Dragon age: origins: side quests - game tactics and tips from the masters. Dragon Age: Origins (Dragon Age: Origins) Side Quests

I am posting a small gameplay mod, thanks to which the bombs are thrown much further. I'm sure someone will say "cheat". Well, it depends on how you look at it. Firstly, I personally play on a nightmare, and I think that even at a difficult level, passing the mod will be relevant. Secondly, who should be using the bombs? Thieves, sharpened for shooting, and magicians, when the spell is recharging. And here the Biovarians put a pig on us: the radius of the throw is, well, almost a foot. It turns out that our "rear service" should climb into the thick of it and tear down "aggro" on itself. Well, who will decide on this, where is the logic. As a result, we hammer into bombs and do not use them, or very rarely. And this is wrong, since a whole line of skills can be said on them along with poisons.
So this mod, despite its seemingly cheating nature, returns us the joy of using grenades. Now, being deep in the rear, the thief can throw a grenade, and if we break the "aggro", then you still need to run to your "troublemaker". The value of the poisoning skill increases, an extra reason to take a thief to the party is added, and finally, now it makes sense to buy and manufacture shells. "Everything for the front, everything for the victory!"))).
There are two mod options in the archive, an average distance and a very long one, you need to install one thing, I highly recommend the middle option.
Installation:
Copy selected GDA file to Documents / Bioware / Dragon Age / Packages / Core / Override

A child does not need a good father. He needs good teacher... And to a person - good friend... And for a woman - a loved one. And in general, let's talk better about track stitches.

Arkady and Boris Strugatsky, "Distant Rainbow"

Plague is not the only threat to Ferelden's tranquility. Hundreds of scum of all stripes raised their heads, waiting for the end of the world. We can both join them and punish the scoundrels. And so that you probably don't miss a single opportunity, we have compiled a list of additional tasks that have not yet been dealt with on our pages.

  • Ostagar and the wild lands - the beginning of history
  • Lothering - a living dead city
  • Circle of magicians - magic secrets
  • Redcliffe - general conscription
  • Refuge - Classic Easter egg
  • Brecilian forest - traces of filth
  • Orzammar - Thieves and Their Prey
  • Denerim - quest series
  • Guilds - Find All
  • Sheila is a rough beauty

Let's start with the backstories of our heroes. In each case, we will be able to complete several additional tasks, but they are simple - training ones. You can even skip them and rush straight to Ostagar. However, painstaking exploration of the starting territories will bring you more than money, experience and some equipment. At the very beginning, when the hero is very young and inexperienced, you can learn a lot of interesting things about the world that you won't be able to find out later. So we advise you to look in all corners, at least at first.

Each backstory will bring you something useful, make your path easier. Noble man will get a dog, the Dalish will get a good bow ... in a word, to each his own. But there is one hero who will be much easier at the start than the others. This is a noble dwarf - he leaves with Duncan, clinking more than twenty gold pieces in his pocket! Well, let's go after them.

Ostagar and the wild lands

Sick dog

Dwarf politics

Talk to the hound in the camp, and he will tell you about the sick mabari who swallowed tainted blood. To cure it, you need a special flower that grows in wild lands Korkari. According to the plot, you will still have to visit there, so feel free to agree. Look in the ruins a couple of meters from where you will meet a wounded soldier. The cured dog will join you after the Battle of Ostagar, if you haven't gotten a pet yet.

Hungry Prisoner

An unhappy soldier is hanging in a cage in the camp. He is not only not released, but also not fed. The poor man will ask you to get him some food. Before giving consent and food, ask the prisoner why he was imprisoned. At the end of the story, you can claim the key to the magician's chest from the prisoner. Food can be obtained from the sentry by convincing or bribing him. And the chest can be opened only after returning from the wild lands, when the pacified one leaves it.

Sword

You can get a good sword from the messenger of the Peak by trick. But first you need to catch the boy - find him at the ash warriors, and then run after him.

Missionary chest

Near the edge of the wilderness, you will find the body of missionary Jogby. You can remove a letter from it with hints - where to find the treasure. Look for the chest in the south of the map.

Chasing tracks

In the west of the wilderness, there is an abandoned parking lot and a chest that contains a magazine. Read it and follow the mark that appears. A chain of such traces will lead you to the treasure.

Last will

The dog plays the role of a psychoanalyst

The professor is asleep - the students are happy

In the middle of the wasteland you will come across Rigby's corpse. The will describes where his things are hidden: in an abandoned camp west of the body. Having dug out the chest, you can either open it or take it to the widow Jetta. She is waiting for you at the Radcliffe Church.

Demon from the ashes

On the corpse of a soldier, not far from the emissary of the Garlocks, lies a bag of ash and a leaf with a local legend. The legend is true, and by pouring ashes on a pile of stones to the northwest of the bridge, you will summon Gazarat - the "orange" demon of wrath. Good trophies await the winners.

Lothering

Create 3 Poultices / Traps / Poison Bottles

The tasks are of the same type, taken from Miriam, Allison and Barlin, respectively. There is nothing complicated, only the corresponding skills and components are needed, which are bought from Barlin and collected on the map.

Lost Templar

At the entrance to the location after the battle with the bandits, you will find the corpse of the templar. His belongings must be taken to Serh Donall in the church.

On a note: in the same church it is worth revealing to Sir Brian that you gray guard and ask for help. He will give you the key to the poultice cabinet.

Preacher's board

Completing all four quests from the local Preacher Board will reward you with a decent sword.

Circle of magicians

The appeal

On the first floor of the tower, in the library, you can complete several summoning exercises. To do this, find two halves of the book: in the library and next to the stairs on next floor... Complete all three rituals and the task will be completed. But that's not all. Repeat the actions of all three rituals in a row and activate the fourth summoning flame - it is in the room where the second half of the book was. A creature will appear that will quickly disappear. It can be robbed by getting a note. But that's not all! On the preacher's board, you can later take the assignment, which talks about the disappearing travelers. It turns out that the demon we summoned decided to profit. We kill him, take away the trophies, inform the preacher and go to fill our pangs of conscience with ale.

The main character with all her appearance makes it clear how she wants to be a gray guard and save the world

Apparently, this is the only way Ogren sees us all ...

Guardian of the Limit

What dwelling of magicians is without secrets? In our tower it certainly is. To solve it, you need to find several student notes: a couple in the students' rooms, another in the library, two lie next to Owain and the blood mages, and, finally, one will be in the main hall. Now activate three statues in the large hall - the statue with a bowl, with a raised sword, a lowered sword - and a statue with a spear (it is in another room, in the center of the floor). Go down to the first floor, go to the place where you met Wynn, and try to go to the basement. Kill the guard and pick up an excellent sword that will help you, for example, defeat Flemeth.

Jenny's little casket

In the office of the chief sorcerer, you will find not only Flemet's grimoire, but also a chest. It can be delivered to a house in Denerim's market district near Thedas Curiosities. Unless, of course, you picked up a note about Red Jenny after meeting Zevran. As a reward, you will receive money, but not a drop of information about this mysterious box.

Enchanted Templar

On the fourth floor, you will encounter a templar possessed by a demon of desire. If you attack them, then you will get hold of good trophies, if you let go ... then most likely you will not see them again, but there is a small chance to meet them on the map above the mountain of corpses: the demons will satisfy the insatiable hunger. At this point, they cannot avoid reprisals!

Redcliffe

Gathering troops

Bann Tegan gives us plot mission(with several additional ones associated): Prepare the village for a siege. To do this, you need to talk to Perth and Murdoch. The first will ask you to bring him amulets. We will get them from mother at the local church. In addition, in the shop you can find a bunch of barrels of oil. They also need to be told to Perth.

Murdoch will ask you to bring more soldiers and get weapons for them. The ranks of "volunteers" can join the dwarf Dwynn, if you persuade him well. A local tavern will bring us several recruits at once. First of all, this is the suspicious elf at the table. Your robbers will help you discover his spy essence. The innkeeper himself will go after the elf - Lloyd, he will have to threaten. But it's better to first ask the waitress Bella and the men in the tavern about their lives. You can promise to help the waitress, and bargain free ale from Lloyd for the defenders. The weapon can be begged from the blacksmith, promising to save his daughter.

Mor came to a noble noble family

Spectacular lighting makes Stan even more convincing

The daughter of a blacksmith

You will find her in the castle, in a small storage room on the first floor.

Hiding boy

Kaitlin is standing in the church, who asks to find the missing brother. He hid at home, in a closet. After asking the boy, we learn about the family sword, which can be either appropriated or returned.

Demon

If you play as a magician, you are able to independently go into the shadows to free the son of Eamon. The demon will offer a deal. You can get an extra spell point, blood mage specialization, "forbidden pleasure" with a demon ... Please note - the choice will affect the ending of the story.

Asylum

In the village itself, as in the temple, there are no additional tasks (except to count the delivery of scrolls to the church of Denerim as such), but there is an amusing "Easter egg", which can already be considered a classic role-playing game. After completing the story mission, return to the village and go to the local cemetery. You will surely like the epitaphs. Here are just a few of them:

    Cheryl isn't here. She was cremated.

    "I can do the ax too" - Jim, the sword swallower.

    Multiplayer with love.

    Great-great-grandfather Gigax.

To play as Sheila, you need to download a separate module "Stone Guard". Let's get to know this dangerous girl better.

Sheila's gifts
Present Where to look
Magnificent amethyst Dusty city of Orzammar, Alimar market
Magnificent diamond Orzammar's Communal Halls, Merchant Garin
Magnificent emerald Orzammar communal halls, Figor's shop
Gorgeous sapphire Orzammar's Communal Halls, Trader Legnar
Gorgeous malachite Circle Tower, Quartermaster
Magnificent Garnet Denerim Shopping District, Miracles of Thedas
Gorgeous ruby Elphinage, Alarita's shop
Magnificent Jade House cellar in Honnliet
Gorgeous topaz Frosty mountains, merchant Farin

Sheila is a former gnome who became a golem. She manages to combine femininity (for example, she wants to sew red shoes) and feigned rudeness (“Let's go crush a couple of heads”). In general, the golem's “hermaphroditism” jokes are perhaps the most curious in the whole game. By the way, she hates all birds without exception, which she constantly reminds of ("I don't believe in the Creator. After all, an intelligent creature will never create birds! What was he just thinking about ?!").

In battle, Sheila is a true all-rounder. She can be a hitboy, a shooter, a controller, and even a support. In the last incarnation (the strut branch), it is most effective. It is almost impossible to destroy a group of a standing golem, a healer, a magician and a warrior with a two-handed one. There is only one inconvenience: the movement of our talisman takes some time.

As you can see from the table, there are no special gifts for her, but you can easily please her by dressing her up in crystals for the first time.

Personal quest associated with memory recovery. Sheila is curious to know who she was before she became a golem. The quest can be obtained after talking with the Perfect Caridin, according to the plot. To complete it, go to the Kadash teig that appears on the map of the deep trails. Walk the teig all the way to the statue of the heroine.

Brecilian forest

Bitten wife

At the Dalish camp, speak with Atras. His wife was bitten by werewolves and everyone says she's dead, but he doesn't believe. Danaila will be waiting for you near the northern entrance to the eastern forest. Unfortunately, it will not be possible to save her.

Iron bark

Armsmaster Varathorn will ask you to bring him rare ironwood bark, from which the local craftsmen create magnificent equipment. The bark can be ripped off a fallen tree near the northern passage to the eastern forest. As a reward from the master, you can get a bow, armor (or both, if you insist) or an amulet, if you give up everything.

Elf in love

Last family photo. Most of them will be dead very soon - traitors are worse than filth ...

Apparently, not only female characters are copied from popular people ... And Eddie Murphy not only voiced the donkey from "Shrek"

Sick galla

In the camp, the gall's caretaker Elora had trouble: one of her charges was sick. You can, using survival, find out what the reason is, or you can convince the caretaker that the animal is incurably hurt.

Bitten elf

In the center of the western part of the forest, not far from the ogres, lies a wounded Deigan. He can be taken to a camp, cured, robbed, thrown, or killed. Wealth of choice - isn't that what we want from a good RPG?

On a note: if you first steal an elf, and then send it to the camp, then it will be possible to return things to him and restore relations.

Deadly dream

To the south of the Great Oak lies an abandoned, but very cozy camp, in which it is tempting to rest ... Waking up, one or more members of your squad will start a fight with the shadow, which created the illusion. Defeat the demon and re-examine the "cozy" halt.

It is interesting: After completing the storyline quest in the woods, go to the camp and talk to Leliana. She will sing you a song from the main menu of the game.

Orzammar

Lost son

The story is over. The hero stands on the road and looks thoughtfully at the sunset ... But he’s too early to retire!

In the communal halls we will come across Field. Her son went to the deep paths and never returned. We will find the hand in the Ortan teig, it is connected with the plot - do not miss it.

Church

Berkel wants to open a church in Orzammar. You can help him in this by convincing the chronicler (in the guardians' hall) to give permission. You will receive a scanty reward, but this church will have a decisive influence on the fate of the world. And not the most favorable ...

Gnome Mage

Dagna really wants to get into the circle of magicians. You can, by telling her father Jannar about her daughter's plans, prevent her, or you can help by talking to the first sorcerer, if he is, of course, alive. As a reward, we will receive a good rune or lyrium. Moreover, Dagna will become an outstanding scientist.

Search for nagas

All of his pets fled from the beater Bemor. You need to look for the nagas in the Community Halls, there are five of them in total. For each beast we get 25 silver coins. And if after that you talk to Leliana, then she admits that she really wants such an animal for herself. You can get it in the Dusty City from an idle gnome for a modest fee. Now this "hedgehog" will live with you in the camp.

Racket

After receiving the first assignment from any of the contenders for the throne and leaving the Diamond Halls, you will see how the local bandits threaten the merchant Figor. If you follow them to the shop, you can help the merchant. If you settle the matter peacefully, he will thank you and stay to trade, and if you kill the robbers, then ... he will scold you and run away.

Fights without rules

In the west of the Test Rooms, in a small room, there is a gunsmith who will offer to take part in the battles. The reward for each battle is trifling, but the ring that you receive after four victories is a good choice for blood mages.

Unwanted child

In the Dusty City, you can find an unfortunate gnome who was kicked out of the family because she gave birth to a son from an untouchable. You can force her to get rid of her son, as her relatives want, or you can convince the latter that they are wrong and restore the family.

Dragon in the throne room

This is how you need to put two characters in the throne room to summon the dragon

If the blanks are over, but you need to say something, it turns out like this

The architecture of the gnomes sometimes surprises. After examining the inscriptions on the throne, we get a note in the codex. Now you need to correctly position the members of the squad: one in the "dressing room" on a square in the center of the hall, and the other two in the throne room itself, in the southwestern part of it, on buttons similar to the end of an arrow. The last character once again click on the throne and get acquainted with the local prisoner.

The thieves

As you run past the king's treasury, you will stumble upon a group of thieves who were trying to dig a tunnel. Deal with them and get a well-deserved reward from the guard who came running to the noise.

Poison

In one of the chambers for the nobility, you will meet the herbalist Vidron, standing by the bed of a dying lady. He will tell you that she was poisoned, and will ask you to make an antidote. Then he will give you a recipe, which will be the main reward.

Stolen book

The Assistant Chronicler in the Halls of the Guardians wants us to find a valuable book that was recently stolen. The Dodger lives in the Dusty City. Negotiations with the thief will come to an impasse ... But the note raised from the corpse will lead us to the bandits who are just carrying the tome to the buyer in the Testing Halls. After the battle, the book can either be sold to the same buyer or returned to the keepers.

Lost pedigree

The gnome Orta believes that she comes from the noble house of Ortan, but here's the bad luck: the records of the pedigree disappeared in the teig of the same name. At least she didn't find them in the Halls of the Guardians, which meant there was nowhere else. The records really lie in the center of the teig, not far from the Ruka cave.

List of golems

In the room with the Void Anvil, there is a table listing all who became golems. The names can be copied and taken to the chronicler.

Wanderer's treasure

Find four piles of stones at Caridin's Crossroads:

    At the western exit to the map.

    Southwest of the bridge.

    Not far from the crossroads of three roads.

    East of Deepstalker's Cave.

Our home naga named Schmoples. They seem to get along with the dog

After that, a mark with a vagrant's cache will appear on the map.

Honor of the legion

Once we collect all the pieces of armor Of the dead legion, we will be given the quest "Dead Castle". Now we can get the emblem of the dead caste from the sarcophagus (in the room of the legion in the dead ditches) and take it to the chronicler. But before leaving the temple, dress someone in full armor and activate the legion relic.

Landman's Sword

In the deep paths, you can get hold of one of the best one-handed swords - By the honor of the landman... First, find a tomb in Teig Ortan (southeast corner). Now we are looking for pieces:

    The pommel lies in the Ortan teig in a vase in the Ruka cave.

    Ephesus can be removed from the corpse of the emissary genlock at the Karidin crossroads (the genlock is waiting for you in the tunnel that runs from west to south).

    The blade is removed from the corpse of an ancient darkspawn in the Dead Moats (on the bridge in the center of the map).

As you find everything - return to the tomb.

Cache

In the charter hideout, we get Jammer's diary, which talks about the treasure. We need to find three chests: Jammer himself, Kanki and Pique. From them we take out a silver ring for a dress, an iron knife for letters and a garnet jewelry. You can't take anything else! It remains to find a cache near the tamed brontos and open it.

The life of the keeper

To receive the task, touch the wall of memories in the Halls of the Guardians. Now find three runestones:

    Near the chief of the miners in the Community Halls.

    In the southeastern caves of the Crossroads of Karidin.

    In the west of the central rooms in the Dead Moats.

We return to the wall of memories for the award.

Torn demon

Gnomes are solid guys: if they are destroying the demon, then the pieces are carried to all the lands: what if they will grow together? You can collect these pieces on the deep paths.

    Extremities in the northwest of the Teig Edukanov.

    The torso and head are at the Crossroads of Karidin, in the southeast and northeast, respectively.

We attribute this to the altar in the Ortan teig and revive the demon. Before us is another choice - to let go for money or to finish off. This time it's final. Which one will you choose?

Denerim

Helping the law

Sergeant Keilone stands next to Wade's blacksmith house. He complains to the authorities and asks for help in dealing with crime. You can act both by force of persuasion and simply by force. If you want a high reward, listen to what the customer prefers.

Dark deeds

Trying to clarify the idiot
to the gnome that it is impossible to "fall into the sky." Wynne and I are still trying to get through to consciousness, and Sheila suggests ... in general, the same thing, but much more fast way

Eamon has a great sense of beauty. In all his mansions one can find
real works of art

On the other side of the smithy house is the weasel Coldree. Only robbers will be able to meet him. He has two lines of tasks: for thieves and for burglars. Stealth comes in handy in both lines.

It is important: do not forget to leave too noticeable companions in the camp for the duration of the mission.

Before collecting lands, we will be able to perform three thefts and two break-ins. One more theft and two break-ins - after. If your stealth is not at the master level, then in some tasks you will be helped by money, persuasion and fists.

Sect

In one of the alleys (you will visit there when you will destroy the bandits by order of the church) you will find the corpse of Ser Friden, who died trying to destroy the sect of blood magicians. You can finish this noble deed - go to an abandoned house (a new location on the Denerim map) and cut out the villains.

Evil

Evil has settled in the orphanage in the elfinage, which the templar Otto will tell you about. Collect some clues, including questioning the elven girl sitting on the doorstep. After clearing the shelter, do not forget to return the elf her amulet.

Howe Prisoners

In the basements of Earl Howe's estate, several prisoners can be found at once.

    Hanging on a rack in the torture chamber is Bann's son Sighard, who will stand up for you at the meeting as a reward.

    In prison, the templar Irminrik went mad. Take his ring to the bathhouse Alfstanna.

    Veteran Rexel also broke down in captivity. It is necessary to tell about it to the preacher Rosamund.

Guild Quests

The tasks of most guilds (boards of preachers, blackstone volunteers, assassins and "interested") are mostly passed without problems: fortunately, the goals are marked on the map, or at least their approximate location is described. But there are a few exceptions.

If in the final task volunteers you choose the side of the father, then in order to get to the son, you must not go to Lothering, which by this time will be destroyed, but simply walk past the town... You will find Taoran in a "chance" meeting.

Love notes that one of the interested(assignments are given by the innkeeper in Denerim's "Bitten Nobleman"), are scattered literally all over the world. Finding them is not easy. Here are all the places:

    In the Dalish camp, behind the merchant.

    Next to the entrance to the ruins in the Brecilian forest is a secret door on the left.

    V royal palace Orzammar, in an inconspicuous room to the east of the palace.

    In Orzammar's charter hideout, in the room to the right of the hall where Jarvia fell.

    In another refuge, this time in the village, next to the entrance to the house with bloody altar.

    At the Pampered Princess inn near the Mages Tower.

    In the tower itself, on the second floor, in the eastern room.

    In the Redcliffe windmill (where there is a secret passage to the castle).

    In the basement of Redcliffe Castle, just before the exit to the courtyard.

    At Wade's forge in Denerim.

    In the brothel "Pearl" (location in Denerim) in the southeast room.

    At Eamon's estate in Denerim, in the northwest room.

In addition to these very faces, you will be forced to run and magicians from the community.

Bloody marks

We need to mark four doors with blood in Denerim: two in the Trade District and one each in Dirty and Dark lanes.

Places of power

We need to activate four places of power.

    A grave in western Breciliana.

    Altar in Teig Ortana.

    A tree in the elfinage of Denerim.

    Stairs to the second floor of the Mages Tower.

The Scrolls of Banastor

You need to find five scrolls at the following addresses.

    Southeast ruined room on the second floor of the Mages Tower.

    Northwest room on the third floor of the Mages Tower.

    The southeast library in the abandoned temple with the ashes of Andraste.

    Western barracks (entrance from the center) in the abandoned temple with the ashes of Andraste.

    Southeast room in the werewolf den.

The rest of the tasks should not be difficult.

I am posting a small gameplay mod, thanks to which the bombs are thrown much further. I'm sure someone will say "cheat". Well, it depends on how you look at it. Firstly, I personally play on a nightmare, and I think that even at a difficult level, passing the mod will be relevant. Secondly, who should be using the bombs? Thieves, sharpened for shooting, and magicians, when the spell is recharging. And here the Biovarians put a pig on us: the radius of the throw is, well, almost a foot. It turns out that our "rear service" should climb into the thick of it and tear down "aggro" on itself. Well, who will decide on this, where is the logic. As a result, we hammer into bombs and do not use them, or very rarely. And this is wrong, since a whole line of skills can be said on them along with poisons.
So this mod, despite its seemingly cheating nature, returns us the joy of using grenades. Now, being deep in the rear, the thief can throw a grenade, and if we break the "aggro", then you still need to run to your "troublemaker". The value of the poisoning skill increases, an extra reason to take a thief to the party is added, and finally, now it makes sense to buy and manufacture shells. "Everything for the front, everything for the victory!"))).
There are two mod options in the archive, an average distance and a very long one, you need to install one thing, I highly recommend the middle option.
Installation:
Copy selected GDA file to Documents / Bioware / Dragon Age / Packages / Core / Override

A child does not need a good father. He needs a good teacher. And a good friend to man. And for a woman - a loved one. And in general, let's talk better about track stitches.

Arkady and Boris Strugatsky, "Distant Rainbow"

Plague is not the only threat to Ferelden's tranquility. Hundreds of scum of all stripes raised their heads, waiting for the end of the world. We can both join them and punish the scoundrels. And so that you probably don't miss a single opportunity, we have compiled a list of additional tasks that have not yet been dealt with on our pages.

Ostagar and the Wildlands - Beginning of History Lothering - Living Dead City Circle of Mages - Magical Secrets Redcliffe - General Summons Refuge - Classic Easter Egg Brecilian Forest - Traces of Filth Orzammar - Thieves and Their Prey Denerim - Guild Quest Series - Find All Sheila - Rough Beauty

Let's start with the backstories of our heroes. In each case, we will be able to complete several additional tasks, but they are simple - training ones. You can even skip them and rush straight to Ostagar. However, painstaking exploration of the starting territories will bring you more than money, experience and some equipment. At the very beginning, when the hero is very young and inexperienced, you can learn a lot of interesting things about the world that you won't be able to find out later. So we advise you to look in all corners, at least at first.

Each backstory will bring you something useful, make your path easier. A noble man will get a dog, a Dalish man - a good bow ... in a word, to each his own. But there is one hero who will be much easier at the start than the others. This is a noble dwarf - he leaves with Duncan, clinking more than twenty gold pieces in his pocket! Well, let's go after them.

Ostagar and the wild lands

Sick dog

Dwarf politics

Talk to the hound in the camp, and he will tell you about the sick mabari who swallowed tainted blood. To cure it, you need a special flower that grows in the wild lands of Korkari. According to the plot, you will still have to visit there, so feel free to agree. Look in the ruins a couple of meters from where you will meet a wounded soldier. The cured dog will join you after the Battle of Ostagar, if you haven't gotten a pet yet.

Hungry Prisoner

An unhappy soldier is hanging in a cage in the camp. He is not only not released, but also not fed. The poor man will ask you to get him some food. Before giving consent and food, ask the prisoner why he was imprisoned. At the end of the story, you can claim the key to the magician's chest from the prisoner. Food can be obtained from the sentry by convincing or bribing him. And the chest can be opened only after returning from the wild lands, when the pacified one leaves it.

Sword

You can get a good sword from the messenger of the Peak by trick. But first you need to catch the boy - find him at the ash warriors, and then run after him.

Missionary chest

Near the edge of the wilderness, you will find the body of missionary Jogby. You can remove a letter from it with hints - where to find the treasure. Look for the chest in the south of the map.

Chasing tracks

In the west of the wilderness, there is an abandoned parking lot and a chest that contains a magazine. Read it and follow the mark that appears. A chain of such traces will lead you to the treasure.

Last will

The dog plays the role of a psychoanalyst

The professor is asleep - the students are happy

In the middle of the wasteland you will come across Rigby's corpse. The will describes where his things are hidden: in an abandoned camp west of the body. Having dug out the chest, you can either open it or take it to the widow Jetta. She is waiting for you at the Radcliffe Church.

Demon from the ashes

On the corpse of a soldier, not far from the emissary of the Garlocks, lies a bag of ash and a leaf with a local legend. The legend is true, and by pouring ashes on a pile of stones to the northwest of the bridge, you will summon Gazarat - the "orange" demon of wrath. Good trophies await the winners.

Lothering

Create 3 Poultices / Traps / Poison Bottles

The tasks are of the same type, taken from Miriam, Allison and Barlin, respectively. There is nothing complicated, only the corresponding skills and components are needed, which are bought from Barlin and collected on the map.

Lost Templar

At the entrance to the location after the battle with the bandits, you will find the corpse of the templar. His belongings must be taken to Serh Donall in the church.

On a note: in the same church it is worth revealing to Sir Brian that you are a gray guard and asking for help. He will give you the key to the poultice cabinet.

Preacher's board

Completing all four quests from the local Preacher Board will reward you with a decent sword.

Circle of magicians

The appeal

On the first floor of the tower, in the library, you can complete several summoning exercises. To do this, find two halves of a book: in the library and next to the stairs to the next floor. Complete all three rituals and the task will be completed. But that's not all. Repeat the actions of all three rituals in a row and activate the fourth summoning flame - it is in the room where the second half of the book was. A creature will appear that will quickly disappear. It can be robbed by getting a note. But that's not all! On the preacher's board, you can later take the assignment, which talks about the disappearing travelers. It turns out that the demon we summoned decided to profit. We kill him, take away the trophies, inform the preacher and go to fill our pangs of conscience with ale.

The main character with all her appearance makes it clear how she wants to be a gray guard and save the world

Apparently, this is the only way Ogren sees us all ...

Guardian of the Limit

What dwelling of magicians is without secrets? In our tower it certainly is. To solve it, you need to find several student notes: a couple in the students' rooms, another in the library, two lie next to Owain and the blood mages, and, finally, one will be in the main hall. Now activate three statues in the large hall - the statue with a bowl, with a raised sword, a lowered sword - and a statue with a spear (it is in another room, in the center of the floor). Go down to the first floor, go to the place where you met Wynn, and try to go to the basement. Kill the guard and pick up an excellent sword that will help you, for example, defeat Flemeth.

Jenny's little casket

In the office of the chief sorcerer, you will find not only Flemet's grimoire, but also a chest. It can be delivered to a house in Denerim's market district near Thedas Curiosities. Unless, of course, you picked up a note about Red Jenny after meeting Zevran. As a reward, you will receive money, but not a drop of information about this mysterious box.

Enchanted Templar

On the fourth floor, you will encounter a templar possessed by a demon of desire. If you attack them, then you will get hold of good trophies, if you let go ... then most likely you will not see them again, but there is a small chance to meet them on the map above the mountain of corpses: the demons will satisfy the insatiable hunger. At this point, they cannot avoid reprisals!

Redcliffe

Gathering troops

Bann Tegan gives us a plot task (with which several additional ones are connected): to prepare the village for the siege. To do this, you need to talk to Perth and Murdoch. The first will ask you to bring him amulets. We will get them from mother at the local church. In addition, in the shop you can find a bunch of barrels of oil. They also need to be told to Perth.

Murdoch will ask you to bring more soldiers and get weapons for them. The ranks of "volunteers" can join the dwarf Dwynn, if you persuade him well. A local tavern will bring us several recruits at once. First of all, this is the suspicious elf at the table. Your robbers will help you discover his spy essence. The innkeeper himself will go after the elf - Lloyd, he will have to threaten. But it's better to first ask the waitress Bella and the men in the tavern about their lives. You can promise to help the waitress, and bargain free ale from Lloyd for the defenders. The weapon can be begged from the blacksmith, promising to save his daughter.

Mor came to a noble noble family

Spectacular lighting makes Stan even more convincing

The daughter of a blacksmith

You will find her in the castle, in a small storage room on the first floor.

Hiding boy

Kaitlin is standing in the church, who asks to find the missing brother. He hid at home, in a closet. After asking the boy, we learn about the family sword, which can be either appropriated or returned.

Demon

If you play as a magician, you are able to independently go into the shadows to free the son of Eamon. The demon will offer a deal. You can get an extra spell point, blood mage specialization, "forbidden pleasure" with a demon ... Please note - the choice will affect the ending of the story.

Asylum

In the village itself, as in the temple, there are no additional tasks (except to count the delivery of scrolls to the church of Denerim as such), but there is an amusing "Easter egg", which can already be considered a classic role-playing game. After completing the story mission, return to the village and go to the local cemetery. You will surely like the epitaphs. Here are just a few of them:

Cheryl isn't here. She was cremated.

"I can do the ax too" - Jim, the sword swallower.

Multiplayer with love.

Great-great-grandfather Gigax.

To play as Sheila, you need to download a separate module "Stone Guard". Let's get to know this dangerous girl better.

Sheila's gifts
Present Where to look
Magnificent amethyst Dusty city of Orzammar, Alimar market
Magnificent diamond Orzammar's Communal Halls, Merchant Garin
Magnificent emerald Orzammar communal halls, Figor's shop
Gorgeous sapphire Orzammar's Communal Halls, Trader Legnar
Gorgeous malachite Circle Tower, Quartermaster
Magnificent Garnet Denerim Shopping District, Miracles of Thedas
Gorgeous ruby Elphinage, Alarita's shop
Magnificent Jade House cellar in Honnliet
Gorgeous topaz Frosty Mountains Trader Farin

Sheila is a former gnome who became a golem. She manages to combine femininity (for example, she wants to sew red shoes) and feigned rudeness (“Let's go crush a couple of heads”). In general, the golem's “hermaphroditism” jokes are perhaps the most curious in the whole game. By the way, she hates all birds without exception, which she constantly reminds of ("I don't believe in the Creator. After all, an intelligent creature will never create birds! What was he just thinking about ?!").

In battle, Sheila is a true all-rounder. She can be a hitboy, a shooter, a controller, and even a support. In the last incarnation (the strut branch), it is most effective. It is almost impossible to destroy a group of a standing golem, a healer, a magician and a warrior with a two-handed one. There is only one inconvenience: the movement of our talisman takes some time.

As you can see from the table, there are no special gifts for her, but you can easily please her by dressing her up in crystals for the first time.

A personal quest is associated with memory recovery. Sheila is curious to know who she was before she became a golem. The quest can be obtained after talking with the Perfect Caridin, according to the plot. To complete it, go to the Kadash teig that appears on the map of the deep trails. Walk the teig all the way to the statue of the heroine.

Brecilian forest

Bitten wife

At the Dalish camp, speak with Atras. His wife was bitten by werewolves and everyone says she's dead, but he doesn't believe. Danaila will be waiting for you near the northern entrance to the eastern forest. Unfortunately, it will not be possible to save her.

Iron bark

Armsmaster Varathorn will ask you to bring him rare ironwood bark, from which the local craftsmen create magnificent equipment. The bark can be ripped off a fallen tree near the northern passage to the eastern forest. As a reward from the master, you can get a bow, armor (or both, if you insist) or an amulet, if you give up everything.

Elf in love

Last family photo. Most of them will be dead very soon - traitors are worse than filth ...

Apparently, not only female characters are copied from popular people ... And Eddie Murphy not only voiced the donkey from "Shrek"

Sick galla

In the camp, the gall's caretaker Elora had trouble: one of her charges was sick. You can, using survival, find out what the reason is, or you can convince the caretaker that the animal is incurably hurt.

Bitten elf

In the center of the western part of the forest, not far from the ogres, lies a wounded Deigan. He can be taken to a camp, cured, robbed, thrown, or killed. Wealth of choice - isn't that what we want from a good RPG?

On a note: if you first steal an elf, and then send it to the camp, then it will be possible to return things to him and restore relations.

Deadly dream

To the south of the Great Oak lies an abandoned, but very cozy camp, in which it is tempting to rest ... Waking up, one or more members of your squad will start a fight with the shadow, which created the illusion. Defeat the demon and re-examine the "cozy" halt.

It is interesting: After completing the storyline quest in the woods, go to the camp and talk to Leliana. She will sing you a song from the main menu of the game.

Orzammar

Lost son

The story is over. The hero stands on the road and looks thoughtfully at the sunset ... But he’s too early to retire!

In the communal halls we will come across Field. Her son went to the deep paths and never returned. We will find the hand in the Ortan teig, it is connected with the plot - do not miss it.

Church

Berkel wants to open a church in Orzammar. You can help him in this by convincing the chronicler (in the guardians' hall) to give permission. You will receive a scanty reward, but this church will have a decisive influence on the fate of the world. And not the most favorable ...

Gnome Mage

Dagna really wants to get into the circle of magicians. You can, by telling her father Jannar about her daughter's plans, prevent her, or you can help by talking to the first sorcerer, if he is, of course, alive. As a reward, we will receive a good rune or lyrium. Moreover, Dagna will become an outstanding scientist.

Search for nagas

All of his pets fled from the beater Bemor. You need to look for the nagas in the Community Halls, there are five of them in total. For each beast we get 25 silver coins. And if after that you talk to Leliana, then she admits that she really wants such an animal for herself. You can get it in the Dusty City from an idle gnome for a modest fee. Now this "hedgehog" will live with you in the camp.

Racket

After receiving the first assignment from any of the contenders for the throne and leaving the Diamond Halls, you will see how the local bandits threaten the merchant Figor. If you follow them to the shop, you can help the merchant. If you settle the matter peacefully, he will thank you and stay to trade, and if you kill the robbers, then ... he will scold you and run away.

Fights without rules

In the west of the Test Rooms, in a small room, there is a gunsmith who will offer to take part in the battles. The reward for each battle is trifling, but the ring that you receive after four victories is a good choice for blood mages.

Unwanted child

In the Dusty City, you can find an unfortunate gnome who was kicked out of the family because she gave birth to a son from an untouchable. You can force her to get rid of her son, as her relatives want, or you can convince the latter that they are wrong and restore the family.

Dragon in the throne room

This is how you need to put two characters in the throne room to summon the dragon

If the blanks are over, but you need to say something, it turns out like this

The architecture of the gnomes sometimes surprises. After examining the inscriptions on the throne, we get a note in the codex. Now you need to correctly position the members of the squad: one in the "dressing room" on a square in the center of the hall, and the other two in the throne room itself, in the southwestern part of it, on buttons similar to the end of an arrow. The last character once again click on the throne and get acquainted with the local prisoner.

The thieves

As you run past the king's treasury, you will stumble upon a group of thieves who were trying to dig a tunnel. Deal with them and get a well-deserved reward from the guard who came running to the noise.

Poison

In one of the chambers for the nobility, you will meet the herbalist Vidron, standing by the bed of a dying lady. He will tell you that she was poisoned, and will ask you to make an antidote. Then he will give you a recipe, which will be the main reward.

Stolen book

The Assistant Chronicler in the Halls of the Guardians wants us to find a valuable book that was recently stolen. The Dodger lives in the Dusty City. Negotiations with the thief will come to an impasse ... But the note raised from the corpse will lead us to the bandits who are just carrying the tome to the buyer in the Testing Halls. After the battle, the book can either be sold to the same buyer or returned to the keepers.

Lost pedigree

The gnome Orta believes that she comes from the noble house of Ortan, but here's the bad luck: the records of the pedigree disappeared in the teig of the same name. At least she didn't find them in the Halls of the Guardians, which meant there was nowhere else. The records really lie in the center of the teig, not far from the Ruka cave.

List of golems

In the room with the Void Anvil, there is a table listing all who became golems. The names can be copied and taken to the chronicler.

Wanderer's treasure

Find four piles of stones at Caridin's Crossroads:

At the western exit to the map.

Southwest of the bridge.

Not far from the crossroads of three roads.

East of Deepstalker's Cave.

Our home naga named Schmoples. They seem to get along with the dog

After that, a mark with a vagrant's cache will appear on the map.

Honor of the legion

As soon as we collect all the pieces of the Dead Legion's armor, we will be given the "Dead Castle" quest. Now we can get the emblem of the dead caste from the sarcophagus (in the room of the legion in the dead ditches) and take it to the chronicler. But before leaving the temple, dress someone in full armor and activate the legion relic.

Landman's Sword

In the deep paths, you can get hold of one of the best one-handed swords - By the honor of the landman... First, find a tomb in Teig Ortan (southeast corner). Now we are looking for pieces:

The pommel lies in the Ortan teig in a vase in the Ruka cave.

Ephesus can be removed from the corpse of the emissary genlock at the Karidin crossroads (the genlock is waiting for you in the tunnel that runs from west to south).

The blade is removed from the corpse of an ancient darkspawn in the Dead Moats (on the bridge in the center of the map).

As you find everything - return to the tomb.

Cache

In the charter hideout, we get Jammer's diary, which talks about the treasure. We need to find three chests: Jammer himself, Kanki and Pique. From them we take out a silver ring for a dress, an iron knife for letters and a garnet jewelry. You can't take anything else! It remains to find a cache near the tamed brontos and open it.

The life of the keeper

To receive the task, touch the wall of memories in the Halls of the Guardians. Now find three runestones:

Near the chief of the miners in the Community Halls.

In the southeastern caves of the Crossroads of Karidin.

In the west of the central rooms in the Dead Moats.

We return to the wall of memories for the award.

Torn demon

Gnomes are solid guys: if they are destroying the demon, then the pieces are carried to all the lands: what if they will grow together? You can collect these pieces on the deep paths.

Extremities in the northwest of the Teig Edukanov.

The torso and head are at the Crossroads of Karidin, in the southeast and northeast, respectively.

We attribute this to the altar in the Ortan teig and revive the demon. Before us is another choice - to let go for money or to finish off. This time it's final. Which one will you choose?

Denerim

Helping the law

Sergeant Keilone stands next to Wade's blacksmith house. He complains to the authorities and asks for help in dealing with crime. You can act both by force of persuasion and simply by force. If you want a high reward, listen to what the customer prefers.

Dark deeds

Trying to clarify the idiot
to the gnome that it is impossible to "fall into the sky." Winn and I are still trying to get through to consciousness, and Sheila suggests ... in general, the same thing, but in a much faster way

Eamon has a great sense of beauty. In all his mansions one can find
real works of art

On the other side of the smithy house is the weasel Coldree. Only robbers will be able to meet him. He has two lines of tasks: for thieves and for burglars. Stealth comes in handy in both lines.

It is important: do not forget to leave too noticeable companions in the camp for the duration of the mission.

Before collecting lands, we will be able to perform three thefts and two break-ins. One more theft and two break-ins - after. If your stealth is not at the master level, then in some tasks you will be helped by money, persuasion and fists.

Sect

In one of the alleys (you will visit there when you will destroy the bandits by order of the church) you will find the corpse of Ser Friden, who died trying to destroy the sect of blood magicians. You can finish this noble deed - go to an abandoned house (a new location on the Denerim map) and cut out the villains.

Evil

Evil has settled in the orphanage in the elfinage, which the templar Otto will tell you about. Collect some clues, including questioning the elven girl sitting on the doorstep. After clearing the shelter, do not forget to return the elf her amulet.

Howe Prisoners

In the basements of Earl Howe's estate, several prisoners can be found at once.

Hanging on a rack in the torture chamber is Bann's son Sighard, who will stand up for you at the meeting as a reward.

In prison, the templar Irminrik went mad. Take his ring to the bathhouse Alfstanna.

Veteran Rexel also broke down in captivity. It is necessary to tell about it to the preacher Rosamund.

Guild Quests

The tasks of most guilds (boards of preachers, blackstone volunteers, assassins and "interested") are mostly passed without problems: fortunately, the goals are marked on the map, or at least their approximate location is described. But there are a few exceptions.

If in the final task volunteers you choose the side of the father, then in order to get to the son, you must not go to Lothering, which by this time will be destroyed, but simply walk past the town... You will find Taoran in a "chance" meeting.

Love notes that one of the interested(assignments are given by the innkeeper in Denerim's "Bitten Nobleman"), are scattered literally all over the world. Finding them is not easy. Here are all the places:

In the Dalish camp, behind the merchant.

Next to the entrance to the ruins in the Brecilian forest is a secret door on the left.

In the royal palace of Orzammar, in an inconspicuous room to the east of the palace.

In Orzammar's charter hideout, in the room to the right of the hall where Jarvia fell.

In another hideout, this time in the village, next to the entrance to the house with the bloody altar.

At the Pampered Princess inn near the Mages Tower.

In the tower itself, on the second floor, in the eastern room.

In the Redcliffe windmill (where there is a secret passage to the castle).

In the basement of Redcliffe Castle, just before the exit to the courtyard.

At Wade's forge in Denerim.

In the brothel "Pearl" (location in Denerim) in the southeast room.

At Eamon's estate in Denerim, in the northwest room.

In addition to these very faces, you will be forced to run and magicians from the community.

Bloody marks

We need to mark four doors with blood in Denerim: two in the Trade District and one each in Dirty and Dark lanes.

Places of power

We need to activate four places of power.

A grave in western Breciliana.

Altar in Teig Ortana.

A tree in the elfinage of Denerim.

Stairs to the second floor of the Mages Tower.

The Scrolls of Banastor

You need to find five scrolls at the following addresses.

Southeast ruined room on the second floor of the Mages Tower.

Northwest room on the third floor of the Mages Tower.

The southeast library in the abandoned temple with the ashes of Andraste.

Western barracks (entrance from the center) in the abandoned temple with the ashes of Andraste.

Southeast room in the werewolf den.

The rest of the tasks should not be difficult.

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