Passage of Dragon Age: Origins DLC - Guardian Fortress. Ostagar and the Wild Lands. Side Quests and Tips Secret of the Gray Guard

V First of all, Ostagare is waiting for you to meet with King Kaylan, who is enthusiastically preparing to destroy the horde of the Spawn of Darkness advancing on the fortifications and become the winner of the next Blight. Several previous victories contribute to this confidence.

Walkthrough: Ostagar

Walkthrough: OstagarR Ekrut-Kusland can complain to Kaylan about the traitor Howe, and then the king will leave to consult about the upcoming battle with his commander-in-chief, Teirn Logain. After that you can talk to Duncan for a bit and find out a few new details regarding your recruitment to the Guardians. To begin with, Duncan will ask you to find a young Guardian named Alistair, who will help in the initiation ritual. Alistair will be found in the northeast of the ruins, behind the commandant, and will be able to answer another series of questions. You can immediately take him to the group and get the first points of Influence on him.

Walkthrough: Ostagar


Walkthrough: OstagarA Lister is of romantic interest to a female character, and in order to start a love affair with him, one must have a high Influence on him.

P on returning to Duncan, you will receive the next task - to make a sortie into the Wildlands of Korkari and drain three bottles of blood from the creatures of the oncoming Blight there. You will also be tasked with finding the ruins of the former fort of the Gray Wardens and finding there old treaties for aid against Blight from the Circle of Mages, the Dalish Elves and the Orzammar Dwarfs.

V Alistair and two more recruits - the young Denerim thief Davet and the knight Ser Jory from Redcliffe - will go on reconnaissance with you. If you play as Cousland, your dog will be with Duncan for now, and you will go to Korkari without him.

Walkthrough: Ostagar


Walkthrough: OstagarV The exit to the Wild Lands is located in the western part of Ostagar. Vials of blood can be easily collected during a hike in Korkari, as there are plenty of Shadowspawn there. After you collect three bottles, you can return to Duncan and give them, but it's easier not to waste time walking back and forth. You will also meet wolves.

N Near the entrance, you will stumble upon a wounded soldier. You can bandage his wounds and send him to the camp, or you can finish him off, which does not please Alistair.

R Azvalins are located in the northeast of the location, and you can go to them only by destroying two serious groups of the Spawn of Darkness. The first, reinforced by the Emissary, will meet you at the bridge in the south of the map. There are mechanical traps everywhere on the ground, so it makes sense to send a robber ahead to neutralize them. The second group guards directly the approaches to the ruins, and is led by a garlock leader, a yellow mini-boss. This squad is slightly more numerous, so you can lure the Darkspawn one or two at a time, shooting them with a bow from a safe distance.

V In the ruins, you will immediately see the chest you need, but there will be nothing inside, and a dark-haired girl in unusual clothes will immediately come out to you. She will introduce herself as Morrigan (your companions will classify her as a witches without further ado), and will tell you that the contracts you are looking for have long been in a safer place - with her mother. You will be taken to this rather strange woman, and she will readily return your documents, and Morrigan will lead you back to the camp.

You will receive this task, provided that you have installed the "Guardian Fortress" add-on. When you install this add-on, then soon a character named Levi Dryden appears in your camp. He asks you to go with him in search of the legendary fortress of the Gray Wardens, in which his probabot Sophia fought for a long time. Sofia was the Guardian-Commander of Ferelden at the time. You need to find proof that she was a hero and restore the long-lost name of the Drydens.

A location called Soldier's Peak will soon appear on your map. In the courtyard of this fortress, you can see a vision of the past - these visions will haunt you throughout the entire exploration of this fortress and give you a clear picture of what happened in the last days of the defense of the fortress. Soon, the lying corpses in the yard will come to life and start attacking you. From the body of an elite commander, you can take a very good crossbow.

Go to the fortress. Clear the first and second floor. Along the way, you will learn a lot from the history of this fortress. Here you can collect various records and books. In a huge hall on the first floor, you will see the last battle with the participation of Sofia, after which a demon of rage will sharply attack you. Please note that he will heal himself as long as there are corpses of the guards next to him, so it is best to first deal with the Guardians, and then with the demon himself.

The exit from the second floor is temporarily locked for you, so go to Sofia's room and talk to what is left of her. Here you have to make your choice. If you refuse, then you will have to fight with her, if not, then go through the previously locked doors, and then across the bridge. Be careful - there are traps here. Through the bridge you will find yourself in the tower of a magician named Avernus. If you do not kill Sophia, then you need to kill Avernus, if you kill her, then together with Avernus you will have to patch up the holes in the Veil. Regardless of which side you choose, you still have to block the path of the demons. At the end of the ritual, you will have to fight the Demon of Desire.

After you close the Shroud, you can either kill your ally or let go. If you leave them alive, then you will not hear anything about them anymore, except for Avernus - Levi will tell you that he will not climb out of his tower. Also, if you leave an ally alive, you will not receive a set of armor for the Sniper Commander - this is Sofia, and you will not receive a mantle from Avernus.

In the end, Levy will talk to you and your assignment will be completed. Of course, the Drydens' good name could not be restored in any way, but for that they can use the fortress as their base. Also, in Soldier's Peak, you will be given a chest in which you can store your things, in addition to this, you will have a merchant - Levi and his brother the blacksmith. The blacksmith will be able to forge you an excellent weapon, or rather a sword Starfang, but on condition that you find a meteorite during one of the random encounters, but of course this does not happen every time. And by the way, at the entrance to the hall of Avernus, you can find a bottle that gives the skills of Blood Magic. When you drink the contents, you will receive two additional skills - which skills, depends only on the class of your character.

Ancient history

It is necessary to find four sources of information that are hidden in the fortress, and then find the treasure. This quest is activated after you find any source of information:

- a statue located in the western part of the courtyard.

- a book, which is located in the archive of the fortress, on the first floor.

- a jar of raspberry jam, which is located on the second floor of the fortress.

- a corpse that is on the wall in the tower of Avernus.

We recommend that you activate the statue first. When you finish the task Soldier's Peak, then you will not be able to return back to this fortress, just wander around, so you will not get the treasure. When you find all the information, then move to the second floor and find the largest picture that should be above the fireplace. There you need to repeat the oath of the Gray Guardians and soon a chest will come out of the wall, in which there are very good things. Here it is worth noting the sword of Asturian - a one-handed weapon that has one slot and the ability to weaken the fiend.

This completes the passage of this DLC.

The quest is issued by Psar in the center of the western part of Ostagar. He will ask you for help to put on a muzzle on the poisoned mabari, and will hint that the dog may well choose you as a new owner. The flower grows on a driftwood near the ruins where you will find a wounded soldier, and not far from where you will see the second squad of Darkspawn guarding the ruins of the Guardian fortress.

Give the flower to the Hound, and you will be able to claim a reward (including a slightly increased one if you choose the option "do you value your dog so little?"). Then, when moving from the Flemeth hut to Lothering, your Guardian (if he is not Cousland) will meet a mabari surrounded by the Spawn of Darkness and will be able to take him to the group as a companion. If you chase away the mabari, or if you talked to the Psar in Alistair's presence and relieve the dog of his torment, your influence on him will diminish.

If you did not talk with the Psar (and the Nobleman will not receive this quest from this NPC), you activate it by finding the flower yourself.

Hungry Deserter

Not far from the Intendant there is a cage in which a prisoner languishes, who will ask to bring him food and water. If you drag out the conversation a little, he will offer you in exchange the key to the magician's chest. You can kill the prisoner (Alistair will not like this), or fulfill his request with the help of the guard standing nearby (Alistair will approve of this).

You can convince him to give food, buy it back for 10 silver coins, or steal it if your hero is a robber and has the skill of stealing.

The chest is located not far from the Circle of Mages, and it will not be possible to open it immediately - the Subdued One standing next to it will prevent this. However, by the time you return from the Wild Lands, it will move away from the chest, and you can easily rob it, which will automatically complete the quest. Inside, there is open rubbish.

If you don’t touch the chest at all, and use the key only after arriving at this place in the DLC “Return to Ostagar”, then the loot will be much more “tasty”. Alternatively, the key can be taken from the charred corpse.

Missionary

Not far from the entrance to the Wild Lands, on the shore, you will find the body of missionary Jogby and you can remove from it a letter from his father Rigby with a hint about the location of the chest with things. This place is located in the south-central part of the map, between two statues, where a narrow path-bridge leads, and is guarded by a small pack of wolves. As soon as you take the contents of the chest (including a good two-handed one), the quest will end.

Hasindic footprints

The quest begins in the west of the map, when you take Rigby's journal from the chest in the abandoned parking lot, and after reading it, you will find a mark on your map - a trail of the Hasind tribe's parking lot. You need to carefully survey this place, which will show you the way to the next clue. After the seventh sign, the task will be updated, and you will see the location of the treasure.

You will not find it unless you first go through all the other marks. Most often, they are guarded by the Spawn of Darkness, which will ambush you for the third and sixth time. The easiest way to identify specific places is using Taba.

Last will and testament

The quest is taken when examining the corpse of the missionary Rigby you already know. When you read his will, you will learn about another cache - in the camp to the west of the place of his death, and that the deceased asks the person who found the casket to give the contents to his wife Jetta.

There is a weak amulet in the hidden casket. You can keep it for yourself or take it to Rigby's widow at the Radcliffe Church - in both cases, the quest will be considered completed.

A pinch of dust

This quest does not receive a journal entry, but adds a codex entry. Near the first group of Darkspawn, reinforced by the emissary, you will stumble upon the corpse of a soldier, and you can remove a leaf with a local legend and a bag of ash from it.

To the northwest of the bridge, on a hillock, there is a pile of stones on which the found ash should be poured. This ritual will summon the demon Gazarat, your first "orange" boss, who, however, is killed in the same way as the Ogre, but the production from him is scanty to the point of disgrace. Although as a boss, he is also weak.

miscellanea

There are many bags, crates, plants to collect, and chests in the camp. If your character is not a rogue, then some can only be opened after joining Davet's group. For the most part, all items are low-level and are best sold to the quartermaster.

From the quartermaster you can buy a backpack and the first recipes for bombs, poisons, potions and balsams, as well as blueprints for traps (the lists of recipes vary in the usual assortment and "by-products"). In addition, a second backpack will be on sale after returning from the Korkari Wilds.

When you first approach the Warriors of Ash (they stand next to the exit to the Wild Lands), you can catch the elf Peak and deceive him with a sword, which is not bad for a given level of characters. First, lie that you have business with the elf, and then convince him that the sword should be given to you.

If you have points in the Persuasion, you can ask the sentry at the tent of Teirn Loghain to call him and chat a little, but this will not affect anything.

You can find Davet and Jory in the camp before you return to Duncan and talk, but you will not learn anything interesting.

From the garlocks in Korkari, on the first and third floors of the Tower of Ishal, you can get grenades (stones) necessary for one of the side quests in Denerim.

If your character has points in Theft, then when you try to rob Duncan, you will start a special dialogue.

If you take the sword from Ser Jory before the beginning of the Initiation, at the end of the ritual you will receive it again.

The soldier guarding the Tower of Ishal and the one at the eastern entrance to the camp (near the bridge) will be able to tell you a little about these places.

Next to the Circle of Mages, you will find the magician Wynn, whom you will meet in the future.

Gifts in the location

  • Cow bone- in a sack in the eastern part of Ostagar, opposite the entrance to the Ishal Tower (mabari);
  • silver bracelet- 1st floor of the Tower of Ishal (Zevran);
  • Tribal necklace- 4th floor of the Tower of Ishal (Morrigan).

Location Cards

Ostagar

1. Duncan's bonfire
2. King Kaylan's tent
3. Loghain's tent
4. Kennel
5. Infirmary
6. Commandant
7. Alistair
8. Wynn
9. Circle of Mages
10. Ash Warriors
11. Hungry Prisoner
12. Mages Chest
13. Royal Council
14. Exit to the Wild Lands
15. Cow bone
16. Ishal Tower entrance

Wildlands of Korkari

1. Missionary Jogby Body
2. Dying soldier
3. Wild flower
4. Rigby Chest
a-g. Hasind road signs
5. Rigby's body
6. Rigby's stash
7. Jogby Chest
8. Soldier's body (quest A pinch of dust)
9. Hashindian cache
10. A pile of boulders (quest A pinch of dust)
11. Cache of the Gray Wardens

You can read about the main quests under Ostagar in

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Main plot
Initiation into the gray guards
In the ancient fortress Ostagar Duncan will introduce us to King Kaylan, after which we will be kindly given free time to look around, get used to, and then find the gray guard Alistair and talk with him about initiation into the order. We won't get much from him. In general, Alistair until the middle of the game will be a terrible mumbled (although not devoid of wit), but at the same time one of your most loyal friends. So, after talking with him, we return to Duncan. By that time, all the other applicants for initiation into the gray guards will already be there (you could talk to them before when you wandered around the fortress). Duncan will bring you all up to date and send you to prepare for the ritual in the Wildlands of Korkari.

Contaminated blood
Duncan's first assignment. You, your two fellow aspirants and Alistair will have to find 3 portions of fel blood. It can only be obtained from the corpses of the creatures of darkness. So go hunting. This area is full of genlocks and garlocks, so there is much more blood to collect than is required.

Cache gray guards
Duncan's second assignment. In addition to blood, you must find a cache of gray guards in the Wildlands of Korkari, which contains ancient treaties that oblige the various peoples of Ferrelden to help guards during the pestilence in the fight against the creatures of darkness. The cache will be in the depths of the wild lands in ruins. As soon as you get close to the chest, the witch Morrigan will appear. One of the most charismatic characters in the game (if not the most). Alistair will immediately start dogging with her (he generally distrusts any sorcerers). We ask him to shut up (preferably politely so as not to be offended) and ask the beautiful sorceress about the documents. She will appreciate your politeness and say that the documents are on this moment at her mother's. We ask Morrigan to accompany us to her. Having given the documents, Flemeth (that is the name of Morrigan's mother) will make some strange hints that the king will lose the battle and in general it will cost him his life. After listening to all this, we return to Ostagar to Duncan.

As soon as we give Duncan the documents and blood, the initiation ritual will begin. It lies in the fact that each of the applicants must drink a portion of the blood of the creatures of darkness from a silver bowl. Your first brother, alas, will die, the second will be afraid to drink blood and will try to kill Duncan in order to escape the initiation (for this Duncan will stab him), you will drink the blood and remain alive. You are now a gray guard. Drinking blood will help you feel the creatures of darkness, and sometimes see their actions in your visions.

After initiation
As soon as you wake up after the experience, go to the council of war. There, Thayrn Loghain and King Kaylan will discuss the plan for the coming battle. As a result, the following will be decided: all gray guards, including Duncan, will go with Kaylan and his army; Thayrn Loghain will wait with the rest of the army for a signal from the tower of Ishal in ambush. The two remaining gray guards (you and Alistair) will have to give a signal.

Ishal tower
The battle has begun. Make your way through the crowds of the darkspawn to the tower of Ishal, and then to its top floor. From time to time you will be helped by the soldiers of the tower. At the very top, a mini-boss in the form of an Ogre will be waiting for you. This is a very strong opponent and you cannot win a battle without losing healing poultices. Try not to let the ogre grab you or Alistair by the scruff of the neck, as in this case, one fighter will immediately be out of the game. As soon as the monster is defeated, light the signal fire. Next, you will see a very tragic splash screen. Loghain, seeing the flames of the tower, will command a retreat. For King Kailan, the ogre lord will break the sternum. Duncan will kill the monster, but he will die from the wounds received in the battle. The spawn of darkness will burst into Ostagar and take the tower of Ishal by storm. You and Alistair will fight until your last breath, but eventually you will lose consciousness. And when you are on the verge of death, Flemeth will appear in the guise of a huge bird and save you.

When you wake up, you will see the beautiful face of Morrigan. She will say that several days have passed since you were rescued. Thanks to her healing potions, your life is already out of danger, and Alistair is completely healthy as a bull. Get dressed and go to Flemeth. The old witch will tell you that the invasion of the creatures of darkness is not just a burst of their activity, but another Blight. You and Aleister, as the only gray guards remaining in Ferrelden, must gather a new army for the battle against the creatures of darkness. Ancient treaties will help us with this. we must win over to our side the Dalish elves, the mages of the circle, the knights of Redcliffe, and the dwarves of Orzammar. The case is complicated by the betrayal of Thayrne Loghain, because of which Ferrelden is on the doorstep. civil war... We have to get to the traitor and make him answer for his atrocities. Before all this, you need to get to the nearest settlement, standing on the imperial highway, in order to replenish your equipment and clarify the situation. The village of Lothering comes in handy. Flemeth will send Morrigan with us. Through the secret paths of the wild lands of Korkari, a young sorceress will lead us to the imperial highway.

Secondary tasks
Wolfhound mabari
In Ostagar, talk to the hound. He will tell you that many mabari, biting into the creatures of darkness in battles, begin to suffer from the plague. A cure for it has not yet been found, there are only rumors about a miraculous herb. After this conversation, the task will not appear in the diary, but you will definitely remember this useful information... During your wanderings in the lands of Korkari, you will find this flower. Bring it to the hound and sell it for a big deal. You can, of course, give the plant away and just like that, but the war is not the best time for charity.

Hungry Deserter
In Ostagar, you will stumble upon a hanging cage with a prisoner. Ask him how he got there. It turns out that this little thief who decided to delve into the magicians' chest and even stole the key from it, but he was caught. However, he will still have the key and he will agree to give it to us if we bring him something edible. Food can be obtained from the guard of the cell. He will give it to you either for 10 pieces of silver, or for free if your persuasion skill is learned up to level 2. You can just as easily kill the prisoner and take the key from the corpse (it is better to do this before meeting with Alistair, because otherwise his favor towards you will decrease). After the initiation ritual (by that time it will already be night), go to the camp of the magicians to the chest. It will not be possible to open it during the day, because there will be a pacified sorcerer near him, who will preach you a sermon on "what is bad" every time you approach the chest. We take away the junk. Everything, the task is completed.
Note: If you have installed premium content with the official DLS "Return to Ostagar", then it is better to open the chest after returning to the ancient fortress. In this case, the things in the chest will be much better. In this case, it does not matter whether you get the key from the prisoner for food or take it from the poor fellow's corpse, after Ostagar is captured by the spawn of darkness.

Missionary
Almost immediately at the entrance to the wild lands of Korkari, you will find the corpse of a missionary named Jogby. With him there will be a letter from his father Rigby, from which you will learn how, by signs, to get to the cache of Rigby himself. The algorithm is described in full detail in your diary, so I will not dwell on it. I will only say that you need to find an iron chest, standing between two statues. In it you will find a Hasindian two-handed weapon (quite good for starting the game). As soon as you clear the chest, the quest will end.

Will
In the center of the Korkari land, you will find Rigby's body and himself. He will have a will in which he will ask to give the casket from the cache to his wife Jetta in Redcliffe. The cache is located in the west of the lands of Korkari, we take the box and give it to its destination when we find ourselves in Redcliffe (the woman will be in the city church).

Hasindian way sign
In Rigby's cache in the west of the Korkari lands, you will find his diary, from which you will learn about Hasindic travel signs. Approach them in turn (by clicking on one sign, you will open the next). All signs are displayed on the map of the location with crosses. After finding the last sign, you will discover the location of the Hasind cache in the south of the Korkari lands (an abandoned camp with a hollow tree lying in the middle of a clearing). We search the cache and close the quest.

A pinch of dust
Walking through the wild lands of Korkari, you will stumble upon the corpse of a certain Marcus, from which you will take a note and a bag with the ashes of an unknown person. Climb the hillock by the waterfall and scatter the ashes. A dead man will appear, kill him and take away valuable things. That's the whole quest.

Note: Do secondary tasks in the wilderness of Korkari before you bring the blood of the darkspawn to Duncan. After that, it will no longer be possible to return to this location..

After you have collected all possible allies, Earl Eamon will decide that it is time to convene the Meeting of the Lands, and you will go with him to Denerim. In Denerim, you will be greeted by Loghain and Ser Coutrain, 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 companions there than in any other location. For frank conversations and loving conversations, you still need to go to camp.

Go to Earl Eamon's Office. There you will meet Erlina, the maid of Queen Anora. According to Erlina, Anora is a prisoner in Earl Denerim's palace and fears Howe is going to kill her and blame Earl Eamon. It doesn't 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 appears on the map. It is better not to take Sheila with you, since according to the plan you must pretend to be Howe's soldier, 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 is a meeting of workers, to whom Howe owes a fee, so through it you will not be able to get inside. Go around the building, fighting off not very many guards on the way (they appear from behind, so be careful). When you get close to the back door, Erlina will distract the guards so that you can slip inside.
You can go through the palace in two ways - just kill everyone and everything there, or put on the uniform of Howe's soldiers stored by Erlina and go 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 it again.

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

Upon reaching the door to the queen's room, you will find out that it has magical protection imposed on it, which cannot be removed by the currently available means other than "persuading" the magician who applied it to do this. The magician is in the company of Howe, who is currently in the dungeon of the palace. Go there. In front of the entrance to the dungeon, you will find a chest with the Documents of the Gray Wardens, and a little further - Riordan, the Gray Warden, whom Howe is holding (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 secret warehouse of the Gray Wardens in Denerim, but this does not have to be done at the moment - you can ask him later. After your release, you can find Riordan in the study 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 influence the outcome of the Lands Meeting: the templar Irminrik, Vaughn - the son of the former Earl Denerim (he will not be in the dungeon if you play the City Elf and killed him in the prologue) and Oswin, son of Bann Sigurd. If you help them to free themselves, it will bring you additional votes in the Meeting. Vaughn can also be shaken up for a bribe of 40 gold - this will not be reflected in his vote at the Meeting. (If you free Vaughn, then Zevran will not approve.)

In addition to them, you can find Soris in the dungeon. He will not be there only if you play the City Elf and in a conversation with the guards, you took all the blame on yourself in the Prologue. 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, which includes two magicians, will give a short speech when he sees your delegation - a little more personal if you are playing a Noble Man - and then attack you. It is impossible to end this meeting with peace. After you deal with Howe and his guards and free everyone you decide to free, go back to the first floor to the queen's room.

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

Ser Coutrain is considered one of the most powerful opponents in the game, but if you immediately retreat into the corridor and one of the side rooms, then only she and, possibly, one or two guards will usually follow you, which will greatly simplify your task. If during the battle (regardless of whether you have already won Koutrain or not) your group loses consciousness at full strength, then in this case you will not be considered dead, but taken prisoner, and the scenario will develop in the same way as if would you give up voluntarily.
If Alistair is in your group, then he will be captured along with you. The rest will be released, since Koutren is only interested in the Gray Wardens.

Note: If you have Sten or Ogren in your party, they will not approve of your decision to surrender.

Whether you give up or not will not affect the overall plot line. Ser Coutrain has a good two-handed sword with him, but a little later you will have another opportunity to get it. And the conversations at 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 - to escape from the Dragon Fort on your own, or to wait until your comrades-in-arms rescue you.
Keep in mind that only associates with a high disposition to you will be sufficiently interested in your fate to go to your aid.

If you decide to run on your own, then the first thing you need to do is get out of the cell. There are many ways to do this - you can seduce the 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 on your way, or ... leave 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 go past a couple of guards and a mabari a little further, but after that it is possible to leave the fort without spilling anyone's blood. To do this, you need to go to the weapon room 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 cease to be hostile. Now you need to go 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 pockets, then there is another way. He will help you if you have a developed conviction.
After you put on the uniform, go to the colonel's office, who will mistake you for recruits and tell you to find two more guards. He means the very same couple in the warehouse, from one of which you can steal the password. The guards will explain that you need standard swords, which they cannot obtain due to a small spat with the Quartermaster. Go to the officer's weapons room. You can bribe the quartermaster or persuade him to give you the weapon you need. Alternatively, you can visit him before talking with the guards and convince that you are his replacement - then he will leave and later you can pick up the swords without any hindrance.
Having received the swords, go to the colonel for an inspection. If he asks what the soldier needs, answer "Discipline" or "Honor." After that, you can leave the fort without interference, since the guards accompanying you know the required password.

If you decide to wait for someone to come to your aid, then in a conversation with Alistair you have to choose who will do it (the list will consist only of comrades-in-arms who have high approval).

Your saviors can follow the same two paths as you - to kill everyone and everything in their path, or try to go quietly and peacefully and without unnecessary bloodshed. With the first method, everything is clear, as for the second, in order not to arouse suspicion, they have two conversations in which they must convince the interlocutor that they are who they claim to be - a conversation with the guards immediately at the entrance to the fort, a conversation with the captain the guards right after that. The third conversation with the guardian Tanna, who guards the door to the dungeon itself, is intended 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 successfully bluff on all three occasions. Wynn can go through all three conversations except if the dog is with her. Alistair is able to successfully pass the first two, but not Tannu. The dog is able to lead the guards and the captain, but he does not have the option to "talk" with Tanna. Stan will not be able to get through the first two conversations, but can force Tanna to step down. An exception is the case if his partner is a dog, in this case, Stan will be able to pass the first post with the guards. Morrigan is able to force Tanna to leave, but cannot bluff on the first two occasions if her partner is Winn, Leliana, or the dog. Ogren can go through 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 - provocation by firing one of the ballistae located inside the large hall. Shoot a ballista - and Tanna will run to find out what the matter is, 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 wish, you can, of course, completely clear the fort from the soldiers).

In any case, after rescuing from Fort Dragon or after the battle with Ser Koutren, go to Earl Eamon's palace and talk with Anora. This will complete the quest "Saving the Queen" and will give you the next one - "Elvenage Riot".

Actually, what exactly is happening in Elvenage - Anora does not know, but she is sure that it has something to do with Loghain. Go there. If you freed Soris from Howe'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.

Shianni 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 are 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 happens to the elves, whom the Tevinter magicians take under the pretext of quarantine. If your GG is an elf (it doesn't matter whether it is urban or Dalish), then you can pretend to be sick and then you will be taken inside the hospital. The problem is that inside your bluff will open up and you 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 inside without a fight, then you still have to fight them when you leave the hospital).

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

A group of guards led by the elf Devera awaits you right at the entrance. If you have developed Conviction, then you can avoid the fight and force them to retire. In any case, make your way to the last room, where the head of the Tevinter magicians, Caladrius, awaits 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 Conviction, then you can persuade Caladrius to leave all the captive elves with you, or give you the 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 have removed almost all of his lives - use Blood Magic and sacrifice captive elves to raise your health (i.e. Body type). If you accept his proposal, then almost all of your associates (especially Wynn) will not approve of it, with the exception of Morrigan. If you do not accept him, then finish off Caladrius and remove the necessary documents from his corpse. The physique in the case of accepting the proposal will rise by only one, so decide for yourself whether it is worth it or not. After Caladrius dies or leaves, talk to Valendrian (if you are playing 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 Elphinage and go to Earl Eamon with a report.

Earl Eamon tells you to take Alistair with you and go to the Lands Collection. Complete those quests that remain open - especially those related to Radcliffe, since later you will not have this opportunity. Before the Meeting, you will be greeted by Koutrain - if you did not kill her earlier. She can also appear if you defeated her in Howe's palace, but were defeated in a further battle with the rest of the guards. Koutrain can simply be killed or - with high Persuasion and Cunning - persuaded to let you pass in peace.

The Lands Collection can go in two ways, depending on how the nobles vote. If the majority speaks in your favor, Loghain will refuse to obey their decision, and you can offer him a one-on-one duel as a way to solve the problem. (You can fight him yourself or choose any of your group except for the dog.) If the Assembly votes not in your favor, 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 a duel with Loghain after you have removed most of his lives from him.

How to convince the Congregation to support you:

Use the Belief, if you have it developed, and state that the main problem is not Orlais, but Mor.

Raise the issue of the slave trade in Elvenage.

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

Mention Earl Eamon's poisoning (only if you freed Irminrik and gave the ring to his sister).

Freeing Vaughn from Howe's dungeon will give you an extra voice in your support.

If you have completed the last hostage-related Antivan Ravens quest, this will give you an extra voice in your support.

In any case, after several statements, Loghain will raise the issue of Queen Anor, after which she will appear herself. Anora's support means a lot and counts as more than one vote. It’s almost impossible to win the vote without her. Nevertheless, if you have completed all the side quests that brought you the voices listed in the previous paragraph, you can do without her support.

Anora will support you if you spoke to her before your return from Elphinage 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 GG is a noble). You don't 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 did not speak to her at all, if you told her that you support Alistair and if you said that Loghain should pay for his crimes.

After the duel with Loghain, you have to decide what to do with him. If you spare him, then Alistair will leave your group. If you tightened it up during your personal quest and persuaded him to rule with Anora before the Meeting, then he would become king of Ferelden. Unless you toughened him up or offered him to marry Anor, he will disappear in an unknown direction and you will not hear about 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 do it yourself or cede this right to Alistair. If you expected to marry Alistair to Anor or marry her yourself, then keep in mind that she will not marry the one who killed her father with her own hands, so if you decide to marry her off 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 Meeting.

After the death of Loghain, you have to make the final choice who will be the ruler of Ferelden. Alistair will remain in your group in any case - as the future king or as simply the Gray Guardian. If you decide to make him king, then Earl Eamon will offer Anora to swear allegiance to him and abandon further claims to the crown both for himself and for possible descendants. Anora will resolutely refuse, after which she will be put under arrest. (It is interesting for her remark to Alistair that if they had changed places, she would have treated him much harder.) You cannot persuade Anora and Alistair to marry, if you have not already persuaded them to do it before the Meeting.

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

If the GG was in connection with Alistair and is not a noblewoman, he can break off 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.)

This completes this quest and now you have the last part of the game - the final battle.

Non-plot quests

In the shopping District in Denerim near Gorim, Ser Landry will hail you. 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 Nobleman" tavern and defeat him in battle.

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

After you collect all three entries and receive the quest in the journal, you need to travel to Dirty Nook in Denerim. Knock on the closed door of one of the houses, say you won't leave, and mention Gaxkang. After you walk 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 Sorcerous Horror - respectively, in one he deals great damage in melee, 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 shapes.

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 most best shields in the game - the Wall of Shadow. (He falls very rarely and almost always - on the highest level difficulties.)

Note: fans of the game Baldurs Gate have surely noticed a hint of 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 Abandoned Temple, you will find ancient cipher texts. Take them to Sister Justine at the Church building and she will recognize them as last days Maferata is Andraste's husband, and will gladly pay you about 7 gold for the ability to decrypt them.

Talk to the blacksmith Wade, who dreams of creating armor from exotic materials - for example, the skins of drakes (young male dragons), so that this quest appears in your journal. If you don't, the quest will appear after you receive your first Drake Skin.

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

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

Note: after Wade has made 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 Irminrik in the dungeons of Earl Howe's palace, where you will go on the story quest "Save the Queen". The poor fellow is a little crazy, so you have to take the ring from him and give it to his sister, Bann Alfstanna, in the tavern "Bitten Nobleman".

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 Lands Meeting ends - although it is not a prerequisite for its success.

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

This quest can also affect how the vote at the Lands Meeting ends - although it is not a prerequisite for its success. If you ask for a deed reward (40 gold) instead of giving it up, it will not affect Sigard's bann in any way.

If you took the Painted Casket from Irving's office in the Tower of Mages, then in order to receive the reward, it should be taken to the southern part of the Trade District, to the dead end where the Miracles of Thedas shop is located. Knock on the door and give the chest. Do not ask for explanations, as you will not receive them anyway.

This quest appears after you find the corpse of Sera Friden in the Abandoned Street. Go to the "Abandoned Building" location that appears on your map of Denerim and kill the malefic 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 be given to you by Ser Otto. As a templar, he senses the presence of an evil force somewhere in Elvenage, but is not sure where exactly. To help him, explore the area around. A raving beggar woman will mention something strange happening in the orphanage building, and on the ground near the orphanage you will find blood stains and a corpse of a dog. Tell Seru Otto about this, and he will decide to inspect the shelter personally - with your help.

Go to the orphanage 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. Go further, 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 his aid. 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 is complete.


Services to interested parties

You can get these quests from the bartender in the "Bitten Nobleman" 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 on what you have done.

You need to somehow get rid of the three corpses, which appeared as a result of not too correct actions of subordinates D. parts of the Shopping District. All three (or each in turn - as you like) - you need to throw it 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 Dalish elf camp.
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 at the Pampered Princess Tavern by Lake Kalenhad.
6. In the chest on the second floor of the Mages Tower.
7. In the chest in the house in the village Shelter.
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 of the palace of Earl Eamon in Denerim. (This is an unlocked chest, so you can take a letter from there without even being a rogue.)

Travel to West Brecilian Forest and fire the 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 Poisonous Extract to the Bartender of the Bitten Nobleman (if you cannot 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's bartender. Unfortunately, you can't just buy the required amount - you need to collect grenades throughout the game. If you've already sold them all, try to bypass the merchants and buy the stones back.

K wants you to put a reward for his "workers" in several caches. Caches are located:

1. Not far from Dvin's house in Redcliffe;
2.In Frosty Mountains not far from the Arena;
3. In the "Spoiled Princess" tavern by Lake Calenhad;
4. In the central square in the Denerim Shopping District.

Sometimes (although not always as a result of a bug) you will be offered a choice: to disarm the caches and not invest a fee in them, and thus substitute 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 plotting against him and you need to get out of the way three witnesses who allegedly do not intend to testify against him. Witnesses are located: by Lake Kalenhad, in the Frosty Mountains, in the shop "Curiosities of Thedas" in Denerim.

The last quest differs slightly depending on whether you betrayed K while completing his "Secret Reward" quest and whether you completed the D "False Witnesses" quest.

If you did not complete the quest on false witnesses and did not betray K, then you will receive the Seizure of Power 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 pre-empt the blow and get rid of D first.

You have to give a signal (wink in a special way) to three allies of K - the gnome-trader Gorim, Sister Teohild at the Church building and the Subdued - the owner of the shop "Curiosities of Thedas". After that, talk to the guard who is standing near the city gates.

On your next journey along the Denerim map, you will come across Lieutenant D and his assistants, who decided to punish you for treason. 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 comrades-in-arms.

If you have completed the False Witnesses quest (and no matter how you completed the Secret Reward quest), D will ask you for your help in getting rid of K, who he suspects is about to take his place. While traveling on the Denerim map, 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 companions.


Wave of Crime

These quests are given to you by a notable person named Slick Coldrie. He will appear in the Trade District next to Goldanna's house only if your GG has at least one point in either Hide or Theft. If you have at least one point in Theft, you can get all of Coldrie's quests, even if your GG is not a rogue. The ability to Hide without Theft will give you only one of the two lines of his quests - "the predatory" one. You will have to pay Coldry for leads every time - but the final proceeds will always exceed your costs.

Task number 1.

The cost of a tip is 1 gold. Loot the chest in Lady Sophia's room at the Bitten Noble Tavern. To do this, you don't even need to hide - the bored bodyguard in the corridor doesn't care about you - you can safely go into the room and loot the chest. This is the only Coldrie quest you can complete before you receive it - if you've already looted Sofia's chest, tell Coldrie about it - and he will refund your money.

Task number 2.

The cost of a tip is 4 gold. Loot Earl Howe's treasure chests in the warehouse in the Trade District near Thedas Wonders at the end of this dead end. This quest includes a battle, since you won't be able to steal silver bars from chests unnoticed - Howe's guards in the warehouse will immediately notice you.

Task number 3.

The cost of a tip is 10 gold. It is up to you to plunder Bann Fraderel's treasury. 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 you find it suspicious that there is not a soul around? It 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 your brand" and quietly slip past the guards hungry for your blood is a matter of honor for you, this is also quite possible to do. Leave all members of the squad except your robber where you entered the palace. Send the robber to the right place. When the guards appear around, just switch to one of your group 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 your money, promising that he will get something really worthwhile for you in the future.

Task number 4.

In order to receive this task, you need to complete the story quest "The Collection of Lands". Weasel Coldri will send you back to where you were last time, for the sacred relic of the Church - Andraste's Tears. Since his last tip was an ambush, this time he will give you information for free. You have to 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 teeming with guards, but there are also quite a few traps on the floor, so be careful. You can act on the same principle as the last time - just break through to the desired place with a fight, or slip by one robber unnoticed. After that, you can give the Tears to Andraste Church (in person or through Weasel Coldrie) or keep them for yourself.

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

Task number 1.

The price of the tip is 50 silver coins. Pull the bag off precious stones at the Maid in Zeleny. She will appear at the trading stalls after receiving the quest.

Task number 2.

The price of a tip is 1 gold. Steal the sword from Sera Nanshin in Thedas Curiosities. You can steal the sword by not only pulling it out of her pocket, but also 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 pick up the sword, but also to sell her medicines for a couple of gold pieces.

Task number 3.

The price of a tip is 3 gold. You have probably already noticed two chests near the shopping arcade that cannot be opened without a key. Completing this task will give you the key you need. 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 Ability to Hide and steal the key stealthily, or speak to Tilver and steal the key during the conversation (this requires a high Conviction). You can distract the guards with the help of a nearby messenger boy, if you pay him a few silver coins - in this case, you will have the best chance to sneak up on Tilver unnoticed.

Task number 4.

The price of a tip is 6 gold. Steal Loghain's Crown from the Seneschal at the Bitten Noble Tavern. If the guards notice you at the entrance, you can use Threat and they will leave, and 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 (to make them fall asleep) or poison their drinks (if you have sufficient knowledge of Poisons). Alternatively, if you are noticed, 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 does not matter.

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

You don't have to agree to his offer. If you refuse, Ignacio will be removed and will not appear again. You can kill him if you like. However, completing the Ravens' quests will help you in the "Lands Collection" story quest when voting - although it is not a prerequisite for its success.

Task number 1.

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

Task number 2.

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

Task number 3.

Go to Royal Palace in Orzammar and kill Ambassador Gainly. If you sided with Belen, then the rooms you need will be available to you immediately after the audience with Belin, if you sided with 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.

Travel to the meeting place with Earl Howe's men who stole the son of a dignitary in order to hand over the ransom to them and get the boy back. The ransom will turn into a battle between you and Howe's people, and after it you will find no 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 be removed, and you will gain access to the "special goods" of a merchant named Cesar. You can kill Ignacio if you want - but in that case, Cesar as a merchant will no longer be available to you.


Sergeant Kylon's Missions

Sergeant Kylon is standing near Wade's shop. If you ask him 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 group "White Falcons". If you have a developed conviction, then you can easily persuade the brawlers to leave (or threaten them). If your speaking skills leave much to be desired, then you will have to fight with them - after you flutter them in order, they will surrender and you can let them go or still finish them off.

If the White Falcons survived, then when you move out of 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 mercenaries from the White Falcons attack you. After the battle, you can remove a very good ax with two "Aod" slots from the leader's corpse.

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 - to go to the "Bitten Nobleman" tavern and calm down 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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