Dragon age dener walkthrough. Dragon age: origins guides and walkthroughs

04.07.2020

After you have gathered all possible allies, Earl Eamon will decide that it is time to convene the Assembly of the Lands, and you will go with him to Denerim. In Denerim you will be greeted by Loghain and Ser Couthren, his assistant. After talking with them, go to Eamon's office.

Note: Although the Earl's Palace is theoretically considered your base in Denerim, there will be no more conversations with allies there than in any other location. For frank conversations and love talks, you still need to go to the camp.

Go to Earl Eamon's office. There you will meet Erlina, Queen Anora's maid. According to Erlina, Anora is a prisoner in Earl Denerim's palace and fears that Howe is going to kill her and put the blame on Earl Eamon. No matter how you react to Erlina's statement, as a result, you will still be assigned the honorable mission of rescuing Anora from captivity.

Save the Queen:

Go to the location "Earl Denerim's Palace" that appeared on your map. It's better not to take Sheila with you, since according to the plan you have to impersonate Howe's soldiers, and it will be difficult to mistake her for a guard. Erlina will be waiting for you near the entrance. At the door to the palace, there is a rally of workers to whom Hou owes money, so you will not be able to get inside through it. Go around the building, fighting off not very numerous guards along the way (they appear from behind, so be careful). When you get close to the back door, Erleena will distract the guards to give you a chance to slip inside.

There are two ways to go through the palace - just kill everyone and everything there, or put on the Hou soldier uniform stored up by Erlina and go through without a fight. It does not appear in your backpack, but is put on during a conversation with Erlina. If you want to take it off, talk to her again.

You can actually go through the first floor without any incidents with one exception - in one of the rooms, behind the room with the queen, there is a meeting between a soldier and a maid - if they notice you, they will raise the alarm. However, they don't automatically notice you when you enter a room, but only if you walk a few steps inside, so this can be completely avoided - just close the door and move on.

When you reach the door to the queen's room, you will learn that it has a magical protection that cannot be removed by the means currently available to you, except by "persuading" the magician who imposed it to do so. The magician is in the company of Howe, who is currently in the dungeon of the palace. Go there. Before entering the dungeon, you will find a chest with the Papers of the Gray Wardens, and a little further - Riordan, the Gray Warden, whom Howe keeps (or rather, kept) behind bars. Riordan will free himself when the guard is distracted by your arrival and confirms that Howe recently proceeded to the dungeon. If you ask Riordan about the documents he found, he will tell you about the Gray Wardens' secret warehouse in Denerim, but you don't have to do it right now - you can ask him later. After your release, you can find Riordan in the office next to Eamon in the earl's palace.

In Howe's dungeon, in addition to Howe himself, you can meet several people who can affect the outcome of the Gathering of Lands: the templar Irminric, Vaughn - the son of the former Earl Denerim (he will not be in the dungeon if you play as a City Elf and killed him in the prologue) and Oswin, son of Bann Sigurd. If you help them free, it will earn you additional votes in the Gathering. Won can also be shaken for a bribe of 40 gold - this will not affect his vote at the Meeting. (If you release Vaughn, Zevran will not approve.)

In addition to them, you can find Soris in the dungeon. It won't be there unless you're playing as a City Elf and you took all the blame in the Prologue when talking to the guards. If you release him, you will get Zevran's approval, but, in principle, his release does not significantly affect anything.

Howe himself, accompanied by a guard that includes two mages, will make a short speech when he sees your delegation - a little more personal if you're playing a Noble - and then attack you. It is impossible to end this meeting peacefully. After you deal with Howe and his guards and free everyone you decided to free, go back to the first floor to the queen's room.

Anora and Erlina will join you, but Ser Couthren will be waiting for you at the entrance with numerous guards. You can surrender to her without a fight, you can attack right away, or you can try to persuade her to let you through, motivating your behavior by the fact that you saved Anora. The last attempt is always doomed to failure, so if you wish to avoid a fight, your only option is to give up immediately.

Ser Coutren is considered one of the strongest opponents in the game, but if you immediately retreat into the corridor and one of the side rooms, then you will usually be followed only by her and perhaps one or two guards, which will make your task much easier. If during the battle (regardless of whether you have already won Coutren or not) your group loses consciousness in full strength, then in this case you will be considered not dead, but captured, and the scenario will develop in exactly the same way as if you would have surrendered voluntarily.

If Alistair is in your group, he will be captured along with you. The rest will be released, as Couthren is only interested in the Gray Wardens.

Note: If Sten or Oghren is in your group, they will not approve of your decision to surrender.

Whether you give up or not will not affect the overall plot line. Ser Couthren has a good two-handed sword with him, but a little later you will have another opportunity to get it. And the conversations in Fort Dragon are very funny and worth listening to.

If you are captured, then your next task is to free yourself. This can be done in two ways - escape from the Dragon Fort yourself or wait until your associates rescue you.

Keep in mind that only associates with a high disposition towards you will be interested enough in your fate to go to your aid.

If you decide to run yourself, then the first thing you need to do is get out of the cell. There are many ways to do this - you can seduce a guard, you can pretend to be sick, you can open the lock yourself if you have the appropriate skill, you can even knock him out through the bars if you have good Strength, etc. After that, you can leave the fort in the usual way - that is, demolish everything that moves in your path, or ... retire quietly and unnoticed - after all, the soldiers, after all, are not to blame for anything. All your belongings are in a chest near your cell. You need to get past a couple of guards and a mabari a little further, but after that it is possible to exit the fort without spilling anyone's blood. To do this, you need to go to the armory and put on the uniform of the guards. Like Howe's soldier uniform, it does not appear in your backpack, but is dressed by "talking" - this time with an armor stand. If you decide to take them off, then go back and "talk" to her again.

As soon as you put on the uniform, all opponents in the fort will no longer be hostile. Now you need to get past the guards at the door, who will only let you in if you know the password. A piece of paper with a password can simply be stolen from the pocket of one of the guards talking in the warehouse, but if your GG is not a master of climbing pockets, then there is another way. He will help you if you have developed Persuasion.

After you put on the uniform, go to the colonel's office, who will take you for recruits and tell you to look for two more guards. He means the same couple in the warehouse, one of which you can steal the password from. The guards will explain that you need the standard swords, which they can't get due to a little spat with the quartermaster. Go to the officer's armory. You can bribe the quartermaster or persuade him to give you the right weapon. Alternatively, you can visit him before talking to the guards and convince him that you came to replace him - then he will leave and later you can take the swords without any interference.

After receiving the swords, go to the colonel for an inspection. If he asks what a soldier needs, answer "Discipline" or "Honor". After that, you can leave the fort without interference, since the guards accompanying you know the correct password.

If you decide to wait until they come to your aid, then in a conversation with Alistair you will have to choose who exactly will do this (the list will consist only of associates who have high approval).

Your saviors can follow the same two paths as you - kill everyone and everything in their path, or try to pass quietly and without unnecessary bloodshed. With the first method, everything is clear, as for the second, in order not to arouse suspicion, they will have two conversations in which they must convince the interlocutor that they are who they say they are - a conversation with the guards immediately at the entrance to the fort, a conversation with the captain guards immediately after. The third conversation with Guardian Tanna, who guards the door to the actual dungeon, is to force her to leave the post so that your saviors can slip inside without any problems.

Each time in a conversation, you will have a choice of which of the two will lead it. Each ally can persuade at least one of the three interlocutors. Leliana and Zevran are able to bluff successfully in all three situations. Wynn can go through all three conversations, except if she has a dog with her. Alistair is able to successfully complete the first two, but not Tanna. The dog is able to lead the guards and the captain, but he does not have the option to "talk" to Tanna. Sten will not be able to get through the first two conversations, but he can force Tanna to resign. An exception is the case if his partner is a dog, in which case Sten will be able to pass the first post with the guards. Morrigan is able to force Tanna to leave, but will not be able to bluff the first two cases if her partner is Wynn, Leliana, or a dog. Oghren can pass the first conversation if his partner is Zevran, Sten or a dog.

If you cannot persuade Tanna to leave her post, then there is another way - a provocation by shooting one of the ballistas located inside the large hall. Fire the ballista and Tanna will run to find out what's wrong, and you can safely go inside. In the dungeon, you will have to fight with several guards and mabari, since your presence in this part of the fort is not justified by anything, but, fortunately, the guards there are not too numerous. After your saviors free you (and Alistair, if he is with you), you can leave the fort - for some reason the corridors and halls will be empty, so you won't have to fight. (Although, if you so desire, you can, of course, clear the fort of soldiers completely).

In any case, after being rescued from Dragon Fort or after the battle with Ser Couthren, go to Earl Eamon's palace and talk to Anora. This will complete the "Rescue the Queen" quest and give you the next one - "Unrest in the Elvenage".

Trouble in Elfinage:

Actually, what exactly is happening in Elfinage - Anora does not know, but she is sure that it is somehow connected with Loghain. Go there. If you freed Soris from Hou's dungeon, then he is in the house of Sirion (your father, if GG is a city elf). Soris will advise you to talk to Shianni.

Xianni rallies near the hospital. She will be a little more friendly towards you if you freed Soris from the dungeon, but this, in principle, will not affect anything. If you're a City Elf and you didn't accept Vaughn's offer in the prologue, she'll be more than happy to see you.

After talking with Shianni, you need to find out what is happening with the elves that the Tevinter mages are taking away under the pretext of quarantine. If your GG is an elf (it doesn't matter if it's city or Dalish), then you can pretend to be sick and then they will take you inside the hospital. The problem is that inside your bluff will be revealed and you will have to deal with the guards all alone. Alternatively, you can bribe the guard at the back door to let you in (or kill him) or provoke the Tevinter mages to attack in conversation. (If you slipped in without a fight, you still have to fight them when you exit the hospital.)

Inside the hospital, you need to take a note from the table, pick up the key, which will come in handy later, and talk to the captive elves. Elder Valendrian will not be among them - he has already been taken somewhere else before that. Go to the residential building nearby (you can show Shianni's note first, but this is optional). There you can bribe the tenant elf to tell you what's going on, but he won't say anything you couldn't guess for yourself. Go through the house and exit through the back door, opening it with the key you received at the hospital. Tevinter guards will be waiting for you in the alley. Deal with them and go through the door of the next building.

A group of guards led by the elf Devera is waiting for you right at the entrance. If you have Persuasion developed, then you can avoid the fight and force them to leave. In any case, make your way to the last room, where the head of the Tevinter mages, Caladrius, is waiting for you. He will offer you a deal - he gives you documents incriminating Loghain in the slave trade for a bribe, after which you release him and his captives in peace. If you have developed Persuasion, then you can persuade Caladrius to leave all the captive elves with you, or give you documents for free. If deals with the slaver are not in your plans, then fight him - and he will offer you an alternative deal after you take almost all of his life - use Blood Magic and sacrifice captive elves to raise your health (i.e. Body type). If you accept his offer, then almost all of your associates (especially Wynn) will not approve of this, with the exception of Morrigan. If you do not accept it, then finish off Caladrius and remove the necessary documents from his corpse. The physique in case of accepting the offer will rise by only one, so decide for yourself whether it is worth it or not. After the death of Caladrius or his departure, talk to Valendrian (if you play as a city elf, then with your father). If Caladrius did not take the slaves and did not kill them, then talk to Valendrian (Sirion) in his house before leaving Elfinage and go to Earl Eamon with a report.

Collection of lands - ending:

Earl Eamon tells you to take Alistair with you and go to the Gathering of the Lands. Complete any quests that are left open - especially those related to Radcliffe, as you won't have that option later. Couthren will meet you before the Gathering - if you haven't killed her before. She can also spawn if you defeated her in Hou's palace, but were defeated in a further fight with the rest of the guards. Couthren can simply be killed or - with high Persuasion and Cunning - persuaded to let you pass in peace.

The Assembly of the Lands can go two ways depending on how the nobles vote. If the majority votes in your favor, Loghain will refuse to abide by their decision, and you can offer him a one-on-one duel as a way to resolve the issue. (You can fight him yourself or choose any of your group except for the dog.) If the Assembly votes against you, you will have to fight not only with Loghain, but also with his guards, plus the guards of those nobles who did not support you. In this case, you will still be forced to go to the duel with Loghain after you remove most of his lives from him.

In any case, after a few statements, Loghain will bring up the question of Queen Anora, after which she herself will appear. Anora's support means a lot and counts as more than one vote. It is almost impossible to win the vote without it. However, if you have completed all the side quests that the votes listed in the previous paragraph brought you, you can do without her support.

Anora will support you if you spoke to her before you returned from Elfinage and promised your support for her claim to the throne (alternatively, you can persuade her and Alistair to rule together or rule with you if your GM is a noble). You do not have to keep your word - even if you promise her support, you will still have the opportunity to put Alistair on the throne.

Anora will not support you if you have not spoken to her at all, if you have told her that you support Alistair and if you have said that Loghain must pay for his crimes.

After the duel with Loghain, you have to decide what to do with him. If you spare him, Alistair will leave your group. If you toughened him up during your personal quest and coaxed him into ruling with Anora before the Gathering, he will become King of Ferelden. If you haven't toughened him up or proposed marriage to Anora, he will disappear in an unknown direction and you won't hear from him again until the epilogue. Alternatively, without your intervention, Anora can execute him in order to destroy a potential contender for the throne.

If you decide to execute Loghain, you can choose to do so yourself or cede the right to Alistair. If you expected to marry Alistair to Anora or marry her yourself, then keep in mind that she will not marry the one who personally killed her father, so if you decide to marry her to Alistair, then kill Loghain yourself and vice versa. Alistair may, in turn, refuse to marry Anora if she betrayed you and supported Loghain during the Gathering.

After Loghain's death, you will have to make the final choice of who will be the ruler of Ferelden. Alistair will remain in your group in any case - as a future king or just as a Gray Warden. If you decide to make him king, then Earl Eamon will offer Anora to swear allegiance to him and renounce further claims to the crown both for herself and for possible descendants. Anora resolutely refuses, after which she will be put under arrest. (It's interesting that she remarks to Alistair that if they had switched places, she would have been much tougher with him.) You can't convince Anora and Alistair to get married if you haven't already convinced them to do so before the Gathering.

If the GG is a noblewoman, then she can become queen and rule with Alistair, if the question "Who will rule Ferelden?" will answer that it will be Alistair with her help. This can be done even if the GG was not in a love affair with Alistair, but has a good Persuasion and his friendly attitude towards her is high enough. However, if Alistair enters a duel with Loghain, then the dialogue leading up to the engagement may not appear, so it is better if someone else fights Loghain. (It doesn't matter if the GG herself or Alistair kills him after the duel.)

If the GG was in connection with Alistair and is not a noblewoman, he may break relations with her or not, depending on whether you toughened him up during his personal quest, and on her answers in a conversation after the Meeting. (See the Companions article for details.)

On this, this quest ends and now you have the last part of the game - the final battle.

After you have gathered all possible allies, Earl Eamon will decide that it is time to convene the Assembly of the Lands, and you will go with him to Denerim. In Denerim you will be greeted by Loghain and Ser Couthren, his assistant. After talking with them, go to Eamon's office.

Note: Although the Earl's Palace is theoretically considered your base in Denerim, there will be no more conversations with allies there than in any other location. For frank conversations and love talks, you still need to go to the camp.

Go to Earl Eamon's office. There you will meet Erlina, Queen Anora's maid. According to Erlina, Anora is a prisoner in Earl Denerim's palace and fears that Howe is going to kill her and put the blame on Earl Eamon. No matter how you react to Erlina's statement, as a result, you will still be assigned the honorable mission of rescuing Anora from captivity.

Go to the location "Earl Denerim's Palace" that appeared on your map. It's better not to take Sheila with you, since according to the plan you have to impersonate Howe's soldiers, and it will be difficult to mistake her for a guard. Erlina will be waiting for you near the entrance. At the door to the palace, there is a rally of workers to whom Hou owes money, so you will not be able to get inside through it. Go around the building, fighting off not very numerous guards along the way (they appear from behind, so be careful). When you get close to the back door, Erleena will distract the guards to give you a chance to slip inside.
There are two ways to go through the palace - just kill everyone and everything there, or put on the Hou soldier uniform stored up by Erlina and go through without a fight. It does not appear in your backpack, but is put on during a conversation with Erlina. If you want to take it off, talk to her again.

You can actually go through the first floor without any incidents with one exception - in one of the rooms, behind the room with the queen, there is a meeting between a soldier and a maid - if they notice you, they will raise the alarm. However, they don't automatically notice you when you enter a room, but only if you walk a few steps inside, so this can be completely avoided - just close the door and move on.

When you reach the door to the queen's room, you will learn that it has a magical protection that cannot be removed by the means currently available to you, except by "persuading" the magician who imposed it to do so. The magician is in the company of Howe, who is currently in the dungeon of the palace. Go there. Before entering the dungeon, you will find a chest with the Papers of the Gray Wardens, and a little further - Riordan, the Gray Warden, whom Howe keeps (or rather, kept) behind bars. Riordan will free himself when the guard is distracted by your arrival and confirms that Howe recently proceeded to the dungeon. If you ask Riordan about the documents he found, he will tell you about the Gray Wardens' secret warehouse in Denerim, but you don't have to do it right now - you can ask him later. After your release, you can find Riordan in the office next to Eamon in the earl's palace.

Go to the basement. Here your disguise will not help you - the very first group of guards will lead you to clean water and from now on you will have to fight your way through the guards.

In Howe's dungeon, in addition to Howe himself, you can meet several people who can affect the outcome of the Gathering of Lands: the templar Irminric, Vaughn - the son of the former Earl Denerim (he will not be in the dungeon if you play as a City Elf and killed him in the prologue) and Oswin, son of Bann Sigurd. If you help them free, it will earn you additional votes in the Gathering. Won can also be shaken for a bribe of 40 gold - this will not affect his vote at the Meeting. (If you release Vaughn, Zevran will not approve.)

In addition to them, you can find Soris in the dungeon. It won't be there unless you're playing as a City Elf and you took all the blame in the Prologue when talking to the guards. If you release him, you will get Zevran's approval, but, in principle, his release does not significantly affect anything.

Howe himself, accompanied by a guard that includes two mages, will make a short speech when he sees your delegation - a little more personal if you're playing a Noble - and then attack you. It is impossible to end this meeting peacefully. After you deal with Howe and his guards and free everyone you decided to free, go back to the first floor to the queen's room.

Anora and Erlina will join you, but Ser Couthren will be waiting for you at the entrance with numerous guards. You can surrender to her without a fight, you can attack right away, or you can try to persuade her to let you through, motivating your behavior by the fact that you saved Anora. The last attempt is always doomed to failure, so if you wish to avoid a fight, your only option is to give up immediately.

Ser Coutren is considered one of the strongest opponents in the game, but if you immediately retreat into the corridor and one of the side rooms, then you will usually be followed only by her and perhaps one or two guards, which will make your task much easier. If during the battle (regardless of whether you have already won Coutren or not) your group loses consciousness in full strength, then in this case you will be considered not dead, but captured, and the scenario will develop in exactly the same way as if you would have surrendered voluntarily.
If Alistair is in your group, he will be captured along with you. The rest will be released, as Couthren is only interested in the Gray Wardens.

Note: If Sten or Oghren is in your group, they will not approve of your decision to surrender.

Whether you give up or not will not affect the overall plot line. Ser Couthren has a good two-handed sword with him, but a little later you will have another opportunity to get it. And the conversations in Fort Dragon are very funny and worth listening to.

If you are captured, then your next task is to free yourself. This can be done in two ways - escape from the Dragon Fort yourself or wait until your associates rescue you.
Keep in mind that only associates with a high disposition towards you will be interested enough in your fate to go to your aid.

If you decide to run yourself, then the first thing you need to do is get out of the cell. There are many ways to do this - you can seduce a guard, you can pretend to be sick, you can open the lock yourself if you have the appropriate skill, you can even knock him out through the bars if you have good Strength, etc. After that, you can leave the fort in the usual way - that is, demolish everything that moves in your path, or ... retire quietly and unnoticed - after all, the soldiers, after all, are not to blame for anything. All your belongings are in a chest near your cell. You need to get past a couple of guards and a mabari a little further, but after that it is possible to exit the fort without spilling anyone's blood. To do this, you need to go to the armory and put on the uniform of the guards. Like Howe's soldier uniform, it does not appear in your backpack, but is dressed by "talking" - this time with an armor stand. If you decide to take them off, then go back and "talk" to her again.

As soon as you put on the uniform, all opponents in the fort will no longer be hostile. Now you need to get past the guards at the door, who will only let you in if you know the password. A piece of paper with a password can simply be stolen from the pocket of one of the guards talking in the warehouse, but if your GG is not a master of climbing pockets, then there is another way. He will help you if you have developed Persuasion.
After you put on the uniform, go to the colonel's office, who will take you for recruits and tell you to look for two more guards. He means the same couple in the warehouse, one of which you can steal the password from. The guards will explain that you need the standard swords, which they can't get due to a little spat with the quartermaster. Go to the officer's armory. You can bribe the quartermaster or persuade him to give you the right weapon. Alternatively, you can visit him before talking to the guards and convince him that you came to replace him - then he will leave and later you can take the swords without any interference.
After receiving the swords, go to the colonel for an inspection. If he asks what a soldier needs, answer "Discipline" or "Honor". After that, you can leave the fort without interference, since the guards accompanying you know the correct password.

If you decide to wait until they come to your aid, then in a conversation with Alistair you will have to choose who exactly will do this (the list will consist only of associates who have high approval).

Your saviors can follow the same two paths as you - kill everyone and everything in their path, or try to pass quietly and without unnecessary bloodshed. With the first method, everything is clear, as for the second, in order not to arouse suspicion, they will have two conversations in which they must convince the interlocutor that they are who they say they are - a conversation with the guards immediately at the entrance to the fort, a conversation with the captain guards immediately after. The third conversation with Guardian Tanna, who guards the door to the actual dungeon, is to force her to leave the post so that your saviors can slip inside without any problems.

Each time in a conversation, you will have a choice of which of the two will lead it. Each ally can persuade at least one of the three interlocutors. Leliana and Zevran are able to bluff successfully in all three situations. Wynn can go through all three conversations, except if she has a dog with her. Alistair is able to successfully complete the first two, but not Tanna. The dog is able to lead the guards and the captain, but he does not have the option to "talk" to Tanna. Sten will not be able to get through the first two conversations, but he can force Tanna to resign. An exception is the case if his partner is a dog, in which case Sten will be able to pass the first post with the guards. Morrigan is able to force Tanna to leave, but will not be able to bluff the first two cases if her partner is Wynn, Leliana, or a dog. Oghren can pass the first conversation if his partner is Zevran, Sten or a dog.

If you cannot persuade Tanna to leave her post, then there is another way - a provocation by shooting one of the ballistas located inside the large hall. Fire the ballista and Tanna will run to find out what's wrong, and you can safely go inside. In the dungeon, you will have to fight with several guards and mabari, since your presence in this part of the fort is not justified by anything, but, fortunately, the guards there are not too numerous. After your saviors free you (and Alistair, if he is with you), you can leave the fort - for some reason the corridors and halls will be empty, so you won't have to fight. (Although, if you so desire, you can, of course, clear the fort of soldiers completely).

In any case, after being rescued from Dragon Fort or after the battle with Ser Couthren, go to Earl Eamon's palace and talk to Anora. This will complete the "Rescue the Queen" quest and give you the next one - "Unrest in the Elvenage".

Actually, what exactly is happening in Elfinage - Anora does not know, but she is sure that it is somehow connected with Loghain. Go there. If you freed Soris from Hou's dungeon, then he is in the house of Sirion (your father, if GG is a city elf). Soris will advise you to talk to Shianni.

Xianni rallies near the hospital. She will be a little more friendly towards you if you freed Soris from the dungeon, but this, in principle, will not affect anything. If you're a City Elf and you didn't accept Vaughn's offer in the prologue, she'll be more than happy to see you.

After talking with Shianni, you need to find out what is happening with the elves that the Tevinter mages are taking away under the pretext of quarantine. If your GG is an elf (it doesn't matter if it's city or Dalish), then you can pretend to be sick and then they will take you inside the hospital. The problem is that inside your bluff will be revealed and you will have to deal with the guards all alone. Alternatively, you can bribe the guard at the back door to let you in (or kill him) or provoke the Tevinter mages to attack in conversation. (If you slipped in without a fight, you still have to fight them when you exit the hospital.)

Inside the hospital, you need to take a note from the table, pick up the key, which will come in handy later, and talk to the captive elves. Elder Valendrian will not be among them - he has already been taken somewhere else before that. Go to the residential building nearby (you can show Shianni's note first, but this is optional). There you can bribe the tenant elf to tell you what's going on, but he won't say anything you couldn't guess for yourself. Go through the house and exit through the back door, opening it with the key you received at the hospital. Tevinter guards will be waiting for you in the alley. Deal with them and go through the door of the next building.

A group of guards led by the elf Devera is waiting for you right at the entrance. If you have Persuasion developed, then you can avoid the fight and force them to leave. In any case, make your way to the last room, where the head of the Tevinter mages, Caladrius, is waiting for you. He will offer you a deal - he gives you documents incriminating Loghain in the slave trade for a bribe, after which you release him and his captives in peace. If you have developed Persuasion, then you can persuade Caladrius to leave all the captive elves with you, or give you documents for free. If deals with the slaver are not in your plans, then fight him - and he will offer you an alternative deal after you take almost all of his life - use Blood Magic and sacrifice captive elves to raise your health (i.e. Body type). If you accept his offer, then almost all of your associates (especially Wynn) will not approve of this, with the exception of Morrigan. If you do not accept it, then finish off Caladrius and remove the necessary documents from his corpse. The physique in case of accepting the offer will rise by only one, so decide for yourself whether it is worth it or not. After the death of Caladrius or his departure, talk to Valendrian (if you play as a city elf, then with your father). If Caladrius did not take the slaves and did not kill them, then talk to Valendrian (Sirion) in his house before leaving Elfinage and go to Earl Eamon with a report.

Earl Eamon tells you to take Alistair with you and go to the Gathering of the Lands. Complete any quests that are left open - especially those related to Radcliffe, as you won't have that option later. Couthren will meet you before the Gathering - if you haven't killed her before. She can also spawn if you defeated her in Hou's palace, but were defeated in a further fight with the rest of the guards. Couthren can simply be killed or - with high Persuasion and Cunning - persuaded to let you pass in peace.

The Assembly of the Lands can go two ways depending on how the nobles vote. If the majority votes in your favor, Loghain will refuse to abide by their decision, and you can offer him a one-on-one duel as a way to resolve the issue. (You can fight him yourself or choose any of your group except for the dog.) If the Assembly votes against you, you will have to fight not only with Loghain, but also with his guards, plus the guards of those nobles who did not support you. In this case, you will still be forced to go to the duel with Loghain after you remove most of his lives from him.

How to convince the Assembly to support you:

Use Persuasion, if you have it, and declare that the main problem is not Orlais, but Pestilence.

Raise the issue of the slave trade in Elfinage.

Mention the torture of innocents by Earl Howe (only if you freed Oswin and talked to his father after that).

Mention the poisoning of Arl Eamon (only if you freed Irminric and gave the ring to his sister).

If you freed Vaughn from Howe's dungeon, this will give you an additional vote of support.

If you've completed the final Antivan Crows hostage quest, this will give you an extra vote of support.

In any case, after a few statements, Loghain will bring up the question of Queen Anora, after which she herself will appear. Anora's support means a lot and counts as more than one vote. It is almost impossible to win the vote without it. However, if you have completed all the side quests that the votes listed in the previous paragraph brought you, you can do without her support.

Anora will support you if you spoke to her before you returned from Elfinage and promised your support for her claim to the throne (alternatively, you can persuade her and Alistair to rule together or rule with you if your GM is a noble). You do not have to keep your word - even if you promise her support, you will still have the opportunity to put Alistair on the throne.

Anora will not support you if you have not spoken to her at all, if you have told her that you support Alistair and if you have said that Loghain must pay for his crimes.

After the duel with Loghain, you have to decide what to do with him. If you spare him, Alistair will leave your group. If you toughened him up during your personal quest and coaxed him into ruling with Anora before the Gathering, he will become King of Ferelden. If you haven't toughened him up or proposed marriage to Anora, he will disappear in an unknown direction and you won't hear from him again until the epilogue. Alternatively, without your intervention, Anora can execute him in order to destroy a potential contender for the throne.

If you decide to execute Loghain, you can choose to do so yourself or cede the right to Alistair. If you expected to marry Alistair to Anora or marry her yourself, then keep in mind that she will not marry the one who personally killed her father, so if you decide to marry her to Alistair, then kill Loghain yourself and vice versa. Alistair may, in turn, refuse to marry Anora if she betrayed you and supported Loghain during the Gathering.

After Loghain's death, you will have to make the final choice of who will be the ruler of Ferelden. Alistair will remain in your group in any case - as a future king or just as a Gray Warden. If you decide to make him king, then Earl Eamon will offer Anora to swear allegiance to him and renounce further claims to the crown both for herself and for possible descendants. Anora resolutely refuses, after which she will be put under arrest. (It's interesting that she remarks to Alistair that if they had switched places, she would have been much tougher with him.) You can't convince Anora and Alistair to get married if you haven't already convinced them to do so before the Gathering.

If the GG is a noblewoman, then she can become queen and rule with Alistair, if the question "Who will rule Ferelden?" will answer that it will be Alistair with her help. This can be done even if the GG was not in a love affair with Alistair, but has a good Persuasion and his friendly attitude towards her is high enough. However, if Alistair enters a duel with Loghain, then the dialogue leading up to the engagement may not appear, so it is better if someone else fights Loghain. (It doesn't matter if the GG herself or Alistair kills him after the duel.)

If the GG was in connection with Alistair and is not a noblewoman, he may break relations with her or not, depending on whether you toughened him up during his personal quest, and on her answers in a conversation after the Meeting. (See the Companions article for details.)

On this, this quest ends and now you have the last part of the game - the final battle.

Non-plot quests

Ser Landry will call you in the Denerim Trade District near Gorim. He wants to avenge your betrayal at the Battle of Ostagar. If you can convince him that the Gray Wardens are innocent (or threaten him), he will leave in peace. If not, he will challenge you to a duel. Then you need to go to the alley behind the Bitten Noble tavern and defeat him in a fight.

In order for this quest to appear in your journal, you need to collect three notes about the mysterious Unshackled. You can get one from the Frightened Adventurer in the tavern in Orzammar. One can be removed from the corpse of the Adventurer on the second level of the Elven ruins in the Brecilian Forest. The corpse lies in a large hall with skeleton archers, which is stuffed with traps. The last entry is on the corpse of the Adventurer in the first level of the Ruined Temple.

After you collect all three entries and get the quest in the journal, you need to head to Dirty Corner in Denerim. Knock on the closed door of one of the houses, say that you will not leave and mention Gakskang. After you go inside, after a short conversation, Gaxkang will attack you.

This battle is considered one of the most difficult in the game. Gaxkang fights in two forms - Revenant and Arcane Horror - respectively, in one he deals great melee damage, and in the second he casts various spells. Equipment with high spell resistance can be very useful in this case. Cone of Cold also works well on both forms.

After the battle, among other pleasant things, you will receive a beautiful one-handed sword Cleaving Blade with three slots. Sometimes you can also get one of the best shields in the game - Wall of Shadow. (He crashes very rarely and almost always at the highest difficulty level.)

Note: fans of the game Baldur's Gate have probably noticed a hint at one of the most powerful opponents of the second game of the saga - the demi-lich Kangax.

In the southwestern part of the first level of the Forsaken Temple, you will find ancient cipher texts. Take them to Sister Justina, who is standing at the Church building, and she will recognize in them the records of the last days of Maferat - Andraste's husband, and will gladly pay you about 7 gold for the opportunity to decipher them.

Speak to Wade, a blacksmith who dreams of crafting armor from exotic materials such as drake skins (young male dragons), to have this quest appear in your journal. If you don't, the quest will appear after you get your first drake skin.

When clearing the second level of the Forsaken Temple, you should find 6 drakes. Be careful and inspect every corner - some of them sit in ambush and will only attack if you go to a certain point in the room / cave, and if you decide that there is nothing interesting there, turn back, then they will not appear. From these skins, the blacksmith Wade can make you two sets of armor - first regular, and then improved. Note: some sources claim that other drakes can be found in the game besides those found in the temple (for example, in random encounters on the world map) - but this has never happened in my games.

If you kill the High Dragon at the top of the mountain after passing through the Ruined Temple, Wade will craft your choice of armor from it - medium, heavy or massive armor. If you previously paid him for Young Dragon Skin Armor at least once, although he agreed to make it for you for free, then you will receive Improved Dragon Skin Armor from him. Wade will only forge this armor if he has already made at least one set of armor from the skin of young dragons for you.

Note: after Wade crafts all three sets of armor for you, you will no longer be able to use the services of his shop, so if you want to purchase any of her goods, do it before completing the quest.

You will receive this quest when you find a templar named Irminric in the dungeons of Earl Howe's palace, where you will go on the "Save the Queen" story quest. The poor fellow is a little out of his mind, so you will have to take the ring from him and give it to his sister, Bann Alfstanna, in the Bitten Noble tavern.

You can kill Irminrik, but in this case you will not receive a reward from Alfstanna. This quest can also affect how the vote at the Gathering of the Earths ends - although it is not a sine qua non for its success.

You will receive this task if you free Oswin, the son of Bann Sigard, from the torture chamber in the palace of Earl Denerim. Speak to Bann Sigard in the Bitten Noble Inn to complete this quest.

This quest can also affect how the vote at the Gathering of the Earths ends - although it is not a sine qua non for its success. If you ask for a reward for a deed (40 gold) instead of refusing it, it will not affect Bann Sigard's voice in any way.

If you took the Decorated Box from Irving's office in the Tower of Mages, then to receive a reward, you should take it to the southern part of the Trading District, to a dead end where the Miracles of Thedas shop is located. Knock on the door and give the chest. Don't ask for clarifications, because you won't get them anyway.

This quest appears after you find the corpse of Ser Frieden in the Forsaken Lane. Go to the location "Abandoned Building" that appeared on your map of Denerim and kill the malefics and their bodyguards. The quest will be considered completed after the death of the leader of the Blood Mages.

Be careful - there are many traps in this building.

This quest will give you Ser Otto. As a templar, he senses the presence of an evil force somewhere in the Elvenage, but is unsure where. To help him, examine the area around. The raving beggar will mention something strange happening in the building of the shelter, and on the ground near the shelter you will find bloodstains and the corpse of a dog. Tell Ser Otto about this, and he will decide to examine the shelter personally - with your help.

Go to the shelter building. After making your way through several mabari and ghosts, you will encounter a demon. After a short battle, the demon will disappear and Ser Otto will announce that this is not the end - he still feels the presence of evil. Move on, fighting off ghosts and shadows along the way. In the last room you will meet the same demon - which this time will be stronger. You will have to defeat him twice - and the second time he will call other demons to help him. Ser Otto, alas, will fall after the first battle. There is no way to save his life.

After you finally defeat the demon, your quest will be completed.


Services to interested parties

You can get these quests from the bartender in the Bitten Noble tavern if you ask him if there is any not too legitimate work for you. You will receive a reward from him when you report what you have done.

You need to somehow get rid of three corpses that appeared as a result of not very correct actions of D's subordinates. You can pick up the first corpse next to the Church building in Denerim, the second one in one of the rooms of the "Pearl", and the third one in the warehouse in the southern parts of the Trade District. All three (or each in turn - as you wish) - you need to drop into the well near the Church building.

Find 12 love letters. Unlike other quests that ask you to find a certain number of items, there are exactly 12 letters in the game, so you should find them all.

Location of letters:

1. In a chest near Varathorn in the camp of the Dalish elves.
2. In a chest on the first floor of the ruins in the Brecilian Forest, to the left of the entrance, behind a fake brick wall.
3. In a box inside the mill in Redcliffe.
4. In a chest in the basement of Radcliffe Castle.
5. In a chest in the Pampered Princess tavern by Calenhad Lake.
6. In a chest on the second floor of the Tower of Mages.
7. In a chest in a house in the village of Refuge.
8. In a chest in Jarvia's lair in Orzammar.
9. In a chest in one of the rooms in the palace in Orzammar.
10. In a chest in Wade's shop in Denerim.
11. In a chest in one of the rooms of the "Pearl" in Denerim.
12. In a chest in one of the rooms in Earl Eamon's palace in Denerim. (It's an unlocked chest, so you can take the letter from there even if you're not a rogue.)

Travel to West Brecilian Forest and fire a signal arrow. To do this, your GG must be armed with a bow. After that, an ambush of Denerim mercenaries will attack you - deal with them and go back with a report.

Deliver 15 pieces of poisonous extract to the bartender of the Bitten Noble (if you can't find it, remember that it is sold in unlimited quantities by Varathorn in the Dalish camp).

Deliver 10 grenades (gem, not bombs) to the Bitten Noble bartender. Unfortunately, you can’t just buy the right amount of them - you need to collect grenades throughout the game. If you have already sold them all, try to bypass the merchants and buy the stones back.

K wants you to put rewards for his "employees" into several caches. The caches are located:

1. Not far from Dvin's house in Radcliffe;
2. In the Frost Mountains near the Arena;
3. In the tavern "Spoiled Princess" by Lake Calenhad;
4. On the central square in the Denerim Trade District.

Sometimes (although not always as a result of a bug) you will be offered a choice: disarm caches and not invest in them, and thus frame K in the eyes of his subordinates. If you do this, K will no longer give you any quests.

D is convinced that his subordinates are conspiring against him and you need to get out of the way three witnesses who allegedly do not intend to testify against him. The Witnesses are located at Calenhad Lake, in the Frost Mountains, in the Curiosities of Thedas shop in Denerim.

The last quest is slightly different depending on whether you betrayed K on his "Secret Reward" quest and whether you completed the "False Witnesses" quest.

If you have not completed the perjury quest and betrayed K, then you will receive the Power Seizure quest, in which K announces that thanks to D's paranoia, he decided to get rid of his assistant, and K has no choice but to preempt the blow and get rid of D first.

You must give a signal (wink in a special way) to three allies of K - the gnome merchant Gorim, sister Theohilde at the Church building and the Humble - the owner of the Thedas Curiosities shop. After that, talk to the guard who stands near the city gates.

The next time you travel around the map of Denerim, you will come across Lieutenant D with assistants who decided to punish you for your betrayal. After the battle, pick up papers from the lieutenant's body indicating the location of D's secret hideout. A new location will appear on the Denerim map - go there and deal with D and his associates.

If you completed the False Witnesses quest (and no matter how you completed the Secret Reward quest), D will ask you for help getting rid of K, who he suspects is about to take his place. As you travel across the map of Denerim, you will come across Lieutenant K and his assistants. After the battle, pick up papers from the lieutenant's body indicating the location of K's secret hideout. A new location will appear on the Denerim map - go there and deal with K and his associates.


Crime Wave

These quests are given to you by a notable person named Rogue Coldry. It will appear in the Market District near Goldanna's house only if your GG has at least one point in either Hide or Steal. If you have at least one point in Theft, you can get all the Coldry quests, even if your GG is not a rogue. The ability to Hide without Stealing will only give you one of his two quest lines - the "predatory" quest line. You will have to pay Coldry for tips each time - but the final revenue will always exceed your costs.

Task number 1.

The cost of aiming is 1 gold. Loot the chest in Lady Sophia's room in the Bitten Noble Inn. To do this, you do not even need to hide - the bodyguard who is bored in the corridor does not care about you - you can safely go into the room and rob the chest. This is the only Coldry quest you can complete before receiving it - if you've already robbed Sophia's chest, tell Coldry about it - and he will refund your money.

Task number 2.

The cost of aiming is 4 gold. Loot the Treasure Chests of Earl Howe, which are located in a warehouse in the Trade District, not far from the Wonders of Thedas shop - at the end of this cul-de-sac. This quest includes a battle, since stealing silver bars from the chests without being noticed will not work - Howe's guards in the warehouse will immediately notice you.

Task number 3.

The cost of aiming is 10 gold. You must rob the treasury of Bann Franderel. Go to the new location that appears on your map of Denerim. If you always prefer to kill everything that moves (and that does not move too), then simply march with the whole squad to the quest mark on the map. Did it seem suspicious to you that there was not a soul around? Seemed right. As soon as you open the chest, guards will appear around - Coldry's tip turned out to be a trap. Now you need to fight your way back to the exit.

If you still prefer to "keep the mark" and quietly slip past the guards thirsting for your blood for you - a matter of honor, this is also quite possible to do. Leave all party members except your rogue where you entered the palace. Send the robber to the right place. When guards appear around, simply switch to one of your party members at the entrance and calmly exit the palace. In both cases, Slick Coldry will be extremely upset that his tip turned out to be false and will honestly return the money to you, promising that he will get something really worthwhile for you in the future.

Task number 4.

In order to get this quest, you need to complete the main quest "The Gathering of the Lands". Slick Coldry will send you to the same place where you were last time, for the sacred relic of the Church - Andraste's Tears. Since his last tip turned out to be an ambush, this time he will give you information for free. You should go to almost the same place as before, find a secret passage not far from the room with an empty chest and go a little further, where the real treasure is located.

This time, the corridors are not only swarming with guardians, but there are also quite a few traps on the floor, so be careful. You can act on the same principle as last time - just break through to the right place with a fight or sneak in unnoticed by one robber. After that, you can give Andraste's Tears to the Church (personally or through the Coldry Slick) or keep them for yourself.

Note: if you eavesdrop on the conversations of the guards in the palace, then this will finally convince you that the Rogue Coldry was not to blame for the ambush that awaited you earlier.

Task number 1.

The price of the tip is 50 silver coins. Steal the pouch of gems from the Maid in Green. She will appear at the trading stalls after receiving the quest.

Task number 2.

The price of aiming is 1 gold. Steal the sword from Sera Nansin in the Curiosities of Thedas. You can steal the sword not only by simply pulling it out of her pocket, but also by using other skills such as Persuasion or Herbal Lore. To use them, you need to talk to her and convince her that you are a merchant (then she will take off her armor and weapons to try on your goods) or that she is sick and needs help - then she will undress for examination and you can not only take the sword, but also to sell her medicine for a couple of gold pieces.

Task number 3.

The cost of aiming is 3 gold. You probably already noticed two chests near the malls that cannot be opened without a key. Completing this task will give you the right key. It is in the pocket of a certain Tilver, who walks in the northern part of Denerim, accompanied by two guards. You can use the Hide skill and steal the key unnoticed, or talk to Tilver and steal the key in the process (this requires high Persuasion). You can distract the guards with a nearby messenger boy if you pay him a few silver coins - in this case, you have the best chance of sneaking up on Tilver without being seen.

Task number 4.

The cost of aiming is 6 gold. Steal Loghain's Crown from the Seneschal in the Bitten Noble Inn. If the guards spot you as you enter, you can use Threat and they will leave, or you can take the crown from the Seneschal. You can also ask the waitresses for help and either send the guards a large amount of booze (so they fall asleep) or poison their drinks (if you have enough knowledge of Poisons). Alternatively, if you are spotted, you can simply kill everyone and take the crown from the Seneschal's corpse.


Trials of the Ravens

These quests will only become available after you meet Zevran. Whether you left him alive or not doesn't matter.

Talk to a certain master Ignacio at the mall and he will assure you that at the moment he does not need your services. However, after a while, the messenger boy will bring you a note inviting you to meet Master Ignacio at the Bitten Noble Inn. There, Ignacio will reveal himself as a representative of the Antivan Crows organization.

You don't have to agree to his offer. If you refuse, then Ignacio will leave and will not appear again. You can also kill him if you want. However, completing the Raven quests will help you in the "Gathering of the Lands" story quest when voting - although not a prerequisite for its success.

Task number 1.

Read the leaflet on the wall at the gate to Elvenage about a certain organization that supports the Gray Wardens, and go to the "Pearl". Knock on the locked door and, as a password, answer "Griffons will rise again." After that, talk to Loghain's mercenaries and kill them. If you have already killed them before receiving the quest, just tell Ignacio about it - and you will still receive a reward.

Task number 2.

Go to a new location that has appeared on your world map and kill all Qunari mercenaries from the Kadan-Fe organization.

Task number 3.

Travel to the royal palace in Orzammar and kill Ambassador Gainley. If you have taken the side of Belen, then the rooms you need will be available to you immediately after the audience with Belen, but if you have taken the side of Harramont, you will have to wait for his coronation. The ambassador is clearly expecting an attack, as she will have numerous bodyguards with her.

Task number 4.

Go to the meeting place with the people of Earl Howe, who stole the son of a certain dignitary, in order to give them a ransom and get the boy back. The ransom will turn into a battle between you and Howe's men, and after it you will not find any trace of the alleged hostage. When you return to Ignacio, he will assure you that everything went as planned - you were a distraction, and the boy was saved and delivered to his father, who is very grateful to you for this.

After that, Ignacio will leave, and you will have access to the "special goods" of a merchant named Cesar. You can kill Ignacio if you want - but in this case, Cesar as a merchant will no longer be available to you.


Sergeant Kaylon's Quests

Sergeant Kylon is standing near Wade's shop. If you ask if he needs your help, he will gladly accept your offer.

The first task is to go to the local brothel "Pearl" and calm down - preferably without bloodshed - the raging mercenaries from the White Falcons group. If you have developed Persuasion, then you can easily persuade the brawlers to leave (or threaten them). If your conversational skills leave much to be desired, then you will have to fight them - after you shake them in order, they will give up and you can let them go or finish them off.

If the White Falcons are still alive, then when you pass from the Pearl you will meet Sergeant Kylon, who will be very pleased with you. But before you can finish the conversation, a group of angry White Falcon mercenaries attack you. After the battle, you can remove a very good ax with two “Aod” slots from the corpse of the leader.

If you killed the Falcons in the Pearl, then the meeting on the Denerim map will not occur, and the sergeant will be very unhappy with you.

The second task of the sergeant is almost the same as the first one - to go to the Bitten Noble tavern and calm the raging mercenaries - this time from the Crimson Oars group. This time it doesn't matter if you kill them or convince them to leave peacefully. Alternatively, you can talk to them and decide that they have the right to stay in the tavern, but in this case you will not receive a monetary reward from the sergeant.

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Main plot
Now that all the allies to fight the plague have been gathered, it's time to go to Denerim for a meeting of the lands with Earl Eamon. In the capital of Ferrendel, Loghain himself will meet us with his vile associates: Lieutenant Coutrain and Earl Howe. Respond to his barbs as politely as possible, but truthfully. You can threaten Howe with the fact that he does not have long left (this is the pure truth). Then Eamon will go to his mansion, and you can complete tasks for the benefit of the city and your own pocket. When you come to the mansion to Eamon, he will give you the first task.

save the queen
The maid of Queen Anora (Kailan's widow) will tell us that her mistress is being kept locked up in Earl Howe's estate. She specifically sent her to persuade us to save her. Eamon will say that Anora's help would be useful to us at the meeting of the lands, so we go to visit the bloody earl. At the main entrance to the estate, you will see something like a workers' strike. This noise is good for you. Anora Erlin's maid will offer us to go through the back door, behind the house. Just start going around the house on the left side, and you will certainly find it.
On the way, four soldiers will attack you, get rid of them, continue on your way. At the very entrance, Erlina will give you the uniform of Howe's guardsmen and ask you to wait in the bushes. She herself will distract the two dumb-headed guards from the door. Everyone, the path is clear, go to the estate!
Be careful inside. Don't casually talk to any of the guards, or you'll be quickly figured out. Slowly we search each room in search of poorly lying things and the queen. Upon reaching the room where Anora is imprisoned, you will see that the door is protected by a magical barrier, which obviously only Howe himself can remove. We go to the earl's office and clean the contents of his chests. Be careful, in one of the nearest rooms sits the head of the guard, who is going to have fun with one of the maids. if you disturb him, he will raise the alarm. From Howe's office, go straight to the basement (the door is here in the office). We watch a video of a languishing prisoner wringing the guard's neck. Release the prisoner and talk to him. This is Riordan, he is also a gray guardian. We give him the documents from Howe's chest, stolen a minute earlier, and say goodbye. Let's explore the dungeon further. The disguise won't work here. The very first post will sound the alarm, so we begin to take out our hatred on Howe's soldiers. Soon you will free two more captives, in gratitude they will help you with their votes at the meeting of the lands, if you later visit them in the Bitten Nobleman tavern. Now let's go beat Howe himself. It is especially pleasant to do this for those who win back the story of a noble person from the Cousland family. Having killed this vile butcher with special cruelty, taking from him the key to the main entrance to the basement and from Anora's prison, we return to the main rooms of the mansion. We free Anora and go with her to the exit. Here Lieutenant Couttrain will block our way with a huge crowd of soldiers. We have two options, either fight with a whole company, or surrender. By the way, Anora will betray us, saying that we are kidnapping her. Then it can be found in the estate of Earl Eamon.

surrender
We find ourselves in a prison in Fort Drakkon. There are again two options: either we storm the prison with friends of the GG, or we ourselves are freed. With the assault, everything is clear: massacre, meat and a lot of blood. Much more interesting is the option of personal release. In prison, we will be with Alistair. We call the guard and break his neck (as Riordan showed us). We take the key, open the chamber and the chest with all our belongings. We arm ourselves to the teeth and move on. In the next room there will be a kennel, we kill him and the dogs, after which we search the rack with armor. We change into guard armor and go to the colonel. He will take us for recruits and send us on patrol. Several soldiers will go with us, who will accidentally mention that the quartermaster does not give swords. We go to the villain and threaten to tell the colonel about everything. We have swords. To the colonel's question, "what can't a soldier live without?" we answer "without discipline, sir." We go to the exit. One of the soldiers will tell the gate guard the password "rabbit". We leave the fort and go to Eamon's mansion.

Battle with Couthren
Defeating this warrior is like defeating a dragon. She has crazy damage and accuracy. Plus, her archers have all the skills that can only be pumped by the shooters. Head-to-head can't be done. In the party it is better to have two warriors (at least one of them must be a shield) and two magicians (Morrigan and Wynn). If you made a cool archer out of Leliana, then she will fit too. First of all, cast a snowstorm or a storm on the archers with the help of Morrigan (it is better that she does this from the corridor, because there she will not be reached by enemy arrows and will not interrupt the spell). Leave Leliana (Wynn) in the corridor too. Wait until Coutren runs up to you and beat her with warriors. Use healing poultices by warriors as soon as the health is about half. Couthren is quite capable of killing your buddy with a crit, or even you with that amount of HP. It is better if runes of paralysis are inserted into the weapon, I also recommend periodically freezing Couthren with a cone of cold (the Morrigan spell). As soon as Loghain's personal bodyguard is dead, you can start shooting archers. By the way, if you have Leliana in your party, then she can quite easily do it herself, while the rest of your friends are fighting with Coutren. Once you've killed the entire squad, go to Eamon's mansion. As a reward for the victory, you will receive the Coutren Summer Sword weapon (a very powerful contraption).

Trouble in the alienage
In the mansion, Anora will apologize to you for the betrayal and offer cooperation. She will tell Eamon about the unrest in Elfinage, and he, in turn, will send us there to find out what exactly is the matter. We agree. We can try to immediately convince Anora to cast her vote for us, then everything will be much easier at the meeting. Don't forget to talk to Guardian Riordan. He will tell you a lot of interesting things about the order, as well as tell you about the cache of gray guards in the warehouse of the Denerim market square. There you will find Duncan's shield, which can be presented to Alistair. Go to the elfinage. There, talk to the girl Sheani. She will tell you about the plague and how the Tevinter mages are supposed to help. Only here is the question: not all the elves who ended up in the hospital returned back. The circumstances of their disappearance are kept secret. We go into the hospital from the back door, after killing the guard. There we find gold and a letter. We go outside. The Tevinterers will immediately attack us. Having dealt with them, we again speak with Sheani, she will give us a second tip, this time to the old house of the landowner (he will be immediately behind the hospital). Let's go there. We pass through the building and get into the courtyard, where we deal with several more guards. We go inside and talk to the guard Devera. If we fail to convince her not to interfere with us, we kill her and move on. In the end, you will find a long narrow corridor that will lead you to the lair of the leader of this whole gang. It will be the blood mage Caladrius, who is going to drive the elves into slavery. He will offer you a deal of 100 gold in exchange for compromising information about Loghain, while he takes the elves for himself. We send it to hell and start a fight. It is better to first kill the minions of Caladrius, and then deal with him himself. Being near death, he will make us one more offer: he will increase our health at the expense of the lives of the captured elves, give papers to Loghain, and wash off himself. For a deal with a blood magician, many companions will be offended by you, so it’s better to just kill him, take your money and papers, and save the elves. We get out, perform a couple of secondary tasks and return to Eamon.

Assembly of the lands
After reporting to Eamon about your adventures in the Elvenage, gather for a meeting of the lands. Beforehand, you can talk to Anora again. Depending on what you tell her, there may be different alignments in the future. Initially, she will offer you to support her in exchange for her supporting you, in which case she will vote against Loghain. You can also deepen this deal and thus become king with her (Anora will also vote for you). But if you decide to support Alistair or marry Anora and Alistair, then she will vote for Loghain. And depending on who kills him (or does not kill him at all), a number of layouts are possible according to the division of the throne. However, first things first. First, you will have personal debates with Loghain. Things will go much easier if you have a good persuasion. You often remind the teyrn of what happened in Ostagar, mention the slave trade with the elves and the assassination attempt on Earl Eamon. tell the assembly that the main enemy is the pestilence, not the Orlesian chevaliers. Then Anora will perform. no matter who she supports, the case will still end in a massive brawl in the assembly hall. As soon as Loghain had a few lives left, the great reverend mother would insist on God's judgment. You have to fight Loghain. You can choose to do this yourself, Alistair, or one of the two remaining friends that you took with you to the meeting. If Alistair fights, then the outcome for the teyrn will be one - death. In this case, Anora will never agree to marry Alistair (but may agree to marry you if you have previously discussed this). Other schedules are also possible.
King Alistair
This option is possible both in the case of the murder of Loghain by Alistair, and in any other. Just call your friend king after Eamon asks you. If Loghain was killed, then Anora would be imprisoned.
Queen Anora
This option is also possible in any case, regardless of the fate of Loghain. Just call Anora queen after Eamon asks you.
Particulars: Loghain can still survive if you spare him, but do not dedicate him to the guards (in this case, Alistair will leave your group).
The king is Alistair, the queen is you
This is only possible if you play as a female character and if you and Alistair are in love (the relationship is above 70%). This alignment also does not depend on the fate of Loghain.
Queen - Anora, king - you
This alignment is possible only if you have discussed all the details with Anora in advance. With Loghain, in this case, you can do whatever you want. Even Alistair can kill him, he can be made a guard or simply sent to hell.
King - Alistair, Queen - Anora
This option has 2 layouts.
1. You can arrange her marriage with Alistair in advance. But she will offer herself as first fiddle, and Alistair will only have to fight for the glory of Ferrelden. In this case, Anora will vote for Loghain at the meeting, but after his death (at the hands of anyone but Alistair) she will agree to marry him.
2. Everything is the same, only with one small subtlety. Anora will consider Alistair a full-fledged king and reckon with his opinion. This is only possible if, when completing Alistair's personal quest about his sister Goldanna, you made him reevaluate something in life. To do this, one must not reassure Alistair, but say that everyone is trying for himself. After that, it will become much more rigid. This is what is needed to hit Anora.

As soon as you have stopped the civil war - go to the general battle with the creatures of darkness.

Decoupling and final battle
First we go to Redcliffe. As soon as we arrive at the place, we learn that the city was attacked. It is not difficult to recapture the city, because. the creatures of darkness die twice. After our small victory, we go to the castle and talk to Earl Eamon. It turns out that the horde of creatures of darkness is not going to Redcliffe, as expected, but turned to Denerim (which is protected only by a small city garrison). At dawn, you need to advance with the army towards the capital of Ferrelden.
After talking with Eamon, go to the second floor to Riordan. He will tell you and Alistair (Loghain) that only the gray guard can kill the archdemon, after which he will die himself. The outlook is bleak. We go to our room. Morrigan will be waiting for us there, who will say that there is a way to keep the guard alive. To do this, with the help of blood magic, the soul of the archdemon must pass into a child conceived by a gray guard. A reasonable and logical question arises: “where to get a child from?”. With this, everything is simple: if your character is a man, then the child will be born from you and Morrigan, if a woman, then from you and Alistair / Loghain.
If you agree to Morrigan's offer, then you will have a night of love with her (or with Alistair / Loghain if you play as a woman). If you refuse her offer, then Morrigan will be offended and leave the squad, and you will die immediately after the death of the archdemon.

And so the next morning we are in Denerim. All your allies will fight alongside you. Kill all the enemies, then talk to Riordan (he will be in the center of the location). You will receive a task from him to kill two hurlock generals. We are recruiting a party that will be with you to the end, leave one of your friends in command of the defense of the gates of Denerim and go on to fight.
Now the armies that you have been collecting throughout the game will join you:
Gnomes- good infantry, capable of diverting the attention of the enemy. If you managed to persuade the legion of the dead to take part in the battle, then things will go much faster (these gnomes do good damage);
Golems- strong and tenacious, able to smash everything to smithereens. It is better to use their services in the most difficult moments in battle;
Dalish archers are real snipers. They hit far and hurt. Better save their help for the battle with the archdemon itself;
Werewolves- useless meat, die very quickly, good only to divert the attention of the enemy;
Magi- crazy damage, area-of-effect spells. These guys are also better to keep until the meeting with the archdemon;
Templars- similar in strength to the gnomes from the legion of the dead;
Knights of Redcliffe- excellent helpers in the battle with crowds of small creatures of darkness;
You will have 4 squads available:
- knights;
- elves or werewolves;
- mages or khamovniki;
- gnomes or golems;
Each of them can only be used once.
Let's get back to the generals. The first of them will be on the market square, the second - in the elfinage. After you deal with them, go to the palace district of the city. You will see a cutscene in which Riordan will try to kill the archdemon, but, alas, he will only be able to injure his wing and in the process will die himself. The wounded leader of the creatures of darkness will settle on the roof of Fort Dragon. Now you go there. We cut through the crowds of creatures of darkness to the gate leading to the fort. The help of gnomes, knights or templars can be useful here. After you make your way to the door to the fort, events will be transferred to the city gates. Your remaining characters at the gate will need to repel the onset of the creatures of darkness. Once this is done, you will be transported back to your main character. Make your way through the first and second floors of the fort to the roof. Your final opponent will be waiting for you there.
The battle with the archdemon can be divided into 3 rounds:
1. This is a regular battle. Shorten from his fiery breath and watch for flights;
2. When the archdemon has less than half of its health, it will begin to summon darkspawn. This is the time to use the help of archers.
3. When the archdemon has only a quarter of its health left, it will deal devastating damage and make walking bombs out of its minions. It's time to use the help of magicians.
In the end, you still kill this epic villain and watch the final scene.

Secondary quests
Debt of honor
In the Denerim Trade District, you will meet Knight Landry, who believes Loghain's tales that the Gray Wardens killed King Cailan. This knight will want to take revenge on you. It will be possible to convince him otherwise only with persuasion skill 3. And so, in the most successful scenario, you will fight him one on one. Landry is not a weak opponent. He wears good armor and weapons, and also has the ability of a knight. After you defeat the knight in a duel, his retinue will disperse, and the quest will close.

Redhead Jenny's Friends
In the tower of the circle you will find a painted box. Give it to red Jenny's so-called friends through the door (it's like a password). You will receive some gold as a reward.

Trial of the Ravens
In Denerim, a representative of the Antivan Crows will find you. Zevran belonged to this guild until the moment you took him with you (or did not take him). Master Ignacio will offer you to work for him for a while. There are several options here:
1. You can complete Ignacio's orders (Aleister and Leliana will not approve of this);
2. You can convince Ignacio to leave you alone;
3. You can send Ignacio in a rough form, then kill him in a fight.
One way or another, the quest will be completed.
Note: If you choose to work for Ignacio, the Antivan Crows will support you at the Lands Meeting.

Ignacio's orders
Kill Pedan
The quest is taken from a leaflet on the wall next to Elvenage. We go to the Pearl, call the password (the griffins will rise again), kill Howe's mercenaries and return to Ignacio. If you've already been killed, just tell him about it.

Mercenary Hunt
A new location opens on the map. We go there and kill all the Qunari mercenaries.

Ambassador's Audience
We need to kill Ambassador Gainley. The target is in the royal palace under the castle. The quest will be available as you complete tasks in Orzammar (if you play as Belen - immediately after talking with him, if you play as Horomont - after the coronation).

Kidnapped Noble
Earl Howe's men stole the son of a rich man. We go to a meeting with Hou's people in order to give them a ransom and get the boy back. Instead of a ransom, we get into a fight. Returning to Ignacio, we learn that we were a set-up, the hostage was released, the boy's dad thanks us.
Note: After completing these quests, merchant Cesar will have additional goods.

Pearl and Pigs
Sergeant Keelone will ask you to deal with the White Falcons mercenary gang. They are sitting in the brothel "Pearl". You can immediately get into a fight with them (in this case, kill them, and then return to the shopping district to the sergeant). And you can convince to leave in an amicable way. True, in this case, as soon as you meet with Killone, the White Falcons will approach you and attack (there will be a group battle of your squad + Killone's squad against a gang of falcons). The quest will end as soon as you deal with the villains.

Last request
In one of the bandit districts of Denerim, you will find the corpse of the knight of the era of Fredan. After searching it, you will learn about the whereabouts of the secret society of Malificars. Go there and kill everyone you can.

bloody oars
Another mission from Sergeant Keelone. Go to the Bitten Noble Inn and deal with the rampaging band of Bloody Oars mercenaries. These guys are more reasonable than the late White Falcons. They can be persuaded to leave the bar in a good way. However, you can kill them, experience is not superfluous. Once everything is settled, return to the sergeant for a reward.

Forgotten verses
You will learn from the priest Sister Giustina that she collects ancient Andraste artifacts. In the temple of the prophetess on the quest "Urn of sacred ashes" you will find an ancient scroll. Give it to Justina. She will translate it and reward you generously.

Breaking free
In your travels, you will find dead adventurers carrying strange letters. The last note will take you to one of Denerim's bandit districts to a strange house. There you will talk to the magician Wilm Madon, who will turn out to be the supreme demon Gakskang. Kill him and the quest will be completed.

Dragonscale Armor
As soon as you complete the Urn of Sacred Ashes quest, be sure to drop in with all the collected dragon trophies to Master Wayde. He'll be damned happy to make dragon scale armor for you. And for free. Pay no attention to the displeasure of his assistant. True, if you want to buy something from him, then do it right away, because. after you return for the armor, the shop will close. And so, Wade set to work. Now you can go about your business in other cities and regions. As soon as you return back to Denerim and visit Wade, the armor will be ready. Be sure to place your second order immediately. After that, Wade's assistant will stop trading with you. Walk again to another area on the map (you can just go to the camp) and return to Wade. He will make you armor similar to the first, only with higher parameters. Save (!!!). Now, if you have already killed the ice dragon in the temple of Andraste, then show Wade her scales. As a reward, he will make you a choice of perfect medium, heavy or massive armor (and again for free). This time you won't have to sit in the camp or walk around the world. Armor will be obtained immediately. After that the quest will end.

Lost Templar
In the dungeon of Earl Howe's mansion, you will meet Templar Irminrik. he will ask you to give the amulet to his sister Bann Alfstanna (she is sitting in the tavern "Bitten nobleman"). As a reward for this, she will support you at the meeting of the lands.

Nobleman under torture
In the dungeon of Earl Howe's mansion in the torture chamber, you will meet a nobleman who turns out to be the son of Bann Sigarad. Tell the bann that his son is alive. He can be found in the Bitten Noble Inn. As a reward for this, he will support you at the meeting of the lands.

Elfinage
Evil
In the alienage, you will meet the blind templar Sir Otto, who will ask you to tell him about strange things happening in the area. Near the old shelter we will find a dead dog and a pool of blood. As soon as we tell Sir Otto about this, he will want to explore this sinister house. Inside, you will need to find and kill two demons. And the last of them will kill Otto himself. Finding creatures is not difficult. Just search every room. After killing the main demon, be sure to take the little blue amulet. You will need it for the next quest.

Hearing voices
After leaving the shelter, give the amulet to the crazy girl standing nearby. She won't be crazy anymore, because. the demon will be dead, but the amulet used to belong to her grandmother and the girl will be happy that the family heirloom has returned to her.

Preacher's board
Justice in the back alleys
It is necessary to kill all the gangs in the sleeping areas of Denerim. Just go through all these places and eliminate the criminals.

Missing
You need to find the knight Rexel, who disappeared after the events in Ostagar. You can find him in the dungeon of Howe's mansion. From everything he has experienced, he will be a little crazy, but the quest will still be completed as soon as you tell the priest at the preacher's board about your find.

Fazzil's Request
You have to find Sailor Fazzil's sextant. You can find the item by traveling around Elfinage during the quests of the main storyline.

Loghain Offensive
The task is simple. The location "civil war" will appear on the map. We go there and help "ours" against "not ours".


Thief missions
1. The price of the tip is 50 silver coins. Steal the pouch of gems from the maid. She stands in the marketplace (indicated by a quest icon)
2. The price of aiming is 1 gold. Steal the sword from Lady Nancyn at Thedas Curiosities.
3. The cost of aiming is 3 gold. Rob Silversmith Tilver. He is behind the houses. Steal the key from him (my GG rushed to hug him, "remembering" how they were drinking together). The key opens two chests in the marketplace.
4. The cost of aiming is 6 gold. Steal Loghain's Crown from the Seneschal in the Bitten Noble Inn. You can kill all the guards and take the crown from the corpse of the seneschal, you can use the persuasion skill and send them home.

robbery quests
1. The cost of aiming is 1 gold. Loot the chest in Lady Sophia's room in the Bitten Noble Inn. If you have already robbed Sophia's chest before, Coldry will return the money to you.
2. The cost of aiming is 4 gold. Earl Howe robs the treasury and takes the silver bars to the warehouse (you've been there, for sure). We break in, kill the guards (she attacks herself) and take the ingots.
3. The cost of aiming is 10 gold. You must rob the treasury of Bann Franderel. Go to the new location that appears on your map of Denerim. This will turn out to be a trap. The guards will attack you, make your way to the exit, return to the Rogue. He knew nothing about the set-up and will return your money.
4. In order to get this quest, you need to complete the quest "Assembly of the Lands". Slick Coldry will send you to the same place you were last time, for the sacred relic Tears of Andraste. Since his last tip turned out to be an ambush, this time he will not take money for a tip. There are guards and traps along the way to the treasury, so you can leave your friends and sneak in unnoticed by one robber. Couldry will give the relic to the church.
After completing the chain, you will receive the title of a cool thief with a beautiful name.

Author Diego1987
For help in describing the quests of thieves, special thanks to nn

Status No new replies can be posted in this thread.

Walkthrough - Denerim

Walkthrough - Denerim

Denerim, the true capital of Ferelden, was once just a frontier outpost on the outskirts of the Tevinter Empire. The magicians erected a dark tower on the side of the mountain - a symbol of the strength and power of the state. After the collapse of the Empire, the creation of wizards passed to the teyrns, who ruled the region for a millennium. The tower, called Fort Drakkon, still stands today. There, on the side of the mountain, a city grew, and, during the Age of the Dragon, the population grew far beyond what could fit in the Fort.

Close neighborhoods connected by a network of bridges are built one on top of the other. The narrow streets of the Lower Docks have become like a labyrinth, and the walled-off Elfinage is so overcrowded that over the past twelve years it has taken several "cleansings" to keep it in order.

To the whole world, Denerim is known as the birthplace of Andraste. In fact, the monument erected in honor of the prophetess is not at all impressive: it is just a huge piece of rock with a simple message of peace. Pilgrims come from very distant lands to touch the Birth Stone and pray. This is how things happen in Denerim, and it is unlikely that the locals have a chance to change anything.

Brother Genitivi,

Excerpt from "In Search of Knowledge: The Journey of a Church Student"

STORY QUESTS

Assembly of the Lands

After you have gathered all possible allies (dwarves (maybe with golems), mages/templars, elves/werewolves), Earl Eamon will finally call the Assembly of the Lands, and you will go to the capital together with him. Loghain and his adjutant Ser Coutren will meet you there. After talking with them, go to Eamon's office.

Note: Earl's Manor is theoretically considered your base in Denerim, but there will be no more conversations with allies there than in other locations. For frank conversations and love talks, you still need to go to the camp.

In the earl's office, you will meet Erlina, Queen Anora's maid. She will tell you that Anora has become a prisoner in the palace of Arl Denerim and will express her fears that Hou is going to kill her and blame Eamon for this. Regardless of your reaction, you will still be tasked with saving Anora.

Queen Rescue

On the map you will have a new location "Earl Denerim's Palace".

Walkthrough - Denerim


Walkthrough - Denerim

It is better not to take Sheila with you - it will be impossible to disguise her as a guard. Erlina will be waiting for you near the entrance to the location. At the door to the palace, there is a performance of artisans who were not paid by Howe for their work, so they will have to look for another entrance. Go to the left, killing guard patrols along the way - soldiers and mabari, appearing exclusively from behind. When you get to the back door, Erlin will distract the guards and you can sneak into the palace. You can infiltrate the room where Anora is being held by disguising yourself as a guard and not fighting or by killing everything that moves along the way. The disguise does not appear in the inventory, but is put on when talking to Erlina. To remove it, talk to her again or start a fight.

The palace can be passed without incident except one room behind the queen's room - there one of the soldiers presses the maid. If you walk inside a few steps (even under invisibility level 4) you will be noticed and the alarm will be raised.

A spell has been placed on the door of the queen's room, preventing it from opening. To remove it, you need to find the magician who created it, and convince him to remove the spell - or kill him. According to known information, the magician is now in company with Hou, in the dungeons of the palace.

Before descending into the basement, you will find a chest with documents of the Gray Wardens, and a little further - Riordan, the Gray Warden, whom Howe keeps (or rather, kept) in the cell.

Riordan will free himself when the guard is distracted by your arrival and confirms that Howe recently proceeded to the dungeon. If you ask Riordan about the documents he found, he will tell you about the Gray Wardens' secret warehouse in Denerim. You can ask him in the warehouse later, but now he will leave (then he will be in Earl Eamon's office).

When you go down to the basement, your disguise (if it was still in effect) will be revealed and further, in any case, you will have to kill everyone in a row.

In Howe's dungeon, in addition to Howe himself, you can free several people, which will bring you additional votes in the Gathering of the Lands: the templar Irminrik, Vaughn - the son of the former Earl Denerim (he will not be in the dungeon if you play as a City Elf and killed him in the prologue) and Oswan son of Bann Sigurd. Vaughn can shake off a reward of 40 gold (if you free Vaughn, Zevran will not approve of this).

In addition to them, the veteran Reskel (Church quest) and the elf Soris languish in the dungeon. It won't be there unless you're playing as a City Elf and in the Prologue, when talking to the guards, you took all the blame. If you release him, you will get Zevran's approval, but, in principle, his release does not significantly affect anything.

Howe himself, after a short speech (different from a Noble person) will attack you along with his guards (careful, it includes 2 mages). After killing him, go back to the first floor, to the queen's room.

Anora and Erlina will join you, but you will not be able to get out of the Palace - Ser Coutren will be waiting for you at the main entrance with a large detachment of guards, which includes many archers and magicians.

Walkthrough - Denerim


Walkthrough - Denerim

Possible scenarios of behavior:

1. Attack immediately

2. Try to persuade her to let you through, saying that they wanted to save Anora, but this will not be possible, in addition, the queen will easily accuse the Gray guards of kidnapping and run away, and the battle will not be avoided.

Couttrain has the rank of an orange boss, and with powerful art support, it is extremely difficult to defeat her. But if you retreat into the corridor and into the room where Anora was kept, she will follow you with only one or two guards, which will greatly facilitate the fight.

If in battle (regardless of whether you have already got rid of Coutren or not) your group loses consciousness in full force, then in this case you will be considered not dead, but captured, and the scenario will develop in exactly the same way as if you surrendered voluntarily.

3. You can surrender to her without a fight, keeping silent about the presence of the queen, but Sten and Oghren will not approve of this. The overall plot line does not depend on whether you give up or not.

Coutren is only interested in the Gray Wardens, so only you and Alistair will be captured if he is in the group.

A good two-hander is removed from Coutren, but if you decide to give up, the opportunity to take possession of it will still present itself a little later, and in Fort Drakkon you can walk a little more, making a rustle.

Walkthrough - Denerim


Walkthrough - Denerim

Once you've made it to Fort Drakon, the next item on your list of tasks is to get out of there. You can escape on your own, or wait until your comrades-in-arms come to your aid. Party members with high sympathy are more likely to go to your aid

Walkthrough - Denerim


Walkthrough - Denerim

There are the following ways to get out of the cell: pick the lock (if you have the right skill), smash the guard's head through a sieve and remove the key from the body, pretend to be sick, or seduce the guard and attack. After that, we proceed to the actual escape. You can go through the classic way - destroying all living things along the way, avert your eyes and flee under "secrecy", or resort to deception to avoid unnecessary victims.

When you exit the prison room, there is a box in which all the inventory is folded. There are guards with mabari behind the door, and a little further - the armory.

It contains an armor stand that will provide you with a disguise - the uniform of Howe's guards. After "talking" with her, you will be wearing things that will make all opponents consider you as their own.

Walkthrough - Denerim


Walkthrough - Denerim

The next obstacle is the guards at the door. They are neutralized by a password: either steal a piece of paper with it from your pocket by a guard who is talking in a warehouse, but if you don’t have the “stealing” skill, but “persuasion” is pumped, go to the colonel’s office. He will take you for newcomers and tells you to find two more guards. These are the same dupes that were in the warehouse. They, in turn, will need swords, which the quartermaster “squeezed”. He stands in the officer's armory, and he can be bribed, persuaded to give the right weapon, or convinced that you have come to replace him. Having obtained the weapon, return to the review to the colonel. When he asks what a soldier needs, you need to answer "Honor" or "Discipline".

Walkthrough - Denerim


Walkthrough - Denerim

Then he will send you to the streets of Denerim, and you will pass the fort without interference, since these guards know the password.

If you decide to wait for the rescue in the cell, then in a conversation with Alistair there will be options for choosing who exactly will do this (only those party members with whom you have good relations). If you did not take Alistair to the operation "Rescue the Queen", then the conversation options will appear in a mental dialogue, or with an unknown poor fellow, a prisoner next door.

The rescue party can also kill everyone along the way, or resort to deception. You will need to convince the guards twice that you are exactly who you say you are: with guards at the entrance to the fort and a conversation with the captain is already inside. The third conversation with Sergeant Tanna should lead to her leaving her post and you will quietly seep into the interior of the fort.

In each conversation, you can choose which of the party members will hang pasta on the guard's ears, and each of them can chat at least one of the interlocutors.

Zevran and Leliana will manage in all three cases.

Wynn can handle it too, as long as she doesn't have a mabari with her.

Morrigan can force Tanna to leave, but in the first two conversations, if she is paired with Leliana, Winn or mabari, she will fail.

The dog can deceive the guards and the captain, but he is not able to bypass Tanna.

Sten will not be able to successfully complete the first two conversations, but he is able to get Tanna out of his post, and if a mabari is with him, then the first questioning will go with a bang.

Oghren can pass the first conversation, but only if his partner is Zevran, Sten or mabari.

Sheila, for obvious reasons, is better not to appear in the fort - her disguise will be at zero anyway.

If it was not possible to persuade Tanna, you can shoot from the ballista in the hall, and she will go to find out what the matter is, and you can safely go further.

The dungeon will have to be cleared of guards with mabari, but in any case there will be relatively few of them.

After freeing you and Alistair (if he was with you), you can freely leave the fort, as the corridors and halls leading to the exit will suddenly become empty. Although, if you want, you can again go through the classical method.

After visiting Arl Denerim's palace (and Dragon Fort if you fell or surrendered), return to Eamon's estate and chat with Anora. This will complete the quest "Rescue the Queen" and start the next one - "Unrest in the Elvenage".

Trouble in Elfinage

Walkthrough - Denerim


Walkthrough - Denerim

Anora does not know what exactly is going on in the elven ghetto, but she is sure that Loghain had a hand in this. If you freed Soris from Howe's dungeon, he will be waiting at Cicero's house (if you are playing as a city elf - your father) and will advise you to talk to Shianni.

It stands near the Maypole in the center of the block. If Soris sent you to her, she will be a little more friendly, if you are a city elf and did not accept Vaughn's offer in the prologue, then she is happy to see you, and if you accepted, she will accept you rather coldly. Basically, it doesn't affect anything.

She will tell you that the Tevinterers have already taken many elves under the pretext of quarantine - and even the elder Valendrian

If you are playing as an elf, you can pretend to be sick and they will take you inside. There, the deception will be revealed, and you will have to kill all the guards alone. You can also provoke a fight in a conversation with the Tevinterers (some of the elves will begin to help them), and also bribe or kill the guard at the back entrance. If you get past the Tevinter, you still have to fight them on the way out. But the elves will run away.

Inside the hospital, you need to take a note and a key from the table (as well as a nice amount of money), and talk to the captive elves, among whom, interestingly, there is a yellow leader - a young girl. However, she just won't say anything.

Walkthrough - Denerim


Walkthrough - Denerim

You can show Shianni's note, or you can immediately go to the alley behind the hospital, to a residential building. Along the way, you will meet an elf, he can be bribed or intimidated, but he will not say anything new. After passing through the house, go outside using the key from the hospital. Tevinter soldiers will be waiting for you in the alley. When you kill them all, go to the next building. There you will immediately stumble upon another group of guards led by the elf Devera. You can use Persuasion to make her run away, but as a prize for defeating her, you will receive a great bow that opens a page in the Codex. Next you will find a series of rooms in which the soldiers are crowded. At the beginning of a long corridor, a trap awaits you - it makes sense to send a robber with a high level of stealth ahead and neutralize them.

In the last room awaits your visit the main Tevinter mage Caladrius. He will offer you a deal - in exchange for a bribe and permission to leave Denerim with the captives, he gives you documents incriminating Loghain. If you have a developed Persuasion, you can leave all the captive elves, or give documents for nothing.

If you don't like it, you'll have to fight. This is a strong blood mage, and his crossbowmen can spoil the nerves. If you stay on the balcony, then Caladrius's magic will cover you for a while, and the soldiers can be killed one at a time. When you take almost all of his life off him, he will offer you another deal - to sacrifice elves and increase your health (physique). The ritual will increase this parameter by only one, but almost all associates (except Morrigan and Sten) will strongly disapprove of this. If you decide to finish off the maleficar, remove the documents from his corpse. In this case (or after he leaves), talk to Valendrian (if you are playing as a city elf, then with your father). If Caladrius did not take the slaves and did not kill them, then talk to Valendrian (Cicero) in his house before leaving Elfinage and go with a report to Earl Eamon.

Gathering of the Lands - ending

Walkthrough - Denerim


Walkthrough - Denerim

Eamon will order you to go to the Gathering of the Lands and be sure to take Alistair with you.

At this stage, it is important to complete all possible quests (especially those related to Radcliffe). Couthren will meet you in the Gathering Hall (if you didn't kill her before or defeated in the Howe Palace, but were defeated by the rest of the guards). This time it's much easier to kill her, or if you have a high Persuasion, you can talk her out of the way in peace.

The outcome of the Assembly depends on the distribution of votes of the nobles. If the majority votes in your favor, Loghain will refuse to abide by the decision. If you offer to solve the dispute with dignity, you will have a duel with him, and you can fight on your own, or choose any of the group - except for mabari. If you start mocking Loghain (“you lost!”) he will start a fight, just like if the Assembly votes against you. In this case, in order to end the fight, you will need to remove most of Loghain's lives, after which you will still be forced to fight him in a duel.

Walkthrough - Denerim


Walkthrough - Denerim

To declare that the main problem is not Orlais, but Mor.

Tell me about the slave traders in Elfinage.

Mention the torture of innocents by Earl Howe (only if you freed Oswin and talked to his father after that).

Mention the poisoning of Earl Eamon and the release of the maleficar from the hands of the templar (only if you freed Irminric and gave the ring to his sister).

If you freed Vaughn from Howe's dungeon, this will give you an additional vote of support.

If you've completed the final Antivan Crows hostage quest, this will give you an extra vote of support.

In any case, after two or three statements, Loghain will raise the issue of Queen Anora, after which she herself will appear. Anora's support means a lot and counts as more than one vote. Winning the vote without her is next to impossible, unless you've completed all the side quests listed in the previous paragraph. In this case, you will have enough votes to do without her opinion.

Anora will support you if you have pledged your support in her fight for the throne before you left for Elfinage. You can also persuade her and Alistair to rule together or rule with you if your GG is a nobleman. However, you can shamelessly deceive her and eventually make Alistair king.

Anora will not support you if you have not spoken to her at all, if you have told her that you support Alistair and if you have said that Loghain must pay for his crimes.

Walkthrough - Denerim


Walkthrough - Denerim

After the duel with Loghain, you need to make a choice - spare him (in this case, Alistair will leave the group), or execute him. If you hardened Alistair during a personal quest and persuaded him to rule with Anora before the Gathering, then he will become the king of Ferelden. If you haven't toughened him up or proposed marriage to Anora, he will disappear in an unknown direction, and you won't hear from him again until the epilogue. Without your intervention, Anora may execute him in order to destroy a potential contender for the throne.

If you decide to execute Loghain, you can choose to do so yourself or cede the right to Alistair. If you expected to marry Alistair to Anora or marry her yourself, then keep in mind that she will not marry the one who personally killed her father, so if you decide to marry her to Alistair, then kill Loghain yourself and vice versa. Alistair may, in turn, refuse to marry Anora if she betrayed you and supported Loghain during the Gathering.

Walkthrough - Denerim


Walkthrough - Denerim

If you've killed Loghain, you'll have to make the final choice of who gets to wear the crown. Alistair will remain in your group in any case - as a future king or just as a Gray Warden. If you decide to make him king, then Earl Eamon will offer Anora to swear allegiance to him and renounce further claims to the crown both for herself and for possible descendants. Anora will categorically refuse, after which she will be put under arrest (her remark to Alistair is interesting that if they had switched places, she would have dealt with him much tougher.) You cannot persuade Anora and Alistair to marry if you have not already persuaded them to do this before the Meeting.

If the GG is a noblewoman, then she can become queen and rule with Alistair, if the question "Who will rule Ferelden?" will answer that it will be Alistair with her help. This can be done even if the heroine was not in love with Alistair, but has a good Persuasion and his friendly attitude towards her is high enough. However, if Alistair enters a duel with Loghain, then the dialogue leading up to the engagement may not appear, so it is better if someone else fights Loghain. (It doesn't matter if the heroine herself or Alistair kills him after the duel).

If the heroine was involved with Alistair and is not a noble, he may or may not break ties with her depending on whether you toughened him up during his personal quest and her responses in the conversation after the Gathering. (See the Companions post for details.)

On this, this quest ends and now you have the last part of the game - the final battle.

NON-STORY QUESTS

Sergeant Keelone's Quests

Pearl and Pigs

Sergeant Keelone is standing to the right of Wade's shop. He will gladly accept your help.

Walkthrough - Denerim


Walkthrough - Denerim

First, the sergeant will ask the GG to go to the "Pearl" and drive out the mercenaries of the "White Falcons" from there. If you have persuasion pumped, then you can intimidate or persuade them to get out. If this skill is poorly developed, then you still have to fight with them. After you pretty much pat the leader, they will surrender - you can let them go or kill them. In the latter case, the sergeant will be very displeased with you.

If the mercenaries got out of the brothel alive, then on the city map you will meet a sergeant

Keelone, who wants to thank you. During the dialogue, a group of unfinished mercenaries will attack you. It will be possible to remove the excellent Aod ax from the leader, which adds a page to the Codex.

Crimson oars

The second task is to calm down the mercenaries of the Blood Oars gang in the Bitten Noble tavern. This time they can be killed. If you leave them in the tavern, Sergeant Keelone will refuse to pay for their labors. If everything is done exactly, then he will also volunteer to tell everyone that the Gray Guards are actually white and fluffy.

Services to interested parties

The quests are given out by the innkeeper in the Bitten Noble after asking if he has any not-too-legitimate quests.

Walkthrough - Denerim


Walkthrough - Denerim

Incomplete correspondence

For the entire time of the game, you need to find 12 letters of frivolous content authored by the rich:

In Denerim at Wade's shop

In Denerim, in one of the rooms of the "Pearl"

In the village of Refuge, in one of the houses

In Redcliffe, in the mill

In the basement of Radcliffe Castle

By Calenhad Lake, at the Pampered Princess Tavern

On the second floor of the Mage Tower

In the Dalish camp, in a chest near Varathorn

On the first floor of the Brecilian ruins, to the left of the entrance, behind a secret door

In Jarvia's lair

In one of the rooms of the Orzammar Palace

At the Denerim Estate of Earl Eamon

The last chest is not locked, all the others require level 3-4 lockpicking.

Diplomatic Needs

Bring 15 Animal Venom Extract (purchasable from Varathorn in Brecilian) to the Innkeeper - for K.

Problem solving

It is required to get rid of three bodies that appeared after unsuccessful negotiations of the people of D. The first corpse lies behind the well-dump near the Church, the second - in the back room of the warehouse next to the Curiosities of Thedas, the third - in one of the rooms of the "Pearl". The bodies must be thrown into the well near the Church building and returned for a reward.

Walkthrough - Denerim


Walkthrough - Denerim

Security signal

You need to go to the Western Brecilian Forest and shoot a signal arrow. To do this, your GG must have a bow (shooting skill is optional). After that, an attack by mercenaries from Denerim will follow - after killing them, return with a report.

Without a trace

Bring 10 grenades to the Bitten Nobleman. They come across throughout the game, so it's best not to sell these stones to merchants.

Secret reward

K. asks you to put rewards for his "employees" into several hiding places. The caches are located:

1. Not far from Dvin's house in Radcliffe;

2. In the Frost Mountains near the Arena;

3. In the tavern "Spoiled Princess" by Lake Calenhad;

4. On the central square in the Denerim Trade District.

Accurate marks appear when you press Tab

Sometimes (although this may not happen as a result of a bug), you will be offered the option to neutralize the caches and not hide the board inside. In this case, you will substitute K., and he will no longer give you quests.

false witnesses

D. will ask to remove three witnesses who are allegedly going to “surrender” him to the authorities or competitors. They hide by Calenhad Lake, in the Frost Mountains, in the Curiosities of Thedas shop in Denerim.

Power Seizure/Difficult Decision

The last quest depends on whether you betrayed K. in the quest "Secret Reward" and whether you completed the quest D. "False Witnesses". If you didn't complete the quest on false witnesses and didn't betray K, then you will receive the Power Seizure quest, in which K. announces that thanks to D.'s paranoia, he decided to get rid of his assistant, and K. has no choice but to preempt the strike and get rid of D. first. You must give a signal (wink in a special way) to three allies of K. - the dwarf merchant Gorim, sister Theohilde at the Church building and the Humble One - the owner of the Thedas Curiosities shop. After that, talk to the guard who stands near the city gates. The next time you travel around the map of Denerim, you will come across Lieutenant D. with assistants who decided to punish you for your betrayal. After the battle, pick up papers from the lieutenant's body indicating the location of D.'s secret hideout, and a new location will appear on the map of Denerim - go there and deal with D. and his associates.

If you completed the False Witnesses quest (and no matter how you completed the Secret Reward quest), D will ask you for help getting rid of K, who he suspects is about to take his place. As you travel across the map of Denerim, you will come across Lieutenant K and his assistants. After the battle, pick up papers from the lieutenant's body indicating the location of K's secret hideout. A new location will appear on the Denerim map - go there and deal with K and his associates.

Crime Wave

Issued by Rogue Cauldry, standing in front of the Church, but only by the GG - to the robber, or if the GG has the skill of stealing. To receive quests, it is enough to have at least 1 level of "Theft" or "Invisibility".

If you have at least the first level of Theft, you can get all the Couldry quests, even if your GG is not a robber. The ability to Hide without Stealing will only give you one of his two quest lines - the "predatory" quest line. You will have to pay Couldry for tips each time - but as a result, you will gain more than you pay him.

Walkthrough - Denerim


Walkthrough - Denerim

"Plundering" tasks:

1. The cost of aiming is 1 gold. Loot the chest in Lady Sophie's room in the Bitten Noble Inn. To do this, you do not even need to hide - the bodyguard will not pay any attention to you, and the GG will burn it easily to get into the room and loot the chest. This is the only Cauldry quest you can complete before getting it - if you've already robbed Sophia's chest, tell Slick about it - and he'll refund your money.

2. The cost of aiming is 4 gold. Loot the Treasure Chests of Earl Howe, which are located in a warehouse in the Trade District, not far from the Wonders of Thedas shop - at the end of this cul-de-sac. This quest includes a battle, since stealing silver bars from the chests without being noticed will not work - Howe's guards in the warehouse will immediately notice you.

3. The cost of aiming is 10 gold. You must rob the treasury of Bann Franderel. Go to the new location that appears on your map of Denerim. You can sneak to the quest marker, or go through with the whole squad. It will be suspiciously quiet around. But as soon as you open the chest, guards will appear in the next room - it was a trap.

Now you need to fight your way back to the exit - either with a fight or a rogue under the cover of "invisibility" - the rest of the group will automatically slip in with you. Couldry will be saddened that his tip turned out to be a trap, and will return the money to you, promising that next time he will get something really worthwhile for you.

Our hero presented an ancient treaty to the king of the dwarves (who had to be found and put on the throne before), saved the castle of Radcliffe from the curse, visited the temple lost in the distant mountains and returned from there with a particle of sacred dust. But it is still premature to gather advice: there is still no confirmation of the treaty from the Brecilian elves.

man to man elf

I'm ready to do what suits a man,

But to lose the guise of a man

W. Shakespeare, "Macbeth"

At the spot marked on the map, we found a patrol of Dalish elves, who, after some bickering, escorted us to the Brecilian Forest.

If you were told that elves live in a country of unimaginable beauty and wonder, you should know that this is a shameless lie. The village of free elves, of course, is prettier than the ghetto-elfinage, but there is definitely something in common. Among the ancient columns and statues are bleak, leaky tents that the wild Qunari would be ashamed of. If necessary, they can be turned into carts in half an hour and transported to a new place. Crooked tables are assembled from sticks and skins - the wounded and sick lie on them. Many wounded and sick.

Without further ado, I presented the papers Zathrianu, elder. Zathrian narrowed his eyes: do you want help? From U.S? Yes, you look around. We have a curse in the forest here, werewolves attack the elves day and night, what kind of army can we send you? Now, if someone (we will not name names, although this is a gray guard) found the main werewolf, Raging Fang, and brought Zathrian his heart, then perhaps...

Well, no one expected them to agree right away, did they?

According to the good old habit, before going into the forest, I interviewed the locals - does anyone need anything from the gray guard? Whom to find someone in the thicket, to avenge the death, to bring ears from a dead genlock? Oddly enough, there were few customers. Someone Atras asked to find his wife Daniela in the forest. A girl with a gall (this is a half-deer-half-goat that elves ride) was looking for a cure - but I didn’t have enough forest skill for this. The young hunter could not marry his chosen one in any way, because he did not pass the test - it was possible to find a skin for him in the forest, but it turned out to be easier to persuade the girl to give up on the test.

On a note: as usual, for the settlement of local affairs, it is better not to take the Morrigan to the team. She will not be pleased with the fuss with young lovers. But, however, with her, you can lie to a girl with a gall, as if the little animal is terminally ill, and get horns as a reward ... But do you need it?

The local merchant Varathorn turned out to be, firstly, the owner of the most valuable thing in Ferelden - a backpack, and secondly, he ordered us to get iron bark for making armor.

Battle for the acorn

Tree, catch!

West Brecilian.

In the Brecilian Forest, as one would expect, there are many wolves (ordinary and werewolves), there are bears, as well as an unseen creature - sylvan. This treeman successfully pretends to be a plant until you come close to him, and skillfully entangles with roots. But, as often happens with treewolves, it burns like straw.

The werewolves have sent us a meeting committee headed by Mister Runner. This nervous werewolf told us that he saw humanoids in general and us in particular in the coffin, so if we went back to the elves and refused the task, otherwise he would certainly see us there. After a short conversation, the Runner justified his name and disappeared, and his friends honestly died from our swords and spells.

West Brecilian divided by rivers into three parts - the western one, facing the camp (1) , central and eastern; and in the south of the east strip (2) we found an amazing talking tree. This oak, instead of following the example of its aggressive fellows, entered into conversation with us; however, the mysterious laws of botany forbid him to express himself in prose. (Doesn’t the elf Faydaen, the slayer of the vampire Nicholas, live nearby, of bad memory? However, no matter how mediocre the Oak’s poems, they cannot be compared with the nerve-paralytic verses of Faydaen.)

The tree said that, of course, we can walk around Brecilian and harvest wood, but where we need to go, we will not let the magic barrier. But he, Oak, can miss. If we give him back an acorn stolen by some lunatic in East Brecilian.

How I jump out, how I jump out!

“What kind of creature, good or evil, has come to the ancient oak?”

On a note: a log thrown across the northern part of the eastern river (3) , from which you can collect Ironbark for Varathorn. Approximately in the middle between the log and the Oak there is a sarcophagus (4) (two ogres will attack you near him): if you disturb him and defeat the undead that escaped from there, you can get a part of the juggernaut armor set, which is practically not inferior to the armor of the legion from the gnome (you will find the rest of the armor in the eastern part of the forest). Finally, in the south of the central forest belt (5) you can save a wounded elf.

After that we went to the eastern part of the forest; there are two roads (6, 7) .

East Brecilian shaped like a starfish with writhing tentacles. In the center of it is a ring-shaped clearing, from which five rays-paths depart. The two western ones come from western Brecilian; in the northwest I found the poor thing Daniela. Alas, she had already been bitten by a werewolf, and she asked to tell her husband that she was dead and that she loved him until her last days. And asked to make the first statement true...

On a note: Unfortunately, Daniela cannot be saved. If you refuse to kill her, she will attack and force you to do it.

The northern road was densely populated by ogres and their henchmen, and they guarded another gravestone with a piece of juggernaut armor. On the eastern side, an acorn thief was found.

The old man who made his lair here, at first glance, seemed even more crazy than the oak; he asked meaningless questions, giggled, and when I mentioned the Oak, he asked if anyone would be so kind as to sort the damned tree for firewood. However, when I put my hand into a stump in his clearing and found an acorn there, the old man suddenly came to his senses ... and began to call on demons to help him. So remorse for his death did not torment me later.

On a note: You can also negotiate with a hermit. Either really destroy the Oak, or offer him something in return for the acorn. An amulet made from the horns of a slain Gauls or Daniela's scarf will do. If you kill Oak, then you will pass through the barrier under the mask of werewolves.

Returning to Oak, I received from him a staff for passing through the barrier. However, the usefulness of the staff was not limited to this - it turned out to be quite a worthy weapon for a magician.

bestial essence

Behind the barrier, the Runner greeted us again - and again, after a short thrashing, he switched to plan "B". A short path took us to the ruins.

The upper level of the ruins was a simple dungeon, which had to be passed through in a straight line from east to west, after which the corridor turns at right angles to the south. All branches are full of poisonous spiders and skeletons; neither one nor the other posed a particular threat.

But at the southern end of the floor settled, neither more nor less, the dragon - not the strongest, but quite decent. And, I would say, not poor ... Warehouses of the master of the dragon were found at the very door down.

The lower level of the ruins.

Air Alert!

On a note: watch out, the dragon's lair is mined! And there will be no time to remove the traps. A good method is to send a skeleton there, if any of the mages can do that.


The lower floor was also infested with skeletons and spiders. Shortly after entering (0) , in the place where the corridor turns to the left, the spiders staged an organized ambush.

A bit further (1) we met the ghost of a child; and next to him on the tablet read the description of the ritual. What the ritual led to was not yet very clear; however, just in case, we found the source described in the ritual (2) and did everything that the sign required with it (fill the jug with water, move away from the source, look at the nearby altar, put the jug on the altar, pray, inspect the jug, take a sip of water, take the jug, move away from the altar, examine the source, pour into the source water from a pitcher).

The ritual only opened the way to the sarcophagus (3) , where after the fight with the ghosts we completed the collection of the juggernaut armor set.

But a more important find was waiting for us in a side cubbyhole. (4) , and it was easier than easy to overlook. The soul of a sorcerer warrior was hidden in a gem on the floor, with which he managed to talk; she asked to destroy the stone, but gave in exchange the specialization of a battle mage.

A difficult battle awaited us in the southern corridor (5) : it is all littered with traps, so the easiest move was to send a recon skeleton forward so as not to engage in sapper business under arrows. But finally we got through the bones to ... a large puddle on the floor (6) , plunging into which we got into the very lair of werewolves.


"Greetings, mortal.
I am the Lady of the Forest.

And now - the third meeting with the Runner. This time he wanted to talk - apparently, attempts to stop us by force inspired him with a sound view of his own capabilities. I agreed and we were escorted to mistress of the forest.

The owner told us a simple and creepy story about where Mad Fang came from. About how humans attacked the Dalish elves... and what Elder Zathrian did to protect his people.

To be honest, I have already begun to guess about it. But nevertheless he invited Zatrian to a confrontation: he was walking nearby, unable to wait in the wings. Zathrian, in turn, tried to "open my eyes": "Have you already understood who the Lady of the Forest is?"

Alas, the old scoundrel refused to remove the curse. But I have a good reason for it. Unfortunately not verbal...

With his first spell, Zathrian paralyzed the Lady of the Forest and the werewolves (we could have been hit too, but we immediately rushed to him), and then called for the help of allies. However, we did not block his friends with Alistair, as is usually done, but sent the templar to the werewolves - so that he would dispel the magic and free them. In this balance of power, things went much more fun.

At the end of this sad story, the former werewolves wandered off about their business, and the new leader of the Dalish vowed to send her archers to the war with the archdemon.

It is important: if you take the side of Zathrian and kill the Lady of the Forest, the elves will still join the ranks of your army. But there is another way, for those with higher eloquence: “I have another plan. Kill Zathrian and all the elves!" After that, you will carry out a massacre in the village of the Dalish, and as an army you will receive deadly but vulnerable werewolves instead of elven shooters.

Terrible Judgment

Let the platform high

Put the corpses in front of everyone;

And I'll tell the unknowing light

How it happened; that will be the story

Inhuman and bloody deeds

Random car, unexpected murders,

Death, in need rigged by cunning,

And finally, the insidious machinations that fell

On the heads of the instigators. All this

I will present to you.

Fortinbras:

Let's hasten to hear

And we will call the most distinguished to the meeting.

W. Shakespeare, "Hamlet"

Earl Eamon.

And now all the treaties have been presented and confirmed, the armies are ready to march, and Earl Eamon is to convene Assembly of the lands. As soon as we arrived at his place in Radcliffe, he sent a proclamation to the teyrns, and we all moved together to his palace in Denerim.

There we were in for a surprise. I just managed to look into the chambers allotted to me and return to Eamon, and he turned out to have a guest - a maid Queen Anora. It turns out that the queen is imprisoned by the commandant of Denerim - Lord Howe.

On a note: if your hero started out as a Human Noble, this day should be remembered for a long time... Finally, it's time to get even!

stolen queen

On the way to Lord Howe, we met with old friends. But not mine, but Zevran's: one of the Antivan ravens, Taliesin, brought Zevran the news that the ravens had no claim on him, and a kind offer to return to his own. Or take it easy right now. Probably, if Zevran had not been on good terms with me, he would have joined Taliesin - and so we killed the ravens together, and after brief persuasion, Zevran remained in my squad.

Lord Howe's castle.

The maid had a plan on how to get into the manor: enter from the back door, disguise herself as guards and avoid unnecessary bloodshed. True, the guards at the back door know all of Howe's fighters by sight, so we hid in the back in the garden while the elf distracted the guards, and entered without interference into lock (1).

Inside, the main thing was not to linger anywhere and not to catch the eye of the officers (2) . Ordinary soldiers mistook us for recruits and ignored us.

To the room where the queen is locked (3) , we reached without incident, but the door was blocked by a magical barrier. Anora said that you need to find the battle mage Howe, with his death, protection will fall.

We passed through the lord's bedroom (4) , where a curious book and many important documents were found, and before descending into the dungeon they found a prisoner, whom Howe preferred to keep right next to the bedroom. It was someone Riordan - our colleague, the gray guard. Now there are three of us...

Lord Howe's dungeon.

It is important: don't miss the treasure (6) . If you don't have a very skilled burglar with you, come back here with Howe's keys. This gentleman lives extremely not poor.

Having freed Riordan (for the truth, he managed well without us), we went down the stairs to dungeon (1)“Howe preferred to spend time there, as did his mage. We had a lot to do with both...

Howe's guards and fighting dogs rushed out of every room to meet us, but it was only in the southern part of the dungeon that the real trouble began. (2) - the corridor there was equipped with a powerful flamethrower trap, and next to it (3) , in addition to the guards, the same magician was found. True, if you walk very carefully along the southern wall, you can not disturb the trap, but in practice it is very difficult.

Against (4) Howe set up a torture room. We did not raise anyone on the rack, but Oswyn, son of Bann Sigard, a powerful lord; we once met his father in The Bitten Nobleman. It doesn't look like Sigard has given his vote to Loghain now...

Some of the team suggested returning - we already found the magician, but somehow, you know, it's inaccurate to leave the case unfinished. I had a lot of questions for Howe, and I wanted to ask them personally.

nearby (5) we also found the caretaker of this institution - the jailer, from whom we posthumously removed the keys and freed the clients of two more cells (6) . And finally got to Hou himself (7) .

Lord Howe's workplace.

Oddly enough, Howe is indeed convinced of his innocence ...

Earl Howe turned out to be full of hidden talents: not only was he a master of torture and conspiracies, he was also an experienced killer, to the envy of Antivan crows. At the same time, it is surprisingly well protected for a robber ... The guards did not last long, but he himself had enough trouble. Again, we took the keys of the lord from him posthumously.

Finally, in the far corner of the dungeon (8) two more guests of the lord were discovered: bann vaughan, the one that provoked the elven uprising (for once, Hou imprisoned the one who follows). And next to him is a tortured templar Irminric, which his sister was looking for; as soon as I was outside, I did not fail to go into the tavern and tell my sister about everything.

Now it was possible to go out, look into the treasury and free Anora. Alas, in the next hall (on the way to the exit) they were already waiting for us: Logaina's devoted officer, Mrs. Catherine(the translator at times, forgetting, calls her Coutren). And a dozen of her fighters.

On a note: three options are possible here - attack Catherine, surrender (so that Anora is saved) and try to explain herself. The last one won't work. It is very difficult to defeat the whole team, but in case of defeat, you will find yourself in the same place as in the case of surrender - in Fort Drakkon.

Fort Drakkon

Fort Dragon.

Only two of the squad are captured - the main character and Alistair. And here a very multi-variant piece of the game awaits us, so we will return the word to the hero later, but for now we will deal with the situation from a bird's eye view.


Look at the colonel.

Firstly, you can get out yourself, or you can leave the rest of the detachment (without a hero!) to help us out.

If we choose ourselves, then the first thing to do is open the camera (1) . This is not a problem for a cracker; a girl with at least some talent for persuasion can seduce a guard (and a man too, but with Very high persuasion talent...), after which you will have to fight him, but he, like you, will be naked, without armor. You can also pretend to be sick or try to convince the guard that enemies are nearby.

Next, get your equipment. (6) , now things will go easier. You can get through the post (7) , but there is a way easier and more beautiful. Put on soldier uniforms (2) , go to the colonel (4) , accept the order to prepare for the review, take two dunce recruits with you (3) . They don't have swords, so you'll have to beg the storekeeper (5) . He has trouble cleaning rust, and if you give him acid lube, he will easily part with weapons for recruits (the alternative is to threaten or bribe).

After that, you can go through a review by the colonel (to the control question, what is the main thing in the army, the answer, of course, is “order”) - and go through the post. Why all this circus? Then, that recruits, though boobies, but know the password.


The alternative is to enter the fort from the outside and smash everything brick by brick. The most tricky thing here is to enter: further, if the deception fails, scatter the guards - four of them, and not two! - not difficult. There seem to be a lot of options, I managed to find three quite effective ones:

    Leliana + Wynn + whoever enter as ministers of the church;

    Dog + anyone enter under the pretext of "delivering a new dog to the kennel";

    Oghren + Zevran + whoever comes in as... circus performers.

pest doctors

Eamon had an interesting conversation waiting for me... Gathering advice is a good thing, but who do we want to see on the throne? There are two obvious candidates: Anora and Alistair. Or Anora is married to Alistair... Alistair, however, saw the throne in the coffin. But would it be right to leave it to Anora?

On a note: if, after visiting Goldanna, you told Alistair that this is how it should be - every man for himself, it will be much easier to persuade him to reign. If your main character is a man and a nobleman, you can try to offer your hand and heart to the queen yourself. And if the hero is a lady and on good terms with Alistair... respectively. In any case, your task at the Gathering of the Lands will be made easier if you have promised Anora some form of support. If not, you will need to dial a lot of other arguments. But on no account tell Anora that Loghain must die for what he has done!

Queen Anora.

In principle, after returning, it was possible to convene the Assembly of the Lands, since Anora escaped from the Howe estate; but I was diverted by another matter - rumors brought by the queen about some problems in the alienage.

The problems were visible at a glance: a crowd of elves in the street in front of a shabby building were arguing with a couple of healers from Tevinter. As it turned out, quarantine was declared in the ghetto, and the elves - without making out whether they are sick or healthy - are gradually collected in a shelter. And they don't let go back.

After discussing this matter with the elf Shianni, I walked around the shelter from behind and, overcoming the resistance of a lone guard, went inside. My arrival did not please the "doctors": they rushed at me with weapons and soon died from an excess of iron in the body. I released the captive elves, but they were clearly far from all...

I told everything to Shianni (alas, the healers in front of the building were so upset by this news that they also died suddenly from cut wounds and burns), and she showed us another building related to the shelter. There a shabby elf washed the floor; pressing him a little, we found out where his relatives were being taken, and followed the same route.

The Tevinter were no longer in hiding here. Yes, the most banal slave trade is completely illegal in Ferelden (and in Tevinter it is the norm). And in just a few strokes, we cut a path to their leader - Caladrius.

Caladrius was determined to bargain. He did not want to wind up a profitable business. Why don't I leave with the documents incriminating Loghain? And why don't I take these documents from the corpse and close the shop once and for all?

This is interesting: not far from the "hospital" is an elf beggar. If you give him a coin, next time he will bring a friend, then a few comrades... It's amazing why the Tevinterers didn't use this much simpler trick to collect clients!

A rare shot: this is how the demons see us.

A business man from Tevinter closes his business.

After a fight with Caladrius (he is a magician, moreover, a blood magician) and his retinue, he was forced to make a more generous offer: at the expense of the blood of captive elves, increase my health to unimaginable values. But something I recently acquired an allergy to blood magicians...

I went to the rescued elves, talked to them and went to the Gathering.

On a note: in one of the back streets of the ghetto, you can find a blind templar who "smells evil" somewhere nearby. In order for him to find what he is looking for, it is necessary to inform him about a dead dog nearby, about a pool of blood and about a crazy beggar girl; then he will lead us to an abandoned orphanage where demons and the undead have bred. But in order to clean the shelter, it is necessary to protect the life of Otto to the last.

Assembly of the lands

Now it was definitely time to collect teyrns. Earl Eamon took care of it, and I went to the palace. An old friend, Catherine, tried to block my way; but this time there was no such convincing retinue with her.

It is important: The main components of our success at the Gathering are: Irminrik and Oswin rescued from the Howe estate (and the mission must also be passed), an agreement with Anora and evidence of the slave trade. If you are not too lazy to clear Howe's dungeons completely, you can safely refer to his crimes. But by no means mention Howe's dealings, if for some reason Not gave Irminric's ring to his sister! Nor should one rush to talk about Alistair or the death of King Kaelan - it is more profitable to show oneself focused on the duty of the gray guard and talk about the Sea, as well as Loghain's crimes here in Denerim. And if you told Anora that you intended to have Loghain executed... then it could cost you dearly.

I've gathered enough evidence against Loghain and the lords have voted against him; as a last chance, he chose a duel with me.

And the end would have been simple and obvious, if not for Riordan intervening. He came up with an unexpected solution: let Loghain redeem himself by joining the Gray Wardens. I knew that if I agreed, Alistair would be furious - after all, Loghain was actually the murderer of his father and Duncan; and if I refuse, I will become the murderer of Anora's father. That's it...

Loghain McTeer

If you decide to let Loghain wash away his crime and enter the Gray Guard, an angry Alistair will leave you; and Loghain will take the place of the detachment "tank". He is also an expert in the "sword + shield" technique, but does not have the talents of a templar, although he has the skills of a knight.

His characteristics are so-so: his strength is rather low, his will is overestimated for some reason, however, he has good health.

Gifts, kind to Loghain, are geographical maps of all kinds. Some of them can be bought right after the meeting (two in the market, one in the ghetto). There are a couple more in the locked chests of Radcliffe Castle.

On a note: before the last fight, it makes sense to quickly run around the market - as they say, “you can’t take money with you” ... You can buy another bag from Gorim if you think it’s relevant. You can replenish your stocks of potions, learn an additional spell (the book in the ghetto) or buy from Bodan Feddik. In general, see for yourself. With Feddic we will have one more rendezvous, and with the rest we say goodbye.

This is our last

Nabat! Blow, wind! Come on, it's over!

We will die, at least as a fighter.

W. Shakespeare, "Macbeth"

After the Gathering of the Lands, the only thing left to do was to meet the archdemon. Our army has assembled at Radcliffe Castle; and only on the eve of the release did Riordan dare to tell Why the gray guardian alone can deal the killing blow to the archdemon. If the archdemon falls, its soul will pass into the nearest darkspawn. And the gray guard in a way... remember what the test consisted of?

But the gray guard has his own soul, and therefore both will die at that moment.

Riordan himself volunteered to deliver the final blow; but if he falls in battle, I will do it. The sorceress Morrigan offers me a way that can leave me in the world of the living, but... I don't know.

Just in case, sorry.



Say hello to the archdemon for me. He stopped writing to me at all, and it's so upsetting... And... look after yourself there. Don't let yourself be eaten. Unless, of course, you decide that it is necessary for the case.

Zevran

The last battle begins with a battle at the city gates; all your friends participate in it (except for those with whom you broke up), but you cannot manage them - you command only yourself. The fight is not tricky: most of the opponents are the so-called Hurlok / Genlok Grunts, which the translator made with inimitable finesse “Hurlock / Genlock grunts”. These guys are cannon fodder, several times weaker than the usual "white" opponent: they fall from 1-2 hits or one simple spell. Until the end, you will meet quite a few of them - you must immediately distinguish them from serious enemies and not waste gunpowder on them.

After that, we choose a detachment for the entire subsequent battle - as well as the one who will command the rest. And after a touching farewell to the rest, we set off on our last tour of Denerim, captured by the archdemon.

It is important: in the last battle, a robber will be very useful. Perhaps Leliana is better than Zevran, because the bow against the archdemon is more effective than blades.

The first step is to defeat two garlock generals - in the market and in the alienage. That is, you can not do this ... if you think that the fight with the archdemon will be decorated with the participation of two "orange" generals who own combat magic in it.

In the interval between two platforms, it is easiest to reflect
reap an attack on the elvenage.

From now on, you can take one of the allied armies that we have collected with you to every battle in the open. But keep in mind: one of them must be kept untouched until the very archdemon. And it is desirable that they be the best of the best. First of all, Orzammar gnomes come to mind (especially if you have agreed on the participation of the Legion of the Dead - then some of the gnomes will be brutally tenacious legionnaires) or golems, although you can probably try your luck with elves or magicians. Werewolves Not I recommend - in contact with the archdemon, they recover like flies. Radcliffe's infantry is also not survivable enough.

In the market, the general arranges a brawl in the company of ogres; human infantry or werewolves are good as support here. The combat here is not the most difficult, although the open space makes it difficult to effectively hide the mages behind the backs of the warriors.

The fight in the alienage will be difficult if you try to attack, but it will be quite simple if you take a position between the two platforms - where the barricade is at the beginning of the battle - and do not try to go outside. It can be done without support at all. While the barricade is still standing, a riot of elements is arranged behind it - Gehenna, blizzard, thunderstorm - which not only mows down small fry, but also brings “yellow” offspring to a semi-finished state. However, that's not all - reinforcements will arrive, including ogres, and there will be more of them if the battle drags on or goes beyond the barricade.

After that, a battle awaits us outside the city gates - the rest of the group is fighting there. Oghren commanded him, but he should not fight at the very gates - he will not have time to swing at the enemy. Let Oghren deal with the “yellow” opponents, and the dog and someone else hold the gate (Leliana is ideal, her charming song chains everyone to the place, and the dog carefully gnaws their throats; but Leliana may be necessary in the main squad).

A bunch of "singing Leliana + dog" holds back the onslaught at the city gates.

The next station is Fort Drakkon. In the courtyard of the fort, I recommend taking rifle support: this courtyard is a convenient shooting range. In the very first seconds, we destroy three groups of “grunts” with fireballs and cones, focus fire on the dragon (also exquisitely translated). We do it quickly, because soon the second one will be “born” and the genlock magicians will come running. Mages should be zigzag on the steps, the elves will easily shoot them.

Now - the inside of the fort, there we are alone. The first battle will be in the main hall of the lower floor: the genlock-creator (and in English conjurer) summons seven ghosts, after which he actively conjures himself. But if you don’t get distracted and quickly rush to the magician, then the rear ghosts will not have time to see us (they are not born immediately, until they are formed - we are already beyond their scope). And that will make things easier. You should not devote a lot of energy to ghosts, for example, one Morrigan can handle them; mage is much more dangerous.

Further, an ambush awaits us where the corridor rests on the road from west to east. Don't go there, there's a trap; it is worth immediately launching hell or blizzards into both side corridors. Let their inhabitants die without seeing you.

To the east of here, in front of the door to the second floor, Sandal is waiting for us - this is the last chance to buy or enchant something (father's goods are with him).

On the second floor there is one difficult fight - with the master assassin and his students. They are invisible until they strike... but vulnerable, and if, at the same time as opening the door to the south in the east wing of the castle, you start casting something massive, as well as placing a rune of repulsion under yourself in advance, the killers will manifest themselves without harm.

And finally, the archdemon.


Let's go to the bad reptile in a bunch!

The archdemon spits spirit energy, beats with its tail, tramples, and at times flies from place to place. As his health decreases, he changes his behavior:

    after losing 25% of his health, he begins to call a "funnel", which removes health and weakens everyone around;

    after losing 50% of his health, he flies to a place where he can’t be reached in close combat, and calls on a crowd of abominations to help; in addition, he has a very long-range attack;

    after losing 75% of his health, he returns to reach and begins to blow up his warriors in the manner of a walking bomb spell. The offspring are felling in droves.

The most powerful weapon against the archdemon is the ballista standing around; they are quite rapid-fire, but soon break. That's exactly what a robber is needed for, he can repair tools (although not to infinity). And do not stand in front of the ballista - the volley is considered fair, so you can inadvertently shoot yourself.

Spells and normal arrows are also good, and hand weapons also work. Gnomes or golems will take care of most of the problems with the offspring, but they are worth healing. Pay attention to another ally, who is also recommended to heal - the supreme sorcerer Irving.



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