Dragon age origins dead moats. Perfect. Arkady and Boris Strugatsky, "Distant Rainbow"

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Main plot
As soon as we approach the gate to Orzammar on the pass, we will immediately witness how the henchmen of teyrn Loghain are trying to persuade the gatekeeper to let them into the city. The funny thing is that the gatekeeper barely heard that we are gray guard, immediately let us inside. Ambassador Loghain will not like this and he will get into a fight, you can kill him, for which you will receive verbal thanks from the gatekeeper.
Inside Orzammar, life is even more fun. We have just crossed the threshold of their city, and representatives of the two factions fighting for power have already managed to arrange a bloody massacre right before our eyes. Having asked the first dwarf that came across what is happening here, we get good advice, find out everything from the foreman Bandelor in the council room.

Search for Chief Bandelor
Having run usefully through the community halls (the part of the city where commoners live), we go to the nobility quarter (diamond halls) directly to the council building. There we will witness a brief debate of the deshirs (dwarven representatives of the nobility), after which it will be possible to talk with the foreman Bandelor.
He will tell you that the gnomes are not up to the pestilence now, because. the king of Orzammar has recently died, and only the ruler of the dwarf kingdom can fulfill the agreements of the gray guards. This warm place is claimed by: Prince Belen, the youngest son of the late king, and Lord Harrowmont, the latter's cousin.
You can support any of them, because for us it is only important that the newly elected king provide troops to confront the pestilence.

Quests for Belen
Vartag Gavorn
This is the representative of Prince Belen. He will meet you in the hallway of the council building immediately after talking with Bandelor and will say that in order to receive an audience with Belen, we need to prove our loyalty to him. We agree.

Prince's Respect: First Quest
We need to deliver two notes: one to Lord Helmy (in the tavern "At the pubs" in the Commons), the other to Lady Days (outside in the diamond halls). The crux of the matter is to expose Harrowmont as a crook (he allegedly promised one mansion to two nobles at once). We go to Helmi, after reading the note, he will immediately refuse to support Harrowmont. With Lady Days it will be a little more difficult. She will say that her father is engaged in similar matters, but now he is on the deep paths in the Aedukan taig. We go there, find the old man and help him fight off the invasion of deep hunters. After the battle, we give the papers to Dais and return to Gavorn in the council room. Now we can meet Belen.

Quests for Harrowmont
Doolin Foringer
This is Lord Harrowmont's representative. He will meet you on the street right after the conversation with Bandelor and say that in order to get an audience with Harrowmont, we need to prove our loyalty to him. We agree.

Lord's trust. First task.
We need to perform in the arena of tests as a fighter of Harrowmont. Also, at the same time, you need to find out why the best fighters of the lord refused to perform: Bayzil and Guidon. We go to the arena and first we talk with Bayzil. He will tell us one short love story, in the final of which it turns out that he is being blackmailed with some letters. Behind the blackmail is the gladiator Miaji with her twin brother Lucian (they can be found here in the fighter training rooms). We open Miaji's chest with the help of Leliana and steal the letters, after which we give them to Bayzil. Now he will fight in the arena.
We go to Gvidon. Here the situation is simpler: from the conversation it turns out that he was misinformed that supposedly Lord Harrowmont would renounce his claims to the throne after the tests in the arena. And if so, then Gvidon has no reason to shed his own or someone else's blood. We convince him that he was vilely deceived and force him to return to duty. Now you can go to the manager and start participating in battles. After defeating all of them, return to Dulin Foringer (in the tavern "At the pubs") with a report on the test passed.

Lord's trust. The second task or Respect of the prince: the second task. Jarvia's Lair
We have received the right to an audience with Harrowmont (Belen). The lord (prince) will say that he agrees to fulfill the terms of the agreements of the gray guards if we bring him to the throne. We have no way out, so we take the second task. We have to deal with a gang of a certain Jarvia, who controls the dusty city and regularly attacks the citizens of the community halls. We go to the dusty city and for a donation we ask the beggar Nadezhda about Jarvia. She will tell us about the original keys that open the door to the gang's lair. Unfortunately, she doesn't have a key. It doesn't matter, we go to an abandoned house standing nearby and deal with a handful of bandits. We take the key from their leader. Now another door has become active in the dusty city. We open it with the key and go in search of Jarvia. She will be in the depths of the caves. After finishing with her, return to Harrowmont (Belen). He will have one last task for you.

Betrayal from within
Additional quest. You can get it if you fought in the arena for Harrowmont, and then returned to Gavorn and offered your services again, under the pretext that Harrowmont now trusts you and you can spy on him without hindrance. Upon learning that Harrowmont sent you to kill Jarvia, Gavorn will give you papers that testify to the connection of one of the lord's relatives with the charter. These papers will need to be placed in Jarvia's chest in her hideout after you deal with her. Once you do this, you will be able to turn in the quests to both Harrowmont and Gavorn. In addition, both contenders for the throne will give you a task to search for Branca (read the description below).

Perfect, Perfection itself and Anvil of the Void
We have to go into the deep paths in search of the perfect Branca to convince her to vote in the council for Harrowmont (for Belen). 2 years ago, she took her entire clan and went in search of the legendary anvil of the void. According to legend, it was invented by another perfect blacksmith Karidin, and with its help it was possible to create golems. I'm going to search.
At the very entrance to the deep paths, Oghren, Branca's husband, will join us. And although he is a drunkard who constantly stares at the beautiful Morrigan, he can help in search of a wife, as he knows the deep paths well and is excellent with two-handed weapons. To begin with, we have to find Ortan teig. There we will find Branca's diary (we will have to fight the queen of spiders for it), from which we learn that she has gone to the Dead Moats - the area that is the border between the kingdom of the dwarves and the shelters of the creatures of darkness. Only the most desperate dwarves of the dead legion fight in this area. By the end of the passage of this location, it turns out that many gnomes died and became creatures of darkness, and one of them became a uterus (a creature that produces all this abomination). We kill the uterus, after which we open the way to the last location of the deep paths - the Anvil of the Void. As soon as we get into it, Branca comes out to meet us. She is alive and well, but... completely crazy. Having blocked the entrance so that we do not run back, she wants to bypass the traps in the corridors leading to the anvil at the expense of us. There is no choice, so we agree. There will be three dangerous rooms in total. In the first one, it will be necessary to turn off the gas by pulling 4 levers on the walls, as well as to kill the golems gradually coming to life. In the second, you will need to disable 2 floor traps with blades (Leliana does an excellent job with this) and get rid of a few more golems. In the third room, the test will be more serious. A strange installation will spawn the souls of gnomes (very strong, by the way). This will go on forever unless you do the following. As soon as you kill one of the souls, immediately click on that anvil (there are only 4 of them), which starts to glow. Then a fireball will shoot out of it, causing damage to the installation itself. Pieces of 6-7 such shots and the battle will be won. Now we go to the hall of the anvil. There we will meet Karidin himself in the form of an iron golem. He will tell us about the other side of the medal of creating an army of golems on the anvil. It turns out that in order to breathe life into a stone, you need to take life from a living being. Many dwarves were slain in their time to fill up the golem army to defend Orzammar. Karidin will ask us to destroy the anvil and release him from the thousand-year burden of responsibility. At this moment, the weak Branca will come running, who will offer us not to destroy the anvil, they say this is the key to defeating the creatures of darkness. The choice is ours. Personally, I chose in the end the side of Caridin and killed Branca. After the battle, Karidin will forge a crown for the future king of Orzamar and commit suicide.
Note: if you choose the side of Branca, then the fight will be a little more difficult, because. Karidin is almost not susceptible to magic, and hits much more painfully than Branca. The crown for King Orzammar in this case will be forged by Branca, and in the final battle, golems will fight for you, not ordinary dwarves.

Back in Orzammar, at the second meeting of the council, we ourselves will name the future king and give him the crown forged by the Perfect. If you select Lord Harrowmont, then Belen will arrange a fight right in the council chamber. We send him to a meeting with a stone, after which we speak with Harrowmont. He rewards you with a staff, fulfills his promise and begins to gather troops to fight the Pestilence.
Note: if you crown Belen, then the first thing he does is execute Harrowmont, then he will give you his brother's hammer and send troops to fight the Blight.
Either way, Orzammar's support will be won.

Secondary quests
mother's hope
Filda, a woman from the communal halls, asked to find her son Rook, who disappeared 5 years ago in the deep paths. And although it is almost unbelievable, the guy survived. You will find it in the Ortan teige according to the plot of the game. To tell Filda the truth about Rook's fate or not is up to you, this will not affect the completion of the quest and the reward.

Song in the Deep Roads
You need to put in a good word for Brother Berkem in front of the Chronicler. The Dwarf Priest wants to open the Church of Andraste in Orzammar, but this goes against the 2,000-year-old canon of the Dwarven religion. So, we go to the diamond halls to the house of the guardians. With a persuasion skill of up to 3, he can be persuaded that opening a church will benefit the untouchables, providing them with medicines and work. Also, the great chronicler can simply be scared that an army of people will soon come and forcefully convert all the dwarves to their faith. One way or another, he will give permission to Brother Berkem to open a church.

All-time scientist
In the communal halls you will meet the girl Dagna, the daughter of the gunsmith Janar. She is very fond of magic and although she does not have the ability for it, she still wants to study theory in a tower on Lake Calenhad. We agree to help her. We go to the tower of magicians and speak with Irving (of course, after saving the circle from the possessed). He will be very happy with such a desire for magic from a gnome child and will give his consent to the owl. Then it's up to you. You can persuade Dagna to stay to help her parents in the forge, or you can convey Irving's words to her, after which she will leave Orzammar. One way or another, the quest will close.

precious metals
Bandyuk Rogek in a dusty city will offer you a deal. You can, of course, get nasty and kill him, but if you have a conviction of up to 3, and even better 4 levels, then the deal still needs to be done. So, we buy lyrium from him for 40 gold (do not be afraid to lose such a huge amount of money, you will get 1.5 times more in the end). By the way, initially lyrium is sold for 50 gold, but we know how to convince.
Now we go to the tower of magicians to Godwin (this is the eccentric who, during the invasion of the possessed, sat in a closet on the second floor). We sell him lyrium. He offers 50 gold, of course we do not agree to this and again use eloquence. If you have a persuasion skill of level 3, then you will receive 60 gold for lyrium, if 4, then 75. After the deal, do not be too lazy to ask Godwin about the details why he needs so much Lyrium. Very interesting details will be revealed on the topic of the relationship between magicians and templars. We blackmail Godwin, threatening to tell everything to the head templar Gregor, as a result of which we receive a ransom for silence in 8 gold. Now we return to Orzammar to Rogek and get money for working as an intermediary. Initially, you agreed on 20 gold, but the gnome will want to deceive you and offer only 10. We turn on persuasion or intimidation and get the promised money. Total: -40+60 (75)+8+20=48(63) gold plus.
Note: The quest can only be accepted if you have 50 gold in your wallet.

Zerlinda's grief
The poor girl from the dusty city of Zerlinda, after a donation of 5 silver, will tell you her story. Her child is untouchable and her parents set a condition for her: either she gets rid of the child, and then she is left in the caste, or she is expelled along with her offspring. She chose the second option and is now forced to eat slop. We agree to help. You can try to convince her father, who drinks at the pub's tavern (this requires persuasion skill 3), or you can tell Zerlinda about life on the surface. In the first case, she will return home with the child, in the second, she will go to the surface with him. One way or another, the quest will be completed.

Lost records
In the archives of the chroniclers, we will meet a girl named Orta, she is looking for records about the homeland of her ancestors - the Ortan teige. We agree to help, especially since we still have to find this teig according to the plot of the game. The documents will be in the chest in the middle of the desired location. Back in Orzammar, give them to Orta, then meet her in the council chamber for your reward.

Thief in the academic house
The assistant chronicler will complain to you that a daring untouchable thief has stolen an ancient book. We agree to help. We go to the dusty city and a little further from Rogek there will be a dwarf similar to the description given to us by the assistant chronicler (bald with a tattoo all over his face). We interrogate him, rip open his belly and find ... no, not a stolen book, but evidence that will lead us to it - a receipt from the arena. Let's go to the testing arena. The gnome we need will be in the left wing. I do not remember his name, but by the mark on the map you will understand that it is he. After a brief conversation, the buyer of stolen goods will get into a fight. In vain. We take away the book from his corpse. Now you have 2 options: you can sell the book yourself to the dwarf Jorthrin standing next to the deceased, or you can honestly return it to the chroniclers. For the return of the book to the chroniclers, you will receive nothing but gratitude, but you will receive several gold from the dwarf.

Lost Naga
Near the entrance to the diamond halls there will be a naga beater. Talk to him, he will tell you that all his animals have fled and his business has been covered. In order for him to return to business, he must catch at least one naga. The nearest animal stands a stone's throw from the beater. We catch and give it to him. Now he will buy all the captured nagas from us for a small amount of silver.

Glorious Grounder
Traveling through the deep paths, you will find parts of a broken ancient elven sword:
ephesus - at the Karidina crossroads
pommel - in Ortan teige
blade - in dead ditches
After collecting all three parts, you will open the resting place of the owner of this sword. It is located in the caves of Ortan teig. You may have already been there beforehand. It's okay, just go back to the sarcophagus and put all three parts of the sword into it. The weapon will again become whole and will serve you in the fight against enemies. The blade is very powerful, with three sockets, so I highly recommend doing this quest.

In pieces!
Exploring the caves of Caridina Crossing, you will come across 3 bags with the remains of some kind of creature. After collecting all the bags, go to the location of Ortan teig. You will see an altar there. Reunite all the remains. The creature will come to life. Then you have two options: kill her again or demand a reward for saving her. The second option is preferable, because. firstly, the creature is very strong and it is not so easy to kill it, and secondly, for the murder, apart from experience, you, alas, will not get anything (the body of the demon cannot be searched). So take 25 gold as a reward and go get drunk in the nearest tavern.

Treasure of wanderers
Traveling along the deep paths, you will find records of some wanderers. After collecting all the records, you will find out the place where the treasure lies. Just look for him by the marker that appears on the map at the Caridina Crossing.

dead castle
As you travel through the Dead Moats, you will find parts of the armor of the legion of the dead. After collecting all the parts, you will find out the location of the nameless grave. Just look for it by the mark that appears on the map. In the grave you will find the emblem of the caste of the dead, with which the Legion of the Dead can be given a noble position (for this, just read the right book in the house of the guardians).

Golem records
As it will become known from the plot, either volunteer gnomes, or criminals, or untouchables became golems. So in the main hall of the Anvil of the Void location you will find stone slab with a list of the names of all those unfortunate gnomes. Copy it onto a piece of paper and take it to the chroniclers in Orzammar. The chief chronicler will promise us an artifact as a reward.
Note: I had a bug here, the artifact was never given to me. However, the quest will be completed anyway.

Key to the city
Another task that becomes active only after you collect all the necessary records. In the city, look for information about Orzammar's inner ways and customs. When you have all of them, an entry will appear in the diary that you now know the location of the hiding place of the council members. We go to the council hall, in the left wing there will be a giant box, we search it and pick up a ring in the form of a key with very, very strong parameters.

outlandish remedies
In the royal palace you will find a sick dwarf woman. If you ask the doctor (he is standing next to her bed) if we can help with anything, he will give a prescription and ask us to hurry. The recipe will appear with that of your companion who knows the art of the herbalist (for example, Morrigan):
you will need 4 elven roots, 2 concentration reagents, 2 lifestones and one flask. We make a potion and give it to the sick. That's the whole quest.
Note: To complete the quest, you need the maximum level of the art of the herbalist.

Jammer's cache
Traveling through Jarvia's lair, you will find 3 chests (Kanki, Pike and Jammer himself), which seem to contain valuable items (rings, amulets, etc.). but when you try to pick them up, you will receive damage, and the trinkets themselves will not appear in your inventory. To avoid taking damage and injury from traps, take the cheapest item from each chest. As soon as you open the last chest, the place of Jammer's real treasure will be marked on the map. Go there and get a reward for your work.

Encased in stone
Taken after reading the inscriptions on the throne of Orzammar in the palace (Diamond Halls). You need to switch to single mode and arrange the satellites correctly: take one out of the hall and put it on the square in front of the entrance to the throne room. Two more must be placed on such small arrows in the hall itself (they are located on the left on the floor near the wall with a window behind which lava flows). The latter approaches the throne and presses the "eye". The dragon comes running. We unite the party again and kill him, after which we take a good two-handed sword from the corpse.
Note: This quest can only be completed until the choice of the dwarf king, after which the throne ceases to be highlighted and the task cannot be taken.

Assignment in Dragon game Age Origins"Dead Castle" is an impassable test for many players. Some do not know what to do during the adventure, others miss this mission, and still others suffer from a mistake. This article provides comprehensive information on this quest with a description of all the problems and mysteries.

How to take a task

It should be noted at the outset that the task dragon age Origins Castle of the Dead is often overlooked by players, as it can only be picked up at a hidden location in the Deep Roads. This territory is called Dead ditches and is notable for the fact that it does not open immediately. The entrance to it becomes available to the player only after Ortan manages to find Branka's diary in the teig. This item can be considered the key to the task, because without it it will not be possible to even try to complete the mission. The reward for completing it will be the Legion of the Dead Full Armor with , which provides good protection. It can be worn on the main character or given to one of the associates.

Quest start

The mission in Dragon Age Origins "Dead Castle" is activated automatically after finding the diary. The player should prepare for the execution, because the hidden location is fraught with a huge number of opponents. To complete the task, the user will have to search for four pieces of Legion of the Dead armor, which will later become a reward. It should be noted that the reward is quite symbolic, because the soldiers of this squad are still fighting the creatures of darkness in the fortress of Bonammar. The first item to look for will be the boots. To obtain them, you will have to help the Legion in the battle with enemies at the entrance to the former stronghold of the dwarves. Then you should go through the tunnel from the gate. Immediately at the exit you can see a large sarcophagus, and inside it will be the first piece of armor. In the fortress, it is recommended to be extremely careful and do not forget to constantly use the save function. In the mission "Dead Castle" in Dragon Age Origins Walkthrough holds some unpleasant surprises.

Continuation of the search

After obtaining the boots, the player will have to find three more items to complete the Dead Castle quest in Dragon Age Origins. The player can find gloves in the room where there is a statue of a gnome, but it is recommended to move carefully. The statue breathes fire if you step on the slab with the trap activated. The flame takes a lot of health, and therefore it is better to send the strongest ally first. The chest armor is also hidden in the sarcophagus, but in a different location. It is guarded by skeletons and commanded by a hurlock emissary. There should be no problems with clearing the location, because the player will encounter the creatures of darkness many times before this task. The last item will be a helmet, which is the easiest to find. The player just needs to go to the sanctuary of the Legion, go to the altar and pick up the right thing. Nobody guards her, but the difficulties on the assignment do not end there. Four items will open access to a new location, which will be indicated in the personal codex.

boss fight

Guide to the passage of the "Dead Castle" in Dragon Age Origins should prepare the user for the main test. All four parts of the armor were assembled in order to open the way to a closed location in the former dwarven fortress. It is enough for players to reach the center of the tunnel, which leads to the uterus - the main enemy in Bonammar, and then pick up the last piece of the Legion of the Dead armor. It is the Emblem of the caste, you can simply pick it up, deploy it and leave. If you want to test yourself for strength, then you can fight the boss, but first you need to go for the key. He unlocks the gate to the territory where the creature is located. The desired item is located in the southernmost room, not far from the legionnaire's altar. The fight shouldn't be too difficult if all of your comrades are used correctly. For the victory, you can get good items and a small amount of gold, which is never superfluous in the game.

Completion of the task

A full set of Legion of the Dead armor in the Dead Castle quest in Dragon Age Origins is required to complete the quest. The player will have to go again already dressed in new things to the room where the user previously found the helmet. There will be a relic on the altar that can only be activated while wearing armor. The action will lead to the appearance of a mysterious shadow, which you will have to fight. There will be no prizes for winning, but the action is required to complete the task. A corresponding entry about the victory will appear in the codex. After that, you can go to the Diamond Halls. Previously, the player must not forget to give the Emblem of the dead caste to the Guardians. Further in the right wing of the Diamond Halls there will be a memory book that you need to click on. Only then will the task complete and be marked as completed in the log. The path will not be short, but the reward is worth it, plus a journey through the fortress of Bonammar will open new pages in the history of the dwarves.

Possible mistakes

The problem with the Dead Castle quest is far from new for players, many users have encountered it. The error lies in the fact that the last sarcophagus, where the Emblem of the caste of the dead is hidden, is not active after collecting four pieces of armor. If you do not collect the complete set, then you will not be able to pass the tasks. Unfortunately, there is no optimal solution to this problem. As mentioned above, it is better for players in the Dead Moats to save often. Reverting to older files may help in this situation. Initially, you should try to exit the location, save and close the game. The next time you enter, you can find that the error has evaporated, and you can interact with the sarcophagus. This method is the most effective, but if nothing happened, then you should not be upset. The full set of the Legion of the Dead can be obtained in the Awekening add-on.

BUT? - Oghren responded, unable to resist being curious and also looking into the ditch.

Tell me... have you ever thought about committing suicide?

Taken aback, the red-haired warrior opened his mouth and immediately shut it, not knowing what to answer.

So I didn’t think ... - his brother muttered under his breath. "But it's better... than that!"

Throwing up black sinewy wings, from the abyss, pushing us back with a strong stream of wind and knocking us to the ground, a dark, scaly body escaped. Describing a figure eight in the air, the creature, tucking its clawed paws under itself, sat down on a wide curved bridge, located a little further and connecting two banks, on the far side of which, like a wall of huge metal gates, rose the facade of a lonely, long-captured dwarf fortress. The elongated muzzle of the dragon, with sharp fangs sticking out of its mouth and slightly bent to the chin, swayed a little, carefully studying its minions, an endless dark red string weaving below, at the very bottom of the crack. I had a feeling... as if it had already happened. It's like I've seen this somewhere before. Brightly, clearly, right up to the fingers of the wind, ruffling my hair, gathered in a loose ponytail.

Roar. A loud, frightening cry shook the walls of the cave, and the creatures of darkness proudly and shrillly answered, echoing their voices across the walls of the stone halls. A flurry of lilac-blue flame, captivating the eye with its unnatural palette, escaped from the majestic lizard's maw and melted, falling like a hot cloud on the heads of its grateful warriors crowding below. A second, and the monster soared up, almost catching the stone icicles that adorned the roof of the cave, and, cutting through the air currents, rushed off into the distance, to where the dungeon, expanding its boundaries, was lost in the sky, bursting out like a volcano mouth.

As soon as the dragon disappeared from sight, as if over the bridge, from the gate, a detachment of two-legged creatures poured in a wave. Throwing up their swords and skillfully using crossbows, the spawn crushed a group of dwarf warriors in strong black armor. It seemed that there was no limit to the fearlessness of the bearded legionnaires.

We need to help them,” Owen said, helping me up and drawing my sword from its scabbard.

Metal sang. Again. So familiar and so terrifying. With a whistle he tore someone else's skin, bursting out of bleeding black thick wounds with splashes, crushed bones with an edge, rubbing unpleasant callus pads on his hands. The sharp tip of an enemy arrow crashed into my shoulder, just above the elbow. Muscles tensed, quivering, and a knife fell out of numb fingers with a clang, lost somewhere under his feet. Bounce, another, another, until I hit my back against the side of the bridge. Grimace of pain and discontent on the face. Eyes in excitement run from side to side, looking for a way out. I touch the arrow with my hand and break the shaft, clenching my teeth with force. Anything to keep from crying out in pain. A second of delay and the tip falls out of the hole, and the wound slowly, literally in front of the eyes, tightens, leaving only a torn hole in the skin of the armor. Distracted gaze captures the edge of the blue mania that slipped past and the cap of red hair. Hastily picking up some alien, slightly heavier than I would like, short sword from the granite, I, again full of strength, rush into the thick of the battle.

The creatures of darkness did not expect such a rebuff. Their crossbows cracked and their skulls crackled as they rolled across the bridge, painted in crimson black blood. We helped defend the frontier, having come to the rescue in time, and the dwarves were grateful to us for this.

The Legion of the Dead is a famous military unit that reports directly to the king. They are praised and they are feared. The rough skin of their faces is painted with gloomy tattoos, and the only possible outcome of their life is a valiant death in the Deep Roads under the exciting grind of steel swords and the whisper of death that wanders behind them, striving to drive a poisoned blade between the shoulder blades.

Gray Guardian? one of the legionnaires asked, holding out his hand to his brother. From the way everyone else looked at him, he was without a doubt a commander. - Cardol.

Let's get acquainted. How long have you been here?

Always, Guardian, - the dwarf chuckled. - Such is the service. But they only got close to the fortress a week ago, when the hordes of evil spirits surged. New Mor?

I gave my brother a surprised, puzzled look and pointed in the direction of the dwarf. There was still a silent question in his eyes. Turning my gaze to the stove where She once stood, I realized that the object of my search had disappeared without a trace, as if having dissolved.

Managed to clear the way. But... We didn't find Cardol... - said the younger, gently touching my chin with his hand and looking into my eyes. - What's wrong? Are you okay?

During the exploration of the Dead Moats in the Deep Roads, it will be possible to find evidence that the last representative of the noble house Ferald was once in the ranks and died with honor. Each piece of Legion Armor will update the Codex page on the Caste of the Dead. After collecting four parts, a new task "The Dead Castle" will appear in the journal, and a marker will appear on the map indicating the burial place of Darius Ferald. The sarcophagus is in the corridor on the way to the uterus. As evidence, we take the emblem of the caste of the dead from it. And upon arrival in Orzammar, we go to the Guardian in the Diamond Halls and leave a note in our memoirs. By virtue of the noble lineage and great personal sacrifice of the last member of House Ferald, the conjunction of that house and the Legion of the Dead is deemed worthy of study by the Chronicle. If the line of succession proves complete and sufficient, the relatives of the Legion of the Dead may be recognized as lesser nobility, albeit with limitations. And then the whole junior house will have to go through the process of entering into the Chronicles.

Legion Armor Locations in the Dead Moats in Dragon Age: Origins:

  • Boots of the Legion- the sarcophagus in the first northern room.
  • Legion Gloves- the sarcophagus in the first southern corridor to the bridge.
  • Armor of the Legion- a sarcophagus in the large northern room after the bridge.
  • Legion Helm- on the altar of the legionnaires in the Temple of the Legionnaires in the eastern part after the bridge.

Legion armor stats in Dragon Age: Origins:

  • Legion Helm- strength: 38; armor: 3.13.
  • Armor of the Legion- strength: 42; armor: 21.88; +3 Willpower.
  • Legion Gloves- strength: 42; armor: 3.13; +4 Attack.
  • Boots of the Legion- strength: 42; armor: 3.75.

A child does not need a good father. He needs a good teacher. And to a man - good friend. And a woman is a loved one. And in general, let's talk better about stitches-tracks.

Arkady and Boris Strugatsky, "Distant Rainbow"

The peace of Ferelden is threatened by more than just the Blight. Hundreds of scum of all stripes raised their heads, waiting for the end of the world. We can both join them and punish the scoundrels. To make sure you don't miss a single opportunity, we've put together a list of additional tasks which have not yet been dealt with on our pages.

  • Ostagar and the wildlands - the beginning of the story
  • Lothering - living dead city
  • The circle of magicians - magical secrets
  • Redcliffe - universal appeal
  • Shelter - Classic Easter egg
  • Brecilian Forest - traces of corruption
  • Orzammar - thieves and their prey
  • Denerim Quest Series
  • Guilds - Find All
  • Sheila - raw 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 not difficult - training. You can even skip them and rush 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, which you won’t be able to figure out later. So we advise you to look into all corners, at least at first.

Each backstory will bring you something useful, make your path easier. A noble person will get a dog, a Dolean - a good bow ... in a word, to each his own. But there is one hero who will be much easier than the rest at the start. it noble dwarf he walks off with Duncan, jingling more than twenty gold pieces in his pocket! Well, let's go after them.

Ostagar and the Wildlands

sick dog

Dwarven Politics

Talk to the kennel in the camp, and he will tell you about the 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 still have to go 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 Ostagar battle if you haven't got a pet yet.

Hungry Prisoner

An unfortunate soldier hangs in a cage in the camp. He is not only not released, but also not fed. The poor man 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 chest of magicians from the prisoner. Food can be obtained from the guard by convincing or bribing him. And the chest will be opened only after returning from the wild lands, when the pacified one leaves it.

Sword

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

Missionary Chest

Not far from the border of the wildlands, you will find the body of the missionary Jogby. From it you can remove a letter with hints - where to find the treasure. Look for the chest in the south of the map.

Chasing tracks

In the west of the wildlands 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 middle of the wasteland, you will come across the corpse of Rigby. The will describes where his belongings are hidden: in an abandoned camp to the west of the body. Having dug out the chest, you can either open it or take it to the widow Jetta. She is waiting for you in the church of Radcliffe.

Ash Demon

On the corpse of a soldier, not far from the hurlock emissary, lies a bag of ashes and a sheet with a local legend. The legend is true, and by pouring the ashes onto a pile of rocks northwest of the bridge, you will summon Gazarath, the "orange" demon of wrath. Good trophies await the winners.

Lothering

Create three Poultices/Traps/Poison Bottles

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

Deceased Templar

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

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

Preacher's board

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

Circle of Magi

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. Perform all three rituals and the task will be completed. But that's not all. Repeat all three rituals in a row and activate the fourth summoning flame - it is in the room where the second half of the book was. A creature will appear and quickly disappear. It can be robbed by obtaining a note. But that's not all! On the preacher's board, you can later take a task that talks about disappearing travelers. It turns out that the demon we called decided to profit. We kill him, take away the trophies, inform the preacher and go to fill the pangs of conscience with ale.

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

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

Guardian of the Limit

What dwelling of magicians does without secrets? We definitely have it in our tower. To unravel, you need to find several student notes: a couple in the student rooms, another in the library, two are next to Owain and the blood magicians, and finally, one will be in the main hall. Now activate the 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's 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 get into the basement. Kill the guard and pick up a great sword that will help you, for example, defeat Flemeth.

Jenny's Casket

In the office of the main sorcerer, you will find not only Flemeth's grimoire, but also a chest. It can be delivered to a house in the market district of Denerim near the Curiosities of Thedas. Unless, of course, you picked up the note about Red Jenny after meeting Zevran. As a reward, you will receive money, but no information about this mysterious box.

Enchanted Templar

On the fourth floor, you will meet a templar possessed by a 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 to meet them on the map above the mountain of corpses: the demons will satisfy their insatiable hunger. Here they can not avoid reprisals!

redcliffe

Gathering troops

Bann Tegan gives us story mission(with which several additional ones are connected): prepare the village for a siege. To do this, you need to talk with Perth and Murdoch. The first 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 should also be told about them.

Murdoch will ask to bring more warriors and get weapons for them. The ranks of "volunteers" can be replenished by the dwarf Dwinn, if you persuade him well. Several recruits will bring us a local tavern. First of all, this 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, he will have to threaten. 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 negotiate free ale from Lloyd. Weapons can be begged from the blacksmith, promising him to save his daughter.

Mor came to one noble noble family

Spectacular lighting makes Stan even more convincing

The blacksmith's daughter

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

hidden boy

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

Demon

If you play as a magician, you are able to independently enter the shadow to free the son of Eamon. The demon will offer a deal. You can get an extra spell point, blood mage specialization, "forbidden pleasure" with a demon... Please note - 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 to consider the delivery of scrolls to the church of Denerim as such), but there is an amusing "easter egg", which can already be considered a classic of role-playing games. After the end of the story mission, return to the village and go to the local cemetery. Epitaphs you will surely like. Here are just a few of them:

    Cheryl isn't here. She was cremated.

    "I can do an ax too" - Jim, sword swallower.

    Multiplayer with love.

    Great-great-grandfather Gygax.

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

Gifts to Sheila
Gift Where to looking for
Magnificent Amethyst Dusty City of Orzammar, Alimar Market
Magnificent Diamond Orzammar Commons, Trader Garin
Magnificent Emerald Orzammar Commons, Figora's Store
Magnificent sapphire Orzammar Commons, Trader Legnar
Magnificent Malachite Circle Tower, Quartermaster
Magnificent Pomegranate Denerim Market District, Wonders of Thedas
Magnificent Ruby Elfinage, Alarita shop
Magnificent jade The cellar of a house in Honnleath
Magnificent topaz Frost Mountains, Trader Faryn

Sheila is a former gnome 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 about the "hermaphroditism" of the golem are perhaps the most curious 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, a rational being will never create birds! What was he thinking about ?!”).

In combat, Sheila is a true all-rounder. She can be a hit-boy, a shooter, a controller, and even support. In the last incarnation (a branch of racks), it is most effective. Destroying a group of a golem in a stance, a healer, a magician, and a warrior with a two-handed weapon is almost impossible. There is only one inconvenience: the movement of our talisman takes some time.

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

Personal quest associated with memory recovery. Sheila is curious to know who she was before she became a golem. The quest can be obtained after talking with Perfect Karidin, according to the story. To complete it, go to the Kadash teig that appeared on the map of the deep paths. Go through the teig up to the statue of the heroine.

Forest Brecilian

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 eastern forest. Save her, unfortunately, will not work.

iron bark

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

Elf in love

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

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

sick gall

In the camp, the caretaker of the Gaul Elora had a misfortune: one of her wards is sick. You can, using survival, find out what is the reason, or you can convince the caretaker that the animal is incurable.

bitten elf

In the center of the western part of the forest, not far from the ogres, lies a wounded Deygan. It can be taken to the camp, cured, robbed, abandoned or killed. Wealth of choice - isn't this what we want from a good role play?

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

death dream

To the south of the Great Oak lies an abandoned, but very cozy camp, in which one is drawn to rest... Waking up, one or more members of your squad will start a fight with a shadow that created the illusion. Defeat the demon and re-examine the "cozy" halt.

It is interesting: after finishing the story mission in the woods, 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 looks thoughtfully at the sunset... But it's too early for him to rest!

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 teig Ortan, it is connected with the plot - do not miss it.

Church

Burkel wants to open a church in Orzammar. You can help him with this by convincing the chronicler (in the hall of the keepers) to give permission. You will receive a meager reward, but this church will have a decisive influence on the fate of the world. And not the best...

Dwarf Mage

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

Naga search

All his pets fled from the beater Bemora. Nagas must be searched for in the Common Halls, there are five of them in total. For each animal we get 25 silver coins. And if after that you talk with Leliana, then she admits that she really wants such an animal for herself. You can get it in Dust Town from an idle dwarf 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 how the local bandits threaten the merchant Figor. If you follow them into the shop, you can help the merchant. If you settle the matter peacefully, he will thank you and stay to trade, and if you kill the robbers, then ... he will scold you and run away.

Fights without rules

In the west of the Halls of Trials, in a small room, there is a gunsmith who will offer to take part in the battles. The reward for each battle is trifling, but the ring that you get after four victories is not bad for blood mages.

unwanted child

In Dusty City, you can find an unfortunate gnome 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 put two characters in throne room to summon the dragon

If the blanks are over, but you need to say something, it turns out like this

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

The thieves

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 get a well-deserved reward from the guard who came running 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 you to make an antidote. Then he will give you a recipe, which will be the main reward.

stolen book

The chronicler's assistant in the Halls of Keepers wants us to find a valuable book that was recently stolen. Trickster lives in Dust City. Negotiations with the thief will come to a standstill... But the note picked up from the corpse will lead us to the bandits, who are just carrying the tome to the fence in the Halls of Trials. After the battle, the book can be either sold to the same fence or returned to the keepers.

The missing pedigree

Dwarf Orta believes that she comes from a noble house Ortan, but that's bad luck: the family tree records disappeared in the teig of the same name. At least she didn't find them in the Halls of the Guardians, which meant there wasn't anywhere 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 Anvil of the Void, there is a table that lists all who have become golems. The names can be copied and taken to the chronicler.

Treasure of wanderers

Find four piles of stones in Caridin's Crossing:

    At the western exit to the map.

    Southwest of the bridge.

    Not far from the intersection of three roads.

    East of the Deep Hunter's Cave.

Our pet naga named Shmoplez. They seem to get along well with the dog.

After that, a mark with a vagabond's cache will appear on the map.

Legion Honor

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

Earthman Sword

In the deep paths you can get hold of one of the best one-handed swords - Grounder's Honor. First, find the tomb in Ortan teig (southeast corner). Now we are looking for pieces:

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

    Hilt can be removed from the corpse of a genlock emissary at Caridina Crossing (the genlock is waiting for you in the tunnel that goes from west to south).

    The blade is removed from the corpse of an ancient darkspawn in the Dead Ditch (on the bridge in the center of the map).

Once you find everything, return to the tomb.

Cache

In the charter shelter, we will get Jammer's diary, which talks about the treasure. We need to find three chests: Jammer himself, Kanky and Pique. From them we get a silver ring for a dress, an iron letter opener and a pomegranate decoration. You can't take anything else! It remains to find a cache near the tamed bronto and open it.

The life of the keeper

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

    Near the head of the miners in the Common Halls.

    In the southeast caves of Caridin's Crossing.

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

We return to the wall of memories for a reward.

Torn Demon

Gnomes are solid guys: if they already destroy the demon, then the pieces are carried over all the lands: what if they grow together? You can collect these pieces on the deep paths.

    Limbs in the northwest of the Aedukani teig.

    The torso and head are at Caridina Crossing, in the southeast and northeast respectively.

We take it to the altar in Ortan teig and revive the demon. We have another choice - to let him go for money or to kill him. This time it's final. What will you choose?

Denerim

Help the law

Near the house of the blacksmith Wade is Sergeant Keelone. He will complain to the authorities and ask for help to deal with crime. You can act both by force of conviction, and simply by force. If you want a high reward, listen to what the customer prefers.

Dark dealings

Trying to explain the fool
to the dwarf that it is impossible to "fall into the sky." Wynn and I are still trying to get through to consciousness, and Sheila offers ... in general, the same thing, but much more fast way

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

On the other side of the house, the forge stands the sly Couldry. Only robbers can meet him. He has two task lines: for thieves and for burglars. In both lines, stealth will be extremely useful to you.

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

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

Sect

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

Evil

Evil has settled in the orphanage in the elfinage, which the templar Otto will tell you about. Gather some clues, including questioning the elf girl sitting on the doorstep. After cleaning the shelter, do not forget to return the amulet to the elf.

Prisoners of Howe

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

    Bann Sieghard's son hangs on a rack in the torture room, who will intercede for you at the meeting as a reward.

    In prison, the templar Irminrik went mad. Take his ring to Banana Alfstanna.

    Veteran Reksel also could not stand the imprisonment. It is necessary to tell the preacher Rosamund about it.

Guild Quests

The tasks of most guilds (preacher boards, Blackstone volunteers, assassins and "interested ones") 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 side of the father, then in order to get to the son, you must not go to Lothering, which will be destroyed by this moment, but simply pass the town. Taoran will come across to you in a "random" encounter.

Love notes that one of interested(tasks are given by the innkeeper in Denerim's Bitten Nobleman), 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 Orzammar's 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 tavern "Spoiled Princess" near the tower of magicians.

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

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

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

    At Wade's forge in Denerim.

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

    In Eamon's manor in Denerim in the northwest room.

In addition to these same faces, they will make you run and mages from the community.

blood marks

We need to bleed four doors in Denerim: two in the Trade District and one each in Dirty and Dark Alleys.

Places of power

We need to activate four places of power.

    A grave in western Brecilian.

    Altar in the teig Ortan.

    A tree in the Denerim alienage.

    Stairs to the second floor of the tower of magicians.

Scrolls of Banastor

You need to find five scrolls at the following addresses.

    The southeast ruined room on the second floor of the mage tower.

    Northwest room on the third floor of the Mage Tower.

    Southeast library in the abandoned temple with the ashes of Andraste.

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

    Southeast room in werewolf lair.

The rest of the tasks should not cause difficulties.