Dragon age origins legion armor. Orzammar

The quest “Dead Castle” in Dragon Age Origins is an impossible challenge for many players. Some do not know what to do during the adventure, others pass by this mission, and others suffer because of an error. In this article you can find comprehensive information on this quest with a description of all the problems and riddles.

How to take a task

First, it should be noted that the task in Dragon Age Origins “Dead Castle” often passes by players, because it can only be taken from a hidden location in the Deep Roads. This area is called Dead Moats and is notable for the fact that it does not open immediately. Entrance to it becomes available to the player only after Branka’s diary is found in the Ortan taiga. This item can be considered key for the task, because without it it will not be possible to even try to complete the mission. The reward for completion will be full armor of the Legion of the Dead with, which gives good protection. It can be put on the main character or given to one of his comrades.

Start of the task

The mission in Dragon Age Origins "Dead Castle" is activated automatically after finding the diary. The player should prepare for execution, because the hidden location is fraught with a huge number of opponents. To complete the task, the user will have to look for four pieces of armor from the Legion of the Dead, which will later become a reward. It should be noted that the reward is quite symbolic, because the warriors of this detachment are still fighting the creatures of darkness in the Bonammar fortress. The first item to search for will be boots. To obtain them, you will have to help the Legion in the battle with enemies at the entrance to the former stronghold of the dwarves. Then you should go through the tunnel from the gate. Immediately at the exit you can see a large sarcophagus, and inside it will be the first piece of armor. In the fortress, it is recommended to be extremely careful and do not forget to constantly use the save function. In the “Dead Castle” mission in Dragon Age Origins, the passage is fraught with various unpleasant surprises.

Continuing the search

After obtaining the boots, the player will have to find three more items to complete the Dead Castle quest in Dragon Age Origins. The player can find the gloves in the room where there is a gnome statue, but it is recommended to move carefully. The statue breathes fire if you step on the slab with the trap activated. The flame removes a lot of health, and therefore it is better to send the strongest ally first. The chest armor is also hidden in the sarcophagus, but in a different location. It is guarded by skeletons and commanded by a Garlock emissary. There should be no problems with clearing the location, because the player will encounter creatures of darkness many times before this task. The last item will be the helmet, which is the easiest to find. The player just needs to go to the Legion's sanctuary, go to the altar and pick up the necessary item. No one is guarding her, but the difficulties of the task do not end there. Four items will open access to a new location, which will be indicated in the personal code.

Boss fight

The guide for completing the “Dead Castle” in Dragon Age Origins should prepare the user for the main test. All four pieces of armor were assembled in order to open the way to a closed location in the former fortress of the gnomes. Players just need to reach the center of the tunnel, which leads to the womb - the main enemy in Bonammar, and then pick up the last piece of armor of the Legion of the Dead. This is the Caste Emblem; you can simply pick it up, unwrap it and leave. If you want to test your strength, you can fight the boss, but first you need to go get the key. He unlocks the gate to the territory where the creature is located. The required item is located in the southernmost room, not far from the legionnaire’s altar. The fight shouldn't be too difficult if you use all your teammates correctly. For winning you can get good items and a small amount of gold, which is never superfluous in the game.

Completing the task

A full set of Legion of the Dead armor in the Dead Castle quest in Dragon Age Origins is required to complete the quest. The player will have to go again, already dressed in new things, to the room where the user previously found the helmet. There will be a relic on the altar that can only be activated while wearing armor. The action will lead to the appearance of a mysterious shadow that you will have to fight. There will be no prizes for winning, but the action is required to complete the task. A corresponding entry about the victory will appear in the codex. After this, you can go to the Diamond Halls. First, the player must not forget to give the Emblem of the Dead Caste to the Guardians. Further in the right wing of the Diamond Halls there will be a memory book that you need to click on. Only after this the task will be completed and marked in the log as completed. The path will not be short, but the reward is worth it, plus a journey through the Bonammar fortress will open new pages in the history of the gnomes.

Possible mistakes

The problem with the “Dead Castle” quest is far from new for players; many users have encountered it. The error is that the last sarcophagus, where the Emblem of the Dead Caste is hidden, is not active after collecting four pieces of armor. If you do not collect the complete set, you will not be able to submit the assignments. Unfortunately, there is no optimal solution to this problem. As mentioned above, it is better for players in the Dead Ditch location to save often. Reverting to earlier files may help in this situation. Initially, you should try to leave the location, save and close the game. The next time you log in, you will find that the bug has disappeared, and you can interact with the sarcophagus. This method is the most effective, but if nothing works, then you shouldn’t be upset. The complete Legion of the Dead set can be obtained in the Awekening add-on.

In this article, I would like to note the very existence and location of unique armor sets in the game.

Kits

Ancient elven armor (+5 defense per set)

Armor in ruins in the Bressilian Forest. The armor itself is in the sarcophagus.

Helmet in the Eastern Bressilian Forest. In order to get it, you need to exchange it with the hermit. If you kill the hermit before this, you can forget about the helmet.

Gloves in the destroyed temple, following the quest with the urn.

Boots boots can be found in Lotheringa, but due to a bug, unfortunately, they may not exist.

Juggernaut Set (+3 Strength and Constitution per set)

The entire set is located in the Bressilian forest gloves, helmet and boots in the graves (when the grave is activated, undead crawl out of it). The armor is in ruins behind a closed door, which is opened through a ritual.

Armor

Helmet

Gloves

Boots

Diligence Set (+5 willpower per set)

Armor in the temple of Andraste, according to the quest with the urn. Found on the corpse of the knight in the right passage.

Gloves in Orzammar, in the Guardians' library, in a closed chest.

Boots bought in Redcliffe from a blacksmith after saving his daughter.

Legion of the Dead Set (+3 damage and constitution per set)

In dead ditches on deep paths. The helmet is on the pedestal, in the same place as the key. The remaining parts lie in sarcophagi throughout the location.

Armor

Helmet

Gloves

Boots

Effort Set (-10% fatigue per set)

Armor according to the quest in the Deep Paths, it is removed from the Uterus.

Helmet in order to find this helmet, you need to go to Teig Educan with your dog. After talking to her and sending her on a quest, she will bring back the “winged helmet of the crusader.”

Gloves quest of free prospectors. Having collected all the stones, the location of their treasure will be marked on the map - in that chest there will be gloves.

Boots can be purchased in Dusty Town.

High Dragon Sets

After killing the High Dragon and receiving scales from its carcass, you can choose from Wade to make one of three types of kits:

Medium (-25% fatigue, +5 defense per set)

Armor

Gloves

Boots

Heavy (-20% fatigue, +5 defense per set)

Armor

Gloves

Boots

Massive (-15% fatigue, +5 defense per set)

Armor

Gloves

Boots

In addition, there is also a two-piece set that does not provide any bonus when worn at the same time. This:

Knight Commander Helmet it can be found in three copies: during the quest “Evil” in the Denerim Elvenage (in the last room of the shelter); in the Vault on the second floor of Redcliffe Castle; can be purchased from Cesar after completing all the Ravens' missions.

Knight Commander Armor can be bought from the marauder in front of Orzammar.

Incomplete armor

Body

Templar Armor drops from the enchanted templar in the Tower of the Circle of Magi.

Shadow of the Empire from a merchant in the Common Halls of Orzammar.

Armor of Divine Will can be purchased from Ruka in the Ortan taiga.

Villain's Attire in Wade's store (Denerim).

Avon the Great's Chainmail same with Wade.

Hasind Robe given for the quest “Hasinda Way Sign”. It could also be in the Dalish store.

Witch's Robe can be purchased from Curiosities of Thedas (Denerim).

Robe of the First Sorcerer After completing the quests, Ravens can be purchased from Cesar.

Lord Master's Robe Drops from the leader of the slave traders in Denerim Elvenage.

Mantle of Possession on Morrigan's quest.

Reaper Clothes in Curiosities of Thedas.

Head

Templar Helmet drops from the enchanted templar in the Tower of the Circle of Magi.

Thick Qunari Helmet Dropped by a bandit leader in Lothering.

Red's Helmet given for saving Redcliffe from the undead, if no one from the militia died.

Farsightedness Dropped by a High Dragon.

Very tight helmet Sold by Varathorn.

Helmet for two-wire drops from Jarvia. Also found in Jammer's stash.

Damage Dropped by a Garlock General during the Siege of Denerim.

Flagbearer's Helm chest in Fort Drakkon on the first floor during the siege of Denerim.

Kamenaya's visor Sold by Gorim in Denerim.

Free Scout Helm dropped from Taoran in the final quest of the Blackstone Volunteers.

Griffin Helmet Gray Warden vault in Denerim.

Freedom Fighter Hood corpse on the 4th floor of the Circle of Mages Tower.

Hood with cameo drops during the quest “Five Pages Four Magicians.”

Sorcerer's Hood in a chest on the lower level of the ruins (Bressilian Forest).

Like any self-respecting modern RPG, Dragon Age: Inquisition also includes crafting armor and weapons. Unlike the first part, here crafting is not limited to inserting runes - now we are given the opportunity to create a thing from scratch, choosing the appearance, type, material, which gives the necessary bonuses and improvements. Although the runes also remain, where would we be without them? In general, in my humble opinion, crafting is done dullly and not interesting, like everything else in this sad game, there are a lot of opportunities, but running around collecting all this junk is not very fun.

Sketches of weapons and armor

At the very beginning, to create items, upgrades or runes, you will need sketches of these same items, upgrades and runes. Where can I get them? In chests, from merchants, missions at headquarters, sometimes even from bosses. Sketches are displayed in the list of items available for crafting; they can be used as much as you like and, best of all, they do not take up space in your inventory.

There are only 3 levels of sketches in the game. The higher it is, the more cells there will be in the item, the better quality and with more bonuses it will be possible to create the item. Level 1 sketches require the presence of 2 cells, level 2 - 3 cells, level 3 sketches - 4 cells.

The crafting system here is logical - heavy armor will require a large amount of metal, a little less leather and rarely will you need fabric, but for a mage's robe it's the opposite. For swords and weapon hilts, you need a base, as well as a leather or fabric braid and the like.

There are 4 types of cells in total: the main one, which determines the basic parameters, and three additional ones, the set of which may vary depending on the sketch. Namely:

Damage— the main cell for weapons, determines damage per second depending on the material, as well as the type of elemental attack of the staff.

Attack— an additional slot for weapons and weapon upgrades. Depending on the material, it adds bonuses to attack types or the likelihood of imposing status effects on the enemy.

Armor— the main cell for armor, determines the level of armor depending on the material and protection from physical damage in melee.

Protection- additional slot for armor and armor upgrades. Depending on the material, it adds resistance bonuses from elemental, ranged and magical attacks, as well as the likelihood of retaliatory bleeding or additional health.

Support— an additional cell for all types of items. Depending on the material, it adds stat points (dexterity, magic, etc.).

For upgrades of any level, only two additional slots are always available; upgrades can only add bonuses and/or stat points, but not damage or armor level (the exception is Bianca).

Types of improvements and crafting

Armor

There are 3 types of armor available for crafting (light, medium and heavy), as well as helmets of each of the three types. For almost all types of armor, two upgrade slots are available: bracers and leggings (the exception is special armor like the Elven Guardian Robe or the armor of the Legion of the Dead). Improvements are created separately, but according to a similar principle.

Sometimes ready-made improvements can be found in chests or received as a reward for completing a mission at headquarters. Improvements can also be removed from dropped items and placed on others.

Weapon

In Dragon Age: Inquisition there are even more types of weapons than armor, and with improvements they are not so simple.

Weapon type

Slots

Name

One-handed - swords

Long sword hilt

One-handed – maces, hammers, axes

One-handed handle (shaft)

Two-handed - great swords

Great Sword Hilt Great Sword Head

Two-handed – large axes and hammers

Two-handed handle (shaft)Pommel

Magic staves

Staff tipStaff hilt

Daggers/daggers

Dagger hilt/Handles for dual blades

Bow handle

Separately, it is worth mentioning Bianca, since the weapon is unique. You can increase damage control and characteristics only with the help of improvements. Bianca has 3 upgrade slots available - Shoulders, Sight, Handle. The main cell is available for the shoulders, which increases damage control, there is also one support cell for the handle, and one attack cell is available for the sight. Although when I completed the game somewhere in the middle, Bianca was many times worse than mediocre bows...

Crafting materials

To create weapons and armor in the game there are 3 types of materials: metal, leather and fabric, in turn they are further divided into 3 levels. The higher the level of the material, the higher the level of armor or bonus indicator. The type of armor also varies depending on the material.

Metal

Metal is found using the search button (or a keen eye) in caves and on mountain slopes in the form of small clusters of several types of each per location. In the Emerald Graves in the Argon Shack you can buy Perfect Chandelier, obsidian and pyrophyte, and Sero Colored Glass is sold in Skyhold from a merchant from Orlais.

Level 1 metals

Level 2 metals

Level 3 metals

Leather

Leather is obtained from killed animals of a certain species. You can buy almost all types of level 1 leather from the merchant in the Hinterlands (Crossroads), and in the Dalish camp in the Sacred Plains you can buy needleback leather, phoenix scales and ram leather.

Level 1 skins

Level 2 skins

Level 3 skins

Fabrics

Fabrics drop from slain enemies. Silk, semi-velvet and cotton can be bought in Val Royeaux.

Level 1 fabrics

Level 2 fabrics

Excellent things

You will have the opportunity to create excellent things in Skyhold after inviting the enchantress (mission at headquarters). When creating an item, a separate slot for an excellent item appears, right above the main one. Ordinary materials will not work here. For an excellent item, you need metals, leathers or fabrics touched by the Shadow that come across randomly during collection, as well as special finds like a dragon tooth or iron bark. Only one unit of such material can be inserted into a cell, but filling it is not required.

Special materials provide a short-term ability, such as Walking Fortress, Unbreakable or Shadow Cloak, a chance to gain a bonus to focus accumulation or heal up to 15% of health on a killing blow. Possible bonuses are generated randomly, and there are many of them.

Dragon Age: Inquisition - crafting armor and weapons was last modified: May 5, 2015 by admin

A child doesn't need a good father. He needs a good teacher. And a good friend to a person. And for a woman - a loved one. And in general, let’s talk better about track stitches.

Arkady and Boris Strugatsky, “Distant Rainbow”

It's not just the Blight that threatens the peace of Ferelden. Hundreds of scum of all stripes raised their heads, expecting the end of the world. We can either join them or punish the scoundrels. And so that you are sure not to miss a single opportunity, we have compiled a list of additional tasks that have not yet been discussed on our pages.

  • Ostagar and the Wild Lands - the beginning of the story
  • Lothering - the living dead city
  • Circle of Magicians - magical secrets
  • Redcliffe - universal appeal
  • The Shelter - Classic Easter Egg
  • Brecilian Forest - traces of corruption
  • Orzammar - Thieves and Their Prey
  • Denerim - quest series
  • Guilds - find everything
  • Sheila - rugged beauty

Let's start with the backstories of our heroes. In each case, we will be able to complete several additional tasks, but they are simple - training ones. You can even skip them and go straight to Ostagar. However, painstaking exploration of the initial territories will bring you not only money, experience and some equipment. At the very beginning, when the hero is very young and inexperienced, you can learn a lot of interesting things about the world that you won’t be able to find out later. So we advise you to look into all corners, at least at first.

Each background story will bring you something useful and make your path easier. A noble man will receive a dog, a Dalish man will receive a good bow... in a word, to each his own. But there is one hero who will have a much easier time at the start than the others. This is the noble dwarf - he leaves with Duncan, jingling more than twenty gold pieces in his pocket! Well, let's go after them.

Ostagar and the Wild Lands

Sick dog

Dwarven politics

Talk to the huntsman in the camp and he will tell you about a sick mabari who swallowed tainted blood. To cure him, you need a special flower that grows in the wild lands of Korcari. According to the plot, you will still have to visit there, so feel free to agree. Look in the ruins a couple of meters from the place where you will meet a wounded soldier. The cured dog will join you after the Battle of Ostagar, if you have not yet acquired a pet.

Hungry Prisoner

In the camp, an unfortunate soldier is hanging in a cage. Not only are they not letting him out, but they are also not feeding him. The poor guy will ask you to get him some food. Before giving consent and food, ask the prisoner why he was imprisoned. At the end of the story, you can demand the key to the magicians' chest from the prisoner. You can get food from the guard by convincing or bribing him. And the chest can be opened only after returning from the wild lands, when the pacified one leaves him.

Sword

You can trick the messenger Peak into getting a good sword. But first the boy must be caught - find him with the warriors of the ash, and then run after him.

Missionary Chest

Near the border of the wild lands you will find the body of the missionary Jogby. You can remove a letter from it with hints on where to find the treasure. Look for the chest in the south of the map.

Traces of chasing

In the west of the wild lands there is an abandoned parking lot and a chest containing a magazine. Read it and follow the mark that appears. A chain of such traces will lead you to the treasure.

Last will

The dog plays the role of a psychoanalyst

The professor is sleeping - the students are happy

In the center of the wasteland you will come across the corpse of Rigby. The will describes where his belongings are hidden: in an abandoned camp west of the body. Having dug up the casket, you can either open it or take it to the widow Jetta. She is waiting for you at Redcliffe Church.

Demon from the Ashes

On the corpse of a soldier, not far from the Garlock emissary, lies a bag of ash and a piece of paper with a local legend. The legend is true, and by pouring the ashes onto the pile of stones northwest of the bridge, you will summon Gazarath, the “orange” demon of wrath. Good trophies await the winners.

Lothering

Create three poultices/traps/bottles of poison

The tasks are of the same type, taken from Miriam, Allison and Barlin, respectively. There is nothing complicated, you just need the appropriate skills and components, which are bought from Barlin and collected on the map.

Dead Templar

At the entrance to the location after the battle with the bandits, you will find the corpse of a templar. The things from it must be taken to Ser Donall in the church.

On a note: in the same church, you should reveal to Sir Brian that you are a gray guard and ask for help. He will give you the key to the poultice cabinet.

Preacher board

If you complete all four tasks from the local preacher board, you will receive a nice sword as a reward.

Circle of Mages

Call

On the first floor of the tower, in the library, you can perform several summoning exercises. To do this, find two halves of the book: in the library and next to the stairs to the next floor. Complete all three rituals and the task will be completed. But that is not all. Repeat the steps of all three rituals in a row and activate the fourth summoning flame - it is located in the room where the second half of the book was. A creature will appear and quickly disappear. You can steal it by getting the note. But that's not all! On the preacher's board, you can later take on a quest that talks about disappearing travelers. It turns out that the demon we summoned decided to profit. We kill him, take the trophies, inform the preacher and go to pour out the pangs of conscience with ale.

The main character makes it clear with all her appearance how much she wants to be a gray guardian and save the world

Apparently, this is the only way Ogren sees us all...

Guardian of the Limit

What dwelling of magicians is complete without secrets? We definitely have it in our tower. To solve the puzzle, you need to find several student notes: a couple in the students’ rooms, another in the library, two lie next to Owain and the blood mages, and finally, one will be in the main hall. Now activate three statues in the large hall - a statue with a bowl, with a raised sword, a lowered sword - and a statue with a spear (it is in another room, in the center of the floor). Go down to the first floor, go to the place where you met Wynn, and try to go into the basement. Kill the guard and pick up a great sword that will help you, for example, defeat Flemeth.

Chest Jenny

In the office of the main sorcerer you will find not only Flemeth's grimoire, but also a small chest. It can be delivered to a house in the Denerim Market District near Curiosities of Thedas. If, of course, you picked up the note about Red Jenny after meeting Zevran. As a reward, you will receive money, but not a drop of information about this mysterious box.

Enchanted Templar

On the fourth floor you will meet a templar possessed by the demon of desire. If you attack them, you will get some good trophies, but if you let them go... you will most likely not see them again, but there is a small chance of meeting them on the map above the mountain of corpses: the demons will satisfy their insatiable hunger. They can’t avoid reprisals here!

Redcliffe

Gathering troops

Bann Tegan gives us a plot task (which has several additional ones): prepare the village for a siege. To do this you need to talk to Pert and Murdoch. The first one will ask you to bring him amulets. We will receive them from mother in the local church. In addition, in the shop you can find a bunch of barrels of oil. Perth needs to be told about them too.

Murdoch will ask you to bring more warriors and get weapons for them. The gnome Dwinn can join the ranks of “volunteers” if you persuade him well. The local tavern will bring us several recruits at once. First of all, there is a suspicious elf at the table. Your robbers will help you discover his spy essence. The innkeeper himself, Lloyd, will go after the elf, and he will have to be threatened. But it’s better to first ask the waitress Bella and the men in the tavern about their lives. You can promise to help the waitress, and for the defenders you can bargain for free ale from Lloyd. You can beg a weapon from a blacksmith, promising him to save your daughter.

Pestilence came to one noble noble family

Spectacular lighting makes Stan even more convincing

Blacksmith's Daughter

You will find it in the castle, in a small storage room on the first floor.

Hidden boy

Caitlin is standing in the church, asking to find her missing brother. He hid at home, in the closet. After questioning the boy, we learn about the family sword, which can be either appropriated or returned.

Daemon

If you play as a magician, you are able to independently enter the shadows to free the son of Eamon. The demon will offer a deal. You can get an extra spell point, a blood mage specialization, a “forbidden pleasure” with a demon... Please note that the choice will affect the ending of the story.

Asylum

In the village itself, as well as in the temple, there are no additional tasks (except perhaps the delivery of scrolls to the church of Denerim), but there is a very funny “Easter egg”, which can already be considered a classic of role-playing games. After finishing the story quest, return to the village and go to the local cemetery. You will probably like the epitaphs. Here are just a few of them:

    Cheryl isn't here. She was cremated.

    “I can do an ax too” - Jim, the sword swallower.

    Multiplayer with love.

    Great-great-great-grandfather Gygax.

To play as Sheila, you need to download the separate Stone Guardian module. Let's get to know this dangerous girl better.

Gifts for Sheila
Present Where to look
Magnificent amethyst The dusty city of Orzammar, Alimara market
Magnificent diamond Common Halls of Orzammar, Trader Garin
Magnificent emerald Orzammar Community Halls, Figor's Shop
Magnificent sapphire Common Halls of Orzammar, Trader Legnar
Magnificent malachite Circle Tower, Quartermaster
Magnificent Garnet Denerim Trade District, Wonders of Thedas Shop
Magnificent ruby Elfinage, Alarita shop
Magnificent Jade Cellar of a house in Honnlite
Magnificent Topaz Frost Mountains, Trader Farin

Sheila is a former dwarf who became a golem. She manages to combine femininity (for example, she wants to sew red shoes) and feigned rudeness (“Let's go crush a couple of heads”). In general, jokes on the topic of the golem’s “hermaphroditism” are perhaps the most interesting in the entire game. By the way, she hates all birds without exception, which she constantly reminds of (“I don’t believe in the Creator. After all, an intelligent being would never create birds! What was he thinking?!”).

In combat, Sheila is a true all-rounder. She can be a hitter, a shooter, a controller, and even a support. In the last incarnation (the branch of stances) it is most effective. It is almost impossible to destroy a group consisting of a standing golem, a healer, a mage and a warrior with a two-handed weapon. There is only one inconvenience: moving our talisman takes some time.

As you can see from the table, there are no special gifts for her, but you can easily make her happy by dressing her in crystals for the first time.

Personal quest is associated with memory restoration. Sheila is curious about who she was before she became a golem. The quest can be obtained after talking with Perfect Caridin, according to the plot. To complete it, go to the Kadash teig that appears on the map of deep paths. Go through the teig all the way to the heroine’s statue.

Brecilian Forest

Bitten wife

In the Dalish camp, talk to Atras. His wife was bitten by werewolves and everyone says she's dead, but he doesn't believe it. Danaila will be waiting for you near the northern entrance to the eastern forest. Unfortunately, it will not be possible to save her.

Iron bark

The gunsmith Varathorn will ask you to bring him rare ironwood bark, from which local craftsmen create magnificent equipment. The bark can be stripped from a fallen tree near the northern passage to the eastern forest. As a reward from the master, you can receive a bow, armor (or both, if you insist) or an amulet, if you refuse everything.

Elf in love

Last family photo. Very soon, most of them will not be alive - traitors are worse than evil...

Apparently, not only female characters are copied from popular people... And Eddie Murphy not only voiced the donkey from Shrek

Sick gall

In the camp, the caretaker of the Gauls, Elora, had a problem: one of her charges was sick. You can use survival to find out what the reason is, or you can convince the caretaker that the animal is incurably ill.

Bitten Elf

In the center of the western part of the forest, not far from the ogres, lies the wounded Deigan. He can be taken to the camp, healed, robbed, abandoned or killed. A wealth of choice - isn't that what we want from a good role-playing game?

On a note: if you first rob the elf and then send him to the camp, then he can return his things and restore relations.

Death dream

To the south of the Great Oak lies an abandoned but very cozy camp, in which you are tempted to relax... Having woken up, one or more members of your squad will begin a battle with the shadow that created the illusion. Defeat the demon and re-inspect the “cozy” rest stop.

This is interesting: After completing the story mission in the forests, go to the camp and talk to Leliana. She will play you a song from the main menu of the game.

Orzammar

Lost Son

The story is over. The hero stands on the road and thoughtfully looks at the sunset... But it’s too early for him to retire!

In the Common Halls we will come across Filda. Her son went to the deep paths and did not return. We will find the hand in the Ortan tag, it is connected with the plot - don’t miss it.

Church

Berkel wants to open a church in Orzammar. You can help him with this by convincing the chronicler (in the hall of guardians) to give permission. The reward you will receive is meager, but this church will have a decisive influence on the fate of the world. And not the most favorable...

Dwarven magician

Dagna really wants to get into the circle of magicians. You can stop her by telling her father Jannar about his daughter’s plans, or you can help by talking to the first sorcerer, if, of course, he is alive. As a reward we will receive a good rune or lyrium. In addition, Dagna will become an outstanding scientist.

Search for Nagas

All his pets fled from the beater Bemor. You need to look for Nagas in the Community Halls, there are five of them in total. For each animal we get 25 silver coins. And if you talk to Leliana after this, she will admit that she really wants such an animal. You can get it in Dusty Town from an idle gnome for a modest fee. Now this “hedgehog” will live with you in the camp.

Racket

After receiving the first task from any of the contenders for the throne and leaving the Diamond Halls, you will see local bandits threatening the merchant Figor. If you follow them to the shop, you can help the merchant. If you settle the matter peacefully, he will thank you and stay to trade, but if you kill the robbers, then... he will scold you and run away.

Fights without rules

In the west of the Test Halls, in a small room there is a gunsmith who will offer to take part in the battles. The reward for each battle is trivial, but the ring that you receive after four victories is good for blood mages.

Unwanted child

In the Dusty City you can find an unfortunate dwarf who was kicked out of her family because she gave birth to a son from an untouchable. You can force her to get rid of her son, as her relatives want, or you can convince the latter that they are wrong and restore the family.

Dragon in the throne room

This is how you need to place two characters in the throne room to summon a dragon

If you run out of preparations and need to say something, it turns out like this

Dwarven architecture sometimes brings surprises. After studying the inscriptions on the throne, we will receive a note in the codex. Now you need to correctly position the squad members: one in the “dressing room” on a square in the center of the hall, and the other two in the throne room itself, in its southwestern part, on buttons that look like the end of an arrow. As the last character, we click on the throne again and get acquainted with the local prisoner.

The thieves

While running past the king's treasury, you will come across a group of thieves who were trying to dig a tunnel. Deal with them and receive a well-deserved reward from the guard who came running in response to the noise.

Poison

In one of the chambers for the nobility, you will meet the herbalist Vidron, standing by the bed of a dying lady. He will tell you that she was poisoned and ask her to make an antidote. After which he will give you a recipe, which will be the main reward.

Stolen book

The assistant chronicler in the Keeper's Halls wants us to find a valuable book that was recently stolen. The Dodger lives in Dusty City. Negotiations with the thief will reach a dead end... But a note picked up from the corpse will lead us to the bandits who are just carrying the tome to the buyer in the Test Halls. After the battle, the book can either be sold to the same buyer or returned to the custodians.

The Missing Bloodline

The gnome Orta believes that she comes from the noble house of Ortan, but bad luck: the records of her family tree disappeared in the teig of the same name. At least she didn’t find them in the Guardian Halls, which means nowhere else. The records really lie in the center of the teig, not far from the Ruka cave.

List of golems

In the room with the Void Anvil, there is a table that lists everyone who has become a golem. The names can be copied and taken to the chronicler.

Wanderers' treasure

Find four piles of stones in Caridin's Crossing:

    At the western exit to the map.

    Southwest of the bridge.

    Near the intersection of three roads.

    East of the Deep Hunter's Cave.

Our pet nag named Shmoples. They seemed to get along with the dog

After this, a mark with the tramp’s hiding place will appear on the map.

Legion's Honor

As soon as we collect all the pieces of the Dead Legion armor, we will be given the quest “Dead Castle”. Now we can get the emblem of the caste of the dead from the sarcophagus (in the legion room in the dead ditches) and take it to the chronicler. But before you leave the temple, dress someone in full armor and activate the Legion's Relic.

Overlander's Sword

In the deep paths you can get hold of one of the best one-handed swords - By the honor of the overlander. First, find a tomb in the Ortan taiga (southeast corner). Now we are looking for pieces:

    The pommel lies in the Ortan teig in a vase in the Ruka cave.

    The hilt can be removed from the corpse of the Genlock Emissary at the Caridina Crossroads (Genlock is waiting for you in the tunnel that runs from west to south).

    The blade is removed from the corpse of an ancient creature of darkness in the Dead Moats (on the bridge in the center of the map).

Once you find everything, return to the tomb.

Cache

In the charter's hideout we will acquire Jammer's diary, which talks about the treasure. We need to find three chests: Jammer himself, Kanka and Pique. From them we take out a silver ring for a dress, an iron letter opener and a garnet decoration. You can't take anything else! All that remains is to find the cache near the tamed brontos and open it.

Life of the Guardian

To receive the task, touch the wall of memories in the Halls of the Guardians. Now find three rune stones:

    Near the chief of miners in the Common Halls.

    In the southeastern caves of Caridina Crossroads.

    In the western of the central rooms in the Dead Moats.

We return to the wall of memories for the reward.

Torn Demon

Dwarves are thorough guys: if they destroy a demon, then they spread the pieces throughout all the lands: what if they grow together? You can collect these pieces on deep paths.

    Limbs in the north-west of the Educanov taiga.

    The body and head are at the Caridin Crossroads, in the southeast and northeast, respectively.

We take this to the altar in the Ortan taiga and revive the demon. We are faced with another choice - let him go for money or finish him off. This time it's final. What will you choose?

Denerim

Help the law

Sergeant Kilown stands next to Blacksmith Wade's house. He will complain to his superiors and ask for help in dealing with crime. You can act either by force of persuasion or simply by force. If you want a high reward, listen to what the customer prefers.

Dark Deeds

We are trying to explain the idiot-
to the gnome that it is impossible to “fall into the sky.” Winn and I are still trying to get through, and Sheila offers... basically the same thing, but in a much faster way

Eamon has a great sense of beauty. In all his mansions you can find
real works of art

On the other side of the house, the forge is worth the sneaky Couldry. Only robbers will be able to meet him. He has two lines of tasks: for thieves and for burglars. Stealth will come in handy in both lines.

It is important: Do not forget to leave too visible companions in the camp for the duration of the mission.

Before the land meeting, we will be able to complete three thefts and two break-ins. Another theft and two break-ins followed. If your stealth is not at a master level, then money, persuasion and fists will help you in some tasks.

Sect

In one of the alleys (you will visit there when you exterminate bandits ordered by the church) you will find the corpse of Ser Frieden, who died trying to destroy the sect of blood mages. You can finish this noble deed - go to the abandoned house (a new location on the Denerim map) and slaughter the villains.

Evil

Evil has settled in the shelter in the Elfinage, as the templar Otto will tell you about. Collect some clues, including asking the elven girl sitting on the doorstep. After clearing the shelter, do not forget to return her amulet to the elf.

Prisoners of Howe

In the cellars of Earl Howe's estate you can find several prisoners at once.

    In the torture chamber, the son of Bann Sieghard is hanging on a rack, and as a reward he will stand up for you at the meeting.

    In prison, the templar Irminrik went crazy. Take his ring to Ban Alfstanna.

    Veteran Rexel also could not stand his captivity. You need to tell the preacher Rosamund about him.

Guild Quests

The tasks of most guilds (preacher boards, blackstone volunteers, assassins and “interested”) are mostly completed without problems: fortunately, the targets are marked on the map, or at least their approximate location is described. But there are a few exceptions.

If in the final task volunteers you choose the father's side, then in order to get to the son, you must not go to Lothering, which will be destroyed by this moment, but simply pass by the town. Taoran will come across you in a “random” encounter.

Love notes requested by one of interested(tasks are given by the innkeeper in “The Bitten Nobleman” of Denerim), scattered literally all over the world. Finding them is not easy. Here are all the places:

    In the Dalish camp, behind the merchant.

    Near the entrance to the ruins in the Brecilian Forest is a secret door on the left.

    In the royal palace of Orzammar, in an inconspicuous room in the east of the palace.

    In the Orzammar Charter Hideout, in the room to the right of the hall where Jarvia fell.

    In another hideout, this time in a village, next to the entrance to a house with a bloody altar.

    In the "Spoiled Princess" tavern near the magicians' tower.

    In the tower itself, on the second floor, in the eastern room.

    In the Redcliffe windmill (where the secret passage to the castle is).

    In the basement of Redcliffe Castle, just before the exit to the courtyard.

    At Wade's forge in Denerim.

    In the brothel "Pearl" (location in Denerim) in the southeastern room.

    In Eamon's estate in Denerim in the northwestern room.

In addition to these very persons, they will force you to run and mages from the community.

Bloody marks

We need to mark four doors in Denerim with blood: two in the Trade Quarter and one each in Gryazny and Dark Lanes.

Places of power

We need to activate four places of power.

    Grave in western Brecilian.

    Altar in the Ortan taiga.

    Tree in the Elvenage of Denerim.

    Stairs to the second floor of the tower of magicians.

Scrolls of Banastor

You need to find five scrolls at the following addresses.

    The southeastern destroyed room on the second floor of the mage tower.

    The northwest room on the third floor of the Mage Tower.

    The southeastern library in the abandoned temple with Andraste's ashes.

    Western barracks (entrance from the center) in an abandoned temple with the ashes of Andraste.

    The southeastern room in the werewolf lair.

The remaining tasks should not cause difficulties.

Domino