Dragon Age 2 second act. Passage - Act II: Storyline. Isabela - Only Fools Rush Forward

Choose a character class and gender - a warrior and a man, respectively. After the introductory video, together with our partner, we fight off the attacks of the hurlocks. We use all kinds of skills, and at the end we deal with the ogre mini-boss. We dodge his blows and try to attack from behind. During conversations, we choose only positive options, focusing on the icons. Let's watch the video. We continue to customize our hero. We change the appearance to our liking, decide on the name, and most importantly, choose the events of the original Dragon age. This will be the default story, i.e. Hero of Ferelden.

Death of Lothering.

Together with the family we move forward, destroying the hordes of hurlocks. On the way, we also examine the corpses in search of useful items. Do not forget to improve the performance with each level increase. Each character has its own development branch. For example, Sister Bethany has more well-developed magical abilities. It would be right to continue to develop them, and not switch to improving combat skills. We save a couple who are hostile against us. But as long as we are all united by a common problem, they will be on our team. Dealing with another ogre this time will be more difficult. When the level of health decreases, use a healing potion. We try not to fall under his battering rams and powerful blows. Unfortunately, our brother Carver is being killed. We continue the fight, as a dragon suddenly appears, cracks down on a large horde and transforms into a man. It turns out to be the witch Flemeth, who happily agrees to help us if we deliver some package. Aveline's husband has been wounded and infected with corruption. So that he does not die a long and painful death, we leave his fate in the hands of his wife.

Long way home.

We speak with the guard at the gates of the castle. He directs us to Captain Ewald. We get to it, guided by the mini-map. We deal with the raging deserters. After this act, the captain agrees to help us. Three days later, Gamelin appears. He reports that in order to get into the city you need to get acquainted with some personalities. We find Atenril and Miiran in the courtyard. First, it's best to take the task from Miiran to kill. But instead, cash in on gold and let go of the target. The guard will still have to be destroyed. Then we speak with Atenril and get the task. We intimidate the merchant on the square with the help of Aveline, open the chest and return to the employer. We speak with Gamelin and watch the video.
To go on an expedition to the Deep Roads, we must accumulate 50 gold. To do this, you can perform additional quests.

Friend on guard.

Aveline has tasked us with clearing the ambush site on Broken Mountain of pirates. Having successfully completed the task, we return back to Aveline. After the video, we look at the duty schedule. We leave the location and switch to the night. We get to the Lower City and save Donnik from the robbers. We return to the barracks.

New house?

We leave for the Lower City to Hamelin's house. We approach the desk and read the news from Atenril. We speak with Mom, then with Bethany. We leave the house, select the Cloaca on the map and move there. On the way we kill thugs and mercenaries. Through the basement door we get into the estate. Even stronger opponents await us in the cellar, as well as a mini-boss. We get into the room and inspect the chests. We take some gold and a will. We return to the mother.

Business conversation.

We get to the "Hangman", which is located in the Lower City. To do this, open the local map and carefully study it. In the tavern we speak with Varric (he should be in our team).

pacification.

We go to Liren's shop, she will help us establish contact with Gray Warden. After talking with her, we leave the shop and immediately some people stand in front of us. We give the floor to Bethany, after which they leave. We leave for the Cloaca and find a hospital there. We talk with the Guardian (healer). He will help us if we complete one task. We leave the location, switch to the night and go to the Upper City. We meet Anders at the gates of the church and go inside together. We rise to the second floor to Karl. We destroy the arrived templars. Then, during the dialogue with Carl, select the "Do not kill" branch.

Long way home.

We leave for the Shattered Mountain to transfer the amulet to Flemeth. A certain elf reports that with the help of this amulet it is necessary to perform a ritual. With us, she sends Merril, who will help to perform the ritual. We advance to the altar, clearing the path from the corpses. Then we pass through the caves, where spiders are waiting for us. From there we get to the cemetery. We remove the barrier and in front of the altar we repel the attack. Do not forget to inspect the corpses, one of them must contain gold coins. We carry out the ritual and return to the camp.

That's all, there is very little left before the expedition. We accumulate the required amount of gold by completing additional quests, and we get a card by completing the quest "Pacify".

Expedition to the Deep Roads.

We go to the Upper City and get to the merchant guild, guided by the map. We speak with Bartrand. He reports that the expedition will drag on for several weeks, so it is worth completing all your business in Kirkwall. If there are unfinished tasks in the Rumors list, then you will not be able to go on an expedition. Arriving at the place, we find that the path is littered. Dwarf Bodan asks to find the boy. The only enemies that will meet on our way are Harlocks. We save Sandal and he gets to the camp on his own, and we continue to look for a workaround. After a series of hurlocks, Ogre will appear, which is quite easy to kill. Next is the Dragon, which, even with characters of level 10, at an average level of difficulty, is quite difficult to deal with. The main thing is to use the terrain correctly and give the rogue and mage the opportunity to use their skills as efficiently as possible. We find a detour and return to the camp. We speak with Bartrand. We continue to move forward. We deal with several ghosts and with a stone golem. We find ourselves in a new location, where we find something very expensive. Bartrand locks us up and we are forced to find another way. Weaker opponents were replaced by stronger ones - the Savages. Having met another golem, we communicate with him, in the dialogue we resort to the help of Bethany. He will help us get out if we kill some creature in the crypt. To destroy the Stone Spirit, we do this: we attack and, if necessary, heal. When he teleports to the center, quickly hide behind the column and wait. Next, we go out and beat the enemies that have appeared, and it is best to order our partners. Then we attack the spirit until it revives. After the victory, the golem will arrive. He wants us to take only the key and not touch the treasure. We, of course, refuse his offer and destroy him. We take everything that is in the chests. While wandering along the trails, Bethany becomes infected with filth and asks to be killed. We return home with bad news. After the video, we speak with the governor Dumar.

We leave the governor's fortress and meet Bodan at the exit. He tells us that they are waiting for us at home. Focusing on the mini - map we get to our estate.

Prime suspect.

We leave for the Casemates. On the square we find Emerik and communicate with him. We switch to the night and get to the estate of Gascar Dupuis, which is located in the Upper City. Inside, several ghosts and one demon await us. We agree to help Gaskar. We return to Emeric to tell about his innocence. A woman in the square informs that Emeric has left recently. We switch back to the night and go to the alley next to the Cloaca. It will no longer be possible to save Emeric, so we simply clean the area from ghosts.

Explosive service.

In the port we go to the Qunari camp and speak with the Arishok. We receive the task and go in search of Javaris. In the cesspool we communicate with a local barker who sells his goods. Right around the corner we penetrate into the tunnels, through the Pit of smugglers. Along the way, we deal with numerous thugs, and when we go out into the wilderness, we kill the mercenaries. We speak with Javaris and release him. There was a leak of poisonous fumes in an alley near the Lower City. Cleaning the area from mercenaries, we select the keys and block the barrels with the source of poisoning. We kill the elf and a few more mercenaries. We inform the Arishok about what happened and about those involved in the theft of poisonous gas. We return to the governor and report on the work done.

Find and lose again.

In the governor's fortress we communicate with Bran. At night we go to the Hanged Man. We find Orvald, get the truth out of him and deal with him and his friends. We get to the Church to find out the truth. There we meet Petris. She invites us to an afternoon gathering to confirm her suspicions about the Qunari. Our fears were confirmed: Varnell kidnapped the Qunari and executed them. We destroy the fanatics and Varnell. Opponents are mostly weak, but they take the number. The main thing is not to let mages and robbers who use weapon. Also, do not forget to treat them in time. When the governor arrives, we advise him to burn the corpses of the Qunari.

All that remains.

We learn from our uncle that our mother is missing. At night we go out to the streets of the Lower City in search of her. We speak with the tramp and find out details from him, giving some silver. We follow the trail of blood. They lead us to the Foundry. We continue to follow the tracks until we come across a secret hatch in the corner of the mini-map. We move along the basement, destroying ghosts and corpses. At the end, we hold several waves of attacks and kill Quentin.

Following Kun.

In the estate we read a letter from the governor Dumar. Let's go talk to him. He asks for the return of his son, who migrated to the side of the Qunari. In the Qunari Camp we communicate with Arishok. Seamus was lured into the church, so we'll sneak in at night to see him. As it turns out, he was killed. We deal with the fanatics, and when the Lady appears, we tell her about the bad plans of Petris.

Kuhn requirements.

Arriving at the estate, we meet Aveline and agree to help her. But before doing this, it is necessary to complete all your affairs, as in the case before the expedition. Aveline will be waiting in front of the Qunari Camp gates. Arishok reacts aggressively to the proposal to arrest the criminals and the battle begins. We move along the streets of the Lower City, cracking down on karashoks and ashhaads. We break through to the Upper City and continue the battle until Meredith appears. We get to the Governor's Fortress, destroying the robbers, who also show aggression against the qunari, and the karashoks. Occasionally, stans appear, distinguished by good armor, but weak attacks. We unite with Meredith and another elf - a sorcerer. Having settled the dispute, we lead the team and order the elf to distract the Qunari standing at the entrance. The main battle with the Arishok should be started by first destroying the rest of the Qunari. The Arishok has a large supply of health, in addition to this, his counter-attacks deal quite serious damage. But these attacks are easy to predict and dodge or retreat in time. Even if all partners die and we remain 1 on 1, then the chances of winning are high. We save the city and get the status "Defender of Kirkwall".

Three years later.

On the square we become a witness to another debate between Meredith and Orsino. We bow our choice to the side of the sorcerer.

We go to the estate and read a letter from Commander Meredith.

On the loose.

We leave for the Casemates to meet with Meredith. We find her in the Hall of the Templars and agree to the task. We speak with her assistant Elsa. Let's find out about the three magicians - apostates. In two cases, we act according to the same scheme: we question the witness, find the apostate and kill him. We are looking for Evelina - in the Cloaca, Khion - in the Lower City. In the latter case, we ask the parents of Emile de Copies. They report his location. We leave for the Hanged Man and kindly accompany Emil to the templars.

Serve cold.

After reading the letter from the sorcerer Orsino, we go to meet him in the Casemates. We get the task to find out why the magicians and templars meet at night in the Upper City. We destroy the conspirators and go to the Port, then to the Ragged Coast. We save Aveline, we kill Grace and her followers. We return to Orsino with the news.

Last straw.

We receive another letter and go to the Casemates. From there we are sent to the square, where the final and irrevocable battle between the magicians and the templars unfolded. We have to choose which side we are on. Choosing mages. Our goal is the templars, we move along the streets, destroying them. In Porto, the demon of pride awaits us. He is strong when paired with a blood mage. Therefore, it is desirable to first destroy the magician and ghosts, only then proceed to the demon. We get to the Casemate and speak with Orsin to join the battle against the templars led by Meredith. We hold a wave of multiple, but not very strong opponents. Orsin is furious, so he uses blood magic and turns into a huge creature. It is able to drain the life force from allies to replenish its health. We attack from all sides until it is freed from the body. We do these steps several times. Then we try to leave the Casemates. Ahead of the last fight with Meredith. She has extremely strong armor, but also lacks special abilities. Meredith also periodically sends large iron statues that are not dangerous. Let's watch the final video.

Walkthrough Dragon Age 2

Before you start dragon age 2 walkthrough, it is necessary to select the gender and class of the character. We watch the introductory video and repel the attack of the Gorlocs. A partner will help us with this. We use various skills, and finally we kill the ogre mini-boss. We do not give him the opportunity to hit us, and we attack from behind. In conversations, only positive options should be preferred, which are marked with the corresponding icons. Let's watch the video. We do not stop customizing our character. We are engaged in the selection of an attractive appearance, give the hero a name, then you should choose the original Dragon Age.

Dragon Age 2: Fall of Lothering

We take the family as assistants, gradually move forward and kill a lot of Gorlocks. Do not forget to explore the corpses, as they hide a lot of interesting items. After each increase in the level, it is imperative to improve the characteristics. Each character can develop in their own way. For example, Sister Bethany is better at magical abilities. It will be useful to develop them and not be distracted by combat skills. A couple that doesn't treat us very well should be saved. As long as everyone is haunted by a common problem, they will be our allies. We kill the next ogre, however, it will be a little more difficult. If health is at a critical level, then a healing potion should be used. By all means we avoid his very powerful blows and battering rams. Unfortunately, our brother Carver is dying. The fight continues, and then, out of nowhere, a dragon appears, kills a huge horde and safely turns into a man. Help was provided by the witch Flemeth. She also intends to help further, but we must deliver the package to the destination. Aveline's husband is seriously wounded and is now ill with the bad. In order to save him from suffering, we instruct his wife to take care of him.

We start a conversation with the guard who stands at the gate. After that, you should go to Captain Ewald. The path to it is easy to find using the mini-map. We kill deserters who have raged. It is after this that the captain intends to help us. Suddenly Gamelin appears, not even three days have passed. From him comes information that a ticket to the city can give an acquaintance with some subjects. In the courtyard, you should find Miiran and Athenril. For starters, there will be nothing better than a task from Meeran, which should be failed and acquired extra gold. The guard must be destroyed. Next, we get a task from Atenril. The merchant should be intimidated by Aveline, open the chest and return to the employer. We watch the video after talking with Gamelin.

To start an expedition through the Deep Roads, you need to accumulate a fortune of 50 gold coins. The secondary quests will help us with this.

Dragon Age 2: A Friend in Guard

There is a task from Aveline. We must clear the pirate ambush site on Broken Mountain. We easily cope with the task and return back to Aveline. The duty schedule will appear after the video. We leave the location and turn on the night mode. We reach the Lower City. There, Donnik must be saved from the robbers. We go back to the barracks.

Dragon Age 2: A new home?

We go to the dwelling of Hamelin, which is located in the Lower City. On the desk we are waiting for news from Atenril. We start a conversation with mom, and then with Bethany. We leave the house and go to the Cloaca by selecting the appropriate place on the map. On the way, we deal with mercenaries and thugs. We enter the estate through the basement door. More powerful enemies and one mini-boss were already waiting for us in the cellar. We go into the room and examine the chests. We assign a small amount of gold coins and a will. I'm going back to my mother.

Dragon Age 2: Business Talk

We leave for the Lower City and find the Hanged Man there. A careful study of the map of the area will perfectly help us in this. In the tavern, you should talk with Varric, who needs to be lured to our side.

Dragon Age 2: Humility

We head to Liren in the shop. It is she who will be able to help in establishing contact with the Gray Warden. We finish the conversation with her, leave the shop and immediately stumble upon some people. Bethany should speak for us, which will lead to the disappearance of strangers. We are transferred to the Cloaca, and then we go to the hospital. We start a conversation with the Guardian. He agrees to help only after we perform a small favor. We leave the location, turn on the night mode and head to the Upper City. We stumble upon Anders near the church and together we go inside. We follow to Karl, who sits on the second floor. We kill the templars who suddenly appeared. In a conversation with Karl, you should make a choice in favor of preventing the murder ("Do not kill").

Dragon Age 2: Long Way Home

We go to the Broken Mountain and give Flemeth the amulet there. Some elf says that you need to perform a certain ritual in which this amulet will come in handy. Merrill will help us with this. We head straight to the altar. Then we follow directly into the caves, in which we will have to disturb the spiders. This is a direct path to the cemetery. We get rid of the barrier and fight the enemy right next to the altar. We should not forget about the search of corpses, which may contain gold. We perform the ritual and head back to the camp.

Now the expedition is just around the corner. Gradually we accumulate gold coins by completing secondary quests, then we get a card as a reward for completing the “Pacification” quest.

Dragon Age 2: Expedition to the Deep Roads

Now you should find on the map the merchant guild, which is located in the Upper City. We start a conversation with Bartrand. From him we get about the delay of the expedition, so we have to complete all the affairs in Kirkwall. If the list of "Rumors" contains unfulfilled tasks, then the trip to the expedition will be postponed. We arrive at the destination and notice that the path is blocked. A certain dwarf Bodan asks for help in finding the boy. The only enemies that will interfere with us will be the Harlocks. We release Sandal, he will get to the camp on his own, and we should continue to search for a way around. A series of hurlocks will follow, and after them an Ogre will appear, the killing of which will not be difficult. After him, the Dragon will appear, which will create the bulk of the problems even with a fairly pumped character. The key is to use the terrain wisely and allow the mage and rogue to use their skills to the best of their ability. We find the long-awaited detour and head back to the camp. Once again we talk with Bartrand. We don't stop moving forward. We kill several ghosts and a stone golem. We find ourselves in a new location, where a surprise awaits us. We find ourselves locked in by Bartrand, and it becomes necessary to find another way. Now the Savages will act as opponents, who are not weak opponents. We meet another golem and start a conversation with him. Bethany will help to communicate correctly with pleasure. He agrees to help, but we will have to kill someone in the crypt. To destroy the Stone Spirit, you need to attack and heal as soon as the need arises. After teleporting him to the center, you should find shelter behind the column. After that, we deal with enemies or ask partners about it. Next, we attack the spirit until it is revived. Immediately after the victory, a golem will appear. His request will be the inviolability of treasures, and we will have to be content with only the key. We are not satisfied with this, we will have to kill him in cold blood. We take all the contents of the chests. Along the way, Bethany begins to get sick with filth and urgently asks for deliverance from torment. We go back home and tell the bad news. We watch the video and start a conversation with Dumar.

We leave the fortress and meet with Bodan. He says that we are very needed at home. We carefully look at the mini-map and reach the estate.

Dragon Age 2: Prime Suspect

I'm going to the Casemates. You should talk to Emirik, who is on the square. We turn on the night mode and come to the estate of Gascar Dupuis, which is located in the Upper City. A couple of ghosts and a demon are already tired of waiting for us inside. We accept Gaskar's request and help him. We go to Emerik and say that he is innocent, but a certain woman in the square will say that he recently left. Once again we turn on the night and reach the alley not far from the Cloaca. Emeric can't be saved, so just deal with all the ghosts.

Dragon Age 2: Explosive Service

Next, you should talk to the Arishok, who is in the port in the Qunari camp. We listen to all the details of the task and go to look for Javaris. In the cesspool, we have to communicate with the barker, who safely sells his goods. Around the corner you should enter the tunnels, which are located near the Smuggler's Pit. Along the way, we kill a lot of thugs, and then deal with the mercenaries in the wilderness. We talk with Javaris, after which we release him. There was a leak of poison fumes in an alley near the Lower City. Killing the mercenaries who are there, we collect all the necessary keys that will help in blocking the barrels of poison. We deal with the next mercenaries and an elf. We report to the Arishok what happened and who is responsible for it. We go back to the governor and report on the work done.

Dragon Age 2: Find and Lose Again

Bran is waiting for us in the fortress, with whom we should talk. With the onset of night we go to the "Hangman". We are looking for Orvald, knocking out true information from him and killing his accomplices and himself. We go to the Church in order to establish the truth. There we will meet Patrice. She calls us to a daytime gathering to confirm all suspicions about the Qunari. Everything that we so actively feared came true. Qunari were kidnapped by Varnell and killed by him. We deal with Varnell and the fanatics in cold blood. The number of opponents is large, but they are not very strong. First of all, we prevent the environment of robbers and magicians. Also, do not forget about timely treatment. Upon the arrival of the governor, we give him advice so that he burns all the corpses of the Qunari.

Dragon Age 2: All That Remains

Uncle tells us that mom is missing. We set off to look for her in the Lower City at night. We start a conversation with some tramp, who, after a certain amount of silver, happily gives some details. I'm following the trail of blood. Thus we get to Liteiny. We do not stop tracking the tracks that will lead us to a secret hatch in the very corner of the mini-map. We go through the basement, killing corpses and ghosts. At the very end, we reflect a certain number of attacks, then we successfully deal with Quentin.

Dragon Age 2: Following the Kun

At the estate, a letter is waiting for us from Dumar, the governor. We go to him to talk. His son has defected to the Qunari, and Dumar asks for his return. In Qunari territory, you should talk to the Arishok. Seamus is in the church. We are waiting for the night and we get there. We talk to him there. Suddenly it turns out that he was killed. We kill all fanatics. As soon as the Lady appears, we immediately tell her about what Petris has planned.

Dragon Age 2: Kuhn Requirements

We arrive at the estate, where Aveline is already waiting for us. She asks for help, and we kindly accept her request. Before that, you should complete all the cases that you did not get your hands on before. Aveline is near the gates of the Qunari Camp. After a proposal is made to arrest the criminals, the Arishok changes his mood and begins to attack. We go through the Lower City, calmly killing all the ashhaads and karashoks. We reach the Upper City, we fight right up to the appearance of Meredith. We head to the Governor's Fortress. Along the way, we kill karashoks and robbers, who also do not like qunari. In rare cases, you will have to fend off stans that have excellent armor, but low-powered blows. You should team up with the elf sorcerer and Meredith. We settle all the differences that have arisen and send the team forward. We ask the elf to distract the Qunari, who are located at the entrance. The battle with the Arishok should begin after all the Qunari have been killed. Arishok has a lot of health, and his attacks take away a lot of valuable health from us. However, these attacks are very predictable, so dodging them shouldn't be a problem. You can win even if all partners die. With honor, we save the city and become the "Defender of Kirkwall."

Dragon Age 2: Three years later

On the square we observe a quarrel between Orsino and Meredith. We accept the position of the sorcerer.

We reach our estates and carefully read the letter sent by Commander Meredith.

Dragon Age 2: Unleashed

We go to the Casemates, where Meredith is waiting for us. It is located in the Hall of the Templars. We are happy to complete the task. We start a conversation with Elsa, her assistant. We learn all the necessary information about magicians. In the first two cases, you should talk to the witness, find the apostate and kill him. Evelina is located in the Cloaca, and Chion is located in the Lower City. In the third case, you should ask the parents of Emile de Copies. After that, we become aware of where he is hiding. We arrive at the Hanged Man and are happy to provide Emily with an escort to the templars.

Dragon Age 2: Serve Cold

We go to the Casemates after we read the letter sent by the sorcerer Orsino. We are instructed to find out for what purpose the templars and magicians constantly make appointments in the Upper City with the onset of night. We kill the conspirators, after that we go to the Port and the Ragged Coast. We kill Grace and her accomplices and save Aveline. We go back to Orsino and report the news.

Dragon Age 2: The Last Straw

We read another letter and head to the Casemates. Then you should go to the square, where the last and uncompromising battle between the templars and magicians takes place. You have to choose who to fight for. We stop at the magicians. From now on, our goal is the templars, who are full on the streets. The demon of pride hides in the port. His strength increases next to the blood mage. Therefore, we deal with him and with the ghosts, and only then proceed to the demon. We go to the Casemates, there we talk with Orsin. After that, we enter the battle with Meredith. We reflect the attacks of a large number of weak opponents. Orsin is furious, so he uses blood magic to transform a huge creature. It can drain life from allies, replenishing its health. We attack from different sides until it becomes free from the body. We perform these actions several times. Then we make an attempt to penetrate the Casemates. We are waiting for the final fight with Meredith. Her armor is very strong, but there are no special abilities. Meredith also enjoys the help of large iron statues, which do not pose much of a problem. Article Dragon Age 2 Walkthrough over, watch the last video.

So, you have installed the Dragon Age 2 game, launched it, watched the introductory video and are ready to start the passage of Dragon Age 2... First you have to watch the video, in which it will become known that all the events of the game have already taken place. And you just have to tell how they happened. And your friend the dwarf, whom you will meet later, will lead the story. So, for starters, you will not be able to choose the appearance or skills of the character - only choose the class and gender. For passing Dragon Age 2 available mage, rogue and warrior of both sexes. Well, I prefer a rogue... Once the choice is made, you will be thrown into the thick of battle along with your fighting friend. Or a friend. It really depends on the class and gender that you choose. Having killed the first gang, you will be given the opportunity to either fight again, or let your companion finish everything for you. I decided to fight a little more and improve my control skills in the game. It is not quite familiar, but you can see more about this in the review. Therefore, it would be better for you to get used to the controls a bit, while there is such a fearless opportunity - this will come in handy in the passage of Dragon Age 2.

When the change is finished, the mini-boss, Ogre, will come to you. Killing him for a long time, but now it is not difficult. Just learn all your skills and use them in battle correctly and in turn. Either way, you will be cured. Therefore, do not be afraid, but simply learn to play ... And now the Ogre is finished. Your companion will tell you that the creatures of darkness never end. But the dragon will scare them away... This will end the prologue of the passage of Dragon Age 2. You will again witness the communication between the dwarf Varrik and Inquisitor Cassandra. And you will hear a very promising phrase from Varrik - "Then you will have to listen to everything from the very beginning." Now you need to choose the appearance of your future hero. You can play around and experiment with the settings by creating a complete copy of yourself - I personally prefer to feel like a direct participant in the passage. In the game version, of course. Created? Then start the passage of Dragon Age 2. And you will have to start with an escape from the creatures of darkness. You, the glorified warrior, are running away?! But when your mother stumbles, it will be impossible to run further. And you will automatically protect her by killing the spawns. Talk to her respectfully... During the conversation, a decision will be made to run away. And you will act as a guide. And who else? Move forward, there is only one road. Just don't forget to press Tab periodically to highlight available items. And on the very first clearing you will have to fight. Elementary, I must say. Pick up loot from the darkspawn and just from the corpses and move on through the passage of Dragon Age 2.

As soon as you leave the clearing, you will immediately have to talk with your family about where you will be going. And almost unanimously it will be decided to go to Kirkwall. Kill the next batch of Harlocks and go save the two spouses. Now decide what to do with these two - either try to make friends, or simply enter into a forced alliance. In any case, ask them in detail about everything - the information does not hurt. Remember this principle for the entire passage of Dragon Age 2. As a result, you have one person burden and one warrior in the group. And great, no problem. So you have to go, constantly reflecting the attacks of the creatures of darkness. Until you reach another clearing. Be sure to open the chest and search all the corpses after the death of all opponents. Now you can go to the next clearing, where you will meet with the ogre.

It is this creature that will kill your beloved brother. True, this will happen in the video, and you will not be able to help him. By the way, if you choose the passage of Dragon Age 2 for the magician, then the ogre will kill your sister. Therefore, it remains only to finish off the ogre and the creatures of darkness and console the mother. The rescued templar leads his soul to another world. True, because of the prayers, you will still have to fight ... Until the very dragon that you saw in the introductory video appears. The dragon will kill all the creatures of darkness and turn out to be ... a woman! Yes, and familiar to us from the first part of the game. Flemeth. It's good that I killed her in the first part. As she was a bitch, she remained. But she offers help ... Why not accept her, after first asking Flemeth about everything possible? There is only one But. The templar will be infected with filth and will soon turn into a creature of Darkness. In any case, it is better to finish him off. Do it yourself without touching the girl... Now you will be taken to the city, from which you will get to Kirkwall by ship and begin the main part of the passage of Dragon Age 2.

Kirkwall

So, you sailed after two weeks of sitting in a dark hold. Wild storms prevented you from reaching your goal, but you managed. And, approaching the gates of the city, you will find out that no one is allowed into the city. But mother will say that it is very necessary to find your relatives in the person of Hamelin Amell, because your family has always enjoyed great respect in the city. Go to the crowd and start a dialogue with the guard Wright, who is standing without a helmet - he will tell you a lot of interesting things. Among other things, that Knight Commander Meredith has great power in the city. And it is she who does not allow sending all the refugees far away. Suddenly someone will have a serious business in the city. We will be directed to Captain Ewald in the courtyard. True, they will do it very incorrectly. Oh, if it were my will, I would have killed this arrogant puppy! But there is no such possibility in the passage of Dragon Age 2, unfortunately. So just go through the gate...

Near the quest marker you can find a merchant. Talk to him - and you will see a heartbreaking scene of how he robs refugees. Unfortunately, it is not now in our power to teach him a lesson. It's time to go to Captain Ewald on the mark on the map. There you will witness an armed attack by people who want to go through security. Yes, the passage of Dragon Age 2 is brutal. True, it will be, if the dialogue is built correctly. Just find out how much the passage costs... And there will be a massacre. Kill all the enemies, which will be envious. And thanks to this, Captain Ewald will find your uncle and send him to you. How nice... Unfortunately, he won't be able to take us into the city. But he got us some work. We should be allowed into the city, but for this we will have to work for a year. Great suggestion from a loving uncle! You have a choice - go to work for smugglers or mercenaries. First, go to Miiran and take the task from him to destroy Friedrich. Well, that arrogant bastard must die! Head to the bottom left corner of the map and kill him. Just be careful - the guards, although weak, can cause a lot of inconvenience due to their number. It's time to go now to turn in the assignment to our employer Miiran. He will rejoice for you and say that you have been accepted into the Brotherhood of the Bloody Blades. Wonderful. The passage of Dragon Age 2 has entered a new phase. Now you should talk to your uncle and enter the city.

A year has passed...

You will not be taken on an expedition. Bad, but not fatal. You will pass through the city and some boy will steal your wallet. And Varrick, already familiar to us, will stop him and return our money. Great, thanks to him. This is how we will get to know him in the passage of Dragon Age 2. And he will say that he needs us for the expedition, even if his brother does not understand this. And Varrik will offer us to invest 50 gold in the expedition. Wonderful. But we don't have that kind of money yet... In general, the money will have to be earned somewhere. Agree to his offer - this is your chance to break out into people. Now it's time to explore the city. In the upper right corner of the map is a gnome merchant who will constantly accompany your expedition. But back to assignments. Go to Aveline marked on the map to complete the "Guardian's Friend" quest. She will tell you that, according to her feelings, she crossed the road for someone. And he will offer us a worthwhile case - to deal with the robbers who decided to steal something. Well, now any work will come in handy for us - the passage of Dragon Age 2 forces us to earn money. Get down to business, after asking her about everything. She will join you, but for now, you can wait with the task...

Mark the task "A new home?", exit the building and go to the Lower City. Immediately go down the stairs and take the task from Lady Eleganta. Or rather, not quite a task. She will offer to create different potions from unusual reagents. Well, let's remember this... Then search the city, picking up interesting cobblestones and picking flowers. Do not rush to run to your uncle - explore the Lower City first. The plot of Dragon Age 2 is such that throughout the passage we will need a lot of money. Well, when you are done with this, you can safely enter Gamelin's house on the assignment "A new house?". This is the place that will become your home. Here letters will appear on the table - quite useful feature, considering how sometimes there are not enough good assignments. Read the letter from Miiran - he will say that sometimes he will give you tasks. Well, very handy. Then go to your mother and ask her about the strange will. And ask your uncle to show the will. Only there is one problem - the will remained in the last estate, and the estate has already been squandered. Now talk to your sister about the will - you will learn a lot of new things... Including about the key, which should come to the back door of the estate. Well, let's keep in mind...

Or do we do it right away? Better so - let the passage of Dragon Age 2 develop in the way we need. Leave the house and go to the Cloaca, where we will complete the task "Family Matters". As always, let's explore the location first. For example, next to the slave trader Danzik lie the remains of a nun, which can be returned for a reward. And someone Tomwise can also prepare poisons for us. And share your signature recipe. When you finish exploring - go to the entrance to the Amell estate on the quest "Family Matters". Move forward, picking up valuables and reading the pages of the Codex. On the first platform you will meet three guards. Kill them - there is nothing to stand on ceremony. There are two exits from this room, and we'll head north first. Here, and everywhere else, the passage of Dragon Age 2 makes us competently lay routes. After turning, you will find yourself in another room, where 4 guards are waiting for you. Kill them, go down to the room below and pick up everything from the chests, including the portrait of your mother. Have you collected everything? We move on. You will end up in the same room where you would have entered if you had gone west at the first fork.

Kill the guards there - in the passage of Dragon Age 2 it is not difficult, search the chests and bags. In general, as always. Here you will meet the first enemy mage in your life. He should be beaten when the shield fell from him - at other times, damage does not pass through him at all. Therefore, while he is sitting in the shield, just finish off his comrades. Going further, you turn immediately to the left, you will find yourself in a room with a chest. It is there that the will lies, a decent amount of money and a couple of interesting things. Now the time has come to take the will to Gamelin in order to demand an answer for his actions. It turns out that the estate was left to us, and not to this scoundrel! Yes, mother needs to regain influence in the city. But this is all a matter of gain. In the meantime, talk to your sister. And as friendly as possible - a good attitude towards you will not hurt. And in general, do not spoil the relationship in the passage of Dragon Age 2.

Now leave the house and go to the Upper City to give the remains of the nun on the assignment "The remains of Sister Plint". To do this, mark the task on the map and go to the Church. To the left of the main staircase, talk to Judge Vanard and take the Judge's Orders quest from him. Now it's time to climb the main stairs to the church. To the north, go up the stairs of the church and pick up the Golden Fool's Locks. This will add us a task - the main pastime in the passage of Dragon Age 2. And then go south and turn in the task. Passed? Excellent.

It's time to complete Judge Vanard's "Judge's Orders" quest. Make it active and exit the church building. Travel to the Abandoned Ruins. Walk forward a little and talk to guard Nabil. And during the conversation, an elf will approach you, who will respond very impartially about the order to take the refugee alive. And he will tell that this bastard killed elven children. And I decided that he has no place among the living, because the passage of Dragon Age 2 requires you to make your choice. After talking with the guard, it's time to go to the Collapsed Passage, which is in the southwest of the location. Come in there.

First, head east. There you will encounter pirates who are easy to kill. Pick up trophies and move back to go north. There are a lot of spiders waiting for you in the hall, so be careful. In addition to everything else, there are venom-spitting spiders that are best killed first. There is no road to the west, the door is blocked, so we go north again. By the way, there are a lot of littered passages in the passage of Dragon Age 2, so do not despair - this is the idea of ​​​​the developers. The corridor will turn east, and you will find yourself at a fork. Go first further along the course to the west in order to explore the room. Picked up everything from the chest? Go back and go down into the round hall to the south. Carefully! Here you will find a serious fight! There is a magician, and strong skeletons, and spiders ... And all this at once. Therefore, keep in mind that your actions should be planned. Now go further south and turn east. There you will meet Leah, who, according to the elf, was allegedly killed. But not everything in the passage of Dragon Age 2 can be trusted. She will tell you that Kelder, the same killer, is allegedly controlled by demons. Have you talked? Then we move on... Go through two more turns and get into the last room. Such a surprise. It turns out that Kelder is the judge's son. Great, that's what I suspected. Talk to him and find out that he turned to the Circle of Magicians, and there he was told that there were no demons. And he just went crazy. I decided it was easier to kill him. Yes, I already promised. Therefore, let him rest in peace - the passage of Dragon Age 2 will rest in peace to him.

Exit the ruins and talk to the elf who asked to kill Kelder. You will receive one gold reward and head to Kirkwall's High Town. And the judge did not understand that I saved his son and swore revenge on me. Well, his right. Now I decided to go on the Golden Fool's Locks quest to get rid of the side quests. According to the mark on the map, go to the radical elf and hand over the book to him. Get 50 silver for this and the task will be completed. In the plot of Dragon Age 2, the developers have invested a lot of these findings.

It's time for the Dragon Age 2 quest "The way it should" that Aveline gave us. Mark it on the map and exit the location. Go to the place of the alleged ambush and move forward along the location. At the fork where there will be opponents, go first to the south. This path will bend sharply, heading north. It is in the place of the bend that the opponents will sit. Then go to the crossroads, go north, scout a dead end there and, returning to the crossroads, go west. There will be the last ambush, after which you will be credited with the next stage of the task. Leave the location and go to the Viceroy's Fortress. Only the captain will yell at Aveline and drive her out of the office. Talk to her and calm her down. And then try to find out who Aveline stepped on the tail - after all, in Dragon Age 2, nothing happens for nothing. Go right there to look at the schedule, which hangs right there. A friend will come up to Aveline and say that we saved her, since she was sent to that ambush on a solitary patrol. Here is such a situation. And this friend had another task - to deliver a bag with orders to distant outposts. True, the bag this time was heavier than usual. Maybe there is a connection? Yes, and Donnik, to whom this bag was handed over, may also be in danger. This definitely needs to be controlled. And in general, in the passage of Dragon Age 2, you need to keep everything under control.

We leave at night for the Lower City. There you need to talk with Aveline and go according to the mark on the map. First you have to fight with the robbers from the Needles, but this will not be a problem. Killed? Again we move along the mark. There you will help Donnik fight back and look through the bag he was supposed to deliver. There will be the seal of the governor! This is a fairy tale, excellent prey for robbers. It's good that we saved her. But Jiven, the head of the guard, must be punished for such an act! We leave the location and go to the governor's fortress in the afternoon. Gotta keep it with him a good relationship, because in the second part of the passage of Dragon Age 2 it will be very useful to us. As soon as you approach the corridor, a cutscene will start showing Jiven being arrested and sent to jail. And Aveline has been appointed as the new head of the Kirkwall guards. Rather, it will be appointed in a couple of months, when it will pass the necessary training and finish all its business. So while she is in our squad. Exit the office and witness a funny scene between Varric and Aveline. Varric wants to take over the Hangman Bar, and Aveline refuses to help him. The passage of Dragon Age 2 is developing merrily, however.

But let's go home, there should already be a letter. There are already two tasks hanging there: "Bone Pit" and "Unfinished Business". To get started, go to the Lower City at night on the quest "Unfinished Business". Have you come? Then find Miiran there by marking on the map. He will offer to kill Lord Harimann for money. Why not? We need to earn money for the passage of Dragon Age 2. Go to the port during the day, this is where you need to go on the instructions of Miiran. Explore this location before starting the task - you need to navigate the terrain. After that, go to the port marked on the map. The fight will start right there. And it will be hot - the captain of the guard is quite strong. Yes, and the archers will catch up. Therefore, it is better to immediately demolish a trifle, and then take on the captain. After their death, you will talk to the wounded, and Lord Harimann will approach you. Ask him why they want to kill him - it turns out that he sent money to help our homeland, Denerim. Will you kill him for this? I didn't kill. In response, he promised me that he would deal with the employers and make sure that they did not take revenge on me. Go back to Miiran in the lower city at night and turn in the quest to him. He will be angry, of course, but your people are above all in the passage of Dragon Age 2.

Now let's get down to the task "Bone Pit". Go to the upper city in the afternoon and find Hubert there. This is easy to do, using the mark on the map. By the way, these notes in Dragon Age 2 make the passage easy to disgrace. Talk to him, ask all the information and get to work. Now it's time to leave the location and go to that very bone pit that is talked about so much... There is only one road, at least until the first mark on the map. Just do not go there right away - first go over the location. You will not find anything particularly valuable there, but you can profit a little. When you're done exploring, head down to the Bone Pit Mines. Here you will immediately meet dragons, which will need to be killed. Beware, among them there is an adult dragon, which is somewhat more difficult to kill than the others. But still possible. Go south, there is only one way.

It’s true that you’ll have to run around and fight notably, but there are no forks there. And almost at the very end you will meet a fleeing man. Ask him about everything and let him go in peace. Just don't forget that he will tell you about the huge dragon ahead. Go to the edge of the bone pit, having previously searched two more dead ends. And on the edge of the location you will see an adult dragon. Okay, you have to kill him! It is difficult to do this and it is better to send a tank ahead. And in general, in the passage of Dragon Age 2, it is better to drive tanks into the crowd. If there is none, just constantly switch between characters and use all their skills. When the dragon is defeated - search it, the cobblestones are nearby and return to the Upper City in the afternoon. Agree to Hubert's proposal to divide the income from the mine in half and go to the lower city to the workers. Convince them to return to work in the mines and the mission "The Bone Pit" will be completed. That's wonderful! The passage of Dragon Age 2 goes on as usual.

Go to the port and turn in the remains that you picked up in the mines. 50 silver will not be superfluous. Then move to the Steward's Keep on the quest "The Head of the Sword of Eustis". There, get the gold and complete this task. Well, let's go to the main quest, shall we? We must continue the passage of Dragon Age 2. Then make the task "Business Conversation" active and go to the lower city, where you need to go to the Hangman tavern. Here you have to talk to Varric. He will tell you what he has learned about the Gray Warden in the city. Say, only he will help find a passage to the Deep Roads. It is strange that the gnomes did not prepare their way down in advance ...

It turns out that a certain Liren from the lower city communicated with the guard. You need to talk to her in order to continue the task. Now make active the task "Pacify" and go to the Lower City, where you need to find Liren the merchant. The entrance to it is marked on the map - therefore, do not delay the passage of Dragon Age 2. Enter the building and talk to her. Just look at the goods first - something you might like. True, for some reason she is not eager to give us the opportunity to meet with the Gray Warden, because she fears for his life. It turns out that he is a magician, and he can be taken away by the templars. Although convincing her to tell us where he lives is still easy. This place is located in the Cloaca. Again we climb the sewers ... but nothing can be done - the passage of Dragon Age 2 throws us into different places. Leave the house and go to the Underbelly on the task "Pacify". But as soon as you leave the hospital, an armed man will approach you, who does not want us to get to the Guardian. Tell Bethany to explain everything and you won't have any problems. Now exactly in the Cloaca... When you enter the door of the hospital, you will see how the Guardian heals the patient. But it was painfully sharp he reacted to our appearance. We don't want to hurt him, do we? Ask him about everything. It turns out that he will ask a favor for a favor. Namely, to help him lead his magician friend past the templars so that they are not grabbed. Yes, and we need a magician in the passage of Dragon Age 2.

After the conversation, it will become clear that you need to come to the Church in the Upper City at night. Well, let's go there. Climb the stairs to the church and talk to Anders. You have to stand on the nix while Anders will talk to Karl and make sure that the Templars do not get to them. Go north, go up the stairs and talk to Carl. Only Carl had already had his brain cleared, and he brought the Templars with him! It's time to fight back! It will not be difficult to kill them if you do not immediately rush at the Lieutenant. It is better to break a trifle around and then take on the main one. And after the victory, you will have a conversation ... During which, unfortunately, Karl will die. It's a pity, it would be a good companion. Then you will be at Anders' house and talk to him. He has a demon in his head that was once Justice. But what happened to him, you can find out by asking Anders for more details. As a result, he will join your expedition - a useful acquisition in the passage of Dragon Age 2.

Now activate the side quest "Shawl of the Dale Daughter" and go to the Upper City during the day. Here, talk to Masha near the entrance to the church - there will be a new task. It turns out that her brother was taken to the Templars and he disappeared. Ask more about Meredith and the rumors, and then agree to help. This will close one rumor - "Enemies Among Us" and get a task with the same name. And for now, go do the quest about Shali. Everything is marked on the map, so getting the right 50 silver is not a problem in passing Dragon Age 2. Now go to the Casemates on the task "Enemies Among Us". Immediately to the left of the entrance stands Templar Hugh. He decides to ignore the order not to communicate with anyone and look for help on the side. I think it's clear who he means. Ask around and agree to help. First, we need to catch up with Wilmond, who seems to have returned from the initiation. Great, run to Camp Wilmond. It is marked on the map and it is not difficult to find it. It’s worth going to the left first, and not where we need to go on the quest, because intelligence will not hurt. When you collect everything lying around - follow the mark on the map and become a witness to the beating of Wilmond. He must be protected! Only he doesn’t hurt and needs protection! As soon as you start talking to his companion, he will turn into a demon and call himself a bunch of assistants. Kill them immediately. It's not hard to do, it just takes a long time. Then talk to the remaining templar and it turns out that Wilmond was possessed. As a result, we will be hired for further investigation. Well, collect the trophies and get out of there. The passage of the game Dragon Age 2 takes us further.

And we will head to the Upper City at night. We're interested in the Blooming Rose brothel on the quest Enemies Among Us. Well, go inside and explore the brothel. For example, in the northeast room, I found a stone toe. Another task has been added, which will be completed later. So only after the study go to the woman we need. Viveka stands in the central room. As you will learn, both friends went to the same woman, Iduna the Curiosity of the East. This name alarms me in the passage of Dragon Age 2. Finish the conversation and go to her. True, she will try to charm you and she will have to be killed. Well, what an annoyance? Then read the documents from the table and go to the Cloaca. Enter the Vault marked on the map. However, they have a great shelter! To start, go north, scouting a dead-end room in the west. Just be careful! As soon as you enter, a crowd of enemies will attack you. There are a lot of them, so be careful.

There is only one path, albeit a winding one. Be careful, there are quite a few enemies. At the very end, near the mark, you will start a dialogue with blood mages. Unfortunately, it is impossible to agree and they will have to be killed. Well, yes, this is not a problem - in Dragon Age 2, the passage gives us the opportunity to get dry from any alteration. Collect all trophies and talk to Keran. Better to let him go and not say a word to the Templars. Therefore, go to the Casemates and complete the Enemies Among Us task. Tell Keran that he is not possessed and you will receive 4 gold as a reward. Wonderful. And the quest "Enemies Among Us" is now over. Next, mark the side quest "Grimoire of the Apprentice" and go to the Lower City in the afternoon. You can also take the Finger of the Perfect there. All this is for rent on the market and you can easily find the two right people. Wonderful. Now go to Hangman and talk to Varric. Or rather, first watch the video and go chat with Isabella - here is another companion in our passage of Dragon Age 2. She scattered her opponents so wonderfully that she deserves to be in our team. If, of course, he wants to. First, talk to her and agree to cover her rear during the duel. You will receive the quest "Mad Men Don't Detour". Wonderful. But now talk to Varric on the "Questions and Answers" quest. Ask him about everything in the world, find out more about him. This will increase your attitude towards yourself and complete the task.

Now it's time to go to the Upper City at night to help Isabella. Have you forgotten about the task "Mad Men Don't Go Around"? Then let's go. As soon as you arrive at the place and talk to her, you will be attacked. Help the girl! When everyone is killed, pick up a letter from which it turns out that the caller himself is hiding in the church. That's where we run! Before the church, you will be attacked again, however, in the passage of Dragon Age 2 this happens often. Kill everyone and go inside. There you will have to fight again. Kill the main one - small characters will stop climbing. After that, ask Isabella about the relic that needs to be returned to Castillon. In general, now you have another good companion. Travel to Hangman and speak with Isabella on the quest Understanding Isabella. She will offer you a job with the help of a friend. Well, well, agree and go to the back room on a new assignment. Ask him about everything and agree. You will update the task "What fell from the cart?". We need to go to the Port to complete the task in Dragon Age 2. And during the day. Have you come? Then move to the mark on the map and talk to the Port Worker. True, they will not tell us anything, they will only send us to the port inspector. Well, let's go there.

By marking on the map you will find Liam, the head of the port. True, he will give us his assistant and he will leave. And that damn assistant will refuse to speak without pay. Okay, pay him the money and go to the new mark. There will be guards that you can kill and get into the warehouse. Although there is another way in the passage of Dragon Age 2, but this one is the most successful. Well, after you got inside, all that remains is to search the entire warehouse. There is something to profit from, who to kill and where to complete the quest. The cargo we need is at the very end of the building, but there is only one way there. When the cargo falls into your hands - go back. There will be another ambush waiting for you, but these are already trifles. Head back to Hangman and turn in the quest. The reward is 2 gold and Isabella's respect, which is very useful, because she is the best candidate for a mistress during the entire passage of Dragon Age 2.

It's time to talk to another of our companions - Anders. He lives, as you know, in the Cloaca. We will go there on the assignment "Talk to Anders". Just chat with him there. Just keep in mind - you can develop a love affair with him, so choose your lines carefully. Especially if you're playing as a man.

Go home and get another letter from Miiran. Well, the task is good, in the passage of Dragon Age 2 it will not be superfluous. Go to the Lower City at night on the Free Cheese quest. There you need to get to the market where the dwarf Anso lives. Take his job and agree to return the goods. To do this, you will have to go to Elfinage and ... Return the goods. At any price. Since this is an area in the Lower City, you don't have to go anywhere - just follow the mark on the map and enter the abandoned house. But that's the trouble - the chest at the end of the house is empty! We return to Anso for a report ... True, an ambush will await you when you leave the house, but this is not the essence of it. When you kill them, a self-confident fool will come out to you and try to threaten. Only a newly appeared elf will kill him, with whom you need to talk. It turns out that our whole enterprise was just a distraction. Well, since they helped the elf, then not to resurrect the dead. Agree to help him intercept his master, since you got involved in this matter, and an excellent warrior in the passage of Dragon Age 2 will not be superfluous. Run at night near Miiran's habitat and you will have to kill him. Well, a dog - a dog's death! Then run at night to the Upper City for the same task "Free Cheese". Now run along the mark on the map. There you will meet Fenris, the same elf. With him and have to go through the mansion.

Keep in mind, the house is very winding, so it's better to explore everything in your path, killing all the enemies and collecting all the trophies. And in the first room, an ambush awaits you. First 8 small demons, then 4 stronger ones. Kill and move on. You need to explore the entire mansion. In the Northeast room, you will kill the Demon of Wrath (that still creature in the passage of Dragon Age 2) and pick up the key from it. That was what we were missing. As soon as you open the locked door on the stairs, opponents will appear behind you. True, after their death it turns out that the owner made his legs ... Therefore, pick up all the valuables and get out of there. Talk to your elf and take him to your team. A very useful warrior. Then complete the task "Fenris is accepted into the squad." Just chat with him. True, be careful - you can also have an affair with him! After the chatter, the task is completed and you can move on through the passage of Dragon Age 2.

So it's time to complete the "Long Way Home" quest. Leave the city and travel to the Broken Mountain. Move forward while killing spiders. Just be careful - there are enough strong spiders. So you will reach the Dalish elves - the very ones you need to contact. Ask him about everything and tell him that you don't want trouble. You will be led to Meretari. Have a heart to heart chat with her. As you might have guessed, you have a new task. You have to go to the top of the mountain to perform the ritual there. Well, what a wildness, they are civilized lu ... elves. And settle for a companion. Before you go to the elf on the path, examine another branch of the path. Examined? Then it's time for the elf. She talks a lot. I don't like it anymore... Although this is another companion in the passage of Dragon Age 2. And immediately you will have to fight with corpses. Well, it's simple. Move on, there's only one way. True, a collapse will block your path, so you have to go through the cave

Oh, this is not good ... Well, okay, dive into the cave. And in the first room, spiders are waiting for us. Go further, not forgetting to examine the spur in the west of the hall. There is a pile of cobblestones with a couple of trophies. When you look around - move further, to the southeast. There you will find another pack of spiders and exit to the old cemetery. Just go upstairs first, kill the Shadow Warrior and search the chest - great trophies. After that, you can exit. The graveyard encloses a barrier that the elf will destroy with the help of blood magic. Original plot twist of Dragon Age 2, right? Then make your way forward and use the altar. That's the meeting! Flemeth came here as well. However, she will go her own way, rewarding us. Now go back. For now, you can not walk along the remaining road - there is nothing interesting there. Actually, this is where our task ends. You will watch a video about coming to Elfinage... Finish and immediately talk to Arianni, having received another task. Then enter Merrill's shack and talk to her about completing one more fad in Dragon Age 2.

Enter the Casemates and give the Occupied Kirkwall Map to the Archivist there. The side quest will be completed and you will receive 50 silver. Talk to Solvitus and get the Herbalist's quest from him. Great, something to collect. I already had Dragonfang and Spider Gland. Therefore, it remains only to find the Iron Bark. Now return to the center and talk to Trask for the Prodigal Son quest. We'll be diverted again... this time to the Lower City at night. Put a mark on the map and head there. Approach Samson and ask about the boy Feinriel. Again, run away to another location. This time - to the port. The mark will lead us to the piers, to the house. Enter there and you will open a real labyrinth. Although this will not interfere with our passage of Dragon Age 2. When you reach the marked point, rummaging through all the corners, you will see how the woman becomes a demon. Fight again... After the death of everyone, you will get a good dagger and two documents - a letter from Trask's daughter and the location of the lair. It's in the cloaca. First, go to the Casemates and give Trask a letter from his daughter. Then - to the Cloaca. There, make the slave trader speak and kill him - it's too much profit from his corpse, which will not be superfluous in any way in the passage of Dragon Age 2.

Leave the location and go to the Ragged Shore on the "Prodigal Son" quest. True, along the way you will meet a gnome who is attacked by spiders. Rescue him and he will ask for help in subduing the Qunari. Why not? Assignments are always helpful. Explore the area and exit from there. Continue on to the Ragged Shore, especially since we have added another task in the passage of Dragon Age 2. Go straight to the west first, exploring the path to the north along the way. You will go to a dead end, but there will be a camp where you can profit. Then go down to the south and, having reached the fork, go east for the task. I decided to let the werewolf go. Then get to the place where you started your journey through this location and go back to the fork. From there, south. Enter the Slaver's Cave and go first to the south, to the spur of the cave, and then to the east. It will be great to run around, but there is only one way. The main thing - do not forget to pick up trophies. When you get to the main cave, the boy will be threatened with death if we get close. Say that you do not need to get close and then you will be able to immediately finish him off without wasting strength on him in battle. And in the end, the fight will be much easier. Try to help the boy, because your sister could have been in his place, and the choice in the passage of Dragon Age 2 is very difficult...

In any case, it's time to leave the cave and go south in order to scout the territory, profit from something tasty and get some experience. After that, return to the desired fork and move west. The path will bend and the path will lead to the north, where you will meet with Tal-Vasgoth, who planned to betray his own. Great, let's use this. Too bad I can't get him to join now. But it doesn't matter, move further north, simultaneously opening chests and killing opponents. Your goal is a cave. Side, of course, because the main one is the passage of Dragon Age 2. Enter there and go down to the south. When you come to the fork, you will have three moves. Two tops will lead to a dead end, so we will explore them in the hope of prey. In the uppermost teig we will find an excellent belt. So do not neglect the search. Then again south. There we will kill all the Tal-Vagoths and you can go out, going down again to the south. Don't forget to collect trophies!

Since we haven’t returned to the city yet, we’ll go to the Broken Mountain on the assignment “The Herbalist’s Quest”. Approach the local blacksmith and ask him about the iron bark. He will tell you where to find it. Well, thanks to him. Leave the location and go to the edge with iron trees. You need to kill all the creatures of darkness in the location in order for the iron bark to become available. As soon as everything is done, a mark will appear on your map, where the desired iron bark will lie. A useful ingredient in the passage of Dragon Age 2. Now you can safely leave the location and head to the Underbelly at night on the "Special Red Flower" quest. Turn it in and get your legitimate 50 silver. Now we're leaving the area again...

You need to complete the Herbalist's Quest. To do this, we will go to the casemates during the day and give Solvitus the last ingredient. For this, we will get another 3 gold. Good run, though! Now it's time for 2 more side missions in the Upper City: The Seal of the House of Telvane and A Treatise on Castes and Housekeeping. Immediately on the market square, take two tasks. One of them can be started right away - just climb the stairs and talk to a man - this is how the passage of Dragon Age 2 unfolds so easily. Ninnet has disappeared and her relatives begin to worry. This bastard doesn't care! As long as they don't blame him. Well, agree to find a wife. We will be sent to the Blooming Rose and go to Jitann, which is marked on the map. Ask him about everything and go to the Cloaca. The place where you need to go is marked on the map. Go down the hatch and you will see Emeric, who is waiting for someone. After rescuing him from the bandits, he will hand over the cases to you and you will have to go to the Lower City at night. Climb up the stairs to the Dark Foundry Door. The room is small, so explore it and follow the mark as a last resort. There you will find a bag with a ring, a severed brush and something else. Take it all to Emeric in the Casemates. This will end the task in this part of the passage of Dragon Age 2, you will receive a reward and no satisfaction.

Now we will go to the Lower City in the afternoon to finally turn in the quest "Prodigal Son". This is done in Elfinage, if anyone has forgotten. Get a ring as a reward. Now go visit Merrill for the quest "What a lovely atrocity you have here." After the next chatter, you will be credited with the task and you can move on. Well, shall we complete the task "Powder Hopes"? Then we are in the port. There, go to the Qunari region and turn in the quest 3 gold rewards and you can leave. Let's take on the task "Unsolicited Salvation". But first let's go home to get the mail. Have taken? Then go to the Viceroy's Office and you will witness a scene between a woman and the Viceroy's secretary. Listen to their argument, and then take on the questions yourself. Now our path lies on the Ragged Shore for the poor boy, in order to be ahead of the competitors in the passage of Dragon Age 2. We need to go to the very south. We've been there before, remember? When you get there, you will witness an interesting scene, after which you will have to kill competitors. Well, experience will not hurt ... But you will have to fight off two more waves of attack. Well, all is well. Take the boy to the governor, talk to him and you can consider the task completed.

Make active the task "Act of Mercy" and leave the city according to the mark in the Approaches to the Ragged Shore location. Ba! Old acquaintances! Baby dragons are waiting for us! At the crossroads, go first to the north, then to the east. The road will turn south and lead you to Trask, an old acquaintance from the last passage of Dragon Age 2. Agree to help him persuade the renegade mages to retreat before the templars arrive here. Again, there is only one way - to the south. Wonderful. Just explore everything along the way. Along the way, you will meet a magician who will tell you about Decimus, who wants to use blood magic. Well, he'll have to stop him. Moreover, he will attack himself and simply leave us no choice. Well, nothing, chat with his girlfriend and agree to help her. True, I did not agree to kill Thrax. There is no point in shedding blood just like that. When I came to him, I found that the templars had already approached. During the conversation, they had to be killed ... It's a pity, I expected to make friends with the templars, but Dragon game Age 2 turned the passage in a completely different way. But trophies are a useful thing. Therefore, collect them and you can leave from there, because the task has already been completed.

Go home and read another letter. It's addressed to Bethany, your sister. But the letter does not start the quest, so it's time to follow the rumor "Wolves in sheep's clothing". To do this, go to the Lower City at night. There, follow the mark on the map and you will see Sister Petris, whom one scoundrel suggested to go into the alley in order to assess the quality of her money. Interesting, however! We need to help her... Go left and kill all the enemies. Naturally, she will invite us to her hideout to discuss the details of the hiring. You agree to earn some money in the passage of Dragon Age 2? Enter Petris' Refuge, question her about everything, and recruit a new companion to your team. Then go to the far corner of the building and go down to the Slums in the catacombs. There is only one way, but there are just a huge number of spiders. And in the last room you are waiting for thugs who want to rob you. I didn't even try to let them go - I immediately cut them out. And right behind them is your freedom. There you will have a conversation with the Tal-Vasgots, who want to take our companion. I decided that I would not give him to his relatives, since they would deprive him of free will, and in the passage of Dragon Age 2, everyone is free to choose their own life. As a result, he will not want to live, because Kun is expressed directly. Therefore, you will receive a reward from him and a charred corpse. Leave the location and go to the Lower City at night. After talking with your employer, it will become known that you were a pawn in her game. And you won't be able to kill her, no matter how hard you dare. At least for now...

Well, now it's time to go on an expedition - the decisive moment of this part of the passage of Dragon Age 2. But first, sell out completely so that there is enough space. Just go home before you go. That's the news! Another letter! Well, let's do this task before the expedition. To do this, go to the lower city at night. A certain Douglas offers us the following - you take his money, go to the deep paths and bring him double the amount. Considering that I had already collected the required amount of money, I decided that I would not contact him. Moreover, I can take the earnings for myself. It is better to work for yourself than for your uncle, so we are doing work for ourselves. The mission "Expedition to the Deep Roads" begins.

We go to the Upper City in the afternoon and go through the mark on the map. But for this, you must have Varric in your team, otherwise the passage of Dragon Age 2 will not continue. Give him money and cards and go on an expedition. And here you should not take your sister, otherwise you will lose her. Therefore, prefer another magician in the team and that's it. Watch the video, which personally alarmed me very much ...

Deep Roads

And they will immediately tell you that a collapse is on the way. We'll have to look for workarounds... Plus, Sandal got lost in the corridors. You'll still have to look for it. Well, nothing, we are no strangers ... Go east, then the path will turn north, then - again east. In general, there is only one way. And there are many creatures of darkness around the bend! And so on until the first intersection. You will come from the west. First, it is better to go south, because there is a dead end waiting there, and you need to reconnoiter it. True, there are spiders, but they are easy to kill. Everyone except the main spider - one of the bosses in the passage of Dragon Age 2. She has many lives and she calls on her children. But for me, playing a robber, one heal was enough to kill her. Therefore, hold on. When you finish the search and collect trophies - return to the crossroads. Two turns - to the north and to the east. But the passage to the north is not available, so go to the east. Immediately behind the hall, in which you will have to kill the next creatures of darkness, you will meet Sandal. And he killed a crowd of enemies. Talk to him, accept the staff as a gift and move on. After the next turn, you will come to a deep path. There is another portion of enemies that prevent us from completing the passage of Dragon Age 2. The path will turn west and lead us to the hall. There, kill the enemies and take the loot from the chest under the stairs, along which we will move further to the west. In a large room, you have to fill up an ogre, but he is alone, so everything is simple. And in front of the next large hall it is worth saving - there the Dragon is waiting for you, which is dreary and long to kill, given that he also calls on his cubs. Quite a powerful boss in the passage of Dragon Age 2.

After his death, collect trophies and approach the transition to another zone - a movie is waiting for you. You will find yourself in a pristine teig, where they will set up a camp. Go ahead - there is only one way. Talk to Bartrand - he will complain that he does not understand anything about what is written on the walls of the teig. Well, we'll figure it out... There's nothing to do. All of this is disturbing though. Get down and fight the ghosts and the Stone Golem - that other creature. Then collect trophies and go to the next location. Going to the first hall you will find an idol from Lyrium. And as soon as you give it to Bartrand, he will leave, slamming the door behind him and leaving us to die. Thanks to him, because otherwise the passage of Dragon Age 2 would not have become so risky! We will have to move forward, that is, to the south. At the fork, go into the room to the east, and then go west. The passage there will turn south, and lead us to a large hall. There you will meet new opponents for the first time - Savages. Creatures are evil, but killing them is no more difficult than ghosts. Going even further down the corridor you will encounter a talking Savage. Well, you can talk to him. And he will offer a deal - follow his request to find out where the key to the second exit to the surface lies. I think that it is not worth making an alliance with a demon... I attacked him and killed him - in the passage of Dragon Age 2, only alliances with demons were not enough for us! True, there were two more waves of attackers, but they did not cause problems. Now go further - there is only one move. When you reach the hall with a turn to the south - you have to kill a huge Savage.

Rather, it is a stone spirit. It's hard to kill him. Very difficult. He conjures a wave several times during the battle, from which you need to hide in the corners. Otherwise, this wave quickly takes your life. And most of all he needs to be beaten precisely when he lies scattered on the floor. While your allies are killing small savages - you completely switch to the Stone Spirit. That's how you can kill him. Otherwise, it's very difficult. After his death, pick up trophies and go to the treasury. It is there that you will find the key that will allow you to move to the surface. And when you go out, you will find out that your sister was taken to the Circle of Magicians. A good continuation of the passage of Dragon Age 2, nothing to say. But this chapter ends, and it's time for us to move on to the next.

Flight from Ferelden

So, after watching the introductory video, you are finally given the opportunity to take control of your hero or heroine. On the this moment you'll have little training so your enemies won't be too hard, and all your health/mana/stamina will regenerate quickly.

If you have chosen your hero as a magician, then your brother named Carver (a warrior with a two-handed sword) will move with you. If you chose the class of a robber or a warrior, then your sister named Bethany (mage) will be with you. You take control of both your hero and your relatives.

After you fight off the first wave of enemies, the second will immediately arrive. It does not matter who will fight with this bunch of enemies, the difference will be only in the video. After you destroy the adventures of darkness, an ogre will come to you. You should not be afraid of him, as he just looks intimidating, but in fact he is quite harmless.

The first thing you will immediately notice in the game is that the enemies will be much stronger than on the training field. In the new part, try to keep track of all your party members more, and especially keep an eye on those who are at a distance. Try to defend the mages, because if a melee opponent approaches them, they will immediately overwhelm him.

After a small fight takes place, then go ahead and talk with your relatives. After a small meeting, another batch of adventures of darkness will arrive and after a couple of steps you will see a couple of templars. Help them in battle. And after that, the templar Sir Wesley will not be very happy with the presence of your sister, since she is a renegade mage (and if you play as a mage, then you will not be too happy). But soon everything will be resolved.

It turns out that Sir Wesley is very badly injured and he can’t help you in any way, so his wife, Aveline, will join you. Aveline is a very good warrior who specializes more in sword and shield. Wesley, along with your mother, will simply move behind you to keep out of all sorts of skirmishes.

So, move along the path. Soon you will have to fight about two times with the next groups of adventures of darkness. After fighting a little further, you will meet your first opponent, the Mage-Emissary, who is accompanied in a group of ten archers. We recommend that you first kill the Emissary, as he can easily shower you with his fireballs. After you deal with this group, a new one will arrive and after all these battles, move to a small dead end. Here you will find the corpse of a refugee, you can find two healing potions from him, which will be very useful to you soon. In addition, there will be a chest here that only a robber can open, so if you are not a robber, then you will not be able to open it in any way.

Before you go any further, make sure that you didn't miss anything and that you were able to collect everything that was there. So, how to get ready, then go to a very large clearing. Here you will have a battle with an ogre, which is much stronger than the previous one. As support, he will have improvised creatures of darkness. A little later, more reinforcements will arrive.

After a short scene passes, then join the battle with this ogre. This ogre is more difficult than the previous enemies, but it should not be critical for you, so when the battle is over, then watch another video in which a huge group of adventures of darkness will come to you. The only thing we advise you is to save a couple of cans of healing for the next battle.

Now the darkspawn are numerous. Luckily, you'll only have to kill a couple of these monsters, as new character, after the arrival of which you can relax.

When the witch arrives to you, you can chat with her as you please. In general, you will have only one result - she asks you to give the amulet to the Keeper Maretari, whose clan lives somewhere in the region of the city of Kirkwall. After you give it back, you will have to do everything that Maretari tells you. When you hand over this amulet, you will have to make a very difficult decision about your associates (note that any decision you make will affect Aveline). Now watch the video in which you arrive in Kirkwall.

Kirkwall - Arrival

When you arrive at this place, you will immediately be struck by a crowd of refugees from Ferelden, who are standing near the gate. It turns out that at the moment getting inside is not too easy. Talk to the guard named Wright as soon as possible and he will advise you to talk to Captain Yuld. You will see that it has also been besieged by a crowd of local refugees who really want to get inside. If in a conversation with him you mention the name of your uncle (Hamlen), then he agrees to help you with your problem. The people standing here will be angry, because they think that you got permission to get into the city out of turn, so they attack you and the captain. There is no way to convince them, so you have to kill everyone. When the battle is over, the captain will agree to help you find his uncle Gamelin. In a couple of days, he really will appear. But it turns out that your uncle's status is not entirely valid, and therefore he cannot help you, respectively. But here he can point to those who will help you with this.

So, you can get into this city only through two people offered to you: the mercenary Miiran and the smuggler Atenril. You can take the task from both of them, but you can only join one group. In general, there is not much difference, since smugglers go against the laws, and mercenaries do not always follow the rules and rights. Depending on who you choose, there will be different achievements. Even after a year of your work for the selected group has passed, you will be able to continue to carry out their tasks.

Meeran will want you to kill a target named Friedrich. He once surrendered the plans of the mercenaries, as a result of which several people died, so the leader of the mercenaries wants to take revenge or justice, as you prefer. When you talk to Friedrich about this, then of course he will deny everything and say that this is just a business. You can attack him first, or ask for help infiltrating the city, after which Friedrich will attack you personally. In addition, you can accept a bribe in the amount of two gold moments, but then Miiran will no longer accept you as a mercenary and you will have to complete the task of the smuggler Athenril. In addition, if you take a bribe from Friedrich, his bodyguards will want to kill you, as they believe that this is their money for services rendered. While the battle is going on, Friedrich will run away at this time.

Atenril will want you to speak to a merchant named Cavril and he will pay his due bribe. It turns out that the smugglers supply him with goods in exchange for a part of the profits, but now the moment has come when he no longer wants to share his income. You can solve the quest peacefully if you also take a bribe from him in the amount of two gold pieces, but in this case Atenril will not give you the opportunity to get into the city and you will have to return back to Miirn. In addition, you will receive an increase in rivalry with Aveline. If you still continue to beat out the due fee from him, then soon you will be attacked by the merchant's guards. There are city guards nearby, so they will immediately help you in the battle. After this fight, the merchant will still give you the money and you will also get additional experience. You will not be able to get additional experience if you want to resolve everything peacefully.

There is also an alternative approach. You can give Aveline the opportunity to talk to this merchant. He will be intimidated by her warlike appearance and will give you the full amount without any resistance, in this case you will receive friendship with Aveline.

You will not be able to get bribes from both. If you were bribed once, then the second time there will simply not be such an opportunity. If you offer, then you will simply be attacked by those from whom you ask for a bribe. In any case, go back to your employer from whom you went to get money, then go back to Gamelin and your conversation with your uncle will finally complete the Prologue.

Act - 1

Finally, exactly one year has passed since the moment you entered the service of mercenaries or smugglers, so you are now a "free bird" and can do whatever you want. From the opening cutscene of the first act, you learn that a certain person named Bartrand is trying to organize an expedition to the Deep Roads in which you need to take part. But unfortunately, Bartrand will not share your ideas and desires. After watching the next video, you are joined by a dwarf named Varrik - an archer or crossbowman who never parted with his beloved crossbow named Bianca. He is also the younger brother of Bartrand. He has his own plan for how to arrange his expedition to the Deep Roads. After talking with Varric, you will receive the quest "Business Talk" and "Campaign to the Deep Roads".

Hike to the Deep Roads

Well, based on the conversation with Varric, in order to get the rights to partner in the expedition, you first need to complete two main tasks: the first is that you will have to collect as many as 50 gold coins to finance this expedition, and the second is to find maps where the entrance will be indicated into these Deep Roads. If everything is clear with financing (you will have to deal with tasks), then there may be problems with the map. First you have to complete the quest called "Pacify", which you will receive immediately after talking with Varric in the tavern called "The Hangman".

business conversation

So, talk with Varric at the Hangman Tavern. This conversation is the beginning for receiving many tasks. In general, during this short conversation, you will receive a task called "Pacify".

appeasement

You will receive the task from a dwarf named Varrik after you complete the "Business Talk" task. You have to establish the location of an unknown Gray Warden, who, according to Varric, arrived here along with refugees from Ferelden.

Go to the Ferelden Lyrena Goods Shop (located in the Lower City). In general, no matter what you tell her, she will tell you that the mysterious Gray Warden named Anders arrived here and made a hospital in the Cloaca, where he tries to help all those who need treatment. And most importantly - completely free. That is where you should be going.

Attention: In Lyrena's shop there is a chest in which a donation is made to the Ferelden refugees. You can also make various donations and get experience in return. Experience is measured depending on the donated amount: 50 silver coins- 50 experience, 1 gold coin - 100 experience, 5 gold coins - 200 experience.

At the exit from this shop you will be met by a crowd of violent refugees. They thought you were supposedly trying to do something to their precious healer. You can reassure everyone by saying that you are also from Ferelden (in the dialogue "We are on the same side"). Thus, you will receive an increase in experience and an additional increase in friendship with Aveline for being able to solve everything peacefully. If you choose other answers, then all this ardent crowd will start attacking you. If you choose the aggressive response option for them, then you will get rivalry points with Aveline.

In general, move to that cloaca. Anders is located somewhere in the northeastern part of this map. At the moment he is treating his patients. But still, he will listen to you and decide to help you. But not for nothing. You will have to help him, or rather his friend named Karl (also a magician), escape and meet near the Church, at night. You can answer him any way you like. Just remember that Anders is required to help you progress further in the storyline, so you will not have the option to refuse.

So, move to the Church at night. You do not have to take Anders with you, so you can go there with any team. Talk to Anders and you will automatically go to the Church. Here you finally find Karl and with him a large detachment of templars. Ordinary templars will not be a problem for you. Another thing will be with Templar Lieutenant and Templar Hunter, who have large reserves of strength and health. Hunters are like killers, so they can go invisible and stab you in the back, it makes sense to keep track of all the members of your squad.

After the battle is over, listen to the conversation between Anders and Karl. Answer as you see fit, your decisions will not affect anything here. After that, you will return back to the Underbelly to Anders or with Anders. In general, you will receive the long-awaited cards. From now on, Anderson will become your comrade-in-arms. Anders is a healer, but he also has offensive spells. In addition, it can be associated with romantic relationships, but it all depends on the gender.

Long way home

Move to the camp of the Dalish elves, which is located on the Broken Mountain. Here you need to give the amulet (which Flemeth once gave you) to the Keeper Maretari. Soon she will ask you to take the amulet to the very top of this mountain in order to perform some kind of mysterious ritual. You will be helped in this matter by her ward named Merrill. She is waiting for you near the settlement of the Dalish elves. After a short conversation, she will follow you, but until she joins you as an ally.

After going a little further, a huge pile of undead rushes at you. In battle, you probably guessed that Merrill is a mage. You will have to advance in battle, as every time you will be ambushed by the dead. Soon a Dalish hunter will start a conversation with you. From the conversation, you can understand that your new companion is not in too close relations with the local Dalish. In general, move now inside the cave. Here a couple of spiders will attack you, which each time try to take their victims into the ring and you will not be an exception. In the southern part of this gloomy cave, near the closed chest, the undead will attack you again, but this time they will have a shadow warrior with them - an enemy that is much stronger than their rotten friends.

Soon you will finally find a way out of this cave. As you exit, then move on for the arrow to the task. Almost immediately you will come across a blue barrier. Merrill will be able to dispel it, so the path will be clear and you can continue to move. If in the next conversation you speak extremely negatively about Blood Magic, then you will receive friendship points from Anders, Aveline and Fenris. But Varric doesn't really care.

As you find yourself near the tombstone, then you will finally have to perform a ritual, after which the undead will attack you. The first wave will consist of ordinary corpses and Arcane Horror, the second is the same, only instead of Arcane Horror there will be a Shadow Warrior. Deal with them and put the amulet on the tombstone, what is there, then watch what came of it.

When the cutscene plays, go back to the cave. You will automatically be transferred to the very beginning, almost straight to the Keeper Maretari, and then straight to the Kirkwall Elvenage, where our friend Merrill will now live. If you promise her to visit her, then you can get a couple of points as a rivalry with Fenris. After you talk to Merrill in the local Elvenage, the current task will be completed and you can continue to take her to your group as your ally. As you already understood, Merrill is a blood mage and she cannot learn healing magic in any way, therefore she focuses more on attacking and damaging enemies. Merrill is also romantically interesting to either gender.

Friend in the City Watch

Chat with Aveline in the Viceroy's castle. After this conversation, you can take her again as a full-fledged ally.

New house?

Now it's time to visit Hamelin's house in the Lower City. Among other things, you can also find a chest there to store your things. Further, it all depends on the installed add-ons.

From time to time we recommend that you visit this house, as at times you will receive letters asking for help. All letters can be read at the writing table. Letters will not come all the time or at the same time, they usually come depending on the progress of the game.

Here you can even order runes, potions, poisons and bombs, without having to constantly run around Kirkwall looking for the things you need.

Act -1: Storyline

Prodigal son

At first, you will hear about Fainriel and his mother from your friend Varrik, but after some time you will meet an elf named Arianni in the Elvenage. Listen carefully to her conversation with a templar named Trask and after, talk to her. Ariannni has a son named Finriel, who has magical abilities, but only he is not a member of the Circle of Magicians, so Arianni, for fear of being left without a son, began to hide the truth about her son from others. But at the moment he is constantly tormented by terrible nightmares and his mother is very afraid for him, because she believes that demons are involved here. She decided to choose a lesser evil and turned to the magicians so that they, in turn, would help her.

But then a problem arose, namely, her son, scared to death, ran away to no one knows where and Arianni has no idea where he went. But still, there are some considerations. She offers you to find Trask and ask him, as he is also looking for her son. By the way, there is another option - the father. His father is an Antiva merchant named Vinchezo. He left his mother a long time ago when he found out he was having a baby. Since then, he has not communicated with her, but still Arianna believes that her son could turn to his father, who recently returned from Antiva. Talk to either of these two. The father will tell you about his son if there is a magician in your team or if your hero is a magician himself. According to him, the boy fled to a Templar named Samson, who now began helping some fugitive mages. You can find Samson in the port at midnight. If you talk to Trask and convince him that you are looking for a guy for a higher cause, then he will also direct you to Samson. If you didn't talk to Arianni in Elfinage and didn't even witness how she talked to Trask, then Trask can give you this task if you talk to him near Casemtes. As a result, you can immediately go in search of the templar Samson.

So, from Samson you will learn that the boy did not have money, so he sent him to his friend named Rayner, who at times was engaged in the slave trade. According to Samson, you can find Rayner in Porto, where he has his own private marina. It's time to go to the marked building. Keep in mind that there will be a lot of robbers who will not be very happy with your arrival. In addition to enemies, you will also stumble upon traps there. As you clear your way by killing the first two packs of enemies, then move to the arrow of your quest. Here you will witness a rather sad scene where a cornered magician girl becomes instantly possessed, so you will have to fight not only with the robbers led by Rayner, but with this girl.

After the fight, in Rayner's chest you learn that the boy was sold to some Tevinter named Danzig. You can find this character in the Underbelly. Of course, he won’t tell you anything just like that, but if there is Fenris in your group, then he will lay everything out for you. Fenris will force this slaver to tell him everything he knows. If you talk peacefully with the slaver, then you will get ten points of rivalry with Fenris. If you decide to destroy all the slave traders, citing such words as "you condemn too many people to slavery", then in return you will receive ten friendship points from Fenris and Cover, in addition to this, Aveline will also have five friendship points. In the battle with them, you will have to be extremely careful due to the fact that almost at the end a magician appears, which can bring you a lot of problems. From the map you received from Danzig, you will find out the location of the slaver camp - a cave on the Ragged Shore. You need to go right there.

This cave is not too big and there will be no traps in it. The local slave traders won't be too dangerous, although there will be mages among them. Just clear your way to their leader. Soon you will witness the fact that the slave trader is holding a knife near the boy's throat. If Varric is in your group, then he can easily persuade him that he is supposedly the son of the governor. Otherwise, you will have to fight.

After you deal with all the enemies, then you have to decide what to do next with the boy. He does not really want to go to the local Circle, so you can send him to the local Dalish who are on the Broken Mountain (in this case, Anders and Merrill will approve of your actions). You can also send him to the Circle (this will be approved by Fenris along with Aveline). To complete the task, you need to report everything that happened to Arianny. She will give you a very nice ring as a reward.

You can either tell Trask everything or just keep silent, but no matter what you say, he will still find out the whole truth about what happened. After that, the quest "Act of Mercy" is activated.

act of mercy

After you have completed the task related to the missing boy, you will soon receive a letter in which a mysterious anonymous person will ask you to meet him outside the city. It's time to go to the approach to the Ragged Shore.

On the way, dragon kids will soon attack you - kill them. Soon, Trask, who was under the impression of what happened to the boy, will turn out to be the same anonymous person. He will tell you that Mages settled in a nearby cave and kill everyone who goes to negotiate with them, but soon a huge detachment from Starkhaven will arrive here and they are not going to stand on ceremony, they will slaughter everyone and everything. If you refuse him, then Trask will go to this cave himself and you will get rivalry points with Merrill and Anders. You also have a great opportunity to stop the massacre and persuade the magicians to surrender. Go to the cave. Soon you will be attacked by the Blood Mage with his dead. After that, move on and soon you will encounter an even larger detachment of the dead. Soon, in one part of the cave, you will meet a very young apostate named Allen. He will tell you that a local head named Decimus is forcibly holding magicians and studying Blood Magic, while motivating them that they still have nothing to lose.

Arranging with him would be completely unrealistic. He will attack you immediately after a short speech. You will have to kill not only him, but also a couple of apostate mages along with the wicked. The remaining magicians will ask you for help to get out of here. If you agree to help them, then you get rivalry points from Francis and friendship points from Anders. If during the dialogue you speak negatively about Decimus Blood Magic, then you will receive friendship points from Anders and rivalry points from Merrill. If you just keep silent, then you will receive friendship points from Merrill. In addition, you can persuade Grace to return back to the Circle of Magicians completely voluntarily. In general, in the end, get out of this cave. Keep in mind that on the way to the exit you will still be ambushed more than once. So, when you get out, you can still cut the squad of templars or not. If you slaughter them, then you will get friendship points from Fenris and rivalry points from Merrill and Anders. In any case, Trask will always support you!

If you decide to help the mages escape and there is no Varric in your squad, then absolutely any dialogue without Varric will lead to a battle. If he is with you, then let him tell another tale again, which Trask will immediately support along with Alenn, and the templars will naturally believe him (this is Varric), so they will free the approaches to this cave. In this case, you will receive friendship points from Varric and Anders, and rivalry points from Fenris. After that, a conversation with Grace or the templars will complete this task.

Enemies Among Us

The mission begins with the fact that you have heard rumors about a certain girl named Masha, who is trying to find out about the templars in the Upper City. Soon you meet her in person. Mesha asks you to find her brother, who serves the templars. Her brother's name is Keran. Keran suddenly disappeared a few days ago and since then no one has heard from him. To find out anything, you will have to ask his friends who serve as novices. Talk to Hugh and Wilmond, who are located in the Casemates. It turns out that Wilmod is missing from the Casemates. Hugh will tell you that at the moment a fairly large number of novices have disappeared and they currently suspect their knight-commander named Meredith of dark rituals that are aimed at testing the new capabilities of the templars, which is why they die if they cannot withstand the initiation or the test . Suddenly, another novice, named Ruvina, will begin to contradict Hugh's words that there are supposedly no reasons for suspicion at all, since she recently personally, with her own eyes, saw the allegedly missing Wilmod. She claims that now he has returned back, as before - alive and unharmed. But at the moment he is resting "in nature." If you start digging and ask why she didn't tell you about this sooner, then she will refer to orders from Meredith herself and another Knight Commander, Cullen, who was also looking for Wilmod. Cullen went out of town in search of the missing templar. Since this happened recently, you will still have time to catch up with him.

will appear on your map new mark"Camp Wilmod", where you soon become a witness to the interrogation of a novice by the sought-after Cullen. You can choose absolutely any replica, but this will not affect what is happening in any way. Soon you will come to fight with the possessed and a couple of spirits. After this battle, you will finally be able to talk to Cullen. Cullen, in general, does not really understand what is happening here, so he will send you to a brothel called "Blossoming Rose", where Wilmod constantly visited a long time ago. In the brothel you will need to talk to a girl named Viveka (she was most often visited by our missing). After she looks at the record book, she will send you to Idunn. The found Idunn will generally deny that he has the slightest idea about a man named Wilmod. Further, with the help of his charms, he begins to charm all your party members. If you're playing a mage then you can dispel the spell, and if you're playing a different class then just ask another mage on your team to do it. Idunn will be shocked by what happened, so he will give you answers to all the questions asked. Any other lines of dialogue will result in Idunn's death and you will have to locate the Blood Mages yourself, based on the documents she has on her desk.

So, proceeding from the Words of Idunn or from the documents, it turns out that Tarone is in charge of everything. At the moment, she is in her secret hideout in the Underbelly. After the girl tells you everything, then at the same time she will ask for mercy. You can send her to the templars to redeem herself (earn rivalry points from Anders) or just kill her on the spot. Move now to the Cloaca and find Tarone's hideout. Try to be careful, because here, in addition to spirits with the undead, you will also find traps. After the entire hideout is practically cleared, you will finally find Keran and will be able to have a little chat with Tarone. There is no way to solve everything by peace, so get ready for battle. At the very end of the battle, the Desire Demon will come out and it is much more dangerous than Tarone, so watch the battlefield carefully.

After the fight, talk to the found Keran. If you have Anders or Merrill in your party, they will be able to check him for demons (If you ask Anders, you will get influence points). After that, Keran will return back to the Casemates. Move after him. The next scene can give you points towards friendship or rivalry with Anders, but it all depends on what decision you made before that. When you have to tell about the further fate of Keran, then you can agree with Cullen and report that the young man is dangerous (get friendship points from Fenris and rivalry from Aveline and Anders), or convince him that he is possessed (get your influence points) . In general, it does not matter whether you tested him for the presence of demons or not, but we advise you to tell him to be watched by the templars for a full ten years, after which he will receive the title of a full knight at the end of this period. Cullen would never agree to more. This completes your task.

Powder Hopes

While traveling around the world map, you will soon come across a dwarf named Javaris, he will be in the company of his guards, who are fighting off the attack of spiders. Rather help them. At the end of the battle, the dwarf, seeing your combat skills, will offer you a job: to get rid of the local Tal-Vashot group - these are the Qunari who rejected the Qun. They settled on the Ragged Shore. The dwarf needs this in order to impress the Qunari Arishok, thereby trying to bargain with him for a special explosive powder. Only the Qunari have the recipe for this powder. If you agree and help him get rid of said group, then you will receive friendship points from Aveline. If you say that you will do it only for money, then you will receive rivalry points from Aveline. In general, go to the Ragged Shore and take the southern path as the first fork. The camp of these Qunari will be located in the northern region of this map. As you approach this camp, you will be greeted by a very polite Qunari. He will warn you that if you go further, Tal-Vashot will immediately attack you as soon as he sees you. He himself will hide, since Tal-Vashot is not to his liking. You can try to ask him to hire you, but still nothing will come of it.

Clear your way by killing Qunari along the way. Among them will be Saarbas - in the translation Mag. As you find yourself in the cave, then be extremely careful, because here you will find several traps, in addition to packs of qunari, who want to tear you to pieces. But even though they overwhelm you with numbers, they don’t really represent anything serious. But when you encounter their leader, there will be certain problems. In addition to the fact that their leader will be the most powerful hand-to-hand warrior, he will also be in the company of a very strong magician. It is highly recommended that you first fill up the magician. Stun, paralyze and poison him - in general, use all kinds of weapons. Try not to let him use his mass spells. After you defeat all your enemies, then collect all the loot and after that, return back to Kirkwall. You need to find Jarvis. He is in the port at the headquarters of the Qunari, during the daytime. A Qunari guard will let you in. Isabella will temporarily leave your group here, if she was in your team. Walk forward a little and soon you will meet the Arishok himself in person. If you have Fenris in your group, then you will get some additional dialogues, but they do not really affect anything. At the very end of the conversation, Jarvis will suddenly leave the Qunari headquarters and then Arishok will soon offer to do the same for you. But this is so far...

Wolves in sheep's clothing

This quest appears in your journal under Rumors. An unknown member of the Church roams the Lower City and searches for the Qunari for no apparent reason. After you complete a few story missions, you can go to the Lower City at night and find this lady there. She will try to hire several people who will soon try to kill her. Deal with these bandits and burn with this servant of the Church. She will introduce herself as Petris. Impressed by your military successes, she offers you a new job. For all additional details, meet her at one of the houses in the Lower City.

When you arrive at the rendezvous point, you will find out that her job is to escort the captured Qunari magician out of town. As Petris tells you, he will be killed if he gets back to the Qunari, and the authorities of this city will do so anyway if he gets to them. Therefore, it is required to remove him urgently from this city. You will have to move through secret underground tunnels. You can go down into them from this house (if you agree to help, then you get rivalry points from Fenris and Varrik, and friendship from Merrill and Anders). Traps and spiders await you in the tunnels. The most serious battle will take place near the exit already to the surface. Soon you will be interested in one bandit group, but of course more in your Qunari mage. During negotiations with the bandits, the leader of these bandits will try to stick a knife into our hero, but our new satellite the Qunari mage will prevent this attack and soon the battle will begin.

After the battle is over, talk to Ketojan. But you won't get anything from him, so keep moving on. After you leave here, you will meet a group of Qunari. Based on the conversation, you will find out that they were pointed at you on purpose. Now your decision will not change much here. If you agree with the Qunari, then they will perform their ceremonial act of killing on Ketojan, after which they will try to do the same to you. And all because of the fact that you communicated with them for too long, so it is likely that demons have moved into you. If you refuse them, then after the battle, Ketojan will follow the path of Kun and commit suicide. Unfortunately, you will not be able to dissuade him (if you refuse the Qunari, then you will receive points for friendship with Anders and Merrill). In the end, you will still get a beautiful amulet. If in a conversation with the Qunari you say that you are a magician or that there is one of the magicians in your family, then they will immediately attack you. In any case, go back to Petris, who will be surprised that you are alive. In general, the task will be completed on this and you will receive seven gold coins as a reward from her.

Friends in the Meager Lands

This quest will appear only if, upon completion of all other story quests, you have not collected 50 gold coins for the long-awaited expedition on the quest "Journey to the Deep Roads". In addition, there is such a bug that the task will appear when you have too much money.

A dwarf named Dougal Gavor will meet you at night in the Lower City (near Liren's Shop). He will offer you to finance your expedition. But in return, you will have to return his money to him twice. If you agree to this offer, then you get rivalry points from Aveline. And if, upon returning from the expedition, you do not pay him the required money, then he will immediately attack you! And keep in mind that before continuing, it is best to complete all remaining tasks in Kirkwall. Otherwise, after you tell Bartrand that you are ready to go to the Deep Roads, everything will be lost. This expedition is a kind of analogue of the end of the first act, after which unfinished tasks cannot be completed.

Companion Quests

Aveline - As It Should

Talk to Aveline after you've completed the "Friend in the City Guard" quest and ask about the job she wanted to give you. Aveline received information that an ambush was to take place on one trade caravan. The ambush will have to take place somewhere on the Broken Coast. You need to go as soon as possible and Avelina must be without fail with you. Find out on the spot whether she is right in her suspicions or not. Try to be careful, as there may be traps in some places. Two traps will be in any case in the camp of local bandits. As you destroy the entire ambush, then move to the governor's palace so that Aveline submits her report on the past operation. The report must be handed over to the Captain named Javen. He, in turn, will not react very well, so our friend will want to find out what is really the matter.

So, read the schedule of local patrols. Soon, a guard named Brennan will start talking to you, who was supposed to patrol alone in the area where the ambush was. She will tell about a certain package that she was supposed to convey to the captain, but she could not convey it - she came new patrol and she handed everything over to the guard Donnik. Aveline figures out that Donnik is to patrol Lower City at night. Move right there now. Soon you will see that they want to kill Donnik. Soon, from the package for the captain, you will learn very interesting information. Note that you will be able to take a fine shield from the leader of these attacking thugs.

In the end, go back to the governor's palace and go to the captain's office. Here you will find out how everything will end between him and Aveline. This scene will be the final one in this task. After that, talk to Aveline in this office and get an increase in friendship with her.

Bethany/Carver - Family Matters

Talk to your mother in Uncle Hamelin's house. After that, ask your uncle about your grandfather's will. Next, you should talk to Bethany or Carver (depending on who you play). Bethany will be positive about Grandpa's will, but Carver will be too pessimistic, but in any case, when you agree, you will get the key to the basement family home. The basement is located in the city sewer, so you have to go to the Cloaca. The Underbelly is inhabited by those who do not have enough to live in the Poor Quarter or just those who have some problems with the law. In general, go to the Cloaca. The entrance to the basement will be located in the northeastern part of this area. Nearby is a local hospital. As you find yourself inside, then be extremely careful, as there will be a lot of traps. In the room, which is located to the southwest - enemies led by one magician will attack you. When the battle subsides, then take the key to the family treasury from the magician's body. In the treasury you will find a family chest with a will. Somewhere in the center of this location is a room where you can find a gift for Bethany or Carver (depending on who you play). If Bethany is with you, then in the chest you will find a portrait of your mother in her youth, and if Carver is with you, then there you will find a letter from your father's friend, a magician named Tobrius. In any case, you will receive a new task.

After you find the chest with your grandfather's will, you can immediately go to the house of Gamelin if you select the appropriate option when talking with Bethany or Carver. But you can also stay in the basement for a while to carefully examine everything and in the end, make sure that there is nothing more valuable left.

Sooner or later, you will show your mother's will and when this happens, she will decide to write a statement to the viscount that your family be restored to the right of inheritance and the return of your ancestral home to you. To complete this task, you just have to talk to Bethany or Carver.

Portrait from the past

Just give the portrait of your mother to Bethany.

family history

So, it's time to meet with a magician named Tobrius. The magician is located near the Casemates. At the meeting, he will finally tell you about your father's friend, who was mentioned in the found letter. Soon he will give you the correspondence of his father and this friend. In general, give this correspondence to your brother and this task will be completed.

Fenris - Free Cheese

The building will become available only after you talk to Varric and the "Business" task will be considered final. Upon arrival home, you will receive a letter from Miran or Athenril (depending on your choice in the past), where you will be offered a job with a certain dwarf named Anso. To clarify all the details of the work, you will have to meet with this dwarf Anso at the bazaar, which is located in the Lower City and keep in mind that the meeting is scheduled after sunset. Be alert and careful, because after sunset, the area is full of bad guys who are ready to cut someone's throat. If you betrayed Meeran in the past (in the Prologue) and took a bribe from Friedrich, then Meeran, along with his mercenary, can attack the UPU near the meeting point with Anso.

Anso is a very nervous dwarf who is generally discouraged from going out at night. In general, he will ask you for one favor: someone stole his goods, so he wants to get it back. If you start pressuring him about what kind of product, then he will whisper to you that this is lyrium for templars. If you agree to help him, then you will receive rivalry points from Aveline, who for the most obvious reasons is unhappy with this level of smuggling.

According to Anso, the thieves who stole his goods are in a house located in the Elfinage area, that is, the northeastern part of the Lower City. Go right there. The house you need to break into will be very small, but even here there is a place for traps, so be extremely careful. And by the way, an ambush is waiting for you right there. As you kill the enemies, then carefully inspect the chest, in which, in theory, the goods of the dwarf Naso should lie. After that, go outside. Outside, you will meet a fairly large group of slavers who definitely did not expect to see you here. In the end, they waste no time pouncing on you. In addition to archers and swordsmen, there is also a magician here, whom we recommend that you kill first.

After you deal with a group of bandits, then return to Anso and tell him about what happened there. On the way to Anso, you will meet another detachment of enemies, but the battle is not destined to come true, because suddenly a snow-white elf with heaps of tattoos will get into the conversation. The elf will report that his name is Fenris. He will tell you what is happening here and will soon ask you to help him deal with his own master named Danarius. To help the young elf, you will have to meet him at night near the entrance to one of the houses, which is located in the Upper City.

When you are near Danarius' house, Fenris will join your team and you will automatically go inside this house. In general, the house of a Tevinter mage will be simply filled with demons, among which there will be many shadows and several Demons of Rage. In addition to demons, there will also be traps, so be careful.

Danarius' room is located on the second floor of this house and is currently locked. To open the doors, you will need a key, which can only be obtained from the Demon of Fury. This Rage Demon will attack you like all the other enemies in the northeast part of the house. Once you get the treasured key, go back to the doors and open the room. After you open the doors, you are greeted by a squad of enemies led by the Secret Horror. It will not be difficult for you to deal with him.

After you destroy all the enemies, then Fenris will be with you about the result of your attack and leave your team for a while. The next time he talks to you is after you get out of here. In a conversation with him, you will have the opportunity to recruit him. Fenris, in turn, is perhaps the best fighter with a two-handed sword. And keep in mind that if you take him to you, then he will constantly swear with your magicians and constantly object against the decisions of the magicians. In addition, he is also a romantic hero for Hawke (regardless of gender). After talking with Fenris, the task will be completed and Fenris can join your squad if you wish.

Fenris Hired

Just talk to Fenris in your house.

Varric - Questions and Answers

The task will appear after you go through a certain part of the storyline (which part is not clear). In general, go to the tavern called "The Hangman" and talk with Varric.

Isabela - Only Fools Rush Forward

The moment you re-enter the Hanged Man Tavern (usually when you go there on Varric's Q&A quest), you'll meet Isabela (you might have known her if you've played Inception) - she's a former ship captain. If you talk to her after she sorts out her problems, she will offer you a job. If you agree, then you will have to escort her to the place where a duel with a character named Heiderm will take place. The duel must take place in the Upper City. Isabela has suspicions that her opponent will go against the rules.

If you do what she asks, then at the indicated time and in the indicated place there will be not one enemy, but a whole detachment. When you kill everyone, then carefully examine the corpse of the leader of the people who attacked you. After searching, you find a letter with Hader's location. Isabela does not hesitate and soon goes to this very place. You need to follow her and fight off the attacking enemies along the way. As you clear your way, then go to the local Church. When there is a dialogue with Hader, then you can answer as you like, since your words will not affect anything.

If the subsequent battle is too difficult for you, then use this tactic: leave Hader on Isabela, and deal with small enemies yourself. And keep in mind that when Hader takes too much damage, then she will be distracted from Isabela and pounce on the one who hurt him, so keep a close eye on your mages and archers. When you kill all of Hader's minions, then it will not be difficult for you to deal with him alone.

After the battle, Isabela will talk to you and at this stage the task will be completed. After that, she will become your new companion. Isabela - is a robber, has two daggers and besides this, she can become your romantic character regardless of Hawk's gender.

Isabela's connections

Talk with Isabela in the Hanged Man tavern and she will tell you there about her friend named Martin, who needs your help. After that, the task will be completed.

Welcome Home

Chat with Merrill in her new house. If you are very friendly with her, then you will definitely get friendship points with her.

Such Pretty Criminals

Talk to Merrill again.

Conversation with Anders

Talk to Anders in his clinic.

Act - 1: Non-story quests

Bone Pit

This quest is taken upon receiving a letter from Miiran or Athenril (depending on who you chose in the past). The letter will appear immediately after some time has elapsed in the first act of the game. In general, your former employer recommended you as an excellent guard for a character named Hubert. To find out more about Hubert's problems, you will need to meet him at the market square, which is located in the High City.

After talking with Hubert, it becomes clear that he needs to explore a place called "Bone Pit". At the moment, work in this place is no longer going on, and he needs to find out what happened to his workers (miners).

Go to these mines and along the way kill all the marauders that you meet. As you go inside, you will be met by a very large pack of small dragons along with a large female. As you defeat all the carnivores, then climb further up the stairs. Now you will meet small dragons from males - kill them all.

Moving on, you will soon meet a very frightened worker named Jansen. He will tell you that going further you will meet an even bigger dragon. You can fight a frightened worker, but we recommend that you just let him go. Go to the very edge of the Bone Pit and soon a dragon will descend to you. This is an adult dragon, but not the Supreme, that is, it will be slightly larger and slightly stronger than the rest of the cave dragons. The fight with this dragon is practically no different from the fight at the very beginning of the game with a large ogre. The battle will even be easy due to the fact that no one will support the dragon in battle. The only thing to remember is to dodge his fire attacks. In addition, his roar deafens nearby your characters. And if someone from your party is at a distance, then he can simply pull them towards him, but you can get away from all this by a warrior, if you constantly run around the dragon and constantly beat him, then he will not pay attention to the others and focus on only one enemy. So, as you kill this dragon, then remove from it an item called "Dragon Fang" (you will need this item to complete the "Herbalist's Tasks" quest).

After cleaning the mine, go back to Hubert, to whom Jansen already told everything about the dragons (although he did not believe him). In general, get your well-deserved reward - 3 gold. In addition, he will also offer you a partnership in the ownership of the mine. It is up to you to accept or not to accept, but in the end the task will be completed.

Back to Work

You will receive the task from the same Hubert after you complete the Bone Pit quest. You will have to persuade the frightened miners to return back to the mines. The workers will be located in the Lower City quarter, near the tavern called Hangman. You can talk to them however you like. If you choose to double their salary and the very ironic option when reporting to Hubert, then you will get friendship points from old Varric.

It was yours - it became ours

You can receive the task in the Hanged Man tavern from a friend of Isabela named Martin, but taking into account the fact that you spoke with Isabela on the assignment "Isabela's Connections". So Martin lost his cargo when he was attacked by pirates and he has a hunch that his lost cargo is somewhere in Kirkwall. If you start questioning him in more detail, then he will soon admit that he himself was engaged in robbery as a couple, but now he has repented and stopped, so he does not do it anymore. He now wants to start the life of a law-abiding man. If you agree to help him, then get friendship points from Isabela and Aveline.

During the day, head to the Port of Kirkwall. After talking with the loaders, they advise you to go to the head of the port. The harbormaster will send you to an assistant named Aden. Aden will require you to give him money and if you give him this bribe, then you will receive rivalry points with Aveline. You don't have to pay him if you don't want to. If you have not paid, then return back to the Port at night. At night, you can read the document on the Harbor Master's desk. From the document you read, you can find out the location of Martin's lost cargo.

Well, the cargo is in the eastern warehouse in Porto. Go right there. There are a couple of traps waiting for you inside, so be careful. In addition to traps, two more ambushes will be arranged for you: the first ambush will be located near the chest with the cargo, the second ambush will be waiting for you near the doors (as you go to the exit). Each attacking group of enemies will have an assassin with them, so be extremely careful.

In the end, you can go back to Martin with the report and the sample you found in the chest. After a short conversation with Martin, you will have a choice: refuse to reveal to Martin the location of the lost cargo (and in this case, get friendship points with Aveline, and rivalry with Isabela) and at the same time he will dump the Hanged Man from the tavern, or the second option is to tell him ( and Aveline will not react to this action) and a little later Martin will become one of the new merchants.In addition, you will receive friendship points with Varric and Isabela.

First Victim

Once you're in the market square in the Upper City, read the ad for a character named Ghislaine De Carrak, who is looking for his lost wife. The injured man will be standing in the same square, just a little higher up the stairs. You can catch him arguing with the guards, who felt that the disappearance of his wife was a family matter and the guards did not need to intervene here. Ghislaine will tell you that his beloved wife loves men's companies very much, so she most likely ran away with one of her lovers. But the thing is that the relatives of the missing woman began to suspect the husband himself, so he wants you to find his wife and drop all charges against him. If you agree to help him, then you get rivalry points from Isabela.

So, from the leads you are given only a tip on an elf named Jitann, who works at night in a brothel called "Blooming Rose" (located in the Upper City). Ninette (Ghislaine's wife) visited him often enough. If you ask him, then he will answer you that he has not seen her for several weeks and that a templar named Emeric asked about her just recently. In addition, Jitann will say that you can find the templar in the Underbelly, so head there.

Upon arrival at the indicated place, a group of robbers attacks you and Emeric. You need to protect the templar and he will automatically speak to you after the battle. Emeric will tell you that he is investigating the case due to the fact that not only Ghislaine's wife was missing, but also several other girls. But not only the girls disappeared, but also the mage from the Circle named Maren. In general, after talking with Emeric, you will receive all the notes that the templar made during the investigation.

Based on the investigation of Emeric, the traces of the magician Maren lead to an old foundry, which is located in the Lower City. You should go there at night. When you get there, you will see that some kind of magician is hiding in the door gap, on the second floor. Literally immediately you are attacked by ghosts and the Demon of Desire. As you defeat them, you will rise to the top and in a pile of human remains you will find Ninette's ring.

You can inform Emeric (he is in the Casemates) and Ninette's wife about the result of the investigation. If you say that the ring was taken from the wife's severed hand, then the ring will be your reward for this quest. If you remain silent and silently pass the ring, then you will receive coins. In addition, you can tell Jitann about everything, but you will not receive anything in return.

letter of instruction

On the body of a murdered sorceress girl named Olivia (whom you had to kill while following the "Prodigal Son" quest), you find a letter that was addressed to the old Trask (templar). You need to give the found letter to Trask, who is located near the Casemates. You can demand a bribe from him or simply promise not to tell about the secret. Isabela will absolutely not care about your choice, and the only one who will not mind a bribe is Fenris. For the rest, you will receive points for rivalry, but in any case, the task will be completed.

Unsolicited salvation

On the square of merchants, near a merchant named Jean Luc - read the announcement of a reward for the missing son of the Viceroy himself. In general, as you take this task, then go to the Governor's palace and talk to his seneschal named Bran. At the place of arrival, it turns out that a girl named Ginnis ahead of you. Ginis is the head of the Nevarra mercenaries, the gang is called "Winter". In short, you have competitors. After the lady falls down, then Bran will tell you that Seimus Marlowe is gone, but quite recently the Qunari were hanging around him. If Aveline is in your group, then you can ask why this case was not transferred to the city guard and in return you will receive friendship points with her. If you refuse this task, then you get rivalry points with Aveline.

So, if you agreed to this task, then Bran will send you to the Equal Shore. Go right there. When you get there, it turns out that Guinness is ahead of you again - you find her along with a very upset Seimus. The conversation with Guinness will end with the fact that you have to kill her. As you kill her, then you will be attacked by enemies, which consist of two waves. The first wave is the same mercenaries led by the Commander, who is very strong in close combat, so beware of him. The second wave will be almost the same as the first, but now instead of the Mercenary Commander there will be an Assassin (so a very strong fighter). After quite a long fight, take the boy to his father. If Aveline is in your company, then you are provided with rivalry points with her if you support your son or father in a conversation. But if you do not support anyone, while declaring equality, then you will receive friendship points.

Magistrate's Order

You can receive the task from the Magistrate named Vanarda (the Magistrate is located in the High City, near the Church). So, having heard about your past deeds, he gives you the task of returning the fugitive criminal back to him, but he has a mandatory condition - the criminal must be alive, not dead. If you ask what he did, the Magistrate will answer you with very confusing statements and at the end will say that escaping from prison is already a serious crime.

A new location will open on your map - go there. When you are talking to the soldiers of the magistrate, you will be suddenly interrupted by an elf named Elren. You will recognize him, for which they imprisoned a fugitive criminal. Elren wants you to kill this scoundrel, while arguing that the court supposedly will let him go anyway, since the criminal did not touch people, only elves. It's your choice to promise or not. Your decision will not bind you to anything. In general, as you decide, then go inside. Undead, spiders and bandits will live in these ruins. From one of the spiders you can get an ingredient called Silk Gland, which is needed by Solivitus on the "Herbalist's Quest" quest.

As you clear part of this area, you will soon find a girl named Leah, who is Elren's daughter and despite all her fears, she is wonderful, although she is very scared. She will tell you a little about the kidnapper and ask you to be more lenient towards him. The promise of this girl will not oblige you to anything.

Going a little further, traps will follow, and a little further - the undead. Kill everyone and move deeper. In the central room there will be a very difficult ambush to overcome, which consists of undead and spiders, while the Secret Horror will command the entire pack. As you deal with everyone, then go further and soon you will find Kelder - the same fugitive criminal. Kelder will tell you very interesting information about the Magistrate and ask you to fill him up. If you decide not to do this, you will get an increase in rivalry with almost all of your associates. If you decide to leave the fugitive criminal alive, then he will run even further down the corridor and in order to catch up with him, you have to overcome a huge and strong group of undead, which will be led by a revenant.

If you kill Kelder, then the elf of Elren will give you one gold, and the Magistrate will give you unknown reasons will be extremely unhappy with this and will soon leave, saying something under his breath about the negative consequences for the player, even though there will be nothing in the future. If you spared the criminal, then the Magistrate will give you the same amount. In addition, you can blackmail, allegedly revealing the secrets of the Magistrate, if he does not give you more gold, but this action will earn you rivalry points with Aveline.

Herbalist Quests

This quest is given by a herbalist named Solivitus. There is a herbalist in the Casemates. The quest can also be accepted if you find one of the important ingredients for the herbalist (you can get two ingredients long before the conversation with Solivitus). So, the herbalist will need: Dragon Fang - you can remove it from the Adult Dragon on the instructions "Bone Pit"; Spider Silk Tongue - You can remove it from a poisonous spider that you kill in the quest "Magistrate's Order" and Ironbark.

The last ingredient can only be found if you have spoken to Solivius. Go to the Dalish elf camp and talk to the master named Aylen. After the conversation, a new location will appear on your map. In this location, you will stumble upon a small group of darkspawn. A huge Ogre will lead the enemies, so be careful. The ogre will come to you in the last raid on you, so you will still have time to deal with the rest of the opponents. The Ogre is not too difficult to defeat, just try to fire at him with your mages and archers. Long-range party members must be placed on some hill. As you clear the area of ​​enemies, then take the Iron Bark as soon as possible and take it to the herbalist. Ha completed the task, he will give you three gold coins.

Unfinished Business

So, the task depends on who you chose in the Prologue of the game. You will receive a letter with the task from Athenril or Miiran, depending on who you hired at the beginning of the game.

If you chose Athenril, then go to the quarter called the Red Light District of the Upper City and, as soon as you get there, talk to the elf. When you meet her, she will tell you that an ambush is being prepared for her messenger named Price, which is planned by competitors. If you agree to this case, while you have Carver or Aveline in the group, then you will get a plus for rivalry points with them.

In Porto, at night, you will first come across a squad of enemies that are chasing Price. The fight with them will be quite serious, as there are three waves of enemies, in which there will be many warriors and an archer, while the most serious enemy will be the killer who will attack during the second wave. But as you deal with these enemies, then talk with the guy and you can offer him to pick up all the values ​​​​of Atenril (what he carries) and build a new life for himself with his sisters. In general, if you hand over everything to Atenril, then you will receive a reward, but if you then let Price go and tell the truth to Atenril, then you will receive rivalry points with Varrik and Carver. But if you cheat by saying that supposedly things were stolen, then you will receive friendship points from Varric, Aveline and Carver. But in any case, if you let the guy go, you don’t get rewards, but in the last situation, she will at least promise you to adjust the work in the future. If you return all goods to Athenril, then you will receive rivalry points from Aveline.

If you chose Meeran in the Prologue, then you will need to meet him in the Lower City. Meeran receives an order to kill a lord named Harriman, but things don't go according to plan and he fears that his people might die.

Go to the Port when the sun goes down and soon you will come across Gustav (Meeran's subordinate). The guards will attack him. As you deal with him, a conversation with Lord Harriman will automatically begin. Now you have to choose - to kill him or just let him go in peace.

If you ask why they want to kill the lord, then you will hear the desired answer, but you still have to kill him, while you will receive rivalry points with Varrik, Carver Aveline, but if you just kill him without any question, then you will receive rivalry points only with Aveline.

After that, you can go to Miiran along with your report. If you decide to spare Lord Harriman, then you will have a choice - lie or tell the truth. If you tell the truth, then you will no longer have any common business with Miiran, and if you lie, then you will be given a reward for the saved Gustav, while he will not reveal your secret. If you killed Lord Harriman, then you will receive a large enough reward, which is much larger than saving Gustav, in addition to this, you will be provided with a job in the future.

miracle workers

In the area of ​​the Lower City, near the entrance, you will soon stumble upon a very suspicious group of characters who are trying to give people the "healing ashes of Andraste". When they finish breeding people, a sergeant named Melrinda will appear. Talk to the sergeant and soon you will receive the task of stopping the front organization of "miracle workers", who actually stand in the ranks of the Charter.

Liars will sit in the Residential part of the Lower City. As soon as you approach them, they will immediately attack you. Kill them all and return back to Sergeant Melrinda to receive your reward and complete the quest.

Secret Meetings

When you visit the Hanged Man Tavern again, you will soon notice a very strange lady. The lady will have a task for you: she will go to the Port at night, where the pirate captains live and deal with everyone there. If you also carefully listen to what they will discuss there, you will also receive additional rewards.

In general, go to the marked place. It is not necessary to work stealthily to eavesdrop on a pirate conversation - if you move forward very carefully and stop in time, you can listen to the entire conversation to the very end. Well, when you are already noticed - kill everyone and return for your reward.

Change Your Nature

The task will appear only if the Gray Guardian you imported once took the side of the werewolves and did not remove the curse from him. If you did just that, then soon Clara - a representative of the werewolf clan (who you will find in the camp of the Dalish elves), will ask you to bring her some ingredients for the potion. There will be only four ingredients and all of them will be located on the Broken Mountain: the first is in a chest, in the camp of the Dalish elves (opposite Clara); the second - in the southern part from the entrance to the cave, behind a stone wall; the third - in the heated ruins, which is located in the western part of the Broken Mountain; the fourth is from the elven graveyard in the eastern part, on the opposite side of the Shattered Mountain, where you once performed the ritual for the Long Way Home quest. After you find all four ingredients, then return to Clara and she will give you a reward.

Dark Epitaph

The task will be available to you if you imported the hero from the first part and at the same time spared Avernus in the past at . If you did everything that way, then you will soon find a messenger on the corpse, which will be on the Ragged Shore - Avernus's experimental potion. If you drink given potion, then get an additional two points to the characteristics. In addition, there will be a letter from Avernus. The letter will be addressed to the Warden Commander of Ferelden from the Warden Commander in Weishaupt Fortress. The potion can be drunk immediately and it will not cause any side effects. You will have to put the found letters in a barrel, which is in the foundry. A little later, you will receive a reward from Gray Wardens for sent messages.

conspirators

The task will be available if you imported a character who decided to burn Amaranthine during the Awakening walkthrough. The task will be given to you by a sister named Joanna, she will be in the Lower City. In general, you will have to find and kill four nobles who fled Ferelden after they tried to kill the Warden Commander. Location of the nobles: the first will be located in a brothel called "Blossoming Rose"; the second will be located in the High City; the third is located in the Port, but can only be found at night, and the fourth can be found on the Broken Mountain.

After you deal with all four traitors (along with their bodyguards), then return to the sergeant for your well-deserved reward. In addition, the sergeant can issue an award separately, that is, for each person killed separately.

The Last of the Kind

The task will be available if you imported the Gray Warden, who chose Orzammar Belen as king. In this case, in Porto you will stumble upon Renvil Harromont, who is attacked by a gang of bandits. You will need to help him fight off enemies. Harromont will ask you to help him get rid of the tail that was sent by the Charter. You can do as he asks you, but you can also talk to the leader of the bandits. The conversation with him is immediately at the first meeting with a group of enemies. In general, you can hand over Harromont to them, but after that you will have to fight along with him and his bodyguards. If you killed Harromont, then you will receive three gold coins from the Charter. If you helped Harromont, then you will first receive one gold, and then, at the very beginning of the second act, you will receive a letter where there will be an additional reward from Harromont: five gold coins and very good gloves for a warrior.

Street Cleanup

The quest chain is that you have to clear several streets of Kirkwall at night. So, you need to clear: Port, Lower City and Upper City from robbers. After you complete any of the above written tasks, then a lady will come to you and will be marked as "Friend". She will praise you for the work done and promise you a reward in the future. To get what the lady promised, you need to go to the tavern called Hangman (at night), and look for the lady in one of the rooms. As you deal with the remaining gangs, then talk to her again and get the rest of the reward.

sharp thorns

Explore the Lower City at night. Here you will be attacked from time to time by bandits from a certain gang called "Sharp". After you kill enough of the enemies, you will get a tip on the location of their base. Their headquarters is located in the same location in one of the houses, which can only be entered at night. As you go inside the house, you will meet a couple more bandits, but already under the leadership of the leader.

To get a tip on their hideout, you may have to exit and re-enter the location of the night Kirkwall. A couple have to clear the streets up to three times, perhaps this is a bug, and perhaps it is planned by the developers. In general, keep this in mind. As you deal with the enemies in their shelter, then return to a certain "Friend" and get your reward.

Riots at the Pier

The task is similar to the previous task, only this time you will have to defeat a pirate group called "Red Water". Pirates operate in the same way as the previous bandits - only at night. When you find their lair and are already fighting them inside, then try to bring out their leader - the mage Lich as soon as possible and you can greatly ease the difficulty of the battle.

Night Deception

So, the task is similar to the previous two. This time, you will need to deal with the false guards who have settled in the High City. You can usually find it only at night. This task is more difficult than the others in that the final battle will be not only with their leader named Perth, but also with a pack of minions. In addition to the fact that there will be more of them initially, waves with enemies will soon follow (of which there will be even more). And keep in mind that in this room there will be very little room for your maneuvers.

Lost and found

Most of these tasks is that you need to return the lost things. You can find these things in the course of exploring locations / terrain, or simply in other tasks. For items found, you will usually be given gold along with experience.

Home Accounting

You can get the task only if you imported the Gray Warden from the last part, who sided with Harromont. You can find these documents from the corpse, which will lie on the Ragged Shore, in a location called "Crossing the Dead". You can get there on the assignment "Powder Hopes". As you find the item, then return it to the gnome who lives in the High City.

Scar in a Bottle, Issue Year 5:34, Sacred Era - you can find this bottle in the west room of the Viceroy's castle. When you find it, you only need to give the bottle to the elf, who is located in the Lower City (southwestern part of the location).

Occupied Kirkwall Map - You can find another bottle, just like last time, in the western room of the governor's castle. You will also need to give it to the elf, who is located in the southwestern part of the Lower City.

Seal of House Talvayn - you can find the signet in the cave, which is located on the Broken Mountain. Through this cave you go on the assignment "Long Way Home". When you find this signet, then return it to the representative of the house Talvane, who is located in the Upper City location.

Toe of the Perfect One - you can find this relic in the box, which is located in the room of Jithanna on the "First Sacrifice" quest. You will have to go to a brothel called "Rose Bloom". As you find this relic, then return it to the dwarf, who is located in the Lower City.

Locks of the Golden Fool - you will find a book in the northern part of the Church, on one of the standing tables. As you find this book, then return it to the elf, who is in the Dark City.

Dalesdottir shawl - you will have to look for a shawl in the daytime, in a tavern called "The Hangman". Once you find the item, return it to Mais Daylsdottir, who will be located in a brothel called "Rose Bloom".

Grimaur of the Apprentice - you can find this grimoire in the secret hideout of the Blood Mages, on the assignment "Enemies Among Us" (near Keran). In general, as you find the grimaure, then return it to a character named Bonwald, who will be located in the Lower City location.

The remains of Sister Plint - you can take the remains of your sister in the location of the Cloaca, near Danzig, which you will meet on the assignment "Prodigal Son". As you find the remains, then return them to Brother Plint, who will be in the Church.

The tip of the Sword of Eustis - you can find this item in a bag, in a mine called "Bone Pit", which you will enter on the "Bone Pit" quest. As you find the little thing, then return it to the guard named Eustis (she is in the governor's palace).

Remains of the Rogue Silsam - you can find these remains on the floor in the location of the Underpass (a room in the north). You can get to this location at any time from the Port location. Once you find these remains, then return them to an elf named Ebu Silsam (who is in the camp of the Dalish elves).

The remains of the Rogue "Bearded Beast" - the remains are on the surface of the Bone Pit Mine. The location will appear on your map if you agreed to help on the "Bone Pit" task. The remains are in the northwest side of the location.

Red Bud - This flower is located in the Ragged Coast. Once you find it, return it to Dalien Shau, who lives in the Underbelly area.

Act - 1: Final

After you inform Bartrand that you are now ready to go on his expedition, then all your characters will automatically join you. Next, the dwarf will make an interesting speech that concerns your campaign. But before he finishes his speech, your mother interrupts everything. The mother asks you to leave your brother or sister (depending on who you play), because she is very afraid of losing all her children. If you agree to this, then you will get rivalry points from Carver, but if you take him, then you will get friendship points. If Bethany is with you, then you can leave her at home without any negative consequences, but on the condition that you have one hundred percent friendship with her. In general, if you are going to leave your sister or brother, then try not to answer too rudely, as the consequences are extremely negative.

When you are engaged in the selection of characters in the group, please note that during the expedition you will not be able to choose a new composition. In this part of the game, Varrick will be in your group in any scenario. After you figured out everything and go on a hike, you stumble upon your first serious obstacle - a collapse. The miners will argue that they will not be able to clear the path, but going to the side is also not an option, since there are a lot of darkspawn there.

So, by offering yourself as a volunteer for reconnaissance in the tunnels, you will receive additional task from our familiar gnome named Bodan. It turns out that his adopted son, named Sandal, is lost somewhere in these tunnels and the worried dwarf begs you to find him. If you agree, you get friendship points from Aveline and Varric.

Either way, go explore. Darkspawn will soon be on your way - as it should be in the Deep Roads. In the end, you will come to a clearing, where there will be several "fat" chests that no one will even guard. At this point, anyone will have any doubts. In general, the enemies will not make you wait for their arrival. As you climb the stairs to the door, you will suddenly be attacked by a group of spiders led by just a huge spider. Keep in mind that its large size is its own weakness. Due to the very large dimensions, he will not be able to climb the stairs, so if you can stand on the steps higher, then you can just shoot him without any problems. As a result, the enemies will be defeated without any problems. After the battle, go a little further and destroy all the creatures of darkness that come across along the way. Eventually, you will arrive at a healthy Sandal. After you talk to him, he will return back to the camp, and you can continue your exploration of the tunnels.

Almost a few steps further, a new ambush awaits you. The new ambush differs from the old one in that there will now be an emmisar in the group of attackers, so we recommend that you be extremely careful. As you deal with the enemies, then continue to move on. Soon you will come across a ladder - go up it and find yourself in a room where there will be only one ogre. His loneliness is compensated by the fact that there are just a bunch of traps around him, they are scattered throughout the area of ​​\u200b\u200bthis room, so it's best to lure the ogre to some safer place or to a safe area. In general, it all depends on your game tactics and the composition of your group. After you kill the ogre, then move on and you will finally see a way out of this place. The exit will be guarded by an ordinary dragon (not the Highest). The dragon will start the battle with you all alone, but after a few minutes he will start calling his cubs to help him, so keep this in mind.

As you deal with the next monster, then move to the exit. As you exit, you will automatically find yourself near Bartrand. Report to him about the ongoing reconnaissance. After the report, you will find yourself in a place called Primary Thayg - which was your main goal on this expedition.

As you talk to Baratrand, you can sell or buy something in Bodan's shop (unless of course you have an urgent need for this). As you dress up, then go ahead and carefully examine this teig. At some point, Shadows attack you along with a golem (and keep in mind that golems are more powerful enemies, not like in Inception, they are more like golems from).

As you deal with a new batch of enemies, then go to the Ancient Crypt. Here you will soon stumble upon a strange idol, which is made of the purest lyrium. A video will appear at this place, with the consequences of the find - watch and after, continue to move on. Inside the Crypt, you will be attacked by Shadows along with another golem. In addition, there will also be new enemies that no one has seen before. The new enemies are called "Pagans" - they look like a mixture of stone and spirit.

You will be attacked by more than one group of Pagans, so get ready. In the end, an unknown creature will start talking to you, who will offer you help in finding a way out of this place. The essence of this creature can be explained to you by Anders, but taking into account the fact that you took it. And in general, here and so it should be clear what it is. If you agree to the creature's offer, then you gain rivalry points from Fenris, Anderson, and Aveline. If you refuse, then you will have to fight him. The enemy will call on the help of the Gentiles (and in no small number). In addition, it has several forms. And as you overcome the first (which is very weak), the second (more powerful) will appear. As you defeat your enemies or accept the terms of the agreement, then move on.

So, now get ready for the toughest battle in the whole of Act 1 right now (some even claim it's the toughest battle in the entire game). Let's start with the fact that you are attacked without any negotiations and dialogues. The Stone Spirit will have several unique and very powerful hits in stock, so ranged characters have a number of advantages due to the distance. It is important to keep your characters as far away as possible, as with his powerful blow, he can send your mage to the other world without any problems (even at full health). In general, if you correctly and correctly guide the actions of your heroes, you will be able to dodge almost all the attacks of this Boss. It is not possible to dodge only one attack - attacks with electricity (at a distance), which hits everyone, but pleases that it does little damage.

When you remove some of his health from him, he moves abruptly to the middle of this cave and begins to burn with red sparks. Now you will have to react extremely quickly and hide your party members behind the standing columns, since he will now hit the entire cave with a very strong attack, and it will be possible to escape from it only behind these adjacent columns. After his attack, he remains motionless for a while, but even at this moment you will not be able to hit him, do not even try, as he will summon Pagans who will interfere with you. As soon as he wakes up again, then repeat the above tactics a couple more times (if necessary). When you defeat him, you will notice that behind him is a very decent treasury. The key that will take you out of this Crypt will lie in one of these chests.

If you previously accepted the demon's offer and agreed to have him accompany you, then now he will only require you to take the key and leave the Crypt, but here you can give Varik the opportunity to talk with him.

So, the exit from this dungeon will end Act - 1, but keep in mind that events diverge in the future from the one who went with you to the Deep Roads. It takes into account whether Bethany or Kavera were with you.

In the event that you took Carver or Bethany in the past, then after you leave this crypt and talk with Varric, your relative will ask you to go a little slower. After you look closely at him, you see that he is infected with filth.

If Anders is in your group, then he offers you an alternative option - to become a Gray Warden. He will tell you about where he got the maps of these Deep Roads in the Free Marches, and about the fact that at the moment there is a group that consists of Gray Wardens nearby, so if you hurry now, you can save Carver or Bethany .

Moving forward, Anders soon reports that there is a danger ahead that comes from the creatures of darkness - he feels them like the Gray Wardens. Do not be afraid to see the crowd ahead, they will be weak, there will not be any particularly dangerous threat from them. As you lay down the whole crowd of creatures of darkness, then at the last stage a group consisting of Gray Guardians joins you.

Watch a very interesting conversation between Anderson and the Gray Wardens, and then persuade them to take and perform a ritual for your sister or brother. The Guardians will kindly agree and take either Bethany or Cover with them. Anderson will comfort you, after which you continue on your way again.

In the second act, you will receive a letter describing your brother or sister's new life as part of the Gray Wardens. A little later, you will be able to meet with a relative, but as permanent associates you will not be together.

If you did not take Carver or Bethan with you then, then a very unpleasant surprise awaits you when you return home. If Kaver is with you, then he will join the ranks of the templars. Well, if you had Bethany, then Knight-Captain Cullen would somehow sniff out that she was a mage and take her to the Kirkwall Circle of Mages. Of course, you will be able to meet with them in the future, but in the future you will no longer be associates.

Act - 2: Storyline

So, after the events that took place in the first act, the treasures found from the Deep Roads brought you a very good fortune, and in turn, it will bring you great respect in a higher society. What can I say if even the governor noticed you. In general, the events of the second act begin exactly from the moment when the governor calls you to him.

Kuhn requirements

You will receive this task immediately after you talk to the governor, but the full completion of this task will not be until the end of the second act, so there is nothing to worry about yet.

Explosive Service

The Viceroy is very worried, not only because of the even more growing confrontation between the Circle of Magi and the Templars, but also because the Qunari have not left the city. He will tell you that you should go to the Arishok, but why is still unknown. All that is known is that he demands that you come to him. Even called you by your first name.

Travel to the Port during the daytime and speak with the Arishok there. He will tell you that someone stole his recipe, according to which you can create a special explosive - gaatoga. What is more shocking, it turns out that the recipe is not explosive at all, but poisonous gas, which was specially planted for the kidnappers. If this gas is inhaled for a very long time, then everything will end up with the fact that the inhaler simply goes crazy and, in the end, death comes. Naturally, all suspicions fell on a familiar dwarf named Javaris (if you remember, he used to hunt for this recipe).

Here Varrik will tell you that at the moment in the Underbelly the Society is starting to sell Javaris' things, so apparently he has already fled the city. Go to the Underbelly (note that the tip of the dwarf Varrik is not required, in any case you will find the necessary characters there). Near the entrance to the dungeon, talk to the Society, or rather, to the representative who is just selling things. You can choose absolutely any dialogue, but the answer will be the same - Jovaris left the city in a hurry, while leaving a bunch of debts. There is only one way to leave the city bypassing the guards - using an underground tunnel with the interesting name "Smuggler's Pit".

So, turn the corner and head towards the Smuggler's Pit. Go to this dungeon and move to the opposite exit. Keep in mind that there will be a lot of different bad people in this dungeon. Here you will meet many enemies, including the Assassins, who are very fond of attacking in the back. Keep a close eye on your characters, who have very little health. In the tunnels on the side, in addition to the bandits, you will meet more spiders (poisonous). Before entering the "Smuggler's Pit" try not to miss the chest, where you can find a gift for your Isabela - a ship in a bottle.

As you exit this dungeon, you immediately meet the guards of the dwarf. Here you also need to watch the back of your comrades-in-arms, as enemies can strike from the rear. After you kill all the guards, then burn with the fleeing dwarf. Javaris will tell you about his difficult life, after which he will inform you that the culprit of all that is happening is not him at all, but another character who is currently on one of the streets of Kirkwall.

You can either let go or kill the gnome - the choice is yours. Note that Aveline and Varric will not approve of killing a dwarf (you will get sp = rivalry points with them). Go to the dungeon, where the map of Kirkwall will open for you with a new location - a fallen bottle. Go to this street, where the elf will be located. As you arrive there, you will immediately meet with a group of city guards, who will be commanded by Sir Macon. From him you learn that something happened in the alley - apparently someone tried to use the Kunar recipe. As a result, the guards try to block off some streets. You will need to convince Macon that you can deal with everything. If Aveline is in your group, then she will speak with the guards, after which the conversation will take place between you and her. If you answer with a joke, you will get a few points towards the rivalry with Aveline, if you choose any others, then you will get friendship points.

As you go down into the alley, your group will suddenly begin to lose health due to the poisonous fog that is located throughout the area. You need to quickly find the levers that are located on the ground and use these levers to block the gas barrels. But everything will not be so simple: after each blocked barrel, you will need to fight off the attacking enemies. The first attack will be weak, the rest will be stronger. We recommend that you run up to one of the side dead ends and stay there, since the position is very convenient in the sense that enemies will run up to you in turn and you can deal with him one by one. In general, everything, as always, depends on what tactics you use and what tactics you have.

The sequence of overlapping barrels is not a fundamental option. After each massacre, a lever will appear under the corpse of the enemy (the first option is an exception). Each time you cover a barrel, the damage you take from the poisonous gas will decrease. And keep in mind that you will not be able to block the barrel until you defeat all the enemies, even if you have a lever.

As soon as you close the last barrel, then the poisonous gas will no longer be dangerous for you. Soon a sick elf will appear. And the conversation with her will end in a battle. Solving problems peacefully simply does not exist, so kill her with a clear conscience.

After defeating her, then return back to the Qunari Camp and tell the Arishok about what happened. Tell him the real story of what's going on. Next, you must listen to his speech and go along with your report to the Viceroy. On this task will be completed and you will automatically receive the next one.

Profit and Loss

You will receive the task only if you accepted money (as help) from Dougal in the first act, when you equipped the expedition to the Deep Roads. Dougal will suddenly appear in your house and will demand to give him an additional payment (despite the fact that you returned his debt to him with interest). If you refuse him, then she will attack you when you move from one part of the city to another.

Find and Lose Again

You will receive the task automatically from Viceroy Dumar after you have completed the task "Explosive Service". So, the governor is very much concerned that a group of Qunari ambassadors who once came to his fortress are gone. Go and talk to Senschal Bran about it and go to a tavern called Hangman at night. In the tavern, you will need to ask a very drunk guard named Orvald about what happened. We recommend that Aveline talk to the drunken guard, as she will quickly get the information you need and at the same time you will receive friendship points with her. If Aveline is not in the group, then everything will end up fighting along with Orwald. In addition, several more visitors to the tavern will side with the guard, despite the fact that, even if you try to choose the most peaceful solutions. In general, in the end, the guard admits to you that one of the templars issued a decree about the Qunari, while he even showed the seal of the High Priestess Eltina.

Head to the church during the daytime to speak with High Priestess Eltina. In one of the central halls, you will soon be met by the already familiar girl Petris. It turns out that Petris has already been promoted right up to "Mother". On the spot, she will very easily hand over her former accomplice - he will be a very fanatical templar named Vernell. Vernell has held citizen meetings that are extremely negative against the people of the Qunari. So Varnell is somewhere in the Cloaca area.

Rather, go to the place indicated to you. Upon arrival. a conversation will start and so that you do not say nothing good will come of it. If you follow aggressive lines, then you will earn a few friendship points from Aveline. In the end, everything will end with another skirmish. There will be a lot of enemies, but Varnell will be the strongest of them all, while the rest of the fanatical personalities will not be too strong, but will take their toll due to the fact that their number is huge.

After the end of the battle, as soon as you kill all the rebels, the Viceroy himself will arrive at the place of the skirmish and after talking with him the task will be completed. Upon completion of this task, you will receive friendship points from Aveline, but on the condition that you advised not to talk about what happened.

Note: Although the journal will not say anything, you can easily talk to the Arishok about what happened here (after you finish the task), in return you will listen to the Arishok's personal opinion about you and about the Viceroy.

Prime suspect

You will receive this task at the very beginning of the second act of the game. Aveline will unexpectedly come to your house, while she will be very unhappy with the importunity of a templar named Emeric, who has been investigating the case of the mysterious disappearance of girls for several years (this is a continuation of the story that concerns Ninette's ring). At the request of the captain of the guards, go to the casemates and talk with Emeric - he will tell you that he allegedly attacked the trail of a mysterious killer who sends white lines to his future victims. The Knight Commander forbade Emerieu from this investigation and therefore, Emeric hopes that you will complete his case.

The prime suspect at the moment is an Orlesian named Gascar Dupuy, who has recently arrived in the city. It turns out that he made inquiries about the girls. You will need to get into his house, which is located in the Upper City and find evidence confirming his involvement in the girls - or vice versa, innocence. In general, go to Dupuy's house.

As soon as you enter his house, you will be attacked by ghosts, which will be led by the Demon of Wrath. As you defeat him, then go up the stairs and go into the hall in the center, where you will be attacked by a couple more ghosts. Further in front of you there will be two doors: in the room on the right side you will find a jar of blood, which will indicate that the owner of the jar knows Blood Magic; behind the left door there will be a ladder. Climb up this ladder and soon you will find a note where Meredith (Head of the Templars) will apologize. In addition, there are two more doors nearby. In the room on the right side you will find a chest with women's things, and in the left room there will finally be Dupuy himself in the company of some girl who will scream about the attack and kidnapping. Dupuis will begin to excuse himself by allegedly detaining this girl and using Blood Magic in order to find the real maniac who killed his sister. There are two options for you to choose from:

If you do not believe him and attack him, then immediately demons will come to his aid along with ghosts, and even after you kill everyone, he will still be able to dump you. You will have to chase him through the rooms for a long time, but in the end you will kill him.

If you believe him and let him go, then he will ask you to keep him informed of all events and, if necessary, find him in the Cloaca (where he is going to hide). Then you will have to return back to the Casemates during the day and tell Emeric about everything, but unexpectedly, along with the usual templar, you will be met by a templar named Moira, who will tell you that Emeric recently went to a meeting that was scheduled in one of the alleys of the Cloaca. Going after him, it turns out that he was killed and lies on the ground. There will be ghosts around him and how to deal with them, the Demon of Desire will appear. After the massacre, Moira will appear and ask what happened (is Dupuy guilty?). Answer her as you see fit and this task will be completed.

All that's left

You will automatically receive the task after completing the previous task "Prime Suspect". Upon arrival at your home, you learn that Leandra Hawke left your house under strange circumstances and never returned. You can find out where it is in two ways:

Method one. Go to a meeting with Gamelin, who will be in the Lower City location. There you will meet a boy who will need to be asked about where Leandra has gone. The boy will tell you about the fact that some gentleman asked Leandra Hawk for help. Next, you will have to follow the bloody footprints that will be in the foundry on the ground.

Method two. If you once spared Gascar Dupuis and did not tell Moira about everything, you can find him (as he said) in the Cloaca in the south of the location. By using Blood Magic, you will automatically be transported along the tracks.

As you find yourself in the foundry, then move along the bloody spots and soon find yourself at the hatch. Get down. After descending, you will immediately be attacked by a couple of ghosts and the Demon of Wrath. Once you kill him, move on. In the exit to the next room, you can find the lost amulet of your Leandra Hawke. Go down again and fight the Demon of Wrath. As support, the demon will have ghosts, possessed and resurrected corpses. After all the enemies are finished, then turn your attention to the portrait that hangs over the fireplace - the girl depicted in the portrait will be very similar to Liandra.

Go further and soon you will need to go down even lower. Here you are already waiting for the real killer, who was constantly tracked down by Emeric. If Gascar Dupuy arrives, the killer will speak with him, and you will finally find out what Dupuy wanted. If you choose the option with an asterisk, then you can convince Dupuy to give up his intentions and take your side. Otherwise, he may side with Quentin and attack you. Other than that, if Varric is with you, then Dupuis can give up everything and remain neutral.

The battle with the killer will consist of several stages, which will be associated with the summoning of the Desire Demon. The demons will be the embodiment of Ninette, Alessa and Leandra. In addition, among the enemies there will also be ghosts along with revived corpses. As you kill everyone, then talk with Quentin and Liandra. After the conversation, you will automatically find yourself in your mansion.

At home, Uncle Gamelin will already talk to you, and after that, a romantic character, if and of course you have one. After long conversations, the task will finally be completed.

Following Kun

The task will appear automatically for you immediately after you complete the task "All That Remains". You will receive a letter from Viceroy Dumar. You will need to meet him at the indicated Fortress and talk about his son Seimus.

After talking with the Viceroy, go to the Arishok and talk to him already. Mercenaries attack you along the way. Kill them and move on. Arishok informs you that the son of the Vicar is most likely now in the church where he went to meet his father.

Head to the Church at night and see what's going on there. After that, talk to Petris. Together with her, fanatics will arrive in this Church, and at the very end of the conversation, you can’t get out of the fight with them. But fanatics will be bad warriors, which naturally only plays into your hands.

Soon, Eltina will arrive at the noise of the battle, and after that, you just have to watch what will happen next. You will not be able to influence the outcome of this sad story in any way.

Act - 2: Non-plot quests

Herbalist Quests

Old Solivitus, who sits in the Casemates, is still looking for rare ingredients. This time he needs the following ingredients:

A flower called "The Courtesan's Blush" - it is located on the Ragged Shore, near the cave where you once destroyed Tal-Vashot at the beginning of the first act.

Dalish Tattoo Ink - You can find this item in the Dalish Elf camp.

Heart of Varterall - You can find this ingredient only during a personal task from Merrill. Merrill's quest is called Reflection in the Mirror.

In addition, you can find all three ingredients even before you receive a task from the Herbalist. After you bring him all the indicated ingredients, then the task will be completed.

Pirates on the Cliffs

When you walk along the Ragged Coast, a little lower, where you found the missing Qunari squad, you will automatically receive a building to deal with a bunch of pirates. Going a little lower, you will notice a detachment of guards, which will be commanded by a lieutenant named Harley. She will tell you that marauders have settled on the cliffs, who serve the very famous pirate Ivets. But at the moment there will be no leader of the pirates, there will be his deputy - the Blood Mage Fell Order. The guards are unable to deal with these marauders, in addition to this, they are very much afraid of the Blood Mage. The lieutenant is waiting for reinforcements to arrive, but they are not there, and then only you appeared.

If Aveline is on your team, then you will have the opportunity to earn friendship points from her (for this you will need to select the "Let's fight together" option, and then raise the morale of the guards with your speech). In addition, you can also get her rivalry points if you decide to settle everything yourself.

Varric, along with Isabella, will not take this at all. Be careful, as there will be traps that stand on every path and on the outskirts of the pirates. If you yourself cannot neutralize them, then we recommend that you take Isabela or Varric to the team and quickly run through all the traps. There will be three types of traps here: poisonous evaporation, fiery explosions and those that will slow your movement.

When the battle with the enemies begins, we recommend that you immediately rush with all your might to the Blood Mage of the Fell Order, because when the marauders are left without his support, they will immediately become sheep, which you can easily defeat. As you kill all the enemies, then listen to the gratitude of the guards and take into account that you will find the appropriate reward, which you can receive in the Steward's Fortress from a captain named Jalen.

Don't forget to search the corpse of the magician, as we will start with such a thing as "Flexible Chain" - this is a guard pattern that is an upgrade for Aveline's armor. The item is like a single cell for runes. In addition, take a piece of sail from the corpse, from which you will receive a new task. As you finish with all the cases, then go to Jalen for a worthy reward.

Nightmares

So, Arianni, the mother of that rescued mage boy named Feinriel, has sent you a letter asking you to meet her at the Elvenage. It doesn’t matter where you sent the boy in the past (to the Circle or to the Dalish elves). In general, when you meet, the mother will tell you that her son has fallen into a dream and cannot get out of it, so she will ask you follow him to the Fade through the ritual of the Keeper Maretari.

Keeper Maretari will tell you that there is a possibility that you will have to kill the boy, while making him pacified. You will have to kill in the Shadow. If you agree to this, then you will receive rivalry points from Anderson and Merrill.

After you choose three companions for yourself, then go to the Shadow. If at the time of the conversation with Meretari Merrill was among your characters, but you didn’t take her to the Shadow at some point, then you will get rivalry points from her, and if you take it, you will get a little less rivalry points. If Anders is in your group, then upon arrival in the Fade, he will take the form of Vengeance and you can talk with him a little about this.

The shadow will depict a part of the Casemates, which you did not have access to before. In general, go to the courtyard and meet the Demon of Idleness, with whom you will need to talk. After that, there are two options for the development of events:

If you immediately refuse to cooperate with this demon, you earn friendship points with Anders, Aveline, and Fenris, but you gain rivalry points with Merrill. After you kill this demon, you go to the Demon of Desire. At this point, you temporarily get the appearance of Feinriel's mother and see how the boy is supposedly promised along with his father. You need to convince or mention the demons so that he understands that the father is just an illusion. If Aveline or Isabella is on your team, then the demon will be able to lure them to his side. Kill this demon along with his assistants. The unfaithful companion will also have to be killed. After that, you can go back to the courtyard, where the Demon of Wrath will also attack you. Once you kill him, then return to the demon of Pride, which is located in the opposite entrance from the habitat of the Demon of Desire. Along the way, be sure to look into the rooms on the right and left sides, as there you will be able to replenish your stocks in the codex. When you arrive at the place, then talk with the Demon. You can tell the boy that it all comes from demons, or you can simply convince him that all this is just an illusion, not to mention demons (since he himself will guess everything). If you have Merrill, Varric, or Fenris in your group, then he will lure one of them to his side and you will have to kill them all. After that, go to the courtyard and soon you will see Feinriel there. If in previous conversations you told him that demons were talking to him, then he will ask you to kill him, you can fulfill his request and after that, you will return back, but the boy will become pacified. But there is a second option - to convince that you need to go to Tevinter and continue your studies.

If, when talking with the demons of Desire and Pride, the boy did not say anything about demons, then he himself will offer the option of going to study in Tevinter. In general, in this variant, after returning from the Shadow, Maretari will give you one book that can be sold as a thank you (albeit for a little).

If you agree to a deal with the Demons of Idleness (defeat the rest of the demons and hand over the boy to him, receiving in return power as six stat points), then Anders will attack you and you will receive rivalry points from Fenris, and Merrill has several friendship points. After, go to the Demon of Desire and persuade the boy not to listen to his words. Next, you just have to defeat the demon (who will also be able to lure one of the companions to their side), now kill the demon of Pride. Finally, you can go out into the yard, where the Demon of Idleness is already persuading the boy not to wake up, and you just have to play along with the demon and let him move into this young man.

If one of your associates betrays you, then after you return with everyone from the Shadow, you will receive a small task in which you will have to talk with him about what happened. After that, you will receive a few friendship points or a couple of rivalry points.

In addition, there will be one very interesting book in the shadows, which will add 1 point to the characteristics and some experience (550 op) to any character who reads it. The book is located in the same room in which you appear at the very beginning of the Shadow. You will only need to wait for the moment when it becomes available to you, and then activate it. She will constantly appear in the same place, so you only need to catch the moment.

Also in the shadows, you can also meet two more puzzles that are directly related to the barrels. In the same room where there are small and large barrels, you will need to line up the smaller barrels in one row on top of the larger barrels. In addition, you will also have a limited number of attempts before the demons attack you. After killing demons, you will gain experience, but you will no longer be able to manipulate barrels (you will receive 1 stat point as a reward). The next puzzle is that you will need among the white, red and yellow barrels to move all the red barrels to the center (two down, two up). It does not matter how the rest of the barrels that are on the side will be located further. Just like in the previous puzzle, your number of attempts will be limited (you will receive 2 attribute points as a reward).

Some of their

Somewhere in the middle of the second act, you will suddenly receive a letter from a merchant named Hubert with whom you shared the mines of the Bone Pit (if you agreed to co-ownership in the first act, of course). In general, the problem is that attacks on your caravans have become more frequent lately. But that's not all, because Hubert assures you that you have got a "rat". Okay, now it's time to talk to old Hubert personally, so go to the Upper City.

After talking with him in the Upper City, it turns out that he has already managed to figure out the one who, in turn, sold you. This scoundrel turned out to be a character named Sabin, in addition, he, like you, escaped from Lothering. Time to talk to him in person. If you agree to immediately talk to him, then you are transferred to the interrogation room.

You will have the life of your countryman in your hands. You can knock out all the information from him: stories, stories, dialogues (thus getting rivalry points from Varric, Anders, Avellina and Sabastian). But there is an option to calmly talk to him.

In any case, Sabin will tell you about his sad story, after which you will have the option to kill him. Naturally, the option of killing most of your party members will not approve. Therefore, for this there is another option - to hand it over to the authorities. You can also let him go, thereby raising the confidence of those who work in your mines. In addition to all this, in a conversation with Sabin, you can promise to help him, from which he will be very grateful to you (in this option, you will receive much more money and experience). You can also say in the dialogue: "I will sweeten the pill" and then he will tell you about his cache, in which the earned money will lie (even if there is not much of it, but at least something).

As soon as you agree with Sabin, then old Hubert will come to you, but with a representative of the Society (Lilly). You just have to tell about the decision that you made and after that, you can already move to the place of the attack on the caravan.

As expected, the robbery has already been committed, but the robbers have not yet managed to dump, so we enter the battle. After the battles, carefully inspect the entire clearing. Lilly unexpectedly says that she knows one of the robbers who attacked the caravan. In general, this acquaintance is not in the Society, but in general under the leadership of a certain Brekker. At this stage of the game, the girl leaves you and tells you to find her already in the Underbelly. Lilly herself goes to deal with Brekker.

Well, let's go to the Cloaca. At the place of arrival, near the entrance is the corpse of Lilly. At the same place, guys who are also members of the Society come up to you. In general, as expected, the murder is blamed on you and requires an explanation. You can solve problems with the Society in two ways: you can attack them and kill everyone, or you can just settle everything peacefully by telling them the whole truth about what is happening here.

After you settle the problems with the Society, then finally go to Brekker. He will be located in the dungeon of the Society, which is also located in the Underbelly. And be extremely careful, because along the way you will meet a lot of traps. After carefully examining the dungeon, in the end you find Brekker. After a conversation with him, any dialogue leads to a fight. After the massacre, the task ends. You just have to go and tell everything to old Hubert, who subtly hints that it would be nice if you visited the people who work in the mine from time to time, so that in the future there would be no more such problems.

Crawling in the Cave

The task will begin after you have completed the quest "Someone from Your Own". When you arrive at the workers in the mine (to visit them), they will ask for your help. Talk to the miners' representative named Jansen. He will tell you that spiders have started up in one of the mines, so it became impossible to work there. Well, let's go to fulfill the request of the workers. Immediately at the entrance you will meet the Spider Queen along with a couple of her children. Kill all enemies and return back to Yasen, whose task will be completed.

Cave of the Dead

As soon as you return to the Bone Pit to the miners, Jansen again informs you about the problems. Now it is impossible to work in the mines due to the unexpected invasion of the dead. Go to rake up the next problems. Move to the mine that Jansen told you about and kill all the undead there that will only be. In the group of this undead there will be a revenant along with the Arcane Horror. As soon as you kill all the monsters, then go back to Jansen and hand over the task to him.

Search Kirok

The next time you visit the Bone Pit, you are informed that new problems have arisen. This time the workers broke all the tools for work. Hubert, who should be responsible for this, is greedy and in no hurry to send new equipment. Jansen tells you that he once saw a blacksmith in the Lower City, who could possibly make a large batch of picks to work in the mines.

Go to the Lower City and near the armor merchant you can find the very blacksmith who can probably forge a large batch of picks. The blacksmith will tell you that he will sell a large batch of picks for only fifteen gold pieces! Of course, there is no way to persuade him to drop the price, so you have to buy picks at that price. In general, after the purchase, go back to Jansen and hand over the task to him.

Fool's Gold

Please note that this task becomes available only when a certain part of the game is imported - it is not known for sure, but it is possible that it becomes available provided that Nathaniel Howe is still alive in Awakening. But it happens that the task simply does not appear, so based on this we can say that the task is buggy and anything can happen.

In general, in the High City, near the Trade Guild, you can meet a dwarf named Yevlen. It turns out that he has three sons and each of them, having heard enough stories about your adventures, decided to make the same foray into the Deep Roads like yours.

It's time to go back to the Deep Roads and find the children of Yevlen. At some point, in the Deep Roads, you meet one of the brothers, whose name is Emrys. In a conversation with this dwarf, you can decide which of the two remaining brothers you will go first. Keep in mind that the one you follow first will remain alive. You can't save two. In addition, in any case, you will be forced to fight off a large pack of darkspawn, a couple of which have emissaries in their ranks. And also keep in mind that at some points spiders will unexpectedly attack you.

In general, after talking with the found brother, go further. At some point, you will find the Golem Control Rod, which you can use on one of the golems that are not far from you. An animated gnome will be able to help you in a further battle in which you will have to push against the same golems.

Also keep in mind that even if you decide to follow Ivan (in the hope of finding a valuable sword), the weapon that you find will simply be irretrievably damaged. But instead of this weapon, you can find a very good club.

As soon as you get out of the Deep Roads, then on the surface you are met by a new group of darkspawn. In the group there will be not only ordinary creatures of darkness, but also an ogre along with an emissary. After you deal with all the enemies, then go back to the Yevlen dwarf and take a worthy reward.

Act - 2: Secondary tasks

The Lost Watch

The task is given to you by a Qunari warrior who will stand near the entrance to the port. He wants to find out where the patrolmen who were sent to the Ragged Shore have gone. You are suspected that it is you who are to blame for the murder of the patrol. In general, go to the place indicated to you by the Qunari warrior. The Qunari will indeed be dead, and among their remains will be a possessed wandering with a group of ghosts. Without thinking for a long time, they attack you. Once you've killed them all, then return quietly back to the port and tell the Qunari warrior about what happened there. As a reward, you receive one gold coin and a nice two-handed sword called Binky's Comfort.

Feeling the Fallen

In this quest, you will need to collect all the amulets of the killed hunters (there will be three in total) when you inspect the cave with the varterall on the assignment from Merrill called "Reflection in the Mirror". After that, you can return to the Keeper Maretari.

Midnight Meeting

You will receive the task only if sometime in the first act on the plot task "A Merciful Deed" the templars failed. After you receive the letter, then go to a meeting with one of the lieutenants of the templars, who wants to find out the truth about what happened to a whole squad of elite fighters. Any of your lines of dialogue leads to the fact that you start to fight with this templar. After killing this soldier, the task ends.


It's been three years since you returned from the Deep Roads, and your loot has brought you wealth, which in turn has earned you respect in high society. Even the viceroy noticed you - in fact, the second act begins precisely with the fact that he calls you to him on some business.

Demands of the Qun

You receive this quest immediately after talking with the governor, but its immediate execution will begin at the end of the second act.

Explosive Service/Blackpowder Curtesy

The viceroy is unsettled not so much by the growing confrontation between the Templars and the Circle, but by the fact that the Qunari have not left the city. He informs us that we must report to the Arishok. Why - is unknown, but the leader of the Qunari requires us. By the name.

Go to the Port during the daytime and talk to the Arishok. He reveals that someone stole a recipe that was supposed to be their special explosive, gaatog, but is actually a recipe for a poisonous gas planted as a distraction for would-be kidnappers. If you inhale it for a long time, then everything ends in madness and death.
Suspicions fell on the dwarf Javaris, who had previously hunted for a recipe for an explosive. You probably remember him from before the Deep Roads expedition.

Varric tells us that the Society is now selling Javaris' belongings in the Underbelly, which means that he most likely managed to escape from the city. We go to the cloaca (Varrik's tip is optional - you will find everyone you need there anyway) - and next to the entrance to the Society's dungeons we talk with their representative, who sells things. You can choose any dialogues - we will still be told that Javaris left the city in a hurry, leaving a lot of debts. And he could leave it bypassing the guards only in one way - using an underground passage with the poetic name "Pit of Smugglers".

We turn the corner and run up to the "Pit", dive into the dungeon and go to its opposite exit. Caution - the dungeons are full of dark personalities different kind, including Assassins who love to go into stealth and backstab. Keep a close eye on all your allies who are low on health. In the side tunnels, in addition to the bandits, poisonous spiders are found.
Before leaving the "Pit" do not miss the chest, which contains a gift for Isabella - a ship in a bottle.

We leave the dungeon and almost immediately enter into a fight with the guards of the dwarf. Also watch the backs of your companions!
After the guard is dead, we talk with the gnome.
After lamenting about his difficult fate, Javaris will tell us that the culprit of the theft is currently in one of the alleys of Kirkwall.

We release or kill the gnome - your choice. Killing will not approve of Varric and Aveline (will give points to Rivalry).
We run to the dungeon and, when the map of Kirkwall opens in front of us, we see a new image - a fallen bottle, indicating the alley of the city where the elf is now.
We go there and meet with a detachment of city guards under the command of Sir Macon. We find out that something happened in the alley - apparently, someone used the stolen qunari recipe, and the guards are currently blocking this part of the streets.
After convincing Macon that we will deal with everything, we go to the scene.
If your team has Aveline, she will talk to the guards, after which you will have a dialogue with her. If you answer her with a joke, we get Rivalry points, if you choose other options, then Friendship.

After descending into the alley, our team begins to lose health from the poisonous fog that spreads throughout the area. Our task is to quickly find four levers on the ground and use them to lock four open gas barrels. But not everything is so simple: after each locked barrel, we will repel the attacks of enemies. The first is the weakest, the rest will be stronger. You can run into one of the side cul-de-sacs and keep the defense there to deal with the running up opponents in turn, but this already depends on your group and your favorite tactics.
The sequence of closing the barrels is not critical. Levers will spawn on the ground under enemy corpses after every fight - except for the first one, which is right there. With each closed barrel, the damage that you constantly take while in a cloud of gas will weaken. Keep in mind that you cannot close the barrels while the fight is going on, even if you pick up the lever before it ends.
As soon as you close the fourth barrel of gas and it will not pose a danger to you, a fanatical elf will appear.
A conversation with her always ends in a battle. There is no alternative to resolve the issue peacefully.

After defeating her, we return to the Qunari Camp, where we tell the Arishok what really happened.
We listen to the subsequent speech of the chief qunari and go with a report to the Viceroy.
This will complete the current quest and automatically give you the next one.

Profit and Loss/Profit and Loss

You will only receive this quest if you accepted Dougal's cash aid in the first act when equipping an expedition to the Deep Roads. Dougal will appear in your house and demand additional payment (although you have already returned the debt to him with the required interest a long time ago). If you refuse, he will attack you when traveling from one part of Kirwall to another.

Find and Lost Again/Offered and Lost

This quest is automatically given to you by Viceroy Dumars upon completion of the Explosive Service quest.
The viceroy is worried about the disappearance of the Qunari ambassadorial group that came to his fortress. Talk to Seneschal Bran and go to the Hanged Man at night, where you can ask the tipsy guard Orvald about what happened (best of all, if Aveline does this, she will easily shake out the information and give Friendship points). If Aveline is not in the group, the case will end in a fight between Orwald - along with several tavern patrons - and your group, even if you choose the most "peaceful" answers.
In the end, the guard admits that the templar gave him the order about the Qunari, and besides, he showed the seal of the High Priestess Eltina herself.
In the afternoon, go to the church to talk about it with Eltina. In the central hall you will be met by your old friend Petris, who has already been promoted to "mother". She will quite easily betray her former accomplice - the fanatical templar Varnell, who holds meetings of the townspeople who are aggressively disposed against the Qunari - he is somewhere in the Underbelly area.
Go to the specified location. Whatever you say, it will not affect the outcome of the conversation (but with aggressive remarks, Aveline will give Friendship points), and everything will end in a battle. There will be many enemies, but the strongest opponent there is Varnell himself, the rest of the fanatics themselves are not particularly strong and take mainly due to the number.
After you kill them all, the Viceroy himself will appear on the scene - talk to him, and this will complete this quest. You will receive Friendship points with Aveline if you advise not to hide what happened.
Note: Although it doesn't appear in the log, you can talk to the Arishok about what happened after completing the quest and hear his opinion about the Steward and about you.

Prime Suspect

The quest is given at the very beginning of Act 2 of the game: Aveline comes to your mansion, dissatisfied with the importunity of the templar Emeric, who has been continuing to investigate the case of the disappearance of women for several years in a row (continuation of the story with Ninette's ring). At the request of the captain of the guard, go to the casemates and talk with Emeric - he will tell you that he seems to have set off on the trail of a killer who sends white lilies to his future victims, but the knight-commander of the templars forbade him to continue the investigation. Now Emeric hopes to entrust this matter to you.
The main suspect in the murders was a certain Orlesian Gascar Dupuy, who had recently arrived in the city and made inquiries about the missing women. You are required to infiltrate Dupuy's mansion (Upper City) and find evidence of his guilt - or vice versa, innocence. Go there.
As soon as you enter Dupuis Manor, you are attacked by several ghosts led by the Demon of Wrath. Climb the stairs and enter the central hall, where you will be met by several more ghosts. Further in front of you there will be two doors: in the room to the right on the table you will see bottles of blood, indicating the knowledge of the owner of the mansion of Blood Magic; behind the door to the left there will be stairs. Climb up it and read the note of apology to Meredith, the head of the templars. This site also has two active doors. In the room to the right you can find a suspicious chest with women's clothes, and in the room to the left is Dupuis himself next to a woman who will immediately accuse him of assault and kidnapping. Gaskar Dupuy himself admits that he detained this woman, and also used MK to search for a maniac who recently killed his own sister. You have two options:
    A) Do not believe Dupuis and attack him. Demons and ghosts will immediately come to the aid of the magician, and even after you kill them all, Dupuis will be able to slip out of the bedroom. You will have to chase him from hall to hall, fighting demons, and in the end, having overtaken him, kill him.

    B) Believe Dupuis and let him go. Before leaving, he will ask you to keep him informed of events and, if necessary, find him in the Underbelly, where he intends to hide.

In one case or another, you will have to return to the Casemates during the day to tell about your findings. But instead of Emeric, you will be met by the templar Moira, who will state that Emeric himself went recently to a meeting you appointed him in one of the alleys near the Cloaca. Go there - the killed templar will lie on the ground, and around him you will see ghosts, after the massacre of which the Demon of Desire will appear. After you deal with them, Moira will come running and ask what happened and if Dupuis is to blame for the death of the templar. Answer her as you see fit. This will complete the current quest and automatically give you the next one.

All That Remains

This quest is automatically given after completing Prime Suspect. Arriving at your mansion, you will learn that Leandra Hawke left the house under suspicious circumstances and did not return.

There are two ways to find out the location of Liandra:

    1) Meet Gamelin in the evening in the Lower City and ask the street boy about where Liandra has gone. He will tell you about the man who asked Mrs. Hawk for help, and you will have to follow the bloody spots on the ground to the old foundry.
    2) If you spared Gascar Dupuy and didn't tell Moira that he is a murderer, you can find him in the Underbelly in its southern part, and he, using Blood Magic, will automatically lead you to the foundry in the footsteps of the previously missing Alessa. (If you spared Dupuis, you can still question the boy, Dupuis is optional to complete the quest in this case.)
In the foundry, follow the traces of blood to the hatch and go down into it. Almost immediately, you will be attacked by several ghosts, led by the Demon of Wrath. Once you've dealt with them, move on. At the entrance to the next room you will find the dropped amulet of Leandra. Climb down to the killer's makeshift library and fight the Wrath Demon, possessed, ghosts, and reanimated corpses. After the battle, you will pay attention to the portrait above the fireplace - the woman depicted on it is very similar to Leandra (in fact, this is not a very successful copy from the painting of one of the Pre-Raphaelites - Beata Beatrix).

Go further and go down the stairs. There, the true killer, whom the late Emeric has been tracking for so long, is already waiting for you. If Gascar Dupuy came with you, the assassin will talk to him and you will find out what exactly Dupuy was after. By choosing the star option, you can convince Gascar to abandon his intentions, in which case he will fight at your side using Blood Magic. Otherwise, the young man will take Quentin's side and attack you. Also, if Varric is in your party, Dupuis won't fight on either side for some reason.
The battle will consist of several stages associated with the appearance of the Demons of Desire ("Incarnation of Ninette", "Incarnation of Alessa", "Incarnation of Liandra") and their "retinue" of ghosts and the walking dead. After interrupting them, end Quentin and talk to Liandra. After that, you will automatically find yourself at home.

Uncle Gamelin will talk to you at home, and after that - one of the party members with whom your GG is in a romantic relationship (if he is, of course). This will complete this quest.

Following the Qun

You receive this quest automatically upon completion of the All That Remains quest.
After receiving the letter from Viceroy Dumar, meet him at the Fortress and talk about his son Seimus.
After that, go to talk with the Arishok. On the way you will be ambushed by mercenaries. Kill them and continue on your way.
Arishok during the conversation will inform you that Seimus is currently probably in the church, where he went to meet his father.
Go to the church at night and see what exactly is happening there, then talk to Petris. Together with her, fanatical townspeople will come to the church - at the end of the conversation, you will not escape the fight with them (fortunately, fanatics are disgusting fighters).
Eltina herself will come out to the noise of the battle, and after that you will only have to watch how this whole sad story will end. You cannot influence its outcome.