Dragon age awakening vigil tower. Dragon age: origins: awakening - guides and walkthroughs. Weapon and shield

When starting the passage of Dragon Age: Origins - Awakening, you are immediately given the choice of whether to import an old hero or take a new one. I will not describe all the stages of creating a new character, since they are in the original walkthrough. Yes, and I imported my old hero, who was much better developed than the new possible character. So, having imported or created your hero, we begin the passage of Awakening...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

In the south, turn into the Architect's room in the east. A small piece of the codex and a small amount of 8 gold coins should brighten up the absence of your things. By the way, you don’t have to collect the codex, but the most complete walkthrough of Dragon Age: Origins - Awakening is a walkthrough with a fully collected codex. In the meantime, let's move down the map. And there you will find a cunning merchant with whom you can trade and who you need to invite to the Vigil tower, as well as a chest with all your things. Grab what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and you won't be able to kill them with a swoop. Therefore, try to combine potions and skills, slowing down your opponents. The main thing is not to let them fly up, otherwise they will come out of the fire, disrupting your skills. After their death, that mysterious creature of darkness will leave, and you will need to accept Velana as a gray guard. Great, an extra ally won't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.

Now I suggest you visit the Vigil Tower, where you can talk to the blacksmith. Did you talk and get the task? Great, now give the ore to his apprentice and talk to Dworkin, who is standing right there, nearby. You should give him the lyrium sand that you found earlier. Then talk to Waldrick, who will ask you to find granite deposits to repair the tower. Agree and go talk to the private, who will give you 10 gold thanks and send you to the throne room for trial. Be sure to save before going there, in case you mess up something in the passage of Awakening...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Will you hang it? Or will you punish with whips? I decided to invite him into the army and I was right. Everyone was happy. The next case is a civil one. There you must choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official document confirming her right to property. What will you choose? I chose the third option. And the last thing. Put a noble nobleman in prison and that's it, why think about making a choice? That’s great, the task is completed and you can leave.

Now talk to the sergeant who stands opposite the entrance and go to the cleared rubble. And they found a way out to the deep paths. Well, let's explore. We immediately move north, where we can profit a little and donate a gold figurine, and then we go south and explore the territory. There, after walking along the alley and killing a couple of creatures of darkness in the horns, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork at all, and there is only one way - to the south. Before the circle of the forgotten, be careful, as skeletons run out there and need to be put to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the path of bones and save in front of the door to the forbidden room. As soon as you walk, you will be attacked by a ghost, which is quite difficult to kill. And when you almost release it, it will fly away in an unknown direction. We need to find him quickly. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you reach the corridor with the evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take the trophies from the ogre’s body and kill the ghost that appears. So, by killing the ghost, you will complete the task and begin a video in which our gnome friend will repair the gnome mechanism to close this passage. Great, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit from this card. I suggest heading to the Thicket Hills.

First, run north and destroy the two executioners. Then follow the path to the east, cross the bridge, listening to comments from Nathaniel and save. Next, go and go in one direction, pick up the things of the hunters along the way and save the gnome woman who is being dragged by the creatures of darkness. She will tell you that the legion could not cope with the creatures and she was the only one left alive. Take her to you and go down to Kel Hirol.

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

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

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

Clear the rest of the area, search the treasury, and go into the thicket hills, so that from there you can head to the vigil tower and unload a little. I personally don’t have any space left at all, so we will continue clearing out Kal Hirol a little later. For now - to the Tower of Vigil. Here give the ore to the blacksmith, and the tablets to Dvorkin. Lyrium sand is also for him. After this, go down again into the thicket hills and from there into the shopping district. And from the shopping district - to the lower reaches. We continue cleaning...

And below you start running through the tunnel until you reach the golem and the darkspawn mage. Both of them must be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, chaining him up, and while the thief was having fun, I killed the golem with the rest. And it was no longer difficult to finish off the magician. Then move along the remaining corridor, killing the tentacles that come out. When you reach the very end, cut two chains, which will kill the queens. After this, you can consider Kal Hirol cleared and leave from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

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

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

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

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

Now we can return to Amaranthine and turn in all the tasks. Passed it? Go to Gunsmith Glassrick and buy pure iron from him. You can now return home to the Vigil Tower. Talk to Waldrick there, give him the granite samples and select the soldiers. He will be glad and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will be crooked, but the armor will turn out to be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening... Now it’s time for us to go to the black swamps...

You are greeted by carrion eaters in the video. You will have to deal with them as soon as you walk a couple of steps forward. Well, let's do that. Now collect the trophies and follow the path. At the first fork, destroy the next batch of wolves, take the love letter from the destroyed house in the “branch” of the path in the south and move straight north from the fork. After walking a little along the path you will come across a dragon bone. Guess why you need it? Correctly, to insert into the skull lying nearby. Go a little forward to the gap in the veil and examine the veil. You won't be able to pass here, so turn around and go to the fork, from which you will go northeast, to the ruined house and further, to the gates of the ruined city. Here you will encounter pestilence werewolves for the first time, but they are frail opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search Mabari’s corpse, from which we will get the veins we need. Also, slightly to the right, there is a chest, an old letter and a pack of werewolves who behave extremely aggressively. Destroy them and go further east to pick up the city archives. You can now exit through the northern gate. There will be a rift in the veil again, giving you a new task. At the fork, go north again, where you will find the third puzzle and some werewolves. And Christophe’s temporary shelter, which is much more interesting. So in Dragon Age: Origins - Awakening the passage is gradually revealed...

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

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

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

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

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

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

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

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

Main plot
Assault on the Vigil Tower
Our valiant gray guard, who received the title of commander after defeating the archdemon, goes to the Erling of Amarnatain entrusted to him in order to restore its prosperity and protect it from the creatures of darkness. We are greeted by Lieutenant Mhairi, a girl soldier from the Vigil Tower Legion, who dreams of becoming a gray guard. As we approach the tower itself, we see complete destruction and traces of battle, and a moment later the creatures of darkness will attack us. It becomes clear that the tower has been attacked. We take out our weapons and fight our way to the interior of the tower. Along the way we save all the survivors (see quest "Survivors of the Vigil Tower"), we meet the magician Anders, who wandered into the fortress, running away from the templars, and our old friend from the Original, the gnome Ogren, who, having escaped from his wife, decided to become a gray guard. The four of us make our way to the roof of the tower and save Seneschal Varel. The miniboss at the end of the quest will be a talking spawn of darkness. We kill him and complete the quest.

Awakening
This is a global quest for the entire expansion. To complete it, you will need to complete a number of secondary quests in the main storyline:
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As soon as you recapture the tower from the creatures of darkness, King Alistair will arrive at the fortress, accompanied by a high-ranking templar and several soldiers. Talk to your best friend in the Original. You will recall your travels together a little, after which Alistair will entrust you with the mission of restoring the Erling of Amaranthine and strengthening the influence of the gray guards in it. Naturally, we promise to do everything in the best possible way. Then the templar will intervene in the conversation and ask to hand over the criminal to her for execution. We're talking about Anders. Alistair will invite you to decide the fate of the fugitive magician. You can simply keep it, or you can declare the right to call. If you go with the latter option, then Alistair will pointedly shut up the church representative. After Anders' fate has been decided, Alistair will wish you good luck and depart from the tower along with his entire retinue. And great things await us. First of all, we need to increase the number of gray guards. Seneschal Varel will offer you a rite of passage. As you remember from the Original, when Duncan initiated you, the ritual will require the blood of the creatures of darkness, a silver cup and 3 recruits. This time you won't have to get blood. The seneschal will also have the cup (he is a prudent man). You have recruits: Mhairi, Ogren and Anders. Begin the ritual. Unfortunately, not everyone will survive it (Mhairi will die).
After this, you will again find yourself in the throne room. Varel will introduce you to Mrs. Wolsey (she will take on the duties of treasurer) and to Captain Garvel (he will be in charge of everything related to the army and the protection of the surrounding lands). Each of this trio will have a task for you, the completion of which will help you complete the global quest "Awakening".

Minor quests
Survivors of the Vigil Tower
We simply save all the survivors during the liberation of the Vigilance Tower from the creatures of darkness (there are 4 of them in total, including the guy who will give you this quest). The main thing is to save the merchant, this will help you in the future.

First aid for the wounded
In the western part of the fortress courtyard, one of the soldiers will ask you to bring medicine for the wounded. The chest with these supplies is located in the southeastern part of the courtyard. Hurry up because the wounded may die.

Prisoner
As soon as you leave the tower on the street for the first time, a private girl will approach you and tell you about a thief who was caught the other day. Now he is languishing behind bars in a dungeon. Let's go there. The thief turns out to be the son of Rendon Howe named Nathaniel. For now, we will sort things out with him and talk about the atrocities of his father. The jailer will bring the Seneschal. What to do with the prisoner is up to you. The surest decision would be to declare the right to draft (in this case, you will immediately get a good thief into the party). however, you can simply give him his family things and let him go on all four sides (if you do this, you will later meet Nathaniel in Amaranthine with his sister, after which he can still be accepted into the gray guards). You can, of course, execute the poor fellow, but this is extremely stupid. One way or another, after you decide Nathaniel's fate, the quest will be completed.

Invasion from underground

Talk to Sergeant Maverlis. She will tell you that under the tower there is a network of underground passages, and since the creatures of darkness appeared in the tower suddenly, they most likely came through these caves. Perhaps they even lead to deep paths, but at the moment it will not be possible to find out, because... Thanks to the efforts of one crazy gnome-demolitionist Dworken (you saw him when they liberated the tower), the cave was filled with stones. You need to go down into the dungeons and reach the place of the blockage, getting rid of the remnants of the creatures of darkness. First, look into the room marked on the map with the inscription "prisoner's notes." Approach the statue of Andraste, and then pull the torch to the right of it, you will open a secret with a chest in which there are very useful things (one ring +4 to physique is worth something). Next, carefully examine all the rooms, free the prisoners from the dungeon, Anders and Nathaniel will approve of this. Then go to the wounded mabari and take the letter from his neck (take the quest "Adria's Fate"), with the help of Nathaniel, break into the old family crypt. In it, deal with the skeletons, search all the sarcophagi, find one key (you will find the other 3 later), then examine the bag in the center of the hall, take the Howe family bow from there (you can give it to Nathaniel). Leave the crypt and make your way to the rubble. There, talk to Sergeant Maverlis and the gnome architect Waldrick for the second time. They will decide to clear the rubble. The rubble will be cleared after you complete one of three main story tasks (your choice) and return to the Vigil Tower.
Venture into the deep trails. First, go north and complete a small task "Temple of Cort"(read more below). Then search the gem mine and fight your way through the undead and darkspawn along the only accessible passage, collecting the missing keys to the Avvar crypt. There will be no serious opponents until you enter the room behind the locked door. There you will be attacked by a ghost who fights very painfully with electricity. When he has a quarter of his life left, he will call upon the skeletons for help. Deal with them and take on the ghost again. He will not allow himself to be killed. When near death, he will be transported to a place where you cannot damage him (he will not damage you either). A beam will keep him in a safe place. We activate the device that removes the beam and free the ghost (the quest will appear "Ghost's Revenge"). The monster will fly away in an unknown direction, but we will see it again. Let's go further to explore the deep paths. Soon we will stumble upon the mini-boss of this location - the ogre commander. You will have to kill him 2 times, because... after the first murder, a ghost will take over his body. As soon as the enemy is defeated, Sergeant Maverlis and Waldrick will come down to you. Talk to them and seal the passage to the deep paths for the next 10 years. As soon as you reach the surface, the task will be completed.

Adria's fate
In the dungeons of the Vigilance Tower, when we go to the rubble, we will stumble upon a wounded mabari. We take a letter from his neck, from which we learn that a certain Adria and her escort were ambushed by creatures of darkness somewhere below. Let's go look for the girl. We will find Adria almost at the very rubble, but alas, by that time she will have become a ghost. We kill her in order to save her from suffering and complete the quest.

Temple of Corta
Having gone to the northern part of the deep paths on the quest "Invasion from Underground", you will come across an altar with offerings. Touch it and decide what to do with it. The options are as follows:
-donate a diamond or a golden idol (you can take it from a corpse lying nearby) and receive a two-handed ax “Fury” as a reward;
-donate corrupted iron (can be found a little further on the deep paths) and desecrate the altar (in this case there will be no reward;
-take donations worth 15 gold from the altar (in this case, the golems in the room will come to life and you will have to fight them).
For any selected scenario, the quest will be completed.

Ghost's Revenge
The quest is activated after the first victory over the spirit of the deep paths and its release from the ray dungeon during the quest "Invasion from Underground"(see above). After the second victory over the spirit (in the guise of an ogre), this creature will fly away to the ancient Avvar crypt (the same one where we found Howe’s bow). By the way, if for some unknown reason you have not been there yet (you could not open the first door), then the key to it can be taken from the corpse of the creature of darkness (lies near the gate welded by Waldrick). We go to the crypt and insert all the found keys into the keyholes to open the second door. We go deeper into the crypt. The ghost will inhabit one of the three Avvar lords guarding the ancient burial site. Deal with them. Collect all the goodies and complete this quest.

Oath of allegiance
/Defense of lands

As soon as you enter the throne room for the third time, Seneschal Varel will inform you of a meeting with local nobles who want to swear allegiance to you. After the oath, you will have the opportunity to talk with three noble gentlemen. Two of them will beg you to provide soldiers to guard their territories: Lord Edelbrek for the village, and Lady Eknareth for the city. Talk to Varel about this. He will offer a third option: assign soldiers to guard trade routes. And so you will have 4 options for the development of events:
-protect farms - in this case, the peasant revolt can be easily calmed;
- to guard the city - there will be a riot with a fight;
-protect trade routes - there will be a riot, but in the fortress the merchant Uriah will have new goods (this will happen after a while), the peasants can be convinced not to rebel if you give them grain;
- to protect everything - nothing good will come of this, because you cannot chase two birds with one stone at once, much less three.
Decide what you want to protect, then approach Sir Tamra. She will tell you about the impending conspiracy against you (the quest is activated "Web of Conspiracy"). Now you can ask the seneschal to disperse everyone. Exercise "Oath of allegiance" this will be done.

Web of Conspiracy

During an audience with the nobility, Sir Tamra will tell you about the impending conspiracy against you. This is not surprising, because before you, the bloody bastard Rendon Howe was in charge here, and he had accomplices. Tamra will promise you to get the letters of the conspirators after some time, after which she will leave the tower. Talk to Seneschal Varel about the plot. He will offer you two options for solving problems:
-take into custody a family member of each subject from the local nobility in order to blackmail them into submission;
-go to Amaranthine, find the great spy called the Black Wolf and, with his help, reach the conspirators.
It's better to play the second option. The black wolf will find you on its own. As soon as you get to Amaranthine, the first ordinary city guard will tell you that a certain Wolf is waiting to meet you in the central square. Talk to him and give him 50 gold in advance. After a few days (just leave Amaranthine and enter again) he will return to the same place and tell you about the gathering place of the conspirators. Go there and kill everyone. By the way, the black wolf can also be killed after receiving the necessary information from it.
Note: This task can be completed in another way. Read more in the quest description below. "And you, Esmerel?".

The trial is coming!
The quest will become available as soon as you complete one of the three main story quests (your choice). Return to the Vigil Tower and talk to the private who brings you letters. She will say that Seneschal Varel is waiting for you in the throne room on an important issue. We go to the throne room and talk to the seneschal. We have to act as a judge and sort out three cases.
First thing
Peasant Alec stole 2 bags of government grain. According to the laws of Ferelden, theft of government property is punishable by hanging. You can do this:
- hang Alec;
-flog Alec with whips;
- conscript into the army;
It’s better to do the latter option, as it will be easier for you to peacefully put an end to the peasant revolt.
Second thing
Rendon Howe, former Earl of Amaranthine, promised the noblewoman Lisa Pacton of Sir Derren's lands because he opposed Loghain and Howe himself. Lady Pacton has official paper confirming her rights to this land, but Sir Derren is a long-time ally of the gray guards. You can do this:
-give land to Lady Pacton;
-give the land to Lady Pacton, but promise Sir Derren to compensate for the losses;
-give the land to Sir Derren;
-take the land for yourself.
The last option is the most acceptable, because you will receive 100 gold!
Third case
There are two options here. If you haven't figured out the quest yet "Web of Conspiracy", then events will go according to the first option, if you figure it out, then according to the second.
Option 1.
You need to decide what to do with the nobleman Temmerley, nicknamed Bull. he is accused of murdering Sir Tamra (the girl who told you about the plot). After listening to the dialogues, it will become clear to you that he is the killer, but there will be no direct evidence. You can do the following:
- release Temmerley;
- imprisoned for a very long time until all the circumstances are clarified;
-behead Temmerley.
Personally, I chose the latter, I didn’t like his face, he was a real bull.
Option 2.
The case of desertion. Private Danielle abandoned her post to save her family from the creatures of darkness. According to the laws of Ferelden, desertion is punishable by death, even in peacetime. You can do the following:
-execute Daniella;
-Put Danielle in jail for a year;
-allow her to move her family to the Vigil Tower.
The last option is good, but it will have a detrimental effect on the discipline of your soldiers. The first option will increase discipline, but will harden the peasants against you. Decide for yourself. Personally, I have always forgiven Danielle.
Once all three cases are dealt with, the quest will end.
Note: You don't have to make decisions yourself, but ask Varel to do it. In this case, there will be no consequences (neither positive nor negative), regardless of the decision made by the seneschal.

Peasants' revolt

These events will occur after completing any two quests from the main storyline. Returning to the Vigil Tower, you will see a crowd of peasants who will demand the opening of the fortress's grain warehouses in order to feed their families. You have several options:
-kill the peasants;
-convince them to calm down and give the grain;
-convince them to calm down and disperse;
The last option is most likely if you:
-they did not execute the peasant Alec during the task "The trial is coming!";
-gave the order to guard the villages during the mission "Defense of the Land".

And you, Esmerel?

This quest is one of the options for completing the task "Web of Conspiracy". You can get it if you did nothing to detect the conspirators. In this case, immediately after the suppression of the peasant revolt, an attempt will be made on you in the throne room. Varel will save you from the assassin's arrow. Then take out your weapons and kill all the conspirators led by Ban Esmerel and the Antivan assassin. Once all enemies are destroyed, the quest will end.

Trade must go on

During or after the Pledge of Allegiance, address Ms. Woolsey. She will ask you to expand the trading community in the fortress. Just invite all possible merchants to the Vigil Tower, convincing them in every possible way.
You need to find two merchants:
- Qunari merchant Armaas - can be found in the silverite mines of the Vending forest;
- Trader Lilith - you can accidentally put it on the map and recapture it from the creatures of darkness.
As soon as you invite both merchants, go to Mrs. Wolsey and receive 60 gold as a reward.

Price issue

Talk to the gnome architect Waldrik. He will gladly help you rebuild the fortress if you give him enough funds. To start, he will need 80 gold (the amount is not small, but it is worth it). Pay. A little later, Waldrik will need more building materials (see quest below).

Test of endurance
Once you complete the quest "Question price" and come to the Vigil Tower next time, Waldrik will have a new dialogue. He will complain that the local stone is not suitable for building powerful walls of the fortress. We need to find granite. You can find it in the Vending forest in its eastern part. We tell Voldrik about the deposit and promise to provide soldiers for protection. This will complete the quest.

Important element

In the fortress you will meet your old friend the blacksmith Wade from Denerim, as well as his assistant Heren. Wade is always happy to make some masterpiece equipment, but for now you will have to upset him and force him to forge weapons and armor for ordinary soldiers. For this, however, he will need good metals (veridium and silverite). You can find their deposits in your travels around the world. There will be three in total:
Veridius - in the dungeons under the Vigil tower;
Silverite - in the silverite mines in the Vending forest;
Iron - in the shopping district of Kal Hirola.
Just tell Heeren about each deposit you find. Once they are all found, the quest will close.

Give me a bomb!

Find lyrium sand in the silverite mines of the Vending Forest. Give it to Dworken and you will be rewarded with a powerful decoy bomb. The gnome will ask you to find more sand. The second portion of lyrium sand can be found in Kal-Hirol, the third - on the deep paths under the Vigilance Tower. Dworken will make two more trap bombs for you, and the quest will close.
Note: It’s better to give the portions of sand one at a time, otherwise a bug may occur with the quest freezing (the mark above the dvorken will not disappear).

Master's work
Wade wants to make some unique weapons or armor, but for this he will need unique ingredients. There are 3 of them in total and each of them will have a mini-quest associated with them.
Heart of the forest
In the Vending forest, kill Sylvan the Old Man and take the shotgun from his corpse. From this ingredient Wade will be able to make you a bow or shield. To do this, Master Wade will need the following additional ingredients:
-butter (in the kitchen at the King and the Lion inn in Amaranthine);
-flawless ruby ​​(can be bought from Master Henley in the Amaranthine market or found in Kal-Hirol);
-veins (can be removed from dead mabari in black swamps);
-rune of the great lightning master (you can make it yourself).
Golem Power
In Kal-Hirol, take the plate from the corpse of the boss golem. Wade can make good armor out of it if you bring him additional ingredients:
-master's lyrium potion (you can't buy or find it, you can only brew it; Velanna can do it perfectly, and the recipe for this drink can be found in the sarcophagus in the dungeons of the Vigilance Tower, see the quest "Revenge of the Ghost");
-pure iron (we buy it in Amaranthine from the gunsmith Glassrick);
-wool padding (in a box near the entrance to the guardhouse in Amaranthine);
-blood lotus (these flowers grow everywhere, you are sure to find them).
Get down to work
Find an ancient dragon bone in the lair of the queen of the black swamps. Wade will make it into a one-handed or two-handed sword (your choice) if you bring him the following additional ingredients:
-diamond (can be found on the deep paths under the Vigilance Tower);
-fresh dragon egg (can be found in the silverite mines of the Vending forest);
-large fire protection potion (we buy from Uriah in the throne room of the Vigil Tower);
-rune of fire of the great master (you can make it yourself or buy it).
You can choose for yourself what bonuses will be in the sword:
1st parameter
Penetrating power
+2 to armor penetration, +5 to fire damage.
Mobility
+6 attack, +5 cold damage.
2nd parameter
Protection
+10 to defense, +10% chance to dodge attacks.
Attack
+15% critical/backstab damage, +3% critical strike chance.
Ease of impact
+50 to stamina, +0.5 stamina recovery in battle.
Wade's Choice
+3 to all stats.
Personally, I chose penetrating power + ease of impact.
Once Wade has completed all 3 masterpieces, the quest will be completed.

Velanna's dedication
"The Righteous Path". Ask Seneschal Varel to perform the initiation ritual. Everything will be successful, Velanna will survive. After this the quest will close.

Dedication to Sigrun
The quest will be available after completing the task "Last of the Legion". Ask Seneschal Varel to perform the initiation ritual. Everything will be successful, Sigrun will survive. After this the quest will close.
Note: complete the quests "The Righteous Path" and "Last of the Legion" before "Shadows of the Black Swamps", because otherwise, Varel may not have a line about initiating Velanna or Sigrun into the Gray Wardens.

Letters from a Private
A private girl at the gate to the tower will receive letters from the population. These letters will contain tasks for you. Visit her periodically with each visit to the fortress.
Kidnapped daughter
Lord Edgar Bensley asks to save his daughter, who was kidnapped by bandits. Follow the beacon on the map to the transaction location. You can:
-give a ransom of 30 gold to the leader - you will save the girl, but lose money;
-attack the bandits - the girl will die;
-convince first to release the girl, and then take the ransom - in this case, the girl will remain alive, and the bandits can be deceived and not give the money, after which they can be killed without risking anything (this option is only possible with the maximum persuasion skill).
Depending on the execution option, the reward will be different:
girl dead and bandits killed - 5 gold
the girl is alive (no matter what happened to the bandits) - 10 gold.
The reward for this quest is taken from the private along with a second letter (with thanks) from Lord Bensley.
Far away in the fields
You are asked to save a family of farmers from the creatures of darkness. We go to the new marker on the map. The village will be devastated, the inhabitants will be killed (there is no way to save them). Kill all the creatures of darkness in the area led by the ogre. After clearing the area, collect all the goodies and return to the private for your reward.
Rescue operation
This quest will appear after completing the first two tasks during your third visit to the Vigil Tower. Go to the coast and deal with the looters who want to steal goods from the wrecked ship. We kill the marauders, take the goods and return to the fortress to the private.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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OBGY-CCD5-E6V8-W2R8-1911
CPJA-S2CK-J0Y2-D5Y7-1911
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VTRZ-SSVS-T4R2-Q6A7-1911

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

Vigil Tower And Amaranthine city- two key and strategically important points in the region. After completing the three main tasks, the moment will come when you have to choose what to keep and what to discard. The creatures of darkness, led by their leaders, will not be left empty-handed in any case. Depending on earlier decisions made during the plot, the result of the final battle may differ significantly. Arriving in Amaranthine, after convening the military council, you will have the opportunity to choose. If you set the entire city on fire, then all the inhabitants, along with the creatures of darkness, will die, and all forces will be directed to protecting the Vigilance Tower. If you convince Constable Aidan to stay, the city will be saved, and the Vigil Tower will be lost. However, the timing of its restoration in the post-war years depends on how it was prepared. With proper planning, you can get by with little blood, essentially saving two objects. To do this, you need to do everything, send soldiers to protect the countryside and peasants at the request of Lord Eddelbreck, close the doors to the Deep Paths under the Tower of Vigil, and before saving Amaranthine, inspire the defenders of the Tower of Vigil to feats, saying that you believe in them.

The influence of actions on the ending of the game Dragon Age: Awakening:

  • The destruction of Amaranthine did not win the Guardians any love from the Fereldans. Although most of the population wanted to forget the war as a bad dream and move on with their lives, a handful of enthusiasts swore revenge on the Order of the Gray Wardens. There were rumors that the Guardian Commander wanted to once again influence the state affairs of Ferelden, and the burning of Amaranthine was a link in an insidious chain of intrigue. The rumors grew and multiplied until one day, about a year later, a crowd appeared at the gates of the Vigil Tower. Although the Guardians spared the rebels and did not carry out a massacre, the reputation of the order was tarnished for many years until the Gray Guardians took the restoration of Amaranthine into their own hands. The defense of the Vigil Tower, commanded by the Warden-Commander, went down in the annals of the Gray Wardens as a decisive victory. The smartest of the recruits spent many days trying to unravel the incomprehensible tactics.
    • Rumors that Orlais had sent the Commander with the goal of eventually reconquering - or even destroying - Ferelden only added fuel to the fire.
    • The fact that the Guardian Commander was an elf only made matters worse. There were rumors that Amaranthine was burned either out of revenge, or out of a desire to destroy the entire human race.
    • There were rumors that the Guardian Commander was a maleficar. Some even considered him possessed, commanded by demons from the Shadow who wanted to destroy the human race.
  • The news of the Gray Wardens' heroic rescue of Amaranthine spread like wildfire. When the losses of the Guardians at the Vigil Tower became known, donations poured into the local treasury from all over Ferelden. In no more than a year, Amaranthine was rebuilt to its former glory, and five years later the Tower of Vigil was restored. Peacetime gave the Guardians the opportunity to replenish their ranks. Soon the Vigil Tower had a skilled army with a selected squad of Guardians at its head. New heroes have appeared who can repel the enemies of Amaranthine and all of Ferelden.
  • The Vigil Tower found itself face to face with a horde of darkspawn. Mother's troops were many times greater than the defenders' forces. The battle was long and stubborn, but the defense was doomed from the very beginning. No one escaped in the Tower of Vigil, although the creatures of darkness paid for the victory with many lives. In memory of the defenders of the fortress, a monument was erected on the ruins. Their self-sacrifice saved all of Amaranthine. The victory, however, came at a high price, and the cost of restoring the Vigil Tower turned out to be too great. The Guardians moved their residence to the Amaranthine Palace. Over time, the fortress turned into ruins. Old soldiers sometimes came there to remember the great siege, but then they stopped appearing in those places.
  • The Tower of Vigil quickly became a major center of trade, surpassing Amaranthine itself. The safety of the merchants was ensured by guards posted on the Pilgrim's Path. But prosperity brought with it intrigue and treachery, so in the following years the Commander had to endure a lot.
  • Although the war ruined many peasant farms in Erling, everyone recognized that without the protection of soldiers the losses would have been much more impressive. The peasants began to respect the Guardian-Commander... and began to see support and support in the Order of the Gray Guardians.
  • The Erling peasants suffered heavily in the war and even harder in the post-war years. The success of the first rebellion in the Vigil Tower inspired them, and a wave of uprisings swept through the surrounding area. They were often suppressed brutally and mercilessly.
  • The war devastated the Erling peasant farms, but the region survived. Over time, settlers from other places will flock to the free lands, as has always happened.
  • The war devastated Erling's peasant farms, and the region will never fully recover from their loss. Almost the entire Erling fell into desolation, and only bands of bandits or something worse multiplied on its lands. Only on the roads and in a few isolated settlements was it relatively safe.

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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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