Dragon age radcliff walkthrough. Dragon Age Quests in Redcliffe. Looking for an urn

Walkthrough dragon age: Origins. Redcliff location.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

Redcliffe. You will visit this place in order to get the support of Earl Eamon. And I, in turn, will try to help you succeed in this matter. So, let's begin.

As soon as the download is completed, a dialogue with Alistair, your companion, will immediately begin. He will tell you about his true origin and relationship with the earl. If you want to improve your relationship with this companion, tell him that you understand everything and do not blame him at all for not telling you the truth about his origin earlier. After that, we go to the bridge, where we will be met by a man who mistook us for knights who arrived to save the settlement from some terrible threat. He will lead you to the local church, where Eamon's brother, Bann Tegan, will meet you.

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He will tell you that every night when the fog descends on the village, crowds of the dead come from the castle and kill the inhabitants. When you agree to help, he will send you to the head of the militia. If you do not want to worsen relations with Morrigan, it is better not to take her with you. She will not be happy to help people fight off evil spirits. Do not rush to leave the church. There are several books there that will add some information to the Codex. Also in the church is the girl Irenia. Previously, you could take the task of informing her about her dead husband. Next we see a girl named Caitlyn. If you ask the girl what happened, she will tell you about the disappearance of her little brother. We leave the church. Before our eyes is a square that has been turned into a training ground for the militias. We go straight and find the very head of the militia.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

He asks us if we really Gray Wardens. After talking on this topic, he tells us about the problems with the blacksmith. His daughter has disappeared and he, getting drunk as an insole, refuses to forge weapons and make armor for the militias. We agree to help. We go a little further and see the closed doors of the forge in front of us. In order not to worsen relations with anyone, we leave Mirrigan and Stan in the camp. To improve, we can take Leliana. We knock on the door. A drunken blacksmith answers us and says that he will not let us in. With a pumped persuasion skill, we can persuade him to let us inside.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

We enter and immediately speak with the blacksmith "heart to heart". He talks about the disappearance of his daughter, and we convince him that it will not work to kill grief in alcohol and ask him to help the militia. In return, he asks us to promise to find his daughter in the castle. We agree. And he also has a cache in the corner with all sorts of junk, which he mistakenly calls armor and weapons.

We go to the head of the militia. We say that we have settled everything with the blacksmith and ask him about what else we can do. He says that the trader Dvin is passing through the village and that his help would be very helpful.

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We go to the gnome's house. Again we come across closed doors. After we knock and no one answers us, we break the doors. We will be greeted by the same Dvin and two mercenaries. To convince the shorty to fight at night, you have to spend money. Choose your answers carefully or he will attack you. If it was not possible to persuade / intimidate him, then gold can be used.

(There is a chest in Dvin's back room that won't open until a certain moment. With a high enough relationship with Stan, he will tell the story of how he got into the cage and why. After this conversation, we will have a quest. We'll have to find Stan's lost sword. After a short wandering around the locations, we find out that the same Dvin has the sword. The sword is in that chest).

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

We leave Dvin's house and go left until we hit the door of an abandoned shop. There we will find combustible oil, which will be useful to us in the future. We will also go to Caitlin's house, where in the closet we will find the hidden brother she is looking for. We learn from him about the sword against the undead and convince him to give us the keys to the chest where it is stored. We return to the head of the militia and please him with the news about the Dvina in our ranks. After that, we go up the path. We can go straight to Sir Perth or we can go to the tavern.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

In the tavern, we will talk to the bartender, find out some news and ask about his hard life in Redcliffe. We can also buy some missing items from him or we can sell junk ourselves. Then we speak with the waitress, we promise to settle all her affairs after the fight. Still in the corner in the tavern sits a frightened elf. If you talk to him properly, he will tell you that he was supposed to look after the castle, and when the creatures flooded from there, he simply ran away. You can make him fight tonight.

If you leave the tavern and go straight ahead, you will come across an abandoned house.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

In it we will see a guy who wants to get away from the upcoming battle with the dead. We order him to "return to duty."

It remains to talk with Pert.

(Near the mill, near the fence, a flower "Andraste's Grace" grows, which can be presented to Leliana for the development of relations).

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

You will learn from Sir Perth that he and his detachment of knights were supposed to go in search of the Urn of Ashes of Andraste, but remained to help the villagers. Don't forget to mention the oil we found in the shop. We propose to light it on the approaches to the barricades. Perth will also ask us for a favor. We must go to Mother Superior and ask for magical amulets that will help the knights in the upcoming battle.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

With a high persuasion skill, the abbess will agree to give us amulets, but they are without any magical power. We carry them to Sir Perth and his knights, we tell him that the amulet has no magical properties. In response, we hear the statement that faith is the best shield.

We say that we are ready to wait for the night.

Battle

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The night has come. The knights spilled oil in front of the barricades and set it on fire. We are ready to repel the attack of the dead. The first wave comes from the castle gate. It is better to instruct the satellites to wait for the attack, and not to attack themselves, otherwise they will climb into the fire and receive very unpleasant damage. We systematically exterminate the dead. After the last severed head / arm / leg or other part of the body, a soldier comes running to us and reports that the dead have bypassed them from the side of the river and are already atrocious in the village itself.

Tell the knights to guard this passage, and you yourself are heading towards the church. More awaits us there tough fight. Ranged fighters are best left on the descent so that they shoot enemies at a safe distance. It is better to target enemies with a rank and eliminate them quickly. Next, destroy the undead. When we destroy the last enemy, a video will begin in which everyone will mourn the dead. We will also hear about the possibly dead Dvina and Murdoch (the head of the militia).

After the video, we go to the mill and meet with Tegan. He talks about the underground entrance that leads to the castle. After that, Lady Isolde comes running.

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She says Tegan should go with her to the castle. We can try to dissuade Tegan from going there, but it won't work. We can only promise that we will save everyone and everything. We go into the mill, go to the hatch. We find ourselves in a tunnel and in front of us are one more door. Having opened them, we will find several dead men rushing towards something behind bars. We kill them and start a conversation with Jovan, who was behind bars. The magician talks about his role in everything that happens, about the boy's possession by a demon. We have a choice. We can drive the magician away, we can force him to help us, we can leave him behind bars. After deciding the fate of maleficar (blood mage, Jovan), we move on. Behind each door, the dead will be waiting for us, on which we will gladly gain experience. At the end of our wanderings through the cellars, we will go out into the courtyard of the castle. There we will be met with a hail of arrows by the dead and another particularly strong dead. To make the fight easier we will open the gates to Sir Perth's knights. After the massacre of the dead, we go into the castle itself. As a result, we will get into the hall, where further fateful decisions will be made.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

There we see how Connor, possessed by a demon, forces Tegan to amuse him. When the boy looks at us, he asks about the purpose of our visit. After the conversation, it poisons the minds of the guards and Tegan, and they, in turn, attack us. It is better to kill the guards with bows first, so that they do not interfere with their very tangible damage. After the victory, we speak with Tegan, who has already returned to normal. It is already quite clear to everyone that the boy is obsessed and that this problem needs to be addressed. To our surprise, Jovan enters the hall and says that you can perform the ritual of entering the Shadow. But this requires a lot of lyrium, or we can use his knowledge of blood magic. The problem is that such a ritual will require all the life force of the victim. Immediately, Isolde enrolls as a volunteer. We have three possible options solutions.

1. Allow Jovan to perform the ritual

2.Kill the child right in the castle.

3. Send for help to the Circle of Mages.

I would choose option 3. We go to the circle of magicians, we tell the First Enchanter Irving that we need magicians and lyrium for the ritual, and he immediately agrees. We return to the castle of Redcliffe. By the time we arrive, everything is ready and we can start. However, we have yet to decide who will go to the Shadow.

If you are a magician, you can go to the Shadow yourself. If not, then you can send Morrigan, Wynn or Jovan to the Shadow.

(If you send Jovan into the shadows, this will make his fate easier in the future.)

The ritual begins.

Shadow

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We enter the Shadow world.

(As long as the human race knows itself, so much does it explore the Shadow. For every time we sleep, we wander through its nooks and crannies, occasionally seeing a glimpse of the city in the middle of it. It is close to us, like our thoughts, but distant from our world.

Different parts of the shadow belong to certain spirits, everything in it is constantly flowing and changing. Before the Tevinter Empire shut down the project, a dozen disparate and ever-changing demon realms were found, and several hundred kinds of spirits were registered.

Even when entering the Shadow with the help of lyrium, mortals cannot control it or somehow influence it. But it can be done by the demons living there. They steal from mortals their worst thoughts and fears. They offer people services and opportunities that are very difficult to refuse. The demons do this with one goal - to feel the taste of life.

First Enchanter Josephus)

There we see the spirit images of Connor and Earl Eamon. We run to the arl's projection and talk to him, trying to convince him that he is in the Fade. Next, we run to the projection of Connor and talk to him. In the course of a conversation, a demon takes possession of him and we fight with him. So we run from portal to portal, talk to the boy and kill the demons. After the next portal, we find ourselves in a location with a circle and a demon in its center.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

The conversation starts. If you went to the Shadow as your main character as a magician, then you can ask the demon to teach you blood magic, demand “love of your neighbors” (this will improve your relationship with your companions). Or you can declare that you are not cooperating with the demons and join the battle. If you entered the shadow not with your GG, then there will be no first 2 options. The fight begins.

(Hint: the demon will create copies of itself during the battle. In order for the copies to disappear, you need to hit the real demon once. All copies have the property of glowing, so choose the dimmest of the copies and hit it. If you have little mana / health, you can use lyrium veins)

After the victory, we watch a video about how those who died during the defense of the village are sent on their last journey. They put them on boats, let them into the lake and the archers shoot fiery arrows at the boats. After the video, we find ourselves in the hall where Isolda and Tegan tell us flattering words of gratitude.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

Lady Isolde gives us a tip. Andraste's Urn of Sacred Ashes heals all ailments, and if there's even a slim chance of finding it, we must do so. Brother Genitivi was looking for her. We are advised to go to him for information. On the road again.

(Now in the village near the church, you can take various tasks on the preacher's board. And there is also a liaison of the guild of magicians on the pier.)

We leave for Denerim and there we find the house of Genitivi.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA


Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

There we are met by a servant of the one we are looking for. Weylon reluctantly reveals that Genitivi went to a tavern on Calenhad Lake. If we go there, we'll run into an ambush. But there is a way to avoid this. There is a locked door at the end of the room in Genitivi's house. Approach it and try to enter. Waylon will categorically refuse to let us in there and attack. After killing him, we, tormented by our conscience for killing a servant who was doing his duty, go into the room and what do we see? The body of a real Waylon. It turns out we killed the evil twin. In the room, we also find brother's notes about the village of Shelter, located far in the mountains. The last entry says that he went there. Well, let's follow him.

asylum

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At the entrance to the village we are met by a very hostile guard and tells us to get out. Let's ask him about the village and move on. If we enter the village and turn left, we will see open doors. Let's enter the house and see a kind of altar in the blood. By deductive method, we will come to the conclusion that the blood is clearly human, and after the loss of such an amount of blood, a person does not survive. When we leave the house, we will see that the village is empty. Climbing up to some kind of church, we will be met by hostile villagers. We cut through them the path to the church.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

Inside, we will see how the villagers pray, and a certain father rules over the prayer. We try to kill him as soon as possible in order to avoid unpleasant frosts and fireballs. We remove the amulet from his corpse. Next, we are looking for a secret door behind which we will find brother Genitivi, abandoned without strength. After talking with him, we decide to go to the temple.

abandoned temple

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Brother Genitivi opens the doors to the temple. We see ancient walls, statues. And it's completely covered in ice. Genitivi shows us the way, gives us some clues, and asks us to stay to explore the temple. We are heading to the corridor, which will be located on the left. There we deal with the novices and go to another corridor, the one on the right. There we also kill sectarians and find locked doors in southeastern rooms. We will find the key to them here:

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

On the stairs we will meet sectarians-ripper. When we go for the key, we will also meet Bronto. An animal that looks like a rhinoceros. Having found the key and having cleared the rooms from the sectarians, we go to the brazier and light it with a torch, which we will find here:

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

Move on. Behind the doors we are waiting for a hall with steps on which the magician stands. After you move towards it, ghosts will begin to appear from all sides. And archers will shower us with arrows. Having dealt with another gang of villains, we move on and enter a room with ballistae and, again, enemies. We clean the room. Next, we will enter the room in the form of a circle and a fork. Also in the room there is a chest in which plate elven gloves lie. Each path differs only by opponents and a statue, after examining which, we will receive an entry in the Codex.

wyrmling lair

We go into a huge hall in which the Rippers are waiting for us. Then we follow a long corridor and enter some kind of living rooms. Little dragons, mages and rippers are waiting for us there. Near the beds we find a chest and a little further another one, next to which lies a book that will give us new information to the Code. We go further along the corridor and again we enter the hall with dragons and cultists. There is a fork in the same room. If we go to the right, then we will enter the room for feeding the growing dragons (and there we will kill a few and get a skin for armor), and if we go to the left, we will move further towards the goal.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

Then we will see a fork. If we continue forward, we will reach a room with a battle mage and dragons, from which we will get more skins. And at the magician we will probably find the only sword in the game for a combat magician. In the same hall there is a passage that leads to the incubator room.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

In one of the eggs we will find jewelry for the blood mage.

We return to the turn and continue our way to Kolgrim. On the way we destroy the sectarians.

So we got to the leader of the villains. He tells us about the rebirth of Andraste and wants to convert us to his faith. He also asks us to poison Andraste's ashes with blood. Here we have 3 options:

1. Refuse and kill Kolgrim.

2. Accept his offer.

3. Agree, but end up not poisoning Andraste's ashes.

In cases of choosing the first option, you will take a good two-handed ax and horn from the dead.

(Hint about Kolgrim fight: there will be 2 mages in the room, so it's better to kill them first. He will cause a lot of problems with his ice school spells.)

After we go to the top of the mountain.

We will see a video in which we will be shown the highest dragon. Thanks to the horn we recovered from Kolgrim, we can summon the dragon to the ground and finish it off. By destroying the dragon, we get a lot of armor, weapons and gold. And, of course, the skin.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA


Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

There we are met by a guard - a ghost. After talking with him, we find ourselves in the first test room.

In it, the ghosts of the great figures of the past await us. Each of them will give us a riddle, after guessing which, the ghost will go home. Otherwise, he will attack us.

Here are the answers to the ghost riddles on the right. In order: melody, revenge, mountains, hunger.

Here are the answers to the ghost riddles on the left. In order: dreams, about home, about jealousy, compassion.

Next, we will meet, so to speak, "an echo of the past." We will meet someone who occupied an important place in the initial history of our hero. For example, playing as Kusland, we will meet his father. He will give us a gift. Next we have a very difficult fight. We will fight against our projections. If you have a healer in your group, the enemies will have one too. So it's better to focus on it right away. After killing the healer, we destroy the remaining "us". Next, we are waiting for a riddle with a ghostly bridge. In order not to paint everything, I'll post a screenshot:

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

After that, the final test awaits us. You will need to undress and go through a cleansing fire. After that, we will be allowed to approach the Urn.

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Passage of Dragon Age. Redcliffe. Sponsored by website, AMD and EA

We do what we think is necessary and run to Radcliffe to the sick Eamon. We heal him, accept gratitude and go on our way. And this chapter in the history of Dragon Age: Origins is over.

Dragging Corpse (Shambling Corpse) x18 Demon Rank 2
Enraged Corpse x9 Demon Rank 2
Devouring Corpse x2 Demon Rank 3
Lesser Shade x3 Demon Rank 2
Greater Shade x1 Demon Rank 3
Mabari x5 Animal Rank 2, 3
Corpse of Perth x1 Demon Rank 2 Appear if the hero left Redcliffe before the night battle.
Corpse of Murdock x1 Demon Rank 2
Corpse of Lloyd x1 Demon Rank 1
Corpse of Bella x1 Demon Rank 1
Bann Teagan x1 Knight Rank 3 Optional battle (depending on the direction of the dialogue when you first meet Connor).
Guard x6 Warrior Rank 1, 2
Armor Set x6 Knight Rank 2
Manager (Chamberlain) x1 Warrior Rank 2


After protecting Redcliffe, that is, after completing quests village under siege and Attack at dusk, Bann Tegan near the mill will offer to get into Redcliffe Castle through an underground passage. You need to go through the windmill to the northern part of the basement and talk to the blood mage Jovan. If left in the castle, he can take part in the development of this quest. If you drive him out of the castle, an additional quest will be given later Jovan's Intentions.

Further, passing through the northern part of the lower floor, the southern part of the basement, the courtyard of the castle, you need to get to the southern part of the lower floor and talk to Bann Tegan again. We need to decide what to do with the possessed son of Earl Connor. Can be killed. You can take advantage of Jovan's offer and enter the Shadow to save Connor by sacrificing his mother. You can turn to First Enchanter Irving from the Mage Tower for help if the quest has already been completed broken circle and Irving survived.

Any magician (including Irving or Jovan) can enter the Shadow, but only main character, by agreeing with the demon, can open a specialization Blood Mage. The choice between defeating the demon or making a pact with it has no consequences for the game, but will affect the messages at the end of the game.

Next, Bann Tegan or Erlessa Isolde will offer to find an urn of sacred ashes to heal the earl. You will need to complete the quest Urn of sacred ashes. Delivering the ashes to Bann Tegan results in the earl being cured.

Outcome:
quest opening Jovan's Intentions, if you release Jovan;
1250 XP for expelling a demon in any way;
opening specializations Blood Mage and Knight;
Shield of Redcliffe's Chosen Warriors, if you agree to accept the reward from Earl Eamon;
1350 XP for completing the quest.


Owen asks to find his daughter Valena in the forge of Redcliffe. Valena hides in a small room in the northeast of the lower floor of Redcliffe Castle. If you allow the death of Valena (do not talk to her until the demon is expelled from the castle) and inform Owen, he will commit suicide (the new blacksmith will change the assortment of goods).

Outcome:
helmet Owen's updated masterpiece from Owen and Defective amulet from a new blacksmith if Valena is not saved;
250 xp and Armored Dwarven Armor if you save Valena.


Quest given by Earl Eamon at Redcliffe Castle after completing the quest Earl of Radcliffe. You need to get the support of elves, dwarves and mages / templars to fight the Blight. In other words, you need to complete three other story quests that Flemeth gives after the battle of Ostagar - nature of the beast, Perfect and broken circle before leaving with Earl Eamon for Denerim. After completing the quest, you will be transported to Denerim, to the Estate of Earl Eamon.

After the battle, talk to Bann Tagan at the mill. Erlessa Isolda will run up to you and ask Tegan to go with her. Do not let her go right away and ask for a brief clarification of the situation. You will get little from her, because she is frightened specifically. As a result, you will agree with Tegan that he will go to the castle with erlessa, and we will go there, but on a secret hike in the mill. Let's hit the road. In the dungeon, we will stumble upon a prison in which Jovan (the blood magician) will be imprisoned. It turns out that it was he who poisoned Earl Eamon on the orders of Teyrn Loghain. You can kill Jovan, you can let him go, or you can just leave him in prison for now (it's better to do that). Then we get to the first floor of the castle, but you can’t go into the main hall, because. the door is barricaded, you will have to go around through the cellar and the courtyard, cutting through the detachments of skeletons. In the courtyard, open the lever and let the knights in, led by Sir Perth. Now go back to the castle. Once in the main hall, you will see a funny picture (ban tegan will somersault on the floor, amusing Connor, the youngest son of Earl Eamon). As it turns out, the boy began to show abilities for magic and his mother decided to hire a teacher (Jovan) for him, all this was done in secret from his father in order to protect his son from the templars. But the boy somehow failed the veil between shadow and the real world. The demon swallowed his soul and now lives in his body, terrifying the neighborhood. After revealing all these details, Bann Tagan will attack you with a bunch of knights. Having received 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. For a solution, 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) a human sacrifice will be needed. In this case, you will have to slaughter erlessa Isolde.
3. The most difficult, but the most successful option: you can penetrate the shadow without human casualties, but this requires several mages of the circle and lyrium. You can get hold of all this in the tower of the circle. 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 Radcliffe, send ourselves into the shadow (if you are a magician), or Morrigan, or Wynn, or Jovan. You still have to play for the chosen mage. 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: If you send a Morrigan into the shadows, then after that she will stop being offended that you are constantly helping 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.

One of the main quests of the game. Activated after the Battle of Ostagar. In order to openly oppose Loghain, we need powerful allies. The most likely of them is Eamon Guerrin - Earl of the village of Redcliffe. Arriving at the village, we learn that Eamon is seriously ill, and the village is constantly attacked by hordes of the undead. We are given a choice: help the village or leave it to its fate. In the latter case, the undead will ravage the village. The decision to leave the village will be approved by Morrigan and Stan. Leliana, Alistair and Wynn will express their indignation at this decision. If we decide to protect the village, the approval will be reversed. The wall can be convinced that protection is needed. When deciding to help the village, you will need to talk with the headman of the village - Murdoch. He will tell us that for this we need to convince the blacksmith to give the inhabitants weapons and armor, and also send the dwarf Dvin to the front line.

The blacksmith has locked himself in his smithy and won't let anyone in. However, after a short conversation, he will still let the Guard. Going inside, we learn that Owen (that's the name of the blacksmith) drank himself to an almost insane state and cannot forge armor and weapons. After talking with him, we learn that his daughter Valena, who works as a servant in the castle, has disappeared. Owen asked Murdoch to go look for her, but he refused. We can promise him to save his daughter (Alister, Wynn and Leliana will approve this, but Morrigan and Stan will not approve), or refuse. You can also try to pick up weapons and armor yourself. In this case, the blacksmith will have to be beaten. Armor and weapons from the box are not too good quality, unlike those that the blacksmith forges himself.

Dvin is in the house behind Murdoch. He says he doesn't want to go. The guard-dwarf will be able to convince him. You can also pay him or intimidate him.

In addition, it is worth looking into the village tavern - there you can recruit another fighter into the militia - the elf Berwick. At first he will refuse to speak, and then he will begin to play up. Zevran or Leliana in the squad will lead him to clean water. If we send him to the militia, he will give us a note. You can meet him next to Sir Perth near the mill. Dvin will be there with his mercenaries.

It's also worth talking to the militia at the tables. They will complain that the innkeeper charges too much for the drink. You can convince him, intimidate him or pay for the militias.

In one of the houses on the shore of the lake, you can find barrels of oil, you should tell Sir Perth about them. He will also ask you to bring him medallions from the church. The Reverend Mother will refuse, calling it a hoax. She can be persuaded or intimidated. If Alistair is in the squad, it will be easier to do this. Leliana will not approve if you give the amulets to Sir Perth.

When everything is ready, you need to talk to Murdoch or Sir Perth. After the answer "I'm ready", night will immediately fall and the battle will begin. The first two or three waves will go down the slope to the mill. Everything will be simplified if you find a barrel of oil. Then a messenger will appear and say that the undead are coming from the lake.

This fight is more difficult, as the militias often get in the way. If you manage to make sure that not a single militia dies, then after the battle Bann Tegan will hand over the helmet.

When dawn breaks, we will need to sneak into the castle. There is a secret passage through the mill (in the Inquisition, Leliana will use it). In one of the dungeons we will meet the blood mage Jovan (if the Guardian is a magician, they will recognize each other). You can let him go (then the corresponding quest will appear), kill him or leave him in a cage. Having made our way to the castle, we learn that Connor - the son of Eamon - is possessed by a demon. After a short conversation, he enchants Tegan and the soldiers into fighting the guard and runs away. Isolde (earl's wife) and Tegan say that the boy must be saved. There are three ways to do this: exorcise the demon by entering the Shadow with the help of blood magic (if Jovan is released or killed, this option is not available), with the help of circle magicians (if the Broken Circle quest has not been completed, or you have sided with the templars, this option not available), or by simply killing Connor.

There is a present for Alistair in Eamon's office. Behind the door in the room with the armor there is a possessed manager from whom you can take the key to the armory of the castle on the second floor.

  • Attention! Near the arsenal there is a rise to the top, if you go up, then Connor will have to be killed, therefore, if it is decided to heal him, then it is better to limit yourself to the arsenal.

When everything is ready for the healing ritual (if you decide to heal), you will need to decide who will enter the Shadow. This can be the Guardian Mage, Wynn, Morrigan, Jovan or Irving (if he survived and Influence is sufficiently developed). Having defeated several illusions of the demon, it will be time to meet with him himself. He will offer a deal: to reveal the knowledge of blood magic, in exchange for the fact that the magician will leave him alone.

You can intimidate him and force him to release Connor, or kill the spirit.

When the problem is solved, Tegan and Isolde will say that the ashes of the prophetess Andraste are needed to heal the earl. The quest "Urn of Sacred Ashes" will open.

Upon arrival in Radcliffe, you will first have a conversation with Alistair (if he is in your group), in which he will tell you some curious details of his origin, and then you will be greeted by Thomas - one of the villagers. From him you will learn that the village in recent times constantly being attacked by the undead. The undead appear every night from the earl's castle, and no one knows anything about the fate of both the earl himself and the rest of the inhabitants of the castle. At the end of the conversation, Thomas will escort you to the Church building, where the earl's brother, Bann Teegan, is located. He will confirm the seriousness of the situation and ask you to help defend the village.

Theoretically, you can retire, leaving the village at the mercy of the undead (in which case it will be destroyed). In practice, even if you play the most notorious villain, extra experience and loot will not hurt you, right? In addition, many other quests are connected with the locals, and if they are all killed by the walking dead, then it will be somewhat difficult to complete these quests.

After talking with Teagan, exit the Church and talk to Headman Murdoch. He will tell you about the problems with the local blacksmith Owen, who refuses to do his job, and also mentions a certain Dvin, a dwarf who is an experienced warrior, but does not want to take part in the defense.

Go to the forge and either persuade the blacksmith to open the door for you, or break it down (you can open it yourself if you have the appropriate skill). The blacksmith can be promised to save his daughter Valena from the castle - in this case, he will immediately get to work. Evil heroes can kill him, and then either give Murdoch the armor from the chest in the forge (but it won't be as good as the armor crafted by Owen himself) or keep it and lie to Murdoch that he'll have to make do with what he has. In the latter case, the defenders of the village will be armed even worse.

If you settle the matter with the blacksmith peacefully, then he himself will give you the key to the chest if you ask about it, and you can do with its contents as you wish, including selling it on the spot to the same Owen.

As for Dvin, he, like Owen, can be persuaded to take part in the defense or simply killed. (If you want him to fight but don't have much diplomatic talent, you can simply pay him for his services.) If he decides to help the villagers, he will join Ser Perth's knights in battle along with his two lieutenants. (Dvin, by the way, will not respond to all your calls, so if your hero does not have the lockpicking skill, you will have to break down the door to talk to him face to face.)

In addition, if you wish, you can involve the local innkeeper Lloyd in the defense of the village - he needs to be threatened, polite persuasion will not work here.

You can also help Ser Perth inspire his knights in the upcoming battle by persuading the Reverend Mother to give you the sacred talismans of the Church. The talismans don't really provide any special protection, so the Reverend Mother will be against giving them to the knights, but you can still talk her into doing it for morale reasons.

You can add another potential defender to your ranks if you talk with the elf Berwick in the tavern. Almost any direction of the conversation will let you know that the elf is here for a reason (if your GG still fails to figure it out, then his associates will help him - for example, Zevran or Leliana). To improve your chances of getting Berwick to clean water, before talking to him, ask the waitress Bella and / or Lloyd himself about him. You can also steal from him a letter giving him instructions, and thus force him to confess. After the elf finally confesses why and who sent him here, you can tell him to take part in the defense of the village, send him away or simply kill him.

If you search an empty trading shop, from there you will find a barrel with interesting contents. You can tell Ser Perth about her - in this case, she can be used as a trap and set fire to the passage along which the undead usually get to the village.

Once you're done, report to either Ser Pert or Murdoch that you're ready for defense, which will automatically take you to the moment of the night attack.

If you set fire to the passage, then I advise you not to get too close to it - the knights of Ser Perth and Dvin with assistants (if he joined the defense), who are quite obviously not very smart, sometimes run straight into the flame, safely roasting themselves alive. Lure the Darkspawn on you away from the fire if you wish to keep them alive.

After you kill a certain number of opponents, one of the villagers will come to you with a message that part of the Fiends is attacking the defenders of the Church building from the side of the lake. Run after him. Unlike the first part of the defense, it is more difficult to use spells and skills of mass destruction here due to other defenders scurrying under the feet, besides, the Spawns receive replenishment much more often and in greater numbers.

As before, you need to kill a certain number of opponents, but sometimes some of them get stuck on the approach from the lake and do not appear at the place of defense. If a lot of time has passed, you do not see other Fiends and absolutely nothing happens, search the area for "lost" enemies - when you deal with them, you will automatically be transported to the next morning.

After summing up the results of the battle, Bann Teagan will ask you to meet him at the mill building. There he will reveal to you the secret of the existence of a secret passage to the basement of the castle, but he will not have time to add anything significant, because at that moment the wife of Earl Isolde will appear. It doesn't matter how you lead the conversation - as a result, Teagan will still decide to go to the castle with her, after handing you a family ring that opens a secret door.

Go inside the mill and go down to the secret passage that will lead you to the castle dungeon. After you have dealt with several walking dead, the magician imprisoned in the chamber will call out to you. If you yourself play a magician, then you will recognize your old friend Jovan in him. Jovan, as it turns out, is the same magician who poisoned Earl Eamon, although if you ask in more detail why on earth he needed it, you will find out that Loghain was involved in this.

You can kill Jovan (although most of your followers will not approve of this), leave him in a dungeon, or set him free. In the latter case, depending on what options in the conversation you choose, Jovan can either escape from the castle or stay to try to fix his handiwork.

After clearing the dungeon from the dead (beware of the corpses on the floor, they have a habit of coming to life very quickly when you are nearby), you will get out to the first floor of the castle. Unfortunately, the door to the main hall is closed and at the moment you do not have direct access to it. You need to exit through the door to the basement, go through the courtyard and enter the main hall from there. In the part of the castle accessible to you, you will find even more walking dead, and in one of the northern rooms there are also a few mabari dogs, but in general there is nothing particularly interesting there. Exit to the basement - which, as a nice change, will be free of opponents - and then to the courtyard. The yard will also seem empty at first - but only before you take the first few steps. After that, two groups will be outlined in it - several skeleton archers at the top of the stairs and several skeleton warriors led by a revenant in the far corner of the courtyard. The revenant party won't get close to you unless you get too far away from the courtyard entrance, so it makes sense to shoot the archers from a distance so you don't get distracted by them later

If Ser Perth is still alive after the siege, then he and his knights are waiting for you behind the barricade, which you can raise by pressing the lever in the wall. In this case, they will join you and help in the battle. Decide for yourself if you need more help. The revenant in the courtyard is an elite, so he's a level down from those you might have already met by breaking the black vials or in the graves in the Brescilian Forest. Having finished with him, you will have to decide whether to invite Ser Perth (if, of course, he is still alive) with you to the castle or leave him to guard the gates. It has no other meaning than additional help in fights, so do as you please.

Entering the main hall, you will see a very remarkable scene with the participation of Bann Teagan, Iseult and Connor. Regardless of how you lead the conversation, everything will again end in a battle. Don't be afraid to go against the Teagan - you won't kill him, he will just pass out and regain his former mental clarity when the fight is over.

After the battle, you have to decide what to do. If you destroyed the Circle Mages and killed or kicked Jovan out of the castle, then you will have no choice - you will have to kill Connor. If Jovan decides to stay to help, he will offer an alternative, which in turn has two solutions: accept the sacrifice of Isolde or use the help of the magicians of the Circle (you must choose the option “Is there really no other way?”, so that Jovan comes up with this idea) .You don't have to complete Broken Circle already for the last option. If you decide to follow this path, then you can simply go to the Mage Tower, solve their problems and ask Irving to help in Connor's case. Of course, if you have already saved the mages, then all you have to do is just return to the Tower and talk to Irving. The death of Isolde will cause a huge loss of influence with Alistair. He will not like Connor's death either, but in both cases, the loss of influence can be reduced (or even completely nullified) with the help of Persuasion. If you save both mother and son, you will receive a significant increase in his influence.

Note: if you killed or drove Jovan away, but saved the Circle Mages, then you will have the opportunity to save Connor only with their help (of course, the Blood Ritual with the Isolde death option will not be available to you in this case). In this case, advice on what to do in order not to destroy the boy will be given to you by your party members - for example, Wynn or Morrigan.

If you decide to kill Connor, then follow to the second floor. Breaking through the militia Walking Dead, you now have to deal with the demoness of desire. Twice, when you take a certain number of lives from her, she will disappear, and several new opponents will appear in her place. When you finally finish her, Isolde will appear. You can convince her of the need for a victim (then she will ask you to let her do the deed), or knock her out and kill Connor yourself.

If you decide to go to the Shadow, then you have to choose who to send there. If you used the Blood Magic ritual, you can send Wynn, Morrigan there, or go yourself if you are a mage. If you used the services of the magicians of the Circle, then in addition to the above, you can send Jovan there, although this will not affect his future fate at all. If you have developed Persuasion, you can even persuade Irving himself to go to the Shadow.

In the Shadow, you have to find Connor several times, running back and forth through the Shadow Portals. Each time at the end of the conversation, you will have to fight a demoness who will call more and more smaller demons to help. If you are a magician and went to the Shadow yourself, then in the last conversation with the demoness, she will make you an offer - she leaves, leaving Connor alone, but returns in the future, and you will be rewarded with a skill point, blood magician specialization or ... moment pleasures with a demoness. You can also ask her to raise the disposition of any of your allies towards you - in this case, it will rise by 20 points. With Persuasion leveled up, you can use threats to claim more than one reward, or a reward plus a promise to leave Connor's mind and not return (in this case, Connor's epilogue will be exactly the same as if you killed the demoness). If you accept the demoness's offer, then your allies (and everyone else) will react in the same way as if you killed her. The difference will be visible only in the epilogue in the story about the further fate of Connor.

If you sent someone else into the Shadow, then you will not have options to end the conversation peacefully.

If you sent another magician to the Shadow (or rejected the offer), then the last conversation will end in a battle. After you take enough lives from the demoness, she will begin to split into copies - be careful and hit the one that highlights a little more than the rest. Also look out for the nearby lyrium (it will be especially useful for Jovan, who has no mana potions or healing).

Death of the demoness or acceptance of her offer will end your stay in the Fade.

Once you've dealt with Connor one way or another, your next task is to somehow bring the dying Earl Eamon back to life. The only way to achieve this - to get the ashes of Andraste, which, according to legend, has miraculous healing properties.

Non-plot quests

Rescue the blacksmith's daughter Valena. Valena is located in the castle (in the part where you first get from the underground passage to the exit to the basement and the courtyard) in a small room at the end of the corridor in the northeastern part of the map. You must find her before you end up with Connor anyway. If you do not do this, then she will be considered dead, and the blacksmith will kill himself if you tell him about it.

This quest gives you Caitlin in the Church building. She cannot find her younger brother and fears that something has happened to him. The little brother is hiding in their house in a closet on the first floor. This cabinet is not highlighted by pressing the TAB key, you just need to get close enough to it to activate the dialogue with the boy. You can convince him (or threaten him) to give him the key to the chest on the second floor, which contains a very good family sword. After that, send him to the sisters and go talk to her yourself. If you want, you can offer her to return the sword after the battle.