Anvil of the Void walkthrough. Anvil of the Void. Diamond Halls of Orzammar

The question of the Anvil of the Void will force you to make a difficult choice between Caridin and Branka, which will have consequences. Caridin- a blacksmith and unsurpassed genius who created golems. For many years, golems were the main weapon of the gnomes in the fight against the creatures of darkness. One golem was worth a dozen dwarves in battle. Alas, Karidin's teig fell, and with him the secret of creating golems disappeared. Branca- a blacksmith who created smokeless coal that can be burned without exhaust hoods and without consequences for the body. Both Perfects will be waiting to meet behind the Dead Moats, in the location Anvil of the Void. Caridin will try to convince him to help him destroy the magic anvil, explaining this by saying that future golems go through great suffering at the moment of rebirth, and besides, the ambition of some kings can cause trouble. Over time, Karidin began to understand that the method he had invented was wrong and contrary to morality. Branka will be more practical and ask for help save the anvil, so that the golem creation process can be resumed.

The choice determines the appearance of golems in the final stage of the game, when they will not only help get to the archdemon, but will also take part in the decisive battle. Otherwise, only the dwarves will help, regardless of the chosen king, be it Belen or Harrowmont. If you save the anvil, Sheila will leave the squad forever or die along with Caridin. After completing the task, one of the “Liberator” or “Pragmatist” achievements is unlocked.

The best things from Karidin's body in Dragon Age: Origins:

  • Shield of Caridin- strength: 26; defense: 1.50; +10 to resistance to cold, electricity, and spirit magic.
  • Amulet "Caridin's Cage"- +20 to resistance to electricity, cunning -1.

The best things from Branka's body in Dragon Age: Origins:

  • Mace "Vanguard"- strength: 28; damage: 7.50; +3 to strength and constitution, +1 to recovery. stamina in battle, 2 slots for runes.
  • Branca's Shield- strength: 30; defense: 3.00; +4 damage against creatures of darkness, +2 damage against beasts.

The impact of the decision regarding the Anvil of the Void on the ending of the game Dragon Age: Origins:

  • Soon after, Branka mastered Caridin's methods and learned how to use the Anvil of the Void to create new golems - the first in many centuries. The dwarves greeted this news with delight, although few knew the price of this achievement. At first, King Belen willingly collaborated with Branka and sent dwarves to her - including by force - to clear the Deep Paths from the creatures of darkness with the help of golems. However, this union was not destined to last long. Soon Branka refused to create golems only for the king, and he forbade the use of the Anvil. His soldiers attacked Branka's fortress in the Deep Roads, forcing her to seal herself inside the fortress. After several years of fighting, Belem was forced to abandon the siege. The fortress remained impregnable. She is reliably guarded by golems, and the gnomes watch her vigilantly, waiting for what else the crazy Perfect will do.
  • Initially, King Harrowmont was happy to send volunteers to Branca. He really needed the golems to suppress the uprising of Belen, and they coped with it quite successfully. Finally, Harrowmont decided that the Anvil would no longer receive Dwarven souls. However, the growing need for golems in the Deep Roads led to secret raids above to kidnap humans and elves for Branka. When this was finally discovered, a short war broke out between Orzammar and Ferelden. The city gates were sealed, and the kingdom of Harrowmont became even more isolated from the rest of the world than before. Branca, of course, continues to demand that the raids to the top continue.
  • Although the Anvil of the Void was destroyed, rumors of its location reached Orzammar. Many years later, thanks to the fact that the creatures of darkness were defeated above, several determined blacksmiths managed to find the remains of the Anvil. They studied them and, returning with their discoveries to Orzammar, convinced the Guardians to revive Caridin's experiments. A new golem was created, animated by the spirit taken from the Shadow. The golem immediately went berserk and killed several of the chroniclers before being destroyed. The experiments were prohibited due to their danger, and all information about them was securely hidden. However, rumors about the existence of this knowledge still spread throughout Orzammar, and the blacksmith caste increasingly insistently demands that Caridin’s work be continued...

WITH First, you will have to go to the Frost Mountains, where the entrance to Orzammar is located. The first surprise will be a small squad of mercenaries (including a magician), whose task is to kill your character. Orzammar in general is a difficult complex of locations to traverse, so if your level is below fifteen, it will be difficult.

Walkthrough: Orzammar

Walkthrough: Orzammar

U At the gate to the city, you will see that an emissary of Loghain named Imrek with a couple of associates is unsuccessfully seeking entry. As soon as you announce your desire to enter the city, Imrek will begin to object. You can simply drive him away, or kill him - after this, the Gatekeeper will let you in in any case, informing you that the king of Orzammar has recently died, and you will not receive help until his successor is chosen.

Walkthrough: Orzammar


Walkthrough: Orzammar

M Having opened the Hall of Heroes and entered the Common Halls of the city, you will immediately see a small scene with a showdown between the two most likely candidates for the throne - Prince Belen and Lord Harrowmont. If you are playing as a Noble Dwarf, then both will already be familiar to you. After this, you will have the opportunity to communicate with the head of the Guard or a gnome named Nerav, who will tell you a little about the situation in the city and send you to Chief Brandelor in the Council Hall (via the Diamond Halls) for details.

Walkthrough: Orzammar


Walkthrough: Orzammar

ABOUT The general meaning of the latter’s words will be as follows: without the king, the Council will not risk sending an army of gnomes to the surface, since a real civil war is brewing here, and there is no need to disperse forces - they would rather sort out their problems. You will need to support one of the candidates in order to receive the help promised under the Gray Warden Treaties. Who exactly it will be does not matter at all, although the dwarven hero, both noble and commoner, may have personal likes and dislikes, and the consequences of rule for Orzammar itself will vary. The sergeant major will tell you the names of the main confidants of Prince Belen and Harrowmont and tell you where to look for them.

Walkthrough: Orzammar


Walkthrough: Orzammar

M You can talk to representatives of both candidates and begin completing tasks along two lines, but in the end you will still have to decide which of them should be placed on the throne. To avoid being accused of working for an enemy faction, you will need to have leveled up Persuasion and complete an additional quest - in this case, you will be able to maneuver for a long time, and none of the factions will stop communicating.

D To begin with, you will be asked to prove your loyalty to the selected applicant (or both), and complete a small assignment.

Lord's Trust

Walkthrough: Orzammar


Walkthrough: Orzammar

H To receive this task, you will need to talk to his confidant Dulin, who will appear in Harrowmont's house in the Diamond Halls or in the Innkeepers' Tavern. If you first go to the Council, Dulin will meet you at the exit and offer to compete for Harrowmont in the Trial Arena, along the way finding out why several of his fighters refused to participate.

Walkthrough: Orzammar


Walkthrough: Orzammar

IN the entrance to the Arena is located directly opposite the main entrance to the city (a common dwarf will already be familiar with this location). The first fighter of Harrowmont, Basil, with developed Persuasion, will tell you that he has a relationship with a married dwarf, and his incriminating letters somehow ended up in the hands of Belen's minions, who promise to make them public. In order for Basil to finally perform, you will need to remove them from the chest of Miaji, the fighter of Belen, either by opening the chest using the skills of the Rogue, or simply by stealing the key from Miaji herself. Letters may require an additional fee of 15 gold.

IN The second Harrowmont fighter, named Gwyddon, refused to participate due to the fact that he was told that Harrowmont had already given up the throne, and the Competition was just for show. You can Convince Gwiddon that this is a lie, and he will still fight.

Walkthrough: Orzammar


Walkthrough: Orzammar

D Otherwise, you need to inform the Arena Manager that you are ready for fights. You will be able to talk to all your future opponents before the fight, but this will not affect anything.

IN In the first three battles, your Guardian will fight alone, in the fourth - with one of his comrades or associates of Harumont against two gnomes, and in the fifth - against three opponents with his group or with Basil and Gviddon.

Walkthrough: Orzammar


Walkthrough: Orzammar

P After you are declared the champion of the Competition, you can dedicate the victory to Belen (Dulin will be unhappy), Harumont or the Guardians, and finally meet Harumont in person.

Prince's Favor

Walkthrough: Orzammar


Walkthrough: Orzammar

D Prince Belen's confidant, named Vartag, will be in the Council Chamber or in the Palace. He will give you the next task - to deliver a couple of letters to Harrowmont's associates with evidence that the lord promised the same reward for supporting two noble houses. The first recipient, Lord Helmy, will be in the Innkeepers' Tavern, and the second one will need to be looked for in the Deep Paths. Lady Days, the daughter of Lord Days, will declare that she has no right to control her father's voice and will direct you to the Educan tag, giving you a map and a signet ring so that you will be allowed into the Deep Paths (the Noble Dwarf will visit here in the prologue).

Walkthrough: Orzammar


Walkthrough: Orzammar

L Deis's horde can be found in the southwest of the thaig, and to get to it you will need to fight through several squads of Darkspawn and Deep Hunters. As soon as you hand him the letter, Lord Days will immediately change camp, and upon your return you will be able to report to Vartag and personally meet with Belen.

P note: If you complete the tasks at the same time, it is better to first give the documents to Henley and Dace, and then go to the Arena, otherwise you will not be able to visit the Deep Paths and the quest will fail.

Walkthrough: Orzammar


Walkthrough: Orzammar

IN Regardless of which side you took, the following tasks will be identical. Both Belen and Harrowmont will ask you to kill the local mafia leader named Jarvia, a sort of godmother of the gnomish spill that reigns in the Dust City. This person will already be familiar to the commoner dwarf.

E If this is your first time in Dusty City, then not far from the entrance you will stumble upon a group of bandits. The commoner dwarf will meet his friend Leske a little further, who, however, will not say anything particularly useful. To find out the necessary information, talk to the beggar Nadezhda, the merchant Alimar or the gnome Radek. Nadezhda will tell you everything just like that, but Alimara and Radek will have to be bribed.

Walkthrough: Orzammar


Walkthrough: Orzammar

IN As a result, you will learn that Jarvia's lair can only be entered with the help of a special key, and that you can get it from members of the Charter, who often enter one of the houses of the Dusty City (the Dwarf commoner recognizes his own former home). Previously there was nothing interesting there, but after this conversation you will be met there by a small detachment of bandits. When you almost finish off the leader, he will ask for mercy. It doesn't matter whether you save his life - you will get the key from the sharpened phalanx of your finger in any case.

Walkthrough: Orzammar


Walkthrough: Orzammar

D Then your path lies in the Suspicious House nearby. Having examined the door, you will find a keyhole hole, but all the hacking skills will lead to nothing - only a sharpened knuckle taken from the bandits will fit here.

P Having fallen inside, you will find yourself in the Lair of the Charter (also partially familiar to the dwarven commoner), filled with squads of bandit warriors and robbers, occasionally with mercenary magicians, and spiders. There are also a lot of traps here, so a robber will be very useful. Moreover, the battle will begin almost from the very beginning - with the Gatekeeper, who cannot be deceived even by Stealth. Some fights can be avoided if you don't look into side rooms, and it's worth keeping in mind that the charter is full of skilled Stealth users who appear seemingly out of nowhere.

Walkthrough: Orzammar


Walkthrough: Orzammar

D Zharvia will be waiting for you in the eastern hall, full of traps. If your character is a commoner dwarf, Leske will help her, otherwise he will be found in the prison cell a little earlier, and it will be possible to free him. Jarvia is an orange boss, a rogue assassin, who is also excellent with a bow. At lower levels this is a very dangerous opponent. Periodically, she will go into Invisibility and attack your most vulnerable teammates or go under the protection of tripwire traps, most of which can only be noticed by climbing the steps. By the way, she herself will be immune to being knocked down, but a magic controller will come in handy.

Walkthrough: Orzammar


Walkthrough: Orzammar

R Having dealt with Jarvia and collected everything worthy of attention from the bodies and chests, you can get to the surface through the corridor in the northeast, which will lead you to the Community Halls through the trading post.

Z Here you can complete two additional quests that appear only if you complete the quests of Belen and Harrowmont in parallel.

Betrayal from within

Awarded if you convince Vartag of your loyalty to Belen without losing Harrowmont's trust upon exiting the Proving Grounds. It is necessary to plant incriminating letters in Jarvia's personal belongings - this can only be done after defeating her.

Transition to the other side

You will receive it only if you report to Vartag before Dulin. Harrowmont's confidant will ask you to find evidence that Belen hired Charter to kill Trian. You will also find them in the last room of the Charter dungeons.

TO As soon as you report to Belen/Harrowmont about the destruction of Jarvia, you will be entrusted with the next task - to find Perfect Branka in the Deep Roads and convince her to support your employer, or, if she died, bring her remains to the city.

Walkthrough: Orzammar


Walkthrough: Orzammar

N and this time, before leaving the city, a certain Ogren will meet you and ask you to join the group on the grounds that Branka is his wife. It is not necessary to take the gnome; he will still definitely join you a little later in the plot. Oghren is a berserker warrior with a two-handed weapon, and will actively comment on the route while hiking the Deep Roads.

DEEP TRAILS

Walkthrough: Orzammar


Walkthrough: Orzammar

H To find Branka, you will have to go through several tags. If you did not go to the Deep Roads for Lord Dace, the first location will be the Educan teig. If you've been here before, you'll be directed straight to Carridina Crossing. You will need to cross it from north to south, but the direct path is blocked and you will have to go through the western or eastern cave corridors. In the west you will meet mainly the Spawn of Darkness, and in the east - the Deep Hunters. A couple of times you will encounter caves in which the Spawn of Darkness will sort things out with giant arachnids. You can wait until one side finishes off your rivals and deal with the remaining ones, or you can immediately get involved in battle as a peacekeeper and gain more experience. The intersection itself is a hill fortified with traps and ballistas. By approaching one side and fighting it off, you can hit the rest of the groups in the back.

Walkthrough: Orzammar


Walkthrough: Orzammar

WITH Next you will visit the Ortan teig. It is inhabited mainly by the Spawn of Darkness, spiders, spirits and golems. You need to get to the northeast of the teig, where you will find Branka's diary. This place is guarded by the Spider Queen, the orange boss. She periodically summons new spiders, so it is better to run back a little so as not to be distracted by the retinue, which will appear 4-5 times. When you remove a certain amount of health from the boss, it will disappear, but will soon appear again.

Walkthrough: Orzammar


Walkthrough: Orzammar

P After reading Branka's diary, you will learn about the location of a new location - the Dead Moats. Having visited this wonderful place, you will see huge armies of the Spawn of Darkness and will soon meet the Dead Legion, fighting a significant detachment of these creatures. You still need to cross the bridge, so you can support Kardol and his fighters or run ahead, taking on the entire Spawn squad. The bridge will abut a giant gate, in front of which there will be several ogres and a significant group of Spawn of Darkness. You can lure them one by one onto the bridge using bows.

Walkthrough: Orzammar


Walkthrough: Orzammar

TO When you clear the bridge and the area behind it, the Dead Legion will change its location, but will not go further. You can talk to Kardol, the head of the legion, about how his fighters could help you fight the Blight, but Kardol will answer evasively.

Walkthrough: Orzammar


Walkthrough: Orzammar

L The scene is filled only with Spawns of Darkness and traps. When crossing the narrow bridge, you will be ambushed by Screamers, and in the south-central part you will meet the Forge Master, the orange boss, and his retinue. A good hammer is removed from it, but you can bypass this place.

Walkthrough: Orzammar


Walkthrough: Orzammar

D Then you will enter a large hall filled with skeleton eaters. Shortly after this, you will first hear and then see Hespith, Branka's captain and lover. From a short conversation you will understand that Hespith herself is infected with Fel, and Branka is alive, although the rest of the gnomes for the most part died, and the women suffered a terrible fate.

Walkthrough: Orzammar


Walkthrough: Orzammar

IN in the next hall you will encounter a company of ogres, and the nearest door will be locked. The key to it can be found in the southern room with the spirits. After you take the key, they will attack you. After going through the previously locked door, you will stumble upon the Darkspawn Queen, the main boss of the level.

Walkthrough: Orzammar


Walkthrough: Orzammar

ABOUT she herself cannot move, but her “elite” tentacles are able to reach almost any place in the cave and change location very quickly, and the creature itself very accurately spits poison, so Natural balms will come in handy. The Matka will also from time to time summon small detachments of the Spawn of Darkness. A possible tactic is to shoot the Queen from the corridor, where she cannot reach either with tentacles or poison, but you will see a more spectacular reprisal performed by a Guardian with a melee weapon, although in this case there is a danger that the Queen will grab your character with tentacles and begin to pinch off pieces directly in the air. It is very easy to lose a party member in close combat. To fight him off when captured, freeze the Matka.

Walkthrough: Orzammar


Walkthrough: Orzammar

P Having finished with the Matka and taking off her good clothes, go to the eastern corridor. It makes sense when leaving the location to return to Orzammar to sell unnecessary things and empty the backpack - then you will not have the opportunity to do this. When leaving the Moats, a new location will open - the Anvil of the Void. When you enter it, Ogren will automatically join you, and you can change the rest of the group if you wish.

Walkthrough: Orzammar


Walkthrough: Orzammar

IN soon after this you will meet Branka and learn about what happened to her squad. Then you will have to fight off three waves of the Spawn of Darkness, and cross the corridor where they crowd denser than rich slippers in a fashion boutique when a new product arrives. Area spells will be more than useful. Walkthrough: Orzammar

D Otherwise, you will come across an outlandish device in the form of four heads, fused at the back of their heads, and four altars opposite their faces. By the will of the localizers, this sculpture is named Moonshine Still, but it only drives away ghosts and spiritual damage. There is a spirit next to each of the altars. You need to destroy each of the spirits and activate their altar, after which you should attack the spirit exactly opposite. After you get rid of these spirits, four more will appear, a little stronger, which you need to get rid of in the same way. Then the strange device will finally break, the locked door nearby will open and you can move on.

Walkthrough: Orzammar


Walkthrough: Orzammar

IN in the last cave you will find Caridin himself, who will tell you the secret of creating golems and ask you to destroy the Anvil of the Void to atone for his guilt. At this point, Branka will intervene in the conversation, and you will have to choose which side you will take. If you oppose Carridin and Sheila is in your group, she will join him and you will lose her. By the way, when you remove 50% of the Iron Golem’s health, it will turn on the Electric Field - an analogue of the Storm, so Grounding Elixirs will be useful to you. If you oppose Branka, then Ogren will seriously remove your influence (if you have high Influence and Persuasion, losses can be minimized, but he will still not leave you in this battle). When Branka's life decreases, she will activate a rockfall and also make ghostly doubles of herself - in this case it is better to freeze or paralyze them and beat Branka herself.

Walkthrough: Orzammar


Walkthrough: Orzammar

IN Lyrium veins are located around the battlefield. They are capable of replenishing health and mana for both you and your opponents, so it is better to get ahead of them. It makes sense to immobilize the main boss in some way (for example, with a Force Field), and

It should be kept in mind that golems are very sensitive to magic.

Walkthrough: Orzammar


Walkthrough: Orzammar

P After the battle, Caridin/Branca forge a crown for the new king of Orzammar, declaring that they are completely indifferent to who exactly gets it. Karidin will ask you to destroy the Anvil of the Void, and as soon as you fulfill his request, he will jump into the lava. If Branka is still alive, you can convince her that she is doing the wrong thing, in which case she will destroy the Anvil herself and also jump into the lava.

T Now you can return to Orzammar (you will be immediately transported to the Council Chamber) and choose a new king. If you crown Bhelen, he will immediately order Harrowmont's execution. If you give the crown to Harrowmont, Bhelen will fight with the support of his minions in the Council in a desperate coup attempt, and you will have to help kill him. There is no need to hand over the crown to the one you supported initially - you will be free to choose until the last moment.

Walkthrough: Orzammar


Walkthrough: Orzammar

P After this, the new king will give you Trian's Hammer and promise to send troops at the right time to fight the Blight, which will complete the quest. From now on, an emissary of the gnomes is available to you in the camp, who will ask for precious and semi-precious stones such as topaz for the needs of the army.

The threat of complete destruction hangs over the world, so any help in defeating the Pestilence and the Archdemon will be valuable, and golems are the most powerful weapons, as we can see if we once again summarize the information about golems that the game provides us with:

"Almost eternal and absolutely obedient, capable of throwing huge stones and breaking through the ranks of the enemy, these huge creatures cost dozens of warriors in battle and during the war they became a terrible, destructive weapon. Once they became the last hope of the gnomes, who, with their help, almost managed to recapture all their possessions. Golems were stronger than any warrior, immune to corruption and knew no fear - ideal guards for those teigs that had not yet fallen under the pressure of the creatures of darkness. For this anvil, Karidin received the title of Perfect.

However, there was a catch. It was necessary to breathe a spark of life into the golem. Each created golem meant the death of one warrior, because it was the soul of this warrior that gave life and power to the golem. Inspired by the opportunity to reclaim their lands from the creatures of darkness, many warriors volunteered to lie down on the Anvil and turn into invincible, immortal creatures.

The golems created by Caridin won a huge number of battles against the creatures of darkness, driving out the creatures even from those thaigs that they no longer hoped to return. "

"I announced a call for volunteers. Several responded, these are men from the warrior caste, younger sons with no property and no hope of marriage. They want to protect Orzammar from the horror created by people. They want to live forever in a body that is stronger than any armor. They do not ask let them talk to their predecessors." - Caridin's diary.

And then the Perfect Caridin rose from the blacksmith caste, who offered a new weapon: golems. Giant warriors made of living stone and metal, each of which cost an entire army . With the golems of the Perfect One, we began to reclaim previously lost lands. At one time it seemed that final victory was close.

However, at the height of the war, Perfect Caridin disappeared, and with him the means for making golems disappeared. Several times expeditions went to the Deep Paths to find the Perfect One, but found nothing and no one. Over time, the golems that we still had fell into a completely unusable state, and we again began to slowly slide towards complete extinction.

Types of golems
Stone Golem: Most of the Dwarf war golems mentioned are stone golems. They do not use lightning attacks like steel golems do. This is the weakest of all types of golems, but one stone golem is worth ten dwarves in battle.

Steel Golem: Forged from steel, stronger and more durable than stone ones. Some have magic, can call lightning, heal allies and even revive the fallen.

Karidin himself was a Steel Golem.

Regarding free will:
Golems are capable of producing speech, but rarely use it. They are controlled using magic wands, but if the wand was destroyed, the golem will act independently. Most often, it is to reproduce the last order given by the owner of the rod.

“My students managed to place my soul in a stone body, but did not know how to create a control rod. Therefore, I retained my mind and free will.” - Caridin's diary.

Most surviving golems have no memory of their previous life in the body of a gnome. Their personalities were suppressed using "rods of control" created to imbue these stone warriors with absolute loyalty. However, it is known that there is an exception - a golem named Sheila. She regained her personality, possibly following the destruction of her control rod in 9:30 Dragon, and is therefore unique: a golem that can speak, think, and even, apparently, experience emotions.

The Dwarven kingdoms originally consisted of twelve great thaigs and numerous smaller ones that spanned the whole of Thedas, but most of them fell to the onslaught of the darkspawn. Only two large thaigs still exist: Kal Sharok and Orzammar.

That is, one golem is worth at least a dozen gnome soldiers, and theoretically it may not lose its former personality until the end, if issues of morality and ethics are so important to us in this situation; It is also obvious that these gnome soldiers will already die fighting against the superior forces of the PT, so wouldn’t it be more reasonable to make them golems and thereby increase their usefulness tenfold in protecting their people in particular, and the whole world in general? And then you see, recapture the underground cities. Remember, at worst, the story of Hespitis and what the PTs turned Larin into, the very fact of the existence of such an abomination should remind us that all this needs to be put to an end as soon as possible.
Imagine that, say, aliens attacked the Earth and there is a serious threat of destroying the existence of humanity, would you volunteer for some “anvil of becoming a robot”?

This walkthrough of Dragon Age: Origins does not contain information about backstories, since there are a lot of them, but they are not very difficult, and therefore you can easily complete them without our help. Our article begins after the arrival of the protagonist with Duncan in Ostagar.

Ostagar

You arrive in Ostagar with Duncan and greet the king. After which Duncan leaves you so that you can get used to the camp, we receive an updated codex and the quest “Initiation into the Gray Wardens”. So, at the other end of the bridge you can find out something from the first soldier you come across. Go west and talk to the hound. The fact is that the dog needs to be cured, for which it is necessary to bring a flower that grows in the Wild Lands. This is the quest “Mabari Wolfhound”.

The dog is your first ally. I recommend talking to your dog from time to time. Ask him if he sees anything interesting in the area and he will not return with empty pockets. Sometimes you come across very interesting specimens. In battle, he will be useful only at the beginning; over time, replace him with more promising squad members.

Now it's time to meet Alistair.

Oh, Alistair. One of the youngest Gray Wardens. A former templar, with all that it entails... The guy is not as simple as he might seem at first glance. It's especially interesting to watch their confrontation with Morrigan. In battle he behaves with dignity. He is good with a sword and uses a shield.

Then go south and talk to Duncan. We are entrusted with 2 tasks: collect 3 vials with the blood of the creatures of darkness and find a cache with important ancient treaties. On top of that, two new squad members join us - Davet and Jori. Well, let's go to the Korcari Wilds.

Wildlands of Korcari

For starters, a pack of wolves. And here are the creatures of darkness - these are Garlocks, and on the hill there are Genlocks (archers), so rationally regroup the squad. After the murders, do not forget to search their corpses (let me remind you that to complete the task you need vials with their blood). Let's go south, don't forget to pick a wildflower along the way (the same one that is needed to treat the dog, if you took on such a quest). We continue moving and move north, to the ruins of the tower. Approaching the hiding place, we have a conversation with Morrigan and her... sorry... mother. Upon completion of the task, we return to the camp, talk with Duncan and participate in the initiation ritual into the Gray Guardians. Don't forget about the dog (take the flower, come back after some time). Then go to the general meeting.

Ishala Tower

A well-thought-out strategy for the upcoming battle is the key to victory. At the meeting, King Kaylan will ask you and Alistair to light a signal fire and thus let it be known that the horde of darkspawn has moved into battle. After this, Tairn Loghain's squad will attack the horde from the flank. We head to the eastern part of Ostagar, towards the Tower of Ishal. We watch a video about the beginning of the battle. We continue our way to the tower, but on the way we are informed that the creatures of darkness have already made their way into the tower and killed all our people there. We go inside the tower and clear floor by floor. And at the very top, between the signal fire and us, there is an Ogre, with whom we will have to fight.

After the battle, we light a signal fire. We watch a video in which both the king and Duncan die heroically, and Tair Loghain betrays the order and orders his squad to retreat. And then we got into trouble...

We woke up in Morrigan's hut. As it turned out, Flemeth, Morrigan's mother, saved us. Next, a nice conversation and off we go. Morrigan is coming with us, but Alistair, as a former templar, doesn’t like it.

Morrigan. “Forest witch? Lies and deception. Are you not used to thinking with your mind?” Morrigan doesn't talk much about herself. She does not deny that she is a witch from the Wild Lands, but all other facts of her biography are shrouded in secrecy.

Lothering

After watching the video with Tair Loghain, we meet that same dog (who was treated under Ostagar) and a small detachment of creatures of darkness. On the way to the city, on the bridge we will meet local “tax collectors”, robbers who, as you understand, fleece the already unfortunate refugees like crazy. Morrigan offers to teach them a lesson. But if you are lazy, you can pay them 10 silver coins. Personally, I dealt with them, and at the same time I learned that a reward had been announced for our heads. Next to the robbers lies the corpse of a templar, something that is useful to one of the inhabitants of Lothering.

Life in Lothering follows the rules of those in power. The city is overcrowded with refugees, but some are trying to make money from it. I'm talking about the scene of a dispute between a priestess and a merchant who had raised the price of his goods.

Near the entrance to the church, you can disrupt a notice with the task “Robbers are everywhere.” Purpose of the task: destroy 3 gangs of robbers that live in the northern outskirts of Lothering. Once completed, go to Preacher Devons for your reward. Afterwards, 2 more tasks will appear on the notice board, they are very simple: “When the bears attack” and “The Last Gift”. Head into the church and talk to Sir Donall. From the conversation it will become clear that Earl Eamon, for whose help Alistair so hopes, is mortally ill and the Redcliffe knights are looking for the Urn of the Sacred Ashes of Andraste. Also give him the medallion and the note that you picked up from the soldier's corpse (well, remember, at the entrance to Lothering).

We go to the local pub. One of Loghain’s henchmen, Dain, is waiting for us there and be prepared for a small conflict. Leliana will join us. Attention! If you kill Dain, you will forever lose the opportunity to take Leliana into your squad.

Leliana - a novice of the church, capable of knocking the spirit out of trained mercenaries, is worthy of attention in itself, and if she also claims that the Creator himself sent her to battle the creatures of darkness, this is... to put it mildly, unusual.

Hey, there's some guy in a cage!

This guy's name is Stan, and the church put him in a cage for... a crime. We receive the quest “Prisoner of the Qunari”. How to do it? It is necessary to talk with the Reverend Mother (negotiations with Leliana will be more successful). You will find the Reverend Mother in the church, in the room on the right. But I didn’t worry too much and, in Leliana’s shoes, I stupidly picked the lock of the cage.

Stan. A courageous giant caged - undoubtedly, the people of Lothering had not seen anything more terrible until the Blight struck them.

This ends our stay in Lothering, and the passage of Dragon Age: Origins is just beginning. At the exit from the city we help the dwarven traders from the occupation of the garlocks. From now on, they will always be near your camp, so they will provide you with the necessary equipment and the application of runes. Where to go next? Earl Eamon won't help us, so there's no point in going to Redcliffe yet. All that remains is to enlist the support of gnomes, elves and magicians.

City of Dwarves

At the pass in the Frosty Mountains, a gang of thugs led by a magician is already waiting for us. Upon entering Orzammar, we see a scene where Thur Loghain's envoy Imrek tries to enter the city of the dwarves, but the entrance to the kingdom is closed to everyone. But the agreements of the Gray Guardians turned out to be a more compelling reason and they still let us in.

Political affairs

The dwarves are ready to answer the call of the Gray Wardens without any problems and recognize the power of the treaty, but bad luck, there is complete confusion with power in the dwarven kingdom.

If you are in need of funds, you can take on several side quests in the Common Halls of Orzammar. For example, Filda will ask you to find her son in the Deep Roads. Brother Berkel asks you to help him open a church in Orzammar. And Dagna wants to learn magic. Why does a goat need an accordion and a gnome need magic? Well, okay, let's talk to the First Mage when we are in the Circle Tower. Well, you can take a couple of tasks from the guardians in the Diamond Hall.

We go to the Council Chamber. All the venerable minds of Orzammar are deciding much more important issues for the dwarves, one of which is who will take a place on the throne. The throne cannot be shared by two contenders: Belen and Harrowmont. Your task is to support one of the contenders, so that the newly elected king orders the army to be released to battle the Pestilence. I supported the latter, since Harrowmont seemed more noble to me. True, Harrowmont’s first task is more difficult; it is necessary to win the trials, and at the same time find out the reason for Bayzil and Gviddon’s refusal to represent Harrowmont.

Tests of Valor

We go to the location behind the Community Halls. You can order duels from the test gunsmith. For each victory you will receive some money, and if you complete all the fights, you will receive a blood ring as a reward (blood mage requirement).

It is not easy to persuade Bayzil and Gviddon to participate in the tests. I never managed to do this. Whatever it is, let's go sign up to participate in the tests. And here we are in the arena. Our first opponent is Severin. Easily! Our next opponent... um... opponents are twins from the warrior caste Lucian and Miaja. It's like two Severins, don't worry too much! The next enemy is more serious - this is the Silent Sister Hanashan. Next is a pairs test, you can take someone from the squad. I took Alistair. Be careful, our enemies Wojek and Velance are well protected by armor. And the last test... Piotin will come out to fight. God, that was a mess! The enemy is incredibly strong and tenacious. This is a very difficult battle, I ran from corner to corner, drank everything I had for courage, and still won, even if not the first time. After the battle, we receive congratulations and go to Dulin at the tavern “At the Taverns”.

Halfway to the throne!

We helped Harrowmont by participating in the trials. However, this is not enough. The next thing to do is deal with the local villain Jarvia. We're heading to Dusty Town. We are not welcomed with open arms in Dusty Town. Well, okay, after what I went through fighting Piotin, all these thugs are flowers. You can talk to Rogek. What I mean is that you can make some money by smuggling lyrium, but you need to deposit 50 gold coins. I just killed Rogek and extracted 20 gold, that was enough for me. After talking with Nadezhda, we learn that members of the Jarvia Charter carry special keys with them, in the form of a knuckle. Next, talk about this with Alimar in his shop, and then go to the abandoned shack at the end of the city. Take the key from the dead thugs. Then open the “suspicious” door and you are there. Hmm... the Charter hideout resembles a labyrinth and there is a lot of swag here. Along the way you can open the cages with prisoners. And here she is, Jarvia! Oh, the fight with Jarvia and her minions will not be easy, but she is susceptible to magic, go for it! That's all, we search the locations and corpses. And the key that we found from Jarvia leads us to a secret exit through Janara's shop.

Firestarter

Lord Harrowmont asks us to go to the Deep Roads in search of a certain Perfect Branca. The word of the Perfect Ones at the Council is worth its weight in gold! We go to the Deep Paths, and on the way we talk with Ogren.

Oghren. “I can’t say I’d be a good match for a dance at a coronation ball, but in the Deep Roads, I’m exactly what you need.” Oghren of House Kondrad was a promising member of the warrior caste. His house did not occupy a particularly high position, but many of its members, including Ogren himself, won outstanding victories in the Trials and thereby increased their position. Ogren loves to drink well, so give him appropriate gifts.

To begin with, I went to the teig of the Educan house to hunt a little for the creatures of darkness. Having wandered through the labyrinths, I did not find anything interesting except bags with remains. Next I went to Caridina Crossroads. So, you can go different ways, there is a passage on the left and on the right. You will go into the passage on the left, you will come across Screamers, in the passage on the right - a detachment of Genlocks is waiting for you. At the end of the path, another portion of the enemies, but with a tame bronto. And here he is, Taig Ortan. We go along the corridor and turn into the passage on the right, along the way we knead spiders and genlocks. We meet the gnome - Ruka, the same one whom Filda asked to find. And here are our new enemies - forgotten spirits, and with them a stone golem. In the same place there is a chest containing notes from Ortan (for the quest “Lost Notes”). Next, another squad of enemies and two golems await us (each “controls” the bridge). We go straight into the passage, we have to fight with the queen of spiders, who constantly summons her own kind, and when she is in immediate danger, she leaves. After clearing the location, we read Branka's diary. Now it becomes clear that Branka went to the Dead Ditch. So what are we waiting for?

Dead Moats

To begin with, we will be shown a video with a dragon and an impressive number of creatures of darkness. Next we help Cardol and his legionnaires. A squad of archers and an Ogre were waiting for us on the other side of the bridge. We move to the left, deal with a bunch of garlocks and brontos, open the door and there are enemies again. In the large hall on the left, a horde of enemies awaits you, led by Genlock, the owner of the anvil. In the opposite direction, cross the bridge and into exactly the same hall, but with skeleton eaters. Next is a meeting with Hespite. “Branka betrayed us... she did... she turned into...” In the room with the relics of the legion of the dead, we take the key from the altar and open the door (in the center, in front of the broken bridge). Be ready. I have never seen a more terrible creature. It is this creature that turns gnomes into genlocks. The uterus is relatively harmless due to its immobility. First, let's cut off its tentacles. That's better. Oh-hey, the tentacles of the industry are back, and even genlocks with screamers have appeared. But I know you can handle it. Next is another scripted response from Hespite.

Anvil of the Void

We are given the right to change squad members. Oghren cannot be removed. I took Morrigan and Leliana with me. And here is Branka. We're locked! Congratulations! Branka is so obsessed with this anvil that she asks us to go through numerous corridors and find this very place with the anvil. One good turn deserves another. We follow the marker for a long time and stubbornly, clearing the area of ​​the creatures of darkness along the way. In a room with 4 golems, you need to kill... that's right, the golems (they will be revived one at a time). We go further, we pass into the corridor, where the golems will attack in pairs. We reach a place with a Spirit Apparatus (this is a mechanism in the form of four stone heads that summons spirits). We kill the spirits and activate the highlighted anvil. And so on until ready. It's simple! We go into the passage on the left, watch the cutscene. Now you have to choose who to help: Branca or Caridin. The motivation here is this: Branka wants to use the power of the anvil (an army of golems would be useful to us in the war against the Blight), and Caridin is tormented by remorse, because he created such a dangerous tool. Any of them can forge a crown, since they are both Perfect. I helped Branca and was of the opinion that in war all means are good. In any case, you will have to fight a crowd of golems and one of the leaders. After a difficult battle we speak with Branka. That's it, we have the crown. And, by the way, here you can make a list of gnomes who turned into golems (take them to the guardians). If you did the same as me, then do not forget to steal the armor from the dead Karidin. And then the coronation of the chosen king and... that's it... it's time for us to move on.

Elf Forest

Upon entering the elven lands, we are met by a Dalish patrol. What, and how?.. Afterwards they still lead us to the main thing. After a conversation with Elder Zatrian, it becomes clear that most of the elves have fallen from the curse of the Mad Fang and are about to turn into werewolves. And as you already understand, they are clearly not able to fight the Pestilence. To lift the curse and speed their recovery, it is necessary to kill the source of this infection.

In the Dalish camp you can take side quests, fortunately they are not that difficult and there are not many of them. Elora, the chief herdsman, sits near the galla (such a horned animal) and will ask you to examine the animal (we use the survival skill). The young hunter Kammen just can’t arrange his personal life (persuade his chosen one, Geina, to give up the test and accept an even if not yet experienced hunter). Atras wants to find out what happened to his wife Daniela. And the local artisan Varathorn will make you a breastplate if you get some ironbark.

Ents, elves... Gandalf?

We are heading to the Brecilian Forest. It seems to me that there are a lot of wolves here (both ordinary and werewolves). Going deeper into the forest, we will meet the Runner. The conversation with him was not that long, and soon after the fight he ran away. We continue to explore the forest. Near the fallen tree (where you can get iron bark for the craftsman), I met a new enemy - Sylvan (analogous to the Ents from The Lord of the Rings), but don’t worry too much, any piece of wood burns well. In the south side of western Brecilian, talk to the Great Oak, from which someone has brazenly stolen its beauty... sorry, an acorn.

Next I went to the eastern part of the forest. Here I met a hermit who stole an acorn from an oak tree. He has a counter-proposal, namely killing the oak tree. But no, I promised to help the oak, so I exchanged the acorn from the hermit for some book from the inventory, and returned the loss to the oak. And the oak tree, as a sign of gratitude, gave us a staff that will help us overcome the magical barrier and move on. In the fork to the left of the entrance to East Brecilian you will find the werewolf Daniela (Atras's wife, if you took such a quest in the camp). She will give you a message for your husband and a scarf. Daniela cannot be saved in any case. Even if you refuse to kill her, she will take the “bestial” and attack you. Also, if you go north, you can take on the quest “The Magician’s Treasure.” The goal of the task is to find 3 tombstones, kill the carrion and collect a set of Juggernaut armor (a very useful thing, I put it on Alistair, and he is an enviable knight).

Lair of the Beast

After passing the magical barrier, we meet the Runner again, and then we go to the ruins. In the ruins we go straight, and at the end of the corridor we turn left. We kill the dragon and enter the passage to the lower level. In the first zone you will meet the ghost of a boy and there you can also find a description of a certain ritual. In the second zone there is a place for the ritual. Here's what you need to do: fill the jug with water -> move away from the source -> look at the altar -> put the jug there -> pray -> examine the jug -> take a sip of water -> take the jug -> go to the source -> pour water into it. After which the door will open, and after dealing with the dead, you can pick up the juggernaut armor. In the next zone you can study the specialization of a battle mage; to do this, place a gem on the altar (lying on the floor). The fourth zone is simply littered with traps. Watch where you're going! Leliana was with me, and she turned them off. Then a few more skirmishes with enemies and that’s it, we’re there.

Is the mistress of the forest White Fang?

And here is our third meeting with the Runner, but this time he was more inclined to negotiate. After talking with the Mistress of the Forest, it will become clear that Zatrian himself is to blame for the curse, and it was he who gave birth to White Fang. Let's ask him, he will be very close. We take him to the Mistress of the Forest and have a nice conversation. However, a nice conversation did not work out; Zatrian, because of his hatred, flatly refused to lift the curse. We had to use force... The battle will not be easy, but we are not used to it. The first thing Zatrian did was paralyze the werewolves and summon the allied sylvans. But we won and Zatrian, at the cost of his life, dispelled the curse. All the werewolves took on their true human form, and the wounded in the camp began to recover. We speak with the new Dalish elder. The job is done, the elves will come to battle the Pestilence.

Along the way, Tairn Loghain's assassins, led by Zevran, were already waiting for us. However, he was never able to defeat us, and he had no choice but to join us. Zevran was the Raven with whom Loghain entered into a contract to kill the surviving Gray Wardens. However, after an unsuccessful attempt, he found himself in the hands of his would-be victims.

Circle Tower

We go to the pier of Lake Calenhad. In the Circle Tower we speak with Gregor. As it turns out, the Circle Tower is simply teeming with possessed people and demons of all stripes. You see, the smartest magicians wanted freedom, and they decided to resort to blood magic, and the most gifted ones, like Uldred, decided to release the inhabitants of the Shadow. Who got the fate to correct the situation? Guess! But first, buy everything you need from the quartermaster, because once we get inside, there will be no turning back until the very end. Please note that completing Dragon Age: Origins in this location will require some ingenuity on your part.

We meet the magician - Wynn, who protected one of the few surviving students with the help of a magical barrier. She brought us up to date and agreed to help clear the Tower.

Winn. “I will not lie motionless in bed, pulling the covers up to my chin and waiting for the hour of death to strike.” Wynn has a particularly well-developed ability with healing magic. She is one of the most respected in the Circle Tower.

So, let's start clearing our way, floor by floor. On the second floor in Irving’s room, take the book “Black Grimoire”. A great gift for Morrigan. On the fourth floor we meet the demon of desire and the templar bewitched by him, and in the central hall we will be met by the demon of Idleness, who enslaves our minds.

Shadow

Having woken up in a place called Weishaunt, we receive a new quest “Lost in Dreams”. Duncan is standing in front, by the way, why the hell, he died? Where are the rest of the team? Interesting situation. Don't believe it, these are dreams. “Duncan” is actually one of the demons, but the members of the squad are wandering somewhere in the Shadow, we need to find them!

Activate the shadow pedestal. Destination – “Primordial Shadow”. We talk with Niall, learn more about this place and how he tried to use the Litany, but did not have time, and also how we ended up here. Nearby we gain the ability to turn into a mouse and go into machine holes, as well as be unnoticed by enemies. This is just one of four images that will be used. As soon as you get all the images, go around the circle again, study everything you can, because in certain locations you can increase one of the basic parameters. Next is “The Burning Tower”. Here you will receive the appearance of a flaming man, which will make you completely immune to fire. In the “Scattered Mages” location, you will get the ability to transform into a golem, which has deadly physical attacks and the ability to knock down locked doors. At the “Darkspawn Invasion” location, you will take on the form of a spirit, so it will be easier to pass into inaccessible areas. After dealing with all the main demons, we go to help out our friends (elements around the edges). And when you are ready, head to the central element to fight the one who dragged us here, the demon of Idleness. The demon will either be in the guise of an Ogre, or whatever the hell, and so on until the bitter end. Combat tactics to suit your taste. The main thing is to use mass healing from Winn. That's all.

We extract the Litany of Andralla from the body of the deceased Niall. We go around this floor and near the stairs to the upper tier of the Tower, we speak to Cullen, who is imprisoned in a magical field. And then according to the script... After a short verbal battle, the battle with Uldred will begin. In places where mages begin to turn into demons, use Litany. After defeating the main creep, we talk to Irving. And everyone is fine... Don't forget to talk to him about Dagna (the gnome from Orzammar) if you took this quest. But our journey is not over; new achievements await us.

Redcliffe

We find ourselves in a small village. On the bridge we meet a guard who will take us to Bann Tegan, brother of Earl Eamon. The fact is that every night all sorts of dead things come out of the castle. We fought back once, twice... but this time we won’t fight back. This is the mood of the locals. Well, shall we help?

Right there in the temple you can take the quest “Lost Child” (oddly enough, the child is sitting in the closet in the house).

I wish I could survive this night

Talk to the village chief, Murdoch. So, it will soon get dark, there are practically no soldiers in the village (except for us and the knights of Ser Perth), so it will be mainly the peasants who will have to fight. The weapons and armor are in terrible condition, and the only blacksmith in the village refuses to help. By this time, the gift of persuasion was already well developed, so I simply promised to help him, to find his daughter Valena. Forcing Oen by force will only lead to a disadvantage. A certain gnome merchant Dvin refuses to help the village. To raise the morale of the militia, you simply need to call upon such a warrior. A suspicious elf, a certain Berwick, stayed in a local tavern, and after questioning, he admitted that he was a spy for Tairn Loghain. He can also be persuaded to perform that night. Near the mill we speak with Ser Pert. Ser Perth, in general, does not need anything other than divine blessing and some amulets. No problem.

It got dark... So, the carrion will come pouring out of the ominous fog. Once you kill everyone, go straight. We meet a knight who reports that the monsters are already in the village. Let's hurry! The final battle will take place near the fire. How to exterminate all the undead, victorious Hurray! After such a long ovation, we go to the castle.

Lock

We immediately speak with the blood mage Jovan imprisoned in the cell. It was he who poisoned the earl and taught his son magic, but he did not summon demons and other carrion. I didn’t draw hasty conclusions, so Jovan remained in the cage. So, let's get used to the castle a little. In the north-eastern part, on the first floor, Valena, the blacksmith’s daughter, hid. In the courtyard, activate the lever to open the gate and let in Ser Perth and his knights. After you have scattered all the undead, talk to Pert and go to the castle.

We see a strange picture: Bann Tegan is dancing like a jester, and Connor is possessed by a demon. A battle will begin, in which all the possessed in this room, led by Bann Tegan, will take part. But everyone got what they deserved. It became known that Connor wanted to save his father and began to study magic. Earl Eamon is still in our world, but Connor's mind is possessed by a demon.

Jovan suggests using blood magic, but this ritual will require someone's life. Volunteers were found, but I decided to go a different route and turned to the Circle Tower for help. Irving kindly agreed to help us and sent his magicians to Redcliffe, and then according to the script.

Shadow

So, we are in the Shadow. We go into the portal, talk/fight with Connor, or rather with the demon. And so on several times. On the fourth such run there will be a serious battle with the demon. That's all.

I advise you to wander around the castle a little more; gifts for your charges will not be superfluous. I had Leliana well leveled up, so picking locks on doors and chests turned out to be fun. On the ground floor, in the earl's office, in the table lies the amulet of Alistair's mother, a wonderful gift.

In search of a relic

Earl Eamon is terminally ill. One legendary relic can help him - the urn of Andraste’s sacred ashes. Of course, this may just be a legend, but still it is the only hope. We are in Denerim to talk with a certain Genitivi, he may have useful information on this matter.

Denerim

And here we are in the shopping district of Denerim. So, let's start with side quests, fortunately there are a great many of them here. Sergeant Kilown will ask you to deal with the rowdy mercenaries in the “Pearl”, and then, with the same success, calm down the “noisy” visitors to the tavern. At the market, a certain Master Ignacio introduces the Antivan Ravens. Talk to him and after a while the messenger boy will give you a letter. Head to the Bitten Nobleman tavern and find Ignacio in one of the rooms. Would you like to work as a hired killer? Our first victim is Pedan, a man who sets traps for everyone who is in one way or another connected with the Gray Wardens. I think killing this bastard is a matter of honor! Pedan is located in the “Pearl” brothel, and you will find the secret password in the poster that hangs at the entrance to the elfinage. In Zhemchuzhina, you can persuade the local robber to teach us the Duelist specialization (useful if you or someone from the squad is a robber, Leliana, for example). To do this, you need to beat Isabella in a card game (Leliana should help). So, after the “accident” with Pedan, we will inform Ignacio about it. Next to him, in the chest, you can take a couple more orders - “Hunting Mercenaries” and “Audience with the Ambassador”. You can take three tasks from the innkeeper in the “Bitten Nobleman” tavern, and several tasks traditionally hang on the preacher’s board at the temple.

Members of your squad may have business in Denerim. Leliana is having a conversation with her old “friend” who is trying to get her out. And Alistair has a meeting with his sister.

In search of the relic (continued)

In Genitivi's house we don't find the one we need. Instead, we talk to his assistant Waylon. But he didn’t say something, so we decided to push him against the wall. Having rummaged through the chest of one of the rooms, we became interested in the records of Genitivi's research. We go to the village of Refuge in the Frosty Mountains.

It's a strange place, I tell you. It was not possible to really talk in the temple; the sectarians, led by Eirik, took up arms. Search the bodies of the dead, and on the right side, behind the brick door, talk to Genitivi.

And here we are in the temple. Genitivi decided to stay in the large hall, and we need to continue searching for the urn. Here everything is extremely clear: we clear locations from possessed sectarians and simply possessed ones, select keys, open doors. Next will begin the caves and... cave dragons. As soon as you reach the designated place, a conversation will begin with the leader of the sectarians, Kolgrim. The guys, apparently, are completely distraught... Andraste has been reborn, her ashes need to be desecrated, and so on. But I didn’t agree and a fight broke out... basically, we beat everyone up. And Kolgrim’s horn, boots and a good hatchet were removed from his body. By the way, if you use Kolgrim’s horn on the top of the mountain, you will meet with the high dragon.

Trial

To get to the urn, you need to pass a test consisting of several parts. We learn about this from the Guardian, who has been guarding the urn for many centuries.

First you need to solve eight riddles. But just in case, I’ll tell you the answers: Elisha - melody, Brona - dreams, Lady Vasily - revenge, Thane Shartan - home, student Havard - home, General Maferat - jealousy, student Kathair - hunger, Archon Hessarian - compassion.

Next we talk with the ghost of the past (everyone probably has their own, but I spoke with Jovan), and then there will be a fight with... our clones. The third stage of the test is a puzzle. You need to stand on the tiles in such a way as to recreate the bridge.

Well, the last condition is to take off your clothes and go through the fire. After the Guardian's comment, we approach the ashes of Andraste herself.

As expected, the ashes healed Earl Eamon, which means that matters have taken a serious turn. And now, when the treaties are confirmed and the armies of gnomes, elves, and magicians are ready to help in the war against the Blight, and Earl Eamon has recovered, the time has come for the Assembly of Lands. We arrive again in Denerim and settle down at the estate of Earl Eamon. But before we had time to properly relax in the luxurious apartments, Queen Anora’s maid asks us for help. The fact is that Lord Howe holds the queen captive in his estate.

Queen in captivity

On the way to Lord Howe, we met the Antivan Ravens led by Taliesen. Taliesen tells Zevran that everything is fine, that he understands why he did what he did and offers to return to his duties as an assassin. If you are not on good terms with Zevran, then he will accept the Ravens' offer, but we calmly killed everyone.

So, you can’t get through the front door, there’s a crowd of people there. Erlina suggests entering from the back door, but there are 2 guards standing there. Wait until the maid distracts them or interrupts them and go inside.

To make your passage through the estate safer, dress up as guards. Bypassing the unnecessary attention of the officers, we get to the place where Anora is imprisoned, but the door is blocked by a magical barrier. This means we have to kill the one who created this barrier. There is a treasury in the location (coins and some inventory items), so have a good burglar with you (you can return here later with the keys). In the room, in one of the chests there are documents that once belonged to the Gray Guardians.

And in one of the cells you will find Riordan, another surviving Gray Guardian. But we have no time to hesitate, let's go down into the dungeon.

Be careful, because in almost every room a dozen soldiers and fighting dogs are waiting for us. In the torture room, free Oswin, thereby unlocking the quest “Nobleman Under Torture”, then do not forget to talk to his father Bann Sieghard in “Bitten Nobleman”. This act will add to your voice at the Assembly of Lands. In the place, free Rexel for the quest “Missing”, after taking the key from the dead guard.

And here comes Earl Howe, who, despite everything, insisted that he was right. And next to him was a battle mage, who created a magical barrier. Kill the scoundrels! After all the brawls, I discovered Vaughan, who provoked the elven uprising, and in the next cell sat the templar Irminrink, drugged with lyrium (give the ring to his sister Bannu Alfstanna, who is still sitting in the same tavern). That's probably all, let's free the princess.

Here's a small problem. We are met by Katherine and her guards. We have 3 options: kill everyone (fighting experienced and well-armed soldiers is incredibly difficult), try to explain, or give up. In the last two cases you will find yourself in Fort Drakkon.

Fort Drakkon

We are in custody. We have 2 ways to get out: wait for the help of friends or get out ourselves. There are plenty of options in both methods. I chose the first option and waited for help from Leliana and Morrigan, who introduced themselves as church servants. Morrigan in church attire, can you imagine? I thought the guards would look at Morrigan and say: are you in the church? But Leliana’s eloquence saved us here too. Just don’t communicate with St. Augustine, otherwise it will turn out that the church didn’t send anyone and you will be exposed. In the ballista room, Sergeant Tanna is blocking the way. You can try to convince her to leave her post or use ballistas. If you aim the very first right ballista (from the entrance) and fire, you can inflict serious damage on Tanna, and then kill the rest. You may have a reasonable question: why did I take the girls and not powerful warriors like Ogren and Stan? Leliana had pumped up cunning, had abilities like stealth and the ability to make traps. Well, Morrigan had the “Blizzard” ability, using which the soldier was gone. And here are our prisoners. After killing 2 guards, we get the keys to the cell, it’s simple! There are four of us again, so it will be easier to deal with the remaining guards.

Seat on the throne

Upon your return, you will have a conversation with Eamon. Who will take the throne? There are several options: Alistair, Anora, Alistair + Anora, GG + Anora (if you are playing as a human nobleman, you can try your luck). I managed to convince Alistair and Anora that marriage is the most beneficial for both parties.

There are a couple of days left before the Landsmeet and some problems in the elfage need to be resolved.

Elfinage

And these problems were as follows: a crowd of elves argued with healers from Tevinter. The fact is that a quarantine has been declared for the elf age, and these “doctors” collect both healthy and sick elves in the shelter and... nothing more is known about them. After discussing this matter with Shianni, we decide to look inside the hospital. At the gates, kill the only guard and go inside. Before we could enter, we were attacked, which we later regretted. Take the note from the table, and then go outside and go into battle again. Talk to Shianni again. We go to another building on the shutters. Inside we ask the elf who was washing the floor. He told us where and how the elves were being taken out and we moved on. We go out through the other door and “talk” to the Tevinters. At the warehouse you will learn that all this “treatment” comes down to banal slave trading, and the main one here is Caladrius. An excellent opportunity to get dirt on Loghain; the council will be interested to know that the regent is not against selling his people into slavery.

Caladrius was inclined towards a peaceful outcome. He offers us a letter with Loghain's seal. However, what prevents us from taking the letter from the dead slave traders and putting an end to their activities forever? After Caladrius' health has depleted, he offers us an even more generous offer, namely to raise my health level at the expense of slaves. It’s tempting, of course, but I politely declined...

Ser Otto is a blind templar who senses evil. We receive the quest “Evil”, to complete which you need to look for unusual things in the elfage. For example, inform Otto about a crazy girl, about a pool of blood and about a mad and dead dog. Next you have to clear the shelter from evil spirits.

Land Assembly

After you have done all your business, talk to Earl Eamon, and then we head to the palace for the Assembly of Lands. And again we communicate with an old friend Katrien, but this time she is without her militia.

So, in order for the council to take our side, it is necessary: ​​complete the quests with the prisoners in the Howe estate (Oswin and Irminrink). Do not tell Anora that you are going to kill her father Loghain, otherwise she may do something against you. Don't rush to talk about Alistair and the murdered King Kaelan. Start the conversation by saying that your main goal is the war against the Pestilence. And then you can point out Loghain's crimes, for example, about the slave trade in the elfinage. It would be enough.

At the meeting we were unanimously supported, but the only thing left was a duel with Loghain. You can participate directly yourself, or you can send someone from your squad, Alistair, for example. After the duel, Riordan intervened in the matter, who made an unusual proposal, namely, he invited Loghain to atone for his guilt by joining the Gray Wardens. It seems reasonable, and you know how such dedication ends in most cases. If he is worthy, he will pass, if not, then death awaits him anyway. Loghain will be initiated and take Alistair's place after he goes berserk and leaves the party. But we have known Alistair longer and are on friendly terms with him, so I gave him the opportunity to avenge Duncan and the others. After seeing her father's head cut off, Anora terminated our agreement to marry Alistair. Alistair ordered her to be locked in the tower, and began to slowly master the role of ruler.

Last Stand

The story of Dragon Age is coming to its logical conclusion. The traitors of Ferelden are punished, the treaties of the Gray Wardens are confirmed by the allies, all that remains is to defeat the Pestilence and the Archdemon.

Earl Eamon went to Redcliffe to raise an army, and we followed him. And so we retreat to the designated chambers, where we will learn the most important secret of the Gray Guardians. Riordan explains to Alistair and me why the Archdemon can only be defeated by the Gray Warden. It turns out that after the death of the Archdemon, his soul moves to the nearest spawn of darkness. In this way, immortality is achieved. Do you remember what the Gray Guardians are made of, what we drank at the initiation? Yes, filth flows through our blood, so the soul of Achidemon will inhabit us. But the Gray Guardian has his own soul, so at the moment of the final blow to the Archdemon, the Gray Guardian dies. On another it is impossible. Riordan, as the eldest of us, decides that he will kill the Archdemon himself, but if he falls? Our GG will have to complete this matter. However, Morrigan has an indecent proposal, which gives her the opportunity to escape. Which is what I took advantage of... It's time to perform.

So, the battle will begin in a gloomy atmosphere at the city gates. Everybody dance! Sorry, all members of your squad participate in the battle, but only the GG can control it. You have to fight with garlocks and genlocks, but they are easy to take out. After that, talk to Riordan. You have to deal with two enemy commanders, in the shopping district and the elfinage. From now on, you can call on one of the allied armies, just keep in mind that for the final battle, and the Archdemon, it is better to keep one of the armies intact. You yourself understand what a dragon is. Defeating him in close combat is almost impossible, so save the elven archers or magicians for last. Although you can try your luck with gnomes or golems. It is also important that there is a robber next to you, Leliana is my best, she shoots a bow with good dexterity, which will help defeat the dragon. Last parting words to the squad members and... forward!

The fight in the shopping district should not cause difficulties, I called on the magicians, which allowed me to take down the ogres from a distance, they did not even have time to reach us. Such a trick won’t work in Elfinage, the nooks and crannies in this area are too small. I decided to do without any support at all, since the enemy did not advance until the gates and barricades were broken. Well, while the gates were intact, a real riot of elements was happening behind them, fortunately Morrigan and I are enviable magicians.

Next you have to play for the remaining members of the squad and defend the city gates. I appointed Ogren as the commander there. Well, the battle is not at all easy. I directed Oghren at the “yellow” enemies. While Stan and the dog dealt with simpler, but outnumbered, opponents. And Wynn traditionally used magic to heal the squad.

We switch to our main squad. The next location is Fort Drakkon. Before this, we watch a video in which Riordan breaks down without having time to complete the job. We'll have to deal with the Archdemon. At the entrance to Fort Drakkon, many enemies will be waiting for us. The place is good for shelling, for example, it would be logical to call on elven archers. But the archers will be useful for the last battle, but in the meantime you can call on Redcliffe’s soldiers, gnomes or golems.

We will be alone inside the fort. We clear the area, and at the entrance to the second floor, buy from Sandal. This is our last chance. Make the most efficient use of your finances. Sell ​​everything you need and buy various lubricants (or extracts and make what you need yourself). Make your way to the roof.

And here is the final battle. The Archdemon in all its glory. The dragon spits spirit energy, waves its tail, and when it is in immediate danger, it changes its position. What should I do? First, summon an allied unit. I chose elves, since archers seemed to me the only right solution. Leliana (with a bow), Morrigan and my GG took on the Archdemon directly. Alistair would not be effective in close combat, so he aimed the ballistas and fired at the dragon. As soon as genlocks and garlocks appeared, I switched him to them + one of the magicians. This is a great opportunity to replenish your supply of healing poultices. As soon as the ballistas break, we try to repair them in Leliana’s shoes. This, in my opinion, is the most effective tactic. Of course, you could call gnomes or golems, because these guys eat darkspawn for breakfast in their Orzammar. That's all!

The dragon is defeated, and we watch the final video. The ending will be different for everyone. It depends on who becomes the ruler of Ferelden, whether you agreed with Morrigan and how you acted in a particular area (for example, when I helped Harrowmont in Orzammar, the kingdom of the dwarves became increasingly distant from the outside world, etc.). That's it, Dragon Age: Origins is complete. Congratulations!

Travel to the Frost Mountains Pass location. At the bridge you will be met by a group of fighters (three warriors, a robber and a magician) sent by Loghain to destroy you. If your level and equipment allow you to kill them without any problems, then you can safely go to Orzammar - you can handle it.

At the entrance to the dwarven stronghold, another obstacle awaits you: the dwarves will agree to let you in, but you will still need to deal with the ambassador of King Loghain, either by intimidating or fighting him and his bodyguards. After this, the path to Orzammar is open for the Gray Guardians.

Search for Chief Bandelor

Go through the Hall of Heroes of Orzammar to the Community Halls. There, the Guardian will witness a very unsightly scene of a showdown between two candidates for the dwarven throne, after which you can talk with the Captain of the Guard, who will open the tasks “Dulin Forinder” and “Vartag Gavorn” for us, and go to the Diamond Halls of Orzammar, where all the local nobility live. Bandelor sits in the Council, where you will watch another scene from the gnomish showdowns, this time between the deshirs, advisers. This will complete the task and you will have the opportunity to ask the foreman about the current situation.

Note: If you're playing as a Guardian with the Untouchable Dwarf background, Sister Rika will meet you at the entrance to the Diamond Halls and lead you straight to Vartag Gavorn.

Brief characteristics of candidates for the throne

To get a rough idea of ​​what each of the participants in the power struggle is like, as well as to understand the current situation, you can talk to many of the inhabitants of Orzammar and get their opinions: merchants, warriors, representatives of the nobility, rooting for one or the other - they will all talk about different aspects and share their point of view on what is happening.

Lord Piral Harrowmont

Prince Belen Educan

Vartag Gavorn

If you decide to side with Prince Belen, go look for his assistant Vartag Gavorn - you can find him in the Assembly Hall. He will say that Belen cannot trust anyone at this time, when former supporters of his family have defected to Harrowmont, so you will have to prove your loyalty by completing a small assignment.

The Prince's Favor: First Mission

You need to show Lord Helmy and Lady Days Harrowmont's promissory notes, from which it is clear that the latter promised them the same lands for their votes. Lord Helmy is found in the Tavern's Tavern. Just show him the papers and ask him not to vote for Harrowmont - that will be enough.

Lady Days stands in the Diamond Halls, between Harrowmont's house and the palace. She will look at the receipts, but will say that she has no right to resolve this issue, since the agreement was signed by her father, who is now on the Deep Paths. To go there, take the pass from her and, presenting it to the guards at the entrance to the tunnels, go to the Edukan teig. There you will have to fight several groups of creatures of darkness, and also help Lord Days fight off hordes of underground hunters. After two animal attacks have been repelled, you can talk to the gnome. Show him the papers and ask him not to vote for Harrowmont. You can also agree to go to Orzammar with them or stay in the taiga to have a good look around and return to the city on your own.

Dulin Forinder

If you decide to support Lord Harrowmont, then you should talk to Dulin Forinder, his assistant. You can find him either immediately after leaving the Assembly halls, on the porch, or, if for some reason you decided not to contact him right away, in the Harrowmont estate.

Lord's Trust: First Mission

Doolin will ask you to prove your loyalty to Lord Harrowmont by participating in the Trials on his behalf. In addition, you will be asked to find out for what reasons two of his best fighters refused to participate: Basil and Gwiddon.

Head across the bridge in the Commons to the Proving Halls. If you decide to return Gwiddon and Basil to duty, this must be done before you talk to the manager and agree to participate. In this case, they will be able to join you in battles.

Basil stands in the central hall, to the left of the manager. He admits that he refused to participate in the Trials because Belen's fighter, Miaj, threatens to make public his letters to the gnome Revelka, who is married to the son of one of the deshirs - if this happens, her husband will disown her, and Basil, at best case, he will die in a duel. If you want to help him, you will have to get these incriminating letters.

Go to the corridor to the right of the entrance, there you will see Miaja and her brother Lucian. You can try to talk them out of blackmail, but it will be to no avail. Miaji's room, where the letters are kept, is locked. Steal it and open the right door. In the chest, which can already be opened by a thief, there are papers that need to be taken to Bayzil. You can return them just like that; ask for a reward of 10 gold; or, using persuasion, bargain for 15 gold for them. Basil will agree to participate in the Trials.

To find Gwiddon, go to the corridor to the left of the entrance, and then to the right “turn”. Talk to him - and he will tell you that he refused to participate because he heard that Harrowmont was going to surrender, and Gviddon did not want to cover himself and his entire family with shame. Intimidate him or convince him that the rumors are false, and Harrowmont is not going to give up the throne to Bhelen. Gviddon will agree to participate in the Tests.

Approach the manager and declare your participation in the Tests. You will be automatically transferred to the arena, where before each fight you can ask about the next opponents, pause between fights and save. Opponents from Belen will be the following:

  • Severin is a warrior;
  • Miaja is a warrior, Lucian is a robber. They will go out together against one Guardian;
  • Hanashan of the Silent Sisters - warrior;
  • Wojek Ivo is a warrior, Velance is a robber/assassin. The Guardian can choose one partner: Gwiddon, Basil, or anyone from his group, with the exception of Sheila;
  • Piotin Educan with his group (two strong warriors, one weaker warrior and one robber/duelist). The guard can call upon his choice either Gviddon and Basil, or his comrades.

After the victory, go to Dulin and report on your successes. He will invite you to meet with Lord Harrowmont. You can agree immediately - and you will be transported to Harrowmont's estate, or you can ask him to wait and go later.

Note: if you complete the first quest as Bhelen, you can take part in the Trials later as a Gray Warden, dedicating your final victory to the prince. In this case, the list of opponents will be slightly different.

Betrayal from within

After completing the first task, Harrowmont has the opportunity to secretly change sides and start working for Belen. To begin the quest, approach Vartag Gavorn and convince him (advanced Persuasion skill required) that you want to support the rightful heir, using Harrowmont's full trust. Tell him that Harrowmont has set his sights on Jarvia's lair, Vartag Gavorn will give you documents proving Harrowmont's connection with the Charter, and orders you to throw them in a visible place in the hideout.

Stan won't approve of this move, and neither will Winn, but she can be persuaded so as not to lose approval points. Sheila will react negatively to this if the relationship with her is less than warm.

Changing preferences

If you have completed Belen's quest, you can secretly defect to Harrowmont's side. Talk to Dulin Forinder and convince him that you want to work for the lord. Tell him that Belen asked you to deal with Jarvia, and Dulin will tell you to find documents in the charter hideout proving that Belen hired bandits to kill his brother Trian.

The toughened Leliana will express her approval, Stan, on the contrary, will consider such actions an act of cowardice.

The Prince's Favor: Second Task/Lord's Trust: Second Task

No matter which side you choose, he will thank you for your assistance and promise to help in the fight against the Pestilence... when he becomes king. The next obstacle that stands in his way to the throne is the chaos perpetrated by the bandits of Jarvia. If your candidate can put an end to her activities, it will greatly strengthen his position in the vote. Well, you have to do the dirty work again.

  • If you complete the task “Betrayal from Within” for Belen, then Vartag Gavorn will give you papers incriminating Harrowmont, which need to be planted in the hideout.
  • If you accepted the quest "Change of Preferences", Dulin will ask you to look in Jarvia's hideout for papers proving that Charter killed Trian at the behest of Belen, and take them to Dulin.

Jarvia's Refuge

First you need to find the entrance to Jarvia's hideout, which is accessible only to members of her gang. Go down to Dusty Town and ask the locals about the Charter and its leader. If your Guardian is one of the untouchable gnomes, then talk to Leske, he will be standing by the fire in Dusty Town. The gnome Nadezhda, who is sitting there, will tell the other guard everything. There is still the opportunity to talk to beggars or buy information from Alimar in a local shop, but their information will not bring any practical use. Nadezhda will not only show you where the secret door to the shelter is, but will also tell you that the key to open it must be knocked out from one of the gang members. Go to Broski's house, there you will be met by bandits whom Jarvia sent to deal with you. After you hit their sides, you can either let them go in peace or finish them off - in any case, you will get the key. Go to the secret door and insert it into the hole - now you can go inside.

Note: There is another opportunity to get the key - to kill the gnomes who ran into Figor, the merchant in the Common Halls. However, I would not recommend this path to you, because this way you will lose the opportunity to trade with him.

Stop Jarvia and its Charter

The first thing you will encounter is a gatekeeper who will ask for a password. Whichever option you choose, he and his guards will attack you. Deal with them and move on. A rogue is welcome on the team, because the corridors and rooms are full of traps and locked chests. In addition, along the way you can complete the side quest "Jammer's Cache".

We get the task by reading Jammer's diary in the first room to the right. To complete it, you need to take one of the cheapest items from three chests:

  • Kanka's chest. In the second room on the left. You only need to take a silver ring for the dress;
  • Jammer's chest. In the room at the end of the second corridor. Take the iron letter opener;
  • Pike's chest. Immediately in the next room. Pomegranate necklace to match the dress.

Once you take the third item, they will all disappear from the bag and the key to Jammer's stash will appear. The cache itself is located in the room to the left along the corridor, in a pen with a tame bronto and nagas. Inside there will be money and a Helmet for two-wires to restore stamina in battle.

Jarvia will be in the largest room. After a short cutscene she will attack you, she is an elite rogue boss, so her skills and tactics will be appropriate. Beware of high-level tripwires, however, they can be easily recognized by the clusters of barrels (if your robber is not very skilled at detecting them, he may not see several of them). When the Charter is finished, search the room thoroughly.

  • Don't forget to pick up or plant incriminating documents if you took one of the tasks to change sides.
  • In one of the locked chests you will find a Love Letter.

Follow the corridor to the exit using Jarvia's key - it will lead you to the secret exit from the Vault to the blacksmith Janar's shop. After a short video, go with a report to your employer.

Firestarter

To achieve the final victory of your candidate, you will have to find the Perfect Branca, who went to the Deep Roads to look for some ancient secrets. Both Belen and Harrowmont believe that her vote will be decisive, because the Perfects are considered among the dwarves as living ancestors, endowed with wisdom and blessed to know what is best for the people.

In Search of the Anvil of the Void

The search should begin from the Caridin Crossroads - this is where, according to information, Branca went, following her mission. Go to the Commons to the entrance to the Deep Roads. There you will meet Ogren, Branka’s husband, who will impose himself on you as an obligatory companion. Go with him to Caridin's Crossroads. After speaking with Oghren, you will be met by three mercenaries (they won't be there if you are completing the quest for both candidates) who are tasked with killing you. Deal with them and explore the location.

Caridina Crossroads

To get around the blockage on the main road, you can take the right or left tunnel. In the first case (northwestern part) you will have to fight the creatures of darkness. Their groups will be located close to each other, so be especially careful if you have a hard time taking them down one after another without a break. This path will take you to one of the exits from the Crossroads, but it is not the exit you need.

The deep hunters are scattered along the left (northeast) tunnel, and one of the bloody bags from the quest “Into Pieces” can also be found there. This way you will get to the crossroads, where the creatures of darkness have settled, protected by traps.

The southwestern part of the tunnels is a narrow corridor in which there are a couple of groups of creatures of darkness with a huge elite boss. In one of the groups on the genlock’s body you can find a part of the landman’s sword, which is needed for the quest “Sword of the Earthman”. In the southeastern turn of the main path you will find one of the glass phylacteries.

The southeast tunnel is a dead end, but there you will find another bloody bag. You will have to fight with the creatures of darkness and with many deep hunters led by the orange boss - the matriarch of the deep hunters.

In fact, you don’t have to go through all the tunnels to get to the desired exit, which leads to the Ortan thaig, but it’s better to immediately clear the entire location and collect all the items from the side quests, because you’re unlikely to want to return later.

Thaig of the House of Ortan

Going through the southern exit of Caridin's Crossing will automatically open up the Teig location of House Ortan. After talking with Ogren, go straight along the path, and then into the tunnel - anyway, the road ahead is littered with boulders. Along the way you will come across spiders, a lot of spiders, creatures of darkness fighting them, disturbed spirits of gnomes, stone golems. In addition, in a large cave with two bridges you will meet the gnome Rook, who, upon seeing you, will run away to his hideout. You can follow him to chat and buy and sell things. If you took the quest “A Mother's Hope”, he will tell you the story of his exile. We also learn from the gnome that the spiders took some of Branka’s papers into their lair. In the vase you will find another part of the overworld sword.

Near the place where we first saw Rook, there is a chest from the Ortan house. Take Ortan's notes to take to Ortha in the Halls of the Guardians in Orzammar for the quest "Lost Notes." In the southern part of this area there is an altar for the task “Into Pieces”, it can also be marked as a place of power for the instructions of the magicians. Cross the bridge. There you will be met by more spirits with golems. After clearing this side, go into the corridor. Along the way, you will come across spiders running away from all their paws, and you have to prepare for a difficult battle with the Infected Spider Queen and her henchmen.

First, go left and deal with two groups of regular spiders in the company of Garlock Emissaries. Be prepared for the fact that she will summon minions, spit painful poison and move around the battlefield, either crawling to the ceiling or descending back. Use fire and blood magic, as well as items that increase your resistance to nature and spirit. Ordinary spiders die quite well from fireballs.

After you defeat the spider, read Branka's notes right there. From them you will learn that you need to go further to the former city of the Legion of the Dead - to the Dead Ditches.

Dead Moats

After the scene in which the Archdemon will summon the creatures of darkness somewhere there, go straight until you come across legionnaires at the bridge. Help them fight enemies by moving across the bridge to the opposite side. When you have cleared all the monsters, return to talk with the leader of the Legion of the Dead, Kardol, after which you can run on. The gates of the fortress are, of course, locked - to get inside, go left and make your way through the long corridor on the other side of the gate. On the first tier there will be standard creatures of darkness with emissaries, brontos and spiders. In the sarcophagi here you will find two pieces of Legion armor.

On the second tier in the southern cave there will be a large group of creatures of darkness led by the orange boss Genlock, the owner of the forge. In the middle of the bridge, an ambush of screamers awaits you, and in the northernmost hall there are dead rippers with a Genlock emissary, and here in the sarcophagus you will find another piece of Legion armor.

Third tier. Here you will find two emissaries and some spiders in a cave to the north, and in the next room down the corridor you will meet one of the survivors from Branka's house - Hespite. Talk to her, and when she runs away, move on.

After you have dealt with the two ogre bosses, go to the southern room, where from the legionnaires' altar you will take the key to the inner gate and the missing piece of armor - the Legion Helmet. Once you take them, you will have to fight the spirits of the legionnaires. In addition, if you complete the side quest “Dead Castle”, you will have a difficult fight with the Hollow Demon.

Go through the gate and don't forget to look into the sarcophagus along the way if you are doing the Dead Castle to pick up the Dead Caste Mark. At this point you can consider the location completed. Almost. Get ready to meet the Matka.

The Queen is a rather difficult boss, hitting with tentacles that emerge straight from the ground. In addition, she releases poisonous gas and stuns with a scream, summons the creatures of darkness to help her, and lifts characters into the air, causing great damage. Since it deals natural damage, items that increase resistance to this element will be especially useful. It is better to tank with a character who has a high armor rating and a high number of hit points. Sheila, equipped with a nature resistance crystal, will also come in very handy here. Since the Matka is a creature of darkness, weapons with fire damage and fire spells will be effective against her. But her resistance to nature is 75%, so such weapons and spells will be of little use.

After the Uterus is dealt with, you will see Hespitis again. Collect valuable things from the body of the Uterus and go to the map of the Deep Paths, where a new location will become available - the Anvil of the Void. Here you will have the last opportunity to change the composition of the group by returning to Orzammar. This is also the last opportunity to complete the side quest "A Mother's Hope" and the quest "Locked in Stone" to obtain the Greatsword "Ageless".

Anvil of the Void

Branca will greet you immediately at the entrance. She will block the road back to force you to go forward and thus clear all the traps lying on the way to the Anvil that her assistants were unable to pass.

Clear the area and corridor from the creatures of darkness, among which will be a Genlock emissary and an ogre. The first serious obstacle will be a room with poison gas and golems. They will begin to come to life one by one: the first - as soon as you approach them, the second - after killing the first, and so on. There are four of them in total, and four valves that need to be closed so that gas stops flowing into the room.

In the second room, the golems stand and come to life in pairs, but you can take a break between them. Traps are set between the pairs. Disarm the first one and go forward - the second pair of golems will activate and attack you. Then deactivate the next trap and fight the next pair of golems. The first and fourth pairs will remain untouched - go further along the corridor.

In the third room there will be a Spirit Device that you need to deal with in order to move on. The device itself is a column with four faces on different sides, the eyes of which are illuminated, apparently, by electricity. The general principle is this: kill the spirits that the column generates, use an active forge - it will blind the corresponding “face”. After one or two activated forges, the column turns, so you need to look at which sides are not yet blinded and hit the spirit on the right side first. After the eyes begin to bleed, you need to use the forge on them again to completely deactivate them. When all the eyes are extinguished, this stage will be counted as completed, and you can move on. By the way, the column itself is marked on the map as “Moonshine still”; Apparently this is an Easter egg from the translators.

The final part remains - the meeting with Caridin and, again, with Branca. You have to choose which side to take, because Branka wants to keep the Anvil, and Caridin believes that it should be destroyed. No matter which side you take, you will have to fight golems. If Sheila is in your party, she will fight on Karidin's side anyway.

An alliance with Branka will be approved by Ogren, Morrigan and Zevran, while Leliana, Alistair and Wynn will not approve. If you decide to fight for Caridin, their reaction will be the opposite.

Results:

  • You can side with Caridin and destroy the Anvil. In this case, Caridin will forge a crown for you and commit suicide, and the dwarves will join you in the final battle;
  • You can side with Branka and leave the Anvil. For this, she will forge you a crown and promise support in the final battle of not only gnomes, but also golems;
  • You can side with Branka, but convince her to destroy the Anvil (very high persuasion required). Branka will forge a crown for you and commit suicide, and in the final battle the dwarves will join without the golems;
  • Depending on whether you decide to keep or destroy the Anvil, you will unlock the "Pragmatist" or "Liberator" achievement, respectively.

In addition, in this area there is a stele with the names of the gnomes who sacrificed themselves to become golems - talk about it with Sheila and Ogren and make a copy, which can then be taken to the chroniclers in Orzammar. If Sheila is not with you, show her a copy of these notes later to activate her personal quest. Collect loot from the corpses and look in the chest on the approaches to the Anvil. You can return to Orzammar and choose a king. Just return to the cave entrance - Ogren will ask if you are ready to go and give the Council news. If you don't need anything else here, agree and move to Orzammar using the map - you will automatically find yourself right at the coronation ceremony.

King of Orzammar

Regardless of who you perform the tasks for, you are free to choose any of the two candidates. The number of their supporters and the value of the reward depend on how much you contributed to the promotion of Belen and Harrowmont.

  • If you chose Harrowmont and his support reached +6 points, then there will be very few Belen supporters in the hall. If support is +3 points, then there will be more hostile gnomes. If you choose Harrowmont, but his support is 0, then almost everyone in the council chamber will be hostile to you.
  • If Harrowmont was chosen and his support reached +5, he will give you his staff. If Belen was chosen with sufficiently high support, then he will give you the Mace of Educan, but if you scored few points, then he will give you the Hammer of Trian.

How points are awarded to a particular candidate can be seen below. In addition, as you complete tasks, you can visit Sergeant Major Bandelor and ask him about the distribution of votes.

For Lord Harrowmont
  • Convince Guidon and Basil to represent Harrowmont in the Trials +1
  • Win a Trial as Harrowmont +1
  • At the end of the last battle of the Trials, cry out for the victory of Harrowmont +1
  • During the quest "Change of Preferences", find evidence in Jarvia's hideout that Belen hired Charter to kill Trian +1
  • Kill Jarvia during Lord's Trust: Second Mission +3
For Prince Belen
  • In the Prince's first quest, tell Lord Dace: "Will you tell your daughter not to vote for Harrowmont?" High Persuasion Success/Failure +3/+1
  • Tell Lord Days: “Perhaps you could return the favor?” Requires average persuasion. Also get 25% discount on Gorim +2/+1 products
  • Tell Lord Dace: "I am at your service" +2
  • When completing the task “Betrayal from Within,” place documents in the Charter chest that prove Harrowmont’s connection with the Charter. +1
  • Kill Jarvia in The Prince's Favor: Second Mission +3
Note: if you are a noble dwarf, you can ask King Belen to restore your good name and surname.

After the coronation, you can talk to Cardol and convince him to join you in the fight against the Blight on the surface. The gnome will only need to ask; the rest will need high conviction.

At this point, one of the main story quests will be considered completed, and you will receive the support of the gnomes and, possibly, golems and/or the Legion of the Dead, if you have met the appropriate conditions.

Location maps

Common halls of Orzammar

1. Exit to the Hall of Heroes of Orzammar
2. Captain of the Guard
3. Entrance to the Diamond Quarter
4. Mine Manager
5. Entrance to the Deep Roads
6. Figora Store
7. Janara Store
8. Tavern "At the Innkeepers"
9. Entrance to Dusty Town
10. Orzammar Trials

Diamond Halls of Orzammar

1. Exit to the Community Halls
2. Harrowmont Estate
3. Royal Palace
4. Council Chamber
5. Chronicle Hall
6. Lady Days

Orzammar Trials

1. Exit to the Community Halls
2. Master of Trials
3. Basil
4. Gwiddon
5. Miaja and Lucian
6. Miaji's room

Dusty city

1. Exit to the Community Halls
2. Alimar's shop
3. Secret entrance to Charter's hideout
4. House Broski
5. Bonfire (Nadezhda and Leske)

Asylum Charter

1. Exit to Dusty Town
2. Gatekeeper
3. Jammer's Diary
4. Kanka's Chest
5. Jammer's Chest
6. Pique's Chest
7. Jammer's stash
8. Jarvia
9. Chest with incriminating evidence/for incriminating evidence

Caridina Crossroads

1. Spawn of Darkness
2. Ambush at the Crossroads
3. Deep Hunters
4. Ogre (orange boss)
5. Matriarch of the Deep Hunters (orange boss)
6. Exit to the Ortan teig

Thaig of the House of Ortan

1. Login to the location
2. Spiders and creatures of darkness
3. Hand
4. Camp Ruka
5. Infested Spider Queen
6. Branca's posts
7. Exit to Dead Moats

Dead Moats

1. Cardol and the Legion of the Dead
2. Genlock - Forge Master (Orange Boss)
3. Screamer Ambush
4. Hespitis
5. Legion Shrine, altar
6. Uterus!

Anvil of the Void

1. Branca
2. Gas room
3. Room with traps
4. The device of the spirit
5. Perfect Caridin
6. Anvil of the Void
7. Dwarf nameplates
A detailed description of the side quests of Orzammar and the Deep Roads can be found in
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