Dragon age origins how best to pass. Passage of game Dragon Age: Origins. Man - Noble

Before you start describing the passage of the storyline of the game Dragon age: origins It should be noted right away that the introductory parts of the narrative will differ from each other depending on which character you choose to save the world. In order to avoid confusion from the very beginning of the story, your humble servant considers it necessary to describe all the options for the plot of the plot. Dragon age: origins... So, briefly and in order.

Dwarf - Crown Prince

After a little chat with the servant, immediately go to the celebration, where you will meet your father. From him, you will receive instructions to find your brother Belen, who is in the Arena of Trials. He will tell you that your other brother is up to something unkind. As soon as you have time to return together back to the banquet hall, you will immediately be kicked into one godforsaken city. On the way to him you will meet a small amount of opponents with whom you must easily cope, especially since a group of allies will join you on the way. After reaching the city, deal with a small detachment of mercenaries and get a trophy in the form of a signet from one of them. Having entered the house, place your comrades-in-arms on the plates that stand out against the general background. After this simple procedure, you will become the proud owner of a sarcophagus shield. With this wealth, go outside and break the wall, after which you will have to fight a little. For the committed fratricide you will be sent to prison. Before you have time to get used to the government environment, you will be sent into exile so that you can join the Order of the Gray Guards. Having scattered all the ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to knock out a batch of lyrium, allegedly stolen from the Charter, from the local merchant. Having taken away the goods from him, go to your master Berat, who will not appreciate such service zeal and will accuse you of theft. To deserve the boss's forgiveness, you will have to go to a kind of gladiatorial battles in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness, putting on his armor. Then distract Mylarom with a conversation while your accomplice will poison his drink. After that, you will find several trifling battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing a friend, make your way along the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will offer you to go with him to Ostagar.

Human - Magician

After a short briefing, you will immediately start right off the bat, as you will immediately have to engage in a small fight. Then you will meet a magician named Mouse, who will recommend you to communicate with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before you defeat him in a duel. Then, going a little further and scattering another portion of evil spirits along the way, you will encounter a second spirit - a demon of idleness. You can fight him or try to solve 3 of his riddles. As a reward for this, he will teach the mage Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with a pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with which you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Yovan, you will learn that you need to see the main magician Irving, whose chambers are located on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After a little chat, ask him to leave and continue your conversation with Yovan. After you promise him your help, you will need to go to the center of the hall, where one of the pacified will ask you to bring him permission from the authorities, in exchange for a fire rod. Direct your feet to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse from spiders (the warehouse is located here). Having coped with the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and your comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and extorting a number of guards, you will reach a room with a wardrobe and a cat statue. Pushing the first one and applying a fire blow to the second, move on, where you will find a small skirmish and the sought-after amulet of Jovan. Having got out to the surface and having met with old acquaintances, from whom Duncan will sweep you off, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan approached, you will go to your brother's bedchamber. Going into the kitchen on the way and sorting out together with his faithful dog with a whole battalion of rats, meet with your brother and talk to him, then go to bed with peace of mind. After waking up and realizing that you were attacked, bravely scatter your foes in the corners and talk to your mother, and then go down to the main hall. Carry out a systematic cleaning of the premises there and go out into the street through one of the doors and make your way to the already familiar kitchen. After talking with the dying father there, agree to join Duncan and go to Ostagar.

Elf - Urban

After an unpleasantly interrupted wedding, talk to Duncan and Valendrian. After finding out from them the reason for what happened, go to administer justice to the castle of Denerim. Entering through the door for the servants, having previously chopped up all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Use this potion to poison three more soldiers and move on to meet the kidnapper Vaughan. After killing him, escort the girls home and accept Duncan's invitation to join the "Gray Guard".

Elf - Dalish

Faced with a detachment of people, deal with them together with your friend and go to the ruins. There, reaching the mirror room, you will meet an unfriendly creature, defeating which and going to the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's apprentice, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell the elder everything. Now you can safely go to Ostagar.

Elf - Mage

This plot is fully consistent with the story of the Man-Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend you take a thorough look around and wander around the surroundings. Having coped with this task, go in search of Alistair - a new companion in your difficult endeavors. Interrupting his intellectual argument with the magician, escort your new acquaintance to Duncan, from whom you will receive the task to collect three flasks of demonic blood and get old scrolls from the guardians' archive. Now, together with Alistair and two more party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having coped with the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find him, then give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will face fierce resistance from all evil spirits. It is not surprising, because in the chest, which stands in the middle of the ruins, the sought-after scrolls should be kept. But they are not there, since they have already been privatized by the family contract of witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and passing the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on a tower already captured by enemies. Make your way upstairs, chopping enemies into a small vinaigrette until you reach the fourth floor. Here, I strongly recommend that you concentrate, as on the top floor of the tower you will find a hefty little animal that responds to the nickname ogre. Tips for destroying it are pretty straightforward - carry plenty of healing potions with you and in no case knock your squad together. If you do this, then in one attack the org will be able to inflict massive damage on all your comrades. Having mastered the monster, set fire to the torch, thereby completing the mission. Having woken up in Flemeth's house and having learned the bad news from her, you have nothing to do but, together with Alistair and Morrigan, who agreed to help your squad, go to the village of Lothering. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then on the way you will meet the dog Mabari fighting with several spawn of darkness. Helping an animal will help you gain a loyal ally for the rest of the game.

Lothering

Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for the passage. There is nothing to stand on ceremony with them - take and chop everyone into cabbage. In the village, a bunch of side quests awaits you, but if you want to immediately advance further along the storyline, then head to the inn. There you will have a small brawl with the soldiers of Loghain. In the event that you show mercy to them, another character named Leliana will join your party. Heading after that to the exit of Lothering, you will encounter a man locked in a cage named Stan. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency to the prisoner. You can do it different ways- from bribery to threats, but if Leliana joined you, then Stan will be released automatically. All private company go to the exit from the village, where your squad will have to provide all possible help to two nosy gnomes fighting off the attacks of evil spirits. In return, you will get the opportunity to sell the junk accumulated during the adventures at a halt.

Then you are free to choose which regions to go to first. The sequence of missions does not play a fundamental role, but your humble servant went through the storyline of the game in the following sequence.

Mages Circle Tower

After reaching the pier, persuade a man named Carroll to ferry you to the tower. When you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors will immediately close behind him until it is quiet and smooth, but God's grace (keep this in mind in order to stock up on the necessary things in advance) ... Immediately after entering the tower, you will be greeted by a detachment of surviving magicians led by a person named Wynn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties for passing, but rather dangerous blood mages roam on the second. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and set bear traps. But on the fourth, get ready for a meeting with the demon of Idleness, which will send your hero into the twilight, and one without the support of the team.

Dusk

Once alone, get ready to fight Duncan and your comrades. After defeating them, activate the pedestal of the twilight zone and talk to Niall. Now go through the portal of the shadow on a date with the demon of rage. As a reward for winning you will be gifted with the ability to transform into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new directions will become available to you. First, go to the burning tower. Here you will be greeted by a mass of fiery creatures, so the freezing spell will be very useful. Climb to the second floor, where, among other things, destroy the fire demon and get the ability to transform into a burning person. Now you are not afraid of fire. Go to the location called the invasion of the darkspawn. Now that you can ignore the flames, you can easily reach the hall in which the brave templar fights all kinds of scum. Help him to cope with them, and he will present you the form of the spirit as a token of gratitude. Well, go to get the final shape in a location called the shattered circle. Move forward and systematically carry out all the enemies you come across with your feet forward. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, will have to be killed. Congratulations, you've got the final golem form!

Now you can safely go to clean up the twilight zone, taking turns destroying all the older demons. The first of them, Slaveren, is waiting for you at the same location where you found your last form, with which you can easily defeat him. The next candidate for corpses is Utkiel the Crusher, which looks like an ogre, living in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghost door and fight the lady named Yovena, as well as her two gentlemen. Don't forget the Burning Tower Zone! The demon Ragos is waiting for you there. In fact, this opponent is much inferior to your form of a burning person, so killing him will not take much strength. The last guard on the way to the demon of idleness will be a certain Vereville, who lives in the nightmare of the templar. Now you can free your comrades-in-arms, scattered across locations called a nightmare. Just convince them that everything is just an illusion, and they can join you to help defeat the demon of idleness. This will not be easy at all, so get ready for a long and grueling battle. In it, your opponent will repeatedly change his appearance, so that you do not yawn and transform into the necessary forms.

This is not quite common passing Dragon games Age origins... The narration comes from the perspective of the female protagonist. Elissa Kusland, a character from a noble family. The plot of the game is revealed in a somewhat free form. But it corresponds to the scenarios of the installed mods and DLC of erotic content.

CHAPTER 2. Ostagar

Towards noon, Duncan and I reached Ostagar. King Kaylan himself went out to meet Duncan. Here I met him. He knew my father well, and the news of his death saddened him very much, he vowed that at the end of the battle he would deploy his troops and destroy the treacherous Hou. He also told us that his troops had already won several victories over the Spawn of Darkness, and only one circumstance worries him. Until now, they have not seen the Archdemon, who controls the troops of the Shadowspawn. After the conversation, the king withdrew, and Duncan and I went on to the camp of the Gray Wardens.

Duncan suggested that I take a little rest and look around the camp, then find Alistair, one of the youngest Gray Wardens, and come to him with him. The first person I met at King Kaylan's troops was Wynn. Nice old woman. She turned out to be a magician and arrived to participate in the battle with the Spawn of Darkness. We got to know her and had a little chat. I liked her very much, somehow reminded me of my mother. Although now I could not remember my mother without tears.

Then I went further to look around the camp. After walking just a couple of steps, I heard one of the soldiers make an unequivocal proposal to one of the girls who were also in the army. Coming closer, I found out that this was Davet, the same rookie of the Gray Wardens, like me. Davet turned out to be that womanizer. Although it did not bother me at all. Davet admitted that he was afraid of the upcoming initiation, then, in order to somehow cheer him up, I offered him what he wanted from that girl of the soldier. We quickly found an empty tent, and gave ourselves up to carnal pleasures. In amorous pleasures, he was not modest and did not feel fear ...

Going up to the infirmary, I noticed a knight who stood out in that he was not dressed like the rest of the soldiers. I got it right, it was Sir Jory, another Gray Warden recruit. We got to know each other and chatted a bit. Sir Jory was clearly worried about the upcoming test, it was very noticeable. After our conversation, he went to Duncan's. And I continued to look around. Suddenly I heard the barking of dogs. They were mabari. I thought that my Kid was somewhere nearby and went there. No, the Kid was not there. I saw the Ash Warriors there, specially trained warriors to control the mabari.

A pretty young girl stood out among them. I didn't think there were women among the Ash Warriors. I heard the same thing from her, in my address, when I approached her to get to know her. Her name was Jesse. We got into conversation, giggled a little, teasing men, she immediately kicked off one of her admirers in front of me. She admitted that she did not give it to him, because he was not her type. Then she invited me to retire, because before the battle she still wants to experience affection. I didn't mind. When we wandered into the thicket and hid from prying eyes, I used my knowledge, which I received from Iona.

Jesse was great! She had clean, delicate skin. Elastic breast with hard papillae sticking out in different directions. The scent of her skin excited me. She screamed and squealed with pleasure when I caressed her. I even thought that the whole camp would come running to find out what was happening. Although she herself also could not contain herself when Jessie caressed me. Jesse and I spent about an hour in a mind-blowing, frantic race to orgasm. Then they lay for a long time, their noses buried in each other, smiled and kissed. Unfortunately, it was time to return to reality, and after saying goodbye to Jesse, I went to look for Alistair.

I found Alistair arguing with some magician. He had to give this mage a message from the high priestess of the church, and the mage clearly didn't like that. In the end, the agitated magician left, calling me at the same time. Although I had nothing to do with it. I went up to Alistair. Nice young man. I noted to myself that I would need to get to know him better. A conversation ensued, when he asked if I was a magician, I calmed him down, saying that although I own some magic, I am not a magician. Then she invited him to go to Duncan together, he was probably already waiting.

Duncan was indeed already waiting for us. Sir Jory and Davet stood side by side. Duncan told Alistair that he should be more circumspect in conversations with the magicians, because they complained about Alistair. Alistair apologized and promised that he would be more careful from now on. Then Duncan gave us an assignment. We had to go to the Wildlands of Korkari and get three vials of bloodspawn of Darkness, one for each recruit. We also had to find the old tower of the Gray Wardens who once guarded these lands and find there scrolls protected by magical seals.

On the way to the gate that blocks the exit to the wild lands, I noticed a girl excitedly paced up and down. Her face was tattoos like elves, but she was not elf. They approached her and found out that she was an Amazon and was afraid that something had happened to her friend, who had gone with a detachment of soldiers for reconnaissance. I promised her that we would look for him. Then we went to the Wildlands of Korkari, to complete the first combat mission. The first ones we came across were wolves. A pack of hungry wolves pounced on us. We quickly dealt with these bastards and moved on.

After running a little along the trail among the swamps of Korkari, we found a wounded scout. On my offer to take him to the camp, he only asked to bandage his wounds, and then he would get to the camp himself. Alistair quickly bandaged him up and the scout staggered towards the camp. Sir Jory clearly panicked when he heard from the mouth of the scout that their squad had been killed by the Darkspawn. I had to calm him down and convince him that a possible meeting with the Spawn of Darkness is part of our test as the Gray Wardens.

We went on. We noticed the first Spawn of Darkness immediately behind the ruins that stretched to our left. They stood on a hillock. They entered the battle and, destroying them, continued on their way. The next unit of the Shadowspawn was slightly larger and set many traps. There was also a magician among them. But unfortunately, this did not save them. The blood of the Spawn of Darkness we needed was already obtained, it remained to find the old tower, in which we must pick up the scrolls. Well, then go ahead!

And here is the tower, or rather what is left of it. On the approach to her, they had to wave their blades again, since there were the Spawn of Darkness here too. When we entered the ruins, we found only a hacked chest; the scrolls were not in place. When I was poking around in the dust that was stuffed into the chest, trying to find something that looked like scrolls, I heard a voice. A dark-haired, pretty girl approached us. The delicate features of her pretty face were in harmony with her unusual outfit. The staff behind her indicated that she was wielding magic.

This is how we met Morrigan. Alistair was very wary of Morrigan's appearance. Sir Jory and Davet were clearly frightened. I introduced myself and told her why we are here. Morrigan smiled back at me and identified herself as well. Then, despite Alistair's obvious hostility, she told us that her mother had taken the scrolls we were looking for here. I asked her if she could take us to her mother, because we really need these scrolls. Morrigan flashed her eyes, smiled at me once more and asked me to follow her.

After a while we found ourselves in a tiny clearing where there was a small hut. An elderly woman was standing near the hut. Alistair would say an old woman, but I'm a well-bred girl! Morrigan's mother confirmed that she was the one who took the Gray Wardens' scrolls and kept them, as the magic seal had long since decayed. Alistair even opened his mouth in surprise when he found out about it. After handing me the scrolls, Mother Morrigan warned us that things were far more serious than the Gray Wardens thought. I thanked her, and then Morrigan escorted us to the camp.

With Morrigan, we returned to camp very quickly. When they came to Duncan, they told him that they had completed his task. Duncan said it was time to start the ritual then. What seriously frightened Sir Jory and Davet. We were to drink the blood of the Spawn of Darkness, the very one we brought. If we survive this, we will become Gray Guardians, the blood that we drink will allow us to feel the Spawn of Darkness at a distance. Davet who first drank the cup did not survive. Sir Jory panicked, grabbed his sword, but there was no way back. Duncan finished him off himself. I was now apprehensive, holding a goblet filled with blood.

When I woke up, I saw Alistair and Duncan above me. They breathed a sigh of relief when I opened my eyes. I remembered how, choking, I swallowed terribly disgusting blood, then the fog closed my eyes, a dragon spewing magic flame appeared ... and that was all. The next thing I saw was Duncan and Alistair. Alistair handed me a pendant with a drop of bloodspawn of Darkness, this was the completion of the ritual of initiation. Duncan told me to get some rest and then head to meet King Kaylan for the next assignment.

Rubbing my bruised ass, since after drinking the blood, I lost consciousness, and landed on it, I decided to walk around the camp. While wandering around the camp, I noticed the Amazon Raina, whom I met before going on a mission in the Wildlands of Korkari. I went up to her. It turned out that the soldier we were bandaging was her friend, for which Raina thanked me warmly. When asked if she had seen initiation, Raina replied that in their tribe they undergo a rite of initiation, fighting very poisonous spiders in the Amazons. Spider bites can kill or drive you insane. Those who pass this initiation become almost invulnerable.

I said that our rituals are somewhat similar. Raina, in gratitude for saving her friend, called me her sister and since we are now sisters, we must make love. This is part of their ritual. I was very pleased that I would be part of her family. We settled down on the tower and began to caress each other. Raina possessed amazing abilities. From her touch, warmth spread over my body, I completely surrendered to her and her skills. Orgasm rolled over me in waves and finally, I experienced it. Juices fountained out of my pussy, convulsions never ceased running through my body. Raina, smiling, put her face under my fountain and gently kissed my swollen pussy.

How I did not want to leave her, to leave these gentle hands, these bright sweet lips…. Oh, creator! But I remembered that the king was waiting for me. Raina tenderly hugged me goodbye, kissed me with a long kiss on the lips and said that we will definitely meet again. I went to meet the king.

At the meeting where I arrived, King Kaylan argued with his general, Loghain. Duncan stood and waited for the argument to end. Seeing me, the king congratulated me on my initiation into the Gray Wardens, while Loghain grimaced and reproached the king for relying too much on the Gray Wardens. Then, nevertheless, having come to a consensus in his dispute, the king instructed me and Alistair to light the signal fire on the tower of Ishal. This will be a signal for Loghain, who will be in ambush with his troops. The meeting ended there.

Alistair was very upset when he found out that instead of attacking the Spawn of Darkness, we would have to hang out on the tower with a torch in our hands. But I understood that if the king himself asked for this, then this is a serious matter. Duncan told us a couple more parting words and said goodbye to us. When Duncan left, I was left alone with Alistair, examined my weapons, ammunition and, with a sigh, said that I was ready to move out. Alistair confirmed that he is also ready. Immediately my Kid barked happily. Now that Duncan is gone he is with me again.

From the king's camp to the Ishal tower, it was necessary to cross the bridge. Under a hail of arrows and fireballs From the catapults, Aleister and I and my mabari broke through to the tower of Ishal. A mage and one of Loghain's soldiers ran from the tower towards us. The soldier reported that the Darkspawn broke into the tower from the inside and captured the tower. Hour by hour is not easier! Four of us, the same magician we met on the way to the tower followed us, we rushed to attack the tower of Ishal. The tower was indeed captured. Spawn of Darkness, like cockroaches, spread throughout the tower. Having interrupted a fair amount of the fiends of hell, we finally got to the top floor.

Bursting to the top floor, where we were supposed to light the signal fire, we were dumbfounded. There, splashing saliva, a giant Ogre gutted a soldier. Throwing its prey, the Ogre moved in our direction. But you won't take us so easily! The three of us rushed to Ogre, the magician fired his magic projectiles from the door. I had to sweat a lot before I jumped into his chest with both swords. The ogre fell to the ground, I finished it off, piercing its huge head. And here is the fireplace full of flammable materials, which we must light up. The flames soared high into the sky. We managed to give a signal. But what is this ?! Countless Shadowspawn rush through the doors.

Several arrows pierce me and Alistair. We fall dead to the floor. The light grows dim and goes out in the eyes…. This is the end?!

Races and Classes

Like any Bioware game, this one starts with choosing the character's appearance, gender and class. To, too, we are allowed to choose one of the races and the origin of the hero. How other races relate to the hero depends on these factors. Also, the first mission, starting location and, accordingly, each of them has its own background. Choice of: Dalish and City Elf; noble and ordinary dwarf, noble man and magician. Of course, the characters have different missions and approach to them.

Here are the bonuses each race gives:

In a person, one is added to strength, dexterity, magic and cunning.

The Elf has two for magic and endurance.

For a gnome, one unit is added to the strength, dexterity and strength of the body and a 10% chance that he will resist magic.

Dwarf: +1 Strength, +1 Agility, +1 Constitution, 10% chance to resist hostile magic.

Now a few words about classes:

Warrior

Health: 100

Stamina: 100

Bonuses: strength - +4, agility - +3, Constitution - +3

Starting Perk: Combat Training

Has: hit with a shield, accurate shot (or the ability to handle two weapons)

Defense: 45

Tramp

Health: 90

Stamina: 90

Bonuses: Constitution - +4 Willpower - +2 Cunning - +1

Starting Perk: Poisons

Has: Dirty fight

Defense: 50

Health: 85

Stamina: 115

Bonuses: Magic - +5, Willpower - +4, Cunning - +1

Starting Perk: Poisons

Has: dirty fight

Defense: 45

And note that a dwarf cannot be a magician!

In addition to classes, DAO also has a specialization that allows you to expand skills within a class. Each class can have two specializations, and at levels 7 and 14, each of them will offer two specialization options. But keep in mind that in order to get a specialization, you first need to open it: for this you need to find a master who will help with its development (similar to Jade Empire).

Aero, site exclusive

Three vials of poison and a manuscript

Regardless of the class, the passage begins in the war-torn fortress of Ostagar. The young talent in your face will come to meet the king himself - the same ardent, yesterday's youth. Unfortunately, His Majesty will soon leave us alone, with one task: to join the ranks of the Gray Wardens.

We have nowhere to rush, there is still a lot of time before the end of the game, so walk around the city, if you have the skill of a thief, hack everything you can. Not useful - at least sell it. On initial stage without it nowhere.

Find Alistair when you're done. Ah, here he is, chatting with the wizard. As a gentleman (even if these words are not from this world), the hero will wait until their dialogue is over. The magician will leave, and Alistair is at our disposal. Why do we need it? And without him and another Gray Guardian, we will simply not be allowed to the initiation ritual. After talking with him, the guy will agree to stand under our banners.

Well, okay, now, following the mark on the map, we go to Duncan and say that we are ready to go through fire, water, whiskey and, preferably, not shake it up. You can also find two candidates for the Gray Guard even before talking to Duncan. They are close to the main block. In any case, Duncan, what impudence, instead of whiskey, he will offer three vessels with the blood of evil spirits. Yes, do not drink, but find!

And you will have to look behind the gates, in the wild lands. In addition, you need to find the ancient archives of the Guardians and look through instead of sleeping pills. Seriously, this document says that other races should, as they say now, do all they can to help the Guardian. It remains to guess who left these invaluable records in the wasteland.

There is nothing to do - we run to the gate. Fearfully? And then, but the world must be saved. What do you need to do to get three vials of evil blood? In the best case, kill three critters, for example, Genlock. At worst, they will have to kill more: until enough bubbles fall out of their corpses.

In any case, the murders do not end there: see where the marker is pointing? - we go there, in the upper right corner of the map, and the road is not strewn with rose petals. In fact, there are many predators here, and many creatures of darkness. While your character is adequate in a one-on-one battle, but if your squad is attacked by three or more warriors, it is fraught. Try to lure out enemies one at a time.

On the way to the castle, we will pass through the bridge. The emissary Hurlock is standing here. Further, not far from the ruins, the Knight is scratching his head - a powerful Hurlock, and even with his retinue. You can lure out its members one by one, or with a cry "I'm lucky" try to break through. But here you are not Google, maybe not. In general, going through these two posts is somewhat difficult. But after them, you can almost fearlessly rummage around the area, pick up the dropped items and clean out the chests (we are not even talking about additional quests yet).

Well, we came to the place, then what? - there are no documentaries in place. And where? I didn't have to guess for a long time: a local beautiful witch named Morrigan will tell you that they have not been here for a long time. They were taken by her mother. The girl will agree to take us to her, and she, not really resisting, will give the documents to us. Back to Duncan ?!

“Well, Duncan, these are the blood, these are the letters, when will the ritual be? What? Right now? No problem. What do we have to do"? “Yeah, clearly, drink the poison we just brought. And we won't ... no? Okay, let's drink. " Hurray - you are the Gray Guardian.

Battle of Ishal Tower

Well, now you are a member of gangs ... uh-uh, orders and the king will shine in his plans. Our first combat mission is to light the signal fire on the Ishal Tower. It is noticed. Where to run? Over the bridge? A couple of trifles. Have you switched? Have you seen how our people are preparing for war? Are you imbued with patriotism? Let's hit the road! Yeah ... slow down your horses. Two guards will tell us something in the spirit of "Houston, we have a problem." Apollo 13 has nothing to do with it, just the opposite: trouble crept out of the ground. It was from there that Evil entered the tower.

No one canceled our order, but there was more work: to recapture the tower. In theory, a magician should join you, but there may be two guards. Move through the gate, help ours in battle, then tell the enemy archers that matches are not a toy for children and run across the terrain, collect equipment.

When you enter the first floor of the tower, you can fall into a trap, and then an ambush. The easiest way is to go around it: switch to control of one character and carefully guide all the squad members manually. Well, then you will find a big battle, a la heap is small. Join, just leave the magician, if he is with you, a little further away. Have you ransacked the premises? Up. On the next floors, the opponents are more serious, in the Alpha and Emissary units. Save before going here. And use a magician shooting fire arrows.

One of the rooms will be divided into south and north. There is not much difference where to go, the composition of the enemy groups is almost the same: many Harlocks and one or two Jenlocks. In general, there are many of these enemies in the four-story tower. On the third floor, you will see dogs in cages - let them out, let them help, work out their bread. Search the room carefully, do not disregard the chest and the basket - there are many things that can come in handy. When you are finished with the enemies and with the looting, run upstairs, there, on the last floor, we will meet with the first boss - the Ogre.

The monster will not cause any special problems. He has plenty of health and strong rapid attacks, but where is he to us. The "run and fire" tactic is not the most effective, but the simple one works here with a bang. If a magician remains in the team, then here he will greatly simplify our life. The dog also copes well with the giant's legs. In a word, there are many tactics, you can even circle the cannibal, and his teammates will shred him for now.

In any case, when he lets out his last breath, do not rush to light the signal. Search the room, and now do what you came for. Watch the video.

You will wake up in the company of the already familiar Mini-gun, oh, Morrigan. After being wounded, the hero has a headache, confuses all the names. So what happened? It seems we were betrayed and left for dead. But Morrigan's mother somehow liked us so much that she decided to save us. Thanks. We leave the room, talk to her mother. So there it is: it is we who, in her opinion, will be able to stop the invasion of Darkness.

And something else? Unite the lands? What is it like? In general, they puzzled us with a couple of three quests. The task is more or less clear: you need to convene a team to save the galaxy from the Reaper ... no, this seems to be the plot of the Mass effect. Yes, the middle of the game here and here is about the same: to find friends, although this is not said directly. And it says that you need to go to the village of Lothering.

Lothering

On the way to the village, a group of bandits will attack our brother, or rather demand tribute. We have three main options: to convince them, intimidate, or to attack. If you decide peacefully, then it is better not to approach the boxes close - this is their property and they will fight for it. A cult minister lies a little further away - search him, and it will begin additional quest... Our road lies further into the village.

Here we have a lot of opportunities and quests. In general, supporters of taking from games will find everything in every settlement with a bulletin board with a couple of quests. You can also ask people. In general, circle around, but do not go into the tavern until you are ready, because there is a small fight awaiting there. In it, Leljana will unexpectedly come to your rescue. The easiest way to defeat him is to use the mage - Morrigan. You can use the vulnerability skill and then attack with natural elements. After the fight, Lelliana will ask you to join your detachment - take it: the thief will always come in handy.

If you want, you can take a few more quests without leaving the bar, wander around and move on - to the north of the map. Here you will see the next potential travel companion: Stan. Stan, do you work as a monkey? No? Why then are you sitting in a cage? Ah, for the murder ... well, that can probably be solved. If your character has developed the hacking skill, you can simply hack the cage.

If not, then we go to the chapel and talk to mother. If Lelliana has already joined you, Mother will agree to let Stan go. You can also intimidate her, or donate a large amount of money. Finish all additional quests and move to the exit from the map to the northwest, according to the marker, do not get lost. At the entrance to the village, the servants of darkness attacked the dwarfs. They need help, huh? Yes ... you should. Well, it helps. Then we can chat with him, but he will refuse to go with you: business, business, business, time - money and so on. But this is another merchant on the map (the second in the village, in the bar. Where we met Leliana) - there will always be someone to hand over the junk and get the jingling coins in the bag.

We repeat once again - finish all the quests. We will not return here again, even if the Wall wants to return to the cage. Upon exiting the map, we see visions, and after that we find ourselves in the parking lot. There is also a merchant and his son - he can improve your weapon. Have a rest? Then on the road - still save the world. Then we are free to the Amy to choose where to go: to Radcliffe, the Circle of Magicians, Frosty Mountains, or to the Brecilian forest.

Lake Kalenhard and the Circle Tower

In fact, we will not linger on the lakes themselves - our path lies to the Tower of Mages. To go to her, find a man at the pier who will agree to ferry us. Boy, is your name Charon by chance? No, isn't that Styx? Okay, we don't care there.

Upon arrival, the knight will enthusiastically meet us and say that everything is bad. The point is this: drunk, they forgot to lock the doors, and the forces of darkness filled the tower. Now it is not at all clear whether anyone is still alive there, but it’s scary to go and check it ourselves. The guys are waiting for permission to shoot magicians. In the conversation, we will have to choose the side of the cultists, or magicians. This will affect who will go with us on the last journey ... in the sense of the final battle.

Now forward into the tower. Uh-uh-uh. what? How is it that they won't let us out of the tower until everything is decided? That is, how, at all? Understood. Then wait, now let's go, we'll buy potions, weapons, and in general, let's get some air for the last time - the tower hasn't been aired for a long time.

The tower is round, as it should be. At the first level, there will be no particular problems with monsters, but there may be a problem with the mages you meet. Yes, they survived, but they don't let go. Talk to them. If you agree to help - Wynn (magician-healer) will join you amid the stormy protests of Morrigan. If you don’t want to help, you’ll cut these magicians and be done. True, then you will lose a person who can heal the group completely free of charge.

There are many boxes on all four floors of the tower, but there are even more enemies. Our goal is to get through to the fourth. Most enemies will not attack if you do not go through all the doors, but otherwise you will not get the good of the tower. There are decent magicians on the second floor - they need to be taken out first, otherwise they will spoil the blood of your squad. On the third floor - the cultists have gone berserk and rush at you, shouting "banzai"! - what impudence, we do not know Japanese. There are a bunch of corpses in one of the halls, but don't be fooled - they will come to life as soon as you cross the room, and then the Secret Horror will come running to help them - that's bad jokes with him. Save in front of the stairs - then the boss.

What is your name, monster? Idleness? - listen, they call me that too, so namesake? Insulted? I AM? You? Come on, maybe we can settle the matter peacefully? Well there is no way.

Shadow

Idleness will send the hero into the shadows, from where he must get out on his own. First of all, we are waiting for a meeting with Duncan and a battle with him, and then we have to choose the next location of the Shadow. Here we will be met by Niall, waving his hands, and talking about his difficult lot of the man locked in the Shadow. In fact, he will tell you what needs to be done to get close to Idleness: to destroy his minions, who cannot be easily defeated. We go to the portal, activate it and get to the demon of Fury.

After the battle, the mouse in gratitude will teach us to take the form of a mouse. In this form, you can hide in the shade and remain unnoticed, as well as climb burrows. Return to Niall. Now you have five locations available. Move along them in any order. In each of them, one of Idle's colleagues will have to be exterminated in order to earn the right to get out of here.

Invasion of Darkness.

We immediately take the form of a mouse and go to the hole. Further - another hole. Behind it is a room, in the middle of it is the Cunning Enlarger. Clicked? They have become more cunning. We run back to the main corridor. There are two paths here: the short one leads to the room with the burning creatures. It is better to choose this road if you have already received the form of a burning man. Why? Because there is no further way - a wall of fire. Then we go through another burrow, it leads us to the cultist who fights with the darkness. Help him, and he will grant us a spirit form - now spiritual doors are not a problem for us.

Burning Tower. Go to the second floor: you can use a mouse, you can use a human, however, in the latter case, draw your sword. Run north, shoot back and climb into the hole. In the next room, say hello to the burning person. It is easiest to freeze it. Be that as it may, after victory we will receive a burning form, which will allow us to cross the fiery barriers.

Shattered circle. We go, in fact, in a circle. The doors are closed, everything around - in the literal sense - is on fire, so a burning man is the squeak of the local fashion. In addition, the level is full of stone golems, and in a hot form you can shoot a fireball, which does not weakly strike this pile of boulders. In addition to them, there are magicians on the way. When the last golem is littered in the last room, you will receive its form.

It's time to start clearing out the demonic ranks. Let's start from here. Run upstairs, open the doors and forward, wet the freaks. In the next room is the boss. Take the form of a golem and make it.

Poke your nose into the location " The Cultist's Nightmare»Better last, to be able to use all forms. First, we pass through the wall with the mouse, then we take out the enemies. The mouse is the next room. And here is a powerful cannibal. Do not try to deal with him hand-to-hand with a golem - it is better to choose the tactics of distant combat.

All in all, an unforgettable cruise through the rooms awaits you - some of them can only be accessed in spirit form - do not forget to use this form if you suddenly realize that you are at a dead end. In the end, we go into the burning form and we pass into the portal. Here, having overcome the enemies, we turn into a mouse and go through the hole to the boss. Dealing with a golem will not be difficult.

Then we find ourselves in a familiar room called "Invasion of the Forces of Darkness": we open wide the doors for our dear guests: we meet the horde of Jenlocks and Harlocks with Golem applause. At the end of the grinder there is a door, behind it is the boss. His attack style is a swift attack: keep your distance.

Let's go further? " Burning tower". The local boss is best persuaded to surrender in fiery form. Now it's time to get busy with friends. Go to " Nightmare”And convince them to leave this place. When you free everyone, return to Niall. Here we pass the spirit through the transparent door and smash the enemy. If the tower is clean, it is easy to check whether the symbols are in place of all the islands we visited. If so, then forward to the central island.

The local boss loves to change shapes, so we'll have to do the same. Note that if you do not free your comrades, then you will fight alone, but in this case, this is not the best solution - the boss is quite strong. After the victory, we will return from the Shadow to the Tower.

Circle tower

Take Andralla's Latania from Niall's body and move on. Again, the cultist wants to argue about whether it is necessary to arrange the genocide of the magicians, or not. If you decide to make a massacre, Wynn will leave the squad and attack. You can solve the problem in a neutral way, or refuse to kill the innocent. Run upstairs. Here is a fight with Uldred. He loves to use freezing and tries to turn the surviving mages into demons. To prevent him is simple: use the Litany of Andralla when Uldred offers his gift to the mages.

When the enemy is defeated and at least one magician remains alive, they will automatically become allies. Then go to either Gregor or Irving and ask for help in the final fight... They will agree, and we will move on to new adventures.

On the bridge leading to the village, Thomas will meet you and tell you that the forces of Darkness are attacking the village. They come running under cover of night from the side of the castle. For further details we will be sent to the temple, specifically to Tigan. He will ask for help in preparing for the night battle. We go to the headman and ask what we should do. He will complain about the lack of weapons, and the reluctance of the blacksmith to cooperate.

The blacksmith will tell you that his daughter is locked in the castle. Promise to help her and he will agree to get to work. If you wish, you can kill the blacksmith, or tell the headman that he refused. Go to the headman and get the thanks you deserve. Ask what else we can be of help, and he will send us again. This time to the mill. You don't have to draw spears against her, just talk to the knight. He wants a blessing. Where can I get it?

Find mother and talk to her. She, of course, can refuse. This is anyway, go back to the knight and tell him that you are ready. Click "wait for the night". Here we will face a massive battle with the hordes of the dead. They go in waves of 5-7 corpses. When you fight back, we will be told that the defense has been broken through. You can ask the knights for help, you can go there yourself. In the latter case, it will be much more difficult to survive, because there are many times more opponents.

After the battle, talk to the commander. He will tell you how to enter the castle through the mill. We go there, having previously completed everything side quests, and we find the entrance to the mill. And in the castle we make our way through the undead, going to the stairs. The magician Jovan will also meet there: he is sitting behind bars in a damp dungeon. He can be let go, kicked out, killed or left. It is not worth killing and driving away, while it is better to leave it in place.

Climb the stairs and get to the main floor. Strip it entirely. There is a blacksmith's daughter in the right corner of the map - tell her to run away. We are going down to the basement to meet with the local boss and his entourage. Open the gates of the castle, where the knights will rush in and help in the battle.

Go upstairs to the central hall, where you will have to fight the possessed Connor and his demons. After that, you need to free Connor from influence. You can donate one of the characters - easy way but not heroic. The second is more difficult, but more interesting: go to Lake Kalenhard and ask the help of local magicians. If this location has not yet been completed, you will have to first complete all story missions on it. So, the magicians will send you to the Shadow, where we will fight the demon Connor and win - who would doubt it.

Frosty mountains

This is one of the most extensive quests - we have to gather the gnomes under our banners, and this is unlikely to be an easy walk. You will see this for yourself as soon as you meet fellow robbers. If the fight with them seems difficult - turn around and play other quests. On the way, there will be more messengers of Loghain, talk to the rude ones: you can let go, or chop to shreds. The second option is more interesting and inevitable, if eloquence is not strongly developed.

After dealing with them, the gnomes will gladly open up the enemy in front of you. Do not expect fanfare, but in general, the reception, as befits mountain residents, is warm. You will be quickly sent to the city, and into the hall of fame - it's good that not as exhibits. Walk around here, chat with the villagers and take quests. The main task will appear after a dialogue with Bandelor. Here, you see, elections are outlined: decide which side to side with Prince Belen, or Lord Harromunt.

There will be a little branching out of the plot here.

Belen. His supporters can be found in the House of Assembly. They will not let us near the prince, but will offer to prove our loyalty by completing a couple of orders. Start by taking the letters to two people. They say that the lord promised the same estate to two people if they supported him. The first sits in a bar in the Hall of Communities. The second is in the diamond quarter. She will send us to my father in the cave houses (Aeducan Thaig). They are inhabited by monsters, but after walking a little, you will find the attacked Lord Dace - the girl's father. Help him, hand over the letter and return to the chambers. We will have an audience with the prince.

Harrowmont. we go to the hall of the Soviets, and not far from the exit we meet the representative of Lord Doolin. He, too, will not let us in to him, so we will carry out two assignments. Convince two fighters to participate in the competition. One will quickly agree, and the second will ask for his correspondence in exchange for his services. To do this, you need to go to the room of Miadzhi and Lakian and pick the lock. Return to the warrior and return the letters. This does not save you from fighting! Step into the arena and survive five battles. After the victory, go to the bar and tell about your successes, than deserve a meeting with the lord.

Kill the leader of the bandits

The task to kill a local authority is the very thing: a lot of corpses and various junk from the chests are guaranteed. Go to the dusty city, talk to the guys by the fire, they will say that the gang sometimes appears through the gate, but the gate cannot be opened. We go into one of the huts and run into these very bandits. After the fight, we will become the sole owners of the key. We run to the door, open it and with the exclamation “ta-dam”, we tumble into it. Nobody here. Farther and farther. Those who will ask for a password next - tell them something, and they will attack. The password appears to be incorrect.

Further battles will be around every corner, so do not rush through, otherwise you will be in the minority. The dungeon as a whole is linear, of the sights there is only a prison, from which a prisoner can be freed. At its end, we will have a battle with the same leader. She is a pretty strong opponent, and even with a bunch of guards, and there are a lot of traps in the room.

Find the Perfect

Please your boss with the death of a bandit, and he has a new task - to find Paragon - Perfection. His word will be decisive in choosing a king. This is a very difficult task. If you are not ready, turn back. Go to the deep trails map. On the way there we will meet Ogren - he is an obligatory plot character, so you will have to take him with you. He plays the role of a warrior, therefore, based on the complexity of the mission and balancing, it is worth considering taking an attacking mage - Morrigan and a healing mage - Wynn with him.

Go to the crossroads of Karidina. There are a couple of gnomes at the entrance - nothing complicated; further - cannibals, gunlocks and other lokas. So we will reach approximately to the center of the map, but the path further is blocked. You can move left or right. On the right is a bridge with a mass of locks, on the left are hunters. There are many of both, but as a result, no matter which path you choose, you will come to the same place - to the exit to the next level.

There is only one way in Teigi Ortan, but after it you will finally stop loving spiders. There are a lot of them here, and there is also one mini-boss in the form of this articulated belly. In addition, golems and jenlocks come across. In the middle of the map we will meet a gnome, although he will immediately run away. The next time we meet him, and if we keep him alive, then the friend will be able to sell the accumulated good. The bridge is guarded by one golem on each side, so don't try to run across the bridge - you won't be able to cope with two. Finally, closer to the exit we will be offered to be wrapped in natural silk by the spider-womb. Refuse politely, citing swords.

Read the diary on the table. Well, it looks like we still have to run and run through these dungeons. So it is not long before the depression. Forward into the dead ditches. After the video, run forward - there is a party of gnomes, campaigning for a new candidate for the corpses. Help them with the Jenlocks, talk, take a leaflet about the dangers of smoking and run across the bridge. Yes, I forgot to say - there are a lot of critters. There are a couple of locks at the gate after the bridge, the nose is not a problem. But further it will be more difficult!

Run to the left - there is a tunnel leading to the castle. Ha, how lucky, and why do we need a gate? You can look to the left - there is a tomb. On the right is the square, behind it is the destroyed bridge. To go around again ?! Mockery. Again a long, ornate cave, and behind it there is a square, from which there is a left turn. This path will lead to a forge, in which a pack of locks and a mini-boss await. A dangerous type, it is better not to come into direct contact with him. Waging a guerrilla war, fortunately the place allows. After him - we run further, to the new site.

There are obscenely many skeletons, and not a single closet. Further in the aisles there is a crypt and a half-witted woman-gnome. She will say that we still need to go for a long time. Hmm, we didn't expect to hear anything else. We go to the large hall. It is guarded by two spirits. There is zero attention on us - so we do our job: we rob the sarcophagus behind them. They didn't like it - they are dead. Again. We burst into the next door with the same exclamation "Well, we didn't wait!" and here it is true, they did not wait. And it would be better for us to leave here - the boss is too scary.

Stand on a stone ledge and chop off its tentacles, and when weak opponents begin to bring down, focus your fire on them, otherwise they will be beaten. Take a breath. Further even worse - the last dungeon. Quiet. Suspiciously quiet. And here is Branca, Ogren's wife. She asks to pave her way. "Through the crowds of monsters" - we think. It's not that simple. Yes, ogres, loki and undead of course there will be. But when we get to the gas trap, it becomes clear that everything is worse.

Two valves on the sides stop the gas flow, and you can stop the flow of four golems as you please. Next room - golems come to life in pairs. Just six. The next corridor. There is a mask on the wall. Come, she will summon the spirits. Kill them and immediately hit the mask. One of the parts of the mask will fall off. When finished, step into the left passage and here we will see Perfection - a talking golem. He asks to destroy the Anvil, and Branca demands to give it back. What to do?

If you help Branca, then Perfection and four golems will attack you. Otherwise, Branca and her four golems will attack. If we help Perfection, then in the final battle gnomes will fight for us, if Branke - golems. After the decision, you will go back to the city and can crown the king. Anyone you want.

If Harromunt is crowned, Belén will attack and have to be killed. As a reward, Haromunt will agree to help in the fight against evil and will give him a staff.

If Belen is crowned, Haromunt will be executed, and Belen will give a hammer as a gift and will also help in the war.

Urn of Sacred Ashes

It's time to start treating Earl - we need people as allies, don't you think? Ahead there are many strong opponents and a crowd of sectarians guarding the Sacred Urn for which we have come. First, let's go to the village of Denerim, and there, in the shopping district, we will find Jenetivi. His apprentice will be at home, ask him about Dzhenetivi. He's not home. When will it be? It is not known ... Where did you go? Behind the urn ?! Eh, this guy is hiding something from us! Try to slap him. He will attack, after which in the back room we will find diaries, which say where to look for the lost. Or you can go to the hotel, where they will tell you where to go to look.

In any case, you have to go to The Village of Haven. Talk to the impolite guard. Then go to the merchant. Try to go to the back door twice. He will attack - show him how to protect your goods. Then sectarians will attack you. Then go to the chapel, talk to Eirik and deal with him as soon as possible. Were you in time? Fine. In the same room there is a secret passage, and behind it ... Janettivi. He is tired and wants to go to an abandoned temple.

Ruined temple

The place is not pleasant: the same sectarians live here, and, in general, if the first meeting with them was not so difficult, now expect trouble. First, we go to the place marked as rooms. There is a crowd of monsters in it. Now you need to go to the southeast, where there will be a similar room. There we will find a chest and a key to the main gate. Open it and after the fight, choose a route - any, battles are similar in any direction. Yes, and do not open the chests - there are enemies in them.

Cave

Sectarians and dragons are ahead. Run straight to the fork. Turn right and fight cultists and adult dragons. In the passage to the left, you will meet Kologrim. He will offer to help him: you can agree or refuse. In the latter case, a serious fight awaits us, but Wynn and Lilyana will not leave the squad. You decide.

Exit the caves and leave the sleeping dragon alone. For now, anyway. Walk forward to the test room. Talk to the guard and solve ten of his riddles. Listen carefully to what he asks and there will be no problem solving them. If the answer is wrong, kill the guard and move on. Fighting your counterparts is not the most pleasant encounter. Hit mages and melee fighters first. And the next puzzle is perhaps the most stressful in the entire game, and sometimes the solution to the puzzle is different. You need to go through the bridge.

Ahead is a round hall. There are six buttons on the left and right. Go to direct control. We count the buttons from closest to farthest:

Step one:

Put one on the left on the third button

Put the second from the left on the sixth button

Put the third from the right on the second button

Put the fourth on the bridge

Step two:

Swap from third from left to fourth from right

Swap right two to left one

We put the fourth on the bridge

Step three:

We rearrange from the sixth from the left to the fifth from the right

We rearrange from the fourth from the right to the first left

We put the fourth on the bridge

There is a fiery wall in the next room. Take off everything, go through it and get dressed again. Take some dust from the Urn and leave. Now, if you wish, you can fight the dragon. In any case, after the ashes are with us, talk to Jenetive and go to heal the earl. Earl now agrees to help fight the enemy in the final battle.

Brecilian forest

The time has come to meet the long-eared forest dwellers! The Dalish elves are so glad of your arrival that they will immediately surround you and ask what we need? We, as decent gentlemen, will demand an audience with the head of the clan. He will pay us for the hard life and the swine flu epidemic. Oh, that is, a lump fever. Every day werewolves come from the depths of the forest and bite his people. Forty vaccinations against rabies will not help - you need to go into the forest and kill the main werewolf named White Fang. Leave Jack London alone, he has nothing to do with it. Of course, we refuse to help, close the game and turn off the computer. If we agree, then we will continue.

In the forest, our werewolf friends will attack us. Strange, but we thought they were just wolves. We run along the path to the east, until we reach the trees in which the demons have moved. Carve your way through their fallen trunks and make your way to Oak, of course the Great. He will give the task to return the acorn. Great, we haven't chased acorns yet.

Run to the waterfall, and then to the clearing to the old man named Hermit. He can exchange something for an acorn, or just beat a thief. However, the thief is an excellent magician, so it will not be easy. Anyway. Return to the Oak, he will give a wand that will help you get to the werewolves.

Elven Ruins

Ruins: No one has cleaned up the cobwebs for a long time! And here are its owners: spiders. However, werewolves still come across. Having reached the room with columns - this is a large hall, do not miss it, go around the center of the room and talk to the dragon in the language of swords and magic. For the fallen fire-breathing - a staircase. We go there.

On the second floor, skeletons are added to the set of spiders - still, there is a real crypt here! Oh yes, the dead have set many traps in the halls - proceed carefully. There are several halls ahead - one larger than the other. In them, of course, the very celebration. Towards the end of the map, you will find Arcane Horror - this guy is not easy to overwhelm, however, those who have already passed the Tower of Mages have developed their own tactics to deal with him.

Further there is a small room, with access to the Werewolves' den. At the entrance, we will have a peaceful conversation with them and go to meet the werewolf girl. She will tell the story of her people, and then we have an ethical choice: to kill all the elves along with the werewolves, or vice versa - to kill the girl. There is still a possibility: to convince Zatrian to remove the curse from the werewolves.

If you take the side of the elves, then the werewolves will have to fight here and now. If you persuade werewolves to attack the elves, then a whole crowd will attack. You decide.

Collection of Lands

From this point on, as they say, anything you say can be used against you. Or for you - depending on which answer options you choose. You go to Denerium, and then Loghain pesters you with questions. Respond with the most polite phrases. Immediately after the conversation, you can go to Eamon's house (or you can get some fresh air, complete different missions). Here the maid will tell you that the local earl has put the queen under house arrest. We are politely asked to help, but we agree, there is nothing to do. Saving Korolev is our hobby.

On the way to the mansion, you will run into a fight, and when you approach the mansion of Earl Howe, you will face the crowd. You will have a talk with the servant, she will tell that you can get into the house from the back entrance. Now you have the opportunity to put on a disguise. Without her, you will have to go to the queen through the corpses. But even with disguise, you shouldn't try to walk through doors and talk to real security.

Upon reaching the queen's room, it turns out that there is a magical seal on it. Oh woe to me - I need to look for Earl Howe's office. Found it? Great: rummage around here properly. And now, feeling yourself omnipotent and - run to the basement (you can get into it directly from the same room). Kill a guard, free the captives, deal with a crowd or two of guards - in general, weekdays. In the end, you will have to kill Howe himself. Behind him are two more captives.

The release of the captives is imperative, because their voices, and the voices of their loved ones, will be decisive at the Meeting of the Lands. You will find them later in the tavern. They will give you a quest. After completing them, consider that their voices are in your pocket, if so. Of course, if I may say so.

On the way back, a crowd of guards will intercept you and offer to surrender. You can surrender - this will show that you have no evil intentions, you can say that the queen was held by force, but she will lie, saying that it was you who stole her. Or you can solve everything the old fashioned way - by a fight.

If you surrender, you will find yourself in Fort Dragon. Here you need to decide: attack the Fort, or get out yourself. In the latter case, the procedure is as follows. We involve a guard, we kill, we take the key, we leave the dungeon. We take our property from a box nearby. In the next room we kill the dogs and guards and go to the warehouse. Here we remove the guard's armor from the dummy and put it on.

You still cannot leave the castle. Find the colonel, then talk to a couple of soldiers. From them you will learn about the problem with swords. We go to the type who squeezed them, and, threatening with problems, we get them (swords, not problems). We distribute to the soldiers. Then again we go to the colonel and to the question "what a soldier cannot live without" we answer: "without discipline." After that, one friend will say the password - a rabbit. Jokers. Now you can exit the castle.

We go to the house of Imon, and from there to the area of ​​the Elves. Drop into the tavern on the way to pick up the quests. There is an epidemic in the region of the Elves. Talk to Shianni to find out the situation. She will talk about a strange hospital. Strange, because no one comes back from it. Go to the back entrance to it. Having learned everything that we need, we go out into the street, but here they are already waiting for us. And by no means doctors. Deal with them and talk to Shianni again.

Go to the landowner's office next to the hospital - it looks like the elves from the hospital are sent here. After several fights and a conversation (if you do not have enough persuasion, then a fight) with the elf Devera, you will be taken to her boss. This scoundrel holds the elves captive and offers to buy his life for compromising on Loghain. Our actions: fight, agree with the proposal, or intimidate. The most gentlemanly option is battle.

Now the fun begins: the meeting itself. If you have completed all the quests and won over Queen Anora, then you have an advantage. But there's one more thing to remember: don't let Loghain blame you. If possible, counterattack him yourself with questions about his inglorious deeds on Ostagar. Not worth mentioning Alistair. But we can say that unity in front of the forces of Darkness is important now.

If everything went right and the majority voted for you, Loghain will revolt. Fight him and his minions. When his strength is running out. Someone will offer an honest duel. You can choose who will fight against him. Perhaps the best option is a magician, but it's up to you. Just keep in mind that Loghain is not a weak opponent.

In the end, if Loghain is spared, several options for the division of the kingdom will appear:

Alistair is the sole ruler;

Alistair rules with you (provided that you play as a woman and he loves you);

Anora rules with you (assuming you play as a man). Perhaps Alistair will kill Loghain;

Anora is the ruler of the country if Alistair gives up the throne. Loghain is alive, but did not become a Gray Warden;

Alistair marries Anora and they rule together. Loghain becomes the Gray Guardian. Persuading Alistair to marry is not an easy task.

last fight

Go to Radcliffe. Here a party took place without us, after which all the inhabitants disappeared, and only ruins remained. The guy will tell us that all the residents are locked in the castle. We go there with a fight. As soon as we reach it, it turns out that everything is in vain: the forces of Darkness go to Denerem, and not to Redcliffe. What to do? Gather an army and run back to Denerem.

Find Riordan on the second floor. He will tell you the good news: only the Gray Guard can defeat the archdemon, while he himself will die. Get down and talk to Morrigan. She offers a deal: she saves you, but takes your child. Child? Well, yes, if you play for a man, then Morrigan will offer to become a mother, and if for a girl, then she will point to one of the possible fathers (Alistair, or Loghain, if Alistair left the team).

If we agree, then we remain alive after the battle, if not, we perish. So, now we run to Denerem, cutting out everything in our path. As soon as the stream of creatures dries up. We go to Riordan, and talk to him. Now you can select an army:

Elves - archers

Golems are walking tanks. Protect them for the toughest battle

Dwarves are good foot soldiers, but weak in attack. It only makes sense to take if we were able to persuade the Legion.

Mages - the most powerful attacks, and hitting large areas

Cultists are good warriors

Redcliffe's army is the same as the cultists: they will go for battles with ordinary mortals

Now your task is to defeat two generals. One in the market square, the other in the elven quarter. Now run Fort Dragon. There are two floors strewn with monsters. Don't forget to grab anything that might come in handy, especially the potions. As soon as you finish with them, the decisive battle will begin. Call golems or magicians.

The first stage of the battle lasts until you remove half of the Dragon's health. After that, he will begin to call the motley creatures to help. When the Dragon is on its last legs, the dragon will blow up its subordinates so that they take serious damage to your team.

After defeating the dragon, either the final credits go, or a couple of videos. It all depends on whether you turned down Morrigan or not. Now you can rest: there are several DLCs ahead and of course the sequel.

This Dragon Age: Origins walkthrough does not contain information about the backstories, since there are a lot of them, but at the same time they are not very difficult, and therefore you can easily go through them without our help. Our article begins after the arrival of the main character with Duncan in Ostagar.

Ostagar

You arrive at Ostagar with Duncan and greet the king. After that, Duncan leaves you so that you can get comfortable in the camp, we get the updated code and the quest "Initiation into the Gray Wardens". So, at the other end of the bridge, you can find out something from the first soldier that comes across. Go west and talk to the hound. The fact is that the dog needs to be cured, for which it is necessary to bring a flower that grows in Wild lands... This is the quest "Wolfhound Mabari".

The dog is your first ally. I recommend talking with your dog from time to time. Ask him if he sees anything interesting in the area and he will not return with empty pockets. Sometimes very interesting specimens come across. In battle, he will be useful only at the beginning, over time, replace him with more promising members of the squad.

Now is the time to meet Alistair.

Oh, Alistair. One of the youngest Gray Wardens. A former templar, with all that it implies ... The guy is not so simple as it might seem at first glance. It is especially interesting to watch their confrontation with Morrigan. In battle, he behaves with dignity. He is good with a sword and beat with a shield.

Then go south and talk to Duncan. We are entrusted with 2 tasks: to collect 3 vials of blood of the creatures of darkness and find a cache with important old treaties. To everything else, two new members of the squad are joining us - Davet and Jory. Well, let's go to the Wild Lands of Korkari.

Wildlands of Korkari

For starters, a pack of wolves. But the spawn of darkness are Garlocks, and Genlocks (archers) are on the hill, so rationally regroup your squad. After the murders, do not forget to search their corpses (remember, to complete the task you need vials with their blood). We go further south, on the way do not forget to pluck wild flower(the one that is needed to treat the dog, if you took such a quest). We continue to move and move northward, to the ruins of the tower. Having approached the cache, we will have a conversation with Morrigan and her ... sorry ... mom. After completing the assignment, we return to the camp, talk with Duncan and participate in the ritual of initiation into the Gray Wardens. Do not forget about the dog (take the flower, come back after a while). Then go to the general meeting.

Ishal tower

A well-thought-out strategy for the upcoming battle is the key to victory. At the meeting, King Kaylan will ask you and Alistair to light a signal fire and thus let you know that the horde of the darkspawn has moved into battle. Thayrn Loghain's squad will then flank the horde. We are heading to the eastern part of Ostagar, towards the Ishal Tower. We are watching a video about the beginning of the battle. We continue our way to the tower, but on the way we are informed that the creatures of darkness have already made their way into the tower and all of our people have been killed there. We go inside the tower and clear floor by floor. And at the very top, between the signal fire and us, there is an Ogre, with whom we will have to fight.

After the battle, we light the signal fire. We are watching a video in which both the king and Duncan heroically die, and Thair Loghain betrays the order and orders his squad to retreat. And we got into trouble here ...

We woke up in the Morrigan hut. As it turned out, Flemeth, Morrigan's mother, saved us. Then a nice conversation and off you go. Morrigan goes with us, and Alistair, as a former templar, does not like it.

Morrigan. “Forest witch? Lies and delusion. Are you not used to thinking with your mind? " Morrigan says little about himself. She does not deny that she is a witch from the Wild Lands, but all the other facts of her biography are shrouded in a veil of secrecy.

Lothering

After watching the video with Thair Loghain, we meet that very dog ​​(who was treated at Ostagar) and a small detachment of the creatures of darkness. On the way to the city, on the bridge we will meet local "tax collectors", robbers who, as you understand, rip off the already unfortunate refugees like sticky. Morrigan offers to teach them a lesson. But if you are lazy, you can pay them 10 silver coins. Personally, I dealt with them, and at the same time I learned that a reward was announced for our heads. Next to the robbers lies the corpse of the templar, which is useful to one of the inhabitants of Lothering.

Life in Lothering follows the principle of those in power. The city is overflowing with refugees, but some are trying to cash in on it. I am talking about the scene of the priestess arguing with the merchant who broke the price of his goods.

Near the entrance to the church, you can disrupt the announcement with the task “Robbers everywhere”. Objective of the quest: destroy 3 gangs of robbers that live in the northern outskirts of Lothering. Upon completion, go to Preacher Devons for a reward. After that, 2 more tasks will appear on the bulletin board, they are quite simple: “When the bears attack” and “The last gift”. Drop by the church and talk to Sir Donall. From the conversation it will become clear that Earl Eamon, for whose help Aleister hopes so much, is mortally ill and the knights of Redcliffe are looking for the Urn of the Holy Ashes of Andraste. Also give him the locket and the note that you picked up from the soldier's corpse (well, remember, upon entering Lothering).

We go to the local pub. There we are waiting for one of Loghain's henchmen - Dane and get ready for a little conflict. Leliana will join us. Attention! If you kill Dane, you will forever lose the opportunity to take Leliana into your squad.

Leliana, a novice of the church, capable of knocking the spirit out of trained mercenaries, is worthy of attention in itself, and if she also claims that the Creator himself sent her to the battle with the creatures of darkness, this is ... to put it mildly, unusual.

Hey, there's some guy in a cage!

This guy's name is Stan, and the church put him in a cage for ... a crime. We receive the quest "Prisoner of Qunari". How to do it? It is necessary to speak with the Reverend Mother (negotiations with Leliana will be more successful). You will find the reverend mother in the church, in the room on the right. But I didn’t take much steam, and in Leliana’s shoes I stupidly cracked the lock of the cage.

Stan. A courageous giant caged in a cage - no doubt the inhabitants of Lothering saw nothing more terrible until the Blight fell on them.

This concludes our stay in Lothering, and the passage of Dragon Age: Origins is just beginning. At the exit from the city, we help the gnome merchants from the occupation of the garlocks. From now on, they will always be near your camp, so that you will be provided with the necessary equipment and the imposition of runes. Where to go next? Earl Eamon will not help us, so going to Redcliffe is pointless for now. It remains to enlist the support of gnomes, elves and magicians.

Dwarf City

On the pass in Frosty mountains we are already waiting for a gang of thugs led by a magician. Upon entering Orzammar, we observe a scene where the envoy of Thair Loghain Imrek tries to enter the city of dwarfs, but the entrance to the kingdom is closed to everyone. But the agreements of the Gray Wardens turned out to be a more compelling reason and we were still admitted.

Political affairs

The dwarves are ready to answer the call of the Gray Wardens without any problems and recognize the power of the treaty, but bad luck, in the dwarf kingdom there is a complete mess with power.

If you are in need of funds, you can take a few side quests in the Communal Halls of Orzammar. For example, Fielda asks you to find her son in the Deep Paths. Brother Berkel asks you to help him open a church in Orzammar. And Dagna wants to learn magic. Why does a goat need a button accordion, and a gnome need magic? Well, okay, let's talk to the First Mage when we are in the Tower of the Circle. Well, and a couple of tasks can be taken from the keepers in the Diamond Hall.

We go to the Council Hall. All the venerable minds of Orzammar decide much more important questions for the dwarves, one of which is who will take place on the throne. The throne cannot be divided by two contenders: Belen and Harrowmont. Your task is to support one of the contenders, so that the newly elected king orders to release the army to the battle with the Blight. I supported the latter, since Harrowmont seemed to me more noble. True, Harrowmont's first task is more difficult, you need to win the trials, and at the same time find out the reason for Bizil and Guiddon's refusal to represent Harrowmont.

Valor tests

We go to the location behind the Community Halls. You can order duels from the test armorer. For each victory you will receive a little money, and if you complete all the fights, you will receive a ring of blood as a reward (requirement of a blood magician).

Persuading Baizil and Guiddon to participate in the trials is not easy. I never did it. Whatever it was, we go to sign up for participation in the tests. And here we are in the arena. Our first rival is Severin. Easily! Our next opponent… um… opponents are the twins from the warrior caste Lucian and Miadja. It's like two Severins, don't worry too much! The next enemy is already more serious - this is the Silent Sister Hanashan. Further paired test, you can take someone from the squad. I took Alistair. Be careful, our enemies Vojek and Velans are well protected by armor. And the last test ... Piotin will enter the battle. Lord, that was a mess! The enemy is unrealistically strong and tenacious. This is very difficult fight, I ran from corner to corner, drank everything I had, for courage, and, nevertheless, I won, even if not the first time. After the battle, we receive congratulations and go to Doolin in the tavern "At the Kabatchikov".

Halfway to the throne!

We helped Harrowmont by participating in the trials. However, this is not enough. The next thing to do is to deal with the local villain Jarvia. Heading to the Dusty City. Dusty City doesn't welcome us with open arms. Well, come on, after what I went through fighting Piotin, all these thugs are flowers. You can talk to Rogek. I mean, you can make some money smuggling lyrium, but you need to deposit 50 gold coins. I just killed Rogek and extracted 20 gold, that was enough for me. After talking with Nadezhda, we learn that members of the Jarvia Charter carry special keys with them, in the form of a knuckle. Next, talk about this with Alimar in his shop, and then go to the abandoned shack at the end of the city. Take the key from the dead thugs. Then open the "suspicious" door and you are there. Hmm ... the Charter's refuge resembles a labyrinth and there is a lot of swag here. On the way, you can open the cages with the prisoners. And here she is, Jarvia! Oh, fighting Jarvia and her minions won't be easy, but she's susceptible to magic, go for it! That's all, we search locations and corpses. And the key we found from Jarvia leads us to a secret exit through Janar's shop.

Firestarter

Lord Harrowmont asks us to go to the Deep Paths in search of a certain Perfect Branca. The word of the Perfect on the Council is worth its weight in gold! We leave for the Deep Paths, and on the way we speak with Ogren.

Ogren. "I can't say I would be a good match for a dance at the coronation ball, but on the Deep Paths I am the one you need." Ogren of House Kondrad was a promising member of the warrior caste. His house did not hold a particularly high position, but many of his representatives, including Ogren himself, won outstanding victories in the Trials and thereby increased their position. Ogren loves to drink well, so give him gifts appropriate.

To begin with, I went to the teig of the Edukan house to hunt for a bit of the darkspawn. After wandering through the labyrinths, I did not find anything interesting except bags of remains. Then I went to the Crossroads of Karidin. So, you can go in different ways, there is a passage on the left and right. You will go into the passage to the left, you will stumble upon the Screamers, in the passage to the right - a detachment of genlocks is waiting for you. At the end of the way, another portion of vrazhin, but with a manual bronto. And here he is, Teig Ortan. We go along the corridor and turn into the passage on the right, along the road we knead spiders and genlocks. We meet the gnome - Hand, the one whom Field asked to find. And here are our new enemies - forgotten spirits, and with them the stone golem. In the same place is a chest, inside of which Ortan's notes (for the quest "The Lost Records"). Next, we are waiting for another detachment of enemies and two golems (each "controls" the bridge). We go straight into the passage, we have to fight the queen of spiders, who constantly summons her own kind, and when she is in immediate danger, she dumps. After clearing the location, we read Branka's diary. It is now clear that Branca has gone to the Dead Moats. So what are we waiting for?

Dead Moats

To begin with, we will be shown a video with a dragon and an impressive number of creatures of darkness. Next, we help Cardol and his legionnaires. On the other side of the bridge, a detachment of archers and an Ogre were waiting for us. We move to the left, deal with a bunch of garlocks and brontos, open the door and enemies again. In the large hall on the left, a horde of enemies awaits you, led by the genlock, the master of the anvil. In the opposite side, cross the bridge and into exactly the same hall, but with skeletons-eaters. Further meeting with Hespit. "Branca betrayed us ... she did ... she turned into ..." In the room with relics legion of the dead take the key from the altar and open the door (in the center, in front of the broken bridge). Be ready. I have not seen a more terrible creature. It is this creature that turns dwarves into genlocks. The uterus is relatively harmless due to its immobility. First, let's cut off her tentacles. That's better. Oooh, the branch tentacles are back, and the screamer genlocks have appeared. But I know you can handle it. Further, another script replica of Hespit.

Anvil of the Nether

We are given the right to change squad members. Ogren cannot be removed. I took Morrigan and Leliana with me. And here is Branca. We're locked! Congratulations! Branca is so obsessed with this anvil that she asks us to go through the numerous corridors and find this very place with the anvil. One good turn deserves another. We follow the marker for a long time and stubbornly, along the way we clean the area from the creatures of darkness. In the room with 4 golems you need to fill up ... that's right, golems (they will revive one by one). We go further, we pass into the corridor, where the golems will attack in pairs. We reach the place with the Apparatus of spirits (this is such a mechanism in the form of four stone heads that summons spirits). We kill the spirits and activate the illuminated anvil. And so on until ready. It's that simple! We go into the passage on the left, look at the splash screen. Now you have to choose who to help: Branca or Karidin. The motivation here is this: Branca wants to use the power of the anvil (an army of golems would be useful to us in the war against Blight), and Karidin is tormented by remorse, because he created such a dangerous tool. Any of them can forge a crown, since they are both Perfect. I helped Branca, was of the opinion that in war all means are good. In any case, you will have to fight with a crowd of golems and one of the leaders. After a difficult battle, we talk with Branca. That's all, we have the crown. And, by the way, here you can remove the list of gnomes who turned into golems (take them to the keepers). If you did the same as me, then do not forget to pull off the armor from the dead Karidin. And then the coronation of the chosen king and ... that's all ... it's time for us to move on.

Elf forest

Upon entering the elven lands, we are greeted by a Dalish patrol. What, but how? .. After us, they still lead to the main thing. After speaking with Elder Zatrian, it becomes clear that most of the elves have fallen from the curse of Madfang and are about to become werewolves. And as you already understood, they are clearly not in a position to fight with the Blight. To remove the curse and their speedy recovery, it is necessary to kill the source of this infection.

In the Dalish camp, you can take side quests, since they are not so difficult and there are not many of them. Elora, the chief cattle breeder, sits near the gall (such a horned animal) asks you to examine the animal (we apply the survival skill). The young hunter Kammen cannot arrange his personal life in any way (persuade his chosen one, Heine, to score on the test and accept, albeit not an experienced hunter, yet). Atras wants to find out what happened to his wife Daniela. And the local artisan Varathorn will make a breastplate for you if you can get some iron bark.

Ents, elves ... Gandalf?

We head to the Brecilian forest. It seems to me that there are many wolves here (both ordinary and werewolves). Deeper into the forest, we will meet the Runner. The conversation with him was not so long, and soon after the fight he ran away. We continue to explore the forest. Near a fallen tree (where you can get iron bark for a craftsman), I met a new enemy - Sylvan (an analogue of the Ents from The Lord of the Rings), but don't worry too much, any piece of wood burns well. On the south side of western Brecilian, talk to the Great Oak, from which someone brazenly stole his charm ... sorry, acorn.

Then I went to the eastern part of the forest. Here I met a hermit who stole an acorn from an oak tree. He has a counter offer, namely the murder of the oak tree. But no, I promised to help the oak, so I exchanged the hermit's acorn for some book from the inventory, and returned the lost oak. And the oak, as a token of gratitude, gave us a staff that will help us overcome the magic barrier and move on. At the fork to the left of the entrance to East Brecilian, you will find the werewolf Daniela (Atras's wife, if you took such a quest in the camp). She will give you a message for your husband and a handkerchief. Daniela cannot be saved anyway. Even if you refuse to kill her, she will take the "wild animal" and attack you. Also, if you go north, you can take the quest "The Magician's Treasure". The goal of the assignment is to find 3 tombstones, interrupt the death of the dead and collect a set of Juggernaut armor (a very useful thing, I put on Alistair, and he is an enviable knight).

Lair of the beast

After passing the magic barrier, we again meet the Runner, and then we pass to the ruins. In the ruins we go straight, and at the end of the corridor we turn left. We kill the dragon and into the passage to the lower level. In the first zone you will meet the ghost of a boy and there you can also find a description of a certain ritual. In the second zone there is a place for the ritual. Here's what you need to do: fill the jug with water -> move away from the source -> look at the altar -> put the jug there -> pray -> examine the jug -> take a sip of water -> take the jug -> go to the source -> pour water there. After which the door will open, and after the showdown with the dead, you can pick up the Juggernaut armor. In the next zone, you can study the specialization of a battle mage, for this, put on the altar precious stone(lying on the floor). The fourth zone is just full of traps. Watch where you are stepping! Leliana was with me, it was she who turned them off. Then a few more skirmishes with the enemies and that's it, we are in place.

Is the mistress of the forest White Fang?

And here is our third meeting with the Runner, but this time he was more inclined to negotiate. After a conversation with the Mistress of the Forest, it becomes clear that Zatrian himself is to blame for the curse, and it was he who gave birth to the White Fang. Let's ask him, he will be very close. We take him to the Mistress of the Forest and have a nice conversation. However, a nice conversation did not work out, Zatrian, because of his hatred, flatly refused to remove the curse. I had to use force ... The fight will not be easy, but we are no stranger to it. Zatrian's first step was to paralyze the werewolves and summon the allied Sylvanas. But we won, and Zatrian, at the cost of his life, dispelled the curse. All werewolves took on their true human form, and the wounded in the camp began to recover. We speak with the new elder of the Dalish. The deed is done, the elves will come to battle with Blight.

On the way, the assassins of Thayrne Loghain, led by Zevran, were already waiting for us. However, he could not defeat us, and he had no choice but to join us. Zevran was the Raven with whom Loghain was contracted to kill the surviving Gray Wardens. However, after an unsuccessful attempt, he ended up in the hands of his failed victims.

Circle Tower

We leave for the pier of Lake Kalenhad. In the Tower of the Circle we speak with Gregor. As it turns out, the Tower of the Circle is teeming with possessed and demons of all stripes. You see, the most "intelligent" magicians wanted freedom, and they decided to resort to blood magic, and the most gifted, like Uldred, decided to release the inhabitants of the Shadow. Who got the fate to correct the situation? Guess! But first, buy everything you need from the quartermaster, because as soon as we get inside, there will be no way back until the very end. Note that the passage of Dragon Age: Origins in this location will require some ingenuity from you.

We meet the magician - Wynn, who guarded one of the few surviving students with a magic barrier. She brought us up to date and agreed to help clear the Tower.

Wynn. "I will not lie motionless in bed, pulling the covers up to my chin and waiting for the hour of death." Wynn has a particularly well-developed ability for healing magic. She is one of the most respected in the Tower of the Circle.

So, let's start clearing our way, floor by floor. On the second floor in Irving's room, take the Black Grimoire book. A great gift for Morrigan. On the fourth floor we meet the demon of desire and the templar bewitched by him, and in the central hall we will be met by the demon of Idleness, which enslaves our mind.

Shadow

Waking up in a place called Weishount, we get a new quest “Lost in Dreams”. Duncan is in front, by the way, what the hell is he dead? Where are the rest of the team? An interesting situation. Don't believe these are dreams. “Duncan” is actually one of the demons, but the members of the squad are wandering somewhere in the Shadow, we must find them!

We activate the shadow pedestal. Destination - Primordial Shadow. We talk with Niall, learn more about this place and how he tried to use the Litany, but did not have time, and also how we ended up here. Nearby we get the ability to turn into a mouse and pass into machine holes, as well as be unnoticed by enemies. This is just one of four images to be used. As soon as you get all the images, go around the circle again, study everything you can, because in some locations you can increase one of the basic parameters. Further “Burning Tower”. Here you will get the guise - a flaming man, which will make you completely immune to fire. In the place "Scattered Mages" you will get the opportunity to transform into a golem, which has deadly physical attacks and the ability to knock down locked doors. In the place "Invasion of the darkspawn", you will take on the form of a spirit, so that it will become easier to pass into inaccessible areas. After the massacre of all the main demons, we go to help out friends (elements at the edges). And when you're ready, head to the centerpiece, to battle the one who dragged us here, the demon of Idleness. The demon will be in the guise of an Ogre, then what the hell, and so on to the bitter end. Combat tactics of your choice. The main thing is to use the Mass Cure from Wynn. That's all.

We extract the Litany of Andralla from the body of the deceased Niall. We go around this floor and near the stairs to the upper tier of the Tower, we say also to those imprisoned in the magic field - Cullen. And then according to the script ... After a short verbal battle, the battle with Uldred will begin. In places where magicians start to turn into demons, use the Litany. After defeating the main bastard, we speak with Irving. And everyone is good ... Do not forget to talk to him about Dagn (the dwarf from Orzammar) if you took this quest. And our path is not over on this, new achievements await ahead.

Redcliffe

We find ourselves in a small village. On the bridge we meet a guard who will take us to Bann Tegan, brother of Earl Eamon. The fact is that every night every night of the castle comes out of the castle. We beat it off once, twice, ... but this time we won't beat it off. These are the moods of the locals. Well, can we help?

Right there in the temple you can take the quest “The Lost Child” (oddly enough, the child is sitting in the closet, in the house).

To survive this night

Speak with Village Head Murdoch. So, it will soon get dark, there are practically no soldiers in the village (except for us and the knights of Ser Perth), so mainly the peasants will have to fight. Weapons and armor are in terrible condition, and the only blacksmith in the village refuses to help. By this time, the gift of persuasion was already well pumped, so I just promised to help him, find his daughter Valena. Coercing Oen by force will only go negative. A certain gnome merchant Dvin refuses to help the village. To raise the morale of the militia, you just need to call on such a warrior. A suspicious elf, a certain Berwick, sat in a local tavern, who, after questioning, confessed that he was spying for Thayrne Loghain. He can also be persuaded to perform tonight. Near the mill we speak with the gray Perth. Sulfur Perth, in general, does not need anything except divine blessings and some amulets. No problem.

It got dark ... So, the dead will go down from the ominous fog. As you fill everyone up, go straight. We meet a knight, who reports that the monsters are already in the village. Let's hurry! The final battle will take place near the fire. How to exterminate all the undead, victorious URAAAAA! After such a long standing ovation, we go to the castle.

Lock

Immediately we speak with the blood magician Jovan imprisoned in the cell. It was he who poisoned the earl and taught his son magic, but he did not cause demons and other deaths. I didn't jump to conclusions, so Jovan remained in the cage. So, let's get a little familiar with the castle. In the northeastern part, on the first floor, hid Valena, the daughter of a blacksmith. In the courtyard, activate the lever in order to open the gate and let in Perth and his knights. After scattering all the undead, talk to Perth and forward to the castle.

We see a strange picture: Bann Tegan is dancing like a jester, and Connor is possessed by a demon. A battle will begin, in which all the possessed in this room will take part, led by Bann Tegan. But everyone got what they deserved. It became known that Connor wanted to save his father and began to study magic. Earl Eamon is still in our world, but Connor's mind is possessed by a demon.

Jovan suggests using blood magic, but this ritual will take someone's life. Volunteers were found, but I decided to go the other way and turned to the Circle Tower for help. Irving kindly agreed to help us and sent his magicians to Redcliffe, and then according to the script.

Shadow

So we are in the Shadow. We go to the portal, speak / fight in Connor, or rather with the demon. And so several times. On the fourth such call, there is already a serious battle with the demon. That's all.

I advise you to wander around the castle a little more, gifts for your wards will not be superfluous. I had a pretty good Leliana, so picking locks on doors and chests was fun. On the ground floor, in Earl's study, in the table lies the amulet of Alistair's mother, a wonderful present.

In search of the relic

Earl Eamon is terminally ill. One legendary relic can help him - the urn of the sacred ashes of Andraste. Of course, this may just be a legend, but still it is the only hope. We are staying in Denerim, to talk with a certain Genitivi, he may have useful information on this matter.

Denerim

And here we are in the shopping district of Denerim. So, let's start with side quests, since there are a lot of them here. Sergeant Keilone will ask you to deal with the rowdy mercenaries in the "Pearl", and then calm down the "noisy" visitors of the tavern with the same success. On the market, one Master Ignacio represents the Antivan Ravens. Talk to him and after a while the messenger boy will hand you a letter. Head to the "Bitten Nobleman" tavern and find Ignacio in one of the rooms. Would you like to work as a contract killer? Our first victim is Pedan, the man who sets traps for everyone who is somehow connected with the Gray Wardens. I think killing this bastard is a matter of honor! The pedan is located in the Pearl brothel, and you will find the secret password in the poster that hangs at the entrance to the elfinage. In the Pearl, you can persuade the local robber to teach us the Duelist specialization (useful if you or someone from the squad is a robber, Leliana, for example). To do this, you need to beat Isabella in card game(Leliana has to help.) So, after the "accident" with Pedan, let us inform Ignacio about it. Next to him, in the chest, you can take a couple more orders - "Hunting for mercenaries" and "An audience with the ambassador". You can take three tasks from the innkeeper in the "Bitten Nobleman" tavern, and several tasks are traditionally hung on the preacher's board near the temple.

In Denerim, members of your squad may have business. Leliana has a conversation with her longtime “friend” who is trying to take her away. And Alistair has a meeting with his sister.

In Search of the Relic (continued)

In the house of Genitivi, we do not find the one we need. Instead, we speak with his assistant Waylon. And he doesn't say something, so we decided to push him to the wall. After rummaging through the chest of one of the rooms, we were interested in the records of Genitivi's research. We leave for the village of Shelter in the Frosty Mountains.

A strange place, I can tell you. It was not possible to talk clearly in the temple, the sectarians, led by Eirik, took up arms. Search the bodies of the killed, and on the right side, behind the brick door, talk to Genitivi.

And here we are in the temple. Genitivi decided to stay in the great hall, and we need to keep looking for the urn. Everything here is very clear: we clean the locations from possessed sectarians and simply possessed ones, pick up the keys, open the doors. Further, the caves and ... cave dragons will begin. As soon as you reach the appointed place, a conversation will begin with the leader of the cultists Colgrim. The guys, apparently, were completely distraught ... Andraste was reborn, her ashes need to be desecrated, and so on. But I didn't agree and a scuffle ensued ... in general, we beat everyone. And the horn, boots and a nice hatchet were removed from Kolgrim's body. By the way, if you use Kolgrim's horn at the top of the mountain, you will meet with a high dragon.

Trial

To get to the urn, you need to pass a test, which consists of several parts. We learn about this from the Guardian, who has been guarding the urn for many centuries.

First you need to solve eight riddles. But just in case, I will say the answers: Elisha - melody, Brona - dreams, Lady Basil - revenge, Thane Shartan - home, disciple Gavard - home, General Maferat - jealousy, disciple Cathayr - hunger, Archon Hessarian - compassion.

Then we talk with the ghost of the past (each one probably has his own, but I spoke with Jovan), and then there will be a fight with ... our clones. The third stage of the test is a puzzle. You need to stand on the tiles in such a way as to recreate the bridge.

Well, and the last condition is to take off your clothes and go through the fire. After the Guardian's remark, we approach the ashes of Andraste herself.

As expected, the ashes healed Earl Eamon, which means that the matter has taken a serious turn. And now, when the treaties are confirmed and the armies of dwarves, elves, magicians are ready to help in the war against Blight, and Earl Eamon has recovered - the time has come for the Gathering of the Lands. We again arrive in Denerim and settle in the estate of Earl Eamon. But, before we had time to properly rest in luxurious apartments, the maid of Queen Anora asks us for help. The fact is that Lord Howe is holding the queen captive in his estate.

The queen is imprisoned

On the way to Lord Howe, we met the Antivan Ravens led by Tallesen. Tallesen tells Zevran that everything is in order, that everyone understands why he did this and offers to return to his duties as a hired killer. If you are at odds with Zevran, he will accept the Ravens' offer, and so we calmly killed everyone.

So, it will not work through the front door, there is a crowd of some people. Erlina offers to enter from the back door, but there are 2 guards. Wait until the maid distracts them or interrupt them and go inside.

To make the passage of the estate more secure, change into guards. Bypassing the unnecessary attention of the officers, we get to the place of Anora's imprisonment, however, the door is blocked by a magic barrier. It means that you have to kill the one who created this barrier. The location has a treasury (coins and some inventory items), so have a good burglar with you (you can return here later with the keys). In the room, in one of the chests are documents that once belonged to the Gray Wardens.

And in one of the chambers you will find Riordan, another surviving Gray Guardian. But we have no time to hesitate, we go down into the dungeon.

Be careful, because in almost every room a dozen soldiers and war dogs are waiting for us. In the torture room, free Oswin, thereby unlocking the quest "The nobleman under torture", after that do not forget to talk to his father Bann Sighard in the "Bitten nobleman". This act will give you a voice at the Lands Gathering. In the place, free Rexel for the quest "Missing in action", after taking the key from the dead guard.

And here is Earl Howe, who, in spite of everything, insisted that he was right. And next to him was a battle mage, who created a magic barrier. Kill the scoundrels! After all the fights, I found Vaughan, who provoked the elven uprising, and in the next cage sat the lyrium-drugged Templar Irminink (give the ring to his sister Bann Alfstanna, who sits in the same tavern). That, perhaps, is all, we free the princess.

And here's a little nuisance. We are met by Katrien and her guards. We have 3 options in stock: kill everyone (fighting experienced and well-armed soldiers is incredibly difficult), try to explain or surrender. In the last two cases, you will find yourself in Fort Drakon.

Fort Drakon

We are in custody. We have 2 ways to get out: wait for the help of friends or get out on our own. There are a lot of options in both methods. I chose the first option and waited for help from Leliana and Morrigan, who introduced themselves as ministers of the church. Morrigan in church attire, can you imagine? I thought the guards would look at Morrigan and say, are you in the church? But Leliana's eloquence saved us here too. Just do not communicate with the Reverend Augustine, otherwise it will turn out that the church did not send anyone and you will be exposed. In the ballista room, Sergeant Tanna blocks the way. You can try to convince her to leave the post or use ballistae. If you aim the very first right (from the entrance) ballista and shoot, then you can inflict serious damage on Tanna, and then kill the rest. You might be wondering why I took the girls and not the mighty warriors like Ogren and Stan? Leliana had been pumped up cunning, had abilities like stealth and the ability to make traps. Well, and Morrigan had the ability "Blizzard", using which, the soldier vanished as if by hand. And here are our prisoners. After killing 2 guards, we get the keys to the camera, everything is simple! There are four of us again, so it will be easier to deal with the remaining guards.

Place on the throne

On his return, we will have a conversation with Eamon. Who will take the seat on the throne? There are several options: Alistair, Anora, Alistair + Anora, GG + Anora (if you play as a nobleman, you can try your luck). I managed to convince Alistair and Anora that marriage is the most beneficial for both parties.

There are a couple of days left until the Lands Gathering, and some problems in the elfinage need to be resolved.

Elfinage

And these problems were as follows: a crowd of elves argued with the healers from Tevinter. The fact is that quarantine has been declared for elfinage, and these "doctors" collect both healthy and sick elves in the orphanage and ... nothing else is known about them. Having discussed this matter with Shianni, we decide to look inside the hospital. On the shutters, kill the only guard and go inside. No sooner had we entered than we were attacked, which we later regretted. Take a note from the table, and then go outside and again into battle. Talk to Shianni again. We go to another building on the shutters. Inside we ask the elf who washed the floor. He told us where and how the elves were taken out and we went further. We leave through another door and “speak” with the Tevinters. In the warehouse, you will learn that all this "treatment" is reduced to a banal slave trade, and the main one here is Caladrius. An excellent opportunity to get dirt on Loghain, the council will be interested to know that the regent does not mind selling his people into slavery.

Caladrius was inclined towards a peaceful outcome. He offers us a letter with Loghain's stamp. However, what prevents us from taking the letter from the dead slavers and ending their activities forever? After Caladrius's health has dwindled, he offers us an even more generous offer, namely to raise my health level at the expense of slaves. It's tempting, of course, but I politely declined ...

Ser Otto is a blind templar who senses evil. We get the quest "Evil", for which you need to look for unusual things in the elfinage. For example, inform Otto about a crazy girl, a pool of blood, and a rabid and dead dog. Next, you have to clean up the shelter from evil spirits.

Collection of lands

After you have done all your business, talk to Earl Eamon, and then we head to the palace at the Collection of Lands. And again we communicate with an old acquaintance Catherine, but this time she is without her militia.

So, in order for the council to take our side, it is necessary: ​​complete the quests with the prisoners in the Howe estate (Oswin and Irminrink). Do not tell Anora that you are going to kill her father Loghain, otherwise she may do something against you. Do not rush to talk about Alistair and the slain King Kaelan. Start your conversation by saying that your main goal is the war against Blight. And then you can point to Loghain's crimes, such as the elfinage slave trade. It'll be enough.

At the meeting, we were unanimously supported, but the only thing that remained was a duel with Loghain. You can participate directly yourself, or you can send someone from your squad, Alistair, for example. After the duel, Riordan intervened, who made an unusual offer, namely, offered Loghain to atone for his guilt by joining the Gray Wardens. It seems reasonable, and you know how in most cases such an initiation ends. If he is worthy, then it will pass, if not, then death awaits him anyway. Loghain will pass initiation and take the place of Alistair after he gets mad and leaves the party. But we have known Alistair longer and we are on friendly terms with him, so I gave him the opportunity to avenge Duncan and the others. Seeing how her father's head was cut off, Anora terminated our marriage agreement with Alistair. Alistair ordered to lock her in the tower, and slowly began to master the role of the ruler.

The last battle

The story of Dragon Age is coming to its logical conclusion. The traitors of Ferelden are punished, the agreements of the Gray Wardens are confirmed by the allies, it remains only to defeat the Pestilence and the Archdemon.

Earl Eamon went to Redcliffe to raise an army, and we followed him. And here we go to the allotted chambers, where we have to find out the most important secret of the Gray Wardens. Riordan explains to Alistair and me why the Archdemon can only be defeated Gray Guardian... It turns out that after the death of the Archdemon, his soul migrates to the nearest spawn of darkness. In this way, immortality is achieved. Do you remember what the Gray Wardens are made of, what we drank at the initiation? Yes, there is a filth in our blood, so that the soul of Achidemon will enter into us. But the Gray Warden has a soul of its own, so at the moment of the last blow to the Archdemon, the Gray Warden dies. On another it is impossible. Riordan, as the oldest of us, decides to kill the Archdemon himself, but if he falls? We'll have to complete this case for our GG. However, Morrigan has an obscene proposal, the benefit of which there is an opportunity to be saved. Which is what I took advantage of ... It's time to perform.

So, the battle will begin in a gloomy atmosphere at the city gates. Everyone dances! Sorry, all members of your squad are involved in the battle, but you can only control the GG. You will have to fight with Garlocks and Genlocks, but they are easily carried out. After that, talk to Riordan. It is necessary to deal with two enemy generals, in the trading quarter and the elfinage. From now on, you can call one of the allied armies, just keep in mind that for the last battle, as an Archdemon, it is better to keep one of the armies intact. You yourself understand what a dragon is. Defeating him in close combat is almost impossible, so save the elven archers or mages for last. Although you can try your luck with gnomes or golems. It is also important that you have a robber next to you, I have Leliana the most, with good dexterity shoots from a bow, which will help to defeat the dragon. The last parting words to the members of the squadron and ... go ahead!

The battle in the trading quarter should not cause any difficulties, I summoned the mages, which made it possible to bring down ogres from a distance, they did not even have time to reach us. In the elfinage, such a trick will not work, too small nooks and crannies in this area. I decided to do without support at all, since the enemy did not advance until he broke the gates and barricades. Well, while the gates were intact, a real riot of elements was happening behind them, since Morrigan and I are enviable magicians.

Next, you have to play for the remaining members of the squad and defend the city gates. I appointed Ogren as the commander there. Well, the fight is not easy at all. I sent Ogren to the “yellow” enemies. While Stan and the doggie dealt with simpler, but outnumbered opponents. And Wynn traditionally used magic to heal the squad.

We switch to our main squad. The next location is Fort Drakon. Before that, we watch a video in which Riordan breaks down, not having time to bring the matter to the end. We will have to deal with the archdemon. At the entrance to Fort Drakon, many enemies will be waiting for us. The place is good for shelling, for example, it would be logical to call elven archers. But archers will come in handy for the last battle, but for now you can summon Redcliffe's soldiers, gnomes or golems.

We will be alone inside the fort. We clean the area, and at the entrance to the second floor, buy from Sandal. This is our last chance. Use finances most efficiently. Sell ​​all that is superfluous and buy various lubricants (or extracts and what you need to make yourself). Make your way to the roof.

And here is the final battle. Archdemon in all his glory. The dragon spits with the energy of the spirit, wags its tail, and when it is in immediate danger, it changes its position. How to be? First, call an allied squad. I chose the elves, as the archers seemed to me the only right decision. Leliana (with a bow), Morrigan and my GG took directly on the Archdemon. Alistair, he won't be effective in close combat, so he aimed ballistae and shot at the dragon. As soon as genlocks and garlocks appeared, I switched it to them + one of the mages. This is a great opportunity to replenish your stock of healing poultices. As soon as the ballistas broke, we try to fix them in Leliana's skin. This is, in my opinion, the most effective tactic. Of course, you could call gnomes or golems, because these guys eat spawn of darkness for breakfast in their Orzammar. That's all!

The dragon is defeated, and we are watching the final video. The end will be different for everyone. It depends on who becomes the ruler of Ferelden, whether you agreed with the Morrigan and how you acted in this or that area (for example, when I helped Harrowmont in Orzammar, the kingdom of the dwarves became more and more distant from the outside world, etc.). That's all, the passage of Dragon Age: Origins is complete. Congratulations!

Now it's time to play Dragon Age: Origins as a Dalish elf. After creating a character, you will immediately face a moral and ethical choice: what to do with people who have entered your territory. I think that as you progress through Dragon Age: Origins, you will often be faced with a similar choice. Your friend will say that they are bandits. But the people themselves will claim that they are not bandits at all, and did not even know that the forest belongs to us. First, find out what they are doing here. They learned about the ruins, which, in their opinion, may contain treasure. Yeah, treasure. Very often, the passage of Dragon Age: Origins gives us something much more difficult than the search for the treasure. But I would love to see these ruins. One of the people will give us a stone on which something is written in the Elvish language. True, people did not manage to go deeper. There was a demon, huge, with black eyes! Ha, people's prejudices, it will be easy for us to complete quests! But we will again be given a choice - do you believe them? Let go? I let them all go. Immediately your companion will pull you into the cave. Well, let's go there. The active passage of Dragon Age: Origins begins.

Move forward, good - there is only one way. After two turns you will meet a pair of opponents - wolves. If, during the passage of the game Dragon Age: Origins, wolves were the most powerful opponents, then life would seem easy and wonderful. But this is by no means the case. Kill them, which will not be difficult. Soon you will come to the ruins themselves - on the way you have to examine every detail that stands out - which means it's time to save and go inside. Before you are more human ruins than elven ruins. Here is such a turn in the passage of the game dragon age origins. Walk forward to the first room and you will be attacked by giant spiders! Be careful! After their death, move forward to the T-junction. These crossroads in walkthrough dragon age will be a lot more. Although this is more likely not a crossroads, but just a fork. In any case, go north first, and then scout the southern part. However, if you are not playing as a thief, you can go further through the northern room. You see, in Dragon Age, it is easier to complete quests by a thief. Just before entering the final room, you will see a vaguely familiar statue. No, you didn't see him during the last dragon age origins walkthrough. This is a statue made by long-time elven craftsmen. As soon as you come close to the door, the living dead will attack you from behind. After their death, the door will become available. Strange, even a key was not required, that during the passage of Dragon Age: Origins it is not often at all, because the quests here are very diverse

Go inside, where you will face a more difficult enemy for the first time. After his death, search the chests and examine the Mirror. And there will be a good explosion. The gray guard will carry you out. This is how you will meet the Gray Wardens for the first time in this dragon age origins walkthrough. But your friend was nowhere to be found. An interesting situation. Ask to speak with the Keeper immediately and she will be brought to you. She will tell you that we have taken possession dark force that almost sucked the life out of us. We will be told that we must start looking for Tamlen, your friend. I said I feel good. We are being forced to have a companion, Merrill. Well, let's do that, because in Dragon Age, completing quests sometimes implies new unexpected allies. And do not refuse to be allies during the passage of Dragon Age: Origins. But, before setting off on the main assignment, I suggest taking a look around the territory. When done, go to the mark on the map. There Merril will be waiting for you, with whom you will go to the cave. You will find yourself back on the starting map and you will have to repeat your path. But this time, your opponents will not be animals, but the creatures of darkness. After you destroy the first darkspawn, Merril will say that we look pale, like we have a fever. Interesting hints. Will the passage of Dragon Age: Origins end and we will die of disease? I do not think. Walking a little further ahead, you will stumble upon a parking lot that was not there before. And the forest was completely silent. Interesting ... Go to the cave, along the way destroying a couple of groups of creatures of Darkness. Going inside - start cleaning everything there. Merrill will say that the ruins are definitely of human origin. But elven things are everywhere. Move to the mirror, you don't need anything else here. And Duncan is already waiting for us near the Mirror. He will say that he is surprised that we were able to cut through the creatures of darkness. But he did not help us because he cut himself with the offspring. Duncan will tell you that the mirror was used for long distance conversations. But mirrors deteriorate over time, and filth also penetrates into them. And Tamlen, touching the mirror, awakened this filth to life. And because of this we got sick. After that, Duncan will break the mirror. And he will also say that we can no longer help Tamlen. He's gone. Okay, agree to return to the camp in order to discuss our treatment there. Tell the Keeper that there is no word from Tamlen. After that, Duncan will want to talk to the Guardian one-on-one. Later we need to join them, but first - go to one of the elves and tell him about Tamlen. This elf will begin the funeral service. May our brother rest in peace. And he will also ask you to help him tell the story to the children. I've agreed. It is from such small joys that the liveliness of the game consists. It is worth saying the first lines - and the story will flow as usual, and in Dragon Age the passage of quests will proceed easily.

After the end of the story, go to the Keeper. Duncan will say that his order needs help, and we need treatment. We will make a great Gray Guardian. So be it, agree. You will be picked up, one way or another. Either voluntarily or using the right to call. No more breaking. May it be so. Dragon Age's main walkthrough begins!

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