Dragon age limit guard does not work. FAQ on the passage of the game. What are the advantages to the characteristics of each race in Dragon Age: Origins

As always in the game's plot, there are missions that are required to complete, and additional missions. Let's start with the story missions.

Broken circle.

At the entrance to the Tower, Knight Commander Gregor will be waiting for you, who will tell you about the troubles in the Tower, due to which neither mages nor templars can join you in battle. The tower was filled with demons, and the templars do not know if any of the magicians remained alive in the Tower, and if they did, are they dangerous to society? Not to risk it, they requested permission to simply destroy everyone there. You and the detachment get permission to go there and find out what's wrong, but keep in mind that the doors will be closed behind you and you won't be able to go back until the situation is resolved. So stock up on everything you need before you go there.

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

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

Lost in dreams

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

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

Now, when you activate the Pedestal of Shadow, you have five new locations open. The location of the demons that must be defeated in order to break through to the Demon of Idleness: Primeval Shadow, Burning Tower, Templar's Nightmare, Darkspawn Invasion, Shattered Circle. Your companions are in territories called Nightmare Dream and you will need to free them later before you can.

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

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

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

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

Go to the Ghost Door next to Niall, there is a demoness Yovena with two minions. It is better to deal with the demoness herself first, use the “Crushing Dungeon” of the Spirit, and then deal with her assistants. Now into the portal and into the already familiar "Invasion of the creatures of Darkness."

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

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

Appearing on the island, first run to the southern mink. Through it you will get to the second island, on which in the northwest side of the map you will find the Ghost Door. Pass through it, you will get to the third island. Here, go to the very last room and enter the Shadow Portal in the western wall. Here is the fourth island. On the way, opponents will come across on the islands, so you have to get rid of them. On the fourth island, go through the rooms until you reach the templar's corpse. Nearby is the demoness Vereville, who will hasten to take the form of a mouse and flee from you. Follow her.

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

Here I advise you to first release your companions, they will help you a lot in the fight against the demon. As already mentioned, your companions are in locations called Nightmare Dream. To free them, use your gift of persuasion, convince them that everything they see is not reality, but an illusion generated by the Shadow. Some will think of it themselves, you only have to help them in the battle with the demons.

Now you can go to fight the Demon of Idleness. Get ready for an intense battle, you will have to use quite a few potions to defeat him. The demon takes four forms during the battle, when changing the form, it restores the amount of its health in full. Sooner or later, you will be able to defeat him, after which Niall will ask you to remove from his body that very Litany of Andralla - protection from Blood Magic. You will be transported to the Tower of Mages and you will no longer be able to use the forms learned during the quest.

Torture room.

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

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

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

Science of Summoning

On the first floor, in the library, you can find a book with which you can learn how to summon creatures from the Shadow. If you decide to try to do it yourself, then I will try to help you. If suddenly, after activating something, lightning strikes you, it means that you pressed something wrong. Consider the order of summoning creatures.


First call:

Pedestal of Summoning.

Volume of Spirits.

First Flame.


Second Call:

Pedestal of Summoning.

Statue of the magician Gorvish.

Second Flame.


Third Call:

Pedestal of Summoning.

Great Bestiary of Elvora.

Spiritorum Etherialis book.

Statue of the magician Gorvish.

Phylactery of the Acolyte.

Third flame.


After the third call, prepare for the fact that the beast you have called will attack.


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


Fourth Invocation:

Pedestal of Summoning.

Volume of Spirits.

The Unusual Call of the Rodecorn book.

Statue of the magician Gorvish.

Great Bestiary of Elvora.

A table in the first section of the library.

Spiritorum Etherialis book.

Statue of the magician Gorvish.

Phylactery of the Acolyte.

Fourth Flame.

Guardian of the Limit.

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

Location of student notes:

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

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

On the third floor in a room with three statues.

Red Jenny's Friends

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

Five pages, four magicians.

On the third floor, you can find five pages with records of magicians who were deceived by a villain named Beya Jom. Having met him during your travels, kill him, thereby completing this quest.

Rogues:
Killer- teaches Zevran with sufficient respect. You can buy a book in Elfinage.
Duelist- teaches Isabella (the captain of the pirate ship) is in the Denerim brothel.
Bard Leliana teaches with sufficient respect. You can buy the book in Denerim.
Pathfinder- bought at the base camp.

Magi:
Battle Mage- during the quest to kill the werewolf in the elven ruins. find the amulet, go through easy quest and you have a specialist.
spiritual healer Wynn teaches with sufficient respect. Sold in Denerim's Mage Shop.
Werewolf the Morrigan teaches with sufficient respect. Can be bought from Varathorn (from the Dalish).
Blood Mage- after saving Radcliffe from an attack from castle, in the castle during the battle in the Shadow with the demon, talk to the demon and he will teach.

Warriors:
Knight- after finding the Urn of Ashes, Earl Eamon will offer a reward, part of this reward of the Special Knight.
Berserk- teaches Oghren if there is sufficient respect. The second option is to buy from a gnome in Denerim.
Ripper- teaches Kolgrim (this is like the leader of the fanatics) during the passage of the quest "Urn of the Sacred Ashes"
Templar Alistair teaches with sufficient respect. Can be bought at the base camp.

Characters for the group: where to get, favorite gifts

Alistair - will join in Ostagar || figurines, runestones, Duncan's shield and mother's amulet
Morrigan- will join after Ostagar || jewelry, folliant Flemeth (tells how to kill her)
War dog Mabari - at Lothering, if you did the quest in Ostagar || bones
Leliana- in Lothering || symbols of Andraste, silver sword
Stan - in Lothering || portraits, a totem and your sword
Zevran - after Lothering, a random encounter after joining Dalish elves, dwarves, or mages || gold and silver bars, gloves and boots
Oghren- after Lothering, in Orzammar || dwarf loves to drink =))
Wynn- after Lothering, in the Circle Tower || printed editions
Sheila- (in addition to the game) after Lothering, make a quest from premium content || gems
Loghain McTeer - in Denerim || cards

Where to find?.. Goods

Runes (Grandmaster) . Deep Roads, Ruck's Store (Grandmaster Cold Iron Rune)
. Denerim Market, Cesar after the Landsmeet (Grandmaster Dweomer Rune)
. Denerim Market, Gorim, after the Landsmeet (Grandmaster Silverite Rune)
. Denerim Market, Wonders of Thedas after the Landsmeet (Grandmaster Flame Rune)
. Denerim Market, Wonders of Thedas after the Landsmeet (Grandmaster Paralyze Rune)
. Frostback Mountains, Faryn (Grandmaster Silverite Rune) // Frostback Mountains, Faryn
. Party Camp, Bodahn's Wares (Grandmaster Frost Rune) // Camp, Boddan Feddic
. Party Camp, Bodahn's Wares (Grandmaster Lightning Rune) // Camp, Boddan Feddic
. Party Camp, Bodahn's Wares (Grandmaster Slow Rune) // Camp, Boddan Feddik
. Redcliffe, Owen (Grandmaster Hale Rune) // Redcliffe, Owen

Books (add skill, ability, or attribute points) Circle Tower, Quartermaster (Book of Magical Development)
Dalish Camp, Varathorn (Book of Skills and Miscellaneous)
Dalish Camp, Varathorn (Book of the Death Vessel)
Denerim Market Quarter, Wonders of Thedas after the Gathering of Earths (Book of Magical Development)
Elfinage, Alarith's Store (Skills and Miscellaneous Book)
Hideout, Village Shop (Big Book of the Death Vessel)
Orzammar Commons, Garin (Physical Growth Book)
Commons of Orzammar, Legnar (Tome of the Death Vessel)
Camp, Boddan Feddic (Book of Magical Development)
Camp, Boddan Feddic (Physical Development Book)
Chance Encounter, Gnome Trader (Skills and Miscellaneous Book)

Backpacks (increase inventory) Circle Tower, Quartermaster
Dalish Camp, Varathorn
Denerim Market District, Burning after the Gathering of the Lands
Ostagar, Quartermaster
Camp, Boddan Feddic

Infinite goods from merchants Elven root, death root and animal poison - Varathorn from the Dalish camp (Outskirts of the Brecilian forest).
Lyrium Dust - Quartermaster in the Circle Tower.
Corrupted Reagent - Bodan Feddic at the Camp and Alimar at Alimar's Market in Dust City (Orzammar).
Trigger - Alimar at Alimar Market in Dust City (Orzammar).
Vials - Figor in Figor's Goods in the Commons (Orzammar), an innkeeper from the Bitten Nobleman (Denerim) and Bodan Feddic in the Camp.
Distillation Reagent and Concentrating Reagent - Innkeeper from the Bitten Nobleman (Denerim) and Bodan Feddic in the Camp.
Life Stones and Abyssal Mushrooms - Ruck - Ortan Thaig, Orzammar

Spell Combinations

Burning fat (Grease Fire)
Grease + Fireball or Hellfire or a unit set on fire by Flameburst

Fire extinguishing (Flame Quencher)
Grease Fire + Blizzard

Storm of the Century
Spell Might + Blizzard + Tempest

splitting
Target frozen by Petrify or Winter's Grasp or Cone of Cold + Weapon Crit or Crushing Prison or Stonefist (not always added to the codex)

Electric Explosion (Paralysis Explosion)
Rune of Repulsion (Glyph of Repulsion) over Rune of Paralysis (Glyph of Paralysis), order does not matter.

Nightmare (Nightmare)
Sleep + Horror

Ignite (Shockwave)
Force Field + Crushing Prison

Advanced Reanimation
Spell Might + Animate Dead

Vapor Cloud (Improved Drain)
Vulnerability Hex + Drain Life or Drain Mana

Entropic Death
Death Hex + Death Cloud

How to pass the BRIDGE?

1 - the first partner is placed on the number 1
2 - the second partner is placed on the number 2
3 - the third partner is placed on the number 3
4 - Spend GG on the bridge to the end
5 - Guide a party member from point 2 to point 5
6 - Guide a teammate from point 1 to point 6
7 - Spend GG further along the bridge forward
8 - Guide a teammate from point 3 to point 8
9 - Guide a party member from point 5 to point 9
10 - Spend the GG to the end

Juggernaut Set

1 item: The lower level of the elven ruins (entrance through the werewolf ruins). Perform the ritual to open the door (available in FAK "e) and part of the set will lie in the grave.
2 item: Tombstone in eastern Brecilian Forest, after passing through the magical barrier, on the way to the werewolf ruins.
3 item: Tombstone in western Brecilian Forest, near where you met the Ogres.
4 item: Tombstone in the Brecilian Forest (as soon as you leave the Dalish camp, where the poetic oak is)

Wade's dragon skin armor

1. Come here (Dragon cave where fanatics hang out)


2. Kill Kolgrim and loot his horn.
3. We run to the top of the mountain and blow.
4. Kill the High Dragon and take 1 more skin.
5. We go to Denerim to the blacksmith and give 3 skins (ideally, it's better to pay, since last armor will be better).
6. We leave the city and go in.
7. We take away the armor.
8. Repeat (pay a little more) and give away the last 3 regular skins.
9. Again we leave and we enter.
10. We take and give the skin of the highest dragon.
11. Voila! You have a set of light, heavy or massive (they will let you choose) Wade's Dragon Skin Armor.

Getting the best magic gloves and one of the best one-handed swords

1. Find the corpse of an adventurer in the Ruined Temple, during the Urn of Ashes quest (southwest corridor).
2. Find the corpse of an adventurer in the Brecilian Lower Ruins (south room with fire traps).
3. In Orzammar, go to the tavern and talk to the adventurer.
4. Return to Denerim and go to Dirty Back Alley.
5. Open the door on the left, talk to the man and kill Galahag for your reward.

How to open the door with a jug (in the ruins of the Brecilian Forest)

Take and pour water into a jug
Put on the altar
Pray
Take a sip of water
Pick up and pour the rest into the fountain. (To complete, you need to find a note about the ritual)

Quest - Summoning Sciences (the one in the mage tower)

Find one or both halves of the book in the library, then start the call. The first three calls to conduct in accordance with the code. The fourth summon contains the sequence of all three lessons (except for the flame summon) and ends with "Summoning the Fourth" at the cabinets. Arl Foreshadow will appear, which can be robbed and get a note for the codex.

First call: Font of call, Directory of spiritual figures, Call of the first.
Second Summoning: Summoning Font, Rodercom's Unusual Profession, Mage Gorvish, Summoning Second.
Third Summoning: Font of Summoning, Greater Elvorn Bestiary, Table Carving Place, Spiritorum Eterialis, Mage Gorvish, Beginner's Amulet, Summoning a Third.
Fourth Summoning: Summoning Font, Spiritual Guide, Roderkom's Unusual Profession, Mage Gorvish, Greater Elvorn Bestiary, Table Carving Site, Spiritorum Etherialis, Mage Gorvish, Beginner's Amulet, Summoning the Fourth, Pickpocketing summoned Erl.

How to summon the Vault dragon to fight?

You can call him only if you refused to desecrate the Urn with ashes. Then Kolgrim attacks you and the Horn of Kolgrim will be found on his body. Open inventory and use this item in the location where the dragon was (at the exit from the ruined temple).Also pAfter being corrupted and formally joining the cult, Kolgrim can still be attacked.

What are the stat bonuses for each race in Dragon Age: Origins?

Everything is pretty simple:

Human:+1 Strength, +1 Agility, +1 Magic, +1 Cunning.

Elf:+2 Magic, +2 Willpower.

Dwarf:+1 Strength, +1 Agility, +1 Constitution, 10% chance to resist hostile magic.

Actually the raceDragonAge: Originsdoesn't really matter. So take what you like.

How is character development going?

Any class gains levels with the same speed and get e t the same glasses.
- Companions gain experience at about the same rate as main character. But that's if you take them with you. If they remain in the camp, they will be automatically promoted to the next level if you break away from them by more than one rank. This way they will always be one level behind you.
- Each level
the hero gains 1 skill point and 3 attribute points.
- Warriors and mages get a skill point every 3 levels,
robbers - every 2 levels.
- Specialization points are awarded at levels 7 and 14.

How to make spectacular finishing blows that were shown in the commercials?

But no way, all this is scripted and shown in a strictly certain moments games.
But I can give one little advice, when the superboss (Orange nickname) has little life, do not use any skills, as well as bows and other ranged weapons, since the script is launched in "free" combat and when using melee, and when the script takes its place skills, there are no necessary conditions for the execution of the "fatality" script.

How to break locks?

I don't have enough life potions. What to do?

Instead of buying them, do this:

Buy more flasks and elven root from any merchant.

Learn the skill "Herbalist" (or take Morrigan with you / any other with the appropriate skill).

Make poultices. This will be enough for a long time. Repeat if necessary.

Problems may arise later, when small poultices are not enough. Then you need to learn herbalism further, buy sublimation reagents and other ingredients required to create more powerful poultices. The same can be done with mana potions.

PS. In my opinion, poultices are needed until the mage tower or (when replaying the game) up to level 7 mage, because the "Spiritual healer" specialization, especially at later levels of development (when the mage has a very high "magic" indicator) makes poultices absolutely unnecessary ( except for a couple of particularly hot spots towards the end of the game).

What to do with magic runes?

As you leave Lothering, you will encounter two dwarves who have been attacked by darkspawn. After the massacre of the enemies, a short dialogue will follow, after which it will become clear that the guys are merchants. From now on, they will travel with your camp. At the same time, one dwarf (Bodan) simply trades, and his adopted son can enchant your weapons with the help of these same runes. But for this you need things with special slots.

There is a quest in Korkari Wilds: "Missionary". How to do it?

You need to find the chest according to the clues.Can be found without hints, just carefully exploring the area. The desired chestlocatedin the southern part of the location - a path of stones leads to itnher. Guarded by a pack of wolves. Two statues will stand near the chest.

In the Wilds of Korcari, there is a testament quest. How to do it?

You need to pick up things from the cache in the camp (located in the fire) in the westWild Korcariand take it to Jetta in Redcliffe. The cache appears only after, how does it startexercise.

Urn of Sacred Ashes

Brother's house in Denerim (Brother) Genitivi
Assistant named Weylon will say that Genitivi was last seen on Lake Calenhad (Lake Calenhad). The following paths are possible:
- catch Weylon in a lie if the quick wits attribute is high enough (Weylon attacks);
- try to open the door to Genitivi's bedroom and insist on it (Weylon attacks);
- go to the Spoiled Princess on Lake Calenhad, ask the innkeeper, get ambushed at the exit and return to Weylon (he attacks).
Searching the bedroom will reveal Genitivi research and unlock a new location on the map - the Village of Haven.
Haven
After talking to Father Eirik in Haven Chantry, don't forget to pick up the Cultist Medallion - this is the key to the Ruined Temple. In the northeast corner of the room, you can also open a secret door and find Genitivi.

Ruined Temple
The key to the southeast room is hidden in an ornate chest. The key to the main door is in the locked southeast room. The door next to the main one is opened by lighting a magical brazier.
Further, all chests, except for the locked one, do not contain anything useful, but cause ash wraiths when trying to open them.

Wyrmling Lair/Dragon LairA good opportunity to get hold of dragon scales. The right branches of the tunnel are optional.
Kolgrim will offer to desecrate the Urn of Sacred Ashes with Dragon's Blood. If you agree, he will provide a vessel of blood. Otherwise, you should kill Kolgrim (Kolgrim) and pick up the horn (Kolgrim's Horn), or forge in the console version, from his body.

Mountaintop
If you use Kolgrim's Horn, you can summon a great dragon.

The Gauntlet
Puzzles
Right and around:
- Ealisay: A tune
- Lady Vasilia: Vengeance
- Disciple Havard: The mountains
- Disciple Cathaire: Hunger
- Brona: Dreams
- Thane Shartan: Home
- General Maferath: Jealousy
- Archon Hessarian: Mercy

Ghost from the past
Regardless of the answers, the ghost will allow you to move on. Who it will be depends on the origin.

ghost bridge
Described in paragraph

The tower of mages in Dragon Age: Origins is one of the stages that you will need to complete. Then you can win and stop the Pestilence. Arriving at the place main character finds out that things are going really badly. The circle is filled with possessed mages who kill and convert everyone else. So help from their side or the Templars is not worth waiting for.

Tower

You will be allowed into the tower, but it’s better to visit the quartermaster before that, as there will be no further merchants and the battle with the possessed will probably drag on.

A group of magicians led by Wynn is waiting outside the door for the player, and you have two options - support her and accept her into the group as a party member, or reject her and kill her on the spot.

Next, the player will have a long journey from floor to floor, simultaneously performing such Additional tasks like . On the very last floor, the demon of Idleness is already waiting for you, who will start a dialogue and, regardless of your choice, will send the main character into the shadows.

Shadow

You wake up alone and the fake Duncan tries to judge your hero for not saving him. We kill two Gray Guardians and go to the pedestal.

Here you will be met by a certain Niall, who will tell you about the state of affairs, after which you should go further through the portal to the Demon of Fury and kill him. After that, we get the appearance of a mouse, dive into a hole nearby, make a circle to try out the abilities and return to Niall.

Burning Tower

Activate the new pedestal and go to the Burning Tower and Darkfiend Invasion locations. In the Burning Tower, we go to the second floor and travel through the minks to a corridor with burning lines - we go straight and get through another hole to the Burning Templar, killing which you will receive a fiery form. We get out and go to the Invasion.

Darkness Invasion

Here you need to move strictly to the north in the form of the Burning One, or if you have not taken it yet, then along the holes - one way or another, the player will come to the Sleeper. After the victory, he will give a new form - Spirit. After that, you can safely deal with the Ghost Doors in different locations.

Strife of the Mages

The next location you arrive at. We move in a circle to the second floor, kill the magicians and do not forget about the lyrium, as well as health potions. Upstairs, several opponents await you at once and another Sleeper, who, after death, gives the last form - the form of a golem.

The best possible choice would be to clear the tower to the end and after killing the boss at the end, activate another pedestal to immediately move to where you need to.

Final stage

Returning to Niall, we find a ghostly door nearby and go there to destroy the boss Yevena. Then we go to the Invasion and there we find a door that can be destroyed in the form of a golem - there will be another boss behind it. You also need to deal with Ragos in the Burning Tower.

At this stage, the player can only travel through the four nightmare islands in sequence, until you meet Vereville - initially she will escape, but you just have to take the form of a mouse and follow.

After the battle with the boss of the four islands, the road to the demon of Idleness will open for you. If you did not save your companions along the way, then it's time to return for them, as the battle will be really difficult. Convince them that the world around is unreal and then everything will go as it should.

In total, the demon will take 4 different forms, and each time his life will be replenished, after which a dialogue with Niall will start, in which he will offer to take Litany from the body of a defeated enemy in order to have protection from blood magic.

Tower

you returned to real world And then there is one more battle - the final one. On the stairs before the battle with Uldreth is Kallen, in a conversation with which you can take the side of the Templars and agree to finish off all the magicians or reject his offer. There is also a third, neutral option.

Now we climb the stairs and enter the battle, while trying to use the Litany every time the demon tries to convert someone again. This concludes the passage in Dragon Age: Origins Towers of Mages.

As always in the game's plot, there are missions that are required to complete, and additional missions. Let's start with the story missions.

Broken circle.

At the entrance to the Tower, Knight Commander Gregor will be waiting for you, who will tell you about the troubles in the Tower, due to which neither mages nor templars can join you in battle. The tower was filled with demons, and the templars do not know if any of the magicians remained alive in the Tower, and if they did, are they dangerous to society? Not to risk it, they requested permission to simply destroy everyone there. You and the detachment get permission to go there and find out what's wrong, but keep in mind that the doors will be closed behind you and you won't be able to go back until the situation is resolved. So stock up on everything you need before you go there.

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

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

Lost in dreams

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

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

Now, when you activate the Pedestal of Shadow, you have five new locations open. The location of the demons that must be defeated in order to break through to the Demon of Idleness: Primeval Shadow, Burning Tower, Templar's Nightmare, Darkspawn Invasion, Shattered Circle. Your companions are in territories called Nightmare Dream and you will need to free them later before you can.

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

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

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

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

Go to the Ghost Door next to Niall, there is a demoness Yovena with two minions. It is better to deal with the demoness herself first, use the “Crushing Dungeon” of the Spirit, and then deal with her assistants. Now into the portal and into the already familiar "Invasion of the creatures of Darkness."

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

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

Appearing on the island, first run to the southern mink. Through it you will get to the second island, on which in the northwest side of the map you will find the Ghost Door. Pass through it, you will get to the third island. Here, go to the very last room and enter the Shadow Portal in the western wall. Here is the fourth island. On the way, opponents will come across on the islands, so you have to get rid of them. On the fourth island, go through the rooms until you reach the templar's corpse. Nearby is the demoness Vereville, who will hasten to take the form of a mouse and flee from you. Follow her.

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

Here I advise you to first release your companions, they will help you a lot in the fight against the demon. As already mentioned, your companions are in locations called Nightmare Dream. To free them, use your gift of persuasion, convince them that everything they see is not reality, but an illusion generated by the Shadow. Some will think of it themselves, you only have to help them in the battle with the demons.

Now you can go to fight the Demon of Idleness. Get ready for an intense battle, you will have to use quite a few potions to defeat him. The demon takes four forms during the battle, when changing the form, it restores the amount of its health in full. Sooner or later, you will be able to defeat him, after which Niall will ask you to remove from his body that very Litany of Andralla - protection from Blood Magic. You will be transported to the Tower of Mages and you will no longer be able to use the forms learned during the quest.

Torture room.

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

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

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

Science of Summoning

On the first floor, in the library, you can find a book with which you can learn how to summon creatures from the Shadow. If you decide to try to do it yourself, then I will try to help you. If suddenly, after activating something, lightning strikes you, it means that you pressed something wrong. Consider the order of summoning creatures.


First call:

Pedestal of Summoning.

Volume of Spirits.

First Flame.


Second Call:

Pedestal of Summoning.

Statue of the magician Gorvish.

Second Flame.


Third Call:

Pedestal of Summoning.

Great Bestiary of Elvora.

Spiritorum Etherialis book.

Statue of the magician Gorvish.

Phylactery of the Acolyte.

Third flame.


After the third call, prepare for the fact that the beast you have called will attack.


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


Fourth Invocation:

Pedestal of Summoning.

Volume of Spirits.

The Unusual Call of the Rodecorn book.

Statue of the magician Gorvish.

Great Bestiary of Elvora.

A table in the first section of the library.

Spiritorum Etherialis book.

Statue of the magician Gorvish.

Phylactery of the Acolyte.

Fourth Flame.

Guardian of the Limit.

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

Location of student notes:

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

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

On the third floor in a room with three statues.

Red Jenny's Friends

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

Five pages, four magicians.

On the third floor, you can find five pages with records of magicians who were deceived by a villain named Beya Jom. Having met him during your travels, kill him, thereby completing this quest.