Dragon Age Quests in the circle tower. Questions about side quests Lost in Dreams

Story quests

The not-too-highly intelligent templar Carroll, standing guard at the pier, will not initially agree to transport you to the tower, but he is quite easy to convince or intimidate (if you cannot do this, your companions will help you).

Depending on how your conversation with Waylon in Denerim ended, you can talk to the innkeeper about Genitivi's brother.

Non-plot quests

In the Spoiled Princess tavern you will find one of the widows, Larana, to whom you need to give a funeral notice for the Blackstone mercenaries quest.

Near the tavern you will find one of the deserters you need to find on the Blackstone Mercenaries quest.

In a locked chest in the tavern you will find a Love Letter.


TOWER OF MAGES

Story quests

Knight-Commander Gregor will greet you at the entrance to the Tower of Mages and will make you happy with the message that the Tower is currently experiencing a severe crisis, which is why neither the magicians nor the templars can answer your call to join the battle with the Fiends of Darkness. For unknown reasons, the Tower was filled with demons, and the templars, unable to cope with them, sealed the doors and sent a messenger to Denerim with a request to allow them to use the Right of Destruction. In short, not being sure whether the magicians were still alive (and if they were, whether they were now possessed and dangerous to society), they requested permission to simply kill them all. Gregor will allow you to go find out what's going on, but he will warn you that the doors will close behind you and you won't be allowed back in until the situation in the Tower is resolved. He's not joking, so it makes sense for you to visit the quartermaster merchant - you won't have this opportunity again until the end of the quest.

Go through the door and pretty soon you will see a group of surviving magicians, led by Wynn (remember her from Ostagar?). The conversation with Winn can go in two ways - either you promise to help the magicians and then she will join your group, or you refuse, and then you will have to fight with her. Wynn is an excellent healer who can be very useful to your squad, but whether you need her or not is up to you.

The Mage Tower consists of several floors, and you need to make your way to the fourth. On the second floor you will meet the Pacified Owain, from whom you can learn that a magician named Niall has gone to save the Circle, taking with him the Litany of Andralla - a powerful defense against Blood Magic. After fighting your way through a myriad of Possessed (the latter have a habit of exploding upon death, causing fire damage to everyone around), demons, Blood Mages and the walking dead, when you finally reach the fourth floor, you will be greeted by the Demon of Idleness. Regardless of which dialogue options you choose, the result will be the same - you will fall into the Shadow and now you will have to get out of it back to the real world. By oneself.

After talking with "Duncan", deal with him and the two Guardians and activate the Shadow Pedestal that appears. At the moment you can only visit one location - go there. Niall will greet you and tell you that the demon is protected by some protective spells, which cannot be removed: in order to destroy them, you need to fight strong demons - this is firstly, and, secondly, it is simply impossible to get to them. Go to the Shadow Portal and fight the rage demon, after which the mouse will teach you its form. You can try it out right away by sneaking into a hole nearby, but for now you won't find anything interesting there - after going through a couple of portals and fighting off a few demons along the way, you'll find yourself back at Niall's location. Impressed by your progress, he will advise you to look for other sleepers and try to get other forms from them.

If you activate the Shadow Pedestal, you will see that many previously inaccessible locations are now open to you. The demons that must be defeated to open the way to the Demon of Idleness are in: Pure Shadow, Burning Tower, Templar's Nightmare, Invasion of the Dark Fiends and Mage's Strife. Areas marked simply as "Nightmare" are places where you will find your companions, but you will not be able to reach them until you have dealt with the bosses in the adjacent points of the triangle.

I would advise going first to either the Burning Tower or the Invasion of the Fiends of Darkness - to get the next form there, you only need to have the form of a mouse. It's best to leave Templar's Nightmare for last - you need to have all 4 forms to fully clear it.

In the Burning Tower we go to the second floor - you can get to the stairs either through holes or simply through the doors. On the second floor we head north and east, we don’t cross the lines of fire (there’s no need), and pretty soon we come across a mouse hole, after passing through which we see the Burning Templar and the Demon of Fury. When you defeat the templar, you will receive the Burning Man form from him. Now you can run through fire without the slightest damage to your health.

We'll leave Massive Doors and Ghost Doors alone for now. They require different forms.

In Invasion of the Fiends of Darkness, you need to move in a northern direction. If you have already received the form of the Burning Man, then it will not be difficult for you to get to the room with the next sleeper. If you don’t have the Burning Man form yet, use the mouse holes, they will also take you to the right place. After you fight off the Fiends, the sleeper will give you a new form - Spirit. Now the Phantom Doors are also available to you, all that remains is to deal with the Massive ones.

In the Mage's Strife, go in a circle (because you cannot go through the massive door yet) to the stairs to the second floor. You won't be able to reach it if you don't have the Burning Man form (in principle, you can drink a potion of fire resistance and try without it, but the probability of success is very low - fire does too much damage). In accordance with the name, this territory is teeming with magicians of various calibers who are not at all happy about your appearance. Don't forget to use lyrium to restore health and mana/stamina.

Once you reach the second floor, you will immediately have to fight several opponents (including two golems). Once you've dealt with them, the Cursed Sleeper will reward you with the final golem form.

So now you have all four forms you need to get to the boss demons. In order not to return later, you can immediately go to the stairs upstairs and, having made your way through magicians, priests, golems and other opponents, move towards the southernmost room. Slavren, the boss of this territory, is waiting for you there. Deal with him and, if you have already completely cleared the Tower of enemies and profited from everything you can, activate the pedestal and move on.

There is a Phantom Door next to Niall. Enter it in spirit form and defeat the demoness Yevena and her two demon assistants.

In the Invasion of Darkness territory, fight your way through the army of Genlocks and Garlocks to the north of the map, where you can now break down a massive door with your golem. Behind it you will be met by the boss of this area - Utkiel the Crusher, who looks like a huge ogre (but is also quite susceptible to the Cone of Cold, for example).

In the Burning Tower, you need to go to the northernmost room to fight the demon Ragos, fighting off burning templars and walking dead along the way. As you can easily assume, cold damage is very good in this area.

Now there is only one boss left. To reach it, you have to go through four islands in the Templar's Nightmare. On the island where you spawned, you need to get to the mouse hole in the southeast corner. This hole will take you to the second island. Here, go to the northwest corner of the map and go through the Haunted Door, which will take you to the third island. In the western wall of the very last room (counting as the first one where you appeared), go through the Shadow Portal and you will find yourself on the fourth island. Go through all the rooms, and you will find yourself at the body of the templar, where the boss of this area, the demoness Vereville, will turn into a mouse and escape from you through a hole. All you have to do is take your mouse shape and follow it. As usual, your tactics in battle depend on who your character is and how exactly his spells or skills are developed. The only thing I would advise is not to take golem form, as they are weak to magic attacks, and Vereville mainly fights with magic.

By defeating Vereville, you have opened the way to the Demon of Idleness. If you have not yet freed your comrades, then it is better to do this before you head to meet him. (You don't have to do this, but in this case you will have to fight the Demon of Idleness one on one.) Freeing your companions is quite easy - you just have to convince them that the world around them is an illusion, not reality. Some of them (like Morrigan and Stan) won't even need your help to make this discovery.

Having freed (or not - your choice) your allies, go to the Demon of Idleness. This is a rather long battle, because the demon takes on four forms one after another, each time completely restoring health, and in the last form he has a bad habit of casting the “Blizzard” spell on you, which can immediately freeze your entire group on the spot (though the demon himself too). Don't let your health bar get too low - in some forms the demon deals so much damage that a single hit can cause you to pass out.

When you finally deal with the demon, Niall will advise you to remove the Litany of Andralla from his body to protect himself from Blood Magic, and you will be transported back to the Tower of the Mages.

Take the Litany of Adralla from Niall's body and go to the top floor to fight Uldred. In front of the stairs you will see the templar Cullen (if you play as a Mage, you may remember him from the prologue). In a conversation with Cullen, you have to make a decision: agree with his opinion to kill all the magicians, or declare that you do not want to kill the innocent and will try to save those who can still be saved. (If you accept the first option, Wynn - if she is in your party - will attack you.) You can also accept the neutral option and say that you cannot decide what to do until you become more familiar with the situation. In any case, move on and meet the culprit of all misfortunes - Uldred. There is no way to avoid a fight with him, no matter what option you choose in the conversation. During the battle, Uldreth will try to turn the remaining mages possessed. You can prevent this by using Adralla's Litany every time he growls "Do you accept my gift?" If you manage to save at least one magician, you will receive help from the magicians during your final battle, if not, then the templars will come to your aid. Regardless of whether the mages survived or not, after the battle with Uldred, go back to Gregor with either Irving or Cullen to get their promise to send help to fight the archdemon.

Even if the magicians survived, you can suggest to Gregor to isolate them just in case, and in this option the templars will come to your aid.

Note: if your GG has the Blood Mage specialization and admits to Wynn that she is one, she will attack you along with the surviving mages and templars. In this case, all you have to do is kill them all and they (of course) will not send support in your final battle. It is also possible to challenge Wynn to a fight if she finds out that Morrigan is a so-called renegade mage and in the conversation you take Morrigan’s side. If all your conversations with Wynn ended peacefully, then after resolving the quest she will decide to join your party (you can refuse if you want).

Non-plot quests

In the library on the first floor you will find a book that describes summoning creatures from the Shadow. If you wish, you can try to make the call yourself. If, when activating the next item, you are struck by lightning, you pressed the wrong thing. The activation procedure can be found in the corresponding Codex entry.

First Summon:

Font of Summoning

Directory of Spiritual Personages

Summon the First

Second Summon:

Font of Summoning

Rodecorns Uncommon Calling

Statue of the magician Gorvish

Summoning the second

Third Summon:

Font of Summoning

Elvorn's Great Bestiary

Place for carving tables

Spiritorum Etherealis

Statue of the magician Gorvish

Beginner's Amulet

Summon the third

The beast summoned for the third time will attack you, so be prepared.

Fourth call:

If you look around carefully, you will notice that the Summoning Pedestal activates four flames, not three. To summon the fourth spirit, repeat activating the items in the order First Summoning - Second Summoning - Third Summoning with the activation of the summoning altar only once - at the very beginning and without activating the first-second-third flame (see below for details) and after that activate the fourth flame . The summoned spirit will disappear in a few seconds, but you can steal a book from its pocket, which will give you a new entry in the codex.

Font of Summoning

Directory of spiritual figures

Unusual profession of Roderkom

Statue of the magician Gorvish

Elvorn's Great Bestiary

Place for carving tables

Spiritorum Etherealis

Statue of the magician Gorvish

Beginner's Amulet

Summoning the Fourth

On the summoned Earl, use the Stealing skill.

From the first to the third floor, student notes are scattered throughout the Tower, from which one can understand that there is some kind of secret in the tower. Collect all the notes (the sign that you have collected them all will be the journal update) and go to the third floor in the Great Hall. Activate the three statues in order: left, right, middle, then activate the statue with the shield by the stairs. (If you were hit by lightning, then you made a mistake.) After that, go to the first floor into the room with the magicians - and head to the door to the basement. The Guardian will attack you, and after his death he will drop the good two-handed sword Yusaris. The death of the Guardian will complete this quest.

Student notes (six in total):

First floor: two in the bedrooms, which are located between the door to the templars and the room with the magicians; one in the bedrooms, which are located beyond the door leading to the stairs to the second floor.

On the second floor you will find a magician named Godwin hiding in a closet. You'll need it later if you accept the quest to smuggle lyrium in Orzamar.

In Irving's office in the chest you will find the Black Grimoire - a “special” gift for Morrigan.

On the fourth floor you will meet a desire demon and an enchanted templar. If you decide to kill the demon, then the templar (plus several additional assistants summoned by the demon) will attack you, and there will be no way to save his life. You can let the demon and the templar leave and leave him to live out his days happily in the illusion the demon created. Your decision will not affect the further course of the game - even if you let this couple go, you will not hear about them again. Leliana will approve of your decision to let them go in peace.

There are pedestals scattered throughout the Shadow that give your PC plus one to their stats if activated.

In total you can get from them:

4 to Dexterity

2 to Magic

4 to Willpower

5 to Cunning

2 to Constitution

Note: Some pedestals can only be activated while in spirit form.

Before we begin to describe the passage of the game’s storyline, it is immediately worth noting that the introductory parts of the narrative will differ from each other depending on which character you choose to save the world. To avoid confusion from the very beginning of the story, your humble servant considers it necessary to describe all the plot options. So, briefly and in order.

Dwarf - Crown Prince

After chatting a little with the servant, immediately go to the celebration, where you will meet your father. From him you will receive instructions to find your brother Belen, who is in the Test Arena. He will tell you that your other brother is planning something evil. As soon as you both have time to return back to the banquet hall, you will immediately be kicked off to some godforsaken city. On the way to it, you will meet a small number of opponents, which you should easily cope with, especially since a group of allies will join you on the way. Having reached the city, deal with a small detachment of mercenaries and receive a trophy in the form of a signet from the finger of one of them. Having entered the house, place your companions on slabs that stand out from the general background. After this simple procedure, you will become the happy owner of a shield from the sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committing fratricide you will be sent to prison. Before you have time to get used to the official environment, you will be sent into exile so that you can join the Order of the Gray Guardians. Having scattered all your ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to beat out a batch of lyrium, allegedly stolen from the Charter, from a local merchant. Having taken the goods from him, go to your owner Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the boss's forgiveness, you will have to go to a kind of gladiatorial fight, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness by wearing his armor. Then distract Mylar with conversation while your accomplice poisons his drink. After this, you will find several trivial battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way through the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will invite you to go with him to Ostagar.

Man - Magician

After a short briefing, you'll be right off the bat as you'll be thrown into a bit of combat right away. Then you will meet a magician named Mouse, who will recommend communicating with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before defeating him in a duel. Then, having gone a little further and scattered another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can engage him in battle or try to guess his 3 riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with the pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with whom you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will learn that you need to see the chief magician Irving, whose chambers are on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the subdued will ask you to bring him permission from the authorities, in exchange for a fire rod. Direct your steps to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse of spiders (the warehouse is located here). Having completed the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and his comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and fighting off a number of guards, you will reach a room with a wardrobe and a statue of a cat. Having moved the first one and using a fiery blow on the second, move further, where a small skirmish and the desired Jovan amulet await you. After getting to the surface and meeting old acquaintances, from whom Duncan will dissuade you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who has approached, you will go to your brother’s bedchamber. Having gone into the kitchen on the way and having dealt with a whole battalion of rats together with your faithful dog, meet your brother and talk with him, after which you go to bed with a calm soul. Having awakened and realized that you were attacked, bravely scatter the adversaries in the corners and talk with your mother, then go down to the main hall. Carry out a systematic clearing of the room there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with your dying father there, agree to join Duncan and go to Ostagar.

Elf – Urban

After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. Having found out from them the reason for what happened, go to bring justice to the castle of Denerim. Entering through the servants' door, having previously chopped up all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Use this potion to poison three more soldiers and move on to meet the kidnapper Vaughan. After killing him, escort the girls home and accept Duncan's invitation to join the Gray Guardians.

Elf – Dalish

When faced with a squad of people, deal with them together with your friend and go to the ruins. There, having reached the mirror room, you will meet an unfriendly creature, defeating which and approaching the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's student, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell the elder everything. Now you can safely go to Ostagar.

Elf – Mage

This plot fully corresponds to the story of the Man - Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the surrounding area. Having completed this task, go in search of Alistair - a new companion in your difficult endeavors. Having interrupted his intellectual dispute with the magician, accompany your new acquaintance to Duncan, from whom you will receive the task of collecting three flasks of demonic blood and getting old scrolls from the guards’ archives. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having completed the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will encounter fierce resistance from all sorts of evil spirits. This is not surprising, because the sought-after scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized by the family contract of the witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and going through the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into fine vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, since on the last floor of the tower a hefty animal is waiting for you, responding to the nickname of an ogre. The advice for destroying it is quite simple - have plenty of healing potions with you and under no circumstances gather your squad together. If you do this, then in one attack the org will be able to inflict huge damage on all your comrades. Having dealt with the monster, light the torch, thereby completing the mission. Having woken up in Flemeth’s house and learned bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the Mabari dog fighting with several spawn of darkness. By helping the animal, you will find a loyal ally until the end of the game.

Lothering

Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for passage. There is no need to stand on ceremony with them - take them all and chop them into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the inn. There you will have a small fight with Loghain's soldiers. If you show mercy to them, another character named Leliana will join your party. After this, heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done in different ways - from bribery to threats, but if Leliana has joined you, then Stan will be released automatically. As a whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two nosy gnomes who are fighting off the attacks of evil spirits. In return, you will have the opportunity to sell the junk accumulated during your adventures at a rest stop.

Then you are free to choose which regions to go to first. The order in which missions are completed does not play a fundamental role, but your humble servant went through the storyline of the game in the following sequence.

Mage Circle Tower

Once you reach the pier, persuade a man named Carroll to take you to the tower. Once you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind them will immediately close until peace and quiet and God’s grace sets in (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a squad of surviving magicians led by a person named Winn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties to pass, but on the second floor there are quite dangerous blood mages roaming around. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and placed bear traps. But on the fourth, get ready to meet the demon of Idleness, who will send your hero into the darkness, and alone without the support of the team.

Dusk

Finding yourself alone, get ready for a fight with Duncan and his comrades. After defeating them, activate the Twilight Zone pedestal and talk to Niall. Now travel through the shadow portal to meet the rage demon. As a reward for winning, you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new directions will become available to you. First, go to the burning tower. Here you will be met by a lot of fiery creatures, so the freezing spell will come in handy. Go up to the second floor, where, among other things, destroy the fire demon and gain the ability to transform into a burning man. Now you are not afraid of fire. Go to the location called Invasion of the Darkspawn. Now that you can ignore the flames, you can easily reach the hall in which the brave templar fights all sorts of scum. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the fragmented circle. Move forward and systematically take out all the enemies you come across, feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you will have to kill. Congratulations, you have obtained the final golem form!

Now you can safely go to clean up the Twilight Zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you in the same location where you found your last form, with the help of which you can easily defeat him. The next candidate for corpses is Utkiel the Destroyer, who closely resembles an ogre, lives in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghostly door and fight a lady named Jovena, as well as her two suitors. Don't forget about the burning tower area! The demon Ragos is waiting for you there. In fact, this enemy is much inferior to your Burning Man form, so killing him won't take much effort. The last guard on the path to the demon of idleness will be a certain Vereville, who lives in the templar’s ​​nightmare. Now you can free your comrades, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they can join you in order to help defeat the demon of idleness. This will not be easy to do, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so don’t yawn and transform into the necessary forms.

Mage Circle Tower

Having dealt with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful thing called the Litany of Andralla from Niall’s body. Before the stairs to the top, you will have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to this or not is up to you, although you can abstain. At the top, another enemy, Uldred, is waiting for you. Besides his ability to transform into a giant demon, he can also turn the remaining mages against you. To prevent this from happening, use the selected Litany of Andralla on them. After victory, return to Gregor in the company of Cullen or Irving to secure his promise of help in the final battle against evil. After walking around the tower to your heart's content, head to the village of Redcliffe.

Redcliffe

The first person you will meet in this area will be a certain Thomas, who will tell you about all the horrors happening in the village. Having entered the main temple, you will see Ban Tegan and discuss with him the sad state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth organize the defense. First, go to the mayor, who will direct you to the blacksmith Owen, so that he can tidy up his worn-out uniforms. Having reached his house and persuaded the blacksmith to do the work in exchange for a promise to find his missing daughter, return to Murdoch. Now go to the mill for a rendezvous with Sir Pert. He will ask you to go to Mother Hana to bless the upcoming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). As night falls, the battle will begin. After you have repelled several attacks from animated skeletons, you will be informed that things are going badly in the church area and you need help there. Go to a given position and continue crushing the living bones in a new place. After the battle, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Isolde. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (along the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will also find the lost daughter of the blacksmith. Don't babysit her and send her on her own to her dad. Once out into the courtyard, immediately open the gate so that your allies arrive in time to help you defeat another company of ghouls. Going upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also rush at you with bad intentions. Having dealt with him, take care of the main problem in the person of Connor. The best option (although not the only one) to solve this problem is to ask for help from a circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are required to enter the twilight and fight the demon that has possessed Connor. Having expelled him, you have to find a way to heal his father, Eamon. To complete this task you will have to go to the city of Denerim.

Denerim

First, go to the house of Jenitevi's brother, who, alas, will not be there. But on the threshold you will be met by his assistant Waylon, who will inform you that the person you are looking for has set sail for the area of ​​Lake Kalenhard. If you try to talk to this dubious person or simply go to the back door of the house, the impostor will give himself away and attack your hero. In a popular form, having explained how he was wrong, you will find in the back room the body of Geniveti’s real assistant, as well as information that you need to look for him in a village called shelter. There is nothing to do, follow in the given direction.

Village

It cannot be said that in this outback they are very happy about the appearance of your squad, so do not waste time and immediately go to the chapel. There, after a short conversation with Father Eirik, send him to the next world, as well as his comrades who came to his aid. Take the medallion from Eirik's corpse and in the next room behind the secret passage you will find brother Jenitevi, who will invite you to go to the destroyed temple.

Destroyed Temple

Once inside the temple using the medallion, get ready for a warm welcome with a whole bunch of enemies. Robbers, cultist magicians, and spirits of ash in the company of archers live here. Your goal is to get to the rooms of the cultists, in one of which you will get the key to the previously locked door. Go back and go to a previously inaccessible area, where you will find another key. Open another door for them and, walking forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad will encounter a new batch of opponents, among which there will be large and small dragons. After dealing with these dinosaur relatives and collecting trophies, you will meet the cult leader Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It’s easier to choose the second option, and besides, you’ll get hold of a signal horn. Now, with a clear conscience, get to the surface. Ignore the flying dragon (although you can use the captured horn to challenge it to battle) and go into the next building. Here the guardian will meet you and enter into a lengthy discussion with you. Don't lose your temper and you'll easily be able to move on to the testing room. Here you will be asked riddles. If you answer everything correctly, you will move on unhindered; if you make a mistake, you will have to wave your sword. In the next room, your evil doubles are waiting for you, after the battle with them you will have to solve another puzzle. To solve it, simply place your teammates as indicated in the screenshots, gradually moving the main character forward along the bridge.

When one hero crosses the abyss, the rest can do the same. In the next room you need to take off your equipment so that you can go further. Now we take the coveted sacred ashes and leave the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you will heal Eamon and enlist his support in the final battle. All that remains is to negotiate with the gnomes, the road to which runs through the frosty mountains.

Frosty Mountains

On the way to the gnome capital Orzamar, you will encounter another group of hunters for other people's property. I think that you yourself have guessed what exactly needs to be done with them. Once you reach the city gates, you will witness a verbal altercation between the guards of Orzamar and a group of Loghain's men. You can kill a squad of homo sapiens, or persuade them to leave here.

Orzamar

When you enter the city, first of all discuss current affairs with the head of the council, Bandelor, who is located in the diamond district. During the conversation, it turns out that your squad will have to take one of two sides in order to prevent unrest in the city. You can seat Harrumont or Prince Belen on the throne. Since your further actions will differ depending on the chosen side, I will describe both scenarios.

If you decide to support Lord Harrumont, then after talking with his representative, you will find out that two brave fighters do not want to side with Harrumont in the testing arena. You will have to have an educational conversation with them. The first of them, Gviddon, will have enough of your eloquence, but Bayzil will balk and demand in exchange for his consent to bring him the letters stored in the indicated place. There is nothing complicated in this order, so when you bring what you need to Bayzil, he will agree to participate in the fights. True, you will also have to wave your sword in the arena, and not just once, but as many as 5 times. Having emerged victorious from all the fights, go to the local tavern, after which you will be granted an audience with Lord Harrumont.

If you choose Belen's side, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to act as a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agrees to take Belen’s side. With the lady you find in the diamond area, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various evil spirits. Help Lord Dace fight them off and hand him the letter. After this, go back and receive an invitation to Prince Belen.

Whichever side you accept, further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, sitting by the fire. She will point you to a door through which bandits regularly pass; all that remains is to get the key to it. It is located in a nearby shack, where you will be greeted by a small enemy squad. Having dealt with him and taking the key, use it to unlock the closed door. When faced with a guard naively demanding a password from your team, cut it off and move on, destroying everyone in your path. Once you reach the prison, free the prisoners and go forward to meet Jarvia. The battle with her will not be easy, due to her bullish health and the large number of minions getting under your feet. Finally, having defeated the beast, return to bow to the pretender to the throne for a new task.

And it will not be easy at all. The essence of the order is as follows. You need to find such a super female blacksmith named Branka, since it is she who has the decisive vote in choosing the new king. To complete this mission, you will have to go to a location called the deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine, Ogren, who will join your group. Having reached the Karidina crossroads and dealt with your opponents, go into the cave, after which you will find yourself in a large hall. The number of enemies in this zone is simply off the charts, and on the bridge your invincible squad will be warmly greeted by an ogre who arrives in time. After passing the hall, go through the tunnel, cutting down everyone in your path, you will finally reach Teiga Ortan.

Having visited this location, you will encounter extremely unpleasant opponents in the form of giant spiders. The only good thing is that arachnids attack not only brave heroes, but also supporters of dark forces, which you will witness when you reach the large hall. Clear out the remnants of the surviving adversaries and go through the corridor, after which you will find yourself in another room with a new batch of opponents. Also, here you will meet a half-crazy gnome, Rook, with whom you can talk. Drive forward like a bulldozer and pretty soon you will meet the mother of this entire spider brood. I advise you to use various inhibitory spells more often in this fight in order to reduce the boss’s irrepressible jumping ability. After the victory, read Branka's diary, from which it becomes clear that your further path lies in dead ditches.

Once you reach the bridge, you will witness the brave resistance of the dwarves to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge freed from enemies and run to the gate. Since they are closed, you will have to go around through a side tunnel. By the way, after rummaging around a little, you will find a set of armor of the dead legion. Having gone a little further and finding yourself in another large hall, you will be subject to targeted fire from archers. In addition, their leader has a particularly powerful bow, which will make further battles a little easier for you. Nearby in the tomb you will find another piece of armor, after which you can safely continue your path forward to the hall where animated skeletons live, and another piece of armor awaits you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will tell you that Branca has moved on. Blow into the temple of the dead legion, in which you will find the last piece of armor and the key to the door leading out of the dead moat area. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown out of nowhere. Well, now get ready to fight the new boss! Chopping up this overgrown octopus is neither easy nor quick. The main thing is not to attack him head-on, but rather start by destroying the tentacles. When the miracle Yudo loses his limbs, he can (and should) move into close combat. After defeating the boss and going into the next tunnels, you will unexpectedly meet Branka. Now you need to escort her to an artifact called the anvil of the wasteland. Your squad will overcome new corridors without any problems until they find themselves in a room filled with gas and inhabited by four golems. First, turn off the gas by activating the valves on the sides, and then deal with the opponents one by one. After passing through the next room, in which golems are also waiting for you, you will find yourself in a hall where you will be attacked by the spirits of gnomes, animated by a mask on the column. To cope with this witchcraft, after each destruction of the spirit, you will have to hammer on the anvil standing right there. After seven or eight repetitions of this exercise, you will be able to begin the final (by God, I’m not lying!) fight in this location. Here the game again gives you a choice of which side to take. If you support Branca, you will have to fight against Caridin and his four associates. On your side will be Branka herself and 4 more golems. If Karidin sympathizes, he will have to cope with his own forces with the support of three golems against Branka and her four stone assistants. Whoever you choose, in the end, you will be given the perfect crown and sent on your way. With the trophy you have received, you will go straight to Orzamar to perform the coronation of your chosen heir. By the way, no one is stopping you from changing your previously made decision and placing any of the two contenders on the throne. Having restored the monarchy and enlisted the support of the newly-made ruler, it’s time to stomp into the Brecilian Forest to free the Dalish from the invasion of werewolves.

Brecilian forest

Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zatrian, who will tell you that his fellow tribesmen are being attacked by werewolves and therefore the elves have no time to help you now. It’s another matter if your squad, out of the kindness of their hearts, copes with the leader of the werewolves living in the depths of the forest. Having agreed to complete this task, be prepared to exterminate not only werewolves, but also the already well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, you can part ways peacefully. Further, having made your way to the edge, you will meet extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is quite peaceful. This huge oak tree will ask you to bring him an acorn that was stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to give the scarf to her husband. Take it - it can help you get through. The elderly kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange it for some other item (a previously received scarf will do). Although I personally preferred the option of killing this forest pest. We return with the loot to the oak tree and give it the stolen acorn. In return, he will provide you with a magic staff, allowing you to go into a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local leader of the werewolves. Having dealt with him, go to the ruins in search of the most important ghoul.

Ruin

Go down and systematically destroy the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before you start attacking the fire-breathing lizard, I strongly recommend disarming at least some of the traps, which are found in abundance here. It is best to harass the adversary himself with the help of ice spells, keeping magicians and archers at as great a distance as possible. In addition to a significant reward for victory, your group will be able to advance to the second level of the ruins. Here, skeletons will also join the spiders, and when you reach the next hall, you will encounter the ghost of a child, who, however, does not pose a danger. Having gone out into the corridor and having reached the fork, it is more advisable to turn right. By the way, right there you can find a blue crystal, with the help of which you can obtain the specialization of a combat Mage in the next room with the altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to battle with a creature called witchcraft horror. He is absolutely nothing terrible, so when you have mastered him, bravely dive into the lake and get ready to find yourself in a werewolf lair.

There will be a small battle with shaggy enemies, after which you can get an audience with the leader of the werewolves. Once again, the game gives you the freedom to choose the side you will fight for. Having decided to support werewolves, you, in the company of a fanged company, will go to the elf camp and organize a massive genocide there. If you support the elves, your group will have to seriously reduce the number of wolf shifters. Well, the most profitable solution would be the option of removing the spell from the long-suffering inhabitants of the forest. To do this, you will have to bring Zatrian to the lair and strongly persuade him to do a good deed. After this, return to the elf camp (if you did not slaughter it on the werewolves' side) and obtain a promise from Zathrian's successor Lanae to help you in the final battle, which is just around the corner.

But before you enter it, you have to go to Radcliffe Castle, where Earl Eamona decides to hold a general meeting to elect a supreme ruler. However, all the main actions will take place in Denerim, where you will move after a conversation with Lord Radcliffe.

Denerim

When talking with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in the conversation if you want to put him on the throne. After finishing the dialogue, you can safely go to Earl Eamon’s office, where the queen’s maid will tell you that her mistress was kidnapped by Earl Howe and is being held in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from the mansion of Earl Denerim. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. Having reached the house, you will understand that you will not be able to break through the front doors, so, following the advice of the maid, go around to the back entrance, fighting a group of guards along the way. Next, you can wait until the queen’s maid distracts the guards’ attention from the back entrance, or you can brazenly break in and cut everyone off. True, I highly recommend that you walk around the mansion using a disguise. Otherwise, a tour of the estate will be too bloody. Having reached the queen's room, it turns out that a magical seal has been placed on the door, preventing her from leaving. Now go to Howe's room, where you can get hold of interesting documents stored in the chest and try to break into the treasury located nearby. From the office, go straight down to the basement, where you will come face to face with the guard. However, you won’t have to engage in battle, since the quick captive will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to work and you have no choice but to fight with each of the opponents you encounter. Also, do not hesitate to free prisoners from captivity along the way. A little later you will meet Earl Howe. Howe himself does not pose a serious threat, but with two magicians you will have to tinker a little. Having dealt with him, return to the queen’s room and lead her out. However, Loghain’s people will already be waiting for you there, who will offer you to surrender.

If you choose this option for yourself, be prepared for the forced release of the hero from prison (on your own or with the help of your loyal comrades). In the company of comrades, you will just have to break through the fort’s guards and get to the cell in which the main character is imprisoned. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard into your cell and take possession of the coveted keys there. Next, get first to the chest with your equipment, and then to the mannequin with the guard’s uniform. Now you need to get the password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the piece of paper with the password from the pocket of one of the guards. If you do not have such talents, then after meeting with the colonel and talking with two recruits, go to the quartermaster and threaten him with problems with the colonel, after which he will give out the blades. After talking with the colonel again and answering his question: “No discipline,” go to the exit, where you will find out the password from one of the guards - “Rabbit.” Now go to Eamon's mansion.

If you do not want to surrender, you will have to fight Loghain’s people, and then go to Eamon’s mansion and talk with him and the queen, from whom you can enlist support at the upcoming council.

It's time to visit the Elyphian Region, but before that, visit the local tavern and talk with the previously freed prisoners.

Elifia District

After learning that the elves are suffering from the plague, go to the main square, where you will meet a character named Shianni. From her you will learn about the existence of a dubious hospital, behind whose walls strange things happen. Having entered this establishment from the back door, having previously killed the guard, we explore the premises of the hospital and find a letter there. After this, we get out into the fresh air, scattering several opponents there, and talk to Shianni again. Now she sends you to a house near the hospital. Make your way through this building, defeating a small group of soldiers, and then head into the storage areas. There you will meet another elf named Devera, who better convince her that fighting with you is a futile task. Moving forward with her and killing small riffraff along the way, you will reach the main villain of the local spill, Caladrius. You don’t have to fight him at all, but you can simply agree on a deal in which he will provide you with incriminating evidence on Loghain, and you will let him leave. However, if you choose a forceful solution to the issue, you will get what you want, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the land meeting.

Land Assembly

During the debates, do not let Loghain down and fight off his attacks against you. Also, do not forget to mention the threat posed by the creatures of darkness. If you have secured the support of the right allies before the council in advance, then you should not have any big problems. Realizing that he lost the election, your opponent will become furious and attempt a coup. Pacify this endeavor in the bud, after which you will have to fight Loghain one on one. This is not an easy task, since your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, due to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. After defeating your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into “Gray Guardians”. Depending on the decision made, the game will provide you with various options for dividing the throne, from which you can choose any one you wish. So, the kingdom is united, it's time to enter the final battle!

Final battle

First, head to the familiar Redcliffe, which has already been attacked by the Archdemon’s minions. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon’s army has decided to deliver the main blow to Denerim, so the whole honest company will have to return back. Riordan will also report that only the “Gray Guardian” can defeat the main adversary, and even then at the cost of his life. Don't rush to get upset! In a conversation with Morrigan, you learn that you have a chance to survive the final battle if you “help” the charming witch get pregnant from you. If you are playing as a female character, then you will need to persuade Alistair or Loghain to do this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the disgruntled Morrigan will leave your squad immediately. Having gone to Denerim in the morning and hacked up all the goons in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 comrades, you will gain access to the forces that were promised to you as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. They can be used by one squad at each game location, so use them sparingly and profitably.

To begin with, go in search of the first general in the elfinage, where you will meet with Shianna, who will report that the barricades are about to break down. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take a close look at the general who is left alone, surrounding him from all sides. Any army specializing in close combat would be well suited for this task (Radcliffe's army or werewolves would be just right). Now go to the market square, where the second brave general is waiting, surrounded by loyal ogres. The principle of its elimination is exactly the same, so you shouldn’t have any problems.

Having dealt with this sweet couple, move to the palace quarter, where after watching the video it will become clear that your path lies in Fort Dragon. On the way to it, it makes sense to send another army forward so that it can help deal with detachments of various evil spirits. True, before storming the fort you will have to repel wave-like enemy attacks from the gates of Denerim. After this, you can safely break into the fort. On its first floor, only small riffraff are waiting for you, which can be easily exterminated from a distance, but on the second floor you will have to tinker a little, since more serious rivals are crowded there. Although, there is no point in focusing specifically on them - as the game progresses, you had to participate in more difficult battles. Finally, go up to the roof and take a deep breath, you will have a final fight with the main villain of the game - the Archdemon dragon.

Archdemon

When fighting him, don't hesitate to use your best powers (mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up, try to have time to withdraw your people from the affected area. When his life level drops below 50%, he will begin to call upon his minions in huge numbers for help, and with his last breath he will make walking bombs out of them, exploding the unfortunate ones near your allies. Sooner or later he will run out of strength, and he will fall to the ground dead.

Now you have completed the game and I hope this description helped you.

Upon arrival at the Circle of Magi on Lake Calenhad, it will become known that the tower has been captured by the possessed and demons. Knight Commander Gregor intends to use it against the Circle, and the messenger has already been sent to Denerim. He locked the huge doors of the tower until he received reinforcements, but promised that the templars would help in the fight against the Blight if all the magicians of the Circle died and the tower was cleared of demons and possessed people. The conflict between mages and templars in Dragon Age: Origins can be resolved amicably. To do this, you need to climb to the top of the tower and, who has turned into a monster. In battle, you must use the Litany of Adralla, taken from the body of the magician Niall after freeing the demon of idleness from captivity in the Shadow. The decision made regarding the Circle of Mages will affect who will be an ally in the final battle with the archdemon. If First Sorcerer Irving is killed, the Templars will become allies. If the magicians survive, they will help not only in the battle, but also in Redcliffe. And he, in turn, as a sign of gratitude, will allocate troops. In addition, Winn will agree to join the squad at the first meeting only if the magicians are saved. Depending on the choice made, one of the achievements “Thunderstorm of Magicians” or “Friend of Magicians” opens.

The impact of the decision made regarding the Circle of Mages on the ending of the game Dragon Age: Origins:

  • After months of effort, the Circle of Magi was finally cleared of the spirits that had penetrated the Veil. No more Possessed appeared, and First Sorcerer Irving declared the Circle safe. Everyone who could be saved was saved.
  • After long and diligent work, the templars expelled the last spirits from the tower, and now the Ferelden Circle of Mages could be revived there. Rumors about what happened caused the common people to become even more distrustful of the magicians. Many students claimed that they had met magicians wandering in the Shadow, who had long been considered dead.
  • Former First Sorcerer Irving was taken into custody along with the other surviving mages. The Church thoroughly tested them all for possession. More than a year later, he was finally released. Broken in spirit, Irving agreed to go to the Circle of Val Royeaux in Orlais, where he worked as manager until the end of his days.
  • When the tower was rebuilt, Knight Commander Gregor left his post and, driven by piety, became an ordinary monk of the Church. Over time, his health declined and, refusing treatment, he eventually died in his sleep. The new knight-commander Cullen turned out to be, as they say, even stricter and more intolerant of magicians than Gregor, and his name now fears the entire Circle.
  • The young templar Cullen never recovered from the torment he experienced. After long and fruitless attempts to convince his superiors that the tower was still dangerous, he finally went crazy and killed three mage students before being captured by other templars. Cullen later escaped from prison, after which he was declared crazy and dangerous to all magicians.

The impact of the decision made about Dagna's fate on the ending of the game Dragon Age: Origins:

  • Dagna finally completed her training in the revived tower of the Circle of Magi. She soon published a detailed theory about the connection between lyrium vapor and magical power. This theory has received a lot of attention.
  • This inspired mages from other parts of Thedas to found a new Circle of Mages - in Orzammar itself, next to the deposits of dwarven lyrium and outside the authority of the Church. Of course, Orzammar's willingness to shelter renegades caused outrage in spiritual circles. Hence the rumors about a new Sacred Campaign, which the High Priestess is allegedly considering...

As always, the plot of the game has missions that are required to be completed, and additional missions. Let's start with the story missions.

Broken circle.

At the entrance to the Tower, Knight-Commander Gregor will be waiting for you, who will tell you about the troubles in the Tower, because of which neither the magicians nor the templars can join you in the battle. The Tower is filled with demons, and the templars do not know whether any of the magicians are still alive in the Tower, and if they are, are they dangerous to society? To play it safe, they requested permission to simply destroy everyone there. You and your squad get permission to go there and find out what’s going on, but keep in mind that the doors will be closed behind you and you won’t be able to go back out until the situation is resolved. So stock up on everything you need before you go there.

Almost immediately after entering the Tower, you will meet a group of magicians, led by Winn. In a conversation with her, you can choose two options for developing the plot: either you agree to help the magicians, or you refuse. In the first case, Winn will join your group, in the second she will be against you. It's up to you to choose and decide; Winn is a useful companion as a healer and group buffer.

Your task is to get to the fourth floor of the tower. Along the way, on the second floor, you will encounter the Pacified Owain, who will tell you about the magician Niall, who took with him the protection against blood magic - the Litany of Andralla and went to save the circle. Make your way further to the fourth floor. You will encounter Blood Mages, Demons, and possessed creatures, who explode after death and cause massive fire damage. Having finally reached the fourth floor, you will meet the Demon of Idleness, after talking with him, in any case you will find yourself in the Shadow, from which you will have to find a way out alone.

Lost in dreams.

Here, first of all, you will have to deal with the illusion of Duncan and the two Guardians. The Shadow Pedestal has appeared, activate it. You see only one available location, go there. Niall will meet you, from him you will learn that the demon is protected by some kind of spells, and in order to remove them, you need to defeat strong demons, and it is impossible to get to them.

After the conversation, go to the Shadow Portal. After fighting the Rage Demon there, you will receive a mouse form. Use it right away, run into the hole on the side, you have to run through the portals and get rid of the demons along the way. Eventually you will return to Niall, who will congratulate you on your progress and send you to look for more sleepers to obtain new forms from them. Being in the form of a mouse, I advise you to climb into all the holes that come along the way, there may be chests and statues with which you can increase your parameters.

Now, when you activate the Shadow Pedestal, five new locations are open to you. Locations of the demons that need to be defeated in order to get through to the Demon of Idleness: Primordial Shadow, Burning Tower, Templar's Nightmare, Invasion of the Spawn of Darkness, Shattered Circle. Your companions are in territories called the Nightmare Dream, and later you will need to free them, while you cannot do this.

To get the next form, you first need to go to either Darkspawn Invasion or the Burning Tower, there you can get the form with only the mouse form. Go to the templar's nightmare last, where you won't be able to kill the demon unless you have all four forms.

Let's take a walk first Burning Tower. We need to go to the second floor, decide how you get there, you can use the mouse through the holes, or you can just through the doors, but in this case you cannot avoid a fight. Once you reach the second floor, go northeast until you find a mouse hole. Through it you will find yourself in the hall, where you will meet the Demon of Rage and the Burning Templar. After winning, you will receive a new form - Burning Man. It allows you to walk through fire without consequences. While there is nothing else to do here, you can go to Invasion of the Darkspawn.

Once in Darkspawn Invasion, go north. If you went to the Burning Tower first and received the Burning Man form, then go straight like that, using it as needed. If you came here before the Tower, then use the mouse form to get to the desired room. Here you will see a templar fighting with gorlocs. After getting rid of the gorlocs, you will receive the form of the Spirit from the templar. Now let's go to Fractured Circle.

In the form of a Spirit, you can pass through ghostly doors and use useful spells. In the Shattered Circle, walk in a circle (that's why it's a circle) until you reach the stairs leading to the second floor. The form of the Burning Man will be very useful to you, since fire protection potions will not help here, the fire in the burning tower causes too much damage. Along the way you will come across magicians who will try to get rid of your presence, use lyrium, fortunately there is where to get it. Having reached the second floor, get ready for a battle with several opponents at once, including two golems. It won't be easy, but after victory you will receive the final form - the Golem form, with which you can open massive doors. Now that you have all the forms at your disposal, you can reach the Demon of Idleness through the four demons blocking the way. Take the shortcut - up the stairs, fight your way through the crowds of enemies, and go to the southern room. There's the first boss demon, Slaveren. After you get rid of him, use the pedestal to fly somewhere else, perhaps to Niall.

Go to the Phantom Door next to Niall, there is the demoness Jovena with two minions. It’s better to deal with the demoness herself first, use the Spirit’s “Crushing Prison,” and then deal with her assistants. Now into the portal and into the already familiar “Invasion of the Spawn of Darkness”.

Upon arrival, you will find yourself in a familiar room. Break down the door and get ready for a fight with a large army of Garlocks and Genlocks. Several emissaries will also be observed there. After the battle, you will see a massive door behind which is the boss of this area. Break down the door with a golem and get rid of Utkiel the Crusher, who looks like an ogre both in appearance and in habits. Accordingly, you can deal with him in the same way.

In the Burning Tower, the boss is in the northernmost room. Ragos shouldn't give you too much trouble. Now, to get to the final boss, you need to go through A templar's nightmare.

When you appear on the island, first run to the southern hole. Through it you will get to the second island, on which you will find a Phantom Door in the northwestern side of the map. Go through it and you will reach the third island. Here, go to the very last room and enter the Shadow Portal in the western wall. Here is the fourth island. Along the way, you will come across opponents on the islands, so you will have to get rid of them. On the fourth island, go through the rooms until you reach the corpse of a templar. Standing nearby is the demoness Vereville, who will hasten to take the form of a mouse and run away from you. Follow her.

In the battle with Vereville, use the form of the Spirit or the Burning Man, they are more resistant to magic. After defeating the demoness, the road to the Demon of Idleness will open.

Here I advise you to first free your companions, they will greatly help you in the fight against the demon. As already mentioned, your companions are in locations called Nightmare Dream. To free them, use your gift of persuasion, convince them that everything they see is not reality, but an illusion generated by the Shadow. Some will figure it out on their own; you just have to help them in the battle with the demons.

Now you can head to fight the Demon of Idleness. Prepare for an intense battle, you will have to use quite a few potions to defeat him. During the battle, the demon takes on four forms, and when changing forms, it completely restores its health. Sooner or later you will be able to defeat him, after which Niall will ask you to remove the very Litany of Andralla - protection from Blood Magic - from his body. You will be transported to the Tower of Magicians and you will no longer be able to use the forms learned during the quest.

Hall for torture.

With the Litany taken from Niall's body, go to the top floor. There you must fight Uldred. Before the stairs you will have to make a decision: you will meet with the templar Cullen, who needs to answer whether you agree with his opinion that you need to kill all the magicians, or you disagree and try to save those who are not too late to save. If a decision is made to destroy Wynn, turn against you. You can say that you can’t make a decision yet, that you need to become more familiar with the situation. After the conversation, go upstairs.

At the top you will meet the culprit of all this - Uldred. No matter what you talk about, and no matter how your conversation ends, you will still have to fight him. I advise you to put the Litany of Andralla on a “hot” key. At the beginning of the battle, Uldred will turn into a demon with powerful defense. Also, during the battle, he will try to turn the surviving magicians into those possessed by a demon, for this you will need the Litany. The number of magicians you manage to save will help you in the final battle. If you don't have time to save anyone, the templars will come. After the battle is over, return to Gregor, taking either Cullen or Irving with you, to receive a promise to send help to fight the archdemon.

Now let's talk about additional missions in Dragon Age: Origins - Tower of Mages.

Science of Summoning

On the ground floor, in the library, you can find a book with which you can learn to summon creatures from the Shadow. If you decide to try to do this yourself, then I will try to help you. If suddenly after activating something you are struck by lightning, it means you pressed something wrong. Let's look at the order in which creatures are summoned.


First call:

Summoning Pedestal.

Tom Dukhov.

First Flame.


Second Summon:

Summoning Pedestal.

Statue of the magician Gorvish.

Second Flame.


Third Summon:

Summoning Pedestal.

Great Bestriary of Elvora.

Book Spiritorum Eterialis.

Statue of the magician Gorvish.

Phylactery of the Novitiate.

Third flame.


After the third summoning, prepare for the beast you summoned to attack.


There is also a fourth call. Repeat the activation one more time in order as written above, and then activate the fourth flame to summon the fourth spirit. He will disappear very quickly, he has a book in his pocket that will give you another entry in the codex. It needs to be stolen.


Fourth Summon:

Summoning Pedestal.

Tom Dukhov.

Book The Unusual Call of Rodekorn.

Statue of the magician Gorvish.

Great Besteriary of Elvora.

A table in the first section of the library.

Book Spiritorum Eterialis.

Statue of the magician Gorvish.

Phylactery of the Novitiate.

Fourth Flame.

Guardian of the Limit.

From the first to third floors in the tower you can find notes from students, from which it is clear that there is a secret in the tower. You need to collect all the notes, when you do this, the journal will be updated. Now go to the third floor to the Great Hall. Here you need to activate the statues, here's the order: left, right, middle, then activate the statue with the shield by the stairs. Now go to the first floor, into the room with the magicians, and go to the door to the basement. Here you will have to kill the Guardian, after whose death a good two-handed weapon will fall.

Student Notes Location:

On the first floor there are two in the bedrooms between the door to the templars and the magicians' room, one in the bedroom beyond the door leading to the second floor.

On the second floor, one is in the room north of the stairs leading to the first floor, the second is in the room with the Blood Mages.

On the third floor in a room with three statues.

Red Jenny's Friends

On the body of the murdered magician, after meeting with Zevran, you could find a note that mentioned Red Jenny and the patterned casket. You will find it in Irving's office. The chest can be taken to the market area of ​​Denerime and receive a reward for it. What is in this casket and why and who needs it will remain a mystery.

Five pages, four magicians.

On the third floor you can find five pages with notes from magicians who were deceived by a scoundrel named Beyya Jom. If you encounter him during your travels, kill him, thereby completing this quest.

The quest starts after the Battle of Ostagar. We have in our hands the ancient treaties of the Guardians, one of the possible allies is the circle of magicians.

Arriving at the place, we learn that the Circle has been captured by possessed people and demons, and the doors are closed. In order to be able to attract magicians to the battle with the creatures of darkness, the problem needs to be solved. After talking with Knight Commander Gregor, we go inside the tower. The doors are locked behind us, so there is no turning back. Walking forward, we see how the elderly magician protects her students from the demon. She will not greet us very warmly, considering us an envoy of the templars. After the conversation, she will join the squad (attention: Winn is a very valuable member of the squad - she already has a healer specialty, so if the GG does not have this specialty, it is better to always have her in the squad). Now we need to clear the tower of demons.

In one of the rooms we will find a templar helmet on the body of one of the enchanted templars, a breastplate can be found on the body of another templar on the fourth floor. This armor will greatly help a warrior in the early stages of the game if he does not have Kaylan armor or similar ones.

On the second floor we are met by Owain, a pacified magician in charge of the storage room. He will say that the magician Niall came to him to pick up the litany of Adralla - a spell that can destroy blood magic spells. Now everything becomes clear: the demons did not leak out on their own, but were caused by the blood mage. Having made our way into one of the rooms on the fourth floor, we meet a possessed man who is a demon of idleness. He manages to stop the Guardian, sending him and his squad into the Shadow and isolating his companions. The subquest "Lost in Dreams" begins.

First we need to break out of our own illusion. As a restraining illusion, the demon created for us Duncan, who died at Ostagar, and Weishaupt, the headquarters of the Guardians. After we see through the illusion, pseudo-Duncan and two "Guardians" will attack us. Having dealt with them, we go to the pedestal and are transported to the Primordial Shadow. There we will meet Niall, who will say that in order to get through to the demon of idleness, we need to defeat smaller demons. The doors to them are closed or disguised, so you need to learn to take other forms.

We will receive the first form by saving the mouse from the demon of wrath. This way we can use mouse holes to move around. There are three other forms:

  1. Spirit - allows you to see camouflaged doors.
  2. Fire creature - allows you to walk through fire.
  3. Golem - allows you to knock down heavy doors.

All these forms can be obtained from sleepers. The first can be obtained from a templar hiding from ghosts, the second from a templar struggling with his anger, and the third from a mage in the Scattered Mages area. In any case, having received all the forms, you can take on the demons; the last one should visit the “Templar’s ​​Nightmare Dream” room, where all four forms will be useful to us. Having dealt with the demons, you can go free your companions or immediately go fight Idleness.

Having defeated the demon, we return to reality. Having found Niall's body, we take the Litany from his body and go upstairs. In front of the last staircase, in a magical cage, sits the templar Cullen, who will say that the cage was created by Uldred or one of his magicians, and will offer to kill everyone remaining at the top. You can agree (Winn and Leliana will not approve) or refuse (Sheila and Stan will not approve).

Going upstairs, we see how Uldred and his magicians turn another magician into a possessed one. After the conversation he will attack. Litany will be useful in battle, as he will turn captured magicians into possessed ones.

Having dealt with Uldred, we go down to the templars. Further, depending on our actions and partly on the decision, there will be three options.

  1. If the First Sorcerer did not survive the last battle, we will recruit templars and the Circle will be closed.
  2. If Irving is alive, we can convince the Knight Commander that the Circle is fine, then we can recruit mages.
  3. We can say that it is better to close the Circle for quarantine, then we will recruit templars.