Walkthrough - Act I: Storyline (end). Walkthrough - Act I: Storyline (continued) Dragon Age 2 Long Way Home

At first you will hear about Fainriel and his mother from Varric (that is, you will read in your journal in the Rumors section), but after a while (namely, after completing the quest “The Long Way Home”) you will actually meet the elf Arianny in Elfinage. Listen to her conversation with Templar Trask and then talk to her.
Arianni has a son named Feinriel, who has a magical gift, but is not a magician of the Circle, since Arianni, fearing parting with her only son, hid his abilities from others. However, at present, Fainriel is constantly plagued by nightmares, and his mother, fearing that demons were involved, decided to choose the lesser evil and turn to the magicians for help.
The problem is that the frightened boy ran away to an unknown location and Arianny doesn’t know where he is. True, she has some thoughts on this matter. She will invite you to ask Trask, who is also trying to find Fainriel. Another possible option is the guy’s father, Antiva merchant Vincenzo. Vincenzo abandoned Arianni when he learned that she was expecting a child and has not communicated with her since then, but nevertheless Arianni suspects that in his time of need Fainriel could well have turned for help to his parent, who recently returned to Kirkwall from Antiva.
Talk to either of the two. Fainriel's father will tell you about his son if your PC is a magician or has magicians in the group. According to him, he sent Fainriel to the former templar Samson, who is now helping some fugitive magicians. Samson can be found in Porto at night.
If you talk to Trask and convince him that you are looking for Fainriel for the good of the guy, he will also advise you to contact Samson.
If you have not talked to Arianny in Elfinage, but have already witnessed her conversation with Trask, then this quest will be given to you by Trask if you talk to him at the Casemates, and you can immediately go in search of Samson.

From Samson you will learn that since Fainriel did not have any money, he redirected him to one of his friends Reiner, who from time to time deals in the slave trade. Rayner, according to Samson, can be found in Porto, where he owns a private marina.
Go to the building marked on the map. There are a lot of robbers there who won't be too happy to see you. In addition, there are several traps placed there.
Having cleared the first enemy groups, make your way to the quest arrow. There you will witness a sad scene as a cornered mage girl becomes possessed, so you will have to fight not only the bandits led by Rayner (who can stab in the back like an assassin), but also her.

In the chest you will find a letter with Reiner's assets, from which you will learn that Fainriel was indeed sold into slavery to a certain Tevinter named Danzig. Danzig can be found in Cloaca. Of course, he won’t tell you anything just like that, but you can do without a fight if you have Fenris in your group. Fenris can force the slaver to tell you everything he knows.
If after this you release the slave trader in peace, you will receive 10 Rivalry points with Fenris.
If you decide to kill the slave traders, citing the fact that by letting them go, you are dooming too many people to slavery, you will receive Friendship points with Fenris and Carver (10), as well as with Aveline (5). Be careful in the battle - a magician appears in the last wave of attackers and he is capable of causing considerable damage if he is not stopped in time.
From the map you received (or picked up from Danzig's corpse), you will find out the location of the slave traders' camp - in one of the caves on the Ragged Coast. Go there.

The cave is not very large, there are no traps in it, and the slave traders are not too dangerous, although there are magicians among them. Make your way to the leader. He holds a knife to Feinriel's throat and firmly warns you not to take another step.
If Varric is in your group, he can persuade the leader to let the young man go by passing him off as the son of the governor. The slave traders will not want to get involved with such a high-ranking hostage, and not only will they release him, but they will also pay you extra money in addition.
If you choose the answer option "And I don't need to take any steps", your PC will kill the leader with a dagger throw, which, of course, will immediately begin the battle.
In other options, the battle will also begin, but with a leader in addition. Your choice.

After you have dealt with the slave traders one way or another, you will have to decide what to do with the young man. He clearly doesn’t want to go to the Circle, so you can advise him to join the Dalish on the Broken Mountain (in this case you will earn friendship points from Merrill and Anders). However, you can also insist that he still join the Circle (this will give you Friendship points with Fenris and Aveline).
To complete the quest, report what happened to Arianni. She will give you a nice ring as a reward (you will not have the option to nobly refuse the reward).

You can tell Trask what happened - or you can remain silent if you want - in either case, he will learn about everything that the task “A Merciful Deed” will entail.

Act of Mercy

After completing the task with the missing Feinriel, you will receive a letter in which an anonymous person asks you to meet outside the city. Head to the approaches to the Ragged Coast.

On the way to the appointed meeting place, you will be attacked by baby dragons - kill them all. The anonymous person who sent you the letter will turn out to be your acquaintance Trask, who was strongly impressed by the events with Feinriel and your participation in them. The templar will tell you that the few surviving magicians of Starkhaven have taken refuge in this cave and are killing all the templars who are sent to them for negotiations. However, soon a large detachment of templars from Starkhaven should approach the cave, who, most likely, will not stand on ceremony with the magicians, and will kill them all. If you say that Trask should go to the cave himself, you will receive Rivalry points with Merrill and Anders.
You also have the opportunity, by going down into the cave, to persuade the apostates to surrender. Go to the cave. You will almost immediately be attacked by a blood mage with his “favorites” - a squad of undead. Having dealt with them, move on, where even more risen dead await you.
In one of the caves, after you clear it of warlike corpses, a young renegade named Allen will approach you. Allen will tell you that the head of the magicians hiding in the cave, Decimus, took up blood magic, citing the fact that now they have nothing to lose anyway, and is holding his comrades almost by force.
It is impossible to come to an agreement with Decimus - he attacks immediately after a short introductory speech, and you will have to kill him, several of his fellow renegades and the evil spirits they summoned.
The remaining magicians, led by Decimus's friend, Grace, will ask you to help them escape from the cave. If you agree to help them, you will receive Rivalry points with Fenris, and Friendship points with Anders. If during the conversation you speak negatively about Decimus's use of Blood Magic, you will receive Rivalry points with Merril and Friendship points with Anders. If you remain silent about using Blood Magic, you will receive Friendship points with Merril.
You can also try to persuade Grace to return to the Circle voluntarily (with correspondingly reversed influence points).
Leave the cave. (Don't relax too much - two more evil ambushes await you on the way back.) If you convinced the magicians to return to the Circle, you will still have a choice - confirm your decision (points of Friendship with Fenris, Rivalry - Merrill and Anders) or change your mind and still kill the templars. (Trask will support you in any choice.)
If you decide to help the magicians escape and Varric is not in your squad, then any conversation with the templars will lead to battle. If Varric is with you, let him tell a tall tale, which Trask and Allen will support, and the templars, believing him, will leave the approaches to the cave, clearing the way for the magicians. (Pros of Friendship with Varric and Anders in this case, Rivalry with Fenris.)
Talking to Grace or the templars after this will complete this quest.

Enemies Among Us

This quest begins with rumors about a girl named Mesha, who is asking about the templars in the Upper City, and after a while you will meet her in person. Mesha will ask you to find her templar brother named Keran. Keran suddenly disappeared some time ago and since then there has been no word or breath of him.
To find out the circumstances, you will have to ask his fellow novices, Hugh and Wilmod, who are in the Casemates. You won’t find Wilmod in the Casemates, but Hugh will tell you that recently their ranks have thinned out greatly - many novices simply disappeared, and, not knowing what to think, the rest began to suspect Knight-Commander Meredith of using some kind of initiation rituals, supposedly testing the strength of future templars who die if they do not pass the test.

However, another novice, Ruvina, will object to Hugh about his suspicions, since she personally saw Wilmod, who also disappeared some time ago, and has now returned, apparently alive and unharmed. True, at the moment he is resting “in nature.” If you ask her why she didn't say this earlier, she will refer to Meredith's order, as well as Knight-Captain Cullen, who was also looking for Wilmod and followed him out of town. This happened recently and you will probably catch up with them if you hurry.

Head to the “Wilmod Camp” that appears on the map, where you will witness the scene of the interrogation of the novice by Cullen. You can choose any line from your side that you wish - it will not affect the subsequent scene.
So, you have to fight the possessed and a squad of spirits. After the battle, you will automatically start a conversation with Cullen (those who played the first part of YES probably recognized this young man).
Cullen himself doesn’t really know what’s going on, but he will give you a tip to the Blooming Rose brothel, where Wilmod often visited in the past.
In the mentioned brothel, ask a girl named Viveca which of the “girls” Wilmod visited most often. After looking at the book of notes, Viveca will direct you to "Idunn, a wonder from the East."
During the conversation, Idunn will deny that he even knows Wilmod’s name, and then will try to charm both the GG and his party members, who suddenly, for no apparent reason, begin to ask you not to harm her. As for the GG, if he (s) is a magician, then she can break the spell on her own or ask for help from any magician in your group. Idunn will be so shocked that her magic didn't work that she will answer all your further questions.
All other dialogue options will lead to Idunn's immediate death and you will have to determine the location of the Blood Mages' hideout from the documents on her desk.

According to Idunn (or following from the documents read), everything is led by a certain Tarone, who is currently in a secret refuge in Cloaca. Having told you everything she knows, the sorceress will ask you to spare her life. You can send her to the Templars to atone (which will earn you Rivalry Points with Anders) or you can kill her on the spot.
Go to Cloaca, to Tarone's shelter. Be careful - in addition to the required spirits and undead for the lair of blood mages, there are also several traps. When you've almost cleared out the entire hideout, you'll find Keran and be able to briefly talk to Tarone herself. However, you will not be able to resolve the matter peacefully - and is it necessary? - and after the conversation the battle will begin.
In this battle, the Demon of Desire appears in the very last wave of opponents, which is much more dangerous than Tarone herself, so look around.

After the battle, talk to Keran. If you have Anders or Merrill in your group, they can check the young man for demons. (You'll get influence points with Anders if you ask him to check it out.)
After this, Keran will return to the Casemates. Follow him.
The following scene can earn you Friendship or Rivalry points with Anders depending on whether you agree with Keran's speech or state that the templars are to blame. When you have to speak out about Keran's future, you can either agree with Cullen that the young man is potentially dangerous (and earn Friendship points with Fenris and Rivalry with Anders and Aveline), or assure him that he is not possessed (receiving the opposite influence points). Regardless of whether you checked for Keran's demons or not, the best option for him would be to be observed by the templars for 10 years and receive the rank of a full knight after that period. Callen won't agree to more.
This conversation will complete this quest.

b UUEEFYUL FYLBEF. 3-ZP (UDEMBM RTED ЪBLБЪ ABOUT Ozon.ru) -4-5-6-7-8 nBTFB 2011. yFBL, ъBChFTB (U VPMSHYPK VHLCHSHCH) YZTB PZHYGYBMSHOP CH RTDBDCE. CHUE (B OBYUIF Y S) ЪБЧФТБ РПИЗТБНИ.

b UUEEFYUL FYLBEF. 9 nBTFB 2011 (BOOOKHMYTPCHBM RTEDBLBB ABOUT Ozon.ru - DPUFBMY, FPTNPJB). deOSH. dPTsDBMYUSH, YuFP OBSCHCHBEFUS Y LBL ZPCHPTYFSHUS. Dragon Age III ьФП ЪБУФБЧМСEF ЪБДХНБФШУС, B RPYUENH VSC CHUEN CH PDYO DEOSH RPDBTPL OE RTERPDOEUFY, VEЪ ZBMYNPK PYUETEDOPUFY. oh LFP PZHYGYBMSHOP LPOYUOP ЪBCHFTB. OE VHDEN KHRPNYOBFSH RTP FEE LFP CHPMEA UMHYUBS YMY RTYOHDYFEMSHOP CH RTPGEUUE FEUFYTPCHBOYS KHCE KHUREM RTYPVEYFSHUS L . YMY LFP RTPUFP Y ZEOYBMSHOP HCE ULBUBM U FPTTEOFB RYTBFLH.

LFP oe rtpdpmtseoye RETCHPK YUBUFY. CHCH ULBTSEFE, YuFP LFP FEODEOGYS Y CHUE FBL DEMBAF, LPZDB RTDPMTSEOYE YOE RTDDPMTSEOYE CHCHUE, B FIRB RP IPDH DEMB FBL OBSCCHBEFUS. lBL ZPCHPTYFSHUS DMS RTYDBOYS HULPTEOYS RTY RTDDBTSBI. th YuFP SUOP VSCHMP ULBOBOP CH RPUMEDOEN BDDPOE LHDB RPDECHBMUS ZMBCHOSCHK ZETPK. rTBCHYMSHOP YMY/YMY. YMY KHVYCH nPTTYZBO, LBOHM CH OEYCHEUFOPUFSH, YMY OE KHVYCH nPTTYZBO FPTSE LBOHM OP HCE U OEK CH FH TSE UBNHA OEYCHEUFOPUFSH. th Yue?

b UUEEFYUL FYLBEF. 10 NBTFB 2011. dEOSH. lHRYM YMY LBL VSH RPZHYZHTBMSHOEE CHSHTBYFSHUS - RTYPVTEM. iB. PUFBMSHOPE ULBUBEFUS YMY RTYMPTSYFSHUS LPNH LBL RTYCHSHCHUOEEE. yZTB TBBPYUBTPCHBMB PYUEOSH, B RPLB VEZBM RPLHRBFSH YZTH RBTH TBYU LTSCHYY TSDPN UP NOPK UOEZ RBDBM. uOBYUBMB UOEZ, RPFPN - LHULY MSHDB. OEEYMSCHE FBLYE LHUPYULY. OE ЪBDEMP YUKhDPN.
YFBL, YB YUKhDP!

b UUEEFYUL FYLBEF. 10 NBTFB 2011. CHECKS. rPEIBMY! tsDEN, LPZDB DPVTSHCHE MADI CHUE-FBLY UDEMBAF TKHULHA PJCHHYULH.

YЪ FEIOYUEULYI BURELFPCH.
MYGHIKH OCTSOP BLFYCHYTPCHBFSH RTY KHUFBOPCHLE, RPFPN ABOUT UBKFE TBTBVPFYUYLPCH PVSBFEMSHOP OBTEZYFSHUS Y OBTEZYFSH YZTH (U NSHMPN Y RBTPMEN), RPFPN RTY RETCHPN ЪBRHULE BLFYCHYTPCHBFSH YZTH ABOUT LPNRE. rPFPN RTY LBTSDPN ЪBIPDE CH YZTH, KH CHBU DPMTSOP VShchFSH RPDLMAYUEOYE RP YoFETOEF L CHBYEK HUEFOPK ЪBRYUY. h RTPFPYCHOPN UMHUBE RPYZTBFSH CHBN OE KHDBUFSHUS. uMYYLPN NOPZP OEPRTBCHDBOOPK Y OERTBLFYUOPK ChPYOY.

RETCHPE CHREYUBFMEOYE U RETCHSCHI UELKHOD YZTSHCH. NPS RBTFYS Y RMBOSH ABOUT VHDHEEE.


PUOPCHOBS RBTFYS: iPHL (NBZ), NETYMYO (NBZ), yBBVEMMB (TBVPKOIL), chBTTYL (TBVPKOIL)

UYUFENB VPS YYNEOYMBUSH. fE, LFP RTPYYEM RETCHHA YUBUFSH (Dragon Age: Origins) U UPTSBMEOYEN LFP JBNEFSF. oYBMP Ch Dragon Age 2 KHUFKHRBEF Y RP UATSEFH Y RP DYOBNYLE Dragon Age 1. yZTB U RETCHSCHI UELKHOD OE ЪBICHBFSHCHBEF, LBL VSHMP CH Dragon Age. zTBZHYLB YOFETZHEKUB HRTPUFYMBUSH, RPSCHYMUS OBMEF ZBMINPUFY, P YUEN DBCE RPNSCHUMYFSH OEMSH'S VSHMP CH Dragon Age.

eUMY PUFBMYUSH UPITBOEOYS U RETCHPK YUBUFY, NPTsOP YI YNRPTFYTPCHBFSH.
UEKCH DP OBYUBMB YZTSH! HCE DPMTSEO OBIPDFSHUS H RBRLE "YNS CHBYEZP RTPZHYMS\nPY DPLHNEOFSH\BioWare\Dragon Age\Characters\YNS ZETPS\Saves\YNS UMPFB UPITBOOYS", OBRTYNET: ...\nPY DPLHNEOFSH\BioWare\Dragon Age\Characters\Hero1\S aves\ AutoSave_1.
dMS LPTTELFOPZP YNRPTFB OHTSOSCH FPMSHLP DCHB ZHBKMB: savegame.das И savegame.das.met. OB YFP LFP RPCHMYSEF RPLB OE OBBA, OP S FBL UDEMBM. TBUYYTEOOBS CHETUIS DBEF RTYЪPCHPK LPOFEOF, FPTTEOFSH DBAF CHUE PUFBMSHOP.

YZTBA NBZPN. h PUOPCHOPK RBTFYY ZOPN, TBVPKOYGB Y BMSHZHYKLB. rPTSDLPN RPDOBDPEMB LMPOYTPCHBOOBS RTYTPDB Y LMPOYTPCHBOOSCH RPNEEEOYS. rPUFPSOOP CHUFTEYUBAFUS PBBVPYOOOSCH ZPNPUELY! NETFCHSHCHETHTBZY OBRPNYOBAF CHFPTPC LCHEKL DEUSFIMEFOEK DBCHOPUFY. DEKUFCHYE RTBLFYUEULY CHUEZDB RTPYUIPDYF CH PDOPN Y FPN CE ZPTPDE, ЪBDBOYS RPIPTSYE Y VEUUPDETSBFEMSHOP-FHRSCHE, YOFETEU RTPRBDBEF UFTENYFEMSHOP.

CHPNPTSOPUFY RPDVYTBFSH DPUREY LPNRBOSHPOBN OEF. bTUEOBM VTPOY, PTHTSYS, YOZTYDYEOFPCH UPLTBFYMUS RPYUFY DP OHMS. Chuei (chuei!) LCHEUFPCH DEUSFLB YUEFSHTE OE VPMSHYE! vTPOA UPRBTFYKGBN OE RPDPVTBFSH.


ABOUT ZMKHVIOOSCH FTPRSHCH, RPUMEDOYK LCHEUF RETCHPK YUBUFY YZTSCH


yNEOYE iPHLPC zz Y NETYMYO

еUMY EUFSH TSEMBOYE UYMPK CHPPVTBTTSEOYS RPDTYIFPCHBFSH YZTPCHPK RTPGEUU Y YYNHDTYFSHUS CHUE TSE OBUMBDIFSHUS LFYN UBNSCHN YZTPCHSHCHN RTPGEUUPN. dBA URTBCHLH.

PE-RETCHSCHI OE PVTBEBEN CHAINBOYS ABOUT LMPOYTPCHBOOSCH RTEDNEFSCH Y MPLBGYY. chP-CHFPTSCHI OE PVTBEBEN CHAINBOYS ABOUT HVYFHA UYUFENKH RPG. y CH-FTEFSHYI OE PVTBEBEN CHAINBOYS ABOUT FP, YuFP CHUE CHTENS RTYIPDIFUS UIDEFSH CH PDOPN ZPTPDE.

NPTsOP RPRTPVPCHBFSH OBMBTSYCHBFSH CHBYNPPFOPYEOYS U UPRBTTFYKGBNY Y UDEMBFSH LFP PUOPCHOSCHN ЪBOSFYEN CH YZTE. y EEE RPUME LBTSDPZP VPS IPDYFSH RP NBZBYOBN Y TBURTEDEMSFSH FTPZHEY NETSDH CHUENYUENSHA RETUPOBTsBNY. rPFPN RP PYUETEDY VTBFSH YI CH VPK. lFP CHUE, UFP OBN PUFBMPUSH PF RPG. VHDEN LFYN RPMSHЪPCHBFSHUS.


oYUBMP YZTSCH - RTYYTBLY RTPYMPZP. ZhMENEF, HVYFBS CH RETCHPK YUBUFY YZTSH


xVYKUFChP chCHUYEZP DTBLPOB. lPUFSOBS SNB

UBNSCHE RYUUEULYE FTHDOSHE VYFCHSHCH YZTE Dragon Age 2:
1. VYFCHB U LBNEOOSCHN ZPMENPN CH 1-K YUBUFY (UMPTSOBS DMS 1-K YUBUFY)
2. VYFChB U chBTFETBMPN PE 2-K YUBUFY (UMPTSOBS DMS 2-K YUBUFY), RPIPTSB ABOUT VYFCHH U oENBFETYBMSHOSCHN ZPMENPN (3-C YUBUFSH)
3. VYFCHB U bTYYPLPN CH LPOGE 2-K YUBUFY YZTSCH (PDYO ABOUT PDYO PYUEOSH UMPTsOP EZP RPVEDYFSH, NBZPN - OECHPNPTSOP* ynip)
4. ЪBRYMYCHBOYE CHCHUYEZP DTBLPOB CH 3-K YUBUFY YZTSCH (PYUEOSH RPMEOBS, YOFETEUOBS Y UBNBS DPMZBS VYFCHB - RTPUFP REUOS)
5. VYFCHB U zYVTYUPN CH lMPBLE (FPCE OYUEZP)
b CHPF ZHIOBMSHOSCHK VPK OE CHREYUBFMYM.

CHPPVEE DMS UEVS ЪBNEFYM, YuFP KhVYFSH CHCHUYEZP DTBLPOB Ch pTYZYOUE (HVYKUFP zhMENEF FPTSE RPPDKDEF) YMY ЪDEUSH DMS NEOS VSHMP CHBTSOEE Y YOFETEUOEEE, YUEN TBBPVTBFSHUS ZHOBMSH OSHCHN ZBDPN. dB Y CHPPVEE DPKFY DP ZHJOBMB - OE UNSHUM RPG FHF ZMBCHOPE CHBYNPPFOPYEOYS Y YZTPCHBS BFNPUZHETB. ZMBCHOPE UATSEF Y RTPGEUU CHBINPDEKUFCHYS. yuESP CH Dragon Age 2 OEF.

DTBLPOB, lBNEOOPZP ZPMENB Y chBTFETBMB NPTsOP ЪBVYFSH MAVSHCHN UPUFBCHPN, B CHPF VPK PDYO ABOUT PDYO U bTYYPLPN NBZ (EUMY CHSC YZTBFE ЪB NBZB) OE CHSCZTBEF OILZDB. edYOUFCHEOOSCHK CHSHCHIPD - PFLBBBFSHUS PF RPEDYOLB Y CHBMYFSH EZP LPNBODPK. fBLBS CHPF OEUVBMBOYTPCHBOOBS BTYZHNEFILB. lFP NPE NOOOYE, OP ZPCHPTSF, YuFP NBZPN RPVEDYFSH bTYYPLB NPTsOP. lPNH YOFETEUOP - RTPVHKFE (CHPNPTSOP FHF UFPYF YURPMSHЪPCHBFSH ЪBLMYOBOIE "ZTBCHYLPMSHGP", LPFPTPZP KH NEOS ABOUT FPF NPNEOF OEVSHMP).
_________________________________
* RPVEDYM bTYYPLB NBZPN YNES RTY UEVE YNPF Y PTHTSYE Mysterious. OPUS Mysterious Dagger, NBZ RTPMHUBEF KHNEOYS TBVPKOILB. nBZ-TBVPKOIL - UPUEFBOYE CHREYUBFMSEF. oBDPEMP - NEOSEN LMYOLY ABOUT RPUPI Y CHSH UOPCHB NBZ-DBMSHOPVPKAIL.


lPUFSOBS SNB. nBZ-TBVPKOIL


nBZ-TBVPKOIL


nBZ-TBVPKOIL


nbz


yBBVEMMB RYBTYFUS CH CHYUEMSHOYLE


military-industrial complex


fBCHETOB CHYUEMSHOIL Y hBTTYL, NETYMYO, yBBVEMMB

uFBTBAUSH VEZBFSH U DECHUEOLBNYY chBTTYLPN, REDILPCH CH RBTFYA VTBFSH UFTENOP.

LBTFB CH YZTE KHTSBUOBS, OP UKDS RP FPNH, YuFP MPLBGYY NYLTPULPRYUEULYE - LBTFB FBN OE OKHTSOB.

LUFBFY, UBNPE DEKUFCHOOPE CH YZTE NBZYUEULPE ЪBLMYOBOIE - CHUE ЪBLMYOBOYS YLPMSCH "nBZ UYMSCH". rTPPLBUYCHBEN YI + ЪBNTPЪLB Y PZOEOOBS VHTS. hBTTYL U VSHSOLPK PUEOSH IPTPY Y LBL NEDCHETSBFOIL Y LBL RKHMENEFUYL. pFDBEN ENKH LCHEUFPCHSHCHK PULPMPPL TEMYLCHYY EZP VSHSOLB UFBOPCHYFSHUS PTHTSYEN CHPNEDYS (FPMSHLP OE ЪBVKhDEN THOSCH CH PVTBЪPCHBCHYYEUS UMPFSCH RPMPTSYFSH).

RPMESHE RTEDNEFSCH YZTE.
ьMELUYT ZETPYNB (RPCHSHCHYBEF HTPCHEOSH CHUEK RBTFYY). CHETIOYK ZPTPD (oPUSH). rTY VYFCHE U LHOBTY, ZHIOBMSHOSCHK LCHEUF CHFPTPK ZMBCHSHCH. pF TSCHOLB RPDOINBENUS RP UFHREOSN YIDEN RTSNP ZDE DETHFUS LHOBTY Y ZOPNSCH, TBVYTBENUS U OYNY Y RPCHPTBUYCHBEN OBRTBCHP. YDEN FKhDB, ​​ZHE UFPYF TSEOOYOB CH YEMEOPN Y TSDPN FTHRSCH. at RTBChPK UFPTPOSH EUFSH FTHR at RPDUCHEFLPK - TEGERF ABOUT OEN.

THOB DPVMEUFY CH 3 YUBUFY (RPCHSHCHYBEF ABOUT 1 CHUE IBTBLFETYUFYLY DMS CHUEI RETUPOBTSEK). tBULPMPFBS ZPTB. pF MBZETS dPMYKGECH CHSHCHVYTBEN MECHSHCHK RKHFSH Y YDEN CH UFPTPOH DBMSHOEK REEETSCH. pVSHULICHBEN THYOSCH CHPME REEETSCH (ZDE VSCHM chBTFETBM), FBN ULEMEF, TEGERF ABOUT OEN. CHOE ЪБЧУНПУФИ ПФ ЛПМІУЭУФЧБ ьФИИ ТХО Х ВПОПЭ, ВПОВХУ ВХДЭФ ФПМШЛП У ПДОПК, ФП EUФШ +7.


ъБУИУФЛБ dPMYKULPZP LMBOB. tBULPMPFBS ZPTB


hBTTYL TBVPFBEF RP nBZBN LTPCHY CH LYTLCHPME


vYFChB U zYVTYUPN CH lMPBLE

EUMY CHCH RPUFBCHYMY DLC "rTYOG CH YIZOBOYY" RPUME RTPIPTSDEOOYS ZMHVYOOOSCHI FTPR CH RETCHPK ZMBCHY DLC X CHBU OEBLFYCHOP, OE VEDB CH OBYUBME 3-K ZMBCHSHCH CHBU RPSCHYFUS CHPTsOPUFSH RTYUP EDYOYFSH L RBTFY YEVBUFSHSOB. bFP MKHYUYE, YUEN OYUEZP. th OE ЪBVHDSHFE RPUFBCHYFSH RBFYUSH 1.01
fPMSHLP CHPF UNSHUMB DPVBCHMSFSH uEVBUFSHSOB CH RBTFYA OEF. eUMY CHCH CH LPOGE CHSHVETEFE UFPPTPOKH ITBNPCHOILCH RTPFYCH NBZPC U RPUMEDHAEIN YI CHSHCHRMYCHBOYEN Y DP LHYU PFRKHUFYFE BODETUB - uEVBUFSHSO UFBOEF CHBYIN MKHUYN CHTBZPN Y NBFETSU SH UCHBMYF. iPTPYEE DPRPMOOYE... b PPF VTPOS ABOUT OEN OBDEFB LTBUYCHBS. Ъ ЪЧеЪDOSHCHI CHPKO YuFP-FP.

EEE FBLPK YFTYYPL. noe VEKHNOP RPOTBCHYMPUSH LBL CH YZTE CHUE RTPUFP CHBIMEV KHZPCHBTYCHBMY NEOS NBZPCH RPDDETSBFSH. oh RTSNP ЪBUFBCHMSMY. YuFP ЪB YUERHIB YMY LFP OBCHSYUYCHBS YDES TBTBVPFYULLPCH? nPYYN NBZPCH - LFP RTYLPMSHOP.


ТББЗПЧПТ иПХЛБ У ДЧПАТПДОПК UEUФТПК


lHOBTY, NHFYTPCHBCHYYE CH HTPDPCH UP CHTENEO RETCHPK YUBUFY YZTSCH...


YuFP UYMSHOP VEUYMP - CHTBZY U LEFYUHRPN CHOKHFTY...

DP ZHJOBMB X NEOS DPIMY OE CHUE LPNRBOSHPOSH. NBZ-CHTEDYFEMSH, CHPTCHBCHYYK GETLPCHSH RPYENKH-FP PVYDEMUS Y RTYYMPUSH U OIN DTBFSHUS. PUFBMSHOSHE RPDDETTSBMY CH RPMOPK NETE Y PYUEOSH YZHZHELFOP Y YZHZHELFYCHOP RPNPZMY. bI, EUMY VSC FPMSHLP TBTBVPFYUYLY OE UIBMFKHTYMY, NPTsOP VSHMP VSH Y RP CHFPTPNH TBH YZTH RTPKFY. OP CHYDOP OE UHDSHVB. yZTB OB 17 DOK YMY OB 71 YUBU 03 NYOHFSHCH 03 UELKHODSCH. xUREIPCH.

YuFP NPTsOP ULBJBFSH RTP LPOGPCHLH? dB OYUEZP, EE RTPUFP OEF. TsBMSH RPFTBUEOOPZP READING DEOOZ.


lBENBFSH RETED ZHOBMSHOPK VYFCHPK U pTUYP Y NBZBNY


xVYKUFChP PDETSYNPK ITBNPCHOYGSCH NETYDYF. lPOEG YZTSCH


UREGYZHYLBGYS Y RBTBNEFTSCH iPCHLB

Dragon Age/ about BUMEDYE

OE RTPYMP Y RPM ZPDB, U NNPNEOFB TEMYYB, LBL CHUMED ЪB NEMLYNY DLC OBLPOEG CHSHCHYMB DPRPMYFEMSHOBS NYUUYS - YUFPTYS LP CHFPTPK YUBUFY YZTSH. YUFPTYS U YOZHPTNBGYEK P RTPYMPN UENSHY iPHLPC. fPMSHLP PDOP LFP DEMBEF "oBUMEDIYE" YOFETEUOSCHN. OH, YMY OUNPFTS ABOUT PFUHFUFCHYE PTYZIOBMSHOPUFY, ЪBUFBCHMSEF RTPKFY. bFP DMS ZHBOBFPCH YZTSCH LPOYUOP.

YЪ OPChPCHCHEDEOYK: NPTsOP BLFYCHYTPCHBFSH NOPZPTBPCHSHCHE MPCHKHYLY, NPTsOP OBIPDIFSH IEMSHS RTPUFP FBL (B OE ABOUT FTHRBI), RPSCHYMYUSH ZBTMPLY (OPCHCHE CH YZTE ЪCHETSHLY YЪ RPTP TsDEOYK)

Ps. PTZBOYBGYS VPZP DPRPMOEOYS OBRPNYOBEF YUEN-FP Serious Sam (LFP FIRB NYOKHU YZTE), B ZMBCHOSCHK ЪMPCHTED YUEN-FP OBRPNYOBEF bTIYFELFPTB (RETUPOBTs YJ DPRPMOEOYS L RETCHPK YUB UFY YZTSCH). x TBTBVPFUYLPCH YuFP ZhBOFBYS CHSHUPIMB?
dB UPVUFCHOOOP RPIPCE HCE OYUFP bfh LPNBODH OE TEBVYMYFYTHEF... B TsBMSH.

bChFPT: lMAECH n ..03.2011, DPRPMOEOP 08.08.2011

Dragon Age 2

We select the character class and gender - warrior and man, respectively. After the introductory video, together with my partner, we repel the attacks of the garlocks. We use all kinds of skills, and in the end we deal with the ogre mini-boss. We dodge his blows and try to attack from behind. During conversations, we choose exclusively positive options, guided by the icons. Let's watch the video. We continue to customize our hero. We change the appearance to our liking, decide on a name, and most importantly, choose the events of the original Dragon Age. This will be the default story, i.e. Hero of Ferelden.

Death of Lothering.

Together with my family we move forward, destroying hordes of garlocks. On the way we also examine the corpses in search of useful items. Don't forget to improve your characteristics with each level increase. Each character has its own development branch. For example, Sister Bethany has more well-developed magical abilities. It would be right to continue developing them, rather than switching to improving combat skills. We save a couple who are hostile against us. But as long as we are all united by a common problem, they will be on our team. Dealing with another ogre this time will be more difficult. When your health level drops, use a healing potion. We try not to fall under his rams and powerful blows. Unfortunately our brother Carver is killed. We continue the fight, when suddenly a dragon appears, deals with the large horde and transforms into a human. It turns out to be the witch Flemeth, who happily agrees to help us if we deliver some package. Aveline's husband was wounded and is infected with corruption. So that he does not die a long and painful death, we leave his fate in the hands of his wife.

Long way home.

We speak with the guard at the castle gate. He directs us to Captain Ewald. We get to it using the mini-map. We deal with the raging deserters. After this act, the captain agrees to help us. Three days later, Gamelin appears. He reports that in order to get into the city you need to meet some personalities. We find Athenril and Miiran in the courtyard. First, it is best to take the assassination task from Miiran. But instead, strike gold and let go of the goal. The security will still have to be destroyed. Then we talk to Athenril and receive the task. We intimidate the merchant in the square with the help of Aveline, open the chest and return to the employer. We talk to Gamlen and watch the video.
To go on an expedition to the Deep Roads we must accumulate 50 gold. To do this, you can complete additional quests.

Friend on guard.

Aveline instructs us to clear the ambush site on Broken Mountain from pirates. Having successfully completed the task, we return back to Aveline. After the video, look at the duty schedule. We leave the location and switch to night. We get to the Lower Town and save Donnik from the robbers. We return to the barracks.

New house?

We go to the Lower City to Gamlen's house. We approach the desk and read the news from Athenril. We talk to Mom, then to Bethany. We leave the house, select Cloaca on the map and move there. On the way we kill thugs and mercenaries. Through the basement door we enter the estate. In the cellar, even stronger opponents await us, as well as a mini-boss. We get into the room and examine the chests. We take some gold and a will. We return to the mother.

Business conversation.

We get to the “Hangman”, which is located in the Lower Town. To do this, open the local map and carefully study it. In the tavern we talk with Varric (he should be on our team).

Pacification.

We go to Liren's shop, she will help us establish contact with the Gray Guardian. After talking with her, we leave the shop and immediately certain people stand in front of us. We give the floor to Bethany, after which they leave. We go to Cloaca and find a hospital there. We talk with the Guardian (healer). He will help us if we complete one task. We leave the location, switch to night and go to the Upper City. We meet Anders at the church gate and go inside together. We go up to the second floor to see Karl. We destroy the arriving templars. Then, during the dialogue with Karl, select the “Do not kill” branch.

Long way home.

We go to the Broken Mountain to hand over the amulet to Flemeth. A certain elf informs that a ritual must be performed with the help of this amulet. She sends Merrill with us to help perform the ritual. We move towards the altar, clearing the path of corpses. Next we pass through the caves, where spiders await us. From there we get to the cemetery. We remove the barrier and repel the attack right in front of the altar. Don’t forget to examine the corpses; one of them must contain gold coins. We perform the ritual and return to camp.

That's all, there is very little left before the expedition. We accumulate the required amount of gold by completing additional quests, and get the map by completing the “Pacification” quest.

Expedition to the Deep Paths.

We go to the Upper City and get to the trade guild, guided by the map. We speak with Bartrand. He reports that the expedition will last for several weeks, so it is worth completing all your business in Kirkwall. If there are uncompleted tasks in the “Rumors” list, then you will not be able to go on the expedition. Arriving at the place, we find that the path is blocked. The gnome Bodan asks to find the boy. The only enemies we will meet on our way are Garlocks. We save Sandal and he gets to the camp on his own, and we continue to look for a workaround. After a series of garlocks, an Ogre will appear, which is quite easy to kill. Next is the Dragon, which is quite difficult to deal with, even with characters of level 10, at an average difficulty level. The main thing is to use the terrain correctly and give the robber and mage the opportunity to use their skills as efficiently as possible. We discover a detour and return to camp. We speak with Bartrand. We continue to advance. We deal with several ghosts and a stone golem. We find ourselves in a new location, where we discover something very expensive. Bartrand locks us in and we are forced to find another way. Weaker opponents were replaced by stronger ones - Savages. Having met another golem, we communicate with him, and in the dialogue we resort to the help of Bethany. He will help us get out if we kill some creature in the crypt. To destroy the Stone Spirit, we do this: we attack and, if necessary, heal. When he teleports to the center, we quickly hide behind the column and wait. Next, we go out and beat the enemies that appear, and it’s best to order our partners. Then we attack the spirit until it is reborn. After victory, a golem will arrive. He wants us to take only the key and not touch the treasures. We, of course, refuse his offer and destroy it. We take everything that is in the chests. While wandering the trails, Bethany becomes infected with corruption and asks to kill herself. We return home with bad news. After the video we speak with Governor Dumar.

We leave the governor's fortress and meet Bodan at the exit. He reports that they are waiting for us at home. Using the mini-map, we get to our estate.

Prime suspect.

We go to the Casemates. We find Emerik on the square and communicate with him. We switch to night and get to the estate of Gascard Dupuis, which is located in the Upper City. Several ghosts and one demon await us inside. We agree to help Gaskar. We return to Emerick to tell about his innocence. The woman on the square says that Emerick left recently. Switch back to night and go to the alley next to the Cloaca. It will no longer be possible to save Emerik, so we simply clear the area of ​​ghosts.

Explosive service.

At the port we go to the Qunari camp and talk to Arishok. We receive the task and go in search of Javaris. In Cloaca we communicate with a local barker who is selling his goods. Just around the corner we enter the tunnels, through the Smugglers' Pit. Along the way we deal with numerous thugs, and when we go out into the wilderness, we kill the mercenaries. We talk to Javaris and let him go. There was a leak of toxic fumes in an alley near the Lower City. While clearing the area of ​​mercenaries, we select the keys and block the barrels with the source of poisoning. We kill the elf and several more mercenaries. We inform Arishok about what happened and about those involved in the theft of poisonous gas. We return to the governor and report on the work done.

Find and lose again.

In the governor's fortress we communicate with Bran. At night we go to the “Hangman”. We find Orvald, get the truth out of him and deal with him and his friends. We get to the Church to find out the truth. There we meet Petris. She invites us to an afternoon gathering to confirm her suspicions about the Qunari. Our fears were confirmed: Varnell kidnapped the Qunari and executed them. We destroy the fanatics and Varnell. The opponents, although generally weak, prevail in numbers. The main thing is not to let magicians and robbers using small arms be surrounded. Also, do not forget to treat them on time. When the governor arrives, we advise him to burn the corpses of the Qunari.

All that remains.

We learn from my uncle that my mother has disappeared. At night we go out into the streets of the Lower City to look for her. We talk to the tramp and find out details from him, giving him some silver. We follow the bloody trail. They lead us to the Foundry. We continue to follow the tracks until we come across a secret hatch in the corner of the mini-map. We move through the basement, destroying ghosts and corpses. At the end, we hold off several waves of attacks and kill Quentin.

Following Kun.

In the estate we read a letter from Governor Dumar. We go to talk with him. He asks to return his son, who migrated to the Qunari side. In the Qunari Camp we communicate with Arishok. Seamus has been lured to the church, so we will sneak in at night to see him. As it turned out, he was killed. We deal with the fanatics, and when the Lady appears, we tell her about Petris’s evil plans.

Kuhn requirements.

Arriving at the estate, we meet Aveline and agree to help her. But before you do this, you need to complete all your business, as in the case before the expedition. Aveline will be waiting in front of the gates of the Qunari Camp. Arishok reacts aggressively to the proposal to arrest the criminals and the battle begins. We move along the streets of the Lower City, dealing with Karashoks and Ashaads. We break through to the Upper City and continue the battle until Meredith appears. We get to the Governor's Fortress, destroying the robbers, who are also showing aggression against the Qunari, and the Karashoks. Occasionally, stans appear, characterized by good armor but weak attacks. We team up with Meredith and another elf - a sorcerer. Having settled the dispute, we lead the team and order the elf to distract the Qunari standing at the entrance. The main battle with the Arishok should begin by first destroying the rest of the Qunari. The Arishok has a large supply of health, in addition to this, his counterattacks cause very serious damage. But these attacks are easy to predict and dodge or retreat in time. Even if all our partners die and we are left 1 on 1, the chances of winning are high. We save the city and receive the status “Defender of Kirkwall”.

Three years later.

On the square we witness another debate between Meredith and Orsino. We incline our choice to the side of the sorcerer.

We go to the estate and read the letter from Commander Meredith.

Free.

We go to the Casemates to meet with Meredith. We find her in the Hall of Templars and agree to the task. We speak with her assistant Elsa. Let's find out about three magicians - apostates. In two cases we act according to the same scheme: we question the witness, find the apostate and kill him. We are looking for Evelina in Cloaca, Khione in the Lower City. In the latter case, we ask the parents of Emile de Copi. They report his location. We go to the “Hangman” and kindly accompany Emile to the templars.

Serve cold.

After reading the letter from the sorcerer Orsino, we go to meet him in the Casemates. We receive the task of finding out why magicians and templars meet at night in the Upper City. We destroy the conspirators and go to the Port, then to the Torn Coast. We save Aveline, kill Grace and her followers. We return to Orsino with the news.

Last straw.

We receive another letter and go to the Casemates. From there we are sent to the square, where the final and irrevocable battle between the magicians and the templars unfolded. We have to make a choice whose side we are on. We choose magicians. Our goal is the templars, we are moving through the streets, destroying them. The demon of pride awaits us in Porto. He is strong when paired with a blood mage. Therefore, it is advisable to first destroy the magician and ghosts, only then proceed to the demon. We get to the Casemate and speak with Orsin to engage in battle against the templars led by Meredith. We hold back a wave of multiple, but not very strong opponents. Orsin is enraged, so he uses blood magic and turns into a huge creature. It is capable of sucking the life force from allies to replenish its health. We attack from all sides until it is freed from the body. We do these steps several times. Next we try to leave the Casemates. The final fight with Meredith is ahead. She has extremely strong armor, but also has no special abilities. Meredith also periodically sends large iron statues that pose no danger. Let's watch the final video.

Related articles: