Dragon age 2 broken mountain. Walkthrough - Act II: Minor quests. Conversation with Anders

This quest is given to you by the Qunari warrior standing at the entrance to the port. He is trying to find out where the patrolmen sent to the Torn Coast have disappeared. You, as an outstanding figure, were suspected of having interrupted them. Go to the location indicated by the Qunari. You will find the Qunari dead, near them there will be a possessed person in the company of ghosts who will attack you. Return to the port and report what you saw to the Qunari. In return you will receive 1 gold and two-handed sword “Binky’s Consolation”.

Honoring the Fallen

Collect all three amulets of the dead hunters when you explore the cave with the warterall for Merril's quest "Reflection in the Mirror", and return them to Guardian Maretari.

Midnight Meeting

This quest will only appear if you killed the templars during the Act 1 story quest “An Act of Mercy.” After receiving the letter, meet with a Templar lieutenant who is trying to find out what happened to his missing brethren. Any dialogue option will lead to a battle, which will end this quest.

A Debt in the Family

(thanks to TiMac for adding)
This quest is given by the templar novice Margit in the Casemates. She complains that Keran's family is deeply in debt to the Tevinter pawnbroker Senestra the Snake and asks you to convince her to forgive the debts.
Senestra herself can be found at the port at night. When talking to her, she immediately throws out a couple of phrases about how it would be nice to kill Hawk, because... many will pay well for it. The fight is not difficult and after victory the quest will automatically complete. Reward - 750 experience.

The Problem Specialist/The Fixer

You can receive this quest only if during the story quest “Find and Lose Again” you decided to burn the bodies of the Qunari.
In this case, upon returning home, a letter will be waiting for you, where an unknown anonymous person offers you a job to destroy certain corpses. They are not marked with markers and you have to find them yourself. There are four in total:
1. In Cloaca in the southern part, near Black Jack.
2. Lower City, night, Residential Quarter.
3. Port - night, port chief's office.
4. Ragged Coast, western part, slightly south of the western exit to the world map.

You can simply get rid of the bodies, as they suggest to you - in this case, after you find each corpse, a quest marker will appear on the map - where exactly to get rid of it. In this case, you will have to fight the opposite bandit group at the body on the Torn Coast and later you will receive a reward from the letter (for me it was only experience - 1500 points).

You can kill the bandits guarding the corpses in the Port and the Lower City without getting rid of the bodies. In this case, you will receive a reward from the group on the Ragged Coast.

Forbidden Knowledge

Tarone's books on black magic are hidden in and around Kirkwall. We will either learn about this in a letter from Idunn (if you did not kill her during the first act quest “Enemies Among Us”), or after we find any of the books ourselves.
We need to find all the books and either destroy them, or read them and gain forbidden knowledge (+2 stat points, but they are given only once, even if you read all the books). If you simply take books without reading them, they will turn into trash and are only good for sale. True, they cost almost 90 silver coins.

The books are located:
1. In the Church, on the balcony to the right of the entrance. When destroyed, demons, ghosts, witchcraft horrors, and possessed creatures appear.
2. In the Steward's Fortress in the hall with the throne. When destroyed, demons, ghosts, possessed people and witchcraft horror also appear.
3. On the Ragged Coast. From the entrance to the shore we run along the upper path, at the intersection of the paths we see an opening passage to the Raw Cave. Let's go there. The cave is small, beautiful and ominous; a small dragon lives in front of the tome; after reading or destroying it, a revenant and other undead will appear.
4. In the Bone Pit after completing the quest "Cave of the Dead" there. The cave next to this one will be reopened and will lead us to a small dungeon with a book. After reading, the Demon of Desire and other spirits appear.
5. In the Forgotten Teig (new cave on the Broken Mountain). This is the most difficult place of the five; the battle before the destruction of the tome will be much more difficult than after. The book is guarded by various types of undead, possessed, demons of rage, golems, the Demon of Desire, a revenant and a Secret Horror to boot. After all this, a single revenant with a small squad of undead, crawling out into the world after reading the book, seems like a trifle, barely worthy of attention.
Note - in the room with the book there is a peaceful golem seller with a good assortment of goods.

After you destroy all five tomes, go to the Cloaca. There a passage to a new dungeon has opened, it is marked with a quest arrow.
Buy bottles of potions, take with you the strongest and best-equipped squad members, and only after that go to complete this quest. There are Masterclass traps in the Forgotten Lair, so be careful. It is better to take a robber with you - some traps cannot be avoided.
There will be a Black Grimoire in the dungeon - after we destroy it, quite strong opponents will appear - these are demons of anger, possessed, undead and other equally lovely comrades, including the Immortal Horror Zebenkek, for killing which you will receive a special achievement. All opponents are strong - there will be no “ordinary” enemies here who die in one or three hits. You can run back to the start of the dungeon as soon as the battle begins - then only some opponents will follow you and it will be easier to deal with them piece by piece. Sebenkek alone isn't that dangerous.
Note: The Black Grimoire can be read and received stat points - in this case, the demons will appear as expected, and the quest will be completed, and in the log all the books will be listed as destroyed (possibly a bug).

Mistress Selby's quests:

(These quests only appear if you set the mages free during the Act of Mercy quest in the first act.)
A certain Mrs. Selby, whose sister was pacified by the templars, will be waiting for you in one of the back streets of the Port during the day. You can take several quests from her board:

Search and Rescue

Terry, one of the Starkhaven mages you saved in the last part, asks you to find her renegade friend, who is being held by bounty hunters somewhere on the Ragged Coast. Go to the indicated cave, kill the bounty hunters and free the magician girl. You will receive a reward from Mrs. Selby - 1 gold.

How to Frame a Templar

A group of magicians asks you to relieve them of the pressure of the templar Konrad Wernhart by slandering him and making him unreliable before the leadership of the order. To do this, go to the “Hangman” and talk to the tipsy templar Roderick. Whatever version of the accusation you choose, it will make the right impression on him.
Then go to the Casemates and watch the altercation between the assistant harbor master and the official. To the right of them, behind the counter with the weapons being sold, you will see a scroll with an order for the supply of confiscated lyrium. Write Konrad's name on the document and give it to the port worker located right there, in the corner of the yard opposite from the entrance. Then return to Mrs. Selby, receive 1 gold as a reward and read the thank you letter from the magicians on the board, describing the punishment that befell Conrad Wernhart.

Church Quests:

Elves at Large

(this announcement only appears if in the first act you persuaded Fainriel to go to the Circle during the quest “Prodigal Son”)
Deal with a group of Dalish elves who recently unsuccessfully attempted to free Fainriel from the Circle. To do this, go to the Torn Coast. There you will find elves and a group of mercenaries who have already managed to track them down. During the subsequent conversation, you can side with either the elves or the mercenaries and kill the opposite group.

Bounty Hunter

(These quests only appear if, during the quest Act of Mercy in the first act, you persuaded the magicians to return to the Circle. This quest and Mrs. Selby’s quests are mutually exclusive.)
Find and deal with three fugitive magicians. Unlike the previous quest, you cannot negotiate with them - they attack as soon as you try to start a conversation. Each magician will call on demons, undead and possessed to reinforce him.

Black Jack is located in the southern part of Cloaca (where Danzig used to be).
Hebora de Soller hides in the western part of the Broken Coast.
Innley from Starkhaven is located on the Broken Mountain, in the part where the elven cemetery is located, at the very end of the path.

Sketchy on the Details

(This quest does not depend on whether you sided with the templars or the magicians in the first act)
Deal with several gangs who for some reason are chasing Sketch (your old friend if you played the DLC “Leliana’s Song” in the Beginning).

The gangs you have to eliminate:
Night Kirkwall, High City, on the way to the governor's palace - "Avengers of Denerim"
Night "Hangman", near the back rooms on the second floor - "Beards of Rivaini"
Lower City, Day, northern part, near Elfinage – Antivskie Killers
Casemates, Day, a dead end not far from the herbalist Solivitus - Tal-Vashot group.
Sewer, night, approximately in the center of the map, members of the Gnomish Charter.

After this, go to the Port at night and report to Sketch that you saved him from his pursuers. In version 1.01, the quest is glitched and remains unfinished in the journal after this.

Street Sweep


Quests similar to the first part - rid Night Kirkwall of bandit gangs and receive a reward from a Friend in the night “Hangman”

Good Night, Girls/Ladies Lights Out

After you defeat several groups of “Night Sisters” operating at night in the High City, you will receive a note indicating the place where the head of this group, “Blessed” Gillian, and her closest assistants are hiding. Go into the building and destroy everyone who attacks you (there are many of them and they are strong, they attack in a rather cramped room, so it is better to take contact warriors and one healer magician into the party).

The Lowdowns

Clear the night Port from the “Undercut” gangs, after which you will be given an indication of the whereabouts of their leader. Go to the indicated location and kill everyone. Examine the alley thoroughly - not all opponents appear at once, sometimes you need to go into some side dead end for them to appear.

Hometown Breed

Similar to the two previous quests, but you need to deal with the “Dog People” who are trying to take control of the Lower City at night. There are quite a few archers among the members of this gang, including the leader himself. As in the previous quest, you may need to carefully examine the alley with the leader in order to make all the gang members appear.

Lost and found:

- The Eyes of Azure Jamos
If you decide to visit the elven cemetery, then at the altar, where in the first part you performed the ritual with the amulet, a crazy magician will attack you. You can remove two gems from his corpse. Give them to Azur Jamos in the Casemates.
Be careful - in addition to the crazy magician, a group of undead led by the Shadow Killer will attack you in the cemetery. A fight with her can be avoided completely if you lure the magician a little further from his starting point.
- The One True Pantaloons
You will pick up this item from the corpse of one of the enemies you killed during Anders' quest “Dissent”. Give it to the owner in the High City.
- Seal of Old God Dumat
Picked up from a box in the Underground Passage, which can be reached from the Port at night. Give it to Bolund in the High City.
- Wentworth's Sixth Finger
You will find this in one of the bags on the surface of the Bone Pit mine. Give it to Sister Filias in the Upper City.
- Waxler's Hat
Picked up from a bag in the Underground Passage, which can be reached from the Port at night. Give it to the owner, who is found at night in the “Hangman”.
- Piece of Canvas/Swath of the Jackyard
You can pick up this item from the corpse of Fell Order, the leader of the bandits whom you killed while following the quest “Pirates on the Cliffs”. Give it to the Watchman in the Port.
- Gerralt's body "South-Song" Gerralt's Corpse
Found in the Forgotten Teig (a cave on the Broken Mountain, where one of the volumes of the Forbidden Knowledge is also located). Present it to Gerralt "Wisdom of the East" in the Lower City.
- Rusty Knife/Ream-Rot Knife
Picks up on the Broken Mountain, not far from the exit of the cave to the elven cemetery. Give it to Fudge in the Lower City Elvenage.
- Lyrium Wine/Lyrium-Laced Bilge Hoop
Picked up in the Deep Paths if you went there for the quest “The Fool's Gold”. Give it to the Whiskey Master in Cloaca.
- Goosegirl Cameo
On the corpse of Hebor de Soller (quest “Headhunter”), pick up the cameo and give it to Worce de Soller in the Lower City.
In version 1.01 this quest is glitchy and the cameo almost never ends up on the body.

This walkthrough provides complete information about each quest, including the location of components, unique items, companion equipment upgrades, and much more. The passage includes a variety of plot options.

Everything - from the text itself to the screenshots - was made by me. I did not include elementary tasks, such as conversations with companions, in the walkthrough, since their completion does not require any special effort.

Enjoy reading!

Walkthrough of Dragon Age 2

So, first of all, we are asked to select the class and gender of Hawk. Having made the very first decision in the game, click on the confirm button, and plunge headlong into the fascinating world of Dragon Age. The opening video begins, where we see how a certain gnome is led for interrogation to Cassandra Pentagast, a Church Seeker who is interested in the Defender of Kirkwall. After a series of lame excuses, the dwarf (named Varric) begins his story.

What follows is a battle scene involving Hawke and her brother/sister. (I should note that who will help you in battle, a brother or sister, does not appear by chance - if you play as a magician, then your brother will be with you, if you are a warrior or robber, then your sister.) During the battle, basic clues appear, with with which you can quickly master the specifics of combat specifically for your class.

So, the first battle is behind us and one of the innovations of Dragon Age pops up in front of us - a new dialogue system. For those who have played another BioWare masterpiece, Mass Effect, the dialog box will be familiar. Now our character is not a silent idol, Hawk is fully voiced and animated. We are presented with three options for answers in the dialogue – kind/agreable, witty and evil/decisive. It’s up to you to decide what character Hawk will have. I’ll also digress a little from the topic, noting that at the moment Hawk has a standard appearance given to him by the game developers, but don’t be alarmed, a little later you will be able to correct this annoying misunderstanding and experiment with different options for the appearance of your hero.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

So, let's continue the battle. The combat system itself has also undergone a number of positive changes. The battle has become much livelier and more spectacular, and our character is faster and more deadly, we can see how the enemy literally falls into pieces under the onslaught of Hawk and his companions. When the creatures of darkness are finished, a new enemy appears - the well-known ogre, who has also changed a lot in appearance. When the ogre’s health reaches a critical level, we can enjoy a spectacular “finishing off” scene, where the robber Hawk vengefully cuts the monster with daggers, the magician Hawk makes a bloody rain from the monster’s flesh, and the warrior Hawk heroically pierces the ogre with a sword.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

And so, when the creatures of darkness again surround the heroes, the dragon appears and... disappears again, to the incredulous cries of Cassandra - the grandiose beginning of the story was just a pure invention of the interrogated gnome. After listening to the Seeker’s angry tirade, the dwarf still agrees to tell the whole story of his acquaintance with the Defender from beginning to end.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

And now, we can finally create Hawk's appearance the way we want.

1) The settings are the same as in Origins, so apart from a new set of hairstyles, beards and eye colors, everything should be familiar to you.

2) For the portrait, it seems to me that the settings were cut down a little, take at least the choice of facial expression of the main character, but in essence this is not so important.

4) You can import events from Origins-Awakening into the game. If you cannot or do not want to import your saves, you can simply select a typical story from those offered. Personally, I imported my saves.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Select the difficulty level and you can start the game.

Escape from Lothering

Varric briefly recounts the events of Origins, after which we see Hawke running away with his sister, brother and mother from the creatures of darkness. By the way, the appearance of the brother and sister directly depends on the appearance of the main character, so they may look different in different playthroughs. After a short dialogue, we can finally hit the road. After running for a couple of seconds, we again see the creatures of darkness.

Note that Hawke is now fairly level one, and not level ten, as he was when he first attempted Varric's story. And now, if you play a robber, you can only use bows and daggers, if you are a magician, then only staves, if you are a warrior, then a sword with a shield, or two-handed weapons. And a few words about equipment - you will not be able to change the clothes of your companions, only Hawk. For companions, you can only buy or find improvements to existing armor.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Well, it's time for the first level up. By double-clicking on the character’s portrait, we go to the character record window, where we click on the “Characteristics” button. As you can see, the distribution of characteristics has not changed much. A few words about the “Cunning” parameter - if you play as a robber, then this parameter is directly responsible for Hawk’s ability to pick locks and disarm traps. There are 4 types of castles and traps in the game: simple, medium, difficult and master. Accordingly, Hawk can open simple locks with 10 cunning points, medium locks with 20 points, complex locks with 30, and master locks with 40. The same applies to disarming traps. So if you want to collect as many trophies as possible, then draw your own conclusions. Having scattered the points according to the selected parameters, we move on to the ability selection grid. Compared to Origins, the distribution of abilities has evolved a lot, it has become somehow simpler and more accessible, however, this is purely my opinion.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Not forgetting to rob the dead creatures of darkness and the bodies of the unfortunate people to the left and right of the path, we climb up the slope. My sister will ask where we intend to go, and by common decision we go to Kirkwall. As soon as we manage to attack the nearest creature of darkness, we see our future companions - the warrior Aveline and her husband, a wounded templar named Wesley. We help Aveline put an end to the creatures of darkness and then we come across the open hostility of her husband towards her sister (or also towards the main character, if he is a magician). We learn that they are also fleeing the darkspawn from Ostagar itself, and that they were also in the army of the fallen King Cailan. Wesley is ready to do a favor by turning a blind eye to his renegade companions (he would fight a lot if he was wounded), and the whole company moves on.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Don't forget to level up your companions. If you don’t want to bother too much, just click on the “Auto” button. Level” in the character entry window, and the game will automatically distribute stat points and select abilities for your companions. I would like to mention the new system of relations: As you can see, we now have two scales “Friendship” and “Rivalry”, and here we need to draw a clear line between rivalry and enmity. If a person is more inclined to compete with you, this does not mean that he hates you with every fiber of his soul, no, he also respects you, he just is not friends and your views with him differ in many respects.

We kill the next creatures of darkness and go down the slope, where an ambush awaits us again. By the way, I advise you to first kill enemies capable of magic, and only then everyone else. To the left of the path, in a small ravine, the first locked chest awaits you. If your Hawk is a robber, then you can open the lock, but if not, don’t be upset - there’s nothing vitally important in it. Opposite the chest lies a corpse with a book in its hands. Be sure to read the books, they not only contain a lot of useful information, but reading them also adds experience points!

We climb the slope. An ogre is running towards us! If you play as a magician, then Bethany will heroically attack the ogre; if you play as a robber or warrior, then Carver. Therefore, either brother or sister will die. After a skirmish with the ogre, we calm the grief-stricken mother and return to battle. When it seems to everyone that there is no hope for salvation, the dragon will help us out, and the dragon will be our old and moderately good friend Flemeth. In gratitude for the help, Flemeth asks to give one thing to Maretari, the Guardian of the Dollian elf clan. You won’t be able to refuse, so whether you like it or not, you will have to do it. Finally, it turns out that Wesley has become infected with filth and it would be more merciful to kill him. Both Aveline herself and Hawk can do this (but if Hawk does this, then you will receive -10 relations from Aveline, if you give Aveline the opportunity to choose, your relations will improve by +10), there is no way to leave Wesley alive.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Arrival in Kirkwall

Then we listen to the bickering between Varrick and Cassandra and continue the game in Kirkwall. Due to the large influx of refugees, no one is allowed into the city; you need to approach the guard surrounded by a crowd for clarification. The guard sends us to talk to Captain Ewald, we go up the stairs and go along the corridor and to the right. Next to the captain is a group of dissatisfied people with whom we will have to fight as soon as they hear that the captain will make every effort to find our uncle.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Three days later, our charming uncle finally arrives. It turns out that our family in Kirkwall is not as rich as we thought. To get into the city, we need to work for a year to pay off our debt either for hired killers or for a gang of smugglers. Depending on your choices, you will receive different side quests throughout the game.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

If you are going to work for assassins, then as a pilot task you need to kill a local aristocrat. You can take money from him and part with the world (but if you do this, the head of the hired killers will find out about this, and with his help you will not be able to get into the city, and if you first went to carry out the task of the smugglers, then the option to part with there will be no peace at all) or kill him - everything is in your hands. If you choose money, you will still have to fight his mercenaries, so there is little difference.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

If you are going to work for smugglers, then as a pilot task you need to deal with a local merchant who owes them money. If in a conversation with him you ask Aveline to sort it out, you will receive +10 in friendship, and you will not have to fight with anyone. If you choose any of the answers on the right, then you will have to fight with the merchant’s guards, and for the answer where you demand money for silence - you will receive -5 in your relationship with Aveline (if you first go to complete the smugglers’ task, then the answer where you demand money will be successful, but when you go to report to the smugglers, the guards will kick them out)

My advice is this. To get out of the situation with the greatest benefit, do this:

If you want to cooperate with smugglers, then first go to the hired killers, get 2 gold from the aristocrat for mercy, and only then go to the smugglers and complete their task, but when talking with the merchant, ask Aveline to sort it out. Then you will have an extra 2 gold, passage to the city, and also +10 in your relationship with Aveline.

If you want to cooperate with hired killers, then first go to the smugglers, take money from the merchant, and only then go kill the aristocrat at the request of the hired killers, and the aristocrat has as many as 5 gold pieces in his pockets, which you don’t need to give to anyone. So you will get 7 extra gold, passage to the city, but -5 to your relationship with Aveline.

Whatever you decide, you now have access to the city. The doors of Kirkwall are open for you.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

ACT 1

If before this the events of the games ran parallel to the events of Origins, now the Pestilence is over, and the events of the Awakening are already behind us. Our Hawk is approximately 26 years old and has her whole life ahead of her. A promising trip to the Deep Paths is being planned, and Hawk and his brother/sister want to take part, but the organizer of the expedition, a gnome named Bartland, refuses to take them with them. His brother Varrick (yes, yes, the same Varrick on behalf of whom the story is told) offers to become not just a participant, but a partner of the expedition. All we have to do is get 50 gold and we're in business.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Now we are not limited by any framework - we can first do one task, then another, in what sequence to act is up to you. I can only advise you to start by completing the tasks of your comrades.

So, open the Diary in the Menu and go to the Current Tasks tab.

For now, only the tasks of the Main Plot are available to us - let’s start with them.

First, I advise you to go home. But before moving to the Lower City, it will be more convenient to collect tasks that the location you are in now, that is, the Upper City, can provide you with. On the map, an exclamation mark indicates the Starters of the Plot. After running straight, we find ourselves at the Upper City Market, where we see a gnome named Worthy, who makes bombs. We can buy bombs directly from him or order them at home. In general, the new system for making potions, bombs, and poisons is much more convenient than in Origins. All we have to do is find the ingredients and buy the recipes, and of course pay for the production. The more components you have, the more effective the potion, poison or bomb will be. I think it’s more convenient in the sense that you don’t need to run from one merchant to another, purchasing countless quantities of elven roots, roots of death, etc.

By the way, useful advice - do not rush to spend all your savings on potions of health, stamina and mana, the less you have

You have a supply of potions, the more often they will come across on the corpses of enemies.

As for health: it is best to keep about ten elven root potions with you in reserve and not waste money on health potions that you will often come across.

Frequently check the assortment of merchants anywhere in Kirkwall; they may have gifts and improvements to the equipment of your companions. And I hasten to please you - you will no longer need to rack your brains over who to give a silver bar or an amulet of the Church to - all the gifts that you find initially relate to only one of the companions.

So, since we are on the trading floor, it wouldn’t hurt to see what valuable things the merchants can offer us. In Jean Luc's Robes you can purchase a backpack extension. Now, if you have the additional content The Prince in Exile installed, go to Church Square, where you will meet your future companion - Sebastian Val.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

On the Preacher's Board, take the task - DUTY .

Travel to the Lower City. As you can see, the map is completely different from what we are used to in Origins - it displays Kirkwall and its surroundings, moreover, we can switch between day and night, since most tasks depend on the time of day.

Arriving in the Lower City, say hello to Lady Eleganta, you can order potions from her. In the clothing store you can buy another backpack expansion, as well as an improvement for Varrick’s equipment. Down the stairs, near the armorer, you can hear a man advertising a cure with Andraste's Ashes until he is chased out by a stern-looking woman. Approach her. So, we get a new task - MIRACLE WORKERS .

Go up the stairs - to the right of the Hangman Tavern is Sergeant Joanna, approach her. We get a new task CONSPIRACY . Go home. This is perhaps one of the best improvements in Dragon Age - there is always a place where you can come, where you can leave things, communicate with your family, in general, there is a home.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

If you have installed premium content, then in addition to your mother, uncle and sister/brother, you may also have a dog waiting for you at home, to whom you can give a name. In addition, Hawk has the ability to summon a mabari on the hotbar, so the dog can help you in battles. Talk to your mother. We receive a new task - FAMILY AFFAIRS

Go to the desk - all the letters Hawk receives will be stored here, these can be tasks, thanks and advertisements. Next to the desk there is a chest - here you can put any things for storage, it is very convenient, you do not need to carry everything in your inventory. Opposite the desk there is a counter for ordering bombs, potions and poisons; I told you in detail about the manufacturing features earlier. Go into the large room on the right and open the chest with Special Parcels - there are things from premium content here, taking them you will receive 5 gold. In the room opposite the entrance to the house, there is nothing interesting except a note sent to his uncle. For fun, you can poke some objects in the house to listen to Hawk's comments. You can also click on the dog and view a scene where you can give him a name. I'll call him Blackberry.

I advise you to first find all the companions, and then proceed to the remaining tasks; this strategy is useful because by the time you complete other tasks, you will be able to select accompanying companions, begin to develop relationships with them, because in a given situation your companions have their own opinion on every question, and depending on your decisions, their opinion about you will be formed - whether the relationship scale will move towards rivalry or friendship. Also, by completing the tasks of the Main Plot and the tasks of the companions, you will visit almost all the locations of the act and collect most of the side and additional tasks.

Business Conversation

Go to the Hangman Tavern. A very picturesque place, isn't it? For me, this is the best location in the game. Just look at the blood stains on the floor, at the bar counter made of haystacks! Beauty! If you wish, you can approach the innkeeper and find out the latest rumors; you can also have a glass at the bar. See that forge stand next to the entrance? By clicking on it, you can select squad members - this is also one of the innovations. Let's go up to the second floor. In the chest in the second room on the right along the corridor there is a shawl - a new task SHAWL OF DOLOV'S DAUGHTER. But let's return to the current task. Talk to Varric. Now we need to find the Gray Guardian, who has maps of the entrances to the Deep Paths; the shopkeeper Liren from the Lower City should know where he is hiding.

Pacification

Liren's shop is located next to the Clothing Store and is called "Ferelden Liren Goods". Talk to the hostess. It turns out that this Gray Guardian has been known to us for a long time, Anders. But don’t rush to leave - there is a donation box in the shop - The more you donate to the needs of refugees, the more experience points you will receive! For 50 silver - 50 experience points, for 1 gold - 100 points, for 5 gold - 200 points. You can make a donation only once! At the exit from the shop we will be stopped by a company of armed refugees standing up for Anders. You can kill them, but if you want to settle the matter peacefully, then give the floor to Bethany\Carver, or if you play as a magician, you can choose the option “We are for one” and there will be no fight. We go to the most dangerous area of ​​the city - Cloaca.

Cloaca is full of bandits no matter the time of day, so keep your eyes open!

In Cloaca, find a poison manufacturer, his name is Tomwise. Now you have the opportunity to order any type of manufactured goods.

Go to Anders Asylum in the Northern part of Cloaca. A quid pro quo – Anders asks for help in saving his friend the magician. We switch the map for the night and go to the Upper City.

The night hides many secrets and dangers. Don't relax!

If you want to fully complete the game, try to explore every location every time you find yourself in it. Kirkwall is so changeable!

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Anders is waiting for us at the entrance to the Church. Having entered the Church, we go up the stairs on the right. Anders' friend has been pacified, we have a battle with the templars, after which Anders kills Karl. Then we automatically find ourselves in the hospital, where we have a serious conversation with the magician. If you show understanding, you can start an affair with Anders.

The next time you come to the hospital, Anders will talk to you, if you continue to flirt with him, he will say that he does not want to break Hawke's heart, so a relationship is impossible. But don't worry - it's only temporary.

Let's take care of family matters. Let's complete the task FAMILY AFFAIRS .

After completing the task, check your desk. Letters with tasks arrived from your first employer, from Athenril\Miiran (depending on who you worked for initially). 3 new missions available BONE PIT, UNFINISHED BUSINESS, FREE CHEESE

Let's take a look at The Hangman, where we will meet a new companion - the pirate Isabella...

Madmen will not take a detour

Isabella needs our help. At night we go to the Upper City, but first talk to Varric, since we so fortunately ended up in the tavern. We meet with Isabella on the square near the stairs leading to the governor's castle. We deal with a gang of pirates. We take the letter from the body of one of the pirates and go to the Church. There is an ambush in the Church. Isabella's enemy, Haider, is a rather serious opponent. Think carefully about your battle tactics! I advise you to throw the forces of a magician and one warrior/robber at him, while the rest of the companions can deal with the rest of the pirates, this is convenient, since the magician can immobilize Haider. And use the firestorm ability of magicians more often; if there are several magicians in your party, then using this ability you will get a fatal effect.

After the victory we go to the “Hangman”. If a year ago you joined the smugglers, you will see a suspicious woman in a hood in the tavern - talk to her and receive a task SECRET MEETINGS.

Talk to Isabella. She will give a new task - WHAT FALLED FROM THE WHOSE

Friend in the Guard

Go to the governor's fortress. Barracks up the stairs and to the right. Talk to Aveline. You will receive a new task - THE WAY IT SHOULD

Long Way Home

Promises must be kept, right? So I think it’s time to take the amulet that Flemeth gave us to the Guardian of the Dalish elves, Marethari. Choose companions who will go with you and hit the road! Maretari will send you to perform a ritual related to the amulet. Her student Merrill will come with you. The ritual must take place at the altar on top of the Broken Mountain. But stay a little in the camp. In the box next to the clan artisan Master Ailen, take the CARD OF OCCUPIED KIRKWALL.

On the Broken Mountain, always be prepared to fight either spiders or the undead!

Now we can move on. Go up the slope - Merril is waiting for you there. After talking with her, we move on. On the way to the top, most of us will only be annoyed by the undead. Apparently Merrill is not the most popular elf in the clan, don't you think? Take, for example, the way her fellow tribesmen talk to her. But, to the point! There is an Elven Root hiding behind the rocks next to the fire. We rise higher and step onto the path on the Broken Mountain. But the trail is not a trail at all - it’s a whole cave leading to the top. And where there are caves, there are spiders!

Be careful! The caves and mines are full of narrow tunnels where something is sure to be hidden.

In one of the narrow tunnels you will find a special item - the Gauntlets of the Last Descent (by the way, read the story about this item in the Codex - there you will come across a character with the surname Pentagast, the Church Seeker interrogating Varrick has exactly the same surname - is this really her distant ancestor ?)

As you go down the stairs, keep an eye out for the silverite next to the bonfire. After entering a large hall full of huge stalactites and stalagmites, look into the box to the left of the entrance. There you will find an item related to the task - SEAL OF THALVAIN HOUSE. Coming out of the cave, we come across a magical barrier that Merrill copes with. Wow! And the quiet Dalish woman, it turns out, has blood magic. As for me, this is not good!

Remember about the Firestorm ability - it will help you avoid wasting precious health potions!

Take your time to approach the altar - first go up the slope. Don't miss the Deep Mushroom. When going up, be careful, there are four traps cleverly placed along the path. At the top of the mountain there is another barrier; if you come close to it, be prepared for a bunch of undead to attack you. After killing the creatures, return to the altar. Get ready, we are about to have a hot battle with the undead!

Be sure to take the Master's Ring and 6 gold from the corpse of the Witch Horror. That kind of money is not lying around on the road!

Finally, approach the altar. Merrill will begin the call, and who will appear? Wise, old Flemeth! Who would doubt that?! Having given us more questions than answers, and crammed with wise phrases, Flemeth will disappear again. We return to the cave. How nice it is that we don’t have to go the other way - by clicking on the cave, we will immediately move to the Dalish camp. After talking with Maretari, we go straight to the Elvenage of Kirkwall, where the dissatisfied Merril is considering her new habitat. Now, if you want to see Merrill in an informal setting, you can come to her new house in Elfinage. As you may have guessed, Merrill joins Hawke.

Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA


Walkthrough of DA2. ACT 1 - ACT 3. Supported by the site, AMD and EA

Do you see an elf?

Prologue.

Having chosen a class (mage, warrior, robber), as well as the gender of your character, watch the introductory video in which a church seeker interrogates a rude gnome. The story that he decided to tell the girl begins with the battle for the village of Lothering. Garrett Hawk (any name can be entered, but the last name cannot be changed) or “Defender”, together with his sister, was ambushed by “spawn of darkness”. When the relatives finish chattering, we destroy the “garlocks” and at the same time get used to the controls. We agree to help Betoni (Hawk’s sister), who will instantly deal with the next group of opponents. The battle with the ogre shouldn’t give you much trouble either, since Hawk has a couple of abilities that allow him to knock the brute to the ground. Once on the ground, the thug turns into easy prey for our blade. After the dragon appears, the girl will interrupt the gnome's story, saying that she has never heard greater nonsense in her life. He laughed and continued, only this time the story would be true.

The Hawk family is assembled, but surrounded by the creatures of darkness. We kill them and move on. After meeting with Aveline and Wesley, help them deal with a bunch of garlocks, after which they will join our squad. There are still several dozen opponents in line, but with a skilled warrior in the squad (Aveline), it won’t be difficult to deal with them. Having done this, we go to the clearing, where we again have to knock down a huge ogre, although this time it will be much more difficult to kill him because in the “true” story Hawk does not have those useful abilities. But you have a magician in your squad. Take Betoni away from the monster and order him to throw fireballs at him, send Aveline with her sword to storm the giant, and act according to the situation (depending on the class chosen at the beginning). When the mangled carcass of the enemy falls to the ground with a roar, join the mother mourning her child. It’s worth noting here that your sister may also end up in the place of your murdered brother if you initially chose a mage as your class. The following will describe the walkthrough for a Warrior - a man.

There is no time for a funeral, since the “spawn of darkness” is coming from all sides. Destroy squad after squad until a cutscene starts in which a terrible dragon incinerates your enemies. This dragon will be Flemeth, a witch from the wild lands. She will require a favor from us as payment for saving lives. It is necessary to deliver the amulet to the elder of the elves who settled in the Dalish forests. Agree. When she points at Wesley and asks to kill him, Aveline will get involved in the conversation. Convince her that the “filth” will one way or another destroy her husband, but she will only do it for a long time and painfully. Offer Aveline your help or just watch the girl kill her husband. A long journey awaits you to Kirkvel - the city of slaves.

Upon arrival, talk to the guard, who will send you to the templar. No one will let you into the city for nothing. You need to pay. It’s not for nothing that your mother was so eager to come to this city. According to her, her brother lives here - a very rich man. Tell the templar about this. He, in turn, will say that a man with that name really lives in Kirkvel, only he is not a nobleman, but an ordinary rogue with a hole in his pocket. At this moment, a group of armed men will decide to cut their way with a sword. Teach them a lesson. In gratitude for your help, the templar will promise to find your uncle. When the relative finally shows up, he will explain the situation to you.

You need to complete an assignment for one of two local gangs. Choose for yourself, it will not affect the plot in any way (only on weapons in the future). When you make a choice, take the quest and go complete it. In one case, you are required to kill an evil traitor, and in the other, expel a dishonest merchant from the city. If everything goes smoothly...

One year has passed.

Over the past year, Hawk has found fame in Downtown. Some fear him, others respect him, and still others lined up to hire him. Somewhere far away, a handful of “gray guards” defeated the “Pestilence,” and Alistair, a friend of the gray guard who killed the “Archdemon,” sat on the Ferelden throne. And right now, at a time when the creatures of darkness are especially weak, many treasure hunters have gone to the deep paths in search of treasures, relics, or adventures to the fifth point. One of these “adventurers” was a dwarf who was organizing an expedition. Guess who dreams of getting into it...that's right Garrett Hawk. But the dwarf never agrees to take him with him. The brother of that same dwarf, Varric, comes to the rescue. He will tell us that his brother does not need security, he needs a partner who will invest his money in the expedition. Collect 50 gold coins - this is your first and main task. By the way, Varrick himself will join your squad.

Friend on guard.

Aveline didn’t waste any time either. Having settled into the service, she received a promotion after just a few months. You can find it in the “Governor's Fortress”. Talk to her, remember the old times and offer help. She will tell you that several patrols were ambushed and she urgently needs a person who is good with a sword. Agree to the offer and go to the “ambush site” on “Broken Mountain”. There you will be met by a bunch of well-armed pirates, among whom there will be a dozen archers. Varric and Betoni will help you with archers, but you will have to deal with ordinary pirates yourself. Don't forget to search the corpses.

Returning to the fortress, Aveline will report to the governor, who will impose a three-story prison sentence on her and threaten her with imprisonment. Something is wrong here. Look at the duty schedule and talk to the girl who ran up to thank Aveline. The bag she delivered this time turned out to be heavier than usual, and even the young guard was sent to certain death. Wait until nightfall (you can do this in the location selection menu) and run around the city at night. And again the pirates. Deal with them and run to save the guy. The bandits who attacked you were members of the “guild of thieves,” and the documents that the local guards were transporting turned out to be very useful reading material for them (thieves).

The captain needs to be punished. Get to the "governor's fortress" and watch the video. Aveline is now captain of the guard, and you will receive a small fee for your help.

Long way home.

It's time to repay Flemeth's debt. Go to the “broken mountain” and go to the Dollian elf camp, where the Elder will meet you. After a short dialogue, she will indicate where the amulet should be taken and ask to take “First” with her. “First” - Merrill will be waiting for us not far from the entrance to the caves. After talking with her, you will find out that she needs to go to Elfinage, but we will not know the reason. Enter the dungeon. Here you will be greeted by several spiders, including a poisonous spider that deals twice as much damage. Having dealt with them, open the chest (I think Varrick will be able to help you with this) and go outside. Merrill will open the way to the cemetery using blood magic. Scold her if you want to get a boost to Aveline's reputation. After breaking through the crowds of skeletons, place the amulet on the altar and watch the video. It turns out that all this time we were carrying a piece of Flemeth in our pocket, which, foreseeing her daughter’s action, enclosed a part of herself in the jewel. Talk to her and receive 5 gold coins as a reward. All that remains is to get to the city. Congratulations, you now have a real blood mage in your squad.

Prodigal son.

While walking through the elfinage, you can overhear a conversation between an elven girl and a guard. She asks to find her son. Talk to her and promise to help, then she will reveal the whole truth to you. Her son is an apostate magician, who, at the insistence of his mother, did not surrender to the templars, and when they came for him, he ran away without leaving a word to his mother. She will tell you that you can ask about your son from his father, a merchant who has just arrived in the city. Father Feinranel (the boy's name) can be found in the market square, but before you go there, take Betoni into your squad. Having spoken to your father, ask him about his son, and then give a sign to Betoni, she will prove to her unfortunate father that she herself is hiding from the templars. Your path lies to Samson, a former templar who quit his service.

Wait until nightfall and go to the marker on the map. Samson is a lyrium drug addict. Offer him silver or threaten to kill him, and when he speaks, it turns out that he helps children solely for his own benefit, and he even sold Feinranel to a certain guard, who, according to rumors, locked him in some warehouse. Immediately go to the port. Don’t run to the goal right away, as you can make a good fortune here. True, the pirates will persistently interfere with this, but when has that stopped us? After climbing into the warehouse, defeat a handful of bandits, and then run to the marker on the minimap. A cornered mage will turn into a possessed one. Kill her, and when she collapses dead, take the note out of her pocket. After opening the chest located nearby, read the letter. It turns out that Feinranel was sold into slavery. We are looking for the slave trader Danzik.

Upon arrival at the sewer, you will be met by a small detachment of mercenaries. Deal with them and follow Danzik, who in fact turns out to be a very vile guy. In the dialogue with him, you can choose any line, since the outcome will still be the same (poke on the second one, it will look cooler). In the battle with the slave trader, beware of magic and as soon as you notice a ball glowing with blue light, run as fast as you can. When the villain is defeated, search his corpse and take the map of the Torn Shores, where we will actually head.

Find a boy in the slave traders' caves. When the video starts, you will have a small choice. It is best if you ask for help from Varric, who, with the help of a loose tongue, will tell the bandit that Feinranel is the illegitimate son of the governor. The frightened criminal will let the guy go and, in addition, will give you all his money. However, it is not necessary to let the bastard go, just keep in mind that he is an excellent warrior and will not easily allow himself to be offended. In any case, after freeing the guy, talk to him. He definitely doesn’t want to go to his mother and asks to be taken to the Dollians. You can send him into the circle, but then you will lose Betoni's favor. If the boy goes unharmed to the wild elves, you will receive a good increase in reputation among all members of the squad. The quest is completed, all that remains is to inform the mother about her son’s decision.

Gunpowder hopes.

On the way to the caves of the slave traders from the previous quest, you can stumble upon the gnome Jarvis in the company of several mercenaries. Help them get rid of the spiders, and talk to Jarvis himself. He will tell you about explosive powder, a recipe that only the Qunari who recently landed in Kirkwell have. No one is going to give him the recipe just like that, but if the dwarf exterminates the hostile “tal-vozgoths”, then the Qunari leader will think about his proposal. We set off to exterminate the “outcasts.” When all the “tal-vozgots” that the leader dislikes are dead, go to the port, where the gnome will be waiting for you. Unfortunately, all of Jarvis' stories were lies. There was no agreement between him and the Qunari. After listening to the Arishok, claim your reward. In response to this, he will drive the gnome away and pay you.

Wolves in sheep's clothing.

According to Varrick, a certain church sister is waiting for help in the lower part of the city. After waiting for night, we go there. The gullible girl was attacked by bandits. Help her deal with them, and start a conversation. She refuses to talk on the street and will point you to a house nearby. Come into it. Inside you will be greeted by an armed templar and that same church sister. She will ask you to take someone to the right place, but will hint that the companion is not an ordinary one.

The unusual companion will actually be a Qunari shackled in a special collar with chains and his mouth sewn shut. He was disfigured by his relatives because he once decided to follow his own path. It won’t be possible to take him out through the streets since Pertis doesn’t need extra witnesses. You'll have to make your way through the basement. Having gone down into the dungeon, you will stumble upon a flock of spiders, and after going a little forward, you will be ambushed by bandits. Laugh it off and watch the scene in which Ketojan (the Qunari magician) scatters the attackers into the corners with a wave of his hand. With this rash act he will arouse the wrath of the marauders. Deal with them and get out into the air.

At the exit from the cave, several dozen “tal-vozgots” will be waiting for us, who will put forward their rights to Ketojan. The leader of this “gang” will invite us to give him the magician and then our crime will be forgiven. It turns out that these Qunari are some kind of templars who find renegade magicians, but unlike the Qunari church servants, such magicians are brutally killed. When the leader finds out that Hawk's sister is an apostate, he will order to kill us. Get rid of the Qunari and watch the video. Ketojan doesn’t want to live, and refuses all offers. When the magician burns in flames, shed a bitter tear and return with a report to Pertis.

Family matters.

It's time to visit our beloved uncle. When you enter the house, you will find relatives arguing. Your mother is not satisfied with the current state of affairs and she asks Gamlen to show her his father’s will. Hesitating, the uncle talks about how he left papers on the family estate when he lost it to the slave traders. The upset mother will go outside, and Betony will take you to talk. The lively sister noticed how nervous Uncle Gamelin was when the conversation turned to the will. After consulting on the spot, the brother and sister decide to visit the current owner of the house and kick him out of there, taking the will at the same time.

You can get inside through the basement in the Cloaca. That's where we're heading. Once in the mansion, we kill the slave traders who arrived in time and examine the rooms for money and other household utensils. In one of the chests you can find a worn portrait of your mother. Having stumbled upon the leader of the slave traders, we kill him and remove brand new armor from the corpse. When the treasured piece of paper is in your hands, talk to your sister and return to the “family house”. Gamelin is humiliating your mother again. This time he offered her to pay for her accommodation or at least pay for the food she ate. Fit in, waving the will in front of your uncle's nose. When he leaves, talk to your sister and give her the portrait found in the estate.

Pacification.

Having visited the “Hangman” and learned that the “Gray Guardian” is in the city, we go to the shop of Liren, a local healer. She will deny the fact that she maintains contact with one of the “grays,” but she will quickly split. At the exit we will be met by a gang of Fereldan residents threatening to kill us. Explain to them that you yourself are from Ferelden and then they will leave. We go to Cloaca where Anders' lair is located.

Anders is a magician and part-time “gray guard” who escaped from the order. Now he is engaged in healing people with the help of his magical abilities. After walking in the room, laugh it off (the choice of phrase will not make much difference) and explain to Anders the essence of the problem. “A quid pro quo,” he will say and ask to get his old friend Karl out of the “Circle.” All you have to do is appear in the “Upper City” at night and, if necessary, help Anders fight off the templars.

Having climbed into the church, we go up to the top floor and talk with Karl. The poor guy was turned into a subdued man after they discovered letters sent to him by Anders. At this moment, we will be attacked by several templars, among whom will be a very strong Templar - the Lieutenant. Having dealt with the church servants, make a decision: Kill Karl (who, by the way, himself asks to do this) or still leave him alive. After completing the task, Anders will join your squad, who, by the way, is an excellent healer, and also has maps of the “Deep Paths” that we will need for the expedition.

Madmen will not take a detour.

Looking into the “Hangman” you will witness a scene in which a girl, having beaten three guys, calmly continues to drink alcohol from a glass. Talk to her. Isabella will ask us to monitor the progress of the duel, as she is sure that Haider (her opponent) will play dirty. Agree and, after waiting for night, go to the Upper City. After dealing with the gang of pirates, talk to Isabella. As she thought, more than a dozen armed mercenaries appeared in the duel instead of Haider. Kill them all and head towards the church. Once inside, listen to the conversation between Isabella and Haider and engage in battle. At the end of the quest, a lively girl will join your squad.

Enemies are among us.

Wandering around the upper city, you can stumble upon a girl who asks for help from the templar. After talking with her, you will learn that Keran, her brother, has disappeared somewhere. She will point you to people who may be able to help. We go to the Casemates where, after talking with other templars, we learn that not only Keran, but also many other templars have disappeared. However, just recently one of the missing returned. Having learned the place and location of this templar’s ​​camp, we go there. On the spot you will find Captain Cullen beating Wilmod (the same “missing” church minister). Unfortunately, this educational process will end with the transformation of the templar into a “possessed”. Help Callen deal with him and talk.

The captain will tell you that many templars visited a local brothel before disappearing. It’s time to visit there, but no one will be frank with Cullen, but with the next stranger who comes he will relax, perhaps someone will talk. Let's go there. After talking with Vivica, we learn that all the missing church ministers visited the “Wonder from the East”. Having gone up to the top floor, we try to talk to the girl, but she suggests spending time a little differently. Refuse (or agree, it doesn’t really matter), and when she asks you to put a dagger to her throat and lightly slash her neck with it, ask Betoni for help. It turns out that the “curiosity” has the strongest gift of suggestion, and it was she who sent the templars to the “ritual”. Decide on the girl’s fate (kill or send to the Circle) and head to the Cloaca.

Having discovered a passage to the shelter of the “blood mages,” we go down there and deal with a handful of demons and Possessed. When you find Keran, engage in battle with the leader of the “blood mages” Terane. After the woman and all her henchmen are dead, take Keran to a safe place. It turns out that Terane, with the help of a “curiosity,” took over the minds of the templars and turned them into vessels for demons. Keran also served as fuel for dark magicians. Promise him not to reveal the whole truth to Captain Cullen and head to the Casemates, where you will receive your reward.

A merciful act.

To receive this task, you need to go to your uncle's house and read the letter on the table. A certain “friend” asks us to come to a specified place. Your friend will be the templar Trask, who could be met in the quest “Prodigal Son”. From his words it will become known that the nearby cave is inhabited by magicians - apostates for whom the templars are about to come. It is necessary to convince people that they are in danger.

Enter the cave. When you see a magician approaching, prepare for battle. It turns out Trask didn't tell us everything. The people hiding in this cave practice blood magic. After cutting your way through the hordes of skeletons, talk to the fleeing mage. Decimus, their leader, convinced the others that only blood magic would save them from the templars, but the young magician did not want to participate in this and decided to return to the Circle. Advise him to contact Trask, and continue on your way.

When you reach Decimus, talk to him, and then engage in battle. When he is defeated, his student will ask you for help. She doesn’t want to return to the Circle, and the templars are about to come here, but there is a simple way out. Kill Trask and get away from here while there is still time. You can agree, refuse, or offer something in between - convince the templar that the magicians killed each other. We get to the surface. If you currently have Varric in your squad, ask him to pull the wool over the templar's ears. If it is not there, try to do it yourself. When the church servants run away to explore the shore, accept gratitude from the happy magicians.

What fell from the cart?

Talk to Isabella when she is drinking alcohol in the “Hangman” and she will ask you to help one of her good friends. You can find him in the “Hangman” room. He will ask you to find a sample of the goods stolen from him, and you can determine whether it is his cargo by the Orlesian seal. When you reach the port, talk to the workers who will send you to the main thing. He will indicate in which warehouse the cargo is located, but you will have to pay (there is another option, but the money will be returned in any case). Pay and go to the desired warehouse. The passage will be blocked by mercenaries. Reassure them that there was a fire in a nearby warehouse, and they will rush to save their things. Once inside, kill the pirates and take a sample of the goods. Returning to the Hangman, inform Martin of your success. As a reward, you will receive a boost to Isabella’s reputation and the money you spent on bribery.

Free cheese.

Another letter. This time from your former employer, who recommended you as an excellent mercenary. After waiting until nightfall, go to the Lower City, where you start a conversation with the gnome Anso, who is clearly nervous. It turns out that he is secretly selling “lyrium” to the templars, but the last batch of goods was stolen from him by a gang of smugglers. The goods must be returned, and the harmful smugglers must be killed. We go to the lair of bandits, which is located in the abandoned house of Elfinage. Strange, but the chest with seemingly such a valuable product was guarded by only a few mercenaries. Let's check the chest. Empty. We'll have to return to Anso with this news.

About two dozen slave traders will be waiting for you at the exit. After saying a few words, they will rush into the attack. Kill everyone and return to the gnome. Along the way you will come across a couple more bandits. Luckily you won't have to fight them. The elf, whom they were actually hunting for, will do this for you. Fenris, an elf who escaped from slave traders, will ask you for help. It is necessary to get rid of Denerius, the head of this vile organization. We go to the master's estate, which is located in the upper district of the city.

Having made our way into the building, we begin to search for Denerius. In the first room we will be attacked by hostile spirits. After entering the hall, go up to the second floor and try to open the door. Locked! Explore all the rooms on the first floor until you run into spirits again. One of them will have the key we need. Open the door and repel the demons' attack. Denerius escaped. Listen to Fenris and search the chests in the room. Once outside, have a heart-to-heart talk with Fenris and invite him to join your squad.

Expedition to the deep paths.

Before you go on an expedition, complete all active quests and purchase equipment. After completing all your business, talk to Bartrond. In the middle of the conversation, Hawk's mother will appear and ask if we are taking Betoni with us to the deep paths. Here you need to understand that you will lose your brother/sister in any case, but leaving your relative in the city will thereby save his life. Having formed a detachment (Varrick cannot be replaced), inform Bartrond that all preparations have been completed and you are ready to go.

Upon arrival at the place, it turns out that the entrance is blocked. Varric will promise his brother that he will find a workaround. This is exactly what we will do. Turn right and run to the sign on the map, destroying small groups of creatures of darkness along the way. Destroying the golem will be quite problematic. Winning requires good team play and brute strength. When the thug collapses, we continue on our way. Having met Sandel (the dwarf boy from the first part), send him to his father, and make your way to the doors, getting rid of the creatures of darkness. In the next room we have to fight the Ogre. Not only is the room quite small, but the floor is also covered with traps. After killing the giant, go into the next room. Before we even had time to move away from the ogre, we were already forced to fight the dragon. If some miracle happened and you survived, return with a report to Bartrond.

When the gnome's team sets up camp, Bodan will speak to you and thank you for saving his son. We continue the search for treasures. In one of the many rooms you will again have to defeat a golem, and at the same time several malicious spirits. Having entered the room with the artifact, we watch a scene in which the greedy Bartrund will leave us to die in captivity. After listening to Varric, we begin to look for another way out. Surprisingly, the exit is located behind the next door, although it is locked, and only the ancient spirit has the key, who naturally will not just give it to us. In exchange, we will have to destroy another spirit that bothers us. After running into the vault, get ready for a fight with the spirit. Killing him is not so easy (even on easy mode). When it shrinks into a ball, run back and hide behind the columns. After this procedure, he will not be able to resist for a good 20-30 seconds, use this time wisely.

Having reached the treasures, order Varrick to kill the spirit, and in the meantime fill your pockets with the contents of the chests. One of them contains the key to the surface. Having opened the door, return to Kirkvel, where unpleasant news awaits you. Betoni was taken to the Circle.

3 years have passed...

...Thanks to the treasures found on the deep paths, Garrett Hawk turned from a poor mercenary into a noble nobleman. His sister Betoni was taken for a long training in the Circle of Magicians, and old friends fled to different corners of the city. But everything is as smooth as it might seem at first glance. The Qunari who arrived in Kirkwall three years ago never sailed home, but instead began to put forward various demands. One of these demands was Hawk. The governor suspects that war is approaching and asks us to talk with Arishok, if possible, to settle the dispute peacefully...

Finding a home.

When you leave the governor's fortress, Bodan will appear to you. He will once again thank you for saving his son, give you 50 gold coins received for the expedition and inform you that someone is waiting for you at the Hawk estate. That's where we'll head. On the estate you will often be visited by friends, as well as people who need help.

Prime suspect.

Aveline came to Hawk. She asks to shut up the “detective” who is bothering her with his investigations. Moreover, all the accusations that he makes against citizens turn out to be false. So this time, Emerick allegedly came across a serial killer who was killing defenseless girls. But the captain, after no sane evidence was presented, had to apologize to the “suspect” for a long time. Aveline begs us to silence the templar. She doesn't care how we do it.

We go to the Casemates, where Emerik is already waiting for us. He will tell the same story as Aveline and name the main suspect - Gascard Dupuis. His estate is located in the Upper City, but it is worth going there at night. After waiting for sunset, we head straight to the house of the alleged killer. Emeric's words will become more true when evil demons attack us.

Having dealt with them, go up to the top floor. We will witness a scene in which a young girl begs to be spared. After a conversation with Dupuis, it becomes clear that he is not a murderer, but an ordinary blood magician who wants to avenge his sister. The thing is that before her death, Gaskar’s sister received a bouquet of white lilies from someone, and a few days later she was found dead. From that day on, any girl who received the same “gift” would soon die. The woman begging to be saved was supposed to be next, but Gascard kidnapped her just in time, intending to lead his sister's killer into a trap. But instead of him, Hawk appeared at the estate. Let the poor guy go and promise to look into this matter.

It's time to report to Emeric. But in his place there will be a woman standing, assuring that Emerick received the letter and went to meet us. Go to the “dark alley” (a suitable place for a meeting) where the corpse of a curious templar and dozens of demons await us. When they all go back into the shadows, that same templar girl will arrive. Deceive her by saying that you don’t know where Dupuis is hiding.

Family matters.

While in The Hanged Man, talk to Varric. His sources claim that Bartrund has returned to Kirkvel. It's time to take revenge on the vile traitor. When the sun sets, we head to the upper part of the city. The house we need looks abandoned, but we still get inside. Control passes to Varrick, who is forced to fight alone against a huge crowd of archers. True, this battle should not cause any particular difficulties, since “Bianca” kills with one shot, and the dwarf is almost immortal. Something is wrong here.

Apparently this seemed suspicious not only to us, but also to the church sister, who, having cursed the gnome, forces him to tell the true story.

Ahead of you are tedious battles with hundreds of crazed soldiers. When the reserves of warriors are exhausted, Bartrund's servant will jump out of the corner and tell about how his master went crazy because of the idol brought from the expedition. Open the door behind which Varric's brother hid and give him a hard time. The exhausted dwarf will collapse to the ground and tell how the idol took possession of his soul, how he forced him to kill and betray. At the moment, he sold the relic to some woman and does not know where it went. Decide the fate of the gnome and go outside. If you leave Bartrund alive, you will get a new best friend in Varrick.

Explosive service.

It's time to visit Arishok. He will tell you about a stolen explosive recipe, which actually turned out to be a recipe for a deadly poison. If this poison falls into the wrong hands, thousands of Kirkwall residents will die. The first suspect will be Dwarf Jarvis, who has been dreaming of getting the recipe for the famous “saar-kamek” for three years now. But this gnome disappeared without a trace a few months ago. We go to Cloaca where, after talking with a merchant from the guild, we learn that Jarvis may be hiding with smugglers. We jump into the hatch and break through the crowds of the gnome's armed bodyguards. When you get to Jarvis, ask him about the poison and he will tell you the whole truth. It turns out that he didn’t steal anything, but just happened to be in the wrong place at the wrong time. Release the gnome (or kill it) and head to the alley where tragedy is about to occur.

We are late. Poison is already walking around one area of ​​the city. Examine the area and pick up a steel lock from the floor, which you can use to close the barrel of poison. Having done this, repel the attack of the mercenaries. One of them will drop another lock. Fight back wave after wave until you have sealed all the gas barrels. When the last container is closed, the elf who framed Jarvis will come to us. Her motives may be noble, but the means she resorted to have ruined too many lives. It's time to teach her a lesson. After the death of the elf, go with a report to Arishok.

Disagreement.

Go to Anders' hospital and talk to him. He is concerned that there are too many pacified magicians in the city. Moreover, he is sure that one of the templars started “general pacification.” Crowds of zombie magicians, what could be more terrible. Agree to help Anders get papers confirming the conspiracy and go into the tunnel under the casemates. Here a couple of smugglers will try to give us a warm welcome, but Hawk doesn't have time, so we just kill them. Having reached the room where the templars are mocking the young magess, try to resolve the matter peacefully. Nothing good will come of this, since the spirit of justice will prevail over Anders and he will rush into battle. Let's help the "gray guard". After killing Sir Alrik (the templar who wants to pacify all magicians), take the documents from his corpse. When “justice” rushes at the poor girl, calm the magician down and rise to the surface for a serious conversation with Anders.

Reflection in the mirror.

Visit Merrill in Elfinage. She will have a heart-to-heart talk with you and show you a mirror that she has been collecting piece by piece for many years. Unfortunately, despite the many efforts of the young elf, the mirror does not work as it should, and in order to fix it it is necessary to obtain a magical tool. The whole problem is that this instrument is in the possession of the Guardian, whom Merrill fears like fire. Keep a girl company and she will thank you properly. Let's go to the Dollars.

The keeper will be happy to give us the relic, but first we will have to complete a small task. A terrible creature called Verterall has settled in a cave nearby, and as you probably already guessed, it needs to be killed. Having reached the cave, go inside and deal with the local fauna. When you come across an elf, try to talk to him. Nothing good will come of this, because at the sight of Meryl he will rush off. Unfortunately, the place where he ran turned out to be Venterall’s lair and the monster killed the boy. Attack the creature. After the stone spirit, this battle should seem no more difficult to you than a walk along the shore of the lake. Having won, comfort Merill, who is crying over the body of the dead elf.

Returning to the keeper, take the tool from her and decide: give it to Merill or keep it for yourself. By following the first path, you will make a new friend, and perhaps a lover, but this is still far away.

It's a bitter pill.

Take Fenris into your team and head to Broken Mountain. Along the way, slave traders will stop you and demand that you give them a slave. The enraged elf will rush into battle. When all opponents are killed, Fenris will loosen the tongue of their leader. Having found out the name of the customer, go down the pit to the “cave pens” where Adriana’s lair is located. Inside you will have to destroy a dozen mercenaries. Both simple ones and those that have lain in the ground for decades. Having met a young elf, listen to the heartbreaking story about her father and share money with her. Once you have “contributed to the liberation of the slaves”, continue to move towards your goal. In the battle with Adrianna, deal with her servants, and when she is left alone, attack her with the whole team. Before she dies, she will tell Fenris about his sister. After the elf kills the villain, talk to him in his house.

Long way home.

I warn you, this quest is the most boring way to waste your time.

After talking with Aveline, promise to carry out a small assignment for her, namely to deliver a package to one of the guards. Having received the parcel, Donnik will look at us like idiots and put the “gift” on the far shelf. We return to Aveline. Again without explaining anything, she will ask to hang a fresh duty schedule on the wall. Let's do it. To everyone’s surprise, Donnik was assigned to duty in the “warmest” place - the Upper Town. Someone was added to the list of favorites. Let's go find out to Aveline. The Iron Lady fell in love, but is afraid to admit it to the guard. We'll have to intervene.

We go to Donnik and inform him about the “party” organized for all the guards, after which we wait for sunset and head straight to the “gallows”. Aveline will never show up, and you will have to drink strictly in male company. When Donnik gets tired of all this, he will pack up and leave. Scold Aveline and come up with a new plan. What could be more romantic than “Torn Shore”? Smugglers, huge spiders and, of course, half-decomposed corpses. So Hawk thinks so, so he organized a patrol to participate in, in which, as you probably already guessed, Aveline and Donnik will be

Our task is to destroy enemies and light signal beacons. After each hastily lit beacon, a scene is activated in which Aveline clumsily tries to woo the guard. How this couple tired me. Once again, Aveline was unable to confess her love to Donnik. Trying to explain everything to him will only confuse the guard more. Return to the barracks where, after talking with Aveline, you will finally complete this quest.

Find and lose again.

The Arishok is not going to leave the city, but war is not planned yet. Only this calms the governor, but recently something happened that could easily provoke that same war, showing the race of people in an unflattering light. Two Qunari envoys arrived at the governor's fortress, but never returned to the port; moreover, they did not even leave the fortress. The viceroy asks us to sort it out without making a fuss. Go to the seneschal and find out the details. The city guard may be involved in this case, and the only place where traitors can spend their time is the “Hangman”. That's where we'll head.

In “The Hanged Man,” talk to Orvald, who accidentally lets slip about three “horned barbarians,” ask who the employer is, and then calm down the drunken guard. Exhausted Orvald will give you the name of the customer, who surprisingly turns out to be a certain templar. Let's go to church. Having met an old friend Pertis, we learn that the same templar is her former bodyguard, Varnell. Having received the coordinates of his hideout, we head to visit. On the spot you will be met by a handful of fanatics led by a maddened templar. The Qunari are killed, and you have to defeat Sir Varnell and his minions. This is not easy to do, primarily because fanatics are armed with bows. In any case, you should first deal with the “small ones”, and only then take on the templar. When Varnell dies, the Steward will appear and ask what to do next. Offer to burn the corpses to hide traces of beatings.

All that remains.

Returning to the Hawk estate, talk to Uncle Gamlen. He is worried because Liandra (your mother) did not come to the meeting with him as promised. Having intervened in the conversation, the gnome Bodan will tell you that in the morning the woman was delivered a bouquet of white lilies. Doesn't remind you of anything? We go to Dupuis (if you left him alive) house, which is located in Cloaca. Using blood magic, Gaskar will follow the trail of the girl Alesa, whom you saved in the quest “Prime Suspect”. The blood stains on the floor should lead you to a hatch leading to the basement.

Below you will be met by a flock of demons. Having dealt with them, examine the corpse on the bed. Fortunately, this is not Hawk’s mother, but the same Alessa. We continue our journey. And again we deal with the demons. Before leaving, be sure to search all the chests in the room. Finding ourselves face to face with the necromancer, we learn that Dupuis is not a grieving brother, and all attempts to find the killer were only to learn the secrets of necromancy. Fortunately, Varric, who realized in time, shot an arrow into his throat, saving us from the fight with the scum. The necromancer did not kill for fun, he wanted to collect his dead wife... piece by piece. It so happened that our mother looked a lot like his late wife, and the bastard cut off her head.

When the battle begins, repel the attacks of the dead. Wave after wave until the turn reaches the magician himself. After killing him, talk to the dying mother. All that remains is to tell his uncle this tragic news.

Nightmares.

Check the mail at the Hawke estate. Feinriel's mother asks to help her son again. She will be waiting for you in Elfinage. After talking with her, we learn that Fainriel is increasingly having nightmares. The guardian sent the boy into the shadows so that he could overcome his demons, but he has not come to his senses for two days now. Let's help the young magician. Moreover, if you don’t help him, there will be one more “possessed dreamwalker” in the world, and this will have a bad effect on the real world. Very bad. And if it happens that the boy is still restrained by demons, you will have to kill him.

Having formed a squad, we move forward. Having stumbled upon a demon, drive him away and enter the room on the left side. A demon in the guise of Father Feinriel is trying to take possession of the boy, scare the boy by saying that he is a demon, and when he runs away, talk to the demon. She will set one of the squad members on you. The fight will be easy, but now you only have two comrades.

Enter the second door (Feinriel's Pride). Another attempt to deceive the young magician failed. The evil demon will turn the second member of the squad against us, and will also take part in the battle. Just like last time, after defeat your partner will disappear. We continue on our way. When you meet Feinriel's spirit, talk to him. The guy wants to die so that he will never hear the whispers of demons again. Of course, you can take the easy way out and just plunge a knife into his heart, but is that what real heroes do? After you refuse the magician (or kill him), he will come out of the “Shadow”, pulling you out at the same time. All that remains is to inform the boy’s mother about this and talk to those two comrades who betrayed you.

Following Kun.

The governor is again dissatisfied with Arishok's behavior. The fact is that his son (a big fan of Qunari) went to the camp of the “horned barbarians” for initiation into “Kun”. Dumar asks us to take a walk to the port and find out details from the Qunari leader. Arishok assures us that the viceroy’s son follows the path of Kun voluntarily, and all old connections after initiation will no longer mean anything to him. However, today Seamus was called to church to say goodbye to everyone. Suspicious. We go to church after sunset.

The governor's son was killed by whoever you thought - Petris. Having set her fanatics on you, she will go after the Reverend Mother. Having dealt with the “coon-haters,” we watch a scene in which Petris tries to denigrate Hawk, assuring the reverend mother that it was allegedly he who killed the governor’s son, following the orders of Arishok. Having suffered a fiasco, Petris will receive an arrow in the forehead from the arriving Qunari. The viceroy weeps over his dead son, and we set off to complete the penultimate task of this chapter.

Catch the thief.

Go to Hawke's estate, where you will see a scene of a quarrel between Aveline and Isabella. The captain of the guard asks to urgently go to Arishok, and the robber begs him to help her get a relic that was stolen from her many years ago. There is a thief in the city, and if you don’t catch him now, Isabella is unlikely to live long enough to see the victory of people over the Qunari. Agree to the robber's request and go to the foundry district of the lower city. On the way to the desired house, a small detachment of Qunari led by Stan will stop us and demand the return of the relic. And since we don’t have it, we’ll have to kill these Qunari. Having opened up, Isabella admits that this relic previously belonged to the Qunari. Having stolen it, Isabella went to Kirkwell, bringing with her a huge ship with followers of the “Kun”. And until the relic is in their hands, they will not leave the city. The robber will ask if you will give her the book as soon as you take it from the thief. Choose an answer and go into the cave.

A real battle will unfold inside. On one side there are magicians, and on the other there are Qunari. You will have to kill the participants on both sides. Seeing the thief, Isabella will rush after him, and so will you. TO BATTLE! After dealing with the warriors, go outside and search the dead Qunari. One of them will have a farewell note from Isabella, in which she asks to forgive her, since she decided to give the relic to Castillena. It's time to go to the Qunari, but before that, complete all active quests.

As Kuhn demands.

We go to an audience with Arishok. Aveline asks the head of the Qunari to give her two elves involved in the murder of the guard, but Arishok refuses, stating that they accepted “Kun” and therefore are now under his protection. After a short argument between him and Aveline, the Qunari leader will order us killed. Only Hawk and Aveline will survive. The Qunari began to attack the city. Having chosen our companions, we move towards the city center, where the main battle takes place. Having run into a pack of Qunari, help the “gray guard” deal with them and receive a ring as a reward that increases the chance of a critical hit. Once you reach the Upper City, you will encounter Qunari warriors. After defeating them, watch a scene in which you will be rescued by the templar commander Meredith. She will report that the Qunari are gathering people in the fortress and will leave, while we continue on our way. Having cut your way to the tower, you should meet the Archmage Orsino in the company of your sister. After exchanging a couple of dry phrases with her, talk to Meredith who has arrived. Having announced that you will lead the attack, lead the squad to the doors of the tower. Here you have to make a choice: kill a dozen “Karashoks” or ask the magician Orsino to distract them.

Once inside the tower, deal with the Qunari, among whom there will be several magicians, and then go through the large doors. The governor was executed, and all dissatisfied people were killed on the spot. Noticing us, Arishok offers to show himself in battle. After killing his strongest warriors, talk to the leader again. He is impressed and asks a reasonable question - “How to solve his problem without bloodshed.” Isabella appeared to answer it, in whose hands is the book Arishok needs. The leader is clearly satisfied and is going to immediately get out of Kirkwall, but he wants to take the thief along with the book. If you refuse, the Arishok will challenge you to a duel. Agree and get ready for a difficult fight. I hope you've stocked up on red bottles.

After defeating the Arishok, the rest of the Qunari will leave, and you will be proclaimed “Defender of Kirkwall.” At this point Varric will be interrupted by the church sister. After chatting a little, she will promise to let the gnome go if he finishes his story.

Three years have passed...

Along with the title of “Defender,” Hawk received the respect of the entire city, as well as his word. A word has weight that is equivalent to the word of any ruler. But Hawk wasn't the only one affected by the changes. The viceroy is dead, and in his place is the commander-in-chief of the templars, Meredith. The magicians finally began to fight for their freedom, which caused the indignation of the templars. Once fighting shoulder to shoulder, Orsino and Meredith have now become bitter enemies, ready to plunge a knife into the other’s heart at any moment.

And as has happened many times before, Orsino gathered people to start a riot. When Meredith appears, calm her down by telling her that they are both wrong. After these words, the templar will rub your nose into the fact that it was the magician who killed your mother. The reverend mother will come to the noise and “tear the enemies into the corners.” After thanking you, she will leave.

Murder of Crows.

Not far from the square where Orsino started the riot you can find a man named Nunzio. Nunzio arrived from Antiva itself to catch the elf killer. According to his information, the elf took refuge where he would least stand out, namely in the Dollian camp. That's where we'll go. In the camp, find a girl named Varrel and ask about the killer. She will point to the cave, explaining that the elf had no intention of hiding. This is all strange, but worth checking out.

The cave is inhabited by spiders. We deal with them and follow the mark on the map. And again Venterall and again he needs to be killed. When the huge insect carcass falls to the ground, old friend Zevran comes out from around the corner. Talk to him. It turns out that Nunzio is not a lawyer from Antiva, but a real bounty hunter. You can try to take Zevran to Nunzio, but then you cannot avoid a fight. It is best to let the elf go, because the “Crows” are pursuing him because he refused to be a “hired killer.”

We return to Nunzio. When the killer finds out that we released the elf, he will be very upset. True, this frustration will not last long, since Zevran himself will come to him, killing one of the “Ravens” with a well-aimed knife hit in the eye. When all the Anti-Crows are defeated, talk to Zevran. In gratitude, he will give you one of his blades.

Alone.

Go to Fenris's house where, after talking with him, we learn that, despite all his doubts, he contacted his sister, and she even agreed to meet him at the Hangman bar. The whole problem is that the elf is not entirely sure of the veracity of the information and asks to go with him in case of a trap. We need to help a friend. In The Hanged Man you actually meet Fenris' sister, only she brought Danarius with her, who wants to get his slave back. Tell him that the elf belongs to no one and start a fight. Having won, do not let Fenris kill his sister. When he releases the girl, she will tell how Fenris exchanged his life for the freedom of his mother and sister. After getting out of the “Hangman”, talk to the elf.

Justice.

After “Justice” almost killed a girl in the caves, Anders decided to leave him forever. He wants to perform a ritual, but for this he will need two very rare ingredients. The first is “Dragon Stone”. You can find it in the “Bone Pit”, and the second is “saltpeter” (a mixture of concentrated urine and manure). "Saltpeter" can be obtained from the sewers under the Cloaca. After going down the sewers, collect six samples of saltpeter, occasionally dealing with smugglers. Having filled the bottles with this stinking liquid, we go to the “Bone Pit” for the “dragon stone”. The pit is inhabited by poisonous spiders, which are looked after by the “Monstrous Spider” - I don’t think a more detailed description is needed. We kill the giant and collect several samples of the required stone. After which we return to Anders’ hospital.

The magician will ask us for help again. He needs to get to church, but without anyone seeing him. Hawk will have to distract the church mother. Upon entering the church, split up with Anders and go in search of the mistress of the church. You can find her on the second floor next to two golden statues. Chat with her on the topic “Why don’t you help the magicians?” until Anders arrives and takes you aside. The job is done, all that remains is to talk to the “gray guard” in his hospital.

There is no rest for sinners.

Castillon is in the city and dreams of planting a knife in Isabella’s belly. Naturally, the robber does not want to die, and therefore asks us for help. She offers to find Castillon's right hand, Velasco. There is no point in torturing the guy, since he won’t tell anything anyway, so invite Bella to pull off a little scam. Let Velasco grab her, and then follow where the bandit goes. You can find Velasco in a brothel, where he spends the whole day. In “Blooming Rose”, go into Velasco’s room, where he is caressing some elf. Say all the "evil" lines and watch as Isabella is led away.

Once outside, follow Bella's illuminated footprints until you reach the Lower City. After descending into the lower city, continue following the markers until you reach the port warehouse. Having burst inside, deal with Velasco and remove the key to the room from his corpse. After talking with Isabella, open the room and look in the chest. Castillon decided to legalize the slave trade. As you leave the premises, you will meet Castillon in person. Isabella is stupid again and offers him to exchange documents for freedom and a ship in the port. Agree with her or kill the scumbag. One way or another, after getting rid of the slave trader, talk to the girl in the “Hangman”.

Free.

After checking your email, you will find that Meredith wants to talk to you. We go to the Casemates, after which we go to visit the Templars. The Templar will tell us that as a result of the rebellion of several of her employees, three magicians were released. They need to be brought back before they do anything bad. For details you should contact her assistant Elsa. Find out information about magicians from her and head to the indicated points. First, you should visit Elfinage and ask your wife about her runaway husband. Nisa will tell you how, after the templars’ visit, Khion came to her and asked her to hide him. She refused, but he promised to return at sunset. Having waited until nightfall, we return to Elfinage and find Khion casting a spell over the corpse of poor Nisa. Khion is a blood mage, and therefore he must be killed. Having dealt with the elf, we move on to the search for the next magician.

Our next stop will be Cloaca. Ask the kids at Evelina's house. They will tell how the kind Magess from Ferelden saved them when the Pestilence came. Upon arrival in Kirkwall, she immediately went to the local “Circle”, but they locked her up, declaring her an “apostate”. They will also mention that after the escape the girl changed a lot and became aggressive. After pointing you to the gutters, the guys will run away. Let's go down. After dealing with a dozen ghosts and overcoming several traps, you will come face to face with Evelina. The girl is possessed by a demon and will have to be killed too. After talking with the children, console them and go catch the last magician. Why do I think he won’t survive either?

Having reached the Upper Town, go to the de Cogny estate where the parents of that same escaped magician live. After talking with Emil's mother, you will hear another lie that she has not seen her son since he was six years old, but luckily she will be interrupted by her husband bursting into the room. Without noticing Hawk, he will begin to scold his wife for giving her son money. Promise your parents that you won’t touch their son, and they will tell you that Emil gets drunk like never before at the “Hangman.” Let's run there. After talking with Emil, you will find out that he is not a blood magician, but just a boy spreading rumors in order to please girls. The guy is not dangerous, so you can let him go, thereby earning a good reputation with magicians. The job is done, so we return to Meredith with a report.

Haunted house.

Remember the house where we fought Varric's possessed brother? So the cunning dwarf wanted to sell the mansion, but not many people want to take a house in which everything is covered in blood and the smell of decaying flesh. But Varrick still found a person who agreed to buy the house without a preliminary inspection, but the trouble was that there were ghosts in this house that did not allow buyers to live in it peacefully. Varric suspects that the relic that Bartrund brought from the “Deep Paths” is to blame for everything. It is necessary to destroy the problematic trinket.

Having climbed into the house, we watch the pathetic attempts of the ghosts to scare us. Having reached Bartrund's room, examine it and leave. Don't pay attention to the spirits running past, as they are harmless. After finding the maid, try to find out where the idol is, but this will not bring any results. Moreover, a stone golem will appear in the estate out of nowhere. Having lost a certain amount of vital energy, he will disappear, and several ghosts will appear in his place. Having destroyed them, start “processing the pebble” again.

A defeated golem will leave behind a fragment of the idol. Dissuade Varric from leaving him and take the Sendel artifact. As a reward for this, he will fry you a very useful rune. Go talk to Varric at the Hangman.

New way.

Merrill is still trying to fix her mirror, but this time she wants to ask for help from the spirit "thanks" to whom she became a blood mage. There is no point in trying to convince her, so just agree. The spirit is contained in a relic that can be found somewhere on the Broken Mountain. Having formed a detachment, we head there. Having reached the idol, we learn that the Guardian wanted to save Merril, realizing that as soon as she repairs the mirror, the demon will break out into the real world and absorb the young elf. Therefore, she allowed the spirit to inhabit her, and it can only be destroyed by killing the vessel. After her speech, the Guardian will turn into a huge and quite strong monster.

When the demon has no lives left, the Guardian will appear in his place again, begging to be taken back to the clan. Realizing that this is a demon's trap, Merrill pierces her with a sword. Comfort the girl and return to the Dollians. Well, then a messenger, bad news and severed heads, however, you will have to cut off your heads, since the Dollians, having heard about the death of Maratari, will rush into battle. You will have to slaughter the entire elven camp while listening to Merril lament about “what have I done.” Genocide can be avoided by denigrating Merril to the elves, but then you will have one less friend in your ranks. In any case, after you have dealt with the problems, talk to the elf in her shack.

Service and error.

We check the mail. A certain Cullen contacts us, assuring us that many complaints have been received against Aveline, allegedly exceeding her authority, playing favorites and generally not fulfilling her duties as captain of the guard. We go to Aveline, she will react very negatively to such accusations and offer to take a walk with her and her husband Donnik tonight. We agree and wait for sunset, after which we head to the port area of ​​Kirkwall, having previously taken the page to our squad. After running around the area, you will come across Donnik, dashingly dealing with pirates. If you hate someone, ask him about his job. The rumors about Aveline turned out to be false. It's time to talk to Cullen in the Casemates.

The templar will report that he did not doubt the captain, but as long as there are complaints, he is obliged to report this to the top. He will also tell you that the bulk of the complaints come from the Lower City. You probably guessed where we will go now. On the spot, talk to guard Brenen. She will tell about another guard who joined the society “against the tyranny of guards and strangers.” The meeting of this society will be held in Cloaca so we are heading there.

Jiven is already in full swing making a speech to his minions. Invite Aveline to speak and get ready for a fight. The former guard, although he looks rather weak, has an incredibly huge supply of vital energy, so the battle will be hot. Having dealt with him, return to the Barracks. Aveline is a little worried, but her husband will calm her down.

Serve cold.

Archmage Orsino is looking for a meeting with you. Go to him in the Casemates and talk. Orsino suspects several magicians of treason and asks to get into a certain secret meeting that will be held today in the Upper City. He himself cannot go to it because, having left the Circle, he will automatically be included in those who will be at the meeting. Wait until nightfall and go to this gathering. There you will be greeted by a bunch of templars and a couple of magicians. When they see you, they will attack. After killing everyone, search their bodies; from one of them you will find a note that talks about their secret headquarters in the warehouse. Can you guess where we're going now?

Arriving at the warehouse, we deal with the crowd of templars. When the battle subsides, Keran appears and tells about the plot to remove Meredith from her post. He will also mention that the conspirators kidnapped your sister. Having received the coordinates of their shelter, we go there. Having broken into a gathering of rebel magicians, try to resolve the matter peacefully. Nothing good will come of this, and the apostate whose life you once saved will order you to be killed. There were many who wanted it. When all that remains of the magicians and templars are cooling corpses, talk to the rescued Betoni. At the end of the conversation, Meredith's warriors will arrive. Explain to them what happened in this clearing and return to Orsino with a report.

Last straw.

There will be a war. There is a war between templars and magicians, and you need to make a choice - which side you will be on. Having chosen who you are, you will fight, kill your opponents, and then decide the fate of Anders, because of whom all the unrest in Kirkwell began. You can describe what will happen next in a few words: The Templars kill the magicians, the magicians become possessed. We kill everyone who meets on the way, and having reached Orsino, we try to settle the matter peacefully. Meredith wants to kill every magician, every last one. She gives us time to prepare for battle and leaves. Talk to all your comrades and then get ready for the fight. Having destroyed the first wave of templars, we watch a scene where Orsino, using blood magic, turned himself into something terrible, but it is worth noting that it is quite strong.

Having defeated the monster, we hurry to get away from the Casemates. A distraught Meredith orders the templars to attack the Protector, but they refuse and then she herself rushes into battle. It turns out that all this time she was driven crazy by the idol (the one we found on the deep paths) from which her sword was forged. Having lost one quarter of her vital energy, the girl will use the power of the idol and revive the huge statues at the entrance. When Meredith falls, the story of "The Protector" will be interrupted. And even Varrick doesn’t know what happened to him next.

Death of Lothering

If you played the demo version, then the beginning of the game is no longer a surprise for you.

So, your first acquaintance with the game begins. On the Diablo II-shaped screen, select class and gender. Unlike the first part, you cannot choose a race - as in Mass Effect, only humans are available.

Getting used to the combat system. For this purpose, a legion of the Spawn of Darkness will fall upon you. We show them the goat, and also press the number keys, testing out fighting techniques. Later, a huge battle ogre will attack. It is impossible to die in this episode. After winning, you will be given the choice of character appearance. Epic Fail! You're supposed to do this BEFORE the game starts! It turns out that at first we play as one character, and then BAM! Already for someone else. However, this misunderstanding is brightened up by a wide variety of appearance settings. You can sculpt whoever you want, even characters from the first part. You can also import a save from Dragon Age Origins here.

Finally, you receive your creation. We explore the area, search the corpses, kill the creatures of darkness. Along the way, we are growing in level. Soon we meet a married couple of templars. Very unpleasant company, considering that we have a renegade sister. You can't kill them, unfortunately. We move on and meet the pt-magician and company. You need to kill in exactly this order. Collect loot and don’t forget to level up.

The next fight is quite difficult. A huge evil ogre is standing against you. Depending on your class, either your brother (if your class is a robber/warrior) or your sister (if your class is a mage) will die. First you need to deal with his retinue, try not to engage in battle with the ogre until you kill all the birds. Well, then just make sure that the team doesn’t get tired. Then there will be another wave of Fri, and, finally, salvation in the form of a long cut-scene.

This ends the duplication of the demo version.

Welcome to Kirkwall, Free March. However, they are not allowed into the city; you will have to stay at its port. We need to find our relative, Hamlen Amell. Walk through the crowd. A guard will stop you. Ask permission to speak with the commander. Go up the stairs. There, deserted Ferelden warriors argue with the guard to let them in. Intervene in a dispute. Kill the deserters. In gratitude, the guard will bring your relative. Alas, he simply cannot take you into the city. You'll have to work it off by joining a criminal gang. Which one is up to you to decide.

On the one hand, unkempt-looking people are mercenaries, on the other, elf smugglers. The mercenaries will ask you to finish off the merchant, and the smugglers will ask you to collect the debt. Your choices will determine some of the quests you receive in the future.

So, you have installed the game Dragon Age 2, launched it, watched the introductory video and are ready to start playing Dragon Age 2... First, you will have to watch a video in which you will know that all the events of the game have already happened. And you just have to tell how they happened. And your gnome friend, whom you will meet later, will lead the story. So, for starters, you won't be able to choose your character's appearance or skills - you'll only choose your class and gender. To complete Dragon Age 2, mage, robber and warrior of both genders are available. Well, I prefer the rogue... Once the choice is made, you will be thrown into the thick of battle along with your battle friend. Or a friend. It depends on the class and gender you choose. Having killed the first gang, you will be given the opportunity to either fight again, or let your companion finish everything for you. I decided to fight a little more and improve my control skills in the game. It’s not entirely familiar, but you can see more about it in the review. Therefore, it would be better for you to get a little familiar with the controls while you have such a fearless opportunity - this will come in handy during the passage of Dragon Age 2.

When the small change is finished, a mini-boss, the Ogre, will come to you. Killing him takes a long time, but now it’s not difficult. Just learn all your skills and use them in battle correctly and one by one. In any case, they will manage to cure you. Therefore, don’t be afraid, just learn to play... And now the Ogre is finished. Your companion will tell you that the spawn of darkness never ends. But the dragon will scare them away... This will end the prologue of Dragon Age 2. You will again witness the communication between the dwarf Varrick and the inquisitor Cassandra. And you will hear a very promising phrase from Varric - “Then you’ll have to listen to everything from the very beginning.” Now you need to choose the appearance of your future hero. You can play around and experiment with the settings, creating a complete copy of yourself - personally, I find it more pleasant to feel like a direct participant in the passage. In the game version, of course. Created? Then start the passage of Dragon Age 2. And you will have to start by escaping from the creatures of darkness. You, renowned warrior, are running away?! But when your mother stumbles, you won’t be able to run any further. And you will automatically protect it by killing the creatures. Talk to her respectfully... During the conversation, a decision will be made to run away. And you will act as a guide. Who else? Move forward, there is only one road. Just remember to press Tab periodically to highlight available items. And in the first clearing you will have a fight. Elementary, I must say. Pick up loot from the creatures of darkness and simply from corpses and move on through the passage of Dragon Age 2.

As soon as you leave the clearing, you will immediately have to talk with your family about where you will be going. And almost unanimously it will be decided to go to Kirkwall. Kill the next batch of Garlocks and go rescue the two spouses. Now decide what to do with these two - either try to make friends, or simply enter into a forced alliance. In any case, ask them in detail about everything - the information will not hurt. Remember this principle throughout your entire playthrough of Dragon Age 2. As a result, you have one person as a burden and one warrior in the group. And great, it won’t hurt. So you have to go, constantly repelling the attacks of the creatures of darkness. Until you reach the next clearing. Be sure to open the chest and search all the corpses after the death of all opponents. Now you can go to the next clearing, where you will meet with the ogre.

It is this creature that will kill your beloved brother. True, this will happen in the video, and you will not be able to help him. By the way, if you choose to play Dragon Age 2 as a mage, the ogre will kill your sister. Therefore, all that remains is to finish off the ogre and the creatures of darkness and console the mother. The rescued templar guides his soul to another world. True, because of the prayers you will have to fight more... Until the very dragon you saw in the introductory video appears. The dragon will kill all the creatures of darkness and turn out to be... A woman! Moreover, it is familiar to us from the first part of the game. Flemeth. It's good that I killed her in the first part. Just as she was a bitch, she still is. But she offers help... Why not accept it, after asking Flemeth about everything possible? There is only one But. The Templar will be infected with corruption and will soon turn into a spawn of Darkness. In any case, it is better to finish him off. Do it yourself, without touching the girl... Now you will be taken to the city, from which you will take a ship to Kirkwall and begin the main part of the passage of Dragon Age 2.

Kirkwall

So, you have arrived, after two weeks of sitting in a dark hold. Wild storms prevented you from reaching your goal, but you managed. And, approaching the gates of the city, you find out that no one is allowed into the city. But mom will say that you really need to find your relatives in the person of Hamlen Amell, because your family has always enjoyed great respect in the city. Go to the crowd and start a dialogue with the guard Wright, who is standing without a helmet - he will tell you a lot of interesting things. Among other things, Knight Commander Meridith has great power in the city. And it is precisely this that prevents all refugees from being sent far away. Suddenly someone has a serious business in the city. We will be directed to Captain Ewald in the courtyard. True, they will do this very incorrectly. Oh, if it were up to me, I would kill this arrogant puppy! But there is no such opportunity in the passage of Dragon Age 2, unfortunately. So just go through the gate...

Near the quest mark you can find a merchant. Talk to him and you will see a heartbreaking scene of him robbing refugees. Unfortunately, it is not in our power to teach him a lesson now. It's time to go to Captain Ewald according to the mark on the map. There you will witness an armed attack by people who want to go to security. Yes, Dragon Age 2 can be brutal. True, this will happen if the dialogue is structured correctly. Just find out how much it costs to pass... And there will be a massacre. Kill all enemies who are envious. And thanks to this, Captain Ewald will find your uncle and send him to you. How sweet... Unfortunately, he won't be able to take us into the city. But he got some work for us. We should be allowed into the city, but for this we will have to work for a year. An excellent offer from a loving uncle! You have a choice - go to work for smugglers or mercenaries. First, go to Miiran and take from him the task of destroying Friedrich. Well, this arrogant bastard must die! Go to the lower left corner of the map and kill him. Just be careful - the guards, although weak, can cause a lot of inconvenience due to their numbers. Now it’s time to go submit the task to our employer Miiran. He will be happy for you and say that you have been accepted into the Brotherhood of Bloody Blades. Amazing. The passage of Dragon Age 2 has entered a new phase. Now you should talk to your uncle and enter the city.

A year has passed...

You will not be taken on the expedition. Bad, but not fatal. You will walk through the city and some boy will steal your wallet. And Varrick, already familiar to us, will stop him and return our money. Great, thanks to him. This is how we will get to know him in the passage of Dragon Age 2. And he will say that he needs us for the expedition, even if his brother does not understand this. And Varric will invite us to invest 50 gold in the expedition. Amazing. Only we don’t have that kind of money yet... In general, we’ll have to earn money somewhere. Agree to his proposal - this is your chance to break out among the people. Now it's time to explore the city. In the upper right corner of the map there is a gnome merchant who will constantly accompany your expedition. But let's get back to the tasks. Go to Aveline following the mark on the map to complete the quest “Friend of the Guardian”. She will tell you that she felt like she had crossed someone’s path. And he will offer us a worthwhile task - to deal with the robbers who decided to steal something. Well, now any work will be useful to us - completing Dragon Age 2 forces us to earn money. Get down to business after asking her about everything. She will join you, but for now you can wait to complete the task...

Mark the task "New House?", leave the building and go to the Lower City. Immediately go down the stairs and take the task from Lady Eleganta. Or rather, not really a task. She will offer to create different potions from unusual reagents. Well, let's remember this... Then search the city, picking up interesting cobblestones and collecting flowers. Don't rush to run to your uncle - first explore the Lower City. The plot of Dragon Age 2 is such that throughout the entire passage we will need a lot of money. Well, when you're done with this, you can safely enter Gamlen's house on the mission "New House?" This is the place that will become your home. Here letters will appear on the table - a quite useful feature, considering how sometimes there are not enough good tasks. Read the letter from Miiran - he will say that sometimes he will give you tasks. Well, that's very useful. Then go to your mother and ask her about the strange will. And ask your uncle to show you the will. There is only one problem - the will was left on the previous estate, and the estate has already been abandoned. Now talk to your sister about the will - you will learn a lot of new things... Including about the key that should go to the back door of the estate. Well, let's keep this in mind...

Or will we do it right away? It’s better this way - let the passage of Dragon Age 2 develop in the way we need. Leave the house and go to Cloaca, where we will complete the task “Family Matters.” As always, let's explore the location first. For example, next to the slave trader Danzik there are the remains of a nun, which can be returned for a reward. And a certain Tomwise can also prepare poisons for us. And share his signature recipe. When you finish exploring, go to the entrance to the Amell estate for the quest “Family Matters.” Move forward, picking up valuables and reading the pages of the Codex. On the first platform you will meet three guards. Kill them - there is no need to stand on ceremony. There are two exits from this room, and we'll head north first. Here, and everywhere else, the passage of Dragon Age 2 forces us to competently lay out our routes. After turning, you will find yourself in another room where 4 guards are waiting for you. Kill them, go down to the room below and pick up everything from the chests, including the portrait of your mother. Have you collected everything? Let's move on. You will end up in the same room you would have ended up in if you had gone west at the first fork.

Kill the guards there - this is not difficult in the passage of Dragon Age 2, search the chests and bags. In general, as always. Here you will meet the first enemy magician in your life. He should be hit when his shield has fallen off - at other times no damage will occur to him at all. Therefore, while he is sitting in the shield, just finish off his comrades. Having passed further, you will immediately turn left and find yourself in a room with a chest. It is there that the will, a decent amount of money and a couple of interesting things lie. Now the time has come to take the will to Gamelin in order to demand an answer for his actions. It turns out that the estate was left to us, and not to this scoundrel! Yes, the mother needs to regain influence in the city. But this is all a matter of gain. In the meantime, talk to your sister. And as friendly as possible - a good attitude towards you will not hurt. And in general, do not spoil the relationship in the passage of Dragon Age 2.

Now leave the house and go to the Upper Town to give the remains of the nun on the quest “The Remains of Sister Plint”. To do this, mark the task on the map and go to the Church. To the left of the main stairs, talk to Judge Vanard and take the "Judge's Orders" quest from him. Now it's time to climb the main stairs to the church. To the north, go up the church stairs and pick up the Golden Fool's Locks. This will add a task to us - the main pastime in the passage of Dragon Age 2. And then go south and turn in the task. Passed it? Great.

It's time to complete Judge Vanard's "Judge's Orders" quest. Make it active and get out of the church building. Travel to the Abandoned Ruins. Walk forward a little and talk to the guard Nabil. And during the conversation, an elf will approach you, who will speak very impartially about the order to take the refugee alive. And he will tell you that this bastard killed elven children. And I decided that he had no place among the living, because the passage of Dragon Age 2 obliges you to make your choice. After talking with the guard, it was time to go to the Collapsed Passage, which is in the southwest of the location. Come in there.

First, go east. There you will encounter pirates who are easy to kill. Pick up the loot and move back to go north. There are a lot of spiders waiting for you in the hall, so be careful. In addition to everything else, there are spiders that spit venom, which are best killed first. There is no road to the west, the door is blocked, so we go north again. By the way, there are a lot of blocked passages in the passage of Dragon Age 2, so don’t despair - this is the developers’ idea. The corridor will turn east and you will find yourself at a fork. First go further west to explore the room. Have you picked up everything from the chest? Go back and go down into the round hall to the south. Carefully! A serious fight awaits you here! There is a magician, and strong skeletons, and spiders... And all this at once. Therefore, keep in mind that you should plan your actions. Now go further south and turn east. There you will meet Leah, who, according to the elf, was allegedly killed. But not everything in the passage of Dragon Age 2 can be trusted. She will tell you that Kelder, the same killer, is allegedly controlled by demons. Have you talked? Then we move on... Go through two more turns and you will find yourself in the last room. Such a surprise. It turns out that Kelder is the son of a judge. Great, that's what I suspected. Talk to him and find out that he turned to the Circle of Magicians, and there they told him that there are no demons. And he just went crazy. I decided it would be easier to kill him. Yes, I already promised. Therefore, may he rest in peace - completing Dragon Age 2 will rest in peace.

Leave the ruins and talk to the elf who asked to kill Kelder. You will receive one gold reward and head to Kirkwall High Town. But the judge did not understand that I saved his son and swore revenge on me. Well, it's his right. Now I decided to go on the quest Locks of the Golden Fool to get rid of the side quests. Following the mark on the map, go to the radical elf and give him the book. Get 50 silver for this and the task will be completed. The developers put a lot of such finds into the plot of Dragon Age 2.

The time has come in Dragon Age 2 for the “As It Should” quest, which Aveline gave us. Mark it on the map and leave the location. Go to the place of the intended ambush and move forward through the location. At the fork where there will be opponents, go south first. This trail will bend sharply as it heads north. It is at the bend that the opponents will sit. Then go to the crossroads, go north, explore the dead end there and, returning to the crossroads, go west. There will be a final ambush here, after which you will be credited with the next stage of the task. Leave the location and go to the Governor's Fortress. Only the captain will yell at Aveline and kick her out of the office. Talk to her and calm her down. And then try to find out whose tail Aveline stepped on - after all, in Dragon Age 2, nothing happens for nothing. Go immediately and look at the schedule, which is hanging right there. A friend will come up to Aveline and say that we saved her, since she was sent to that ambush on solo patrol. This is the situation. And this friend had another task - to deliver a bag with orders to distant outposts. True, the bag this time was heavier than usual. Maybe there is a connection here? And Donnik, to whom this bag was given, may also be in danger. This definitely needs to be checked. And in general, in the passage of Dragon Age 2 you need to keep everything under control.

We leave at night for the Lower City. There you need to talk to Aveline and follow the mark on the map. First you will have to fight with the robbers from the Needles, but this will not be a problem. Killed? We follow the mark again. There you will help Donnik fight back and look through the bag he was supposed to deliver. The governor's seal will be there! This is a fairy tale, excellent prey for robbers. It's good that we saved her. But Jiven, the chief of the guard, must be punished for such an act! We leave the location and go during the day to the governor’s fortress. We need to maintain a good relationship with him, because in the second part of the passage of Dragon Age 2 he will be very useful to us. As soon as you approach the corridor, a cutscene will begin showing Jiven being arrested and sent to prison. And Aveline has been appointed as the new leader of the Kirkwall guard. Or rather, it will be appointed in a couple of months, when he has completed the necessary training and finished all his business. So for now she is in our squad. Leave the office and witness a funny scene between Varrick and Aveline. Varrick will want to take over the Hangman bar, and Aveline will refuse to help him. The passage of Dragon Age 2 is developing happily, however.

But let's go home, there should be a letter there already. There are already two quests hanging there: “The Bone Pit” and “Unfinished Business.” First, go to the Lower City at night for the quest “Unfinished Business.” Have you arrived? Then find Miiran there according to the mark on the map. He will offer to kill Lord Harimann for money. Why not? We need to earn money to complete Dragon Age 2. Go to the port during the day, that’s where you need to go on Miiran’s instructions. Explore this location before you take on the task - you need to navigate the area. After that, go to the port according to the mark on the map. The battle will begin immediately there. And he will be hot - the captain of the guard is quite strong. Yes, and the archers will catch up. Therefore, it is better to immediately take down the small change, and then take on the captain. After they are dead, you will talk to the wounded man and Lord Harimann will approach you. Ask him why they want to kill him - it turns out that he sent money to help our homeland, Denerim. Will you kill him for this? I didn't kill. In response, he promised me that he would deal with the employers and make sure that they would not take revenge on me. Go to Miiran again in the lower city at night and turn in the quest to him. He will, of course, be angry, but your people are above all in the passage of Dragon Age 2.

Now let's get down to the task "Bone Pit". Go to the upper town during the day and find Hubert there. This can be done simply by using the mark on the map. By the way, these notes in Dragon Age 2 make the passage easier to the point of disgrace. Talk to him, ask for all the information and get to work. Now it’s time to leave the location and go to that very bone pit that they talk about so much... There is only one road here, at least until the first mark on the map. Just don’t go there right away - first go through the location. You won’t find anything particularly valuable there, but you can make a little profit. When you finish your examination, go down to the Bone Pit Mines. Here you will immediately meet dragons that you will need to kill. Be careful, among them there is an adult dragon, which is somewhat more difficult to kill than the others. But it's still possible. Go south, there is only one way.

There will really be a lot of weaving and fighting, but there are no forks there. And almost at the very end you will meet a man running away. Ask him everything and let him go in peace. Just don't forget that he will tell you about the huge dragon ahead. Go to the edge of the bone pit, after searching two more dead ends. And at the edge of the location you will see an adult dragon. Great, we should kill him! This is difficult to do and it is better to send a tank ahead. And in general, when playing through Dragon Age 2, it’s better to drive tanks into the crowd. If there is none, just constantly switch between characters and use all their skills. When the dragon is defeated, search it, the cobblestones are nearby and return to the Upper City during the day. Agree to Hubert's proposal to divide the proceeds from the mine in half and go to the lower city to see the workers. Convince them to return to work in the mines and the "Bone Pit" quest will be completed. That's great! The passage of Dragon Age 2 goes on as usual.

Go to the port and hand over the remains you picked up in the mines. 50 silver will not be superfluous. Then move to the Steward's Fortress on the quest "The Head of the Sword of Eustis." There, get the gold and complete this task. Well, let's go on the main quest? We must continue the passage of Dragon Age 2. Then make the “Business Conversation” task active and go to the lower city, where you need to go to the Hangman tavern. Here you will have to talk to Varric. He will tell you what he learned about the Gray Warden in the city. They say that only he will help find the passage to the Deep Paths. It’s strange that the gnomes didn’t prepare their way down in advance...

It turns out that a certain Liren from the lower city communicated with the guard. You need to talk to her in order to continue the task. Now make active the task “Pacification” and go to the Lower City, where you need to find the merchant Liren. The entrance to her is marked on the map - so do not delay the passage of Dragon Age 2. Go into the building and talk to her. Just look at the products first - you might like some of them. True, for some reason she is not eager to give us the opportunity to meet the Gray Guardian, because she fears for his life. It turns out that he is a magician, and the templars can take him. Although it’s still easy to convince her to tell us where he lives. This place is located in Cloaca. Again we have to climb through the sewers... but nothing can be done - the passage of Dragon Age 2 takes us to different places. Leave the house and go to the Cloaca on the task "Pacification". But as soon as you leave the hospital, an armed man will approach you, who does not want us to get to the Guardian. Tell Bethany to explain everything and you won't have any problems. Now definitely to the Cloaca... When you enter the door of the hospital, you will see the Guardian healing a patient. But he reacted too sharply to our appearance. We don't want him harm, do we? Ask him about everything. It turns out that he will ask for a favor for a favor. Namely, to help him guide his mage friend past the templars so that they would not be grabbed. Yes, and we will need a magician in the passage of Dragon Age 2.

After the conversation, it will become clear that you need to appear at night at the Church in the Upper City. Well, let's go there. Go up the stairs to the church and talk to Anders. You will have to stand on the skirmish while Anders talks to Karl and make sure that the Templars do not get to them. Go north, go up the stairs and talk to Karl. Only Karl’s brain has already been cleared, and he brought the Templars with him! It's time to fight back! It won't be difficult to kill them if you don't immediately rush at the Lieutenant. It’s better to break the little things around and then get to the main thing. And after the victory you will have a conversation... During which, unfortunately, Karl will die. It's a pity, it would be a good companion. Then you will find yourself at Anders' house and talk to him. A demon lives in his head, which was once Justice. But you can find out what happened to him by asking Anders in more detail. As a result, he will join your expedition - a useful acquisition in the passage of Dragon Age 2.

Now make the side quest "The Shawl of the Daughter of the Valleys" active and go to the Upper Town during the day. Here talk to Masha near the entrance to the church - there will be a new task. It turns out that her brother was taken into the Templars and he disappeared. Ask more about Meridith and the rumors, and then agree to help. With this you will close one rumor - “Enemies are among us” and receive a task with the same name. And for now, go do the task about Shali. Everything is marked on the map, so getting the legitimate 50 silver is not a problem in completing Dragon Age 2. Now go to the Casemates for the quest “Enemies Among Us.” Immediately to the left of the entrance is Templar Hugh. He decides to ignore the order not to communicate with anyone and look for help on the side. I think it's clear who he means. Question him and agree to help. First, we need to catch up with Wilmond, who seems to have returned from initiation. Great, let's go to Wilmond's Camp. It is marked on the map and is not difficult to find. We should go left first, and not where we need to go on the quest, because reconnaissance won’t hurt. When you collect everything lying around, follow the mark on the map and you will witness the beating of Wilmond. He must be protected! Only he doesn’t really need protection! As soon as you start talking to his companion, he will turn into a demon and summon a bunch of assistants. Kill them immediately. It's not difficult to do, it just takes a long time. Then talk to the remaining templar and it turns out that Wilmond was possessed. Eventually we will be hired to investigate further. Well, collect your trophies and get out of there. The passage of the game Dragon Age 2 takes us further.

And we will head to the Upper Town at night. We are interested in the Blooming Rose brothel on the assignment of Enemies Among Us. Well, go inside and explore the brothel. For example, in the northeast room I found a stone toe. One more task has been added, which we will complete later. So only after research go to the woman we need. Viveca stands in the central room. As you will find out, both friends went to see the same woman, Iduna the Wonder of the East. This name alarms me in the passage of Dragon Age 2. Finish the conversation and go to her. True, she will try to charm you and you will have to kill her. Well, what a nuisance? Then read the documents from the table and go to Cloaca. Go to the Vault marked on the map. However, they have a big shelter! First, go north, scouting the dead-end room to the west. Just be careful! As soon as you enter, a crowd of enemies will attack you. There are a lot of them, so be careful.

Further there is only one path, albeit a winding one. Be careful, there are quite a lot of enemies. At the very end, near the mark, you will begin a dialogue with the blood mages. Unfortunately, it is impossible to reach an agreement and they will have to be killed. Well, this is not a problem - in Dragon Age 2, the passage gives us the opportunity to get away with any trouble. Collect all the trophies and talk to Keran. It’s better to let him go and not say a word to the Templars. Therefore, go to the Casemates and complete the quest Enemies Among Us. Say that Keran is not possessed and you will receive 4 gold as a reward. Amazing. And the quest “Enemies Among Us” is now over. Next, mark the side quest “Grimoire of the Apprentice” and go to the Lower City during the day. You can also take the Finger of the Perfect there. All this is for rent on the market and you can easily find the two people you need. Amazing. Now go to the Gallows and talk to Varric. Or rather, watch the video first and go chat with Isabella - here is another companion in our playthrough of Dragon Age 2. She scattered the opponents so wonderfully that she deserves to be on our team. If, of course, he wants to. First, talk to her and agree to cover her rear during the duel. You will receive the task "Mad Men Will Not Detour." Amazing. But now talk to Varric for the Questions and Answers quest. Ask him about everything in the world, find out more about him. This will improve your attitude and complete the task.

Now it's time to go to the Upper City at night to help Isabella. Have you forgotten about the task “Mad Men Will Not Detour”? Then let's go. As soon as you arrive at the place and talk to her, you will be attacked. Help the girl! When everyone is killed, pick up the letter, from which it turns out that the summoner himself is hiding in the church. Let's run there! In front of the church you will be attacked again, however, this happens often in the passage of Dragon Age 2. Kill everyone and go inside. There you will have to fight again. If you kill the main one, the smaller characters will stop interfering. After this, ask Isabella about the relic that needs to be returned to Castillon. In general, now you have another good companion. Go to Gallows and talk to Isabella for the quest "Understanding Isabella". She will offer you a job with the help of a friend. Well, okay, agree and go to the far room for a new task. Ask him about everything and agree. The task "What's in the bag?" will be updated. We need to go to the Port to complete a task in Dragon Age 2. And during the day. Have you arrived? Then move to the mark on the map and talk to the Dock Worker. True, they won’t tell us anything, they’ll just send us to the port inspector. Well, let's go there.

By marking on the map you will find Liam, the port master. True, he will give us his assistant and leave. And this damned assistant will refuse to talk without payment. Okay, pay him money and go to the new mark. There will be guards there who can be killed and still get to the warehouse. Although there is another way to complete Dragon Age 2, this one is the most successful. Well, after you get inside, all that remains is to search the entire warehouse. There is something to profit from, someone to kill and where to complete the quest. The cargo we need is at the very end of the building, but there is only one way there. When the cargo falls into your hands, go back. Another ambush will be waiting for you there, but this is a minor thing. Head back to Gallows and turn in the quest. The reward is 2 gold and Isabella's respect, which is very useful, because she is the best candidate for a lover during the entire passage of Dragon Age 2.

It's time to talk with another of our companions - Anders. He lives, as you know, in Cloaca. That's where we'll go on the mission "Talk to Anders." Just chat with him there. Just keep in mind that you can develop a love affair with him, so choose your lines carefully. Especially if you play as a man.

Go home and receive another letter from Miiran. Well, the task is good, it will not be superfluous in the passage of Dragon Age 2. Travel at night on the mission "Free Cheese" to the Lower City. There you need to get to the market where the gnome Anso lives. Take his task and agree to return the goods. To do this, you will have to go to Elfinage and... Return the goods. At any cost. Since this is an area in the Lower City, you don't have to go anywhere - just follow the mark on the map and enter the abandoned house. But here’s the problem - the chest at the end of the house is empty! We return to Anso for the report... True, upon leaving the house there will be an ambush waiting for you, but this is not the point. When you interrupt them, a self-confident idiot will come out to you and try to threaten you. Only he will be killed by a newly appeared elf, with whom you need to talk. It turns out that our whole enterprise was just a distraction. Well, since they helped the elf, they didn’t resurrect the dead. Agree to help him intercept his owner, since you are already involved in this matter, and an excellent warrior will not be superfluous in the passage of Dragon Age 2. Run at night near Miiran's habitat and you will have to kill him. Well, it's a dog's death for a dog! Then run at night to the Upper Town for the same task “Free Cheese”. Now follow the mark on the map. There you will meet Fenris, that same elf. You will have to go through the mansion with him.

Keep in mind, the house is very winding, so it’s better to explore everything on your way, killing all the enemies and collecting all the trophies. And in the first room an ambush awaits you. First 8 small demons, then 4 stronger ones. Kill and move on. You need to explore the entire mansion. In the Northeast room you will kill the Demon of Wrath (that same creature in the passage of Dragon Age 2) and pick up the key from it. That's exactly what we were missing. As soon as you open the locked door on the stairs, opponents will appear behind you. True, after their death it will turn out that the owner made his feet... Therefore, pick up all the valuables and get out of there. Talk to your elf and take him to your team. An extremely useful warrior. Then complete the task "Fenris was accepted into the squad." Just chat with him. True, be careful - you can also have an affair with him! After the chat, the task is completed and you can move forward in the passage of Dragon Age 2.

Now it's time to complete the task "The Long Way Home". Leave the city and go to the Broken Mountain. Move forward, killing spiders. Just be careful - there are plenty of strong spiders. This way you will reach the Dalish elves - the very ones you need to turn to. Ask him about everything and tell him that you don't want any trouble. You will be taken to Meretari. Have a heart-to-heart chat with her. As you might have guessed, you have a new task. You will have to go to the top of the mountain to perform the ritual there. Well, what kind of savagery, they are civilized lu...elves. And settle for a companion. Before you go to the elf on the path, examine another branch of the path. Have you been examined? Then it's time to visit the elf. She talks a lot. I don’t like it anymore... Although this is another companion in the passage of Dragon Age 2. And right away you will have to fight with corpses. Well, it's simple. Move on, there is only one way. True, a landslide will block your path, so you will have to go through the cave

Oh, this is not good... Well, okay, dive into the cave. And in the first hall spiders are waiting for us. Proceed further, not forgetting to explore the spur in the west of the hall. There's a pile of cobblestones with a couple of trophies. When you look around, move further to the southeast. There you will find another pack of spiders and an exit to the old cemetery. Just go upstairs first, kill the Shadow Warrior and search the chest - excellent trophies. After that you can leave. The cemetery is surrounded by a barrier, which the elf will destroy using blood magic. An original plot twist for Dragon Age 2, isn't it? Then make your way forward and use the altar. That's the meeting! Flemeth came here too. However, she will go her way, rewarding us. Now go back. You don’t have to walk along the remaining road for now - there’s nothing interesting there. Actually, this is where our task ends. You will watch a video about coming to Elfinage... Finish and immediately talk to Arianny, receiving another task. Then enter Merril's shack and talk to her, which will complete another point in passing Dragon Age 2.

Go to the Casemates and give the Map of Occupied Kirkwall to the Archivist there. The side quest will be completed and you will receive 50 silver. Talk to Solvitus and receive the Herbalist quest from him. Great, there will be something to collect. I already had the Dragon Fang and the Spider Iron. Therefore, all that remains is to find the Iron Bark. Now return to the center and talk to Trask for the quest Prodigal Son. We will be redirected again... this time to the Lower City at night. Place a mark on the map and head there. Approach Samson and ask about the boy Feinriel. Run away again to another location. This time - to the port. The mark will lead us to the piers, to the house. Enter there and a real labyrinth will open to you. Although this will not interfere with our passage of Dragon Age 2. When you reach the marked point, after searching all the corners, you will see how the woman will become a demon. Fight again... After everyone dies, you will get a good dagger and two documents - a letter from Trask’s daughter and the location of the lair. This is in the cesspool. First, go to the Casemates and give Trask a letter from his daughter. Then - to Cloaca. There, make the slave trader speak and kill him - there is too much profit from his corpse, which will not be superfluous in the passage of Dragon Age 2.

Leave the location and go to the Torn Shore on the mission “Prodigal Son”. True, along the way you will meet a gnome who is attacked by spiders. Save him and he will ask for help in pacifying the Qunari. Why not? Assignments will always come in handy. Explore the area and get out of there. Continue on your way to the Ragged Coast, especially since we have added one more task in the passage of Dragon Age 2. First go clearly to the west, exploring the path to the north along the way. You will reach a dead end, but there will be a camp there where you can make some money. Next, go down south and, having reached the fork, go east for the task. I decided to let the werewolf go. Then go to the place where you started your journey through this location and go back to the fork. From there - to the south. Enter the Slaver's Cave and go first to the south, into the spur of the cave, and then to the east. It will take a lot of meandering, but there is only one way. The main thing is not to forget to pick up trophies. When you arrive at the main cave, the boy will be threatened with death if we get close. Tell him that you don’t need to get closer and then you will be able to finish him off right away without wasting your strength on him in battle. And in the end the battle will be much easier. Try to help the boy, because your sister could be in his place, and the choice in passing Dragon Age 2 is very difficult...

In any case, it’s time to leave the cave and go south in order to explore the territory, profit from something tasty and gain some experience. After this, return to the desired fork and move west. The path will bend and the path will lead north, where you will meet Tal-Vashoth, who is planning to betray his own. Great, let's use this. It’s just a pity that we won’t be able to persuade him to join now. But it doesn’t matter, move further north, opening chests and killing enemies along the way. Your goal is a cave. A side one, of course, because the main one is the passage of Dragon Age 2. Enter there and go down to the south. When you come to a fork, you will have three moves. The two tops will lead to a dead end, so we explore them in the hope of loot. In the very top tag we will find an excellent belt. So don't neglect the search. Then - once again to the south. There we will kill all the tal-vasgots and you can leave, going down again to the south. Don't forget to collect trophies!

Since we haven’t returned to the city yet, we’ll go to the Broken Mountain on the “Herbalist’s Quest” quest. Go to the local blacksmith and ask him about ironbark. He will tell you where to find it. Well, thanks to him. Leave the location and go to the Edge with iron trees. You need to kill all the creatures of darkness in the location so that the iron bark becomes available. As soon as everything is done, a mark will appear on your map where the desired iron bark will lie. A useful ingredient in the passage of Dragon Age 2. Now you can safely leave the location and head to the Cloaca at night on the task “Special Red Flower”. Turn it in and get your rightful 50 silver. Now we leave the location again...

You need to complete the Herbalist's Quest. To do this, we will go to the casemates during the day and give Solvitus the last ingredient. For this we will receive 3 more gold coins. We had a good run, though! Now it’s time to turn in 2 more side quests in the Upper City: “The Seal of the House of Telvain” and “A Treatise on Caste and Housekeeping.” Take two tasks right there in the shopping area. You can start doing one of them right away - just climb the stairs and talk to the man - this is how the passage of Dragon Age 2 unfolds easily. Ninnet has disappeared and her relatives are starting to worry. And this bastard doesn’t care! If only he wasn't accused. Well, agree to find your wife. We will be sent to the Blooming Rose and go to Jithann, which is marked on the map. Ask him about everything and go to Cloaca. The place where you need to go is marked on the map. Go down the hatch and you will see Emerik, who is waiting for someone. After saving him from the bandits, he will hand over his affairs to you and you will have to go to the Lower City at night. Go up the stairs to the Dark Foundry Door. The room is small, so explore it and follow the mark last. There you will find a bag with a ring, a severed brush and something else. Take all this to Emerik in the Casemates. This will end the task in this part of the Dragon Age 2 walkthrough, you will receive a reward and no satisfaction.

Now we will go to the Lower City in the afternoon to finally pass the task “Prodigal Son”. This is done in Elfinage, in case anyone has forgotten. Receive a ring as a reward. Now go visit Merrill for the quest “What a lovely crime you have here.” After another chat, you will be credited with the task and can move on. Well, shall we complete the task “Gunpowder Expectations”? Then we'll head to the port. There, go to the Qunari area and turn in the task for 3 gold rewards and you can leave. Let's take on the task "Unrequested Rescue". But first, let's stop by home to get the mail. Have taken? Then go to the Viceroy's Office and you will witness a scene between a woman and the Viceroy's secretary. Listen to their argument, and then start asking questions yourself. Now our path lies to the Torn Shore for the poor boy in order to be ahead of our competitors in the passage of Dragon Age 2. We need to go to the very south. We've been there before, remember? When you get there, you will witness an interesting scene, after which you will have to kill your competitors. Well, experience won't hurt... But you'll have to fight off two more waves of attacks. Well, everything is fine. Take the boy to the governor, talk to him and you can consider the task completed.

Make active the task “A Merciful Deed” and go out of the city following the mark in the location Approaches to the Ragged Coast. Bah! Old acquaintances! Baby dragons are waiting for us! At the intersection, go first north, then east. The road will turn south and lead you to Trask, an old acquaintance from your previous playthrough of Dragon Age 2. Agree to help him persuade the renegade mages to retreat before the templars arrive here. Again there is only one way - to the south. Amazing. Just explore everything along the way. Along the way, you will meet a sorceress who will tell you about Decimus, who wants to use blood magic. Well, I'll have to stop him. Moreover, he will attack himself and simply leave us no choice. Well, never mind, chat with his friend and agree to help her. True, I did not agree to kill Thrax. There is no point in shedding blood just like that. When I came to him, I found that the templars had already approached. During the conversation, they had to be killed... It's a pity, I expected to make friends with the templars, but the game Dragon Age 2 turned the passage completely differently. But trophies are useful things. Therefore, collect them and you can leave from there, because the task has already been completed.

Go home and read another letter. It's addressed to Bethany, your sister. But the letter doesn’t start the quest, so it’s time to set off according to the rumor “Wolves in Sheep’s Clothing.” To do this, go to the Lower Town at night. There, follow the mark on the map and you will see Sister Petris, whom one scoundrel invited to go into the alley in order to assess the quality of her money. Interesting though! We need to help her... Go left and kill all the enemies. Naturally, she will invite us to her hideout to discuss the details of the hire. You agree to earn extra money while playing Dragon Age 2, right? Enter Petris's Shelter, ask her about everything and accept a new companion into the team. Then go to the far corner of the building and go down to the Slums in the catacombs. There is only one path, but there are simply a huge number of spiders. And in the last room there are Thugs waiting for you who want to rob you. I didn’t even try to let them go - I cut them out right away. And right behind them is your freedom. There you will have a conversation with the Tal-Vashoths, who want to take our companion. I decided that I would not give him to his relatives, since they would deprive him of his free will, and in the passage of Dragon Age 2, everyone is free to choose their life. In the end, he will not want to live, because Kun expressed it directly. Therefore, you will receive a reward from him and a charred corpse. Leave the location and go to the Lower City at night. After talking with your employer, it will become known that you were a pawn in her game. And you won’t be able to kill her, no matter how hard you dare. At least for now...

Well, now it's time to go on an expedition - the decisive moment of this part of the passage of Dragon Age 2. But first, sell yourself completely so that there is enough space. Just go home before going. That's news! Another letter! Well, let’s complete this task before the expedition. To do this, go to the lower city at night. A certain Douglas offers us the following - you take his money, go to the deep paths and bring him double the amount. Considering that I had already collected the required amount of money, I decided that I would not contact him. Moreover, I can take what I earned for myself. It’s better to work for yourself than for your uncle, so we work for ourselves. The mission "Expedition to the Deep Roads" begins.

We go to the Upper Town during the day and follow the mark on the map. But for this, you must have Varric on your team, otherwise the passage of Dragon Age 2 will not continue. Give him the money and cards and go on an expedition. And here you should not take your sister, otherwise you will lose her. Therefore, choose another magician on the team and that’s it. Watch the video that personally alarmed me...

Deep Paths

And they will immediately tell you that there is a collapse on the way. We'll have to look for workarounds... Plus, Sandal got lost in the corridors. We'll have to look for it again. Well, it’s okay, we’re no strangers... Go east, then the path will turn north, then east again. In general, there is only one way. And there are many creatures of darkness around the corner! And so on until the first intersection. You will come from the west. First, it’s better to go south, because there’s a dead end there, and you need to scout it out. True, there are spiders there, but they are easy to kill. Everyone except the main spider - one of the bosses in the passage of Dragon Age 2. She has many lives and she calls on her children. But for me, playing as a robber, one heal was enough to kill her. So go for it. When you finish searching and collecting trophies, return to the intersection. There are two moves - to the north and to the east. But the passage to the north is not available, so go east. Immediately behind the hall in which you will have to kill the next creatures of darkness, you will meet Sandal. And he killed the crowd of enemies. Talk to him, accept the staff as a gift and move on. Around the next turn you will come out onto a deep path. There is another portion of enemies who are preventing us from finishing the passage of Dragon Age 2. The path will turn west and lead us to the hall. There, kill the enemies and take the loot from the chest under the stairs, along which we will move further west. In a large room you have to kill an ogre, but he is alone, so everything is simple. And in front of the next large hall it is worth saving - the Dragon is waiting for you there, which is tedious and time-consuming to kill, considering that it also calls on its cubs. Quite a powerful boss in the passage of Dragon Age 2.

After his death, collect trophies and approach the transition to another zone - a movie awaits you. You will find yourself in a pristine teig, where they will set up camp. Go forward - there is only one way. Talk to Bartrand - he will complain that he does not understand anything about what is written on the walls of the thaig. Well, we'll figure it out... There's nothing to do. Although all this is alarming. Go down and fight the ghosts and the Stone Golem - that other creature. Then collect trophies and go to the next location. Going to the first hall you will find an idol from Lyrium. And as soon as you give it to Bartrand, he will leave, slamming the door behind him and leaving us to die. Thanks to him, because otherwise the passage of Dragon Age 2 would not have become so risky! We will have to move forward, that is, to the south. At the fork, go into the room to the east, and then go west. The passage there will turn south and lead us to a large hall. There you will meet new opponents for the first time - Savages. The creatures are evil, but killing them is no more difficult than ghosts. Walking even further down the corridor you will encounter a talking Savage. Well, you can chat with him. And he will offer a deal - fulfill his request to find out where the key to the second exit to the surface lies. I think that you shouldn’t form an alliance with a demon... I attacked him and killed him - in the passage of Dragon Age 2 we were missing only alliances with demons! True, there were two more waves of attackers, but they did not cause problems. Now move on - there is only one move. When you reach the hall with a turn to the south, you have to kill a huge Savage.

More precisely, it is a stone spirit. It's difficult to kill him. Very difficult. Several times during the battle he casts a wave, from which you have to hide in the corners. Otherwise, this wave quickly takes away your life. And you need to hit him the hardest precisely when he lies scattered on the floor. While your allies are killing small savages, you completely switch to the Stone Spirit. This is how you can kill him. Otherwise it will be very difficult. After his death, pick up the trophies and go to the treasury. It is there that you will find a key that will allow you to move to the surface. And when you leave, you find out that your sister was taken to the Circle of Magicians. A good continuation of the passage of Dragon Age 2, nothing can be said. But this chapter ends, and it’s time for us to move on to the next.

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