Walkthrough of the game Dragon Age: Origins Awakening. Walkthrough - final "awakening" Archery


After you complete the three story quests - Shadows of the Black Swamps, The Righteous Path And Last of the Legion– Seneschal Varel will convene the lords of Amaranthine to discuss military strategy. The council will be interrupted by an elf girl who will report that the army of the Spawn of Darkness is marching on Amaranthine. In further conversations, it will be decided to send a detachment there under your command.

Upon arrival in Amaranthine and a showdown with the very first group of the Spawn of Darkness, Constable Aidan will speak to you. He will declare that the city has fallen and nothing can be done. In a few more minutes, a parliamentarian will approach you - one of the intelligent Creatures of Darkness, sent by the Architect. The Architect brings you alarming news - the Mother's army is marching on the Vigil Fortress.

You have an important decision to make. Stay and try to save the city or set it on fire along with all the enemies (and surviving residents) and try to return and help the defenders of the fortress.

Amaranthine Rescue/Vigil Tower Rescue

If you're wondering about the consequences, the fall of Amaranthine will have a pretty negative impact on the reputation of the Gray Wardens in the future. On the other hand, if you have completed all the quests to strengthen the fortress, it has a chance to survive the attack without your help. If you have not completed the quests to strengthen it and improve ammunition for your soldiers, then the fortress will fall, and almost all of your friends left in it will die. But it's up to you.

If you decide to save Amaranthine, then your first task is to help the surviving defenders. Go around the city, helping the soldiers deal with the Spawns of Darkness. For the most part, the opponents are quite weak, although from time to time there are elite ones among them. When you have dealt with all the Spawns of Darkness on the streets and received an update in the journal, talk to the police leader. He will invite you to rest in the Church building, where the surviving defenders are holding the defense, after which you will automatically find yourself there.

After leaving the room where you apparently spent the night, you will receive a message that the Spawn of Darkness are still somehow infiltrating the city - and, judging by eyewitness reports, entering from the hotel. Leave the Church. Be careful - a couple of elite Spawn of Darkness are waiting for you at the exit, including an archer who can send your magicians to their forefathers with one shot.

After dealing with the Spawns on the street, go to the hotel. The orange boss is waiting for you there, the Apprentice-General - a two-handed warrior. Having dealt with him and his minions, go to the secret passage in one of the rooms of the hotel, which you may have already noticed earlier during the quests of the smugglers or constable Aidan.

In a small dungeon, the second General is waiting for you - this time a magician. Having cleared the passage, go further and you will come out to the outskirts of Amaranthine. Slightly southeast of where you surfaced is another Spawn General, this time in the company of another boss for a change - the heavily armored Ogre Alpha.

If you inflict several damage on the General, he will rush away behind the neighboring houses, and an ogre boss will run out in his place. It is better to fight the ogre where you went outside, so as not to be distracted by the General - he himself will not approach you.

With the ogre, everything is clear - as for the general, his class remained a mystery to me. He casts a lot of spells, but at the same time he can fight hand-to-hand and the Mana Strike spell does not affect him. Perhaps a Battle Mage?

In any case, after you deal with this couple, the defense of Amaranthine will be completed. You will be informed that the Architect's messenger now knows where the Mother's lair is, so all you have to do is go there to deliver the finishing blow. Weaponsmith Glassrick and Enchanter Mage are located near the exit to the world map if you need their services before the final push.

If you decide to return and help the defenders of the fortress, then upon your return you will be joyfully greeted by the remaining comrades in it (and you will receive advantages in influence with all of them). After the seneschal's brief report on the situation, you will have to fight off groups of Spawn of Darkness attacking the fortress courtyard.

This battle will be much easier if you have completed all the quests to strengthen the fortress and equip your soldiers. So, for example, if you reinforced the walls with granite and hired good craftsmen, then you will not have to defend them - the enemy will not be able to break through them.

On the right side of the screen you will see reserve icons - similar to those you used in the final part of Inception. If you have completed Dworkin's quest on bombs, then you can use them (bombs) from there. You will also have archer icons there - if you followed the smugglers' path in Amaranthine and released a captured archer, then your arrows will be a little more effective. Archers and bombs can be used any number of times, but will need time to recharge after each use.

The battle for Vigil Keep mostly consists of fairly short battles in one part of the courtyard, after which you are usually informed that a new wave of the enemy is attacking from the other side - so you should run there and fix the situation.

After several battles, you will see a video in which Seneschal Varel single-handedly defends the gate from the ogre. Unfortunately, you will not be able to intervene in what is happening. Take advantage of the break in the battle and, if necessary, purchase medical supplies from the healer standing in the courtyard.

The battle for the Fortress will continue until an orange boss appears in the courtyard - an armored alpha ogre. After you deal with him, proceed to the Herald. Like most Novices, he is a magician.

The death of Herald will end the battle for the Fortress. You will be informed that the retreating Spawns have left a clear trail behind them and you can follow it straight to their lair.

Go to a new territory that has opened on your map - the Wasteland of Dragon Bones. It is a narrow mountain pass where a variety of Spawns of Darkness live - from ordinary harlocks and herlocks to the heavily armored ogre you have already seen (though this time, not a boss, but an elite). At the end of the passage you will find ancient ruins. Do not rush to pass under the arch - it is better to lure the Spawns of Darkness towards you. If you pass under the arch, the High Dragon will attack you, and in a battle with such creatures it is better to focus on them and not be distracted by trifles.

Go inside the ruins. They consist mainly of narrow bridges and equally narrow stairs, on which a variety of Darkspawn await you, including heavily armed ogres and Novices (the latter usually being mages).

Inside the ruins, golden Tevinter crystals are scattered throughout. They can be found in chests, in “lumps of flesh”, on the corpses of defeated enemies. There are twelve of them in total. There are also three ancient magic circles inside the ruins - if you insert four crystals into each circle, you will receive a small magic bonus for the final battle - you can cast the spell of mass paralysis, healing (which also raises from the dead) and fireball once each.

The Architect will greet you at the second magic circle. You can attack him right away or still listen to his explanations and only then decide whether to agree to his proposal or not.

If you refuse the Architect's offer, Nathaniel, Velanna and Ogren will not approve.

If you agree with his proposal, Sigrun, Justice and Anders will not approve. In the case of Sigrun and Justice, you will have to use Persuasion (good influence will also help the matter) - otherwise they will attack you.

If you decide to deal with the Architect, keep in mind - he is a very powerful magician and casts powerful spells of mass destruction. You can either ignore Uta completely or allocate at most one squad member to her. Compared to the Architect, she does not cause much damage.

If you accepted the Architect’s offer, then in the final battle he will, at your command, once cast a firestorm to help you. (The command appears in the fourth window next to the Tevinter spells.)

After a short conversation, enter your final fight. One of the most annoying things about Mother is that she likes to cast a Rune of Neutralization on your mages, which instantly drains all their mana and cancels all defensive spells, so keep some Lyrium potions at the ready.

At the beginning of the battle, Mother will summon several elite tentacles to assist her. After you deal with them, she will constantly call the Children for help. Keep spells or mass destruction skills at the ready – Children always appear in impressive numbers. Don't forget that they can knock you down. Mass Paralysis spells and the like are usually very helpful in this battle. The rest depends on the composition of your group and your favorite tactics.

At the end of the battle, watch the epilogue, where you will be told about the further fate of Amaranthine, its inhabitants and your comrades. Congratulations on finishing the game!

For centuries, the Gray Wardens - an ancient order of protectors sworn to unite and protect the lands - have battled the creatures of darkness. Legend has it that destroying the Archdemon would end the centuries-old threat posed by the darkspawn, but somehow they survived. You are the captain of the Gray Wardens and you are entrusted with the responsibility of restoring the order of the Gray Wardens and revealing the secrets of the creatures of darkness and how they managed to survive. How you will recreate your order, how you will resolve the conflict with the “Architect”, and what fate you will determine for the creatures of darkness - all these are just some of the many decisions that will become part of your risky journey in the lands of Amaranthine.

Game Features: :
- Amazing world expansion: BioWare's most expansive universe gets even bigger with new territory to explore - Amaranthine
- Uncover the secrets of the creatures of darkness and their true motives
- Recreate the Order of the Gray Wardens and equip your base in the Fortress of the Watchers
- Lots of new moral dilemmas: Immerse yourself in an epic story entirely determined by your playstyle
- Influence the entire gaming experience with your choices and decisions in difficult situations
- New ways to develop your hero: Enjoy additional spells, abilities, specializations and items to further customize your hero and party
- Transfer your character from Dragon Age: Origins or start over as a Gray Warden from nearby Orlais
- Meet five all-new party members and loved ones from Dragon Age: Origins
- Even more hair-raising and brutal combat: Fight new terrifying creatures
- Test your abilities in battle with the most developed and intelligent representatives of the creatures of darkness and other formidable creatures, such as the Fire Golem and the Spectral Dragon!

ATTENTION! This post contains a walkthrough of Dragon Age: Origins Awakening, so if you haven't completed it yet
Dragon Age: Origins Awakening, I do not recommend reading the information in order to avoid losing interest in the game.
When starting the passage of Dragon Age: Origins - Awakening, you are immediately given a choice: import an old hero or take a new one. I will not describe all the stages of creating a new character, since they are in the original walkthrough. Yes, and I imported my old hero, who was much better developed than the new possible character. So, having imported or created your hero, we begin the passage of Awakening...

And it all starts with you watching the screensaver, which tells the story of the last months. The Archdemon fell, but the creatures of darkness did not disappear. Let's avoid spoilers, because you can see for yourself what happened in the video. You head to the tower that used to belong to Earl Howe, but no one meets you along the way. Strange, isn't it? And then a survivor runs out to meet you, followed by the creatures of darkness. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can. He will go for help, which should be on the road, and in the meantime you will talk to your companion Mhairi, I think information from her will also not be superfluous. Next, go inside, deal with the ogre and a couple of small dark trash and go first to the right corner of the map, save the survivor, then to the upper left corner. Two survivors will be waiting at the gate, and you go through the inner gate.

Be careful, you may suffer from the explosion of this very gate. And, having entered them, the first thing to do is kill the Genlock emissary, who will be very unpleasant to cast spells. In general, in Awakening, the passage of battles in most cases needs to begin with killing magicians, but this is so, a lyrical digression. After his death, run to the upper left corner again, saving one of the survivors. Here you will have an updated task, according to which you will need to get bandages for the guards. Quickly run to the right, where you will have to save two more survivors and get bandages according to the mark on the map. Got enough? Run back, the wounded are dying! Hand over the bandages and continue to the interior of the Vigil Tower. By the way, this location will be your home throughout the entire passage of Dragon Age: Origins - Awakening, so be careful with it.

And when you go inside, you will be surprised that the outpost has been destroyed. Finish the dialogue with Mhairi and go comb the building. Immediately turn right on the map. There you will see a sorcerer who has burned one of the creatures of darkness. Talk to him and accept him into your squad. Follow this corridor to the end and save the survivor, which will update the quest for you. So, we need to search the entire tower and find other survivors, which is what we will continue to do. Climb to the battlements on the walls and go forward. Exterminate everyone there who can resist, turn the ballista and fire a salvo. After killing all opponents, go inside and pull the lever. You will watch a video clip in which you will see how one very cunning gnome blew up a squad of creatures of darkness. Well, let's move on, because the passage of Dragon Age Beginning - Awakening is just beginning...

Dismantle the barricade, go down, kill the creatures of darkness and move through the opened gate. Before entering the main hall, open the door on the left and let the survivor out. Now - inside the main hall. After the death of all the creatures of darkness, go into the room on the left, and then straight ahead. Walking along the corridor, you will meet an old acquaintance, Ogren, who will have to be saved from a crowd of Spawns of Darkness. Kill them and take an old friend to your team. By the way, it should be said that throughout the entire passage of Awakening, Ogren always accompanied me. Great jokes, great fighter... Oh well. Collect trophies and go to the right - you haven’t killed everyone there yet either. Free the last survivor and move north, as that is the only passage accessible to you.

In the corridor you will find Rowland bleeding. He will tell you the story of the storming of the fortress. And an interesting story about a talking spawn of darkness. Well, that means there is something to do during the passage. We move forward, there is only one road, along the way I cut out the creatures of darkness that are present in large numbers there. Have you reached the new exit to the battlements? Save! And only now keep moving.

Go forward and kill the spawn boss, who also talks a lot. The liberation of the fortress will end with the murder. You will watch an interesting video in which you can take Ogren and Anders into the Gray Guardians. Or you may not take it. The choice is yours, but I would still recommend accepting them. The company will not be superfluous. After this you will be told that this estate belongs to you. And the first thing that needs to be decided is to increase the number of gray guards. Conduct a dedication. True, not everyone will survive him... May Mhairi's faithful battle friend rest in peace. After that, continue watching the video and end the chatter. This is how you will complete the first stage of Awakening.

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

Leaving the throne room and choosing your assistants, you will talk with the guard, who will tell you about a petty thief who was barely subdued by four guards. Take two more tasks from her. After this, immediately go down to the dungeons of the Vigilance Tower and talk to the Jailer. And it turns out that the thief is Earl Howe's son. What an unexpected meeting. I think another gray guard wouldn't hurt. Take him into your ranks and don’t be afraid - he will survive. After this, talk to Varel again and attend the oath taking. Then again a conversation with Varel and two conversations in a row with those whom he names. You should also take the task about the assassination attempt from Tamra. And in general, talk to everyone, I think it will not be superfluous for you. After all this, you have a difficult decision to make. Choose what is more important - protecting the city, trade routes or farms? I chose to protect farms. And don’t forget to talk about the conspiracy, after which you can safely end the appointment. In general, it should be noted that the passage of Dragon Age: Origins - Awakening is simply replete with solutions. Sometimes they are small, sometimes important, but you have to make decisions yourself.

Get outside, you have a lot to do. First, go to the blacksmith and listen to his eternal whining. There you will be mentioned about good metal and armor for soldiers. Do you get the connection? After this, go to the sergeant who is standing near the door and talk about the remaining creatures of darkness. Naturally, agree to help!

So, you go to the dungeons of the fortress, where the creatures could still remain. The rubble will be cleared and it will be time for you to move forward. And the first one you meet is the mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, we'll rescue you along the way. In the next room, the creatures of darkness await you. After they die, go into the room to the north and pick up the letter and gift. Then - into the room in the south, where screamers will jump from the ceiling. They also need to be deprived of their lives, and then pull the torch in the wall in order to open the secret door from the chests, which contains a lot of supplies. Try to ensure that during the passage of Dragon Age: Origins - Awakening you do not have unexplored territories and unfinished quests.

Now you can return to the hall and continue moving towards the dungeon. When you get to the prison and kill the ghosts, you will again have two ways to go. Let's go west first. Before you is a crypt with aggressive skeletons that are best put to rest. After that, search all the sarcophagi. You will find one key, and there will be four keyholes. Well, then let's continue on our way. Now from prison to the north. There you will meet the same Adria who needed to be saved. True, now she needs to be put to rest, and not saved, since she has become a ghost. May she rest in peace, but it's time to move on. And then we have a rubble, which will take about a week to clear. Well, then let's move up. At the top, all we have to do is talk to the gnome and give him a large sum of 80 gold, if, of course, you have it. And now you can leave the location.

Now let's go to the Lost Sanctuary, where the poor girl is being held captive. The passage of Awakening does not allow us to relax. When the leader of the robbers speaks to you, first demand to show you the girl, and then convince him to let her go. When he releases the captive, the robbers can be killed. Be sure to take a very good level 9 dagger from the leader of the robbers. That's it, you can leave this location.

We go to the Turnoblov estate and go immediately north. Here you will find a bunch of creatures of darkness led by the Ogre. Kill them, of course. True, you will not be able to save your family. Therefore, we will limit ourselves to rummaging through the corpses and killing all hostile entities.

Enter Amaranthine and immediately go right to the box. From there, take the discarded diary, it will still be useful to you, because in Dragon Age: Origins - Awakening the passage is thought out in such a way that every little thing comes in handy. Walking straight ahead, you will come across Colbert, who you really needed. Talk to him and ask where he saw the creatures of darkness. Finish the conversation with him, thank him and go a little forward, where they will give you another letter. Well, great. Now I advise you to go back a little and turn left in order to take the task from a certain Dark Person. The task is to talk to the innkeeper. Agree and move on. Before entering Amaranthine, a girl will stop you and say that the Black Wolf wants to see you (provided that you talked with Varel about the conspiracy and the Black Wolf during the oath ceremony).

The guards will try to block your path, but his boss will immediately appear and remove the careless peace officer from conducting business. He will make an offer to you to talk to him about the smugglers. Well, we can and even need to talk! True, if you complete this task as a guard, then you will not be able to get to one location during the passage of Awakening. Agree to his task and go to the market (it's on the left) to the suspicious guy. As soon as you start talking, he will run away. Don't worry, just follow him, systematically destroying group after group. After destroying the last group, which will be standing behind the fortress, you can return to the head of the guard, Constable Aidan. He will also send us to the smugglers' lair. Kill the dark person near the entrance and take the key for yourself. Now you can go down to the basement.

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning - Awakening the passage is replete with gifts. And gifts are useful, as they increase the hero’s attitude towards you. And in the first hall the leader of the smugglers and his comrades will be waiting for you. It’s not very smart for them to stand and wait in the middle of the room, but oh well, may they rest in peace. Exit through the SAME entrance as you entered and turn in the task. Passed it? Go to the market and ask the price of goods from the traders, they are very good there. The Black Wolf will be waiting near the other exit from the city. You will need to give him 50 gold so that he will reveal the conspirators. Therefore, check in advance that you have money. After this, talk to Mervis, the representative of the trade guild. He will tell you that creatures of darkness are playing pranks in the forest. Well, we need to run there quickly, otherwise the trade is worth it. So, that's where we'll go.

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

Isn't it a little dark in the mines? Yes, the fresh air is definitely calmer and more comfortable. Go down and get used to it; in Dragon Age: Origins - Awakening, the passage will often take us to such corners of the world. As you pass by the circle, you will witness your own being put to sleep by the Emissary (Before this, it is better to take off all your equipment, as sometimes a bug occurs due to which your things are not in the chest near the merchant, and this way you can lose your things). Okay, we'll deal with him later. In the meantime, we are waiting for the end of the video, in which Seranni, the sister of our new ally, will give us the key and run away. And we shouldn’t linger either, it’s time to run. First, run north, search everything and get a couple of diary entries, and then go down to the south. There, use a ballista that will crush the crowd of enemies, then go down and finish off the survivor. More creatures of darkness will come running from the next hall, which also need to be killed. Move down and down. Along the way, you will meet a creature of darkness who has donned Ogren’s armor. Well, isn't it a creature? Kill her and re-dress our favorite gnome. At the first fork you will see the last surviving gray guard, who will ask you to take the ring that was stolen from him to his wife. Okay, let's take it. But when we find it. In the meantime, we move on... In a large cave, we scatter another crowd of creatures of darkness with our bare hands and begin to collect trophies. A corpse will lie right there, dressed in your magician’s uniform. Let's change her clothes quickly, let two characters already be properly equipped. Now you can move on. There is only one passage for now...

And here is autosave again and a new room with two test subjects dressed in our clothes. Take it and get equipped, there’s no point in walking around naked. Although we fought well without armor, the passage of Awakening is still much easier if you are dressed... There will be the first fork right there. We'll go east first. At the small dead end, take the lyrium sand from the deposits and go explore the remaining hall to the east. There are two useful enemies in this room - a dragon tamer, who drops a nice hammer. The ring that we need for the quest, and the dragon from which we need to pick up the scales. There is also a fresh dragon egg here, which is better to take than to leave to rot. There is nothing else of interest here and you can go to the southern tunnel at the first fork. And again there is a hall in front of us, in which we must kill everyone. The only useful thing here is the dragon scales removed from the wearer. And we also have only one passage - to the south.

In the south, turn into the Architect's room in the east. A small piece of the codex and a small amount of 8 gold coins should brighten up the absence of your things. By the way, you don’t have to collect the codex, but the most complete walkthrough of Dragon Age: Origins - Awakening is a walkthrough with a fully collected codex. In the meantime, let's move down the map. And there you will find a cunning merchant with whom you can trade and who you need to invite to the Vigil tower, as well as a chest with all your things. Grab what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and you won't be able to kill them with a swoop. Therefore, try to combine potions and skills, slowing down your opponents. The main thing is not to let them fly up, otherwise they will come out of the fire, disrupting your skills. After their death, that mysterious creature of darkness will leave, and you will need to accept Velana as a gray guard. Great, an extra ally won't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.
Now I suggest you visit the Vigil Tower, where you can talk to the blacksmith. Did you talk and get the task? Great, now give the ore to his apprentice and talk to Dworkin, who is standing right there, nearby. You should give him the lyrium sand that you found earlier. Then talk to Waldrick, who will ask you to find granite deposits to repair the tower. Agree and go talk to the private, who will give you 10 gold thanks and send you to the throne room for trial. Be sure to save before going there, in case you mess up something in the passage of Awakening...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Will you hang it? Or will you punish with whips? I decided to invite him into the army and I was right. Everyone was happy. The next case is a civil one. There you must choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official document confirming her right to property. What will you choose? I chose the third option. And the last thing (It will depend on the decision regarding the conspiracy, i.e. whether you asked the Black Wolf to find the conspirators or not). Put a nobleman in prison. That’s great, the task is completed and you can leave.
Now talk to the sergeant who stands opposite the entrance and go to the cleared rubble. And they found a way out to the deep paths. Well, let's explore. We immediately move north, where we can profit a little and donate a gold figurine, and then we go south and explore the territory. There, after walking along the alley and killing a couple of creatures of darkness in the horns, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork at all, and there is only one way - to the south. Before the circle of the forgotten, be careful, as skeletons run out there and need to be put to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the path of bones and save in front of the door to the forbidden room. As soon as you walk, you will be attacked by a ghost, which is quite difficult to kill. And when you almost release it, it will fly away in an unknown direction. We need to find him quickly. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you reach the corridor with the evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take the trophies from the ogre’s body and kill the ghost that appears. So, by killing the ghost, you will complete the task and begin a video in which our gnome friend will repair the gnome mechanism to close this passage. Great, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit from this card. I suggest heading to the Thicket Hills. First, run north and destroy the two executioners. Then follow the path to the east, cross the bridge, listening to comments from Nathaniel and save. Next, go and go in one direction, pick up the things of the hunters along the way and save the gnomish woman who is being dragged by the creatures of darkness. She will tell you that the legion could not cope with the creatures and she was the only one left alive. Take her to you and go down to Kal Hyrol.

Here you are in a long-forgotten city of gnomes. Now admire the view and go down. There, talk to Yukka, the gnome near death, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and cross the bridge. Afterwards, save immediately just in case. There will be nothing remarkable until the largest hall, in which you will first meet the larval children. Kill them all, there is no point in leaving any scum alive, and enter the main hall. If Sigrun is in your squad, you can enter the main hall from another passage, which is closed behind a stone wall to the left of the central passage. Be careful, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy who has not yet attacked you. This is the master of the golems. Kill him quickly and quickly and take the golem control rod from his body. It will be useful to you for painlessly killing the above-mentioned golems. Now collect trophies from them and move on. Ahead on the stairs, revive the golem, let him fight for you. And you kill everyone, take the trophies from the chests in the north and south, and go beyond the lobby. Next you will see a sea of ​​ghosts pretending to live their lives. Go and follow one path. You won’t come across anything particularly noteworthy along the way. This way you will calmly reach the entrance to the shopping district. In general, it should be noted that in Awakening the passage of locations is quite linear, so it’s easy to do...

Immediately you will see a video in which some creatures of darkness kill others. Well, let evil fight evil, good will help a little. Move forward. And from the main hall to the room in the north. There, take the belt from the sarcophagus and kill three revived golems. After this, you can move further to the east. In the next room, kill the creatures of darkness who are fighting each other and go to the room to the south, where you should pick up the dwarven tablets. They will be useful to you later. Now - to the north.

Having reached the forge and again destroyed the crowd of creatures of darkness there, go behind it, collect trophies and fix broken things with the help of a golem and an anvil. Let me remind you that throughout Dragon Age: Origins - Awakening there are no unnecessary components. The things are not very good, but they will be useful for the collection. This will take you to prison. A certain Stefan is imprisoned in a cage. Take the rune from him and release him into the wild. To the left of the cage is an anvil. Use it and talk to Ogren. After prison, a fork awaits you. First go south, where you will find an area marked as a grave. In front of you are rune stones and a sarcophagus in the center. Click the runes so that the signs on them match the signs on the walls. This is easy to do, so it's not worth worrying about. When all five signs are in place, run to the grave and pick up interesting gloves from there. Now you can go back and head southwest from the fork.

Clear the rest of the area, search the treasury, and go into the thicket hills, from there to head to the vigil tower and unload a little. I personally don’t have any space left at all, so we will continue clearing out Kal Hirol a little later. For now - to the Tower of Vigil. Here give the ore to the blacksmith, and the tablets to Dvorkin. Lyrium sand is also for him. After this, go down again into the thicket hills and from there into the shopping district. And from the shopping district - to the lower reaches. We continue clearing...And below you start running through the tunnel until you get to the golem and the darkspawn mage. Both of them must be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, chaining him up, and while the thief was having fun, I killed the golem with the rest. And it was no longer difficult to finish off the magician. Then move along the remaining corridor, killing the tentacles that come out. When you reach the very end, cut two chains, which will kill the queens. After this, you can consider Kal Hirol cleared and leave from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

And we will go again to the Tower of Vigil. Nip the peasant rebellion in the bud, then talk to the blacksmith and give him the golem shell. He will give you a list of what he needs to get for work. Well, let's look. In the meantime, go down to the basement and go to the crypt, which you still have not opened. You should already have all three remaining keys. Have you opened it? Go inside, clear the tomb of ghosts and collect trophies. There are already very good boots there. Now you can leave the basement and go up to the throne room. And in the throne room an assassination attempt is being organized on you. Well, death to them. After that, accept those who wish to join the gray guards and finish with the equipment. Amaranthine is waiting for us!

In Amaranthine, give the lucky hoof to Mika, for which you will receive a cash reward. After that, go to the market and tell the great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Great. There, take all the tasks from the Trade Guild board. Go a little north and, going around the house, take a woolen pad from the chest near the locked door. Here is the element for the armor. By the way, Velana brewed the master’s lyrium potion for me, for which I thank her very much. Now let's go to the Crown and Lion Inn. First, go to the end of the inn and talk to Nida. She needs to give her the wedding ring, that her husband died trying to make this world a better place. Then go to the Innkeeper and talk to him about Christophe, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it could be. Examine the map, from which it will become clear that Christophe is in the black swamps. We'll go there, but later. Take the trophies from the chests and go talk to the innkeeper. Convince him that he needs to pretend to trust the smugglers. The task will end here, since now there is simply no one to help you. Well, the passage of Dragon Age: Origins - Awakening will not be poorer for this.

Now let's go to church. If not to pray, then for a bunch of tasks. Take everything from the notice board, and also take the flower pot. Now talk to Wynn, an old friend. Agree to complete her task, you are an old friend after all. Then dive into the church. There, collect all the trophies, examine everything you can, and talk to the templar. Then go up to the girl and take on the quest to find her missing husband. Now move to the inn, where you will find a piece of note to the right of the counter. It mentions footbridges high above the city. Okay, we'll get there too. But first, go beyond the city walls and destroy all the robbers. As you return, look for the second house to the right of the path and in the compacted earth you will find the treasure you were looking for. This is a pathetic ring, but the task will be completed and you can breathe a sigh of relief about this. Next, run around the city, finding three maleficars, kill them. After this, you will receive a quest to kill their leader, who stands in the corner of the shopping area. After his death we go to the preacher for a reward. Did you take it? Well, of course, you shouldn’t leave it, it’s not for nothing that in Dragon Age: Origins - Awakening the passage is always trying to lure money out of us. Now go to the gate where the constable is standing, and go into the left door if you stand with your back to the city. Here you will immediately see a chest with a first aid kit, and a little further - a new piece of note. Now go outside the city, to the very exit from the area. On the left is the house in which the hanged husband is located. May his ashes rest... Let's go to Alma and tell her everything. Now we have completed all the quests in the city and will go for a walk in the Vending Forest.

In the Forest we need to find nine pieces of silk that are needed for the quest, eight statues and five pieces of Sylvan bark. So run around the map, searching corpses, describing statues and killing sylvans. It is impossible to give a clear location. When you do all this, you will definitely find the corpse of a scientist, from which you need to take a stone and a diary. Next, run to the circle of stones, into which you need to put the missing stone. After that, walk around the circle, pressing all the stones. This will yield a chest that will appear with a necklace inside. True, the necklace is weak, so you don’t have to try too hard. Then, in the same part of the map, go south and talk to Ines. She will ask you to bring her the seeds of one plant, northern thorn. And after that she will go with you to the council of magicians. Well, it must be so. You can find it north of Ines, to the right of the mine. Take the seeds and return to Ines. She will thank you, give you a reward and go on her way.

Now we can return to Amaranthine and turn in all the tasks. Passed it? Go to Gunsmith Glassrick and buy pure iron from him. You can now return home to the Vigil Tower. Talk to Waldrick there, give him the granite samples and select the soldiers. He will be glad and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will be crooked, but the armor will turn out to be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening... Now it’s time for us to go to the black swamps... You are greeted by carrion eaters in the video. You will have to deal with them as soon as you walk a couple of steps forward. Well, let's do that. Now collect the trophies and follow the path. At the first fork, destroy the next batch of wolves, take the love letter from the destroyed house in the “branch” of the path in the south and move straight north from the fork. After walking a little along the path you will come across a dragon bone. Guess why you need it? Correctly, to insert into the skull lying nearby. Go a little forward to the gap in the veil and examine the veil. You won't be able to pass here, so turn around and go to the fork, from which you will go northeast, to the ruined house and further, to the gates of the ruined city. Here you will encounter pestilence werewolves for the first time, but they are frail opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search Mabari’s corpse, from which we will get the veins we need. Also, slightly to the right, there is a chest, an old letter and a pack of werewolves who behave extremely aggressively. Destroy them and go further east to pick up the city archives. You can now exit through the northern gate. There will be a rift in the veil again, giving you a new task. At the fork, go north again, where you will find the third puzzle and some werewolves. And Christophe’s temporary shelter, which is much more interesting. So in Dragon Age: Origins - Awakening the passage is gradually revealed...

Well, let's take it a little further west. In the circle of stones, take the torn out page, kill the next werewolves and, going a little further west, take the dragon bone. Now follow the top edge to the east. Here, at one of the gaps in the veil, you will find a cache left by an unlucky merchant. That's it, his mission is completed, we are moving south, for another dragon bone and a pack of experience from killing the inhabitants of the swamps. When you find the third piece, go east, to Christophe's Body. There you will find the last piece of dragon bone. Then use Christophe's body and you will find yourself surrounded by creatures of Darkness. And someone First will try to throw you into the Shadow. But he will abandon himself too. What a fool...

Then he will refuse to cooperate and will set his charges against us, who can simply be killed. Well, let's act here too, since the passage of Dragon Age: Origins - Awakening allows this. Follow the path to the first skirmish. Here you will see a device for breaking the veil on the right. Use it and one of the gaps will close. I think it’s clear what they want from us. Then we go along the top edge of the map to the west. Next to the runic circle you will find another device. Destroy the demons of desire and close the device. Then go to the runic circle and start lighting the stones. They are very easy to light, so they are not worth describing. Once lit, you will be attacked by demons of wrath that will appear one by one. After the death of the latter, a stand for runes will appear, which must be activated in order to influence the real world. Continue further west, still keeping to the edge of the passage. In the corner you will come across the last device that needs to be extinguished. Put it out? Go ahead...

And then it's to the south. When you reach the close entrance to the village, save. Then go around it along the one road available to you, killing everything and everyone along the way. There will be another permanent addition to the pier. But further, in front of the entrance to the crypt, you will meet a girl who comes to visit the ashes of her father. But again “someone” is coming, and she hides in horror in the crypt. You will deal with these “someones”. Then - dive into the same crypt. There, run along the road until the first fork. A restless soul will be waiting for you there. She will run along the corridor to the west, and you run after her. It turns out she set a trap for you. Intimidate the demon and head south from the fork

There monsters will be waiting for you and a transition to a new area. That's where we need to go. Come in with confidence. Run around the village, collecting new permanent additions, and come to the center, to the Spirit of Justice. Talk to him and break into the evil baroness. Oops, surprise, the passage in Dragon Age: Origins - Awakening throws up a lot. Our old acquaintance has already agreed with her. So you'll have to kill him first. And kill, since he is constantly distracted by your random allies. It's quite easy to do. Now he is a corpse and the Baroness takes his power, and you find yourself in the real world. And the same Spirit of Justice joins you, only in a human body. Recruit the squad, taking into account the impossibility of throwing the Spirit out of it. After this, quickly run, destroying the shadow portals. After all the portals are destroyed, we run to the estate. There you will have to kill the demon that was in the Baroness, which is not difficult to do. After that, go west, open the previously closed gate and search all the boxes, including the dragon bone. You will also find there a sword that one lord needed. Great, now let's move on to the dragon's head. When the last bone falls into place, you will see a flash of something that turns out to be a spectral dragon. Go upstairs and kill him. Moreover, when he jumps into the circle, do not let the lights reach him, as he will be treated. It’s better to let the magicians use all possible whirlwinds (fire, ice, death cloud, but not electric, I think you know why). And let all companions drink potions with resistance to electricity. But killing him is not difficult, it’s just long and tedious, which is not typical for completing Awakening. After that, take the bones and trophies and go... to the place of Christophe's death. There you will find the fifth riddle. Then run to the circle of stones and pick up the sixth riddle. And from there - run to the right on the map, to the pond, which is the third from the left. There you will find a bottle with a ring and a note, which will complete your quest.

Head to Amaranthine. There, go to the inn and pick up the oil in the room on the right. And then - to the Tower of Vigil. Give the sword to the blacksmith for execution, collect all the necessary components and enjoy carrying the best weapons in the game. Yes, just don’t roll your lip too much. After the game ends, it will be stolen. And you will not be able to complete the passage of Dragon Age: Origins - Awakening so that it remains with you. But for now it belongs to you, so use it. Then, if you have completed everything else, talk to your Seneschal and go to war. And so you, at the head of a tiny detachment, set off to exterminate the creatures of darkness. Doesn't remind you of anything? And I have good associations with the original game...

Come to the city and kill those nearby. Then they will bring you news that Mother will soon storm the Tower of Vigil. And your choice is where to go and what to protect. I chose to burn Amaranthine and move to defend my tower. Perhaps the hardest choice throughout the entire passage of Dragon Age: Origins - Awakening...

And then there was the defense of the tower. Lots of fighting and not much to tell. Four stages of defense, all related to killing enemies - that's it. Varel fell, and it was a great loss. But after the enemies retreated from the walls of the fortress, I decided to follow them to kill the queen. Leave the area and go to the Mother's lair. There you have to move in a straight line, killing the creatures of darkness. At the end of the location you will see a high dragon, which you also have to kill. When everyone is dead, go inside. As soon as you enter, your sorceress's sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While there is only one road, go forward, destroying opponents and collecting crystals. Under the spiral staircase, insert four crystals into the cells, which will activate the artifact. Go further and you will have a conversation with the Architect. It's up to you to choose whether to listen to him or not. This decision will have an impact on the ending of the game. I still left him alive. Then he activated the second tower. Are you collecting crystals? When all three artifacts are activated, dive into the Nest.

And in the nest everything is quite simple - talk to the Mother and kill her. Killing her takes a long time, but is simple. It is better to immediately throw three fighters at the tentacles, and with one, the strongest, chop down the Mother herself. This way you will maintain balance and give the hero an interesting achievement. And with the death of the Mother, the game will end... You will read a lot of interesting things about future events, but... You can read them yourself. I bow out for this, the walkthrough of Dragon Age: Origins - Awakening is complete!

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I found how to solve the problem with suddenly becoming “unauthorized” addons, I found it at the office. forum. This is because the game lost its registration code. Go to the game folder on your hard drive, look for the bin_ship folder. There we run the file DAOriginsConfig.exe. Or, if you have this shortcut, in the game menu. In the left column we look at the Game. Now, in the Game - on the right, the last bottom line is Product Keys. There is most likely nothing there, and that’s the problem. Go to the DVD with the game and look for DragonAge_code.exe in the DATA folder. Click and enter the game code, not the addon. After that, when we go to the Main Menu of the game, log in, - lower left corner, after, on the right - Player Profile, - Network Profile, go to your account for a minute, do nothing, “it’s on its own.” After this minute, we close everything and go play, the addon is already authorized.
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P.S. : on some "pirates" after installation
Dragon Age: Origins Awakening
All additional content from the original game disappears without a trace, so before installing Dragon Age: Origins Awakening, copy the old files, those who are not “in the tank” will understand what I mean.... ;)

So, you have an entire fortress at your disposal, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don’t want to load up your backpack with. All your comrades will be here in the Throne Room. The mage ambassador Sera, in addition to selling recipes for runes and the runes themselves, can enchant your weapons and armor if you need it.

Check back here often. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, this is where from time to time your companions will feel the need to talk to you (this happens after you have achieved a certain influence with them or after completing their personal quests).

Story quests

Speak with Seneschal Varel, Captain Garevel and Lady Wolsey, who will inform you of the situation in Amaranthine. Talking to them will give you three main missions of the game: “Last of the Legion”, “The Righteous Path”, “Shadows of the Black Swamps”.

Non-plot quests

The soldier guarding the entrance to the castle will tell you that the Gray Guardians captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is kept in the castle casemate until you, as the Commander and the current arl of Amaranthine, decide what to do with him.

Go to the dungeon and talk to the guard. He knows nothing about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Arl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but already changed his mind on the spot and only wanted to take something what of memorabilia, since he had nothing left related to his family. At the end of the conversation, a seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning, making him a recruit of the Gray Wardens. In this case, the seneschal will perform the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades. Nathaniel is a rogue archer, an analogue of Leliana. He can be very useful if your PC is not a robber, managing castles and traps and scouting the area.

If you return to the Throne Room a little later than your first appearance, you can ask Mistress Wolsey if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade ties with the Vigil Fortress.

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

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

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

This quest appears when you take the oath of allegiance from the Banns of Amaranthine if you speak to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you have to choose which one is a priority. (As a third option, you can choose to guard trade routes.) Lord Eddelbrek, a large landowner, will advise you to protect the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than ordinary peasants. Of course, they have their own interests in advising this way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it.

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

If you choose to protect merchants, the merchant in Uriah Fortress will offer you a wider range of goods.

If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them.

If you choose to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down when there is a possibility of rebellion.

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

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

Talk to the seneschal and you will have several options to resolve the situation. You can do nothing and wait for word from Ser Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the plot from Anders). You can invite family members of the surrounding nobility to “stay” in the castle, who will act as hostages if necessary. The seneschal will not greatly approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the subtle matter of intelligence. And finally, the seneschal will mention a certain “Dark Wolf”, whom you can hire to extract information. If you decide to look for him, then in Amaranthine they will give you a note inviting you to a meeting. The Dark Wolf (or whoever pretends to be him... you know this if you completed a certain quest line in the Beginning) will get you the information you need, but first demand 50 gold as payment. If you do not have the required amount on hand, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are gathering, after which all you have to do is go there and kill them. If you want, you can kill him after he gives you the information.

Note: You can receive a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.

Note2: in order for the Dark Wolf to receive the information you need, you need to move away from the streets of Amaranthine (the entrance and exit to any building is quite suitable).

One of the possible options for developing the Web of Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted peasant uprising, several banns led by Esmerel will be waiting for you in the throne room.

Seneschal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The Banns are not very strong (and besides, your comrades will be with you), but they will have an orange boss with them - the assassin of the Antivsky Ravens. After the battle is over, exit the throne room so that everything in it returns to its place.

Note: This quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.

Completing this quest will also end the Web of Conspiracy quest.

This quest will appear to you after you complete one of the story quests. The sentry at the gate will tell you that the seneschal was looking for you. Go to the throne room.

As Earl of Amaranthine, you will have to make decisions to punish your offending vassals. You can also completely refuse to understand matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

In total you will have to deal with three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The theft of crown property carries the death penalty, although if the grain belonged to someone else, he might get off with the rod. You can execute him, have him flogged, or have him join the army, which will allow him to feed his family. Executing Alec (shorter - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.


The second case concerns a case of desertion. A soldier named Danella left her post because her family was threatened by the Spawn of Darkness. You can execute Danella, since even in peaceful days desertion always meant the death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, this will worsen your reputation in the eyes of the peasants.

If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or did not hire him at all), then you will have to deal with the case of Ser Temmerly, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen running from the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely while the investigation continues.

Note: Ser Temmerley's case replaces Danella's case.

The latest case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Tairn Loghain in the past. Besides the obvious options of siding with Lisa or Derren, you can take the land for yourself (this will net you 100 gold) or give it to Lisa, but cast Persuasion on Ser Derren, promising him appropriate compensation.

These events will happen after you complete two of the main quests. Upon returning to the Vigil Fortress, you will see a crowd of angry, hungry peasants who demand that the fortress's storerooms with food supplies be opened to them.

In other cases, you will have to fight them.

Waldrik Glavonak, a gnome builder, will approach you with a request for additional resources to upgrade the fortress. You can tell him to make do with the amount that has already been given to him, but if you want to improve your castle with the latest word in Dwarven technology, then promise him 80 gold (or pay it right away if you have it).

Note: Your decision to spend more on your fortress can affect certain events at the end of the game.

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

Whether you reinforce the walls with granite or not can affect certain events at the end of the game.

Herren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make suitable equipment for your soldiers.

In total you can find three deposits:

Veridium deposits are located in the dungeon of your own fortress, where you will go during the quest “What Lies in the Abyss.”

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

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

Talk to Sergeant Maverlyce. She will express suspicions to you that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Paths. The sergeant also suspects that the explosions caused by the gnome Dvorvik caused several collapses in the dungeon, and now there are Fiends there, cut off from the surface.

Tell her to order the rubble to be cleared and go inside the dungeons.

In a small room marked on the map as “Prisoner's Notes”, several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then the torch on the wall, and the secret wall will move to the side, revealing a chest with good loot, including a ring that gives + 4 to physique.

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

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

If you don't have a robber with you or his lockpicking skill is not high enough to open the door, that's okay. A little later, after clearing the second rubble, you will find the key.

In the northernmost part of the dungeon you will find Adria, the undead and a deposit of veridium, which you can report to Herren. You will also find that due to another blockage you cannot move forward. Sergeant Maverlis will promise to inform you immediately when the rubble is cleared.

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

So, you find yourself on the Deep Paths, so it is not surprising that you will meet with a variety of Creatures of Darkness. There are also undead here and there, but you won't find anything too serious until you meet the orange ghost boss - the Dark Ghost.

Dark Wraith can deal a lot of damage with electricity, which, if you remember, drains mana and stamina. After a while, when his health is reduced by about 25%, he will call on several skeletons to help. When you have dealt with everyone and reduced the Phantom's lives to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either.

Activate the device from which the ghost-holding beam emanates. This will free him and give you the sub-quest "The Revenge of the Phantom", but it is not necessary to complete this quest.

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

After defeating the possessed ogre, Sergeant Maverlis and Waldrik will appear. Waldrik will put in place defense mechanisms that will keep Vigil Fortress safe from attack from below for at least another ten years.

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

This quest is closely related to the quest “What Lies in the Abyss”. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adria. You can simply examine the dog and take the note, or use the Survival skill and calm the animal down first (for this you will receive +2 respect points with Nathaniel). Apparently, Adria fled to the basement to escape the Spawn of Darkness. Nathaniel will be very excited by this note, since, according to him, Adria was like a mother to him.

You will find Adria in the northernmost part of the dungeon. Unfortunately, she has already turned into a goul and will attack you as soon as she notices you. Her death will complete this quest.

From Adria's body you can remove a wonderful ring for a magician - the Ring of Mastery - which gives + 10 to the power of magic.

In the room north of the entrance to the Deep Roads you will find the Temple of Cort. If you touch the altar, you will have a choice of what to do with it.

If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, you will receive a good two-handed ax “Fury” as a reward. If you place Corrupt Iron on the altar, which can be found a little further along the Paths, it will desecrate the altar and destroy it. You won't get anything.

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

This quest appears to you after freeing the Dark Wraith from his light prison in the Deep Roads. Once you defeat him as an Ogre Commander, the ghost will disappear. He will retreat to the Avvar crypt, which you probably already noticed during your clearing of the Vigil Fortress dungeons.

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

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

You will receive this quest from Dvorkin Glavonak after completing one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest you just need to give him 2 portions of lyrium sand. Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in the Vending Forest.


Letters to the Guardian-Commander:

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

One of your vassals, Lord Bensley, has had his daughter, Lady Eileen, kidnapped by bandits and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl will not be harmed in this case.

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

The widow living in the Turnoble estate asks you to protect her from the Spawn of Darkness. Unfortunately, there appears to be no way to do this - even if you go to the indicated location immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. All you have to do is kill the Spawns of Darkness who have seized the estate, and your quest will be completed. From the body of the widow Turnoble, among other things, you can remove 13 gold and a diamond, and on the body of the templar, not far from the exit, there is part of the Stormrunner set.

This quest will appear some time after completing the two previous quests - “Ransom for the Daughter” and “In the Far Side”.

This letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amaranthine. People were saved, but goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.

Note: Apparently, this product is only good for selling - but, on the other hand, each batch costs two gold pieces, and there are more than a dozen of them.


Master's work:

Wade still dreams of working with the exotic materials you might find on your travels. This quest includes three small subquests - based on the amount of exotic raw materials that you will discover during the three main missions:

If you bring Wade the Ancient Dragon Bone found in the Black Swamp Queen's Lair, he will give you a list of the ingredients needed to craft it into the weapon of your choice - a one-handed sword or a two-handed sword.

Ingredients:

Ancient dragon bone.

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

Diamond (can be found - for example, on the Deep Paths under the Vigil Tower).

Large Fire Protection Potion (can be purchased from Uriah in the throne room).

Fire rune of the great master.

The Vigil sword will have the same bonuses regardless of whether you choose its two-handed or one-handed version. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of attack, or let him make the choice himself.

Defense Bonuses: +10 Defense, +10% Chance to Evade Attacks.

Attack Bonuses: +15% Critical/Backstab Damage, +3% Critical Strike Chance.

Ease of hit bonuses: +50 stamina, +0.5 stamina recovery in battle.

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

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

Mobility: +6 attack, +5 cold damage.

Strength: +1.5% armor penetration, +5 fire damage.


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

Ingredients:

Inferno Golem Armor

Master Lyrium Potion (I personally didn’t come across it as a drop from monsters or traders, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Tower - where you will come for the final battle for the quest “The Ghost’s Revenge”).

Pure Iron (sold in Amaranthine from the gunsmith Glassrick).

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

Bloody Lotus - can be found almost everywhere, including the vicinity of the Vigil Tower (when you arrive there at the very beginning of the game) and the Vending Forest.

Golem Armor is a massive suit of armor with excellent increases in Strength, Constitution, Fire Resistance, and Physical Resistance.

If you bring Wade a piece of wood from the Elder Sylvan, who is located in the Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:

Wood of the Elder.

Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine).

Oil (in the kitchen of the Lion and Crown tavern in Amaranthine).

Veins (found on dead mabari in the Black Swamps).

Rune of the Great Lightning Master (you can make it yourself).

After completing the quests “Heart of the Forest”, “The Power of the Golem” and “Bone at Work”, the quest “The Master’s Work” will be considered completed.

The characteristics in the add-on have not changed, so let's move straight to the skills. Here we have three new branches at once, one craft and two combat. The requirements for all three are the same: twentieth, twenty-second, twenty-fourth and twenty-sixth levels.

In addition, items equipped with rune sockets are much more common. Now, in order to fill them, you don’t have to rummage through the belongings of all the merchants you meet for powerful stones. This branch allows you to improve runes. To create an improved version of a stone, you most often need two of the same ones, but at a lower level. Starting from the fourth level you will also need a special reagent. Recipes can be either purchased (usually from specialized merchants) or found.

It is important: In the game, not only the maximum level of heroes has increased (from twenty-fifth to thirty-fifth), but also the levels of things. Equipment can now be of nine tiers (instead of seven), and runes can be of seven tiers (instead of five).

Making runes is quite an expensive business. For example, to obtain a capacity rune (increases willpower) of the maximum level, you will need about thirty-five gold! On the other hand, by the end of the game this amount no longer seems exorbitant.

Unpretentiously increases the number of your health points by twenty-five units per level. Now you don’t have to think about who to make your “tank” - an herbalist or a survival specialist. It is recommended to develop the main combat characters, and leave the craft lines to those who sit in the castle. Let them at least do something there, lazy people!

Skills

All class and weapon groups have acquired new skill lines. Let's start with the first ones. First comes the name of the group, then the name of the first skill in the line, then the rank requirements and a description of all the skills in the line.

Robber

Heart Hunter

Requirements
Rank 1 2 3 4
Level 20 22 24 26
Dexterity 36 40 46 52

- if the target (elite rank or lower) is near death, then the technique destroys it. Otherwise it deals a critical hit. It is rarely useful, because if you have already removed most of your health, you can finish it off without it.

Next rank - ghost— makes the robber immune to all physical attacks for a short time. More than once it will help you escape from the environment.

Next they go weak spots- a very interesting supported skill. After you hit the enemy, for some time All attacks against it will be intensified. It helps a lot in battles with thick, weighty opponents.

And finally, hesitation: All enemies in a large radius are stabbed in the back in turn. The skill itself is very strong, and in combination with others (for example, with the previous one) it is generally deadly.

— There was a cat in my tower named Fluffy. Well, he wasn't exactly mine, but we became attached to each other. And then one day a demon of rage possessed him... Before he was destroyed, Fluffy managed to kill three templars. I was so proud of him!


Eternal child. He escaped from his circle seven times and was caught six times. We can prevent the seventh, with the king's blessing.

Anders is a very cheerful and cheerful magician. He perceives everything that happens as a game, constantly jokes and teases everyone. It's interesting to travel with him. At the same time, he hates the church and its foundations, without hiding it at all. If he gets the chance to destroy the templar, he will do it. And probably in a humorous manner.

It is all the more surprising that he is a healer. And a little more of a battle mage.

From gifts he likes exquisite things (he is hungry, apparently) and, as he himself admits to you, cats. And, of course, all kinds of accessories for them.

The personal quest takes place in Amaranthine. There you will meet an old friend of Anders, who will point to the basement with the magician's medallion. The basement is just south of the shopping arcades.

Warrior

Second wind

Restores a good portion of your stamina bar at once. Nothing to add.

Knocks down regular enemies in their place, deals double critical damage to elites and single bosses. Helps out when you urgently need to kill some wolf that has bared its teeth at the magician.

Heard within a large radius from the warrior, it insults opponents with the best feelings and forces them to switch to foul language. A strong word will more than once pull out the most hopeless battle.

Fully lives up to its name. All enemies of a lower level than the warrior die immediately, the elite receive critical damage, and bosses receive normal damage. And all this within a decent radius! It greatly speeds up the exploration of all kinds of dungeons.

Mage

Shadow Shield

Requirements
Rank 1 2 3 4
Level 20 22 25 28
Magic 40 44 52 61

Strengthens your magic shield, increasing your chances of dodging attacks or deflecting spells. If the shield is inactive, then the chances remain, but are scanty. Moderately useful.

Requires a lot of mana to support, and in return increases damage from all elements. It also affects the attack with the staff, so it’s useful.

Gives serious benefits to magic, willpower and mana restoration. It will be useful to everyone without exception.

For an immodest fee in mana, it resets the cooldown of all spells. With a proper supply of this same mana, it allows you to do terrible things.

Repulsion field

Requirements
Rank 1 2 3 4
Level 29 22 14 16
Magic 43 49 55 58

Knocks back nearby enemies if they fail a Physical Resistance check. Each pushback consumes mana. You won’t be able to run around all the time with the field turned on, but escaping from the environment is easy!

Sprays life-giving energy around the mage, reducing the fatigue of allies, but consuming the mana of the mage himself. If you decide to use it, turn it on only for a short period of active action.

Once every few seconds it attacks enemies within a decent radius with spirit magic and - of course! - eats up your mana. But mana is consumed not for the total damage, but for the fact of launching the wave. So, if you find yourself in a crowd of adversaries, you can safely turn it on.

It pulsates in the same way as a magic field. Each charge dispels enemy magic. And here you are already paying for the fact of dispelling, and not for launching the wave. But the enemy still spends more mana to apply these effects, so you can safely use it.

“They... are... lying on the ground like ordinary pants, but only until you turn your back to them.” That's when they... go! And they scratch out your eyes!


Good old Ogren hasn’t changed a bit, he’s still the same drunk and brawler. And his habits are the same: straight as rails. Although his inexperience with life on the surface often plays a cruel joke on him. It seems that only the very lazy do not want to play Ogren. The gnome answers with his characteristic directness: uncomfortable questions and even more uncomfortable answers.

Ogren is still a berserker, specializing in two-handed weapons and well-equipped from the very beginning. As gifts, he prefers strong drinks of all kinds. The personal task is connected with the gnome’s family life, which never worked out.

A weapon in every hand

Double punch

Requirements
Rank 1 2 3 4
Level 20
Combat training First rank Second rank Third rank Fourth rank
Dexterity 34 40 46 50

Two critical hits in a row. Simple and effective.

Increases the chance of a critical hit and the amount of damage from it. For a snack, it enhances the previous technique.

Reduces the movement and attack speed of all enemies in a large radius. If you hit the enemy with a double blow before this, he will simply fall.

It was named so for a reason. The character begins to thresh the enemy with terrible speed. Each hit reduces your stamina a little. The streak ends in one of the following cases: you run out of stamina, the enemy has escaped, or one of you has died. If you hit the enemy with a double blow before doing this, then each attack becomes critical. And if you kick, you definitely won’t miss. It looks great, of course, but you need to choose your target wisely, otherwise, while you are hitting the enemy, his comrades will finish you off.

Archery

Accuracy

Requirements
Rank 1 2 3 4
Level 20
Combat training First rank Second rank Third rank Fourth rank
Dexterity 34 38 44 52

A supported skill that immediately increases (depending on agility) hit chance, damage, critical hit chance and damage from it. As soon as you take it, turn it on and never turn it off.

Slows down all enemies around the archer (unless they are higher level or elite) and constantly eats up stamina. The usefulness is questionable.

Deals triple critical damage to the target and another half of it (that is, one and a half critical) to others. Excellent reliable skill.

Some time after activation, it affects a large area for a certain period of time - a kind of area spell. There is a minus - there is a long delay, enemies often have time to escape. But the animation is a feast for the eyes.

Nathaniel

“Everyone in the Hou family was a hero!” And for the sins of my father alone, they branded everyone with shame! But he simply chose the wrong side in the war.


The son of the now deceased Earl, whose domain now belongs to the Gray Wardens. Several years ago, Nathaniel was sent to study in the Free March, where he spent all the events of the original game. Therefore, when he arrived, he was indignant for a long time and wondered why everyone hated his father so much. Over time, he will understand why and begin to reproach himself. And finally decides to wash away the stain of shame from the history of the family.

Nathaniel is generally as naive as a baby and will constantly ask your companions about everything in the world and try to give compliments. Even Oghren. With predictable results.

As a fighter, he specializes in bows, but he can also engage in thieves' activities. For gifts, he likes practical things and heirlooms of the Hou family. The personal quest involves a missing sister who turns up in Amaranthine.

Weapon and shield

The juggernaut

Allows the “tank” to literally pierce the enemy formation, pushing aside everyone who is in its path. Each push removes a little stamina. A wonderful skill: we knock down enemies, make them angry, and move easily, and it looks funny.

Significantly reduces incoming damage for a short time (depending on constitution). You can even climb a dragon under it.

Constantly provokes surrounding enemies, eating away stamina. The usefulness is average, because energy is spent on attracting unnecessary enemies.

Makes a character completely invulnerable for half the duration of the shield-shell. That is, when it is activated, we are not afraid of anything at all for the first half of the time, and we live the second half as if under an ordinary shield-shell. With this skill you can even stop an ogre on the run!

Two-handed weapon

Lunging Strike

Deals critical damage to the target and normal damage to its neighbors. In addition, if opponents fail a physical stability check, they will end up on the ground. Medium useful skill.

Makes all the warrior's attacks area-based, although it consumes stamina. A great way to deal with every little thing.

— the warrior takes several steps forward and swings his weapon widely with each step. Helps to reach the enemy's back lines.

— the fighter spins in place and, looking at the enemy’s face, swings his two-handed weapon widely. Each hit eats up stamina. Easily destroys huge crowds of the enemy.

- Wow! I would never have thought that such a healthy tree could grow in a Shemlen settlement.


Elven chauvinist in its purest form. When she decided that people were a threat, she left the clan to destroy them. Several other elves went with her and later died. And Velanna again began to take revenge on people, this time much more successfully.

Velanna has a sister who was stolen by the creatures of darkness and who joined them. The elf has not yet decided how to live with this further.

In conversation, she is harsh and constantly “brings down and curses” people and gnomes. But towards the end he will be re-educated, if, of course, the main character helps.

In battle, she is a subjugator with a dash of battle mage. As for gifts, he loves everything related to nature or elves, as well as everything green. The personal task is related to the story of her departure from the clan.

Specializations

Each class now has two more specializations at its disposal. But only one point was added - at the twenty-second level - so in total we can learn three specializations. However, this is more than enough.

Robber

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 agility, +1 damage per hit

Just adds points to strength and physique.

Makes a robber for a short time invulnerable to damage and knockdown. During this time, you can either escape or provoke a strong enemy to attack.

— instead of health, when struck, stamina is lost. Usefulness is below average. A robber constantly needs stamina.

Strengthens the power of the stone. Now we are also immune to spells. To the friendly ones too! The usefulness is a big question.

Strange line. The first two skills are as good as the last two are bad. The specialization is suitable for any rogue, although melee adepts will benefit from it more.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 agility, +5 attack

— with each blow to the robber, enemies lose interest in him. The skill constantly consumes stamina. Will greatly extend your life in a crowd of opponents.

— the robber distracts the enemy with a non-existent target. Allows you to both escape and stab in the back. Useful, no doubt about it.

— with the ghost type activated, we get big bonuses to damage from backstabs and critical hits. A wonderful addition to an already great skill.

Our ghost suits us in a large radius: opponents will either run away or start attacking the first person who comes to hand. Goes well with invisibility - sneak up on the enemy, release a hallucinogen, throw the bait and run away.

An excellent line that turns the two-bladed robber into a real combine. Add to it a killer and a duelist, and no one will find it enough!

Warrior

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Physical Resilience

- Constantly consumes stamina, but allows you to dodge many physical attacks. Will help in critical situations.

Strengthens the previous ability, adding a chance to avoid spells. In addition, all of the warrior's attacks now ignore armor and deal spirit damage. Allows you to quickly chop up a bunch of armored devourers. Very useful when you encounter armored ogres.

Deals spirit magic damage to all creatures around (depending on willpower). All kinds of ghosts receive significantly more than others. Therefore, it should only be used against shadow creatures.

Strengthens the first skill, increasing the chance to resist a spell, as well as movement and attack speed.

The skill is suitable for everyone, but it will probably be more useful for attacking warriors. You can take two ranks for the sake of damage from spirit magic, or four for the sake of acceleration.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Natural Resistance

Protects one of your allies, absorbing limited damage. Its quantity depends on the physique of the guard. Mages, as well as robbers, will thank you very much!

Increases the armor of the entire squad for a while. The amount of additional armor and duration depend on the guard's physique. Extra armor won't hurt anyone.

Strengthens previous skills.

Pulls enemies that fail a physical resistance check toward the warrior, eating away stamina. They have no choice but to attack this tin can. One of the best skills.

Oddly enough, the specialization is suitable not only for a lover of shields, but also for a fighter with a two-handed weapon. He will be able to cover the healer, strengthen his armor and attract enemies to himself so as not to run away.

- We still have a Dead Legion, and not a Legion of Drinking Songs!


The only survivor of the entire Dead Legion, which was trapped by the creatures of darkness. The poor thing reproaches herself for not dying along with everyone else. And he agrees to live on only for the sake of duty and revenge.

Despite this, she conducts quite lively conversations, even jokes. Prone to self-irony. In combat, she is a dual wielding specialist. For some reason, he loves children's toys and all sorts of interesting things like a spyglass.

Mage

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, +3 mental stability

Chains the magician to one point, which is overgrown with bushes. The bushes hit enemies caught in them with the forces of nature and slow them down. It can be used both as insurance against unexpectedly disrupted opponents, and as a means of attack in a crowd.

They very painfully scratch everyone who got tangled in the bushes from the previous skill, and scatter those who did not pass the physical stability check.

Allows you to receive mana for damage caused by skills of this line. And if the enemy carelessly dies in the bushes, the magician will absorb the remnants of his life and begin to quickly regenerate.

Deals massive physical damage and temporarily immobilizes those who fail a physical resistance check.

Despite the serious disadvantage of immobilization, this line is very strong both defensively and offensively. Unity is quickly restored, so running across the bushes is easy.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, slow health recovery in battle

Every few seconds, deals spirit damage to enemies in a large radius and transfers it to your health, consuming mana. Vampire treatment by area - what more could you ask for?

Freezes all enemies within a reasonable radius that fail a Physical Resilience check. Otherwise it will just slow down. Everyone without exception will receive cold damage. A kind of overgrown cone of cold that does not hit allies. That is simply great!

He gets a little every time he hits him in the head. On the one hand, it’s not appropriate to hit a magician over the head. On the other hand, this entire line is still designed for close contact with the enemy. So we take it without hesitation.

Deals damage to everyone around with various elements in turn. Each blow costs mana, so only use it when there are large crowds of people.

Effective development

Taking into account the latest changes, several super-effective classes have appeared in the game that will easily pass any test. Let's look at several schemes of twenty-eight points - this is how much you will have at the end of the game, if you did not export the character, or, otherwise, in the middle.

"Tank"

Vityaz – 4 points

Guard - 4 points

Spirit Warrior - 1 point

Unrelenting Force - 4 points

Second wind - 3 points

Bogatyr - 4 points

Shield block - 4 points

Shield defense - 4 points

Of the characteristics, we need 26 units of agility, the rest goes with strength in approximately equal shares. The main task of the “tank” is to choose the right targets and spend stamina as efficiently as possible.

Fighter

Two-handed weapon group - 16 points

Second wind - 4 points

Spirit Warrior - 4 points

Guard - 4 points

The characteristics are approximately the following: strength, agility and physique in a ratio of 2:1:1. You need so much dexterity because you will come across many evasive enemies who will gnaw you off before you hit them. And we gain health through skills. Tactics depend on the enemy - either break into the crowd and use area skills, or use small combinations on singles.

Justice

- I was not born. I have always been.


A unique case is a spirit that has entered the body of a mortal against its will. And the corpse did not become possessed by the dead, but completely came to life. Apparently, because Justice is not a demon, but a good spirit, not subject to its passions.

At first he is very cautious about the world, but then, as in the old joke, he gets involved and begins to learn. He is interested in many things, but he himself can tell something. When will you finally have the opportunity to talk to a spirit without fear? In conversations, by the way, he reads morals to all your comrades, and they each react in their own manner...

In battle, he is a typical “tank”. He loves gifts that are connected with the former owner of his body and with the Shadow. A personal quest concerns the wife of a deceased guard. You can find her in the Church of Amaranthine.

Dual Blade Rogue

Dirty fight - 2 points

Low blow - 4 points

Heart Hunter - 4 points

Killer - 4 points

Ghost - 4 points

Legionnaire Scout - 2 points

Double strike - 4 points

Weapon proficiency in each hand - 3 points

Two-handed swing with weapon - 1 point

We will need dexterity, cunning and strength. Strength is somewhere around 40-42, agility and cunning, on which the skills are based, is 2:1. In battle, our task is to effectively spend a small amount of stamina (don’t forget to stock up on bottles in case of emergency!) and not die, because if we hesitate, they will cut us instantly!

Battle Mage

Battle Mage - 4 points

Guardian - 4 points

Warrior Mage - 4 points

Mana Drain - 4 points

Damage to vulnerability - 4 points

Shadow Shield - 4 points

Magic arrow - 2 points

Flameburst or Frostbite - 2 points

We invest in magic, willpower and agility something like this: 6:3:1. Dexterity, like a fighter, is needed to hit enemies. Yes, and we fight in a similar way: we rush into the crowd with area spells at the ready, or we curse a single target and beat it for a long time, with force.

Walkthrough of the main story

Vigil Tower

It all starts with long battles: the creatures of darkness invaded the base of the gray guards. After the end of the battles, it’s time to explore your possessions, get to know the inhabitants and collect tasks. As soon as you deal with small and not very important matters in the fortress, go to the city.

Amaranthine

In the city, you will first need to find a representative of the trade guild not far from the merchants, two hunters at the entrance and an innkeeper in the inn itself. From them you will receive story missions: into the forest, underground and into the swamps, respectively. In addition to them, there are many additional tasks in the city.

Forest Vending

These are the tracks that the survivor is following.

These animated trees are good opponents after all! Comfortable.

Trade caravans disappear here. During the investigation, it turns out that it is not the robbers who are to blame, but the elf. But before calling her to battle, you need to find a bleeding surviving soldier, who lies across the hill with the elf town from the entrance to the location. He will reveal the whole truth to you. After this, you can add the elf to your squad and go to the mines...

On a note: Bring a lockpicking expert with you. You will not be able to change the group, nor will you be able to return to the mines.

After fighting through the Architect's lair, get out.

Black swamps

There was once a settlement here, but it mysteriously disappeared. You need to find your colleague - Christophe. To do this, go to the opposite end of the swamps. There is only one road there, so don't get lost. Along the way, you will be able to get acquainted with the cute local fauna...

After you find the gray guard, you will need to get to the Baroness. She lives in the city. To get to her, you need to talk to the leader of the angry crowd - Justice. After this the battle will begin.

Returning to Christophe's body, meet your new comrade and go close the portals, after which you go to the castle where you previously fought with the baroness. Survive one more battle and you can return.

Thicket Hills

A very mysterious place. A corpse, two executioners, a note, and that's it. What is it for?

The fastest form of transport in Ferelden. Uncooperative, really.

Going down, you will meet your last companion. With the glorious gnome, boldly dive underground and cut through the creatures of darkness.

On a note: when you are asked to find the secret passage, look at the wall on the left when facing the main staircase.

After some time, you will reach a huge golem with a magician, and then the queens. To kill them, you must first destroy the tentacles and then cut the chains holding the chandelier. Repeat until the chandelier falls off. That's it, you can go back.

War

Now you need to prepare for war. Choose your companions and run to the city. In Amaranthine they will tell you that troops are heading to the Vigil Tower. What to protect, choose for yourself.

After defense, you will be transported to the lair of the Mother - a huge intelligent womb. It's not that easy to get to. Already at the end of the upper level you will meet a dragon.

If you want to make the final battle easier for yourself, carefully look for the crystals and use them to activate the Tevinter Towers. Each of them has its own effect (fire attack, paralysis of enemies, healing), which can be used once in a battle with the Mother. You will get another effect, if you want, from the Architect. With such help, destroying Mother will not be difficult.

Good day, dear players!

This post contains walkthroughs of all quests related to or originating from the Tower of Vigil.

Naturally, the post contains plot spoilers, so if you want to enjoy the passage of the addon, so to speak, in its original form, without hints, then it is better not to open spoilers. Well, if you need help getting through a difficult moment or need information on some quest, then this post is especially for you.

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

VIGIL’S KEEP/VIgil TOWER - ARRIVAL

Story quests


Assault on the Vigil Tower

After briefly informing you that the Spawn of Darkness have not retreated to the Deep Roads, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to the Vigil Fortress in Amaranthine. If you recall, this former domain of Earl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.

Accompanied by Mhairi - a warrior with a shield and sword - you arrive at the fortress and immediately notice that something is wrong. A second later, a frightened soldier will fly right at you, pursued by several Spawns of Darkness. After you deal with them, he will tell you that the fortress was captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

After reporting the situation, the soldier will go home - either, on your order, he will go to look for a safe place, or to look for reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion a little better - Mhairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens. Mhairi has not yet undergone the Initiation ritual, but is enthusiastic about the opportunity to be a Gray Warden. Together with Mhairi, you will have to clear the fortress courtyard from the Spawns of Darkness. You'll encounter genlocks, garlocks, screamers, and even one ogre, but none of them are elite, so they're unlikely to pose a problem for you. In some places, surviving soldiers are fighting off the Spawn of Darkness, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant, who, unfortunately, ended up in the fortress at the moment. You will receive nothing but moral satisfaction from saving soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

Scared Trader - Generous Trader

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

As you approach the inner gates of the fortress, you will be greeted with a stunning salute by a Genlock emissary - an ordinary one, though, not an elite one. After dealing with him and the rest of the Fiends in the courtyard, look around just in case to be sure that you didn't miss anything, and go into the building.

After a brief dialogue with Mhairi upon entering the fortress (where you can lose or gain influence with her), you are immediately attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be picked. There is only one thing left for you to do - follow the eastern corridor.

As soon as you take a step through the door into the eastern corridor, you will meet another survivor of the attack - the magician Anders. If you yourself play as a magician (it doesn’t matter whether you are a GG from the Beginning or an Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders openly admits that he is a renegade mage who escaped from the Mage Tower. The Templars caught him and were already on their way back when, to their misfortune, they decided to make a stop at the Tower of Vigil. Not one of them survived the clash with the Spawn of Darkness.

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

To take a magician or not to take - that is the question...

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

The three of you follow the door to the fortress wall. There, a group of Spawn of Darkness awaits you, led by your first elite opponent in the Awakening - a Genlock emissary. If your GG knows how to hide, then he (s) can quietly slip into the ballista and deal an impressive blow to the enemy with it before they notice you. Having defeated the enemy, follow further. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out, it was impossible to open it for a very good reason - behind it was piled an impressive barricade of various pieces of furniture and stones.

The lever behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain gnome very spectacularly blew up a group of the Spawn of Darkness and disappeared. Deal with the few that are left alive and follow the grate to the north.

In the room north of the grate, you'll find Ogren fighting off several Darkspawn, which includes a Genlock Emissary and an Alpha Garlock. After the battle ends, Ogren will join your party. His welcome speech will be slightly different depending on whether your PC is an Origin hero or a Guardian from Orlais, but in any case, his respect for you will shift to Zero, as if he had never seen you before in his life. Alas. Out of sight, out of mind, no less...

So, now you finally have a full-fledged group at your disposal! Move on, dealing with opponents who at times will be elite. On the way, you will come across a wounded man named Rowland. In general, he won't tell you anything new, but depending on how you behave in a conversation with him, you can lower or increase Mhairi's respect. (If you order her to kill Rowland, then, of course, she will not like it, but if you tell him to “Get a grip!”, then her respect for you will increase.)

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

At the end of the battle, Seneschal Varel will thank you for saving him, but his gratitude will be interrupted by the arrival of none other than the monarch of Ferelden in person. If you exported the PC from Origins, it will be the one who became the ruler at the end of the game, and if you play the Guardian from Orlais, then it will always be Alistair. In the subsequent conversation, Ogren will offer himself as a recruit to the Gray Wardens. If you refuse, then you will no longer have the opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you won't see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit for the Gray Wardens.

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

Well, can I have a new magician? He's so funny...

Alistair/Anora will talk to you a little about your immediate task in Amaranthine. The conversation will be slightly different depending on whether your PC knows the ruler personally and how personally, but in any case, after that he/she will depart back to Denerim, wishing you good luck. Now you have to attend the Initiation ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian Commander.

Note: The outcome of the Initiation is predetermined. Regardless of how you acted or what you said earlier, this will not affect the result.

Non-plot quests

First aid for the wounded

At the fortress walls in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the very south-eastern part of the yard.

Note: in the chest not far from the wounded, for which you ran for medicine, there is a helmet from the Stormchaser set.

Survivors of the Vigil Tower

Inside the fortress, find and help several surviving inhabitants escape. You will receive this quest when you come across a man fighting off two Fiends of Darkness a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above).

The second survivor sits in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go into the large hall through the door next to this little room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room you will also find a Genlock Emissary and an Alpha Garlock.)

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

VIGIL TOWER – AFTER THE ATTACK

So, you have an entire fortress at your disposal, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don’t want to load up your backpack with. All your comrades will be here in the Throne Room. The mage ambassador Sera, in addition to selling recipes for runes and the runes themselves, can enchant your weapons and armor if you need it.

Check back here often. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, this is where from time to time your companions will feel the need to talk to you (this happens after you have achieved a certain influence with them or after completing their personal quests).

Story quests

Awakening

Speak with Seneschal Varel, Captain Garevel and Lady Wolsey, who will inform you of the situation in Amaranthine. Talking to them will give you three main missions of the game: Last of the Legion, The Righteous Path, Shadows of the Black Swamps.

Non-plot quests

Who is this sitting here with us?

The soldier guarding the entrance to the castle will tell you that the Gray Guardians captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is kept in the castle casemate until you, as the Commander and the current Earl of Amaranthine, decide what to do with him.

Go to the dungeon and talk to the guard. He knows nothing about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Arl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but already changed his mind on the spot and only wanted to take something what of memorabilia, since he had nothing left related to his family. At the end of the conversation, a seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning, making him a recruit of the Gray Wardens. In this case, the seneschal will perform the ritual of Initiation and Nathaniel - without much joy, I must admit - will join the ranks of your comrades. Nathaniel is a rogue archer, an analogue of Leliana. He can be very useful if your PC is not a robber, managing castles and traps and scouting the area.

Trade must go on

If you return to the Throne Room a little later than your first appearance, you can ask Mistress Wolsey if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade ties with the Vigil Fortress.

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

Oath of allegiance

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

“Greetings to all the honest and not so honest company” (c)

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

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

Defense of the Lands

This quest appears when you take the oath of allegiance from the Banns of Amaranthine if you speak to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you have to choose which one is a priority. (As a third option, you can choose to guard trade routes.) Lord Eddelbrek, a large landowner, will advise you to protect the villages. If you talk to Ban Esmerel, she will try to convince you that the city, as the center of Amaranthine, needs protection more than ordinary peasants. Of course, they have their own interests in advising this way - Bann Esmerel lives in the city, and Lord Eddelbrek owns the land around it.

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

If you choose to protect merchants, the merchant in Uriah Fortress will offer you a wider range of goods.

If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them.

If you choose to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down when there is a possibility of rebellion.

Web of Conspiracy

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

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

Talk to the seneschal and you will have several options to resolve the situation. You can do nothing and wait for word from Ser Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the plot from Anders). You can invite family members of the surrounding nobility to “stay” in the castle, who will act as hostages if necessary. The seneschal will not greatly approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the subtle matter of intelligence. And finally, the seneschal will mention a certain “Black Wolf”, whom you can hire to extract information. If you decide to look for him, then in Amaranthine they will give you a note inviting you to a meeting. The Black Wolf (or whoever pretends to be him... you know this if you completed a certain quest line in the Beginning) will get you the information you need, but first demand 50 gold as payment. If you do not have the required amount on hand, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are gathering, after which all you have to do is go there and kill them. If you want, you can kill him after he gives you the information.

Note: You can receive a note from the Black Wolf even if you decide not to use his services in a conversation with the seneschal.

Note2: in order for the Black Wolf to receive the information you need, you need to move away from the streets of Amaranthine (the entrance and exit to any building is quite suitable).

And you, Esmerel?

One of the possible options for developing the Web of Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted peasant uprising, several banns led by Esmerel will be waiting for you in the throne room.

Seneschal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The Banns are not very strong (and besides, your comrades will be with you), but they will have an orange boss with them - the assassin of the Antivsky Ravens. After the battle is over, exit the throne room so that everything in it returns to its place.

Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.

Completing this quest will also end the Web of Conspiracy quest.

This quest will appear to you after you complete one of the story quests. The sentry at the gate will tell you that the seneschal was looking for you. Go to the throne room.

As Earl of Amaranthine, you will have to make decisions to punish your offending vassals. You can also completely refuse to understand matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

In total you will have to deal with three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The theft of crown property carries the death penalty, although if the grain belonged to someone else, he might get off with the rod. You can execute him, have him flogged, or have him join the army, which will allow him to feed his family. Executing Alec (shorter - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

The second case concerns a case of desertion. A soldier named Danella left her post because her family was threatened by the Spawn of Darkness. You can execute Danella, since even in peaceful days desertion always meant the death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, this will worsen your reputation in the eyes of the peasants.

If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or did not hire him at all), then you will have to deal with the case of Ser Temmerly, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen running from the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely while the investigation continues.

Editor's note: This case supersedes Danella's case.

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

- I'm taller, I should be a model!

And I have a better tan! And the dress is exclusive!

The latest case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Tairn Loghain in the past. Besides the obvious options of siding with Lisa or Derren, you can take the land for yourself (this will net you 100 gold) or give it to Lisa, but cast Persuasion on Ser Derren, promising him appropriate compensation.

Peasants' revolt

These events will happen after you complete two of the main quests. Upon returning to the Vigil Fortress, you will see a crowd of angry, hungry peasants who demand that the fortress's storerooms with food supplies be opened to them.

In other cases, you will have to fight them.

Price issue

Waldrik Glavonak, a gnome builder, will approach you with a request for additional resources to upgrade the fortress. You can tell him to make do with the amount that has already been given to him, but if you want to improve your castle with the latest word in Dwarven technology, then promise him 80 gold (or pay it right away if you have it).

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

Strength test

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

Whether you reinforce the walls with granite or not can affect certain events at the end of the game.

Important element

Herren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make suitable equipment for your soldiers.

In total you can find three deposits:

Veridium deposits are located in the dungeon of your own fortress, where you will go during the quest “What Lies in the Abyss.”

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

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

Invasion from underground

Talk to Sergeant Maverlis. She will express suspicions to you that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Paths. The sergeant also suspects that the explosions caused by the gnome Dvorvik caused several collapses in the dungeon, and now there are Fiends there, cut off from the surface.

Tell her to order the rubble to be cleared and go inside the dungeons.

In a small room marked on the map as “Prisoner's Notes”, several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then the torch on the wall, and the secret wall will move to the side, revealing a chest with good loot, including a ring that gives + 4 to physique.

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

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

If you don't have a robber with you or his lockpicking skill is not high enough to open the door, that's okay. A little later, after clearing the second rubble, you will find the key.

In the northernmost part of the dungeon you will find Adria, the undead and a deposit of veridium, which you can report to Herren. You will also find that due to another blockage you cannot move forward. Sergeant Maverlis will promise to inform you immediately when the rubble is cleared.

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

"You killed a whole bunch of creatures of darkness!

And I can also embroider..."

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

So, you find yourself on the Deep Paths, so it is not surprising that you will meet with a variety of Fiends of Darkness. There are also undead here and there, but you won't find anything too serious until you meet the orange ghost boss - the Dark Ghost.

Dark Wraith can deal a lot of damage with electricity, which, if you remember, drains mana and stamina. After a while, when his health is reduced by about 25%, he will call on several skeletons to help. When you have dealt with everyone and reduced the Phantom's lives to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either.

Activate the device from which the ghost-holding beam emanates. This will free him and give you the sub-quest "The Revenge of the Phantom", but it is not necessary to complete this quest.

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

After defeating the possessed ogre, Sergeant Maverlis and Waldrik will appear. Waldrik will put in place defense mechanisms that will keep Vigil Fortress safe from attack from below for at least another ten years.

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

Adria's fate

This quest is closely related to the quest “What Lies in the Abyss”. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adria. You can simply examine the dog and take the note, or use the Survival skill and calm the animal down first (for this you will receive +2 respect points with Nathaniel). Apparently, Adria fled to the basement to escape the Spawn of Darkness. Nathaniel will be very excited by this note, since, according to him, Adria was like a mother to him.

You will find Adria in the northernmost part of the dungeon. Unfortunately, she has already turned into a goul and will attack you as soon as she notices you. Her death will complete this quest.

From Adria's body you can remove a wonderful ring for a magician - the Ring of Mastery - which gives + 10 to the power of magic.

Temple of Corta

In the room north of the entrance to the Deep Roads you will find the Temple of Cort. If you touch the altar, you will have a choice of what to do with it.

If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, you will receive a good two-handed ax “Fury” as a reward. If you place Corrupt Iron on the altar, which can be found a little further along the Paths, it will desecrate the altar and destroy it. You won't get anything.

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

Ghost's Revenge

This quest appears to you after freeing the Dark Wraith from his light prison in the Deep Roads. Once you defeat him as an Ogre Commander, the ghost will disappear. He will retreat to the Avvar crypt, which you probably already noticed during your clearing of the Vigil Fortress dungeons.

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

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

Letters to the Guardian-Commander:

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

Kidnapped daughter

One of your vassals, Lord Bensley, has had his daughter, Lady Eileen, kidnapped by bandits and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl will not be harmed in this case.

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

Far in the fields

Walkthrough of the addon "Awakening": Tower of Vigil.


Walkthrough of the addon "Awakening": Tower of Vigil.

We always come to the end of the “holiday”...

The widow living in the Turnoble estate asks you to protect her from the Spawn of Darkness. Unfortunately, there appears to be no way to do this - even if you go to the indicated location immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. All you have to do is kill the Spawns of Darkness who have seized the estate, and your quest will be completed. From the body of the widow Turnoble, among other things, you can remove 13 gold and a diamond, and on the body of the templar, not far from the exit, there is part of the Stormrunner set.

Rescue operation

This quest will appear some time after completing the two previous quests - The Kidnapped Daughter and Far in the Fields.

This letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amaranthine. People were saved, but goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.

Note: Apparently this item is only good for selling - but then again, each batch costs two gold pieces, and there are more than a dozen of them.

A Craftsman's WorkWade still dreams of working with the exotic materials you might find on your travels. This quest includes three small subquests - based on the amount of exotic raw materials that you will discover during the three main missions:

Down to the bone

If you bring Wade the Ancient Dragon Bone found in the Black Swamp Queen's Lair, he will give you a list of ingredients needed to turn it into the weapon of your choice - a one-handed or two-handed sword.

Ingredients:

Ancient dragon bone.

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

Diamond (can be found - for example, on the Deep Paths under the Vigil Tower).

Large Fire Protection Potion (can be purchased from Uriah in the throne room).

Fire rune of the great master.

Sword "Vigilance" will have the same bonuses regardless of whether you choose its two-handed or one-handed variant. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of attack, or let him make the choice himself.

Defense Bonuses:+ 10 to defense, + 10% chance of evading attacks.

Attack Bonuses:+ 15% critical/backstab damage, + 3% critical strike chance.

Ease of hit bonuses:+50 stamina, +0.5 stamina recovery in battle.

Wade's pick:+ 3 to all stats.

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

Mobility:+6 attack, +5 cold damage.

Force:+1.5% armor penetration, +5 fire damage.

Golem Power

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

Ingredients:

Underworld Golem Armor

Mester’s lyrium potion (I personally didn’t come across it as a drop from monsters or traders, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle for the quest “The Ghost’s Revenge”).

Pure Iron (sold in Amaranthine from the gunsmith Glassrick).

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

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

Golem Armor– Massive armor with excellent increases in strength, physique, fire resistance and physical resistance.

Heart of the Forest

If you bring Wade a piece of wood from the Elder Sylvan, who is located in the Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:

Wood of the Ancient Sylvan.

Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine).

Oil (in the kitchen of the Crown and Lion tavern in Amaranthine).

Veins (found on dead mabari in the Black Swamps).

Rune of the Great Lightning Master (you can make it yourself).

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

Give me a bomb!

You will receive this quest from Dvorkin Glavonak after completing one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest you just need to give him 2 portions of lyrium sand. Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in the Vending Forest.

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