Dragon age tower of mages walkthrough. Now let's talk about additional missions in Dragon Age: Origins - Tower of Mages. Dwarf - Crown Prince

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Main plot
broken circle
At the crossing, talk to the templar Carrol and persuade him to take you across the lake. You can also visit the local tavern "Spoiled Princess" and chat with its owner. On the first floor of the tower at the very entrance, you will be met by the head templar Gregor, who will report terrible things. The tower of the circle was filled with the Possessed, the templars locked the door leading inside, and have already sent a messenger to the great mother in Denerim in order to request the right to destroy the circle. We immediately intervene in everything that happens and say that we will try to settle everything. Gregor agrees to open the door inside the tower for us and our companions, but warns that it will be immediately barricaded behind us again and will be opened only if the first sorcerer Irving asks for it. We agree to these wolf conditions and go to save all the magicians we find. After a couple of rooms, we will stumble upon a handful of magicians protecting children from demons. The group of defenders will be commanded by the sorceress Winn, whom we met in Ostagar. She will tell you that the mage Ultred is to blame, who, with the help of blood magic, decided to get rid of the oppression of the templars. Wynn will also ask why we came here at all. There are several answers here:
1. It can be said that we have come to get rid of all the possessed, because we cannot take risks.
In this case, Wynn will attack you.
2. We can say that we have come to save the circle.
In the second option, Wynn will join your party and help in passing the Circle tower. Her help is invaluable, because. she is a very, very powerful healer. We make our way through the possessed to the second floor. There you will be attacked by blood mages. On the same floor, you will meet the magician Godwin (he will be hiding in a closet in one of the rooms), as well as the pacified Owain, who will tell you about the ancient tome "Litany of Andralla", the reading of which protects against blood magic. This tome was taken by the magician Niall, whom we should definitely find. We make our way to the fourth floor of the tower, where a very, very difficult test awaits you. Your squad will meet the demon of idleness, hypnotize and send into the shadows separately.

Lost in Dreams (Idleness Demon Trap)
At the beginning, you will find yourself in a kind of fortress gray guards. There you will meet Duncan, who will try to convince you that the creatures of darkness have been defeated. Naturally, this is not Duncan, but a demon in his guise. Having bitten the bastard, we kill him. We go to the portal. You will now see the shadow outline for the first time. It vaguely resembles an amulet of several sections. Planks leading from one part of the amulet to another open as you pass one of them. After killing the demon in the guise of Duncan, we will open the second area of ​​the shadow. There we will meet Niall. He will tell us that he has no idea how to get out of this trap, but will give a hint. In the given shadow area, go to the nearest portal and kill the demon. As a reward, you will receive the ability to turn into a mouse. This is a very useful skill, with the help of it you will be able to penetrate into rooms, another path to which will be blocked by insurmountable obstacles. Return to Niall, talk to him and go back to the portal between the shadow locations. Now you have opened 4 new locations around the circle of the amulet:
- templar's nightmare
- burning tower
- darkspawn invasion
- broken circle
To start, let's go to burning tower. There you will be confronted by the fiery dead. Go around the passages blocked by flames, because. hitting them is certain death. At the end of the location, fight the fire demon. By defeating him, you will gain the ability to turn into a fiery person. You can now walk through fire walls once or twice. Further in this location you will not pass yet, because. the path is blocked by a massive door. Therefore, we return back to the portal and go to the location Darkspawn Invasion. It is a huge labyrinth with a bunch of mouse holes and narrow corridors, partitioned off by fiery walls. With the help of the learned abilities, we can easily bypass all these obstacles and find a knight fighting the creatures of darkness. We help him fight off the creatures. As a reward, he will teach us to turn into a spirit. In this guise, you will be able to see invisible doors and penetrate through them into secret rooms. At the end of this location, a massive door will again block your path. Again we go to the portal and this time we return to the location of Niall. There, go to the local portal, then turn into a spirit and dive into the ghostly door. You will find yourself in an area where you need to fight the demoness Yovenna and her two minions. After defeating her again, go to the interlocation portal. Niall's location icon will now display a symbol. You need to light similar ones on other parts of the amulet in order to gain access to the core. Now let's go to the location broken circle. Using our abilities, we easily reach the second floor where we fight two stone golems. After the victory, the last form for transformation will become available to us - a stone golem. In this guise, we can take out massive doors. Which is what we're going to do right here. Another senior demon Slaveren will be waiting for us outside the door. He is quite weak if you fight him in the form of a golem. Having defeated him, we again go to darkspawn invasion. Again we break the door and deal with the demon Utkiel. Now let's go to burning tower. The actions are the same: we plant the door and tear off the head of the older demon. This time it will be Ragos, he is easy to deal with in the guise of a burning man. The last senior demon (Vereville) will be waiting for you in templar's nightmare. When you kill him, the path to the demon of idleness (location in the center) will be open. But first save your companions. Each of them is located in adjacent locations at the ends of the amulet. In each of them, you have to first convince the companion that the demon is deceiving him, for which he should beat off his head. When you finish the rescue operation, go to the central location. The fight with the demon of idleness is a very difficult test. The monster will take on different guises, the duel will greatly facilitate your transformation skills. As a result, after the fourth reincarnation, the highest demon will be defeated. We speak with Niall (still in the shadows), take Andralla's Litany from his corpse (already in the tower) and go to the torture hall for a duel with Ultred.

Before the stairs up you will meet the templar Cullen, who will offer you to kill all the magicians. The choice is yours. I personally saved the lives of the mages so that they would later help save Connor in Redcliffe.
Upstairs, the culprit of all troubles, Malificar Ultred, will be waiting for you. Not only can he turn into a huge demon, but he is also able to turn ordinary sorcerers into blood magicians. To avoid this, use the Litany of Andralla on the prisoners. As a result, the traitor will be defeated, the magicians are saved. You will go down to the first floor with Irving, who will promise to help you in the battle against the creatures of darkness. He will also agree to save Connor in Redcliffe. Enchantress Wynn will stay with you until the very end of your adventures.

  • -great bestiary of Elvorns
    -place for carving tables
    - Scriptorium Etherialis
    -Statue of Magus Gorvish
    - beginner's amulet
    -flame of the third call
    A demon-beast will appear, which should be killed
    All quest completed.
    Note:If you touch objects in the wrong order, then the ritual must be started all over again.

    Guardian of the Limit
    This quest is also taken from the notes found in the tower. On the third floor, find a large hall with three illuminated statues. click on them in the following order:
    - a statue with a vessel
    - statue with sword up
    - statue with sword down
    then go to the hall where there will be a passage to the 4th floor and click on the statue with a shield there (it is also highlighted). After that, return to the first floor to the room where you met Winn and go to the cellar door. a demon will attack you. By killing him, you will not only complete the quest, but also get a powerful two-hander..

    Five pages, four magicians
    In the tower of the circle in the cells of magicians on the tables you will find pages written by a certain Beiha Joum. Once you collect them all, you will realize that their author is a uniform charlatan. You can meet the rogue in Denerim in one of the sleeping areas of the city in an abandoned house. He will get into a fight, so you have to kill him.

    the walking Dead
    This is an unspoken quest, performed not only in this location. But since most players go first to the tower of the circle, I will describe it here.
    In various locations we will find glass phelacteries. If you take a cone from them, then it will crumble in our hands, after which the attack of the Walking Dead will follow. Here are the places where all these cones are located:
    1. In the circle tower on the second floor;
    2. In Orzammar in the royal palace;
    3. On the deep trails in Caridina's Crossing;
    4 and 5. In the Ruins in the Brecilian Forest;
    6. in Denerim on the roof when moving from location to location (appears once, you won't be able to return, so you need to kill right away, otherwise the quest will not be completed).
    From each ghoul we take a good amount of gold and little things for sale.

    Status No new replies can be posted in this thread.

Guardian of the Limit dragon age: Origins is a quest that you can start during the main campaign while in the Circle Tower during the Broken Circle quest. To start on the first floor, you need to find one of the unknown student's notes. You can complete it at any time in the game.

You will find the first three notes on the first floor in these places:
- the first room behind the door that the templars will close;
- the next room behind the same door that you went through before;
- the second section of the library - you need to look in a pile of books. It is highlighted so it will not be too difficult.

Big hall- go to the room with the statues and find a note at the far end.

Now in the same room with the statues, you need to take these actions in turn:
1) click on the statue with a bowl;
2) then a statue raising a sword:
3) after her lowering the sword;
4) and the last one holding the shield - you can find it in the central room of the floor.

After that you have to go down to the place where you met Wynn and try to enter the vault - at this moment the demon of anger will appear. It is worth knowing that if you took the side of the magicians, then three more people will help you in the battle, if not, you will have to accept the challenge yourself.

A feature of this battle is that you will not be able to activate invisibility with a robber - the enemy will appear out of nowhere and hit from behind.

Ultimately, after the battle, you can get the following items:
- Yusaris - two-handed sword;
- malachite;
- fluorite;
- quartz;
- chain mail.

Naturally, at the end of the quest, you will have another entry in the codex about the defeated demon.

Sword of Yusaris marked by the game as unique and in addition to a good attack, it also gives protection from fire and decent additional damage to dragons.

chain mail ordinary and of no particular value. This is worn by temporary companions of the Guardian in the pre-initiation introduction. You can safely sell it, unless of course you have it worse.

It may be useful malachite which, if given to the emissary Fellhammer, will increase the number of dwarves in the final battle.

Bugs in the quest

If the demon Shah Wyrd kills all three magicians, the codex will display an incorrect record of Wynn's death.

On PS3, there is a bug where the player tries to complete the quest a little later and has no chance to get to the third floor through the rooms of the senior magicians. To eliminate it, you need to approach from the other side of the wall.

Also, if you are going to go through add-ons, then you will probably be interested in articles that talk about all the released as well as full walkthrough- one of the extensive DLC for the game.

Tower

Having started this task, you find yourself at Calenhad Lake, on the pier. To get to the Tower of the Circle of Mages, you need to talk to Carroll (for details, see section Notes. Tower, note "Such a different Carroll"), templar. "Why is the templar appointed as the carrier?" - you ask and you will hit the bull's-eye. Terrible events began to take place in the tower, about which you can ask Knight Commander Gregor in detail. (If you win with a magician, then he will recognize you and at first he will not be very friendly)

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

A conversation with Gregor can affect the outcome of this quest.

- if during the conversation you choose a remark about an agreement to help the Guardians, then Gregor will promise to come as soon as the problems of the Circle are resolved. In this case, it is possible that templars will join your army and Wynn will be added to your squad (although you can change your mind later and choose the help of magicians)

– if you don’t choose this line during the conversation, then the only way to attract templars to your army is to decide to kill all the magicians before the final battle (but in this case, Wynn will attack you and you will have to kill her)

Whatever your choice, take a look at the quartermaster of the tower, because after you step over the threshold into the apprentices' rooms, the exit will be available only after completing the Broken Circle quest. He has the most valuable item in Thedas - a backpack, as well as a book with a spell for the magician, poultices and other things useful in the household, a gift for one of your companions

Come in, do not worry: the door will kindly be locked behind you. Make yourself at home (of course, if you have possessed people walking around the house). Make yourself comfortable: you have to solve a lot of problems as always helpless needy.

If you agree to help Winn, then she will definitely go with you. The Morrigan will not approve of this (-3).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Climb to the second floor - to the rooms of senior magicians.

Rooms of senior mages
Here you will meet the pacified Owain, during a conversation with whom Sheila (if she is in the group) will be indignant, they say, people say that these golems are not very alive.

Near Owain, on the corpse, you can find a gift - "Wet Portrait"

Go further, meet a group of maleficars. After the fight, one of them will beg for mercy. Spare her or not, it's up to you, or rather your conscience, your choice. It will not affect satellites in any way.

If you're playing a mage, you'll probably recognize the room Duncan was escorted to in the backstory. Behind the wall in the chest is a letter needed for quest "Secret correspondence".

Notice the closet in the next room.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

It hides from the possessed magician named Godwin. You will need it for the quest « precious metals» (smuggling lyrium Rogek) (for more details on additional quests, see the corresponding section), however, you can pass by, when you receive the quest you will find it in the same place.

If you play a magician, then remember the room where Jovan introduced you to his beloved. One of the six glass phylacteries can be found here. From the appeared revenant, you can get large balms.

Search Irving's office. This will give you the codex entries and the item Quest "Friends of Red Jenny".

Passing this floor is not difficult. Get rid of the possessed as they come. All interesting things are marked in the screenshot:

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

We move to the third floor - the Great Hall.

Big hall
In the room marked with a white cross on the map as the "Recreation Room", there is an increased survivability of the dead. When approaching the next door, an Arcane Horror will spawn. However, the dead will come to life 2 times. Reviving the Arcane Horror will spawn anyway, so be prepared.

In the same room you will find a note about the Limit Guardian and the statues needed to activate it. (see relevant section for details). You will have an entry in the codex after you find Gant's last note.

In the penultimate room is the demon of Desire and 5 templars enchanted by it. From the body of one of them, you can remove a small gold ingot - a gift you know for whom.

In the central room, a Possessed Boss will be waiting for you. This guy turns into obsessed unfortunate pacified, standing around the statue. From the possessed, you can remove a gift for one of your companions.

(Alistair)

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

This statue is the last one to advance on the Guardian of the Limit quest. Activate it right away, so as not to run again through the entire tower for the sake of this quest. You will have a new entry in the codex.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).
Templar rooms
Before you run headlong into the center, right into the clutches of the demon of Idleness, look around.

An unpleasant conversation will take place in one of the rooms (the developers promised us a choice - here you are). The Demon of Desire captured the Templar. To kill or let go is again up to you and your conscience. Be prepared for the fact that in the event of a fight to help, the demoness will call 4 dead.

If there is Leliana in the group, then she will approve (+1) your decision to release the demon along with the templar.

If there is Sheila in the group, then you will hear her opinion regarding this situation.

In the same room in the dressing table you will find a gift

You don't have to save this bottle for our red Alkonaut. Wynn's vintage wine will value (+5) more than Oghren (+1).

Now you can go to talk with the demon of Idleness.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Unfortunately, the conversation will not go well and you will fall into the Shadow.

(See Shadow and Notes.Shadow for more details.)

Tower

(after returning)

Templar rooms
After you return to the templars' quarters, take the Litany of Adralla from Niall's body. Follow further along the location, simultaneously ridding the Tower of excess useful things.

Attention! In one of the rooms (the second after the central one) you will be attacked by baby dragons (Blood of Andraste! What wind brought them here?!)

In the room before going to the last floor - the Hall of Torment - the templar Cullen is sitting in a magic cage (if you play a magician, you probably remember him from the backstory; don't worry, he will recognize you too).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Here is something more careful. You have to make a decision regarding the fate of the Circle.

- if you decide to kill the mages during a conversation with Cullen, Wynn will attack you, and Alistair will not approve of this (-5)

- if you decide to take the side of the mages (at least just not kill the innocent), Wynn will approve of this

- it is possible that you will take the templars into the army, but also keep Wynn in the squad (Remember, at the beginning we agreed with Gregor on help in the fight against the Blight?) To do this, you need to choose the option when you cannot make a decision without seeing everything by ourselves. Then in the final conversation with Gregor and Irving, say that you can not leave a single possessed.

If there is Sheila in the group, then with active attempts to defend the right of magicians to life, she will offer to kill all magicians. She can be convinced, if you're lucky, you'll get +2 influence on Sheila, if you're not lucky, you'll get -5.

Whatever you decide, go to the floor above.

General information on the rooms of the templars:

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).
Torture Room
In the introductory video, you will be introduced to the process of turning a magician into an obsessed one and the main villain who started it all.

Meet Uldred!

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Only Uldred is no longer Uldred. He himself fell into the clutches of a demon and became possessed.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Either way, you'll have to fight him. Killing him is half the trouble. Use the Litany every time Uldred starts to roar "Do you accept my gift?" and a "whirlwind" will appear over one of the surviving mages. Otherwise, the Possessed will also be added to the boss.

If you allow Uldred to convert all the mages in the torture room, even Irving will die, then Cullen will meet you in the final cutscene. Then the templars will come to your aid. Wynn will not approve of this situation (+2).

Having dealt with the adversary, grab Irving by the elbow and go down to Gregor.

First Enchanter Irving

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).This is the final conversation. Here it will be decided who will join your army: templars or magicians?

- if you immediately chose the option to help the magicians, when talking with Cullen, you also took the side of the magicians and support Irving in the last conversation, then the magicians will join you, and Wynn will very much approve of this (+7).

- if you first chose the option to help the templars, during a conversation with Cullen, you also took the side of the templars (Wynn attacked you, you had to kill her, Alistair did not approve -5) and supported Gregor in the last conversation, then the templars will join you.

- if you first asked for the help of the templars, when talking with Cullen, you chose a neutral option and in the last conversation support Gregor (more precisely, Cullen), then the templars will join you. The mages will remain alive but isolated, so Wynn will ask Gregor to come with you, but will approve of your actions less (+2).

According to the plot, this conversation ends the quest "Broken Circle".

Notes. Tower.
Such a different Carroll.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

What is so interesting about a third-rate NPC? And nothing, and everything! He is the same part. World Dragon Age like Morrigan or Alistair. But for some reason, we do not pay attention to such details. And they are very interesting.

Asking the question "What will we do if? ..", the author conducted some experiments: depending on the initial composition of the group, Carroll behaves differently.

If you do not rush to intimidate the guy, but offer "to come up with something together", he calls some companions to a funny dialogue.

- if there is Leliana in the group, he will hint at solitude with her. The girl, of course, will refuse and promise the would-be womanizer to tell the story while he will transport you to the tower

- if there is Morrigan in the group, he will try to lure her, but cutie Morrie is not a miss. She will be "happy with a new victim", which will scare Carroll and he will transport you

- if the group has both Leliana and Morrigan, then he will choose Morrigan

- if there is Stan in the group, Carroll will complain that he is hungry, this will force Stan to give his cookies (by the way, taken from the child!)

– if there are Leliana, Morrigan and Stan in the group, then Carroll will always be “hungry” =)

- if there is neither Leliana, nor Morrigan, nor Stan in the group, and even if your GG is female, Carroll will ask for money for transportation.

As you can see, the world we love is detailed, even at the level of characters unimportant in the plot.

Shadow.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Attention! There are many essences in the Fade that give permanent increases to the characteristics of your hero. Try to find them all. You will come out of the Shadow much stronger (see the screenshots for the location of the essences).

Total I received:

Strength of will +4

Agility +4

Strength +4

Cunning +5

Endurance +2

Magic +2

Weishaupt.
Meet Duncan. Of course, it's not real, but just an illusion. To get out of here you need to expose it. After the battle, a Shadow Pedestal will appear. So far, only one location is available to you - the Primordial Shadow. Let's go there.
Primordial Shadow.
Here you will meet Niall (Owain mentioned his name). After talking with him, go to the first Shadow Portal. He will take you to the island where the first form is acquired - the mouse. (For more on shapes, see Notes Shadow).

Go from portal to portal - you will still return to Niall. He will notice that something is wrong with you. Show off your shape and move on…

1) Darkspawn Invasions

2) "Burning Tower"

3) "Scattered magicians"

In this order, the forms necessary to pass the next location are acquired.

Leave the Templar's Nightmare for later - you will need all the forms to complete it.

In order to avoid information overload, the passage of the entire Shadow will not be described in detail. But some recommendations for passing are described in the section “Notes. Shadow".

Also free information provided in screenshots:

Weishaupt

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Primordial Shadow

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Darkspawn Invasion

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

burning tower

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Scattered mages

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Templar's Nightmare

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).
Notes. Shadow.

After receiving all the forms, do not forget to return to Weishaupt. There remained the essence of willpower, available only in one of the forms (spirit).

Upon obtaining each form, a Shadow Pedestal appears nearby. Go to the next location until you take all the forms into service.

Attention! The battle with the demon of Idleness deserves special attention. After freeing the companions (you should free them before the final battle, because otherwise you will have to fight Idleness one on one), go to the Sanctuary. Idleness fights in 5 forms, restoring health each time. Having taken the last form, he casts a spell "Blizzard" out of habit, beware of a total freeze of the squad!

Shapes in Shadow.

Mouse.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Your first incarnation. Hard-to-reach places are her forte. In stealth mode, it can sneak up on enemies from behind and bite their heels. Remember to wash your hands after use.

Fire creature.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

As the name suggests, it radiates fire. In large quantities. Fire resistant. Owns spells of mass destruction ("Fireball", "Fiery Flash"). Let his appearance inspire horror, in the soul the fiery creature is ardent and thirsty for a reciprocal feeling. Any coldness towards him will be perceived very painfully.

Spirit

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Spirit is very serious. No wonder: magic requires concentration. The withered body in rags, hovering above the floor, is confusing. But the Spirit is not as weak as it seems. He is not only resistant to magic, but in the event of conflicts that arise, he will not let himself be offended. Crushing Dungeon and Frost Snap spells are a weighty argument in every dispute. And "Restoration" allows you to relieve the tension that has accumulated during travels and skirmishes that are tedious for a fragile spirit.

Golem.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Golem. And that's it. Mighty. hardy. A storm for everyone and everything. Except mages. "Mighty Strike" deprives the enemy of the ability to think by knocking out the brain from his head. Literally. "Concussion" will not leave anyone indifferent, in fact, as well as standing exactly on their feet. And the branded "Throwing" opens the golem interesting opportunities(and doors). Instructions for use are not included. Use at your own risk!

Satellite nightmares
1) Alistair

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

2) Winn

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

3) Sheila

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

4) Leliana

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

5) Stan DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

The entry in the codex will change again. If you wish, you can immediately return to the students' rooms and complete this quest. I recommend not to waste time and move on. After completing the Broken Circle, you will still end up at the starting point. Where they talked to Gregor.

After liberating the Circle (or destroying it), go to the room where you met Wynn. You need a door leading down.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

Reach out to her. The boss will appear. Demon of Wrath Shah Wyrd. Cold attacks are welcome. After the battle, you can take

beautiful two-slot sword Yusaris-Dragonbreaker (difficulty level is not lower than average).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).
The sciences of invocation.
You receive this quest immediately in the student rooms. The second - the last entry in the code and the activation of the quest occurs before moving to the rooms of the senior magicians.

Activate the elements in the order written in the codex. The names in the codex and the game are different. Other names are given in brackets.

If you do not want to run around the sectors, place your companions there. Activation in turn different characters works too.

Font of Summoning

The call of the first

The call of the first

Font of Summoning

Summoning a Second

Statue of the magician Gorvish

Summoning a Second

Font of Summoning

The call of the third

"Spiritorum Eterrealis"

Statue of the magician Gorvish

"Beginner's Amulet"

The call of the third

Attentive noticed the call of the fourth. But there are no instructions on how to activate it. After completing all three exercises, you need to activate these three sequences without recourse to sources (only at the end), i.e.:

Font of Summoning

"The Book of Spirit Personalities" (Handbook of Spiritual Figures)

"Extraordinary Call" by Roderkoms (Rodercoms's unusual profession)

Statue of the magician Gorvish

"Great Bestiary" Elvorns ("Great Bestiary")

The sign of the summary table of the first section (carving on the table, a place for carving tables)

"Spiritorum Eterrealis"

Statue of the magician Gorvish

"Beginner's Amulet"

The call of the fourth

On the Earl Firshadow that appears, use the skill "Theft", this will give a new entry in the codex.

Precious metals.
The quest is acquired from Rogek in Dust Town, in Orzammar. In the tower, you need to deliver it to Godwin in the rooms of the senior magicians. The location of the magician is indicated on the corresponding screenshot.
Places of power.
If you talk to a representative of the Society of Mages near the "Spoiled Princess" before visiting the tower, you can get the "Places of Power" quest. One of them is in the apprentices' quarters, where the Fourth's Summon spawns, before moving on to the senior mage's quarters.

DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).


DAO walkthrough. Quest "Broken Circle" (mage tower + Shadow).
Secret correspondence.
(the quest is acquired in Denerim, the tavern "Bitten nobleman")

Collect letters, even if you haven't received the quest yet. Talking to the Bitten Nobleman's innkeeper in Denerim will give you a codex entry. The love letter is in the rooms of the senior mages.

Friends of Red Jenny.
The quest is acquired after meeting with Zevran on one of the robbers.

When Zevran attacks you, inspect the corpses. One of them will have a note about Red Jenny. In the tower of the Circle, in Irving's office (the room of senior magicians), take a painted box from the table (take it away, even if you haven't met Zevran yet, you will find a note when you meet). Take it to Denerim, to the house near Curiosities of Thedas.

Total...

So the review of the passage of the quest "Broken Circle" has come to an end.

When making your choice, assembling an army, do not forget to look around and enjoy interesting world created by BioWare.

I hope that newcomers will get valuable information while reading, and experienced players remember many good times.

Walkthrough - Circle of Magi

Walkthrough - Circle of Magi

Story quests

broken circle

H Not too highly intelligent templar Carroll, standing guard at the pier, at first will not agree to transport you to the tower, but he is quite easily convinced or intimidated (if you cannot do this, your companions will help you).

Holy Ashes

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

Non-plot quests

Sword of Beresaad

Z Here you will find a marauder who will assume that a certain Farin has Stan's sword, and he himself has departed for Orzamar.

funeral

AT In the Spoiled Princess tavern, you will find one of the widows, Laran, to whom you need to give the funeral notice for the Blackstone Mercenaries quest.

On the trail of deserters

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

Intercepted correspondence

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

Walkthrough - Circle of Magi


Walkthrough - Circle of Magi

Mage Tower

Story quests
[B] Broken Circle

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

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

B The tower of Mages consists of several floors, and you need to break through to the fourth. On the second floor, you will meet the Humble Owain, from whom it will be possible to learn that a mage named Niall has gone to save the Circle, taking with him Andralla's Litany - a powerful defense against Blood Magic. Having made his way through a myriad of Possessed (the latter have a habit of exploding upon death, causing fire damage to everyone around), demons, Blood Mages and Walking Dead, when you finally reach the fourth floor, the Demon of Idleness will greet you. Regardless of which options in the dialogue you choose, the result will be the same - you will fall into the Shadow and now you have to get out of it back to real world. By oneself.

Lost in dreams

P After talking with "Duncan", deal with him and two Guardians and activate the Shadow Pedestal that appears. At the moment you can visit only one location - go there.

H The hall will greet you and tell you that the demon is guarded by some kind of protective spells, which cannot be removed - in order to destroy them, you need to fight strong demons - this is firstly, and secondly, it is simply impossible to get to them.

And Enter the Shadow Portal and fight the rage demon, after which the mouse will teach you its form. You can try it out right away by scurrying into a hole nearby, but you won't find anything of interest there at the moment - after going through a couple of portals and fighting off a few demons along the way, you'll end up back at Niall's location. Impressed by your progress, he will advise you to look for other sleepers and try to get other forms from them.

E If you activate the Pedestal of Shadow, you will see that many previously inaccessible locations are now open to you. The demons that need to be defeated in order to open the way to the Demon of Idleness are found in: Pure Shadow, Burning Tower, Templar's Nightmare, Invasion of the Shadowfiends and Strife of the Mages. Territories marked simply as "Nightmare" are places where you will find your companions, but you will not be able to get to them until you deal with the bosses in adjacent points of the triangle.

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

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

M passive Doors and Ghost Doors are left alone for now. They require other forms.

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

AT Discord of the Mages, go in a circle (because you can’t go through the massive door yet) to the stairs to the second floor. You can't get to it unless you have the Burning Man form (in principle, you can drink a fire resistance potion and try without it, but the success rate is very small - the fire does too much damage). True to its name, this area is teeming with mages of various calibers who are not at all happy to see you. Don't forget to use lyrium to regenerate health and mana/stamina.

AT When you reach the second floor, you will immediately have to fight several opponents (including two golems). When you deal with them, the Cursed Sleeper will reward you with the last form - a golem.

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

R poison with Niall is the Ghost Door. Enter it in spirit form and defeat the demoness Yevena and her two demon assistants.

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

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

T Now there is only one boss left. To reach it, you have to travel through four islands in the Templar's Nightmare.

H on the island where you spawned, you need to get to the mouse hole in the southeast corner. This mink will take you to the second island. Here, go to the northwest corner of the map and go through the Ghost Door, which will take you to the third island. In the western wall of the very last room (counting as the first one where you appeared), go through the Shadow Portal - and you will find yourself on the fourth island. Pass through all the rooms and you will find yourself at the body of a templar, where the boss of the area, demoness Vereville, will turn into a mouse and escape from you through a mink. All you have to do is take your mouse form and follow it.

To As usual, your tactics in battle depend on who the GG is and how exactly his spells or skills are developed. The only thing I would advise is not to take the form of a golem, as they are weak against magic attacks, and Vereville mainly fights with magic.

P having dined with Vereville, you have opened the way to the Demon of Idleness. If you haven't freed your followers yet, it's best to do so before you head to meet him. (You don't have to, but if you do, you'll have to fight the Idle Demon one-on-one.)

O freeing your allies is easy enough - you just have to convince them that the world around them is an illusion, not a reality. Some of them (like Morrigan and Stan) won't even need your help to make this discovery.

O having freed (or not - your choice) your allies, go to the Demon of Idleness. This is a rather long battle, because the demon takes four forms one after another, each time completely restoring health, and in the last form he has a bad habit of throwing a Snowstorm spell on you, which can freeze your entire group right there on the spot (albeit the demon himself). Don't let the health bar get too low - in some forms, the demon deals such damage that one hit can make you unconscious.

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

Broken Circle - continued

AT Take Andralla's Litany from Niall's body and go to the top floor to fight Uldreth. In front of the stairs you will see the templar Cullen (if you play a Mage, you can remember him from the prologue). In a conversation with Cullen, you have to make a decision: agree with his opinion to kill all the magicians, or declare that you do not want to kill the innocent and try to save those who can still be saved. (If you take the first option, then Wynn - if she's in your group - will attack you.) You can also take the neutral option and say that you can't decide what to do until you get more familiar with the situation.

AT During the battle, Uldreth will try to convert the remaining mages into possessed ones. You can prevent this by using Andralla's Litany every time he roars "Do you accept my gift?". If you manage to save at least one magician, then you will receive help from the magicians during your final battle, if not, then the templars will come to your aid.

Regardless of whether the mages are still alive or not, after the battle with Uldreth, go back to Gregor with either Irving or Cullen to get a promise from them to send help to fight the archdemon.

D even if the magicians are still alive, you can offer Gregor to isolate them just in case - and in this option, the templars will come to your aid.

P Note: If your GG is a Blood Mage and admits to Wynn that she is, she will attack you along with the surviving mages and templars. In this case, you will only have to kill them all and they (of course) will not send support in your final battle.

T It is also possible to challenge Wynn to a fight if she finds out that Morrigan is a so-called renegade mage and you side with Morrigan in the conversation.

E If all your conversations with Winn ended peacefully, then after the quest is resolved, she will decide to join your group (you can refuse if you want).

Walkthrough - Circle of Magi


Walkthrough - Circle of Magi
Non-plot quests
The science of summoning

AT In the library on the first floor, you will find a book that describes the summoning of beings from the Fade. If you wish, you can try to make the call yourself. If, when activating the next item, you were struck by lightning, you pressed the wrong thing. The activation procedure can be found in the relevant Code entry.

First Call:

Pedestal of Summoning.

Volume of Spirits (Spirit Personages)

First Flame

Second Call:

Summoning Pedestal

Statue of the magician Gorvish

Second Flame

Third Call:

Summoning Pedestal

Great Bestiary of Elvora

Book Spiritorum Etherialis

Statue of the magician Gorvish

Phylactery of the Acolyte

Third Flame

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

fourth call

If you look around carefully, you will notice that the Summoning Pedestal activates four flames, not three. To summon the fourth spirit, repeat the activation of items in order one-two-three (see below) and activate the fourth flame. The summoned spirit will disappear after a few seconds, but you can steal a book from his pocket, which will give you a new entry in the codex.

Fourth Invocation:

Pedestal of Summoning.

Volume of Spirits (Spirit Personages)

Rodecorns Uncommon Calling book

Statue of the magician Gorvish

Great Bestiary of Elvora

Table in the first section of the library

Book Spiritorum Etherialis

Statue of the magician Gorvish

Phylactery of the Acolyte

Fourth Flame

Limit Guardian

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

Z student notes (six in total):

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

Second floor: one in a room north of the stairs leading to the first floor; one in the room with the Blood Mages (where you need to either spare or kill one of the magicians).

Third floor: in a room with three statues.

Red Jenny's Friends

AT In Irving's office, you will find the patterned box that was mentioned in the note about Red Jenny (if you found it earlier on the body of the murdered magician after meeting with Zevran). You can take it to a house in the Denerim market district and receive a reward - although you will not be given any explanation of what exactly was in the casket and who needs it. (The chest can be found even before the note is found.)

Five pages, four magicians

H and on the third floor of the tower you will find five pages with records of various magicians who were cheated by a swindler named Beya Jom. After the appearance of this quest, you will meet Jom while traveling around the world map and you can kill him, which will complete this quest.

Scrolls of Banastor

D You can find two scrolls of Banastor in the "old texts": on the third floor in the Great Hall and on the second floor where you fought the first group of Blood Mages.

Additional Information:

H and on the second floor, after the battle with three Blood Mages, one of the magicians will beg for mercy. Do with her as you please.

H and on the second floor in the room under the fallen statue you will find a black vial - one of the six black vials that will summon a revenant if you break it.

H and on the second floor you will find a magician named Godwin hiding in a closet. You will need it later if you agree to the lyrium smuggling quest in Orzamar.

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

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

Story quests

The not-too-intelligent templar Carroll, who stands guard at the pier, will not initially agree to transport you to the tower, but he is quite easily persuaded or intimidated (if you cannot do this, your companions will help you).

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

Non-plot quests

In the Spoiled Princess tavern, you will find one of the widows, Laran, who needs to give the funeral notice for the Blackstone Mercenaries quest.

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

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


MAG TOWER

Story quests

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

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

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

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

If you activate the Pedestal of Shadow, you will see that many previously inaccessible locations are now open to you. The demons that need to be defeated in order to open the way to the Demon of Idleness are found in: Pure Shadow, Burning Tower, Templar's Nightmare, Invasion of the Shadowfiends and Strife of the Mages. Territories marked simply as "Nightmare" are places where you will find your companions, but you will not be able to get to them until you deal with the bosses in adjacent points of the triangle.

I would advise you to go first to either the Burning Tower or the Invasion of the Dark Fiend - to get the next form there, it is enough to have only the form of a mouse. The Templar's Nightmare is best left for last - you need to have all 4 forms to fully clear it.

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

Massive Doors and Ghost Doors are left alone for now. They require other forms.

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

In the Mages' Discord, go in a circle (because you can't go through the massive door yet) to the stairs to the second floor. You can't get to it unless you have the Burning Man form (in principle, you can drink a fire resistance potion and try without it, but the success rate is very low - the fire does too much damage). True to its name, this area is teeming with mages of various calibers who are not at all happy to see you. Don't forget to use lyrium to regenerate health and mana/stamina.

Once on the second floor, you will immediately have to fight with several opponents (including two golems). When you deal with them, the Cursed Sleeper will reward you with the last golem form.

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

Next to Niall is the Ghost Door. Enter it in spirit form and defeat the demoness Yevena and her two demon assistants.

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

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

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

By defeating Vereville, you have opened the way to the Demon of Idleness. If you haven't freed your followers yet, it's best to do so before you head to meet him. (You can choose not to do this, but in that case you will have to fight the Idle Demon one-on-one.) Freeing your allies is easy enough - you just have to convince them that the world around them is an illusion, not reality. Some of them (like Morrigan and Stan) won't even need your help to make this discovery.

After freeing (or not - your choice) your allies, go to the Demon of Idleness. This is a rather long battle, because the demon takes four forms one after another, each time completely restoring health, and in the last form he has a bad habit of throwing a Snowstorm spell on you, which can freeze your entire group right there on the spot (albeit the demon himself). Don't let the health bar get too low - in some forms, the demon deals such damage that one hit can make you unconscious.

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

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

Even if the magicians are still alive, you can offer Gregor to isolate them just in case, and in this option, the templars will come to your aid.

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

Non-plot quests

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

First Call:

Font of Summoning

Spirit Personages Directory

The call of the first

Second Call:

Font of Summoning

Rodecorns Uncommon Calling

Statue of the magician Gorvish

Summoning a Second

Third Call:

Font of Summoning

Grand Bestiary of Elvorn

Place for carving tables

Spiritorum Etherialis

Statue of the magician Gorvish

Novice Amulet

The call of the third

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

Fourth call:

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

Font of Summoning

Directory of spiritual figures

Rodercom's Unusual Profession

Statue of the magician Gorvish

Grand Bestiary of Elvorn

Place for carving tables

Spiritorum Etherialis

Statue of the magician Gorvish

Novice Amulet

The call of the fourth

Use the skill "Theft" on the summoned Earl.

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

Student notes (six in total):

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

On the second floor, you will find a mage named Godwin hiding in a closet. You will need it later if you agree to the lyrium smuggling quest in Orzamar.

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

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

Scattered around the Shadow are pedestals that give your GG plus one to the characteristics, if activated.

In total, you can get from them:

4 to Agility

2 to Magic

4 to Willpower

5 to Cunning

2 to Constitution

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