Dragon age: Origins - Awakening walkthrough. Walkthrough of the game Dragon Age: Origins Awakening Dragon Age Awakening what is best to protect

The characteristics in the add-on have not changed, so let's move straight to the skills. Here we have three new branches at once, one craft and two combat. The requirements for all three are the same: twentieth, twenty-second, twenty-fourth and twenty-sixth levels.

In addition, items equipped with rune sockets are much more common. Now, in order to fill them, you don’t have to rummage through the belongings of all the merchants you meet for powerful stones. This branch allows you to improve runes. To create an improved version of a stone, you most often need two of the same ones, but at a lower level. Starting from the fourth level you will also need a special reagent. Recipes can be either purchased (usually from specialized merchants) or found.

It is important: In the game, not only the maximum level of heroes has increased (from twenty-fifth to thirty-fifth), but also the levels of things. Equipment can now be of nine tiers (instead of seven), and runes can be of seven tiers (instead of five).

Making runes is quite an expensive business. For example, to obtain a capacity rune (increases willpower) of the maximum level, you will need about thirty-five gold! On the other hand, by the end of the game this amount no longer seems exorbitant.

Unpretentiously increases the number of your health points by twenty-five units per level. Now you don’t have to think about who to make your “tank” - an herbalist or a survival specialist. It is recommended to develop the main combat characters, and leave the craft lines to those who sit in the castle. Let them at least do something there, lazy people!

Skills

All class and weapon groups have acquired new skill lines. Let's start with the first ones. First comes the name of the group, then the name of the first skill in the line, then the rank requirements and a description of all the skills in the line.

Robber

Heart Hunter

Requirements
Rank 1 2 3 4
Level 20 22 24 26
Dexterity 36 40 46 52

- if the target (elite rank or lower) is near death, then the technique destroys it. Otherwise it deals a critical hit. It is rarely useful, because if you have already removed most of your health, you can finish it off without it.

Next rank - ghost— makes the robber immune to all physical attacks for a short time. More than once it will help you escape from the environment.

Next they go weak spots- a very interesting supported skill. After you hit the enemy, for some time All attacks against it will be intensified. It helps a lot in battles with thick, weighty opponents.

And finally, hesitation: All enemies in a large radius are stabbed in the back in turn. The skill itself is very strong, and in combination with others (for example, with the previous one) it is generally deadly.

— There was a cat in my tower named Fluffy. Well, he wasn't exactly mine, but we became attached to each other. And then one day a demon of rage possessed him... Before he was destroyed, Fluffy managed to kill three templars. I was so proud of him!


Eternal child. He escaped from his circle seven times and was caught six times. We can prevent the seventh, with the king's blessing.

Anders is a very cheerful and cheerful magician. He perceives everything that happens as a game, constantly jokes and teases everyone. It's interesting to travel with him. At the same time, he hates the church and its foundations, without hiding it at all. If he gets the chance to destroy the templar, he will do it. And probably in a humorous manner.

It is all the more surprising that he is a healer. And a little more of a battle mage.

From gifts he likes exquisite things (he is hungry, apparently) and, as he himself admits to you, cats. And, of course, all kinds of accessories for them.

The personal quest takes place in Amaranthine. There you will meet an old friend of Anders, who will point to the basement with the magician's medallion. The basement is just south of the shopping arcades.

Warrior

Second wind

Restores a good portion of your stamina bar at once. Nothing to add.

Knocks down regular enemies in their place, deals double critical damage to elites and single bosses. Helps out when you urgently need to kill some wolf that has bared its teeth at the magician.

Heard within a large radius from the warrior, it insults opponents with the best feelings and forces them to switch to foul language. A strong word will more than once pull out the most hopeless battle.

Fully lives up to its name. All enemies of a lower level than the warrior die immediately, the elite receive critical damage, and bosses receive normal damage. And all this within a decent radius! It greatly speeds up the exploration of all kinds of dungeons.

Mage

Shadow Shield

Requirements
Rank 1 2 3 4
Level 20 22 25 28
Magic 40 44 52 61

Strengthens your magic shield, increasing your chances of dodging attacks or deflecting spells. If the shield is inactive, then the chances remain, but are scanty. Moderately useful.

Requires a lot of mana to support, and in return increases damage from all elements. It also affects the attack with the staff, so it’s useful.

Gives serious benefits to magic, willpower and mana restoration. It will be useful to everyone without exception.

For an immodest fee in mana, it resets the cooldown of all spells. With a proper supply of this same mana, it allows you to do terrible things.

Repulsion field

Requirements
Rank 1 2 3 4
Level 29 22 14 16
Magic 43 49 55 58

Knocks back nearby enemies if they fail a Physical Resistance check. Each pushback consumes mana. You won’t be able to run around all the time with the field turned on, but escaping from the environment is easy!

Sprays life-giving energy around the mage, reducing the fatigue of allies, but consuming the mana of the mage himself. If you decide to use it, turn it on only for a short period of active action.

Once every few seconds it attacks enemies within a decent radius with spirit magic and - of course! - eats up your mana. But mana is consumed not for the total damage, but for the fact of launching the wave. So, if you find yourself in a crowd of adversaries, you can safely turn it on.

It pulsates in the same way as a magic field. Each charge dispels enemy magic. And here you are already paying for the fact of dispelling, and not for launching the wave. But the enemy still spends more mana to apply these effects, so you can safely use it.

“They... are... lying on the ground like ordinary pants, but only until you turn your back to them.” That's when they... go! And they scratch out your eyes!


Good old Ogren hasn’t changed a bit, he’s still the same drunk and brawler. And his habits are the same: straight as rails. Although his inexperience with life on the surface often plays a cruel joke on him. It seems that only the very lazy do not want to play Ogren. The gnome answers with his characteristic directness: uncomfortable questions and even more uncomfortable answers.

Ogren is still a berserker, specializing in two-handed weapons and well-equipped from the very beginning. As gifts, he prefers strong drinks of all kinds. The personal task is connected with the gnome’s family life, which never worked out.

A weapon in every hand

Double punch

Requirements
Rank 1 2 3 4
Level 20
Combat training First rank Second rank Third rank Fourth rank
Dexterity 34 40 46 50

Two critical hits in a row. Simple and effective.

Increases the chance of a critical hit and the amount of damage from it. For a snack, it enhances the previous technique.

Reduces the movement and attack speed of all enemies in a large radius. If you hit the enemy with a double blow before this, he will simply fall.

It was named so for a reason. The character begins to thresh the enemy with terrible speed. Each hit reduces your stamina a little. The streak ends in one of the following cases: you run out of stamina, the enemy has escaped, or one of you has died. If you hit the enemy with a double blow before doing this, then each attack becomes critical. And if you kick, you definitely won’t miss. It looks great, of course, but you need to choose your target wisely, otherwise, while you are hitting the enemy, his comrades will finish you off.

Archery

Accuracy

Requirements
Rank 1 2 3 4
Level 20
Combat training First rank Second rank Third rank Fourth rank
Dexterity 34 38 44 52

A supported skill that immediately increases (depending on agility) hit chance, damage, critical hit chance and damage from it. As soon as you take it, turn it on and never turn it off.

Slows down all enemies around the archer (unless they are higher level or elite) and constantly eats up stamina. The usefulness is questionable.

Deals triple critical damage to the target and another half of it (that is, one and a half critical) to others. Excellent reliable skill.

Some time after activation, it affects a large area for a certain period of time - a kind of area spell. There is a minus - there is a long delay, enemies often have time to escape. But the animation is a feast for the eyes.

Nathaniel

“Everyone in the Hou family was a hero!” And for the sins of my father alone, they branded everyone with shame! But he simply chose the wrong side in the war.


The son of the now deceased Earl, whose domain now belongs to the Gray Wardens. Several years ago, Nathaniel was sent to study in the Free March, where he spent all the events of the original game. Therefore, when he arrived, he was indignant for a long time and wondered why everyone hated his father so much. Over time, he will understand why and begin to reproach himself. And finally decides to wash away the stain of shame from the history of the family.

Nathaniel is generally as naive as a baby and will constantly ask your companions about everything in the world and try to give compliments. Even Oghren. With predictable results.

As a fighter, he specializes in bows, but he can also engage in thieves' activities. For gifts, he likes practical things and heirlooms of the Hou family. The personal quest involves a missing sister who turns up in Amaranthine.

Weapon and shield

The juggernaut

Allows the “tank” to literally pierce the enemy formation, pushing aside everyone who is in its path. Each push removes a little stamina. A wonderful skill: we knock down enemies, make them angry, and move easily, and it looks funny.

Significantly reduces incoming damage for a short time (depending on constitution). You can even climb a dragon under it.

Constantly provokes surrounding enemies, eating away stamina. The usefulness is average, because energy is spent on attracting unnecessary enemies.

Makes a character completely invulnerable for half the duration of the shield-shell. That is, when it is activated, we are not afraid of anything at all for the first half of the time, and we live the second half as if under an ordinary shield-shell. With this skill you can even stop an ogre on the run!

Two-handed weapon

Lunging Strike

Deals critical damage to the target and normal damage to its neighbors. In addition, if opponents fail a physical stability check, they will end up on the ground. Medium useful skill.

Makes all the warrior's attacks area-based, although it consumes stamina. A great way to deal with every little thing.

— the warrior takes several steps forward and swings his weapon widely with each step. Helps to reach the enemy's back lines.

— the fighter spins in place and, looking at the enemy’s face, swings his two-handed weapon widely. Each hit eats up stamina. Easily destroys huge crowds of the enemy.

- Wow! I would never have thought that such a healthy tree could grow in a Shemlen settlement.


Elven chauvinist in its purest form. When she decided that people were a threat, she left the clan to destroy them. Several other elves went with her and later died. And Velanna again began to take revenge on people, this time much more successfully.

Velanna has a sister who was stolen by the creatures of darkness and who joined them. The elf has not yet decided how to live with this further.

In conversation, she is harsh and constantly “brings down and curses” people and gnomes. But towards the end he will be re-educated, if, of course, the main character helps.

In battle, she is a subjugator with a dash of battle mage. As for gifts, he loves everything related to nature or elves, as well as everything green. The personal task is related to the story of her departure from the clan.

Specializations

Each class now has two more specializations at its disposal. But only one point was added - at the twenty-second level - so in total we can learn three specializations. However, this is more than enough.

Robber

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 agility, +1 damage per hit

Just adds points to strength and physique.

Makes a robber for a short time invulnerable to damage and knockdown. During this time, you can either escape or provoke a strong enemy to attack.

— instead of health, when struck, stamina is lost. Usefulness is below average. A robber constantly needs stamina.

Strengthens the power of the stone. Now we are also immune to spells. To the friendly ones too! The usefulness is a big question.

Strange line. The first two skills are as good as the last two are bad. The specialization is suitable for any rogue, although melee adepts will benefit from it more.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 agility, +5 attack

— with each blow to the robber, enemies lose interest in him. The skill constantly consumes stamina. Will greatly extend your life in a crowd of opponents.

— the robber distracts the enemy with a non-existent target. Allows you to both escape and stab in the back. Useful, no doubt about it.

— with the ghost type activated, we get big bonuses to damage from backstabs and critical hits. A wonderful addition to an already great skill.

Our ghost suits us in a large radius: opponents will either run away or start attacking the first person who comes to hand. Goes well with invisibility - sneak up on the enemy, release a hallucinogen, throw the bait and run away.

An excellent line that turns the two-bladed robber into a real combine. Add to it a killer and a duelist, and no one will find it enough!

Warrior

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Physical Resilience

- Constantly consumes stamina, but allows you to dodge many physical attacks. Will help in critical situations.

Strengthens the previous ability, adding a chance to avoid spells. In addition, all of the warrior's attacks now ignore armor and deal spirit damage. Allows you to quickly chop up a bunch of armored devourers. Very useful when you encounter armored ogres.

Deals spirit magic damage to all creatures around (depending on willpower). All kinds of ghosts receive significantly more than others. Therefore, it should only be used against shadow creatures.

Strengthens the first skill, increasing the chance to resist a spell, as well as movement and attack speed.

The skill is suitable for everyone, but it will probably be more useful for attacking warriors. You can take two ranks for the sake of damage from spirit magic, or four for the sake of acceleration.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Natural Resistance

Protects one of your allies, absorbing limited damage. Its quantity depends on the physique of the guard. Mages, as well as robbers, will thank you very much!

Increases the armor of the entire squad for a while. The amount of additional armor and duration depend on the guard's physique. Extra armor won't hurt anyone.

Strengthens previous skills.

Pulls enemies that fail a physical resistance check toward the warrior, eating away stamina. They have no choice but to attack this tin can. One of the best skills.

Oddly enough, the specialization is suitable not only for a lover of shields, but also for a fighter with a two-handed weapon. He will be able to cover the healer, strengthen his armor and attract enemies to himself so as not to run away.

- We still have a Dead Legion, and not a Legion of Drinking Songs!


The only survivor of the entire Dead Legion, which was trapped by the creatures of darkness. The poor thing reproaches herself for not dying along with everyone else. And he agrees to live on only for the sake of duty and revenge.

Despite this, she conducts quite lively conversations, even jokes. Prone to self-irony. In combat, she is a dual wielding specialist. For some reason, he loves children's toys and all sorts of interesting things like a spyglass.

Mage

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, +3 mental stability

Chains the magician to one point, which is overgrown with bushes. The bushes hit enemies caught in them with the forces of nature and slow them down. It can be used both as insurance against unexpectedly disrupted opponents, and as a means of attack in a crowd.

They very painfully scratch everyone who got tangled in the bushes from the previous skill, and scatter those who did not pass the physical stability check.

Allows you to receive mana for damage caused by skills of this line. And if the enemy carelessly dies in the bushes, the magician will absorb the remnants of his life and begin to quickly regenerate.

Deals massive physical damage and temporarily immobilizes those who fail a physical resistance check.

Despite the serious disadvantage of immobilization, this line is very strong both defensively and offensively. Unity is quickly restored, so running across the bushes is easy.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, slow health recovery in battle

Every few seconds, deals spirit damage to enemies in a large radius and transfers it to your health, consuming mana. Vampire treatment by area - what more could you ask for?

Freezes all enemies within a reasonable radius that fail a Physical Resilience check. Otherwise it will just slow down. Everyone without exception will receive cold damage. A kind of overgrown cone of cold that does not hit allies. That is simply great!

He gets a little every time he hits him in the head. On the one hand, it’s not appropriate to hit a magician over the head. On the other hand, this entire line is still designed for close contact with the enemy. So we take it without hesitation.

Deals damage to everyone around with various elements in turn. Each blow costs mana, so use it only when there are large crowds of people.

Effective development

Taking into account the latest changes, several super-effective classes have appeared in the game that will easily pass any test. Let's look at several schemes of twenty-eight points - this is how much you will have at the end of the game, if you did not export the character, or, otherwise, in the middle.

"Tank"

Vityaz – 4 points

Guard - 4 points

Spirit Warrior - 1 point

Unrelenting Force - 4 points

Second wind - 3 points

Bogatyr - 4 points

Shield block - 4 points

Shield defense - 4 points

Of the characteristics, we need 26 units of agility, the rest goes with strength in approximately equal shares. The main task of the “tank” is to choose the right targets and spend stamina as efficiently as possible.

Fighter

Two-handed weapon group - 16 points

Second wind - 4 points

Spirit Warrior - 4 points

Guard - 4 points

The characteristics are approximately the following: strength, agility and physique in a ratio of 2:1:1. You need so much dexterity because you will come across many evasive enemies who will gnaw you off before you hit them. And we gain health through skills. Tactics depend on the enemy - either break into the crowd and use area skills, or use small combinations on singles.

Justice

- I was not born. I have always been.


A unique case is a spirit that has entered the body of a mortal against its will. And the corpse did not become possessed by the dead, but completely came to life. Apparently, because Justice is not a demon, but a good spirit, not subject to its passions.

At first he is very cautious about the world, but then, as in the old joke, he gets involved and begins to learn. He is interested in many things, but he himself can tell something. When will you finally have the opportunity to talk to a spirit without fear? In conversations, by the way, he reads morals to all your comrades, and they each react in their own manner...

In battle, he is a typical “tank”. He loves gifts that are connected with the former owner of his body and with the Shadow. A personal quest concerns the wife of a deceased guard. You can find her in the Church of Amaranthine.

Dual Blade Rogue

Dirty fight - 2 points

Low blow - 4 points

Heart Hunter - 4 points

Killer - 4 points

Ghost - 4 points

Legionnaire Scout - 2 points

Double strike - 4 points

Weapon proficiency in each hand - 3 points

Two-handed swing with weapon - 1 point

We will need dexterity, cunning and strength. Strength is somewhere around 40-42, agility and cunning, on which the skills are based, is 2:1. In battle, our task is to effectively spend a small amount of stamina (don’t forget to stock up on bottles in case of emergency!) and not die, because if we hesitate, they will cut us instantly!

Battle Mage

Battle Mage - 4 points

Guardian - 4 points

Warrior Mage - 4 points

Mana Drain - 4 points

Damage to vulnerability - 4 points

Shadow Shield - 4 points

Magic arrow - 2 points

Flameburst or Frostbite - 2 points

We invest in magic, willpower and agility something like this: 6:3:1. Dexterity, like a fighter, is needed to hit enemies. Yes, and we fight in a similar way: we rush into the crowd with area spells at the ready, or we curse a single target and beat it for a long time, with force.

Walkthrough of the main story

Vigil Tower

It all starts with long battles: the creatures of darkness invaded the base of the gray guards. After the end of the battles, it’s time to explore your possessions, get to know the inhabitants and collect tasks. As soon as you deal with small and not very important matters in the fortress, go to the city.

Amaranthine

In the city, you will first need to find a representative of the trade guild not far from the merchants, two hunters at the entrance and an innkeeper in the inn itself. From them you will receive story missions: into the forest, underground and into the swamps, respectively. In addition to them, there are many additional tasks in the city.

Forest Vending

These are the tracks that the survivor is following.

These animated trees are good opponents after all! Comfortable.

Trade caravans disappear here. During the investigation, it turns out that it is not the robbers who are to blame, but the elf. But before calling her to battle, you need to find a bleeding surviving soldier, who lies across the hill with the elf town from the entrance to the location. He will reveal the whole truth to you. After this, you can add the elf to your squad and go to the mines...

On a note: Bring a lockpicking expert with you. You will not be able to change the group, nor will you be able to return to the mines.

After fighting through the Architect's lair, get out.

Black swamps

There was once a settlement here, but it mysteriously disappeared. You need to find your colleague - Christophe. To do this, go to the opposite end of the swamps. There is only one road there, so don't get lost. Along the way, you will be able to get acquainted with the cute local fauna...

After you find the gray guard, you will need to get to the Baroness. She lives in the city. To get to her, you need to talk to the leader of the angry crowd - Justice. After this the battle will begin.

Returning to Christophe's body, meet your new comrade and go close the portals, after which you go to the castle where you previously fought with the baroness. Survive one more battle and you can return.

Thicket Hills

A very mysterious place. A corpse, two executioners, a note, and that's it. What is it for?

The fastest form of transport in Ferelden. Uncooperative, really.

Going down, you will meet your last companion. With the glorious gnome, boldly dive underground and cut through the creatures of darkness.

On a note: when you are asked to find the secret passage, look at the wall on the left when facing the main staircase.

After some time, you will reach a huge golem with a magician, and then the queens. To kill them, you must first destroy the tentacles and then cut the chains holding the chandelier. Repeat until the chandelier falls off. That's it, you can go back.

War

Now you need to prepare for war. Choose your companions and run to the city. In Amaranthine they will tell you that troops are heading to the Vigil Tower. What to protect, choose for yourself.

After defense, you will be transported to the lair of the Mother - a huge intelligent womb. It's not that easy to get to. Already at the end of the upper level you will meet a dragon.

If you want to make the final battle easier for yourself, carefully look for the crystals and use them to activate the Tevinter Towers. Each of them has its own effect (fire attack, paralysis of enemies, healing), which can be used once in a battle with the Mother. You will get another effect, if you want, from the Architect. With such help, destroying Mother will not be difficult.

Dragon Age: Origins - Awakening represents a continuation of the main story of the game, and gives you the opportunity to explore new territories as well as upgrade your hero even more, or create a new one and go through it. The victory over the Archdemon was not the end - the creatures of darkness continue to attack and you, as a Gray Warden, must stop it.

There are a total of 7 main quests and about 50 additional ones. We'll tell you how to get through the main ones.

You go to the Vigil Tower where the expansion will begin.

Awakening

After repelling the attacks, the action moves to the main hall where you have to solve pressing problems with vassals, recruits and resolve all priority issues. The first thing you need to do is talk to your assistants. Here is their list:

- Captain Garevel - he will report that a certain hunter found a passage to the deep paths and that there are many enemies there;
- Seneschal Varel - will tell you that one of the guards was absent during the battle because he went to Amaranthine and never returned;
- Mrs. Wolsey - informs us of economic exhaustion and advises us to talk with the merchant Mervis and find out everything in more detail.

At the end of the conversations, three quests will appear in your journal:

— Shadows of the Black Swamps;
— Righteous Path;
- Last of the Legion.

You can complete them in any order as they are part of the main quest.

It is also worth knowing that you will have to complete several side quests closely related to the main one and which may affect the outcome.

The Oath of Allegiance is a quest that will appear after talking with Varel, when you leave the throne room and then return. The quest ends almost on the spot - you take the oath of new vassals. Some features and lines may change depending on whether you downloaded the character or created it from scratch.

When completing this task, you can take two more that will affect the epilogue of the game:

1) Land protection. After talking with Garvel during the oath, you will learn that the peasants are being attacked and something needs to be done. Here are the possible options and their consequences:
- Leave this to Captain Garvel (defense of the castle) - the peasants will be unhappy and it will be more difficult to talk to them;
- Defend the castle - here you have already chosen yourself. The result is the same;
- Protect farms - it will be much easier to come to an agreement with the peasants;
- Protect the merchants - you will be given a wider range later, but the peasants will not be happy;
“Protecting everyone is beneficial in general, but the soldiers will not be happy.”

2) Web of conspiracy. Provided that you chose “Persuasion” during the oath, you can talk to Tamra who will tell you about the conspiracy. If you chose something else, talk to Andres. Next, the best option would be to find the “Dark Wolf”.

You will have to pay 50 gold for espionage, but it is worth it and after that you can go to the gathering place of the conspirators and kill them all.

After completing the first main quest and returning, the quest “Judgment is Coming!” will begin. There will be three cases pending:
- the trial of the peasant Alec - it is best to send him to the army;
- a deserter should be put in prison;
- the matter of lands - here you can take sides yourself or choose from several more compromise options.

After completing the second quest, "Peasant Revolt" will occur. In fact, it would be best to persuade or intimidate the peasants - the murder will not affect the epilogue, but it will not increase good nature on their part. The worst option is to simply give grain.

Also during this task, another one may begin - “And you, Esmerel?” - here you will have to kill another group of conspirators.

Now let's get started with those three main quests.

The Righteous Path

Arriving in the forest, you discover a caravan and immediately destroy the bandits near it. You start in a smaller part of the forest and move until you find a bridge that connects it to the rest. Here you will learn that elves, for some unknown reason, revive trees and they attack people. In the center of the map you will find a Dalish camp and after searching it you need to go to the western part of the map where the creatures of darkness are camped - we kill everyone and notice a pit with corpses.

Further, going south, you will find a man infected with poison, who will tell you that they were set up by scattering Fereldan weapons in the elf camp, after which he will ask you to end his suffering. No matter what you do, you will be attacked by creatures of darkness, from whom you can find an Elven amulet.

Now we are moving towards the camp - along the road we will meet an elf who will set the forest inhabitants on you, after which we continue to move there and find her near the graves. Having received the medallion, she will finally understand what’s what and will go with you.

Go to the mine in the north-central part where you will come across the Architect - an intelligent creature of darkness who will bewitch you and send you to prison.

Waking up in prison, you talk to the elf’s sister and receive the key to freedom, after which you deal with a couple of creatures of darkness.

Now you need to go out onto the balcony and pull certain levers to move on. Let's say that the left lever is number one, then the sequence is one-two-one-two.

The last step is to open the door and fight two dragons and then watch the video. The architect has eluded you, and you will not return to the mine if you leave completely.

Shadows of the Black Swamps

Almost immediately you will be attacked by wolves with a leader. Next there will be more wolves - you need to follow the path to the ruins of the village. Here werewolves attack you; after dealing with them, you can follow only one path.

In the old camp you will be attacked by more werewolves. Following to the north-eastern part of the map, you will come across Children - that means you are moving correctly. After walking around the map a little more, you will find Kristoff and the First - another intelligent one who will send you to the Shadow.

Here you need to kill everyone and follow to the docks where, having tried to enter the crypt, you will talk to the ghost and fight off another ambush.

After passing the crypt, talk to the guard at the castle gate. Here you will find a spirit with a crowd of dissatisfied people who are storming the gate - whether you have joined or not, if you have not finished on the map yet, it is better to wait.

When you are ready, enter the battle and kill the First, then go to the castle and destroy the portals from which the enemies are climbing.

At the end, you need to kill the Baroness and accept Justice as a companion if you supported him before.

Last of the Legion

The action takes place in the Thicket Hills. At the very beginning, the path is divided into two - on one, a serious enemy awaits us in the form of a bereskarn. Having killed him, we go further, kill two bandits, remove the note from the body and go back. By choosing a different path, you will follow bridges and passages until you find a dwarf who was attacked by the Spawn of Darkness.

Having accepted her into the group, you go down to the deep paths, speak with the gnome at death and follow further across the bridge, and then follow to the entrance to the chambers. Here you can choose how to enter - through a secret door or straight through. One way or another, you find yourself inside and fight with the creatures and golems as well as their master, by killing whom you will knock out everyone else.

Now we follow the corridor to the east - we kill all the opponents ourselves or revive the golem using a rod that can be taken from the master. Having reached the northeastern room at the edge of the map, you need to destroy everyone in it and take the hammer from the corpse.

Next, our path lies to the shopping districts where you will find creatures fighting each other. We go through and methodically destroy the enemies, heading to the forge, where, by reviving the golem, you can restore all the broken things that you could collect at the location.

You need to explore all the rooms collecting the set, after which you need to go to the place where you will again find fighting creatures and three passages - go to the western one. Here you will be attacked by various enemies and at the end you will find a ditch with wombs on which you need to bring down a slab suspended on chains. Now you can safely leave this place.

Battle of Aramantine

The task will become active after completing the three previous tasks - you will convene a council, but it will be interrupted and your hero and his squad will be sent to defend against the Spawns of Darkness. Arriving in the city, you fight with a group of enemies after which a parliamentarian will come to you and on behalf of the Architect that the Mother’s army will attack the Vigil Tower.

At this point you have to choose - either set fire to the city and take care of the tower, or stay.

If you still decide to stay, you need to clear the streets and then talk to the police commander, and then go to the Church to rest.

After spending the night resting, you go to the hotel - in one of the rooms you can find a passage guarded by enemies, and there will be them in the passage itself. As a result, going out to the outskirts, we run into Ogre alpha.

Now you know where the mother is from the messenger. This is how you need to deal with him - choose the option at the discretion of the guard commander. After that we go to complete the addition.

The tower will stand if you complete all the additional quests associated with it, send guards to protect the farms and also strengthen the walls.

Siege of the Tower

This task appears if you decide to abandon the city and simply set it on fire - defense consists of small battles and the purchase of various supplies during breaks. The battle ends with a battle between the ogre and the magician Geralt, after which you can follow the trail to the Mother’s lair.

The last push

Final quest. You go to the Dragon Bone Cemetery where you fight with various creatures and collect special Empire Crystals, which, when placed in circles, give a magical bonus.

Here you need to choose - kill the Architect or have mercy (in this case, he will cast a spell once in the battle with the Mother), after which you go further, speak and then enter into battle with the boss.

The tactics to defeat Mother depend on you and your preferences in the squad. The only thing worth taking into account is that it throws magic that burns mana at all magicians at once and to zero - you will need lyrium potions. We look at the epilogue and this completes our walkthrough.


If you like the game, then you will most likely want to check out the list that can extend the adventure for another couple of dozen hours.

", associated with the Vigil's Keep. The passage of the Vigil Tower is divided into two parts: Arrival and After the attack.

VIGIL'S KEEP - ARRIVAL

Story quests

Attack on Vigil Keep

TO After briefly informing you that the Spawn of Darkness did not retreat to the Deep Roads, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to the Vigil Fortress in Amaranthine. If you recall, this former domain of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.

IN Accompanied by Mairi - a warrior with a shield and sword - you will arrive at the fortress and immediately notice that something is wrong. A second later, a frightened soldier will fly right at you, pursued by several Spawns of Darkness. After you deal with them, he will tell you that the fortress was captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

P After reporting the situation, the soldier will go home - either, on your order, he will go to look for a safe place, or to look for reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion a little better - Mairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens. Mairi has not yet undergone the Fusion ritual, but is enthusiastic about the opportunity to be a Gray Warden. Together with Mairi, you will have to clear the fortress courtyard from the Spawns of Darkness. You'll encounter genlocks, harlocks, screamers, and even one ogre, but none of them are elite, so they're unlikely to pose a problem for you. In some places, surviving soldiers are fighting off the Spawn of Darkness, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant, who, unfortunately, ended up in the fortress at the moment. You will receive nothing but moral satisfaction from saving soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.

ABOUT Explore every corner - sometimes opponents appear only when you cross a certain point. In addition, there are many unlocked chests scattered around the fortress. If you exported your old GG to Awakening, then their contents may not be something significant for you, but if you started the game as a Guardian from Orlais, his equipment and cash supply are very limited, and considerable expenses lie ahead - so that every little bit will help the cause.

TO When you approach the inner gates of the fortress, you will be greeted with a knock-down fireworks by a Genlock emissary - an ordinary one, though, not an elite one. After dealing with him and the rest of the Fiends in the courtyard, look around just in case to be sure that you didn't miss anything, and go into the building.

P After a short dialogue with Mairi upon entering the fortress (where you can lose or gain influence with her), you will immediately be attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be picked. There is only one thing left for you to do - follow the eastern corridor.

E After two steps, you will take a step through the door into the eastern corridor, when you will meet another survivor of the attack - the magician Anders. If you yourself play as a magician (it doesn’t matter whether you are a GG from the Beginning or an Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders openly admits that he is a renegade mage who escaped from the Mage Tower. The Templars caught him and were already on their way back when, to their misfortune, they decided to make a stop at the Vigil Fortress. Not one of them survived the clash with the Spawn of Darkness.

N Regardless of how exactly you conduct the dialogue with Anders, he will offer you to temporarily join forces. Anders is a spiritual healer who also has a super useful spell, Cone of Cold, which can be very useful, especially if your GG is not a magician (but even if he is a magician, then a second one in this situation is unlikely to hurt). He also has several unspent points that you can immediately invest in spells and skills at your discretion.

U The three of you follow the door to the fortress wall. There, a group of Spawn of Darkness awaits you, led by your first elite opponent in the Awakening - a Genlock emissary. If your GG knows how to hide, then he (s) can quietly slip into the ballista and deal an impressive blow to the enemy with it before they notice you. Having defeated the enemy, follow further. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out, it was impossible to open it for a very good reason - behind it was piled an impressive barricade of various pieces of furniture and stones.

R the lever that is behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain gnome very spectacularly blew up a group of the Spawn of Darkness and disappeared. Deal with the few that are left alive and follow the grate to the north.

IN In the room north of the grate, you'll find Ogren fighting off several Darkspawn, which includes a Genlock Emissary and an Alpha Harlock. After the battle ends, Ogren will join your party. His welcome speech will be slightly different depending on whether your PC is an Origin hero or a Guardian from Orlais, but in any case, his respect for you will shift to Zero, as if he had never seen you before in his life. Alas. Out of sight, out of mind, no less...

AND So, now you finally have a full-fledged group at your disposal! Move on, dealing with opponents who at times will be elite. On the way, you will come across a wounded man named Rowland. In general, he won't tell you anything new, but depending on how you behave in a conversation with him, you can lower or increase Mairi's respect. (If you order her to kill Rowland, then, of course, she will not like it, but if you tell him to “Get a grip!”, then her respect for you will increase.)

R Ouland, unfortunately, cannot be saved. After finishing the conversation with him, go further to the door on the outer wall. Having crossed the threshold, you will encounter the very Fiend that the soldier and Rowland told you about. He does indeed talk, but the conversation will not last long and will almost immediately turn into a battle. This is your first orange boss fight in Awakening.

P At the end of the battle, Seneschal Varel will thank you for saving him, but his gratitude will be interrupted by the arrival of none other than the monarch of Ferelden in person. If you exported the PC from Origins, it will be the one who became the ruler at the end of the game, and if you play the Guardian from Orlais, then it will always be Alistair. In the subsequent conversation, Ogren will offer himself as a recruit to the Gray Wardens. If you refuse, then you will no longer have the opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you won't see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit for the Gray Wardens.

A Lister/Anora will talk to you a little about your immediate task in Amaranthine. The conversation will be slightly different depending on whether your PC knows the ruler personally and how personally, but in any case, after that he/she will depart back to Denerim, wishing you good luck. Now you have to attend the Initiation ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian Commander.

Note: The outcome of the Initiation is predetermined. Regardless of how you acted or what you said earlier, this will not affect the result.

Non-plot quests

Medical equipment

U walls of the fortress in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the very south-eastern part of the yard. Note: in the chest not far from the wounded, for which you ran for medicine, there is a helmet from the Stormchaser set.

Survivors of the attack

IN Inside the fortress, find and help several of its surviving inhabitants escape. You will receive this quest when you come across a man fighting off two Fiends of Darkness a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above).

IN The second survivor is sitting in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go into the large hall through the door next to this little room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room you will also find a Genlock Emissary and an Alpha Harlock.)

VIGIL FORTRESS – AFTER THE ATTACK

AND So, you have a whole fortress at your disposal, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don’t want to load up your backpack with. All your comrades will be here in the Throne Room. The mage ambassador Sera, in addition to selling recipes for runes and the runes themselves, can enchant your weapons and armor if you need it.

Z look here more often. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, this is where from time to time your companions will feel the need to talk to you (this happens after you have achieved a certain influence with them or after completing their personal quests).

Story quests

Awakening

P talk to Seneschal Varel, Captain Garevel and Mrs. Wolsey, who will inform you about the situation in Amaranthine. Talking to them will give you three main missions of the game: Last of the Legion, The Righteous Path, Shadows of the Black Swamps.

Non-plot quests

Prisoner

WITH The soldier guarding the entrance to the castle will tell you that the Gray Guardians captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is kept in the castle casemate until you, as the Commander and the current arl of Amaranthine, decide what to do with him.

AND go to the dungeon and talk to the guard. He knows nothing about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Arl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but already changed his mind on the spot and only wanted to take something what of memorabilia, since he had nothing left related to his family. At the end of the conversation, a seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning, making him a recruit of the Gray Wardens. In this case, the seneschal will perform the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades. Nathaniel is a rogue archer, an analogue of Leliana. He can be very useful if your PC is not a robber, managing castles and traps and scouting the area.

Trade must go on

E If you return to the Throne Room a little later than your first appearance, you can ask Mistress Wolsey if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade ties with the Vigil Fortress.

IN You can find two such merchants. You will come across Lilith while traveling on the world map, where you will have the opportunity to save her from attack. Another merchant, the qunari Armas, is located in the silverite mine of the Vending Forest. In order for him to agree to cooperate with the Vigil Fortress, you need to use Persuasion.

Oath of Allegiance

WITH Neshal Varel will introduce you to the Banns of Amaranthine. If you have leveled up Persuasion, use it in your greeting to get more support.

E If your GG is a Guardian from Orlesian, then Lord Guy, if you talk to him, will loudly declare his displeasure at the submission of Amaranthine to the Orlesian. You can calm him down with Persuasion, and then you have to decide what to do with him. You can execute him to intimidate other dissatisfied people (which will worsen your relations with the nobility), release him in peace, or put him under arrest.

Defense of the Lands

E that quest appears when you take the oath of allegiance from the banns of Amaranthine, if you talk to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you have to choose which one is a priority. (As a third option, you can choose to guard trade routes.) Lord Eddelbrek, a large landowner, will advise you to protect the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than ordinary peasants. Of course, they have their own interests in advising this way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it.

P Inform the seneschal of their advice and give him instructions according to your choice of defense priority.

E If you choose to protect merchants, the merchant in Uriah Fortress will offer you a wider range of goods.

E If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them.

E If you decide to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down if there is a possibility of a riot.

Web of Conspiracy

E If you used the Persuasion option in your greeting when taking the oath of allegiance from the Banns of Amaranthine, talk to Ser Tamra - she will warn you that a conspiracy is being prepared against you. She will promise to deliver the conspirators' letters to you in a few days.

E If you didn't use Persuasion, talk to Anders during the ceremony and he will tell you that he accidentally overheard a suspicious conversation that smacks of a conspiracy against you.

P talk to the seneschal and you will have several opportunities to resolve the situation. You can do nothing and wait for word from Ser Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the plot from Anders). You can invite family members of the surrounding nobility to “stay” in the castle, who will act as hostages if necessary. The seneschal will not greatly approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the subtle matter of intelligence. And finally, the seneschal will mention a certain “Dark Wolf”, whom you can hire to extract information. If you decide to look for him, then in Amaranthine they will give you a note inviting you to a meeting. The Dark Wolf (or whoever pretends to be him... you know this if you completed a certain quest line in the Beginning) will get you the information you need, but first demand 50 gold as payment. If you do not have the required amount on hand, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are gathering, after which all you have to do is go there and kill them. If you want, you can kill him after he gives you the information.

Note: You can receive a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.

Note2: in order for the Dark Wolf to receive the information you need, you need to move away from the streets of Amaranthine (entrance/exit to any building is fine).

And you, Esmerel?

ABOUT This is one of the possible development options for the Web of Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted peasant uprising, several banns led by Esmerel will be waiting for you in the throne room.

WITH Neshal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The Banns are not very strong (and besides, your comrades will be with you), but they will have an orange boss with them - the assassin of the Antivsky Ravens. After the battle is over, exit the throne room so that everything in it returns to its place.

Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.

ABOUT Completing this quest will also end the Web of Conspiracy quest.

Day of Judgment

E that quest will appear to you after you complete one of the story quests. The sentry at the gate will tell you that the seneschal was looking for you. Go to the throne room.

TO As Earl of Amaranthine, you will have to make decisions to punish your guilty vassals. You can also completely refuse to understand matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

IN Therefore, you will have to analyze three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The theft of crown property carries the death penalty, although if the grain belonged to someone else, he might get off with the rod. You can execute him, have him flogged, or have him join the army, which will allow him to feed his family. Executing Alec (shorter - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

IN The second case concerns a case of desertion. A soldier named Danella left her post because her family was threatened by the Spawn of Darkness. You can execute Danella, since even in peaceful days desertion always meant the death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, this will worsen your reputation in the eyes of the peasants.

E If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or have not hired him at all), then you will have to deal with the case of Ser Temmerley, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen running from the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely while the investigation continues.

P The last case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Tairn Loghain in the past. Besides the obvious options of siding with Lisa or Derren, you can take the land for yourself (this will net you 100 gold) or give it to Lisa, but cast Persuasion on Ser Derren, promising him appropriate compensation.

Peasants' revolt

E These events will happen after you complete two of the main quests. Upon returning to the Vigil Fortress, you will see a crowd of angry, hungry peasants who demand that the fortress's storerooms with food supplies be opened to them.

IN in other cases you will have to fight them.

Price issue

IN Aldrik Glavonak, a gnome builder, will approach you with a request for additional resources to upgrade the fortress. You can tell him to make do with the amount that has already been given to him, but if you want to improve your castle with the latest word in Dwarven technology, then promise him 80 gold (or pay it right away if you have it).

Note: Your decision regarding additional funds for the fortress may affect certain events at the end of the game.

Build to last

E If you talk to Waldrik Glavonak some time after completing the Price of Business quest, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - for example, granite - to repair them. You can find granite in the Vending Forest, where you will go during the Path of Justice story quest. Report your find to Waldrik and send soldiers to guard the workers.

U whether you mount walls with granite or not can affect certain events late in the game.

Necessary materials

X Erren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make suitable equipment for your soldiers.

IN of this you can find three deposits:

Veridium deposits are located in the dungeon of your own fortress, where you will go during the quest “What Lies in the Abyss.”

The iron deposits are located in the Kal'Hirol trading area, where you will go during the main mission "Last of the Legion".

Silverite deposits are located in a mine in the Vending Forest, where you will go during the story quest “The Righteous Path”.

What lurks in the abyss

P talk to Sergeant Maverlyes. She will express suspicions to you that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Paths. The sergeant also suspects that the explosions caused by the gnome Dvorvik caused several collapses in the dungeon, and now there are Fiends there, cut off from the surface.

IN Tell her to dismantle the rubble and go inside the dungeons.

IN in a small room marked on the map as “Prisoner's Notes”, several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then the torch on the wall, and the secret wall will move to the side, revealing a chest with good loot, including a ring that gives + 4 to physique.

IN In a room marked "dungeon", several prisoners are kept under lock and key. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared.

H There is a closed door just west of the prison cell. If you pick the lock, you will find an Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt when you enter it. Their appearance can be activated in stealth mode - if you want to throw spells at them from afar before they notice you. After the battle, examine the sarcophagi. In one of them you will find a key. This is one of the four keys you need to unlock the door in the crypt, the rest you will find a little later when you clear the rubble into the deeper parts of the dungeon.

E If you don't have a robber with you or his lockpicking skill is not high enough to open the door, that's okay. A little later, after clearing the second rubble, you will find the key.

IN In the northernmost part of the dungeon you will find Adria, the undead and a deposit of veridium, which you can report to Herren. You will also find that due to another blockage you cannot move forward. Sergeant Maverlis will promise to inform you immediately when the rubble is cleared.

Z the avals will clear after you complete one of the story quests. Talk to Sergeant Maverlis - she will take you to the cleared area.

AND So, you find yourself on the Deep Paths, so it is not surprising that you will meet a variety of Fiends of Darkness. There are also undead here and there, but you won't find anything too serious until you meet the orange ghost boss - the Dark Ghost.

T Dark Ghost can deal a lot of damage with electricity, which, if you remember, absorbs mana and stamina. After a while, when his health is reduced by about 25%, he will call on several skeletons to help. When you have dealt with everyone and reduced the Phantom's lives to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either.

A activate the device from which the ghost-holding beam emanates. This will free him and give you the sub-quest "The Revenge of the Phantom", but it is not necessary to complete this quest.

P move forward and soon you will find another orange boss - the Ogre Commander, surrounded by other Fiends of Darkness. When you deal with him, the Dark Ghost will take over his body and you will have to fight him a second time.

P After defeating the possessed ogre, Sergeant Maverlis and Waldrick will appear. Waldrik will put in place defense mechanisms that will keep Vigil Fortress safe from attack from below for at least another ten years.

P Once you tell the sergeant that you wish to go to the surface, this quest will be completed.

Adria's request

E that quest is closely related to the task “What Lies in the Abyss”. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adria. You can simply examine the dog and take the note, or use the Survival skill and calm the animal down first (for this you will receive +2 respect points with Nathaniel). Apparently, Adria fled to the basement to escape the Spawn of Darkness. Nathaniel will be very excited by this note, since, according to him, Adria was like a mother to him.

A You will find Driya in the northernmost part of the dungeon. Unfortunately, she has already turned into a goul and will attack you as soon as she notices you. Her death will complete this quest.

WITH Adria's body you can remove a wonderful ring for a magician - the Ring of Mastery - which gives + 10 to the power of magic.

Temple of Corta

IN in the room north of the entrance to the Deep Roads you will find the Temple of Cort. If you touch the altar, you will have a choice of what to do with it.

E If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, you will receive a good two-handed ax “Fury” as a reward. If you place Corrupt Iron on the altar, which can be found a little further along the Paths, it will desecrate the altar and destroy it. You won't get anything.

E If you take the offerings from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.

Ghost's Revenge

E This quest appears to you after freeing the Dark Wraith from his light prison in the Deep Roads. Once you defeat him as an Ogre Commander, the ghost will disappear. He will retreat to the Avvar crypt, which you probably already noticed during your clearing of the Vigil Fortress dungeons.

H To get into the crypt itself, you need a key, which is located on the body of the Fiend of Darkness on the Deep Roads near the gate that Waldrik sealed, but in the same way you can simply pick the lock. But in order to get into the room with the ghost, you need four more keys. One of them is located right there in the crypt, in one of the sarcophagi. One lies in a chest near the Temple of Cort in the Deep Roads. The other two are in locked chests, also in the Deep Roads.

TO Once you have unlocked all four locks, you can proceed to the room where the Dark Ghost will take possession of the body of the Avvar Lord (orange boss). He will be assisted by two more revived Avvar lords. When you defeat all three, your quest will be over.

Letters to the Guardian-Commander:

H The ace at the castle gate has several letters for you. These are petitions from your vassals with various requests for help.

Ransom for daughter

U One of your vassals, Lord Bensley, bandits have kidnapped his daughter, Lady Eileen, and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl will not be harmed in this case.

E If Eileen is alive, the guard at the gate will give you a message from Lord Bensley with gratitude and 10 gold.

On the far side

AND The widow living in the Turnoble estate asks you to protect her from the Spawns of Darkness. Unfortunately, there appears to be no way to do this - even if you go to the indicated location immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. All you have to do is kill the Spawns of Darkness who have seized the estate, and your quest will be completed. From the body of the widow Turnoble, among other things, you can remove 13 gold and a diamond, and on the body of the templar not far from the exit there is part of the Stormrunner set.

Missing Items

D This quest will appear some time after completing the two previous quests - Ransom for the Daughter and In the Far Side.

E that letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amaranthine. People were saved, but goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.

Note: Apparently this item is only good for sale - but then again, each batch costs two gold pieces, and there are more than a dozen of them.

Master's work

IN eid still dreams of working with the exotic materials you might find on your travels. This quest includes three small subquests - based on the amount of exotic raw materials that you will discover during the three main missions:

Down to the bone

E If you bring Wade the Ancient Dragon Bone that can be found in the Blackmarsh Queen's Lair, he will give you a list of ingredients needed to turn it into the weapon of your choice - a one-handed or two-handed sword.

Ingredients:

Ancient dragon bone.

Fresh Dragon Egg (found in the Wending Forest Silverite Mine in the Dragon Trainer's room).

Diamond (can be found - for example, on the Deep Paths under the Vigil Fortress).

Large Fire Protection Potion (can be purchased from Uriah in the throne room).

Fire rune of the great master.

M The Vigil will have the same bonuses regardless of whether you choose its two-handed or one-handed version. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of attack, or let him make the choice himself.

Defense Bonuses: +10 to defense, +10% chance to dodge attacks.

Attack Bonuses: +15% critical/backstab damage, +3% critical strike chance.

Ease of Hit Bonuses: +50 stamina, +0.5 stamina recovery in battle.

Wade's choice: +3 to all stats.

IN Depending on whether you choose Mobility or Strength for the sword, it will receive the following bonuses:

Mobility: +6 attack, +5 cold damage.

Force: +1.5% armor penetration, +5 fire damage.

Golem Power

E If you bring Wade a piece of the Inferno Golem armor that you will have to fight in the final battle of the mission in Kal'Hirol for the quest "Last of the Legion", he will give you a list of the ingredients he needs to forge the armor.

Ingredients:

Inferno Golem Armor

Master Lyrium Potion (I personally didn’t come across it as a drop from monsters or traders, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle for the quest “The Ghost’s Revenge”).

Pure Iron (sold in Amaranthine from the gunsmith Glassrick).

Wool stuffing - in a chest on the northernmost street of Amaranthine, not far from the Dark Wolf.

Bloody Lotus - can be found almost everywhere, including the vicinity of Vigil Keep (when you arrive there at the very beginning of the game) and Vending Forest.

D Golem Armor - Massive armor with excellent increases in strength, constitution, fire resistance and physical resistance.

Heart of the Forest

E If you bring Wade a piece of wood from the Elder Sylvan, who is located in the Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:

Wood of the Elder.

Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine).

Oil (in the kitchen of the Lion and Crown tavern in Amarantine).

Veins (found on a dead mabari in Blackmarsh).

Rune of the Great Lightning Master (you can make it yourself).

P After completing the quests Heart of the Forest, Golem's Strength and Working on the Bone, the Master's Work quest will be considered completed.

More explosions!

E You will receive this quest from Dvorkin Glavonak after you complete one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest you just need to give him 2 portions of lyrium sand. Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in the Vending Forest.

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UBNSCHE UMSHOSCH CHTBZY CH YZTE (U OINY NOE RTYYMPUSH RPCHPYFSHUS):
NBZ LTPCHY CH VBYOE NBZPC,
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mPZEKO CH DEOOETINE,
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Vigil Tower And Amaranthine city- two key and strategically important points in the region. After completing the three main tasks, the moment will come when you have to choose what to keep and what to discard. The creatures of darkness, led by their leaders, will not be left empty-handed in any case. Depending on earlier decisions made during the plot, the result of the final battle may differ significantly. Arriving in Amaranthine, after convening the military council, you will have the opportunity to choose. If you set the entire city on fire, then all the inhabitants, along with the creatures of darkness, will die, and all forces will be directed to protecting the Vigilance Tower. If you convince Constable Aidan to stay, the city will be saved, and the Vigil Tower will be lost. However, the timing of its restoration in the post-war years depends on how it was prepared. With proper planning, you can get by with little blood, essentially saving two objects. To do this, you need to do everything, send soldiers to protect the countryside and peasants at the request of Lord Eddelbreck, close the doors to the Deep Paths under the Tower of Vigil, and before saving Amaranthine, inspire the defenders of the Tower of Vigil to feats, saying that you believe in them.

The influence of actions on the ending of the game Dragon Age: Awakening:

  • The destruction of Amaranthine did not win the Guardians any love from the Fereldans. Although most of the population wanted to forget the war as a bad dream and move on with their lives, a handful of enthusiasts swore revenge on the Order of the Gray Wardens. There were rumors that the Guardian Commander wanted to once again influence the state affairs of Ferelden, and the burning of Amaranthine was a link in an insidious chain of intrigue. The rumors grew and multiplied until one day, about a year later, a crowd appeared at the gates of the Vigil Tower. Although the Guardians spared the rebels and did not carry out a massacre, the reputation of the order was tarnished for many years until the Gray Guardians took the restoration of Amaranthine into their own hands. The defense of the Vigil Tower, commanded by the Warden-Commander, went down in the annals of the Gray Wardens as a decisive victory. The smartest of the recruits spent many days trying to unravel the incomprehensible tactics.
    • Rumors that Orlais had sent the Commander with the goal of eventually reconquering - or even destroying - Ferelden only added fuel to the fire.
    • The fact that the Guardian Commander was an elf only made matters worse. There were rumors that Amaranthine was burned either out of revenge, or out of a desire to destroy the entire human race.
    • There were rumors that the Guardian Commander was a maleficar. Some even considered him possessed, commanded by demons from the Shadow who wanted to destroy the human race.
  • The news of the Gray Wardens' heroic rescue of Amaranthine spread like wildfire. When the losses of the Guardians at the Vigil Tower became known, donations poured into the local treasury from all over Ferelden. In no more than a year, Amaranthine was rebuilt to its former glory, and five years later the Tower of Vigil was restored. Peacetime gave the Guardians the opportunity to replenish their ranks. Soon the Vigil Tower had a skilled army with a selected squad of Guardians at its head. New heroes have appeared who can repel the enemies of Amaranthine and all of Ferelden.
  • The Vigil Tower found itself face to face with a horde of darkspawn. Mother's troops were many times greater than the defenders' forces. The battle was long and stubborn, but the defense was doomed from the very beginning. No one escaped in the Tower of Vigil, although the creatures of darkness paid for the victory with many lives. In memory of the defenders of the fortress, a monument was erected on the ruins. Their self-sacrifice saved all of Amaranthine. The victory, however, came at a high price, and the cost of restoring the Vigil Tower turned out to be too great. The Guardians moved their residence to the Amaranthine Palace. Over time, the fortress turned into ruins. Old soldiers sometimes came there to remember the great siege, but then they stopped appearing in those places.
  • The Tower of Vigil quickly became a major center of trade, surpassing Amaranthine itself. The safety of the merchants was ensured by guards posted on the Pilgrim's Path. But prosperity brought with it intrigue and treachery, so in the following years the Commander had to endure a lot.
  • Although the war ruined many peasant farms in Erling, everyone recognized that without the protection of soldiers the losses would have been much more impressive. The peasants began to respect the Guardian-Commander... and began to see support and support in the Order of the Gray Guardians.
  • The Erling peasants suffered heavily in the war and even harder in the post-war years. The success of the first rebellion in the Vigil Tower inspired them, and a wave of uprisings swept through the surrounding area. They were often suppressed brutally and mercilessly.
  • The war devastated the Erling peasant farms, but the region survived. Over time, settlers from other places will flock to the free lands, as has always happened.
  • The war devastated Erling's peasant farms, and the region will never fully recover from their loss. Almost the entire Erling fell into desolation, and only bands of bandits or something worse multiplied on its lands. Only on the roads and in a few isolated settlements was it relatively safe.