Dragon age origins vigil tower. Passage of game Dragon Age: Origins Awakening. Walkthrough of the main plot

Bioware in its repertoire. The add-on not only brought us a "gentleman's set" of skill-card-quests. It neatly fixed all the minor bugs that were still hanging out in the game. It has become not only interesting, but also incredibly convenient. But the story of m

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Manuals

On the one hand, it is a pleasure to release sequels to successful projects: everything has already been done, you just need to expand it a little. But if you think about it, what can this approach bring? Certainly not the delight of the players. It is incredibly difficult to continue the great games, because the quality bar should not only be kept, but constantly raised. Yesterday you convinced everyone that there is no better way, and tomorrow you have to prove that it happens. Dragon age: Start- the game is great. But there is no limit to perfection.

Brave new Blight!

Dragon Age ended on a not entirely cheerful, but still positive note. The pestilence that threatened all living things lost its leader and ideological inspirer, which means that the danger has passed. Soon, the creatures of darkness will scatter to their burrows, and for a couple of generations everything will be quiet. Yes, very soon. It's almost. Wait a little longer ...

But the creatures did not go away. They retreated, regrouped, and continued their attacks. Yes, not as before - “we are a horde, save yourself who can!”, But much more subtly. Fairly judging - which, generally speaking, did not happen behind them, that the main problem was the gray guards, garlocks, genlocks and other ogres attacked their fortress right from their own basement. And if it were not for the inventive dwarf with his explosives, the story would have ended before the appearance of the main character. But everything worked out, and we begin to restore the order.

Yes, now our hero is the head of the order and is proudly called the guard-commander. Unfortunately, we can no longer choose a backstory for ourselves and play it out. Either we transfer the hero, or we start as a mysterious Orlesian, without introductory missions. It's a pity.

Together with the title, we received the former Hou estate and a bunch of problems: the protection of farmers, a city, a fortress, trade routes ... That's not counting a bunch of little things like rescuing hostages or uncovering a conspiracy against ourselves. Do not forget about the Sea behind all this! But along with the position, our self-esteem also grew. Now, in response to the offer “to give this bag to the guy at the fountain,” we can reasonably say that messengers are usually harassed with such trifles, and the guard-commander, generally speaking, is engaged in strategy.

In the meantime, we will, for example, get acquainted with our vassals (by decree of King Alistair we inherited not only the estate of Howe, but all of his titles), the wiser creatures of darkness will arrange new dirty tricks.

Realizing that they themselves cannot defeat us so easily, they decide to besiege the order. But not literally, standing under the walls, but much more gracefully: blocking the path along which supplies came to us. And even to this task they approached creatively: they pushed the people who drove along the road, with the elves that lived next to the road.

This is just the beginning of the intrigue. At the end of the game, the spawn of darkness will finally evolve and, like any civilized creatures ... will split into two warring camps and begin to fight for power! Now the enemies have found their real face, and each of them strives for something more than just dirtiest this whole world. It looks like the story with the archdemon was really just the beginning ... the beginning of the end.

Lock

At least the poor fellow did not die of boredom.

But let's put aside gloomy thoughts about the future and focus on the present. A high position requires many decisions from us. Literally everything depends on us. Distribute patrols between important targets (hello, NeverwinterNights 2 )? To the commander! Find ore deposits to craft new gear for these patrols? Same way. Find quality granite for new walls (hello, MassEffect!), and even pay for their repair? Again to us. To clear the basement from rats and creatures of darkness? .. In general, you understand.

In the fortress, we will receive our first tasks, meet the first fellow travelers, and conduct the first battles. And at the same time it is constantly evolving, something new is constantly happening in it: tasks are given, secrets arise, enemies sneak. We get surprises all the time, and this is almost the calmest location!

Only the throne room of the fortress is quieter. It is practically indistinguishable from the old camp - in it you can chat with companions, prepare for a campaign, sell all kinds of junk, insert runes, and so on. Some plot events will also take place here - initiations, trials, taking the oath. Not like before - the attack of the screamers and the appearance of the naga Shmoples at Leliana. And the latter only with our direct participation ...

But there is a major innovation that was terribly lacking in the game itself: a large personal bottomless chest (BLBS). Well, okay, not quite bottomless, but enough for our age. You can put something in it, and then get it out. And you no longer need to pretend to be a trade caravan, transporting a year's supply of herbs, flasks, unnecessary gifts and collections of your favorite daggers. All this will be waiting for you at home. Unusually convenient!

Amarantine and surroundings

The scale of the game has slightly diminished. We now have only one Big City, as well as forest, swamps, dungeon mountains and several small locations. But the quantity is more than offset by the quality.

Amaranthine - that's the name of our city - is just crammed with small tasks. An employer is waiting for us in literally every gateway. And tasks must be taken wisely, otherwise the consequences will not please you. But there are also quite unusual "entourage" tasks for games. You can stumble upon them in the most unexpected places.

The girl cries in the church, with whom it does not happen. But you can talk to her and find out that the poor thing has lost her husband ... For completing the task you will not receive a penny. It won't affect anything at all. In addition to the attitude.

Some gnomes don't change. Our old friend drinks everywhere - even in the dragon's mouth!

Or another example: in the tavern there is a board on which hangs the request "Asiratefshikh at mora". The poor kids have lost everything and need a small donation ... Those who gave alms to the inhabitants of the elfinage in the original game must have already suspected something. And for good reason! The next time you visit the inn, the jug for coins will turn into a box, and the "kids" will ask you to bring them a preacher's book and moonshine "for sugrevu" - rub your frozen knees! They can continue to be helped by completing their funny tasks. Again, don't expect anything in return. The same can be said about the rest of the locations. Riddles are everywhere.

Separately - about the choice. Previously, most situations still led to obvious consequences: they helped a person - well done, helped a demon - were simpletons, and so on. That is, the world was divided into two camps: to save some, beat others. The only exceptions were the gnomes with their heir and the church.

Now everything is different. I will give just one example: a garlock messenger came to us under a white flag and told us that he was asked. And what to do with it now? “Hang, of course,” the connoisseurs of the first part will immediately shout, “he is a creature of darkness! Do not expect good from them! " And we, despite the screams, will let him go. And it turns out later that a mysterious character will appear in Amaranthine who helps everyone free of charge and hides his face all the time. And only the gray guards and the mabari react to him in a strange way ...

In each new zone you will find not only a lot of game tasks, but also a lot of graphic surprises. Even the forest and gnomish trails are not so monotonous anymore! Everywhere you will find something interesting: a canyon, unusual plants, a wheelbarrow with ore, a doll, a mysterious (and working!) Pentagram, a two-headed skeleton ... Yes, easter eggs there is enough here too. The weather has also varied: now we can get caught in a downpour and a hurricane or feel the warmth of the setting sun.

These little things make the world feel alive and enjoyable to explore. And this research often brings unexpected results. How do you, for example, the opportunity to drag a pot of flowers from the window and give them to someone? In the same way, we can get a pocket kitten. Finding and solving puzzles also brings material benefits, most often in the form of excellent equipment.

Anders

“I had a cat in my tower named Pushistius. Well, he wasn't really mine, but we got attached to each other. And then one day a demon of rage possessed him ... Before he was destroyed, Pushistius managed to bite three templars. I was so proud of him!


The eternal child. Seven times he escaped from his circle and six times he was caught. We can prevent the seventh, with the blessing of the king.

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

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

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

A personal assignment is being carried out in Amarantyne. There you will meet Anders' old acquaintance, who will point to the basement with the magician's medallion. Basement just south of the shopping arcade.

And again into battle!

The warhead has hardly changed. With us, of course, new skills, things, skills ... But what is curious is the new specializations. They unequivocally hint at what class opportunities the majority missed in Dragon Age: Origins... Defensive skills were added to the warriors so that we would not forget about the classic, not hit-and-miss "tanks". Rogues added specializations designed for close combat. To magicians - the same as to robbers.

And such an unobtrusive way works! Well, who can resist the temptation to turn a robber into a machine for cutting enemies into ribbons, which can instantly dash from one enemy to another and become invulnerable for a while? And a warrior who can only be pierced by a ram, and even then it is unlikely? Moreover, this warrior will, like a ghost, attract the nearest enemies, beat them, spitting on the armor, and, like the robber, become invulnerable.

But everything pales before the new possibilities of the magician ... These intellectuals sitting in the towers have finally gone berserk! Now they are able not only to become "cans" with a hefty blow, they could do it before. They were taught to drink health from enemies, freeze them, push, poison, slow down and do other lewd practices. On the battlefield, from now on, you can easily see how the noble old man changes his mantle to armor and, with a two-handed man and a cry, bursts into the thick of enemies, where he begins to destroy the unfortunate with square skills. Which, by the way, do not affect the allies. Groups of such "elders" are demolished by almost everything. The hint worked.

Even, I would say, it was too successful. Now you can easily develop so that no creatures of darkness will be afraid of us. Why are there spawns, we will playfully send to better world giant golems, queens, demons, dragons, in a word, everyone who falls under the spell! If difficulties may still arise at first, then very soon there will be no strong opponents in the game, there will be only tiresome ones.

They add joy and new things. Warriors and robbers have finally learned how to restore stamina with the help of a special potion. Items with one and two cells for runes disappeared from the shelves. Or three or nothing! We can now make the runes themselves at home, albeit for a lot of money. And the stones completely pay off, especially new ones for armor. For example, they can raise your willpower by seven points or armor by the same value. Everyone!

But the main trump card is different. In Dragon Age: Beginning, battles were often dragged out and turned into a routine. I still remember the endless dwarf paths and the combination of magic power-rune of repulsion-blizzard-storm. Washed off, repeated. Evolved in such a way that the above combination does not work? Well, suffer now, personally knocking on the head of each of a couple of hundreds of creatures of darkness. But, you see, it will not be so boring ...

Now everything is a little different. For a modest sum, comparable to the price of a backpack, you can purchase a magician's book, which resets all your points... That is, you can instantly retrain your hero or ally. Tired of burning with fire - try curses. Bored with the shield - try the paired blades. I'm sick of the ever-drunk Ogren with his two-handed hand - give him a bow, you won't shoot from it under the fly! Wonderful books not only diversify the process, but also help in particular difficult battles that happen with especially exotic developments. Can't overpower a bunch of enemy mages? We reset the characteristics, teach our sorcerer the clash of mana, raise a templar from a warrior, and teach a robber to hide. Voila - the magicians are broken, not even having time to really understand what actually happened!

Ogren

- They ... this ... lie on the ground like ordinary pants, but only until you turn your back on them. That's when they and ... shast! And they scratch out your eyes!


Good old Ogren hasn't changed a bit, the same drunkard and fighter. And he has the same habits: straight as rails. Although his inexperience in life on the surface often plays a cruel joke with him. Only the very lazy doesn't seem to want to play Ogren. The gnome, on the other hand, answers with his usual directness: uncomfortable questions and even more uncomfortable answers.

Ogren is still a two-handed berserker, well equipped from the start. From gifts he prefers intoxicating drinks of all sorts. The personal task is connected with the family life of the gnome, which never worked out.

School of Masters

Much has been brought to mind here. Take gold for example. Now it is easier to get it - many tasks bring excellent income (up to sixty gold). It has become easier to make money on trophies: you no longer need to run five screens to the merchant - we will either be given the opportunity to quickly return back, or the merchant will be pushed into the dungeon altogether. And, by the way, he can easily explain how the wind brought him here. And you can invite him to trade in your castle.

By the way, there is also where to spend gold. For example, you can pay for the services of a detective who will hunt down the conspirators. Or patch up the already mentioned walls. Finally, help "Asiratefshim". There are so many beautiful things in the world, not only things! But even the equipment can be decorated. For a penny from many merchants, you can purchase heraldic painting sets and decorate your shield as you please. And it is beautiful, and corresponds to the spirit, and once again hints at warriors with shields ...

If it is still extremely important for you what you are wearing, then I hasten to upset: buy the best things it is forbidden... They can be obtained either by completing tasks or by solving riddles. Both paths require a bit of ingenuity and a lot of care, because more often than not you will have to look for something. So, for example, our old friend Wade will gladly make us the best sword, bow and good armor, but first he needs to bring "special material". The material is knocked out of especially strong opponents. But that's not all, don't lick your lips. Having seen the material, the blacksmith will display you a whole list of the necessary ingredients, and only some of them are sold in the store, but, say, you will have to look for a dragon's egg.

Speaking of old acquaintances. Some of your companions will be familiar to you, the rest are beginners. And they are all worked out even better than in the first part. By the way, from now on we do not just invite friends to our place, but initiate them into guards, leading them through the ritual. And each of them will not hesitate to comment on this procedure!

Scene.

Fighting comrades pretty ... mm ... diversified. We will be able to recruit a seven-time fugitive magician, a racist elf, the last survivor of legion of the dead, with inexhaustible optimism, and even spirit ... They all have not only their own views on things, stories, preferences, but also surprises, often extremely funny. In general, comrades have become much more fun, and traveling with them is much more pleasant!

Our team has become balanced: there are two warriors (a "tank" and a hitboy), two robbers (an archer and a specialist in twin blades) and two magicians (a healer-controller and a hitboy-curse). But, of course, you can grow anyone you want out of them.

But sincere conversations, unfortunately, have become much less - now we can talk with comrades only on special holidays. The love lines were gone completely. Hope they'll be back soon! Although, maybe the main character or heroine simply remains faithful to her chosen one from the first part? If you moved it, of course ...

Biowarein his repertoire. The add-on not only brought us a "gentleman's set" of skill-card-quests. It neatly fixed all the minor bugs that were still hanging out in the game. It has become not only interesting, but also incredibly convenient. But the history of the world has just begun!

Skills

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

Runes making

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

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

Vitality

Clarity

“Everyone in the Howe family was heroes! And for the sins of one of my fathers, they branded everyone with shame! But he simply chose the wrong side in the war.


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

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

As a fighter, he specializes in bows, but he can also engage in primordial thieves' affairs. Of gifts, he loves practical things and relics of the Howe family. A personal assignment is connected with the missing sister, who will be found in Amaranthine.

Skills

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

These revived trees are still good opponents! Comfortable.

Our new residence.

Rogue

Hunter of hearts

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

Finishing blow- if the target (of elite rank or lower) is dying, then the technique destroys it. Otherwise, it deals a critical hit. It rarely comes in handy, because if you have already removed most of the health, then you can finish it off without it.

Next rank - ghost- makes the rogue immune to all physical attacks for a short time. It will help you break out of the environment more than once.

Further they go weak spots is a very interesting supported skill. After you hit the enemy, for some time all attacks on it will be strengthened. It helps a lot in battles with thick, weighty opponents.

Finally, hesitation: All enemies in a large radius take turns getting backstabbed. The skill itself is very strong, and in combination with others (for example, with the previous one) it is generally deadly.

Warrior

Second wind

Restores a good portion of your stamina bar at once. There is nothing to add.

The bitter lot of the rootless lays down normal enemies in place, deals double critical damage to elites and single bosses. Helps out when you urgently need to kill some wolf bared at the magician.

Dirty curse, heard in a large radius from the warrior, offends opponents in the best feelings and makes them switch to foul language. A strong word will more than once pull out the most hopeless battle.

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

Magician

Shadow shield

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

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

Mastery of the elements requires a lot of mana to support, and in return increases the damage from all elements. Affects the staff attack as well, so it's useful.

Customization gives serious benefits to magic, willpower and mana regeneration. It will be useful to everyone, without exception.

Spiral of time for an immodest fee in mana, it resets the "cooling" of all spells. With the proper supply of this very mana, it allows you to do terrible things.

Repulsion field

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

Knocks back nearby enemies if they fail a Physical Resilience check. Consumes mana for each push. You won't be able to run all the time with the field turned on, but it's easy to escape from the encirclement!

Give strength sprays life-giving energy around the mage, reducing the fatigue of allies, but consuming the mage's mana. If you do decide to use, then turn on only for a short time of active action.

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

Mystical denial pulsates just like the magic field. Each charge dispels the magic of enemies. And here you are already paying for the fact of dispelling, and not for launching a wave. But the enemy still spends more mana on applying these effects, so you can safely use it.

A weapon in each hand

Double punch

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

Two critical hits in a row. Simple and effective.

Find vital points increases the chance of a critical hit and the amount of damage from it. For a snack, it enhances the previous reception.

Blow from below lowers the movement and attack speed of all enemies in a large radius. If you hit the opponent with a double blow before this, then he will simply fall.

Endless flurry so named for a reason. The character begins to thrash the enemy at a terrible speed. Each hit slightly reduces stamina. The streak ends in one of the following cases: you run out of stamina, the enemy has escaped, or one of you has died. If you hit the enemy with a double blow before that, then each attack becomes critical. And if you kick it, then you definitely won't miss. It looks, of course, great, but the goal must be chosen wisely, otherwise, while you beat the enemy, his comrades will gnaw you.

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


Pure elven chauvinist. When she decided that humans were a threat, she left the clan to destroy them. Several more elves left with her, who later perished. And Velanna again began to take revenge on people, this time much more successfully.

Velanna has a sister who was stolen by the darkspawn and who joined them. How to live with this further, the elf has not yet decided.

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

In battle, she is a subordinate with an admixture of a battle mage. From gifts, he loves everything related to nature or elves, as well as everything green. A personal task related to the story of her departure from the clan.

Archery

Accuracy

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

A channeled skill that increases (depending on dexterity) the chance to hit, damage, critical hit chance and damage from it. As soon as you take it, turn it on and never turn it off.

Boom time slows down all enemies around the archer (unless they are higher level or elite) and constantly eats stamina. Doubtful usefulness.

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

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

Weapon and shield

Unrelenting force

Allows the "tank" to literally pierce the enemy formation, pushing aside everyone who gets in its way. A little stamina is removed for each push. A wonderful skill: we bring down enemies, and anger them, and we move easily, and it looks funny.

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

Daring look constantly provokes surrounding enemies by consuming stamina. The utility is mediocre, because the energy is spent on attracting unnecessary enemies.

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

Two-handed weapon

Lunging Strike

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

Two-handed attack makes all attacks of the warrior areal, although it consumes stamina. A great way to deal with every little thing.

The battle- the warrior takes several steps forward and with each step widely brandishes the weapon. Helps to get to the back lines of the enemy.

Crushing storm- the fighter spins on the spot and, bumping his gaze on the enemy's face, swings his two-handed broadly. Each hit eats up stamina. Easily destroys huge enemy crowds.

- I was not born. I've always been.


A unique case is a spirit that possessed the body of a mortal against its will. And the corpse did not become an obsessed corpse, but came to life for itself. Apparently, because Justice is not a demon, but a kind spirit, not subject to its passions.

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

In battle, he is a typical "tank". From gifts he loves that which is connected with the former owner of his body and with the Shadow. The personal assignment concerns the wife of the deceased guardian. You can find her in the Amaranthine Church.

Specializations

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

Rogue

Legionnaire Scout

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 agility, +1 damage per hit

Legion mark just adds points to strength and physique.

The power of the stone makes a robber for a short time invulnerable to damage and knocking down. During this time, you can both escape and provoke a strong enemy to attack.

To endure adversity- instead of health, when hitting, stamina goes away. Utility is below average. The robber needs endurance all the time.

Ancestral blessing enhances the power of the stone. We are now immune to spells as well. To friendly too! Usefulness is a big question.

A strange ruler. The first two are just as good as the last. The specialization is suitable for any rogue, although melee adepts will benefit more from it.

Shadow

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 agility, +5 attack

Ghost sight- with each blow to the robber, enemies lose interest in him. Skill is constantly consuming stamina. Will greatly extend your life in a crowd of opponents.

Bait- the robber distracts the enemy with a non-existent target. Allows you to both escape and stab in the back. Helpful, don't hesitate.

Ghost attack- with the activated form of the ghost, we get big pluses to damage from backstabs and critical hits. A wonderful addition to an already excellent skill.

Big Hell suits our ghost in a large radius: opponents will either run away, or begin to mutuz the first one who turns up under the arm. It goes well with invisibility - sneaked up to the enemy, released a hallucinogen, threw the bait and escaped.

An excellent line that turns a robber with two blades into a real harvester. Add a killer and a duelist to it, and no one will seem a little!

Warrior

Spirit warrior

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 physique, +5 physical toughness

On the other side of the veil- constantly consumes stamina, but allows you to dodge many physical attacks. Will help in critical situations.

Soul Brand enhances the previous ability, adding a chance to avoid spells. In addition, all attacks of the warrior now ignore armor and deal damage from spirit magic. Allows you to quickly chop a bunch of Armored Eaters. Very useful when you encounter armored ogres.

Blast shadow deals damage with spirit magic to all creatures around (depending on willpower). All kinds of ghosts get significantly more than others. Therefore, it is worth using only against shadow creatures.

Blessing of the shadow strengthens the first skill, increasing the chance to resist the spell, as well as the speed of movement and attack.

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

Guard

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Physique, +5 Natural Resistance

Guardian Shield protects one of the allies by absorbing limited damage. Its amount depends on the physique of the guard. Magicians, as well as robbers, will thank you very much!

Strengthening presence for some time increases the armor of the entire squad. The amount of additional armor and the duration depends on the constitution of the guard. Extra armor won't hurt anyone.

Master Guard reinforces previous skills.

Undaunted Protector Aura draws enemies that fail a Physical Stamina check to the warrior by consuming stamina. They have no choice but to attack this tin can. One of the best skills.

Oddly enough, the specialization is suitable not only for the shield lover, but also for the two-handed fighter. He will be able to cover the healer, strengthen his armor and draw enemies to him so as not to run away.

Magician

The keeper

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, +3 psychic stability

Unity with nature chains the magician to one point, which is overgrown with bushes. The bushes strike enemies that have fallen into them with the forces of nature and slow them down. It can be used both as insurance against unexpectedly lost opponents, and as a means of attack in a crowd.

Sharp thorns They scratch very painfully everyone who got entangled in the bushes from the previous skill, and scatter those who have not passed the physical stability check.

Recovery allows you to get mana for damage done by skills of this line. And if the enemy inadvertently dies in the bushes, then the magician will absorb the remnants of his life and begin to quickly regenerate.

Nature's revenge deals massive physical damage and temporarily immobilizes those who fail the Physical Resilience check.

Despite the serious disadvantage - immobilization - this line is very strong both in defense and in attack. The unity is quickly restored, so running across with the bushes is as easy as shelling pears.

Warrior mage

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, slow health regeneration in battle

Draining aura every few seconds, it deals spirit damage to enemies in a large radius and overtakes it to your health, spending mana. Vampire plaza cure - what more could you ask for?

Hand of winter Freezes all enemies within a decent radius that fail a Physical Stamina check. Otherwise it will just slow down. Cold damage will be received by all without exception. A kind of overgrown cone of cold, not hitting allies. That is just great!

Stoic gets a little bit every time he gets his head banged. On the one hand, it is not appropriate to rake a magician over the head. On the other hand, this entire line is still designed for close contact with the enemy. So we take it without hesitation.

Elemental chaos deals damage to everyone around with various elements in turn. Each hit costs mana, so only use when crowded.

Effective development

Taking into account the recent changes in the game, several super-efficient classes have appeared that can easily pass any test. Consider a few schemes of twenty-eight points - so you will have at the end of the game, if you did not export the character, or, otherwise, in the middle.

"Tank"

Vityaz - 4 points

Guard - 4 points

Spirit warrior - 1 point

Unrelenting Strength - 4 points

Second wind - 3 points

Bogatyr - 4 points

Block with a shield - 4 points

Shield defense - 4 points

Of the characteristics, we need 26 units of dexterity, the rest goes to strength with a physique in approximately equal shares. The main task of the "tank" is to choose the right targets and use stamina as efficiently as possible.

Fighter

Two-handed weapon group - 16 points

Second wind - 4 points

Spirit Warrior - 4 points

Guard - 4 points

The characteristics are roughly as follows: strength, agility and physique in a ratio of 2: 1: 1. You need so much dexterity because you will come across a lot of dodging enemies who will gnaw you before you hit them. And we gain health with skills. Tactics depends on the enemy - either break into the crowd and apply area skills, or use small combinations on single players.

Twin Bladed Rogue

Dirty wrestling - 2 points

Below the belt - 4 points

Heart Hunter - 4 points

Assassin - 4 points

Ghost - 4 points

Legionnaire Scout - 2 points

Double hit - 4 points

Possession of a weapon in each hand - 3 points

Two-handed swing with a weapon - 1 point

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

Battle Mage

Battle Mage - 4 points

Guardian - 4 points

Warrior Mage - 4 points

Mana drain - 4 points

Corrupt vulnerability - 4 points

Shadow shield - 4 points

Magic arrow - 2 points

Flame Blast or Ice Grasp - 2 points

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

Walkthrough of the main plot

Vigil tower

It all starts with prolonged battles: the spawn of darkness invaded the base of the gray guards. After the end of the battles, it's time to inspect your possessions, get to know the inhabitants and collect tasks. As soon as you figure out the small and not so things in the fortress, go to the city.

Amarantine

In the city, first of all, you will need to find a representative of the trade guild near the merchants, two hunters at the entrance and an innkeeper in the inn itself. From them you will receive plot tasks: to the forest, underground and to the swamps, respectively. In addition to them, there are many additional tasks in the city.

Forest Vending

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

On a note: take a lock picking specialist with you. You cannot change the group, as well as return to the mines.

After passing with the fight the lair of the Architect, get out.

Black swamps

Once there was a settlement, but it mysteriously disappeared. You need to find your colleague - Christoph. To do this, go to the opposite end of the swamps. There is only one road, don't get lost. Along the way, you can get to know the cute local fauna ...

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

Returning to the body of Christoph, meet a new comrade and go to close the portals, and then go to the castle, where you fought with the baroness before. Withstand one more battle - and you can return.

Thicket hills

Going downstairs, you will meet your last companion. With the glorious dwarf, dare to dive underground and cut through the creatures of darkness.

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

After some time, you will reach a huge golem with a magician, and then to the queens. To kill them, you must first destroy the tentacles, and then cut the chains holding the chandelier. Repeat until the chandelier falls off. Everything, you can return.

War

Now you need to prepare for war. Choose your companions and run to the city. In Amaranthine, you will be told that the troops are marching to the Tower of Vigilance. Choose what to protect.

After the defense, you will be transported to the lair of the Mother - a huge intelligent womb. Getting to her is not so easy. Already at the end of the upper level, you will encounter a dragon.

If you want to make your last fight easier, carefully look for crystals and activate the Tevinter Towers with their help. Each of them has its own effect (fire attack, paralysis of enemies, treatment), which can be used once in a battle with the Mother. Another effect you will get, if you want, from the Architect. With such help, it will not be difficult to destroy the Mother.

1 2 All

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

VIGIL'S KEEP / VIGIL'S KEEP - ARRIVAL

Subject quests

Attack on the Vigil Fortress

TO After briefly informing you that the Darkspawn have not retreated to the Deep Paths, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guard-Commander of Ferelden, you will be sent to Vigil Keep in Amaranthine. If you remember, this former possession of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.

V accompanied by Mairi - a warrior with a shield and a sword - you will arrive at the fortress and immediately notice that something is wrong here. In a second, a frightened soldier will fly right at you, pursued by several Spawn of Darkness. After you deal with them, he will tell you that the fortress has been captured by the Fiends, who somehow managed to get inside without being noticed by the Gray Guardians.

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

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

TO As you approach the inner gates of the fortress, you will be greeted with a knocking down salute by a genlok emissary - though ordinary, not the elite. Having dealt with him and the rest of the Fiends in the courtyard, look around, just in case, to be sure that you haven't missed anything, and go into the building.

NS After a short dialogue with Mairi at the entrance to the fortress (where you can lose or gain influence with her), you will be immediately attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be broken. All you have to do is follow the eastern corridor.

E two you will take a step out the door into the eastern corridor, as you will meet another survivor of the attack - the magician Anders. If you yourself play a magician (it does not matter, the GG from the Beginning or the Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, it does not play of great importance... Anders frankly admits that he is a renegade mage who escaped from the Tower of Mages. The Templars caught him and were already on their way back when, in their misfortune, they decided to make a stop at the Vigil Fortress. None of them survived the encounter with the Spawn of Darkness.

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

Have the three of us follow the door to the fortress wall. There, a group of Shadowspawn awaits you, led by your first elite adversary in the Awakening, a genlock emissary. If your (a) GG knows how to hide, then he (a) can quietly slip to the ballista and deliver an impressive blow to the enemy before they notice you. After defeating the enemy, follow on. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that it was impossible to open earlier. As it turned out, it was impossible to open it for a very good reason - behind it was an impressive barricade of various pieces of furniture and stones.

R The lever behind the door opens the grate in the north corridor. When you turn it, you will see how a certain gnome quite spectacularly blew up a group of Spawn of Darkness and disappeared. Deal with the few that survived and follow the bars to the north.

V In a room north of the grating, you will encounter Ogren fighting off several Shadowspawn, which include a genlock emissary and an alpha harlock. After the end of the battle, Ogren will join your party. His welcome speech will be slightly different depending on whether your GG is the hero of the Beginning or the Guardian of Orlais, but in any case, his respect for you will shift to zero, as if he had never seen you before in his life. Alas. Out of sight - out of mind, not otherwise ...

AND so now you finally have a full-fledged group at your disposal! Go further, cracking down on opponents, who at times will be elite. On the way, you come across a wounded man named Rowland. In general, he will not tell you anything new, but depending on how you behave in a conversation with him, you can lower or increase Mairi's respect. (If you order her to finish off Rowland, then of course she will not like it, but if you tell him "Get your strength!", Then her respect for you will increase.)

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

NS At the end of the battle, Seneschal Varel will thank you for saving, but his outpouring of thanks will be interrupted by the arrival of none other than Monarch Ferelden in person. If you exported the GG from Inception, it will be the one who became the ruler at the end of the game, and if you play the Guardian of Orlais, it will always be Alistair. In the ensuing conversation, Ogren will offer himself as a recruit for the Gray Wardens. If you refuse, then you will not have any more opportunity to get him as a companion. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you won't see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the Templars, the ruler will allow you to take Anders as a recruit of the Gray Wardens.

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

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

Non-story quests

Medical equipment

Have the walls of the fortress in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the most southeastern part of the courtyard. Note: in the chest near the wounded, for which you were running for medicines, there is a helmet from the Stormchaser set.

Survivors of the attack

V Find inside the fortress and help several surviving inhabitants to escape. You will receive this quest when you come across a man fighting off two Evil Fiends a little further than where you met Anders. You need to find the rest, and there are four of them (counting the above).

V The second survivor is sitting in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go to the large hall through the door next to this room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room, you will also find the emissary of the genlocks and the alpha harlock.)

VIGIL FORTRESS - AFTER THE ATTACK

AND so, you got at your disposal a whole fortress, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don't want to load your backpack with. Here, in the Throne Room, all your companions will be located. In addition to selling the recipes for the runes and the runes themselves, the ambassador from the magicians Sera can enchant your weapons and armor, if you need it.

Z Look here more often. Not all tasks appear at once - for some, certain conditions need to be met or a certain amount of time has passed. In addition, it is here that from time to time your companions will feel the need to talk to you (occurs after you achieve a certain influence with them or by completing their personal quests).

Subject quests

Awakening

NS talk to Seneschal Varel, Captain Garevel and Mistress Woolsey, who will inform you of the situation in Amaranthine. Talking to them will give you three main missions of the game: The Last of the Legion, The Righteous Path, Shadows of the Black Marshes.

Non-story quests

Captive

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

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

Trade must continue

E If you return to the Throne Room a little after your first appearance, then you can ask Mistress Woolsey if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade relations with the Vigil's Fortress.

V You can find two of these vendors. You will come across Lillith while traveling across the world map, where you will have the opportunity to save her from attack. Another trader, Qunari Armas, is located in the Silverite Mine of Vending Forest. In order for him to agree to cooperate with the Vigil Keep, you need to apply Persuasion.

Oath of allegiance

WITH Eneschal Varel introduces you to the Amaranthine bananas. If you have a persuasion leveled up, use it in your greeting to get more support.

E If your GG is a Guardian of Orlais, then Lord Guy, if you speak to him, will loudly declare his dissatisfaction with Amaranthine's subordination to the Orlesian. You can calm it down with Persuasion, and then you have to decide what to do with it. You can execute him to intimidate other disaffected (which will worsen your relationship with the nobility), release him in peace or put him under arrest.

Protecting the Lands

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

NS inform the seneschal of their advice and give him directions according to your choice of protection priority.

E If you choose to defend the merchants, the merchant in Uraja Fortress will offer you a richer assortment of goods.

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

E If you decide to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to pacify them in the event of a riot.

Cobweb Conspiracy

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

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

NS talk to the seneschal, and you will have several opportunities to resolve the situation. You can do nothing and wait for news from Sera Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the conspiracy from Anders). You can invite family members of the neighboring nobility to "stay" in the castle, who, if necessary, will act as hostages. The seneschal will not be overly fond of this option, and your vassals will not particularly like it. You can send soldiers to spy on nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the delicate matter of intelligence. And finally, the seneschal will mention a certain "Dark Wolf" whom you can hire to obtain information. If you decide to find him, then in Amarantine you will be given a note with an invitation to a meeting. The Dark Wolf (or the one who pretends to be him ... you know this, if you completed a certain quest line in the Beginning) will get you the information you need, but first it will require 50 gold as a payment. If you do not have the required amount available, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are going, after which you will only have to go there and interrupt them. If you want, you can kill him after he gives you information.

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

Note2: in order for the Dark Wolf to receive the information you need, you need to leave the territory of the streets of Amaranthine (entrance and exit to any building is fine).

And you, Esmerel?

O one of the possible development options for the Web Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after the attempted uprising of the peasants in the throne room, several bannas, led by Esmerel, will await you.

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

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

O ending this quest will also end the Web of Conspiracy quest.

Judgment Day

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

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

V you will have to deal with three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The death penalty is imposed for theft of the crown property, although if this grain belonged to someone else, he could get off with rods. You can execute him, order him to be whipped, or order him to join the army, which will allow him to feed his family. The execution of Alec (less - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

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

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

NS The last thing is the examination of land claims. Earl Howe promised Lady Lisa Pakton the land of Sera Derren, who had opposed him and Teirn Loghain in the past. In addition to the obvious options to side with Lisa or Derren, you can take the land for yourself (this will bring you 100 gold) or give it to Lisa, but apply Persuasion to Seru Derren, promising him appropriate compensation.

Peasant uprising

NS These events will take place after you have completed two of the main quests. Upon returning to the Vigil Fortress, you will see a crowd of angry starving peasants who demand to open the fortress pantries with food supplies.

V otherwise, you will have to fight them.

Issue price

V Oldric Glavonak, the gnome builder, will ask you for additional resources to upgrade the fortress. You can tell him to get by with the amount that has already been given to him, but if you want to improve your castle with the latest dwarven technology, then promise him 80 gold (or immediately pay it if you have one).

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

Build for ages

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

Have Whether you reinforce walls with granite or not can affect certain events at the end of the game.

Necessary materials

NS Erren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which you can craft suitable equipment for your soldiers.

V of this you can find three deposits:

Veridium deposits are located in the dungeon of your own fortress, where you will go on the quest "What Lurks in the Abyss."

The Iron Deposits are located in the Kal'Khirol trade area, where you will travel on the main mission "The Last of the Legion".

Silverite deposits are located in the mine in the Vending Forest, where you will go on the "Righteous Path" story quest.

What lurks in the abyss

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

V Tell her to order to dismantle the blockage and go inside the dungeons.

V In a small room marked on the map as "The Prisoner's Notes", several screamers will ambush you. There is a cache in the same room - activate the statue of Andraste, and then the torch on the wall, and the secret wall will slide off to the side, revealing a chest with good loot, including a ring that gives +4 to constitution.

V a room marked as "dungeon" contains several prisoners under the castle. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared.

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

E If you do not have a robber with you or his burglary skill is not high enough to open the door, no big deal. A little later, after clearing the second blockage, you will find a key.

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

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

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

T The Dark Ghost can do a lot of electrical damage, which, if you remember, absorbs mana and stamina. After a while, when his health drops by about 25%, he will call on several skeletons for help. When you deal with everyone and reduce the lives of the Ghost to almost zero, he will retreat into a kind of dungeon, where he will not be able to harm you, but you will not be able to do anything to him either.

A Activate the device from which the ghost-holding beam is emanating. This will free him and give you the Ghost's Revenge sub-quest, but to complete of this task it is optional.

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

NS After defeating the possessed ogre, Sergeant Maverlis and Voldrick will appear. Voldric will activate the defense mechanisms that will keep the Vigil Keep safe from attack from below for at least another ten years.

NS After you tell the sergeant that you want to go to the surface, this quest will be completed.

Adria's request

NS that quest is closely related to the quest "What Lurks in the Abyss." In the first room in the castle dungeon, you will see a wounded mabari. Tied to it is a note of help from a woman named Adria. You can simply examine the dog and take a note, or use the Survival skill and calm the animal first (for this you will get + 2 respect points with Nathaniel). Apparently, Adria fled to the basement, fleeing the Spawn of Darkness. Nathaniel will be very worried about this note, since, according to him, Adria was like a mother to him.

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

WITH body of Adria, you can remove a beautiful ring for the magician - the Ring of Mastery - giving + 10 to the power of magic.

Temple of Korta

V room north of the entrance to the Deep Paths you will find the Temple of Kort. If you touch the altar, you will have a choice of what to do with it.

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

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

Ghost's Revenge

NS that quest appears after the release of the Dark Ghost from his light dungeon on the Deep Paths. After you defeat him in the guise of the Ogre Commander, the ghost will disappear. He will retreat into the Avvar crypt, which you probably already noticed during your cleaning of the vigilance fortress dungeons.

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

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

Letters to the Sentinel Commander:

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

Daughter ransom

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

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

In the far side

F The widow living in the Turnoble estate asks you to protect her from the Spawn of Darkness. Unfortunately, apparently, there is no way to do this - even if you go to the specified place immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. You just have to kill the Spawn of Darkness, who captured the estate, and this will end your quest. From the body of the widow Turnoble, among other things, you can remove 13 gold and a diamond, and on the body of the templar, not far from the exit, there is a part of the Tempest's set.

Missing Items

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

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

Note: Apparently, this product is only good for being sold - but on the other hand, each shipment costs two gold pieces, and there are more than a dozen of them.

The work of the master

V Eid still dreams of working with exotic materials that you can find during your travels. This quest includes three small subquests - according to the amount of exotic raw materials that you will find during the execution of the three main missions:

Down to the bone

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

Ingredients:

Ancient dragon bone.

Fresh Dragon Egg (found in the Silverite Mine of the Vending Forest in the Dragon Trainer Room).

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

Greater Fire Protection Potion (can be bought from Yuraya in the throne room).

Fiery rune of the great master.

M ech "Vigilance" will have the same bonuses regardless of whether you choose its two-handed or one-handed option. In addition to basic characteristics you can ask Wade to pay attention to attack, defense, ease of blow, or let him make his own choice.

Defense bonuses: + 10 defense, + 10% chance of evading attacks.

Attack bonuses: + 15% Critical Strike / Backstab Damage, + 3% Critical Strike Chance.

Ease of hitting bonuses: +50 stamina, +0.5 stamina recovery in battle.

Wade's own choice: +3 to all stats.

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

Mobility: +6 attack, + 5 cold damage.

Force: + 1.5% Armor Penetration, + 5 Fire Damage.

Golem Power

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

Ingredients:

Inferno Golem Armor

Master's Potion of Lyrium (I personally did not come across it either in the drop from monsters or from merchants, but you can make it yourself if the magicians have the appropriate Potion-making skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle on the quest "Revenge of the Ghost").

Pure Iron (sold in Amarantine from Glassrick's gunsmith).

The woolen stuffing is in a chest on the northernmost street of Amarantine, not far from the Dark Wolf.

Bloody Lotus - can be found almost everywhere, including the area around Vigil Keep (when you arrive there early in the game) and Vending Forest.

D Golem's Spears are massive armor with great additions to strength, constitution, fire resistance and physical resistance.

Heart of the Forest

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

Ingredients:

Wood of the Elder.

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

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

Veins (found on a dead mabari in Blackmarsh).

Rune of the great master of lightning (you can make it yourself).

NS After completing the quests Heart of the Forest, Power of the Golem and Work on the Bone, the quest The Work of the Master will be considered completed.

More explosions!

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

For centuries, the Gray Wardens - an ancient order of defenders sworn to unite and protect the land - have fought the darkspawn. Legend has it that the destruction of the Archdemon would put an end to the centuries-old threat posed by the creatures of darkness, but somehow they survived. As the captain of the Gray Wardens, you are entrusted with the responsibility of rebuilding the Order of the Gray Wardens and uncovering the secrets of the darkspawn and how they managed to survive. How you will recreate your order, how to resolve the conflict with the "Architect", and what fate you will determine for the creatures of darkness - these are just some of the many decisions that will become part of your perilous journey in the lands of Amaranthine.

Features of the game:
- An astounding expansion of the world: BioWare's most expansive universe grows even larger with a new territory to explore - Amaranthine
- Uncover the secrets of the darkspawn and their true motives
- Recreate the Order of the Gray Wardens and equip your base in the Watcher's Fortress
- Lots of new moral dilemmas: Immerse yourself in an epic story entirely determined by your playstyle
- Influence the entire gaming experience with your choices and decisions in difficult situations
- New paths to develop your hero: Check out additional spells, abilities, specializations and items that allow you to further customize your hero and party
- Transfer your character from Dragon Age: Origins or start over as the Gray Warden from nearby Orlais
- Meet five brand new party members and favorites from Dragon Age: Origins
- Even more furious and brutal battles: Fight new terrifying creatures
- Test your abilities in a battle with the most advanced and intelligent representatives of the spawn of darkness and other formidable creatures such as the Fire Golem and Spectral Dragon!

ATTENTION! This post contains the walkthrough of Dragon Age: Origins Awakening, so if you have not already completed
Dragon Age: Origins Awakening, I do not recommend reading the information in order to avoid losing interest in the game.
Starting the passage of Dragon Age: Origins - Awakening, you immediately have a choice: import the old hero or take a new one. I will not describe all the stages of creating a new character, as they are in the original walkthrough. Yes, and I imported my old character, which was much better developed than the new possible character. So, having imported or created your hero, we begin the passage of Awakening ...

And it all starts with the fact that you watch the screensaver, which tells the story of the last months. The archdemon fell, but the darkspawn did not disappear. Let's do without spoilers, because you yourself can perfectly see what was in the video. You head to the tower that used to belong to Earl Howe, but no one meets you along the way. Strange, isn't it? And then a survivor runs out to meet you, after whom the creatures of darkness rush. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can about. He will leave for help, which should be on the road, and while you talk to your companion Mkhairi, I think that information from her will not be superfluous either. Then go inside, deal with a huge and a couple of small dark trash and go first to the right corner of the map, save the survivor, then to the upper left corner. Two survivors will be waiting at the gate, and you go to the inner gate.

Be careful, you can get hurt from the explosion of this very gate. And, having entered them, the first step is to kill the emissary genlock, who will be very unpleasant to conjure. In general, in Awakening, the passage of battles in most cases needs to start with the killing of magicians, but this is so, a lyrical digression. After his death, again run to the upper left corner, saving one of the survivors. Here you will have an updated task, according to which you will need to get bandages for the guards. Quickly run to the right, where you will have to rescue two more survivors and get the bandages according to the mark on the map. Got it? Running back, the wounded are dying! Give the bandages and continue to the inside of the Watch Tower. By the way, this location will be your home throughout the entire passage of Dragon Age: Origins - Awakening, so be careful with it.

And when you go inside, you will be surprised that the outpost is destroyed. Finish the dialogue with Mkhairi and go comb the building. Turn right on the map immediately. There you will see a sorcerer who burned one of the creatures of darkness. Talk to him and take him to your squad. Follow this corridor to the end and save the survivor, which will update your quest. So, we need to ransack the entire tower and find other survivors, which we will continue to do. Climb to the battlements on the walls and go forward. Exterminate everyone who can resist there, turn the ballista and fire a volley. After smashing all opponents go inside and pull the lever. You will watch the video clip in which you will see how one very cunning dwarf blew up a detachment of spawn of darkness. Well, let's move on, because the passage of Dragon Age Beginning- Awakening is just beginning ...

Disassemble the barricade, go downstairs, kill the creatures of darkness and move through the opened gates. Before entering the main hall, open the door on the left and release the survivor. Now - inside the main hall. After the death of all the creatures of darkness, go into the room to the left, and then - straight ahead. After passing along the corridor, you will meet an old acquaintance of Ogren, who will have to be saved from the crowd of the Spawn of Darkness. Kill them and take an old friend to your team. By the way, it should be said that throughout the passage of Awakening, Ogren always accompanied me. Great jokes, great fighter ... Oh well. Collect trophies and go to the right - you haven't killed everyone there either. Free the last survivor and move to the north, since only there is a passage available to you.

In the hallway, you will find Rowland bleeding to death. He will tell you the story of the storming of the fortress. And an interesting story about a talking creature of darkness. Well, that means there is something to do during the passage. We move forward, there is only one road, along the way I cut out the creatures of darkness, which are present in large numbers there. Have you reached a new exit on the battlements? Save! And only now keep driving.

Go ahead and kill the spawn boss, who also talks a lot. On the murder, the liberation of the fortress will end. Watch an interesting video in which you can take Ogren and Anders to the Gray Wardens. Or you may not take it. The choice is yours, but I would still recommend accepting them. The company will not be superfluous. After that, you will be told that this estate belongs to you. And the first thing to decide is to increase the number of gray guards. Conduct the dedication. True, not everyone will survive it ... May the faithful combat friend Mkhairi rest in peace. After that, keep watching the video and end the chatter. This is how you will complete the first stage in the walkthrough of Awakening.

After all this, you will find yourself in the Throne Room of the Vigil tower. There is a sorceress, from whom you can enchant weapons, and a merchant, from whom you can buy or sell something. Talk to Mistress Wolsey, who is to the left of the throne, and agree to her help. After her - talk to Captain Garvel. Both have one assignment, which is good news. Well, and Varel in the end. After talking with him, you can already leave the throne room, since you have nothing else to do here.

Leaving the throne room and choosing your assistants, you will talk to the guard, who will tell you about a petty thief who was barely tied up by four guards. Take two more tasks from her. After that, immediately go down to the dungeons of the Tower of Vigilance and talk to the Jailer. And it turns out that the thief is the son of Earl Howe. This is an unexpected meeting. I think another gray guard will not be in the way. Take him into your ranks and do not be afraid - he will survive. After that, talk to Varel again and attend the swearing-in. Then again a conversation with Varel and two conversations in a row with those whom he names. Also, Tamra should take a task about the assassination attempt. And in general, talk to everyone in a row, I think it will not be superfluous to you. After all this, you have a difficult decision to make. Choose which is more important - to protect the city, trade routes or farms? I chose to protect the farms. And do not forget to talk about the conspiracy, after which you can safely finish the reception. In general, it should be noted that the passage of Dragon Age: Origins - Awakening is simply replete with decisions. Sometimes they are small, sometimes important, but you have to make decisions on your own.

Get out into the street, you have a lot to do. First go to the blacksmith and listen to his eternal whining. There you will be mentioned about good metal and armor for soldiers. Are you getting a connection? After that, go to the sergeant, who is standing near the door, and talk about the remaining creatures of darkness. Naturally, agree to help!

So, you go to the dungeons of the fortress, where there could still be creatures. The blockage will be cleared and it's time for you to move forward. And the first person you meet is mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, we'll get you out along the way. In the next room, the spawn of darkness are waiting for you. After their death, go to the room in the north and pick up the letter and gift. Then - to the room to the south, where screamers will jump from the ceiling. They, too, must be deprived of their lives, and then pulled by the torch in the wall in order to open the secret door from the chests, in which there are many supplies. Try not to have unexplored territories and unfinished quests during the passage of Dragon Age: Origins - Awakening.

Now you can return to the hall and continue moving towards the dungeon. When you get to the prison and kill the ghosts, you will again have two paths where to go. First we go west. Before you is a crypt with aggressive skeletons, which are best to rest. After that, search all the sarcophagi. You will find one key, and there will be four keyholes. Well, then let's continue on our way. Now from the prison to the north. There you will meet the very Adria, who had to be saved. True, now she must be put to rest, and not saved, since she has become a ghost. Peace be upon her, but it's time to move on. And then we have a blockage, which will take about a week to clear. Well, then let's move upstairs. At the top, we just have to talk to the gnome and give him a large sum of 80 gold, if, of course, you have them. And now you can leave the location.

Now let's go to the Lost Asylum, where the poor girl is being held captive. The passage of Awakening does not let us relax. When the leader of the robbers speaks to you, first demand to show you the girl, and then convince him to let her go. When he releases the captive, the robbers can be killed. Be sure to take a very good level 9 dagger from the leader of the robbers. Everything, you can leave this location.

We go into the Turnoblov estate and go directly to the north. Here you will find a bunch of spawn of darkness, led by the Ogre. Kill them naturally. True, you will not be able to save your family. Therefore, we will confine ourselves to ransacking corpses and killing all hostile entities.

Enter Amarantine and immediately go right to the box. From there, take the discarded diary, it will still come in handy, because in Dragon Age: Origins - Awakening, the passage is thought out so that every little thing comes in handy. Walking straight ahead, you will stumble upon Colbert, who you really needed. Talk to him and ask where he saw the creatures of darkness. Finish the conversation with him, thank him and go ahead a little, where they will give you another letter. Well, great. Now I advise you to go back a little and turn to the left in order to take the task from some Dark Personality. The task is to talk to the innkeeper. Agree and move on. Before entering Amarantyne, a girl will stop you and say that the Black Wolf wants to see you (provided that you talked with Varel about the conspiracy and the Black Wolf during the oath ceremony).

The guards will try to block your way, but his boss will immediately appear and remove the negligent guardian of order from doing business. He will make you an offer to talk to him about the smugglers. Well, you can and even need to talk! True, if you complete this task for the guard, then in the passage of Awakening you will not be able to get into one location. Agree to his assignment and go to the market (this is on the left) to the suspicious type. As soon as you start talking, he will run away. Don't worry, just follow him, systematically destroying group after group. After the destruction of the last group, which will already stand behind the fortress, you can return to the chief of the guard, constable Aidan. He will also send us to the smugglers' den. Kill the dark person near the entrance and take the key for yourself. Now you can go down to the basement.

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning - Awakening, the passage is replete with gifts. And gifts are a useful thing, as they increase the hero's attitude towards you. And in the very first hall the leader of the smugglers and comrades will be waiting for you. It's not very wise of them to stand and wait in the middle of the room, but oh well, peace be upon them. Exit through the SAME entrance as you entered and turn in the task. Have passed? Move to the market and ask the price of the goods from the merchants, they are very good there. Near another exit from the city, the Black Wolf will be waiting. You will need to give him 50 gold to reveal the conspirators. So check in advance to make sure you have the money. After that, talk to Mervis, the representative of the trade guild. He will tell you that the creatures of darkness are playing pranks in the forest. Well, we need to run there as soon as possible, otherwise the trade is worth it. This means that we will go there.

And here we are in the Vending Forest. All we need to do here first is to kill all living things up to the bridge. Search every corner, search all the chests and kill both trees and robbers. When finished, cross the bridge. And here will be the most interesting passage of this location in Awakening. An elf will appear, who will demand the return of her sister, otherwise she will continue to kill people and rob caravans. Well, move forward. Here you again have to beat and hack until you find a survivor. Its location is marked on the map, so you won't get lost. After you strike him with a blow of mercy, the creatures of darkness will appear ... Poor creatures, they thought to profit from us ... Now we move to the camp of the Dalish elves, destroying the enemies summoned by the elf along the way. At the top, you will have to talk to her again. Here you will have to take her to the detachment and go to take by storm the mines, in which the creatures of darkness are hiding.

Isn't it a bit dark in the mines? Yes, the fresh air is definitely quieter and more comfortable. Get down and get used to it, in Dragon Age: Origins - Awakening the passage will often throw us into such corners of the world. Passing the circle, you will witness your own sleep by the Emissary (Before that, it is better to remove all equipment from yourself, as there is a bug due to which your things are not in the chest near the merchant, and so you can lose your things). Okay, we'll figure it out later. In the meantime, we are waiting for the end of the video, in which Seranni, the sister of our new ally, will give us the key and run away. And we, too, should not linger, it's time to run. First, run north, search everything and get a couple of entries in the diary, and then down to the south. There, use a ballista that will crush a crowd of enemies, then go down and finish off the survivor. More creatures of darkness will come running from the next hall, which also need to be killed. Move everything down and down. Along the way, you will encounter a spawn of darkness, who has put on the armor of Ogren. Well, isn't it a creature? Kill her and dress up our beloved gnome again. At the first fork you will see the last surviving gray guard, who will ask you to take the ring that was stolen from him to his wife. Okay, let's take it. But when we find it. In the meantime, we move on ... In a large cave, we scatter another crowd of creatures of darkness with our bare hands and begin to collect trophies. There will also be a corpse, dressed in the outfit of your magician. Let's change her clothes rather, let two characters be equipped normally. Now you can go further. There is only one passage so far ...

And then again, autosave and a new room with two test subjects dressed in our clothes. Pick up and equip, there is nothing to walk around naked. Although we fought well without armor, but still passing Awakening is much easier if you are dressed ... There will also be the first fork. And we will go east first. At the small dead end, take the lyrium sand from the deposits and go scout the remaining hall to the east. In this room, there are two useful enemies at once - the dragon tamer, from which a cute hammer drops out. The ring, which we need for the quest, and the dragon, from which we need to pick up the scales. There is also a fresh dragon egg, which is better to pick up than leave to rot. There is nothing more interesting here and you can go to the south tunnel at the first fork. And again the hall is in front of us, in which everyone must be killed. Of the useful here, only the dragon scales, removed from the carrier. And we also have only one passage - to the south.

In the south, turn into the Architect's room in the east. A small piece of the code and a small amount of 8 gold coins should brighten up the absence of your belongings. By the way, you don't have to collect the code, but most full walkthrough Dragon Age: Origins - Awakening is a fully assembled codex walkthrough. In the meantime, we move down the map. And there you will find a cunning merchant with whom you can trade and whom you need to invite to the tower of the Vigil, as well as a chest with all your things. Buy what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and you will not be able to kill them with a swoop. Therefore, try to combine potions and skills, slowing down opponents. The main thing is not to let them take off, otherwise they will come out from under fire, disrupting your skills. After their death, that mysterious spawn of darkness will leave, and you will need to take Velana into the gray guard. Great, an extra ally won't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.
Now I propose to visit the Tower of the Vigil, where it is worth talking to the blacksmith. Talked and got the assignment? Great, now give it to the apprentice ore and talk to Dworkin, who is standing nearby, nearby. Give him the lyrium sand you found earlier. Then you will have a talk with Voldrik, who will ask you to find deposits of granite to repair the tower. Agree and go talk to the private, who will give you 10 gold gratitude and send you to the throne room for a trial. Be sure to save before going there, in case you screw something up in the passage of Awakening ...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Hang up? Or will you whip? I've decided to invite him to the army and it was right. Everyone was satisfied. The next case is civil. There you have to choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official paper confirming her right to property. What will you choose? I chose the third option. And the last thing (It will depend on the decision about the conspiracy, i.e. whether you asked the Black Wolf to find the conspirators or not). Put a nobleman in jail. That's great, the task is completed and you can leave.
Now talk to the sergeant, who stands opposite the entrance, and go to the cleared obstruction. And they found a way out to deep paths. Well, let's investigate. We immediately move to the north, where you can profit a little and donate a golden statuette, and then we go south and explore the territory. There, after walking along the alley and killing a couple of the creatures of darkness in the holes, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork in any way, and there is only one way - to the south. In front of the circle of the forgotten, be careful, as skeletons run out there, which need to be put to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the trail of bones and save in front of the door to the forbidden room. As soon as you go, you will be attacked by a ghost, which is quite difficult to kill. And when you almost de-incarnate him, he will fly away in an unknown direction. We must find him as soon as possible. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you get to the corridor with evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take trophies from the body of the ogre and kill the ghost that appears. So, by killing the ghost, you will complete the task and start a video in which our gnome friend will repair the gnome mechanism to close this passage. Excellent, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit this card. I suggest heading to the Thicket Hills. First, run north and take out the two executioners. Then go along the path to the east, cross the bridge, listening to comments from Nathaniel and save. Then go and walk in one direction, on the way pick up the things of the hunters and rescue the gnomish woman who is being dragged by the creatures of darkness. She will tell you that the legion did not cope with the creatures and only she survived. Take her to you and go down to Cal Hirol.

Here you are in the long-forgotten city of the dwarfs. Now admire the view and head downstairs. There, talk to Yucca, a dwarf dying, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and go across the bridge. Save immediately after it just in case. Nothing remarkable will not be until the largest hall, in which you will first meet the maggot children. Kill them all, there is nothing to leave any scum alive, and enter the main hall. If you are in Sigrun's detachment, you can enter the main hall from another passage, which is closed behind a stone wall to the left of the central passage. Beware, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy who has not attacked you yet. This is the master of the golems. Kill him quickly and quickly and take the golem control rod from his body. You will need it for painless killing of the above-mentioned golems. Now collect trophies from them and move on. On the stairs ahead, revive the golem, let it fight for you. And you kill everyone, take trophies from the chests in the north and south, and go through the lobby. Next, you will see a sea of ​​ghosts that pretend to live their own lives. Go and follow the same path. You will not encounter anything particularly remarkable along the way. So you will calmly walk to the entrance to the shopping district. In general, it should be noted that in Awakening, the passage of locations is quite linear, so it's easy to do ...

Immediately you will see a video in which some spawn of darkness kill others. Well, let evil fight evil, good will help a little. Move forward. And from the main hall to the room to the north. Take the belt from the sarcophagus there and kill three revived golems. After that, you can move on to the east. In the next room, kill the creatures of darkness that are fighting with each other and go to the room to the south, where you should pick up the dwarf tablets. They will be useful to you further. Now heading north.

After reaching the forge and again destroying the crowd of spawn of darkness there, go behind it, collect trophies and repair broken things with the help of a golem and an anvil. Let me remind you that throughout Dragon Age: Origins - Awakening, there are no unnecessary components. Things are not very good, but for a collection they will come in handy. This will get you to the jail. A certain Stefan is imprisoned in the cage. Take the rune from him and set it free. There is an anvil to the left of the cage. Use it and talk to Ogren. After the prison, a fork awaits you. First head south where you will find an area marked as a tomb. Before you runestones and a sarcophagus in the center. Click the runes so that the signs on them match the signs on the walls. It's easy to do, so it's not worth your while. When all five signs are in place, run to the grave and take interesting gloves from there. Now you can return and head southwest from the fork.

Clear the rest of the area, ransack the treasury, and go into the thicket hills, in order from there to head to the vigil tower and unload a little. I personally have no space left at all, so we will continue to clean up Cal Hirol a little later. In the meantime - to the Tower of Vigilance. Then give the ore to the blacksmith, and the tablets to Dvorkin. Him the lyrium sand. After that, descend again into the thicket hills and from there - into the shopping district. And from the shopping area - to the lower limits. We continue to clean up ... And below you start running along the tunnel until you reach the golem and the mage-spawn of darkness. Both of them must be killed ... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, shackling him, and while the thief was having fun, I killed the golem with the rest. And the magician was no longer difficult to finish off. Then move along the remaining corridor, killing the emerging tentacles. When you reach the very end, cut two chains, which will kill the uterus. After that, you can consider Cal Hirol cleaned up and exit from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

And we will go again to the Tower of Vigilance. Crush the riot of the peasants in the bud, then talk to the blacksmith, giving him the golem shell. He will give you a list of what he needs to get for work. Well, let's look. In the meantime, go down to the basement and go to the crypt, which you have not yet opened. You should already have all three remaining keys. Have you opened it? Go inside, clear the tomb from ghosts and collect trophies. Very good boots are already there. Now you can leave the basement and go up to the throne room. And in the throne room an assassination attempt is being organized on you. Well, death to them. After that, take those who wish to gray guards and end up with equipment. Amarantine awaits us!

In Amarantyne, give the lucky hoof to Mika, for which you will receive a monetary reward. After that, go to the market and give the great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Fine. In the same place, take all the tasks from the board of the Trade Guild. Walk a little to the north, and, after going around the house, take a woolen padding in the chest near the locked door. Here is the item for the armor. By the way, Velana brewed the master's lyrium potion for me, for which many thanks to her. Now let's go to the Crown and Lion tavern. First, go to the end of the inn and talk to Nida. She needs to give her a wedding ring that her husband died trying to make this world a better place. Then go to the Tavern Master and talk to him about Christoph, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it can be. Examine the map, from which it becomes clear that Christophe is in the black swamps. Let's go there, but later. Take trophies from the chests and go talk to the innkeeper. Convince him to pretend he trusts the smugglers. On this the task will end, since now you simply have no one to help. Well, the passage of Dragon Age: Origins - Awakening will not be impoverished from this.

Now we go to church. If you do not pray, then for a bunch of tasks. Take everything from the bulletin board, and also take a flower pot. Now talk to Wynn, an old friend. Agree to fulfill her task, an old friend after all. Then dive into the church. There, collect all the trophies, inspect everything you can, and talk to the templar. Then go to the girl and take the quest to find the missing husband. Now move to the tavern, where you will find a piece of note to the right of the counter. It mentions footbridges high above the city. Okay, we'll get there too. But first, go outside the city walls and destroy all the robbers. Returning, find the second house to the right of the path and in the compacted earth you will find the treasure you were looking for. This is a pitiful ring, but the task will be completed and it will be possible to breathe a sigh of relief. Next, run around the city, finding three maleficars, kill them. After that, get the quest to kill their leader, who is standing in the corner of the marketplace. After his death, we go to the preacher for a reward. Have they taken away? Well, of course, you shouldn't leave it, it's not for nothing that in Dragon Age: Origins - Awakening, the passage always tries to lure money out of us. Now go to the gate, where the constable is, and go into the left door, if you stand with your back to the city. Here you will immediately see a chest with a first aid kit, and a little further - a new piece of note. Now go out of town, to the very exit from the area. On the left is the house where the hanged husband is. Peace be upon him ... We go to Alma, we will tell her about everything. Now we have finished all the quests in the city and will go for a walk in the Vending Forest.

In the Forest, we need to find nine pieces of silk that are needed for the quest, eight statues and five pieces of Sylvann bark. So run around the map, searching corpses, describing statues and killing sylvans. It is impossible to give a clear location. When you do all this, you will definitely find the corpse of a scientist, from which you need to take a stone and a diary. Next, run to the circle of stones, in which you need to put the missing stone. After that, go in a circle, clicking all the stones. This will give a chest that appears with a necklace inside. True, the necklace is frail, so you don't have to try too hard. Then, in the same part of the map, go south and talk to Ines. She will ask you to bring her the seeds of one plant, the northern thorn. And after that she will go with you to the council of magicians. Well, it must be so. You can find it north of Ines, to the right of the mine. Take the seeds and return to Ines. She will thank you, give you a reward, and hit the road.

Now we can return to Amaranthine and turn in all the tasks. Have passed? Go to the Gunsmith Glassrick and buy pure iron from him. You can now return home to the Vigil tower. Talk to Voldrik there, give him samples of granite and select the soldiers. He will be happy and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will twist, but the armor will be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening ... Now it's time for us to the black swamps ... You are greeted by the eaters falling in the video. You will have to deal with them as soon as you go a couple of steps forward. Well, let's do it. Now collect trophies and follow the path. At the first fork, destroy the next batch of wolves, take the love letter from the destroyed house in the "branch" of the path in the south, and move clearly to the north of the fork. After walking a little along the path, you will stumble upon a dragon bone. Guess why you need it? Correctly to insert into the skull lying nearby. Walk a little forward to the gap in the veil and examine the veil. You will not be able to pass here, so turn around and go to the fork, from which you will go to the northeast, to the destroyed house and further, to the gates of the destroyed city. Here for the first time you will encounter pestilent werewolves, but they are weak opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search the corpse of Mabari, from which we will get the veins we need. Also, slightly to the right, there is a chest, an old letter and a pack of werewolves, which behave extremely aggressively. Destroy them and go even further east to pick up the city archives. You can now exit through the north gate. There will be a tear in the veil again, which will give you a new task. At the fork, head north again to find the third puzzle and some werewolves. And Christoph's temporary hideout, which is much more interesting. So in Dragon Age: Origins - Awakening, the passage is gradually revealed ...

Well, let's take a little to the west. In the circle of stones, take the torn page, kill the next werewolves and, going a little further west, take the dragon bone. Now walk along the top edge to the east. Here, at one of the breaks in the veil, you will find a cache left by an unlucky merchant. That's it, his mission is complete, we move south, for another dragon bone and a pack of experience from killing the inhabitants of the swamps. When you find the third piece - go east, to the Body of Christophe. There you will find the last piece of dragon bone. Then use the body of Christoph and find yourself surrounded by the creatures of Darkness. And someone First will try to throw you into the Shadow. But he will abandon himself too. Here is a moron ...

Then he will refuse to cooperate and will incite his charges against us, whom it is elementary to interrupt. Well, we will act here too, since the passage of Dragon Age: Origins - Awakening allows it. Follow the path until the first skirmish. Here you will see on the right a device for breaking the curtain. Use it and one of the gaps will close. I think it's clear what they want from us. Further we go along the top edge of the map to the west. Next to the runic circle, you will find another device. Destroy the demons of desire and close the device. Then go to the runic circle and start lighting the stones. It is very easy to light them, therefore it is not worth describing. Once ignited, you will be attacked by demons of wrath, which will appear in turn. After the death of the latter, a rune stand will appear, which must be activated in order to influence the real world. Go further west, still keeping to the edge of the passage. In the corner, you will stumble upon the last device that needs to be extinguished. Extinguished? Move on...

And further - it is to the south. When you reach the close entrance to the village, save yourself. Then go around it along one road accessible to you, killing everything and everyone along the way. There will be another permanent increase at the dock. But further, in front of the entrances to the crypt, you will meet a girl who comes to visit the ashes of her father. But again "someone" comes, and she will hide in horror in a crypt. You will deal with this "someone". Then - dive into the same crypt. There, run along the road to the first fork. A restless soul will be waiting for you on it. She will run along the corridor to the west, you run after her. It turns out she set a trap for you. Intimidate the demon and head south from the fork

There will be monsters waiting for you and a transition to a new area. That's where we need it. Come in boldly. Run around the village, collecting new permanent increases, and come to the center, to the Spirit of Justice. Talk to him and break into the evil baroness. Oops, surprise, what a Dragon Age: Origins - Awakening walkthrough throws up a lot. Our old acquaintance has already agreed with her. So you have to kill him first. And kill, since he is constantly distracted by your random allies. This is very easy to do. Now he is a corpse and the baroness takes his power, and you find yourself in the real world. And the very Spirit of Justice joins you, only in a human body. Recruit a squad again, considering the impossibility of throwing the Spirit out of it. After that, quickly run, destroying the shadow portals. After all the portals are destroyed, we run to the estate. There you will have to kill the demon that was in the Baroness, which is not difficult to do. After that, go west, open the previously closed gates and rummage through all the boxes, including the dragon bone. You will also find there a sword that was needed by one lord. Ok, now let's move to the dragon's head. When the last bone is in place, you will see a flash of something that turns out to be a spectral dragon. Go upstairs and kill him. Moreover, when he jumps into a circle, do not let the lights reach him, as he will be treated. It is better to let the magicians use all possible vortices (fiery, icy, cloud of death, but not electric, I think you yourself know why). And have all the companions drink electricity-resistant potions. But killing him is not difficult, just long and dreary, which is not typical for the passage of Awakening. After that, take the bones and trophies and go ... to the place of Christophe's death. There you will find the fifth riddle. Then run to the circle of stones and take away the sixth puzzle. And from there - run to the right along the map, to the pond, which is the third from the left. There you will find a bottle with a ring and a note, which will finish your quest.

Head to Amarantine. There go to the tavern and take the oil in the room on the right. And then - to the Tower of Vigilance. Give the sword to the blacksmith for execution, collect all the necessary components and have fun wearing it best weapon in Game. Just don't roll your lip too much. After the end of the game it will be stolen. And you will not be able to complete Dragon Age: Origins - Awakening so that it remains with you. But for now it belongs to you, so use it. Then, if you have finished all the rest of the business, talk to your Seneschal and go to fight. And here you are, at the head of a tiny squad, set off to destroy the creatures of darkness. Doesn't it look like anything? And I have good associations with the original game ...

Come to the city and kill those who are nearby. Then the news will be brought to you that the Mother will soon storm the Tower of Vigilance. And it's up to you where to go and what to defend. I chose to burn Amaranthine and advance to defend my tower. Perhaps the hardest choice throughout Dragon Age: Origins is Awakening ...

And then there was the defense of the tower. Lots of fights and little to tell. Four stages of defense, all related to killing enemies - that's all. Varel fell, and it was a bereavement. But after the enemies retreated from the walls of the fortress, I decided to move after them in order to kill the womb. Exit the territory and go to the Mother's lair. There you have to move in a straight line, killing the creatures of darkness. At the end of the location, you will see supreme dragon, who is also to be killed. When everyone is dead, go inside. As soon as you enter, your sorceress's sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While the road is one - go forward, destroying opponents and collecting crystals. Under the spiral staircase, insert four crystals into the cells, which will activate the artifact. Go ahead and you will have a conversation with the Architect. You choose whether to listen to it or not. This decision will have an impact on the ending of the game. I left him alive after all. Then he activated the second tower. Do you collect crystals? When all three artifacts are activated, dive into the Nest.

And in the nest everything is quite simple - talk to the Mother and kill her. Killing her is long, but easy. It is better to immediately throw three fighters on the tentacles, and with one, the strongest, cut the Mother herself. This will keep the balance and give the hero an interesting achievement. And with the death of the Mother, the game will end ... You will read a lot of interesting things about the upcoming events, but ... You can read them yourself. For sim I bow out, the passage of Dragon Age: Origins - Awakening is completed!

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GNQ8-MDXF-J0M3-F0D8-1911
CSEN-BHA8-D2P8-P5I5-1911
JTEN-MTKS-F0M8-N3M2-1911
DL9Z-H9CV-E0I2-21B8-1911
OBGY-CCD5-E6V8-W2R8-1911
CPJA-S2CK-J0Y2-D5Y7-1911
T4NW-Q5XJ-D4N3-Q7B2-1911
ALCU-TLSJ-H1M1-W1F8-1911
VTRZ-SSVS-T4R2-Q6A7-1911

I found how to solve the problem with suddenly become "unauthorized" add-ons, found at the office. forum. This is because the game has lost the registration code. Go to the game folder on your hard drive, look for the bin_ship folder. There we run the DAOriginsConfig.exe file. Or, if you have this shortcut, in the game menu. Look at the Game in the left column. Now, in the Game - on the right, the last bottom line - Product Keys. Most likely there is nothing there, that's the problem. Go to the game DVD and look for DragonAge_code.exe in the DATA folder. We click and fill in the code of the game, not the addon. After that, when we go to the Main Menu of the game, log in, - the lower left corner, after, on the right - Player Profile, - Network Profile, go to our account, we do nothing, "it itself". After this minute, we close everything and go to play, the addon is already authorized.
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P.S. : on some "pirates" after the installation
Dragon age: origins awakening
all additional content from the original game disappears without a trace, so before installing Dragon Age: Origins Awakening, copy the old files, those who are not "in the tank" will understand what I mean ....;)


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Completing not only the main tasks, but also lingering on minor ones, you will better pump your team, and also extend the playing time. In the swamps, you can find a set of armor designed for a warrior, or collect strange bones that can be used after completing plot mission.

Combat tactics have changed in Awakening. The more competently the team is selected to fight this or that boss, the easier it will be for you to defeat him. For example, a magma golem is one of the first bosses. It is useless to use fire magic, weapons with fire effects and bows against him. But ice and melee attacks are great on him. Accordingly, you need to collect a party of a magician who owns ice magic, a healer magician (who can heal a group), and two melee fighters. Healer will be very useful to you in those cases when the boss will cast a massive spell "Firestorm".

New enemies have been added to the game. Now you are trapped by talking creatures of darkness and the so-called children, who have three stages of development. Also added new bosses. It is not so difficult to overcome children in the first stage of development. You will meet them in Cal Hirola when you arrive there in the storyline. They appear from white cocoons on the walls, and pass to the next stage of development, when they eat dead creatures of darkness. In the second stage of development, these creatures develop thin long legs, mandibles and a larva body. They usually knock the victim down and gnaw to death. In the third stage, spikes appear, reflecting some of your damage, and they start to hit much harder.

Passage of game Dragon Age: Origins Awakening.

At the beginning Dragon games age: Origins - Awakening you will see a video in which you will be "pleased" that despite the death of the Archdemon, the creatures of darkness did not even think to disappear. You are sent to erling Amarantine, the most dangerous region of Ferelden. You come to the tower that belonged to Earl Howe, but as you get closer, you see that there are no guards there. After that, a man will run out of there, followed by two garlocks. Help him get rid of them and talk to the saved one. He will leave for help, and you will talk to your companion Mkhairi. After the conversation, go to the courtyard and head to the wooden gate, clearing your way in all available ways.

After the explosion of the gate, quickly clear the inner courtyard of the fortress from all evil spirits. First of all, always try to get rid of the magicians, they can cause great damage. After the yard is clean, go to the survivor and find bandages for the guards. Now go inside the Watch Tower. This is now your headquarters.

Inside the tower, you will see a complete mess, the creatures had a lot of fun here. Now run into the right passage, there the magician is trying to cope with the garlocks alone, help him. After the fight, talk to him and he will go with you. Follow the corridor, saving the survivors along the way. After saving everyone, return to the main hall, and from there go to the battlements. There you will also have to fight, then press the lever and go downstairs. After watching the scene, move on.

You need to disassemble the barricade and go downstairs. After destroying the creatures of darkness, go to the opened gate. After reaching the main hall, you will find your old friend Ogren, who is fighting with another group of enemies. Help him deal with them, then take him to the team and move on. In the corridor, you will stumble upon a wounded Roland, who will tell you that during the assault, one of the creatures commanded the others. Continue on until you reach the wall entrance. You will also have to crush enemies along the way. After reaching the wall, go outside.

You will meet with the Garlocks and their commander in chief, first talk to him, and then kill. The fight should not cause much trouble, especially since you have a healer in your party - the magician Anders, whom you saved below. After reprisal against the enemy, go to the fortress. You will be offered initiation into the Gray Wardens, agree. Unfortunately, you will lose Mkhairi during the ritual. Now talk to the three governors in the throne room and move on. The introductory part is over.

The vigil tower was given over to the Gray Wardens. There are three managers running there, but you will still supply the fortress. We'll have to look for granite for the walls, lyrium and metals. I advise you to complete all the tasks in the fortress, although some are optional, in the future it will help you with the passage of the story mission. There are many secrets in the catacombs, take a closer look around. At first, only the upper level of the catacombs will be available to you, and after completing the first large story mission, access to the second level will open.

In the courtyard, you will receive letters from the girl and a message about the robber in the prison. Go to the prisoner. It turns out that this is Earl Howe's son, Nathaniel. You will need to accept him into the Gray Wardens, if you just let him go now, then he will join you later. Having finished with this business, go back to the throne room and take all available tasks. Here you will have to decide what you will protect - the city, farms or trade routes. Make a decision and go outside. Just talk to everyone here, get from them Additional tasks about metals, lyrium and money to restore the castle walls. You will immediately receive a quest to clean up the catacombs. After completing the task, go to the city of Amarantine.

Amarantine - Ferelden's main trading hub. A small town, goods from which mainly go to Denerim. Due to the developed trade, the city attracts thieves and smugglers. Here again you have to make a choice. Who should I help? Guard of the city, or dark individuals who do not get along with the law? It is up to you to decide, and your decision will be final, you cannot change it. Your choice may affect the final of the game and may close access to a special location. Right there, in Amarantyne, you can complete the tasks of some of your companions, as well as continue the "Conspiracy" quest.

Before entering the city, you will meet Colbert, who will tell you about the large number of Spawn, and will mark the place on your map where he recently saw them. After that, enter the city. After entering the gate, turn left and look for the Mervis Trade Guild Representative. After talking with him, take his assignment to deal with attacks on caravans in the Vending forest. This is a story mission.

Go to Vending Forest. It is next to the trade routes from Amaranthine to Denerim. Walking forward along the road, you will soon encounter a group of bandits. After getting rid of them, search the cart. Further you will meet burning sylvans, which are resistant to fire, deal with them too. After reaching the bridge, you will see an elf who demands that you return her sister. After talking with her, move on. You will have to fight along the way, go forward until you find a survivor. Finish off the poor and destroy the enemies that have appeared. Now go to the camp of the Dalish elves, talk there with the very elf Velanna, take her into the team and all together go to the silverite mine.

Here an unpleasant surprise awaits you - almost immediately after your arrival, you will be put to sleep. You will see a cutscene in which Velanna's sister, Seranni, will give you a key and direct you to the Architect's room to dig in his chests. You are naked and disarmed, but there is nothing to do - you have to go as it is. Go north, search everything there. After that, head south, down. Use the ballista to clear the hall. Wait a little, spawns will run out of another room, get rid of them in the same way. Now you can go further. You will stumble upon a creature that dared to put on the clothes of one of the party members, destroy the insolent man and return the clothes to the owner. After reaching the fork, you will find the last surviving guard of the fortress. He will ask you to find the ring that was taken from him and return it to his wife. Moving further, you will meet another creature that has put on Velanna's armor, take it away.

You will find yourself in the hall, where you will find the next thieves who put on your clothes. Take off your things from them and go to the fork. First, go east, where you will find lyrium for the fortress, and then go to the adjacent passage, through which you will enter the hall, where you will see a huge garlock armed with a hammer - a dragon tamer. This garlock has a ring that must be taken to Amarantine. In the same room you will find a dragon egg, which will come in handy later, and the dragon itself, from which you can remove the scales. Once you're done here, head to the south tunnel at the first fork. And then there are dragons to get rid of.

Go to the Architect's room. After searching it, you will find gold coins and a piece of code. Further along the way, you will meet a merchant from whom you can restock. Talk to him and invite him to the Vigil Tower. Right there, next to the merchant, you will find a chest with things. Move on. Arriving in the next room, you will finally meet the Architect himself. Here you have to fight with two of his "friends" - dragons. Do not let them fly and try to keep them frozen for as long as possible. Once you defeat the dragons, the Architect will choose to retire. Search everything here, take all the loot and go out to complete your first story quest.

In the Vending forest, you can find a granite vein for the Tower, two talking statues and an old Tevinter sign on the ground, which can be activated if you first get a stone from a bag lying near the corpse. Activation scheme available.

Now go to the Tower of the Vigil. Then make Velanna into the Gray Wardens, tell the builders about the stone vein. You will also have to be a judge in several disputes. You can now visit the lower level of the catacombs. Talk to Master Blacksmith Wade, he can make unique things for you if you bring him the necessary ingredients. Now equip the team and either start completing the side quests or go to the Thicket Hills. There we saw a strange building and spawn of darkness. Take Ogren with you.

Upon arrival at the place, destroy the mutant wolf and go along the bridge. Further down the ladder, go down into the deep paths, now badly destroyed. Save the gnome Sigurn from the creatures of darkness and take her into your team. Go deeper into the location, to the abandoned dwarf teig Kal Hirol. Now the city, once the second largest, is filled with enemies. His loss was a painful blow to the dwarves. Go downstairs and talk to Yucca, who, unfortunately, is already dying. Walk forward to the bridge. You will reach the hall, where you will meet the very same larvae children. Destroy them, make sure that they cannot eat the corpses of other creatures of darkness. Now decide how to go further: straight through the traps, or move quietly, bypassing. Better to choose the second option. Go to the fake section of the wall and go deep into Cal Hirola.

Go along the corridor, getting rid of enemies along the way. Carefully enter the ceremonial hall, there are many traps. After destroying the opponents in the hallway, move on. Here you will meet the owner of the golems, from whom you need to quickly get rid of and take the golem control rod from him. Deactivate golems with this wand. Now go to the lobby, on the way you will stumble upon a crowd of ghosts, but do not be alarmed, run to the door to the Cal Hirola shopping district.

Once you find this door, you will see a scene where the spawns are fighting with each other, which only suits you. It remains only to collect the trophies left over from this battle and move on. After reaching the forge, clear the area, collect broken weapons and repair them. Go to the prison, there you will find Stefan, a prisoner in a cage. Take the rune from him and release him. Now go to the fork, and from there to the southwest passage.

Here, too, you need to clear the area from uninvited guests, and decide where you go next. Either return to the Tower of the Vigil, or continue clearing Kal Hirol. If you decide to return, you can handle it yourself, and if you want to get rid of enemies further, then let's go to the Lower Limits. Your target here is the four queens at the very end of the tunnel.

Moving forward, you will encounter a Flaming Golem and its controlling darkness. Let's dwell on the tactics of fighting them.

First, look at the composition of your group. You will need a healer, a mage with freeze and control, Anders, a tank fighter, or a rogue with melee skills are perfect for this. If the composition does not correspond to this tactic, go to the Tower and gather the necessary group. Fighting a golem is difficult, but in principle, when used correctly by party members, it becomes a routine. First, I advise you to get rid of the golem, and then take on its owner, because if you try to kill the owner first, then there is a great chance that at this time the golem will kill your doctor. During the fight, the golem covers approximately 70% of the area with the "Firestorm" spell, position your healer so that it does not hit him. Balms or fire crystals can be used to reduce damage. Keep it frozen or paralyzed for as long as possible. After you deal with the giant, take on the owner, he should not cause problems.

After the reprisal, go further along the corridor, you will see a room in which you need to cut two chains. Thus, you have buried the queens underground. Now that you have achieved your goal, return to the Tower and do business again. Having finished with the problems in the fortress, you can head to the last storyline location - Black Swamps.

Arriving at the place, run to the village, clearing your way from enemies along the way. Go to the destroyed house, take the love letter there and go north from the fork. On the way you will find a dragon bone, take it with you. Ahead, inspect the ripped veil of Shadow and enter the gates of the ruined city of Blackmarsh. Here you will for the first time meet a new enemy - pestilent werewolves. Not too strong, albeit intimidating. Look around the city, destroying its current inhabitants. After that, leave the city through the north gate. Here again you will see a gap in the veil. When you reach the fork, turn north again. You will be greeted by several werewolves and another riddle. Investigate Christoph's hideout and head west.

Here, in the circle of stones, pick up the torn page and a little to the west, take the dragon bone. You will also have to deal with werewolves. Now head east. At one of the gaps you will find a cache. Explore everything around and go to the mark with the assignment to the east. The last piece of dragon bone is lying there and then. Now, with the help of Christoph's body, watch the video, after which you will find yourself in the Shadow along with the creature that threw you there. Get rid of opponents and go deeper. Pretty soon you will see a device for breaking the curtain, get rid of the guards and turn off the device. Another device is located at the runic circle. There, the guard consists of demons of desire, kill them and turn off the device. Now activate the rune circle. Demons of anger in considerable quantities will immediately climb to you, get ready for a fight. As soon as the last demon is dead, a rune stand will appear, activate it. Go on, turn off the last break device and go to the village.

Go to the side of the pier, next to which is the essence of the characteristic. Then you will meet a girl who came to visit her father's ashes. You will be attacked, getting rid of them, go to the crypt. Run forward to the fork, then turn left. The girl will turn out to be a demon, he can be killed or intimidated. After the demon disappears, clear the crypt and exit it.

In the abandoned Blackmarch, you can find chests with pieces of good armor. These chests are located in the places where the devices were in reality after the destruction of the veil break systems. A spectral dragon can also be found in the swamp. To do this, you need to collect all the bones, and take them to the skull near the ascent uphill. After inserting all the pieces into the grooves, run upstairs to the fortress. There the dragon stands, in battle he uses lightning and is practically immune to the spells of entropy and spirit.

After exploring the village, go to the central square and speak with a spirit of justice. After the conversation, the spirit will break the gate and you will find yourself in front of the witch from Blackmarsh. She will not come alone, with her will be the very creature of darkness that threw you into the Shadow. Get rid of it first, it will not cause much trouble. After you deal with it, the Baroness will "drink" it and send you to reality. Your familiar spirit of justice will end up in Christophe's body and join you. Head towards the village, destroying the shadow portals that the witch opened along the way. In Blackmarsh, talk to the Baroness, she will turn into a demon that you have to kill.

In any case, the spirit of justice will remain in the team, so choose who else you will take on the team. If you are a warrior, then take Anders and Velanna, if a healer, then Velanna, if an attacking mage - Anders. During the battle, the demon baroness will open shadow portals, which you will have to close as quickly as possible, as creatures will crawl out of them to help the demon. To destroy the portals, you can select a mage and one fighter, while the other two members of the group focus on the Baroness herself. Keep her paralyzed with Anders. Drive her into the courtyard of the estate and pile on the whole crowd. After the end of the battle, you can safely inspect all the nooks and crannies and go to the Tower of Vigilance.

Once you arrive at the Tower, there is another important decision to make. You will be asked to go to the defense of Amarantine. On the way, you will stumble upon a squad of creatures, destroy them. Now make a decision: either you refuse to protect Amaranthine and decide to burn it along with the spawn, or you agree to protect it, thereby leaving the Tower to its fate. Let's consider both options.

If you choose to burn Amaranthine, you and the entire order of the Gray Wardens will be hated. But if you still choose this option, you have to defend the Tower. There will be four stages of the battle. First the defense of the gate, then the fight in the courtyard, then the gate again. The last stage is a battle with the commander of the attackers and with an armored ogre. After the fight, you will head to the Mother's lair.

If you decide to defend Amarantine, then the fate of the Tower depends on whether you previously completed the tasks to restore the walls of the Tower, and other additional tasks in the Tower. If the Tower is fortified, then it will stand; if not, it will fall. During the defense of the city, you will need to rescue soldiers, crush enemy troops, and block the flow of enemies through the tavern and the smuggling route. At the end, you will have a fight with an armored ogre and a hike to the Mother's lair.

Go to the Wasteland of the Dragonmaw, move straight, destroying the creatures of darkness along the way. Having reached the end of the location, you will meet the highest dragon, which you have to deal with. At your current level, this shouldn't be too much of a problem. Use ice spells and melee skills. Once the dragon is dead, head down to the Tevinter Ruins. Here collect crystals and activate them by placing them in the sockets of the towers. In the second tower you will find the Architect, who, after talking, will ask if you will kill him. Decide for yourself. Once you make a decision, be prepared for the fact that not all members of the group agree with it. If you decide not to kill him, then Sigurn may even attack you, but in this case you will receive a good weapon that will help you in the battle with the Mother - "The Bonfire of the Architect". In any case, after meeting with the Architect, run to the last tower, search it and go to the nest.

After talking with the Mother, you will find out that it is the Architect who is to blame for all the current troubles. He tried to remove the dependence of the creatures on the ancient gods and for this he began the pestilence. In any case, you will no longer be able to get the Architect, so you will have to deal with the Mother. The fight with her is quite simple, albeit a long one. First, deal with her tentacles and children, which will distract you from time to time. After you deal with them, proceed to battle with the Mother herself. After killing her, watch the final scenes and that's it, our adventure is over.

Interesting Facts

The Tower of Vigil will not be left without its guardian angels in Dragon Age: Awakening, whose role is claimed by the gunsmith Wade and his assistant Herren. Familiar from those made for in Denerim. Concern for the fate of the Gray Wardens and a thirst for profit made them set off on a journey. At first, Master Wade will be boring and laconic, unlike his partner Herren, who will immediately jump at the chance to make money trading. However, over time, Wade will begin to get used to the "Tower of Friction" and will take to work. From suitable materials, he will make weapons and armor for the guards and warriors of the fortress, and then ask to give him a chance to prove himself for real, having obtained for him unusual materials, from which he can make something unique and hitherto unseen.

Ore deposits for the Gray Wardens and the Tower of Vigilance militias in Dragon Age: Awakening:

  • Veridia deposit- a lobby in the basement of the Tower of Vigil a little further, where the meeting with Adria takes place.
  • Iron deposits- a forge in the Cal Hirola shopping district.
  • Silverite deposit- the central part of the caves in the silverite mine in the Vending forest.

List of materials for working with dragonbone from the task "Bones down at work" (334 pages of the Codex):

  • What a lovely specimen! But dragon bone is very hard. I need a diamond ... yes, a diamond will do ... and a good balm so that the sword doesn't burn my hands. And a fresh dragon egg won't hurt either. It's all nonsense to you, I'm sure. Oh yes, and also a rune of flame ... of the level of a great master. Hurry up!
    • Elder Dragon Bone- a pile of stones on the site with an electric dragon from the task "".
    • Diamond- often encountered during the passage of the game, for example, in the Gem Mine under the Tower of the Vigil. Or on the body of the mistress of the house, Valena Turnoble, at the Turnobble estate, if you take the task from the guard at the entrance to the Tower of Vigilance. Or in the treasury in the Cal Hirola shopping district.
    • Large warm balm- Master Henley of Amarantine, trader Yuraya in the throne room of the Tower of Vigil.
    • - the blueprints of the craftsman, the master and the great master are sold by the ambassador of Sera in the throne room of the Tower of Vigilance. To create runes on your own, you need to learn the skill "Making runes".
    • Fresh Dragon Egg- Baby Dragon Corral in the Silverite Mine in Vending Forest. If you didn't take the egg right away, you won't be able to get it.

List of materials for working with the golem skin from the quest "Might of the Golem" (335 page of the Codex):

  • What a luck! First, it needs a wool padding. Golem shells instantly rub your hands to calluses, didn't you know? Secondly, you need a lyrium potion, made by a master, so that not a trace of the past soul remains in the shell. You don't want to deal with that golem again, do you? And also pure iron ... clean, mind you! No impurities at all! And a bag of crushed bloody lotus. Maybe some soup? No? OK.
    • Inferno Golem Shell- Golem from the Underworld p.
    • Wool padding- a chest behind the shops on the way to the north exit of Amarantine, in front of the guardhouse doors.
    • Master's lyrium potion- the recipe is stored in the Avvar sarcophagus in the basement of the Tower of Vigilance.
    • Pure iron- Available from the Gunsmith Glassrick in the Amarantine Trading Rows.
    • Bloody lotus- behind the first overturned wagon at the very entrance to the Vending forest.

The list of materials for working with the kernel from the task "Heart of the Forest" (336 page of the Code):

  • These foul elves never recorded anything! And the Dalish are unfriendly guys. I need oil to make the wood more pliable, the veins - on the bowstring or on the shield mount - and an impeccable ruby: beautiful and practical. Yes, and here's what else - the rune of the great master: lightning.
    • Yadrovik- Sylvan the Old One in the southeastern part of the Vending forest, between the talking statues of Peace and War and the botanist Ines.
    • Butter- Kitchen at the Crown and Lion Tavern in Amaranthine.
    • Veins- A mabari corpse in the northwest corner of a devastated village in Black Marshes.
    • Flawless Ruby- is often found during the game, for example, at Lost from the Lower Cal Hirol and in the hallway of the main hall of the fortress from the owner of the golem, and is also sold by Master Henley of the trading rows in Amaranthine.
    • - blueprints for the runes of the apprentice, craftsman, master and grand master are sold by Ambassador Sera and trader Yuray in the throne room of the Tower of Vigilance. To create runes on your own, you need to learn the skill "Making runes".

Long (strength: 41; damage: 12.60) and two-handed (strength: 48; damage: 19.80) unique dragonbone swords:

  • Lightweight and agile
    • : Vigilance - +1 to all characteristics, + 3% to the chance of crit. hit in a pancake battle, +0.5 to armor penetration, +8 to attack, + 15% to the chance of crit. strike or stab in the back, +5 cold damage, 3 slots for runes.
    • : Vigilance - +1 to all characteristics, +6 to defense, +0.5 to armor penetration, + 10% chance to dodge an attack, +8 to attack, +5 cold damage, 3 cells for runes.
    • : Vigilance - +1 to all characteristics, +0.5 to armor penetration and restore stamina in battle, +8 to attack, +50 to stamina, +5 cold damage, 3 cells for runes.
    • : Vigilance - +4 to all characteristics, +0.5 to armor penetration, +8 to attack, +5 to cold damage, 3 cells for runes.
  • The blade is heavier. So that the blow is strong
    • The main thing is to be extremely sharp: Vigilance - +1 to all characteristics, + 3% to the chance of crit. hit in melee, +2 to armor penetration and attack, + 15% to the chance of crit. stab or backstab, +5 fire damage, 3 rune slots.
    • I want it to be convenient for them to defend themselves: Vigilance - +1 to all characteristics, +6 to defense, +2 to armor penetration, + 10% chance to dodge an attack, +2 to attack, +5 fire damage, 3 cells for runes.
    • Do it so as not to get tired: Vigilance - +1 to all characteristics, +2 to armor penetration, +0.5 to restore stamina in battle, +2 to attack, +50 to stamina, +5 fire damage, 3 cells for runes.
    • Do as you see fit, Master Wade.: Vigilance - +4 to all characteristics, +2 to armor penetration and attack, +5 fire damage, 3 cells for runes.

Unique armor from the underworld golem shell in Dragon Age: Awakening:

  • Golem Shell Armor- strength: 52; armor: 26.25; +8 to strength and constitution, +2 to armor, +25 to fire resistance, +20 to physical resistance, 3 slots for runes.

Dragon Age: Awakening's unique shield and bow from a shotgun:

  • Sound shield- strength: 48; protection: 4.00; +15 to defense, +10 to resistance to the forces of nature, +20 to physical resistance, chance to dodge projectiles, damage absorption.
  • Heartwood bow- agility: 44; damage: 10.80; +5 to dexterity and cunning, + 5% to critical strike chance at a distance, +6 to attack, fast aiming.

Impact of actions on the ending of Dragon Age: Awakening:

  • The soldiers of the Tower of Vigil wore special silverite armor crafted by Master Wade, which is why they became known as the Silver Order. Under the leadership of the Guardians, the Silver Order has won honor and respect as a living memory of the famous Commander.
  • The Commander's blade "Vigilance", made from the bones of an ancient dragon, was shamelessly stolen. After that, he changed owners more than once. Some swordsmen did nothing but hunt for him all their lives. Rumor has it that this legendary blade lives on its own and gradually grows in power.
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