Dragon age awakening quest is an important element. Vigil Tower - after attack
Main plot
Assault on Vigil's Tower
Our valiant gray guard, who received the title of commander after defeating the archdemon, is sent to the erling Amarnatain entrusted to him in order to restore its prosperity and protect it from the creatures of darkness. We are met by Lieutenant Mhairi, a girl soldier from the Vigil's Tower Legion, who dreams of becoming a gray guard. On the way to the tower itself, we see complete devastation and traces of the battle, and in a moment we will be attacked by the creatures of darkness. It becomes clear that the tower was attacked. We take out weapons and fight our way to the interior of the tower. On the way, we save all the survivors (see the quest "Survivors of Vigil's Tower"), we meet the magician Anders, who wandered into the fortress, running away from the templars, and our old friend from the Original, the dwarf Oghren, who, having escaped from his wife, decided to become a gray guard. The four of us make our way to the roof of the tower and save Seneschal Varel. The miniboss at the end of the quest will be a talking darkspawn. Kill him and complete the quest.
Awakening
This is a global quest for the entire expansion. To complete it, you will need to complete a number of secondary quests of the main storyline:
-
-
-
As soon as you recapture the tower from the creatures of darkness, King Alistair will arrive in the fortress, accompanied by a high-ranking templar and several soldiers. Talk to your original best friend. You briefly remember your joint travels, after which Alistair entrusts you with the mission of restoring the erling of Amaranthine and strengthening the influence of the gray guards in it. Naturally, we promise to do everything in at its best. Then the templar will join the conversation and ask to give her the criminal for execution. It's about Anders. Alistair will offer you to decide the fate of the fugitive mage. You can just keep it with you, or you can declare the right to call. If you go for the last option, then Alistair will defiantly shut up the representative of the church. After the fate of Anders is decided, Alistair will wish you good luck and set sail from the tower along with his entire retinue. And great things await us. First of all, you need to increase the number of gray guards. Seneschal Varel will offer you a ceremony of initiation. As you remember from the Original, when Duncan initiated you, the ritual will require darkspawn blood, a silver goblet and 3 recruits. You don't have to draw blood this time. The seneschal will also have the cup (he is a prudent man). You have recruits: Mhairi, Oghren and Anders. Start the ritual. Unfortunately, not everyone will survive it (Mhairi will die).
After that, you will again find yourself in the throne room. Varel will introduce you to Ms. Woolsey (she will take on the duties of treasurer) and to Captain Garvel (he will have everything related to the army and the protection of the surrounding lands). Each of this trinity will have a task for you, the completion of which will help you complete the global quest "Awakening".
Secondary quests
Vigil's Tower Survivors
We just save all the survivors during the liberation of the tower of Vigil from the creatures of darkness (there are 4 in total, including the guy who will give you this quest). The main thing is to save the merchant, this will help you in the future.
First aid for the wounded
In the western part of the courtyard of the fortress, one of the soldiers will ask you to bring medical supplies for the wounded. The chest with these supplies is located in the southeastern part of the courtyard. Hurry, because the wounded may die.
Prisoner
As soon as you leave the tower for the first time on the street, a private girl will turn to you and tell you about the thief who was caught the other day. Now he is languishing behind bars in the dungeon. Let's go there. The thief will be the son of Rendon Howe named Nathaniel. For now, we will sort things out with him and talk about the atrocities of his father. The jailer will bring the Seneschal. What to do with the prisoner is up to you. The surest solution would be to declare the right to call (in this case, you will immediately get a good thief into the party). however, you can simply give him his heirlooms and let him go to all four sides (if you do this, you will later meet Nathaniel in Amaranthine with his sister, after which he can still be accepted into the gray guards). You can, of course, execute the poor fellow, but this is extremely stupid. One way or another, after you decide the fate of Nathaniel, the quest will be completed.
Invasion from underground
Talk to Sergeant Maverlis. She will tell you that there is a network of underground passages under the tower, and since the creatures of darkness appeared in the tower suddenly, most likely they came just through these caves. Perhaps they even lead to deep paths, but at the moment it will not be possible to find out, because. due to the efforts of one crazy gnome-bomber Dworken (you saw him when the tower was freed), the cave was filled with stones. You need to go down into the dungeons and reach the place of the blockage, getting rid of the remnants of the creatures of darkness. First, look into the room marked on the map with the inscription "Prisoner's Notes". Approach the statue of Andraste, and then pull the torch to the right of it, you will open a secret with a chest in which there are very useful things (one ring +4 to constitution is worth something). Next, carefully examine all the rooms, release the prisoners from the dungeon, Anders and Nathaniel will approve this. Then go to the wounded mabari and take the letter from his neck (take the quest "Fate of Adria"), use Nathaniel to break open the old family crypt. Deal with the skeletons in it, search all the sarcophagi, find one key (you will find the other 3 later), then inspect the bag in the center of the hall, take Howe's family bow from there (you can give it to Nathaniel). Exit the crypt and make your way to the blockage. There, for the second time, talk to Sergeant Maverlis and the gnome architect Voldrik. The blockage will decide to dismantle. The blockage will be dismantled after you complete one of the three tasks of the main plot (your choice) and return to the Vigil's tower.
Go to the deep paths. First go north and complete a small task "Temple of Kort"(read more below). Then search the gem mine and fight your way through the undead and darkspawn through the only available passage, collecting the missing keys to the Avvar Crypt. There will be no serious opponents until you enter the room behind the locked door. There you will be attacked by a ghost that fights very painfully with electricity. When he has a quarter of his life left, he will call for skeletons to help. Deal with them and grab the ghost again. He won't let himself be killed. Being near death, he will be transferred to a place where you cannot damage him (he will also damage you). A beam will keep him in a safe place. We activate the device that removes the beam and free the ghost (the quest "Revenge of the Ghost"). The monster will fly away in an unknown direction, but we will still see it. We go further to explore the deep paths. Soon we will stumble upon the mini-boss of this location - the ogre commander. You will have to kill him 2 times, because. after the first kill, a ghost will take over his body. As soon as the enemy is defeated, Sergeant Maverlis and Voldrick will come down to you. Talk to them and close the passage to the deep paths for the next 10 years. As soon as you reach the surface, the task will be completed.
The fate of Adria
In the dungeons of the Tower of Vigil, when we go to the blockage, we will stumble upon a wounded mabari. We take a letter from his neck, from which we learn that a certain Adria and her escort were ambushed by the creatures of darkness somewhere below. I'm going to look for the girl. We will find Adria almost at the very blockage, but alas, by that time she will already become a ghost. We kill her in order to save her from suffering and complete the quest.
Temple of Cort
After going to the northern part of the deep paths on the quest "Invasion from Underground", you will come across an altar with offerings. Touch it and decide what to do with it. The options are:
- donate a diamond or a golden idol (you can take it from a corpse lying nearby) and get a two-handed ax "Fury" as a reward;
-donate corrupted iron (can be found a little further on the deep paths) and desecrate the altar (there will be no reward in this case;
-take 15 gold donations from the altar (in this case, the golems in the room will come to life and you will have to fight them).
With any chosen layout, the quest will be completed.
Ghost Revenge
The quest is activated after the first defeat of the spirit of the deep paths and its release from the beam dungeon during the quest "Invasion from Underground"(see above). After the second victory over the spirit (in the guise of an ogre), this creature will fly away to the ancient Avvar crypt (the same one where we found Howe's bow). By the way, if for some unknown reason you haven’t been there yet (you couldn’t open the first door), then the key to it can be taken from the corpse of the creature of darkness (it lies near the gate welded by Voldrik). We go into the crypt and insert all the keys found into the keyholes to open the second door. We go deep into the crypt. The ghost will move into one of the three Avvar lords guarding the ancient burial place. Deal with them. Collect all the goodies and complete this quest.
Oath of allegiance/Land defense
As soon as you get into the throne room for the third time, Seneschal Varel will inform you about a meeting with local nobles who want to swear allegiance to you. After the oath, you will have the opportunity to talk with three noble gentlemen. Two of them will beg you to provide soldiers to protect their territories: Lord Edelbrek for the village, and Lady Eknareth for the city. Talk to Varel about this. He will offer a third option: to allocate soldiers to guard the trade routes. And so you will have 4 options for the development of events:
- protect farms - in this case, the peasant rebellion can be easily calmed down;
-guard the city - there will be a riot with a fight;
-guard the trade routes - there will be a riot, but in the fortress the merchant Uraya will have new goods (this will happen after a while), the peasants can be persuaded not to rebel if grain is given to them;
-to protect everything - nothing good will come of it, because you can’t chase two hares at once, and even more so after three.
Make a decision that you want to guard, then approach Sir Tamra. She will tell you about the impending plot against you (the quest "Web of Conspiracy"). Now you can ask the Seneschal to disperse everyone. Exercise "Oath of allegiance" this will be done.
Web of Conspiracy
During an audience with the nobility, Sir Tamra will tell you about the impending plot against you. This is not surprising, because the bloody bastard Rendon Howe ran everything here before you, and he had accomplices. Tamra will promise you to get the letters of the conspirators after a while, after which she will leave the tower. Talk to Seneschal Varel about the conspiracy. It will offer you two options for solving problems:
- Take into custody a family member of each subject from the local nobility in order to blackmail them into obeying themselves;
-go to Amaranthine, find the great spy called the Black Wolf and with his help reach out to the conspirators.
It is better to play the second option. The black wolf will find you on its own. As soon as you get to Amaranthine, the first ordinary city guard will tell you that a certain Wolf is waiting to meet you in the central square. Talk to him and give the advance 50 gold. After a few days (just exit Amaranthine and re-enter), he will return to the same place and tell you about the gathering place of the conspirators. Go there and kill everyone. The black wolf, by the way, can also be killed after receiving the necessary information from him.
Note: This task can be completed in another way. Read more below in the description of the quest. "And you, Esmerel?".
Judgment is coming!
The quest will become available as soon as you complete one of the three main story quests (optional). Return to the Vigil's tower and talk to the private who brings you letters. She will tell you that Seneschal Varel is waiting for you in the throne room on an important matter. We go to the throne room and talk to the seneschal. We have to act as a judge and deal with three cases.
First case
Peasant Alec stole 2 sacks of state-owned grain. According to the laws of Ferelden, theft of state property is punishable by hanging. You can do this:
- hang Alec;
- whip Alec with whips;
- draft into the army;
It is better to proceed according to the latter option, so it will be easier for you to peacefully stop the peasant revolt.
Second case
Rendon Howe, the former Earl of Amaranthine, promised Sir Derren's lands to noblewoman Lysa Pacton because he opposed Loghain and Howe himself. Lady Pacton has an official paper certifying her claim to the land, but Sir Derren is a longtime ally of the Gray Wardens. You can do this:
-Give the land to Lady Pakton;
- give the land to Lady Pakton, but promise Sir Derren to compensate for the losses;
-give the land to Sir Derren;
-take the land.
The last option is the most acceptable, because. you will receive 100 gold!
Third case
Here are two options. If you haven't figured out the quest yet "Web of Conspiracy", then the events will go according to the first option, if sorted out, then according to the second.
Option 1.
You need to decide what to do with the nobleman Temmerli, nicknamed the Bull. he is accused of killing Sir Tamra (the girl who told you about the conspiracy). After listening to the dialogues, it will become clear to you that he is the killer, but there will be no direct evidence. You can do the following:
- release Temmerli;
- put in jail for a very long time until all the circumstances are clarified;
- Decapitate Temmerlee.
Personally, I chose the latter, I did not like his face, a real bull.
Option 2.
The case of desertion. Private Daniella quit her post to save her family from the darkspawn. Desertion is punishable by death under the laws of Ferelden, even in times of peace. You can do the following:
-execute Daniella;
- put Daniella in jail for a year;
-Allow her to move her family to Vigil's Tower.
The last option is good, but it will have a deplorable effect on the discipline of your soldiers. The first option will increase discipline, but harden the peasants against you. Decide for yourself. Personally, I have always forgiven Danielle.
Once all three cases are sorted out, the quest will end.
Note: instead of making decisions yourself, you can ask Varel to do so. In this case, there will be no consequences (not positive, not negative), regardless of the decision taken by the seneschal.
Peasant uprising
These events will occur after completing any two quests from the main storyline. Returning to the Tower of the Vigil, you will see a crowd of peasants who will demand to open the grain warehouses of the fortress in order to feed their families. You have several options:
- kill the peasants;
-convince them to calm down and give the grain;
-convince them to calm down and disperse;
The latter option is most likely if you:
-didn't execute peasant Alec during the quest "Court is coming!";
- gave the order to protect the villages during the mission "Land Defense".
And you, Esmerel?
This quest is one of the quest completion options. "Web of Conspiracy". You can get it if you did nothing to detect the conspirators. In this case, immediately after the suppression of the peasant rebellion, an attempt will be made on you in the throne room. Varel will save you from the assassin's arrow. Then take out your weapons and kill all the conspirators led by Bann Esmerel and the Antiva Assassin. Once all enemies are destroyed, the quest will end.
Trade must go on
During or after the oath of allegiance, contact Ms. Woolsey. She will ask you to expand the trading community in the fortress. Simply invite all possible merchants to the Vigil's tower, convincing them in every way possible.
You need to find two merchants:
-Qunari merchant Armaas - can be found in the silverite mines of the Vending forest;
- Merchant Lilith - you can accidentally stick it on the map and recapture it from the creatures of darkness.
As soon as you invite both merchants, go to Mrs. Woolsey and get 60 gold as a reward.
Issue price
Talk to the gnome architect Voldrik. He will gladly help you rebuild the fortress if you give him enough funds. To begin with, he will need 80 gold (the amount is not small, but it's worth it). Pay. A little later, Voldrik will need more building materials (see the quest below).
Test of endurance
Once you complete the quest "Question Price" and come to Vigil's Tower next time, Voldrik will have a new dialogue. He will complain that the local stone is not suitable for the construction of powerful walls of the fortress. We need to find granite. You can find him in the Vending Forest in the eastern part of it. We tell about the field to Voldrik and promise to provide soldiers for protection. This will complete the quest.
Important element
In the fortress you will meet your old acquaintance Wade from Denerim, as well as his assistant Heren. Wade is always happy to make some masterpiece equipment, but for now you have to upset him and make him forge weapons and armor for ordinary soldiers. For this, though, he will need good metals (veridium and silverite). You will be able to find their deposits in your wanderings around the world. There will be three in total:
Veridium - in the dungeons under the Vigil tower;
Silverite - in the silverite mines in the Vending forest;
Iron - in the Cal Hirol Trade District.
Just tell Heren about every deposit you find. Once they are all found, the quest will close.
Give me the bomb!
Find Lyrium Sand in the Silverite Mines of the Wending Forest. Give it to Dworken and you will be rewarded with a powerful trap bomb. The dwarf will ask you to find more sand. The second portion of lyrium sand can be found in Kal-Hirol, the third - on the deep paths under the tower of Vigil. Dworken will make two more trap bombs for you and the quest will close.
Note: it's better to give portions of sand one at a time, otherwise a bug with the quest hanging may happen (the mark over the dvorken will not disappear).
Master's work
Wade wants to make some kind of unique weapon or armor, but for this he will need unique ingredients. There are 3 of them in total and a mini-quest will be associated with each of them.
heart of the forest
In the forest of Vending, kill the sylvan the Old Man and take the core from his corpse. With this ingredient, Wade can make a bow or shield for you. To do this, Master Wayde will need the following additional ingredients:
-oil (in the kitchen in the tavern "King and Lion" in Amaranthine);
-Flawless Ruby (can be bought from Master Henley in the Amaranthine market or found in Kal-Hirol);
-veins (can be removed from a dead mabari in black swamps);
- rune of the great master of lightning (you can make it yourself).
Golem Power
In Kal-Hirol, take the plate from the corpse of the boss golem. Wade can make good armor out of it if you bring him additional ingredients:
- the master's lyrium potion (you can't buy or find it, you can only brew it; Velanna will do it perfectly, and the recipe for this drink can be found in the sarcophagus in the dungeons of the Vigil's tower, see the quest "Revenge of the Ghost");
-pure iron (we buy in Amaranthine from the gunsmith Glassrick);
- wool padding (in a box near the entrance to the guard room in Amaranthine);
-blood lotus (these flowers grow everywhere, you will definitely find).
Lie down with bones to work
In the lair of the queen of the black marsh, find the bone of the ancient dragon. Wade will craft it into a one-handed or two-handed sword (your choice) if you bring him the following additional ingredients:
-diamond (can be found on the deep paths under the Vigil's tower);
- fresh dragon egg (can be found in the silverite mines of the Vending forest);
- a large fire protection potion (buy from Urijah in the throne room of the Vigil's tower);
- fire rune of the great master (you can make it yourself or buy it).
You can choose which bonuses will be in the sword:
1st parameter
Penetration
+2 armor penetration, +5 fire damage.
Mobility
+6 Attack, +5 Cold Damage.
2nd parameter
Protection
+10 defense, +10% chance to dodge attacks.
Attack
+15% Critical Hit/Backstab Damage, +3% Critical Hit Chance.
Ease of impact
+50 stamina, +0.5 stamina recovery in combat.
Wade's Choice
+3 to all stats.
Personally, I chose penetrating power + lightness of impact.
Once Wade has crafted all 3 masterpieces, the quest will be completed.
Initiation of Velanna
"Righteous Path". Ask Seneschal Varel to perform the initiation ritual. Everything will go well, Velanna will survive. After that, the quest will close.
Dedication to Sigrun
The quest will be available after completing the task "Last of the Legion". Ask Seneschal Varel to perform the initiation ritual. Everything will be fine, Sigrun will survive. After that, the quest will close.
Note: complete the quests "The Righteous Path" and "The Last of the Legion" to "Shadows of the Black Swamps", as otherwise, Varel may not have a line about initiating Velanna or Sigrun into the Gray Wardens.
Private's letters
A private girl at the gate to the tower will receive letters from the population. These letters will contain assignments for you. Periodically visit her with each visit to the fortress.
kidnapped daughter
Lord Edgar Bensley asks to save his daughter kidnapped by bandits. Follow the beacon on the map to the place of the deal. You can:
-give a ransom of 30 gold to the ringleader - you will save the girl, but lose money;
- attack the bandits - the girl will die;
-convince to let the girl go first, and then take the ransom - in this case, the girl will remain alive, and the bandits can be deceived and not give the money, after which they can be killed without risking anything (this option is possible only with the maximum persuasion skill).
Depending on the execution option, the reward will be different:
the girl is dead and the bandits are killed - 5 gold
the girl is alive (it doesn't matter what happened to the bandits) - 10 gold.
The reward for this quest is taken from the private along with the second letter (with thanks) from Lord Bensley.
Far in the fields
You are asked to save a family of farmers from the creatures of darkness. We go to a new marker on the map. The village will be devastated, the inhabitants will be killed (there is no way to save them). Kill all the darkspawn in the area, led by the ogre. After clearing the area, collect all the goodies and return to the private for a reward.
rescue operation
This quest will appear after completing the first two tasks during your third visit to Vigil's Tower. Go to the coast and deal with looters who want to appropriate the goods from the wrecked ship. We kill the marauders, pick up the goods and return to the fortress to the private.
Vigil's Tower is one of the oldest settlements in Ferelden. She is older than Denerim and Gwaren. The barbarians who fought the Tevinter Empire chose this site for a stronghold so that their beacons could be seen at a great distance when Tevinter ships approached the coast. Any significant invasion of Ferelden resulted in the Battle of the Tower. Its battlements were besieged by Tevinter, hostile barbarian clans, and Orlesians alike. Vigil's Tower was the first fortress taken by the Orlesians and the last to be liberated. The dungeons of the Tower of Vigil bear traces of the Avvar barbarians. To the Avvars, the Tower was both a fortress and a sacred place. Monuments to their gods and heroes remained in the dungeons, as well as monuments in honor of military victories. The dungeons of the Tower of Vigil are connected to the Deep Roads. There is evidence to suggest that the Avvars and Dwarves traded secretly with each other, breaking promises made to Tevinter in a time before the darkspawn.
You can try to get into the Avvar crypt, located under the Vigil's Tower, after clearing the rubble, which will be reported by Sergeant Maverlis. The entrance to the Deep Roads will open after the appearance of the fourth companion in the squad, for example, Sigrun from the Wilder Hills. The walls of the crypt remember not only the glorious moments of the history of the Avvars, but also the Great Strife, which brought many troubles. More information about the Avvar can be found in the Codex pages that appear after examining the statues and reading the scrolls scattered throughout the basement and the Deep Roads of Vigil's Tower. The great strife began because Ruadan, the shaman of the Avvar people, turned his back on the gods who had always protected him. Blinded by grief, he destroyed the gifts of the Father of the mountains. But there were those who did not want to put up - Kela and Kiveal. Cala fled underground and begged Kort to save her. Kort sent rescuers to her. They called themselves gnomes. The darkness drove Ruadan into a frenzy, but also gave him strength. He sent warriors against his own clan. Kiveal turned to the dwarves, and together they captured Ruadan.
Avvar Crypt divided into two halves: in the first crypt lie the warrior-defenders, and in the second, deep crypt, the Avvar lords are buried. The doors of the deep crypt are securely locked with four keys: Kiveala, Gakkona, Korta and hostesses. You can find three of the four keys on the Deep Roads under the Tower of Vigil, there you will also meet with the Dark sorcerer, Ruadan, who will be freed from the shackles imposed on him by Kiveal and the dwarves during the Great Strife (task "Revenge of the Ghost"). The fourth key lies in the Avvar sarcophagus in the first crypt. After the battle in the Forbidden Room in the Deep Roads, the sorcerer will take over the body of a dead ogre and transform into a possessed ogre commander. Defeating a formidable foe will cause him to disappear briefly and be transported to an Avvar deep crypt, where, at the sight of his pursuing liberators, he will revive three Avvar lords who will immediately rush into battle. After a difficult battle, the ghost will be destroyed.
Location of keys to the Avvar Crypt under Vigil's Tower in Dragon Age: Awakening:
- Key of Kiveala- Avvar sarcophagus on the second floor next to the door of a deep crypt in the basement of the Vigil's Tower.
- Cort Key- urn, temple of Korth at the end of the northern branch of the Deep Roads under Vigil's Tower.
- Gakkon Key- hatch, the first room in the southern branch of the Deep Roads under the Vigil's Tower.
- Key of the Mistress- chest, dwarven outpost in the Deep Roads under Vigil's Tower.
- Crypt Key- The corpse of a darkspawn behind a gnome outpost in the Deep Roads under the Vigil's Tower.
Items from sarcophagi and from the body of an Avvar lord in a deep crypt under Vigil's Tower in Dragon Age: Awakening:
- (appears by mistake) - strength: 38; damage: 17.60; +20 fire resistance, +50% chance to ignite the target, +10 attack, +3 fire damage, 3 rune slots.
- Ax " Storm of daisies"- strength: 41; damage: 10.80; +3% Critical Chance melee attacks, telekinesis, +2 nature damage, 3 slots for runes.
- Armor " risky venture"- strength: 48; armor: 18.75; +12 Constitution and Defense, 3 slots for runes.
Hi all. Once again I was convinced that a game without bugs is like Marx without Engels or Leshchenko without Vinokur.
Bugs, of course, are not fatal, but they can spoil the mood for a long time. For someone, a thief, with full pumping, stops detecting traps, for someone else, something else. Personally, when I tried to transfer all things from the "Beginning" to "Awakening", slots for runes disappeared in the armor. Because of this, I even had to demolish the game completely, reinstall it again. Another, rather pleasant, bug happened in the mine, when, after anesthesia, only the things worn by the characters disappeared, while the inventory remained untouched. True, I never found my things - only the things of my companions. Therefore, having loaded the save in front of the mine and put the GG armor in the inventory in advance, I already restored the Status Quo in the cell.
Maybe this information will be useful to someone. Therefore, I post the article that I took here:
http://www.gamer.ru/games/894-dragon-age-nachalo/posts/41814
FAQ on the bugs of the Awakening addon (Game world, Tips, Walkthrough)
Since the developers are in no hurry to please the audience with a patch that would patch up numerous holes in the addon, we decided to collect the most serious bugs that can prevent you from completing the addon and tell you how to avoid their appearance, if there is such a way (dancing with a tambourine is not provided) .
This material does not claim to be mandatory for the implementation of the above recommendations, I wrote it to make life easier for those who have not yet played Awakening or have just started, in order to protect them from their mistakes. If you are lucky and you will not encounter a single described bug - I will be infinitely happy for you =).
And even more I will be happy if the studio finally stops posting news about souvenir swords for opening letters, and lays out a patch that will fix all the outrages described below.
General recommendations for using the addon:
First and most importantly: I advise you to disable before starting DLC games"Fortress of the Guardians", if you have it installed. Since, despite the promises, the skills from it are transferred, but do not work, and to be honest, the skill branch that is given there, in my subjective opinion, is not worth the hassle of installing fan mods that can ruin something else. Things from it without mods are also not transferred. Plus, there is a glitch with textures, when the Vigilance sword from the addon looks like the Starfang from the content with the “Fortress of the Guardians” turned on. I also advise you to disable fan mods that have not been updated before the release of the addon - they provoke bugs.
Second and no less important from the point of view of the passage itself: conduct the Initiation on time, as soon as you find the next recruit - initiate. And go through the quest "Shadows of the Black Swamps" if possible one of the last. Otherwise, you risk losing the opportunity to complete some quests related to party members.
Third: save. Save and save again, don't settle for just autosaves and the F5 button, it's better to save every five minutes than to catch up after five hours.
Fourth: do not rush to install patch 1.03 before installing the addon. It can provoke some glitches. And no one forbids installing it on top of the addon if necessary)).
So, let's go through the creation of the Bioware studio with a red pencil, so that descendants can maneuver between quests without complicating the game for themselves by the impossibility of completing them:
1) Thefts and departures.
There is information that when installing patch 1.03, problems with thefts begin and the game starts to crash frequently. Those who have encountered such a problem (or do not want to face it) are advised not to install this patch on the original version of the game yet (if you already have everything installed, you need to reinstall the game, patch to version 1.02 a and install the addon), since during installation addon, all the necessary changes are made to the code for the addon to work.
2) Quest "The Righteous Path", Architect's Laboratory:
Some conditions can cause the protagonist's equipment to disappear after being put to sleep by the Architect.
This can happen if the Experimental Object that your equipment will be equipped on does not meet the requirements of your equipment.
You'll know this glitch has happened because the Guardian will wake up in the dungeon wearing only their underwear, as opposed to party members wearing normal village outfits and if you still have your unused equipment with you.
It is solved by rebooting at the moment before sleep and removing your gear.
PS: the inventory should be empty upon awakening - you are still cleaned to the skin))
3) Quest "The Righteous Path":
Attempting to complete the quest without Velanna as part of a group can lead to the collapse of the main storyline, and manifest itself in the following tricks: the player will not be able to leave the Mines; the player can wake up in the dungeon again, but without the key, and so on.
It is solved naturally by taking Velanna into the group.
4) Quest "Dedication of Velanna".
If you take Velanna to the Gray Wardens, you should initiate her before you get to the Black Marshes. There is a possibility that after completing the quest in this location you will no longer be able to conduct the Initiation. Accordingly, Velanna will not be able to join the order if the Forest of Vending is completed by the last of the story quests. In the dialogue with the seneschal, the option needed for Initiation simply will not appear.
5) Quest "Thieves' past Sigrun".
If you start the Law & Order quest before meeting Sigrun, you may not be able to start her personal quest, as the dwarf who initiates it will disappear from Amaranthine. The same effect is possible if you give something to Sigrun before meeting with Mishcha.
Solution: Don't talk to the Dark One or Constable Aidan in Amaranthine until you've completed the main quest in Kal Hirol. After its successful completion, recruit Sigrun to your squad and go to Amaranthine. After passing the gates of the city, turn right and go to the city church, there you will encounter a dwarf and the quest Sigrun will be safely started. After that, you can safely take the quests "Law and Order" or "Smuggling Route".
6) Quest "Initiation of Sigrun".
Just like with Velanna, you may not have time to initiate Sigrun if you recruit her after completing the Black Marshes.
Solution: Try to Initiate without going through Kal Hirol to the end and not completing the quest "Last of the Legion" (exit through the Trade District into the Wilder Hills and run to the Vigil's Tower).
7) Quest "Heart of the Forest".
If you bring Wade an Ancestor Corewood (Ancient Sylvan's core or heartwood in English) before complete passage forest of Vending, you may lose the opportunity to get a bow or shield from him, since he will not talk to you about them, although the quest marker will remain above his head.
8) Quests "Law and order" and "Smuggling route".
If you undertake to complete both quests, you will not be able to complete them. Moreover, if you talk to the Dark Person, and then refuse to work for him, the city guards will still treat you negatively and say that you were bribed. Therefore, carefully choose the options in the dialogues and save before the conversations.
Solution: think carefully about which side you want to take the quest. If you're playing as the smugglers, you'll be able to get into the guardroom on the roof of the Crown and Lion Tavern and you'll be able to find an elf there who can be persuaded to help defend Vigil's Tower.
If you choose to side with the city guards, you will be rewarded with unique items that you can find during the quest: Slick gloves, Agile boots, Loremaster's mantle (randomly dropped from mercenary thugs) and Villain's Robes (can be knocked out from the smuggler leader, also it drops a rosethorn dagger and dragon skin gloves, but the armor is the most decent for robbers, and is quite expensive).
Thanks to warfalamey for reminding me about this bug.
9) Glitches in your diary and statistics.
When transferring your character from the original campaign, you may lose some codex entries and the counter of the most powerful enemies killed (the counter itself will remain, only empty space will be displayed there).
Solution: ignore it. Alas, but so far this is the only option.
10) Trap detection.
Your character may lose the ability to detect traps (regardless of the level of cunning and the "Learn traps" skill). They can be seen by Nathaniel and Sigrun, so either upgrade Nathaniel's traps from the meeting itself, or upgrade Sigrun's this skill, but do not forget that at first she has a very low level of cunning (you can take a Focus textbook in Kal Hirol and transfer it to suit your needs, because there are a lot of traps in this location, and without finding them, you will firstly lose experience from neutralization, and secondly, you can suffer greatly from "creatures of the dwarf mind").
The ability to disable traps works as before.
11) Numerous shoals with "reputation".
The most frequent and strange addon bug is getting one hundred percent positive relations with party members. Do not rejoice, because apart from the number, this bug does not add anything - neither inspiration and increase in characteristics, nor the "level of relations" (that is, despite the mark of 100 points, the character will continue to treat you neutrally). And besides this, this bug can interfere with the passage of the game (because it is quite difficult to reduce the ratio by 100 points) and possibly affect the epilogues.
I advise you not to give anything to your party members until you get at least one point of approval or displeasure from them. This will avoid most "reputation jumps" when giving gifts.
There is also another feature: the game “does not catch up” that you changed the composition of the group, for example, before entering the church and party members who are no longer behind you continue to express their approval / dissatisfaction with your actions (of course, dialogue will not work, but the pop-up lines with influence points at the moment will show you that Oghren, who was supposed to return to the tower, approves of throwing herbs that cause itching on the bed of the local spiritual leader).
Therefore, if you are going to turn in quests that may upset your party members, pick up a group before leaving the location (unless, of course, you are eager to spit on them). It is best to change the composition of the participants in the Tower of Vigil or before leaving Amaranthine.
12) Shemot:
In addition to the aforementioned glitch with the textures of swords, the addon has some oddities with loot (things obtained from mobs). For example, you can find Ser Alvard's sword (forget it) in the Avvarr crypt under Vigil's Tower. But for the quest "The Lost Sword of Ser Alvard" you will need exactly the blade found in the Black Marshes. There are several important things that are the basis of the sets (for example, Vest of the Agile and Mantle of the Keeper of Knowledge), but it is almost impossible to find them and it remains only to methodically reload in the places of the intended issue in order to knock out the desired rag from the harmful enemy.
Some things you can only get if you choose a certain path - this is not a bug, but a reward (or punishment) for your choice.
But, some things in the addon are missing, although they should be. Specifically Blackblade's boots and gloves. A fan-made fix has already been released for them, if you really want to dress your character in a black suit, try DAOnexusBlackbladeFix. To use this fix, you will need a console, and although I am not a supporter of mods, the console in this game is sometimes vital, so below, just in case, I give instructions for using it.
1. Open the folder with the game, open the bin_ship folder in it. The path to it looks something like this: "disk name/ dragon age/bin_ship".
2. Find the daorigins.exe file and create a shortcut for it.
3. Click on the shortcut with the right mouse button, select the "Properties" line.
4. select the "Shortcut" tab and in the "Object" line add a space to the specified path to the file (a space is required) after it type -enabledeveloperconsole.
It should look like this:
5. After that, go to the My Documents/Bioware/Dragon Age/Settings folder and open the KeyBindings.ini file with notepad (it is better to save the original file somewhere else) and find the line in it:
OpenConsole_0=
and add the following after the "=" sign:
Keyboard::Button_Tilde
As a result, the line will look like this:
OpenConsole_0=Keyboard::Button_Tilde
Save the file.
Instead of Tilde (tilde, that is, the letter "Ё" on the keyboard), in principle, you can write any other key that is not involved in the gameplay (for example, Z). But for me, for example, it’s easier with her, because she doesn’t come across when it’s not necessary.
Now, in order to use the console, you need to launch the game through the shortcut for which you changed the parameter. In the game, press the key you specified (if all the others stop working, then the console is open), press the Backspace key, type the desired code and press Enter. Please note that in most cases the console is not visible and you have to type blindly.
If you find some other bug in the game that is not described here - write, we will figure out what to do with it and how to get around it.
Clarification: all of the above are bugs that occur on the licensed version of the game, with bugs that occur on pirates, please contact the authors of the repacks, because only they know where they messed up.
VIGIL'S KEEP - ARRIVAL
Story quests
Attack on Vigil's Fortress
Briefly informing you that the Darkspawn have by no means retreated to the Deep Roads, as they were supposed to after the death of the archdemon, and therefore it is up to you to deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to Vigil's Keep in Amaranthine. If you remember, this former holding of Arl Howe was given to the Gray Wardens by the Monarch of Ferelden at the end of the previous game.
Accompanied by Mairi - a warrior with a shield and a sword - you will arrive at the fortress and immediately notice that something is not right here. In a second, a frightened soldier will fly right at you, followed by several Darkspawn. After you deal with them, he will tell you that the fortress is captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Wardens.
After reporting on the situation, the soldier will leave home - either, at your order, he will go to look for a safe place, or in search of reinforcements from possible patrols on the road. Now you have the opportunity to get a little closer to your companion - Mairi, formerly a knight in Denerim, and now a recruit of the Gray Wardens. Mairi has not yet completed the Merging ritual, but is enthusiastic about the possibility of being a Gray Warden. Together with Mairi, you have to clear the courtyard of the fortress from the Creatures of Darkness. You will encounter genlocks, harlocks, screamers and even one ogre, but none of them are elite, so it is unlikely to present a problem for you.
In some places, the surviving soldiers are fighting off the Darkspawn, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant who, to his misfortune, ended up in the fortress at the moment. You will get nothing but moral satisfaction from rescuing the soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.
Explore every corner - sometimes opponents appear only when you cross a certain point. In addition, many unlocked chests are scattered around the fortress. If you exported your old GG to Awakening, then their contents may not be something significant for you, but if you started the game as a Guardian from Orlais, his equipment and cash supply are very limited, and considerable expenses lie ahead - so that any little thing will help the cause.
As you approach the inner gates of the keep, you'll be greeted with a knock-down salute by a genlock emissary - albeit an ordinary one, not an elite one. After dealing with him and the rest of the Fiends in the courtyard, look around just in case to be sure that you haven't missed anything, and go into the building.
After a brief dialogue with Mairi upon entering the fortress (where you can lose or gain influence with her), you will immediately be attacked by several screamers. After dealing with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be picked. You have only one thing to do - follow the eastern corridor.
As soon as you take a step outside the door to the eastern corridor, you will meet another survivor of the attack - the magician Anders. If you yourself play as a magician (it doesn't matter if it's a GG from the Beginning or an Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders frankly admits that he is a renegade mage who escaped from the Mage Tower. The templars caught him and were already on their way back when, to their misfortune, they decided to make a stop at Vigil's Keep. None of them survived the encounter with the Darkspawn. Regardless of how exactly you will conduct a dialogue with Anders, he will offer you to temporarily join forces.
Anders is a spiritual healer, who also has the super-useful Cone of Cold spell, which can be very useful, especially if your GG is not a magician (but even if he is a magician, the second one is unlikely to hurt in this situation). He also has a few unspent points that you can immediately invest in spells and skills at your discretion.
The three of us follow the door to the fortress wall. A group of Darkspawn is waiting for you there, led by your first elite opponent in Awakening - the genlock emissary. If your (a) GG knows how to hide, then he (a) can slip unnoticed to the ballista and deliver an impressive blow to the enemy with it before they notice you. After defeating the enemy, move on. After stepping over the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out - it was impossible to open it for a very good reason - an impressive barricade of various fragments of furniture and stones was piled up behind it. The lever behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain dwarf blew up a group of Darkspawn in a very spectacular way and disappeared.
Deal with the few survivors and follow the grate to the north. In the room north of the grating, you'll encounter Oghren fighting off several Darkspawn, which include a genlock emissary and an alpha harlock. After the battle ends, Oghren will join your party. His welcome speech will be slightly different depending on whether your GG is a hero of the Beginning or a Guardian from Orlais, but in any case, his respect for you will shift to Zero, as if he had never seen you before in his life. Alas. Out of sight - out of mind, not otherwise ...
So, now you finally have a full-fledged group at your disposal! Go further, cracking down on opponents, who at times will be elite. Along the way, you will come across a wounded man named Rowland. In general, he will not tell you anything new, except for one interesting detail - he saw the Creation of Darkness, which spoke in ordinary human language, which, in principle, is rather unusual for them. Depending on how you behave in a conversation with him, you can lower or increase Mairi's respect. (If you order her to kill Rowland, then of course she will not like it, but if you tell him to "Pack up your strength!", then her respect for you will increase.) Rowland, unfortunately, cannot be saved. After finishing the conversation with him, go further to the door to the outer wall.
Having crossed the threshold, you will encounter the very Fiend about which Rowland told you. He does talk, but the conversation will not last long and almost immediately escalate into a battle. This is your first orange boss fight in Awakening. At the end of the battle, Seneschal Varel will thank you for saving you, but his outpouring of thanks will be interrupted by the arrival of none other than the monarch of Ferelden in person.
If you exported the GG from the Beginning, then this will be the one who became the ruler at the end of the game, and if you are playing the Guardian from Orlais, then this will always be Alistair. In the subsequent conversation, Oghren will offer himself as a recruit for the Gray Wardens. If you refuse, then you will have no more opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you will not see Anders again. Alternatively, you can claim your Right to Summon and, over the objections of the templars, the ruler will allow you to take Anders as a Gray Warden recruit. Alistair/Anora will talk to you for a bit about your immediate task in Amaranthine. The conversation will be slightly different depending on whether your GG knows the ruler personally and how personally, but in any case, after that he / she will depart back to Denerim, wishing you good luck. Now you have to attend the ritual of Merging, which will be held by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian-Commander.
Note: The outcome of the Merger is predetermined. Regardless of how you acted and what you said earlier, this will not affect its result.
Non-plot quests
medical equipment
At the walls of the fortress in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the most southeastern part of the courtyard. Keep in mind - this soldier may die if you don't come to his aid in time, and then you won't be able to get this quest.
Note: In the chest near the wounded, for whom you ran for medical supplies, there is a helmet from the Stormchaser set.
Survivors of the attack
Inside the fortress, find and help save a few survivors of its inhabitants. You will receive this quest when you come across a man fighting off two Shadowfiends a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above). The second survivor sits in a side room in the northern corridor, just a few steps after the grate that blocked your path. Go into the large hall through the door next to this room and then turn east - in the next rooms after the hall you will find two more. (And in the last east room, you'll also find a genlock emissary and an alpha harlock.)
- Kay Owald likes this.
Chris Everheart
Chris Everheart
- Moscow city
FORTRESS OF THE VISION - AFTER THE ATTACK
So, you have at your disposal a whole fortress, which from now on is your base of operations. Near the courtyard door is a chest where you can store whatever you don't want to load into your backpack. Here, in the Throne Room, all your associates will be.
The Sulfur Mage Ambassador, in addition to selling rune recipes and the runes themselves, can enchant your weapons and armor if you need it.
Look here more often. Not all tasks appear immediately - some require completion certain conditions or the passage of a certain amount of time. In addition, it is here that from time to time your companions will feel the need to talk to you (occurs after you reach a certain influence with them or after completing their personal quests).
Story quests
Awakening
Speak with Seneschal Varel, Captain Garevel, and Mistress Woolsey, who will brief you on the situation in Amaranthine. Talking to them will give you the three main missions of the game: The Last of the Legion, The Path of Justice, Shadows of Blackmarsh.
Non-plot quests
prisoner
The soldier guarding the entrance to the castle will tell you that the Gray Wardens have captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians remarked, half in jest, that he would make a good recruit. The prisoner is being held in the castle's casemate until you, as Commander and the acting Earl of Amaranthine, decide what to do with him.
Go to the dungeon and talk to the guard. He does not know anything about the prisoner, as he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Earl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (a) is Cusland, but one way or another he admits that he came to the fortress with the idea of killing you, but changed his mind on the spot and only wanted to pick up some what of the memorabilia, since he had nothing left related to his family.
At the end of the conversation, the seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning to make him a Gray Warden recruit. In this case, the seneschal will perform the Merging ritual and Nathaniel - without much joy, I must admit - will join the ranks of your associates. Nathaniel is a rogue archer, an analogue of Leliana. It can be very useful if your GG is not a robber, managing castles and traps and scouting the area.
Trade must go on
If you return to the Throne Room a little after your first appearance, then you can ask Mistress Woosley if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade relations with Vigil's Keep. You can find two such merchants. You will come across Lillith while traveling around the world map, where you will have the opportunity to save her from attack. Another merchant, the Qunari Armas, is located in the silverite mine of Wending Forest. In order for him to agree to cooperate with the Fortress of Vigil, you need to apply Persuasion.
oath of allegiance
Seneschal Varel will introduce you to the banns of Amaranthine. If you have Persuasion leveled up, use it in your greeting to get more support.
If your GG is a Guardian from Orlais, then Lord Guy, if you talk to him, will loudly declare his dissatisfaction with the subordination of Amaranthine to the Orlesian. You can calm him down with Persuasion, and then you have to decide what to do with him. You can execute him to intimidate other disaffected (which will worsen your relations with the nobility), release him in peace, or put him under arrest.
Protecting the Earth
This quest appears when you take the oath of allegiance from the Banns of Amaranthine if you speak to Lord Eddelbrek. The problem is that you do not have enough soldiers to guard both the city and the surrounding lands, and you need to choose which of them is a priority. (As a third option, you can choose to guard trade routes.)
Lord Eddelbrek, a large landowner, will advise you to protect the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than simple peasants. Of course, they have their own interests in advising that way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it. Inform the seneschal of their advice and give him instructions according to your choice of defense priority.
If you choose to protect the merchants, the merchant in Uriah Fortress will offer you a richer assortment of goods. If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them. If you decide to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down if there is a chance of rebellion.
Nascent Conspiracy
If you used the Persuasion option in your greeting while taking the Oath of Allegiance from the Banns of Amaranthine, talk to Ser Tamra - she will warn you that a conspiracy is being plotted against you. She will promise you to deliver the conspirators' letters in a few days. If you didn't use Persuasion, talk to Anders during the ceremony and he'll tell you that he accidentally overheard a suspicious conversation that smacks of a conspiracy against you.
Talk to the seneschal, and you will have several opportunities to resolve the situation. You can do nothing and wait for news from Ser Tamra (or do nothing at all if Ser Tamra did not share her suspicions with you and you learned about the plot from Anders). You can invite family members of the surrounding nobility to "stay" in the castle, who, if necessary, will act as hostages. The seneschal will not approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not too strong in the delicate business of intelligence. And finally, the seneschal will mention a certain "Dark Wolf" that you can hire to extract information.
If you decide to find him, then in Amaranthine you will be given a note with an invitation to a meeting. The Dark Wolf (or whoever impersonates him...you know that if you've completed a certain questline in the Beginning) will get you the information you need, but will first demand 50 gold as payment. If you do not have the required amount available, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators gather, after which you will only have to go there and kill them. If you want, you can kill him after he gives you the information.
Note: You can receive a note from the Dark Wolf even if you decide not to use his services when talking to the Seneschal.
Note2: in order for the Dark Wolf to get the information you need, you need to leave the territory of the streets of Amaranthine (entrance / exit to any building is fine).
And you, Esmerell?
One of options development of the quest Nascent Conspiracy. It appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted uprising of the peasants in the throne room, several banns led by Esmerell will be waiting for you. Seneschal Varel will protect you from the assassin's arrow, but you will have to fight the rest of the battle without him. The Banns are not very strong (and your allies will be with you), but they will have an orange boss with them - an assassin of Antiva Ravens.
After the end of the battle, exit the throne room so that everything in it returns to its place again.
Note: This quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.
Completing this quest will also end the Incipient Conspiracy quest.
Day of Judgment
This quest will appear after you complete one of the story quests. The sentry at the gate will tell you that the Seneschal has been looking for you.
Go to the throne room. As Earl of Amaranthine, you will have to make decisions about the punishment of your delinquent vassals. You can also completely refuse to deal with matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.
In total, you will have to analyze three cases. One of the peasants, Alec, stole two sacks of government grain to save his family from starvation. Theft of the property of the crown is punishable by death, although if this grain belonged to someone else, he could get off with a rod. You can execute him, order him to be flogged, or have him join the army, which will allow him to feed his family. The execution of Alec (less - whipping) will arouse the discontent of the peasants and in the future it will be more difficult for you to negotiate with them.
The second case concerns the case of desertion. A soldier named Danella left her post as her family was threatened by the Darkspawn. You can execute Danella, as even in times of peace, desertion has always meant death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, then this will worsen your reputation in the eyes of the peasants.
If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or have not hired him at all), then instead of Danella, you will have to deal with the case of Ser Temmerly, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen fleeing the scene, but there is no further evidence against him. You can execute him, let him go home, or put him under arrest indefinitely - while the investigation is ongoing.
The last case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Teirn Loghain in the past. Apart from the explicit options to side with Lisa or Derren, you can take the land for yourself (this will earn you 100 gold) or give it to Lisa, but persuading Ser Derren, promising him appropriate compensation.
Peasant uprising
Business price
Voldrik Glavonak, a Dwarf Builder, will ask you for additional resources to upgrade your stronghold. You can tell him to make do with what he's already been given, but if you want to upgrade your castle with the latest dwarven technology, then promise him 80 gold (or pay it right away if you have it).
Note: Your decision regarding additional funds for the fortress may affect certain events at the end of the game.
Build for the ages
If you talk to Voldrik Glavonak some time after completing the Price of Business quest, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - such as granite - to repair them. You can find granite in the Vending Forest, where you will go in the story quest "The Path of Justice". Report the find to Voldrick and send soldiers to guard the workers.
Whether you reinforce the walls with granite or not can affect certain events at the end of the game.
Necessary materials
Herren and Master Wade, who have temporarily settled in your fortress, will ask you to provide them with materials from which they could make suitable equipment for your soldiers.
In total, you can find three deposits:
Viridium deposits are located in the dungeon of your own fortress, where you will go on the quest "What Lies in the Abyss".
The iron deposits are located in the Kal'Hirol market district, where you will go during the Last of the Legion main mission.
Silverite deposits are located in a mine in the Vending Forest, where you will go in the story quest "The Path of Justice".
What lurks in the abyss
Talk to Sergeant Maverlice. She will tell you that the Darkspawn that attacked the fortress came from the dungeons of the castle, which, according to some, reach the Deep Roads. The sergeant also suspects that the explosions set by the dwarf Dvorvik caused several collapses in the dungeon, and now there are Fiends cut off from the surface. Tell her to order to dismantle the blockage and go inside the dungeons.
In a small room marked on the map as "Prisoner Lists", you will be ambushed by several screamers. There is a cache in the same room - activate the statue of Andraste, and then the torch on the wall, and the hidden wall will move aside, revealing a chest with good loot, including a ring that gives +4 to constitution.
In a room marked "dungeon" there are several prisoners under lock and key. If you let them go, then Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared. A little to the west of the prison cell is a closed door. If you pick the lock, you will find an Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt as you enter it. Their appearance can be activated in the "stealth" mode - if you want to bombard them with spells from afar before they notice you. After the battle, inspect the sarcophagi. In one of them you will find the key. This is one of the four keys you need to unlock the door to the crypt, the rest you will find a little later when you clear the blockage into the deeper parts of the dungeon. If you don't have a thief with you, or if his lockpicking skill isn't high enough to open the door, it's okay. A little later, after clearing the second blockage, you will find the key.
In the northernmost part of the dungeon, you will find Adraia, the undead, and a veridium deposit that you can report to Herren. Also, you will find that due to the next blockage, you cannot move further. Sergeant Maverlice will promise to inform you immediately when the rubble is cleared.
The rubble will be cleared after you complete one of the story quests. Talk to Sergeant Maverlice - she will take you to the cleared area.
So, you ended up in the Deep Roads, so it is not surprising that you will meet with all kinds of Darkfiends. There are also some undead here, but you won't find anything too serious until you meet the orange ghost boss - Dark Ghost. Dark Ghost can deal a lot of electricity damage, which, if you remember, drains mana and stamina. After a while, when his health drops by about 25%, he will call on several skeletons to help. When you deal with everyone and reduce the lives of the Ghost to almost zero, he will retreat into a kind of dungeon where he cannot harm you, but you cannot do anything to him either. Activate the device that emits the beam holding the ghost. This will free him and give you the "Revenge of the Ghost" subquest, but it is not required to complete this quest.
Move forward and soon you will find another orange boss - the Ogre Commander, surrounded by other Shadowfiends. When you deal with him, the Dark Ghost will take over his body and you will have to fight him a second time.
After defeating the possessed ogre, Sgt. Maverlice and Voldrick will appear. Voldrik would activate the defense mechanisms that would keep Vigil's Hold safe from attack from below for at least another ten years. After you tell the sergeant that you want to go to the surface, this quest will be completed.
Adraya's Prayer
This quest is closely related to What Lies in the Abyss. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adria. You can simply examine the dog and take the note, or use the Survival skill and calm the animal first (for this you will get +2 respect with Nathaniel). Apparently, Adriya fled to the basement to escape the Darkspawn. Nathaniel will be very excited about this note, because, according to him, Adria was like a mother to him.
You will find Adraya in the northernmost part of the dungeon. Alas, she has already turned into a ghoul and will attack you as soon as she notices. Her death will complete this quest.
From Adraya's body, you can remove a beautiful ring for the magician - the Ring of Mastery - giving + 10 to the power of magic.
Temple of Cort
In the room north of the entrance to the Deep Roads you will find the Temple of Korth. If you touch the altar, then you will have a choice of what to do with it.
If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Darkspawn, then you will receive a good two-handed Fury Ax as a reward. If you put on the altar "Corrupt Iron", which can be found a little further on the Paths, it will desecrate the altar and destroy it. You won't get anything. If you take the donations from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.
Revenge of the Ghost
This quest appears after freeing the Dark Wraith from his light dungeon in the Deep Roads. After you defeat him in the guise of the Ogre Commander, the ghost will disappear. He will retreat to the Avvar Crypt, which you probably already noticed during your clearing of the Vigil's Keep dungeons.
To get into the crypt itself, you need a key, which is on the body of a Darkfiend in the Deep Roads near the gate that Voldrick sealed, but you can also just pick the lock just the same. But in order to get into the room with the ghost, you need four more keys. One of them is right there in the crypt, in one of the sarcophagi. One is in a chest near the Temple of Korth in the Deep Roads. The other two are in locked chests, also in the Deep Roads.
Once you have unlocked all four locks, you will be able to proceed to the room where the Dark Ghost will take over the body of the Avvar Lord (orange boss). He will be assisted by two more revived Avvar lords. When you defeat all three, your quest will be over.
Letters to the Guard-Commander:
The sentry at the castle gate has some letters for you. These are petitions from your vassals with various requests for help.
ransom for daughter
One of your vassals - Lord Bensley - was kidnapped by bandits of his daughter, Lady Eileen, and they are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all end there. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to return the hostage to you first, and only then you pay them. After Eileen is returned to you, you can either pay, as promised, or attack them - the girl will not be harmed in this case.
If Eileen is still alive, then the sentry at the gate will give you a message from Lord Bensley with gratitude and 10 gold.
On the far side
A widow living in Turnobel Manor asks you to protect her from the Darkspawn. Unfortunately, there seems to be no way to do this - even if you go to the indicated place immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. You just have to kill the Darkspawn that captured the estate, and this will complete your quest.
From the body of the widow Turnobel, among other things, you can remove 13 gold and a diamond, and on the body of the templar, not far from the exit, there is a part of the Stormcatcher set.
Missing Goods
This quest will appear some time after the completion of the previous two quests - A Daughter's Redemption and In the Far Side.
This letter is not even a petition as such, but simply information for you that a ship with goods has crashed off the coast of Amaranthine. People were saved, but the goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.
Note: Apparently, this item is only good for selling - but on the other hand, each batch costs two gold, and there are more than a dozen of them.
Master's work
Wade still dreams of working with exotic materials that you can find during your travels. This quest includes three small sub-quests - according to the amount of exotic raw materials that you will find during the execution of three main missions:
Down to the bone
If you bring an ancient dragon bone, which can be found in the Lair of the Blackmarsh Queen, to Wayde, he will give you a list of ingredients needed to turn it into a weapon of your choice - a one-handed or two-handed sword.
Ingredients:
Ancient Dragon Bone
Fresh Dragon Egg (found in the Silverite Mine in the Vending Forest in the Dragon Trainer's Room)
Diamond (can be found - for example, in the Deep Roads under Vigil's Keep)
Major Fire Protection Potion (Bought from Urijah in the Throne Room)
Grandmaster's Fire Rune
The Vigil Sword will have the same bonuses regardless of whether you choose its two-handed or one-handed variant. In addition to the basic stats, you can ask Wade to focus on attack, defense, ease of hitting, or let him choose for himself.
Defense Bonuses: +10 defense, +10% chance to dodge attacks
Attack Bonuses: +15% Critical Hit/Backstab Damage, +3% Critical Hit Chance
Lightness of Hit Bonus: +50 stamina, +0.5 stamina recovery in combat.
Wade's own choice: +3 to all stats
Depending on whether you choose Mobility or Strength for the sword, it will receive the following bonuses: Mobility: +6 Attack, +5 Cold Damage Strength: +1.5% Armor Penetration, +5 Fire Damage
Golem Power
If you bring a piece of Inferno Golem Armor to Wayde, whom you will have to fight in the final battle of the mission in Kal'Hirol for the quest "Last of the Legion", he will give you a list of the ingredients he needs to forge the armor.
Ingredients:
Inferno Golem Armor
Master Lyrium Potion (I personally did not come across it either in drops from monsters or from merchants, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the Vigil's Keep dungeon - where you will come for the final battle on the quest "Revenge of the Ghost")
Pure Iron (Sold in Amaranthine from Glassrick the Gunsmith)
Wool Stuffing - in a chest on the northernmost street of Amaranthine, not far from the Dark Wolf
Blood Lotus - can be found almost everywhere, including around Vigil's Keep (when you arrive there at the very beginning of the game) and the Vending Forest.
Golem Armor is a massive piece of armor with great increases in strength, constitution, fire resistance, and physical resistance.
Heart of the Forest
If you bring Wade a piece of wood from the Elder Sylvan in the Wending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.
Ingredients:
Wood of the Elder
Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine)
Butter (in the kitchen of the Lion and Crown Tavern in Amaranthine)
Cat Veins (found on a dead mabari in Blackmarsh)
Grandmaster's Electric Rune (You can make your own)
After completing the quests Heart of the Forest, Golem's Strength and Work on the Bone, the quest The Master's Work will be considered completed.
More explosions!
You will receive this quest from Dworkin Glavornak after you complete one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest, you just need to give him 2 portions of lyrium sand.
Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in Wending Forest.
- Kay Owald likes this.
Chris Everheart
Chris Everheart
- Moscow city
AMARANTINE
Story quests
Shadows of Black Marsh/Blackmarsh
Seneschal Varel told you that one of the Gray Wardens was missing from the attack on the fortress and is most likely still alive. This Guardian, named Kristoff, was trying to figure out the reason why the Darkspawn didn't scatter across the Deep Roads after the death of the archdemon, as they did earlier. The Seneschal believes that Kristoff is currently in Amaranthine and will advise you to ask about him at the inns.
At the Lion and Crown Inn in Amaranthine, talk to the owner of the establishment. He'll confirm that Kristoff did indeed stay with him - in fact, one of the rooms is still his own - but hasn't been in the hotel for several days. The maid Sorcha, whom the innkeeper says Kristoff occasionally spoke to, will tell you that he often kept notes, and if you need to know what exactly he was investigating, you may find the key in his notes left in the room. In Kristoff's room, you will find an Amaranthine map with areas crossed out. The only uncrossed area on the map is Blackmarsh, so it's fair to assume that Kristoff went to explore this area.
There is nothing else for you to do here, the continuation of your research will be carried out directly in Blackmarsh, which will then appear on your map.
Last of the Legion
Captain Garevel has already told you that a couple of hunters accidentally stumbled upon the entrance to the Deep Roads. You will find this couple near the city gates. Colbert will tell you exactly how he and his buddy Mika found the entrance and mark it on your map. You can reward him with a sovereign if you wish. The rest of the quest will be carried out directly at the fault site.
Righteous Path
Not far from the trade guild's notice board is the trader Mervis, whose caravans, if you remember Mrs. Woolsey's story, are constantly under attack in the Vending Forest. Mervis will promise you a generous donation if you manage to stop the one who robs the caravans and will mark the Forest of Vending on your map. You will have to complete the rest of the task already there.
Non-plot quests
Law & Order/Smuggler Cases
These two quests are mutually exclusive, so think carefully before accepting one of them.
Not far from the city gates, a "Suspicious Person" will whisper to you that he has a profitable offer for you and ask you to follow him. The essence of the proposal boils down to the following: the smugglers believe that you, as the Commander of the Guardians and Earl of Amaranthine, should receive a percentage of the profits from them. What services they require in return is not difficult to guess.
At the entrance to the city you will be stopped by a guard who will announce the need to search your belongings for contraband. After that, Constable Aidan will intervene, recognizing you as the Guard-Commander. The constable will complain about the difficulties with the smugglers and hint that if you want to help, he will be very happy about it.
Accepting a quest from a Suspicious Subject or Constable Aidan will permanently negate the possibility of completing the tasks of the other side.
Law and order
If you accepted Constable Aidan's offer, then go to the mall. There, next to the gunsmith, you will find a Suspicious Subject. After you talk to him, he will start running. Chase him along the way, dealing with the bandit gangs that have arisen on your way (there will be five of them in total, and their leaders are always magicians).
After the last gang, the Suspicious Subject will disappear into the locked basement of the Abandoned House, and you can report your progress to Constable Aidan. The constable will assume that there is probably a guard somewhere near the smugglers' den, and he probably has the key. Come back. A suspicious Subject is really on guard (and a couple more bandits will join him after the fight starts). Take the key from his corpse and go to the basement.
The basement is not big - in just a few steps you will come across the Leader of the Smugglers with a few assistants. A short conversation will end in a fight. Head back to the constable to report and complete the quest. If you want, you can do it through the second exit - it leads to the Lion and Crown Tavern.
Nathaniel and Sigrun will approve of your actions.
Cases of the Smugglers
If you decide to help the smugglers, then the Suspicious Subject will give you your first task: to persuade the bartender of the Lion and Crown Tavern to open a secret passage in one of the rooms for them.
Go to the hotel. Persuade or intimidate the bartender (alternatively, you can just pay him 1 gold) and return to the Suspicious Subject. Now he has other problems - some robbers not from their organization get in the way under his feet.
Go to the indicated place and kill them. Now talk to the Smuggler Leader. Looks like the Lieutenant of the Guard is causing them a problem. The lieutenant needs to be removed, but to get to him, you need the key to the city guard building. This key is at the sergeant, and he himself is on the city wall. Kill him and take the key.
After receiving the key, go to the house. After a short conversation with the lieutenant, deal with him and the rest of the guards. On the lieutenant's body you will find the key to the cell. There is a certain Jacen in the cell. If you free him, he can help you at the end of the game when defending the Fortress of Vigil. Report to the Smuggler Leader of your success and the quest will be completed.
Trade problems
This quest is very closely related to the story quest The Righteous Path, but you don't have to complete the last one to complete it. Follow the main story until you meet Velanna a third time (at the Dalish camp) and she joins you. (For details, see the description of the story quest "The Righteous Path" in the "Forest Vending" section.) Right after that, you can report to Mervis about your success.
If you tell Mervis that the elves were behind the destruction of his caravan, Velanna will not approve of this, but Nathaniel will approve. If you do not mention the elves, but simply say that you solved the problem and punished the guilty as you saw fit, then Velanna will like it.
Until the death separates us
You will receive this quest if you talk to a woman named Alma, who is in the Church Building. From her abrupt phrases, one can understand that her husband Karrem has disappeared somewhere. Go to the Lion and Crown Tavern. In the corner of the main hall, you will find a piece of a note, from which it will become clear that Karrem has a habit of walking along the city walls. Go through the door to the right of Constable Aidan - and at the end of the passage on the wall you will see another note. Now go to the southern part of the city. In the houses opposite the exit to the world map you will find Karrem. Alas, there is nothing you can do for him - tell Alma what happened, and your quest will end there.
Botanist Ines
This quest is given to you by Winn, standing near the entrance to the Church of Amaranthine. If you exported a hero from the Beginning and Winn died during the game, then this quest will not be available to you.
Find Ines in the Woods of Vending, as Wynn wants her to take part in the meeting of mages. Ines is located in the very southeast corner of the Forest map. However, she will not go anywhere just like that, because she wants to first find a particularly rare plant. The desired flower grows on the northern border of the map, just northeast of the entrance to the silverite mine.
In addition to the fact that Ines finally goes to the meeting, you will receive an additional reward from her - recipes for superb (superb) health potions and lyrium.
- Kay Owald likes this.
Chris Everheart
Chris Everheart
- Moscow city
Trade Guild Quests
Collect four bottles of antiva poison scattered around the streets of the city (actually there are ten of them, but they are scattered in only four locations). The bottles are: on the glassrock armourer's counter, on a cart a little north of Constable Aidan, on a table in the northernmost street (not far from the Dark Wolf), near Master Henley.
The Lost Sword of Ser Alvard
Ser Alvard's Sword can be found in one of the chests in the Blackmarsh Docks. These docks will only be open to you after you return from the Fade. You won't be able to find the sword until you get the quest. Alvard's sword does not need to be given anywhere, you can keep it for yourself. The quest is considered completed as soon as you find it. This is a pretty good two-handed sword.
Statues of Maferat
Find eight inscribed pagan statues in the Vending Forest and copy them for research purposes. Four statues are located in the part of the map before the bridge, behind which you met Velanna, and four - behind the bridge.
The statues are located:
on a hill almost exactly east of the entrance to the Vending map;
at the camp of looters;
on both sides of the southern road leading to the bridge;
to the south - west of the bridge itself (the one to the north stands on a hill);
south of the bridge, very close to it;
a little north of the Dalish camp;
on a hill north of Ines;
not far from the Darkfiend camp;
the last statue is at the end of the cul-de-sac almost exactly east of the previous one - or exactly west of the silverite mine.
From my point of view, these statues are much more convenient to look for in the "camera behind" mode, since, unlike the "camera from above" mode, you can view a much larger area.
Merchant Goods
Find the silks that were supposed to be delivered to the Merchants Guild by a caravan that went missing along the way.
In total, you need to find nine parts of the goods, and all of them are in the Forest of Vending:
in a barrel near a plundered caravan, almost at the very beginning of the map;
in a chest on the other side of the same plundered caravan;
in a barrel not far from the place where you met the first group of marauders;
in a pile of clothes in a looter camp;
on the marauder's corpse after the battle near the marauder's camp (southeast corner);
along the northern road in a box by an overturned wagon and a little further in a box by a second overturned wagon;
inside the chest at the last plundered caravan.
From under the earth
This quest only appears on the bulletin board after completing Law & Order/Smugglers' Cause. Go to the underground passage where you met with the Smuggler Leader and deal with several Darkspawn (including the emissary).
- Kay Owald likes this.
Chris Everheart
Chris Everheart
- Moscow city
Church quests
As usual, Church quests are posted on the bulletin board next to the Church building, and you receive a reward for them from the preacher standing next to you.
Hunting for the weak
Robbers and extortionists haunt the inhabitants of Amaranthine - mainly those who live in the suburbs, where there are almost no guards. All you have to do is deal with four groups of bandits in the southern part of Amaranthine.
First aid kits for the Church
Donate five regular first aid kits to the Church.
Potions for the Church
Donate five potent healing potions to the Church.
Out of control
Speak with Ser Rayleen in the Church building. She will ask you to help the templars find three renegade mages (who she says are also blood mages). Keep in mind that agreeing to this quest will displease Anders and Velanna (although their respect will only drop by one point).
Mages are quite easy to spot - they roam the streets of the city, incessantly muttering something under their breath. One is located at the mall, the other is not far from the entrance to the fortress wall in the north, and the third is in the southern part, closer to the Lion and Crown tavern.
If you try to talk to them, they will start running and become hostile. After you deal with them (unfortunately, you will not have the option to just talk and get a choice whether to let them go or not), you will receive a key (that is, a mark on the map) to the location of their leader. He hides in one of the cul-de-sacs south of the mall and is hostile from the start. It's an orange boss, so get ready. After his death, go to the bulletin board and get a reward.
From the Depths of the Living Forest
The templars need five samples of ancient sylvan bark, as it is good for anti-magic shields.
Ancient Sylvans are found in the Wending Forest. They are not hostile to begin with, but look like normal trees and will only attack if you get close enough. Two lie in wait for you in the southeast corner of the map, northeast of where you find Ines. One is located near the surviving member of the militia, slightly to the north of him. Another one is on a hill almost exactly to the east of the previous one. The latter sits a little south of the corpse pit in the northwestern part of the map.
If you complete this quest, Anders and Velanna will not approve.
- Kay Owald likes this.
Chris Everheart
Chris Everheart
- Moscow city
Mora Orphans Quests
A series of pranks on the townspeople (and you) by a couple of local pranksters masquerading as orphaned kids. These quests can be obtained by reading the bulletin board in the main hall of the Lion and Crown Tavern.
Orphans of Mora
Donate 50 silver coins to the orphans (click on the donation box next to the announcement).
Orphans of Pestilence - Again
For complete happiness, the orphans really need a bottle of the best wine of the tavern (Antiva Brandy) and two sovereigns in addition. Buy wine from the bartender and put it along with the money in the donation box.
Moonlight for Children
A certain Hubert is engaged in the manufacture of "Moonlight", something like an analogue of local marijuana. The poor orphans ask their benefactors to bring it to them, since they can no doubt find a better use for it (solely for medical purposes, of course). Hubert's hut is located near the grocer Oktam. Its three inhabitants will attack you when you enter it. Deal with them, take the "Moonlight" and put it in the donation box in the tavern.
Justinia II's Sermon Book
The unfortunate orphans ask you to get them a book of sermons, which is kept by the Reverend Mother in the Church. The book lies on the altar and is not guarded by anyone, so you can march forward without hiding and take it. This will cause the displeasure of Nathaniel and Justice and the approval of Velanna and Anders (since, for obvious reasons, these two magicians do not like the Church). Their attitude in any case will change only by one. Put the book in the donation box in the tavern.
Those Pretty Orphans
The grateful children wish to do something nice for the Reverend Mother Lyanna and ask you to put special fragrant herbs in her bed. The weed lies next to the bulletin board. The Reverend Mother's bed is located in one of the side rooms of the Church.
Nathaniel, Sigrun and Justice will not approve of your actions, but Ogren and Anders will like such a joke.
If you come to the Church a little later and listen to Lyanna's mother mumbling, you will understand that it was she who was drugged by the "dear orphans."
Reclaim the Lost
Cute children have managed to lose a bunch of things on the street, which they humbly ask benefactors to return to them. So what do they need? And they need: a pie, a hammer, a pair of soles, a doll and a pitchfork. All of them are on the streets of Amaranthina. The pie is next to Master Henley, the soles are near Blacksmith Glassiric, the doll is in the southeastern part of the city, next to the hay cart, the hammer is to the right of the entrance to the Lion and Crown Inn (it does not lie on the ground, but as would be on the wall), the pitchfork is to the north of the entrance to the hotel.
Gift for Melissa
The orphans want to scare a lady named Melissa a little. It's not too bad - they just offer you to place a scarecrow with a knife in your hand in front of her house. You can find the knife in the kitchen in the Lion and the Crown Inn, and the scarecrow in the southern part of the map, on the field outside the city gates. A little northeast of Constable Aidan is Melissa's house. Place the scarecrow and knife on the spot marked "Soft Earth".
Oghren will like this joke, but Justice and Sigrun will not approve of it.
Redemption
The kids want to apologize to Melissa for their scarecrow prank. You should put a bouquet of flowers on the threshold of her house. Flowers can be found in the room of the Reverend Mother in the Church. Melissa's apology would be to the taste of Justice, Sigrun, and Nathaniel.
This is the last of this series of quests. If you have completed them all, then the jokers will be mentioned in the epilogue and you will see that something good still came out of all this mess. (Sometimes due to a bug in version 1.3 they are mentioned even if you haven't finished their quests, but this is a bug.)
- Kay Owald likes this.
Chris Everheart
Chris Everheart
- Moscow city
FOREST VENDING
Story quests
Righteous Path
As soon as you enter the territory of the forest, you will see bandits scurrying around the plundered caravan. Go ahead and deal with them - but be careful: there are much more of them than the group that you noticed at the beginning.
Forest Vending is conditionally divided into two parts - you start in a smaller, southern one. It is connected to the northern part by a single bridge in the eastern part of the map. Go there. On the way, you will have to deal with bandits and sylvans - who attack not only you, but also each other. As soon as you cross the bridge, one of the surviving soldiers will run straight at you. From his very fragmentary phrases, one can make out that the elves for some reason revive the trees and make them attack people. For a long time, however, he will not talk with you, and will run away as fast as he can, and the said elf will appear to you - or rather, an elf. She will make a short speech about how you should leave her alone and disappear.
The Dalish elf camp is located approximately in the center of the map, but at the moment it is empty. You will find there only a few shallow graves and weapons scattered everywhere for some reason. After examining the camp, go to the western part of the map. There you will meet your good acquaintances - the Creatures of Darkness, camped in the northern part of the forest. There you will also find a large pit filled with corpses.
Head south and you'll find a surviving militia member apparently suffering from a Darkfiend venom. He will tell you very curious facts: it was not they who attacked the elves, but the Creatures of Darkness, who scattered standard Ferelden weapons in the Dalish camp, which made the elves (or rather, one surviving elf) assume that people were to blame for the attack. However, all members of the militia had already been killed before - remember the hole in the north?
The poor fellow will ask you to end his suffering - you can do as he wishes or not, but at the end of the conversation, a group of Darkspawn will attack you anyway. Deal with them and search the corpses. On one you will find an Elven Medallion.
Head back to the camp. On the way, an elf will meet you, but she does not intend to listen to you at the moment. Calling the wolves and sylvans to help, she will disappear again. Go to the camp where you will find her near the graves. In order to convince her of the innocence of people, show the elven medallion found on the corpse of the Creation of Darkness. Velanna, finally convinced by your words, will join your squad (even if you don't want to) to try and find her kidnapped sister.
Since the Darkspawn have a habit of dwelling underground, she will assume that they may be hiding in the silverite mine that you may have already noticed earlier. Go to the mine, which is located in the very north-central part of the map.
(Warning: there is one nasty glitch in version 1.3 that could cause your GG to permanently lose their equipment, so make a permanent save before you enter the mine.)
You will not be allowed to follow far into the jungle of the mine. In a few minutes, the Architect will greet you - a person who speaks and is very reasonable, although he belongs to the type of Creatures of Darkness. The architect will be able to subject you to magical effects, as a result of which you will find yourself in a dungeon without equipment and uniforms.
Attention - if your (a) GG is dressed in simple clothes with an empty backpack, then everything is in order. If he/she has at least some of the old property left, then you have a glitch and will have to reboot, because in this case you will no longer see your old outfit.
After you wake up behind bars, Velanna's sister, Seranni, will talk to you. She will give you the key to the prison, and if you successfully use Persuasion, she can also give you the key to the chest in the Architect's room. After Seranni leaves, you will have to fight several Darkspawn, but they are not very strong, so the lack of weapons and equipment should not prevent you from dealing with them. Take the key from the corpse of one of the Fiends. He opens other cells of the dungeon - you can't just hack them.
So, for now, you'll have to use whatever gear you have on hand. In the Architect's lab, on a kind of balcony, you will find a pair of levers. Look down and you will see a room hidden by clouds of fog. The door to this room is under a protective barrier (which will not only prevent you from opening it, but will deal massive electricity damage every time you try to touch it). To remove the barrier, you need to pull the levers in a certain order. Counting the left lever as number one, this is the order: one-two-one-two.
In the chest in this room you can find Blackblade leather armor and a bow with great damage against dragons.
Move on. Your gear has been shared by haul-like creatures called "Experimental Objects" - each time they appear on the horizon, your companions will comment on their appearance. Move on, fighting off hordes of enemies along the way. When you reach a Qunari merchant named Armas, you are almost at the exit. In the chest not far from it should be the rest of your things.
Armas may even give you a discount on their items if you successfully use the Persuasion option. You can also persuade him to establish trade with the Fortress of Vigil (Mistress Woolsey's quest "Trade must continue").
After going through the door next to the Qunari, you will have to fight two male dragons. The most annoying thing about this battle is that they like to leave the battle and fly around the hall from time to time, but this can also turn out to your advantage, since you can, for example, heal or drink an additional protective potion during their absence.
It is not necessary to run after dragons all over the hall - shoot them with bows and staves - and they will return to you.
After you defeat the opponents, watch a short cutscene in which Aritektor and his assistants will be removed from the mine in such a way that it will be impossible to follow them.
So, the way up is now open and you have completed your quest. At this stage, Velanna will express a desire to join the Gray Wardens - you can agree or not, on the main storyline it won't affect.
Attention: You will not be able to return to the mine after leaving it. Therefore, if you have not yet examined it to the end - do it now.
Non-plot quests
Stone Brothers
In the forest you will come across two stone statues - the Statue of War and the Statue of Peace. The Statue of War will call you to it when you get close to it. She will tell you her story (which is a bit like the story of a similar statue in the prologue of the magician in the Beginning) and ask you to kill the Tevinter master, who imprisoned the spirit of two Avvar brothers in stone.
After you listen to the Statue of War, the Statue of Peace will speak to you. The spirit of the second brother will give you his point of view on what you should do.
So choose whether you will follow the request of the first or second brother. If you decide to kill the master, then activate a pile of stones a little north of the statues - an Arcane Horror (orange boss) will rise from it. Defeat him and report to the Statue of War. If you decide to follow the path of the second brother, then just go back and talk to the Statue of War. Convince the spirit of the warrior that revenge will not give him the desired peace, and return to the Statue of Peace to report on your success.
The Statue of Peace will reward you with the recipes for several potions: the Master and Potent Stamina Potion and the Greater Spirit Damage Protection Potion. The Statue of War will reward you with a decent one-handed sword, the Winterblade.
Last wish
In one of the eastern caves of the silverite mine, you will find a badly wounded Guardian named Keenan. Keenan is one of the Orlesian Guardians who arrived at Vigil's Hold before your arrival and who is still missing from the Darkspawn attack. He will ask you to take the wedding ring to his wife Nida and give her his parting words. It is impossible to persuade him to accept your help and get out of the mine alive - the poor fellow is unshakable in his desire to die a hero's death.
The wedding ring is in the dragon trainer's pen for baby dragons. After you deal with him and take the ring from his corpse, give it to Nida, who is in the Lion and Crown Hotel in Amaranthine in the company of... um... maybe that's why Keenan was so determined to die?
Give her the ring and your quest will be completed.
Stone Circle Mystery
You will find an unusual stone and a note on the corpse of a scientist approximately in the north-central part of the forest. Read it carefully. When exploring the forest, you will find a circle of stones with one empty place where you can put your find. If you activate the stone, it will light up. This is a riddle that is akin to the riddle of the demon from the village of Honnleith in the Beginning. You need to create a line of fire (starting and ending with the first stone) that will be continuous and cover all the stones in the circle without exception - both large and small. There can be several variations, as in Honnlit's riddle. When you draw a continuous line of fire across all the stones, you will receive a reward.
Note: due to a bug, sometimes a chest with a reward appears immediately after you put the missing stone in place.
Other quests related to the forest:
More Explosions!
The silverite mine contains lyrium sand, which Dworkin Glavonak needs to make powerful bombs. (See the quest section of Vigil's Keep for details.)
Master's Work
In the forest, you can remove a piece of wood from the Elder Sylvan that Wayde needs for the quest "Heart of the Forest", and in the pen for the baby dragon in the mine you will find a dragon egg, which he needs for the quest "To the Bone". (See the quest section of Vigil's Keep for details.)
Build For Ages
Approximately in the north-central part of the forest you will find deposits of granite that Voldrik needs to renovate the fortress. (See the quest section of Vigil's Keep for details.)
Botanist Ines
In the forest you will meet Ines, whom Wynn sent you to look for. (See the Amaranthine quest section for details.)
From the Depths of the Living Forest
In the Vending Forest, you can find the bark needed by the templars to make anti-magic shields. (See the Amaranthine quest section for details.)
Statues of Maferat
In the forest you can find pagan statues from which you have to copy the inscriptions on the instructions of the merchant guild. (See the Amaranthine quest section for details.)
Merchant Goods
Silks from a plundered caravan are scattered throughout the forest, which you need to return on the instructions of the merchant guild (For details, see the Amaranthine quest section)
Additional Information:
Not far from where you met the second Test Subject, you will find a Spyglass, a special gift for Sigrun.
The Blackblade Helmet can be found in a chest behind a hidden wall in the room before the one where you met the first Test Subject.
- Kay Owald likes this.
Chris Everheart
Chris Everheart
- Moscow city
KAL'HIROL
Story quests
Last of the Legion
After Colbert and Mika put a new location on your map - Notwood Hills - go there.
In just a few steps you will see that the path forks and a little to the north an elite enemy is waiting for you - bereskarn - a bear-like creature similar to the Demon of Idleness from the Mage's prologue in the Beginning. If, after you deal with him, you go further north, you will come across two bandits and their unfortunate victim. The victim, alas, can no longer be helped, but you can take revenge on her executioners. On the chest of the hanged man you will find a note that will explain why the unfortunate man ended his life in this way, but this is not connected with any separate quest.
Head back and follow the path until you reach a very narrow and not very secure looking bridge. Get down through a series of the same narrow bridges and paths. At the foot of the last bridge, an ambush of Deep Pursuers will await you. Go a little further - and you will see that the Creatures of Darkness have captured a dwarf in armor, who is trying to fight them off. Join the fight and help the lady. After the battle, she will tell you that she is a member of the Legion of the Dead known to you and is determined to return to Kal "Hirol to complete her mission, namely, the destruction of the nest of the Creatures of Darkness.
Sigrun is a rogue, but due to her extremely low Cunning, some of the rogue skills are not yet available to her. She is a very decent warrior, because due to her good Strength, she can wear pretty good armor and fight with two swords. If you're not a rogue yourself and don't have Nathaniel in your party, then you might want to consider upgrading her Cunning stat - unless, of course, Lockpicking and Trap Disarming are important to you.
After the conversation, Sigrun will join your group, but you do not have to take her to Kal "Hirol if you for some reason do not want to do this.
Your business in this area is over - so get down to the Deep Roads. Admire the view of Kal "Hirol from above and move on.
Just a few steps you will find the dying dwarf Jukku - one of Sigrun's comrades. He will mention the army of Darkspawn and Queens - yes, yes, in the plural. Continue along the road, fighting off several not-too-formidable opponents - the strongest of them will be the elite Alpha Harlock - and cross the bridge. After you deal with the Abyssal Pursuers waiting for you, go a little to the right of the bridge. In the Ancient Dwarven Chest you will find Ancient Boots. They're useless at the moment, but you'll have the option to bring them into a wearable state a bit later. A little further on, another detachment of the Creatures of Darkness led by Alpha will be waiting for you. In a chest northeast of the broken bridge you will find a Grindstone, a gift for Nathaniel.
Go through the gate. If Sigrun is in your group, she will tell you about the sad experience of her comrades and offer to look for a secret passage instead of going through the central door. After talking with her, you will be attacked by the Children that Jukka mentioned - depending on where you have already been before, this may be your first meeting with these cute creatures. They aren't all that powerful on their own, but they have the nasty ability to knock down an opponent in the manner of a spider or mabari, which can be quite dangerous - especially for frail mages.
Despite Sigrun's warning, you can bravely proceed straight through the main gate and face the Shadowfiends in your chest, but if you still prefer to get by with minimal physical damage in battles, then you should find the side door and flank the Shadowfiend squad waiting for you at the entrance. The hidden mechanism that opens the passage to the secret door is located approximately in the center of the western wall.
After passing through the central or side door, you will find yourself in the Central Chambers of Kal "Hirol. The room behind the main entrance is littered with at least a dozen traps - another argument in favor of using a secret passage, since during the battle your robbers will most likely not be up to On the other hand, they mostly spit fire, so if your group has decent fire resistance, the traps might not be a big problem. go through the side entrance, you will have time to prepare for the fight.
Attention: in version 1.3 there is a bug due to which the GG-robber sometimes cannot see traps, regardless of the Cunning indicator and the development of the Dexterous Hands skill. (Nathaniel with the third level of Dexterous Hands recognized them all without difficulty.)
The side entrance will not greet you with any ambushes - so you can prepare as you wish before opening the door to the hall with an impressive enemy squad. It consists of harlocks, golems and the Golem Master. If you kill the Golem Master, then all the golems will be disabled immediately (but you will still get experience for them). Take the golem control rod from the body of the Golem Master - you may need it later. After passing along the corridor to the east, you will notice a motionless Golem against the wall. If you have a control stick in your backpack, you can activate it. Unfortunately, you will not be able to control him as an ally - he will simply rush forward to destroy your enemies.
In the room a little further away is a squad of Darkspawn led by an emissary - so diverting their attention with a golem might be a good idea. Be careful at the entrance to this room - there are a couple more traps. In a small room north of the bridge with the emissary, you will find a pile of recipe scrolls for Masterpiece Rune of Paralysis and Perfect Rune (Paragon) Paralysis. A little further on the steps you will see the ghosts of the fighting gnomes. This is your first excursion into the past, to the last days of Kal'Hirol - similar to what you could see in the Keep of the Guardians in the Beginning. A little further on, you will see another ghostly scene where the dwarf leader calls the others to fight for Kal'Hirol. In the room to the southwest of them, you will equip the recipes for the Magnificent and Perfect Rune of Cold Iron and a cracked breastplate, which you can repair a little later.
In the part of the map marked "Slums", you will be ambushed by spiders. In the passage leading to the southernmost room, you will find an Apprentice Scout, the new kind Creatures of Darkness - and also the elite. A little further on, a squad of genlocks will be waiting for you, including two elite emissaries and an alpha. In the east-central room (north of the one where you find the Lyrium Sand), you'll find the recipes for the Magnificent and Perfect Rune of Immunity and the Lyrium Ring, a special gift for Justice. In the northeastmost room is a squad of Spawn, led by Alpha-Harlock and a Gerlock emissary. On the corpse of the emissary, you will find a very good staff for the mage and Broken Hammer - another thing that you can restore a little later. This is your last opponent in this area.
You can now continue on to the Trade Quarter, the entrance to which is located in the east-central part of the map. Upon entering the Trade Quarter, you will witness a scene in which the Creatures of Darkness are fighting among themselves. One of the speaking Spawns will mention a certain "Lost One", after which it will leave. Go ahead, cracking down on both groups (the enemy of my enemy, of course, is my ally, but these creatures at the moment clearly do not think so and will be hostile to you just as well as to each other). In the room to the north of the first large hall, marked on the map as "Temple of Hirol", you will find the recipe for Elemental Rune, and in the sarcophagus there is a very good belt. If you take things from the sarcophagus, three elite golems standing nearby will come to life and attack you.
In the northeast-most room, labeled "Forge" on the map, you'll find recipes for a Magnificent and Ultimate Fire Rune, a Broken Axe, a Forge, and a Golem. If you activate the forge, the golem will repair those broken things that you managed to collect in Kal "Hirol. Parts of broken armor, for example, will become part of a very good set of massive armor "Protection of Hirol". The Forge also contains a bucket of lyrium - a colloquial item for Anders.
If you make your way from the Forge to the south passage, you'll find a cage with a prisoner in the next room - as well as several Darkspawn, including an alpha and an emissary. After the battle, the prisoner - Stefan - will ask you to release him and offer in exchange some valuable thing that he found in the ruins. If you ask him what he was doing here, he admits that he overheard Colbert and Mika talking about this place and decided to see if there was something to profit from here. If you're playing a not-too-good hero, you can take the bounty and either keep him caged or kill him. If you release Stefan, you can meet him later in Amaranthine, where he will again thank you for saving you.
Stefan's reward is a magnificent (masterpiece) rune of fire.
In the cave south of Stefan's room, you'll witness the adorable scene of the Children devouring other Creatures of Darkness, as a result of which, right before your eyes, they evolve into a somewhat more advanced form.
If you follow the southern corridor from the cave with the Children, you will find a room with a sarcophagus and several slabs depicting various runes. It's a mystery. You need to make sure that the image of the same rune appears on both the vertical and horizontal slabs. To do this, activate any horizontal plate and after that - horizontal rune, the vertical slab near which has the same image as the one we have already activated. Repeat the process until you have processed all the slabs - and the sarcophagus will open. In it, among other things, you will find gloves from the Hirol Defense set.
In the southernmost room, marked on the map as the "Treasury", you will find a helmet from the Defense of Hirol set, recipes for a magnificent and perfect Fortress rune (Masterpiece / Paragon Stout Rune), a decent amount of money and other nice little things, including an engraved gem- a gift for Velanna.
Follow the southern corridor to the west. Along the way, you will be ambushed several times by Children - sometimes reinforced by other Creatures of Darkness. In the very last cave at the end of the corridor, you will again see the Darkspawn fighting each other. Be careful - when you get close to them, you will be attacked by another ambush from the Children. This cave has three exits. To the north of it, if you turn the lever at the end of a small corridor, you can exit almost to the very door leading to the Central Chambers. Along the south wall is a passage that will take you outside - to the Notwood Hills. And finally, a passage in the western wall will lead you to even deeper places in Kal "Hirol. Go there.
The Deep Tunnels are rather small. After passing through the bridge, you will see a scene where the "Lost" with the help of a huge inferno-golem, deals with the leader of the attacking Darkspawn, which you saw earlier. After that, he will turn his very unfriendly attention to you. The "Lost" is a mage, and the golem is of course a very strong melee fighter, so split your party accordingly. From the corpse of the "Lost" you can remove a magnificent staff for the magician.
Having dealt with this couple, go further into the western corridor. In some places, queen tentacles will attack you - but the most common ones, without a single elite. At the end of the corridor you will see a hall with a moat, in which several Queens sit. All you have to do is bring down a huge slab hanging above the ceiling (I wonder who hung this strange decoration in such an inappropriate place and why?), for which you need to destroy any two of the four chains holding it. If Sigrun is in your group, then after that you will have a chance to invite her to join you as a Gray Warden. After the end of the conversation, if you have already finished exploring everything, you can exit the Deep Tunnels directly to the world map. The exit is at the east wall.
Non-plot quests
Good Luck Talisman
At a dead end south of the foot of the last bridge in the Notwood Hills is a sack containing a deer hoof amulet belonging to Mika the elf, one of the hunters who told you about Kal'Hirol. All you have to do is give it to Mika when you next visit Amaranthine.
Buried Past
At the foot of the second bridge in the Notwood Hills, you will find a letter in a chest. It will become clear from it that a certain Darren Lyle found some treasures here in the past, after which he left for Amaranthine. In Amaranthine, on the bookshelf at the entrance to the Reverend Mother's room, you will find records indicating that Darren Lyle lived on the outskirts of the city. Go outside the city gates - and in the ground near the house a little northeast of the exit to the world map you will find a beautiful ring for the robber. This will complete your quest.
Memory Stone
In the shopping district, in a small room south of the hall with a glowing well (where two hostile factions of the Darkspawn fought), you will witness the last seconds of the life of the leader of the defenders of Kal "Hirol Daylan. On his remains you will find Parda's excellent shield and a broken sword that can repair the golem in the forge, and on the slab next to it is a list of the names of the untouchable gnomes who died defending Kal'Hirol. To complete the quest, give a copy of this list to Dworkin Glavonak in Vigil's Hold, who will forward it to the Archives of Orzammar.
Other quests related to Kal "Hirol
More explosions!
In the room just east of the Slums marker, you will find Lyrium Sand on a skeleton, a substance that Dworkin Glavonak needs to make bombs. (See the quest section of Vigil's Keep for details.)
Necessary materials
At the Forge in the Trade District, you will find an iron deposit that you can report to Herren and Wade. (See the quest section of Vigil's Keep for details.)
Master's Work
From the inferno golem, you can remove a piece of armor that Wayde needs for the Golem's Power quest. (See the quest section of Vigil's Keep for details.)
Trade must go on
When you travel to Notwood Hills for the first time, a random encounter on the world map will give you a chance to save Lillith the merchant. After you deal with the attackers, she will thank you with 15 gold and continue on her way to Vigil's Keep, where she originally went. You can talk to her already there, and she will tell you that she has established trade relations with the Fortress.
- Kay Owald likes this.
Chris Everheart
Chris Everheart
- Moscow city
BLACKMARSH (BLACK SWAMPS)
Story quests
Shadows of the Black Marshes
After getting a new marker on your map after examining the map in Kristoff's room in the Amaranthine Inn, travel to the Black Marshes.
The swamps are, as you'd expect, a rather dreary, dark, and ominous place. Literally a couple of steps after arrival, you will be greeted by a pack of swamp wolves led by an elite alpha leader. A little further from the fight there is a "conversational" tree - if Nathaniel is in your group, then he will tell you what he knows from the history of this area. Another group of wolves - this time with two elite leaders - awaits you a little further. Several of them are ambushing you behind your back, so keep an eye on your mages.
Follow the path further and it will lead you to the ruins of the village. Almost at the very gates you will find the corpse of the Spawn of Darkness, after which several werewolves will attack you. An ambush of werewolves, including a few elite ones, will also be waiting for you at the northern exit from the ruins. As usual, some of the werewolves will appear behind you. The gate leading to the docks cannot be opened at the moment, so follow the only path available to you - heading north. After leaving them, follow to the fork and keep to the left. You will find an old camp - apparently Kristoff's - but it has clearly not been inhabited for quite some time. There, several elite Shadow Werewolves will attack you - you can remove a good ring for a warrior from the corpse of one of them.
Go to the northeast part of the map. When you are ambushed by the Children (this may be your first meeting with these cute creatures or not - depending on where you have been before) - this means that you are on the right track and almost there. Go a little further - and you will find Kristoff, and after that the First - one of the intelligent Creatures of Darkness - will speak to you. It does not matter what and how you answer him - as a result, he will perform a magical rite that will send you and him with his entire squad straight into the Shadow.
Waking up, the First will express anger at a certain "Mother", because of which he ended up in the Shadow with you, and will leave to look for a way out on his own, leaving you to deal with the rest of his squad - several Children and genlocks.
The Fade is, as you'd expect, full of demons of all shapes and sizes. You need to get to the docks - they are located in the southeastern part of the map. Go around the docks and you will come out to the door to the crypt. After talking with the spirit of the girl, who will offer you to hide in the crypt, an ambush of skeletons will attack you. Whether you want to hide from the enemy or not, you still have to go through the crypt to gain access to the rest of the map.
Be careful in the crypt - the skeletons on the floor usually come to life when you get too close to them, and additional reinforcements crawl out of the coffins that are scattered around here. The door to the surface is located at the southernmost point of the crypt.
After talking with the guard at the gate, go to the castle gate. An angry crowd is trying to storm them, led by the same spirit that the guard told you about. The spirit will introduce itself to you as Justice and ask if you will join him against the Baroness. In general, it does not matter which side you take, but in any case, do not rush to go to the castle courtyard - you will not be able to return back. First go around the surroundings and activate the essences scattered around. After making sure you haven't missed anything, go back to the gate. Talk to Justice (if you choose to support the villagers) or the guard in the courtyard (if you choose to support the Baroness). Join the faction that is closer to your beliefs and join the fray. The Baroness and Justice are busy with each other at the moment - so you will have to fight the First and either the Shadows (if you were on the side of the peasants) or the peasants (if you supported the Baroness). At the end of the battle, you will suddenly find yourself back in the real world.
Once back in the Swamps, inspect the gear of Justice - you may need to replace it. From the nearby corpse of the First, for example, in addition to other little things, you can remove a beautiful armor that will perfectly suit your new ally. Justice is a warrior with a shield and a sword, almost a complete analogue of Alistair.
Go to the castle. You will notice that new opponents have appeared around - they appear from several Shadow portals opened by the Baroness. Each portal is guarded by an elite revenant. Destroy them. The portal can be attacked by weapons or magic just like any other enemy. There are four in total.
In the courtyard of the castle, you will have to deal with the baroness personally - or rather, with the demon that has settled in her soul. He looks like a particularly vile ogre - but in addition to great strength, he is still able to cast spells - and it seems that he especially prefers freezing and crushing dungeon. Keep spells and abilities at the ready that dispel magic. During the battle, the demon will open Shadow portals - destroy them immediately, or endless reinforcements will be drawn to the baroness from them. The death of the demon will complete this quest.
After the battle, talk to Justice and decide whether you need him as an ally or not. (He may decide not to join you if you previously supported the baroness against the peasants.) Don't forget to inspect the demon's corpse. Among other things, it contains a key that opens the gate to the docks, where you need to look for several off-plot quests.
Non-plot quests
About the Trail of Love
In the ruined house a few steps from where you met the second group of wolves, you will find an empty poison bottle on a skeleton and an angry letter from a certain girl named Bonnie.
Continue on until you reach the ruins of a village. Turn left just outside the gate. At the chicken coop, you will find a "hidden key" with a hint where you should go next, namely, look for the next key by a tree with some kind of lighting. Get out of north gate and follow the path. Turn left at the fork. Just south of Kristoff's old camp, by a tree with a torch, you'll find another "hidden key" that mentions a dead dragon. You probably already noticed the dragon bones scattered all over the place, and since the key refers to the eyes, then, most likely, you need a skull.
The skull is located in the central-western part of the map, but you can only get there after you return from the Fade by following the "Shadows of the Black Marshes" story quest. Opposite the skull, in the next clue, you will read about a place by the water "opposite the Baroness's nest." Go to where you found Kristoff's body. Near the lake shore you will find another key - about "high stones". Go to the place marked on the map as the Summoning Circle. At the highest stone you will find the last key, which will direct you to a certain pond. This refers to a small pond about halfway between the Summoning Circle and the place where you found Kristoff's body. You will find a bottle near its shore, and in it is a letter with a marriage proposal and a ring that was intended for Bonnie (+2 to all characteristics). This will complete this quest.
Load of Guilt
In the northern part of the ruins of the village - just to the east of where you found the "hidden key" - you will find the Old Letter. It describes how a certain merchant earned his living in a not too honest way in the past. The chest with his reward is located in the north-central part of the map, almost on its border, next to one of the gaps in the Shroud. When you collect its contents, this will complete this quest.
Rupture in the Veil
While in Blackmarsh, you have already noticed that in some places the Veil has become noticeably thin. Your companions must have commented on this phenomenon as you passed by. You can improve the situation when you get into the Shadow. There are three points in the northern part of Shadow Blackmarsh, each guarded by several desire demons. Defeat the demons and activate the devices they were guarding. This will patch up the holes in the Shroud and allow you, among other things, to get into previously inaccessible areas of the swamps. In the chests that will appear in these places in the real Blackmarch after your manipulations in the Shadow, you will find parts of an excellent Guardian (Sentinel) set.
Riddle of stones
This quest does not appear in the journal, and is similar to the quest Rip in the Shroud. You need to solve a small mystery in Shadow Blackmarsh in order to receive a prize in its real prototype. In the northwestern part of Shadow Blackmarsh, you will find six stone blocks set in a circle. When you press them in the correct order, a fiery line will run from them to the center. Activate them so that the result is a burning hexagon around the center. (Hint - after the first correct activation, activate the stone exactly opposite. After finding the third stone, activate the stone opposite again.) Here is what you should get as a result:
After you outline the entire hexagon, several demons will attack you in turn. Deal with them and activate the pedestal that has appeared in the center of the circle. In the chest that will appear at this location in the real Blackmarch, you will find a great Gladiator's Belt.
girl in danger
Near the crypt in the eastern part of the Shadowy Blackmarsh, you will meet a girl who, unlike the rest of the inhabitants of the area, seems to be perfectly aware that she is in the Shadow, and not in reality. After a short conversation, the undead will attack you, and they will flee to the crypt.
Get rid of the opponents and follow her. You will find the girl in the easternmost room. Further conversation will reveal that she is in fact the Demon of Hunger. If you decide to fight her, then be prepared to fight the orange boss and several of his assistants. If you successfully use the Threat option, she will change her mind about attacking you. The quest will be completed in any case, but if you defeat the Demon of Hunger, this will free the ghost of a real girl from his captivity. True, this will give you little other than moral satisfaction and some additional experience from killed opponents. You decide. In the room with the girl you will find the essence of magic, and behind the lid of one of the coffins in the same room you will find the essence of physique.
Ancient Dragon Bones
Collect five dragon bones scattered throughout Blackmarsh. You will be able to collect them all only after you return from the Fade, as some areas of Blackmarsh will not be available to you before.
Bones are located:
on the shore of a lake almost exactly east of the southernmost "Gap in the Veil" marker on the map;
almost exactly midway between the map markers Shroud Gap (southernmost) and Summoning Circle;
in a small ruin just southeast of Kristoff's body;
at the docks (available only after defeating the baroness);
at the dragon's skull in the central-western part of the map (only available after returning from the Fade).
After collecting all five, collect (activate) them from the dragon's skull, from which you found one of the bones. The passage to the north will then open.
Get ready to fight the dragon. He attacks with electricity, so drink the appropriate potions. After you remove about 25% of the dragon's health, it will turn into a motionless ball. The small balls around the big ball will start moving towards it. Each time a small ball merges with a large one, the dragon will heal a certain number of lives (the more, the higher your difficulty level). After all the balls merge into one, the dragon will return to its previous form. He will turn into a ball a few more times after losing the next 25% of his health. Keep in mind that you can still deal damage to the dragon - even in orb form, although in this form it is immune to critical hits.
If you have a mage in your party with at least two spells such as Force Field, Paralysis, or Rune of Paralysis, then the fight can become very easy. Cast Paralyze or Force Field on one of the small balls, preventing it from merging with the dragon but not damaging it. Let the rest of the comrades-in-arms deal with other balls, and then take care of the dragon. In the form of a ball, he cannot answer you - so just thrash him until you take out all his lives. And do not forget to recast the holding spell on a small ball - if it merges with the dragon, it will immediately return to its original form.
The death of the spectral dragon will complete this quest.
Other quests related to the Black Marshes:
Master's Work
On the mabari corpse in the northwest corner of the first ruins - just north of where you found the first "hidden key" in the quest "On the Trail of Love" - you will find the veins that Wayde needs for the "Heart of the Forest" quest. In the pile of stones after defeating the spectral dragon, you will find the bone of the ancient dragon, which Wayde needs for the quest "To the Bone".
ASSOCIATESAnders
A special gift - a kitten (located in the courtyard of the Fortress of Vigil).
Present - Jewelry, knitted scarf, collar with a bell, a book about phylacteries.
Conversation points are the statue of Andraste in the courtyard of Vigil's Keep, the tree in Amaranthina Street, the lyrium in Kal'Hirol's forge.
Quest - Freedom for Anders
Not far from the tavern "Lion and Crown" is an elf named Namaya. If you talk to her with Anders in the group, she will inform him that she has found what he asked for and it is in Amaranthine. After that, Namaya will leave, and Anders will tell you what his phylactery meant. Anders intends to steal his phylactery, because he does not trust the templars and does not really believe that the status of the Gray Warden can protect him if they decide to pursue him. Go to the abandoned warehouse building in the eastern part of the city - it is located not far from Glassrick's gunsmith. Come inside. Explore the warehouse - and you will see the templars (usually they appear when you approach the back door), who specially arranged a trap for you. It seems that Anders knowingly sensed the danger. If you resist the desire of the templars to arrest Anders, then you will have to fight them. Settling the issue peacefully in this case will not work. Note: if you give Anders a kitten, it will appear in your inventory under the name Ser Lancelap. Activating Ser Lancelap brings back to life all the comrades who fell during the battle, as long as at least one member of the group remains conscious.
ending
If you left Anders in the Fortress of Vigil and did not return to defend it, then he will remain alive if you have completed all the quests to strengthen the castle and equip your soldiers. Anders will die if you have not completed all the quests for the fortress. Depending on whether you completed Anders' personal quest or not and how high his approval was, he may remain a Gray Warden or leave their ranks.
Oghren
A special gift is a toy pony (in the ruins of a village in the Black Marshes).
Gifts - alcohol of any kind.
Conversation Points - Notice board at the foot of the stairs leading to the Church in Amaranthine, a horn in Kal'Hirol's market district, a boat in the Black Marshes.
Quest - Family Man
Felsey will show up at Vigil's Keep when Oghren's respect for you exceeds 25. Their heated argument will show you that Oghren joined the Gray Wardens against Felsey's wishes and has no intention of returning to his family. In order to complete this quest, you need to wait until Oghren's attitude towards you exceeds 75. After that, in a conversation, he admits to you that he was not made for a family and that Felsy most likely understands this too. Depending on how you behave, you can gain or lose influence with Oghren, but the quest will end anyway.
ending
Oghren will die if you leave him to defend Vigil's Keep, stay to protect Amaranthine, and don't complete all the quests to fortify the keep. If Oghren is still alive, he always stays with the Gray Wardens. Depending on whether you completed his personal quest and how exactly, he can remain on good terms with Felsy and visit his son, or completely withdraw from their lives.
Nathaniel
A special gift is Howe's bow (in a crypt in the Vigil's Hold dungeon).
Gifts - everything related to the Howe family, useful things (sextant, tools, grindstone).
Conversation points - Andraste statue at the Church in Amaranthine, a tree near the entrance to the Black Marshes
Quest - Howe Family
In the courtyard of Vigil's Keep, the old caretaker recognizes Nathaniel and tells him about his sister's fate. Nathaniel will express a wish to find her in Amaranthine.
Nathaniel's sister, Delilah, is located near the gunsmith Glassrick. Her conversation with her brother will complete this quest.
ending
If you do not take Nathaniel with you to Amaranthine and stay to defend the city, Nathaniel will die if you have not completed all the quests to improve the Stronghold. If you fortified the Fortress in every possible way, he will stay alive. Depending on how high his approval was, he may remain a Gray Warden or leave their ranks.
Justice
Conversation points are the statue of Andraste at the entrance to the Temple in Amaranthine, the corpse of an elf in the Dalish camp in the Wending Forest.
A special gift is a lyrium ring (in Kal'Hirol, in one of the eastern rooms of the Central Chambers).
Gifts - everything related to lyrium and Kristoff.
Quest - Justice for Kristoff
Aura, Kristoff's wife, will speak to Justice when he first appears in the courtyard of Vigil's Keep, mistaking him for her husband. Upon learning the truth, the poor woman will be very upset and will go away, and Justice will suggest that you look for her in Amaranthine in order to try to calm her down a bit. Aura is located in the Church building in the room opposite the room of the Reverend Mother. A conversation between her and Justice and Justice's promise to avenge Kristoff's death will complete the quest.
ending
Justice will perish in the siege of Vigil's Hold unless you take it with you to Amaranthine and stay to defend the city. He can die at your hands if you took him with you, took the side of the Architect and could not convince him that this was the right decision. Depending on whether you've completed the personal Justice quest or not and how high his approval was, he may choose to serve the Gray Wardens or choose his own path.
Velanna
A special gift is an empty diary (in the Church in Amaranth).
Gifts - everything related to elves, precious stones.
Conversation points are a statue of Andraste in the courtyard of Vigil's Keep, a tree in Amaranthine near the Church Building, two elves near the southern entrance to Amaranthine territory.
Quest - Exile
There is a bug in version 1.3 - the chance of a random encounter that starts this quest is very small, and it may not happen at all. While traveling around the world map (usually between Amaranthine and Vigil's Keep) you will stumble upon a group of Dalish elves. Talk to their leader, and then, in the Fortress, to Velanna. This is all you need to complete the quest.
ending
Velanna will go missing fighting the Darkspawn during the siege of Vigil's Hold unless you take her to Amaranthine and stay to defend the city. According to eyewitnesses, during the battle, a huge stone fell on the elf, but her body will not be found.
In addition to approval, Velanna's attitude towards the GG after the end of the Awakening event may also depend on whether the GG took the side of the Architect. Upon completion of the personal quest, high approval and acceptance of the Architect's side, Velanna remains with the Gray Wardens. In other cases, she either leaves after a while, or stays, but her relationship with the GG leaves much to be desired.
Sigrun
A special gift is a spyglass (in the silverite mine of the Vending Forest).
Gifts - toys, the book "Heart of the Warrior", a flower in a pot.
The conversation points are Glassrick's Armourer's Stall in Amaranthine, a tree near the entrance to the Wending Forest.
Quest - Sigrun's Past
In version 1.3, there is a nasty bug - if you started the quest Law and Order or the Way of the Smugglers, then you may not receive the Sigrun quest at all. The meeting that starts it just doesn't happen.
In Amaranthine, not far from Glassrick's gunsmith, you will come across a dwarf named Misha, who knew Sigrun in the past. Talk to Sigrun about her, and she will admit that she did not act very nicely (though forcedly) with Misha at the time. Sigrun will wish to find Misha in order to somehow apologize. Misha is found in a tavern in Amaranthine. Sigrun will apologize and offer her the ring as restitution.
If you want, you can pay Misha yourself so that Sigrun keeps the ring as a reminder of her friend, but in any case, after that the quest will be completed.
ending
Sigrun will die during the siege of Vigil's Keep unless you take her with you to Amaranthine and return to defend the Keep, regardless of whether you've completed all of the Keep's quests or not. She can die by your hand if you took her with you, took the side of the Architect and could not convince her that this is the right decision.
Sigrun will stay with the Gray Wardens if her respect for the GG is high and her quests are completed. Other times, she will go back to the Deep Roads. AWAKE - FINAL
Vigil's Keep - Council
After you finish three story quests“Shadows of the Black Marshes, the Righteous Path, and the Last of the Legion—Seneschal Varel will convene the Lords of Amaranthine to discuss military strategy. The council will be interrupted by an elf girl who will report that the army of the creatures of darkness is going to Amaranthine. In further conversations, it will be decided to send a detachment there under your command. Upon arrival in Amaranthine and dismantling with the very first group of Darkspawn, Constable Aidan will speak to you. He will declare that the city has fallen and nothing can be done. In a few more minutes, a truce will come up to you - one of the intelligent Creatures of Darkness, sent by the Architect. The Architect gives you disturbing news - the Mother's army is marching on Vigil's Keep.
You have to accept important decision. Stay and try to save the city or set it on fire along with all the enemies (and the surviving residents) and try to return and help the defenders of the fortress. If you are interested in the consequences - the fall of Amaranthine will have a rather negative impact on the reputation of the Gray Wardens in the future. On the other hand, if you have completed all the quests to strengthen the fortress, it has a chance to withstand attack without your help. If you have not completed the quests to strengthen it and improve the ammunition for your soldiers, then the fortress will fall, and almost all of your friends left in it will die. But it's up to you.
Battle for Amaranthine
If you decide to save Amaranthine, then your first task is to help the surviving defenders. Go around the city, helping the soldiers deal with the Creatures of Darkness. For the most part, opponents are rather weak, although from time to time elite ones come across among them.
Once you've dealt with all the Darkspawn on the streets and get an update in the magazine, talk to the leader of the militia. He will offer you to rest in the building of the Church, where the surviving defenders hold the defense, after which you will automatically find yourself there. After leaving the room where you apparently spent the night, you will receive a message that the Creatures of Darkness are still somehow infiltrating the city - moreover, they penetrate, judging by the reports of eyewitnesses, from the hotel. Get out of the Church. Be careful - a couple of elite Darkspawn are waiting for you at the exit, including an archer who can send your magicians to the forefathers with one shot.
Having dealt with the Spawns on the street, go to the hotel. There you will find an orange boss, the Apprentice General - a two-handed warrior. After finishing with him and his minions, go to the secret passage in one of the rooms of the hotel, which you may have already noticed earlier during the quests of smugglers or constable Aidan. In a small dungeon, the second General is waiting for you - this time a magician. Having cleared the course, go further and you will come out to the outskirts of Amaranthine.
Just southeast of where you surfaced is another Spawn General, this time for a change in the company of another boss, a heavily armored Ogre Alpha. If you inflict some damage on the General, he will rush off behind the neighboring houses, and the ogre boss will run out in his place. It is better to fight the ogre where you went outside, so as not to be distracted by the General - he himself will not approach you. Everything is clear with the huge - as for the general, his class remained a mystery to me. He casts a lot of spells, but at the same time he can fight hand-to-hand and the Mana Strike spell does not work on him. Perhaps a Battle Mage?
In any case, after you deal with this couple, the defense of Amaranthine will be completed. You will be informed that the Architect's messenger now knows where the Mother's lair is, so all you have to do is go there to deliver the finishing blow. Glassrick the Gunsmith and the Enchanting Mage are located near the exit to the world map if you need their services before the final push.
Battle for Vigil's Keep
If you decide to return and help the defenders of the fortress, then after returning you will be joyfully greeted by the remaining comrades in it (and you will receive pluses in influence with all of them).
After a brief report from the Seneschal on the situation, you will have to fight off groups of Darkspawn attacking the fortress courtyard. This battle will be much easier if you have completed all the quests to fortify the fortress and equip your soldiers. So, for example, if you reinforced the walls with granite and hired good craftsmen, then you do not have to defend them - the enemy will not be able to break through them.
On the right side you will have icons of reserves - similar to those that you used in the final part of the Beginning. If you have completed Dworkin's bomb quest, then you can use them (bombs) from there. You will also have archer icons there - if you followed the path of the smugglers in Amaranthine and unleashed a captive archer, then your arrows will be a little more effective. Archers and bombs can be used any number of times, but they will take time to recharge after each use.
The battle for Vigil's Keep mostly consists of fairly short battles in one part of the courtyard, after which you are usually informed that a new wave of enemy is attacking from the other side - so you should run there and correct the situation. After several battles, you will see a cutscene showing Seneschal Varel alone defending the gate from the ogre. Unfortunately, you will not be able to intervene in what is happening.
Take advantage of the break in the battle and, if necessary, purchase medical supplies from the healer standing in the yard. The battle for the Fortress will continue until the orange boss appears in the courtyard - an armored alpha ogre. After you deal with him, proceed to Gerald. Like most Apprentices, he is a mage.
The death of Gerald will end the battle for the Fortress. You will be informed that the retreating Spawns have left a clear trail behind them and you can follow it straight to their lair.
Last Rush
Go to the new territory that has opened up on your map. It is a narrow mountain pass where a variety of Dark Creatures live - from ordinary harlocks and gerlocks to the heavily armored ogre you have already seen (although this time, not the boss, but the elite).
At the end of the passage you will find ancient ruins. Do not rush to pass under the arch - it is better to lure the Creatures of Darkness onto yourself. If you pass under the arch, you will be attacked Supreme Dragon, and in a battle with such creatures, it is better to focus on them and not be distracted by trifles.
Go inside the ruins. They consist mostly of narrow bridges and equally narrow staircases, on which a wide variety of Darkspawn await you, including heavily armed ogres and Apprentices (the latter are usually mages). Golden Tevinter crystals are scattered throughout the ruins. They can be found in chests, in "balls of flesh", on the corpses of defeated enemies. There are twelve in total. Also inside the ruins are three ancient magic circles - if you insert four crystals into each circle, you will get a small magic bonus for the last fight - you can cast a spell of mass paralysis, healing (which also resurrects from the dead) and a fireball once.
The Architect will greet you at the second magic circle. You can attack him immediately or still listen to his explanations and only then decide whether to agree to his proposal or not. If you refuse the Architect's offer, then Nathaniel, Velanna and Oghren will not approve. If you agree with his proposal, then Sigrun, Justice and Anders will not approve. In the case of Sigrun and Justice, you will have to use Persuasion (good influence will help too) - otherwise they will attack you. If you decide to deal with the Architect, keep in mind - he is a very strong magician and casts powerful spells of mass destruction. You can either ignore Uta at all or allocate a maximum of one squad member to her. Compared to the Architect, she doesn't deal much damage. If you accepted the Architect's offer, then in the final fight, at your command, he will cast a firestorm once to help you. (The command appears in the fourth box next to the Tevinter spells.)
One of the most annoying features of the Mother is that she likes to cast a Neutralization Rune on your mages, which instantly drains all their mana and cancels all defensive spells, so keep your lyrium potions ready. At the beginning of the battle, the Mother will summon several elite tentacles to help her. After you deal with them, she will constantly call for help from the Children. Have spells or skills of mass destruction ready - Children always appear in impressive numbers. Don't forget that they can knock you down. Mass Paralysis spells and the like are usually very helpful in this fight. The rest depends on the composition of your group and your favorite tactics.
At the end of the battle, watch the epilogue, where you will be told about the further fate of Amaranthine, its inhabitants and your associates. Congratulations on completing the game!
- Kay Owald likes this.