Dragon age inquisition walkthrough frosty mountains. DRAGON AGE: ORIGINS

The story begins to unfold from the interactive Main Menu. The magicians on the other side with the templars are wandering towards the Temple of Sacred Ashes, where their long-standing confrontation should be resolved. But as soon as the item is selected A new game, there is an explosion...

This is followed by the first player selection menus. What race will the character be? Will he be a man or a woman. Unlike the two previous games in the series ( Dragon Age: Origins and Dragon Age II) all the main races known in the game are available for selection: human, elf, dwarf and qunari. Each of them differs in appearance and has an additional bonus to attributes.

Playing as a gnome will exclude the possibility of choosing the mage class, since gnomes do not have the ability to magic.

Depends on the choice of race background character, as well as dialogues and romantic interest.

Then we select the character class. At first glance there are five of them, but in fact there are three: Rogue, Warrior and Mage. Each class has access to four branches of development of abilities (skills).

The difference between the subclasses for a robber and a warrior is only in the automatic selection of one of two active skills at the beginning of the game.


Starting Class Skills

In the future, you can develop the robber and warrior branches at your own discretion.

Each class choice corresponds to the first available weapon in the game.

Once the class is selected, select the difficulty. There are four difficulties to choose from: Easy, Normal, Hard and Nightmare. In each variant, the health and attack of enemies are increasingly increased. The experience gained on any difficulty is the same. The difficulty of the game can be changed even in the midst of combat. But to get the achievement "Inquisitor" – prerequisite is to start the game on Nightmare difficulty and complete the main storyline, without ever lowering the difficulty.

After the future inquisitor “by default” wakes up, it will be possible to completely edit the appearance of the head, from the hairstyle to the tip of the nose. There are two voice acting options: one with a British accent and the other with an American accent.

Heavenly Wrath

The hero finds himself in the fog other world called Shadow. He will experience a brief introduction on the other side of the veil and will be rescued by a mysterious female figure.

Unconscious, among what remains of the once sacred place, a group of soldiers finds us.

Having come to our senses, we notice something strange with our left hand.

We play out the interrogation scene to our liking, Cassandra (Seeker) and Leliana (Church Agent) will react regardless of the dialogue.

It turned out that the matter was not limited to the explosion... In its place a huge breach between two dimensions. Through rifts in space, demons attack across all lands Thedasa.

Cassandra hopes that the mark on her hand can close rifts and intends to test this theory.

Our hands will be freed and we can get a little used to the controls. Follow the given hints. The search button might come in handy [V] to detect nearby objects within the radar radius. The function is useful throughout the game by finding trophies and items for tasks.

When trying to cross the bridge, it is destroyed by a burning fragment from the Breach; they climb out at the crash site Small ghosts. Our hero grabs a weapon himself and begins to defend himself. Initially, you can only control the main character. When we finish off our ghost - Kassandra will finish hers and ask you to drop your weapon, the outcome does not depend on the choice of dialogue - Kassandra will allow you to carry a weapon.

For Kassandra (like all other warrior class) you can notice that the health bar is covered metal plates this is an indicator Defense. While there is a defense, the warrior does not receive damage from normal attacks from the front. The more enemies attack a warrior, the more protection he has, but special attacks and attacks from behind will break through it. Defense is also enhanced by abilities.

It is also worth noting that the amount available potions limited. They are not sold, but found, improved and created. Afterwards, their limit can be increased. The entire stock of potions is common for the entire group.

At the top, after the first staircase, you can return to the bridge and pick up the gold.

We move further along the target marker on the map. A small squad needs help. When the last enemy is defeated by the dwarf Varric, the mage Solas helps us close the gap with a mark. Let's get to know this couple, we are far away and on the way with them.

We follow along the river. Several Small Ghosts are waiting for us on the ice, Big ghost and a couple Ghosts. From now on you can use the tactical camera [T], so that you can think through your future strategy.

When you aim at an enemy in tactical mode, its indicators, vulnerabilities and resistance are shown. Order your team members who, how and where to attack. In the future, automatic behavior for each satellite can be configured separately. This can be done immediately after receiving the second level, as soon as another gap in front of the bastion is closed.

Optionally, check out the two huts. Along the path to the left you can meet additional ghosts and listen to dialogue.

There will be a cache here that will replenish the entire supply of health potions. Characters can drink potions to restore health.

In the bastion we meet Leliana and the chancellor Roderick. He blames us for what happened and threatens us with execution.

Nevertheless, there will be no fight and the decision on how to get to the Breach falls to the hero.

The direct road is much shorter and there is an acquaintance with commander Cullen.

It takes longer to get through the mountains, but there are more monsters and gold along the way.

The choice will not affect the plot. In both cases you will meet a new monster Small horror. The set of items found is approximately the same.

Entering the ruins, we see that the Gap is fueled by a huge rift. Suddenly a creepy voice and cries for help are heard High Priestess Justinia. Going down, something strange happens... we hear a possible echo from the past. A dark silhouette discovers us and orders us to be destroyed. As soon as the command to prepare for battle is given, a huge Demon of Pride.

This one is the first boss has the ability of absolutely impenetrable defense. To deal damage and get rid of a couple of small ghosts, you need to activate the mark on the rift. The monster will be weakened for a few seconds and will not attack, and for some time it will become susceptible to damage.

Cassandra would benefit from the “Stunned Defense” skill and choosing a target for herself.

Regardless of what choice you made earlier, one warrior and three archers, including Leliana, will help you in the battle over the demon. She can be resurrected as a companion.

Designations on the map:
Vortexes faults;
Numbers progress on the quest;
Blue dots item or gold;
Green man character joining.

When victory is finally won, it's time to close the rift and put an end to this...


Next task:



To unlock this area, you need to complete the "Rescue Fereldan Soldiers" mission on your War Operations table. This will cost 8 influence points.
Brown Mire is different from other maps in that if you try to walk on land, you can avoid most of the routine battles. The main enemies here are the dead and drowned, and they usually come to the surface when you enter the water.

Lost souls


The quest is a continuation of the mission “Rescue the Fereldan Soldiers”, which opened this map for you. You found out that the Avvar leader, who captured the soldiers, wants to meet with the Herald of Andraste in person. On the way to the Avvar camp, you can find a letter (it is located right on the territory of the camp that you can set up - not the very first one, with Harding, but the one you set up yourself), from which it will become clear to you that the leader's goal is to eliminate the Herald Andraste - that is, you - as a sacrifice to their pagan gods. However, after talking with Harding when entering the camp, you probably already suspected this.

However, if you want to free the hostages, you will still have to meet with the Avvar leader. Go to the Hargrave fortress, fight your way through the walking dead at the gate (or you can just run past them into the fortress, as your comrades will advise), go up the stairs and turn the lever, which will open the gate for you to the next part of the Avvar camp, where, in fact, and there is a leader with the impressive name of Hand of Cort. He won’t talk to you much, but will immediately rush into battle. And not alone, but with assistants.

The assistants do not deserve special attention, but the Hand of Kort is a fairly impressive mini-boss of level 11, capable of inflicting considerable damage with his two-handed axe. After you deal with him, he will leave this unique ax as your inheritance. Defeating him will also unlock a new mission for your War Operations table: Master the Road Through the Frosty Mountains.

Another result of your victory over the leader will be the appearance of Skygazer - a peaceful Avvar, whom you most likely already met at one of the Rifts while walking towards the fortress. Impressed by your talents, he will offer to hire you for the Inquisition. If you agree, you will receive an agent for Josephine.

Don't forget to free the captured soldiers by using the key from the Avvar leader's body to complete the quest.

If Cole is already in your squad, then releasing the soldiers will give you approval with him.

Lighthouses in the Dark


The quest is given automatically when you approach one of the lighthouses.
Use the Curtain Fire to light all the beacons in the Mire. To complete this task you will need a magician, since only he can light such a fire. In the Mire, there are monuments scattered across four hills where you can light a curtain fire. Be careful - lighting a beacon immediately attracts a group of demons and walking dead who have a bad habit of walking around your group from different directions.

After you light the beacon and fight off your opponents, this place will begin to serve as a fast travel point. The quest ends when you light all four beacons.

Beyond the Mire


Find all four Veilfire runes. This quest is closely related to the previous one, since all the runes are located next to the beacons on the same monuments. You can only activate runes if you have a torch with a curtain fire in your hand. The quest is given automatically after you examine one of the four runes with the Veil Fire torch in hand. In addition to the usual increase in influence and experience, at the end of the quest you will receive a recipe for a poison potion for your weapon - Dead Man's Tears.

Cunning Demons


From the diary found near the second lighthouse in the Mire, we can conclude that somewhere in the swamps there is a dangerous renegade named Vidris. The quest arrow points to a place north of Hargrave Fortress, at one of the Rifts (and landmarks), but the renegade is a little off there. If you stand on the hill where the Rip used to be, there will be a passage in the rocks almost directly west of it, which can sometimes be difficult to see. Go there and go north along the river. Unfortunately, you will have to enter the water to do this and deal with several dead people on the way to the goal.

Vidris will attack you as soon as he sees you. It is impossible to reach a peaceful agreement with him. He will cast a barrier on himself and summon several Shadows to help. Once you defeat him, this will complete this quest.

In Vidris's camp you will find one of the elven artifacts, the activation of which will give you partial approval from Solas.

Fever


Find a way to get into the locked hut. The hut is located north and slightly west of the Avvar fortress. The quest is given automatically after you discover her.
A very short quest. The key to the hut lies nearby - you just need to activate the search function to find it. Enter the hut, defeat the ghost, and this will complete this quest.

Rips in the Quagmire


Close the two Rips in the Quagmire.

Holding the Mire


Set up a second camp in the Mire. Since the area is quite small compared to other maps, you only need to find one in addition to your first camp.

Landmarks in Tryasina


Find all 4 landmarks in Mire.

Regions of the Quagmire


Visit all 8 regions of the Mire.

PASS IN THE FROZEN MOUNTAINS

x4 Warrior Rank 2, 3
Bounty Hunter x1 Mage Rank 2
Imrek x1 Warrior Rank 3 Optional battle (can be intimidated).
Bodyguard x1 Warrior Rank 3
Bodyguard x1 Spiritual healer Rank 3
Tornas the Deserter x1 Warrior Rank 3 Quest battle Dereliction of duty.
Vicious Thug (Shady Thug) x2 Warrior Rank 2
Brian x1 Duelist Rank 2 Quest battle False witnesses.


The guard at the entrance to Orzammar advises discussing political issues with Sergeant Major Bandelor. Bandelor is located in the Council Chamber (mini-location of the Diamond Halls).

Result:
-.


Blackstone Volunteers quest (can be picked up in Lothering, Redcliffe or Denerim). It is necessary to take away the stolen Guild supplies from three deserters - in the Frosty Mountains, on Lake Calenhad, in Denerim (Port Backyards).

Result:
ring Frost Strike from a deserter in the Frosty Mountains;
175 XP and 2 gold coins for completing the quest.


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

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


You need to read five lost documents in Orzammar. The documents are located in the Hall of Heroes, Community Halls, Diamond Halls, Dusty City, and the Test Arena. A chest with a unique ring will appear in the Council Chamber.

Result:
50 XP for each document read;
100 XP and a ring Key to the city for completing the quest.


Quest for the Society of Mages (can be taken at Lake Calenhad). Need to give three Notices of dismissal. Students are located in Denerim (Market and Curiosities of Thedas) and in the Frost Mountains of Orzammar.

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


The third quest for those interested from D. (quests in this series are given in the Denerim tavern). It is necessary to destroy three false witnesses: on Lake Calenhad, in Denerim (“Wonders of Thedas”), in the Frosty Mountains of Orzammar.

Result:
6 gold coins for completing the quest.


The third quest for those interested from K. (quests in this series are given in the Denerim tavern). You need to take four “bags” to the so-called Transfers(hides). Their location: Denerim Trade District, tavern on Lake Calenhad, pass in the Frosty Mountains, Redcliffe village. The last pouch will explode when placed.

Result:
175 XP and 3 gold and 98 silver coins for completing the quest.

Story quests

It is to this territory that you need to go to gain access to the dwarven city of Orzammar, where you will have to persuade the dwarves to come to your aid in the battle against the Spawn of Darkness. A group of bounty hunters, which will include a magician, will attack you along the way if you come to this map for the first time, but they are unlikely to pose a danger to you.

In fact, you don’t have to do anything to gain access to Orzammar - go to the gate, listen to the guard’s bickering with Loghain’s envoy Imrek, declare your desire to enter the city, then either kill Imrek or drive him away - and the guard will let you into Orzammar .

Non-plot quests

At the entrance to Orzamar, not far from the merchants, one of the magician’s students is walking, to whom you need to present a letter of dismissal.

The Frost Mountains are home to one of the caches you need to visit as part of the Denerim quest line “Services for Interested Persons.”


ORZAMMAR

Story quests

After passing through the Hall of Heroes and entering the residential part of the city, you will immediately witness a not too unpleasant scene between Belen and Harrowmont (with whom you may already be quite familiar if you are playing as a noble gnome). After talking with the chief of the guards after everyone has fled in different directions, you will find out that you came to the dwarves at a not very opportune moment - after the death of King Endrin, the Assembly cannot decide who should inherit the throne, and without the presence of a king, there is no help from there is no need to wait for the gnomes, because no one will take upon themselves the responsibility of sending an army to the surface when there is almost a civil war going on inside.

It doesn't take a genius to figure it out - you need to do everything possible to ensure that one of the contenders for the throne becomes the rightful ruler of Orzammar. Which one is up to you to decide big difference it doesn't (though if you're playing a noble gnome, you might have a personal beef with one of the contenders).

Attention: you can talk to representatives of both applicants and receive initial tasks from both, but complete only one of them - the applicant you decide to support. If you complete them all, both representatives will decide that you have sided with the opposite party and will not talk to you anymore.

Regardless of which side you decide to take, first you will be asked to prove your loyalty (and that you are not a spy for the opposing group) by completing a small assignment.

If you decide to side with Lord Harrowmont, then you should talk to Doolin. He can be found at the Harrowmont Mansion in the Diamond District or at the local tavern. If you decide to go into the Assembly before speaking with representatives of both candidates, Doolin will intercept you on the way out. To test your loyalty, you will be asked to compete in the Arena of Trials as the champion of Harrowmont. Several of his fighters unexpectedly withdrew from the competition, so along the way it would be a good idea to find out what the reason for this behavior was (although this is not necessary to complete the task).

Go to the Arena. Bayzil, one of the Harrowmont fighters, will share his problems with you if you have developed the Persuasion skill. As he admits to you, he is in a love affair with a married lady, and representatives of Belen, having somehow obtained letters from the loving couple, threaten to make them public. The letters are in a chest in the locked room of Myajala - one of Belen's fighters - right there in the Arena, and you can either simply pick the lock if you have the appropriate skill, or steal the key from Myajala herself and thus open the door. If you give Bayzil the letters, he will agree to fight for Harrowmont.

Harrowmont's second fighter, Gwyddon, was informed that Harrowmont had decided to give up his position and give up the throne to Bhelen, and the competition was being held only to allow him to "save face" at the same time. You can persuade him to take part in the competition by convincing him (with the appropriate skill) that Harrowmont is not going to give up.

After you finish all your business, go to the Arena Manager and announce that you are ready for the duel. You'll have a series of fights, and you'll have to fight the first three alone. In the fourth, you will be allowed to choose one of your comrades as your partner. In the last fight, if you convinced Bayzil and Gwyddon to side with Harrowmont, they can join you if you want - or you can take your normal party.

Once you finish all the fights and are declared champion, you can finally meet Lord Harrowmont face to face. Unfortunately, winning the Arena is not enough to convince the Assembly of Harrowmont's right to the throne, so you still have a lot of work to do.


If you decide to support Prince Belen, then you can find his representative Vartag either in the palace or in the House of Assembly. As proof of your loyalty, you will be asked to deliver two letters, from which it follows that Lord Harrowmont promised the same reward for support to two different individuals. It is to these persons - Lord Helmy and Lady Days - that you will have to take the letters. Lord Helmy is at the local tavern, and all you have to do is give him the letter. Lady Days, although she will be very upset by the news, nevertheless does not have the right to make such decisions herself, and therefore, after talking with her, you must find her father, Lord Days, who is located on the Deep Paths. Lady Days will give you a map so that you can get to the desired tag, namely the Educan tag.

Lord Days is located in the southwestern part of the thaig. To get to it, you have to fight your way through a significant number of Spawns of Darkness, Deep Pursuers (small animals with very sharp teeth that love to ambush you in indecent quantities) and other dungeon inhabitants. When you reach Lord Days and help him deal with the monsters attacking his group, you can finally give him the letter and receive assurances that from now on he will support Belen.

After this, return to Vartag and you will receive an audience with the prince in the palace. Unfortunately, your efforts only won Belen two supporters - which is not enough to convince the entire Assembly, and therefore you must take a few more steps to ensure his throne...

Regardless of whether you took the side of Belen or Harrowmont, your next tasks will be exactly the same, and the first of them will be to deal with the head of the local mafia named Jarvia, who is absolutely no help - especially in Dusty Town.

Travel to Dusty Town. If this is your first visit to this remarkable place, then it will be marked by an attack by local bandits. If you're playing as a commoner dwarf, you might meet your old friend Leske here, but he won't tell you anything useful. To get the information you need, talk to a beggar woman named Nadezhda, a local merchant named Alimar, or a gnome named Radek. (Perhaps it is most profitable to talk with Nadezhda, since she does not need to pay - unless you yourself want to reward her - or use any special persuasion.)

Whoever you choose, you will learn that Jarvia's lair can be penetrated with the help of special talismans that Jarvia's assistants carry with them. Go to the house in the southernmost part of the area (you might even have been there before and not found anything interesting). However, this time a whole gang of bandits will be waiting for you there. When you take almost all the lives of the leader, he will beg for mercy. You can kill him or let him go, but in any case you will receive a talisman in the form of a bone finger, which is a kind of key to Jarvia's lair. Now go to the “Suspicious Door” north of the house with the bandits, and when you examine it, you will receive the option to use the talisman and can now safely go inside.

Jarvia's lair is teeming with bandits of all kinds, in some places - spiders, and also, like any self-respecting bandit den, it is filled with numerous traps, so I highly recommend going there with a robber. Jarvia herself is in the eastern room, and no matter what dialogue options you choose with her, you will end up having to fight her. Beware of traps - there are quite a few of them in this room, although virtually all of them are concentrated in the second half of the room (you can notice them by the numerous barrels placed around).

If you are playing as a commoner dwarf, you will find Leske along with Jarvia. If you're playing as someone else, Leske will be sitting in a cell in one of the previous rooms, and you can free him if you want.

After dealing with Jarvia, disarming the traps and finishing exploring the room, go to the corridor in the northeast corner - through it you can go to the Unnoble District through the trading post without having to return through the entire brothel and Dusty Town.

When you report to Harrowmont/Belen about the success of your mission, you will immediately be given another task - to go to the Deep Roads and find Paragon (Perfect) Branca there, about whom you may well have already heard from the locals. Branca is currently the only living Paragon of Orzammar, and her support will certainly ensure support for the candidate in the elections. (In the event that Branka met a sad end in the Deep Roads, you need to at least find her remains.)

At the exit from the city, you will be caught up by someone Ogren, whom you may have already met earlier - or perhaps not, but this does not play any role. Branka is his wife, and therefore he will decide to join your group. You don't have to take him with you right now, even if you agree with his offer, but at some point he will still automatically join your group. (Ogren is a berserker warrior who specializes in two-handed weapons.)

Non-plot quests

Information about the city is scattered throughout Orzammar - collect it and the location of the treasure in the Chamber of Assembly will be revealed to you. Each area of ​​the city contains some of the information you need, that is, you need to visit: Hall of Heroes (near the entrance to Orzammar), Trial Arena (in the room south of the main hall), Dusty Town (near Alimar's shop), Diamond District (sign above the entrance) and the Unknown District (document on the bridge leading to the Arena). After that, go to the Assembly and in the niche next to Vartag you will find a chest with a reward - a ring that adds 2 to all characteristics.

This quest is given to you by Orta in the Archives in the Diamond District. You need to go to the Deep Roads and find evidence there that her family belongs to a noble family. You can find evidence in a chest in the Ortan taiga in front of the bridges, near which spirits and golems are found. (He will be there even if you did not receive the quest.) As a reward, you will receive 5 gold from Orta when you visit her in the Assembly Chamber. If you refuse the reward and return to it later (you need to leave Orzammar and the Frost Mountains), you will receive 10 gold from it.

This quest is only available if your PC is a male gnome of noble birth and if he spent the night with Mardi in the prologue. Now she has a son (yours), but since you were declared an outcast and you lost your caste, her child is also out of caste. You can ask Belen or Harrowmont (depending on who you supported) to accept your son into their family. Do this before you leave Orzammar after the king is elected (it's best to talk to him immediately after the coronation), otherwise the child will remain Out of Caste.

You will receive this quest from Rogek in Dusty Town. He will instruct you to deliver the contraband lyrium to Godwin in the Tower of Magicians (if you have already completed the Tower, you may remember him - this is the frightened gentleman who was hiding in the closet on the second floor). To get lyrium you must pay Rogek 50 gold (40 with high Conviction) and you must have the money on hand. If you talk to Rogek without the required amount, he will wander away and the quest will be lost. Also, if you have already completed the quest for the Tower of Mages and took the side of the templars, you, of course, will not be able to deliver contraband to the recipient.

If you delivered the lyrium to Godwin, then you can receive from 50 to 65 gold plus a dagger from him, depending on how high your Conviction is. Report to Rogek that the task has been completed and you will receive 10 to 25 gold as a reward.
If you are unable to complete the quest (for example, if Godwin is dead), you can sell the lyrium to traders (although this will not fully reimburse you for your losses).

You can also kill Rodek. If you say that you cannot deliver the goods to their destination because there are simply no magicians left in the Tower, he will decide that you are going to cheat him and will attack you. He will also attack if you threaten to turn him over to the authorities for smuggling. (Rodek can be killed immediately without bothering with the quest, but in this case you will only receive 20 gold from his corpse.)
If you feel a moral obligation to stop lyrium smuggling, another way to do this is to report it to Gregor in the Wizards' Tower (And this can be done after you have received the money from Godwin.)

In the Archives, one of the Guardians Milldrath will complain to you that a valuable book was stolen from them. Travel to Dusty Town and talk to Korebit. He will attack you. You won’t find the book on him, but you will find a receipt on his body, from which we can conclude that he has already sold the goods to someone in the Test Arena. Go to the Arena and talk to Gredin. He will attack you. After getting the book back from his corpse, you can either return it to Milldrath, or sell the person named Jerthrin right there in the Arena for a couple of gold pieces.

This quest is given to you by Naga Trapper Boermor in the Unknown Region. Once you receive it, nagas will appear throughout the city - a curious cross between a rat and a pig. You need to deliver them to Bohermore. The quest will be considered completed after delivering the very first naga, but you will be given money for each subsequent one, and if you find all ten, you will receive an additional reward.

In Dusty Town, a beggar named Zerlinda will tell you her sad story, and if you want, you can help her. You can advise her to try her luck on the surface or talk to her father, who is at the local tavern, and convince him to take his daughter and grandson back. If you have completed Brother Berkel's quest and a branch of the Church has opened in Orzamarr, you can send her there (or talk to Brother Berkel yourself and ask for help for Zerlinda). You can also convince her to abandon the child in the Deep Roads, as her family demands.

This quest is given to you by Dagna in the Unknown Region. She dreams of studying at the Tower of Magicians, but for some reason all her letters asking for acceptance remain unanswered. Head to the Tower. If you have already completed the quest “Broken Circle” and sided with the templars, then Gregor will refuse Dagne’s request. If you took the side of the magicians, then Irving will agree to accept her as a student, and all that remains for you is to tell Dagna the news. Another option is that you can persuade Dagna to stay in Orzammar, as her father wishes. If you help Dagna go to study in the Tower, her father, the owner of a weapons shop, will be so upset that he will refuse to sell his goods to you.

You may receive this quest earlier or later depending on whether you sided with Bhelen or Harrowmont. If you decide to support Belen, then you can go to the desired part of the palace immediately after the first conversation with him, and if you supported Harrowmont, then you can do this only after his coronation.

In one of the bedrooms in the western part of the royal palace you will find a sick woman, and the doctor nearby will explain that she is poisoned and only a very strong antidote can save her life. He will give you a recipe for an antidote (which requires the most highest level Potions). All you need to do is prepare an antidote and give it to the patient. You will not receive any reward other than the antidote recipe itself (which can cure Paralysis and Sleep).

You will receive this quest from Brother Berkel in the Unknown Region. Brother Berkel dreams of opening the Church of the Creator in Orzammar, which is somewhat difficult, since conservative gnomes revere their Paragon ancestors and are not too enthusiastic about the prospect of some new religion. If you decide to help Brother Berkel, then talk to the Chief Guardian in the Archives and convince him to allow Berkel to open a branch of the Church in Orzammar. (You can also refuse to help Brother Berkel, stating that he should not interfere in the religious affairs of the dwarves.)

This quest is given to you by Fielda in the Unknown Region. Several years later, her son went on an expedition to the Deep Paths and disappeared there without a trace. He can be found in the Ortan teig, but over the past years and the trials that befell him, poor Ruk has changed so much that he does not want to come back. You can lie to Fylda that he is dead (this option is only available if you talked to Rook about his mother and he asked you to lie to her) or tell the truth. If Filda finds out that Rook is alive, he will decide to go to him on the Deep Paths, but in any case, the quest will be completed. You can also kill Rook if you want. If you leave him alive, he will act as a merchant for you.

You will receive this quest in Jarvia's Lair. Almost at the very beginning of the map you will find Jammer's diary, from which you will learn that he hid a treasure here. There are three chests scattered throughout the dungeon, and from each you need to take one - the cheapest - item (an iron envelope opener, a silver ring, a garnet trinket). If you pick up the wrong object, you will get injured. Once you have all three items, you can open the treasure chest in the northern part of the map.

If you talk to Bohermore with Leliana in the group, she will notice that she doesn't really like his nakeds. Talk to her after this - she will say that she would like to have her own naga. If you talk to the Idle Dwarf in Dusty Town after this, he will snag you a "cute naga" for a few silver coins, which you can present to Leliana as a special gift. After this, the naga will be found in your camp.


In the throne room of the royal palace, you can solve a small riddle. Place your two companions on the arrow-shaped tiles in the southwest corner and place the third on the central tile in the previous room, then activate the throne with the fourth (get ready for battle). Deal with the monster that appears and you will receive a two-handed sword as a reward. This quest must be resolved before any of the applicants are crowned.

In the royal palace in one of the eastern rooms you will find a black bottle. This is one of the vials that will summon a revenant if you break it.

In the royal palace in the northeastern part, when you first enter there, a group of robber dwarves will appear in front of you, who appeared in this corridor by mistake. You will have no other option but to kill them because they will immediately attack you.

In the Trials Arena, you can take part in unofficial competitions (unlike competitions for the honor of Harramont, here you will not fight alone, but as a group). If you win all four, you will be rewarded with a ring for the Blood Mage.

If you activate the Memory Wall in the Archives and then find and activate three rune slabs scattered throughout Orzammar and the Deep Roads, then when you return to the Memory Wall and activate it again, you will receive experience as a reward. (Rune Plates - next to the miner chief at the exit from Orzammar to the Deep Roads, in the southeastern cave at Caridin Crossing and in the west-central hall in the Dead Moats.)

After you choose the side of Belen or Harramont, you will be attacked several times by groups of supporters of the opposing party.

After you deal with Jarvia, if you return to Dusty Town, you will be attacked by Jarvia's supporters.

In a chest in one of the rooms of the royal palace you will find a Love Letter, which you need to complete the quest “Intercepted Correspondence”.


DEEP TRAILS

Story quests

In order to find Branka, you need to go through a whole series of tags and dungeons. First, head to Caridin's Crossroads, which should appear on your map after talking to Harrowmont/Belen. You will reach him in the most northern point, and your goal is to reach the southernmost exit. The direct path is blocked by rubble, so you can bypass it either through the western caves or through the eastern ones. The western caves are filled with Fiends of Darkness, and the eastern ones are filled mainly with Deep Pursuers.

Having made your way through numerous opponents and finding yourself at the southern exit, now when you enter the map of the Deep Paths, a new location will open to you - the Ortan thaig.

Thaig Ortan is filled with Fiends of Darkness and spiders, as well as spirits, golems and other equally unfriendly inhabitants of the local dungeons. Your goal is to make your way to the northeastern part of the teig, where Branka’s diary is located. Be careful - when you reach the place with the diary, you will have a boss battle - the spider queen. I recommend running away after she appears, because in this case she will follow you and you can avoid simultaneously fighting with other spiders that will appear later. The Queen will disappear a few times when you remove a certain percentage of her health, but will return to the battlefield fairly soon. After dealing with her and the rest of the spiders, read Branka's diary. Now, when you go to the Dead Paths map, a new location will open to you - the Dead Moats.

After enjoying the sight of the army of Fiends of Darkness at the entrance to the Dead Moats, you will soon come across the Legion of Death, repelling the attack of the Spawns. Since you still need to go through the bridge and the attacking enemies to continue your mission, you can help the gnomes in the battle or even run forward along the bridge and take on the entire enemy (in this case, I recommend walking carefully and with caution, because a group of advancing Fiends The darkness is quite numerous and it may not be very wise to start a fight with everyone at once - although in any case everything depends on your group and your level.)

If you clear the bridge and the area behind it, the Death Legion will follow you to hold the new line, but they won't get much further than that, so you'll have to rely on own strength. Move along the map, fighting off hordes of the Spawn of Darkness - in some places almost an entire army will be waiting for you - for example, in the south-central part you will meet the orange boss - the Forge Master - along with the elite Alpha Harlock and numerous “white” opponents. It is best to first carry out reconnaissance with your robber - there are also traps here.

Having overcome all obstacles, you will stumble upon Hespit - Captain Branka. At first, she will simply appear in front of you from time to time, reciting rather creepy poetry in a low voice, and then you will be able to talk to her in person. From a conversation with Hespit, you can find out that Branka, apparently, is still alive, and that something extremely terrible happened to the dwarves accompanying her (especially the women) - but, in general, you won’t get much intelligible information from her .

After passing through the cave with Hespit, you will come out into a fairly spacious hall, where several ogres will be waiting for you. Having cleared the hall of the enemy, you will find that one of the doors is locked and requires a key. Go through the southern door, where you will see several Legionnaire spirits, and take the Legionnaire's Key from the altar at the end of the corridor. The spirits will become hostile after this, so be prepared for a fight.

You now have the key to open the "Evil Door". Go through it and the corridor and soon enough you will come across a huge and exceptionally nasty looking boss of the area. So, now you know what the Womb of the Fiends of Darkness looks like, giving birth to them.

The queen cannot move, but her tentacles (each one is an elite) can disappear and appear wherever they want, and in addition, she can spit poison over a long distance to almost any place in the cave. If you look around, you'll notice two corridors on either side of the queen - you can move your group there so that she doesn't bother you too much with her particularly powerful spits. If you stand at the very end, then the tentacles, which for some reason can only appear at the very beginning of the corridor, will not be able to attack you directly. Several times during the battle, the Matka will call upon the Fiends of Darkness for help - fortunately, ordinary ones, not the elite.

Once you've dealt with her tentacles (and they have a habit of disappearing when you deal some damage to them and appearing a little later, so this can take a while), then the queen herself will no longer be such a dangerous enemy. You can finish her off from a distance, you can do it in close combat (cu-de-gra - blow of mercy - looks very impressive with a melee weapon), just keep in mind that, like ogres, she can grab the enemy and start cutting him to pieces pieces right in the air.

After dealing with the Matka, go to the eastern corridor. If you need to stock up on potions or sell loot to free up space in your backpack, return now - once you cross the border of the next territory, you will not be able to return whenever you want.

After you exit onto the Trails map, a new location will open to you - the Forge of the Void. When you join, Ogren will automatically join your party (if he wasn't already in it) and you'll have the option to change the rest of your party if you want.

In the Forge you will finally meet Branka and get information from her about what happened to her and her dwarves. After talking with Branka, you will have to fend off several attacks from the Fiends of Darkness. Having dealt with them, go along the corridor to the room with the golems. It is filled with poisonous gas and to turn it off you need to turn four levers in the center of the room. Golems will come to life when you get too close to them, so it makes sense to retreat from the room as soon as the first golem is activated, deal with it, repeat the procedure until the room is completely cleared of the enemy, and only then turn off the gas and move on.

And then you will encounter another room and again with golems - which, for a change, will be activated in pairs (although in this case not all golems will come to life, some will remain statues). There are also traps on the floor in this room.

Go further and you will come across a rather strange device, resembling a giant head surrounded by four altars, near each of which there is a spirit. Once you've dealt with the spirit, you need to activate its altar. You need to repeat this procedure four times, after which four slightly stronger spirits will appear, but the principle will remain the same - after the death of each of them, activate his altar. When you deal with the second four, the device will finally fail and you can proceed further.

In the final cave you will meet Karidin himself. He will explain how he was able to create golems at one time and why he now regrets it. At the end of your conversation, Branka will appear and you will have to make a decision: take the side of Caridin or Branka. If you side with Branka and Sheil is in your party, he will go over to Caridin's side and you will have to fight him. If you take the side of Caridin, then - as you would expect - you will lose quite a lot a large number of approval points with Oghren (although he will still remain on your side in battle).

Regardless of whether you sided with Branka or Caridin, take note of the lyrium veins scattered around. I strongly recommend using them as often as possible - firstly, this is a free increase in your mana and health, and, secondly, if you don’t do this, your opponents can use them. Also, if you are having difficulties with the battle, I can recommend somehow temporarily immobilizing the main boss (for example, with a Force Field) and dealing with the golems first. Don't forget that golems are usually very sensitive to magic, while gnomes are the opposite.

After the battle, Branka/Caridin will create a crown for you, which you can give to the pretender to the throne. If you took Karidin's side, then after that he will ask you to destroy the Anvil of the Void and throw himself into the lava, thus ending his centuries-long existence. Alternatively, if you sided with Branka, you can convince her that her actions were wrong - in this case, after giving you the crown, she will throw herself into the lava, having first destroyed the Anvil of the Void. Now you can go back and present the crown to Harrowmont or Belen. If you give the crown to Belen, he will immediately order Harrowmont's execution. If you hand over the crown to Harrowmont, Belen and his minions will rebel right in the House of Assembly and you - with the help of the supporters of the new king - will have to kill them all. You do not have to give the crown to the claimant whose quests you completed - if you wish, you can betray him and give the crown to his opponent.

In any case, after this the new king will promise you support in the war on the surface, and your quest will be over.

Note: if you chose Branka’s side and she remained alive, then in the final battle a squad of golems will also join your army.

After you have chosen the king, upon leaving the Assembly, you will be greeted by Kardol, the commander of the Dead Legion. If you can convince him to help you on the surface, he will appear during your battle with the archdemon along with Eamon and the others.

Non-plot quests

Find three bags of demon body parts in the Deep Roads and piece it together. The first bag is located in the Edukan taiga in a small cave with the Spawn of Darkness approximately in the center of the map, the other two are at the Karidina crossroads - in the southeastern and northeastern caves. When you have collected all three bags, go to the Ortan thaig and activate the altar in its southern part in front of the bridge with spirits and golems. The demon that appears can be killed, or you can let it go in peace, having previously demanded a bribe of 25 gold from it. If you kill him, there is a chance that he will drop a magical sword or armor, but in most cases you will get nothing but mental satisfaction.

There are four pieces of Dead Legion armor scattered across the Dead Moats. If you collect them all, the location of the sarcophagus will be revealed to you, from which you can take the seal of the Dead Legion and take it to the Archives. If you do this Dead Legion will be recognized as a separate caste. Three pieces of armor are found in sarcophagi in the central and northern part of the Dead Moats, and the last piece is on the altar in the room with ghosts. You will find the seal in the sarcophagus in the corridor behind the Ominous Door.

Explore the four piles of rocks at Caridin's Crossing to find the hidden treasure. The piles you need are located: near the western entrance, southwest of the bridge with Alpha Harlock, in the central part, east of the cave with the Deep Pursuers. When you have examined all four, an icon will appear on your map indicating the location of the treasure in the southern part of the map. When you collect the treasure, this will complete this quest.

In the Anvil of the Void, in the cave with Caridin, you will find a wall with a list of the names of the gnomes who voluntarily agreed to sacrifice themselves and become golems. If you make a copy of this list, you can give it to the Chief Keeper in the Archives to perpetuate the memory of the valiant dwarves.

Assemble the Overlander's Sword. To do this you need to find all three of its parts. One is with the Herlock emissary in the southern part of Caridin Crossroads. One can be found in a vase in the Ruka cave in the Ortan teig. The last one drops from the Ancient Spawn of Darkness in the south-central part of the Dead Moats (It only appears there if you already have the other two parts. Sometimes - not always - for it to appear you also need to first visit the warrior's grave in the southeasternmost point of the Ortan thaig ). When you get all three, go to the grave in the Ortan teig, which will appear on your map, and when you activate it, you will receive a assembled sword (very good one-handed sword with three slots).


If one of your party members is wearing the Dead Legion Armor (all four pieces), then when you activate the Dead Legion Relic in the room with the ghosts and the altar, a monster will attack you.