Walkthrough - Act II: Non-plot quests - Dragon Age: Inquisition - Legends of Thedas. Walkthrough of the game Dragon Age II DLC - Legacy of Dragon Age 2 Mark of the Killer walkthrough

To start the task, find the golden lion statue in Hawk's house and activate it. Take care of your equipment and free space in your bag in advance - it will be impossible to return to Kirkwall before the end of the adventure.

Prologue

A certain Blade arranged a meeting with Hawk in the Upper City at night. In addition to the required character (Varrick), you can take any others with you except your sister or brother. This does not play any role, the difference will only be in some minor remarks. But it is better to select a party with the expectation of a fight, because this is not a meeting, but a real ambush of armed criminals. However, it will not be too different from other similar troubles, with the exception that the red-haired elf Tallis will help you here.

After a spectacular appearance, it turns out that she was not here by chance. The elf needs someone who has an invitation to the castle to Duke Prosper de Montfort, and that someone is you. However, this will not be just a social event, but a “semi-legal” penetration into the holy of holies of the castle of En - the Duke’s treasury, from where a certain precious stone must be stolen - the Heart of Many.

Search the corpses to collect money and find a letter on one of them, from which it becomes known that after the information about the meeting with Hawk was knocked out of the Blade, there was little left of the poor gnome. After you read the contents of the letter, go to the exit from the quarter where the elf is standing. Since Tallis will be a mandatory companion in this mission, besides her you can only take two more companions. If a brother or sister is alive, then they can also be taken onto the team.

Tallis

Tallis is an infiltrator who specializes in hand-to-hand combat with two daggers in her hands. Her talents allow her to go into the shadows, strike from the shadows, interrupt the spells of magicians, stun enemies, and effectively pierce holes in the bodies of opponents.

Pictogram Skill name Description Skill type
Disguise Tallis disappears into the shadows, immediately appears in front of the target and silences them, preventing them from using spells and abilities for a short time. At the same time, she remains invisible.
Chance of "Silence" effect: 100%
Invisibility Chance: 100%
Duration: 10 s.
Price: 20 stamina
Recovery: 20 s.
Switchable ability
Undercutting Requires: Disguise
Slash kills weak enemies on the spot and causes surviving enemies to receive significant critical damage.
Physical Damage: 3.65x
Critical Strike Chance: 100%
Cost: 40 Stamina
Cooldown: 40 sec.
Switchable ability
Collapse Required: Lv. 14
Requires: Undercutting

"Cut" now inflicts a critical hit on enemies who were previously resistant to it. It becomes even more dangerous for FRAGILE targets.
Physical Damage: 400% against FRAGILE targets
Recovery:-10 s.
Improvement
Magic touch Required: Lv. 16
Requires: Undercutting
points required for Scout: 4

Now "Cut" is especially effective against enemies who use magic; it automatically stuns them and deals significantly more damage.
Physical Damage: 200% against spellcasters and Shadow creatures
Stun Chance: 100% against spellcasters and Shadow creatures
Improvement
Cloak Using a rare and inexplicable skill, Tallis shrouds himself in a shroud that protects him from magical attacks.
Magic resistance: +100%
Duration: 10 s.
Price: 20 stamina
Recovery: 20 s.
Switchable ability
Dagger Requires: Cloak
points required for Scout: 3

While Tallis is protected by the Cloak, she will automatically strike back at enemies who attack her with magic.
Physical Damage: 2x against enemies casting spells against Tallis.
Improvement
Elusiveness Requires: Cloak
points required for Scout: 2
Tallis does not stand in one place for long. Many of her enemies' attacks simply miss their target.
Evasion probability: +20%
Passive ability
Equilibrium Requires: Cloak
points required for Scout: 2

No one will distract Tallis from her prey.
Slowdown Resistance: 100%
Stun Resistance: 100%
Passive ability

x- Tallis damage indicator

In terms of equipment, Tallis has her own armor and two daggers - Thane and Catherine (two Easter eggs, by the way), whose characteristics depend on your level. You can give her rings, an amulet and a belt from your pocket if you want to strengthen her. The main thing is to remember to take them away before the final battle.

Castle Ain

Meeting the owner of the castle - the Duke de Montfort - leaves an ambivalent impression. There is a feeling that behind the mask of politeness and refined manners there is some kind of trick hidden. However, the hero is supposed to be prejudiced towards the Orlesians. So, it all starts with a hunt for a wyvern - after one of the participants in the event returns with prey, all guests will be allowed into the castle, and Hawk will be able to do what he actually came here for.

After talking with Tallis, explore the area. To the left of the castle gate is an equipment merchant. You can find good things here and sell your junk. If Sebastian is in your party, then next to the merchant’s chest lies the first item for his task: a recipe.

Note: additional quests for companions become available provided that you have taken this particular character - the rest simply will not appear, and quest items will be inactive. Almost all members of Hawk's team have a quest to obtain a unique amulet or ring (with the exception of Merrill and Tallis). There is also one more side quest each for Aveline and Isabella.

On the right side of the gate there is a certain Gabriel, after talking with him, you can take the task “Huntsman's Balm” - a cure for wyvern poison.

Castle surroundings

Wyvern Hunt

The hunting grounds consist of two locations: western and eastern. Your main task will be to figure out how to lure the wyvern and find everything you need for this. However, you can also complete a few side quests along the way to gain experience, money, and some good stuff. The time for hunting and moving between locations is not limited - until you complete the main task, you can freely move from location to location, explore the area and admire the picturesque views. Beware of various holes and caves - they are simply infested with hostile ghouls that will attack you if you get too close to their home.

Western lands

Eastern lands

Lure a Wyvern

This is the main task, its completion will give you the opportunity to infiltrate the castle along with the rest of the hunt. For the bait to work, you need to find several of the possible components that can attract the wyvern.

The western part contains the following components:

  • Follow the path north to reach a clearing with dragons. After you kill them all, take the corpse of the baby dragon.
  • On the path leading from north to south past the altar of heaven, look for a pool of blood.
  • Follow the main path south and take the first left to hear and remember the wyvern's cry.

In the eastern part of the hunting grounds you will find two more baits:

  • Go south, where there is a clearing with ghouls, collect the remains of the Gauls, which were apparently left after the wyvern’s feast.
  • Follow the main path north until you see a large pile of excrement. Remove the skin bones from it.

Once you have collected at least two ingredients, you can start actually luring - this is the minimum requirement sufficient to get the smallest wyvern. The more ingredients you collect and lay out, the larger the individual will come running at your call. If you decide to use everything you could collect, you will catch the leader wyvern, which will give you a more valuable reward and the “Chasing Game” achievement.

Go to the very north of the eastern lands to reach a clearing that is most suitable for carrying out the plan. Prepare for battle and use everything you have, or only part of the components. Immediately after you do this, a wyvern will appear right in the middle of the clearing.

At high levels, the creature is killed quite easily, but if your hero is not very well pumped, you will have to work hard. The monster spits poison and can attack with acceleration, dragging those who get in its way along the ground. However, you can dodge the wyvern. Freezing and immobilization, as well as stunning, work on him if pumped up.

So, the monster was defeated, but as it turned out, the winner in this hunt was traditionally the one who paid the most money. This year, the victory was bought by a certain Baron Arlange, who will be very upset that he was passed over and will demand satisfaction - he will have to fight with him and his servants. The battle will last until the very moment when you take away all of the baron's health points, so if you want, you can first kill all his guards, and then himself, to gain more experience. Or, on the contrary, you can concentrate the fire on him alone in order to quickly finish this dirty business.

One way or another, the baron does not die, because at the most crucial moment the owner of the holiday, that is, the duke, intervenes. He will recognize your right to win and offer a choice: let the baron go or kill him for his insolence. You can also kill. In this case, Hawk will remove from the corpse Baron Arlange's sword (Electric damage, bonus to attack speed and taunt danger, enemies cannot dodge the blow) And Baron Arlange's shield (bonus to resistance to electricity, immunity to stun and knockback). If you decide to let him go, then you will meet the baron again, and you will be able to collect a little more loot and more experience.

The hunt is over - you can go to the castle. To do this, simply go through the exit from the location, located right there in the clearing.

In addition to the hunt itself, you can also complete several optional tasks in this area. In addition, there are quest items for some of Hawk's companions here (their locations are described at the end of the article).

Huntsman's Balm

Talk to Gabriel at the castle gates, he will tell you that wyvern venom is very poisonous and will give you a recipe for a potion that will neutralize its effect. You will find the drug ingredients in the following places:

  • Andraste's Robe. Located on an inconspicuous path - first turn to the left if you follow the main southern path;
  • Fly vein. After you see two hunters claiming to be on the trail of a wyvern, look for the ingredient to the right of the path they are running along (the road to the southern clearing of the western area);
  • Holly. It is located in the eastern part of the hunting grounds, on the shore of the lake, to the right of the entrance to the location.

After you collect all the components of the balm, it turns out that it is not enough even for one person. However, you will still need it. You will also receive 300 XP as a reward for completing this task.

Cult of heaven

In the northwestern part of the Western Hunting Grounds you will find an ancient Avvar altar. If you activate it, guards will appear - cultists of the Mistress of the Sky, led by Heavenly Horror (witchcraft horror with some modifications). The fight with them will be difficult. After every third of your lives destroyed, the Celestial Horror hides behind an impenetrable barrier, and stands there until you destroy all the guards. Then he returns with new servants and everything repeats. However, you can put it off until later.

To receive the task itself, you need to find a lost scientist in the south of this location who will talk about his search for an ancient altar dedicated to the Avvar goddess - the Lady of Heaven. Having learned how to get out of the forest to the people in the castle, the man will give you his notes about the cult of Heaven and go his way.

Go to the altar and find a treasure chest in it. If you have already fought the Celestial Horror, the treasure can still be obtained by returning to the altar again, although the quest entry will not appear in the journal. If you have not yet activated the altar, then you will have two options:

  • Take all items except the Mistress's Book. In this case, you can complete the task without a battle.
  • If you take everything along with the book, then you will have to fight off the guards, and an additional entry about the cult of Heaven will appear in the codex.

One way or another you will get Belt of Heaven (bonus to mana/stamina, mana/stamina regeneration rate and magic resistance) And Sacrificial Dagger (spiritual damage, chance to restore health, enemy armor is ignored when attacking), as well as additional experience and trophies if you decide to fight.

Lost Hounds

In the location Hunting Grounds - West, in the southwestern part of it you will meet a hunter who lost his two mabari - Nicodemus and Sylvain. He will ask Hawk to look for them.

Sylvain will meet you in the Hunting Grounds - East location on the path leading from the lake to the east. Follow him to find the second dog - Nicodemus, who is dying from the wyvern's poison. You can leave him to die, kill him so he doesn't suffer, or heal him if you have collected the huntsman's balm from the side quest of the same name (the latter will bring you 300 XP).

When you return to the place where you met the first dog, you will meet a hunter, and this will complete the task. Depending on what you did, the results will vary:

  • If you left the dog and did not help him in any way, the hunter will thank you and go for help. For completing the task you will receive 150 XP.
  • If you killed the dog, you can lie to the hunter that the wyvern killed him or that you did your best but could not save him, and then the hunter will simply thank you. Or you can tell him that you killed the dog out of mercy, and then you will have to fight the hunter and the surviving mabari.
  • If you cured the dog, tell the hunter about it to receive a reward Houndmaster's Shortbow (nature damage, attack bonus, and chance to infect an enemy with a walking bomb), 1 gold and 900 XP.

Also during the hunt you can find a recipe for Sebastian (at the castle gates) and a feather for Anders (Hunting Grounds - West).

Castle courtyard

After a short scene where Hawk will receive his well-deserved reward - Wyvern Hunter Belt (bonuses to attack, defense, critical strike chance and attack speed) - you have to find a way to get into the castle itself. To do this, you need to find the key to the servants' entrance, which is presumably kept by the guard.

At this point, Hawke's team will split up to avoid attracting attention, and you will remain in the courtyard with Tallis.

Find a way to get into the castle

To find the key to the door leading to the service entrance, talk to any guard in the courtyard. Whatever reason you choose to get inside, the guard will not be able to help and will say that he gave the key to one of the servants. Go to the elf maid at the fountain and invite her to a private conversation on the sidelines. After Tallis whispers to her about the elf’s difficult fate, she finds out that the maid gave the key to the son of Duke Prosper, Lord Cyril. Speak to the lord so that Tallis invites him to privacy. After an unsuccessful attempt to find a common language with him, she will ask you to do this yourself. You can flirt with him and secretly steal the key, or turn it off with a punch (rude option), and then rummage around. If you don’t want to act with either affection or force, you can just talk, and the lord will ask you to bring him a glass of wine. Tallis will say that she has sleeping pills for this case, so take a glass of wine from the table near the quartermaster and give it to the boy - you have the key in your hands. Finish all your business in the courtyard and go through the side door.

Castle courtyard


Before going inside the castle, you can chat with the Duke's guests and complete one simple side task. You can also sell excess items to the quartermaster, who stands at the banquet table.

Chat with guests

In the courtyard you will be able to talk with several other participants in the social event. Some of them will be familiar to Hawk personally (depending on which act the expansion is played in), some - only to the player after completing Dragon Age: Origins. These conversations will not add any practical benefit, but they will add some atmosphere. The reaction of different people to the hero will depend on which acts and tasks have already been completed and which have not yet been completed.

Wishing Well

This is a side quest that can be completed in the castle courtyard by collecting all the whim coins and throwing them into the fountain. There are five coins in total, you will find them in the following places:

  • Near the cage with Leopold, on a barrel;
  • On the bench behind Prosper's son, Cyril;
  • On a bench near Leliana;
  • Bought for free from the quartermaster;
  • Receive as a gift from Lord Cyril.

When you throw all five coins into the fountain, the quest will be marked as completed, and the hero will receive 1 stat point and 675 XP as a reward.

Find the way to the treasury

As soon as you go through the door, the hero will be noticed by one of the guards. He will try to raise the alarm, but Tallis will quickly kill him and offer to move on secretly to avoid unnecessary bloodshed. You can refuse if you want to take the easier route and gain more experience (in which case you can just go and kill everyone), or you can agree to sneak in secretly if you want to get the "Uncertainty" jewelry set and the "Silently" achievement.

Uncertainty
  • Skepticism (amulet): bonus to critical strike chance, bonus to picking locks, enemies leave more money;
  • Alert (Ring): Immunity to critical hits, chance to go into stealth state when attacked;
  • Uncertainty (Ring): Bonus experience, enemies leave better equipment, enemies leave more money.

Set bonus: +10 to cunning.

Castle Ain

Walking in the Shadows

If you decide to sneak around, Hawk enters a special stealth mode. In this mode, you will have three main techniques: distraction (throw a stone to make the guard go to the source of the sound), incapacitation (sneak up from behind and hit the guard on the head, knocking him out) and hide in the shadows (when the hero stands in the shadows and does not too close to the guards, he becomes invisible - at such moments he is enveloped in something like a shadow aura). The guards walk along the corridors and platforms, periodically looking back in one direction or the other. Their viewing angle is illuminated by a red cone on the ground. A guard who has lost consciousness will wake up after a while, so you shouldn’t hang around his body for a long time. If you are spotted, the game will load from the last checkpoint and you will have to go through the unsuccessful section again.

Distract the attention of the first guard by throwing a stone so that he turns around to face the wall. Read the note on the floor to the right, which will add an entry to the codex, and sneak into the corridor to immediately hide in the shadows behind the column until a group of guards patrolling it passes by. Go to the kitchen and use cunning to send the cook away so you can run the place in peace - here you can complete the side quest "The Iron Chef" and also get a recipe for Sebastian.

Iron Chef

Read the chef's notes to learn how to ruin Leopold's wyvern's food. Three types of ingredients will be laid out on the tables: turnips, lutefisk and cheese. To achieve the desired effect, you need to take them in certain proportions and mix them in a jug. Here's one option: 4 pieces of lutefisk (2 clicks), 3 pieces of cheese (1 click) and 5 pieces of turnips (5 clicks). Take the mixture from the jug and add it to Leopold's food basket. This will make him move much slower in the final battle. You will also receive 200 XP for successfully completing the task.

Pick the lock on the door opposite the kitchen to take a medallion for Isabella and a drawing for Bethany from this room. Now you need to sneak up behind the captain of the guard to knock him out and search him for the key that is needed to get into the next part of the castle. Before the guard wakes up, take a book for Varric and a medallion for Fenris on the table nearby. After going up the stairs, grab a flag for Carver along the way and go through the door.

Now you need to go through a small outer courtyard. Hidden in the shadows under the stairs, wait until the nearest guard takes a detour around the landing. Follow him, following at a distance, hiding near the overgrown fences, and, approaching the chest, take the Skepticism amulet from the “Uncertainty” jewelry set.

In the same way, making your way behind the guard, go down the stairs and go down to the door. There is a balcony behind the door, you just need to go through it. Servants are chatting below, but they won't notice you. In the next room, don't forget to pick up love poems for Aveline and a drawing for Bethany. Then you need to go right, but to find the key to the door, you should turn into the left corridor. The guard who walks there can be knocked out, or you can follow him quietly. At the fork there will be a door to a room with two chests. At the same time, you can rest in the room - the door is closed and no one will notice the hero. The smaller chest contains the key to the balcony, and the larger one contains the second item from the jewelry set - the Alarm ring.

You should leave the room with caution: first open the door and hide in the room behind the wall to wait for two guards to pass by, and then sneak behind them. If you go straight to the balcony of the guard room, then on the left you can loot a chest with cheap nonsense. Walk along the balcony, grabbing a flag for Carver along the way, to the desired door, which will lead you to the balconies of the courtyard. Then, after passing through several doors, you will find yourself in the library on the lower floor. Don't forget to take the book for Varric. Go up to the second room of the library, where you can see several Orlesian paintings and get new entries in the codex.

From the library, exit into an open courtyard with several guards. Hiding in the shadows, sneak up on the guard near the stairs and incapacitate him. Before he wakes up, throw a pebble to the fence above the courtyard to distract the second guard, and run to the chest to the left (however, nothing particularly valuable will be found in it). In front of the locked door that leads to the vault, there are two guards patrolling, which you can sneak past by waiting for them to turn away, but first you need to find the key. Therefore, seizing the moment, run past the door and hide in the shadows on the other side. Distract the guard by throwing a pebble behind his back, sneak up on the captain of the guard, disable him and take the key (attention: if the guard is not distracted, but simply disables the captain, he will notice us). As soon as Disablement rolls back, sneak up to the guard sitting with his back to you and disable him. Run behind the pillar to search the chest for the third and final piece of the jewelry set - the Uncertainty Ring. If during this time the guard wakes up, then incapacitate him again. One way or another, run into the shadows to the right of the treasured door and wait for the right moment to sneak past the two patrolling guards.

The finish line. Our hero is almost there. Look to your left - there is a chest with all sorts of nonsense.

In a trap!

At the entrance to the room, a trap will be triggered: the exit is cut off by a massive grate, and the door ahead does not open. To open it, you need to stand on two slabs near the chests at the same time, but all approaches to them are also cut off.

Stand on both slabs near the carpet - to do this, give the group the command not to move and bring Hawk and Tallis in turn to each of the slabs - this will open the grates near the stairs. Next, guide Hawk and Tallis along the slabs in parallel until you reach the statues - knock them over to lock the slabs in the pressed position. You should also exit, crossing one flight at a time, so that the character does not get locked between the bars.

Stand on the slabs in front of the carpet again - now the grates under the balconies will open. At this stage, you need to open passages to the chests, moving the characters parallel along the lower and corresponding upper sides. The chests contain trash and some money. In addition, on the covers you can find quest items for companions: a medallion for Isabella, a feather for Anders, a medallion for Fenris and poems for Aveline. If one of the chests has become inactive, do not be alarmed: it will become available when the bars in front of the door rise. To pick them up, you need to stand on both slabs in front of the chests at the same time.

When you finally get to the treasury, you find out that it is an ambush. It turns out that Tallis has some business of her own with the Duke, and she also has her own little secret. Regardless of your remarks, the Duke will hide you and Tallis in his dungeon, where you can have a heart-to-heart talk with the elf, while your other two companions are in a panic looking for their hapless leader.

When you, with the help of the elf, get out of the cage and meet with the rest of your companions, you will get all your things back (if you sneaked into the treasury secretly), and you will be able to choose two exit routes: through the castle basements or through the caves. If you want to earn more experience, money and collect a set of equipment in the Orlesian style, you should hold off on the caves for now.

Cellars

If you decide to make your way through the basements, you will have to go through several simple puzzles. In the first room you will see two devices (white and black), a stirrer and three locked doors: two white and one yellow. When you click on the device, a symbol of the corresponding color appears above the character's head, and you can open doors with the same colors. You can mix two different colors in a stirrer to make a third.

So, take the white symbol and open the two doors on the left. Return to the machine and take the black one - go through the right white door and open the black one. Take the blue symbol and return to the main room to place the symbol in the stirrer (it will not disappear from your head). Now run through the left white door and open the blue one. Kill the Rune Golem - this is not a very strong monster, it is easy to deal with. Immediately after the reprisal against him, a strange-looking picture on the wall will open: people with and without masks, arranged in three rows. If Isabella is with you, look around and pick up the cursed emerald - it will be useful for the task. Take the yellow symbol from the machine by the door and return to the main room. Open the yellow door to place the symbol in the stirrer, and take away the result of mixing yellow and blue colors - green. Immediately behind the yellow door, on the left hand there will be a green door, behind which there are treasure chests: money and things of average parameters. In addition, if Isabella is in the party, there will be a quest item on the floor - a cursed diamond.

Follow the passage into a large room, in the middle of which there is a chest behind three impenetrable barriers. Turn the slabs located on the floor opposite the exit from the traversed part of the basement so that slabs with a pattern correspond to people wearing masks, and clean ones correspond to people without them. The first barrier is open.

Note: in order to remove the barriers, you don’t have to go through the puzzles - you just need to put the right plates in the right order, if you know it.

In the eastern room you need to solve a different type of puzzle. Its essence is that you need to turn over all the plates so as to completely fold the portrait depicted on their reverse side. When you press on a slab, it turns over, and the slabs that have common edges with it also turn over - that is, those adjacent to it horizontally and vertically. If something goes wrong, you can reset what you have accumulated by using the lever under the painting. The general algorithm for solving the problem is contained in the figure. This algorithm is not the only one, but it is the simplest. If you wish, you can try to put together the mosaic yourself.

After the puzzle is complete, lay out the slabs at the exit in the same pattern as the faces in the second picture. The second barrier has been overcome.

On the western side, wonderful doors await you again. Take the black symbol and unlock both black doors straight ahead. Change the symbol to white and open the white door behind the left black door. Take the blue symbol from the machine in the room and add it to the stirrer. Go through the right black door and open the blue one - another golem! Deal with him and get the third picture of masked people. If Isabella is in the party, don't forget to pick up the cursed ruby. Also take the symbol from the red apparatus and take it to the stirrer. Once you receive the purple symbol, unlock the door to the treasury. The chests contain money, all kinds of garbage and a few mediocre things. Don't forget to look around for the cursed sapphire for Isabella. Having placed tiles at the exit, as in the third picture, remove the last barrier - congratulations, you have received the “Loot” achievement.

In addition to money and all sorts of trinkets, in the chest and in piles of treasures you will find a set of things for Hawk. The type of set depends on the class, and the bonuses it gives depend on the hero’s level. In addition, here you can find a rusty dagger - the last item on Isabella's quest.

There is nothing else to do here, run south along the stairs. If Aveline is in the party, then in front of the door to the next room there will be a tattered book - an item that starts a personal quest for her - "The Seal of Du Lac". After talking to her, go through the door to be ambushed again. The Duke will decide not to let you leave and will set his Hasind with two jesters and a pack of ordinary soldiers against the hero. Hasinda will immediately run away, so there will be one less strong enemy - that’s good. The battle will not be difficult, the main thing is to quickly take out the jesters. These are quite fat robbers who fight painfully, but there are only two of them and they jump out one by one.

After Hawk deals with the local punks, Tallis will suggest leaving through the caves into the dungeon. To get there, you don't need to go back (however, this is impossible) - just go through the passage to the dungeons leading from this hall.

Armor sets
  • Sorceress Illana (magician). Items provide bonuses to health, defense, mana/stamina recovery speed, and have 1 rune slot each. Set bonus: +10% to physical, fire, cold, electrical, natural and spiritual damage.
  • Orlesian spearman (warrior). Items provide bonuses to attack, attack speed, a bonus to the healing received by the character, and have 1 slot for a rune in each. Set bonus: health recovery speed +50, damage resistance +10%.
  • Messenger (robber). Items provide bonuses to health regeneration speed, mana/stamina regeneration speed, damage resistance, durability, and have 1 rune slot in each. Set bonus: 100% stun resistance.

Cellars

Dungeon

If you decide to go through the dungeon first, then you will come across guards here: the first battle will take place in a large hall in the northwestern part of the map, and the second in a hall in the southeastern part. If the battle with de Montfort’s guards took place, it will be quiet and calm here.

After emerging from the casemate with Tallis, you will find yourself in the northern part of the dungeon. Nearby there is a passage to the cellar, and straight ahead there is a corridor with cameras. There are only four cells, two of them contain prisoners who can be freed by breaking the locks.

In the southern part of the dungeon there are two exits: to the cellar (to the room with an ambush) and to the shelter.

Note: Once you exit through the crack into the caves, you will not be able to return back.

Before you leave, it's worth rummaging around in the cells. Among the quest items, here is a loose brick for Aveline’s quest “The Seal of Du Lac”. In the southwestern corridor there are three stone statues for the quest “Pirates and Curses”; in the large hall in the west of the location there is a book for the quest for Varrick. In the remaining chambers you can pick up items for other companions: the Chevalier's banner for Carver, a painting for Bethany and an amulet for Fenris.

After you have collected all the necessary items and completed other tasks in this location, you can go through the passage to the old hideout of the Gray Wardens.

Dungeon

Seal of du Lac

This task becomes available only if you took Aveline with you. Read the book by the door in the southern corridor of the cellars. Aveline will say that in the book there are entries about someone arrested who had the seal of her father’s family, du Lac, tattooed.

After exploring the cache in the southwestern chamber of the northern wing of the casemates, Aveline will find a strange vessel with smoke inside. The vessel will contain a scroll and a ring, as well as the spirit of the One Risen from the Dead. The monster is not new, everyone knows how to fight it. Those who don’t know, should keep in mind that it’s better to hit him from a distance: a powerful aura around the dead man causes damage to everyone who is near him. In addition, he can pull the target towards him, knocking him down.

After killing the monster, the conversation will continue and Aveline will tell you that she doesn't know how this all relates to her father, but she is going to ask someone. This will complete the task, Hawk will receive 200 XP (plus an additional 230 XP for fighting the monster), and our iron lady will acquire a useful trinket - a ring Red stamp (100% basic attack damage against melee enemies).

Pirates and curses

If Isabella is in your party, collect four precious stones and a rusty dagger in the cellars:

  • Cursed emerald - in the room with the first picture, north wing;
  • Cursed Diamond - room behind the green door, north wing;
  • Cursed Ruby - room behind the blue door, west wing;
  • Cursed Sapphire - room behind the purple door, west wing;
  • Rusty dagger - in the central hall near the chest.

In the corridor in the southwestern part of the dungeons there are three stone statues - pirates who were struck by a curse. If you approach them with Isabella, they will call her and tell her about how they stole a dagger that was cursed from their maleficar captain. The curse can only be lifted by another captain if he finds this dagger and shows generosity by giving it to them. We are talking about the same dagger, the parts of which you collected in different places in the basement. If you haven't done this yet, you'll have to go to the basement. If the dagger is already ready, then you need to decide whether to save the pirates from the curse or not.

  • If you give Isabella the choice, she will decide to keep the dagger for herself. As a reward you will receive dagger of the four winds (Electric damage, 4 rune slots) and 150 XP.
  • Or you can persuade her to do a good deed - the pirates will be freed from stone captivity, swear allegiance to Isabella and run away. Subsequently, they will help you in a fight in the caves. As a reward you will receive 300 XP.

Asylum

This location is quite linear, with the exception of some points. Conventionally, it can be divided into two ring parts and three corridors. In the first tunnel you will find a magic feather for Anders. In the ring cave you can find a cache for Sebastian, a cache for Bethany or Carver, and a medallion for Isabella. In addition, you will encounter a tribe of ghouls led by Velgastrial.

A more serious fight awaits you on the bridge - with the same Hasind who has been pursuing Hawk from the very beginning of the adventure. With him will be several soldiers and a bunch of magicians. At the very beginning of the battle, Tallis will be cut off from the team, and if you want to get her back as quickly as possible, then beat Hasinda as quickly as possible. When he has about a third of his life left, Tallis will rejoin the team. After the battle, search the corpses: Kahir will “share” the key to the grate and a two-handed battle ax Dragon breath (fire damage, bonus to fire damage), and remove the staff from the magician Sting (nature damage, 1 rune slot, bonus to nature damage, enemies cannot dodge attacks, health recovery chance). If Isabella is with you and freed the three losers from the curse, they will help you in this battle. You can also enjoy views of the lake at a vantage point from the bridge.

On the second ring you will find poems for Aveline, a cache for Varrick and another pack of ghouls. After the hero has dealt with the savages, Tallis will tell you that you are already at the exit and will convince you to follow her to help her.

Asylum


Here you are free to either refuse or agree. It only depends on which path you take and what enemies you will meet there. Here you can also collect rewards from the tasks of those companions who have not yet acquired personal trinkets: Anders, Fenris, Aveline and Isabella.

Without Tallis

If you refuse to help, you will take a shorter route, and the only enemies you will encounter are guards and wyverns with... wyverns. The exit to the ruins will lead you to the meeting place between Prosper and the Qunari.

With Tallis

If you still decide to go with Tallis, then you will have to run more. Almost immediately at the exit from the caves, Hawk will be waylaid by Baron Arlange, if our hero has not killed him yet, of course. With him will be archers, soldiers and a jester. As a reward for the fight, you will acquire a good sword and shield, and all sorts of little things. In addition, you will encounter all sorts of little things like ghouls and wyverns - you shouldn't have any big problems with them.

But the next enemies will be more powerful - the Tal-Vashoths. First, a small group will appear led by an officer, then a smaller detachment will appear, but led by the leader of the Tal-Vashoths, who will lure you further and further after he is thoroughly beaten. Having finally dealt with the leader, Tallis finds out where the meeting with Prosper will take place - return and go to the ruins.

Final battle

After a short cutscene in which the Duke will receive a certain scroll from Tal-Vashoth, regardless of whether you agreed to help the elf or refused, she will join the party, and Prosper will order his soldiers to attack you.

Conventionally, the battle can be divided into three stages: Prosper, Leopold and Prosper riding Leopold.

During the first stage, the Duke will fight below and the Wyverns will spit poison from above. Don't stand under the stream! Hit the Orlesian and dodge the creature's spitting. When the Duke has lost almost all his lives, he will jump up, and Leopold will engage in more contact combat.

If you put poison in the wyvern's food, it will move quite slowly at this stage. Prosper will place a mark on one of the characters (usually the one the player controls), and Leopold will purposefully pursue that character until the mark disappears. The tactics are simple: hit the wyvern, the one with the mark is the locomotive.

When Leopold is thoroughly battered, the Duke will call him to himself and place traps exploding in a chain on the field. Try to stand in a free area - then it will hardly hit anyone. After this, de Montfort, riding a wyvern, will descend to the battlefield, and the final stage of the battle will begin. Just like in the second stage, the Duke will throw a tag. But Leo is already playful and zealous, so he won’t be able to use the locomotive. But you can throw it off a cliff: when the wyvern is already rushing towards the “marked” one standing at the edge of the abyss, run to the side - the creature will carry it off the platform by inertia, and it will hold on for some time, clinging and being unable to do anything else.

Finish off the Duke, watch the beautiful video and get ready to say goodbye to Tallis. If you refused her, then there will be an option to demand a reward from her. In any case, she will hand over to Hawk what was planned to be planted under the guise of a stone - Heart of Many, a very good amulet that gives an increase in strength, agility and magic, depending on the level. In addition, if the hero does not have a passion nearby, and you flirted with an elf, then you can get a romantic kiss from her, but you won’t get anything more.

The adventure will end here, and Hawk will be transported back to his home in Kirkwall.

Amulets for companions

Suspicious Flags (Carver)
  • On the stairs behind the castle kitchen;
  • On the balcony of the maid's room;
  • Chamber in the southern part of the dungeon;
  • Cache: refuge caves.

Reward: Amulet of an enthusiast. Bonus to critical strike chance, bonus to critical damage, bonus to health regeneration rate and damage resistance.

Symbols (Bethany)
  • In a chamber in the southern part of the dungeon;
  • Cache: in the caves of the refuge.

Reward: Miniature family portrait. Bonus to fire damage and cold damage, bonus to mana/stamina recovery rate.

Map?... (Isabella)
  • In the room opposite the kitchen in the castle;
  • On the right chest in front of the Duke's treasury;
  • In the caves of the refuge;

Reward: Armada of Fortune badge. Bonus to defense, bonus to critical damage, chance of going invisible when attacked.

Secret composition (Sebastian)
  • In the castle courtyard before the hunt, near the quartermaster's chest;
  • In the castle kitchen;
  • Cache: in the caves of the refuge.

Reward: Gift of the Epicurean. Bonus to defense, bonus to critical damage and damage resistance.

Plagiarism (Varric)
  • In the hall behind the kitchen in the castle;
  • In the castle library;
  • In the northwestern hall of the dungeon;
  • Cache: refuge caves.
Magic feathers (Anders)
  • On the Hunter's Trail, Western Hunting Grounds;
  • On the left chest in front of the treasury;
  • In the caves of the refuge;
  • Cache: a path on a mountain slope.

Reward: Birds of a feather. Bonus to health, bonus to mana/stamina, bonus to health regeneration rate.

Warrior's Legacy (Fenris)
  • In the hall behind the kitchen in the castle;
  • On the right chest in front of the treasury;
  • In the caves of the refuge;
  • Cache: a path on a mountain slope.

Reward: Gift of the warrior of the fog. Bonus to defense, bonus to damage from spirit magic, bonus to damage resistance.

Romantic gift (Aveline)
  • In the room in front of the guard room in the castle;
  • On the left chest in front of the Duke's treasury;
  • In the caves of the refuge;
  • Cache: a path on a mountain slope.

Reward: The path of true love. Bonus to health, bonus to defense, bonus to mana/stamina recovery rate.

Achievements

Name How to achieve Pictogram
New day Meet Tallis in the Upper Town
Chasing game Lure and kill the Wyvern Leader near En Castle
Quietly Get past the guards in the cellar of Chateau Ain
Production Defuse fire traps in the cellar of Castle En
Mark of the Killer You killed Duke Prosper with or without Tallis's help

This DLC begins from the moment you touch the griffin statue. After the introductory video and conversation with your brother or sister go through, the game begins. You will find yourself in the Vimmark Wasteland, where the Charter, which carried out attacks on your family, is hiding.

Wimmaraka Wasteland

So, as soon as you find yourself in place, listen carefully to all your companions about what is happening. Once you talk to everyone, you can hit the road. After a couple of steps, you will suddenly hear shouts: “Hawk!” If at this moment you are careful, you will notice a couple of gnomes on the hill who will run away from this place. Having gone a little further, you meet the Overseer, whom you can ask why suddenly, the Charter decided to take your life. As a result of a small conversation, you can understand that someone desperately needs your blood, but who exactly and for what purpose is unclear. In addition, he mentioned another interesting detail - your father. But the interesting thing is that he also named another name - Corypheus (which you will have to hear more than once). There won't be too long a conversation, so no matter what you say, the Charter guys will attack you anyway.

Please note that behind the Overseers and his soldiers there will still be archers who will begin to fire at you at the first opportunity. In addition, a couple more gnomes will come running to the Overseer as reinforcements. Remember how this fight goes, since basically all fights will take place this way in the Legacy DLC. Once you defeat the Overseer, you can remove from him a very good amulet for a magician who uses fire magic, and the name of this thing is the Eye of Blue.

So, keep moving forward. As soon as you pass the gate, you will find yourself in a kind of arena, where you will be greeted by a bronto secured by archers who are well located on the hills. Keep in mind that the bronto will deal very powerful damage to you and can easily kill your entire group, so try not to stay in a tight pack. Remember that brontos have weak protection against fire, and charter gnomes are very vulnerable to cold. One more detail - the gate through which you passed will immediately close behind you, so a tactical retreat will not be possible.

After the next skirmish ends successfully, take the key from the bronto’s body, which you can use to open the further path. Move behind the wooden platform. Not far from this place there will also be an entry for the Codex, which mentions a certain Malvernis. You can find another entry about this character behind the platform, on the opposite side. As soon as you pass through the gate, a couple of steps later on the left on the path you can find another - the third entry about Malvernis. After you find all the records, move on and soon you will see a fortress in the distance. At this point you move to another territory.

Wimmark cliffs

Go down the steps to the fortress courtyard. Be extremely careful here, as there are traps here. At the very bottom, as you go down, you will be met by two brontos, and after you kill them, packs of gnomes from the Charter will run out from the neighboring house. As soon as you clear this place of enemies, you will find out that the huge gates that lead to the east are closed and there is no way to break them. Now it’s time to go down even lower to the lower steps and in the old, decrepit box in the corner you can find the key with which you can open the gate. As soon as you return back, you will be met by an ambush in which there will be an Overseer and a dozen more shooters.

If you carefully examine the room in the northern part of the courtyard, then as soon as you leave it, you will be greeted by another Charter ambush, which consists of shooters and assassins. To your great luck, some of the shooters will be standing right next to the trap, which you can activate and seriously hit the enemy ranks.

As soon as you open the gate, immediately go down the steps. At some point, two snipers will run out to meet you. You should not fall for their tricks and carefully, slowly move after them. It is important for them to take you along the entire staircase with traps so that they can collect everything there. As soon as you pass the traps, soldiers will arrive to help the snipers, but there will be few enemies and you can deal with all the enemies without any problems, after which you can go to a new location - the Charter Vault.

Asylum Charter

The shelter of these bandits will consist of several very narrow corridors and small rooms; naturally, in addition to all this, there will be very angry and small gnomes. When you wander around this place, in one of the rooms you will find an order from the leader of the Charter regarding you and your brother/sister (if, of course, they are still alive). In addition, you can still find very good boots for the hero here.

As soon as you find a bronto in one of the cells, keep in mind that if you release it, you will not receive any thanks in return and it will attack you. There are also three tiny closets nearby, and the size of the reward from these closets depends only on the level of your hero. The doors on the right side have the highest amount, so the breaking level is corresponding there (keep in mind).

As soon as you find yourself in the western corridor, you will be greeted by a character named Gerav. The conversation with him will surprisingly take longer if old Varric is in your group, but in any case it will end in battle. And also, depending on which option you chose (attack or personal), it depends on whether you will receive friendship or rivalry points in the amount of 5 points to Varrick. As soon as the battle is over and Varric is in your group, you can take a ring from Gerav’s body that only Varric can wear.

Having gone a little further, a new squad consisting of unfriendly gnomes awaits you. In addition to these evil dwarfs, there will also be master snipers and a magician. Not far from this mage, in the enemy group, there will be a statue of a griffin and if you click on it, you will find yourself back in Kirkwall (in case you need to sell or buy some other things). If you received the Recipe: Mitala's Grace, then we recommend that you make a couple of bombs, since they will be very useful to you in the future, in addition to this, you will also need potions - in general, get ready. It’s better to take advantage of this opportunity, since there won’t be another one. In addition, it is better not to open the doors that are located near the statue yet if you have not completed all your work, since you will find yourself at a certain “point of no return”. If you stocked up on potions and other things, then in Uncle Gamlen’s house, click on the griffin again and find yourself back in the Charter Vault.

In the Charter Vault, in one of the chests you can find a Warm Ball, which will be marked as a quest item. If you go back a couple of locations, to the arena where you first encountered the bronto, then there will be a glowing idol in the middle, and when you activate it, you will be able to summon Boss Malvernis (which was mentioned in the notes). In order for it to appear: firstly, you must have a Warm Ball in your inventory; secondly, you need to read all the records that relate to Malvernis.

The battle with this Boss is divided into three stages. In the first stage, you will need to get rid of the archers who have settled on the platforms. Please note that getting rid of them will not be as easy as you might think. The whole problem with fighting them (archers) is that after you kill them on one side, they respawn on the other. Their reincarnation will occur several times, so it makes sense to place your party members on all sides and wait for them.

The next stage is that Malvernis turns into an Arcane Horror. After which, he begins to sprinkle you with various spells, including even Blood Magic. In addition, the Boss has another bad habit - teleporting from one end of the arena to the other. When Malvernis is in the form of the Secret Horror, he will summon ghosts as assistants, and sometimes even the Demon of Rage (perhaps the summoning of this demon depends on the difficulty level of the game).

Once you deal enough damage to him, he will take on his final form. The further battle is no different from the previous ones: as usual, don’t just stand still, hit with everything that causes cold damage and keep your ranged warriors away from it. Defeating this enemy will give you more than 9000 experience points, a couple of very good items and money.

Once you are sure that you haven’t missed anything, go back to the griffin statue and open the gate. So, now another battle awaits you. You are kindly greeted by the leader of the Charter, along with his personal bronto named Wonka and a couple of gunslingers. As before, the conversation will end in battle in any case. Please note that the bronto will not be able to reach you on the upper level of the room, so we advise you to relocate there. In this place, first kill the shooter, and then the leader of the Charter. Finally, move on to Wonka. Also keep in mind that there will be traps scattered throughout the room. You can use them as you please, but your enemy can also use them, so if you don’t want to get damaged from these traps, then just keep your defenses on the platform that leads to the upper tier.

If this battle ends in success, then take Hawk's Key - this is a weapon that depends only on the profession and specialization of the main character. It's unremarkable at the moment, but don't get rid of it as it can be improved. Now take the keys and go to the lift, which will take you to the next level.

Floor Sashamiri

At the very beginning of this location, you will come across a chest to store your gear and a flag with a team selection. You can put all the things you don’t need in the chest, since until you finish the “Legacy” DLC you won’t be able to trade with the merchant. You can return to the chest with this flag at any time convenient for you, if of course you have such a need. No one here will lock the doors behind you anymore, so don’t worry about it.

At some point you will come across a fairly large group of enemies, which consists of genlocks. As soon as you deal with the adventures of darkness, then immediately turn your attention to the seals that glow on the wall. If you click on these seals (there are three in total), then immediately free the Elite Shadow, which was behind the magic barrier. This Elite Shadow isn't all that dangerous, but it can cause problems when summoning other shadows, so keep that in mind when fighting her. Once you deal with these shadows, then an unknown ghost will approach you - listen to what he tells you. So, after talking with the ghost, you will have the task “Malcolm's Testament”. If you have Carver or Bethany on your team, then they will add their comments to this task, which is very interesting.

Once you find yourself in the room that is located in front of the bridge, you will be ambushed as usual, but this time not by the Charter, but by genlocks, but not so strong, so there will be no problems. A little later, on the bridge you are met by some incomprehensible individual in rusty armor... So, we listen to him carefully and answer at our own discretion, after which you go forward straight to the first seal. Here it is not necessary to equip the Hawk Sword to enable this seal - you can simply leave it in your inventory so that you just have it.

After you turn on the seal, the Demon of Pride, or rather its fiery brother, suddenly attacks you. Beware of the circles that will glow on the floor, because if you get into them, it will be something like a "Shattering Dungeon". Of course, this will not lead to a big loss of health, but the fact that you will be paralyzed is for sure.

After you have killed the Demon of Pride, talk to Larius. Here you will need to choose what bonus your weapon will have. Once you choose, then proceed further. So, on the next bridge you will have to fight with Genlock Alpha - in theory, it should have been the firstborn Genlock, but alas, it is just a heavily armored monster with a huge shield. Please note that this monster can perform an attack that is similar to an ogre attack (running up and knocking down everyone who gets in its way to the ground). Luckily, these genlocks are poorly protected from attacks from behind, so attack from the rear. Even regular attacks from behind take away a lot from him. In addition to his weak back, he is also very vulnerable to spirit attacks. Frontal attacks against him are generally useless, since he is so “thick” that he absorbs any attacks. As soon as you kill him, quickly go to the next lift and move to the new level of this fortress.

Floor Farel

The moment you start moving forward and exploring the new level, you will notice that there are scarlet seals on the wall. Here two seals are located next to each other, but the third is located a little further, or rather in the room where the undead will ambush you. After you deal with the ambush, the Genlock Emissary comes to the rescue along with a new group of undead. Be careful and careful.

After you defeat all your enemies, then turn on the seals as before. After activating the seals, the Elite Possessed comes to you along with his minions! After the battle is over, listen again to the ghost's speech and the commentary of your brother or sister (depending on who you took with you).

The next enemies you will meet are again creatures of darkness, but they are already commanded by Harlock Alpha (in our case, he was a magician). And in the place where you fought him, on the table you can take the Crown of Dumat, which gives a new task “Altar of Dumat”.

So, move further in a northerly direction. When you are subjected to a new ambush from the Genlocks, you will again be able to notice scarlet seals from them in the northeastern room. As it was before: two are located immediately next to each other, but the third will be located a little further from the rest. But the most interesting thing is that there will be no ambush around the third seal! As soon as you activate these seals, this time the Demon of Desire comes to you, and she will have the undead as her assistants. Once this battle with the demon is over, listen carefully to what the ghost tells you. If there is a relative (brother or sister) in your group, then after the conversation you can receive either friendship points or rivalry points. In addition, your brother or sister (depending on who you took with you) will receive a personalized weapon. At this stage, the task "Malcolm's Testament" is considered completed.

Move further and at some point you will again be ambushed by the adventures of darkness, where you will meet another Genlock Alpha. In addition, there will also be Harlock Alpha here, so be careful. As soon as you kill all the enemies, then go to the eastern room (where you fought with Harlock Alpha). The small corridor ends in a dead end with two small cells at the end. In one of these cells you can find the Sacrificial Blade of Dumat (a very interesting thing).

Walking a little further you will come to another bridge. On the bridge, Garlock Alpha is already waiting for you in a team with a giant! And behind this cute team there is another room with seals, or rather with a second seal. As soon as you activate the seals, the Demon of Pride will arrive to you. This enemy has one very bad habit - he splits into copies, but he does this only if you deal him a certain amount of damage. Try to be extremely careful and hit the demon that has the longest life bar, since if you constantly kill copies it will not be of any use. After the battle, Lyrius will start talking to you again and this time he will share another piece of information that concerns Corypheus (he will share it with you in the next room). Now there will be nothing interesting on this floor, so you can go down to the level below.

Foot of the Tower

So, having gone a little further, you already see a pack of deep pursuers. Please note that these will not be as weak as those you have encountered before. As soon as you deal with him, then turn further to the south and at a small dead end you can already take the journal of the First Legionnaire, and if Varric is in your group, he will be able to add his commentary to this find.

Moving further, you will come across another ambush in which there will be Harlock-Alpha, Genlock-Alpha and a couple more shooters along with them. After you deal with this pack of monsters, in a small destroyed task you can find one page from the journal of the Second Legionnaire.

Now go up the stairs and soon you will find yourself near the sarcophagus. In front of this sarcophagus there will be six torches. So, at this point, your companions will say that there is something suspicious about those torches ahead and you should listen to their words. If you don’t guess, then here is a kind of rebus, the solution of which opens a locked sarcophagus. Each torch placed here will ignite fire in a variety of places, so you'll need to experiment a bit to figure out the correct order to open the sarcophagus. If anyone cannot solve the rebus, then here is the correct solution: first, light the second torch on the right side, then the first torch on the left side (if you are facing the sarcophagus). So, solving this puzzle brings you a good trophy - gloves and equipment of the Gray Guardian. Now go back and climb the stairs higher. At the very end you will be able to take the Dumat Ritual Scroll.

The Altar of Dumat is generally located at the very southwestern point of this territory, but at the moment it is too early for you to move there. Head east for now. At some point, you will come to an area where there will be a fairly large battlefield - here you will meet a pack of spiders along with deep pursuers. And in the southern part of this battlefield you can find an excerpt from the diary of the Third Legionnaire. If you move north from where you found the passage, you will find the Sacred Urn of Dumat.

Once you find and take all these things, then go to the Altar of Dumat. There will be an option with an offering, but you will have to offer objects. If you followed our walkthrough, then you will undoubtedly have these items: an urn, a crown, a dagger and a scroll. So, if you bring an offering, you get a very good amulet in return along with 10 rivalry points from Fenris. If you want to damage this altar, then you will receive 5 friendship points from Fenris, but you will have to fight with enemies, which will be Shadows and two Demons of Rage. In addition, Bethany and Varrick will not object to your decisions in any way. In general, in any case, the task “Altar of Dumat” will be completed.

If you go a little further to the west, then you will soon find yourself near the third seal. If you activate the seals, then the Demon of Pride will come to you, who will be able to change forms: poisonous and fiery forms. In addition, it will create a large number of copies of itself (significantly more than the previous one). As soon as the battle is over, choose a bonus to your personalized weapon that is more acceptable to you and move on.

Once you are on the bridge, Larius will meet you again, and a little later the Gray Guardians will join you. Listen carefully to what Janeka tells you, and then decide which side to take. Cover, Bethany and Fenris give you 5 points to friendship if you support Larius, and Varrick and Merril give you 5 points to rivalry, or maybe it’s the other way around. Once you make your final decision, you immediately move to the next level of this place.

Rhiannon Floor

The further development of events is slightly different due to the fact that before this you have to make a choice between Janeka and Larius. In our case, the passage is based on the choice “for Lurius”.

So, immediately on the way out, Larius tells you about the defense mechanisms that are in this fortress, or rather at this level, and he invites you to activate them in order to delay Janeka a little. To begin, click on the structure, which will be indicated by the name “Point of Power,” and then move on. Once you find yourself in the large hall, you will notice that it is literally filled with such mechanisms. At this moment Larius will tell you not to touch anything. But suddenly a pack of evil shorties from the Charter will run out to meet you, and then turn on all these mechanisms. As a result, the exit from this place will be blocked. Once you kill all the dwarves, Larius will suddenly remember that these “streams” of power need to be connected together in order to eventually open the barrier.

The further puzzle will not be too difficult, since the main part of these “flows” will be connected and you will only need to “repair” the gap that has formed between them. So, on each of the columns there will be two points. The points receive and send streams further. All that is required of you is to rotate the columns in such an order that one of the points can receive orange light, and the other point directs this light to the next column of points. After that, rotate the next column following this principle and so on. Everyone has probably already noticed that there are several power points located on each column; don’t stress about them just yet, as we’ll return to them a little later. As soon as you manage to connect the orange stream, it takes on a white tint and at some point the barrier that was at the exit will disappear and you will gain experience.

Well, move on. At some point, the gnomes from the Charter attack you again. Once you kill all the enemies, then go to the room that is located in the eastern part, as there you can find entries for the Codex. In one of the entries there is an interesting mention of the helmet of the Commander of the Gray Wardens. In addition, there is another power point here, so quickly activate it.

Now if you return to the room with the columns, you will see that in addition to the white line, there is already a blue line along the second row. With the blue line you will have to do the same thing as you did with the orange light before. If anyone does not understand why this is being done, then you can go to the northwestern part of the map and see there that the further road is blocked by a new barrier, and if you look carefully, you will see another barrier there...

To activate the red stream in the room with the columns, you will need to go to the room that is located under the northern room (there is no access at the moment, but it is displayed on the map). In general, in this room you will need to activate the next power point. After this, return to the room with the columns and begin manipulating the blue and red light to remove the barriers that block the path. As soon as you do everything correctly, all the streams will turn white. This will mean that you did everything right. You will receive experience as a reward. Once the barriers have disappeared, then continue moving forward. In the northern room you can find a chest containing the same helmet that was mentioned earlier in the Codex.

It's time to move to the west side now. Janeka will be behind closed doors. After a short conversation takes place, she summons a revenant along with three Secret Horrors, and meanwhile she disappears somewhere.

We recommend destroying the Secret Horrors first, and the best place to start is with the Healer. Well, in the end, it will be possible to deal with the revenant. But again, this is up to your “taste and color”, because maybe someone else is more comfortable with a different battle tactic. So, in this level, this was the last battle, so if you have completely explored all the levels before this, you can be transferred to the last level of this mysterious place.

Tower

Get ready for this level to be quite large. Immediately on the bridge, Janeka meets you along with Larius (it all depends on which side you took in the past). Well, as expected, everyone will tell all sorts of secrets about each other, so you will need to make some decision again: stay on the side of your ally or go over to the other side. If you decide to stay on Larius's side, then you will have to fight Janeka and the Gray Wardens. If you decide to trade your ally, then he or she will be killed on the spot, there is no way to avoid the battle. Varric, Fenris and Bethany will surprisingly not react to your decisions.

After a good battle, finally activate the last seal and meet the one around whom this whole story revolves - Corypheus. After a very interesting conversation about his origins, the final battle begins. As it should be, the battle with such a powerful enemy will be divided into several key stages.

The first stage begins after you take off some of his health: he moves to the center of the battlefield and begins to summon powerful jets of fire that will spin throughout the room (clockwise). Please note that it is best to avoid this fire as it will deal massive amounts of damage to you. If you stand on the steps that lead up to four statues, you will take slightly less damage than you should. You will receive the least damage if you stand on the highest steps, so keep this in mind.

In order to stop the eruption of Corypheus's flame, you will need to activate all four statues that are located on this site. After you activate each statue, you will be attacked by Shadows. In addition, these Shadows have a very interesting feature: when you kill one of them, when one dies, it restores the health of all its allies.

After you destroy all the Shadows and the flames disappear, you will finally be able to continue hitting Corypheus. After you remove another pack of health from him, he moves to the center and boulders of stone begin to appear throughout the room, making movement difficult. In addition, it will start spewing flames again. The tactics remain the same - that is, you run and activate the statues, after which you hit the Shadows. But be careful, as some of your group may get stuck between the stones, and then even fall under the jets of flame.

Once you have activated all the statues, the scenario will repeat again. The luminary can be chopped up again, but after another pack of lost health he returns to the center of the hall. This time, in addition to flames and stone blocks, you will also need to dodge electric shocks and randomly falling icicles, which will also cause good damage and slow down movement.

After you were finally able to activate the statues for the third time and killed the Shadows, you finally get the opportunity to finish off Corypheus. From his corpse you can remove the last item of the Gray Guardian set. If Anders is in your group, then you will also receive a good amulet for this character. In addition, you can get either friendship points or rivalry points from him. In order to get friendship points, he will need to answer at the end, “This doesn’t change anything,” and for rivalry points, “It’s true, not a fairy tale.”

After the battle is over, talk to Janeka or Larius (pay attention to the tone of voice) and then you can finally watch the final video of the Legacy DLC. The video may differ from the act in which you started playing this add-on. There is a video with Cassandra interrogating and a conversation with your family members. In addition, you can get up to 25 friendship points with Carver if you choose the diplomatic answer option in the last conversation.

At this stage of the game, the passage of the game is over. Below you can leave your comment.


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Walkthrough of Dragon Age II


Messages in topic: 25

Kris Everheart

Kris Everheart

  • Moscow city

DLC: Mark of the Assassin

To start the task, find the golden lion statue in Hawk's house and activate it. Take care of your equipment and free space in your bag in advance - it will be impossible to return to Kirkwall before the end of the adventure.

Hawke meets the mysterious elf assassin Tallis and joins her to steal an ancient relic from the heavily guarded estate of an Orlesian Duke. An exciting adventure awaits you, full of deceptions and intrigues, and a secret hiding a killer. Make your way to an estate far beyond Kirkwall and defeat new enemies with the help of Tallis, based on actress Felicia Day.

Prologue

A certain Blade arranged a meeting with Hawk in the Upper City at night. In addition to the required character (Varrick), you can take any others with you except your sister or brother. This does not play any role, the difference will only be in some minor remarks. But it is better to select a party with the expectation of a fight, because this is not a meeting, but a real ambush of armed criminals. However, it will not be too different from other similar troubles, with the exception that the red-haired elf Tallis will help you here.

After a spectacular appearance, it turns out that she was not here by chance. The elf needs someone who has an invitation to the castle to Duke Prosper de Montfort, and that someone is you. However, this will not be just a social event, but a “semi-legal” penetration into the holy of holies of the castle of En - the Duke’s treasury, from where a certain precious stone must be stolen - the Heart of Many.

Search the corpses to collect money and find a letter on one of them, from which it becomes known that after the information about the meeting with Hawk was knocked out of the Blade, there was little left of the poor gnome. After you read the contents of the letter, go to the exit from the quarter where the elf is standing. Since Tallis will be a mandatory companion in this mission, besides her you can only take two more companions. If a brother or sister is alive, then they can also be taken onto the team.

Tallis

Tallis is an infiltrator who specializes in hand-to-hand combat with two daggers in her hands. Her talents allow her to go into the shadows, strike from the shadows, interrupt the spells of magicians, stun enemies, and effectively pierce holes in the bodies of opponents.

In terms of equipment, Tallis has her own armor and two daggers - Thane and Catherine (two Easter eggs, by the way), whose characteristics depend on your level. You can give her rings, an amulet and a belt from your pocket if you want to strengthen her. The main thing is to remember to take them away before the final battle.

Castle Ain

Meeting the owner of the castle - the Duke de Montfort - leaves an ambivalent impression. There is a feeling that behind the mask of politeness and refined manners there is some kind of trick hidden. However, the hero is supposed to be prejudiced towards the Orlesians. So, it all starts with a hunt for a wyvern - after one of the participants in the event returns with prey, all guests will be allowed into the castle, and Hawk will be able to do what he actually came here for.

After talking with Tallis, explore the area. To the left of the castle gate is an equipment merchant. You can find good things here and sell your junk. If Sebastian is in your party, then next to the merchant’s chest lies the first item for his task: a recipe.

Note: additional quests for companions become available provided that you have taken this particular character - the rest simply will not appear, and quest items will be inactive. Almost all members of Hawk's team have a quest to obtain a unique amulet or ring (with the exception of Merrill and Tallis). There is also one more side quest each for Aveline and Isabella.

On the right side of the gate there is a certain Gabriel, after talking with him, you can take the task “Huntsman's Balm” - a cure for wyvern poison.

Wyvern Hunt

The hunting grounds consist of two locations: western and eastern. Your main task will be to figure out how to lure the wyvern and find everything you need for this. However, you can also complete a few side quests along the way to gain experience, money, and some good stuff. The time for hunting and moving between locations is not limited - until you complete the main task, you can freely move from location to location, explore the area and admire the picturesque views. Beware of various holes and caves - they are simply infested with hostile ghouls that will attack you if you get too close to their home.

Western lands Eastern lands

Lure a Wyvern

This is the main task, its completion will give you the opportunity to infiltrate the castle along with the rest of the hunt. For the bait to work, you need to find several of the possible components that can attract the wyvern.

The western part contains the following components:

  • Follow the path north to reach a clearing with dragons. After you kill them all, take the corpse of the baby dragon.
  • On the path leading from north to south past the altar of heaven, look for a pool of blood.
  • Follow the main path south and take the first left to hear and remember the wyvern's cry.

In the eastern part of the hunting grounds you will find two more baits:

  • Go south, where there is a clearing with ghouls, collect the remains of the Gauls, which were apparently left after the wyvern’s feast.
  • Follow the main path north until you see a large pile of excrement. Remove the skin bones from it.

Once you have collected at least two ingredients, you can start actually luring - this is the minimum requirement sufficient to get the smallest wyvern. The more ingredients you collect and lay out, the larger the individual will come running at your call. If you decide to use everything you could collect, you will catch the leader wyvern, which will give you a more valuable reward and the “Chasing Game” achievement.

Go to the very north of the eastern lands to reach a clearing that is most suitable for carrying out the plan. Prepare for battle and use everything you have, or only part of the components. Immediately after you do this, a wyvern will appear right in the middle of the clearing.

At high levels, the creature is killed quite easily, but if your hero is not very well pumped, you will have to work hard. The monster spits poison and can attack with acceleration, dragging those who get in its way along the ground. However, you can dodge the wyvern. Freezing and immobilization, as well as stunning, work on him if pumped up.

So, the monster was defeated, but as it turned out, the winner in this hunt was traditionally the one who paid the most money. This year, the victory was bought by a certain Baron Arlange, who will be very upset that he was passed over and will demand satisfaction - he will have to fight with him and his servants. The battle will last until the very moment when you take away all of the baron's health points, so if you want, you can first kill all his guards, and then himself, to gain more experience. Or, on the contrary, you can concentrate the fire on him alone in order to quickly finish this dirty business.

One way or another, the baron does not die, because at the most crucial moment the owner of the holiday, that is, the duke, intervenes. He will recognize your right to win and offer a choice: let the baron go or kill him for his insolence. You can also kill. In this case, Hawk will remove from the corpse Baron Arlange's sword (Electric damage, bonus to attack speed and taunt danger, enemies cannot dodge the blow) And Baron Arlange's shield (bonus to resistance to electricity, immunity to stun and knockback). If you decide to let him go, then you will meet the baron again, and you will be able to collect a little more loot and more experience.

The hunt is over - you can go to the castle. To do this, simply go through the exit from the location, located right there in the clearing.

In addition to the hunt itself, you can also complete several optional tasks in this area. In addition, there are quest items for some of Hawk's companions here (their locations are described at the end of the article).

Huntsman's Balm

Talk to Gabriel at the castle gates, he will tell you that wyvern venom is very poisonous and will give you a recipe for a potion that will neutralize its effect. You will find the drug ingredients in the following places:

  • Andraste's Robe. Located on an inconspicuous path - first turn to the left if you follow the main southern path;
  • Fly vein. After you see two hunters claiming to be on the trail of a wyvern, look for the ingredient to the right of the path they are running along (the road to the southern clearing of the western area);
  • Holly. It is located in the eastern part of the hunting grounds, on the shore of the lake, to the right of the entrance to the location.

After you collect all the components of the balm, it turns out that it is not enough even for one person. However, you will still need it. You will also receive 300 XP as a reward for completing this task.

Cult of heaven

In the northwestern part of the Western Hunting Grounds you will find an ancient Avvar altar. If you activate it, guards will appear - cultists of the Mistress of the Sky, led by Heavenly Horror (witchcraft horror with some modifications). The fight with them will be difficult. After every third of your lives destroyed, the Celestial Horror hides behind an impenetrable barrier, and stands there until you destroy all the guards. Then he returns with new servants and everything repeats. However, you can put it off until later.

To receive the task itself, you need to find a lost scientist in the south of this location who will talk about his search for an ancient altar dedicated to the Avvar goddess - the Lady of Heaven. Having learned how to get out of the forest to the people in the castle, the man will give you his notes about the cult of Heaven and go his way.

Go to the altar and find a treasure chest in it. If you have already fought the Celestial Horror, the treasure can still be obtained by returning to the altar again, although the quest entry will not appear in the journal. If you have not yet activated the altar, then you will have two options:

  • Take all items except the Mistress's Book. In this case, you can complete the task without a battle.
  • If you take everything along with the book, then you will have to fight off the guards, and an additional entry about the cult of Heaven will appear in the codex.

One way or another you will get Belt of Heaven (bonus to mana/stamina, mana/stamina regeneration rate and magic resistance) And Sacrificial Dagger (spiritual damage, chance to restore health, enemy armor is ignored when attacking), as well as additional experience and trophies if you decide to fight.

Lost Hounds

In the location Hunting Grounds - West, in the southwestern part of it you will meet a hunter who lost his two mabari - Nicodemus and Sylvain. He will ask Hawk to look for them.

Sylvain will meet you in the Hunting Grounds - East location on the path leading from the lake to the east. Follow him to find the second dog - Nicodemus, who is dying from the wyvern's poison. You can leave him to die, kill him so he doesn't suffer, or heal him if you have collected the huntsman's balm from the side quest of the same name (the latter will bring you 300 XP).

When you return to the place where you met the first dog, you will meet a hunter, and this will complete the task. Depending on what you did, the results will vary:

  • If you left the dog and did not help him in any way, the hunter will thank you and go for help. For completing the task you will receive 150 XP.
  • If you killed the dog, you can lie to the hunter that the wyvern killed him or that you did your best but could not save him, and then the hunter will simply thank you. Or you can tell him that you killed the dog out of mercy, and then you will have to fight the hunter and the surviving mabari.
  • If you cured the dog, tell the hunter about it to receive a reward Houndmaster's Shortbow (nature damage, attack bonus, and chance to infect an enemy with a walking bomb), 1 gold and 900 XP.

Also during the hunt you can find a recipe for Sebastian (at the castle gates) and a feather for Anders (Hunting Grounds - West).

Castle courtyard

After a short scene where Hawk will receive his well-deserved reward - Wyvern Hunter Belt (bonuses to attack, defense, critical strike chance and attack speed) - you have to find a way to get into the castle itself. To do this, you need to find the key to the servants' entrance, which is presumably kept by the guard.

At this point, Hawke's team will split up to avoid attracting attention, and you will remain in the courtyard with Tallis.

Find a way to get into the castle

To find the key to the door leading to the service entrance, talk to any guard in the courtyard. Whatever reason you choose to get inside, the guard will not be able to help and will say that he gave the key to one of the servants. Go to the elf maid at the fountain and invite her to a private conversation on the sidelines. After Tallis whispers to her about the elf’s difficult fate, she finds out that the maid gave the key to the son of Duke Prosper, Lord Cyril. Speak to the lord so that Tallis invites him to privacy. After an unsuccessful attempt to find a common language with him, she will ask you to do this yourself. You can flirt with him and secretly steal the key, or turn it off with a punch (rude option), and then rummage around. If you don’t want to act with either affection or force, you can just talk, and the lord will ask you to bring him a glass of wine. Tallis will say that she has sleeping pills for this case, so take a glass of wine from the table near the quartermaster and give it to the boy - you have the key in your hands. Finish all your business in the courtyard and go through the side door.

Castle courtyard

Before going inside the castle, you can chat with the Duke's guests and complete one simple side task. You can also sell excess items to the quartermaster, who stands at the banquet table.

Chat with guests

In the courtyard you will be able to talk with several other participants in the social event. Some of them will be familiar to Hawk personally (depending on which act the expansion is played in), some - only to the player after completing Dragon Age: Origins. These conversations will not add any practical benefit, but they will add some atmosphere. The reaction of different people to the hero will depend on which acts and tasks have already been completed and which have not yet been completed.

Wishing Well

This is a side quest that can be completed in the castle courtyard by collecting all the whim coins and throwing them into the fountain. There are five coins in total, you will find them in the following places:

  • Near the cage with Leopold, on a barrel;
  • On the bench behind Prosper's son, Cyril;
  • On a bench near Leliana;
  • Bought for free from the quartermaster;
  • Receive as a gift from Lord Cyril.

When you throw all five coins into the fountain, the quest will be marked as completed, and the hero will receive 1 stat point and 675 XP as a reward.

Find the way to the treasury

As soon as you go through the door, the hero will be noticed by one of the guards. He will try to raise the alarm, but Tallis will quickly kill him and offer to move on secretly to avoid unnecessary bloodshed. You can refuse if you want to take the easier route and gain more experience (in which case you can just go and kill everyone), or you can agree to sneak in secretly if you want to get the "Uncertainty" jewelry set and the "Silently" achievement.

Uncertainty

  • Skepticism (amulet): bonus to critical strike chance, bonus to picking locks, enemies leave more money;
  • Alert (Ring): Immunity to critical hits, chance to go into stealth state when attacked;
  • Uncertainty (Ring): Bonus experience, enemies leave better equipment, enemies leave more money.

Set bonus: +10 to cunning.

Castle Ain

Walking in the Shadows

If you decide to sneak around, Hawk enters a special stealth mode. In this mode, you will have three main techniques: distraction (throw a stone to make the guard go to the source of the sound), incapacitation (sneak up from behind and hit the guard on the head, knocking him out) and hide in the shadows (when the hero stands in the shadows and does not too close to the guards, he becomes invisible - at such moments he is enveloped in something like a shadow aura). The guards walk along the corridors and platforms, periodically looking back in one direction or the other. Their viewing angle is illuminated by a red cone on the ground. A guard who has lost consciousness will wake up after a while, so you shouldn’t hang around his body for a long time. If you are spotted, the game will load from the last checkpoint and you will have to go through the unsuccessful section again.

Distract the attention of the first guard by throwing a stone so that he turns around to face the wall. Read the note on the floor to the right, which will add an entry to the codex, and sneak into the corridor to immediately hide in the shadows behind the column until a group of guards patrolling it passes by. Go to the kitchen and use cunning to send the cook away so you can run the place in peace - here you can complete the side quest "The Iron Chef" and also get a recipe for Sebastian.

Iron Chef

Read the chef's notes to learn how to ruin Leopold's wyvern's food. Three types of ingredients will be laid out on the tables: turnips, lutefisk and cheese. To achieve the desired effect, you need to take them in certain proportions and mix them in a jug. Here's one option: 4 pieces of lutefisk (2 clicks), 3 pieces of cheese (1 click) and 5 pieces of turnips (5 clicks). Take the mixture from the jug and add it to Leopold's food basket. This will make him move much slower in the final battle. You will also receive 200 XP for successfully completing the task.

Pick the lock on the door opposite the kitchen to take a medallion for Isabella and a drawing for Bethany from this room. Now you need to sneak up behind the captain of the guard to knock him out and search him for the key that is needed to get into the next part of the castle. Before the guard wakes up, take a book for Varric and a medallion for Fenris on the table nearby. After going up the stairs, grab a flag for Carver along the way and go through the door.

Now you need to go through a small outer courtyard. Hidden in the shadows under the stairs, wait until the nearest guard takes a detour around the landing. Follow him, following at a distance, hiding near the overgrown fences, and, approaching the chest, take the Skepticism amulet from the “Uncertainty” jewelry set.

In the same way, making your way behind the guard, go down the stairs and go down to the door. There is a balcony behind the door, you just need to go through it. Servants are chatting below, but they won't notice you. In the next room, don't forget to pick up love poems for Aveline and a drawing for Bethany. Then you need to go right, but to find the key to the door, you should turn into the left corridor. The guard who walks there can be knocked out, or you can follow him quietly. At the fork there will be a door to a room with two chests. At the same time, you can rest in the room - the door is closed and no one will notice the hero. The smaller chest contains the key to the balcony, and the larger one contains the second item from the jewelry set - the Alarm ring.

You should leave the room with caution: first open the door and hide in the room behind the wall to wait for two guards to pass by, and then sneak behind them. If you go straight to the balcony of the guard room, then on the left you can loot a chest with cheap nonsense. Walk along the balcony, grabbing a flag for Carver along the way, to the desired door, which will lead you to the balconies of the courtyard. Then, after passing through several doors, you will find yourself in the library on the lower floor. Don't forget to take the book for Varric. Go up to the second room of the library, where you can see several Orlesian paintings and get new entries in the codex.

From the library, exit into an open courtyard with several guards. Hiding in the shadows, sneak up on the guard near the stairs and incapacitate him. Before he wakes up, throw a pebble to the fence above the courtyard to distract the second guard, and run to the chest to the left (however, nothing particularly valuable will be found in it). In front of the locked door that leads to the vault, there are two guards patrolling, which you can sneak past by waiting for them to turn away, but first you need to find the key. Therefore, seizing the moment, run past the door and hide in the shadows on the other side. Distract the guard by throwing a pebble behind his back, sneak up on the captain of the guard, disable him and take the key (attention: if the guard is not distracted, but simply disables the captain, he will notice us). As soon as Disablement rolls back, sneak up to the guard sitting with his back to you and disable him. Run behind the pillar to search the chest for the third and final piece of the jewelry set - the Uncertainty Ring. If during this time the guard wakes up, then incapacitate him again. One way or another, run into the shadows to the right of the treasured door and wait for the right moment to sneak past the two patrolling guards.

The finish line. Our hero is almost there. Look to your left - there is a chest with all sorts of nonsense.

In a trap!

At the entrance to the room, a trap will be triggered: the exit is cut off by a massive grate, and the door ahead does not open. To open it, you need to stand on two slabs near the chests at the same time, but all approaches to them are also cut off.

Stand on both slabs near the carpet - to do this, give the group the command not to move and bring Hawk and Tallis in turn to each of the slabs - this will open the grates near the stairs. Next, guide Hawk and Tallis along the slabs in parallel until you reach the statues - knock them over to lock the slabs in the pressed position. You should also exit, crossing one flight at a time, so that the character does not get locked between the bars.

Stand on the slabs in front of the carpet again - now the grates under the balconies will open. At this stage, you need to open passages to the chests, moving the characters parallel along the lower and corresponding upper sides. The chests contain trash and some money. In addition, on the covers you can find quest items for companions: a medallion for Isabella, a feather for Anders, a medallion for Fenris and poems for Aveline. If one of the chests has become inactive, do not be alarmed: it will become available when the bars in front of the door rise. To pick them up, you need to stand on both slabs in front of the chests at the same time.

When you finally get to the treasury, you find out that it is an ambush. It turns out that Tallis has some business of her own with the Duke, and she also has her own little secret. Regardless of your remarks, the Duke will hide you and Tallis in his dungeon, where you can have a heart-to-heart talk with the elf, while your other two companions are in a panic looking for their hapless leader.

When you, with the help of the elf, get out of the cage and meet with the rest of your companions, you will get all your things back (if you sneaked into the treasury secretly), and you will be able to choose two exit routes: through the castle basements or through the caves. If you want to earn more experience, money and collect a set of equipment in the Orlesian style, you should hold off on the caves for now.

Cellars

If you decide to make your way through the basements, you will have to go through several simple puzzles. In the first room you will see two devices (white and black), a stirrer and three locked doors: two white and one yellow. When you click on the device, a symbol of the corresponding color appears above the character's head, and you can open doors with the same colors. You can mix two different colors in a stirrer to make a third.

So, take the white symbol and open the two doors on the left. Return to the machine and take the black one - go through the right white door and open the black one. Take the blue symbol and return to the main room to place the symbol in the stirrer (it will not disappear from your head). Now run through the left white door and open the blue one. Kill the Rune Golem - this is not a very strong monster, it is easy to deal with. Immediately after the reprisal against him, a strange-looking picture on the wall will open: people with and without masks, arranged in three rows. If Isabella is with you, look around and pick up the cursed emerald - it will be useful for the task. Take the yellow symbol from the machine by the door and return to the main room. Open the yellow door to place the symbol in the stirrer, and take away the result of mixing yellow and blue colors - green. Immediately behind the yellow door, on the left hand there will be a green door, behind which there are treasure chests: money and things of average parameters. In addition, if Isabella is in the party, there will be a quest item on the floor - a cursed diamond.

Follow the passage into a large room, in the middle of which there is a chest behind three impenetrable barriers. Turn the slabs located on the floor opposite the exit from the traversed part of the basement so that the slabs with a pattern correspond to people wearing masks, and the clean ones correspond to people without them. The first barrier is open.

Note: in order to remove the barriers, you don’t have to go through the puzzles - you just need to put the right plates in the right order, if you know it.

In the eastern room you need to solve a different type of puzzle. Its essence is that you need to turn over all the plates so as to completely fold the portrait depicted on their reverse side. When you press on a slab, it turns over, and the slabs that have common edges with it also turn over - that is, those adjacent to it horizontally and vertically. If something goes wrong, you can reset what you have accumulated by using the lever under the painting.

After the puzzle is complete, lay out the slabs at the exit in the same pattern as the faces in the second picture. The second barrier has been overcome.

On the western side, wonderful doors await you again. Take the black symbol and unlock both black doors straight ahead. Change the symbol to white and open the white door behind the left black door. Take the blue symbol from the machine in the room and add it to the stirrer. Go through the right black door and open the blue one - another golem! Deal with him and get the third picture of masked people. If Isabella is in the party, don't forget to pick up the cursed ruby. Also take the symbol from the red apparatus and take it to the stirrer. Once you receive the purple symbol, unlock the door to the treasury. The chests contain money, all kinds of garbage and a few mediocre things. Don't forget to look around for the cursed sapphire for Isabella. Having placed tiles at the exit, as in the third picture, remove the last barrier - congratulations, you have received the "Loot" achievement.

In addition to money and all sorts of trinkets, in the chest and in piles of treasures you will find a set of things for Hawk. The type of set depends on the class, and the bonuses it gives depend on the hero’s level. In addition, here you can find a rusty dagger - the last item on Isabella's quest.

There is nothing else to do here, run south along the stairs. If Aveline is in the party, then in front of the door to the next room there will be a tattered book - an item that starts a personal quest for her - "The Seal of Du Lac". After talking to her, go through the door to be ambushed again. The Duke will decide not to let you leave and will set his Hasind with two jesters and a pack of ordinary soldiers against the hero. Hasinda will immediately run away, so there will be one less strong enemy - that’s good. The battle will not be difficult, the main thing is to quickly take out the jesters. These are quite fat robbers who fight painfully, but there are only two of them and they jump out one by one.

After Hawk deals with the local punks, Tallis will suggest leaving through the caves into the dungeon. To get there, you don't need to go back (however, this is impossible) - just go through the passage to the dungeons leading from this hall.

Armor sets

  • Sorceress Illana (magician). Items provide bonuses to health, defense, mana/stamina recovery speed, and have 1 rune slot each. Set bonus: +10% to physical, fire, cold, electrical, natural and spiritual damage.
  • Orlesian spearman (warrior). Items provide bonuses to attack, attack speed, a bonus to the healing received by the character, and have 1 slot for a rune in each. Set bonus: health recovery speed +50, damage resistance +10%.
  • Messenger (robber). Items provide bonuses to health regeneration speed, mana/stamina regeneration speed, damage resistance, durability, and have 1 rune slot in each. Set bonus: 100% stun resistance.
Cellars

Dungeon

If you decide to go through the dungeon first, then you will come across guards here: the first battle will take place in a large hall in the northwestern part of the map, and the second in a hall in the southeastern part. If the battle with de Montfort’s guards took place, it will be quiet and calm here.

After emerging from the casemate with Tallis, you will find yourself in the northern part of the dungeon. Nearby there is a passage to the cellar, and straight ahead there is a corridor with cameras. There are only four cells, two of them contain prisoners who can be freed by breaking the locks.

In the southern part of the dungeon there are two exits: to the cellar (to the room with an ambush) and to the shelter.

Note: Once you exit through the crack into the caves, you will not be able to return back.

Before you leave, it's worth rummaging around in the cells. Among the quest items, here is a loose brick for Aveline’s quest “The Seal of Du Lac”. In the southwestern corridor there are three stone statues for the quest “Pirates and Curses”; in the large hall in the west of the location there is a book for the quest for Varrick. In the remaining chambers you can pick up items for other companions: the Chevalier's banner for Carver, a painting for Bethany and an amulet for Fenris.

After you have collected all the necessary items and completed other tasks in this location, you can go through the passage to the old hideout of the Gray Wardens.

Dungeon

Du Lac's seal

This task becomes available only if you took Aveline with you. Read the book by the door in the southern corridor of the cellars. Aveline will say that in the book there are entries about someone arrested who had the seal of her father’s family, du Lac, tattooed.

After exploring the cache in the southwestern chamber of the northern wing of the casemates, Aveline will find a strange vessel with smoke inside. The vessel will contain a scroll and a ring, as well as the spirit of the One Risen from the Dead. The monster is not new, everyone knows how to fight it. Those who don’t know, should keep in mind that it’s better to hit him from a distance: a powerful aura around the dead man causes damage to everyone who is near him. In addition, he can pull the target towards him, knocking him down.

After killing the monster, the conversation will continue and Aveline will tell you that she doesn't know how this all relates to her father, but she is going to ask someone. This will complete the task, Hawk will receive 200 XP (plus an additional 230 XP for fighting the monster), and our iron lady will acquire a useful trinket - a ring Red stamp (100% basic attack damage against melee enemies).

Pirates and curses

If Isabella is in your party, collect four precious stones and a rusty dagger in the cellars:

  • Cursed emerald - in the room with the first picture, north wing;
  • Cursed Diamond - room behind the green door, north wing;
  • Cursed Ruby - room behind the blue door, west wing;
  • Cursed Sapphire - room behind the purple door, west wing;
  • Rusty dagger - in the central hall near the chest.

In the corridor in the southwestern part of the dungeons there are three stone statues - pirates who were struck by a curse. If you approach them with Isabella, they will call her and tell her about how they stole a dagger that was cursed from their maleficar captain. The curse can only be lifted by another captain if he finds this dagger and shows generosity by giving it to them. We are talking about the same dagger, the parts of which you collected in different places in the basement. If you haven't done this yet, you'll have to go to the basement. If the dagger is already ready, then you need to decide whether to save the pirates from the curse or not.

  • If you give Isabella the choice, she will decide to keep the dagger for herself. As a reward you will receive dagger of the four winds (Electric damage, 4 rune slots) and 150 XP.
  • Or you can persuade her to do a good deed - the pirates will be freed from stone captivity, swear allegiance to Isabella and run away. Subsequently, they will help you in a fight in the caves. As a reward you will receive 300 XP.

Asylum

This location is quite linear, with the exception of some points. Conventionally, it can be divided into two ring parts and three corridors. In the first tunnel you will find a magic feather for Anders. In the ring cave you can find a cache for Sebastian, a cache for Bethany or Carver, and a medallion for Isabella. In addition, you will encounter a tribe of ghouls led by Velgastrial.

A more serious fight awaits you on the bridge - with the same Hasind who has been pursuing Hawk from the very beginning of the adventure. With him will be several soldiers and a bunch of magicians. At the very beginning of the battle, Tallis will be cut off from the team, and if you want to get her back as quickly as possible, then beat Hasinda as quickly as possible. When he has about a third of his life left, Tallis will rejoin the team. After the battle, search the corpses: Kahir will “share” the key to the grate and a two-handed battle ax Dragon breath (fire damage, bonus to fire damage), and remove the staff from the magician Sting (nature damage, 1 rune slot, bonus to nature damage, enemies cannot dodge attacks, health recovery chance). If Isabella is with you and freed the three losers from the curse, they will help you in this battle. You can also enjoy views of the lake at a vantage point from the bridge.

On the second ring you will find poems for Aveline, a cache for Varrick and another pack of ghouls. After the hero has dealt with the savages, Tallis will tell you that you are already at the exit and will convince you to follow her to help her.

Asylum

Here you are free to either refuse or agree. It only depends on which path you take and what enemies you will meet there. Here you can also collect rewards from the tasks of those companions who have not yet acquired personal trinkets: Anders, Fenris, Aveline and Isabella.

Without Tallis

If you refuse to help, you will take a shorter route, and the only enemies you will encounter are guards and wyverns with... wyverns. The exit to the ruins will lead you to the meeting place between Prosper and the Qunari.

With Tallis

If you still decide to go with Tallis, then you will have to run more. Almost immediately at the exit from the caves, Hawk will be waylaid by Baron Arlange, if our hero has not killed him yet, of course. With him will be archers, soldiers and a jester. As a reward for the fight, you will acquire a good sword and shield, and all sorts of little things. In addition, you will encounter all sorts of little things like ghouls and wyverns - you shouldn't have any big problems with them.

But the next enemies will be more powerful - the Tal-Vashoths. First, a small group will appear led by an officer, then a smaller detachment will appear, but led by the leader of the Tal-Vashoths, who will lure you further and further after he is thoroughly beaten. Having finally dealt with the leader, Tallis finds out where the meeting with Prosper will take place - return and go to the ruins.

Final battle

After a short cutscene in which the Duke will receive a certain scroll from Tal-Vashoth, regardless of whether you agreed to help the elf or refused, she will join the party, and Prosper will order his soldiers to attack you.

Conventionally, the battle can be divided into three stages: Prosper, Leopold and Prosper riding Leopold.

During the first stage, the Duke will fight below and the Wyverns will spit poison from above. Don't stand under the stream! Hit the Orlesian and dodge the creature's spitting. When the Duke has lost almost all his lives, he will jump up, and Leopold will engage in more contact combat.

If you put poison in the wyvern's food, it will move quite slowly at this stage. Prosper will place a mark on one of the characters (usually the one the player controls), and Leopold will purposefully pursue that character until the mark disappears. The tactics are simple: hit the wyvern, the one with the mark is the locomotive.

When Leopold is thoroughly battered, the Duke will call him to himself and place traps exploding in a chain on the field. Try to stand in a free area - then it will hardly hit anyone. After this, de Montfort, riding a wyvern, will descend to the battlefield, and the final stage of the battle will begin. Just like in the second stage, the Duke will throw a tag. But Leo is already playful and zealous, so he won’t be able to use the locomotive. But you can throw it off a cliff: when the wyvern is already rushing towards the “marked” one standing at the edge of the abyss, run to the side - the creature will carry it off the platform by inertia, and it will hold on for some time, clinging and being unable to do anything else.

Finish off the Duke, watch the beautiful video and get ready to say goodbye to Tallis. If you refused her, then there will be an option to demand a reward from her. In any case, she will hand over to Hawk what was planned to be planted under the guise of a stone - Heart of Many, a very good amulet that gives an increase in strength, agility and magic, depending on the level. In addition, if the hero does not have a passion nearby, and you flirted with an elf, then you can get a romantic kiss from her, but you won’t get anything more.

The adventure will end here, and Hawk will be transported back to his home in Kirkwall.

Amulets for companions

Suspicious Flags (Carver)

  • On the stairs behind the castle kitchen;
  • On the balcony of the maid's room;
  • Chamber in the southern part of the dungeon;
  • Cache: refuge caves.

Reward: Amulet of an enthusiast. Bonus to critical strike chance, bonus to critical damage, bonus to health regeneration rate and damage resistance.

Symbols (Bethany)

  • In a chamber in the southern part of the dungeon;
  • Cache: in the caves of the refuge.

Reward: Miniature family portrait. Bonus to fire damage and cold damage, bonus to mana/stamina recovery rate.

Map?... (Isabella)

  • In the room opposite the kitchen in the castle;
  • On the right chest in front of the Duke's treasury;
  • In the caves of the refuge;

Reward: Armada of Fortune badge. Bonus to defense, bonus to critical damage, chance of going invisible when attacked.

Secret composition (Sebastian)

  • In the castle courtyard before the hunt, near the quartermaster's chest;
  • In the castle kitchen;
  • Cache: in the caves of the refuge.

Reward: Gift of the Epicurean. Bonus to defense, bonus to critical damage and damage resistance.

Plagiarism (Varric)

  • In the hall behind the kitchen in the castle;
  • In the castle library;
  • In the northwestern hall of the dungeon;
  • Cache: refuge caves.

Magic feathers (Anders)

  • On the Hunter's Trail, Western Hunting Grounds;
  • On the left chest in front of the treasury;
  • In the caves of the refuge;
  • Cache: a path on a mountain slope.

Reward: Birds of a feather. Bonus to health, bonus to mana/stamina, bonus to health regeneration rate.

Warrior's Legacy (Fenris)

  • In the hall behind the kitchen in the castle;
  • On the right chest in front of the treasury;
  • In the caves of the refuge;
  • Cache: a path on a mountain slope.

Reward: Gift of the warrior of the fog. Bonus to defense, bonus to damage from spirit magic, bonus to damage resistance.

Romantic gift (Aveline)

  • In the room in front of the guard room in the castle;
  • On the left chest in front of the Duke's treasury;
  • In the caves of the refuge;
  • Cache: a path on a mountain slope.

Reward: The path of true love. Bonus to health, bonus to defense, bonus to mana/stamina recovery rate.


  • Kay Owald likes this

: a gifted elf can survive or become / . In total, three demons live in the Shadow, fighting for the possession of the dreamer Feinriel - this Torpor(idleness), Weasel(desire) and Rhyme(pride). Each in his own way will try to tempt his companions and Hawk himself. Weasel and Rhyme can only influence companions, Torpor - on Hawk. Each case of betrayal will take away one companion from the squad, which will affect the difficulty of battles against demons. Torpor is in the center of the courtyard. Promises to generously reward for owning a magician, offering a choice of one of the rewards - power(+6 stat points), knowledge(+1 ability) or magic(+2 Barrier runes - protection from magic). Having captured the magician, he will become the most powerful demon of the Shadow, surpassing his own kind. If you make a deal, Feinriel's essence will die and he will become possessed.

Two active demons, Weasel and Rhyme, create their illusion for Feinriel. We must help the elf reject them. Every wrong answer in a dialogue with demons while participating in an illusion will affect his mind. He must understand for himself what's what. During illusions you have to choose first (top) answer options. Then at the end, standing in the courtyard, he will feel the Shadow in a completely different way: he will see the seams, the stitches that hold it together, and he will feel that he can wake up at any moment he wants. Otherwise, he will ask you to put him out of his misery and kill him, which he will do (you can talk him out of it). After being rescued from the Shadow, Feinriel will go to Tevinter to find a mentor and develop her gift.

Betrayal of Shadow Companions in Dragon Age 2:

  • Aveline- succumbs to the demon of desire if Isabella is not in the party.
  • Anders- does not succumb to demons, but can betray Hawk if he makes a deal with the demon Torpor.
  • Varric- succumbs to the demon of pride if Merril and Fenris are not in the party.
  • Isabel- succumbs to the demon of desire.
  • Merrill- succumbs to the demon of pride.
  • Fenris- succumbs to the demon of pride if Merrill is not in the party.

Riddles of the Shadow in Dragon Age 2:

  • In the first room, a ghostly book flies around the hall, calculate the trajectory of movement. In the place where it materializes, we catch it. When fishing, we use a pause. After reading a book, one additional stat point is added.
  • In the room to the left of the starting position, there are 7 barrels (4 large and 3 small): you need to make sure that the small barrels are above the large barrels. For the solution we get one more.
  • In the next small room, behind the wall, there is another riddle with barrels, more difficult. This time you are given 10 barrels (6 regular and 4 red): you need to make sure that the red barrels are on top of each other in the middle of the structure, forming a 2x2 square of four red barrels. A clear example of what should ultimately turn out is in the same room - barrels on the sides. For solving the puzzle, two additional stat points are awarded.