Dragon age origins awakening walkthrough. Walkthrough of the game Dragon Age: Origins Awakening. Dual Blade Rogue

Personal companion quests in Dragon Age: Awakening appear after reaching a certain favor level or meeting certain conditions. The higher the level of favor, the higher the chances of learning from a confidential conversation about the past of the companions, their personal stories, experiences, mistakes made and other secrets. Personal tasks are one or two additional tasks, after which the relationship moves to a new level of trust. Decisions made during the game also help to achieve a high position. The arrangement changes based on the characters and beliefs of the companions: what one likes may irritate another. There are no romantic relationships in the add-on, too little time.

List of personal tasks for companions and conditions for appearance in Dragon Age: Awakening:

  • Anders(task “Free Anders!”) - after talking with Namaya near the northern exit from Amaranthine. She will tell you about an amulet with the blood of a magician, by which he can be found and tracked. The amulet is kept in an abandoned warehouse in front of Glassrick's armorer's shop, on the side of the city's main gate. Templars will be waiting in the warehouse, ready to arrest Anders and send him to the Circle of Mages. The amulet cannot be found.
  • Nathaniel Howe(task “The Howe Family”) - after meeting with the gardener Samuel in the courtyard with the villagers’ houses east of the entrance to the Vigilance Tower. The gardener will tell you that Nathaniel's sister Delilah is alive and married an Amaranthine merchant. All other relatives died during the civil war. You can meet your sister near Master Henley in the shopping arcades of Amaranthine.
  • Oghren(quest “Ogren - the father of the family”) - Felzi, the mother of Ogren’s child, will appear at the Tower of Vigil, angry that her husband is neglecting his family duty. A sincere conversation with a friend, with a high level of goodwill, will help resolve the problem.
  • Velanna(task “The Expulsion of Velanna”) - during the transition to the Black Swamps, a random meeting will occur with former fellow tribesmen of the cocky elf, led by Marren. As it turns out, she was expelled from the clan, but the reasons will become known later, after a sincere conversation in the Vigilance Tower.
  • Justice(quest “Kristoff and Justice”) - Ora, Kristoff’s wife, will come to the Vigil Tower in search of her husband after the squad returns from the Black Swamps. Of course, she will experience a terrible shock when Justice explains that Kristoff is dead, and his body is now inhabited by a spirit from the Shadow. The woman’s experiences will end in the Church of Amaranthine after a second conversation with Justice.
  • Sigrun(task “Sigrun’s thieves’ past”) - in Amaranthine, if you take the right road from Constable Aidan towards the tavern and church (before reaching the stairs and the cart), you can meet Mischa, Sigrun’s old friend, who, through her fault, was kicked out of Orzammar. The meeting will be held in a raised voice. After a frank conversation with Sigrun in the Tower of Vigil, you need to return to Amaranthine and go to the Crown and Lion tavern, where everything can be settled peacefully.
    Mishcha will not appear on the streets of Amaranthine if Constable Aidan’s orders to destroy the bandits in the task “” have been completed, or even taken. You can correct an error in the logic for issuing tasks using the file “Sigrun’s Roguish Past & Law and Order fix”. Download the file Sigrun_Law_Order.rar from the Bioware social network, copy the folder Sigrun_Law_Order, containing three files, in /packages/core/override with the game installed. Sigrun's personal quest will be completed before the defense of the Vigil Tower or before the rescue of Amaranthine, that is, before the start of the final stage of the game. To remove the fix from the game, delete the Sigrun_Law_Order folder.

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

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

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

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

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

Skills

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

Robber

Heart Hunter

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

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

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

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

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

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


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

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

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

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

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

Warrior

Second wind

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

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

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

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

Mage

Shadow Shield

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

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

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

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

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

Repulsion field

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

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

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

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

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

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


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

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

A weapon in every hand

Double punch

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

Two critical hits in a row. Simple and effective.

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

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

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

Archery

Accuracy

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

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

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

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

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

Nathaniel

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


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

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

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

Weapon and shield

The juggernaut

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

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

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

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

Two-handed weapon

Lunging Strike

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

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

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

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

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


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

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

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

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

Specializations

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

Robber

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 agility, +1 damage per hit

Just adds points to strength and physique.

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

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

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

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

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 agility, +5 attack

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

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

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

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

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

Warrior

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Physical Resilience

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

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

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

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

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

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Natural Resistance

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

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

Strengthens previous skills.

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

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

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


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

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

Mage

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, +3 mental stability

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

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

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

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

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

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, slow health recovery in battle

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

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

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

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

Effective development

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

"Tank"

Vityaz – 4 points

Guard - 4 points

Spirit Warrior - 1 point

Unrelenting Force - 4 points

Second wind - 3 points

Bogatyr - 4 points

Shield block - 4 points

Shield defense - 4 points

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

Fighter

Two-handed weapon group - 16 points

Second wind - 4 points

Spirit Warrior - 4 points

Guard - 4 points

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

Justice

- I was not born. I have always been.


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

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

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

Dual Blade Rogue

Dirty fight - 2 points

Low blow - 4 points

Heart Hunter - 4 points

Killer - 4 points

Ghost - 4 points

Legionnaire Scout - 2 points

Double strike - 4 points

Weapon proficiency in each hand - 3 points

Two-handed swing with weapon - 1 point

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

Battle Mage

Battle Mage - 4 points

Guardian - 4 points

Warrior Mage - 4 points

Mana Drain - 4 points

Damage to vulnerability - 4 points

Shadow Shield - 4 points

Magic arrow - 2 points

Flameburst or Frostbite - 2 points

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

Walkthrough of the main story

Vigil Tower

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

Amaranthine

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

Forest Vending

These are the tracks that the survivor is following.

These animated trees are good opponents after all! Comfortable.

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

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

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

Black swamps

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

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

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

Thicket Hills

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

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

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

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

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

War

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

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

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


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By completing not only the main tasks, but also staying on the secondary ones, you will better pump up your team and also extend your playing time. In the swamps you can find a set of armor designed for a warrior, or collect strange bones that can be used after completing the story quest.

Combat tactics have changed in Awakening. The more competently the team is selected to fight this or that boss, the easier it will be for you to defeat him. For example, the magma golem is one of the first bosses. It is useless to use fire magic, weapons with fire effects and bows against him. But ice and melee attacks have a great effect on him. Accordingly, you need to assemble a party of a mage who knows ice magic, a healer mage (who can heal the group), and two melee fighters. The healer will be very useful to you in cases where the boss will cast a massive Firestorm spell.

New enemies have been added to the game. Now you are in wait for talking creatures of darkness and so-called children, who have three stages of development. New bosses have also been added. Children in the first stage of development are not so difficult to overcome. You will meet them in Kal Hirol when you arrive there during the storyline. They appear from white cocoons on the walls, and move to the next stage of development when they eat dead creatures of darkness. At the second stage of development, these creatures have thin long legs, mandibles and a larval body. They usually knock the victim down and bite him to death. At the third stage, they have spikes that reflect part of your damage, and they begin to hit much harder.

Walkthrough of the game Dragon Age: Origins Awakening.

At the beginning of the game Dragon age: Origins - Awakening, you will see a video in which you will be “delighted” that despite the death of the Archdemon, the creatures of darkness did not even think of disappearing. You are sent to the Erling of Amaranthine, the most dangerous region of Ferelden. You approach the tower that belonged to Earl Howe, but as you get closer, you see that there is no guard there. After this, a man will run out from there, followed by two garlocks. Help him get rid of them and talk to the rescued one. He will leave for help, and you will talk to your companion Mhairi. After the conversation, go into the courtyard and head towards the wooden gate, clearing your way by all available means.

After the gate explodes, quickly clear the fortress's courtyard of all evil spirits. First of all, always try to get rid of the magicians, they can cause a lot of damage. Once the yard is clear, approach the survivor and find bandages for the guards. Now go inside the Vigil Tower. This is now your headquarters.

Inside the tower you will see complete chaos, the creatures had a lot of fun here. Now run to the right passage, there the magician is trying to cope with the garlocks alone, help him. After the fight, talk to him and he will go with you. Follow the corridor, rescuing survivors along the way. After saving everyone, return to the main hall, and from there go to the battlements. There you will also have to fight, then press the lever and go down. After watching the scene, move on.

You need to dismantle the barricade and go down. After destroying the creatures of darkness, go through the opened gate. Having reached the main hall, you will find your old friend Ogren, who is fighting with another group of enemies. Help him deal with them, then take him to the team and move on. In the corridor you will come across a wounded Roland, who will tell you that during the assault one of the creatures commanded the others. Go further until you reach the entrance to the wall. Along the way you will also have to crush enemies. When you reach the wall, go outside.

You will meet with the Garlocks and their commander-in-chief, first talk to him and then kill him. The fight should not cause much trouble, especially since you have a healer in your party - the magician Anders, whom you saved below. After dealing with the enemy, go to the fortress. You will be offered initiation into the Gray Wardens, accept. Unfortunately, you will lose Mhairi during the ritual. Now talk to the three managers in the throne room and move on. The introductory part is over.

The Vigil Tower was given over to the Gray Wardens. Three managers run the affairs there, but you will still supply the fortress. You'll have to look for granite for walls, lyrium and metals. I advise you to complete all the tasks in the fortress, although some are optional, in the future this will help you when completing the story mission. There are many secrets in the catacombs, look around carefully. At first, only the upper level of the catacombs will be available to you, and after completing the first big story mission, access to the second level will open.

In the courtyard, you will receive letters from the girl and a message about a robber in prison. Go see the prisoner. It turns out that this is Earl Howe's son, Nathaniel. You will need to accept him into the Gray Wardens, if you just let him go now, he will join you later. Having finished with this matter, go back to the throne room and take all the available tasks. Here you will have to decide what you will protect - the city, farms or trade routes. Make a decision and go outside. Just talk to everyone here and get additional tasks from them about metals, lyrium and money to restore the castle walls. You will immediately receive a quest to clear the catacombs. After completing the task, go to the city of Amaranthine.

Amaranthine - Ferelden's main trading hub. A small town, the goods from which mainly go to Denerim. Due to the developed trade, the city attracts thieves and smugglers. Here again you have to make a choice. Who should I help? City guards, or shady individuals who are at odds with the law? Only you can decide, and your decision will be final; you cannot change it. Your choice may affect the ending of the game and may block access to a special location. Right here, in Amaranthine, you can complete the tasks of some of your companions, as well as continue the quest “Conspiracy”.

Before entering the city, you will meet Colbert, who will tell you about a large number of Spawns, and mark the place on your map where he recently saw them. After that, go into the city. After entering the gate, turn left and look for the representative of the merchant guild Mervis. After talking with him, take from him the task of dealing with attacks on caravans in the Vending Forest. This is a story mission.

Go to Vending Forest. It is located near the trade routes leading from Amaranthine to Denerim. Walking forward along the road, you will soon encounter a group of bandits. After getting rid of them, search the cart. Next you will meet burning sylvans who are resistant to fire, deal with them too. Having reached the bridge, you will see an elf who demands that you return her sister. After talking with her, move on. You will have to fight along the way, go forward until you find a survivor. Finish off the poor man and destroy the enemies that appear. Now go to the Dalish elf camp, talk there with that same elf Velanna, take her into your team and all together go to the silverite mine.

An unpleasant surprise awaits you here - almost immediately after your arrival you will be put to sleep. You will see a cutscene in which Velanna's sister, Seranni, will give you a key and direct you to the Architect's room so that you can rummage through his chests. You are undressed and disarmed, but there is nothing to do - you have to go as you are. Go north and search everything there. After that, head south, down. To clear the hall, use a ballista. Wait a little, creatures will run out from another room, get rid of them in the same way. Now you can move on. You will come across a creature that dared to wear the clothes of one of your party members, destroy the insolent person and return the clothes to the owner. When you reach the fork, you will find the last surviving fortress guard. He will ask you to find the ring that was taken from him and return it to his wife. Moving further, you will meet another creature that has put on Velanna’s armor, take it away.

You will find yourself in a hall where you will find more thieves wearing your clothes. Take your things off them and go to the fork. First, go east, where you will find lyrium for the fortress, and then go to the adjacent passage, through which you will enter the hall, where you will see a huge garlock, armed with a hammer - a dragon tamer. At this garlock you will find a ring that needs to be taken to Amaranthine. In the same room you will find a dragon egg, which will be useful later, and the dragon itself, from which you can remove the scales. Once business here is completed, head towards the southern tunnel at the first fork. And then there are dragons to get rid of.

Go to the Architect's room. After searching it, you will find gold coins and a piece of codex. Further along the way you will meet a merchant from whom you can replenish your supplies. Talk to him and invite him to the Vigil Tower. Right there, next to the merchant, you will find a chest with things. Move on. Arriving in the next room, you will finally meet the Architect himself. Here you will have a battle with two of his “friends” - dragons. Don't let them fly up and try to keep them frozen for as long as possible. Once you defeat the dragons, the Architect will choose to retire. Search everything here, grab all the loot, and head out to finish your first story quest.

In the Vending Forest you can find a vein of granite for the Tower, two talking statues and an ancient Tevinter sign on the ground, which can be activated if you first take the stone from the bag lying near the corpse. Activation scheme available.

Now go to the Vigil Tower. Here, promote Velanna to the Gray Wardens, tell the builders about the stone vein. You will also have to be a judge in several disputes. Now you can visit the lower level of the catacombs. Talk to Master Blacksmith Wade, he can make unique things for you if you bring him the necessary ingredients. Now equip your team and either begin the side quests or head to the Thicket Hills. There they saw a strange building and creatures of darkness. Take Oghren with you.

Upon arrival at the place, destroy the mutant wolf and go across the bridge. Further along the stairs, go down into the deep paths, now heavily destroyed. Save the gnome Sigurn from the creatures of darkness and take her to your team. Go deep into the location, to the abandoned dwarf teig Kal Hirol. Now the city, once the second largest, is filled with enemies. His loss was a painful blow to the dwarves. Go downstairs and talk to Yukka, who, unfortunately, is already dying. Go forward to the bridge. You will reach the hall, where you will meet those same larval children. Destroy them, make sure that they cannot eat the corpses of other creatures of darkness. Now decide how to move on: straight through the traps, or move quietly, around. It's better to choose the second option. Go to the false section of the wall and go deeper into Kal Hirol.

Walk along the corridor, getting rid of enemies along the way. Carefully enter the front hall, there are many traps there. After destroying the enemies in the hallway, move on. Here you will meet the owner of the golems, whom you need to quickly get rid of and take the golem control rod from him. Deactivate golems using this rod. Now go to the lobby, along the way you will come across a crowd of ghosts, but do not be alarmed, run to the door to the Kal Hirola shopping district.

Once you find this door, you will see a scene where the creatures are fighting each other, which can only be to your advantage. All that remains is to collect the trophies left over from this battle and move on. Once you reach the forge, clear the area, collect broken weapons and repair them. Go to the prison, there you will find Stefan imprisoned in a cage. Take the rune from him and set him free. Now go to the fork, and from there into the southwest passage.

Here, too, you need to clear the area from uninvited guests, and decide where you will go next. Either return to the Vigil Tower or continue clearing Kal Hirol. If you decide to return, you can handle this yourself, but if you want to get rid of enemies further, then let’s go to the Lower Limits. Your goal here is four queens, nestled at the very end of the tunnel.

As you move forward, you will encounter a flame golem and the darkspawn that controls it. Let's dwell on the tactics of fighting them.

First, look at the composition of your group. You will need a healer, a mage who knows freezing and control; Anders, a tank fighter, or a robber with melee skills, is perfect for this. If the composition does not correspond to this tactic, go to the Tower and gather the necessary group. The fight with the golem is difficult, but in principle, with the correct use of party members, it becomes a chore. First, I advise you to get rid of the golem, and then take on its owner, because if you try to kill the owner first, then there is a high chance that at this time the golem will kill your healer. During the battle, the golem covers approximately 70% of the area with the Firestorm spell, position your healer so that it does not hit him. You can use balms or fire crystals to reduce damage. Keep him frozen or paralyzed for as long as possible. After you deal with the giant, take on the owner, he shouldn't cause any problems.

After the massacre, go further along the corridor, you will see a room in which you need to cut two chains. Thus, you buried the queens underground. Now that you have achieved your goal, return to the Tower and get busy again. Having finished with the problems in the fortress, you can head to the last story location - the Black Swamps.

Having arrived at the place, run to the village, clearing your path from enemies along the way. Go to the ruined house, pick up the love letter there and go north from the fork. Along the way you will find a dragon bone, take it with you. Ahead, examine the gap in the Shadow curtain and enter the gates of the destroyed city of Blackmarsh. Here you will meet a new enemy for the first time - pestilence werewolves. Not too strong, although terrifying. Look around the city, destroying its current inhabitants. After this, exit the city through the northern gate. Here again you will see a tear in the veil. When you reach the fork, turn north again. You will be greeted by several werewolves and another riddle. Examine Christophe's hideout and go west.

Here, in the circle of stones, pick up the torn page and a little to the west take the dragon bone. You will also have to deal with werewolves. Now go east. You will find a cache near one of the gaps. Explore everything around and go to the quest marker to the east. The last piece of dragon bone is lying right there. Now, using Christophe’s body, watch the video, after which you will find yourself in the Shadow along with the creature that threw you there. Get rid of opponents and go deeper. Pretty soon you will see a device for breaking the veil, get rid of the guards and turn off the device. Another device is located near the runic circle. The guard there consists of demons of desire, kill them and turn off the device. Now activate the runic circle. Demons of anger will immediately come at you in considerable quantities, get ready for a fight. Once the last demon is dead a rune stand will appear, activate it. Go further, turn off the last rupture device and go to the village.

Go towards the pier, next to which there is an essence of characteristics. Next you will meet a girl who came to visit the ashes of her father. They will attack you, after getting rid of them, go to the crypt. Run forward to the fork, then turn left from there. The girl will turn out to be a demon, he can be killed or intimidated. After the demon disappears, clear the crypt and exit it.

In the abandoned Blackmarsh you can find chests with pieces of good armor. These chests are located in the places where the devices were in reality after the destruction of the veil rupture systems. You can also find a spectral dragon in the swamp. To do this, you need to collect all the bones and take them to the skull near the climb up the mountain. Having inserted all the parts into the grooves, run upstairs to the fortress. There the dragon stands, in battle he uses lightning and is practically immune to entropy and spirit spells.

After exploring the village, go to the central square and talk to the spirit of justice. After the conversation, the spirit will break the gate and you will find yourself in front of the witch from Blackmarsh. She will not come alone, with her will be the very creature of darkness that threw you into the Shadow. Get rid of it first, it won't cause any problems. After you deal with him, the Baroness will “drink” him and send you to reality. Your familiar spirit of justice will appear in Christophe's body and join you. Head towards the village, destroying the shadow portals that the witch opened along the way. In Blackmarsh, talk to the Baroness, she will turn into a demon that you have to kill.

In any case, the spirit of justice will remain in the team, so choose who else you will take to the team. If you are a warrior, then take Anders and Velanna, if you are a healer, then Velanna, if you are an attacking magician, then take Anders. During the battle, the demon baroness will open shadow portals, which you will have to close as quickly as possible, since creatures will climb out of them to help the demon. To destroy the portals, you can select a magician and one fighter, while the other two members of the group will focus on the baroness herself. Keep her paralyzed with Anders' help. Drive her into the estate's courtyard and attack her en masse. After the battle is over, you can calmly explore all the nooks and crannies and go to the Vigilance Tower.

Once you arrive at the Tower, you have another important decision to make. You will be asked to go to defend Amaranthine. On the way you will come across a squad of creatures, destroy them. Now make a decision: either you refuse to protect Amaranthine and decide to burn it along with its creatures, or you agree to protect it, thereby abandoning the Tower to its fate. Let's consider both options.

If you decide to burn Amaranthine, you and the entire Gray Wardens will be hated. But if you still choose this option, you will have to defend the Tower. There will be four stages of the battle. First the gate defense, then the fight in the courtyard, then the gate again. The last stage is a fight with the attacking commander and an armored ogre. After the fight, you will head to the Mother's lair.

If you decide to defend Amaranthine, then the fate of the Tower depends on whether you previously completed the tasks to restore the walls of the Tower, and other additional tasks in the Tower. If the Tower is fortified, then it will stand, but if not, it will fall. While defending the city, you will need to rescue soldiers, defeat enemy troops, and block the flow of enemies through the tavern and smuggling route. At the end you will have a fight with an armored ogre and a trip to the Mother’s lair.

Go to the Dragon's Mouth Wasteland, move straight, destroying the creatures of darkness along the way. Having reached the end of the location, you will meet a high dragon that you have to deal with. At your current level this shouldn't be much of a problem. Use ice spells and melee skills. Once the dragon is dead, go down to the Tevinter Ruins. Here, collect the crystals and activate them by placing them in the sockets of the towers. In the second tower you will find the Architect, who after the conversation will ask if you will kill him. Decide for yourself. Having made this or that decision, be prepared for the fact that not all group members will agree with it. If you decide not to kill him, then Sigurn may even attack you, but in this case you will receive a good weapon that will help you in the battle with the Mother - the “Pyre of the Architect”. In any case, after meeting the Architect, run to the last tower, search it and go to the nest.

After talking with Mother, you will learn that it is the Architect who is to blame for all the current troubles. He tried to remove the dependence of the creatures on the ancient gods and for this he started a pestilence. In any case, you will no longer be able to get the Architect, so you will have to deal with the Mother. The fight with her is quite simple, although long. First, deal with her tentacles and children, who will distract you from time to time. After you deal with them, proceed to fight with the Mother herself. After killing her, watch the final scenes and that’s it, our adventure is over.

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