Dragon age lost child. Walkthrough. Renounce the Society

Now it's time to pass Dragon Age: Origins for the Dalish Elf. After creating a character, you will immediately be faced with a moral and ethical choice: what to do with people who enter your territory. I think you'll often be faced with a choice like this throughout Dragon Age: Origins. Your friend will say that these are bandits. But the people themselves will claim that they are not bandits at all, and did not even know that the forest belongs to us. First find out what they are doing here. They learned about ruins in which, in their opinion, there might be treasure. Yeah, treasure. Very often, the passage of Dragon Age: Origins gives us something much more difficult than searching for treasure. But I wouldn't mind seeing these ruins. One of the people will give us a stone on which something is written in Elvish. True, people were not able to go deeper. There was a demon there, huge, with black eyes! Ha, people's prejudices, it will be easy for us to complete quests! But they will put a choice on us again - do you believe them? Will you let me go? I let them all go. Immediately your companion will pull you into the cave. Well, let's go there. The active passage of Dragon Age: Origins begins.

Move forward, fortunately there is only one way. After two turns you will meet a pair of opponents - wolves. If, throughout the game Dragon Age: Origins, wolves were the most powerful opponents, then life would seem easy and wonderful. But this is by no means true. Kill them, which won't be difficult. Soon you will come to the ruins themselves - along the way you should inspect every little thing that stands out - which means it’s time to save and go inside. Before you are more human ruins than elven ones. Here's a turn in the passage dragon games age origins. Go forward to the first room and you will be attacked by giant spiders! Be careful! After they are dead, move forward to the T-junction. There will be a lot more of these crossroads in the passage of Dragon Age. Although this is more likely not a crossroads, but simply a branch. In any case, go north first, and then explore the southern part. However, if you are not playing as a thief, you can continue through the northern room. See in Dragon Age walkthrough quests are easier to carry out as a thief. Just before entering the final room, you will see a vaguely familiar statue. No, you didn’t see him during the last playthrough of the game dragon age origins. This is a statue made by ancient elven craftsmen. As soon as you come close to the door, you will be attacked from behind by the living dead. After their death, the door will become accessible. It’s strange that you didn’t even need a key, which doesn’t happen very often during the passage of Dragon Age: Origins, because the quests here are very diverse

Go inside, where you will first encounter a more difficult enemy. After his death, search the chests and examine the Mirror. And there will be a good explosion. The gray guard will carry you out. This is how you will meet the Gray Guardians for the first time in this playthrough of dragon age origins. But your friend was nowhere to be found. Interesting situation. Ask to speak with the Guardian immediately and she will be brought to you. She will tell you that we were taken over by a dark force that almost sucked the life out of us. They will tell us that we need to start looking for Tamlen, your friend. I said I felt good. A companion is being forced on us, Merrill. Okay, let's do that, because in Dragon Age, completing quests sometimes means new unexpected allies. And don’t give up allies throughout Dragon Age: Origins. But, before setting off on the main task, I suggest you look around the area. When you're done, go to the mark on the map. Merrill will be waiting for you there, with whom you will go to the cave. You will be back on the starting map and will have to retrace your steps. But this time your opponents will not be animals, but creatures of darkness. After you destroy the first darkspawn, Merrill will say that we look pale, like we have a fever. Interesting hints. Will the passage of Dragon Age: Origins end and we will die from the disease? Don't think. Walking forward a little more, you will come across a parking lot that was not there before. And the forest was completely silent. Interesting... Go into the cave, simultaneously destroying a couple of groups of creatures of Darkness. Once inside, start cleaning everything there. Merrill will say that the ruins are definitely human in origin. But there are elven things everywhere. Move towards the mirror, you don’t need anything else here. And Duncan is already waiting for us near the Mirror. He will say that he is surprised that we were able to cut through the creatures of darkness. And he didn’t help us because he fought with the creatures himself. Duncan will tell you that the mirror was used for talking at a distance. But mirrors deteriorate over time, and filth penetrates them too. And Tamlen, touching the mirror, awakened this filth to life. And because of this we got sick. After this, Duncan will break the mirror. And he will also say that we can no longer help Tamlen. He's gone. Okay, agree to return to the camp in order to discuss our treatment there. Tell the Guardian that there is no news from Tamlen. After this, Duncan will want to talk to the Guardian one on one. Later we need to join them, but first, go to one of the elves and tell him about Tamlen. This elf will begin the funeral service. May our brother rest in peace. And he will also ask you to help him tell the story to the children. I agreed. It is precisely these small joys that make up the liveliness of the game. It’s worth speaking the first lines - and the story will flow as usual, and completing quests in Dragon Age will proceed easily.

After finishing the story, go to the Guardian. Duncan will say that his order needs help, and we need treatment. We'll make a great Gray Warden. So be it, agree. You will be taken away, one way or another. Either voluntarily or using the right of conscription. No more breaking down. Let it be so. The main walkthrough of dragon age begins!

Main plot
As soon as you get to Redcliffe, you will immediately understand that everything there is simply disgusting: Earl Eamon is dying, crowds of undead attack the city every night, complete bedlam and devastation reigns among the population. Let's start putting things in order.

Village under siege
First of all, we go to the city church and talk to Bann Tegan there. He will enlighten us a little about the situation in the city and ask us to help repel the attack of the undead next night. We agree, but to successfully repel the attack we have a lot of preparations ahead of us.
First, let's talk to Chief Murdoch. he will complain to us about a damn lot of problems:
1. The blacksmith does not want to work, because... his daughter disappeared.
2. The most zealous warrior, Dvin, does not want to help defend the city, because he is simply afraid (paradoxical stupidity, isn’t it?)
3. The morale of the militia is running low, because the cheap innkeeper charges exorbitant prices for drinks.
After listening to the headman, we go to resolve the above issues. First, let's look at the tavern. There, first we talk to the bartender, then to the waitress, and then to the visitors. After this, talk to the bartender again and shame him thoroughly, if the persuasion skill is at least level 2, then the bartender will leave his place and join the ranks of the militia. Now talk to the waitress again, she will make prices for all goods free, which will have a positive effect on the morale of the militia. Also ask the waitress about the strange elf sitting next to you. She will say that he is not local. We go to him and squeeze information out of him. The elf will turn out to be Loghain's spy. You can kill him, or you can force him to defend Redcliffe.
Now go to Dwin's house and give him a good scare (again, you need a persuasion skill of level 2 or higher). After this, Dvin agrees to defend the city.
Now go to the blacksmith Owen and take the quest "Lost in the Castle". Agree to find his daughter at the first opportunity, but in return ask him to begin work immediately. That's it, you can report to Chief Murdoch that the militia is in full readiness. Now go to the mill and talk to Sir Pert. Along the way, stop by an abandoned trading shop and find barrels of oil. You will need to tell Pert about them, with their help he will make incendiary traps against the attacking undead. Sir Pert will also ask you to check the rumors that the churchmen have enchanted amulets that would help protect his people from the undead. We go to church to see the reverend mother; of course, she doesn’t have any amulets. Then we invite her to outwit Perth and his knights by passing off ordinary trinkets as artifacts enchanted by the church. If the persuasion is at least level 2, then she will agree. After this, report to Perth, complete all the small tasks from other townspeople and wait for darkness to fall.

Lost in the castle
The quest is given by the blacksmith Owen. He will agree to take the job if you promise him to look for his missing daughter Valena in the castle. The task will close as soon as Valena is saved.

Lost Child
A girl named Caitlin (in Redcliffe Church) will ask you to look for her missing brother Bevin. This must be done before dark, otherwise the quest will close by itself. The boy will be hiding in a closet on the first floor of his house. You will receive a good sword as a reward.
Attack at Dusk
When darkness falls, the city will be attacked by the undead. You have to hold 2 strategic points. First - the road from the castle to the city, then - the city square. In the end, everything will end well and the attack of the undead will be repulsed.

Earl of Redcliffe
After the battle, talk to Bann Tegan at the mill. Erlessa Isolde will run up to you and ask Tegan to go with her. Don't let her go right away and ask her to briefly clarify the situation. You will achieve little from her, because she is very frightened. As a result, you will agree with Tegan that he will go to the castle with Erlessa, and we will go there too, but along a secret route in the mill. Let's hit the road. In the dungeon we will come across a prison in which Jovan (the blood mage) will be imprisoned. It turns out that it was he who poisoned Earl Eamon on the orders of Tairn Loghain. You can kill Jovan, you can release him, or you can just leave him in prison for now (it’s better to do just that). Then we find ourselves on the first floor of the castle, but we cannot go into the main hall, because... the door is barricaded, you will have to go around through the cellar and courtyard, cutting through squads of skeletons. In the courtyard, open the lever and let in the knights led by Sir Pert. Now go to the castle again. Once in the main hall, you will see a funny picture (Ban Tegan will be tumbling on the floor, amusing Connor, the son of Earl Eamon). As it turns out, the boy began to show abilities for magic and his mother decided to hire him a teacher (Jovan), all this was done in secret from his father in order to protect his son from the templars. But the boy somehow fell through the veil between the shadow and real world. The demon absorbed his soul and now lives in his body, terrifying the area. After revealing all these details, Bann Tegan will attack you with a bunch of knights. Having received it properly on the head, he will come to his senses. Connor will have run away by then, and you can decide what to do next. To solve the problem, Jovan will be brought from prison, who will talk about three possible options:
1. Kill Connor
2. Send one magician into the shadow, but since this ritual requires lyrium (which is not available), a human sacrifice will be needed. In this case, you will have to stab Erlessa Isolde.
3. The most difficult, but most successful option: you can penetrate into the shadows without human casualties, but for this you need several circle magicians and lyrium. You can get all this in the circle tower. We go there, put things in order according to the main plot, after which we ask the first sorcerer Irving to help us with the ritual. We return to Redcliffe, send ourselves (if you are a magician), or Morrigan, or Wynn, or Jovan into the shadow. You will still have to play as the chosen magician. In the shadows in a small location, kill the demon of desire and free the boy from his captivity. Now is the time to start saving Earl Eamon himself.
Note 1: If you send Morrigan into the shadows, then after that she will stop being offended that you constantly help someone (she will still be sarcastic, only without losing her reputation). If Connor is saved by Jovan, then you will have a chance to save his life after saving the life of Earl Eamon.
Note 2: If you are a mage and have gone into the shadows yourself, then you can persuade the demoness to leave Connor alone for a while, and as a reward you can trade for the “blood mage” ability.

Urn of Sacred Ashes
Earl Eamon can only be saved with the help of the ashes of the prophetess Andraste. But where to look for an urn with this “cure” for all diseases? We learn that the priest Brother Genitivi, who lives in Denerim, is searching for the urn. Let's go there. At his house we will be met by Genitivi’s assistant, who will say that he has gone to Lake Calenhad and should be looked for in the “Spoiled Princess”. If our persuasion skill is well developed (up to level 3), then we can easily recognize deception and put pressure on this “assistant”. He will get into a fight, this mistake will cost him his life. In the next room we will find a real assistant, as well as information about where we really need to look for Brother Genitivi. If, nevertheless, you were unable to uncover the deception and went to Lake Calenhad, then fanatics will meet you near the “Spoiled Princess”. From the corpse of one of them we take information about the so-called Vault. There you should look for the missing priest.
The refuge is located in the south of the Frost Mountains. The village is quite strange. The first guard will very clearly hint that we are not welcome here, like any other strangers. We look into the first house, there a human carcass will be cut up on the altar. We go to the store, talk to the merchant (if you like something from him, it is better to buy it right away, because then it will be impossible to buy or sell anything, because the dead do not trade). We are trying to go into the next room, the merchant will attack us for such arbitrariness, so we will have to kill him. Again we go to the next room, there we see the corpse of one of the knights who were sent by Sir Pert to search for the urn. Yeah, it's a fun town. We go out into the street and go to the church on the hill. There we will witness a rather ominous sermon, after which we will be attacked. We take the key to the temple from the corpse of the main cleric and find Brother Genitivi in ​​the next room. He will tell you that fanatics live here, whose goals are unknown to him, but they have settled in the ancient temple of Andraste and the urn should be somewhere inside it. Genitivi will lead us to the temple and open the door with the key. Then we will go alone, and the holy brother will be waiting for us in the main hall. At first, our choice is small, since only 2 passages are available for exploration. In the right one we will find a door locked with a key. We will find the key to it in the left passage. Having returned, we unlock the door, explore the room and find the key to the central passage. Soon we will find ourselves in a cave, which will eventually also split into two parts. In the left one there will be a shelter for sectarians with the leader Kolgrim, as well as an exit to the top of the mountain; on the right there are a bunch of small dragons, from which it would not hurt to take trophies. Kolgrim will offer us a deal: get rid of the urn guard and desecrate Andraste’s ashes with dragon blood so that she can finally be reborn in a new guise - an ice dragon. If we do this, Leliana will leave us, Alistair will be very offended, but Kolgrim will teach us the ability of the ripper. However, it would be more correct to kill Kolgrim and his henchmen. We remove all the equipment from him (by the way, it’s quite good), and most importantly, we take the horn to summon the ice dragon, after which we go to the top of the mountain. There will be a short video, from which it is clear that the ice dragon sits on the plateau and will not fly off from there unless we call her with a horn. This can be done immediately, or later, when you decide for yourself that you can take down the dragon.
We go to the cave with the urn of sacred ashes. A guard will meet us and tell us about the glove tests. We agree to go through them. To begin with, he will conduct a brief interrogation of you and your companions, just answer the lines that are the most polite and truthful. Next, the door will open and you will find yourself in a hall with eight spirits. Each of them will have a riddle for you, if you guess it, the spirit will fly towards the door and help open it, if you don’t guess, then it will turn into a demon that will need to be defeated, after which the spirit will still contribute to opening the door. Here are the answers to the riddles, they are located in the same way as the spirits, if you stand at the beginning of the hall facing the closed door:

Compassion hunger
jealousy of the mountain
house revenge
dreams melody

When the door opens you will find yourself in a room with twelve buttons. Each button turns on a specific section of the bridge. For a section to be passable, two buttons corresponding to its number must be pressed. Changing the location of three companions, you must guide the fourth to the end of the bridge. If you do everything correctly, the bridge will eventually become completely visible and therefore you can walk back and forth as many times as you like. These are the section numbers the steps are responsible for. The sections are numbered in order of distance (1 - the closest, 4 - the farthest); the location of the buttons is from a position at the beginning of the hall facing the abyss.

2 2
4 3 and 4
1 and 4 2 and 3
1 1
4 1 and 2
3 3
Initial algorithm: place one companion on the second button from the right (1 and 2), and the other two on the third and sixth buttons (no matter which side). 2 active steps will appear. GG stand on the second of them. Then remove the satellite from the third button and place it on the fourth button on the right (2 and 3). Now remove the companion from the “1 and 2” button and place him on the button responsible for the third section of the bridge (the first on either side). Now you have the second and third sections of the bridge active, move the GG from the second section to the third. Then repeat all the steps so that you eventually have the third and fourth sections active.
Having finished this puzzle, go to the final test room. In front of it we have to fight with clone spirits (an exact copy of our party), then a wall of fire awaits us. To pass through the fiery wall you need to... strip down to your panties. Now the guardian of the urn will appear again and say that we are worthy to touch the ashes of Andraste. We take a pinch and return to the main hall to brother Genitivi, who has already been waiting for us. He will be completely delighted with our story and will say that he is going to Denerim to organize an expedition to these lands. Well, we, in turn, go back to Redcliffe to heal Earl Eamon.
The ashes will work and, in gratitude, Eamon will support us in the fight against the pestilence, and will also voice a plan to eliminate Loghain. At the same time, he will execute Jovan for betrayal (you can save his life if it was Jovan who walked into the shadows to save Connor’s soul) and will reveal the knight’s ability to you. Ahead of us is the gathering of an army and the assembly of lands in Denerim.

Preacher board
The fate of the caravan
You have to go to the area marked on the world map and find out what happened to the border caravan. The news will be sad - the caravan will be plundered.

Brothers and sons
You have to go to the area marked on the world map and find out what happened to the Easthind squad of knights. The news will be sad again - the detachment will be killed by the creatures of darkness.

last hope
You have to go to the area marked on the world map and try to save the refugees. This time everything will be fine, you will recapture them from your enemies safe and sound.

Skin thickness
Bring 9 servings of corpse bile to the priest singing at the board. it can be easily collected from the skeletons terrorizing the city. Also, if you are patient and bring 18 servings of bile, you will receive 2 times more gold.

Unintended consequences
Note: The quest appears only after you summon a certain Trickster to the towers of the circle (see the quest "Science of Summoning")
You need to kill the one who is attacking the caravans. When we arrive at the place, we find out that the Trickster, whom we accidentally summoned in the tower, was behind everything.

Before we begin to describe the passage of the game's storylineIt’s worth noting right away that the introductory parts of the narrative will differ from each other depending on which character you choose to save the world. To avoid confusion from the very beginning of the story, your humble servant considers it necessary to describe all the plot options. So, briefly and in order.

Dwarf - Crown Prince

After chatting a little with the servant, immediately go to the celebration, where you will meet your father. From him you will receive instructions to find your brother Belen, who is in the Test Arena. He will tell you that your other brother is planning something evil. As soon as you both have time to return back to the banquet hall, you will immediately be kicked off to some godforsaken city. On the way to it, you will meet a small number of opponents, which you should easily cope with, especially since a group of allies will join you on the way. Having reached the city, deal with a small detachment of mercenaries and receive a trophy in the form of a signet from the finger of one of them. Having entered the house, place your companions on slabs that stand out from the general background. After this simple procedure, you will become the happy owner of a shield from the sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committing fratricide you will be sent to prison. Before you have time to get used to the official environment, you will be sent into exile so that you can join the Order of the Gray Guardians. Having scattered all your ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to beat out a batch of lyrium, allegedly stolen from the Charter, from a local merchant. Having taken the goods from him, go to your owner Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the boss's forgiveness, you will have to go to a kind of gladiatorial fight, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness by wearing his armor. Then distract Mylar with conversation while your accomplice poisons his drink. After this, you will find several trivial battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way through the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will invite you to go with him to Ostagar.

Man - Magician

After a short briefing, you'll be right off the bat as you'll be thrown into a bit of combat right away. Then you will meet a magician named Mouse, who will recommend communicating with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before defeating him in a duel. Then, having gone a little further and scattered another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can engage him in battle or try to guess his 3 riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with the pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with whom you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will learn that you need to see the chief magician Irving, whose chambers are on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the subdued will ask you to bring him permission from the authorities, in exchange for fire rod. Direct your steps to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse of spiders (the warehouse is located here). Having completed the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and his comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and fighting off a number of guards, you will reach a room with a wardrobe and a statue of a cat. Having moved the first one and using a fiery blow on the second, move further, where a small skirmish and the desired Jovan amulet await you. After getting to the surface and meeting old acquaintances, from whom Duncan will dissuade you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who has approached, you will go to your brother’s bedchamber. Going into the kitchen on the way and sorting out my faithful dog with a whole battalion of rats, meet with your brother and talk to him, then go to bed with peace of mind. Having awakened and realized that you were attacked, bravely scatter the adversaries in the corners and talk with your mother, then go down to the main hall. Carry out a systematic clearing of the room there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with your dying father there, agree to join Duncan and go to Ostagar.

Elf – Urban

After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. Having found out from them the reason for what happened, go to bring justice to the castle of Denerim. Entering through the servants' door, having previously chopped up all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Use this potion to poison three more soldiers and move on to meet the kidnapper Vaughan. After killing him, escort the girls home and accept Duncan's invitation to join the Gray Guardians.

Elf – Dalish

When faced with a squad of people, deal with them together with your friend and go to the ruins. There, having reached the mirror room, you will meet an unfriendly creature, defeating which and approaching the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's student, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell the elder everything. Now you can safely go to Ostagar.

Elf – Mage

This plot fully corresponds to the story of the Man - Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the surrounding area. Having completed this task, go in search of Alistair - a new companion in your difficult endeavors. Having interrupted his intellectual dispute with the magician, accompany your new acquaintance to Duncan, from whom you will receive the task of collecting three flasks of demonic blood and getting old scrolls from the guards’ archives. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having completed the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will encounter fierce resistance from all sorts of evil spirits. This is not surprising, because the sought-after scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized by the family contract of the witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and going through the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into fine vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, since on the last floor of the tower a hefty animal is waiting for you, responding to the nickname of an ogre. The advice for destroying it is quite simple - have plenty of healing potions with you and under no circumstances gather your squad together. If you do this, then in one attack the org will be able to inflict huge damage on all your comrades. Having dealt with the monster, light the torch, thereby completing the mission. Having woken up in Flemeth’s house and learned bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the Mabari dog fighting with several spawn of darkness. By helping the animal, you will find a loyal ally until the end of the game.

Lothering

Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for passage. There is no need to stand on ceremony with them - take them all and chop them into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the inn. There you will have a small fight with Loghain's soldiers. If you show mercy to them, another character named Leliana will join your party. After this, heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done different ways- from bribery to threats, but if Leliana has joined you, then Stan will be released automatically. As a whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two nosy gnomes who are fighting off the attacks of evil spirits. In return, you will have the opportunity to sell the junk accumulated during your adventures at a rest stop.

Then you are free to choose which regions to go to first. The order of missions does not play a fundamental role, but your humble servant went through storyline games in the following sequence.

Mage Circle Tower

Once you reach the pier, persuade a man named Carroll to take you to the tower. Once you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind them will immediately close until peace and quiet and God’s grace sets in (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a squad of surviving magicians led by a person named Winn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties to pass, but on the second floor there are quite dangerous blood mages roaming around. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and placed bear traps. But on the fourth, get ready to meet the demon of Idleness, who will send your hero into the darkness, and alone without the support of the team.

Dusk

Finding yourself alone, get ready for a fight with Duncan and his comrades. After defeating them, activate the Twilight Zone pedestal and talk to Niall. Now travel through the shadow portal to meet the rage demon. As a reward for winning, you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new directions will become available to you. First, go to the burning tower. Here you will be met by a lot of fiery creatures, so the freezing spell will come in handy. Go up to the second floor, where, among other things, destroy the fire demon and gain the ability to transform into a burning man. Now you are not afraid of fire. Go to the location called Invasion of the Darkspawn. Now that you can ignore the flames, you can easily reach the hall in which the brave templar fights all sorts of scum. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the fragmented circle. Move forward and systematically take out all the enemies you come across, feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you will have to kill. Congratulations, you have obtained the final golem form!

Now you can safely go to clean up the Twilight Zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you in the same location where you found your last form, with the help of which you can easily defeat him. The next candidate for corpses is Utkiel the Destroyer, who closely resembles an ogre, lives in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghostly door and fight a lady named Jovena, as well as her two suitors. Don't forget about the burning tower area! The demon Ragos is waiting for you there. In fact, this enemy is much inferior to your Burning Man form, so killing him won't take much effort. The last guard on the path to the demon of idleness will be a certain Vereville, who lives in the templar’s ​​nightmare. Now you can free your comrades, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they can join you in order to help defeat the demon of idleness. This will not be easy to do, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so don’t yawn and transform into the necessary forms.

Mage Circle Tower

Having dealt with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful thing called the Litany of Andralla from Niall’s body. Before the stairs to the top, you will have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to this or not is up to you, although you can abstain. At the top, another enemy, Uldred, is waiting for you. Besides his ability to transform into a giant demon, he can also turn the remaining mages against you. To prevent this from happening, use the selected Litany of Andralla on them. After victory, return to Gregor in the company of Cullen or Irving to secure his promise of help in the final battle against evil. After walking around the tower to your heart's content, head to the village of Redcliffe.

Redcliffe

The first person you will meet in this area will be a certain Thomas, who will tell you about all the horrors happening in the village. Having entered the main temple, you will see Ban Tegan and discuss with him the sad state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth organize the defense. First, go to the mayor, who will direct you to the blacksmith Owen, so that he can tidy up his worn-out uniforms. Having reached his house and persuaded the blacksmith to do the work in exchange for a promise to find his missing daughter, return to Murdoch. Now go to the mill for a rendezvous with Sir Pert. He will ask you to go to Mother Hana to bless the upcoming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). As night falls, the battle will begin. After you have repelled several attacks from animated skeletons, you will be informed that things are going badly in the church area and you need help there. Go to a given position and continue crushing the living bones in a new place. After the battle, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Isolde. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (along the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will also find the lost daughter of the blacksmith. Don't babysit her and send her on her own to her dad. Once out into the courtyard, immediately open the gate so that your allies arrive in time to help you defeat another company of ghouls. Going upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also rush at you with bad intentions. Having dealt with him, take care of the main problem in the person of Connor. The best option (although not the only one) to solve this problem is to ask for help from a circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are required to enter the twilight and fight the demon that has possessed Connor. Having expelled him, you have to find a way to heal his father, Eamon. To complete this task you will have to go to the city of Denerim.

Denerim

First, go to the house of Jenitevi's brother, who, alas, will not be there. But on the threshold you will be met by his assistant Waylon, who will inform you that the person you are looking for has set sail for the area of ​​Lake Kalenhard. If you try to talk to this dubious person or simply go to the back door of the house, the impostor will give himself away and attack your hero. In a popular form, having explained how he was wrong, you will find in the back room the body of Geniveti’s real assistant, as well as information that you need to look for him in a village called shelter. There is nothing to do, follow in the given direction.

Village

It cannot be said that in this outback they are very happy about the appearance of your squad, so do not waste time and immediately go to the chapel. There, after a short conversation with Father Eirik, send him to the next world, as well as his comrades who came to his aid. Take the medallion from Eirik's corpse and in the next room behind the secret passage you will find brother Jenitevi, who will invite you to go to the destroyed temple.

Destroyed Temple

Once inside the temple using the medallion, get ready for a warm welcome with a whole bunch of enemies. Robbers, cultist magicians, and spirits of ash in the company of archers live here. Your goal is to get to the rooms of the cultists, in one of which you will get the key to the previously locked door. Go back and go to a previously inaccessible area, where you will find another key. Open another door for them and, walking forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad will encounter a new batch of opponents, among which there will be large and small dragons. After dealing with these dinosaur relatives and collecting trophies, you will meet the cult leader Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It’s easier to choose the second option, and besides, you’ll get hold of a signal horn. Now, with a clear conscience, get to the surface. Ignore the flying dragon (although you can use the captured horn to challenge it to battle) and go into the next building. Here the guardian will meet you and enter into a lengthy discussion with you. Don't lose your temper and you'll easily be able to move on to the testing room. Here you will be asked riddles. If you answer everything correctly, you will move on unhindered; if you make a mistake, you will have to wave your sword. In the next room, your evil doubles are waiting for you, after the battle with them you will have to solve another puzzle. To solve it, simply place your teammates as indicated in the screenshots, gradually moving the main character forward along the bridge.



When one hero crosses the abyss, the rest can do the same. In the next room you need to take off your equipment so that you can go further. Now we take the coveted sacred ashes and leave the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you will heal Eamon and enlist his support in the final battle. All that remains is to negotiate with the gnomes, the road to which runs through the frosty mountains.

Frosty Mountains

On the way to the gnome capital Orzamar, you will encounter another group of hunters for other people's property. I think that you yourself have guessed what exactly needs to be done with them. Once you reach the city gates, you will witness a verbal altercation between the guards of Orzamar and a group of Loghain's men. You can kill a squad of homo sapiens, or persuade them to leave here.

Orzamar

When you enter the city, first of all discuss current affairs with the head of the council, Bandelor, who is located in the diamond district. During the conversation, it turns out that your squad will have to take one of two sides in order to prevent unrest in the city. You can seat Harrumont or Prince Belen on the throne. Since your further actions will differ depending on the chosen side, I will describe both scenarios.

If you decide to support Lord Harrumont, then after talking with his representative, you will find out that two brave fighters do not want to side with Harrumont in the testing arena. You will have to have an educational conversation with them. The first of them, Gviddon, will have enough of your eloquence, but Bayzil will balk and demand in exchange for his consent to bring him the letters stored in the indicated place. There is nothing complicated in this order, so when you bring what you need to Bayzil, he will agree to participate in the fights. True, you will also have to wave your sword in the arena, and not just once, but as many as 5 times. Having emerged victorious from all the fights, go to the local tavern, after which you will be granted an audience with Lord Harrumont.

If you choose Belen's side, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to act as a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agrees to take Belen’s side. With the lady you find in the diamond area, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various evil spirits. Help Lord Dace fight them off and hand him the letter. After this, go back and receive an invitation to Prince Belen.

Whichever side you accept, further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, sitting by the fire. She will point you to a door through which bandits regularly pass; all that remains is to get the key to it. It is located in a nearby shack, where you will be greeted by a small enemy squad. Having dealt with him and taking the key, use it to unlock the closed door. When faced with a guard naively demanding a password from your team, cut it off and move on, destroying everyone in your path. Once you reach the prison, free the prisoners and go forward to meet Jarvia. The battle with her will not be easy, due to her bullish health and the large number of minions getting under your feet. Finally, having defeated the beast, return to bow to the pretender to the throne for a new task.

And it will not be easy at all. The essence of the order is as follows. You need to find such a super female blacksmith named Branka, since it is she who has the decisive vote in choosing the new king. To complete this mission, you will have to go to a location called the deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine, Ogren, who will join your group. Having reached the Karidina crossroads and dealt with your opponents, go into the cave, after which you will find yourself in a large hall. The number of enemies in this zone is simply off the charts, and on the bridge your invincible squad will be warmly greeted by an ogre who arrives in time. After passing the hall, go through the tunnel, cutting down everyone in your path, you will finally reach Teiga Ortan.

Having visited this location, you will encounter extremely unpleasant opponents in the form of giant spiders. The only good news is that arachnids attack not only brave heroes, but also supporters dark forces, which you will witness when you reach the large hall. Clear out the remnants of the surviving adversaries and go through the corridor, after which you will find yourself in another room with a new batch of opponents. Also, here you will meet a half-crazy gnome, Rook, with whom you can talk. Drive forward like a bulldozer and pretty soon you will meet the mother of this entire spider brood. I advise you to use various inhibitory spells more often in this fight in order to reduce the boss’s irrepressible jumping ability. After the victory, read Branka's diary, from which it becomes clear that your further path lies in dead ditches.

Once you reach the bridge, you will witness the brave resistance of the dwarves to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge freed from enemies and run to the gate. Since they are closed, you will have to go around through a side tunnel. By the way, after rummaging around a little, you will find a set of armor dead legion. Having gone a little further and finding yourself in another large hall, you will be subject to targeted fire from archers. In addition, their leader has a particularly powerful bow, which will make further battles a little easier for you. Nearby in the tomb you will find another piece of armor, after which you can safely continue your path forward to the hall where animated skeletons live, and another piece of armor awaits you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will tell you that Branca has moved on. Blow into the temple of the dead legion, in which you will find the last piece of armor and the key to the door leading out of the area dead ditches. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown out of nowhere. Well, now get ready to fight the new boss! Chopping up this overgrown octopus is neither easy nor quick. The main thing is not to attack him head-on, but rather start by destroying the tentacles. When the miracle Yudo loses his limbs, he can (and should) move into close combat. After defeating the boss and going into the next tunnels, you will unexpectedly meet Branka. Now you need to escort her to an artifact called the anvil of the wasteland. Your squad will overcome new corridors without any problems until they find themselves in a room filled with gas and inhabited by four golems. First, turn off the gas by activating the valves on the sides, and then deal with the opponents one by one. After passing through the next room, in which golems are also waiting for you, you will find yourself in a hall where you will be attacked by the spirits of gnomes, animated by a mask on the column. To cope with this witchcraft, after each destruction of the spirit, you will have to hammer on the anvil standing right there. After seven or eight repetitions of this exercise, you will be able to begin the final (by God, I’m not lying!) fight in this location. Here the game again gives you a choice of which side to take. If you support Branca, you will have to fight against Caridin and his four associates. On your side will be Branka herself and 4 more golems. If Karidin sympathizes, he will have to cope with his own forces with the support of three golems against Branka and her four stone assistants. Whoever you choose, in the end, you will be given the perfect crown and sent on your way. With the trophy you have received, you will go straight to Orzamar to perform the coronation of your chosen heir. By the way, no one is stopping you from changing your previously made decision and placing any of the two contenders on the throne. Having restored the monarchy and enlisted the support of the newly-made ruler, it’s time to stomp into the Brecilian Forest to free the Dalish from the invasion of werewolves.

Brecilian forest

Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zatrian, who will tell you that his fellow tribesmen are being attacked by werewolves and therefore the elves have no time to help you now. It’s another matter if your squad, out of the kindness of their hearts, copes with the leader of the werewolves living in the depths of the forest. Having agreed to complete this task, be prepared to exterminate not only werewolves, but also the already well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, you can part ways peacefully. Further, having made your way to the edge, you will meet extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is quite peaceful. This huge oak tree will ask you to bring him an acorn that was stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to give the scarf to her husband. Take it - it can help you get through. The elderly kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange it for some other item (a previously received scarf will do). Although I personally preferred the option of killing this forest pest. We return with the loot to the oak tree and give it the stolen acorn. In return, he will provide you with a magic staff, allowing you to go into a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local leader of the werewolves. Having dealt with him, go to the ruins in search of the most important ghoul.

Ruin

Go down and systematically destroy the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before you start attacking the fire-breathing lizard, I strongly recommend disarming at least some of the traps, which are found in abundance here. It is best to harass the adversary himself with the help of ice spells, keeping magicians and archers at as great a distance as possible. In addition to a significant reward for victory, your group will be able to advance to the second level of the ruins. Here, skeletons will also join the spiders, and when you reach the next hall, you will encounter the ghost of a child, who, however, does not pose a danger. Having gone out into the corridor and having reached the fork, it is more advisable to turn right. By the way, right there you can find a blue crystal, with the help of which you can obtain the specialization of a combat Mage in the next room with the altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to battle with a creature called witchcraft horror. He is absolutely nothing terrible, so when you have mastered him, bravely dive into the lake and get ready to find yourself in a werewolf lair.

There will be a small battle with shaggy enemies, after which you can get an audience with the leader of the werewolves. Once again, the game gives you the freedom to choose the side you will fight for. Having decided to support werewolves, you, in the company of a fanged company, will go to the elf camp and organize a massive genocide there. If you support the elves, your group will have to seriously reduce the number of wolf shifters. Well, the most profitable solution would be the option of removing the spell from the long-suffering inhabitants of the forest. To do this, you will have to bring Zatrian to the lair and strongly persuade him to do a good deed. After this, return to the elf camp (if you did not slaughter it on the werewolves' side) and obtain a promise from Zathrian's successor Lanae to help you in the final battle, which is just around the corner.

But before you enter it, you have to go to Radcliffe Castle, where Earl Eamona decides to hold a general meeting to elect a supreme ruler. However, all the main actions will take place in Denerim, where you will move after a conversation with Lord Radcliffe.

Denerim

When talking with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in the conversation if you want to put him on the throne. After finishing the dialogue, you can safely go to Earl Eamon’s office, where the queen’s maid will tell you that her mistress was kidnapped by Earl Howe and is being held in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from the mansion of Earl Denerim. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. Having reached the house, you will understand that you will not be able to break through the front doors, so, following the advice of the maid, go around to the back entrance, fighting a group of guards along the way. Next, you can wait until the queen’s maid distracts the guards’ attention from the back entrance, or you can brazenly break in and cut everyone off. True, I highly recommend that you walk around the mansion using a disguise. Otherwise, a tour of the estate will be too bloody. Having reached the queen's room, it turns out that a magical seal has been placed on the door, preventing her from leaving. Now go to Howe's room, where you can get hold of interesting documents stored in the chest and try to break into the treasury located nearby. From the office, go straight down to the basement, where you will come face to face with the guard. However, you won’t have to engage in battle, since the quick captive will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to work and you have no choice but to fight with each of the opponents you encounter. Also, do not hesitate to free prisoners from captivity along the way. A little later you will meet Earl Howe. Howe himself does not pose a serious threat, but with two magicians you will have to tinker a little. Having dealt with him, return to the queen’s room and lead her out. However, Loghain’s people will already be waiting for you there, who will offer you to surrender.

If you choose this option for yourself, be prepared for the forced release of the hero from prison (on your own or with the help of your loyal comrades). In the company of comrades, you will just have to break through the fort’s guards and get to the cell in which he is imprisoned. main character. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard into your cell and take possession of the coveted keys there. Next, get first to the chest with your equipment, and then to the mannequin with the guard’s uniform. Now you need to get the password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the piece of paper with the password from the pocket of one of the guards. If you do not have such talents, then after meeting with the colonel and talking with two recruits, go to the quartermaster and threaten him with problems with the colonel, after which he will give out the blades. After talking with the colonel again and answering his question: “No discipline,” go to the exit, where you will find out the password from one of the guards - “Rabbit.” Now go to Eamon's mansion.

If you do not want to surrender, you will have to fight Loghain’s people, and then go to Eamon’s mansion and talk with him and the queen, from whom you can enlist support at the upcoming council.

It's time to visit the Elyphian Region, but before that, visit the local tavern and talk with the previously freed prisoners.

Elifia District

After learning that the elves are suffering from the plague, go to the main square, where you will meet a character named Shianni. From her you will learn about the existence of a dubious hospital, behind whose walls strange things happen. Having entered this establishment from the back door, having previously killed the guard, we explore the premises of the hospital and find a letter there. After this we select Fresh air, having scattered several opponents there, and again we speak with Shianni. Now she sends you to a house near the hospital. Make your way through this building, defeating a small group of soldiers, then head to warehouses. There you will meet another elf named Devera, who better convince her that fighting with you is a futile task. Moving forward with her and killing small riffraff along the way, you will reach the main villain of the local spill, Caladrius. You don’t have to fight him at all, but you can simply agree on a deal in which he will provide you with incriminating evidence on Loghain, and you will let him leave. However, if you choose a forceful solution to the issue, you will get what you want, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the land meeting.

Land Assembly

During the debates, do not let Loghain down and fight off his attacks against you. Also, do not forget to mention the threat posed by the creatures of darkness. If you have secured the support of the right allies before the council in advance, then you should not have any big problems. Realizing that he lost the election, your opponent will become furious and attempt a coup. Pacify this endeavor in the bud, after which you will have to fight Loghain one on one. This is not an easy task, since your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, due to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. After defeating your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into “Gray Guardians”. Depending on the decision made, the game will provide you with various options for dividing the throne, from which you can choose any one you wish. So, the kingdom is united, it's time to enter the final battle!

Final battle

First, head to the familiar Redcliffe, which has already been attacked by the Archdemon’s minions. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon’s army has decided to deliver the main blow to Denerim, so the whole honest company will have to return back. Riordan will also report that the main adversary can only be overcome by “ Gray Guardian", and even then at the cost of his life. Don't rush to get upset! In a conversation with Morrigan, you learn that you have a chance to survive the final battle if you “help” the charming witch get pregnant from you. In case you are playing female character, then Alistair or Loghain will need to be persuaded to undergo this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the disgruntled Morrigan will leave your squad immediately. Having gone to Denerim in the morning and hacked up all the goons in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 comrades, you will gain access to the forces that were promised to you as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. They can be used by one squad on each game location, so use them sparingly and profitably.

To begin with, go in search of the first general in the elfinage, where you will meet with Shianna, who will report that the barricades are about to break down. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take a close look at the general who is left alone, surrounding him from all sides. Any army specializing in close combat would be well suited for this task (Radcliffe's army or werewolves would be just right). Now go to the market square, where the second brave general is waiting, surrounded by loyal ogres. The principle of its elimination is exactly the same, so you shouldn’t have any problems.

Having dealt with this sweet couple, move to the palace quarter, where after watching the video it will become clear that your path lies in Fort Dragon. On the way to it, it makes sense to send another army forward so that it can help deal with detachments of various evil spirits. True, before storming the fort you will have to repel wave-like enemy attacks from the gates of Denerim. After this, you can safely break into the fort. On its first floor, only small riffraff are waiting for you, which can be easily exterminated from a distance, but on the second floor you will have to tinker a little, since more serious rivals are crowded there. Although, it makes no sense to dwell on them specifically - as the game progresses you had to participate in more difficult battles. Finally, go up to the roof and take a deep breath, you will have a final fight with the main villain of the game - the Archdemon dragon.

Archdemon

When fighting him, don't hesitate to use your best powers (mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up, try to have time to withdraw your people from the affected area. When his life level drops below 50%, he will begin to call upon his minions in huge numbers for help, and with his last breath he will make walking bombs out of them, exploding the unfortunate ones near your allies. Sooner or later he will run out of strength, and he will fall to the ground dead.

Now you've completed the gameand I hope this description helped you


When you first visit Redcliffe, Bann Tegan in the church suggests talking to Murdoch before entering the church and with Gray Perth near the windmill.

Murdoch asks to bring a blacksmith to work. The blacksmith will agree if you take on his quest Lost in the castle. Ser Pert wants to receive a blessing for the battle. You can take amulets from the abbess in the church. Regardless of the outcome of the negotiations, the mandatory part of the quest ends and, if desired, you can proceed to the night battle by selecting the appropriate option in the dialogues.

Additional parts of the quest increase the number of fighters, etc.

1. You can fulfill Murdoch’s request and involve the gnome Dvin and his comrades in protecting the village. Dvin is located in a house on the pier.

2. You can convince the innkeeper to give the militia drinks for free.

3. You can find barrels of oil in a village shop and offer Sir Pert to use the burning oil in battle.

In addition, the innkeeper Lloyd and the elf spy Berwick from the tavern can be recruited to protect the village.

[If you leave Redcliffe before the night battle begins, only Bann Tegan in the church will remain alive (needed to continue the storyline).]

Result:
100 XP for attracting Owen;
100 XP for attracting Dvin;
100 XP for amulets for the Ser of Perth;
100 XP for advice to use oil


Blackstone Volunteers quest (can be taken in Denerim). There are four funeral tributes to be given to widows. They are located in Redcliffe (church), Lake Calenhad (tavern), Denerim (Shopping District and Dirty Alley).

Result:
175 XP and 1 gold coin for completing the quest.


Caitlin is at Redcliffe Church asking to find her brother Bevin. Bevin hides in a closet on the ground floor of Caitlin's house on Redcliffe Marina. If desired, you can take the key from Bevin to a chest on the second floor of the house containing a unique sword.

Result:
sword Green Blade, if you leave the sword with you;
100 XP for completing the quest.


In the Korcari Wilds, you need to take Rigby from the body of the dead missionary Rigby's will(this gives the quest). Then you need to take the box from the cache in the west of the location. The box can be opened (it contains a useless amulet) or taken to Jetta at Redcliffe Church.

Result:
-.


Owen at the Redcliffe forge asks to find his daughter Valena. Valena is hiding in a small room in the northeast of the lower floor of Redcliffe Castle. If you allow Valena to die (you don’t talk to her before expelling the demon from the castle) and inform Owen, he will commit suicide (the new blacksmith’s range of goods will change).

Result:
helmet Owen's masterpiece updated from Owen and Defective amulet from the new blacksmith, if you don’t save Valena;
250 XP and Armored Dwarf Armor, if you save Valena.


Stan's personal quest. If your relationship with Stan is good, he may talk about the loss of the sword. You need to talk to the marauder at Lake Calenhad. Then find out from Farin in the Frosty Mountains who he sold the sword to. In one of the houses in the village of Redcliffe, you need to convince Dvin to give the sword, then give the sword to Stzn.

Result:
125 XP for talking with the marauder;
125 XP and two-handed Stan's sword for completing the quest.