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, chaining him up, and while the thief was having fun, I killed the golem with the rest. And it was no longer difficult to finish off the magician. Then move along the remaining corridor, killing the tentacles that come out. When you reach the very end, cut two chains, which will kill the queens. After this, you can consider Kal Hirol cleared and leave from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

And we will go again to the Tower of Vigil. Nip the peasant rebellion in the bud, then talk to the blacksmith and give him the golem shell. He will give you a list of what he needs to get for work. Well, let's look. In the meantime, go down to the basement and go to the crypt, which you still have not opened. You should already have all three remaining keys. Have you opened it? Go inside, clear the tomb of ghosts and collect trophies. There are already very good boots there. Now you can leave the basement and go up to the throne room. And in the throne room an assassination attempt is being organized on you. Well, death to them. After that, accept those who wish to join the gray guards and finish with the equipment. Amaranthine is waiting for us!

In Amaranthine, give the lucky hoof to Mika, for which you will receive a cash reward. After that, go to the market and tell the great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Great. There, take all the tasks from the Trade Guild board. Go a little north and, going around the house, take a woolen pad from the chest near the locked door. Here is the element for the armor. By the way, Velana brewed the master’s lyrium potion for me, for which I thank her very much. Now let's go to the Crown and Lion Inn. First, go to the end of the inn and talk to Nida. She needs to give her the wedding ring, that her husband died trying to make this world a better place. Then go to the Innkeeper and talk to him about Christophe, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it could be. Examine the map, from which it will become clear that Christophe is in the black swamps. We'll go there, but later. Take the trophies from the chests and go talk to the innkeeper. Convince him that he needs to pretend to trust the smugglers. The task will end here, since now there is simply no one to help you. Well, the passage of Dragon Age: Origins - Awakening will not be poorer for this.

Now let's go to church. If not to pray, then for a bunch of tasks. Take everything from the notice board, and also take the flower pot. Now talk to Wynn, an old friend. Agree to complete her task, you are an old friend after all. Then dive into the church. There, collect all the trophies, examine everything you can, and talk to the templar. Then go up to the girl and take on the quest to find her missing husband. Now move to the inn, where you will find a piece of note to the right of the counter. It mentions footbridges high above the city. Okay, we'll get there too. But first, go beyond the city walls and destroy all the robbers. As you return, look for the second house to the right of the path and in the compacted earth you will find the treasure you were looking for. This is a pathetic ring, but the task will be completed and you can breathe a sigh of relief about this. Next, run around the city, finding three maleficars, and kill them. After this, you will receive a quest to kill their leader, who stands in the corner of the shopping area. After his death we go to the preacher for a reward. Did you take it? Well, of course, you shouldn’t leave it, it’s not for nothing that in Dragon Age: Origins - Awakening the passage is always trying to lure money out of us. Now go to the gate where the constable is standing, and go into the left door if you stand with your back to the city. Here you will immediately see a chest with a first aid kit, and a little further - a new piece of note. Now go outside the city, to the very exit from the area. On the left is the house in which the hanged husband is located. May his ashes rest... Let's go to Alma and tell her everything. Now we have completed all the quests in the city and will go for a walk in the Vending Forest.

In the Forest we need to find nine pieces of silk that are needed for the quest, eight statues and five pieces of Sylvan bark. So run around the map, searching corpses, describing statues and killing sylvans. It is impossible to give a clear location. When you do all this, you will definitely find the corpse of a scientist, from which you need to take a stone and a diary. Next, run to the circle of stones, into which you need to put the missing stone. After that, walk around the circle, pressing all the stones. This will yield a chest that will appear with a necklace inside. True, the necklace is weak, so you don’t have to try too hard. Then, in the same part of the map, go south and talk to Inez. She will ask you to bring her the seeds of one plant, northern thorn. And after that she will go with you to the council of magicians. Well, it must be so. You can find it north of Ines, to the right of the mine. Take the seeds and return to Inez. She will thank you, give you a reward and go on her way.

Now we can return to Amaranthine and turn in all the tasks. Passed it? Go to Gunsmith Glassrick and buy pure iron from him. You can now return home to the Vigil Tower. Talk to Waldrick there, give him the granite samples and select the soldiers. He will be glad and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will be crooked, but the armor will turn out to be excellent. They're in original game, and in Dragon Age Beginning - Awakening there was a lot of grumbling... So it’s time for us to go to the black swamps...

You are greeted by carrion eaters in the video. You will have to deal with them as soon as you walk a couple of steps forward. Well, let's do that. Now collect the trophies and follow the path. At the first fork, destroy the next batch of wolves, take the love letter from the destroyed house in the “branch” of the path in the south and move straight north from the fork. After walking a little along the path you will come across a dragon bone. Guess why you need it? Correctly, to insert into the skull lying nearby. Go a little forward to the gap in the veil and examine the veil. You won't be able to pass here, so turn around and go to the fork, from which you will go northeast, to the ruined house and further, to the gates of the ruined city. Here you will encounter pestilence werewolves for the first time, but they are frail opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search Mabari’s corpse, from which we will get the veins we need. Also, slightly to the right, there is a chest, an old letter and a pack of werewolves who behave extremely aggressively. Destroy them and go further east to pick up the city archives. You can now exit through the northern gate. There will be a rift in the veil again, giving you a new task. At the fork, go north again, where you will find the third puzzle and some werewolves. And Christophe’s temporary shelter, which is much more interesting. So in Dragon Age: Origins - Awakening the passage is gradually revealed...

Well, let's take it a little further west. In the circle of stones, take the torn out page, kill the next werewolves and, going a little further west, take the dragon bone. Now follow the top edge to the east. Here, at one of the gaps in the veil, you will find a cache left by an unlucky merchant. That's it, his mission is completed, we are moving south, for another dragon bone and a pack of experience from killing the inhabitants of the swamps. When you find the third piece, go east, to Christophe's Body. There you will find the last piece of dragon bone. Then use Christophe's body and you will find yourself surrounded by creatures of Darkness. And someone First will try to throw you into the Shadow. But he will abandon himself too. What a fool...

Then he will refuse to cooperate and will set his charges against us, who can simply be killed. Well, let's act here too, since the passage of Dragon Age: Origins - Awakening allows this. Follow the path to the first skirmish. Here you will see a device for breaking the veil on the right. Use it and one of the gaps will close. I think it’s clear what they want from us. Then we go along the top edge of the map to the west. Next to the runic circle you will find another device. Destroy the demons of desire and close the device. Then go to the runic circle and start lighting the stones. They are very easy to light, so they are not worth describing. Once lit, you will be attacked by demons of wrath that will appear one by one. After the death of the latter, a stand for runes will appear, which must be activated in order to influence the real world. Continue further west, still keeping to the edge of the passage. In the corner you will come across the last device that needs to be extinguished. Put it out? Go ahead...

And then it's to the south. When you reach the close entrance to the village, save. Then go around it along the one road available to you, killing everything and everyone along the way. There will be another permanent addition to the pier. But further, in front of the entrance to the crypt, you will meet a girl who comes to visit the ashes of her father. But again “someone” is coming, and she hides in horror in the crypt. You will deal with these “someones”. Then - dive into the same crypt. There, run along the road until the first fork. It will be waiting for you restless soul. She will run along the corridor to the west, and you run after her. It turns out she set a trap for you. Intimidate the demon and head south from the fork

There monsters will be waiting for you and a transition to a new area. That's where we need to go. Come in with confidence. Run around the village, collecting new permanent additions, and come to the center, to the Spirit of Justice. Talk to him and break into the evil baroness. Oops, surprise, the passage in Dragon Age: Origins - Awakening throws up a lot. Our old acquaintance has already agreed with her. So you'll have to kill him first. And kill, since he is constantly distracted by your random allies. It's quite easy to do. Now he is a corpse and the Baroness takes his power, and you find yourself in real world. And the same Spirit of Justice joins you, only in a human body. Recruit the squad, taking into account the impossibility of throwing the Spirit out of it. After this, quickly run, destroying the shadow portals. After all the portals are destroyed, we run to the estate. There you will have to kill the demon that was in the Baroness, which is not difficult to do. After that, go west, open the previously closed gate and search all the boxes, including the dragon bone. You will also find there a sword that one lord needed. Great, now let's move on to the dragon's head. When the last bone falls into place, you will see a flash of something that turns out to be a spectral dragon. Go upstairs and kill him. Moreover, when he jumps into the circle, do not let the lights reach him, as he will be treated. But killing him is not difficult, it’s just long and tedious, which is not typical for Awakening walkthroughs. After that, take the bones and trophies and go... to the place of Christophe's death. There you will find the fifth riddle. Then run to the circle of stones and pick up the sixth riddle. And from there - run to the right on the map, to the pond, which is the third from the left. There you will find a bottle with a ring and a note, which will complete your quest.

Head to Amaranthine. There, go to the inn and pick up the oil in the room on the right. And then - to the Tower of Vigil. Give the sword to the blacksmith for execution, collect all the necessary components and enjoy wearing it best weapons in Game. Yes, just don’t roll your lip too much. After the game ends, it will be stolen. And you will not be able to complete the passage of Dragon Age: Origins - Awakening so that it remains with you. But for now it belongs to you, so use it. Then, if you have completed everything else, talk to your Seneschal and go to war. And so you, at the head of a tiny detachment, set off to exterminate the creatures of darkness. Doesn't remind you of anything? And I have good associations with the original game...

Come to the city and kill those nearby. Then they will bring you news that Mother will soon storm the Tower of Vigil. And your choice is where to go and what to protect. I chose to burn Amaranthine and move to defend my tower. Perhaps the hardest choice throughout the entire passage of Dragon Age: Origins - Awakening...

And then there was the defense of the tower. Lots of fighting and not much to tell. Four stages of defense, all related to killing enemies - that's it. Varel fell, and it was a great loss. But after the enemies retreated from the walls of the fortress, I decided to follow them to kill the queen. Leave the area and go to the Mother's lair. There you have to move in a straight line, killing the creatures of darkness. At the end of the location you will see a high dragon, which you also have to kill. When everyone is dead, go inside. As soon as you enter, your sorceress's sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While there is only one road, go forward, destroying opponents and collecting crystals. Under the spiral staircase, insert four crystals into the cells, which will activate the artifact. Go further and you will have a conversation with the Architect. It's up to you to choose whether to listen to him or not. I just don’t have trust in all kinds of creatures, so I rejected his offer and killed the creature of darkness. Then he activated the second tower. Are you collecting crystals? When all three artifacts are activated, dive into the Nest.

And in the nest everything is quite simple - talk to the Mother and kill her. Killing her takes a long time, but is simple. It is better to immediately throw three fighters at the tentacles, and with one, the strongest, chop down the Mother herself. This way you will maintain balance and give the hero an interesting achievement. And with the death of the Mother, the game will end... You will read a lot of interesting things about future events, but... You can read them yourself. I bow out for this, the walkthrough of Dragon Age: Origins - Awakening is complete!


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By completing not only the main tasks, but also lingering on the secondary ones, you will better pump up your team, and also extend game time. In the swamps you can find a set of armor designed for a warrior, or collect strange bones that can be used after completing story mission.

Combat tactics have changed in Awakening. The more competently the team is selected to fight this or that boss, the easier it will be for you to defeat him. For example, the magma golem is one of the first bosses. It is useless to use fire magic, weapons with fire effects and bows against him. But ice and melee attacks have a great effect on him. Accordingly, you need to assemble a party of a mage who knows ice magic, a healer mage (who can heal the group), and two melee fighters. The healer will be very useful to you in cases where the boss will cast a massive Firestorm spell.

New enemies have been added to the game. Now you are in wait for talking creatures of darkness and so-called children, who have three stages of development. New bosses have also been added. Children in the first stage of development are not so difficult to overcome. You will meet them in Kal Hirol when you arrive there. storyline. They appear from white cocoons on the walls, and move to the next stage of development when they eat dead creatures of darkness. At the second stage of development, these creatures have thin long legs, mandibles and a larval body. They usually knock the victim down and bite him to death. At the third stage, they have spikes that reflect part of your damage, and they begin to hit much harder.

Walkthrough of the game Dragon Age: Origins Awakening.

At first Dragon games age: Origins - Awakening you will see a video in which you will be “delighted” that despite the death of the Archdemon, the creatures of darkness did not even think of disappearing. You are sent to the Erling of Amaranthine, the most dangerous region of Ferelden. You approach the tower that belonged to Earl Howe, but as you get closer, you see that there is no guard there. After this, a man will run out from there, followed by two garlocks. Help him get rid of them and talk to the rescued one. He will leave for help, and you will talk to your companion Mhairi. After the conversation, go into the courtyard and head towards the wooden gate, clearing your way by all available means.

After the gate explodes, quickly clear the fortress's courtyard of all evil spirits. First of all, always try to get rid of the magicians, they can cause a lot of damage. Once the yard is clear, approach the survivor and find bandages for the guards. Now go inside the Vigil Tower. This is now your headquarters.

Inside the tower you will see complete chaos, the creatures had a lot of fun here. Now run to the right passage, there the magician is trying to cope with the garlocks alone, help him. After the fight, talk to him and he will go with you. Follow the corridor, rescuing survivors along the way. After saving everyone, return to the main hall, and from there go to the battlements. There you will also have to fight, then press the lever and go down. After watching the scene, move on.

You need to dismantle the barricade and go down. After destroying the creatures of darkness, go through the opened gate. Having reached the main hall, you will find your old friend Ogren, who is fighting with another group of enemies. Help him deal with them, then take him to the team and move on. In the corridor you will come across a wounded Roland, who will tell you that during the assault one of the creatures commanded the others. Go further until you reach the entrance to the wall. Along the way you will also have to crush enemies. When you reach the wall, go outside.

You will meet with the Garlocks and their commander-in-chief, first talk to him and then kill him. The fight should not cause much trouble, especially since you have a healer in your party - the magician Anders, whom you saved below. After dealing with the enemy, go to the fortress. You will be offered initiation into the Gray Wardens, accept. Unfortunately, you will lose Mhairi during the ritual. Now talk to the three managers in the throne room and move on. The introductory part is finished.

The Vigil Tower was given over to the Gray Wardens. Three managers run the affairs there, but you will still supply the fortress. You'll have to look for granite for walls, lyrium and metals. I advise you to complete all the tasks in the fortress, although some are optional, in the future this will help you when passing story mission. There are many secrets in the catacombs, look around carefully. At first, only the upper level of the catacombs will be available to you, and after completing the first big story mission, access to the second level will open.

In the courtyard, you will receive letters from the girl and a message about a robber in prison. Go see the prisoner. It turns out that this is Earl Howe's son, Nathaniel. You will need to accept him into the Gray Wardens, if you just let him go now, he will join you later. Having finished with this matter, go back to the throne room and take all the available tasks. Here you will have to decide what you will protect - the city, farms or trade routes. Make a decision and go outside. Here just talk to everyone, get from them Additional tasks about metals, lyrium and money to restore castle walls. You will immediately receive a quest to clear the catacombs. After completing the task, go to the city of Amaranthine.

Amaranthine - Ferelden's main trading hub. A small town, the goods from which mainly go to Denerim. Due to the developed trade, the city attracts thieves and smugglers. Here again you have to make a choice. Who should I help? City guards, or shady individuals who are at odds with the law? Only you can decide, and your decision will be final; you cannot change it. Your choice may affect the ending of the game and may block access to a special location. Right here, in Amaranthine, you can complete the tasks of some of your companions, as well as continue the quest “Conspiracy”.

Before entering the city, you will meet Colbert, who will tell you about a large number of Spawns, and mark the place on your map where he recently saw them. After that, go into the city. After entering the gate, turn left and look for the representative of the merchant guild Mervis. After talking with him, take from him the task of dealing with attacks on caravans in the Vending forest. This is a story mission.

Go to Vending Forest. It is located near the trade routes leading from Amaranthine to Denerim. Walking forward along the road, you will soon encounter a group of bandits. After getting rid of them, search the cart. Next you will meet burning sylvans who are resistant to fire, deal with them too. Having reached the bridge, you will see an elf who demands that you return her sister. After talking with her, move on. You will have to fight along the way, go forward until you find a survivor. Finish off the poor man and destroy the enemies that appear. Now go to the Dalish elf camp, talk there with that same elf Velanna, take her into your team and all together go to the silverite mine.

An unpleasant surprise awaits you here - almost immediately after your arrival you will be put to sleep. You will see a cutscene in which Velanna's sister, Seranni, will give you a key and direct you to the Architect's room so that you can rummage through his chests. You are undressed and disarmed, but there is nothing to do - you have to go as you are. Go north and search everything there. After that, head south, down. To clear the hall, use a ballista. Wait a little, creatures will run out from another room, get rid of them in the same way. Now you can move on. You will come across a creature that dared to wear the clothes of one of your party members, destroy the insolent person and return the clothes to the owner. When you reach the fork, you will find the last surviving fortress guard. He will ask you to find the ring that was taken from him and return it to his wife. Moving further, you will meet another creature that has put on Velanna’s armor, take it away.

You will find yourself in a hall where you will find more thieves wearing your clothes. Take your things off them and go to the fork. First, go east, where you will find lyrium for the fortress, and then go to the adjacent passage, through which you will enter the hall, where you will see a huge garlock, armed with a hammer - a dragon tamer. At this garlock you will find a ring that needs to be taken to Amaranthine. In the same room you will find a dragon egg, which will be useful later, and the dragon itself, from which you can remove the scales. Once business here is completed, head towards the southern tunnel at the first fork. And then there are dragons to get rid of.

Go to the Architect's room. After searching it, you will find gold coins and a piece of codex. Further along the way you will meet a merchant from whom you can replenish your supplies. Talk to him and invite him to the Vigil Tower. Right there, next to the merchant, you will find a chest with things. Move on. Arriving in the next room, you will finally meet the Architect himself. Here you will have a battle with two of his “friends” - dragons. Don't let them fly up and try to keep them frozen for as long as possible. Once you defeat the dragons, the Architect will choose to retire. Search everything here, grab all the loot, and head out to finish your first story quest.

In the Vending Forest you can find a vein of granite for the Tower, two talking statues and an ancient Tevinter sign on the ground, which can be activated if you first take the stone from the bag lying near the corpse. Activation scheme available.

Now go to the Vigil Tower. Here, promote Velanna to the Gray Wardens, tell the builders about the stone vein. You will also have to be a judge in several disputes. Now you can visit the lower level of the catacombs. Talk to Master Blacksmith Wade, he can make unique things for you if you bring him the necessary ingredients. Now equip your team and either begin the side quests or head to the Thicket Hills. There they saw a strange building and creatures of darkness. Take Oghren with you.

Upon arrival at the place, destroy the mutant wolf and go across the bridge. Further along the stairs, go down into the deep paths, now heavily destroyed. Save the gnome Sigurn from the creatures of darkness and take her to your team. Go deep into the location, to the abandoned dwarf teig Kal Hirol. Now the city, once the second largest, is filled with enemies. His loss was a painful blow to the dwarves. Go downstairs and talk to Yukka, who, unfortunately, is already dying. Go forward to the bridge. You will reach the hall, where you will meet those same larval children. Destroy them, make sure that they cannot eat the corpses of other creatures of darkness. Now decide how to move on: straight through the traps, or move quietly, around. It's better to choose the second option. Go to the false section of the wall and go deeper into Kal Hirol.

Walk along the corridor, getting rid of enemies along the way. Carefully enter the front hall, there are many traps there. After destroying the enemies in the hallway, move on. Here you will meet the owner of the golems, whom you need to quickly get rid of and take the golem control rod from him. Deactivate golems using this rod. Now go to the lobby, along the way you will come across a crowd of ghosts, but do not be alarmed, run to the door to the Kal Hirola shopping district.

Once you find this door, you will see a scene where the creatures are fighting each other, which can only be to your advantage. All that remains is to collect the trophies left over from this battle and move on. Once you reach the forge, clear the area, collect broken weapons and repair them. Go to the prison, there you will find Stefan imprisoned in a cage. Take the rune from him and set him free. Now go to the fork, and from there into the southwest passage.

Here, too, you need to clear the area from uninvited guests, and decide where you will go next. Either return to the Vigil Tower or continue clearing Kal Hirol. If you decide to return, you can handle this yourself, but if you want to get rid of enemies further, then let’s go to the Lower Limits. Your goal here is four queens, nestled at the very end of the tunnel.

As you move forward, you will encounter a flame golem and the darkspawn that controls it. Let's dwell on the tactics of fighting them.

First, look at the composition of your group. You will need a healer, a mage who knows freezing and control; Anders, a tank fighter, or a robber with melee skills, is perfect for this. If the composition does not correspond to this tactic, go to the Tower and gather the necessary group. The fight with the golem is difficult, but in principle, with the correct use of party members, it becomes a chore. First, I advise you to get rid of the golem, and then take on its owner, because if you try to kill the owner first, that is big chance that at this time the golem will kill your healer. During the battle, the golem covers approximately 70% of the area with the Firestorm spell, position your healer so that it does not hit him. You can use balms or fire crystals to reduce damage. Keep him frozen or paralyzed for as long as possible. After you deal with the giant, take on the owner, he shouldn't cause any problems.

After the massacre, go further along the corridor, you will see a room in which you need to cut two chains. Thus, you buried the queens underground. Now that you have achieved your goal, return to the Tower and get busy again. Having finished with the problems in the fortress, you can head to the last story location - the Black Swamps.

Having arrived at the place, run to the village, clearing your path from enemies along the way. Go to the ruined house, pick up the love letter there and go north from the fork. Along the way you will find a dragon bone, take it with you. Ahead, examine the gap in the Shadow curtain and enter the gates of the destroyed city of Blackmarsh. Here you will meet a new enemy for the first time - pestilence werewolves. Not too strong, although terrifying. Look around the city, destroying its current inhabitants. After this, exit the city through the northern gate. Here again you will see a tear in the veil. When you reach the fork, turn north again. You will be greeted by several werewolves and another riddle. Examine Christophe's hideout and go west.

Here, in the circle of stones, pick up the torn page and a little to the west take the dragon bone. You will also have to deal with werewolves. Now go east. You will find a cache near one of the gaps. Explore everything around and go to the quest marker to the east. The last piece of dragon bone is lying right there. Now, using Christophe’s body, watch the video, after which you will find yourself in the Shadow along with the creature that threw you there. Get rid of opponents and go deeper. Pretty soon you will see a device for breaking the veil, get rid of the guards and turn off the device. Another device is located near the runic circle. The guard there consists of demons of desire, kill them and turn off the device. Now activate the runic circle. Demons of anger will immediately come at you in considerable quantities, get ready for a fight. Once the last demon is dead a rune stand will appear, activate it. Go further, turn off the last rupture device and go to the village.

Go towards the pier, next to which there is an essence of characteristics. Next you will meet a girl who came to visit the ashes of her father. They will attack you, after getting rid of them, go to the crypt. Run forward to the fork, then turn left from there. The girl will turn out to be a demon, he can be killed or intimidated. After the demon disappears, clear the crypt and exit it.

In the abandoned Blackmarsh you can find chests with pieces of good armor. These chests are located in the places where the devices were in reality after the destruction of the veil rupture systems. You can also find a spectral dragon in the swamp. To do this, you need to collect all the bones and take them to the skull near the climb up the mountain. Having inserted all the parts into the grooves, run upstairs to the fortress. There the dragon stands, in battle he uses lightning and is practically immune to entropy and spirit spells.

After exploring the village, go to central square and speak with a spirit of justice. After the conversation, the spirit will break the gate and you will find yourself in front of the witch from Blackmarsh. She will not come alone, with her will be the very creature of darkness that threw you into the Shadow. Get rid of it first, it won't cause any problems. After you deal with him, the Baroness will “drink” him and send you to reality. Your familiar spirit of justice will appear in Christophe's body and join you. Head towards the village, destroying the shadow portals that the witch opened along the way. In Blackmarsh, talk to the Baroness, she will turn into a demon that you have to kill.

In any case, the spirit of justice will remain in the team, so choose who else you will take to the team. If you are a warrior, then take Anders and Velanna, if you are a healer, then Velanna, if you are an attacking magician, then take Anders. During the battle, the demon baroness will open shadow portals, which you will have to close as quickly as possible, since creatures will climb out of them to help the demon. To destroy the portals, you can select a magician and one fighter, while the other two members of the group will focus on the baroness herself. Keep her paralyzed with Anders' help. Drive her into the estate's courtyard and attack her en masse. After the battle is over, you can calmly explore all the nooks and crannies and go to the Vigilance Tower.

Once you arrive at the Tower, you have another important decision to make. You will be asked to go to defend Amaranthine. On the way you will come across a squad of creatures, destroy them. Now make a decision: either you refuse to protect Amaranthine and decide to burn it along with its creatures, or you agree to protect it, thereby abandoning the Tower to its fate. Let's consider both options.

If you decide to burn Amaranthine, you and the entire Gray Wardens will be hated. But if you still choose this option, you will have to defend the Tower. There will be four stages of the battle. First the gate defense, then the fight in the courtyard, then the gate again. The last stage is a fight with the attacking commander and an armored ogre. After the fight, you will head to the Mother's lair.

If you decide to defend Amaranthine, then the fate of the Tower depends on whether you previously completed the tasks to restore the walls of the Tower, and other additional tasks in the Tower. If the Tower is fortified, then it will stand, but if not, it will fall. While defending the city, you will need to rescue soldiers, defeat enemy troops, and block the flow of enemies through the tavern and smuggling route. At the end you will have a fight with an armored ogre and a trip to the Mother’s lair.

Go to the Dragon's Mouth Wasteland, move straight, destroying the creatures of darkness along the way. Having reached the end of the location, you will meet a high dragon that you have to deal with. At your current level this shouldn't be much of a problem. Use ice spells and melee skills. Once the dragon is dead, go down to the Tevinter Ruins. Here, collect the crystals and activate them by placing them in the sockets of the towers. In the second tower you will find the Architect, who after the conversation will ask if you will kill him. Decide for yourself. Having made this or that decision, be prepared for the fact that not all group members will agree with it. If you decide not to kill him, then Sigurn may even attack you, but in this case you will receive good weapon, which will help you in the battle with the Mother - “The Architect’s Bonfire”. In any case, after meeting the Architect, run to the last tower, search it and go to the nest.

After talking with Mother, you will learn that it is the Architect who is to blame for all the current troubles. He tried to remove the dependence of the creatures on the ancient gods and for this he started a pestilence. In any case, you will no longer be able to get the Architect, so you will have to deal with the Mother. The fight with her is quite simple, although long. First, deal with her tentacles and children, who will distract you from time to time. After you deal with them, proceed to fight with the Mother herself. After killing her, watch the final scenes and that’s it, our adventure is over.

Interesting Facts

The Forest of Vending is an area of ​​forested slopes and lush vegetation, divided by a trade route called the Pilgrim's Way - in honor of Andraste's loyal followers who traveled this very road to Aramantine and left ancient relics throughout the forest, wishing to honor Andraste and the Maker. For centuries, the forest has been renowned as a place of breathtaking beauty and peace, but in recent months things have changed: a clan of Dalish elves have set up camp in the forest, and their proximity to human settlements is worrying the locals. To make matters worse, roving bands of darkspawn have been spotted in the forest, no doubt gathering for some unholy deed. Now, the people of Aramantine can only pray that any troubles that beset the Vending Forest will pass quickly.

Warning, there are a lot of spoilers under Spoilers

The Righteous Path

Part 1. Forest

Upon entering the forest, you will immediately stumble upon bandits inspecting a ruined cart - all that remains of a trading caravan. They will immediately attack you, but this is not the only group - several more groups of robbers are scattered before the stone river, conditionally dividing the location into 2 parts. Sometimes they fight with sylvans - in order to gain more experience, take out the walking trees first, and then the robbers.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

A bridge leads across the stone river to the northern part of the forest (it’s easy to stumble upon it if you walk straight along the path).

Immediately after the bridge, one robber will run out at you, clearly in wild terror. He will confusingly tell you that the elves have declared a vendetta on all people, reviving the sylvans and setting them against soldiers and caravans, after which he will leave. After this, the elf will very impressively appear before you and tell you to get the hell out. If you tell her that you are a Gray Guardian, she will soften a little and tell you that people kidnapped her sister and will allow you to finish things off, after which, of course, get out. Then it becomes clear that everything in the forest is even worse than originally thought.

The Dalish camp is located in the center of the map, but there you will only find shallow graves and scattered Fereldan weapons. The “Shakhty-Camp” path divides the northern part of the forest into 2 more parts – western and eastern.

You need to proceed to the west - after cutting through a detachment of creatures of darkness, in the very corner of the map you will come across a pit where the corpses of soldiers are dumped in a heap.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

The camp of the creatures of Darkness itself is located in the eastern part of the map.

Turning south and crushing a sizeable pack of wolves into soup, next to a stone river you will find a surviving militiaman named Olaf, infected with filth. He will tell you that the elves were actually attacked by creatures of darkness, and then left human weapons in the Dalish camp as false evidence. According to Olaf, this forced the surviving elf (apparently the one who greeted you at the bridge) to blame people and begin to take revenge on them. However, the entire militia was killed, and the corpses were piled in that very pit in the northwestern part of the map. Olaf will ask you to end his suffering. Regardless of your decision, a large group of creatures of Darkness will attack you.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

When you have dealt with them, remove the Elven Pendant from the emissary's corpse and return to the Dalish camp.

Along the way, you will come across an elf terrorist who, despite all the persuasion, will set a couple of sylvans and several wolves on your squad, and she herself will run away, apparently also to the camp.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

She will stand at the graves. To convince her of the innocence of people, show her the Elven pendant taken from the corpse of the creatures of darkness. She recognizes it as a piece of jewelry given by her mother to her sister, and will finally believe you. Velanna (that’s the elf’s name) will decide to find her sister and join you.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

If there is Ogren in the party, then he will not approve of taking Velanna.

Attention! If you don’t take her into the squad, it could break the entire plot in the second part of the quest!

The elf (who is a good magician) will give a tip to the previously noticed entrance to the silverite mines, located in the central northern part of the map. A large detachment of creatures of Darkness will just fall out of it.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

Part 2. Mines

Attention: in version 1.3 there is a bug, as a result of which your character may lose his uniform, so it is better to save before entering the mine.

If the GG is a robber, then you can return to the Vigilance Tower and change into simpler armor - they won’t let you run around in it for long anyway, and in the mines you can get hold of some good Blackblade armor and an excellent bow.

Immediately at the entrance, your squad will stumble upon the Architect - a speaking and casting creature of Darkness like the Withered One. He will immediately make sure of his second quality and with magic he will knock out the entire squad, after which you will see something very similar to a nightmare, and everyone will wake up in a dungeon without armor, weapons or shorts, in simple clothes.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

Attention - if your PC still has at least some of the old property, this means that the game has glitched and you need to reboot, otherwise you will only have memories from the old things.

After you wake up behind bars, Velanna's sister, Seranni, will speak to you. She will give you the key to the prison and, if you successfully use Persuasion, she may also give you the key to the chest in the Architect's room, but she will not say anything useful.

When you get out of the cell, several creatures of Darkness will attack you. They are weak, so you can handle them with your bare hands. From the corpse of one of the creatures of darkness, remove the key to the remaining cells - the locks there are good, and it will not be possible to break them

For now, you will have to dress your comrades with what you find during your journey in the mines.

From the dungeons you can get to the Architect's laboratory. In the middle of the room there are 2 levers, apparently controlling the experiment in the next room. The door to it is energized - it is not recommended to poke your head in there while the experiment is in progress.

The levers control 4 glowing balls that must be turned off. To do this (and remove the barrier from the room), pull the levers in the following order: left-right-left-right.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

In the chest that is located in this room, you can find the already mentioned armor and a beautiful bow with a bonus against dragons.

As it turns out later, your equipment is now carried by certain creatures called “Experimental Objects” - every time they appear, your companions will be loudly indignant at such a brazen theft.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

The first Object is accompanied by a fair company of dragons.

After returning all 4 sets of equipment, take out everything else that moves.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

In the next cave there is a large gang of creatures of Darkness led by the necromancer Genlock. As soon as you solve it, all the corpses it raised will die.

At the next door you will find the Qunari merchant Armas. In the chest next to him are all the other things selected by the Architect, and you can get recipes from Armas himself.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

Behind the door next to the Qunari you will find the Architect and a couple of dragons - orange bosses.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

They spit fire and occasionally fly up to the ceiling for a dive attack. They are easily taken out by ranged attacks, and the breaks can be used to catch your breath slightly.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

When you destroy these dragons, a short video will play about how the Architect and a couple of his companions will run away, blocking the passage. Here Velanna will express her desire to join Gray Wardens to still find my sister. Your choice has no influence on the further plot.

From dragons you can remove a good shield and gloves for a magician.

Attention: After leaving the mine you will not be able to return here, so it is better to explore it to the end now.

Non-plot quests

Stone Brothers

In the eastern part of the forest you will come across 2 statues - the Statue of War and the Statue of Peace. As you approach, the War Statue will speak and ask for help.

She will tell you that a certain master turned him and his brother to stone, and will ask for revenge by picking up the ashes of the master, lying behind the nearest hillock.

After this, the Statue of Peace will call out to you. The spirit of the second brother will give you his point of view on what you should do.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

If you decide to fulfill the requests of the Statue of Peace, then simply talk to the Statue of War and convince him to fall asleep. The Statue of Peace will reward you with recipes for several potions: a masterful and powerful stamina potion and a Greater Spiritual Damage Protection Potion. After talking with the Statue of Peace, you will be able to kill the Master, but you will not receive anything other than experience for this.

If you decide to kill the master, then activate the pile of stones a little north of the statues - a Secret Horror (orange boss) will rise from it. Deal with him and report to the Statue of War. She will give you a good one-handed blade, the Sword of Winter.

Walkthrough of Dragon Age: Awakening - Vending Forest

Walkthrough of Dragon Age: Awakening - Vending Forest

Trade problems

Issued by Mervik in Amaranthine, or by appearing in the forest. To complete the quest, talk to Mervik after joining Velanna. .

Botanist Iness

Behind the Elder Sylvan is the botanist Innes, whom Wynn asked you to find)

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest.

Living tree

In the northern part of the forest you can find the bark needed by the templars to make anti-magic shields.

Maferath statues

There are carved statues in the forest, from which you need to copy the inscriptions on the instructions of the trade guild.

Merchant's Goods

In the southern part of the forest, the robbers have silk from a plundered caravan, which the merchant guild asks to find.

Build to last

To the right of the mine there are deposits of granite, which will be useful to Voldrik Glavonak for rebuilding the fortress. .

Master's Work

Just beyond the stone circle stands the Elder Sylvan.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

You can skin it for wood, which Wade will need for the quest “Heart of the Forest.” In the mine, in the pen for the baby dragons, you will find an egg, which is necessary for the quest “To the Bone”. .

The mystery of the stone circle

Not far from granite deposits, an unusual stone and a note are removed from the corpse of a certain scientist. Behind the stone brothers there is a circle of stones, where exactly the fragment that you discovered earlier is missing. When you activate the stone, it will light up. Similar information is here (walkthrough of the Vigil Tower).

Trade must go on

Mrs. Wolsey's quest. You need to persuade the Qunari merchant Armas from the mines to trade with the Vigil Tower.

Last Will

In one of the eastern caves of the silverite mine you will find a badly wounded Orlesian Guardian named Keenan.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

He will ask you to take the wedding ring to his wife Nida. It is impossible to cure him or persuade him to get out of there. The ring is found by the trainer in the pen for baby dragons, this is the orange boss. You can also take the Nogol hammer from it.

Walkthrough of Dragon Age: Awakening - Vending Forest

Walkthrough of Dragon Age: Awakening - Vending Forest

In the Dalish camp, in the chest there is an elven funeral prayer, a gift for Justice, and next to the botanist Innes, a sextant is removed from a corpse for Nathaniel Howe. In the Architect's laboratory there is a book for Anders, along with copies of the ice masterpiece and perfect runes, and in the cave with the second Experimental Object there is a Sparkling Malachite for Vellana.

Walkthrough of Dragon Age: Awakening - Vending Forest


Walkthrough of Dragon Age: Awakening - Vending Forest

In the cave where the second Experimental Object roams, near the wall on the corpse of a Templar knight lies a Spyglass - a special gift for Sigrun.

The helmet from the Blackblade set can be found in a chest behind a secret wall when exiting the dungeons, before the first turn. To find the cache, simply approach the wall.

There are no gloves or shoes from this set in the game, but fans have released a mod: . In addition, there are copies of the runes of vigor - a masterpiece and the Perfect.

After the Necromancer's cave, you will come across the Architect's room, where you will find drawings for the Elemental Trap and a couple of bryuliks.

That's all, thank you for your attention ^^

/publ/10-1-0-98Vending Forest is an area of ​​forested slopes and lush vegetation, divided by a trade route called the Pilgrim's Path - in honor of the faithful followers of Andraste who traveled this very road to Aramantine and left ancient relics throughout the forest, wanting to honor Andraste and the Creator. For centuries, the forest has been renowned as a place of breathtaking beauty and peace, but in recent months things have changed: a clan of Dalish elves have set up camp in the forest, and their proximity to human settlements is worrying the locals. To make matters worse, roving bands of darkspawn have been spotted in the forest, no doubt gathering for some unholy deed. Now, the people of Aramantine can only pray that any troubles that beset the Vending Forest will pass quickly.

THE RIGHTEOUS PATH

Part 1. Forest

Upon entering the forest, you will immediately stumble upon bandits inspecting a ruined cart - all that remains of a trading caravan. They will immediately attack you, but this is not the only group - several more groups of robbers are scattered before the stone river, conditionally dividing the location into 2 parts. Sometimes they fight with sylvans - in order to gain more experience, take out the walking trees first, and then the robbers. A bridge leads across the stone river to the northern part of the forest (it’s easy to stumble upon it if you walk straight along the path).

Immediately after the bridge, one robber will run out at you, clearly in wild terror. He will confusingly tell you that the elves have declared a vendetta on all people, reviving the sylvans and setting them against soldiers and caravans, after which he will leave. After this, the elf will very impressively appear before you and tell you to get the hell out. If you tell her that you are a Gray Guardian, she will soften a little and tell you that people kidnapped her sister and will allow you to finish things off, after which, of course, get out. Then it becomes clear that everything in the forest is even worse than originally thought.

The Dalish camp is located in the center of the map, but there you will only find shallow graves and scattered Fereldan weapons. The “Shakhty-Camp” path divides the northern part of the forest into 2 more parts – western and eastern. You need to proceed to the west - after cutting through a detachment of creatures of darkness, in the very corner of the map you will come across a pit where the corpses of soldiers are dumped in a heap. The camp of the creatures of Darkness itself is located in the eastern part of the map.

Turning south and crushing a sizeable pack of wolves into soup, next to a stone river you will find a surviving militiaman named Olaf, infected with filth. He will tell you that the elves were actually attacked by creatures of darkness, and then left human weapons in the Dalish camp as false evidence. According to Olaf, this forced the surviving elf (apparently the one who greeted you at the bridge) to blame people and begin to take revenge on them. However, the entire militia was killed, and the corpses were piled in that very pit in the northwestern part of the map. Olaf will ask you to end his suffering. Regardless of your decision, a large group of creatures of Darkness will attack you.

When you have dealt with them, remove the Elven Pendant from the emissary's corpse and return to the Dalish camp. Along the way, you will come across an elf terrorist who, despite all the persuasion, will set a couple of sylvans and several wolves on your squad, and she herself will run away, apparently also to the camp. She will stand at the graves. To convince her of the innocence of people, show her the Elven pendant taken from the corpse of the creatures of darkness. She recognizes it as a piece of jewelry given by her mother to her sister, and will finally believe you. Velanna (that’s the elf’s name) will decide to find her sister and join you.

If there is Ogren in the party, then he will not approve of taking Velanna. Attention! If you don’t take her into the squad, it could break the entire plot in the second part of the quest! The elf (who is a good magician) will give a tip to the previously noticed entrance to the silverite mines, located in the central northern part of the map. A large detachment of creatures of Darkness will just fall out of it.

Part 2. Mines

Attention: in version 1.3 there is a bug, as a result of which your character may lose his uniform, so it is better to save before entering the mine. If the GG is a robber, then you can return to the Vigilance Tower and change into simpler armor - they won’t let you run around in it for long anyway, and in the mines you can get hold of some good Blackblade armor and an excellent bow.

Immediately at the entrance, your squad will stumble upon the Architect - a speaking and casting creature of Darkness like the Withered One. He will immediately make sure of his second quality and with magic he will knock out the entire squad, after which you will see something very similar to a nightmare, and everyone will wake up in a dungeon without armor, weapons or shorts, in simple clothes. Attention - if your PC still has at least some of the old property, this means that the game has glitched and you need to reboot, otherwise you will only have memories from the old things.

After you wake up behind bars, Velanna's sister, Seranni, will speak to you. She will give you the key to the prison and, if you successfully use Persuasion, she may also give you the key to the chest in the Architect's room, but she will not say anything useful. When you get out of the cell, several creatures of Darkness will attack you. They are weak, so you can handle them with your bare hands.

From the corpse of one of the creatures of darkness, remove the key to the remaining cells - the locks there are good, and it will not be possible to break them

For now, you will have to dress your comrades with what you find during your journey in the mines. From the dungeons you can get to the Architect's laboratory. In the middle of the room there are 2 levers, apparently controlling the experiment in the next room. The door to it is energized - it is not recommended to poke your head in there while the experiment is in progress. The levers control 4 glowing balls that must be turned off. To do this (and remove the barrier from the room), pull the levers in the following order: left-right-left-right. In the chest that is located in this room, you can find the already mentioned armor and a beautiful bow with a bonus against dragons.

As it turns out later, your equipment is now carried by certain creatures called “Experimental Objects” - every time they appear, your companions will be loudly indignant at such a brazen theft. The first Object is accompanied by a fair company of dragons. After returning all 4 sets of equipment, take out everything else that moves. In the next cave there is a large gang of creatures of Darkness led by the necromancer Genlock. As soon as you solve it, all the corpses it raised will die.

At the next door you will find the Qunari merchant Armas. In the chest next to him are all the other things selected by the Architect, and you can get recipes from Armas himself. Behind the door next to the Qunari you will find the Architect and a couple of dragons - orange bosses. They spit fire and occasionally fly up to the ceiling for a dive attack. They are easily taken out by ranged attacks, and the breaks can be used to catch your breath slightly. When you destroy these dragons, a short video will play about how the Architect and a couple of his companions will run away, blocking the passage. Here Velanna will express her desire to join the Gray Guardians in order to still find her sister. Your choice has no influence on the further plot. From dragons you can remove a good shield and gloves for a magician.

Attention: After leaving the mine you will not be able to return here, so it is better to explore it to the end now.

NON-PLOT QUESTS

Stone Brothers

In the eastern part of the forest you will come across 2 statues - the Statue of War and the Statue of Peace. As you approach, the War Statue will speak and ask for help. She will tell you that a certain master turned him and his brother to stone, and will ask for revenge by picking up the ashes of the master, lying behind the nearest hillock. After this, the Statue of Peace will call out to you. The spirit of the second brother will give you his point of view on what you should do.

If you decide to fulfill the requests of the Statue of Peace, then simply talk to the Statue of War and convince him to fall asleep. The Statue of Peace will reward you with recipes for several potions: a masterful and powerful stamina potion and a Greater Spiritual Damage Protection Potion. After talking with the Statue of Peace, you will be able to kill the Master, but you will not receive anything other than experience for this.

If you decide to kill the master, then activate the pile of stones a little north of the statues - a Secret Horror (orange boss) will rise from it. Deal with him and report to the Statue of War. She will give you a good one-handed blade, the Sword of Winter.

The mystery of the stone circle

Not far from granite deposits, an unusual stone and a note are removed from the corpse of a certain scientist. Behind the stone brothers there is a circle of stones, where exactly the fragment that you discovered earlier is missing. When you activate the stone, it will light up.

It is necessary to create a continuous line that would embrace all the stones - both from the outer and inner circle. There may be several options, here is my version:

For solving the riddle you will receive a very mediocre pendant.

Trade problems

Issued by Mervik in Amaranthine, or by appearing in the forest. To complete the quest, talk to Mervik after joining Velanna.

Botanist Iness

Behind the Elder Sylvan is the botanist Innes, whom Wynn asked you to find.

Living tree

In the northern part of the forest you can find the bark that the templars need to make anti-magic shields.

Maferath statues

There are carved statues in the forest, from which you need to copy the inscriptions on the instructions of the trade guild.

Merchant's Goods

In the southern part of the forest, the robbers have silk from a plundered caravan, which the merchant guild asks to find.

Last Will

In one of the eastern caves of the silverite mine you will find a badly wounded Orlesian Guardian named Keenan.

He will ask you to take the wedding ring to his wife Nida. It is impossible to cure him or persuade him to get out of there. The ring is found by the trainer in the pen for baby dragons, this is the orange boss. You can also take the Nogol hammer from it. Nida is located in the Amaranthine inn.

Build to last

To the right of the mine there are deposits of granite, which will be useful to Voldrik Glavonak for rebuilding the fortress.

Master's Work

Just beyond the stone circle stands the Elder Sylvan. You can skin it for wood, which Wade will need for the quest “Heart of the Forest.” In the mine, in the pen for the baby dragons, you will find an egg, which is necessary for the quest “To the Bone”.

Give me a bomb!

In the mine you can find lyrium sand, which Dworkin Glavonak needs to make powerful bombs.

Trade must go on

Mrs. Wolsey's quest. We need to persuade the Qunari merchant Armas from the mines to trade with the Vigil Tower.

Army

In the cave with the third and fourth Objects there are deposits of Silverite, which Wade will need to create armor for your army.

ADDITIONAL INFORMATION

The tree next to the looted caravan initiates a dialogue with Sigrun.

There is a spider's nest behind Olaf's body. Spiders attack in 2 waves, so don’t rush to relax. You can then remove a good ring for a magician from the body of the garlock lying there.

Present: In the Dalish camp, in the chest there is an elven funeral prayer, a gift for Justice, and next to the botanist Innes, a sextant is removed from a corpse for Nathaniel Howe. In the Architect's laboratory there is a book for Anders, along with copies of the ice masterpiece and perfect runes, and in the cave with the second Experimental Object there is a Sparkling Malachite for Vellana. In the cave where the second Experimental Object roams, near the wall on the corpse of a Templar knight lies a Spyglass - a special gift for Sigrun.

The helmet from the Blackblade set can be found in a chest behind a secret wall when exiting the dungeons, before the first turn. To find the cache, simply approach the wall. There are no gloves or shoes from this set in the game, but fans released a mod. In addition, there are copies of the runes of vigor - a masterpiece and the Perfect.

After the Necromancer's cave, you will come across the Architect's room, where you will find drawings for the Elemental Trap and a couple of bryuliks.

The continuation of the passage of “Awakening” is in the next part of the article.