Crossing the bridge in dragon age. Walkthrough - Vault Village - Dragon Age: Inquisition - Legends of Thedas. Elf - Urban

Again and again the Ancient Beast pierces the side of Prometheus...

To die in the arms of your beloved and cross the Bridge of Dust...

Confrontation - and Defeat is inevitable...

Come back and stand up for this World...

Dust Bridge - the road of salvation ...

Bridge to the future, bridge to the past...

POWERFUL, BEAUTIFUL, EXQUISITE...

MASTER'S GREATEST THING!

Score: 10

He is a hunter fighting an ancient monster, the first teacher to bring fire. Archimedes dying on the beach at Syracuse. Flavius ​​Claudius Julian invoking the old gods. Leonardo da Vinci watching the flight of birds. Rousseau, tormented by doubts. Radical environmental activist Roderick Leishman, who sees terror as the last opportunity to draw attention to the problems of the planet. He is all the people of the Earth, loving, hating, suffering. All those who perceive the problems of the surrounding world as their own business.

And he - Denny Keyes, a young telepath, endowed with an extraordinary gift to penetrate not only through space - through time, becomes each of the people who have ever lived. Free to build fragile bridges across Time, ready at any moment to crumble into ashes, ashes of past thoughts, ideas, events.

And he is also a weapon in the eternal war against the unknown Invaders, who voluntarily create civilizations and destroy them, change and destroy entire worlds. Slowly, "by someone else's hands." And this war goes on in many Worlds and in many times, imperceptible to the fleeting human life. And only Danny can assemble an army capable of defeating the enemy: from all those who lived and still live, in his memory. An army of those who "suffered in the name of man", to gather those who experienced grandiose or very small failures, wanted, but could not, change the attitude of people towards their native planet, unite "the broken fates of geniuses and talents destroyed during takeoff."

I confess that this part of the novel turned out to be the most controversial for me. Why should you blame some aliens for your barbaric attitude to nature? We are already doing quite well in matters of destruction and annihilation ourselves ... And if aliens were so powerful that they conquered both space and time, why did they need people? And they were not so bad, these Aliens, if, having studied humanity through Danny Keyes, they left the planet alone, turning their anger on old enemies - Swarthy Face and his girlfriend.

But this is perhaps the only complaint about the plot. The rest of the action - Denny's wandering across the bridges of Time, finding himself and purpose - is beyond praise. And the ending that returns to the beginning... The war for the Earth is not over, only the first battle has been won. "The earth belongs to us again? - It seems that way, there is no one to blame for the consequences but ourselves."

Score: 9

In this work, Zelazny raises a large-scale problem of humanity. Nevertheless, everything looks rather unconventional: a certain mind watches over a person, helps him develop, weeds out unnecessary elements, but also puts this development on edge, dooming humanity to death. I am impressed by the creation of an organization to combat environmental problems, maybe it follows the path of terror, but its goals are quite definite - the protection of the Earth. The author's view of telepathy is interesting, apparently, he introduces these abilities in order to more clearly express opposition to the owners who are watching humanity.

A very interesting novel, Zelazny again touches on global problems, shows ways to solve them, makes the reader agree with certain issues.

Score: 10

And I liked the novel. Of course, I can’t call it a masterpiece, but I can’t turn my tongue either. The first attempt to read "The Bridge" was made in my youth, when I began to collect the Polaris collected works. She was unsuccessful. After reading several dozen pages, understanding almost nothing and absolutely not being carried away by history, he closed the book with irritation and put it on the shelf. Now I read it in a couple of hours. Not without pleasure, it should be noted.

By itself, the topic of confrontation between "evil" aliens and earthlings does not cause much interest. Probably thousands of books have been written on this topic. But the way this conflict is resolved seemed to me extremely original. And coupled with Zelaznov's trademark language, interesting characters and a great ending, this hackneyed theme sparkled with new colors. And the curious details concerning the worldview of telepaths (reminding Dick's "Ubik"), or, say, the ecological "troubles" of "Children of the Earth" added brightness to the picture, and volume to the narrative.

Score: 8

Air pollution, the disappearance of the ozone layer, abnormal temperatures, the blind exploitation of natural resources, all this is just part of a grand alien plan to turn the Earth into a suitable place for their life. The theory is curious, and in our time is quite relevant, and even with a touch of reality.:dont::wink:

A little boy, born in a family of telepaths, becomes a tool in the fight against strangers in the hands of the ancients, like the earth itself. Having gone through torment, difficulties, the boy acquires dozens of personalities involved in the confrontation, and turns into an army in one person.

As often happens with Zelazny, the beginning of the novel is very obscure and vague, but the farther, the wider the curtain of secrecy opens, riveting us with invisible bonds to the pages, and preparing for a strong finale with a sad, emotional denouement.

Score: 10

This novel by Zelazny is a kind of judgment on humanity, during which the stupidity and irresponsibility of people are placed on one side of the scale, and all the spiritual and moral experience accumulated by many generations of people throughout their history is placed on the other.

Accordingly, the bearer of this invaluable experience is one - the only boy who embodied the personalities of all the most prominent representatives of the human race. Its antipode, the dragon, embodies all the worst qualities of a person. Aliens act as impartial judges. As always with Zelazny, everything is heavily seasoned with philosophism.

Score: 8

Good novel. Not a masterpiece, but catchy with an unusual composition and well-written individual episodes. One Leonardo da Vinci on the moon is worth a lot! I liked the laconicism of the style, everything is flawlessly verified, nothing superfluous. The main idea was reminiscent of Sturgeon's Occam's Scalpel, it seemed a little pretentious, one of the reasons why he still didn't give the highest mark. But definitely worth reading.

Spoiler (plot reveal) (click on it to see)

And yet the personality of the “swarty man” is interesting. Surely this dragon-slayer character was borrowed by Zelazny from mythology, but from which one? George the Victorious

Score: 9

Many of Zelazny's non-serial novels, in my opinion, demonstrate a certain lack of certain properties of m - perhaps subtle aesthetics and magic, as if a statue made of insufficiently polished stone is rude at first glance. But looking more closely, you can find more aesthetics and meaning in its curves and forms than in the clearest and most complete creation, like a sketch of a picture that can say more than itself. The final chord is that very unique image. Charming!

Score: 9

The most interesting concept of the conquest of the Earth by aliens: no explosions, superweapons and other rubbish. Bringing the Earth to ecological disaster, creating conditions on it in which they themselves can live. And it is done by the hands of people.

Score: 9

Before you begin to describe the passage of the storyline of the game, it is immediately worth noting that the introductory parts of the story will differ from each other depending on which character you choose to save the world. In order to avoid confusion from the very beginning of the story, your obedient servant considers it necessary to describe all the options for plotting. So, briefly and in order.

Dwarf - Crown Prince

After a little chat with the servant, immediately go to the celebration, where you will meet with your father. From him you will receive instructions to find your brother Belen, who is in the Arena of Trials. He will tell you that your other brother is plotting something evil. As soon as you have time to return together back to the banquet hall, you will immediately be kicked off to one godforsaken city. On the way to it, you will meet a small number of opponents that you should easily deal with, especially since a group of allies will join you on the way. When you reach the city, deal with a small detachment of mercenaries and get a trophy in the form of a signet from the finger of one of them. Entering the house, place your associates on the plates that stand out against the general background. After this simple procedure, you will become the proud owner of a shield from a sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committed fratricide you will be put in jail. Before you get used to the official situation, you will be sent into exile so that you can join the order of the Gray Wardens. Having scattered all the 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 knock out a batch of lyrium from the local merchant, allegedly stolen from the Charter. 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 forgiveness of the boss, you will have to go to a kind of gladiator fights, 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, putting on his armor. Then distract Mylarom with a conversation while your accomplice poisons his drink. After that, you will find several trifling battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way along 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 offer you to go with him to Ostagar.

Human - Mage

After a short briefing, you will immediately start right off the bat, as you will immediately have to engage in a small fight. Then you will meet one magician named Mouse, who will recommend to communicate with two spirits. The first of these will be the spirit of honor. From him you will receive a staff, but not before you defeat him in a duel. Then, going a little further and scattering another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can fight him or try to solve 3 of his riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Go back, where with the help of the Mouse, deal with a pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with which you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will find out that you need to see the head magician Irving, whose chambers are located on the second floor. When you get to 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 pacified will ask you to bring him permission from his superiors, in exchange for fire wand. Direct your steps to the laboratory, where one of the sorceresses lives. During the conversation, you will find out that she is ready to provide you with paper in exchange for cleaning the warehouse from spiders (the warehouse is located here). Having coped with the task, take the document from her and exchange it for a fire wand. Now you, along with Jovan and your comrades, will have a walk into the dungeons of the tower. After pretty much wandering through the catacombs and requisitioning a number of guards, you will reach a room with a closet and a statue of a cat. After pushing the first one and using a fire strike on the second, move on, where a small skirmish and the desired amulet of Jovan await you. After getting to the surface and meeting with old acquaintances, from whom Duncan will reject you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who came up, you will go to your brother's bedchamber. Going on the way to the kitchen and sorting out with his faithful dog with a whole battalion of rats, meet with your brother and talk to him, after which you go to bed with peace of mind. After waking up and realizing that you have been attacked, bravely scatter the adversaries in the corners and talk to your mother, then go down to the main hall. Carry out a systematic cleaning of the premises there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with the dying father there, agree to join Duncan and go to Ostagar.

Elf - Urban

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

Elf - Dalish

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

Elf - Mage

This plot is fully consistent with the history of the Man - the 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 neighborhood. Having coped with this task, go in search of Alistair - a new companion in your difficult endeavors. After interrupting his intellectual dispute with the magician, escort your new acquaintance to Duncan, from whom you will receive the task to collect three flasks of demonic blood and get old scrolls from the archive of the guards. 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 the very demonic creatures whose blood you need to get. Having coped with 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, then give the plant to the owner of the kennel in Ostagar. The reward for this will be the Mabari fighting dog (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 face fierce resistance from all evil spirits. It is not surprising, because the desired 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 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 having passed the rite of initiation, go to King Kailan 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 small vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, because on the top floor of the tower you will find a hefty animal that responds to the nickname ogre. Tips for destroying it are pretty straightforward - have plenty of healing potions with you and in no case knock your squad into a heap. If you do this, then in one attack, the org will be able to deal massive damage to all your comrades. Having coped with the monster, set fire to the torch, thereby completing the mission. Waking up in Flemeth's house and learning 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 dog Mabari, fighting with several spawns of darkness. By helping the animal, you will find a true ally for the rest of the game.

Lothering

As soon as you enter the village, a bunch of extortionists will stand in the way of your detachment, demanding money for the passage. There is nothing to stand on ceremony with them - take and chop everyone 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 tavern. There you will have a small brawl with Loghain's soldiers. In the event that you show mercy to them, another character named Leliana will join your party. After 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. It can be done different ways- from bribery to threats, but if Leliana joined you, then Stan will be released automatically. With the whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two sly gnomes, fighting off the attacks of evil spirits. In return, you will get the opportunity to sell junk accumulated during your adventures at a halt.

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

Mage Circle Tower

Having reached the pier, persuade a man named Carroll to ferry you to the tower. When you get there, you will learn from Gregor that things are going lousy in the towers and if your squad enters there, the doors behind it will immediately close until peace and quiet and God's grace come (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 detachment of surviving magicians led by a person named Wynn. Persuade her to join your ranks and with her systematically make your way to the fourth floor of the tower. The first floor is not particularly difficult to pass, but on the second, quite dangerous blood magicians roam. In addition to them, you can meet the pacified Owain there and get a black grimoire that Morrigan will like. On the third floor, among other things, beware of crazy templars and bear traps. But on the fourth, get ready for a meeting with the demon of Idleness, which will send your hero into the dusk, and one without the support of the team.

Dusk

Once alone, get ready to fight Duncan and your comrades. After defeating them, activate the pedestal of the twilight zone and talk to Niall. Now go through the shadow portal to meet with the demon of rage. 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 destinations will become available to you. First, head to the burning tower. Here you will be met by a lot of fiery creatures, so the freezing spell will come in handy. Climb to the second floor, where, among other things, destroy the fiery demon and get the ability to turn into a burning person. Now you are not afraid of fire. Go to the location called the invasion of the creatures of darkness. Now that you can ignore the flames, you will easily reach the hall in which the brave templar fights with all sorts of abominations. 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 Shattered Circle. Move forward and systematically take out all the enemies that come across to you feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you have to kill. Congratulations, you have obtained the final form of the golem!

Now you can safely go to clear the twilight zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you at the same location where you acquired your last form, with which you can easily defeat him. The next candidate for the corpses - Utkiel the crusher, very reminiscent of an ogre, lives in the invasion of the creatures of darkness. Scattering his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghost door and fight the lady named Yovena, as well as two of her cavaliers. Don't forget the burning tower zone! The demon Ragos is waiting for you there. In fact, this opponent is much inferior to your burning person form, so killing him will not take much strength. The last guard on the way to the demon of idleness will be a certain Vereville, who lives in the templar's nightmare. Now you can free your comrades-in-arms, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they will be able to join you in order to help defeat the demon of idleness. This will not be easy at all, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so that you do not yawn and transform into the necessary forms.

Mage Circle Tower

Having coped with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful little thing called Andralla's Litany from Niall's body. In front of the stairs upstairs you have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to it or not is up to you, although you can refrain. Upstairs, another enemy Uldred is waiting for you. Apart from 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 the victory, return to Gregor in the company of Cullen or Irving to enlist from him a promise of help in the final battle against evil. Having walked around the tower to your heart's content, direct your steps to the village of Redcliffe.

redcliffe

The first person you meet in this area will be a certain Thomas, who told you about all the horrors that take place in the village. Entering the main temple, you will see Ban Tegan and discuss with him the unhappy state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth to organize the defense. To get started, go to the mayor, who will direct you to the blacksmith Owen, so that he puts the worn out uniforms in order. After reaching his house and persuading the blacksmith to do the work in exchange for a promise to find the missing daughter, return to Murdoch. Now go to the mill for a rendezvous with Sir Perth. He will ask you to go to Mother Hana to bless the coming 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). With the coming of night, the battle will begin. After you beat off a few attacks of the revived skeletons, you will be informed that things in the church area are going badly for you and you need help there. Go to a given position and continue to crush the revived bones in a new place. After the fight, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Iseult. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (on 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 find the lost daughter of a blacksmith. Don't babysit her and send her on your own to daddy. After leaving the courtyard, immediately open the gate so that the allies come to the rescue to help you defeat another company of ghouls. Climbing upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also throw himself at you with bad intentions. Having dealt with him, deal with the main problem in the face of Connor. The best option (although not the only one) to solve this problem is to ask for help from the circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are also required to enter the twilight and fight the demon that has inhabited Connor. After banishing 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 brother Dzhenitevi, 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 sailed to the area of ​​​​Calenhard Lake. If you try to talk this dubious person, or just go to the back door of the house, then the impostor will impersonate himself and attack your hero. In a popular form, explaining how he was wrong, you will find the body of Jeniveti's real assistant in the back room, as well as information that you need to look for him in a village called a shelter. There is nothing to do, follow the given direction.

Village

It cannot be said that this outback is very happy about the appearance of your detachment, 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 the comrades who came to his aid. Take the medallion from the corpse of Eirik and in the next room behind the secret passage you will find brother Dzhenitevi, who will offer you to go to the ruined temple.

ruined temple

Once inside the temple with the help of the medallion, get ready for a warm meeting with a whole bunch of enemies. Robbers, cult magicians, and ash spirits in the company of archers live here. Your goal is to get to the cultists' rooms, in one of which you will get hold of the key to the previously locked door. Go back and go to the previously inaccessible area, where you will find another key. After opening another door for them and, after going forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad is waiting for a meeting with 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 leader of the cultists, Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It is easier to choose the second option, besides, you will get hold of a signal horn. Now, with a clear conscience, get out to the surface. Ignore the flying dragon (although with the help of a trophy horn you can challenge it to fight) and go into the neighboring building. Here the guardian will meet you and enter into a lengthy discussion with you. Do not lose your temper, and you can easily go further into the testing room. Here you will be asked riddles. If you answer everything correctly, then you will pass on unhindered, if you make a mistake, you will have to wave your sword. In the next room, your evil counterparts are waiting for you, after the battle with which you will have to solve another puzzle. To solve it, simply arrange your comrades-in-arms, as indicated in the screenshots, gradually moving the main character forward along the bridge.

When one hero crosses the abyss, the rest will be able to do it. 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 exit the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you heal Eamon and enlist his support in the final battle. It remains to agree with the dwarves, the road to which runs through the frosty mountains.

frosty mountains

On the way to the capital of the dwarves Orzamar, you will encounter another group of hunters for other people's good. I think that you yourself guessed what exactly needs to be done with them. Upon reaching the city gates, you will witness a verbal skirmish between Orzamar's guards and a group of Loghain's men. You can kill the detachment of homo sapiens, or persuade them to leave here.

Orzamar

Entering the city, first of all discuss current affairs with the head of the council, Bandelor, 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, find out that two brave fighters do not want to side with Harrumont in the arena of trials. We'll have to have an educational conversation with them. The first of them, Gwiddon, will have enough of your eloquence, but Bayzil will balk and demand in return for his consent to bring him the letters stored in the indicated place. There is nothing difficult in this assignment, so when you bring the required to Baizil, he will agree to participate in 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 awarded an audience with Lord Harrumont.

If you choose the side of Belen, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to play the role of 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 agree to take the side of Belen. With the lady you find in the diamond district, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various villains. Help Lord Days fight them off and give him a letter. After that, go back and get an invitation to Prince Belen.

Whichever side you take, the 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, who is sitting by the fire. She will point you to the door, which the bandits regularly pass through, it remains only to get the key from it. It is located in a nearby shack, in which you will be met by a small enemy squad. After dealing with him and taking the key, unlock the closed door with them. Faced with the guard, naively demanding a password from your team, cut it and move on, exterminating everyone in your path. After reaching the prison, free the prisoners and go forward to meet with Jarvia. The battle with her will not be easy, because of her bullish health and a large number of minions who get confused under your feet. Finally, having defeated the beast, return to bow to the contender for the throne for a new task.

And it is not going to be easy. The essence of the order is as follows. You need to find a kind of super female blacksmith named Branca, since it is she who has a decisive vote in choosing a 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 Oghren, who will join your group. Having reached the Karidina crossroads and finished with the opponents, go into the cave, after which you will find yourself in a large hall. The number of opponents in this zone just rolls over, besides, on the bridge, your invincible squad will be cordially greeted by an ogre who has come to the rescue. After passing the hall, go through the tunnel, chopping everyone in your path, you will finally get to Taiga Ortan.

By visiting this location, you will encounter extremely hard-hitting 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. Clean up the remnants of the surviving adversaries and go through the corridor, after which you will fall into the next hall with a new batch of opponents. Also, here you will meet a half-crazy dwarf Rook, with whom you can talk. Come forward like a bulldozer and pretty soon you will meet the mother of all this spider brood. I advise you to use a variety of braking spells in this fight more often in order to reduce the indefatigable jumping ability of the boss. After the victory, read Branca's diary, from which it becomes clear that your further path lies in dead ditches.

When you reach the bridge, you will witness the brave resistance of the gnomes to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge liberated from enemies and run to the gate. Since they are closed, you will have to move around through the side tunnel. By the way, a little fumbling on it, you will find a set of armor dead legion. After going a little further and ending up in another large hall, you will be subjected to targeted fire from the archers. In addition, their leader has a particularly powerful bow, which will make your next battles a little easier. Nearby in the tomb you will find another piece of armor, then boldly continue your way forward to the hall, which is inhabited by animated skeletons, and one more armor is waiting for you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will report that Branca has gone further. 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 in from nowhere. Well, now get ready to fight the new boss! Chop up this overgrown octopus is not easy and not quick. The main thing - do not attack him in the forehead, but rather start by destroying the tentacles. When a miracle-yudo loses limbs, it will be possible (and necessary) to move into close combat. After defeating the boss and going through the following tunnels, you will unexpectedly meet Branca. Now you need to escort her to an artifact called anvil of the wasteland. Your squad will overcome new corridors without any problems until they get into 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 the dwarves, animated by a mask on a column. To cope with this sorcery, after each destruction of the spirit, you will have to thresh on the anvil standing right here. After seven or eight repetitions of this exercise, you will be able to proceed to the final (by God, I'm not lying!) fight in this location. Here the game again gives you the choice of which side to take. If you support Branca, then you will have to fight against Caridin and his four companions. Branca herself and 4 more golems will be on your side. In case of sympathy for Karidin, he will have to control his own forces with the support of three golems against Branca 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 received trophy, you will have a direct path to Orzamar, to perform the coronation of your chosen heir. By the way, no one forbids you to change your previously made decision and put any of the two applicants on the throne. Having restored the monarchy and enlisting 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 Zathrian, who will tell you that werewolves are attacking his fellow tribesmen and therefore the elves are not up to helping you now. Another thing is if your squad, out of the kindness of their soul, will cope with the leader of the werewolves, who lives in the depths of the forest. By agreeing to complete this task, be prepared to exterminate not only werewolves, but also 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, it will be possible to disperse in peace. Further, making your way to the edge, you will meet with extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is set up quite peacefully. This huge oak tree will ask you to bring him an acorn 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 hand over the scarf to her husband. Take it - it can help in passing. The aged 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 for some other item (a scarf received earlier will do). Although I personally liked the option of killing this forest pest more. We return with prey to the oak and give him the stolen acorn. In return, he will supply you with a magical staff, allowing you to enter a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local werewolf leader. Having dealt with him, go to the ruins in search of the main ghoul.

Ruin

Get down and systematically exterminate 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 proceeding with the attack of the fire-breathing lizard, I strongly recommend that you neutralize at least some of the traps, which are found in abundance here. The adversary himself is best harassed with ice spells, keeping mages and archers as far away as possible. In addition to a significant victory reward, your group will be able to go to the second level of the ruins. Here, skeletons also join the spiders, and when you reach the next room, you will encounter the ghost of a child, which, however, is not dangerous. Going out into the corridor and having reached the fork, it is more expedient to turn right. By the way, right there you can find a blue crystal, with which you can get the specialization of a combat Mage in the next room with an altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to fight with a creature called witchcraft horror. He is absolutely nothing terrible, so when you cope with 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 will be able to achieve an audience with the leader of the werewolves. And again, the game gives you the freedom to choose the side for which you have to fight. Having decided to support the werewolves, you, in the company of a fanged company, will go to the elves' camp and arrange a mass genocide there. If you support the elves, your group will have to seriously reduce the number of shapeshifting wolves. 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 Zathrian to the lair and strongly persuade him to do a good deed. After that, return to the elf camp (if you did not cut it on the side of the werewolves) and get a promise from Zathrian's successor Lanae to help you in the final battle, which is already a stone's throw away.

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

Denerim

In a conversation with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in a conversation if you are eager to put him on the throne. Having finished the dialogue, you can safely go to the office of Earl Eamon in which the queen's maid will tell you that her mistress was kidnapped by Earl Howe and is being kept in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from Earl Denerim's mansion. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. When you reach the house, you will realize that you will not be able to break in 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. Further, you can wait until the queen's maid distracts the attention of the guards from the back entrance, or you can brazenly break in there and cut everyone. True, in the mansion, I highly recommend that you walk using disguise. Otherwise, the 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 down straight to the basement, where you will face the guard nose to nose. However, you do not have to engage in battle, as the agile prisoner will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to operate and you have no choice but to fight with each of the opponents you meet. Also, do not hesitate to release prisoners from captivity along the way. In a little while you will meet with Earl Howe. Howe himself does not pose a serious danger, but with two magicians you will have to tinker a bit. 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 chose this option for yourself, be prepared for the forced release of the hero from the dungeon (on your own or with the help of loyal associates). In the company of comrades, you will only have to break through the security of the fort and get to the cell in which main character. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard to your cell and take possession of the coveted keys there. Next, first get to the chest with your equipment, and then to the mannequin with the uniform of the guard. Now you need to get a password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the password sheet from the pocket of one of the guards. If you don’t 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 blades. After talking with the colonel again and answering his question: "Without discipline", go to the exit, where you will find out the password from one of the guards - "Rabbit". Now head 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 in the upcoming council.

It's time to visit the Elifian District, but before that, visit the local tavern and talk with the previously released captives.

Elifian District

After learning that the elves are sick with 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 the walls of which strange things happen. Having penetrated into this institution from the back door, having previously killed the guard, we examine the premises of the hospital and find a letter there. After that, we choose Fresh air, scattering several opponents there, and again we speak with Shianni. Now she sends you to a house near the hospital. Pass through this building, taking down a small group of soldiers, and then go to warehouses. There you will meet another elf named Devera, who is better to convince that a fight with you is futile. Moving forward with it and killing a small riffraff along the way, you will reach the main villain of the local flood 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 dirt on Loghain, and you will let him leave. However, by choosing a forceful solution to the issue, you will get what you want anyway, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the meeting of the lands.

Assembly of the lands

During the debate, do not let Loghain down and fend off his attacks on you. Also, don't forget to mention the threat posed by the darkspawn. If you have secured the support of the right allies before the council in advance, then you should not have big problems. Realizing that he lost the election, your opponent will become furious and stage a coup attempt. Nip this undertaking in the bud, after which you will have to engage in a one-on-one fight with Loghain. The task is not easy, as your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, thanks to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. Having requisitioned your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into the "Gray Guards". Depending on the decision made, the game will provide you with various options for the division of the throne, among which you can choose any you wish. So, the kingdom is united, it's time to enter the final battle!

final battle

To get started, head to the familiar Redcliffe, which has already been attacked by the minions of the Archdemon. 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 decided to strike the main blow at Denerim, so the whole honest company will have to return back. Riordan will also report that only " Gray Guardian", and even then at the cost of his life. Do not rush to get upset! In a conversation with Morrigan, you will learn that you have a chance to survive the last 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 this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the annoyed Morrigan will leave your squad immediately. Having gone to Denerim in the morning and having cut down all the goners 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 associates, you will also get access to the forces that you were promised as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. You can use them for one unit on each gaming location, so dispose of them sparingly and profitably.

To begin with, go in search of the first general to the elvenage, where you will meet with Shianna, who will report that the barricades are about to fail. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take care of the general left alone, surrounding him from all sides. For this task, some kind of army specializing in close combat is well suited (Radcliffe's army or werewolves will be just right). Now go to the market square, where, surrounded by devoted ogres, the second gallant general is waiting. The principle of its elimination is exactly the same, so you should not have any problems.

Having dealt with this sweet couple, advance to the palace quarter, where after watching the video it will become clear that your path lies in the Dragon Fort. On the way to it, it makes sense to send another army forward to help deal with detachments of various evil spirits. True, before storming the fort, you will have to repel the wave-like attacks of the enemy from the gates of Denerim. After that, you can safely break into the fort. On its first floor, only a small riffraff is waiting for you, which is easy to exterminate from a distance, but on the second floor you will have to tinker a bit, as there are more serious rivals crowded there. Although, it doesn’t make sense to specifically focus on them - during the game you had to participate in more difficult battles. Finally, head up to the rooftop and take a deep breath as you face the final showdown with the main villain of the game, the dragon Archdemon.

Archdemon

When fighting him, feel free 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 take your people out of the affected area. When the level of his life drops below 50%, he will call on his minions to help in huge quantities, and with his last breath he will make walking bombs out of them, exploding the unfortunate people close to your allies. Sooner or later, he will still run out of strength, and he will fall dead to the ground.

So you have completed the game and I hope that this description helped you with this.

"Urn of sacred ashes" is story mission in Dragon game Age: Origins. You can get it after completing the Earl of Radcliffe quest or at the very beginning of the game in Lorraine by talking to the knight in the church. According to the plot of the task, you need to find the ashes of Andraste, which is able to heal Earl Eamon.

Quest start

The passage of the "Urn of Sacred Ashes" begins in Denerim. After receiving a quest from a knight in Lorraine or from Iseult and Tegan in Redcliffe, you need to go to the market area in the city and find the house of Brother Genitivi there. Once inside, talk to Waylon and say that you are looking for an urn of sacred ashes to cure Arl Eamon. Waylon will send you to Calenhad Lake. If you use cunning and intimidation, then Waylon will attack you, not wanting to reveal his secret.

Explore all the rooms in Genitivi's house and find his studies, which will talk about the Sanctuary - the possible location of Genitivi's brother. You can go there right away or check out the place Waylon mentioned, the Spoiled Princess Inn near Calenhad Lake. In the tavern, you need to talk to the innkeeper, and on the way out you will be attacked by several cultists.

asylum

Quest "Urn of Sacred Ashes" in dragon age: Origins will take you to the Sanctuary. Arriving there, you will find yourself next to the settlement. Go forward and talk to the guard. He won't give any valuable information and will send your character to talk to Eric. Now you can go into the house, collect valuable items from the chests and explore the altar. When you leave the house, your team will be attacked by a large group of cultists. They are mostly peasants, and it will not be difficult to deal with them. Once the fight is over, you can explore the rest of the settlement or head up to the church. Further enemies will be much stronger. Destroy enemy mages first.

After reaching the church and going inside, you can talk with Eric, but almost immediately after the greeting, the battle will begin. Try to attack Eric first so that he doesn't have time to cast a lot of spells. After dealing with the magician and his guards, take the cultist's medallion from Eric's corpse. Then click on the wall in the northwestern part of the room. Behind it you will find Brother Genitivi. The dialogue with him can end in two ways. You will either convince Brother Genitivi that you can handle it yourself and that he should return home to Denerim, or you will agree to his help to infiltrate the temple.

Temple

Further along the quest "Urn of Sacred Ashes" in Dragon Age, you go to the ruined temple. Once inside, take a few steps forward. If Brother Genitivi is in your group, he will immediately open the main gate. Without it, you will have to open the gate yourself. When you enter the main hall, your squad will be attacked by cultists. Clear the largest area before moving on.

There are four corridors in this location that are worth exploring. In the southwest corner you will find a traveler's corpse and a small room with cultists. In the southeast corner there will be a locked door and a library with many valuable documents. The northwest corridor is connected to the northeast and will lead you back to the main hall.

Move carefully along these corridors, as it is full of cultists and traps. After dealing with the enemies, go to western part cards and find the key in the chest. After taking the key, return to the main hall, where new cultists will be waiting for you. After destroying them, go to the southeast rooms. Open the locked door with the obtained key and search the chest in the room. There should be a key that opens the north gate.

Return to the main hall and head north. On the way you will meet a mage who is best destroyed from a distance. As you enter the room behind the mage, be prepared to be ambushed by the Ash Ghosts. After defeating them, go up the stairs and click on the brazier.

Move further north, fighting off cultists and ghosts, until you reach the entrance to the caves. You will enter the Lair of the Wyrmlings. Now your goal is to fight your way through the enemies to the northwestern cave. Along the way, you will meet both numerous wyrmlings and cultists. Also, if you turn into different tunnels, you will run into small dragons.

Cultist Offer

In the northwestern cave you will meet Kolgrim, the leader of the cultists. You can attack them right away or listen to what Kolgrim has to say. If you decide to kill the leader of the cultists, do not forget to take the horn from his corpse.

After that, you can go further and exit the caves to the top of the mountain. Here you can use the horn by clicking on it in the inventory. However, be prepared for the fact that the horn will summon a huge dragon that you will have to fight. Dealing with it is quite difficult. To win, warriors must distract the dragon, while archers and mages deal damage from a long distance. It is also important to have a lot of healing potions with you. If you win, you will receive a dragon scale, which you will need later for one of the side quests, and several powerful items. If it seems to you that you will not master the dragon, then it is not necessary to call it, you can simply continue the main quest.

If you accept Kolgrim's offer to destroy the urn of sacred ashes by mixing the ashes with the dragon's blood, then the kindest of your companions will not be happy about this. If these companions remained in the camp during the mission, then they will want to leave the party, but they can be persuaded. Be sure to mention Earl Eamon to the cult leader so that you can take a handful of ashes to complete the Urn of Sacred Ashes quest in Dragon Age. After the dialogue with Kolgrim, you will receive a vial of dragon's blood. Then follow the road that runs near Kolgrim and you will reach the top of the mountain.

Trials of Faith

Going further along the location, you will enter the Labyrinth. Whether you're helping the cultists or not, you'll have to complete this part of the quest. Walk up a couple of steps and talk to the Guardian. It doesn't matter how you answer his questions, because you only need to learn from him about the four trials. Tell the Guardian that you are ready to start the trials and answer a personal question.

In the first test, you will have to talk to eight ghosts. If you answer their questions correctly, they will turn into mist and become part of the key. A wrong answer will turn them into Ash Ghosts, which must be fought. You can deliberately give wrong answers in order to get more experience and the correct answers are shown in the picture below.

After destroying the ghosts or answering their questions, you can go to the next room. Talk to the ghost of a familiar character from your hero's past. Next, go to the next zone, where you will need to fight with the ghosts of your team.

After winning the battle, go to the next room. Here you will find a door at the other end of the abyss and pressure plates, which activate the bridge fragments. Your goal is to reach the door with one of the squad members. To do this, you need to constantly move the characters across the plates. How to do this is shown in the screenshots.

The fourth trial is very easy to complete. Just walk up to the altar and agree to take off your gear. After that, you can easily walk through the wall of fire in front of you. Wait for the Guardian to appear and congratulate you on completing the trials.

End of the quest

After the tests are over, you can finally go to the urn of sacred ashes and take a handful of ashes. Then return to Radcliffe to heal Earl Eamon. Don't forget to return to Brother Genitivi later for your reward.

If you decide to help the cultists destroy the urn of sacred ashes, after you take some ashes for the arl, you will be attacked by your kind-hearted companions, the Guardian and a couple of Ash Ghosts. After the battle, go to Kolgrim to receive a reward.

In the section on the question How to pass the test in Dragon Age? given by the author European the best answer is We close the 3rd and 6th platforms from the left, the 2nd from the right (activation of the 1st and 2nd square of the bridge)
From the 3rd from the left we pass to the 4th right (only 2 squares of the bridge are active)
From the 2nd right we pass to the 1st left (activation of the 2nd and 3rd squares of the bridge)
From the 6th left we pass to the 5th right (only 3 squares of the bridge are active)
From the 4th right we pass to the 2nd left (activation of the 3rd and 4th square of the bridge)
Source: link

Answer from 22 answers[guru]

Hello! Here is a selection of topics with answers to your question: How to pass the test in Dragon Age?

Answer from Slope[active]
First, make sure they don't run after you. Then choose them one by one and put them on the slabs along the edges of the abyss. If you put one, an invisible part of the bridge will appear. Then you choose another satellite and put it on another plate in such a way that a piece of the bridge becomes visible, then you choose a third one, put it on another plate. Another invisible part of the bridge appears. With the fourth satellite, go to the tangible part of the bridge and switch back to the first. you remove it from the slab it occupies and switch to a friend. The first part of the bridge disappears again, but your fourth one is on the spot where the bridge was built by the other two companions! You put the first one on another slab, and another part of the bridge is tangible. The fourth you go further along the bridge, and the second you put on another slab, etc.
I'm sorry, it must have been confusing (((I hope you understand.


You can start this quest back in Lothering by talking to the Knight of Redcliffe in the village church. You will receive information about Brother Genitivi by searching the body of a dead knight on the highway (where the robbers attack you). If you did not pay attention to this conversation, then Isolde and Tegan will send you for the Urn in Redcliffe, after you repulse the night attack on the village.


So, you have to go to Denerim to find a certain brother Genitivi, who devoted his whole life to studying the legends about the dust of Andraste and searching for his whereabouts. Brother Genitivi's house is located in the market area in its southern part. You will not find Genitivi himself there, but you will find his assistant Waylon.

The conversation with Waylon can go a number of ways. First: after some hesitation, he will tell you that Brother Genitivi seems to have gone to Lake Calenhad. If you go there, a very nervous innkeeper, after the appropriate use of Persuasion, admits that some suspicious individuals are hanging around, threatening him with self-mutilation and forcing him to lie about not seeing or hearing anyone. Upon exiting the tavern, you will be attacked, and after dealing with them, you can head back to Denerim to sort things out with Waylon.

Path number two: when talking with Waylon, your GG will feel that everything is not okay in his story (this happens if you have a sufficiently high Cunning) and will demand an explanation, as a result of which Waylon will immediately attack you and you will no longer need to travel to Lake Calenhad.

Path number three - search the house, and Waylon will intervene, forbidding you from inspecting the rooms. If you insist, he will attack you.

Search the house after Waylon's death and you'll find Brother Genitivi's journal, which mentions a certain village called Haven. You will also find the corpse of the real Waylon (no wonder he did not want to let you in there!) - although at this stage you most likely already suspected that you were dealing with an impostor.


Go to the Vault. The inhabitants of this village are distinguished by downright rare inhospitality - almost everyone with whom you talk will tell you in person that strangers have nothing to do here. I recommend first of all to visit the local trading shop- in case you need any of her products, otherwise they will not be available to you later.

The residents of the Vault will not have patience for strangers for a long time. They will attack you if you: enter the local Church and question the local leader, Eric, about Brother Genitivi; examine the blood-stained altar in one of the houses; insist on having a look at the back room in the trading shop.

After that, you will have no choice but to kill them all.

In the Church building, behind a false stone wall, you will find Brother Genitivi. He will tell you that in order to enter the ruined temple that leads to the ashes of Andraste, you need the medallion of the cult leader Eric. If you haven't already searched his corpse, return to him and take the medallion.

If you like, you can tell Brother Genitivi that you want to secure the village before going to the temple - then you can go outside and finish off those who have not yet been finished off before. If you don't, you will automatically be transported to the temple. In principle, you don’t have to take Brother Genitivi with you, only Eric’s medallion is required, which will open the entrance for you.

The Ruined Temple consists of two tiers, and they are literally packed with cultists of various stripes. The traps here are also quite numerous, so having a rogue with you is a good idea. Also beware of the numerous ambushes from both the cultists and the Shadows, which from time to time will appear behind you in an already cleared or seemingly empty space.

You will soon find that the doors leading north are locked. In order to open them, you first need to get the key to the southeast rooms. It lies in the Patterned Chest in the western part of the map, marked as the Chambers of the Cultists. The mentioned cultists are just an incredible amount, so if you have spells of mass destruction, then they can be very useful. After taking the key, open the southeast rooms, and in one of the chests you will find the key to the north doors.

The next closed doors to the north can be opened by lighting a fire on the sacrificial altar (although in some versions this is not necessary, for some reason they are open anyway).

After passing all the doors, you will stumble upon an ambush - the Ash Ghost and the cultists will attack you near the fork. After you deal with them, choose whether you go to the western or eastern corridor. Both lead to stairs to the next level, so your choice doesn't matter. Of the other notable corridors, I note that if you go west, you will find four chests in one of the rooms. The locked chest contains normal loot, while the other three summon ghosts when you open them.

After clearing the corridor (or both), go to the next tier - Lair of the Wyrmlings. Baby dragons are called wyrmlings. They are not very strong, but quite numerous, and quite often attack you from ambush, appearing behind your back. Of course, there are enough cultists there too. Unlike the first tier, here you will stumble upon elite enemies.

Your goal is to break through the superior enemy forces into the northwesternmost cave. Considering that ambushes are waiting for you in many places, it is best not to attack the enemy headlong, but to lure them one or two from afar. (Although, of course, it all depends on the level, tactics and equipment - it is likely that by this point your group is already so powerful that no crowds of enemies are afraid of it.) In any case, it is a good idea to pre-recon with a robber, who at the same time can neutralize traps so that they do not interfere underfoot at the most crucial moment. Sometimes a rogue can activate a pending ambush himself - and sometimes you need to walk through the "meeting point" in the open so that the enemy reveals himself.

After making your way through a myriad of enemies, the leader of the cultists, Kolgrim, will greet you in the northwestern cave. He will have a very unexpected offer for you. Accepting it or not is up to you, but some members of your group will be so upset that you sided with the cultists that they will either attack you or leave your group forever (if they were not with you at the time of your decision). True, in the latter case, with the help of Persuasion, you can convince someone to stay, assuring that you are not to blame for the act.

If you rejected Kolgrim's offer, then you will have to fight him and his assistants. From his body, in addition to other loot, you can remove the Horn of Kolgrim - an item that allows you to challenge the High Dragon to battle. (Although, if you try hard, you can lure the dragon without it.)

After killing Kolgrim or agreeing with him, go to the top of the mountain. You may not pay attention to the dragon - he himself will not fly up to you. In order to challenge him to battle, you need to either use the Horn of Kolgrim, or try to hit the dragon with an arrow or spell from a fairly long distance, while he is basking on a snowy peak. To complete this quest his death is optional.

Enter the Labyrinth. You will be greeted by a Guardian who can be questioned about the cultists, himself, and even Andraste herself. You can answer the Guardian's question as you like, after which he will torture your companions a bit and send you to win the honor of seeing the ashes of Andraste. You didn't think it would be shown to you so easily, did you? Not at all - first you need to pass several tests in order to be considered worthy of such an award. There are four of these tests.

For the first test, you need to correctly answer the questions of the ghosts of Andraste's friends and enemies, who are waiting for you at the closed door. If you answer incorrectly, the ghost becomes hostile and attacks, but the death of the ghost is still counted in your favor, so even if you could not answer a single question, but defeated all the ghosts, the door will open.

Answers on questions:

Elisai - Melody

Armor - Dreams

Lady Basil - Revenge

Havard - Mountains

Maferat - Jealousy

Katair - Hunger

Shartan - House

Hessarian - Mercy

Having dealt with the first riddle, go to the next room. Who exactly you meet there depends on who the GG is (for example, a magician will meet Jovan, a Dali will meet Tamlin, a nobleman will meet his father, etc.). The ghost will talk to you and, regardless of your answers, you will be able to go further, where you have to fight the ghosts of your group. (They are not 100% replicas and may have skills and spells that your characters do not have.)

First, take one of the characters across all the tiles to find out which plate activates which part of the bridge. You will notice that some slabs will only activate one piece, while others will activate two. In order to make part of the bridge stable, you must activate two plates on opposite sides. But that's only part of the task, as you'll need to move forward after that.

In short, you need to put two characters to activate the same part of the bridge on opposite sides of the cliff, and the third one to activate the same and the next part of the bridge. After that, rearrange your characters so that the two that activate the cell with the character on the bridge are always on opposite sides, and the third one will move in such a way as to activate the next one.

The order of activation of the plates:

Second on the right, third on the left.

Go to the first part of the bridge.

The remaining character goes to the sixth slab from the left.

Go to the second part of the bridge.

The character from the third slab on the left goes to the fourth slab on the right.

The character from the second plate on the right goes to the first one on the left.

Go to the third part of the bridge.

The character from the sixth slab on the left goes to the fifth one on the right.

The character from the fourth plate on the right goes to the fifth one on the left.

Go to the fourth part of the bridge and cross it. After that, the bridge will harden completely and your comrades-in-arms will be able to join you.

The last test remains - go ahead and you will see a wall of fire. Activate the altar and agree to take off all your gear, then go through the flames. The Guardian will appear and announce that you have shown yourself worthy and you can go to the urn with the ashes of Andraste. If you did not accept Kolgrim's offer, then take a pinch of dust and leave (the doors in this room will take you to the top of the mountain so that you do not have to go through the whole Labyrinth again).

If you accepted Kolgrim's offer, then pour the dragon's blood into the urn, after which you will have to fight the Guardian (and, depending on who is in your group, possibly your own allies. Wynn and Leliana will not forgive you for defiling the shrine. )

The guardian can also attack you if you decide to go through the fire in armor before you desecrate the urn.

In any case, after that, all that's left for you is to go to Radcliffe Castle and present the ashes to Bann Teegan. The relic will do its job and Earl Eamon will instantly recover. His reaction to your actions may be extremely grateful or not very much depending on whether you saved his family or not, but in any case, if you have not yet gathered all possible allies, then you will be advised to do so. When you have gathered everyone and report this to Earl Eamon, your quest will be completed.

Note: if brother Genitivi accompanied you to the temple, then after finding the ashes of Andraste (or defiling it), he will declare his desire to tell the rest of the world about it. If you want, you can kill him. If you have not desecrated the ashes of Andraste and released brother Genitivi in ​​peace, then you can visit him at his house in Denerim and receive an additional reward from him for your labors.

If you did not accept Kolgrim's offer, then saving Earl Eamon will unlock the Champion (Knight) specialization for you. If you accepted it, then instead of "Champion" you will receive the "Ripper" specialization. (If you wish, you can first defile the urn, and then kill Kolgrim and thus get both. Perhaps a glitch ... or a reward for especially sophisticated deceit.)


Bugs:
After "visiting" the urn when moving from the Mountaintop location to the Gauntlet location and back, as well as when moving from the Mountaintop to the Ruined Temple and back, party members receive 750 experience points. Confirmed for version 1.04 (presumably fixed with patch 1.02, but there is a bug in version 1.03).