Dragon age origins awakening walkthrough. Dragon age: origins: awakening - guides and walkthroughs. Shadows of the Black Marshes

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 destroying the Archdemon will end the centuries-old threat posed by the darkspawn, but somehow they survived. You are the captain Gray Wardens and you have been entrusted with the task of rebuilding the Gray Wardens and uncovering the secrets of the darkspawn and how they managed to survive. How you rebuild your order, how you resolve the conflict with the "Architect", and what fate you choose for the darkspawn are just a few of the many decisions that will be part of your adventurous journey through the lands of Amaranthine.

Game Features: :
- Amazing world expansion: BioWare's largest universe gets even bigger with new territory to explore - Amaranthina
- Uncover the secrets of the darkspawn and their true motives
- Rebuild the Gray Wardens and equip your base in the Keep of the Watchers
- Many new moral dilemmas: Immerse yourself in an epic story entirely defined by your play style
- Influence the entire gaming experience with your choices and decisions in difficult situations
- New ways 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 a 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 against the most advanced and intelligent representatives of the darkspawn and other formidable creatures such as the Fire Golem and the Spectral Dragon!

ATTENTION! This post contains Dragon walkthrough Age: Origins Awakening so if you haven't already
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 are immediately given 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 passage. Yes, and I imported my old hero, which was much better developed than the new possible character. So, having imported or created our hero, we begin the passage of Awakening...

And it all starts with the fact that you watch the screen saver, 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, right? And then a survivor runs out to meet you, followed by the creatures of darkness. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can. He will leave for help, which should be on the road, and while you talk with your companion Mhairi, I think information from her will also not be superfluous. Next, go inside, deal with the ogre 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 suffer from the explosion of these very gates. And, having entered them, the first thing to do is to kill the genlock emissary, who will be very unpleasant to conjure. In general, in Awakening Walkthrough fights in most cases you need to start with the killing of magicians, but this is so, a lyrical digression. After his death, run again 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 save two more survivors and get the bandages marked on the map. Got it? Run back, the wounded are dying! Give the bandages back and continue to the inside of Vigil's 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 Mhairi and go to comb the building. Immediately turn right on the map. There you will see a sorcerer who burned one of the creatures of darkness. Talk to him and take him into your squad. Follow this corridor to the end and save the survivor, which will update your quest. So, we need to search the entire tower and find other survivors, which we will continue to do. Climb up to the battlements on the walls and go forward. Exterminate everyone there who can resist, turn the ballista and make a volley. After the death of all opponents, go inside and pull the lever. You watch a video clip in which you will see how one very cunning dwarf blew up a detachment of creatures of darkness. Well, let's move on, because the passage of Dragon Age Start- Awakening is just beginning...

Dismantle the barricade, go down, kill the creatures of darkness and move through the opened gate. 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 on the left, and then straight ahead. After passing along the corridor, you will meet an old acquaintance of Oghren, who will have to be saved from the crowd of Darkspawn. Kill them and take an old friend to your team. By the way, it should be said that throughout the passage of Awakening, Oghren 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, as only there is a passage available to you.

In the hallway you will find Rowland bleeding. He will tell you the story of the assault on the fortress. AND interesting story about a talking creature of darkness. Well, then, 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 to the battlements of the walls? Save! And now just keep moving.

Move forward and kill the spawn boss, who also talks a lot. On the murder, the liberation of the fortress will end. You will watch an interesting video in which you can take Oghren and Anders to the Gray Wardens. Or you may not take it. The choice is yours, but I would still recommend taking them. The company will not be redundant. 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. Do a dedication. True, not everyone will survive it ... May Mhairi's faithful fighting friend rest in peace. After that, continue watching the video and end the chatter. So you will complete the first stage in the passage of Awakening.

After all this, you will find yourself in the Throne Room of the Vigil's Tower. There is a sorceress from whom you can enchant weapons, and a merchant from whom you can buy or sell something. Talk to Mrs. Woolsey, who is standing to the left of the throne, and agree to her help. After it - talk to Captain Garvel. Both have the same task, which is good news. Well, and finally Varel. After talking with him, you can already leave the throne room, since there is nothing more for you to do here.

Leaving the throne room and choosing your assistants, you will talk with the guard, who will tell you about the petty thief, who was barely twisted by four guards. Take away two more tasks from her. After that, immediately go down into the dungeons of the Vigil's Tower and talk to the Jailer. And it turns out that the thief is the son of Earl Howe. This is such an unexpected meeting. I don't think another gray guard would hurt. 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. Tamra should also take the assignment about the assassination attempt. And in general, talk to everyone in a row, I think it will not be superfluous for you. After all this, you have a difficult decision to make. Choose what is more important - to protect the city, trade routes or farms? I chose farm protection. 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 solutions. Sometimes they are small, sometimes important, but you have to make decisions on your own.

Get outside, you have a lot to do. First go to the blacksmith and listen to his eternal whining. There you are mentioned about good metal and armor for the soldiers. Are you making a connection? After that, go to the sergeant, who is standing near the door, and talk about the remaining creatures of darkness. Of course, agree to help!

So, you are going to the dungeons of the fortress, where the creatures could still remain. 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, let's get out on the way. Darkspawns await you in the next room. After their death, go into the room in the north and pick up a letter and a gift. Then - into the room in the south, where screamers will jump from the ceiling. They also need to be killed, and then pull the torch in the wall in order to open the secret door from the chests, which contains a lot of supplies. Try not to have unexplored territories and unfinished quests in 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. Let's go west first. In front of you is a crypt with aggressive skeletons, which are best put to rest. After that, search all the sarcophagi. You will find one key and there will be four keyholes. Well then, let's keep going. Now from the prison to the north. There you will meet the very Adria that 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 up. At the top, it remains for us to talk to the dwarf and give him a large amount 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 allow us to 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 to the estate of Turnoblov and go immediately to the north. Here you will find a bunch of darkspawn led by Ogre. Kill them, of course. The truth is, you can't save your family. Therefore, we will limit ourselves to rummaging through corpses and killing all hostile entities.

Enter Amaranthine and immediately go right to the crate. From there, take the discarded diary, it will still be useful to you, because in Dragon Age: Origins - Awakening the passage is thought out so that every little thing comes in handy. Going straight ahead, you will come across 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 a little forward, where you will be given another letter. Well, great. Now I advise you to go back a little and turn 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 Amaranthine, a girl will stop you and say that the Black Wolf wants to see you (provided that you spoke 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 peace officer 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 pass this task for the guard, then in the passage of Awakening you will not be able to get into one location. Agree to his task and go to the market (it's on the left) to a 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 head of the guard, Constable Aidan. He will send us to the smugglers' lair. 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 walkthrough is full of gifts. And gifts are a useful thing, as they increase the hero's attitude towards you. And in the first hall, the leader of the smugglers and his comrades will be waiting for you. It's not very smart of them to stand and wait in the middle of the room, but oh well, peace be with them. Exit through the SAME entrance you entered and turn in the quest. Passed? Move to the market and ask the price of goods from merchants, they are very good there. Near the other exit from the city, the Black Wolf will be waiting. You will need to give him 50 gold so that he reveals the conspirators. Therefore, check in advance that you have money. After that, talk to Mervis, the merchant guild representative. He will tell you that the creatures of darkness are naughty in the forest. Well, we need to run there as soon as possible, otherwise the trade is worth it. So, we'll go there.

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

Isn't it dark in the mines? Yes, outdoors is definitely calmer and cozier. 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 by 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 deal with him 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 diary entries, and then down south. There, use the ballista, which will crush the 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 all down and down. Along the way, you will meet a creature of darkness that has put on Oghren's armor. Well, isn't it a creature? Kill her and re-dress our beloved gnome. 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 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 uniform of your magicka. Let's change her clothes soon, let two characters already be properly equipped. Now we can go further. There is only one pass...

And here is the autosave again and a new room with two test subjects dressed in our clothes. Take and equip, there is nothing to walk around naked. Although they fought well without armor, nevertheless, the passage of Awakening is much easier if you are dressed ... The first fork will be right there. We'll go east first. At the small cul-de-sac, take the lyrium sand from the deposits and go scout the remaining hall to the east. There are two useful enemies in this hall at once - a dragon tamer, from which a nice hammer falls out. The ring that we need for the quest, and the dragon from which we need to take the scales. There is also a fresh dragon egg here, which is better to take than leave to rot. There is nothing more interesting here and you can go to the southern tunnel at the first fork. And again the hall in front of us, in which we must kill everyone. Of the useful here, only the scales of the dragon, taken from the carrier. And we also have only one passage - to the south.

To the south, turn into the Architect's room to the east. A small piece of the code and a small amount of 8 gold coins should brighten up the absence of your things. By the way, you can not collect the code, but most full walkthrough Dragon Age: Origins - Awakening is a fully assembled codex walkthrough. In the meantime, we are moving down the map. And there you will find a cunning merchant with whom you can trade and who you need to invite to the Vigil's tower, 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 it will not work 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 the fire, disrupting your skills. After their death, that mysterious creature of darkness will leave, and you will need to accept Velana into the gray guards. Great, an extra ally wouldn't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.
Now I propose to visit the Vigil Tower, where it is worth talking with the blacksmith. Did you talk and get the job? Great, now give him the ore to the journeyman and talk to Dworkin, who is standing right there, nearby. He should give him the lyrium sand you found earlier. Then talk to Voldrik, who will ask you to find granite deposits to repair the tower. Agree and go talk to the private, who will give you 10 gold thanks and send you to the throne room for a trial. Be sure to save before going there, in case you screw up something 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 farmer Alek, who stole two sacks of grain from our treasury. What will you do with it? Hang up? Or punish with whips? I've decided to invite him to the army and did not lose. Everyone was satisfied. The next case is civil. There you have to choose who to give the land to - an 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 on the plot, i.e. whether you asked the Black Wolf to find the conspirators or not). Imprison a noble noble. That's great, the task is completed and you can leave.
Now talk to the sergeant, who is standing opposite the entrance, and go to the cleared rubble. And they found an exit to the deep paths. Well, let's explore. We immediately move north, where you can profit a little and donate a golden figurine, and then we go south and scout the territory. There, after walking along the alley and killing a couple of creatures of darkness in otnorks, 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 this is not a fork, and there is only one way - to the south. Before the circle of the forgotten, be careful, as skeletons run out there, which must be laid to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the path 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 that is quite difficult to kill. And, when you almost unembodied it, it will fly away in an unknown direction. We need to find him soon. 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 dwarf friend will fix 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 map. I suggest going to the Wilderness Hills. First, run north and destroy the two executioners. Then follow the path to the east, cross the bridge, listen to comments from Nathaniel and save. Then go and go in one direction, along the way pick up the things of the hunters and save the gnome 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 was left alive. Take her in and descend to Cal Hirol.

Here you are in the long forgotten city of gnomes. Now enjoy the view and go down. There, talk to Yukka, the dying dwarf, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and cross the bridge. After that, save immediately just in case. There will be nothing remarkable until the largest hall, in which you will first meet the larval children. Kill them all, there is nothing to leave any scum alive, and enter the main hall. If Sigrun is with you, then 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 that hasn't attacked you yet. This is the master of the golems. Quickly, quickly kill him and take the golem control rod from his body. It will be useful to you for the painless killing of the above-mentioned golems. Now collect trophies from them and move on. Ahead on the stairs, revive the golem, let him fight for you. And you kill everyone, take trophies from the chests in the north and south, and go behind the lobby. Further on, you will see a sea of ​​ghosts that pretend to live their lives. Go and go one way. You won't find anything special along the way. So you will reach yourself calmly to the entrance to the shopping district. In general, it should be noted that in Awakening, the passage of locations is quite linear, so doing it is easy...

Immediately you will see a video in which some creatures 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. There, take the belt from the sarcophagus and kill the three revived golems. After that, you can move further 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 come in handy for you. Now - to the north.

Having reached the forge and again destroying a crowd of darkspawn there, go behind it, collect trophies and repair broken things with the help of a golem and an anvil. Let me remind you that during the Dragon Age: Origins - Awakening passage there are no unnecessary components. Things are not very good, but for the collection they will come in handy. This is how you get to the prison. A certain Stefan is imprisoned in the cage. Take the rune from him and set it free. To the left of the cage is an anvil. Use it and talk to Oghren. After the prison, a fork awaits you. First go south, where you will find an area marked as a grave. In front of you are runestones and a sarcophagus in the center. Click the runes so that the signs on them correspond to the signs on the walls. This is easy to do, so don't worry. When all five signs are in place, run to the grave and take interesting gloves from there. Now you can go back and head southwest from the fork.

Clear the rest of the area, rummage through the treasury, and go into the thicket hills in order to head from there to the vigil tower and unload a little. I personally didn't have any space left at all, so we'll continue clearing Cal Hirol a bit later. In the meantime, to the Vigil's Tower. Here, give the ore to the blacksmith, and the tablets to Dvorkin. Him same and lyrium sand. After that, go down to the thicket hills again and from there - to the shopping district. And from the shopping district - to the lower limits. We continue the sweep... And at the bottom you start running through the tunnel until you get to the golem and the magician-spawn of darkness. They both need to be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, fettering him, and while the thief was having fun, I killed the golem with the rest. And the mage was not difficult to finish off. Then move along the remaining corridor, killing the emerging tentacles. When you get to the very end, cut two chains, which will kill the uterus. After that, you can consider Cal Hirol cleared and exit from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

Let's go back to the Vigil's Tower. Crush the peasant rebellion 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 search. In the meantime, go down to the basement and go to the crypt, which you still have not opened. You should already have all three remaining keys. Opened? Come 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. Well, death to them. After that, accept those who wish to become gray guards and finish with the equipment. We are waiting for Amaranthine!

In Amaranthine, give the lucky hoof to Micah, for which you will receive a cash reward. After that, go to the market and report 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 Merchant Guild. Go a little to the north, and, after going around the house, take the wool lining in the chest near the locked door. Here is the piece for the armor. By the way, the master's lyrium potion was brewed for me by Velana, for which many thanks to her. Now let's go to the Crown and Lion Inn. First, go to the end of the tavern and talk to Nida. She needs to give wedding ring that her husband died trying to make this world a better place. Then go to the Innkeeper and talk to him about Christophe, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it could be. Examine the map, from which it will become clear that Christoph is in the black swamps. Let's go there, but later. Take trophies from the chests and go talk to the innkeeper. Convince him that he must pretend to trust the smugglers. This task will end, because now you simply have no one to help. Well, the passage of Dragon Age: Origins - Awakening will not get poorer from this.

Now let's go to church. If you don’t 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 perform her task, old friend after all. Then dive into the church. There, collect all the trophies, inspect everything you can, and talk to the templar. Then approach the girl and take the quest to find her missing husband. Now move to the inn, where you will find a piece of note to the right of the counter. It mentions bridges high above the city. Okay, let's get there. But first, go beyond the city walls and destroy all the robbers. On your way back, 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 you can breathe a sigh of relief about this. Then run around the city, finding three maleficars, kill them. After that, you will receive a quest to kill their leader, who is standing in the corner of the market square. After his death, we go to the preacher for a reward. Taken away? Well, of course, you shouldn't leave it, it's not for nothing that in Dragon Age: Origins - Awakening the walkthrough is always trying to swindle money from us. Now go to the gate where the constable is standing, and go through 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 outside the city, to the very exit from the area. On the left is the house in which the hanged husband is located. 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 Forest of Vending.

In the Forest, we need to find nine pieces of silk that are needed for the quest, eight statues and five pieces of Sylvan bark. So run around the map, searching for corpses, describing statues and killing sylvans. It is impossible to give a precise 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 around in a circle, pressing 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, northern spiny. And after that, she will go with you to the council of magicians. Well, it must be so. You can find it in the 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 go on her way.

Now we can return to Amaranthine and turn in all the tasks. Passed? Go to the Gunsmith Glassrick and buy pure iron from him. You can now return home to Vigil's Tower. Talk to Voldrik there, give him samples of granite and select 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 make a face, but the armor will be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening... So it's time for us to go to the black swamps... You are met by carrion eaters in the video. You will have to deal with them as soon as you go a couple of steps forward. Well, let's do that. Now collect the trophies and follow the path. At the first fork, destroy another batch of wolves, pick up a love letter from the ruined house in the "offshoot" of the path in the south and move clearly north from the fork. After walking a little along the path, you will stumble upon a dragon bone. Guess why you need it? Right, to insert into the skull, lying nearby. Go a little forward to the gap in the veil and inspect the veil. You won’t be able to get through here, so turn around and go to the fork, from which you will go to the northeast, to the ruined house and further, to the gates of the ruined city. Here you will first encounter pestilence werewolves, but they are frail 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, a little to the right, there is a chest, an old letter and a pack of werewolves who behave extremely aggressively. Destroy them and go even further east to pick up the city archives. Now you can exit through the north gate. There will be a tear in the veil again, which will give you a new task. At the fork, go north again, where you will find the third riddle and some werewolves. And Christoph's temporary shelter, which is already 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, after going a little further west, take the dragon bone. Now go along the top edge to the east. Here, at one of the gaps in the veil, you will find a cache left by an unlucky merchant. Everything, his mission is completed, we are moving south, for another dragon bone and a pack of experience from killing the inhabitants of the swamps. When you found the third piece - go east, to Christoph's Body. There you will find the last piece of dragon bone. Then use the body of Christoph and you will find yourself surrounded by the creatures of Darkness. And someone the First will try to throw you into the Shadow. But he will abandon himself too. Here's an idiot...

Then he will refuse to cooperate and set his wards against us, whom it is elementary to kill. Well, let's act here too, since the passage of Dragon Age: Origins - Awakening allows this. Follow the path to the first skirmish. Here you will see a device for breaking the curtain on the right. Use it and one of the gaps will close. I think it's clear what they want from us. Then we go along the upper 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 that will spawn 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 come across the last device that must be extinguished. Extinguished? Go ahead...

And then it's south. When you reach the close entrance to the village, save. Then go around it along one road available to you, killing everything and everyone along the way. There will be another permanent addition at the wharf. 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" is coming, and she hides in horror in the crypt. You will deal with these "someone". Then - dive into the same crypt. There, run along the road to the first fork. A restless soul will be waiting for you there. She will run down the corridor to the west, you run after her. Turns out she set a trap for you. Intimidate the demon and head south from the fork

Monsters will be waiting for you there and a transition to a new area. That's where we need to be. Come 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. Op-pa, surprise, what in Dragon Age: Origins - Awakening passage 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 quite simple to do. Now he is a corpse and the baroness takes his power, and you find yourself in the real world. And the same Spirit of Justice joins you, only in a human body. Re-recruit the squad, given 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 gate and search all the boxes, including the dragon bone. You will also find a sword there that was needed by one lord. Ok, now we move to the head of the dragon. 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 the circle, do not let the lights reach him, as he will be treated. Better let magicians use all possible whirlwinds (fiery, ice, cloud of death, but not electric, I think you yourself know why). And let all the companions drink potions with resistance to electricity. 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 Christoph's death. There you will find the fifth riddle. Then run to the circle of stones and take the sixth puzzle. And from there - run to the right on the map, to the pond, which is third from the left. There you will find a bottle with a ring and a note, which will complete your quest.

Head to Amaranthine. There, go to the tavern and pick up the oil in the room on the right. And then - to the Vigil's Tower. Give the blacksmith a sword to perform, collect all the necessary components and enjoy wearing it best weapon in Game. Yes, just do not roll your lip too much. After the end of the game, it will be stolen. And you will not be able to complete the passage of Dragon Age: Origins - Awakening so that he remains with you. But for now, it belongs to you, so use it. Then, if you have finished all other things, talk to your Seneschal and go to fight. And now you, at the head of a tiny detachment, are sent to exterminate the creatures of darkness. Doesn't it remind you of anything? And I have good associations with the original game...

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

And then there was the defense of the tower. Lots of fights and not much to tell. Four stages of defense, all related to killing enemies - that's it. Varel fell, and it was a heavy loss. But after the enemies retreated from the walls of the fortress, I decided to move after them in order to kill the queen. Leave the territory and go to 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 also needs to be killed. When everyone is dead, go inside. As soon as you enter, your sorceress' sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While there is only one road - 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 affect the ending of the game. I did leave him alive. 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. Kill her for a long time, but easy. It is better to immediately throw three fighters on the tentacles, and one, the strongest, cut down the Mother herself. So you keep the balance and give an interesting achievement to the hero. And with the death of the Mother, the game will also end ... You will read a lot of interesting things about the upcoming events, but ... You can read them yourself. For this, I take my leave, the passage of Dragon Age: Origins - Awakening is completed!

*******************************************************************************
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 becoming "unauthorized" addons, found on the office. forum. This is because the game has lost the registration code. We go into the game folder on the 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. In the left column we look at the Game. Now, in the Game - on the right, the last bottom line - Product Keys. There is probably nothing there, that's the problem. We go to the DVD with the game and look for DragonAge_code.exe in the DATA folder. We click and hammer in the code of the game, not the addon. After that, when we go to the Main Menu of the game, log in, - lower left corner, after, on the right - Player Profile, - Network Profile, go for a minute to your account, 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 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 ....;)

Dragon Age: Origins - Awakening is a continuation of the main story of the game, and gives you the opportunity to explore new territories and also upgrade your hero even more or create a new one and go through it. The victory over the Archdemon was not the end - the creatures of darkness continue to attack and you, as the Gray Warden, must stop this.

In total there are 7 main quests and about 50 additional ones. We will tell you how to get through the main ones.

You are going to the Vigil's Tower from where the expansion will begin.

Awakening

After repulsing the attacks, the action is transferred to the main hall where you have to solve pressing problems with vassals, recruits and resolve all priority issues. First of all, you need to talk to your assistants. Here is their list:

- Captain Garevel - he will report that a certain hunter has found a passage to the deep paths and that there are many enemies;
- Seneschal Varel - will tell you that one of the guards was absent during the battle because he went to Amaranthine and never returned;
- Mrs. Woolsey - informs us of economic exhaustion and advises us to talk with merchant Mervis and find out in more detail.

At the end of the conversations, three quests will appear in your journal:

— Shadows of the Black Swamps;
— Righteous Way;
“Last of the Legion.

You can complete them in any order as they are part of the main quest.

It is also worth knowing that you will have to complete several side quests that are closely related to the main one and which can affect the outcome.

The Oath of Allegiance is a quest that will appear after talking with Varel, when you exit the throne room and then return. The quest ends almost on the spot - you take the oath of new vassals. Some features and cues may change depending on whether you downloaded a character or created from scratch.

When completing this task, you can take two more that will affect the epilogue of the game:

1) Land protection. After talking with Garvel during the oath, you will learn that the peasants are being attacked and something needs to be done. Here are the options and their consequences:
- Leave it to Captain Garvel (castle defense) - the peasants will be unhappy and it will be more difficult to talk to them;
- Protect the castle - here you have already chosen yourself. The result is the same;
- Protect farms - it will be much easier to negotiate with the peasants;
- Protect merchants - you will be given a wider assortment later, but the peasants will not be happy;
“Protecting everyone is beneficial in general, but the soldiers will not be happy.

2) A web of conspiracy. Provided that you chose "Persuasion" during the oath, you can talk to Tamra who will tell you about the conspiracy. If you chose something else, then talk to Andres. Further, the most successful option would be to find the "Dark Wolf".

You will have to pay 50 gold for espionage, but it's worth it and after that you can go to the gathering place of the conspirators and kill them all.

After completing the first main quest and returning, the task "Judgment is coming!" will begin. There will be three cases under consideration:
- the trial of the peasant Alec - it is best to send to the army;
- a deserter should be put in jail;
- the case of the lands - here you can take sides yourself or choose from several more compromise options.

After the completion of the second quest, the "Revolt of the Peasants" will occur. In fact, it would be best to persuade or intimidate the peasants - the murder will not affect the epilogue, but it will not add good nature on their part. The worst option is to simply give the grain.

Also, during this task, another one can begin - “And you, Esmerel?” - Here you will have to kill another group of conspirators.

Now let's get down to those three main quests.

righteous path

Arriving in the forest, you find a caravan and immediately destroy the bandits near it. You start in a smaller part of the forest and move until you find a bridge that connects it to the rest. Here you will learn that the elves do not understand why they revive the trees and they attack people. In the center of the map you will find the Dalish camp, and after searching it, you need to go to the western part of the map where the creatures of darkness are camped - we kill everyone and notice a pit with corpses.

Further, going south, you will find a person infected with poison, who will tell you that they were set up by scattering Ferelden weapons in the elves' camp, after which he will ask you to stop his suffering. No matter what you do, you will be attacked by the creatures of darkness, from which you can find an Elven amulet.

Now we are moving towards the camp - on the way we will meet an elf who will set the forest dwellers on you, after which we continue to move there and find her near the graves. Having received the medallion, she will finally understand what's what and will go with you.

Go to the mine in the north-central part where you will stumble upon the Architect - an intelligent creature of darkness that will bewitch you and send you to the dungeon.

Waking up in prison, you talk to the elf's sister and get the key to freedom, after which you deal with a couple of creatures of darkness.

Now you need to go out onto the balcony and pull certain levers to go further. Let's say that the left lever is number one, then the sequence is one-two-one-two.

The last step you need to open the door and fight two dragons and then watch the cutscene. The architect eluded you and you will not return to the mine if you leave completely.

Shadows of the Black Marshes

Almost immediately, you will be attacked by wolves with a leader. Further there will be more wolves - you need to follow the path to the ruins of the village. Here the werewolves are already attacking you, having dealt with them, you can follow only one path.

In the old camp you will be attacked by more werewolves. Following to the north-eastern part of the map, you will stumble upon Children - it means you are moving correctly. A little more walking on the map you will find Kristoff and the First - another sentient who will send you to the Shadow.

Here you need to kill everyone and follow to the docks where, having tried to enter the crypt, you will talk with the ghost and fight off another ambush.

After passing the crypt, talk to the guard at the castle gate. Here you will find a spirit with a crowd of dissatisfied who are storming the gate - whether you joined or not, if you haven't finished on the map yet, it's better to wait.

When you are ready then join the battle and kill the First, then go to the castle and destroy the portals from which the enemies climb.

At the end, you need to kill the Baroness and accept Justice as a companion if you supported him before.

Last of the Legion

The action takes place in the Wilderness Hills. At the very beginning, the trail is divided into two - on one, a serious enemy awaits us in the form of a bereskarn. After killing him, we go further, kill two bandits, remove the note from the body and go back. Choosing a different path, you will follow the bridges and passages until you find a dwarf that was attacked by the Creatures of Darkness.

Having accepted her into the group, you descend to the deep paths, speak with the gnome at death and follow further across the bridge, and then follow to the entrance to the chambers. Here you can choose how to enter - through a secret door or through. One way or another, you find yourself inside and fight with the creatures and golems, as well as their master, by killing which you will knock out everyone else.

Now we follow the corridor to the east - we kill all the opponents ourselves or we revive the golem with the help of a wand that can be taken from the master. After reaching the northeast room at the edge of the map, you need to destroy everyone in it and pick up the hammer from the corpse.

Further, our path lies in the trading quarters where you will find creatures fighting each other. We pass and methodically destroy the enemies heading to the forge, where, having revived the golem, you can restore all the broken things that you could collect at the location.

You need to explore all the premises while collecting a set, after which you need to go to the place where you will again find the fighting creatures and three passages - go to the western one. Here you will be attacked by various enemies, and at the end you will find a moat with queens on which you need to bring down a slab suspended on chains. Now you can safely leave this place.

Battle of Aramantine

The task will become active after the previous three tasks have been completed - you will convene a council, but it will be interrupted and your hero and the squad will be sent to defend against the Creatures of Darkness. Arriving in the city, you fight with a group of enemies, after which a truce will come to you and, on behalf of the Architect, that the Mother's army will attack the Vigil's Tower.

In this place, you have to choose - either set fire to the city and occupy the tower, or stay.

In case you still decide to stay, you need to clear the streets and then talk to the police commander, and then follow the Church to rest.

After spending the night relaxing, you go to the hotel - in one of the rooms you can find a passage that is guarded by enemies and they will also be in the passage itself. As a result, having gone out into the suburbs, we fly into Ogre alpha.

Now you know where the mother is from the messenger. You need to do this with him - choose the option at the discretion of the commander of the guard. After that, we go to complete the addition.

The tower will stand if you do everything additional quests associated with it, send guards to protect the farms and also strengthen the walls.

Siege of the Tower

This task appears if you decide to abandon the city and just set it on fire - the defense consists of small battles and the purchase of various supplies in between. The battle ends with a battle in the ogre and the magician Geralt, after which you can follow the trail to the lair of the Mother.

Last push

Final quest. You go to the Graveyard of Dragon Bones where you fight against various creatures and collect special Crystals of the Empire, which, when placed in circles, give a magic bonus.

Here you need to choose - to kill the Architect or pardon (in this case, he will cast a spell once in the battle with the Mother), then go further, speak and then engage in battle with the boss.

Mother's victory tactics depend on you and your preferences in the squad. The only thing worth considering is that she throws magic that burns out mana from all magicians at once and at zero - you will need lyrium potions. We look at the epilogue and this completes our walkthrough.


If you like the game, then you will most likely want to check out the list that can extend the adventure for another couple of dozen hours.

"associated with the Tower of Vigil (Vigil's Keep). The passage of the Tower of Vigil is divided into two parts: Arrival and After the attack.

VIGIL'S KEEP - ARRIVAL

Story quests

Attack on Vigil's Fortress

TO Briefly informing you that the Darkspawn have by no means retreated to the Deep Roads, as they were supposed to after the death of the archdemon, and therefore it is up to you to deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to Vigil's Keep in Amaranthine. If you remember, this former holding 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 not right here. In a second, a frightened soldier will fly right at you, followed by several Darkspawn. After you deal with them, he will tell you that the fortress is captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Wardens.

P After reporting on the situation, the soldier will go home - either, on your orders, 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 a little closer to your companion - Mairi, formerly a knight in Denerim, and now a recruit of the Gray Wardens. Mairi has not yet completed the Merging ritual, but is enthusiastic about the opportunity to be Gray Warden. Together with Mairi, you have to clear the courtyard of the fortress from the Creatures of Darkness. You will encounter genlocks, harlocks, screamers and even one ogre, but none of them are elite, so it is unlikely to present a problem for you. In some places, the surviving soldiers are fighting off the Darkspawn, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant who, to his misfortune, ended up in the fortress at the moment. You will get nothing but moral satisfaction from rescuing the soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.

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

TO As you approach the inner gates of the keep, you'll be greeted with a knock-down salute by a genlock emissary - albeit an ordinary one, not an elite one. After dealing 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.

P After a brief dialogue with Mairi upon entering the fortress (where you can lose or gain influence with her), you will immediately be attacked by several screamers. After dealing 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 picked. You have only one thing to do - follow the eastern corridor.

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

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

At the three of us follow the door to the fortress wall. A group of Darkspawn is waiting for you there, led by your first elite opponent in Awakening - the genlock emissary. If your (a) GG knows how to hide, then he (a) can slip unnoticed to the ballista and deliver an impressive blow to the enemy with it before they notice you. After defeating the enemy, move on. After stepping over the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out - it was impossible to open it for a very good reason - an impressive barricade of various fragments of furniture and stones was piled up behind it.

R The lever behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain dwarf blew up a group of Darkspawn in a very spectacular way and disappeared. Deal with the few survivors and follow the grate to the north.

V In the room north of the grate, you'll encounter Oghren fighting off several Darkspawn, which include a Genlock Emissary and an Alpha Harlock. After the battle ends, Oghren will join your party. His welcome speech will be slightly different depending on whether your GG is a hero of the Beginning or a Guardian from 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. Along the way, you will 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 to "Pick up your strength!", then her respect for you will increase.)

R owland, unfortunately, cannot be saved. After finishing the conversation with him, go further to the door to the outer wall. Having crossed the threshold, you will encounter the very Fiend about which the soldier and Rowland told you. He does talk, but the conversation will not last long and almost immediately escalate into a battle. This is your first orange boss fight in Awakening.

P at the end of the battle, Seneschal Varel will thank you for saving you, but his outpouring of thanks will be interrupted by the arrival of none other than the monarch of Ferelden in person. If you exported the GG from the Beginning, then this will be the one who became the ruler at the end of the game, and if you are playing the Guardian from Orlais, then this will always be Alistair. In the subsequent conversation, Oghren will offer himself as a recruit for the Gray Wardens. If you refuse, then you will have no more opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you will not see Anders again. Alternatively, you can claim your Right to Summon and, over the objections of the templars, the ruler will allow you to take Anders as a Gray Warden recruit.

A Lister/Anora will talk to you for a bit about your immediate task in Amaranthine. 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 depart back to Denerim, wishing you good luck. Now you have to attend the ritual of Initiation, which will be held 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 how you acted and what you said earlier, this will not affect its result.

Non-plot quests

medical equipment

At 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 whom you ran for medical supplies, there is a helmet from the Stormchaser set.

Survivors of the attack

V inside the fortress, find and help save a few survivors of its inhabitants. You will receive this quest when you come across a man fighting off two Shadowfiends a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above).

V The second survivor is sitting in a side room in the northern corridor, just a few steps after the grate that blocked your path. Go into 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 east room, you'll also find a genlock emissary and an alpha harlock.)

FORTRESS OF THE VISION - AFTER THE ATTACK

AND so, you have at your disposal a whole fortress, which from now on is your base of operations. Near the courtyard door is a chest where you can store whatever you don't want to load into your backpack. Here, in the Throne Room, all your associates will be. The Sulfur Mage Ambassador, in addition to selling rune recipes and the runes themselves, can enchant your weapons and armor if you need it.

W look here for more. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, it is here that from time to time your companions will feel the need to talk to you (occurs after you reach a certain influence with them or after completing their personal quests).

Story quests

Awakening

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

Non-plot quests

prisoner

WITH The soldier guarding the entrance to the castle will tell you that the Gray Wardens have 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 remarked, half in jest, that he would make a good recruit. The prisoner is being held in the castle's casemate until you, as Commander and the acting Arl of Amaranthine, decide what to do with him.

AND go to the dungeon and talk to the guard. He does not know anything about the prisoner, as 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 (a) is Cusland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but changed his mind on the spot and only wanted to pick up some what of the memorabilia, since he had nothing left related to his family. At the end of the conversation, the seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning to make him a Gray Warden recruit. In this case, the seneschal will perform the Merging ritual and Nathaniel - without much joy, I must admit - will join the ranks of your associates. Nathaniel is a rogue archer, an analogue of Leliana. It can be very useful if your GG is not a robber, managing castles and traps and scouting the area.

Trade must go on

E If you return to the Throne Room a little after your first appearance, you can ask Mrs. 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 Vigil's Keep.

V You can find two such merchants. You will come across Lillith while traveling around the world map, where you will have the opportunity to save her from attack. Another merchant, the Qunari Armas, is located in the silverite mine of Wending Forest. In order for him to agree to cooperate with the Fortress of Vigil, you need to apply Persuasion.

oath of allegiance

WITH Eneschal Varel will introduce you to the banns of Amaranthine. If you have Persuasion leveled up, use it in your greeting to get more support.

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

Land Defense

E this quest appears when you take the oath of allegiance from the Banns of Amaranthine if you speak to Lord Eddelbrek. The problem is that you do not 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 Eddelbrek, a large landowner, will advise you to defend the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than simple peasants. Of course, they have their own interests in advising that way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it.

P inform the seneschal of their advice and give him instructions according to your choice of defense priority.

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

E If you decide not to protect the peasants (that is, you have chosen 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 calm them down if there is a chance of rebellion.

Web of Conspiracy

E If you used the Persuasion option in your greeting when taking the oath of allegiance from the Banns of Amaranthine, talk to Ser Tamra - she will warn you that a plot is being prepared against you. She will promise you to deliver the conspirators' letters in a few days.

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

P negotiate with the seneschal, and you will have several opportunities to resolve the situation. You can do nothing and wait for news from Ser Tamra (or do nothing at all if Ser Tamra did not share her suspicions with you and you learned about the plot from Anders). You can invite family members of the surrounding nobility to "stay" in the castle, who, if necessary, will act as hostages. The seneschal will not approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not too strong in the delicate business of intelligence. And finally, the seneschal will mention a certain "Dark Wolf" that you can hire to extract information. If you decide to find him, then in Amaranthine you will be given a note with an invitation to a meeting. The Dark Wolf (or whoever impersonates him...you know that if you completed a certain questline in the Beginning) will get you the information you need, but will first demand 50 gold as 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 gather, after which you will only have to go there and kill them. If you want, you can kill him after he gives you the information.

Note: You can receive a note from the Dark Wolf even if you decide not to use his services when talking to the Seneschal.

Note 2: In order for the Dark Wolf to get the information you need, you need to leave the territory of the streets of Amaranthine (entrance / exit to any building is fine).

And you, Esmerel?

O one of the possible options for the development of the Conspiracy Web quest. It 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 an attempted uprising of the peasants in the throne room, several banns led by Esmerel will be waiting for 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 Banns are not very strong (and your allies will be with you), but they will have an orange boss with them - an assassin of Antiva Ravens. After the end of the battle, exit the throne room so that everything in it returns to its place again.

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.

Day of Judgment

E this quest will appear after you complete one of the story quests. The sentry at the gate will tell you that the Seneschal has been looking for you. Go to the throne room.

TO As Earl of Amaranthine, you will have to make decisions about the punishment of your delinquent vassals. You can also completely refuse to deal with matters and leave decisions on them to the discretion of the seneschal. 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 sacks of government grain to save his family from starvation. Theft of the property of the crown is punishable by death, although if this grain belonged to someone else, he could get off with a rod. You can execute him, order him to be flogged, or have him join the army, which will allow him to feed his family. The execution of Alec (less - whipping) will arouse the discontent of the peasants and in the future it will be more difficult for you to negotiate with them.

V The second case concerns a case of desertion. A soldier named Danella left her post 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 transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, then this will worsen your reputation in the eyes of the peasants.

E If you have received a warning from Ser 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 Ser Temmerly, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen fleeing the scene, but there is no further evidence against him. You can execute him, let him go home, or put him under arrest indefinitely - while the investigation is ongoing.

P The last case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Teirn Loghain in the past. Apart from the explicit options to side with Lisa or Derren, you can take the land for yourself (this will earn you 100 gold) or give it to Lisa, but persuading Ser Derren, promising him appropriate compensation.

Peasant uprising

E These events will happen after you complete two of the main quests. Upon returning to Vigil's 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, a gnome builder, will ask you for additional resources to upgrade the fortress. You can tell him to make do with the amount he's already been given, but if you want to improve your castle by last word dwarven technology, then promise him 80 gold (or pay it immediately if you have it).

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

Build for the ages

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

At whether or not you build walls with granite can affect certain events at the end of the game.

Necessary materials

X Erren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make 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 Lies in the Abyss”.

The iron deposits are located in the Kal'Hirol market district, where you will go during the Last of the Legion main mission.

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

What lurks in the abyss

P talk to sergeant Maverlice. She will tell you that the Darkspawn that attacked the fortress came from the dungeons of the castle, which, according to some, reach the Deep Roads. The sergeant also suspects that the explosions set by the dwarf Dvorvik caused several collapses in the dungeon, and now there are Fiends cut off from the surface.

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

V in a small room marked on the map as "Prisoner's Notes", you will be ambushed by several screamers. There is a cache in the same room - activate the statue of Andraste, and then the torch on the wall, and the hidden wall will move aside, revealing a chest with good loot, including a ring that gives +4 to constitution.

V In a room marked "dungeon" there are several prisoners under lock and key. If you let them go, then Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared.

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

E If you don't have a thief with you, or if his lockpicking skill isn't high enough to open the door, it's okay. A little later, after clearing the second blockage, you will find the key.

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

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

AND so, you ended up in the Deep Roads, so it's not surprising that you will meet with all kinds of fiends of darkness. There are also some undead here, but you won't find anything too serious until you meet the orange ghost boss - Dark Ghost.

T Silent Ghost can deal a lot of electricity damage, which, if you remember, drains mana and stamina. After a while, when his health drops by about 25%, he will call on several skeletons to 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 cannot harm you, but you cannot do anything to him either.

A activate the device that emits a beam holding a ghost. This will free him and give you the "Revenge of the Ghost" subquest, but to complete given task it is not necessary to perform it.

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

P After defeating the Possessed Ogre, Sergeant Maverlis and Voldrick will appear. Voldrik would activate the defense mechanisms that would keep Vigil's Hold safe from attack from below for at least another ten years.

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

Adria's request

E This quest is closely related to the quest "What Lies in the Abyss". In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adria. You can simply examine the dog and take the 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 to escape the Darkspawn. Nathaniel will be very excited about this note, because, according to him, Adria was like a mother to him.

A you will find drya in the northernmost part of the dungeon. Alas, she has already turned into a ghoul 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 mage - Ring of Mastery - giving + 10 to the power of magic.

Temple of Cort

V In the room north of the entrance to the Deep Roads you will find the Temple of Korth. If you touch the altar, then 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 Darkspawn, then you will receive a good two-handed Fury Ax as a reward. If you put on the altar "Corrupt Iron", which can be found a little further on the Paths, it will desecrate the altar and destroy it. You won't get anything.

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

Revenge of the Ghost

E this quest appears for you after freeing the Dark Ghost from his light dungeon in the Deep Roads. After you defeat him in the guise of the Ogre Commander, the ghost will disappear. He will retreat to the Avvar Crypt, which you probably already noticed during your clearing of the Vigil's Keep dungeons.

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

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

Letters to the Guard-Commander:

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

ransom for daughter

At 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 it will all end there. 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 developed Persuasion, then you can persuade the bandits to return the hostage to you first, and only then you pay them. After Eileen is returned to you, you can either pay, as promised, or attack them - the girl will not be harmed in this case.

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

On the far side

F A widow living at Turnnoble Manor asks you to protect her from the Darkspawn. Unfortunately, there seems to be no way to do this - even if you go to the indicated 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 Darkspawn that captured the estate, and this will complete your quest. From the body of the widow Turnnoble, 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 Stormbreaker set.

Missing Goods

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

E that letter is not even a petition as such, but simply information for you that a ship with goods has crashed off the coast of Amaranthine. People were saved, but the goods were not, and they remained on the coast, where, most likely, they would 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 item is only good for selling - but on the other hand, each batch costs two gold, and there are more than a dozen of them.

Master's work

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

Down to the bone

E If you bring an ancient dragon bone, which can be found in the Lair of the Blackmarsh Queen, to Wayde, he will give you a list of the ingredients needed to turn it into a weapon of your choice - a one-handed or two-handed sword.

Ingredients:

Bone of an ancient dragon.

Fresh Dragon Egg (found in the Silverite Mine in the Wending Forest in the Dragon Trainer's Room).

Diamond (can be found - for example, in the Deep Roads under Vigil's Keep).

Greater Fire Protection Potion (Bought from Urijah in the Throne Room).

Fiery rune of the great master.

M ech "Vigil" will have the same bonuses regardless of whether you choose its two-handed or one-handed variant. Apart from basic characteristics you can ask Wade to focus on attack, defense, ease of hitting, or let him choose for himself.

Defense bonuses: +10 defense, +10% chance to dodge attacks.

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

Ease of Hit Bonuses: +50 stamina, +0.5 stamina recovery in combat.

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

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

Mobility: +6 Attack, +5 Cold Damage.

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

Golem Power

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

Ingredients:

Inferno Golem Armor

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

Pure Iron (sold in Amaranthine by the gunsmith Glassric).

Wool Stuffing - in a chest on the northernmost street of Amaranthine, not far from the Dark Wolf.

Blood Lotus - can be found almost everywhere, including around Vigil's Keep (when you arrive there at the very beginning of the game) and the Vending Forest.

D Golem Armor - Massive armor with great increases in strength, constitution, fire resistance, and physical resistance.

Heart of the Forest

E If you bring Wade a piece of wood from the Elder Sylvan in the Wending 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 Amaranthine).

Butter (in the kitchen of the Lion and Crown Tavern in Amaranthine).

Veins (found on a dead mabari in Blackmarsh).

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

P After completing the quests Heart of the Forest, Golem's Strength and Work on the Bone, the quest The Master's Work will be considered completed.

More explosions!

E You will receive this quest from Dworkin Glavonak after you complete one of the story 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'Hirol and in the Silverite Mine in Wending Forest.

Vigil's Tower and city ​​of Amaranthine- two key and strategically important points of the region. After completing the three main tasks, the moment will come when you have to choose what to keep and what to refuse. The creatures of darkness, led by their leaders, in any case will not be left empty-handed. Depending on the decisions made earlier in the course of the story, the result of the final battle may differ significantly. Arriving in Amaranthine, after the convening of the military council, there will be an opportunity for choice. If you set the whole city on fire, then all the inhabitants, along with the creatures of darkness, will die, and all forces will be directed to protect the Tower of Vigil. If you convince Constable Aidan to stay, the city will be saved and Vigil's Tower will be lost. However, the timing of its restoration in the post-war years depends on how it was prepared. With proper planning, you can get by with little blood, saving essentially two objects. To do this, you need to do everything, send soldiers to protect the countryside and peasants at the request of Lord Eddelbrek, close the doors to the Deep Roads under the Vigil's Tower, and before saving Amaranthine, inspire the defenders of the Vigil's Tower to the exploits, saying that you believe in them.

Influence of actions on the ending of the game Dragon Age: Awakening:

  • The destruction of Amaranthine did not win the Guardians the love of the Fereldans. Although most of the population wanted to forget the war as a nightmare and go on with their lives, a handful of enthusiasts swore revenge on the Gray Wardens. There were rumors that the Commander of the Wardens wanted to once again influence the affairs of state of Ferelden, and the burning of Amaranthine was a link in an insidious chain of intrigues. The rumors grew and multiplied until one day, about a year later, a crowd came to the gates of Vigil's Tower. Although the Guardians spared the rebels and did not carry out a massacre, the reputation of the order was tarnished for many years, until the Gray Wardens took the restoration of Amaranthine into their own hands. The defense of Vigil's Tower, commanded by the Warden-Commander, has gone down in the annals of the Gray Wardens as a decisive victory. The smartest of the recruits spent many days trying to figure out the incomprehensible tactics.
    • Rumors that Orlais had sent the Commander to eventually retake - or even destroy - Ferelden only added fuel to the fire.
    • The fact that the Commander of the Guardians was an elf only made matters worse. Rumors circulated that Amaranthine was burned, either out of revenge or out of a desire to destroy the entire human race.
    • There were rumors that the Guardian Commander was a maleficar. Some even considered him to be possessed, commanded by demons from the Shadow who wanted to destroy the human race.
  • Word of how the Gray Wardens had heroically saved Amaranthine spread like wildfire. As the Guardians' losses at the Tower of Vigil became known, donations poured into the local treasury from all parts of Ferelden. In less than a year, Amaranthine was rebuilt to its former glory, and within five years the Vigil's Tower was restored. Peacetime gave the Guardians an opportunity to replenish their ranks. The Tower of Vigil soon had a capable army, with a hand-picked squad of Guardians at its head. New heroes have emerged to fight back against the enemies of Amaranthine and all of Ferelden.
  • The Tower of Vigil found itself face to face with a horde of darkspawn. The Mother's troops outnumbered the defenders many times over. The battle was long and stubborn, but the defense was doomed from the start. In the Tower of Vigil, no one escaped, although the darkspawn paid for the victory with many lives. In memory of the defenders of the fortress, a monument was erected on the ruins. Their self-sacrifice saved all of Amaranthine. The victory, however, came at a heavy cost, and the cost of restoring the Vigil's Tower proved too great. The Guardians have moved their residence to the Amaranthine Palace. Over time, the fortress turned into ruins. Old soldiers sometimes came there to remember the great siege, but then they stopped appearing in those places.
  • The Tower of Vigil quickly became a major center of trade, outdoing Amaranthine itself. The security of the merchants was ensured by the guards posted on the Pilgrim's Trail. But prosperity entailed intrigue and treachery, so in subsequent years the Commander had to endure a lot.
  • Although the war had devastated many peasant farms in the Erling, everyone admitted that without the protection of the soldiers, the losses would have been much more impressive. The peasants were imbued with respect for the Warden-Commander... and in the Order of the Gray Wardens they began to see support and support.
  • The peasants of the Erling suffered heavily in the war and even more severely in the post-war years. The success of the first mutiny at Vigil's Tower inspired them, and a wave of rebellion swept through the area. They were often brutally and ruthlessly suppressed.
  • The war ruined the peasant farms of the Erling, but the region survived. Over time, as always, settlers from other places will be drawn to free lands.
  • The war ruined the Erling's peasant farms, and the region will never fully recover from their loss. Almost the entire Erling fell into desolation, and only robber bands or something worse multiplied on its lands. Only on the roads and in a few isolated settlements was it relatively safe.
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