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Anvil of the Void walkthrough. Dragon Age Quests in Orzammar

Finding the Anvil of the Nether is one of the main quests, which consists of several parts. You have to go to Orzammar, and from there straight to the Deep Roads - native home Darkspawn, of which there will be more than enough.

You should immediately warn before passing the quest Anvil of the Void in dragon age: Origins, it would be best to take the ingredients with you, as well as a good herbalist and ready-made poultices - you should not pack at random because the journey to the trails will be very long and shops are not expected there, except perhaps for a gnome who has gone crazy, but he has you won't get anything of value.

You can get into the zone only after you pass the Dead ditches at the end of which you will meet one of the most powerful bosses in the game - the Matka. (on our portal you can get acquainted with that)

This stage can also be considered the end of the Perfect quest, according to which you needed to find Oghren's wife, Branka, who also reached the Anvil and blocks the entrance to the cave as soon as you get into it. Here you will definitely not have options to go back.

You will also be given the choice of gathering a group however in any case Oghren will go with you.

During the development of further events, you will need to support either Branca or Caridina, and two results come out of this:

  • Support Branka and Karidin will die and at the end, when there will be a final battle, in addition to the dwarves, golems will also join you. For this you will receive the achievement Pragmatist;
  • Support Caridin and Branca will die and he will commit suicide. Only dwarves will participate in the final battle and you will get an achievement called the Liberator;

If Branca dies, then Oghren will not leave the group and will not condemn you with a certain sequence of actions.

Supported Branca (approval):

  • Oghren - up to +11 if you yield to him upon persuasion;
  • Zevran +4;
  • Morrigan +7;
  • Lelliana -10;
  • Alistair -10;
  • Winn -15;
  • Sheila - leaves the group, so it's better not to take her and then talk to her in the camp after the assignment;

Supported Karidina (approval):

  • Wynn +7;
  • Lelliana +4;
  • Alistair +4;
  • Zevran -5 - if persuaded then -1;
  • Morrigan -3 - if persuaded then -1;
  • Oghren -10, but there is a nuance - wait until Karidin offers to take the reward and let Oghren choose for himself, then the approval will be +7 (after the new king has already taken the throne).

If you took the side of Caridin and Sheila with you then after the end of the quest you will receive a personal task after talking with her. She is a downloadable character that came with the Stone Captive add-on - you can find out about it and other add-ons in the article. After reading the article, you will find out that the game is on the main storyline is far from over. This completes the Anvil of the Void quest in Dragon Age: Origins.

This walkthrough of Dragon Age: Origins does not contain information about the backstories, as there are a lot of them, but at the same time they are not very difficult, and therefore you can easily go through them without our help. Our article begins after the arrival of the main character with Duncan in Ostagar.

Ostagar

You arrive at Ostagar with Duncan and greet the king. After that, Duncan leaves you so that you can get comfortable in the camp, we get an updated codex and the quest “Initiation into the Gray Wardens”. So, at the other end of the bridge, you can find out something from the first soldier you come across. Go west and talk to the kennel. The fact is that the dog must be cured, for which it is necessary to bring a flower that grows in wild lands. This is the quest “Mabari Wolfhound”.

The dog is your first ally. I recommend talking to your dog from time to time. Ask him if he sees anything interesting in the area and he will not return with empty pockets. Sometimes very interesting specimens come across. In battle, he will be useful only at the beginning, over time, replace him with more promising members of the squad.

Now it's time to meet Alistair.

Oh Alistair. One of the youngest Gray Wardens. A former templar, with all the consequences... The guy is not so simple as it might seem at first glance. It is especially interesting to watch their confrontation with the Morrigan. In battle, he behaves with dignity. Good with a sword and hit with a shield.

Then go south and talk to Duncan. We are entrusted with 2 tasks: to collect 3 bottles with the blood of the creatures of darkness and to find a cache with important ancient contracts. In addition, two new members of the squad are joining us - Daveth and Jory. Well, let's go to the Korcari Wildlands.

Wildlands of Korcari

For starters, a pack of wolves. And here are the creatures of darkness - these are the Harlocks, and Genlocks (archers) are standing on the hill, so rationally regroup the squad. After killing, do not forget to search their corpses (I remind you that to complete the task you need vials with their blood). We go south, along the way do not forget to pick a wild flower (the one that is needed to treat the dog if you took such a quest). We continue to move and move north, to the ruins of the tower. Approaching the hiding place, we will have a conversation with Morrigan and her ... sorry ... mother. Upon completion of the assignment, we return to the camp, talk with Duncan and participate in the ritual of initiation into the Gray Wardens. Do not forget about the dog (take the flower, come back after a while). Then go to the general meeting.

Tower of Ishal

A well-thought-out strategy for the upcoming battle is the key to victory. At the meeting, King Cailan will ask you and Alistair to light a signal fire and thus let them know that the darkspawn horde has moved into battle. After that, Teirn Loghain's detachment will strike the horde from the flank. Heading to eastern part Ostagar, towards the Tower of Ishal. Watch the video about the beginning of the battle. We continue our way to the tower, but on the way we are informed that the creatures of darkness have already made their way into the tower and killed all of our people there. We go inside the tower and clear floor by floor. And at the very top, between the signal fire and us, there is an Ogre, with whom we will have to fight.

After the battle, we light a signal fire. We watch a video in which both the king and Duncan die heroically, and Tair Loghain betrays the order and orders his squad to retreat. And we got in trouble...

Woke up in Morrigan's hut. As it turns out, Flemeth, Morrigan's mother, saved us. Further nice conversation and in a way. Morrigan is coming with us, and Alistair, as a former templar, does not like it.

Morrigan. “Forest witch? Lies and delusion. Are you not used to thinking with your mind?” Morrigan doesn't talk much about himself. She does not deny that she is a witch from the Wild Lands, but all other facts of her biography are shrouded in a veil of secrecy.

Lothering

After watching the video with Tair Loghain, we meet the same dog (who was treated under Ostagar) and a small detachment of creatures of darkness. On the way to the city, on the bridge we will meet local “tax collectors”, robbers who, as you understand, rip off the already unfortunate refugees like sticky. Morrigan offers to teach them a lesson. But if you are too lazy, you can pay them 10 silver coins. Personally, I dealt with them, and at the same time I learned that a reward was announced for our heads. Next to the robbers lies the corpse of a templar, something that is useful to one of the inhabitants of Lothering with him.

Life in Lothering follows the principle of those in power. The city is full of refugees, but some are trying to cash in on it. I'm talking about the scene of the priestess arguing with the merchant who jacked up the price of his goods.

Near the entrance to the church, you can break the announcement with the task “Robbers are everywhere”. Purpose of the task: to destroy 3 gangs of robbers that live in the northern outskirts of Lothering. Upon completion, go to Preacher Devons for a reward. After that, 2 more tasks will appear on the bulletin board, they are quite simple: “When the bears attack” and “The last gift”. Look inside the church and talk to Sir Donall. From the conversation it will become clear that Earl Eamon, on whose help Alistair so hopes, is mortally ill and the Knights of Redcliffe are looking for the Urn of the Sacred Ashes of Andraste. Also give him the medallion and the note that you picked up from the corpse of a soldier (well, remember, at the entrance to Lothering).

We go to the local tavern. There, one of Loghain's henchmen, Dane, is waiting for us and be prepared for a small conflict. Leliana will join us. Attention! If you kill Dane, you will forever lose the opportunity to take Leliana into your squad.

Leliana, a novice of the church, capable of knocking the spirit out of trained mercenaries, is worthy of attention in herself, and if she also claims that the Creator himself sent her to the battle with the creatures of darkness, this is ... to put it mildly, unusual.

Hey, there's some guy in a cage!

This guy's name is Stan, and the church put him in a cage for... a crime. We get the quest “Prisoner of the Qunari”. How to perform? It is necessary to talk with the Reverend Mother (negotiations with Leliana will be more successful). You will find the Reverend Mother in the church, in the room on the right. But I didn’t really care, and in the shoes of Leliana stupidly broke the lock of the cage.

Stan. A caged, masculine giant, no doubt the people of Lothering had seen nothing more terrifying until the Pestilence fell upon them.

This concludes our stay in Lothering, and the passage of Dragon Age: Origins is just beginning. At the exit from the city, we help the dwarf merchants from the occupation of the harlocks. From now on, they will always be located near your camp, so you will be provided with the necessary equipment and rune casting. Where to go next? Earl Eamon won't help us, so it's pointless to go to Radcliffe for now. It remains to enlist the support of the gnomes, elves and magicians.

Dwarf City

At the pass in the Frosty Mountains, a gang of thugs led by a magician is already waiting for us. Upon entering Orzammar, we see a scene where Thur Loghain's envoy Imrek is trying to enter the city of the dwarves, but the entrance to the kingdom is closed to everyone. But the treaties of the Gray Wardens turned out to be a more compelling reason, and they let us in anyway.

political affairs

The dwarves are ready to answer the call of the Gray Wardens without any problems and recognize the force of the agreement, but that's bad luck, in the dwarf kingdom there is a complete mess with the authorities.

If you are in need of funds, you can take a few side quests in the Commons of Orzammar. For example, Filda will ask you to look for her son in the Deep Roads. Brother Berkel wants you to help him open a church in Orzammar. And Dagna wants to learn magic. Why does a goat need a button accordion, and a dwarf needs magic? Well, come on, we'll talk to the First Mage when we're in the Circle Tower. Well, a couple of tasks can be taken from the keepers in the Diamond Hall.

We go to the Council Hall. All the venerable minds of Orzammar decide far more important matters for the dwarves, one of which is who will take the place on the throne. The throne cannot be divided in any way by 2 applicants: Belen and Harrowmont. Your task is to support one of the contenders, so that the newly elected king orders the army to be released to fight Mor. I supported the latter, as Harrowmont seemed to me more noble. True, the first task for Harrowmont is more difficult, it is necessary to win the trials, and at the same time find out the reason for Baizil and Gwiddon's refusal to represent Harrowmont.

Trials of Valor

We go to the location behind the Common Halls. You can order duels from the Challenge Gunsmith. For each victory you will receive some money, and if you go through all the fights, you will receive a ring of blood as a reward (requirement of a blood mage).

It is not easy to persuade Bayzil and Gwiddon to participate in the trials. I didn't manage to do that. Whatever it was, we are going to sign up for participation in the tests. And here we are in the arena. Our first opponent is Severin. Easily! Our next opponent is… erm… the opponents are the warrior-caste twins Lucian and Myaja. It's like two Severins, don't worry too much! The next enemy is already more serious - this is the Silent Sister Hanashan. Next is a pair test, you can take someone from the squad. I took Alistair. Be careful, our enemies Vodzhek and Velance are well protected by armor. And the last test... Piotin will come out to fight. God, this was a mess! The enemy is unrealistically strong and tenacious. This is a very difficult fight, I ran from corner to corner, drank everything for courage, and still won, even if not the first time. After the battle, we receive congratulations and go to Dulin's in the tavern "At the Kabatchikov".

Halfway to the throne!

We helped Harrowmont by participating in trials. However, this is not enough. The next thing to do is deal with the local villainess Jarvia. We're heading to Dusty City. Dust City doesn't welcome us with open arms. Well, come on, after what I went through fighting Piotin, all these thugs are flowers. You can talk to Rogek. This I mean that you can earn extra money by smuggling lyrium, but you need to deposit 50 gold coins. I just killed Rogek and extracted 20 gold, that was enough for me. After talking with Hope, we learn that members of the Jarvia Charter carry special keys with them, in the form of a knuckle. Next, talk about it with Alimar in his shop, and then go to the abandoned shack at the end of the city. Take the key from the dead thugs. Then open the “suspicious” door and you are there. Hmm… the Charter's hideout looks like a labyrinth and there is a lot of swag here. Along the way, you can open the cages with prisoners. And here she is, Jarvia! Oh, the fight with Jarvia and her minions will not be easy, but she is susceptible to magic, go for it! That's all, we search locations and corpses. And the key that we found from Jarvia leads us to a secret exit through Janara's shop.

Firestarter

Lord Harrowmont asks us to go to the Deep Roads, in search of a certain Perfect Branca. The word of the Perfect at the Council is worth its weight in gold! We leave for the Deep Roads, and on the way we talk with Oghren.

Oghren. “I can’t say that I would be a good match for a dance at the coronation ball, but in the Deep Roads I am exactly what you need.” The Oghren of House Kondrad was a promising member of the warrior caste. His house did not hold a particularly high position, but many of his representatives, including Oghren himself, won outstanding victories in the Trials and thus increased their position. Oghren likes to drink well, so give him appropriate gifts.

First, I went to the Aedukan thaig to hunt some darkspawn. Wandering through the labyrinths, I did not find anything interesting, except for the bags with the remains. Then I went to Caridina Crossing. So, you can go different ways, there is a passage on the left and on the right. Go into the passage on the left, stumble upon the Screamers, in the passage on the right - a squad of genlocks is waiting for you. At the end of the path, another portion of enemies, but with a manual bronto. And here he is, Taig Ortan. We go along the corridor and turn into the passage on the right, along the way we knead spiders and genlocks. We meet the gnome - Hand, the very one that Filda asked to find. And here are our new enemies - forgotten spirits, and with them a stone golem. In the same place there is a chest containing Ortan's notes (for the Lost Records quest). Next, we are waiting for another detachment of enemies and two golems (each “controls” the bridge). We go straight into the passage, we have to fight the queen of spiders, who constantly calls her own kind, and when she is in immediate danger, she dumps. After cleaning the location, we read Branca's diary. Now it becomes clear that Branca went to the Dead Moats. So what are we waiting for?

Dead Moats

To begin with, we will be shown a video with a dragon and an impressive number of creatures of darkness. Next, we help Cardol and his legionnaires. On the other side of the bridge, a detachment of archers and Ogre were waiting for us. We move to the left, deal with a bunch of hurlocks and bronto, open the door and again the enemies. In the large hall on the left, a horde of enemies awaits you, led by the genlock master of the anvil. On the opposite side, cross the bridge and into exactly the same room, but with skeleton-devourers. Next, a meeting with Gespit. Be ready. I have never seen a more terrible creature. It is this creature that turns gnomes into genlocks. The uterus is relatively harmless due to its immobility. First, cut off her tentacles. That's better. Oh-she-she, the tentacles of the industry again, and even genlocks with screamers appeared. But I know you can handle it. Next, another scripted replica of Hespit.

Anvil of the Nether

We are given the right to change the members of the squad. Don't remove Oghren. I took with me the Morrigan and Leliana. And here is Branca. We are locked! Congratulations! Branka is so obsessed with this anvil that she asks us to go through the numerous corridors and find this very place with the anvil. One good turn deserves another. We follow the marker for a long time and stubbornly, along the way we clean the area from the creatures of darkness. In a room with 4 golems, you need to fill up ... that's right, the golems (they will come to life one at a time). We go further, we pass into the corridor, where the golems will attack in pairs. We reach the place with the Apparatus of Spirits (this is such a mechanism in the form of four stone heads that calls on spirits). We kill the spirits and activate the highlighted anvil. And so on until ready. Everything is simple! We go into the passage on the left, we watch the splash screen. Now you have to choose who to help: Branca or Caridin. The motivation here is this: Branca wants to use the power of the anvil (an army of golems would be useful to us in the war with the Blight), and Karidin is tormented by remorse, because he created such a dangerous tool. Any of them can forge a crown, since both of them are Perfect. I helped Branca, I was of the opinion that in war all means are good. In any case, you will have to fight with a crowd of golems and one of the leaders. After a difficult battle, we speak with Branka. That's it, we have the crown. And, by the way, here you can remove the list of gnomes who have turned into golems (take it to the keepers). If you did the same as I did, then do not forget to steal the armor from the dead Karidin. And then the coronation of the elected king and ... all ... it's time for us to move on.

elf forest

At the entrance to the elven lands, we are met by a Dalish patrol. What, but how?.. After us, they still lead to the main thing. After a conversation with Elder Zathrian, it becomes clear that most of the elves have fallen from the curse of the Raging Fang and are about to turn into werewolves. And as you already understood, they are clearly not in a position to fight with Mor. To remove the curse and their speedy recovery, it is necessary to kill the source of this infection.

In the Dalish camp, you can take side quests, since they are not so difficult and there are not many of them. Elora, the chief cattle breeder, sits near the gall (such a horned animal) will ask you to examine the animal (use the survival skill). The young hunter Kammen cannot arrange his personal life in any way (persuade his chosen one Geina to score on the test and accept, even if not yet an experienced hunter). Atras wants to find out what happened to his wife Daniela. And the local craftsman Varathorn will make you a breastplate if you get an iron bark.

Ents, elves... Gandalf?

We are heading to the Brecilian Forest. It seems to me that there are a lot of wolves here (both ordinary and werewolves). Going deeper into the forest, we will meet the Runner. The conversation with him was not so long, and soon after the fight he ran away. We continue to explore the forest. Near a fallen tree (where you can get iron bark for a craftsman) I met a new enemy - Sylvan (analogue of the Ents from the Lord of the Rings), but don't worry too much, any piece of wood burns well. In the south side of western Brecilian, talk to the Great Oak, from which someone brazenly stole his charm ... sorry, acorn.

Then I went to the eastern part of the forest. Here he met a hermit who stole an acorn from an oak tree. He has a counter offer, which is to kill the oak tree. But no, I promised to help the oak, so I traded the acorn from the hermit for some book from the inventory, and returned the loss to the oak. And the oak, in gratitude, gave us a staff that will help us overcome the magical barrier and move on. At the fork to the left of the entrance to East Brecilian you will find the werewolf Daniela (wife of Atras if you took the quest in the camp). She will give you a message for your husband and a handkerchief. Daniela can't be saved anyway. Even if you refuse to kill her, she will take the "Ozverin" and attack you. Also, if you go north, you can take the quest “Mage's Treasure”. The purpose of the task is to find 3 gravestones, kill the dead and collect a set of Juggernaut armor (a very useful little thing, I put it on Alistair, and he is an enviable knight).

lair of the beast

After passing the magical barrier, we meet the Runner again, and then we pass to the ruins. In the ruins we go straight, and at the end of the corridor we turn left. We kill the dragon and into the passage to the lower level. In the first zone you will meet the ghost of a boy and there you can also find a description of a certain ritual. In the second zone there is a place for the ritual. Here's what you need to do: fill the jug with water -> move away from the source -> look at the altar -> put the jug there -> pray -> inspect the jug -> take a sip of water -> take the jug -> go to the source -> pour water into it. After that, the door will open, and after a showdown with the dead, you can pick up the juggernaut armor. In the next zone, you can learn the specialization of a combat mage, for this, put a gem on the altar (lying on the floor). The fourth zone is simply littered with traps. Watch where you're stepping! Leliana was with me, it was she who turned them off. Then a few more skirmishes with enemies and that's all, we are in place.

The mistress of the forest is White Fang?

And here is our third meeting with Begun, but this time he was more inclined to negotiate. After talking with the Lady of the Forest, it will become clear that Zathrian himself is to blame for the curse, and it was he who gave birth to the White Fang. Let's ask him, he will be very close. We take him to the Mistress of the Forest and have a nice conversation. However, a nice conversation did not work out, Zathrian, because of his hatred, flatly refused to remove the curse. We had to use force... The fight will not be easy, but we are used to it. The first thing Zathrian did was paralyze the werewolves and summon allied sylvans. But we won, and Zathrian at the cost of his life dispelled the curse. All werewolves took on their true human form, and the wounded in the camp began to recover. We speak with the new elder of the Dalish. The deed is done, the elves will come to battle with the Blight.

On the way, Teirn Loghain's hired assassins, led by Zevran, were already waiting for us. However, he could not defeat us, and he had no choice but to join us. Zevran was a Raven that Loghain contracted to kill the surviving Gray Wardens. However, after an unsuccessful attempt, he ended up in the hands of his failed victims.

Circle Tower

We go to the pier of Calenhad Lake. In the Tower of the Circle we speak with Gregor. As it turns out, the Tower of the Circle is just teeming with possessed and demons of all stripes. You see, the most "intelligent" magicians of freedom wanted to, and they decided to resort to blood magic, and the most gifted ones, like Uldred, decided to release the inhabitants of the Shadow. Who got to fix the situation? Guess! But first, buy everything you need from the quartermaster, because as soon as we get inside, there will be no turning back until the very end. Note that the passage of Dragon Age: Origins in this location will require some ingenuity from you.

We meet the magician - Winn, who guarded one of the few surviving students with the help of a magical barrier. She brought us up to date and agreed to help clear the Tower.

Wynn. “I will not lie still in bed, pulling the covers up to my chin and waiting for the hour of death to strike.” Wynn has a particularly strong aptitude for healing magic. In the Circle Tower, she is one of the most respected.

So, let's start clearing our way, floor by floor. On the second floor in Irving's room, take the Black Grimoire book. Great gift for the Morrigan. On the fourth floor we meet the demon of desire and the templar bewitched by him, and in the central hall we will be met by the demon of Idleness, which enslaves our mind.

Shadow

Waking up in a place called Weishaunt, we get a new quest “Lost in Dreams”. Duncan is standing in front, by the way, what the hell, he died? Where are the rest of the team? An interesting situation. Don't believe me, these are dreams. “Duncan” is actually one of the demons, but the squad members are wandering somewhere in the Shadow, we need to find them!

Activate the shadow pedestal. Destination - "Primal Shadow". We speak with Niall, learn more about this place and how he tried to use the Litany, but did not have time, and also how we ended up here. Nearby we get the ability to turn into a mouse and go into machine holes, as well as be unnoticed by enemies. This is just one of four images to be used. As soon as you get all the images, go around the circle again, study everything you can, because in some locations you can increase one of the basic parameters. Next is the Burning Tower. Here you will get a form - a flaming man, which will make you completely immune to fire. In the "Scattered Wizards" location, you will get the ability to transform into a golem, which has deadly physical attacks and the ability to kick down locked doors. In the place “Invasion of the creatures of darkness”, you will take on the form of a spirit, so it will become easier to go into inaccessible areas. After the massacre of all the main demons, we go to help out friends (elements along the edges). And when you're ready, head to the central element, to fight with the one who dragged us here, with the demon of Idleness. The demon will be in the guise of an Ogre, then what the hell, and so on until the bitter end. Combat tactics to your taste. The main thing is to use Wynn's mass healing. That's all.

From the body of the deceased Niall we extract the Litany of Andralla. We go around this floor and near the stairs to the upper tier of the Tower, we also speak to those imprisoned in the magic field - Cullen. And then according to the scenario... After not a long verbal battle, the battle with Uldred will begin. In places where magicians begin to turn into demons, use the Litany. After defeating the main crook, we speak with Irving. And everyone is fine... Don't forget to talk to him about Dagna (dwarf from Orzammar) if you took this quest. And our journey is not over, new achievements are ahead.

redcliffe

We get to a small village. On the bridge we meet a sentry who will take us to Bann Tegan, brother of Earl Eamon. The fact is that every night all dead things come out of the castle. Once recaptured, twice, ... but this time we will not recapture. This is how the locals feel. Well, can we help?

Right there in the temple you can take the quest “The Lost Child” (oddly enough, the child is sitting in the closet, in the house).

Survive this night

Talk to village chief Murdoch. So, it will soon get dark, there are practically no soldiers in the village (except for us and the knights of Sir Perth), so the peasants will have to fight mainly. The weapons and armor are in a terrible state, and the only blacksmith in the village refuses to help. The gift of persuasion by this point was already well pumped, so I simply promised to help him, to find his daughter Valena. Forcing Ohen by force will only go to the minus. A certain gnome merchant Dvin refuses to help the village. To raise the morale of the militias, you just need to call on such a warrior. A suspicious elf, a certain Berwick, sat in a local tavern, who, after questioning, confessed that he was spying for Teirn Loghain. He can also be persuaded to perform that night. Near the mill we speak with gray Perth. Ser Perth, in general, does not need anything, except for a divine blessing and some amulets. No problem.

It got dark ... So, the carrion will go down from the ominous fog. Once you've killed everyone, go straight ahead. We meet a knight who reports that the monsters are already in the village. Let's hurry! Near the fire will be the final battle. How to exterminate all the undead, victorious URAAAAA! After such a long standing ovation, we go to the castle.

Lock

We immediately speak with the blood magician Jovan imprisoned in the cell. It was he who poisoned the earl and taught his son magic, but he did not cause demons and other dead things. I did not draw hasty conclusions, so Jovan remained in the cage. So, let's get used to the castle a bit. In the northeastern part, on the first floor, Valena, the daughter of a blacksmith, hid. In the courtyard, activate the lever to open the gate and let Ser Perth and his knights in. After you scatter all the undead, talk to Perth and forward to the castle.

We see a strange picture: Bann Tegan dances like a jester, and Connor is possessed by a demon. A fight will begin, in which all the Possessed in this room will take part, led by Bann Tegan. But everyone got what they deserved. It became known that Connor wanted to save his father and began to study magic. Earl Eamon is still in our world, but Connor's mind is possessed by a demon.

Jovan suggests using blood magic, but this ritual will require someone's life. Volunteers were found, but I decided to go the other way and turned to the Circle Tower for help. Irving kindly agreed to help us and sent his magicians to Radcliffe, and then according to the script.

Shadow

So, we are in the Shadow. We go into the portal, we speak / fight with Connor, or rather with a demon. And so several times. On the fourth such call, a serious battle with the demon is ahead. That's all.

I advise you to wander around the castle a little more, gifts for your wards will not be superfluous. I had Leliana well pumped, so picking locks on doors and chests was fun. On the lower floor, in the earl's office, in the table is the amulet of Alistair's mother, a wonderful gift.

Looking for a relic

Earl Eamon is mortally ill. One legendary relic can help him - the urn of sacred ashes of Andraste. Of course, this may just be a legend, but it's still the only hope. We are staying in Denerim, to talk with a certain Genitivi, he may have useful information on this matter.

Denerim

And here we are in Denerim's shopping district. So, let's start with side quests, since there are a great many of them here. Sergeant Keelone will ask you to deal with the rowdy mercenaries in the "Pearl", and then with the same success to calm down the "noisy" visitors of the tavern. At the market, a certain Master Ignacio introduces the Antivan Ravens. Talk to him and after a while the messenger boy will hand you a letter. Head to the Bitten Nobleman tavern and find Ignacio in one of the rooms. Would you like to work as a hired killer? Our first victim is Pedan, a man who sets traps for everyone who is somehow connected with the Gray Wardens. I think killing this reptile is a matter of honor! Pedan is located in the brothel "Pearl", and you will find the secret password in the poster that hangs at the entrance to the elfinage. In the Pearl, you can persuade the local robber to teach us the Duelist specialization (useful if you or someone from the squad is a robber, Leliana, for example). To do this, you need to beat Isabella in card game(Leliana should help). So, after the “accident” with Pedan, we will inform Ignacio about this. Next to him, in the chest, you can take a couple more orders - “Hunt for mercenaries” and “Audience with the ambassador”. You can take three tasks from the innkeeper in the “Bitten Nobleman” tavern and several tasks traditionally hang on the preacher’s board near the temple.

Members of your party may have business in Denerim. Leliana has a conversation with her longtime "friend" who is trying to take her out. And Alistair has a meeting with his sister.

In search of a relic (continued)

In Genitivi's house, we do not find the one we need. Instead, we speak with his assistant Waylon. But he doesn’t finish something, so we decided to press him against the wall. Rummaging in the chest of one of the rooms, we were interested in the records of Genitivi's research. We leave for the village of the Refuge in the Frost Mountains.

Strange place, I tell you. It was not possible to talk properly in the temple, the sectarians, led by Eirik, took up arms. Search the bodies of the dead, and on the right side, behind the brick door, talk to Genitivi.

And here we are in the church. Genitivi has decided to stay in the great hall, while we need to keep looking for the urn. Everything is very clear here: we clean the locations from obsessed sectarians and simply obsessed, select the keys, open the doors. Next, caves and ... cave dragons will begin. As soon as you get to the appointed place, a conversation will begin with the leader of the sectarians Kolgrim. The guys, apparently, were completely mad ... Andraste was reborn, her ashes need to be defiled, and so on. But I did not agree and a fight ensued ... in general, we beat everyone. And they removed the horn, boots and a good hatchet from Kolgrim's body. By the way, if you use Kolgrim's horn on the top of the mountain, then you will meet with the highest dragon.

Trial

To get to the urn, you need to pass the test, which consists of several parts. We learn about this from the Guardian, who has been guarding the urn for many centuries.

First you need to solve eight riddles. But just in case, I’ll tell you the answers: Elisha is a melody, Brona is dreams, Lady Vasily is revenge, Thane Shartan is a house, a student of Havard is a home, General Maferat is jealousy, a student of Katair is hunger, Archon Hessarian is compassion.

Next, we talk with the ghost of the past (everyone probably has his own, but I spoke with Jovan), and then there will be a fight with ... our clones. The third stage of the test is a puzzle. You need to stand on the tiles in such a way as to recreate the bridge.

Well, the last condition is to take off your clothes and go through the fire. After the Guardian's remark, we are approaching the ashes of Andraste herself.

As expected, the ashes healed Earl Eamon, which means that the matter has taken a serious turn. And now, when the treaties are confirmed and the armies of dwarves, elves, magicians are ready to help in the war with Mor, and Earl Eamon has recovered, the time has come for the Assembly of the Lands. We again arrive in Denerim and settle down at the estate of Earl Eamon. But, before we had time to properly relax in luxurious apartments, as the maid of Queen Anora asks us for help. The fact is that Lord Howe keeps the queen a prisoner in his estate.

queen in captivity

On the way to Lord Howe, we met the Antivan Crows, led by Talesen. Taliesen tells Zevran that everything is in order, that everyone understands why he did this and offers to return to his duties as a hired killer. If you are at odds with Zevran, then he will accept the proposal of the Ravens, and so we calmly killed everyone.

So, you can't get through the front door, there's a crowd of some people. Erlina offers to enter from the back door, but there are 2 guards standing there. Wait for the maid to distract them or kill them and go inside.

To make the passage of the estate safer, change into guards. Bypassing the extra attention of the officers, we get to the place of imprisonment of Anora, but the door is blocked by a magical barrier. So you have to kill the one who created this barrier. The location has a treasure chest (coins and some inventory items), so have a good burglar with you (you can return here later with the keys). In the room, in one of the chests are documents that once belonged to the Gray Wardens.

And in one of the chambers you will find Riordan, another surviving Gray Warden. But we have no time to linger, we go down into the dungeon.

Be careful, because in almost every room a dozen soldiers and fighting dogs are waiting for us. In the torture room, free Oswin, thereby unlocking the quest "The Nobleman under Torture", then don't forget to talk to his father Bann Sieghard in the "Bitten Nobleman". This act will give you a voice in the Assembly of the Lands. In the place, free Rexel for the quest “Missing in action”, having previously taken the key from the dead guard.

And here is Earl Howe, who, in spite of everything, insisted on being right. And next to him was a battle mage, who created a magical barrier. Kill the bastards! After all the fights, I found Vaughan, who provoked the elven uprising, and in the next cage sat the templar Irminrink drugged by lyrium (pass the ring to his sister Bann Alfstanna, who is still sitting in the same tavern). That, perhaps, is all, we free the princess.

And here's a little annoyance. We are met by Catherine and her guards. We have 3 options left: kill everyone (it is incredibly difficult to fight experienced and well-armed soldiers), try to explain or surrender. In the last two cases, you will end up in Fort Drakkon.

Fort Drakkon

We are in prison. We have 2 ways to get out: wait for the help of friends or get out ourselves. There are many options for both methods. I chose the first option and waited for help from Leliana and Morrigan, who introduced themselves as ministers of the church. Morrigan in church attire, can you imagine? I thought the guards would look at the Morrigan and say, are you in the church? But Leliana's eloquence saved us here, too. Just do not communicate with the Monk Augustine, otherwise it will turn out that the church did not send anyone and you will be exposed. In the hall with ballistas, Sergeant Tanna blocks the way. You can try to convince her to leave the post or use ballistas. If you aim the very first right (from the entrance) ballista and shoot, then you can cause serious damage to Tanna, and then kill the rest. You may have a reasonable question: why did I take the girls, and not powerful warriors like Oghren and Stan? Leliana was cunning, had abilities like stealth and the ability to make traps. Well, Morrigan had the ability to "blizzard", using which, the soldier took off as if by magic. And here are our prisoners. After killing 2 guards, we get the keys to the cell, everything is simple! There are four of us again, so dealing with the remaining guards will be easier.

Place on the throne

Upon returning, you will have a conversation with Eamon. Who will take the throne? There are several options: Alistair, Anora, Alistair + Anora, GG + Anora (if you play as a human noble, you can try your luck). I managed to convince Alistair and Anora that marriage is the best thing for both parties.

There are a couple of days left before the Assembly of the Lands and some problems in the alienage need to be resolved.

Elfinage

And these problems were as follows: a crowd of elves argued with healers from Tevinter. The fact is that quarantine has been declared for the elfinage, and these “doctors” collect both healthy and sick elves in a shelter and ... nothing more is known about them. Having discussed this matter with Shianni, we decide to look inside the hospital. On the gates, kill the only guard and go inside. No sooner had we entered than we were attacked, which we later regretted. Take the note from the table, and then go outside and fight again. Talk to Shianni again. We go to another building on the gates. Inside we ask the elf who washed the floor. He told us where and how the elves are taken out and we went further. We leave through another door and “speak” with the Tevinterers. In the warehouse, you will learn that all this “treatment” comes down to a banal slave trade, and the main one here is Caladrius. An excellent opportunity to get dirt on Loghain, the council will be interested to know that the regent is not opposed to selling his people into slavery.

Caladrius was disposed towards a peaceful outcome. He offers us a letter with Loghain's seal. However, what prevents us from taking the letter from the dead slavers and putting an end to their activities forever? After Caladrius's health has come to naught, he offers us an even more generous offer, namely to raise my health level at the expense of slaves. Tempting, of course, but I politely refused ...

Ser Otto is a blind templar who senses evil. We get the quest "Evil", for which you need to look for unusual things in the elfinage. For example, tell Otto about a crazy girl, a pool of blood, and a rabid and dead dog. Next, you have to clean the shelter from evil spirits.

Assembly of the lands

After you do all your business, talk to Earl Eamon, and then we head to the palace to the Gathering of Lands. And again we communicate with an old friend of Catherine, but this time she is without her militia.

So, in order for the council to take our side, it is necessary: ​​complete the quests with the prisoners in the Howe estate (Oswin and Irminrink). Don't tell Anora that you're going to kill her father Loghain, otherwise she might do something against you. Do not rush to talk about Alistair and the murdered king Caelan. Start the conversation by saying that your main goal is the war with the Blight. And then you can point out Loghain's crimes, like the alienage's slave trade. It would be enough.

At the meeting, we were unanimously supported, but the only thing left was a duel with Loghain. You can participate directly yourself, or you can send someone from your squad, Alistair, for example. After the duel, Riordan intervened, who made an unusual offer, namely, he offered Loghain to atone for his guilt by joining the Gray Wardens. It seems reasonable, and you know how such an initiation ends in most cases. If he is worthy, then he will pass, if not, then death still awaits him. Loghain will be initiated and take Alistair's place after he goes berserk and leaves the squad. But we have known Alistair longer and are in contact with him. friendly relations, so I gave him the opportunity to avenge Duncan and the others. After seeing her father's head being cut off, Anora terminated our marriage agreement with Alistair. Alistair ordered to lock her in the tower, and began to slowly master the role of the ruler.

Last Stand

The history of Dragon Age is coming to its logical conclusion. The traitors of Ferelden have been punished, the treaties of the Gray Wardens have been confirmed by the allies, and all that remains is to defeat Pestilence and the Archdemon.

Earl Eamon went to Radcliffe to raise an army, and we followed him. And so we retreat to the allotted chambers, where we have to find out the most important secret of the Gray Wardens. Riordan explains to Alistair and me why only the Gray Warden can defeat the Archdemon. It turns out that after the death of the Archdemon, his soul moves to the nearest creature of darkness. Thus, immortality is achieved. Do you remember what the Gray Wardens are made of, what we drank at the initiation? Yes, there is filth in our blood, so the soul of Achidaemon will inhabit us. But the Gray Guardian has his own soul, so at the moment of the last blow to the Archdemon, the Gray Guardian dies. On another it is impossible. Riordan, as the oldest of us, decides that he will kill the Archdemon himself, but if he falls? We'll have to finish this business to our GG. However, Morrigan has an obscene offer, for which there is an opportunity to escape. What I took advantage of ... It's time to speak.

So, the battle will begin in a gloomy atmosphere at the city gates. Everybody dance! Sorry, all members of your squad participate in the battle, but you can only control the GG. You have to fight with hurlocks and genlocks, but they are easily taken out. After that, talk to Riordan. You have to deal with two enemy commanders, in the trading quarter and the elfinage. From now on, you can call on one of the allied armies, just keep in mind that for the last battle, and with the Archdemon, it is better to keep one of the armies intact. You know what a dragon is. Defeating him in close combat is almost impossible, so save the elven archers or magicians for last. Although you can try your luck with gnomes or golems. It is also important that you have a robber next to you, I have the best Leliana, she shoots a bow with good dexterity, which will help to defeat the dragon. The last parting words to the members of the detachment and ... forward!

The fight in the shopping district should not cause difficulties, I called on the magicians, which allowed me to bring down the ogres at a distance, they did not even have time to reach us. In the alienage, such a trick will not work, too small nooks and crannies in this area. I decided to do without support at all, since the enemy did not advance until they broke the gates and barricades. Well, while the gates were intact, a real riot of elements was going on behind them, since Morrigan and I are enviable magicians.

Next, you have to play for the remaining members of the squad and defend the city gates. I appointed Oghren as commander there. Well, the fight is not easy. I sent Oghren to the “yellow” enemies. While Stan and the dog dealt with simpler, but superior in number, opponents. And Wynn, traditionally used magic to heal the squad.

We switch to our main squad. The next scene of action is Fort Drakkon. Before that, we watch a video in which Riordan crashes without having time to finish the job. We'll have to deal with the archdemon. At the entrance to Fort Drakkon, many enemies will be waiting for us. The place is good for shelling, for example, it would be logical to call on elven archers. But archers will come in handy for the last battle, but for now you can call on Redcliffe soldiers, gnomes or golems.

We will be alone inside the fort. We clean the area, and at the entrance to the second floor, buy from Sandal. This is our last chance. Make the best use of your finances. Sell ​​all that is superfluous and buy various lubricants (or extracts and what you need to make yourself). Make your way to the roof.

And so last fight. Archdemon in all its glory. The dragon spits the energy of the spirit, waves its tail, and when it is in immediate danger, changes its position. How to be? First, call on an allied unit. I chose the elves, as the archers seemed to me the only right decision. Leliana (with a bow), Morrigan and my GG took up the Archdemon directly. Alistair, in close combat, would not be effective, so he aimed the ballistae and fired at the dragon. As soon as genlocks and harlocks appeared, I switched it to them + one of the magicians. This is a great opportunity to replenish the supply of healing poultices. As soon as the ballistas broke down, in the shoes of Leliana we try to fix them. This is the most effective tactic in my opinion. Of course, you could call gnomes or golems, because these guys eat darkspawn for breakfast in their Orzammar. That's all!

The dragon is defeated, and we are watching the final video. The end will be different for everyone. It depends on who becomes the ruler of Ferelden, whether you agreed with the Morrigan and how you acted in a particular area (for example, when I helped Harrowmont in Orzammar, the dwarven kingdom became more and more distant from the outside world, etc.). That's all, the passage of Dragon Age: Origins is completed. Congratulations!


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Orzammar walkthrough - Dragon Age: Origins

Before going to Orzammar, I advise you to develop the skills of your group to the maximum, establish well-coordinated teamwork, purchase everything you need, it will not be easy there.

You will find yourself on a mountain road, and soon you will meet with hired killers who have come for your soul. In principle, there should not be anything particularly complicated here, the main thing is to get rid of the magician, and then deal with the archers. After the massacre, go to the entrance to the dwarf lands.

Approaching the city, you will see that the entrance is closed, there are political strife in the city, two candidates claim the throne at once: Lord Harrowmont and Prince Belen. You will still be allowed inside after some persuasion and disputes.

Here you will have to decide which of the candidates you will support in the struggle for power. Whoever you choose, in each case you will have to complete a small task. At Harrowmont, it is shorter, and purely for moral reasons, I want to support him more than Belen.

Here I want to dwell on pumping your magicians, it’s good if there are three of them, then the whole battle with crowds of opponents comes down to the magicians flooding them with waves of fire, cold and lightning, and the tank can only take on those who still managed to reach to mages. In general, by this time you should already know such spells as "Sleep", "Paralysis", "Fan of Fire / Lightning / Cold", and many of the same kind. Now there are more opponents, and they attack in droves, so massive spells are needed. Eat good way pump skills with the help of advanced books, of course they are not cheap, but trust me - it's worth it. Play will become much more comfortable.

Having decided to support Harrowmont, go to the Lord's house from the Common Halls area to the Diamond Halls area. You won’t be able to go to the Lord himself, they don’t let you through because of the fear of spies, but you will meet Dulin’s clerk there, who will offer you to go through the Competition in the name of the Lord. With good preparation, this Competition should not give you problems.

From the Commons, go to the Arena. Look here for Lord's warriors, Basil and Gwiddon, they refuse to fight. One says that he is being blackmailed, the other complains that he has been deceived. In principle, it is not necessary to complete these tasks, but in the event that you decide to help them, you will receive good support in the arena. Basil needs to return the letters that are blackmailing him, and you just need to talk to Gwiddon, and it will not be difficult to get him to take your side.

Having defeated your rivals, return to Dulin, he will send you to clear the city from the gang of the criminal baroness Jarvia. Now in Dusty City, look for a suspicious door, you can't go wrong, the name is of the same name, Hope is sitting at the door. Talk to her and for a small fee she will tell you about the key to the door. Go to the poor man's house nearby, there are members of Jarvia's gang, you can take the key from one of them, you can persuade, but it's easier to take it away by force.

Now straight to the nest of snakes, that is, to the den of robbers. Go along the corridors, clear the building from the robbers, there are chests behind the last door. Jarvia's lair is in the penultimate corridor on the right.

Due to the fact that you have chosen the side of Lord Harrowmont, some dwarves are hostile to you, so now you should be careful even within the city.

Now Lord Harrowmont is ready to support you after he becomes King. The decision on the coronation will be made by the Council, in which the Perfect Branca has the absolute right to vote. Branka has been missing for a long time, last seen two years ago in the Deep Roads at Caridin's Crossing. Therefore, we also go there, in the footsteps and in search of Branca.

Orzammar. Deep Roads

I advise you not to rush and not to break headlong immediately on Deep Roads, first buy everything you need: lyrium, first aid kits, well, or do it yourself if you know how. I think you will not really want to return back to the Camp to heal, so first-aid kits will be very useful to you. Now you can go. At the entrance to the Deep Roads, you meet Oghren, a dwarf warrior, the husband of the missing Branca. He likes to “lay behind the collar”, but a noble warrior, owns two-handed weapon a great addition to the team.

You can’t go through the front entrance, but looking to the right, you will see a winding passage, into which we need to. Be careful, do not rush to immediately jump out of the passage, clear the area quietly, without heroism, you will be safer.

Go forward through the tunnels, destroying oncoming opponents along the way. You will get to the bridge, and here you need to act quickly, first destroy the troops behind the bridge, and then slowly but surely get rid of the archers behind your back, it is best to give the soldiers longbows, let them shoot themselves, not so quickly, but effectively, Winn if that can heal, and Morrigan set up magical intrigues for enemies.

Move further to the descent into the lower caves. Along the way, you will meet ogres, you should already be familiar with the tactics of dealing with them, freezing is a blow, and Screamers that will appear out of nowhere. Have time to freeze them before they bite you, after a bite they disappear again.

Again a long corridor leading to the left. Here you will stumble upon a camp with a bunch of all sorts of creatures. The tactics are as follows: first you need to get rid of the emissaries, they cast spells too quickly, we can only dream of such a speed, next take out the hurlocks from the ballista, and only then the usual hurlocks and genlocks.

There is also a chance not to stumble upon this camp if you go around it along the passage to the right. A crowd of Screamers and a huge ogre are sitting there. The battle will probably be a little easier than in the case of the camp. Both in the first and in the second case of passing through the corridor you will find yourself in teig Ortan.

Here, go straight along the corridor, then turn right and go to a large cave. In the cave, you'll have to help the Spawn deal with the giant spiders. Nonsense, but true. Continuing the path, you will encounter spiders more than once, I advise you to spread out a little so as not to be shackled by the web all at once. Use spells against spiders, poisons do not work on them, freezing, shock, igniting will do. When you see a spider running into the tunnel ahead, do not run after it headlong, but carefully, keeping at a distance of a shot, follow it. This turned out to be a trap and a bunch of spiders will climb on you, and it is easier to deal with them at a distance.

After passing the tunnels, you find yourself in a hall with ghosts, Spawns and golems. Carefully clear the area, but before crossing the bridge, restore mana and health. Now you can deal with the first golem, he throws stones and hits hard backhand, it is advisable not to let him do this. After the massacre with the first golem, we cross the bridge and get rid of the second.

After the bridge we move to the left. We go carefully, getting rid of hordes of spiders along the way. Going further into the depths of the caves, you will encounter the Queen of Spiders on the bridge. She constantly calls for reinforcements, so you need to kill her first.

Now exit the tunnel and look around. On the altar you will find Branca's diary. It says that her squad went to Dead Moats. If you want to get rid of the unnecessary trash that you took out of the cave, find the dwarf Rook in the caves. You need to talk to him very carefully, as he is not quite in his mind, and then he will agree to buy this rubbish from you.

You can go to the Dead Moats. You will see a detachment of kamikaze dwarfs who are fighting the Creatures of Darkness on the bridge. Lure Spawns carefully and skillfully, destroying them one by one. After the battle is over, you can talk to the gnome commander Kardol. Talk about everything in a row and there is a chance that you will persuade him to come with you.

Go to the big gate, destroy the Spawn squad there, now into the small passage on the left. Having entered the caves, you will meet skeletons, crowds of Spawns, having cleared the caves from all the undead, you will find yourself in a hall with ogres. Not scary anymore, is it? After getting rid of them, go to the hall with spirits. Spirits do not touch you only until the moment when you touch something, but you have to touch, as you understand. You need to open the door, the key to which lies in a chest in the back of this room.

The closed door was in the hall with the ogres, go there and open it. Walking along the corridors, you will hear a female voice reading eerie rhymes, the further you go, the more terrifying and louder these rhymes will sound. Sooner or later you will find someone who tells them. This is the dwarf Hespit. After talking with her, you will learn that the source of the Spawns is a certain Womb. Going further along the tunnel, you will come straight to it.

In a battle with the Queen, the main thing is not to let her and the Spawns she summons near the magicians actively attacking the Queen. Also watch out for her tentacles. Most likely, you will have to sweat and drink almost all the stocks of bottles, but the victory will be won.

Now it would be necessary to go to Orzammar, take a break from intense battles, buy the necessary potions, sell excess trash. Now it's time to go to Anvil of the Nether, and make sure to do it in a group with Oghren, preferably well-equipped.

You have found Branca, but she will not rest and is not going anywhere until she finds what she came here for - the Anvil. She sends your squad to look for her (well, yes, who else). Here you will have to go through the traps that Karidin set from such adventurers.

Your first task is to destroy a fairly large squad of Abominations (but when will they run out!). After dealing with them, go through the tunnel to the room with the golems. If you enter the room, you will take damage from the poison, so lure the golems out and hit them here. After clearing the room, send one tank into the room to pull the four levers on the sides of the room, then the poison supply will stop.

Now come to the hall with golems. Not all come to life, but only the second rows of golems. Do not hesitate, try to keep them frozen, otherwise the ranks of the squad may thin out.

After dealing with the golems, you will enter a hall with something made of stone and anvils. Spirits with a large supply of health will climb from this structure. Tactics: Force the squad to stand still, and attack the emerging spirits with magicians. You can activate all the anvils, then the spirits will trample everything at once, perhaps this way you can deal with them faster. You need to destroy at least 8 spirits so that you can go further.

Here you meet Caridin. You will have a choice of which side to take. If you choose Branca, you will earn the strong disapproval of most of your companions, and if Caridina, then only Morrigan and Oghren will be outraged, but they can be appeased with gifts. Depending on your decision, you will have to fight one of them. First, helpers will appear, get rid of them, and then from the one who did not fall on your choice. From your chosen one you will receive a crown for the King.

With the crown in hand, you can make a choice, and it's not too late to change your mind at the last moment. There should be only one left ... and nothing can be decided here without the help of physical strength.

Now you can rest, buy everything you need, do secondary tasks before going to Radcliffe

Interesting Facts

Received from: Prince Belen [Orzammar - Diamond Halls - Royal Palace] or Lord Harrowmont [Orzammar - Diamond Halls - Lord Harrowmont Manor]

Description: This is a "standard" quest for Harrowmont or Belen, so you shouldn't expect any changes depending on who gave you the order to start this mission. Once the quest has appeared in your diary, go to [Orzammar - Commons] and go to the outpost guarded by the miners (). Note that the friendly Dwarf Oghren has stopped you and you will have a chance to add him to your team. I would recommend that you immediately start using his abilities, especially since he will be wearing good armor. After passing the miners, go to the exit () and select [Caridin's Crossing] on the Deep Roads map. Continue reading the quest description (Orzammar quest category). This will let you know how to get to the anvil.

You will resume this quest after you reach the last room of the [Nether Anvil] area (). It would be a good idea to save your game before entering the cave because you will have to decide how this quest will end. The most obvious solution is to join Caridin, hoping to destroy the anvil for good. This could lead to a huge fight between you and Branca. You should also be aware that she will have several golems and that Karidin will remain inactive during the battle.

Once this battle starts, concentrate on defeating the less powerful creatures, because otherwise they will destroy the friendly golems. As before, focus on attacking single targets, so it won't be long before each golem is destroyed. Some of the attacked golems will be mini-bosses and you will have to be more careful when trying to defeat them. Branca should be the last enemy you want to attack. Don't forget to heal your team members during the battle, especially since most golem attacks will be powerful. Once all hostile units have been eliminated, talk to Karidin and wait for him to make a crown. He will soon commit suicide and the anvil will be destroyed. Go to the main quest category and continue reading the quest description to find out what to do next.

An alternative solution is to join Branca in hopes of saving the anvil for later use. In this case, the golems will become your enemies, and Karidin will become one of them (the main boss). Note that you will have a few golems on your side, however, Branca will remain inactive for the rest of the battle.

This version of the battle will be pretty much the same. Start by eliminating mini-bosses attacking your golems. Once you have solved this problem, focus on defeating some of the weaker golems. Karidin should be the last one you decide to attack. Once this is over, talk to Branca and she will give you the crown. Note that you can now let her continue using the anvil, or you can convince her (persuade, intimidate) that she should change her mind and destroy it. You can also encourage her to commit suicide if you wish. Go to the main quest category and read the description of The Perfected quest to find out what to do next.

Cards

Map M48

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Friends, good day!
I would like to advise you to familiarize yourself with the work of our members of the forum, dedicated to the series of games "Gothic". If you wish, read the competitive works and evaluate them. This competition is held annually. We are waiting for you.

Dear friends, the year is coming to an end, and it's time to sum up its results and reward the deserving

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Main plot
As soon as we approach the gate to Orzammar on the pass, we will immediately witness how the henchmen of teyrn Loghain are trying to persuade the gatekeeper to let them into the city. The funny thing is that the gatekeeper, having barely heard that we are a gray guard, will immediately let us inside. Ambassador Loghain will not like this and he will get into a fight, you can kill him, for which you will receive verbal thanks from the gatekeeper.
Inside Orzammar, life is even more fun. We have just crossed the threshold of their city, and representatives of the two factions fighting for power have already managed to arrange a bloody massacre right before our eyes. Having asked the first dwarf that came across what is happening here, we get good advice, find out everything from the foreman Bandelor in the council room.

Search for Chief Bandelor
Having run usefully through the community halls (the part of the city where commoners live), we go to the nobility quarter (diamond halls) directly to the council building. There we will witness a brief debate of the deshirs (dwarven representatives of the nobility), after which it will be possible to talk with the foreman Bandelor.
He will tell you that the gnomes are not up to the pestilence now, because. the king of Orzammar has recently died, and only the ruler of the dwarf kingdom can fulfill the agreements of the gray guards. This warm place is claimed by: Prince Belen, younger son the late king, and Lord Harrowmont, the latter's cousin.
You can support any of them, because for us it is only important that the newly elected king provide troops to confront the pestilence.

Quests for Belen
Vartag Gavorn
This is the representative of Prince Belen. He will meet you in the hallway of the council building immediately after talking with Bandelor and will say that in order to receive an audience with Belen, we need to prove our loyalty to him. We agree.

Prince's Respect: First Quest
We need to deliver two notes: one to Lord Helmy (in the tavern "At the pubs" in the Commons), the other to Lady Days (outside in the diamond halls). The crux of the matter is to expose Harrowmont as a crook (he allegedly promised one mansion to two nobles at once). We go to Helmi, after reading the note, he will immediately refuse to support Harrowmont. With Lady Days it will be a little more difficult. She will say that her father is engaged in similar matters, but now he is on the deep paths in the Aedukan taig. We go there, find the old man and help him fight off the invasion of deep hunters. After the battle, we give the papers to Dais and return to Gavorn in the council room. Now we can meet Belen.

Quests for Harrowmont
Doolin Foringer
This is Lord Harrowmont's representative. He will meet you on the street right after the conversation with Bandelor and say that in order to get an audience with Harrowmont, we need to prove our loyalty to him. We agree.

Lord's trust. First task.
We need to perform in the arena of tests as a fighter of Harrowmont. Also, at the same time, you need to find out why the best fighters of the lord refused to perform: Bayzil and Guidon. We go to the arena and first we talk with Bayzil. He will tell us one short love story, at the end of which it turns out that he is being blackmailed with some letters. Behind the blackmail is the gladiator Miaji with her twin brother Lucian (they can be found here in the fighter training rooms). We open Miaji's chest with the help of Leliana and steal the letters, after which we give them to Bayzil. Now he will fight in the arena.
We go to Gvidon. Here the situation is simpler: from the conversation it turns out that he was misinformed that supposedly Lord Harrowmont would renounce his claims to the throne after the tests in the arena. And if so, then Gvidon has no reason to shed his own or someone else's blood. We convince him that he was vilely deceived and force him to return to duty. Now you can go to the manager and start participating in battles. After defeating all of them, return to Dulin Foringer (in the tavern "At the pubs") with a report on the test passed.

Lord's trust. The second task or Respect of the prince: the second task. Jarvia's lair
We have received the right to an audience with Harrowmont (Belen). The lord (prince) will say that he agrees to fulfill the terms of the agreements of the gray guards if we bring him to the throne. We have no way out, so we take the second task. We have to deal with a gang of a certain Jarvia, who controls the dusty city and regularly attacks the citizens of the community halls. We go to the dusty city and for a donation we ask the beggar Nadezhda about Jarvia. She will tell us about the original keys that open the door to the gang's lair. Unfortunately, she doesn't have a key. It doesn't matter, we go to an abandoned house standing nearby and deal with a handful of bandits. We take the key from their leader. Now another door has become active in the dusty city. We open it with the key and go in search of Jarvia. She will be in the depths of the caves. After finishing with her, return to Harrowmont (Belen). He will have one last task for you.

Betrayal from within
Additional quest. You can get it if you fought in the arena for Harrowmont, and then returned to Gavorn and offered your services again, under the pretext that Harrowmont now trusts you and you can spy on him without hindrance. Upon learning that Harrowmont sent you to kill Jarvia, Gavorn will give you papers that testify to the connection of one of the lord's relatives with the charter. These papers will need to be placed in Jarvia's chest in her hideout after you deal with her. Once you do this, you will be able to turn in the quests to both Harrowmont and Gavorn. In addition, both contenders for the throne will give you a task to search for Branca (read the description below).

Perfect, Perfection itself And Anvil of the Void
We have to go into the deep paths in search of the perfect Branca to convince her to vote in the council for Harrowmont (for Belen). 2 years ago, she took her entire clan and went in search of the legendary anvil of the void. According to legend, it was invented by another perfect blacksmith Karidin, and with its help it was possible to create golems. I'm going to search.
At the very entrance to the deep paths, Oghren, Branca's husband, will join us. And although he is a drunkard who constantly stares at the beautiful Morrigan, he can help in search of a wife, as he knows the deep paths well and is excellent with two-handed weapons. To begin with, we have to find Ortan teig. There we will find Branca's diary (we will have to fight the queen of spiders for it), from which we learn that she has gone to the Dead Moats - the area that is the border between the kingdom of the dwarves and the shelters of the creatures of darkness. Only the most desperate dwarves of the dead legion fight in this area. By the end of the passage of this location, it turns out that many gnomes died and became creatures of darkness, and one of them became a uterus (a creature that produces all this abomination). We kill the uterus, after which we open the way to the last location of the deep paths - the Anvil of the Void. As soon as we get into it, Branca comes out to meet us. She is alive and well, but... completely crazy. Having blocked the entrance so that we do not run back, she wants to bypass the traps in the corridors leading to the anvil at the expense of us. There is no choice, so we agree. There will be three dangerous rooms in total. In the first one, it will be necessary to turn off the gas by pulling 4 levers on the walls, as well as to kill the golems gradually coming to life. In the second, you will need to disable 2 floor traps with blades (Leliana does an excellent job with this) and get rid of a few more golems. In the third room, the test will be more serious. A strange installation will spawn the souls of gnomes (very strong, by the way). This will go on forever unless you do the following. As soon as you kill one of the souls, immediately click on that anvil (there are only 4 of them), which starts to glow. Then a fireball will shoot out of it, causing damage to the installation itself. Pieces of 6-7 such shots and the battle will be won. Now we go to the hall of the anvil. There we will meet Karidin himself in the form of an iron golem. He will tell us about the other side of the medal of creating an army of golems on the anvil. It turns out that in order to breathe life into a stone, you need to take life from a living being. Many dwarves were slain in their time to fill up the golem army to defend Orzammar. Karidin will ask us to destroy the anvil and release him from the thousand-year burden of responsibility. At this moment, the weak Branca will come running, who will offer us not to destroy the anvil, they say this is the key to defeating the creatures of darkness. The choice is ours. Personally, I chose in the end the side of Caridin and killed Branca. After the battle, Karidin will forge a crown for the future king of Orzamar and commit suicide.
Note: if you choose the side of Branca, then the fight will be a little more difficult, because. Karidin is almost not susceptible to magic, and hits much more painfully than Branca. The crown for King Orzammar in this case will be forged by Branca, and in the final battle, golems will fight for you, not ordinary dwarves.

Back in Orzammar, at the second meeting of the council, we ourselves will name the future king and give him the crown forged by the Perfect. If you select Lord Harrowmont, then Belen will arrange a fight right in the council chamber. We send him to a meeting with a stone, after which we speak with Harrowmont. He rewards you with a staff, fulfills his promise and begins to gather troops to fight the Pestilence.
Note: if you crown Belen, then the first thing he does is execute Harrowmont, then he will give you his brother's hammer and send troops to fight the Blight.
Either way, Orzammar's support will be won.

Secondary quests
mother's hope
Filda, a woman from the communal halls, asked to find her son Rook, who disappeared 5 years ago in the deep paths. And although it is almost unbelievable, the guy survived. You will find it in the Ortan teige according to the plot of the game. To tell Filda the truth about Rook's fate or not is up to you, this will not affect the completion of the quest and the reward.

Song in the Deep Roads
You need to put in a good word for Brother Berkem in front of the Chronicler. The Dwarf Priest wants to open the Church of Andraste in Orzammar, but this goes against the 2,000-year-old canon of the Dwarven religion. So, we go to the diamond halls to the house of the guardians. With a persuasion skill of up to 3, he can be persuaded that opening a church will benefit the untouchables, providing them with medicines and work. Also, the great chronicler can simply be scared that an army of people will soon come and forcefully convert all the dwarves to their faith. One way or another, he will give permission to Brother Berkem to open a church.

All-time scientist
In the communal halls you will meet the girl Dagna, the daughter of the gunsmith Janar. She is very fond of magic and although she does not have the ability for it, she still wants to study theory in a tower on Lake Calenhad. We agree to help her. We go to the tower of magicians and speak with Irving (of course, after saving the circle from the possessed). He will be very happy with such a desire for magic from a gnome child and will give his consent to the owl. Then it's up to you. You can persuade Dagna to stay to help her parents in the forge, or you can convey Irving's words to her, after which she will leave Orzammar. One way or another, the quest will close.

precious metals
Bandyuk Rogek in a dusty city will offer you a deal. You can, of course, get nasty and kill him, but if you have a conviction of up to 3, and even better 4 levels, then the deal still needs to be done. So, we buy lyrium from him for 40 gold (do not be afraid to lose such a huge amount of money, you will get 1.5 times more in the end). By the way, initially lyrium is sold for 50 gold, but we know how to convince.
Now we go to the tower of magicians to Godwin (this is the eccentric who, during the invasion of the possessed, sat in a closet on the second floor). We sell him lyrium. He offers 50 gold, of course we do not agree to this and again use eloquence. If you have a persuasion skill of level 3, then you will receive 60 gold for lyrium, if 4, then 75. After the deal, do not be too lazy to ask Godwin about the details why he needs so much Lyrium. Will open very interesting details on the relationship between mages and templars. We blackmail Godwin, threatening to tell everything to the head templar Gregor, as a result of which we receive a ransom for silence in 8 gold. Now we return to Orzammar to Rogek and get money for working as an intermediary. Initially, you agreed on 20 gold, but the gnome will want to deceive you and offer only 10. We turn on persuasion or intimidation and get the promised money. Total: -40+60 (75)+8+20=48(63) gold plus.
Note: The quest can only be accepted if you have 50 gold in your wallet.

Zerlinda's grief
The poor girl from the dusty city of Zerlinda, after a donation of 5 silver, will tell you her story. Her child is untouchable and her parents set a condition for her: either she gets rid of the child, and then she is left in the caste, or she is expelled along with her offspring. She chose the second option and is now forced to eat slop. We agree to help. You can try to convince her father, who drinks at the pub's tavern (this requires persuasion skill 3), or you can tell Zerlinda about life on the surface. In the first case, she will return home with the child, in the second, she will go to the surface with him. One way or another, the quest will be completed.

Lost records
In the archives of the chroniclers, we will meet a girl named Orta, she is looking for records about the homeland of her ancestors - the Ortan teige. We agree to help, especially since we still have to find this teig according to the plot of the game. The documents will be in the chest in the middle of the desired location. Back in Orzammar, give them to Orta, then meet her in the council chamber for your reward.

Thief in the academic house
The chronicler's assistant will complain to you that a daring untouchable thief stole one ancient book. We agree to help. We go to the dusty city and a little further from Rogek there will be a dwarf similar to the description given to us by the assistant chronicler (bald with a tattoo all over his face). We interrogate him, rip open his belly and find ... no, not a stolen book, but evidence that will lead us to it - a receipt from the arena. Let's go to the testing arena. The gnome we need will be in the left wing. I do not remember his name, but by the mark on the map you will understand that it is he. After a short conversation, the buyer of stolen goods will get into a fight. In vain. We take away the book from his corpse. Now you have 2 options: you can sell the book yourself to the dwarf Jorthrin standing next to the deceased, or you can honestly return it to the chroniclers. For the return of the book to the chroniclers, you will receive nothing but gratitude, but you will receive several gold from the dwarf.

Lost Naga
Near the entrance to the diamond halls there will be a naga beater. Talk to him, he will tell you that all his animals have fled and his business has been covered. In order for him to return to business, he must catch at least one naga. The nearest animal stands a stone's throw from the beater. We catch and give it to him. Now he will buy all the captured nagas from us for a small amount of silver.

Glorious Grounder
Traveling through the deep paths, you will find parts of a broken ancient elven sword:
ephesus - at the Karidina crossroads
pommel - in Ortan teige
blade - in dead ditches
After collecting all three parts, you will open the resting place of the owner of this sword. It is located in the caves of Ortan teig. You may have already been there beforehand. It's okay, just go back to the sarcophagus and put all three parts of the sword into it. The weapon will again become whole and will serve you in the fight against enemies. The blade is very powerful, with three sockets, so I highly recommend doing this quest.

In pieces!
Exploring the caves of Caridina Crossing, you will come across 3 bags with the remains of some kind of creature. After collecting all the bags, go to the location of Ortan teig. You will see an altar there. Reunite all the remains. The creature will come to life. Then you have two options: kill her again or demand a reward for saving her. The second option is preferable, because. firstly, the creature is very strong and it is not so easy to kill it, and secondly, for the murder, apart from experience, you, alas, will not get anything (the body of the demon cannot be searched). So take 25 gold as a reward and go get drunk in the nearest tavern.

Treasure of wanderers
Traveling along the deep paths, you will find records of some wanderers. After collecting all the records, you will find out the place where the treasure lies. Just look for him by the marker that appears on the map at the Caridina Crossing.

dead castle
As you travel through the Dead Moats, you will find parts of the armor of the legion of the dead. After collecting all the parts, you will find out the location of the nameless grave. Just look for it by the mark that appears on the map. In the grave you will find the emblem of the caste of the dead, with which the Legion of the Dead can be given a noble position (for this, just read the right book in the house of the guardians).

Golem records
As it will become known from the plot, either volunteer gnomes, or criminals, or untouchables became golems. So in the main hall of the Anvil of the Void location you will find a stone slab with a list of the names of all these unfortunate gnomes. Copy it onto a piece of paper and take it to the chroniclers in Orzammar. The chief chronicler will promise us an artifact as a reward.
Note: I had a bug here, the artifact was never given to me. However, the quest will be completed anyway.

Key to the city
Another task that becomes active only after you collect all the necessary records. In the city, look for information about Orzammar's inner ways and customs. When you have all of them, an entry will appear in the diary that you now know the location of the hiding place of the council members. We go to the council hall, in the left wing there will be a giant box, we search it and pick up a ring in the form of a key with very, very strong parameters.

outlandish remedies
IN royal palace you will find a sick dwarf woman. If you ask the doctor (he is standing next to her bed) if we can help with anything, he will give a prescription and ask us to hurry. The recipe will appear with that of your companion who knows the art of the herbalist (for example, Morrigan):
you will need 4 elven roots, 2 concentration reagents, 2 lifestones and one flask. We make a potion and give it to the sick. That's the whole quest.
Note: To complete the quest, you need the maximum level of the art of the herbalist.

Jammer's cache
Traveling through Jarvia's lair, you will find 3 chests (Kanki, Pike and Jammer himself), which seem to contain valuable items (rings, amulets, etc.). but when you try to pick them up, you will receive damage, and the trinkets themselves will not appear in your inventory. To avoid taking damage and injury from traps, take the cheapest item from each chest. As soon as you open the last chest, the place of Jammer's real treasure will be marked on the map. Go there and get a reward for your work.

Encased in stone
Taken after reading the inscriptions on the throne of Orzammar in the palace (Diamond Halls). You need to switch to single mode and arrange the satellites correctly: take one out of the hall and put it on the square in front of the entrance to the throne room. Two more must be placed on such small arrows in the hall itself (they are located on the left on the floor near the wall with a window behind which lava flows). The latter approaches the throne and presses the "eye". The dragon comes running. We unite the party again and kill him, after which we take a good two-handed sword from the corpse.
Note: This quest can only be completed until the choice of the dwarf king, after which the throne ceases to be highlighted and the task cannot be taken.

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