Dragon age 2 cellar killer brand. Passage of the game Dragon Age II DLC - Legacy. Walkthrough Dragon Age II

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

Two active demons, Weasel and Rhyme, create their own illusion for Feinriel. We must help the elf to reject them. Each wrong answer in the dialogue with the demons, while participating in the illusion, will affect his mind. He must understand what is what. In times of illusion, you have to choose first (top) answers. Then at the end, standing in the courtyard, he will feel the Shadow in a completely different way: he will see the seams, the stitches that hold it together, and he will feel that he can wake up at any moment he wants. Otherwise, he will ask to get rid of suffering and kill what he will make of him (you can dissuade). After being rescued from the Fade, Feinriel will go to Tevinter to find a mentor and develop his gift.

Betrayal of companions in the Shadow in Dragon Age 2:

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

Riddles of the Shadow in Dragon Age 2:

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

Walkthrough - Act II: Non-Story Quests

Herbalist's Tasks

Herbalist Solivitus in the Casemates still needs rare ingredients. This time he needed:
Flower "Courtesan's Blush" - grows on the Ragged Shore, not far from the cave where you fought Tal-Vashot in the first chapter.
Dalish Tattoo Ink - can be found in a crate in the Dalish camp.
Heart of Varterall - It can only be found during Merrill's personal quest "Reflection in the Mirror".

All three ingredients can be found before receiving the quest.

Pirates on the Cliffs/Rainders on the Cliff

As you walk along the Ragged Shore, just below where you found the missing Qunari squad, you will automatically be given a quest to deal with the pirates. Going even lower, you will see several guards led by Lieutenant Harley. She will tell you that marauders of the famous pirate Yvets have settled on the cliffs - however, he himself is not visible, at present they are commanded by the blood mage Fell Order. The soldiers can't handle the marauders and are scared to death of the mage, making their situation even worse. The lieutenant is waiting for reinforcements, but so far only you have appeared.
If Aveline is present in your team, you have the opportunity to get both points for her Friendship (for this you need to select "Let's fight together" at the end of the dialogues, and then cheer up the soldiers with your fiery speech), and points for Rivalry (for this we say to the soldiers to sit quietly, and we will take care of everything ourselves).
Varric and Isabella do not react to what is happening. Beware of traps that are set on all paths and approaches to the pirates. If you can't disarm them yourself, it's a good idea to have Varrick or Isabela on your team and run them around quickly while the guards fight. There are three types of traps: regular traps, fire explosions, and poisonous fumes that slow down movement.
At the beginning of the battle, I advise you to immediately throw all your strength into the fight against the magician Fell Order, without him, the rest of the marauders can be dealt with quite easily.
After killing all the enemies, we listen to the words of gratitude and assurances that the reward can be obtained in the Governor's Fortress from Captain Jalen.
After that, we search the corpse of the magician, it will have a "Flexible Chain" - a guard pattern. This is an upgrade for Avellin's armor and is a rune slot.
In the same place, we take a piece of canvas from the corpse and a new, secondary quest opens up for us.
Having finished the business, we go to Jalen and get a well-deserved reward.

Nightmares/Night Terrors

Arianni, the mother of Feinriel you saved, sends you a letter asking you to meet her at the Elvenage. It doesn't matter if you sent Feinriel to the Dalish or the Circle before. At the meeting, the woman will complain that her son has recently fallen into a dream from which he cannot get out in any way, and will ask you to go to the Shadow through the ritual of the Guardian Maretari in order to free the young man.

Maretari herself will warn you that Feinriel may have to be killed in the Fade, making it Humble. If you agree with her, you will get Rivalry points with Merrill and Anders.
After that, choose three satellites and go to the Shadow. If at the time of the conversation with Maretari Merrill was among your party members, but you didn’t take her to the Shadow, you will receive Rivalry points from the elf (if you take it, too, but less). If Anders is in your squad, then in the Shadow he will take the form of Vengeance (and you can talk to him a little).
The Shadow is a part of the Casemates that you did not previously have access to. Enter the courtyard and talk to the Demon of Idleness. After that, two scenarios are possible:

If you immediately refuse to cooperate with him, it will earn Friendship points from Aveline, Anders and Fenris and Rivalry points from Merrill. After killing the demon, go to the Demon of Desire. There you will temporarily take on the appearance of Feinriel's mother and see how the boy communicates with the "father". Convince Feinriel that this is not true reality (or mention demons). If your group has Isabella or Aveline, then the demon will lure one of them to its side. Kill the demon, his assistants and your unfaithful companion. Then return to the courtyard, where the Demon of Wrath will attack you.
After destroying it, head to the Demon of Pride (opposite entrance from the abode of the Demon of Desire). On the way, you can look into the rooms on the right and left along the corridor to replenish the knowledge in your Codex. Talk to the demon. You can tell Feinriel that all this is the work of demons or just convince him of the unreality of what is happening without mentioning the demons - then he will guess everything himself. If you have Varric, Merrill, or Fenris in your group, the demon will lure one of them to its side and attack along with helpers. Kill them and go back to the courtyard.
There you will see Fainriel. If in previous conversations you told him that demons are talking to them, he will ask you to kill him. You can do this, and upon returning, find out that the young man has become Humbled. The second option is to convince him to go to Tevinter to continue his studies.
If in a conversation with the demons of Pride and Desire you did not mention the demons and Feinriel guessed everything himself, then he will not talk about death and himself will suggest a possible study in Tevinter.
In this case, after returning from the Shadow, Maretari will give you a book in gratitude (suitable for sale, but costs a little).

If you agree to the conditions of the Demon of Idleness (defeat the other two demons and give Feinriel to him, receiving in return power (get 6 stat points), knowledge (get a skill point) or magic (two runes), then Anders will attack you, and Fenris will give points Rivalries (Merrill - Friendship) After that, go to the Demon of Desire and convince Feinriel not to listen to him. already persuading the young man not to wake up.Play along with the demon, allowing him to move into Feinriel.
Anders after that will cease to be a LI for you, although he will not leave the team and will not give rivalry points.

The alignment of possible betrayals of associates:
(Perhaps this is a bug, but their actions in the Shadow are completely independent of their attitude towards the GG, completing personal quests, or choosing the answer of the GG during dialogues with demons.)

Merrill will betray you to the Demon of Pride anyway;
Isabela will betray you to the Demon of Desire anyway;
Fenris will betray you to the Demon of Pride if Merrill is not in the party;
Varric will betray you to the Demon of Pride in the absence of Merrill and Fenris;
Aveline will betray you to the Demon of Desire in the absence of Isabella;
Anders will only betray you when trying to make a deal with the Demon of Idleness;
You can't take Sebastian into the Fade.

If you were betrayed by one of your comrades, they will apologize after returning from the Shadow, and you will receive a small quest in which you need to talk to them about what happened (and get Friendship or Rivalry points).

The Fade also has a readable book that grants any character that reads it 1 stat point and 550 experience points. It is located in the hall where you find yourself, barely getting into the Shadow, but it is not so easy to take it for reading, as it quickly moves from one place to another. Wait until it becomes available for activation (act quickly, it takes very little time), and click on the book. She always appears in the same places, so just wait and seize the moment.

In addition, there are two barrel-related puzzles in the Fade. In one of the rooms where there are large and small barrels, you need to line up all the small barrels in a row above the large ones. You have a limited number of attempts before the demons attack you. After the battle, you will gain experience for killed opponents, but you will not be able to continue manipulating the barrels.
Reward - 1 attribute point.

The second puzzle is among the white, yellow and red barrels, move all the red barrels to the middle (two down, two up). It does not matter how the remaining barrels are located on the sides. Just like with the first riddle, the number of your attempts is limited.
Reward - 2 attribute points.

Quests in the Bone Pit:

Someone from inside/Inside Job

In the middle of the second act, we will receive a letter from the merchant Hubert, with whom we equally own the mines of the Bone Pit, if you agreed to co-ownership in the first act.
It turns out that in Lately someone attacks and robs our caravans with goods. Moreover, Hubert is sure that it could not have done without an informant.
We go to the market of the Upper City in the afternoon and talk with Hubert.

He has figured out who sold us - someone named Sabin, a refugee from Lothering - and offers to talk to him without delay. If you agree, you will automatically be transported to the place of interrogation of Sabin.
In our hands will be the fate of the tribesman. We can get him confessions and stories by beating him up (competitions are Avelline, Andres, Varric, Sebastian) or just having a normal conversation.
Sabin will tell us his sad story, after which we will be given one more choice - you can kill him (again, the above-mentioned comrades will not approve), you can hand him over to the authorities, you can let him go, thereby raising the trust and respect of the workers at the mine.
In a conversation, you can promise to help Sabin - he will be very grateful and you will get more experience for the quest, you can select the line "I will sweeten the pill" - he will give out his cache with the money he has earned (there are not many of them, you get less experience for the quest).

When you finish talking with Sabin, Hubert will come up to you with a representative of the Society - Lilly. We inform them of our decision and set off for the next attack on our carts.

We were late, the carts had already been attacked, but the criminals had not yet escaped.
After the battle, we examine the battlefield and Lilly will tell us that she recognizes one of the bandits who attacked us. This man is also from the Society and works under the supervision of Brekker - that still narrow-minded type who at first does, and then does not even think.
The girl leaves to deal with Brekker and tells us to find her in the Underbelly later.

We go to the Cloaca and near the entrance we see the corpse of Lilly. Immediately, guys from the Society come up to us and demand explanations. The issue can be resolved in two ways - to attack and kill everyone, or to settle the matter peacefully, saying that Brekker's people are attacking your carts, although Hubert pays society for a "roof".

After that, we go to look for Brekker. It is located in the dungeons of the Society in the same cesspool. Be careful - there are several traps here. We examine the dungeons, find Brekker, talk, but no matter what you choose, he will still attack you.
We kill everyone, after which the quest will be completed. We report to Hubert, who hints that it would be nice to visit the workers at the mine from time to time in order to stop problems in time.

Cave Crawling

After completing Hubert's quest "Some of Our Own", we visit our workers in the Bone Pit.
They just need our help. We talk with the representative of the workers - Jansen. He will complain that it is impossible to work in one of the mines, because it was filled with giant spiders.
We go into the mine and almost immediately at the entrance we kill the queen of spiders with several squads of smaller spiders.
After that, we return to Yasen and turn in the quest.

Cavern of the Dead

Returning to the Bone Pit (you need to exit the surface map) to visit the workers again, we find out from Jansen that it is again impossible to work in the mines, now there are a lot of dead people there.
We go to the indicated mine, kill all kinds of undead, including the revenant and the Secret Horror, go back and turn in the quest.

Pick up Pickaxes

Once again we approach Jansen (again you need to leave the map to activate the quest). Now our workers have lost all their tools, and Hubert, a sort of miser, is in no hurry to send them a new one. In general, the workers again cannot work normally. Yasen says that he saw a blacksmith in the Lower City, from whom you can buy a large batch of picks.
We go in the afternoon to the Lower City and next to the armor merchant's shop we see a blacksmith - that's what we need.
The blacksmith sells a batch of pickaxes for 15 gold, it will not work to persuade him for a discount.
Buying pickaxes completes the quest, it is not necessary to report to Jansen.

Fool's Gold / Fool's Gold

(This quest only appears when importing a certain game - it may appear depending on whether Nathaniel Howe is still alive after the Awakening. The quest may not appear if Nathaniel survived, but sometimes it still happens - possibly a bug.)
In the High City at the Merchant's Guild stands the dwarf Yevlen, whose three sons, after hearing stories of your adventures in the Deep Roads, have decided to follow your example.
Go to the Deep Roads. Pretty soon you will come across one of the brothers, Emrys. In a conversation with him, you need to make a choice which of the remaining two brothers you would prefer to follow first. It is he who, as a result, will remain alive - you will not save both. In any case, you will have to fight off hordes of Darkspawn, in some cases reinforced by emissaries, and in some places spiders will attack you.
Talk to the rescued brother and move on. You will find a Golem Control Rod that you can use on one of the golems standing nearby. He'll help you in your next battle with his fellow golems, but he won't go any further and be of no further use.
Note: Even if you choose to follow Ivan (and the supposedly valuable sword), the sword you find as a result will be irretrievably corrupted. True, instead of him you will find a good club.

At the exit to the surface, you will have to fight off a large group of Darkspawn led by an emissary and an ogre. After you deal with them, return to Yevlen for a reward.

This DLC starts from the moment you touch the griffin statue. After the introductory video and a conversation with a brother or sister passes, the game begins. You will find yourself in the Vimmark Wasteland, where the Charter is hiding, which attacked your family.

Wasteland of Vimmarak

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

Keep in mind that behind the Overseers and his soldiers there will still be archers who will start firing at you as soon as possible. In addition, a couple more gnomes will come running to the Overseer as reinforcements. Remember how this fight goes, because basically all fights will go like this in the Legacy DLC. As you fill up the Overseer, you can remove from him a very good amulet for a magician who uses fire magic, and the name of this little thing is the Eye of Blue.

So keep moving on. As soon as you pass the gate, then find yourself in a kind of arena, where you will be met by a bronto fixed by archers, which are well located on the hills. Keep in mind that bronto will inflict very powerful damage on you and will be able to merge your entire group without much difficulty, so try not to keep a tight pack. Keep in mind that the bronto has weak resistance against fire, and the dwarves from the Charter are very vulnerable to cold. One more detail - the gate through which you passed will immediately close behind you, so a tactical retreat will not work.

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

Vimmark cliffs

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

If you carefully examine the room north of the courtyard, then as soon as you leave it, you will be met by another ambush of the Charter, which consists of shooters and assassins. Luckily, some of the shooters will be standing right next to the trap, which you can activate and seriously hit the enemy ranks.

As soon as you open the gate, then immediately go down the stairs. At some point, two snipers will run out to meet you. You should not fall for their tricks and carefully, slowly move after them. It is important for them to lead you all the way down the stairs with traps in order to collect everything there. As soon as you pass the traps, soldiers will arrive to help the snipers, but there will be few enemies and you can deal with all the enemies without any problems, after which you can go to a new location - the Charter Shelter.

Asylum Charter

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

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

As soon as you find yourself in the western corridor, you will be met by a character named Gerav. The conversation with him will be surprisingly longer if old Varrik is in your group, but in any case, everything will end in a battle. And also, depending on which option you choose (attacking or personal), it depends on whether you get friendship or rivalry points in the amount of 5 points to Varric. Once the battle is over and Varrik is in your group, you can pick up a ring on Gerav's body that only Varrik can wear.

After going a little further, you will find a new squad consisting of malevolent gnomes. In addition to these evil dwarfs, there will also be master snipers and a magician. Not far from this magician, in the group of the enemy, there will be a statue of a griffin, and if you click on it, you will be back in Kirkwall (in case you need to sell or buy some things). If you got the Recipe: Mytala's Grace, then we recommend that you make a couple of bombs, as they will be very useful to you in the future, besides this, you will also need potions - in general, get ready. It is better to take advantage of this opportunity, as there will be no other. In addition, it is better not to open the doors that are located near the statue until you have finished everything, as you will find yourself at a certain "point of no return". If you have stocked up on potions and other things, then in Uncle Gamelin's house, click on the griffin again and find yourself again in the Charter Vault.

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

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

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

Once you deal enough damage to him, he will assume his final form. The further fight is not much different from the previous ones: as usual, do not just stand still, hit with everything that deals cold damage and keep your long-range warriors away from him. Defeating this opponent will give you more than 9000 experience points, a couple of very good things and money.

As soon as you make sure that you haven't missed anything, then go back to the griffin statue and open the gate. So, now you are waiting for another fight. You are kindly greeted by the leader of the Charter along with his personal bronto named Wonka and a couple of shooters. As before, the conversation will end in a fight anyway. Please note that in bronto you will not be able to get to you on the upper level of the room, so we advise you to relocate there. In this place, first kill the shooter, and then the leader of the Charter. In the end, go to Wonka. Also note that traps will be scattered throughout the room. You can use them however you like, but your enemy can use them as well, so if you don't want to take damage from these traps, then just keep the defense on the platform that leads to the upper tier.

As this battle ends in success, then take the Hawk Key - this is a weapon that depends only on the profession and specialization of the main character. On the this moment it is unremarkable, but you do not get rid of it, as it can be improved. Now take the keys and go to the lift, which you can use to get to the next level.

Floor Sashamiri

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

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

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

After you turn on the seal, the Demon of Pride, or rather its fiery counterpart, suddenly pounces on you. Beware of the circles that will glow on the floor, as if you fall into them, there will be something like a "Shattering Dungeon". Of course, this will not lead to a large loss of health, but the fact that you will be paralyzed is for sure.

After you have killed the Demon of Pride, then talk to Larius. From him you will need to choose what bonus your weapon will have. How to choose, then go on. So, on the next bridge, you will have to fight Genlock Alpha - in theory, it was supposed to be the first-born genlock, but alas, this is just a heavily armored monster with a huge shield. Note that this monster can perform an attack that is similar to an ogre attack (running up and knocking everyone to the ground who gets in its way). Luckily, these genlocks are not well protected against attacks from behind, so hit from behind. Even regular attacks from behind take a good amount of damage from him. In addition to having a weak rear end, he is also very vulnerable to spirit attacks. Frontal attacks against him are generally useless, as he is so "fat" that he absorbs any attacks. As soon as you kill him, then go quickly to the next lift and move to a new level of this fortress.

Floor Farel

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

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

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

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

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

After going a little further, you will come to another bridge. On the bridge, Garlock Alpha is already waiting for you in a team with an ogre! And behind this cute team there is another room with seals, or rather with a second seal. As soon as you activate the seals, the Demon of Pride will come to you. This enemy has one very bad habit - he is divided into copies, but he does this in the event that you inflict a certain amount of damage on him. Try to be extremely careful and hit the demon that has the longest life bar, because if you constantly kill copies, there will be no benefit from it. After the battle, Lirius will start talking to you again and this time he will share one more piece of information regarding the Corypheus (he will share it with you in the next room). Now there will be nothing interesting on this floor, so you can go down to the level below.

Foot of the Tower

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

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

Now go up the stairs and soon find yourself near the sarcophagus. There will be six torches in front of this sarcophagus. So, at this point, your companions will say that there is something suspicious in these torches in front and you should listen to their words. If someone does not guess, then here is a kind of rebus, the solution of which opens a locked sarcophagus. Each torch standing here will light the fire in a variety of places, so you will need to experiment a bit to figure out the correct order that the sarcophagus will open. If someone cannot solve the puzzle, then here is the correct solution: first, light the second torch on the right side, after the first torch on the left side (if you are facing the sarcophagus). So, solving this puzzle brings you a nice trophy - gloves and equipment Gray Warden. Now go back and up the stairs above. At the very end, you can take Dumat's Ritual Scroll.

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

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

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

As you are on the bridge, Larius will meet you again, and a little later the Gray Wardens will join you. Listen carefully to what Janeka will tell you, and then decide which side to take. Cover, Bethany and Fenris give you 5 friendship points if you support Larius, while Varrick and Merrill give you 5 rivalry points, or maybe the other way around. As soon as you make your final decision, you immediately move on to the next level of this place.

Floor Rhiannon

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

So, immediately at the exit, Larius tells you about the defense mechanisms that are in this fortress, or rather at this level, and he suggests that you activate them in order to delay Janeka a little. To get started, click on the structure, which will be labeled "Point of Power", and then go further. As you find yourself in a large hall, you will notice that it is literally full of such mechanisms. Larius at this point will tell you not to touch anything. But suddenly a pack of evil shorties from the Charter will run out to meet you, after which they will turn on all these mechanisms. As a result, the exit from this place will be blocked. As soon as you kill all the dwarves, Larius will suddenly remember that these "streams" of power must be connected together in order to eventually open the barrier.

The next puzzle will not be too difficult, since the main part of these "streams" will be connected and you will only need to "repair" the gap that has formed between them. So, on each of the columns there will be two points. Points receive and send streams further. All you have to do is turn the columns in such a way that one of the dots can receive orange light and the other dot sends that light to the next dotted column. After that, rotate the next column following this principle and so on. Everyone has probably already noticed that there are several points of power on each column, you don’t have to strain yourself because of them yet, as we will return to them a little later. As soon as you manage to connect the orange stream, it takes on a white tint and at some point the barrier that was at the exit will disappear and you will get experience.

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

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

To activate the red flow into the room with columns, you will need to go to the room, which is located under the northern room (at the moment there is no access, but it is displayed on the map). In general, in this room you will need to activate another point of power. After that, return to the room with the columns and start manipulating the blue and red light to remove the barriers that block the path. As soon as you do everything right, then all the trickles will turn into White color. This will mean that you did everything right. As a reward, you will receive experience. After the barriers have disappeared, then continue to move on. In the northern room you can find a chest that will contain the same helmet that was mentioned earlier in the Codex.

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

We recommend destroying the Arcane Horrors first, and it's best to start with the Healer. Well, in the end, it will be possible to deal with the revenant. But again, this is up to your "taste and color", because maybe someone else is more comfortable with a different battle tactic. So, at this level, it was the last battle, so if you have fully examined all the levels before this, then you can transfer to the last level of this mysterious place.

Tower

Get ready for this level to be quite big. Immediately on the bridge you are met by Janeka along with Larius (it all depends on which side you took in the past). Well, as expected, everyone will tell all sorts of secrets about each other, so you will need to make some decision again: stay on the side of your ally or go to the other side. If you decide to stay on the side of Larius, then you have to fight Janeka and the Gray Wardens. If you decide to trade your ally, then he or she will be killed on the spot, the battle cannot be avoided. Varric, Fenris, and Bethany are surprisingly unresponsive to your decisions.

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

The first stage starts after you remove some health from him: he moves to the center of the battlefield and starts to call powerful jets of fire that will spin around the room (clockwise). Keep in mind that it's best to avoid this fire as it will deal a huge amount of damage to you. If you stand on the steps that lead up to four statues, you will take slightly less damage than you should. You will receive the least damage if you stand on the highest steps, so keep this in mind.

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

After you destroy all the Shadows, and the flame disappears, then you can finally beat Corypheus further. After you take another pack of health from him, he moves to the center and blocks of stone begin to appear throughout the room, which make it difficult to move. In addition, he will start spewing flames again. The tactics remain the same - that is, you run and activate the statues, after which you hit the Shadows. But be careful, as some of your group may get stuck between the stones, and then completely fall under the jets of flame.

After you have activated all the statues, the scenario will repeat itself again. Corypheus can be chopped again, but after the next pack lost health he returns to the center of the room. This time, in addition to flames and boulders, you will also need to dodge electric shocks and randomly falling icicles, which will also cause good damage and slow down movement.

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

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

At this point in the game, the game play is over. Below you can leave your comment.

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

Prologue

One Blade made an appointment for Hawke in the Upper City at night. In addition to the mandatory character (Varric), you can take any other character with you, except for your sister or brother. It does not play any role, the difference will be only in some minor remarks. But it is better to choose a party with the expectation of a fight, because this is not a meeting, but a real ambush of armed criminals. However, it will not be too different from other similar troubles, with the exception that the red-haired elf, Tallis, will help you here.

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

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

Tallis

Tallis is a scout who specializes in hand-to-hand combat with two daggers. Her talents allow her to go into the shadows, strike from the shadows, interrupt mage spells, stun enemies, and effectively prick holes in the bodies of opponents.

Pictogram Skill Name Description Skill Type
Disguise Tallis disappears into the shadows, immediately appears in front of the target and muffles her mouth, preventing her from using spells and skills for a short time. However, she remains invisible.
Silence Chance: 100%
Invisibility Chance: 100%
Duration: 10 s.
Price: 20 stamina
Recovery: 20 s.
Toggle Ability
Undercut Requires Disguise
Hack kills weak enemies on the spot, and surviving enemies take significant critical damage.
Physical Damage: 3.65x
Critical Strike Chance: 100%
Cost: 40 stamina
Cooldown: 40s
Toggle Ability
collapse Requires: Lv. 14
Requires: Undercut

Hack now also critically hits enemies that were previously resistant to it. It becomes even more dangerous for FRAGILE targets.
Physical Damage: 400% against FRAGILE targets
Recovery:-10 s.
improvement
Magic touch Requires: Lv. sixteen
Requires: Undercut
points required for Scout: 4

Hook is now especially effective against magic-using enemies; it automatically stuns them and deals significantly more damage.
Physical Damage: 200% against casters and Shadow creatures
Stun Chance: 100% against casters and Shadow creatures
improvement
Cloak Using a rare and inexplicable skill, Tallis wraps herself in a veil that protects against magical attacks.
Magic Resistance: +100%
Duration: 10 s.
Price: 20 stamina
Recovery: 20 s.
Toggle Ability
Dagger Requires Cloak
points required for Scout: 3

While Tallis is protected by Cloak, she will automatically retaliate against enemies that attack her with magic.
Physical Damage: 2x against enemies casting spells against Tallis.
improvement
Elusiveness Requires Cloak
points required for Scout: 2
Tallis does not stand in one place for long. Many of her enemies' attacks simply miss their target.
Dodge Chance: +20%
Passive Ability
Equilibrium Requires Cloak
points required for Scout: 2

No one will distract Tallis from her prey.
Deceleration resistance: 100%
Stun Resistance: 100%
Passive Ability

x- Tallis damage indicator

Of the equipment, Tallis has her own armor and two daggers - Thane and Katrin (two Easter eggs, by the way), whose characteristics depend on your level. Rings, an amulet and a belt can be given to her from your pocket if you want to strengthen her. The main thing - do not forget to select them before the final battle.

Ain Castle

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

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

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

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

Castle surroundings

Wyvern Hunt

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

Western grounds

eastern grounds

Wyvern Lure

This is the main task, completing it will give you the opportunity to enter the castle along with the rest of the hunters. In order for the bait to work, you need to find several of the possible components that can attract a wyvern.

The following components are located in the western part:

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

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

  • Go south, where there is a clearing with ghouls, collect the remains of the Gauls, which apparently remained after the feast of the wyvern.
  • Follow the main path north until you see a large pile of excrement. Get the bones out of her.

After collecting at least two ingredients, you can actually start luring - this is minimum requirement, enough to get the smallest wyvern. The more ingredients you collect and lay out, the larger the individual will come running at your call. If you decide to use everything you could collect, you will capture a wyvern leader, for which you will receive a more valuable reward and the "Chasing Game" achievement.

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

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

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

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

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

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

Balm of the huntsman

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

  • Robe of Andraste. Located on an inconspicuous path - the first turn to the left if you go along the main southern path;
  • Mushy vein. After you see two hunters claiming to have tracked a wyvern, look for the ingredient by right hand from the path they run down (the road to the southern clearing of the western area);
  • Holly. It is located in the eastern part of the hunting grounds, on the shore of the lake, to the right of the entrance to the location.

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

cult of heaven

In the northwestern part of the western hunting grounds you will find an ancient Avvar altar. If you activate it, then protection will appear - the cultists of the Mistress of the Sky, led by the Heavenly Horror (witch horror with some modifications). Fighting them will be tough. After every third of life taken down, the Celestial Horror hides behind an impenetrable barrier, and stays there until you have taken down all the guards. Then he returns with new servants and everything repeats. However, you can postpone it until later.

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

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

  • Pick up all items except the Mistress's Book. In this case, you will be able to complete the task without a fight.
  • Take everything along with the book, then you will have to fend off the guards, and an entry about the cult of Heaven will additionally appear in the code.

One way or another, you'll get belt of heaven (bonus to mana/stamina, mana/stamina regeneration rate, and magic resistance) and Sacrificial Dagger (spiritual damage, chance to restore health, enemy armor is ignored during attacks), as well as additional experience and trophies if you decide to fight.

Lost Hounds

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

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

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

  • If you left the dog and did nothing to help him, the hunter will thank you and go for help. For completing the task, you will receive 150 XP.
  • If you killed the dog, you can lie to the hunter that a wyvern killed him, or that you did your best but couldn't save him, and then the hunter will simply thank you. Or you can tell him that you killed the dog out of mercy, in which case you will have to fight the hunter and the surviving mabari.
  • If you cured a dog, tell the hunter about it to get a reward Houndmaster's Shortbow (nature damage, attack bonus, and chance to infect an enemy with a walking bomb), 1 gold and 900 xp.

Also during the hunt you can find a recipe for Sebastian (at the castle gate) and a feather for Anders (Hunting grounds - west).

Castle courtyard

After a short scene where Hawke will receive his well-deserved reward - wyvern hunter's belt (bonuses to attack, defense, critical strike chance and attack speed) - you have to find a way to get into the castle itself. To do this, you need to find the key to the entrance for the servants, which, presumably, is in the hands of the guard.

At this point, Hawke's team will split up so as not to attract attention, and you will stay in the yard along with Tallis.

Find a way to get into the castle

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

Castle courtyard


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

Chat with guests

In the courtyard, you can talk to several other participants in the social event. Some of them will be personally familiar to Hawk (depending on which act the add-on is being played in), some - only to the player, after passing dragon age: Origins. There will be no practical benefit from these conversations, but it will bring some atmosphere. The reaction of different people to the hero will depend on which acts and tasks have already been completed, and which have not yet been completed.

wishing well

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

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

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

Find a way to the treasure

As soon as you pass through the door, the hero will be noticed by one of the guards. He will try to sound the alarm, but Tallis will quickly kill him and offer to sneak further in stealth to avoid unnecessary bloodshed. You can opt out if you want to go more the easy way and get more experience (in this case, you can just go and kill everyone), or you can agree to sneak if you want to get the Limbo jewelry set and the achievement "Sleet glanders".

Uncertainty
  • Skepticism (amulet): bonus to critical strike chance, bonus to picking locks, enemies leave more money;
  • Alert (Ring): Immune to critical hits, chance to go stealth when attacked;
  • Limbo (Ring): XP bonus, enemies drop higher quality gear, enemies drop more money.

Set Bonus: +10 Cunning.

Ain Castle

Walking in the shadows

If you decide to make your way stealthily, Hawk enters a special stealth mode. In this mode, you will have three main moves: distraction (throw a stone to make the guard go to the source of the sound), incapacitation (sneak up from behind and hit the guard on the head, knocking him out) and hide in the shadows (when the hero is standing in the shadows and not too close to the guard, he becomes invisible - at such moments he is enveloped in something like a shadowy aura). The guards walk along the corridors and platforms, periodically looking in one direction or the other. Their viewing angle is highlighted by a red cone on the ground. The unconscious guard will wake up after a while, so you should not loom near his body for a long time. If you are spotted, the game will load from the last checkpoint and you will have to go through the bad section again.

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

iron chef

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

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

Now you need to go through a small outer courtyard. Hiding in the shadows under the stairs, wait until the nearest guard goes around the area. Follow him, following at a distance, hiding near the overgrown fences, and, having got close to the chest, take the Skepticism amulet from the "Uncertainty" jewelry set.

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

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

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

Finish line. Our hero is almost there. Look around left hand- there is a chest with all sorts of nonsense.

Trapped!

At the entrance to the room, a trap will work: the exit is cut off by a massive lattice, and the door in front does not open. To open it, you need to stand simultaneously on two plates near the chests, but all approaches to them are also cut off.

Stand on both slabs by the carpet - to do this, give the group a command not to move and bring Hawk and Tallis in turn to each of the slabs - this will open the gratings by the stairs. Next, lead Hawk and Tallis across the slabs in parallel until you reach the statues - knock them over to fix the slabs in the pressed position. You should also go out, overcoming one span at a time, so that the character is not locked between bars.

Stand on the slabs in front of the carpet again - now the bars under the balconies will open. At this stage, you need to open the passages to the chests, moving the characters in parallel along the bottom and along the corresponding upper side. The chests contain garbage and some money. In addition, you can find companion quest items on the lids: a medallion for Isabella, a feather for Anders, a medallion for Fenris, and poems for Aveline. If one of the chests has become inactive, don't be alarmed: it will become available when the bars in front of the door rise. To pick them up, you need to stand simultaneously on both plates in front of the chests.

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

When you, not without the help of the elf, get out of the cage and meet with the rest of the companions, you will get back all your things (if you sneaked into the treasury in secret), and you can choose two exit routes: through the basements of the castle or through the caves. If you want to earn more experience, money and collect an Orlesian-style equipment set, you should wait with the caves for a while.

Cellars

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

So, take the white symbol and open the two doors on the left hand. Return to the apparatus and take the black color - go through the right white door and open the black one. Take the blue symbol and return to the main room to put the symbol in the mixer (it won't go off your head). Now run through the left white door and open the blue one. Kill the rune golem - this is not a very strong monster, it is easy to deal with it. Immediately after the massacre of him, a strange-looking picture will open on the wall: people with and without masks, located in three rows. If Isabella is with you, look around and pick up the cursed emerald - it will come in handy for the quest. Take the yellow symbol from the apparatus by the door and return to the main room. Open the yellow door to put the symbol in the stirrer, and take away what came out as a result of mixing yellow and blue colors - green. Immediately behind the yellow door, on the left hand side, there will be a green door, behind which are chests with treasures: money and mediocre things. In addition, if Isabella is in the party, there will be a quest item on the floor - a cursed diamond.

Go through the transition to a large room, in the middle of which there is a chest behind three impenetrable barriers. Turn the plates located on the floor opposite the exit from the passed part of the basement in such a way that the plates with a pattern correspond to people in masks, and clean ones to people without them. The first barrier is open.

Note: in order to remove the barriers, it is not necessary to complete puzzles - just put the right plates in the right order, if you know it.

In the eastern room, you need to solve a different type of puzzle. Its essence is that you need to turn all the plates over so as to completely fold the portrait depicted on them. reverse side. When you click on a slab, it flips over, as well as the slabs that have common edges with it - that is, those adjacent to it horizontally and vertically. If something went wrong, you can reset the accumulated by using the lever under the picture. The general clue algorithm is shown in the figure. This algorithm is not the only one, but the simplest. If you wish, you can try to fold the mosaic yourself.

After the puzzle is completed, lay out the output tiles in the same pattern as the faces in the second picture. The second hurdle has been overcome.

On the west side, wonderful doors await you again. Take the black symbol and unlock both black doors straight ahead. Change the symbol to white and open the white door behind the left black door. Take the blue symbol from the apparatus in the room and add it to the stirrer. Go through the right black door and open the blue one - golem again! Deal with him and get the third painting of the masked men. If Isabella is in the party, don't forget to pick up the Cursed Ruby. Take also the symbol from the red apparatus and take it to the stirrer. After receiving the purple symbol, unlock the door to the treasury. The chests contain money, all sorts of rubbish and a little mediocre things. Don't forget to look around for the cursed sapphire for Isabella. Having placed the tiles at the exit, as in the third picture, remove the last barrier - congratulations, you have received the "Production" achievement.

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

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

After Hawk deals with the local punks, Tallis will offer to leave through the caves in the dungeon. To get there, you do not need to go back (however, this is impossible) - just go through the passage to the dungeons leading from this hall.

Armor sets
  • Enchantress Illana (mage). Items provide bonuses to health, defense, mana/stamina regeneration, and have 1 rune slot each. Set Bonus: +10% Physical, Fire, Cold, Shock, Nature, and Spirit Damage.
  • Orlesian spearman (warrior). Items give bonuses to attack, attack speed, bonus to healing received by the character, and have 1 rune slot in each. Set Bonus: Health Recovery Speed ​​+50, Damage Resistance +10%.
  • Messenger (robber). Items provide bonuses to health regeneration, mana/stamina regeneration, damage resistance, durability, and have 1 rune slot each. Set Bonus: 100% Stun Resistance.

Cellars

Dungeon

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

After getting out of the casemate with Tallis, you will find yourself in the northern part of the dungeon. Nearby is a passage to the cellar, and directly - a corridor with cameras. There are only four cells, two of them contain prisoners who can be released by breaking the locks.

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

Note: having gone through the crack into the caves, you will not be able to go back.

Before leaving, it is worth rummaging around in the cells. From the quest items here is a loose brick on the instructions of Aveline "Seal du Lac". In the southwestern corridor there are three stone statues on the quest "Pirates and Curses", in the large hall in the west of the location there is a book on the quest for Varrik. In the remaining chambers, you can pick up items for other companions: a chevalier banner for Carver, a painting for Bethany, and an amulet for Fenris.

After you collect all the necessary items and complete other things in this location, you can go through the passage to the old shelter of the Gray Wardens.

Dungeon

du Lac's seal

This task becomes available only if you took Aveline with you. Read the book at the door in the southern corridor of the cellars. Aveline will say that the book contains records of some arrested person who had the seal of her father's family, du Lac, tattooed.

After examining the cache in the southwestern chamber of the northern wing of the casemates, Aveline will find a strange vessel with smoke inside. A scroll and a ring will be found in the vessel, as well as the spirit of the Resurrected from the dead. The monster is not new, everyone knows how to deal with it. Who does not know, let him keep in mind that it is better to hit him from a distance: a powerful aura around the dead man deals damage to everyone who is near him. In addition, he can pull the target towards him, knocking him down.

After killing the monster, the conversation will continue, and Aveline will tell you that she doesn't know how it all has to do with her father, but she is going to ask someone. This will complete the mission, Hawke will receive 200 XP (plus an additional 230 XP for fighting the monster), and our iron lady will get a useful trinket - a ring Seal Red (100% Basic Attack Damage against Melee Enemies).

Pirates and curses

If Isabella is with you, collect four precious stone and a rusty dagger:

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

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

  • Given the choice of Isabella herself, she decides to keep the dagger. As a reward you will receive Dagger of the Four Winds (lightning damage, 4 rune slots) and 150 XP.
  • Or you can persuade her to do a good deed - the pirates will be released from stone captivity, swear allegiance to Isabella and run away. Subsequently, they will help you in a fight in the caves. You will receive 300 XP as a reward.

asylum

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

On the bridge, a more serious fight awaits you - with the very Hasind that haunts Hawk from the very beginning of the adventure. With him will be a few soldiers and a bunch of mages. At the very beginning of the battle, Tallis will be cut off from the team, and if you want to return her as soon as possible, then beat the Hasinda and quickly. When he has about a third of his health left, Tallis will rejoin the team. After the battle, search the corpses: Kahir will "share" the key to the gate and the two-handed battle ax Dragon breath (fire damage, fire damage bonus), and remove the staff from the magician The sting (Nature Damage, 1 Rune Slot, Nature Damage Bonus, Enemies Cannot Dodge Attack, Chance to Regenerate Health). If Isabella is with you and freed the three losers from the curse, they will help you in this battle. In addition, you can enjoy views of the lake from the viewpoint from the bridge.

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

asylum


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

Without Tallis

If you refuse to help, then take a shorter path, and only guards and wyverns with ... wyvern will come across from the enemies. The exit into the ruins will take you to the meeting place between Prosper and the Qunari.

with Tallis

If you still decide to go with Tallis, then you will have to run more. Almost immediately at the exit from the caves, Baron Arlange will lie in wait for Hawke, if our hero has not killed him yet, of course. With him will be archers, soldiers and a jester. As a reward for a fight, you will get a good sword and shield, and all sorts of junk, little by little. In addition, you will meet every little thing like ghouls and wyverns - they should not be big problems.

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

final battle

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

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

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

If you have poisoned the wyvern's food, it will move rather slowly at this stage. Prosper will place a mark on one of the characters (usually the one the player controls), and Leopold will purposefully pursue that character until the mark is gone. The tactic is simple: you beat the wyvern, the one with the mark - the engine.

When Leopold is thoroughly battered, the duke will call him to him and place traps exploding in a chain on the field. Try to stand in a free area - then almost no one will be hurt. After that, de Montfort, riding a wyvern, will descend to the battlefield, and the final stage of the battle will begin. Just like in the second stage, the duke will throw a mark. But Leo is already frisky and zealous, so he won’t be able to train. But it can be thrown off a cliff: when the wyvern is already rushing towards the "marked" one, standing at the edge of the abyss, run away to the side - the creature will carry by inertia beyond the platform, and it will hold on for some time, clinging and being unable to do anything else.

Finish off the duke, watch a beautiful video and get ready to say goodbye to Tallis. If you refused her, then there will be an option to demand a reward from her. In any case, she will hand Hawk what was planned to be planted under the guise of a stone - Heart of the Many, a very good amulet that gives an increase in strength, agility and magic, depending on the level. In addition, if there is no passion next to the hero, and you flirted with an elf, then you can get a romantic kiss from her, but you won’t wait for more.

This will end the adventure, and Hawke will be transported back to his home in Kirkwall.

Amulets for companions

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

Reward: Enthusiast's amulet. Critical Strike Chance Bonus, Critical Damage Bonus, Health Regeneration Speed ​​Bonus, and Damage Resistance Bonus.

Symbols (Bethany)
  • In the chamber in the southern part of the dungeon;
  • Stash: In the caves of the hideout.

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

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

Reward: Good Luck Armada badge. Defense bonus, critical damage bonus, chance to go invisible when attacked.

Secret composition (Sebastian)
  • In the castle courtyard before the hunt, at the quartermaster's chest;
  • In the kitchen of the castle;
  • Stash: In the caves of the hideout.

Reward: Epicurean gift. Defense bonus, critical damage bonus, and damage resistance bonus.

Plagiarism (Varrick)
  • In the hall behind the kitchen in the castle;
  • In the castle library;
  • In the northwest hall of the dungeon;
  • Stash: Caverns of Refuge.
Magic Feathers (Anders)
  • On the hunter's trail, western hunting grounds;
  • On the left chest in front of the treasury;
  • In the caves of refuge;
  • Cache: a path on a mountain slope.

Reward: Birds of the same flight. Health bonus, mana/stamina bonus, health regeneration bonus.

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

Reward: Gift of the Mist Warrior. Defense Bonus, Spirit Damage Bonus, Damage Resistance Bonus.

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

Reward: The path of true love. Health bonus, defense bonus, mana/stamina regeneration bonus.

Achievements

Name How to reach Pictogram
New day Meet Tallis in the High City
Chasing game Lure and kill the Wyvern Leader near Castle En
quiet glanders Get past the guards in the cellar of the Castle of Ain
Mining Disarm the fire traps in the cellar of En castle
Assassin's Mark You killed Duke Prosper with or without Tallis
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