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Grimoire Flemeth walkthrough. Flement - execution cannot be pardoned

Alistair's family
When Alistair's affection for you is over 40, he will tell you about his paternal sister Goldanna. Year after year, his desire to find a family and relatives became stronger and stronger. Alistair learned that his sister lives in Denerim in the trading district (the house with the yellow door to the left of the blacksmith Wade's house). He will want to look at her and tell her everything. We do not refuse to the best friend in this pleasure. We go into the house and talk to Goldanna. It is better to choose less harsh remarks in a conversation and let Alistair himself speak. The poor fellow will receive far from a warm welcome from his own blood. After you leave Goldanna's house, be sure to tell Alistair that everyone is basically happy on their own and doing their best for themselves. This will toughen his character and in the future will endear him to Alistair Anora (Queen of Ferrelden). Alistair will be grateful for your help. The quest will be completed here.

Leliana's Past
As you know, Leliana was not always a quiet and kind girl. She was once a bard and engaged in contract killings. While traveling around the map, you will be attacked by a squad of hired killers who, as it turns out, will need Leliana’s head. We send the bandits to the next world and move on. Later in the camp, if Leliana's favor towards you becomes above 40, she will tell you about her "combat" friend and mentor Marjolaine. Our red-haired friend will guess that it was she who sent the killers to her and will want to meet her in Denerim. We agree to help her with this. Arriving in the city, we go to the hideout of the Marjoline gang (in the shopping district not far from the main gate, the place will be marked on the mini map). After a short conversation, we kill Marjoline and her accomplices. Leliana will be very grateful to you for saving her, but for some time she will be in slight shock from the betrayal and death of her “best friend.” The quest is over.
Note 1: completing it will affect your romantic relationship with Leliana. Even if before this she was already head over heels in love with you, now she will allow you to come near your body. But this will only happen if you are not romantically involved with Morrigan.
Note 2: You don’t have to kill Marjoline (to do this, during the conversation, try to convince Leliana that she is not like her “friend”). In this case, Marjolaine will tap her feet on the floor, saying that she will come back, and leave. There will be no further meetings with her.

Grimoire of Flemeth
When you free the circle tower from the possessed, Morrigan will ask you to find in the office of the first sorcerer an ancient black grimoire that once belonged to her mother Flemeth. We agree to help. Having found the grimoire, we give it to Morrigan (we will receive a huge plus in favor). The next time Morrigan comes to the camp, she will tell you that she has revealed the secret of Flemeth’s longevity. For many years she gave birth to a daughter, taught her witchcraft, and then moved into her. The same fate should soon befall Morrigan. We agree to protect the girl. To do this, we have to return to the Korcari Wilds and kill Flemeth. This will be very, very difficult to do, especially if you are playing as a warrior. Morrigan will not go with you, which means you will not have the opportunity to freeze and cast the curse. We'll have to fight fair. And you will have to fight... a demon dragon. After the victory, take the key to the house from the creature's corpse. There you will find a more serious mantle for Morrigan, Flemeth's grimoire (the second and most important) and a couple more goodies. Give the grimoire to Morrigan. She will be happy, but will show restrained emotions (as almost always).
Note 1: it is from this grimoire that Morrigan learns about a way to keep you alive after defeating the archdemon. Therefore, if you want an ending with hero’s honors, be sure to complete this quest.
Note 2: Flemeth doesn't have to be killed. Just tell her everything you know, she will offer you to pick up the grimoire, and then leave. Morrigan, by the way, won’t suspect anything. But in my opinion, it’s better to lose experience for an extra dragon.

Regret Wynn
The sorceress Winn, when her disposition towards you is above 50, will tell a sad story about her student Aneirin. He was a Dalish elf and things in his circle were not going well. As a result, after a quarrel with Winn, he decided to escape. The Templars caught and killed him. Since then, Winn has been haunted by guilt towards his student. But maybe not everything ended so sadly? Go to the Brecilian Forest to the Dalish camp and talk to the storyteller Sarel (Wynn must be in your party). He will tell you about the healer Aneirin, who lives in the depths of the forest. We go to the second location to the dwelling of the mad wizard. Wynn and Aneirin will talk, and then everything will end well. We will receive a good amulet as a reward and go on traveling.

Sword of Beresad
When Stan's favor towards you is more than 25, he will tell you why he killed the family of peasants who saved him from death. When he woke up, he did not see his sword with him (and for the Qunari this is tantamount to death), he thought that the peasants had robbed him and decided to finish them off. Without promising anything to the Wall, we go in search of the sword. First, we go to the crossing at the Circle Tower. There we will meet a marauder. We ask him about the Qunari sword. He will give a tip on one type. You can find him on the plateau at the gate to Orzammar in the frosty mountains (this will be the merchant Farin). We scare him that we will hand over the thief to the owner of the sword and get the name of the character to whom this sword was sold. He will be the gnome Dwin from Rdcliffe (you will probably already know him by then). We tell him that we will buy a sword in exchange for his life. The dwarf will be scared and give the sword for free (you need persuasion skill 3, otherwise you will have to pay for the sword). We return the sword to Stan. The quest is completed.

Ogren's old sweetheart.
If you sentenced Branka on the deep paths, then very soon Ogren will tell you about his old friend Felzi (you need a location greater than 60). The dwarf will say that the last time they had a big fight, and now he wants everything back. He asks us to go with him to Felzi and talk to her about everything. We go to the “Spoiled Princess” tavern (at the crossing to the circle tower). You can first chat with Felzi yourself, and then send Ogren to her, or you can immediately entrust everything to the gnome. The success of the quest depends on what Ogren tells her. If he follows your advice, then everything will go well. And although Felzi will have a good laugh at our red-bearded friend, after defeating the pestilence they will be together and even have a child.

Golem Memories
Note: The quest is only available with the official DLC "Stone Prisoner".
Sheila, when her favor towards you is over 50, will ask you to find out something about her past. The following is important here: by that time you will already have to complete the quest “Perfect” on the side of Karidin and thereby find out that all golems were once gnomes. If you complete the same quest on Branka's side, Sheila will leave the party. So, you are tasked with finding out about Sheila's past. We take her into the party and go to the deep paths to the Karidina intersection. Sheila will remember this place and tell you about the passage to the abandoned taigu of the Kadash house (the marker will appear on your map). Let's go there. We clear the area from creatures of darkness, making our way to the center of the taiga. There will be a monument dedicated to the inhabitants of the thaig, who sacrificed themselves by becoming golems to defend the dwarven possessions from the creatures of darkness. All the names of the heroes will also be listed there. Sheila will find her name and her memory will become clearer. The quest is completed.

From my personal experience, I am convinced that you can gain attention and time and attract even the most popular people in America to cooperation, if only you show genuine interest in them.

Dale Carnegie, How to Win Friends and Influence People

So, have you decided to take a trip to Ferelden? "Gray Guardians" is the oldest company in this market, and we are glad to offer you our services! We have several more applications from all over the country, so we'll pick up other excursionists along the way. I am sure you will like the company we have selected! They are, of course, different people, but that’s okay - the training included in your package will help you become a real team. How exactly? Now you'll find out.

  • Assembling a group
  • Alistair: penultimate Guardian
  • Morrigan: witchcraft beauty
  • Dog: the most faithful companion
  • Leliana: Enlightened Assassin
  • Sten: Qunari don't give up!
  • Zevran: death is funny
  • Oghren: child of the mountains
  • Loghain: An Unexpected Ally

Assembling a group

To maximize your squad's effectiveness, gather all your companions as quickly as possible. This way you can start managing their development earlier as you move up in levels. Your first companions will be warriors Alistair(specialization - weapons and shield) and sorceress Morrigan. On the road to Lothering he will find you dog, and in the town itself the robber bard will join Leliana and another warrior - Stan(prefers two-handed weapons). After this, I advise you to head to Redcliffe - the first part of this task can be completed without meeting particularly strong enemies. Next you will have to take a break (we'll talk about the reasons for this later) and clear the tower of the Circle of Mages - this is a more difficult task, but a sorceress will join you Wynn. Elf killer Zevrana you can be accepted into the squad by freeing Redcliffe from the undead or completing any of the main missions. Finally, the gnome warrior Ogren(also prefers Two-handed weapon) you will find, of course, in Orzammar. In fact, clearing dwarf dungeons is more difficult than reaching an agreement with the elves, but here you can cheat: having replenished your ranks with this fighter, go to Brecilian and only then return to the abandoned dwarf tags.

Of course, companions may not only join the squad, but also want to leave it if your relationship is very bad or you have committed an act contrary to their beliefs. But achieving 25, 50, 75 and 90 relationship points inspires your companions, which will lead to an increase in one of the basic characteristics by one. For Morrigan it is magic, for Wynn it is willpower, for Alistair and Ogren it is physique, for Sten and Loghain it is strength, for Leliana it is cunning, and for Zevran it is dexterity.

Three ways to improve relationships

You can win the respect of your comrades in arms through conversations, gifts, and completing special tasks. You will almost always have to start the conversation: if someone overcame shyness and turned himself in, most often things will go badly. Either some kind of misfortune has happened, or you are doing something that your companion does not like at all. In the second case, the skill of persuasion helps - your character needs to develop it first. If there is an option with such a mark in the dialogue, most often it should be selected. The result will depend on the skill level and complexity of the situation.

“A sad rural cemetery,” you say? What is in the Vault is a meeting " easter eggs" Gary Gygax, depicted, was also honored.
reteller of the AD&D system, traces of which can be seen and
V Dragon Age.

On a note: You can only start many important conversations at camp - check there often.

Often in dialogues you are asked to express the same idea in different words. You will achieve the best results by speaking in the same style as your interlocutor. Talk to Winn seriously, talk to Stan directly and without equivocation; Trying to joke with them like you did with Zevran will lead to a deterioration in the relationship. You may not notice this - the result of the dialogue will be, say, +2 - but instead of +6 when making the right choice tones.

If you run out of topics to talk about, please your companions with gifts - items that, from a gaming point of view, are almost always useless. The effect is calculated as follows. Basic value - 5; it decreases by one for each gift previously given to this character, but never falls below 1. If the souvenir falls into his area of ​​interest, then another 5 is added. For special plot gifts (they can only be given to those for whom they are important) - an increase 10. However, if the relationship with a companion has fallen below zero, then buying his trust will not be so easy - the effect drops by half.

On a note: Please note that the effect of all gifts drops by -1 for each gift given.

Well, if the first two methods brought success, then one day friends will make some small request. For example: “I recently left a family ruby ​​in the compost heap, very expensive, can you help me find it?” But that is another story.

Alistair: penultimate guard

Alistair is honest, kind and simple-minded. He is a loyal friend and is ready to follow you - although, it would seem, as a more experienced Guardian, he should have taken command. Alas, leadership is a burden for him, although logically it should be in his blood. He is the illegitimate son of the previous king, Maric, but together with his tutor, Earl Eamon, he did everything to ensure that this remained a secret. Alistair is nothing like Macbeth, and the words “A King to Come!” they only scare him, so don't expect gratitude if you help him climb onto that stupid seat called a throne.

Of course, a visit to Redcliffe, where he spent his childhood, will be especially important here. Having cleared the castle of the undead, you will be faced with the problem of what to do with the possessed Connor. The correct (and in fact the easiest) solution is to go to the Circle of Mages for help, and then defeat the demon in the Shadow. In this case, Alistair will be grateful to you for saving his teacher’s family (+7). Killing Connor or his mother will cause the relationship to deteriorate greatly (-10). Be sure to look in Earl's office Alistair's mother's necklace.

Gifts for Alistair
Present Where to look
Alistair's Mother's Amulet Eamon's office
Duncan's Shield Guardian Warehouse, Trade District
White Runestone Circle Tower, 3rd floor
Stone figurine of a warrior Asylum
Stone dragon figurine Redcliffe Castle, top floor
Small carved figurine Lothering
Onyx demon figurine East Brecilian
Black Rune Stone Taig Educan

After talking with your brother in the order before visiting Denerim, you can find out that his sister lives there, next to Wade’s store Goldanna. Alas, she will not be happy with her brother. If you try to console Alistair, who is upset by the meeting, he will thank you later. If you explain about the harshness of life, he will draw conclusions: he will become tougher and more pragmatic. On the one hand, a less pleasant companion. On the other hand, if you plan to make him a king, then naivety and spontaneity are not the best traits for a ruler. In addition, the “new” Alistair will agree to marry Queen Anora if you decide to pardon her father, although he will leave the party. So this option has its advantages.

Thanks to Flemeth's magic, Alistair suddenly learned to fly. But how to wave a shield?

Alistair knows that the gray guards had a base in Denerim. However, you can find the secret entrance only by freeing another brother in the order, Riordan, from prison. Be sure to check it out - a lot of equipment for sale goes missing there, and most importantly - it has been preserved Duncan's shield, not taken by him at Ostagar. As you probably understood from the conversations, this would be the best gift for Alistair. Moreover, in the hands of your companion it turns into, perhaps, the best shield in the game, with which you are not ashamed to go into the last battle.

The main test of your friendship is the decisions regarding the Loghain case and the vacant throne. Alistair will leave the squad if you decide to spare the renegade regent, and Anora will refuse to marry the one who killed her father. And having become the queen alone, she will try to get rid of her rival and order his execution if you do not intercede. The best option is for you to deal with Loghain and then arrange a royal wedding. However, if you, madam, are not a dwarf or an elf and, moreover, of noble birth, then you yourself may well turn out to be a good queen! Well, if you, good sir, are a nobleman, then you can easily rule together with Anora, relieving Alistair of the difficult burden of the crown (and leaving him to get even with the saboteur ruler).

Morrigan: witchcraft beauty

The sorceress Morrigan is sarcastic, cold and calculating. The other members of the squad will not win her sympathy - their conversations will be, at best, sparring, if not squabbles. However, you can try to melt the ice with which she fences herself off. After all, deep down she is the same girl who once risked her life to get a beautiful golden mirror! Except her mother is a witch Flemeth— I didn’t appreciate the impulse and broke the mirror I had obtained. Don't miss your chance - Garin (a gnome jeweler, not an engineer) sells exactly the same thing in Orzammar. In addition, the witch will be pleased with some jewelry.

Morrigan's Gifts
Present Where to look
Black Grimoire Circle Tower, Irving's chambers
Grimoire of Flemeth Flemeth's Hut
Golden mirror Orzammar, Garin's store
Gold rope necklace Lothering
Golden amulet Orzammar, Garin's store
Gold Demon Pendant Room with an urn containing Andraste's ashes
Medallion Shelter, shop
Silver brooch Dalish camp, shop
Silver chain Circle Tower, 2nd floor
Silver medallion Elven ruins, upper level

The only copy of the Frozen Dragon sculpture is exhibited in the Frosty Mountains. Tourists should take into account that it Very often thaws, getting into a bad mood.

On a note: Some gifts not included in the lists above seem to be in the characters' area of ​​interest, but in fact do not arouse their enthusiasm. So, a thief can steal a tiara from Lady Hybren in the Trade Quarter of Denerim. It would seem like a decoration! But Morrigan probably thinks it doesn't suit her.

In the Circle Tower in the office of the senior sorcerer Irving, grab the mysterious Black Grimoire. The sorceress will be very happy at first, but at the next stop at the camp she will report that Flemeth lived for many centuries thanks to the fact that she inhabited the bodies of her daughters. Morrigan does not love her mother enough to become another victim, and will ask you to kill the old witch.

You will have to go to Flemeth's hut without Morrigan - otherwise you will not find anyone there. You have two ways to complete the task. If you want, just take it grimoire of Flemeth, letting its owner go in peace, and deceive your companion by saying that the job is done (note that Wynn will not approve of this). If you don't want to, get ready for a serious fight. Maybe you thought your witch was a cool werewolf? One way or another, Morrigan, having received her mother’s notes, will be happy, and you can also offer her a fashionable raincoat + 20% to ice magic, among other things.

How to go after a dragon?

They brought in more recruits, right? Eh, young and green... Well, listen. Our greatest strength is the magicians with “ Cone of cold" And " Force field" Not only will you hit the beast first, but you’ll also freeze it for a couple of seconds, allowing him to be hacked to his heart’s content. The second is trickier: if you put a worm in the “jar”, ​​the squad will be able to use poultices or lyrium. But they win battles differently: when the scoundrel gets pretty angry, cover the comrade who came under attack. The eye sees, but the tooth is numb, the tail does not thrash, the fire does not burn: the enemy will continue to beat the invulnerable victim for a good half a minute. By the way, at this time you can treat your friend.

When going to fight a dragon, you cannot do without a healer. Before starting to heal, he will even have about five seconds and be able to throw a couple of lightning bolts. But the most important thing is that he must help the squad." Mass cleansing": magicians can drink lyrium, but what about warriors? That's it. If there are no other magicians, they will come in handy " Acceleration" And " Ice weapon" You can’t really kill lizards with fire, so those who have fiery runes applied should replace them.

If you decide to fight Flemeth, set up a couple of traps before the conversation. Yes and
the rune of paralysis will help you gain a few seconds

It’s a good idea to take an archer with you: most often the dragon won’t chase him. Just let them aim better, the creatures have strong scales. For weapon fighters, swords or axes are best. The heaviest armor is needed, the beast hits very hard. The best thing is made from dragon scales, they protect from fire, but where can you find them? It is true that they say that in Denerim there is a master Wade knows how to do things like that. If you put on some glitter with fire protection, that’s also useful. But all sorts of balms... well, them. If only you could keep track of where the bastard is pointing his tail - and then, that means, find a bottle, but lift your head - and at this time you will be so smacked that you will stutter until lunch! It's good if it's your own.

When the brat arrives, run away from each other so that he doesn’t kill everyone with one spit. And don't skimp on potions. If the reptile takes away half of your health, then warriors can get by with a large poultice, and magicians and robbers can get by with a regular poultice. But if there isn’t even a quarter left, then it’s better for the fighters to take the strongest one, but for the rest, even a big one is enough - they didn’t come out healthy.

Well, did you get it? Okay, go, the dragon is around the corner. Don't be afraid, it's still wooden.

You are not expected to have any problems with Morrigan until the very end of the game. But on the eve of the final battle, it turns out that she has a special personal offer for you. However, it is quite possible to convey it, for example, to Alistair - this thought will not cause a protest from him, although their relationship with the sorceress cannot be called excellent. The offer looks profitable for everyone, but for some reason it seems that there is a catch somewhere...

On a note: there is one great option for especially lovers: agree to the proposal, but don't take her to the squad after that. She, of course, will be offended, but you will get a normal, not a demonic heir.

However, keep in mind: if you refuse, the sorceress will leave the party, and she would be very useful in the battle with the archdemon. If you agree, she will leave without saying goodbye immediately after the battle, and the search for her will have to be postponed until the next part of the game...

Dog: the most faithful companion

Who taught you to launch Force lightning, Darth Wynn?

The dog never argues with your decisions, is always in a good mood, and your relationship with him is 100% perfect, so it’s simply impossible to improve it. You will not confuse the gifts intended for him with anything: it seems that the Blight has caused a food crisis in Ferelden. Otherwise, why can only a few bones with pieces of meat be found throughout the country?

But the mabari will bring some gifts himself, if you ask if there is anything interesting around. Some of them can only be obtained in this way - for example, torn silk pants or a skein of yarn (I don’t know where he found it on Deep Paths, but Winn just promised to knit something warm for Wall if she found the material). But sometimes he brings something that you yourself missed in this location. He often finds equipment, and very good ones at that. In general, even if the dog is not included in your main squad, it’s a good idea to take him for a walk after you’ve already cleared the territory of the enemy - the dog really needs to run around.

Gifts for the dog
Present Where to look
Lamb bone Redcliffe Castle, ground floor
Big bone Hideout, in the store
Ox bone Western Brecilian
Beef bone Ostagar, Circle Tower
Cake Finds it himself
Tangled ball of yarn Finds it himself
Veal bone Elfinage

Leliana: Enlightened Assassin

When you first meet her, you may think that Leliana is a very unusual character: a robber nun. However, everything is even more confusing: she is also a bard spy. Despite all this, she is a kind and sympathetic girl.

Barrage fire, as well as storm, blizzard and earthquake

Her past is a separate story, which she will not tell everyone. Surprisingly, he won’t tell his friends either. To receive the task later " Leliana's Past", you should talk to her before that when your relationship reaches +25 (however, if this has already happened, you can always say nasty things to the girl). Ask how she got to the monastery, and you will find out that Leliana used to be a bard in Orlais. When you become friends, talk about how bards in Orlais are supposed to be spies, and you will learn about the difference between bards and minstrels. True, you won’t have to cast the net a third time: at the next stop at the camp, she will talk to you herself and admit that she has hidden something. She was indeed engaged in espionage, but Marjolaine, her mentor, set her up, which is why she had to flee to neighboring Ferelden.

Well, Marjoline will take the next step. The next random encounter will be with a weak squad of killers, whose leader, in order to save life, will tell you where to look for the customer. And Leliana, following Alistair, will ask for five minutes in Denerim for a social visit. The Orlesian is a serious opponent (and a couple of magicians and warriors will unexpectedly come to her aid), but you can solve the matter without a fight if you convince her that Leliana has left her past behind. One way or another, don’t forget to look into the side room: the chest contains not dresses for the Orlesian fashion show, but much more practical things. Including excellent " Bow Marjolaine"from the dragon's thorn.

On a note: if in the next conversation you tell Leliana that in fact she loves the hectic life of special agents and in vain hides this from herself, then her character will change. Like Alistair, she will get rid of idealism, become less “correct” and more practical. So, the thought of desecrating Andraste’s ashes will no longer cause any objections to her. Really, why would you need this?

Gifts for Leliana
Present Where to look
Grace of Andraste Redcliffe Village; West Brecilian; Elfinage
Adorable naked Orzammar, Dusty City
Amulet of the Church Circle Tower, 2nd floor
Bronze symbol of Andraste Lothering, church
Golden symbol of Andraste Orzammar, Legnar's shop
Silver Sword of Mercy Merchant Old Tegrin
Steel symbol of Andraste Denerim, home of Genitivi
Etched silver symbol Taig Ortan

On a note: Even if the character has not yet told you a story from which you understand that some gift is valuable to him, the effect of the gift will not decrease.

As you can see, most of the gifts for Leliana are related to religion. However " Grace of Andraste"- this is not a boring treatise or some kind of amulet, but a flower. Of course, any girl will be pleased to receive flowers as a gift, but Leliana will especially like these. Their smell reminds me of home - my mother used these petals to rearrange the things stacked in the closets. She’s probably not the only one: it’s clearly time to include the flower in the Red Book, because over the many months of your journey through protected places you will find only three of these. And you’ll probably rip it off by betting rare plant to the brink of complete destruction!

This is interesting: Leliana's appearance is copied from the model's appearance Alexandra Stein(Alexandra "Alleykatze" Stein), and Morrigan - with Victoria Johnson(Victoria Johnson).

Nice dog, let me scratch you behind the ear!

It turns out that Leliana named her animal Shmooples.

But I don’t know how Leliana will carry another gift with her. At the entrance to the Diamond Halls of Orzammar stands an unlucky merchant of nagas - not the ones that Riki-Tiki-Tavi fought, but these pigmoles. It seems that he is a rare bungler, since the not-so-nimble animals managed to run away, and he is ready to pay a reward for the fugitives. They are easy to find in the nooks and crannies of the Commons, and you can catch them with your bare hands. If Leliana goes to work with you, then after talking with her, you will understand: here it is, her girlish happiness on legs: these animals such sweethearts...

When you arrive in Dusty Town, a neighborhood of the poor, spend a couple of minutes talking with the dwarf loafer who stands on the mini-forum of this area. Since the main professions here are beggar and bandit, he will be happy to catch a well-fed grunt for you - even five silver coins will pass for wealth to him. Unfortunately, you won’t see happy Leliana walking with her pet on a leash.

Sten: Qunari don't give up!

Stan calls himself an “evil giant” and, let’s be honest, he’s much better suited for a sword fight than some kindly dwarf. He has a brave heart and a noble soul - but you better not be the one whose hearts he decided to break with all his heart. Some of his comrades did not have time to quickly and convincingly explain where his sword had gone - and what did it lead to? The Wall means that he was put in a cage for murder, and now, instead of a quiet business trip to collect information about the Blight, he has to fight this Blight.

Stan, bend down, I'm throwing lightning!

It was hot!

This is interesting: in fact, Stan is not a name, but a title. But it is hardly coincidental that it coincides with the Swedish and Danish words for “stone.”

Yes, about the sword. When you gain Stan's respect, he will ask you to help him find the lost weapon - otherwise the way home is closed to him. Let's be honest: although a two-handed weapon is much bigger than a needle, Ferelden is not a haystack! But the main thing is to believe in success. Although from the battle Lake Kalenhad A lot of time has passed, some guy is still robbing perfectly preserved corpses. He will send you to Farina, a "used equipment" dealer at the market in the Frosty Mountains, and he Dvina to the village of Redcliffe. This is the dwarf whom you almost kicked out to fight during the “night of the living dead”. This time he will not be any more pleased with your visit, but you can convince him to part with the souvenir voluntarily and for free. By the way, like Duncan’s shield, the sword will turn from a gift into a weapon that is quite suitable for use until the appearance of Orzammar analogues made of red steel.

Gifts for Wall
Present Where to look
Sword Wall Redcliffe Village
Still life in a silver frame Redcliffe Castle
Soaked portrait Circle Tower, 2nd floor
Portrait of a girl with geese Frosty Mountains, Farin
Portrait of a Rebel Queen Merchant Old Tegrin
Totem Caridina Crossroads

Stan is determined and despises magic. Child-possessed? Find and destroy. Wasting time calling wizards from the Circle is stupid (-10). We were going to fight the creatures of darkness - so there was no point in running through the mountains in search of mythical urns. With developed persuasion skills, you can persuade the Qunari that you need Eamon’s support, and there is no other hope of curing him. But if the attempt is unsuccessful, then it will be possible to force him to remain in the detachment only by force.

This is a bug: Due to the wrong script, you can easily raise Stan's respect to the maximum. Ask him why he came to Ferelden, then choose any answer. Then ask why the Qunari are worried about the Pestilence. To the counter question, answer that it is your duty as a gray guard to fight the Blight, and ask if he has found the answer to the question. Now you have the option again: “Why is the Qunari worried about the Blight?” Each such cycle increases Stan's respect.

Wynn: Sorceress on the Warpath

If your character is a wizard, then you will meet Winn in the prologue. The rest will be able to exchange a few words in Ostagar, but she will join your squad in the Circle Tower, which will have to be cleared of blood mages and those possessed by demons. She is an excellent support mage, heals and strengthens the rest of the squad, but also knows several attack spells. Wynn is reasonable, calm, self-confident and ready to protect what is dear to her, even at the cost of her life.

If you want to win the fight with Cotrien, try saying "Storm" and "Blizzard" to her unit before entering the room - they will take effect once the battle begins. “Now that’s what I call aggressive negotiations!”

You will see this soon after the meeting: if you agree with the exhausted templar and decide to kill all the magicians in the tower, you will have to go through the corpse of the sorceress. Better promise to save everyone - train, you won’t do anything like this yet. An attempt to desecrate the urn with Andraste’s ashes will also cause categorical disagreement: if Wynn is part of the squad, she will attack you, otherwise she will leave after the first stop in the camp. She also doesn't like blood mages. But he loves books, but since the book trade in Ferelden is poorly developed (as you will see, some gnomes are even forced to steal literature), you will often have to fight to get them.

To get a special task from a sorceress, talk about her needing rest. Next time she will feel better, but after the first collision on the roads she will fall unconscious. And when stopping at the camp, he admits that Remarque was inspired to write the novel “Life on Borrow.” Wynn is alive only thanks to a certain spirit that supports her existence - alas, gradually weakening. And in the next skirmish, she will save everyone thanks to the “Vessel of the Spirit” - an ability that restores her mana and health, and at the same time stuns enemies who approach carelessly. True, there are also unpleasant consequences that will help you get rid of Amulet of Aneirin. You will receive it by completing a special task.

After making friends with Winn, you can find out that she blames herself for the death of her first student. Almost certainly death - but what if a miracle happened? The Dalish elves he wanted to reach would be happy to confirm that they knew only one Aneirin - a famous healer. You can find him in East Brecilian, next to the hermit's hole. The conversation will literally remove a stone from the sorceress’s soul. Let us hope that the spirit in the Shadow also feels better.

Winn Gifts
Present Where to look
Wine Lake Calenhad, Lothering
Gerrins of Ferelden Redcliffe Castle
Exquisite Scroll
The search for a true prophet Orzammar, Hall of Chroniclers
Rose of Orlais Circle Tower, 2nd floor
Secrets of Dragon Blood Destroyed Temple

Zevran: death is funny

Somehow this sylvan is both frozen and on fire.

Elf Zevran is a hired killer, and his next victim is you. True, his frivolity and self-confidence backfired this time: he chose insufficiently skilled assistants. The ambush is planned well, but area spells will help you deal with the archers hidden on the flanks. Realizing that the contract could not be fulfilled, this insolent person will find nothing better than to ask to join your squad - they say, now the former owners will still be hunting for the loser... Leliana will approve this plan, Winn doesn’t care, but here’s the opinion of the rest of you satellites will deteriorate by 3-5 points. Meanwhile, Zevran will be useful: high agility allows him to evade melee attacks even from strong fighters, and stealth will serve as a “fire spotter” for magicians.

As you understand, he cannot be classified as a moralist. The proposal to slaughter all the elves or destroy the Anvil of the Void will cause him to protest, but he can be convinced that this is necessary. He can leave your squad when his friend Taliesin calls, who continues to hunt you, but friendly relations will keep Zevran from committing another betrayal.

The elf's taste will be ingots of precious metals and two pairs of objects reminiscent of the past - Dalish gloves And antivan boots(both of them turn into good equipment). You can find the gloves in Western Brecilian, in a chest at the site of an abandoned camp behind the Rhymer Oak. The boots are in the Vault, in a chest in the shop there.

This is interesting: one of the prototypes of Zevran is called Puss-in-Boots from “Shrek 2”: he is also a killer sent by the king, and the elf’s gift boots in this case are also not accidental. The original game is said to have a similar accent.

Gifts for Zevran
Present Where to look
Antivan leather boots Shelter, shop
Dalish Gloves Western Brecilian
Small gold bar Circle Tower, 3rd floor
Small silver bar Church of Refuge
Medium gold bar Earl of Denerim's estate
Medium Silver Bar Anvil of the Void

Oghren: child of the mountains

Ogren’s manners are straightforward, like a two-handed sword, and the word “gallantry” does not describe him at all, but he is not short of courage. He is a berserker fighter who will be useful to you not only in the Deep Roads. He has his own reason for joining the detachment: if for you the search for the Perfect Branca is a way to achieve the crown for your protege, then for him it is to return his wife and clear his reputation. After all, two years ago Branka went to look for the secret of making golems and took with her all the members of her house - except for her husband. These two years turned out to be a difficult test, including for Ogren’s liver. And now, if you want to please this bearded man, offer him a bottle of something stronger.

He said “I won’t be back”, and this abyss swallowed him up without a trace

Getting to the places where Branka now lives is not easy, and meeting her will not go at all as Ogren dreamed. As a result, you will have to once again choose one of the sides in a fundamental conflict. And although your companion understands that his wife has committed terrible crimes, her death if you support Karidin will greatly upset the gnome. You can partially make amends: when Karidin asks what you want as a reward for your help, find out if Ogren wants something - the main result of the mission will not change, but you will gain well-deserved respect.

When Ogren becomes your friend, he will ask for your help in a delicate matter: to help restore relations with his former passion. Felsy. To do this, go to the inn near Lake Kalenhad and help Ogren in a conversation with a quick-tongued gnome. It depends on you whether your friend will look like a hero or a drunkard loser in her eyes. You won't let good old Ogren down, will you? True, not every landman will understand that things have gone well, but rest assured - two brave warriors can easily talk one girl out.

This is interesting: The developers' special sympathy for Ogren was manifested in the creation of a unique hairstyle. Apart from him, only Morrigan received such an honor.

Gifts for Oghren
Present Where to look
"White cut" Elven Ruins, Ground Floor
"Blonde in the Sun" Circle Tower, Templar Rooms
"Golden Braid" Lothering
Jug of the king of the backyard Orzammar, Legnar's shop
Mead from a Hasindian bag Destroyed Temple
"Garbolt's Rural Reserve" Can the Dog find it?

Loghain: An Unexpected Ally

Could you have imagined after the Battle of Ostagar that the last battle former hero will the battle of Dane go with you? So Alistair couldn’t: you will have to choose who you want to see in your squad. Loghain has learned the same weapon style and shield as Alistair, but will it be a worthy replacement? Most likely not: the templar who matured under your strict guidance in last battle will probably be more useful, at least because of his class, than the knight Loghain. But what if you want to show mercy to the fallen?

The acquaintance will be short-lived, and the former regent will not have any special assignments. Really, what can you wish for: your daughter is settled in, you don’t have a headache about the state, the environment is simple and pleasant, there are no court scoundrels like Howe there. Of course, there may be problems with mutual trust, but in the coming battle you will have to fight shoulder to shoulder - so it is worth improving the relationship.

Gifts for Loghain
Present Where to look
Ancient map of the Empire Denerim, "Wonders of Thedas"
Botanical map of Tedes Redcliffe Castle
Anderfels Map Denerim, Gorim's store
Map of occupied Ferelden Redcliffe Castle, 2nd floor
Map of modern Ferelden Elfinage


Well, are you happy with your companions? I'm sure the trip will also be memorable. The last souvenir shots next to the defeated archdemon, the ceremonial banquet is coming soon - with this I leave you. I'm sure we'll meet again in Ferelden!

Leliana

Leliana can be found in a tavern in Lothering. She herself will ask you to take her into the group immediately after the battle, which will begin automatically after your meeting.

Special gifts for Leliana are the "Grace of Andraste" flowers, which grow in the Brecilian Forest, at the mill in Redcliffe and in the Elvenage in Denerim, and the naga, which the Idle Dwarf can catch for you in Dusty Town. (To do this, talk to the naga catcher Boernor in the Unknown Region with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch a naga will not appear for you.) Of the rest, she will gladly accept religious symbols related to to Andraste, and beautiful shoes.

Leliana can teach you the Bard specialization.

Quest - Leliana's Past

If you've already talked to Leliana about her past, you know that she was a bard in Orlais and that her mother was from Ferelden. You must leave the camp and return to it again so that Leliana will tell you about Marjolein, her former friend and mentor. After this conversation, when you are traveling around the world map with Leliana in the group, you will be attacked by a squad of robbers. This will be a very narrow passage, and the group of attackers will include an elite archer and a mage (regular), so be careful. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this encounter, I recommend taking out the mage first and at least immobilizing the archer leader while you deal with the rest. (As an option, immediately throw all your strength at the leader, since when you take away almost all his lives, the battle will end.) The bridge there, by the way, is protected by a fireball trap.

After you have dealt with the attackers and are almost done with the leader, Leliana will ask you not to kill him in order to interrogate him. From him you will learn that the robbers were hired specifically to kill Leliana, and you will receive an address where you can find the one who ordered the murder. After that, you can kill the mercenary or release him on all four sides - it’s up to you.

Leliana will suggest that Marjolein is behind all this and will offer to find her in Denerim. If you agree, you will earn Leliana's approval. In Denerim, the desired house will be marked on the map. It is located in the Shopping District. You'll have to fight two guards when you enter it, but they're unlikely to pose a problem to you. After the fight, go into the room - and Marjolein will meet you.

The conversation with Marjolein can end peacefully or not, depending on your desire. If you tell Leliana, "You know she'll haunt you as long as she lives," you'll have to fight her. Marjolein will summon two mages and two warriors to help her, but if you quickly retreat to the door to the street, she will follow you, and the rest may be left behind. Mages almost always remain in their rooms, but warriors can stay or follow Marjolein.

Marjolein is a very powerful bard. I recommend not crowding around her with the whole group - sometimes she uses a bard’s skill, which paralyzes everyone nearby (but also the bard himself), in which case she is quite easy to kill by that ally who did not fall into her sphere of influence.

Be careful - there is a trap in front of both rooms with magicians.

When you kill everyone (or let Marjolein go in peace), Leliana will state that she needs to think and that she will talk to you later. (Don't forget to check the chest in one of the rooms - there is one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolein remains alive or not.)

Talk to Leliana at the camp. In this conversation, you will have a chance to “toughen up” her character. This will not have a special impact on the game - except that in the "Pearl" in Denerim you will have a chance to persuade her to "triangle" with you and Isabella and in very rare cases - to "quadrangle" with you

“Once upon a time in Ferelden there lived a great templar, noble and proud, a fair judge, who firmly believed in the Creator. He was so proud that, having heard enough legends about Flemeth, the Witch of the Wild Lands, he left his native home in Radcliffe and set off in search of her, wanting to kill the renegade with his own hands.

On the way to the Wild Lands of Korcari, the templar stopped at the village of Roslei, on the western roads. There he spoke with a young woman who had recently heard tales about a witch from the rocking Hasind tribe. “She’s a monster,” the woman just said, “with a creepy character and wild beauty. She is the hand of cold and darkness. And yet - a myth, her capture is not worth the human torment that it can bring down on the head of the seeker.” But the templar did not listen to the speeches and set off on his way.

He arrived in Lothering, a village on the border with the Wild Lands. There he met a woman, a mother, who was telling her child about the horrors of the forest. “Yes, I know about her,” answered the mother. “She is a creature from legends, an edifying story about how a person should know the measure of everything. No one, not even the greatest templar, can destroy the warning, sir.” But the templar was sure that the Witch was more than a symbol, and so he continued his search.

Then the templar entered the territory of the Wild Lands of Korkarri, where he came across the Hasind tribe. He found an elder, an ancient old woman who knew his language. “She steals human souls at the end of the green path,” the old woman croaked, “Where people’s hearts turn to ice and their blood turns blue. No templar should pursue her, she wishes this, because if a templar finds her, his life will be cut by his own sword.” The templar was angered by the old woman’s obvious doubts about his skills, as well as about the will of the Creator. He continued on his way.

The templar reached the end of the green path, where the air of the Wild Lands faintly crackled with frost, and snow sparkled on the grass withered by the cold. There, not far away, he noticed a house hidden from the wind by trees. At the house, the templar saw a beautiful young woman caring for a garden that was blooming despite the frost. He approached the woman to ask her about the Witch.

“You have come from afar, glorious templar,” purred a woman possessing some kind of exotic and dark beauty, “You better rest.”

“I can rest only when the Witch of the Wild Lands is killed,” the templar replied, “Tell me where she is!” The templar took out his sword and pointed it towards the young woman, who smiled warmly as the knife gently entered the templar's back.

“I am a myth, an edification and a keeper of souls,” whispered his killer. “I am the embodiment of what you heard about me, and I was all those people with whom you spoke,” the templar fell to his knees and hardly turned his face to the voice, but saw only a smoky silhouette, shrouded in thick fog. "And I'm the one you'll never see."

The search for the templar ended at the feet of the Witch and her dark daughter. Since that time, those who know the stories about the Witch of the Wild Lands never ask about her, no one since then has been looking for the one whom the legends called Flemeth.”

the story of "The Witch of the Wild" told by the minstrel Enzuelo in the Antivan taverns

While going through the game, you probably came across a dialogue in which one of the first companions of the guard, who later earned her own separate addition, Morrigan, mentions that in her distant childhood she remembers how a certain templar stole the black grimoire from her adoptive mother Flemeth, which was so dear to her heart. You receive this dialogue when you enter the Mage Tower.

If you search all the chests on your way, you will probably come across it, but if not, you can look in the chest, which is in the office of the senior sorcerer Irving.

What should we do next? Everything is quite simple - taking into account the fact that Morrigan mentioned it, when you are in the camp, give the book to her - in addition to approval of 10 units, you can also get a continuation of the quest simply by leaving the camp and returning.

The girl will tell you that she read the book and learned something for which she is now ready to kill Flemeth and try to take possession of the real book. Next, you should go to one of the first locations in the witch’s home, but you should not take Morrigan with you. When you come and talk, you will be given the choice of getting a real book and going in different directions and telling your companion that you killed your stepmother, or engaging in battle.

In the event of a battle, you will have to work hard as Flemeth will turn into high dragon with pretty decent characteristics. If you win, all that remains is to take the key from the corpse, go to the hut and pick up the real tome in the chest there.

If you choose the option to leave the witch alone, she will voluntarily give you the key and simply leave. Of course, many will immediately be itching to get good loot and experience. The dragon drops a key and Flemeth's Broom, which requires 36 magic and can only be worn by magicians.

At the end you need to give the book to Morrigan and this will close the quest.

When attacking Flemeth:

Oghren +2 approval

Release:

Zevran +2 to approval;
Wynn -5 approval;
Leliana -3 approval;

If you take Morrigan with you, a dialogue may start in which, if you maintain a romantic relationship, she will hint that she is afraid of her love for the Gray Guardian and if you do not answer correctly, the relationship will be severed.

Tips on how to kill a dragon

Take a tank with you, who first needs to put on dragon armor (by killing another high dragon) and place it so that the damage is not physical but fire. It is also correct to take 3 ranged companions, one of which will heal the tank and the rest will deal damage.

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