DRAGON AGE: ORIGINS. Map of Western Brecilian. Dragon Age Quests in the Brecilian Forest Dragon Age the Mage's Treasure walkthrough

Obtained: Automatically after touching one of the four gravestones [Brecilian Forest]

Description: There are four gravestones in the forest and you will start this quest by touching one of them. Every time you touched a tombstone and confirmed that you want to break the protective seals, you will cause the undead to appear, and they will be led by a powerful boss (Risen from the Dead). I wouldn't recommend touching any tombstones in the early parts of the game because your team won't be strong enough to survive an encounter with the Undead. It's also a good idea to leave the tombstone area after interacting with each tombstone so that all the undead will chase you. Always start with the weaker creatures and deal with the Undead at the end.

The first tombstone can be found in the northern part of [Brecilian Forest - eastern part] (). Note that you will have to deal with TWO ogres before you approach the grave, so you must be extremely careful. Be sure to make sure you have enough poultices in your inventory so you don't run out during the battle. After defeating the Undead One and all the remaining dead, you can continue searching for the other three tombstones.

The second tombstone can be found once you get rid of the magical barrier in [Brecilian Forest - East Area] (after defeating the oak tree or delivering the stomach and after meeting the Runner for the second time). Explore the ruins to find a grave (), click on the gravestone and confirm that you want to break the seals. A large group of undead will appear again and among them is the Risen One from the Dead. This time should be a little easier, because only the weakest types of skeletons will join the Undead.

The third tombstone is in [Brecilian Forest - Western Area]. This is the central area of ​​the map (). Be careful here because the Undead One will have a lot of undead on his side.

To get to the final fourth tombstone, you must first complete one of the side quests in [Brecilian Forest - Lower Ruins] - . Completing this mission will unlock access to a new room in the underground complex. Defeat a couple of skeletons, go to the gravestone (

The quest begins by touching the gravestone in the north of the eastern Brecilian Forest. You need to collect a set of Juggernaut Armor. Gloves, boots and a helmet are found in tombstones guarded by the Undead in western and eastern Brecilian. To get the armor you need to open a passage to the elven burial chamber, which is located on the lower level of the ruins.
To do this, you need to take a tablet describing the ritual from the sarcophagus, and then perform the ritual in the hall with the fountain.
Procedure for performing the ritual:

  • take the jug from the fountain,
  • fill it with water,
  • get away from the fountain
  • place the jug on the altar,
  • pray,
  • inspect the jug,
  • take one sip
  • take a jug
  • leave the altar
  • pour water into the fountain.

Puzzle in Wilhelm's Cellar (Honnliet)

You need to move the tiles by standing on them so as to direct the fire to the opposite corner. The direction of fire is determined by the arrow on the tile.

Key to the City (Orzammar)

Locations of documents:

  • Hall of Heroes,
  • Community halls,
  • Diamond halls,
  • Dusty city
  • Test arena.

Life of the Guardians (Orzammar)

Location of the three rune stones:

  • Community halls,
  • Caridina Crossroads,
  • Dead ditches.

Throne Room (Orzammar)

Sequence of actions to release the dragon:

  • touch the throne
  • place two characters on the pressure plates in the throne room (located next to each other to the left of the throne)
  • put the third character on the third pressure plate, which is located in the hall in front of the throne room,
  • touch the throne again.

Bloody Sacks (Deep Roads of Orzammar)

Location of bags. which need to be reunited in the Ortan teig: one - in the Educan teig and two - at the Caridin Crossroads.

Guardian of the Reach (Tower of Mages)

Location of three text fragments:

  • three in the students' rooms,
  • two in the Senior Wizards' Rooms,
  • one in the Great Hall.

The sequence for activating the statues in the Great Hall:

  • statue with a bowl
  • statue with raised sword,
  • statue with lowered sword,
  • statue with a shield (located in another room in the center of the location).

After this, touching the basement door in the Students' Rooms will summon the demon Shah Wird.

Science of Summoning (Tower of Mages)

Find and read one of the two Science of Summoning text fragments in the Mage Tower, which are located in the Apprentice's Rooms. The summoning ritual takes place in the library

At the beginning of each call, touch the Font in the central branch of the library (this will cause all the necessary items in the library to appear). Then you need to activate the items listed in the list and touch the corresponding summoning spot on the floor (three are in the library, the fourth is in the adjacent central hall in the niche located to the left of the entrance).

Order of item activation:

First call:

  • Directory of spiritual figures.

(A ghost boar will appear).

Second call:

  • Mage Gorvish.

(A ghostly Artful Rogue will appear. This summon opens an additional quest on the preacher's board in Redcliffe).

Third call:

  • Great Bestiary of Elvorn,
  • Place for carving tables,
  • Spiritorium Etherealis,
  • Magician Gorvish,
  • Beginner's amulet.

(The Shadow-Tearing bereskarn will appear and attack you).

Fourth call:

(all items from the first three summons)

  • Directory of spiritual figures
  • The unusual profession of Roderkom,
  • Mage Gorvish
  • Great Bestiary of Elvorn,
  • Place for carving tables,
  • Spiritorium Etherealis,
  • Magician Gorvish,
  • Beginner's amulet.

(Earl Forshadow will appear, from whom you need to steal the note).

Test of Faith (Ruined Temple)

Correct answers to the questions:

  • Brona - Dreams;
  • Thane Shartan - Home;
  • General Maferat - Jealousy;
  • Archon Hessarian - Compassion;
  • Disciple Kathair - Hunger;
  • Student Havard - Mountains;
  • Lady Vasily - Revenge;
  • Elisha - Melody.

Phantom Bridge

Near the ghostly bridge, separate the squad. One person must walk along the appearing sections of the bridge, three (A, B and C) press the tiles.

Sequence of pressing tiles:

  • (A) second from the right,
  • (B) third from the left.
  • (B) sixth from the left.
  • (B) fourth from the right.
  • (A) first from the left.
  • (B) fifth from the right.
  • (B) fifth from the left.

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

Arkady and Boris Strugatsky, “Distant Rainbow”

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

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

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

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

Ostagar and the Wild Lands

Sick dog

Dwarven politics

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

Hungry Prisoner

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

Sword

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

Missionary Chest

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

Traces of chasing

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

Last will

The dog plays the role of a psychoanalyst

The professor is sleeping - the students are happy

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

Demon from the Ashes

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

Lothering

Create three poultices/traps/bottles of poison

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

Dead Templar

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

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

Preacher board

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

Circle of Mages

Call

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

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

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

Guardian of the Limit

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

Chest Jenny

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

Enchanted Templar

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

Redcliffe

Gathering troops

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

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

Pestilence came to one noble noble family

Spectacular lighting makes Stan even more convincing

Blacksmith's Daughter

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

Hidden boy

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

Daemon

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

Asylum

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

    Cheryl isn't here. She was cremated.

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

    Multiplayer with love.

    Great-great-great-grandfather Gygax.

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

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

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

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

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

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

Brecilian Forest

Bitten wife

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

Iron bark

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

Elf in love

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

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

Sick gall

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

Bitten Elf

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

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

Deadly dream

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

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

Orzammar

Lost Son

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

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

Church

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

Dwarven magician

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

Search for Nagas

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

Racket

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

Fights without rules

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

Unwanted child

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

Dragon in the throne room

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

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

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

The thieves

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

Poison

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

Stolen book

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

The Missing Bloodline

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

List of golems

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

Wanderers' treasure

Find four piles of stones in Caridin's Crossing:

    At the western exit to the map.

    Southwest of the bridge.

    Near the intersection of three roads.

    East of the Deep Hunter's Cave.

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

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

Legion's Honor

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

Overlander's Sword

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

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

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

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

Once you find everything, return to the tomb.

Cache

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

Life of the Guardian

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

    Near the chief of miners in the Common Halls.

    In the southeastern caves of Caridina Crossroads.

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

We return to the wall of memories for the reward.

Torn Demon

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

    Limbs in the north-west of the Educanov taiga.

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

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

Denerim

Help the law

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

Dark Deeds

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

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

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

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

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

Sect

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

Evil

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

Prisoners of Howe

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

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

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

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

Guild Quests

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

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

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

    In the Dalish camp, behind the merchant.

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

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

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

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

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

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

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

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

    At Wade's forge in Denerim.

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

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

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

Bloody marks

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

Places of power

We need to activate four places of power.

    Grave in western Brecilian.

    Altar in the Ortan taiga.

    Tree in the Elvenage of Denerim.

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

Scrolls of Banastor

You need to find five scrolls at the following addresses.

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

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

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

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

    The southeastern room in the werewolf lair.

The remaining tasks should not cause difficulties.

The Empire has long arms. Once they even reached the Brecilian Forest - at a time when this land was still owned by the barbarian tribes of Klein. The Tevinter masters retook the forest from them step by step, using the most terrible magic when necessary. Master Kharash sent an army into the forest under the leadership of General Alaric, his friend. For him, Kharash ordered a set of the most beautiful armor, which he stuffed with lyrium and his own blood magic. He named the armor “Juggernaut” in honor of the invincible stone giants guarding the gates of Minrathous. The armor helped Alaric win many victories in battles with Klein. The defeat came not from without, but from within. His own officers rebelled against Alaric, jealous of the honor he enjoyed among the masters, and decided to take the Juggernaut armor for themselves.

But as soon as one of the officers took away the armor, the rest turned against him. Very soon the Tevinter outpost turned into a nest of civil strife. The last three officers were killed by Master Kharash who arrived there. But Klein’s troops were already approaching the outpost. The leader of the barbarians of Klein also wanted to get the famous armor, and even with all his power, Kharash could not resist them all. Instead, Kharash, using what was left of his life force, summoned demons into the bodies of the last three fallen officers, as well as his own. These reanimated corpses safely hid the fragments of the Juggernaut armor, so that when the barbarians burst into the outpost, they found no armor or troops there. The legend of the Juggernaut armor is still alive, and many brave men have ventured into the depths of the Brecilian Forest in search of them. But no one ever returned.

You can debunk the legend and collect the juggernaut armor in Dragon Age: Origins in the Brecilian Forest. The armor is divided into four parts, according to the number of demons summoned by Master Kharash. Every demon that comes back from the dead will desperately defend them. On Nightmare difficulty, the combat will be truly terrifying. If you can’t defeat a powerful enemy, you need to reduce the difficulty of the game, or return for armor later, when the squad is considerably stronger. The task “The Magician's Treasure” should begin in Eastern Brecilian, at the northern ancient tombstone, then a corresponding entry will appear in the journal, and an additional action will appear in the dialogues.

Location of Ancient Tombstones in Brecilian Forest in Dragon Age: Origins:

  1. Eastern Brecilian. In front of the ruins of the temple in the very north of the location, not far from the hermit’s camp.
  2. Eastern Brecilian. On the way to the ruins.
  3. Eastern Brecilian. Lower level of elven ruins ().
  4. Western Brecilian. On the hill to the right of the path to the Great Oak.

Characteristics of Juggernaut armor in Dragon Age: Origins:

  • Juggernaut Helm- strength: 38; armor: 3.15; +1 to armor, +10 to mental resistance.
  • Juggernaut's Plate Gloves- strength: 38; armor: 2.63; +5 to resistance to fire, cold, electricity, forces of nature, and spirit magic.
  • Juggernaut Plate Armor- strength: 38; armor: 18.38; +10 to resistance to fire, cold, electricity, forces of nature, and spirit magic.
  • Juggernaut's Plate Boots- strength: 38; armor: 3.15; +5 to resistance to fire, cold, electricity, forces of nature, and spirit magic.
Wolf x5 Animal Rank 1
Blight Wolf x3 Spawn of Darkness Rank 2
Werewolf x11 Beast Rank 2, 3 .
Rabid Werewolf x7 Beast Rank 2
Swiftrunner x1 Beast Rank 3 Nature of the Beast.
Black Bear x3 Animal Rank 2
Great Bear x3 Animal Rank 2, 3
Wild Sylvan x6 Beast Rank 2, 3
Grand Oak x1 Beast Rank 4 Optional quest battle Nature of the Beast.
Genlock x2 Spawn of Darkness Rank 2
Hurlock x6 Spawn of Darkness Rank 2 .
Ogre x1 Spawn of Darkness Rank 3
Ogre Leader (Ogre Alpha) x1 Spawn of Darkness Rank 4 The battle, if you kill the Great Oak, leave the location and return.
Fanged Skeleton x1 Daemon Rank 3 Quest battle Mage's Treasure.
Skeleton Archer x2 Daemon Rank 2
Skeleton Mage x1 Daemon Rank 2
Revenant x1 Daemon Rank 4
Greater Shade x1 Daemon Rank 3 Quest battle Shadow Camp.
Hunter x3 Robber Rank 2 Optional quest battle Panoven.
Panowen x1 Robber Rank 3
Denerim Mercenary x6 Warrior Rank 1, 2, 3 Quest battle No favors.


In the Dalish Camp, in exchange for the help of the elves in the fight against the Blight, the keeper Zatrian asks to destroy the leader of the werewolves, Mad Fang. The path to the werewolf lair passes through all locations of the Brecilian Forest: western and eastern Brecilian, the upper and lower levels of the ruins.

In eastern Brecilian the path is blocked by a magical barrier. There are two options for overcoming it.

First option. In western Brecilian, the Great Oak asks you to find an acorn. A hermit in eastern Brecilian has an acorn. The acorn can be taken from the stump, but the hermit will become hostile. Or you can exchange the acorn and other things from the hermit for some elven things - the sunset ring from the Shadow Camp, Danielle's scarf, Atras's pendant, Kammen's book, Lanaya's songbook, Deigan's boots, etc. The oak tree will give the Oak Branch staff, which allows you to pass through the barrier.

Second option. For killing the Great Oak, the hermit will turn an ordinary skin into a werewolf Magic werewolf skin, allowing you to pass through the barrier.

When you meet Raging Fang in the werewolf lair, several options for completing the quest will open.
- Or you can reconcile Zathrian and the Mistress of the Forest, which predetermines the help of the elves in the final battle of the game. Lanaya will have to be informed about the reconciliation in the Dalish camp.
- Or you can kill the Mistress of the Forest (in the form of Mad Fang), which predetermines the help of the elves and Zatrian (if you save his life) in the final battle of the game.
- Or you can convince the Mistress of the Forest to destroy the elves (there will be a movement to the Dalish Camp and a battle with the elves), which predetermines the help of werewolves in the final battle of the game.

Result:
1250 XP for receiving help from the Great Oak or Hermit;
1500 XP for completing the quest.


In the Dalish Camp, the merchant Varathorn asks to find Iron bark. It can be taken from a fallen tree in the northeast of western Brecilian. Varathorn suggests making a bow from the bark of your choice Wolfboy or Varathorn's Armor. You can try to get both things if the party has good relations with the elves. If you refuse the bow and armor, it will be donated Amulet of Varathorn.

Result:
onion Wolfboy, Varathorn's Armor, Amulet of Varathorn(optional) for completing the quest.


In western Brecilian, the wounded Deighan asks for help. You can cure him with a spell. Or you can try to deliver him to the camp (the squad will move to the exit of the location, this is enough to complete the quest). In the future, you can meet Deigan in the camp and receive a reward (if you do not rob Deigan or return the statuette to him). Alternatively, you can rob and kill Deigan, but then take his body to the camp and return the figurine. In this case, the reward is given by Zatrian. Taking the figurine worsens relations with the elven clan.

Result:
100 XP and a sapphire from Deigan or Zatrian.


The quest begins by touching the tombstone in the north of eastern Brecilian. Need to assemble a kit Juggernaut Armor. Helmet, gloves, boots are guarded in the tombstones Risen from the dead in western and eastern Brecilian. The armor is found in the elven burial chamber on the lower level of the ruins.

Result:
set Juggernaut Armor.


In western Brecilian, near a yurt, you can succumb to the spell and fall asleep. In this case, the character with the highest willpower will have to win alone Large shadow. Or, if you try to leave, but then decide to return, you can fight with the whole squad. A chest with things will appear.

Result:
Dalish Gloves(gift for Zevran), Sunset Ring, other things from the chest.


If after completing the quest Nature of the Beast