Walkthrough of Dragon Age: Origins - Dwarves. Walkthrough of Dragon Age: Origins Orzammar

Tunneling Thief x6 Warrior Rank 1, 2
Revenant x1 Daemon Rank 4 Quest battle Black vessels.
Dragon x1 The Dragon Rank 4 Quest battle Locked in stone.
Vartag x1 Warrior Rank 3 Battle, if on quest Firestarter crown Harrowmont.
Royal Guard x4 Warrior Rank 2
Ambassador Gainley x1 Robber Rank 3 Quest battle Trial of the Ravens.
Bodyguard x5 Warrior Rank 2
Bodyguard x2 Robber Rank 2


After completing the quest The Prince's Favor: First Mission In the Orzammar royal palace, Prince Belen orders the murder of the head of the criminal Charter, Jarvia. Jarvia is located in the secret Charter Vault (transition from Dust City). Finding this shelter is the goal of the quest Jarvia's Refuge.

Result:
1750 XP for completing the quest.


Along with the order to kill Jarvia, Prince Belen or Lord Harrowmont give the order to find the Charter Vault, where Jarvia is hiding. You need to ask Rogek or Nadezhda about the shelter in Dusty City, get the key from the leader of the thugs in the mini-location House in Dusty City and enter the shelter through Suspicious door in Dusty City.

Result:
-.


After the murder of Jarvia, Prince Belen or Lord Harrowmont give instructions to find Perfect Branka in the deep paths (transition from the Commons) so that she can elect a king. Regular squad member Oghren will join the squad in the Commons.

Branka is located in the Anvil of the Void location (you need to go through Caridin's Crossroads, Teig Ortan, Dead Ditches). Perfect Branca or Perfect Caridin will give the crown, after which you can crown one of the two contenders yourself. The quest will end after the coronation.

Result:
permanent member of the Ogren squad.


At the same time as the order to find the Perfect Branca, Prince Belen or Lord Harrowmont give the order to find the Anvil of the Void. It is located in the location of the same name on the deep paths (you need to go through the Caridin Crossroads, Teig Ortan, Dead Ditches).

In the conflict between Perfect Branca and Caridin, you can support either side.

If the anvil is preserved, golems will take part in the final battle of the game; if destroyed, battle gnomes will take part. [If you oppose Caridin in the presence of Sheila's golem (DLC Stone prisoner

Result:
), she will leave the squad forever.] amulet Caridin cell And Shield of Caridin
, if you support Branca; mace Caridin cell Vanguard Branca's Shield


The quest is only available when playing as a noble male dwarf, if the hero had intimacy with Mardi in the prologue. In the Diamond Halls, Mardi talks about the birth of his son. At the first opportunity, you need to agree with the pretender to the throne about assigning the child to the reigning house and inform Mardi about this. After the coronation, you need to talk to Mardi again. [Possible bug - in the codex the quest will be marked as completed, but not completed.]

Result:
100 XP for completing the quest.


In the Orzammar Royal Palace, Vidron asks to cook Antidote for Dwarven Kingslayer and gives the appropriate recipe. To prepare the antidote you need 4 elven roots, 2 life stones, 1 flask, 2 concentrating reagents. Everything you need can be bought at Figor's shop (transition from the Community Halls).

Result:
150 XP for completing the quest.


In the Orzammar Royal Palace, you need to touch the throne (this gives the quest), put three characters on the pressure plates in the throne room and in the hall in front of it, and touch the throne again. Then defeat the dragon. [After the coronation, the quest may not be available.]

Result:
two-handed sword Ageless for completing the quest.


It is necessary to destroy six vessels and the Revenants associated with them. The vessels are located in the Tower of Mages (rooms of senior magicians), in Denerim (random meeting on the outskirts of the city), in Orzammar (royal palace and Caridin crossroads), in the Brecilian ruins (lower level and lair of werewolves).

Result:
shield Dead coat of arms from a revenant in Denerim.


A quest for those interested from R. (quests in this series are given in the Denerim tavern). You need to collect twelve love letters. Letter Locations: Dalish Camp, Brecilian Ruins (top level), Orzammar (Charter's Hideout and Royal Palace), Lake Calenhad (tavern), Mage's Tower (senior mages' quarters), Denerim (Earl Eamon's estate, The Pearl, Smithy), village Redcliffe (mill), Redcliffe Castle (cellar), Village of Refuge (house).

Result:
125 XP and 6 gold coins for completing the quest.


If you talk to Master Ignacio in the Denerim Trade Quarter, he will later invite you through a messenger to a meeting at the Bitten Nobleman tavern and offer a number of tasks.

2. Kill the Kadan-Fe mercenaries. A new location, Kadan-Fe Shelter, will appear on the world map.

3. Kill Ambassador Heinley. The ambassador and security guard are located in the Royal Palace of Orzammar, in the rooms of Prince Trian.

4. Kill Captain Chase. A new location, Ransom Place, will appear on the Denerim map.

After completing the quest, merchant Cesar will have an additional assortment at the Denerim market. If you kill Master Ignacio after completing the quest, trading with Cesar will become impossible.

Result:
Crossbow with improved grip Caridin cell Rough Gut Gauntlets for the first three tasks;
gloves Finders of Red Jenny for completing the quest.

Enlisting Orzammar's support in the war against the Blight will not be an easy task. King Endrin Educan has died, and the deshir, the dwarven lords, cannot choose a successor. There is no hereditary right to the throne. The reigning king can propose his own successor, but only the Council ultimately decides who receives power. Two dwarves lay claim to the throne of Orzammar: Belen Educan, the king's youngest son, and Lord Piral Harrowmont, the king's closest advisor, who is known as a good steward who has repeatedly reached compromises in the conflict-torn Council. The future way of life of the dwarves primarily depends on who ends up in power; despite this, both contenders will keep their word and help the Gray Guardians cope with the Pestilence. Most likely, the developers have paved the way for future games in the series, where the decisions made will play a more significant role in the development of the plot than in the original game. For example, the first echo is this: if you support Bhelen, Lord Harrowmont will be killed, and his family will be persecuted (the quest “Last of the Line” will appear (a typical story Without Compromise or Martyr), in which you will need to save Lord Renvil Harrowmont from the thugs from the Charter ).

Prince Belen is an adventurer, a lover of intrigue, and does not hesitate to use dirty methods to eliminate competitors, but his progressive views allow him to hope for global reforms of dwarf society. These qualities clearly characterize his personality. Piral Harrowmont, unlike Belen, is a conservative, diplomat, adherent of traditions, who will not allow global changes and upheavals. Each candidate has his own supporters and opponents, who are ready to give their lives in the fight for their ideals and beliefs. In order for the Council to make a unanimous decision and elect the future ruler, a number of tasks must be completed, the main ones of which will be a battle at the tournament or the delivery of promissory notes, the destruction of the Charter along with Jarvia, etc. Having decided who to support, you will have the opportunity to change your choice at the last meeting of the Council, when the future of Orzammar will depend on the words of the Gray Guardian. Depending on the choice made, one of the achievements “Companion of Harrowmont” or “Companion of Belen” opens.

Gift from Belen for your support in Dragon Age: Origins:

  • Triana Hammer- strength: 34; damage: 13.50; +4 damage against creatures of darkness, 2 slots for runes.

Gift from Harrowmont for supporting Dragon Age: Origins:

  • Harrowmont's Staff- magic: 20; damage: 4.80; +1 to magic, +2 to constitution.

The influence of the decision made about the fate of the Dwarven kingdom on the ending of the game Dragon Age: Origins:

  • King Bhelen of Orzammar quickly established himself as a reformer, lending his support to overland merchants and easing the oppression of caste restrictions. The untouchables were allowed to own weapons to fight the creatures of darkness. For the first time in many generations, an entire section of the Deep Paths, along with the taigs, was reconquered. When human armies began to arrive from Ferelden, King Bhelen welcomed them with open arms. In a matter of months, the creatures of darkness were pushed back beyond the Dead Ditches, and the first warrior to return with a trophy from the gates of Bonammar was greeted with universal rejoicing. However, with his reforms, Belen made many enemies among the nobility and among the warrior caste, and after several attempts on his life, the Council was dissolved. Now the king rules alone. Some call him a tyrant, others call him an enlightener who was determined to drag Orzammar screaming and kicking into a new era by the scruff of the neck.
  • In Orzammar, King Harrowmont quickly crushed Bhelen's rebellion and then passed a series of laws to appease the clan lords. Alas, these laws further isolated the gnomes from the upper world. Caste restrictions increased, the rights of the nobility increased, and trade with the lands of people practically dried up. When human troops arrived from Ferelden, they were not allowed into Orzammar. Harrowmont feared that people would bring ruin to the city and only accepted help in the form of equipment and healing potions. After the publication of a law that prohibited untouchables from appearing in public places, an uprising began, as a result of which the slums were practically razed to the ground. Discontent is growing, although the Assembly still fully supports King Harrowmont...
  • King Harrowmont of Orzammar found himself embroiled in a protracted war with the rebels of Bhelen, preventing him from providing the necessary stability. The clan lords rejected many of his proposals in the Council, and only attempts to further isolate the dwarves from the upper world were met with approval. Over time, Harrowmont's health began to deteriorate. Some spoke of poisoning, others referred to mental weakness. Be that as it may, after a long illness, the king died. And disputes about a successor immediately began in the Council.

Naga Beater Bemor stands in the Commons near the entrance to the Diamond District. He will complain that all his nagas have fled throughout the city, and now he will have to close the case. Offer him your help, and he will tell you that even one naga will be enough for him to improve matters.

As soon as you agree to capture him, nagas will appear in different nooks and crannies around the city. Catch one and take it to Bemor. He will pay you 12 silvers and the task will be completed. However, you can catch and bring him the rest of the nagas to get the same 12 silver, only he pays not per piece, but immediately per batch, so it’s more profitable to take them one by one, rather than in bulk.

Animals can be found in the following places:

  • At the checkpoint to the Deep Roads;
  • Near the Figora store;
  • On the bridge before the entrance to the Orzammar Trials;
  • In the alley behind the Janara store;
  • Near Brother Berkel.

After you take five of them to Bemor, he will say that you have caught all the nagas in Thedas and you can’t get anything else from him.

Note 1: a bug may occur when Bemor says that there are still uncaught nagas.
Note 2: If you give Leliana a tame naga in the Commons, you can catch it and hand it over to Bemor.

Mother's Hope

In the Community Halls near Janara's workshop you will find the gnome Filda, praying to her ancestors to help her find her son Ruk, who was lost on the Deep Paths. Offer her your help.

You can find Ruka in the Ortan taiga. He will start running away from you, follow him to his camp, where he lives, feeding on the flesh of the creatures of darkness. You can kill Rook, or you can convince or intimidate him so that you can talk and trade with him (he has several good things for sale, as well as a couple of gifts for party members). If you decide to spare him, he will tell you why he fled to the Deep Roads and ask you not to tell his mother about his fate.

If you agree to lie to Filda about being dead, Wynn will approve.

If Zevran is in the group, then after finishing the conversation with Rook, he will offer to kill him and you will have to do it. If you still want to avoid this, end the conversation through the trade window.

If Stan is in the party, he will not allow Filda to lie about the fate of her son and will tell her the truth.

Reward:

As a reward for completing the task, you can receive experience, money or the Shield of the Hand (small shield, steel, defense: 1.50, protection from projectiles: 2.25, +10% to spirit resistance, +4 to attack).

If Rook is still alive and you lied to Filda about his death, you will receive experience and a shield. If you killed him but lied about it, you will only gain experience.

If you killed him and tell her the truth, she will curse you and, again, you will only gain experience. If you decide not to look for him and tell Filda that you looked but didn't find anything, she will give you money.

If you kill Ruk, there is an opportunity to receive experience, gold and a shield as a reward. To do this, select the "I doubt you want to hear this" option and then lie to her about how he died heroically a long time ago.

Note: If you talked to Rook before you received the quest, you can still complete it if you return to Orzammar, talk to Filda, and then talk to Rook again. However, this must be done before entering the Anvil of the Void location - after the coronation, Field will disappear.

Unprecedented scientist

If you agree to talk to the mages, Wynn and Leliana will approve.

If you tell Janar about his daughter's request before she joins the Circle, he will ask you to talk her out of it. Alternatively, return and convince her to stay in Orzammar.

If you decide to convey her request to the magicians, then first you need to complete the story quest “Broken Circle”. Whether they will agree to accept Dagna to study in the Circle depends on whose side you took: the magicians or the templars. Knight-Captain Gregor will be against her studying in the Circle, and First Sorcerer Irving, on the contrary, will say that it will be an interesting experience.

Return to Dagna and tell her about the Circle's decision. If you say that they don’t want to accept her or that the Circle has been destroyed, she will go there herself, without permission. If you tell her that she is expected at the Circle, she will thank you and reward you with a large potion of lyrium or a dweomer rune.

Note: if Dagna goes to the Circle, Janar will be very unhappy with this and will stop trading with you. If you don’t want to lose your merchant, don’t talk to him about your daughter.

Outlandish means

In the southwest room of the royal palace, the herbalist Vidron is trying to cure his patient Lady Broadens, who was poisoned by an exotic poison. To help him, you need to bring an antidote made from rare and expensive ingredients:

  • Elven root – 4;
  • Stone of life – 2;
  • Concentrating reagent – ​​2;
  • Flask - 1.

To prepare an antidote, a character or party member must have the maximum level of herbalism skill. Create a potion and give it to the patient. You will receive experience as a reward.

Lost records

The gnome Orta is looking for some records of House Ortan to prove that she comes from this house. Teig Ortan was lost during the last Blight, and there are virtually no records of him left. However, Orta's mother's family believed that they were descended from the youngest daughter of the house, Kelana Ortan, who was studying in Orzammar at the time the thaig was lost.

You can receive the task either personally from Orta, who you will find in the halls of the Guardians, or by taking papers from a chest in the Ortan thaiga, not far from the place where you meet Ruk. Return these papers to Orta so that she can show them to the Council with a demand that her family be restored to title and inheritance.

To complete the task, talk to her again in the Council chambers. You can ask for more money to get 5 gold, you can ask her to vote for one of the candidates, or you can ask for nothing in return after gaining experience.

In any case, if you leave Orzammar and then return there again, Orta will give you 10 gold.

Once you are in the city, the first thing to do is visit the head of the Bandelor council, you will find him in the diamond district. In the conversation you will find out that, as usual, you will have to choose which side you will take. You can side with Harrumont or Prince Belen. Since further instructions will differ from each other, I will describe both options.

If you chose Harrumont's side, talk to his representative, who will ask you to return two fighters to the competition. To persuade Gviddon it is enough to use the power of persuasion, but Bayzil will ask you for a favor, there is nothing complicated about it, you just need to bring him some letters, and he will notify you of their location. After that, you will also have to enter the arena 5 times. After your victories, go to the tavern and get an audience with Harrumont.

If you chose Belen's side, the intermediary will instruct you to take the documents to Lord Hemley and Lady Days. To convince the first one, just show him the letter. The lady who will be in the diamond district will send you to her father in the Deep Roads. After going a certain distance you will meet Lord Days in the battle against the pestilence. Help him in the battle, show him the documents and return to the mediator for an audience.
Further instructions will be the same no matter which side you take. You will be sent to a dusty city to deal with a gang led by a certain Jarvia. First, talk to Nadezhda on the spot, she will show you the door that leads to their lair. To get the key from it, visit the neighboring shack, kill the bandits there and take the key from them. Having unlocked the door, move forward killing everyone on your way until you reach the prison, free the prisoners there and move on. When you defeat Jarvia, return to the pretender to the throne for the next task.

This task will not be easy at all; you will need to find the perfect gnome-blacksmith Branka, because her vote is decisive in the struggle for the throne. Your path lies in the deep paths. On the way you will meet the husband of the missing woman, Ogren, and meet a new member of the team. Having reached the Karidina crossroads, go into the cave, after which there will be simply darkness of opponents. After crossing the bridge, go through the tunnel and you will reach Teiga Ortan.

In this location, giant spiders will be waiting for you, which will attack both you and your enemies. Go to the large hall and clear everything there; after passing through the corridor you will again find yourself in a large hall with new opponents. Here you will meet a crazy gnome named Ruka. With whom you can talk and also bargain. Moving further towards your goal, you will meet a boss - the spider leader, on whom you need to use slowdown spells as much as possible, since he has a habit of hiding in the midst of battle. Once you defeat him, read Branka's diary, from which you will learn that she went even further in the direction of the dead ditches.

Approaching the island, you will lead a detachment of gnomes bravely fighting the creatures of darkness. As you help them, together with them, cut your way to the gate, since it is closed, to the right of the gate there will be a bypass cave. By the way, if you rummage around in this location, you will find a set of armor of the dead legion. Coming out of the tunnel you will be greeted by a huge squad of archers; after defeating them and their leader, after searching the latter you will find a good bow. To the left of the gate you will find part of the armor of the dead legion. Continuing your way to the hall in which you will be attacked by skeletons. There in the coffin you will find another piece of armor. Having gone further, you will meet a crazy gnome from whom you will learn that Branka has gone even further. Go to the temple of the dead legion in which you will find another part of the armor of the dead legion and a medallion with which you will open the next door, having destroyed the ghosts, go to that very door. After which another boss awaits you.

Killing this huge scum will not be very easy. Start attacking him evenly and carefully, do not immediately run towards his forehead, but first chop up his tentacles. The Fire Hyena spell, which has a large capture of the affected area, as well as other similar spells, will be very useful here. Having dealt with the tentacles, feel free to attack this scum directly. After killing it, go through the tunnels to the next location. Here you will finally meet that same Branka who will be slightly out of her mind. Now you will need to cut your way to the anvil of the wasteland, having overcome the corridors, you will find yourself in a room with golems, activating the valves, defeat the golems and move on. Golems are also waiting for you in the next room. Next you will find yourself in a hall with huge masks on a column, which will send spirits to you. To destroy it, you need to activate the anvils after each spirit you kill, and you will have to do this about 8 times. Once you have defeated the mask, move on to the final battle, yes you heard that right, the last battle of this chapter. Here you will have to make a choice which side you will take.

On Branka's side you will have to fight with Caridin and four golems, while Branka herself and 4 more golems will be with you. On Caridin's side, you will have three golems with you against Branka and her four golems. Regardless of who you supported, they will forge a perfect crown for you and send you back. Before leaving, copy the names of the gnomes from the stand. Now feel free to go to the Council Hall and proclaim the new king of Orzamar, by the way, the independence of whom you supported earlier, you can change your choice. Having chosen a king, enlist his support and head to the Brecilian Forest.

Dear guests and newcomers, welcome to our forum

Here you can find answers to almost all your questions about the Gothic series of games (including various mods for it), The Witcher, Risen, The Elder Scrolls, Age of the Dragon and many other games. You can also find out the latest news about the development of new projects, play exciting FRGs, admire the creativity of our forum members, or show yourself what you can do. And finally, you can discuss common hobbies or just have fun chatting with visitors to the Tavern.

To be able to write on the forum, leave a message at

Attention!
- Requires approximately 3-5 people for each OS version: - Windows® XP SP3, Windows® Vista SP2, Windows® 7 SP1, Windows® 8, Windows® 8.1, Windows® 10 (build 10 1607) and Windows® 10(build 10 1703). For desktop PCs and laptops. You can submit your application for participation

Friends, good day!
I would like to advise you to familiarize yourself with the work of our forum members dedicated to the “Gothic” series of games. If desired, read the competition entries and evaluate them. We hold this competition annually. We are waiting for you.

Dear friends, the year is coming to an end, and it’s time to sum it up and reward the worthy

JavaScript is disabled. To fully experience our site, please enable JavaScript in your browser.

Status New replies cannot be posted in this topic.

Main plot
As soon as we approach the gate to Orzammar at the pass, we will immediately witness how Tairn Loghain’s henchmen are trying to persuade the gatekeeper to let them into the city. The funny thing is that the gatekeeper, as soon as he heard that we are a gray guard, will immediately let us inside. Loghain's ambassador will not like this and he will get into a fight, you can kill him, for which you will receive verbal gratitude from the gatekeeper.
Life is even more fun inside Orzammar. We have only just crossed the threshold of their city, and representatives of two groups fighting for power have already managed to organize a bloody massacre right before our eyes. Having asked the first gnome we came across about what was happening here, we received practical advice: find out everything from Sergeant Major Bandelor in the council room.

Search for Chief Bandelore
Having run usefully through the communal halls (the part of the city where commoners live), we go to the nobility quarter (diamond halls) straight to the council building. There we will witness a brief debate between the deshirs (dwarf representatives of the nobility), after which we will be able to talk with Sergeant Major Bandelor.
He will tell you that the gnomes have no time for pestilence now, because... The king of Orzammar recently died, and only the ruler of the dwarven kingdom can fulfill the agreements of the gray guards. This warm place is claimed by: Prince Belen, the youngest son of the late king, and Lord Harrowmont, the latter’s cousin.
You can support any of them, because for us it is only important that the new elected king gives troops to confront the pestilence.

Quests for Belen
Vartag Gavorn
This is the representative of Prince Belen. He will meet you in the hallway of the council building immediately after talking with Bandelor and will tell you that in order to get an audience with Belen, we need to prove our loyalty to him. We agree.

The Prince's Respect: First Task
We need to deliver two notes: one to Lord Helmy (in the Tavern Tavern in the Common Halls), the other to Lady Days (outside in the Diamond Halls). The essence of the matter is to expose Harrowmont as a swindler (he allegedly promised one mansion to two nobles at once). We go to Helmy, after reading the note he will immediately refuse to support Harrowmont. With Lady Days it will be a little more difficult. She will say that her father is engaged in such matters, but now he is on the deep paths in the Edukan taiga. We go there, find the old man and help him fight off the invasion of deep hunters. After the battle, we give Dace the papers and return to Gavorn in the council room. Now we can meet with Belen.

Quests for Harrowmont
Dulin Foringer
This is Lord Harrowmont's representative. He will meet you on the street immediately after talking with Bandelor and will tell you that in order to get an audience with Harrowmont, we need to prove our loyalty to him. We agree.

Lord's trust. First task.
We need to enter the testing arena as a Harrowmont fighter. At the same time, you need to find out why the lord’s best fighters refused to perform: Baizil and Guidon. We go to the arena and first talk with Bayzil. He will tell us one short love story, in the end of which it turns out that he is being blackmailed with certain letters. Behind the blackmail is the gladiator Miaji and her twin brother Lucian (they can be found here in the fighters’ training rooms). We open Miaji's chest with the help of Leliana and steal the letters, after which we give them to Bayzil. Now he will fight in the arena.
Let's go to Guidon. Here the situation is simpler: from the conversation it turns out that he was misinformed that supposedly Lord Harrowmont, after tests in the arena, would renounce his claims to the throne. And if so, then Guidon has no reason to shed his own or someone else’s blood. We convince him that he was vilely deceived and force him to return to duty. Now you can go to the manager and start participating in battles. Having won all of them, return to Dulin Foringer (at the Innkeepers' Tavern) with a report on the test you completed.

Lord's trust. Second task or Respect of the Prince: second task. Jarvia's Lair
We have received the right of audience with Harrowmont (Belen). The lord (prince) will say that he agrees to fulfill the terms of the agreements of the gray guards if we bring him to the throne. We have no choice, so we take the second task. We have to deal with a gang of a certain Jarvia, who controls the dusty city and regularly attacks citizens of community halls. We go to the dusty city and ask the beggar Nadezhda about Jarvia for a donation. She will tell us about the original keys that open the door to the gang's lair. Unfortunately, she won't have the key itself. It doesn’t matter, we go to the abandoned house nearby and deal with a handful of bandits. We take the key from their leader. Now another door has become active in the dusty city. We open it with the key and go in search of Jarvia. She will be in the depths of the caves. Having dealt with her, return to Harrowmont (Belen). He will have one last task for you.

Betrayal from within
Additional quest. You can get it if you fought in the arena for Harrowmont, and then returned to Gavorn and again offered your services, under the pretext that Harrowmont now trusts you and you can spy on him without hindrance. Having learned that Harrowmont sent you to kill Jarvia, Gavorn will give you papers indicating the connection of one of the lord's relatives with the charter. These papers will need to be placed in Jarvia's chest in her hideout after dealing with her. Once you do this you will be able to turn in quests for both Harrowmont and Gavorn. In addition, both contenders for the throne will give you a task to search for Branka (read the description below).

Perfect, Perfection itself Caridin cell Void Anvil
We have to go into the deep paths in search of the perfect Branca in order to convince her to vote for Harrowmont (for Belen) in the council. 2 years ago, she took her entire clan and went in search of the legendary anvil of the void. According to legend, it was invented by another perfect one - the blacksmith Karidin, and with its help it was possible to create golems. Let's go searching.
At the very entrance to the deep paths, Ogren, Branka’s husband, will join us. And although he is a drunkard who constantly stares at the beautiful Morrigan, he can help in the search for his wife, since he knows the deep paths well and is excellent with two-handed weapons. First, we have to find the Ortan tag. There we will find Branka's diary (for it we will have to fight with the spider queen), from which we learn that she went to the Dead Ditch - an area that is the border between the kingdom of the gnomes and the shelters of the creatures of darkness. Only the most desperate dwarves from the dead legion fight in this area. By the end of the passage of this location, it turns out that many gnomes died and became creatures of darkness, and one of them became a uterus (the creature that gives birth to all this abomination). We kill the queen, after which the path opens to us in the last location of the deep paths - the Anvil of the Void. As soon as we get into it, Branka comes out to meet us. She is alive and well, but... completely crazy. Having blocked the entrance so that we don’t run back, she wants to avoid the traps in the corridors leading to the anvil at our expense. There is no choice, so we agree. There will be three dangerous rooms in total. In the first one, you will need to turn off the gas by pulling 4 levers on the walls, and also kill the gradually reviving golems. In the second, you will need to disarm 2 floor traps with blades (Leliana does an excellent job with this) and get rid of several more golems. In the third room the test will be more serious. A strange setup will generate the souls of gnomes (very strong ones, by the way). This will go on forever if you don't do the following. As soon as you kill one of the souls, immediately click on the anvil (there are only 4 of them) that begins to glow. Then a fireball will shoot out of it, causing damage to the installation itself. About 6-7 such shots and the battle will be won. Now we go to the anvil hall. There we will meet Karidin himself in the guise of an iron golem. He will tell us about the second side of the coin of creating an army of golems on an anvil. It turns out that in order to breathe life into a stone, you need to take life from a living creature. Many dwarves were killed at one time to fill the army of golems to protect Orzammar. Caridin will ask us to destroy the anvil and free him from the thousand-year burden of responsibility. At this moment, the weak-willed Branka will come running and suggest that we not destroy the anvil, saying that this is the key to victory over the creatures of darkness. The choice is ours. Personally, I ultimately chose Caridin’s side and killed Branca. After the battle, Caridin forges a crown for the future king of Orzamar and commits suicide.
Note: if you choose Branka's side, the battle will be a little more difficult, because... Caridin is almost immune to magic, and hits much harder than Branka. In this case, Branka will forge the crown for the king of Orzammar, and in the final battle golems will fight for you, not ordinary gnomes.

Returning to Orzammar, at the next meeting of the council, we ourselves will name the future king and give him the crown forged by the Perfect One. If you choose Lord Harrowmont, Belen will start a fight right in the council chamber. We send him to a meeting with the stone, after which we speak with Harrowmont. He rewards you with a staff, fulfills his promise and begins to gather troops to fight the Pestilence.
Note: if you crown Belen, the first thing he will do is execute Harrowmont, then give you his brother’s hammer and send troops to fight the Blight.
In any case, Orzammar's support will be received.

Minor quests
Mother's Hope
Filda, a woman from the common halls, asked to find her son Rook, who disappeared 5 years ago in the deep paths. And although it’s almost incredible, the guy survived. You will find him in the Ortan tag according to the plot of the game. Whether you tell Filda the truth about Rook’s fate or not is up to you; it will not affect the completion of the quest or the reward.

Song of the Deep Paths
You need to put in a good word for Brother Burkem with the Chronicler of the Chronicles. A gnome priest wants to open Andraste's church in Orzammar, but this goes against the 2000-year-old canons of the gnome religion. So, let's go to the diamond halls and the house of the guardians. With his persuasion skill up to 3, he can be persuaded that opening a church will benefit the untouchables by providing them with medicine and work. You can also simply scare the great chronicler that soon an army of people will come and forcibly convert all the gnomes to their faith. One way or another, he will give Brother Burkem permission to open the church.

Unprecedented scientist
In the community halls you will meet the girl Dagna, the daughter of the gunsmith Janar. She is very interested in magic and although she has no ability for it, she still wants to study the theory in the tower on Lake Calenhad. We agree to help her. We go to the tower of magicians and talk with Irving (naturally after saving the circle from the possessed). He will be very happy about this desire for magic from a dwarf child and will give the owl his consent. Then it's up to you. You can persuade Dagna to stay to help her parents in the forge, or you can convey Irving’s words to her, after which she will leave Orzammar. One way or another, the quest will close.

Precious metals
The bandit Rogek in the dusty city will offer you a deal. You can, of course, be rude to him and kill him, but if your conviction level is up to level 3, or even better, level 4, then you still need to make a deal. So, we buy lyrium from him for 40 gold (don’t be afraid to lose such huge money, you will get 1.5 times more in the end). By the way, initially lyrium is sold for 50 gold, but we know how to convince.
Now we go to the tower of magicians to see Godwin (this is the eccentric who, during the invasion of the possessed, was holed up in a closet on the second floor). We sell him lyrium. He offers 50 gold, naturally we do not agree to this and again use eloquence. If you have a level 3 persuasion skill, then you will receive 60 gold for lyrium, if 4, then 75. After the deal, do not be lazy to ask Godwin about the details of why he needs so much Lyrium. Very interesting details will be revealed about the relationship between magicians and templars. We blackmail Godwin, threatening to tell everything to the chief templar Gregor, as a result of which we receive a ransom for silence of 8 gold. Now we return to Orzammar to Rogek and receive money for working as an intermediary. Initially, you agreed on 20 gold, but the dwarf will want to deceive you and offer only 10. We turn on persuasion or intimidation and get the promised money. Total: -40+60 (75)+8+20=48(63) gold in the black.
Note: The quest can only be taken if you have 50 gold in your wallet.

Zerlinda's grief
A poor woman from the dusty city of Zerlinda, after donating 5 silvers, will tell you her story. Her child is untouchable and her parents set a condition for her: either she gets rid of the child, and then she is left in the caste, or she is expelled along with her offspring. She chose the second option and is now forced to eat slop. We agree to help. You can try to convince her father, who drinks at the Tavern's Tavern (this will require persuasion skill 3), or you can tell Zerlinda about life on the surface. In the first case, she will return home with the child, in the second, she will go to the surface with him. One way or another, the quest will be completed.

Lost records
In the archives of the chroniclers we will meet a girl named Orta, she is looking for records about the homeland of her ancestors - the Ortan teiga. We agree to help, especially since we still have to find this tag in the plot of the game. The documents will be in a chest in the middle of the desired location. Returning to Orzammar, hand them over to Ortha, then meet her in the council chamber to receive your reward.

Thief in the academic house
The chronicler's assistant will complain to you that a daring thief from among the untouchables has stolen an ancient book. We agree to help. We go to the dusty city and a little further from Rogek there will be a gnome similar to the description given to us by the chronicler's assistant (bald with a tattoo all over his face). We interrogate him, rip open his belly and find... no, not a stolen book, but evidence that will lead us to it - a receipt from the arena. Let's go to the testing arena. The gnome we need will be in the left wing. I don’t remember his name, but by the mark on the map you will understand that it is him. After a short conversation, the buyer of stolen goods will get into a fight. In vain. We take the book from his corpse. Now you have 2 options: you can sell the book yourself to the dwarf Jorthrin, standing next to the deceased, or you can honestly return it to the chroniclers. For returning the book to the chroniclers, you will receive nothing but gratitude, and you will receive several gold pieces from the gnome.

Lost Naga
There will be a naga beater standing near the entrance to the diamond halls. Talk to him, he will tell you that all his animals have fled and his business is closed. In order for him to get back into business, he needs to catch at least one naga. The nearest animal stands two steps away from the beater. We catch it and give it to him. Now he will buy all the captured nagas from us for a small amount of silver.

Glorious overlander
Traveling along the deep paths, you will find parts of a broken ancient elven sword:
Ephesus - at the crossroads of Karidina
pommel - in the Ortan teig
blade - in dead ditches
Having collected all three parts, the resting place of the owner of this sword will be revealed to you. It is located in the caves of the Ortan teig. You may have already been there in advance. It's no big deal, just go back to the sarcophagus and put all three parts of the sword in it. The weapon will become whole again and will serve you in the fight against enemies. The blade is quite powerful, with three sockets, so I highly recommend completing this quest.

In pieces!
While exploring the caves of the Karidina intersection, you will come across 3 bags with the remains of some kind of creature. Having collected all the bags, go to the Ortan teig location. There you will see an altar. Reunite all remains. The creature will come to life. Then you have two options: kill her again or demand a reward for saving her. The second option is preferable, because firstly, the creature is very strong and it is not so easy to kill it, and secondly, for killing you, alas, you will not receive anything except experience (the demon’s body cannot be searched). So take 25 gold as a reward and go get drunk at the nearest pub.

Wanderers' treasure
Traveling along the deep paths, you will find records of certain wanderers. Having collected all the records, you will find out the place where the treasure lies. Just find it by the mark that appears on the map at the Karidina intersection.

Dead Castle
As you travel through the Dead Moats location, you will find parts of the armor of the legion of the dead. Once you have collected all the pieces, you will learn the location of the unmarked grave. Just find it using the mark that appears on the map. In the grave you will find the emblem of the caste of the dead, with which you can give the Legion of the Dead a noble position (to do this, just read the right book in the guardian's house).

Golem records
As will become known from the plot, golems were either volunteer gnomes, criminals, or untouchables. So in the main hall of the Anvil of the Void location you will find a stone slab with a list of the names of all these unfortunate gnomes. Copy it onto a piece of paper and take it to the chroniclers in Orzammar. The chief chronicler will promise us an artifact as a reward.
Note: I had a bug here, they didn’t give me the artifact. However, the quest will be completed in any case.

Key to the city
Another task that becomes active only after you collect all the necessary records. In the city, look for information about the internal foundations and customs of Orzammar. When you have all of them, an entry will appear in your diary stating that you now know the location of the council members’ hiding place. We go to the council room, there will be a giant box in the left wing, we search it and take away a ring in the shape of a key with very, very strong parameters.

Outlandish means
In the royal palace you will find a sick dwarf woman. If you ask the doctor (he stands next to her bed) if we can help with anything, he will give a prescription and ask us to hurry up. The recipe will appear from your companion who knows the art of the herbalist (for example Morrigan):
you will need 4 elven roots, 2 concentration reagents, 2 life stones and one flask. We make a potion and give it to the patient. That's the whole quest.
Note: To complete the quest you need the maximum level of herbalist art.

Jammer's stash
Traveling through Jarvia's lair, you will find 3 chests (Kanka, Pike and Jammer himself), which seem to contain valuable items (rings, amulets, etc.). but when you try to pick them up, you will receive damage, and the trinkets themselves will not appear in your inventory. To avoid taking damage and injury from traps, take the cheapest item from each chest. As soon as you open the last chest, the location of Jammer's real treasure will be marked on the map. Go there and receive a reward for your efforts.

Encased in stone
Taken after reading the inscriptions on the throne of Orzammar in the palace (Diamond Halls). You need to switch to single mode and place your companions correctly: take one out of the hall and place it on the square in front of the entrance to the throne room. Two more need to be placed on such small arrows in the hall itself (they are located on the left on the floor near the wall with a window behind which lava flows). The latter approaches the throne and presses the "eye". The dragon comes running. We unite the party again and kill him, after which we take a good two-handed sword from the corpse.
Note: This quest can only be completed before choosing the Dwarf King, after which the throne stops lighting up and the task cannot be taken.

Solitaire Solitaire