Now let's talk about additional missions in Dragon Age: Origins - Tower of Mages. Dragon Age Quests in the circle tower Dragon age shadow tower of magicians

As always, the plot of the game has missions that are required to be completed, and additional missions. Let's start with the story missions.

Broken circle.

At the entrance to the Tower, Knight-Commander Gregor will be waiting for you, who will tell you about the troubles in the Tower, because of which neither the magicians nor the templars can join you in the battle. The Tower is filled with demons, and the templars do not know whether any of the magicians are still alive in the Tower, and if they are, are they dangerous to society? To play it safe, they requested permission to simply destroy everyone there. You and your squad get permission to go there and find out what’s going on, but keep in mind that the doors will be closed behind you and you won’t be able to go back out until the situation is resolved. So stock up on everything you need before you go there.

Almost immediately after entering the Tower, you will meet a group of magicians, led by Winn. In a conversation with her, you can choose two options for developing the plot: either you agree to help the magicians, or you refuse. In the first case, Winn will join your group, in the second she will be against you. It's up to you to choose and decide; Winn is a useful companion as a healer and group buffer.

Your task is to get to the fourth floor of the tower. Along the way, on the second floor, you will encounter the Pacified Owain, who will tell you about the magician Niall, who took with him the protection against blood magic - the Litany of Andralla and went to save the circle. Make your way further to the fourth floor. You will encounter Blood Mages, Demons, and possessed creatures, who explode after death and cause massive fire damage. Having finally reached the fourth floor, you will meet the Demon of Idleness, after talking with whom, in any case, you will find yourself in the Shadow, from which you will have to find a way out alone.

Lost in dreams.

Here, first of all, you will have to deal with the illusion of Duncan and the two Guardians. The Shadow Pedestal has appeared, activate it. You see only one available location, go there. Niall will meet you, from him you will learn that the demon is protected by some kind of spells, and in order to remove them, you need to defeat strong demons, and it is impossible to get to them.

After the conversation, go to the Shadow Portal. After fighting the Rage Demon there, you will receive a mouse form. Use it right away, run into the hole on the side, you have to run through the portals and get rid of the demons along the way. Eventually you will return to Niall, who will congratulate you on your progress and send you to look for more sleepers to obtain new forms from them. Being in the form of a mouse, I advise you to climb into all the holes that come along the way, there may be chests and statues with which you can increase your parameters.

Now, when you activate the Shadow Pedestal, five new locations are open to you. Locations of the demons that need to be defeated in order to break through to the Demon of Idleness: Primordial Shadow, Burning Tower, Templar's Nightmare, Invasion of the Spawn of Darkness, Shattered Circle. Your companions are in territories called the Nightmare Dream, and later you will need to free them, while you cannot do this.

To get the next form, you first need to go to either Darkspawn Invasion or the Burning Tower, there you can get the form with only the mouse form. Go to the templar's nightmare last, where you won't be able to kill the demon unless you have all four forms.

Let's take a walk first Burning Tower. We need to go to the second floor, decide how you get there, you can use the mouse through the holes, or you can just through the doors, but in this case you cannot avoid a fight. Once you reach the second floor, go northeast until you find a mouse hole. Through it you will find yourself in the hall, where you will meet the Demon of Rage and the Burning Templar. After winning, you will receive a new form - Burning Man. It allows you to walk through fire without consequences. While there is nothing else to do here, you can go to Invasion of the Darkspawn.

Once in Darkspawn Invasion, go north. If you went to the Burning Tower first and received the Burning Man form, then go straight like that, using it as needed. If you came here before the Tower, then use the mouse form to get to the desired room. Here you will see a templar fighting with gorlocs. After getting rid of the gorlocs, you will receive the form of the Spirit from the templar. Now let's go to Fractured Circle.

In the form of a Spirit, you can pass through ghostly doors and use useful spells. In the Shattered Circle, walk in a circle (that's why it's a circle) until you reach the stairs leading to the second floor. The form of the Burning Man will be very useful to you, since fire protection potions will not help here, the fire in the burning tower causes too much damage. Along the way you will come across magicians who will try to get rid of your presence, use lyrium, fortunately there is where to get it. Having reached the second floor, prepare for a battle with several opponents at once, including two golems. It won't be easy, but after victory you will receive the final form - the Golem form, with which you can open massive doors. Now that you have all the forms at your disposal, you can reach the Demon of Idleness through the four demons blocking the way. Take the shortcut - up the stairs, fight your way through the crowds of enemies, and go to the southern room. There's the first boss demon, Slaveren. After you get rid of him, use the pedestal to fly somewhere else, perhaps to Niall.

Go to the Phantom Door next to Niall, there is the demoness Jovena with two minions. It’s better to deal with the demoness herself first, use the Spirit’s “Crushing Prison,” and then deal with her assistants. Now into the portal and into the already familiar “Invasion of the Spawn of Darkness”.

Upon arrival, you will find yourself in a familiar room. Break down the door and get ready for a fight with a large army of Garlocks and Genlocks. Several emissaries will also be observed there. After the battle, you will see a massive door behind which is the boss of this area. Break down the door with a golem and get rid of Utkiel the Crusher, who looks like an ogre both in appearance and in habits. Accordingly, you can deal with him in the same way.

In the Burning Tower, the boss is in the northernmost room. Ragos shouldn't give you too much trouble. Now to get to to the last boss, you need to go through A templar's nightmare.

When you appear on the island, first run to the southern hole. Through it you will be taken to the second island, on which you will find a Phantom Door in the northwestern side of the map. Go through it and you will reach the third island. Here, go to the very last room and enter the Shadow Portal in the western wall. Here is the fourth island. Along the way, you will come across opponents on the islands, so you will have to get rid of them. On the fourth island, go through the rooms until you reach the corpse of a templar. Standing nearby is the demoness Vereville, who will hasten to take the form of a mouse and run away from you. Follow her.

In the battle with Vereville, use the form of the Spirit or the Burning Man, they are more resistant to magic. After defeating the demoness, the road to the Demon of Idleness will open.

Here I advise you to first free your companions, they will greatly help you in the fight against the demon. As already mentioned, your companions are in locations called Nightmare Dream. To free them, use your gift of persuasion, convince them that everything they see is not reality, but an illusion generated by the Shadow. Some will figure it out on their own; you just have to help them in the battle with the demons.

Now you can head to fight the Demon of Idleness. Prepare for an intense battle, you will have to use quite a few potions to defeat him. During the battle, the demon takes on four forms, and when changing forms, it completely restores its health. Sooner or later you will be able to defeat him, after which Niall will ask you to remove the very Litany of Andralla - protection from Blood Magic - from his body. You will be transported to the Tower of Magicians and you will no longer be able to use the forms learned during the quest.

Hall for torture.

With the Litany taken from Niall's body, go to the top floor. There you must fight Uldred. Before the stairs you will have to make a decision: you will meet with the templar Cullen, who needs to answer whether you agree with his opinion that all magicians need to be killed, or you disagree and try to save those who are not too late to save. If a decision is made to destroy Wynn, turn against you. You can say that you can’t make a decision yet, that you need to become more familiar with the situation. After the conversation, go upstairs.

At the top you will meet the culprit of all this - Uldred. No matter what you talk about, and no matter how your conversation ends, you will still have to fight him. I advise you to put the Litany of Andralla on a “hot” key. At the beginning of the battle, Uldred will turn into a demon with powerful defense. Also, during the battle, he will try to turn the surviving magicians into those possessed by a demon, for this you will need the Litany. The number of magicians you manage to save will help you in the final battle. If you don't have time to save anyone, the templars will come. After the battle is over, return to Gregor, taking either Cullen or Irving with you, to receive a promise to send help to fight the archdemon.

Now let's talk about additional missions V Dragon Age: Origins - Tower of Mages.

Science of Summoning

On the ground floor, in the library, you can find a book with which you can learn to summon creatures from the Shadow. If you decide to try to do this yourself, then I will try to help you. If suddenly after activating something you are struck by lightning, it means you pressed something wrong. Let's look at the order in which creatures are summoned.


First call:

Summoning Pedestal.

Tom Dukhov.

First Flame.


Second Summon:

Summoning Pedestal.

Statue of the magician Gorvish.

Second Flame.


Third Summon:

Summoning Pedestal.

Great Bestriary of Elvora.

Book Spiritorum Eterialis.

Statue of the magician Gorvish.

Phylactery of the Novitiate.

Third flame.


After the third summoning, prepare for the beast you summoned to attack.


There is also a fourth call. Repeat the activation one more time in order as written above, and then activate the fourth flame to summon the fourth spirit. He will disappear very quickly, he has a book in his pocket that will give you another entry in the codex. It needs to be stolen.


Fourth Summon:

Summoning Pedestal.

Tom Dukhov.

Book The Unusual Call of Rodekorn.

Statue of the magician Gorvish.

Great Besteriary of Elvora.

A table in the first section of the library.

Book Spiritorum Eterialis.

Statue of the magician Gorvish.

Phylactery of the Novitiate.

Fourth Flame.

Guardian of the Limit.

From the first to third floors in the tower you can find notes from students, from which it is clear that there is a secret in the tower. You need to collect all the notes, when you do this, the journal will be updated. Now go to the third floor to the Great Hall. Here you need to activate the statues, here's the order: left, right, middle, then activate the statue with the shield by the stairs. Now go to the first floor, into the room with the magicians, and go to the door to the basement. Here you will have to kill the Guardian, after whose death a good two-handed weapon will fall.

Student Notes Location:

On the first floor there are two in the bedrooms between the door to the templars and the magicians' room, one in the bedroom beyond the door leading to the second floor.

On the second floor, one is in the room north of the stairs leading to the first floor, the second is in the room with the Blood Mages.

On the third floor in a room with three statues.

Red Jenny's Friends

On the body of the murdered magician, after meeting with Zevran, you could find a note that mentioned Red Jenny and the patterned casket. You will find it in Irving's office. The chest can be taken to the market area of ​​Denerime and receive a reward for it. What is in this casket and why and who needs it will remain a mystery.

Five pages, four magicians.

On the third floor you can find five pages with notes from magicians who were deceived by a scoundrel named Beyya Jom. If you encounter him during your travels, kill him, thereby completing this quest.

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.

Main plot
Broken circle
At the crossing, talk to Templar Carroll and persuade him to take you across the lake. You can also stop by the local tavern "The Spoiled Princess" and chat with its owner. On the first floor of the tower, at the very entrance, you will be met by the chief templar Gregor, who will tell you terrible things. The tower of the circle was filled with possessed people, the templars locked the door leading inside, and had already sent a messenger to the great mother in Denerim to request the right to destroy the circle. We immediately intervene in everything that is happening and say that we will try to settle everything. Gregor agrees to open the door inside the tower for us and our companions, but warns that it will be immediately barricaded behind us again and will only be opened if the first sorcerer Irving asks for it. We agree to these wolf conditions and go to save all the magicians we find. After a couple of rooms we will come across a handful of magicians protecting children from demons. The sorceress Wynn, whom we met in Ostagar, will command the group of defenders. She will tell you that everything is to blame for the magician Ultred, who, with the help of blood magic, decided to get rid of the oppression of the templars. Winn will also ask why we came here in the first place. There are several possible answers:
1. We can say that we have come to get rid of all the possessed, because we cannot take risks.
In this case, Winn will attack you.
2. We can say that we came to save the circle.
In the second option, Winn will join your party and help you pass the Circle Tower. Her help is invaluable, because... She is a very, very powerful magic healer. We make our way through the possessed to the second floor. There you will be attacked by blood mages. On this same floor you will meet the magician Godwin (he will be hiding in a closet in one of the rooms), as well as the pacified Owain, who will tell you about the ancient tome "The Litany of Andralla", reading which protects against blood magic. This tome was taken by the magician Niall, whom we should definitely find. We make our way to the fourth floor of the tower, where a very, very difficult test awaits you. Your squad will be greeted by the demon of idleness, hypnotized and sent into the shadows individually.

Lost in Dreams (Trap of the Demon of Idleness)
At the beginning you will find yourself in a kind of fortress gray guards. There you will meet Duncan, who will try to convince you that the creatures of darkness have been defeated. Naturally, this is not Duncan, but a demon in his guise. Having figured out the scoundrel, we kill him. Let's go to the portal. Now you will see the shadow pattern for the first time. It vaguely resembles an amulet made of several sections. The slats leading from one part of the amulet to the other open as you pass one of them. Having killed the demon in the guise of Duncan, the second shadow area will open to us. There we will meet Niall. He will tell us that he has no idea how to get out of this trap, but will give a hint. In this shadow area, go to the nearest portal and kill the demon. As a reward, you will receive the ability to turn into a mouse. This is a very useful skill, with the help of it you will be able to penetrate rooms, the other way to which will be blocked by insurmountable obstacles. Return to Niall, talk to him and go back to the portal between the shadow locations. Now you have opened 4 new locations around the amulet circle:
-templar's nightmare
-burning tower
-invasion of the creatures of darkness
-broken circle
To begin with, let's go to burning tower. There you will be confronted by the fiery dead. Avoid passages blocked by flames, as... falling into them is certain death. At the end of the location, fight the fire demon. Defeating him will give you the ability to transform into a fire man. Now you can pass through fire walls in a time or two. You will not go further in this location for now, because... the path will be blocked by a massive door. Therefore, we return back to the portal and go to the location Darkspawn Invasion. It is a huge labyrinth with a bunch of mouse holes and narrow corridors, blocked by fiery walls. With the help of the abilities we have learned, we easily bypass all these obstacles and find a knight fighting the creatures of darkness. We help him fight off the creatures. As a reward, he will teach us how to turn into a spirit. In this guise you will be able to see invisible doors and penetrate through them into secret rooms. At the end of this location, your path will again be blocked by a massive door. We go into the portal again and this time we return to Niall’s location. There, go to the local portal, then turn into a spirit and dive into the ghostly door. You will find yourself in an area where you need to fight the demoness Jovenna and her two minions. After defeating her, go to the interlocation portal again. Niall's location icon will now display a symbol. You need to light similar ones on other parts of the amulet to gain access to the core. Now let's go to the location broken circle. Using our abilities, we easily get to the second floor, where we fight two stone golems. After victory, the last form for transformation will become available to us - the stone golem. In this guise we can handle massive doors. Which is what we'll do right here. Another senior demon, Slaveren, will be waiting for us outside the door. He is quite weak if you fight him in golem form. Having defeated him, we again go to darkspawn invasion. We break down the door again and deal with the demon Utkiel. Now let's go to burning tower. The actions are the same: we knock down the door and tear off the head of the older demon. This time it will be Ragos, he is easy to deal with in the guise of a burning man. The last elder demon (Vereville) will be waiting for you in templar's nightmare. When you kill him, the path to the demon of idleness (location in the center) will be open. But first, save your companions. Each of them is located in adjacent locations at the ends of the amulet. In each of them, you first have to convince your companion that the demon is deceiving him, for which he should be beaten off. When you complete the rescue operation, go to the central location. Fighting the demon of idleness is a very difficult test. The monster will take on different guises; the fight will be greatly facilitated by your transformation skills. As a result, after the fourth reincarnation, the supreme demon will be defeated. We speak with Niall (still in the shadows), take the Litany of Andralla from his corpse (already in the tower) and go to the torture hall for a duel with Ultred.

In front of the stairs to the top you will meet the templar Cullen, who will offer you to kill all the magicians. The choice is yours. I personally saved the lives of the magicians so that they could later help save Connor in Redcliffe.
At the top, the culprit of all troubles will be waiting for you - the malificar Ultred. Not only can he transform into a huge demon, but he is also capable of turning ordinary sorcerers into blood mages. To avoid this, use Andralla's Litany on prisoners. As a result, the traitor will be defeated and the magicians will be saved. You will go down to the first floor with Irving, who will promise to help you in the battle with the creatures of darkness. He will also agree to save Connor in Redcliffe. Enchantress Wynn will remain with you until the very end of your adventure.

  • -the great bestiary of Elvorns
    -place for carving tables
    -scriptorium Etherealis
    -statue of Magus Gorvish
    -beginner's amulet
    -flame of the third summoning
    A demon beast will appear that must be killed
    All quest is completed.
    Note:If you touch objects in the wrong order, then the ritual must be started over.

    Guardian of the Limit
    This quest is also taken from notes found in the tower. On the third floor find Big hall with three illuminated statues. click on them in the following order:
    -statue with a vessel
    -statue with sword up
    -statue with sword down
    then go to the hall, where there will be a passage to the 4th floor and there click on the statue with a shield (it is also highlighted). After this, return to the first floor in the room where you met Wynn and go to the cellar door. a demon will attack you. By killing him, you will not only complete the quest, but also receive a powerful two-handed weapon..

    Five pages, four magicians
    In the tower of the circle in the cells of the magicians, on the tables you will find pages written by a certain Beikha Joum. Once you collect them all, you will understand that their author is a complete charlatan. You can meet the scoundrel in Denerim in one of the residential areas of the city in an abandoned house. He'll get into a fight, so you'll have to kill him.

    the walking Dead
    This is an unspoken quest, performed not only in this location. But since most players first go to the circle tower, I will describe it here.
    In various locations we will find glass felacteries. If we take a cone from them, it will crumble in our hands, after which an attack will follow The Walking Dead. Here are the places where all these cones are located:
    1. In the circle tower on the second floor;
    2. In Orzammar in the royal palace;
    3. On the deep paths in the location Caridina Crossroads;
    4 and 5. In the Ruins in the Brecilian Forest;
    6. in Denerim on the roof when moving from location to location (appears once, you can’t return, so you have to kill it right away, otherwise the quest will not be completed).
    From each dead man we take a good amount of gold and things to sell.

    Status New replies cannot be posted in this topic.

The passages of the quests are placed in spoilers, so that those who do not want to accidentally read in advance and find out something unnecessary would not spoil their enjoyment of the game.

Sequence of events:

Ostagar and Korcari Wilds

After arriving in Ostagar and meeting with King Cailan, Duncan speaks of the need to go through the ritual of Initiation into the Gray Wardens. But first, you should find Alistair, another Gray Warden, in the northeastern part of the camp, and return with him to Duncan's bonfire. While exploring Ostagar and searching for Alistair, you can additionally:

  • take two side quests- The Hungry Deserter and the Mabari Wolfhound,
  • talk to the pacified magician, codex: The Tranquil,
  • get an audience with Teyrn Loghain Mac Tir, codex: King Maric Theirin,
  • talk with the leader of the Ash warriors near the kennel, codex: The Legend of Luthia, Son of the Dwarves ( The Legend of Luthias Dwarfson),
  • follow the elf messenger Pick, who brought orders to the warriors of Ash, catch him at Loghain's tent, lie that you have an order and, if your influence is enough, convince him to give you Ser Garlen's Sword,
  • chat with Wynne,
  • bargain with the quartermaster (first backpack),
  • meet two other initiates - Daveth and Sir Jory.

To carry out the ritual of Initiation, three vials with the blood of the creatures of darkness are needed, so you, in the company of Alistair, Davet and Jori, go to the Wild Lands of Korcari to get them. At the same time, you can take on several side quests there. Vials of blood will be found on the bodies of defeated Genlocks and Harlocks. As soon as you get the bottles and deal with the cache of the Gray Guardians (see below), you can return to Ostagar. The initiation will take place in the destroyed temple, at the site of your first meeting with Alistair. You need to drink the blood of the creatures of darkness, as a result, your hero will be the only survivor of the three initiates, Davet and Jori’s things will be added to your inventory.

Note: After returning to Ostagar, you can buy a second backpack from the quartermaster and open the mages' chest (if you have the deserter's key), because... the pacified magician moves away from the chest.

In addition to the vials with the blood of the creatures of darkness, Duncan asks to find in wild lands Korkari ancient treaties regarding obligations to support the Gray Wardens in order to be able to refresh someone's memory. According to Duncan, the papers lie in a magically sealed chest at the site of the destroyed Gray Guardians outpost. These ruins are located behind a bridge with traps and an ambush of creatures of darkness. However, the chest is already empty by the time you arrive. The disappearance of the treaties is explained by the sudden appearance of Morrigan, who invites you to take a walk to the hut of her mother, Flemeth, who took these papers for safekeeping, since the protective seal on the chest had long since decayed. After receiving the contracts from the hands of Flemeth, you can return to Ostagar.

Duncan invites you to attend a meeting between King Cailan on the tactics of the upcoming battle. The plan is quite simple - the king and the Gray Guardians lure the creatures of darkness into an attack, and Teyrn Loghain strikes from the flank at the decisive moment. At the council, your role is determined - you and Alistair at this decisive moment must light a fire on the tower of Ishal, which, in fact, will be a signal for Loghain.

Note: Pay attention to the speech of the magician Uldred, in addition, this is the last time you can complete side quests in Ostagar.

The quest begins with a run to the tower along a bridge that is under fire - be careful, the flaming debris can knock you off your feet. Near the gate you will be met by a guard who will tell you that the tower has been captured by the creatures of darkness, who got inside through the recently discovered deep tunnels (you can hear about them from the same guard even before the Initiation), and they are swarming around the tower. Depending on who your character is, certain temporary party members will be added:

  • if a magician, then a tower guard and a soldier will join,
  • If noble man(i.e., there is a companion dog), then one will join magician of the circle,
  • in other cases, a tower guard and a circle mage.

Ishala Tower - first floor. There is a mud trap (tripwire) at the entrance, in addition, the Genlock emissary will start a fire, so you should not launch a frontal attack, it will be easier to shoot at least some of the enemies from afar with arrows and magic. Next follow two rooms filled with creatures of darkness, regardless of the door you choose, genlocks and harlocks from another room will come running to the sounds of battle.

Ishala Tower - second floor. Again, ambushes by Genlocks and Harlocks. Again, don’t go head-on - you can bypass the largest ambush through the left room and make your task easier with the help of ballistas.

Ishala Tower - third floor. There are possible allies here - three mabari war dogs locked in cages. You can free them and go through this level with them.

Ishala Tower - top floor. There is only one enemy, but it is an ogre and it is not easy to kill. Most effective strategy battles with ogres are based on the use of distance spells, at least such as paralysis and weakness from the school of entropy (they are wielded by a temporarily attached magician). Therefore, it is worth taking the magician under direct control, and giving the rest the role of tanks. On the ogre's body there is a yew shield Havard's Aegis.

Having defeated the ogre, you finally light the signal fire, but Tairn Loghain unexpectedly orders Lady Cauthrien to sound a retreat. King Cailan, Duncan and the entire army die under the onslaught of superior enemy forces. New crowds of creatures of darkness burst into the tower of Ishal, your hero and Alistair will certainly experience the same thing, but Flemeth intervenes in the events, turning into a giant bird, she takes both of them from the tower...

Lothering

After a miraculous rescue from the tower of Ishal, your hero and Alistair near Flemeth’s hut decide to gather an army to fight the Blight - from dwarves, elves, magicians, Earl Eamon’s people and others. Flemeth orders Morrigan to join the Gray Wardens, she reluctantly agrees and suggests that they first look into a small settlement to the north, Lothering, to find out news and replenish supplies. Beyond Lothering lies the Imperial Road - a road that runs through the whole of Ferelden, it can lead anywhere you want: to Redcliffe, the Brecilian Forest, the tower of the Circle of Mages or the dwarven city of Orzammar.

The world map becomes available, but for the first time you can only travel to Lothering or the camp. Lothering's choice causes a video of a meeting in Denerim to be shown, where Bann Teagan Guerrin, the younger brother of Earl Eamon, publicly reproaches Loghain, who declared himself regent under Queen Anora (his daughter), for an unreasonable retreat from the battlefield.

If your hero is not a person of noble origin (i.e., you don’t have your own dog yet) and the Mabari Wolfhound quest is completed, then on the way to Lothering you will meet a dog fighting the creatures of darkness, after the battle the dog will join your party.

Upon arrival in Lothering, you will stumble upon bandits, from a conversation with the leader of which you can find out that Loghain accused the Gray Guardians of treason. The inhabitants of Lothering will confirm this, and several refugees wanting to get money for the heads of the Gray Wardens will even set up an ambush outside the northern gate.

Since the local bann has taken all his soldiers away and left Lothering unprotected, everyone in the settlement is doomedly waiting for the attack of the creatures of darkness (you should complete more side quests while staying here). North of Lothering there is access to the Imperial Road, where you will meet two dwarf traders, Bodahn Feddic and his son Sandal, attacked by creatures of darkness. Help them out and they will join you in the camp, also if you ask Bodan about the reward, he will pay gold. Next, your path lies to the camp, and from there you can begin any of the four Pestilence subquests (note that upon completion of any of them, Lothering will be ruined).

Note: There are two companions you can find in Lothering - Leliana and Stan.

Broken Circle

During this quest, you can join the party with Wynne, the best healer in the game, and receive many bonuses to various attributes.

Back in Lothering, you will hear that something is wrong in the Tower, and on the pier of Lake Calenhad you will find the templar Carroll, who does not want to let anyone in there. He will have to be persuaded or intimidated, in addition, you can use the help of Morrigan, Stan or Leliana (by selecting the topic “Maybe we can come up with something?”).

In the Tower, you learn from knight-commander Gregor (Greagoir) that the situation is out of the control of the templars, the door to the first floor is closed, and behind it there are a mix of magicians, templars and possessed. Gregor has already sent a messenger to Denerim in order to obtain the Right of Destruction and there is no question of help in the fight against the Blight. Of course, you can try to figure out what is going on inside the Tower, but the door will be locked behind you, and Gregor will believe that everything is in order only if the First Sorcerer Irving himself tells him so. That is, there will be no way back until the quest is completed.

Circle Tower - first floor. In the students' rooms you will meet Wynn and several magicians protecting children from the demon. After killing the demon, a conversation will take place, as a result of which you can team up with Wynn or force her to fight with you. Regardless of your choice, the protective barrier on the way to the second floor will be removed. You can also start two side quests here - Guardian of the Limit and the Science of Summoning.

Circle Tower - second floor. At the entrance to the rooms of the senior magicians, you will see the pacified storekeeper Owain, who will report that a certain magician Niall took from him the Litany of Adralla, which does not allow blood magicians to control the mind. There will be demons, the living dead and blood mages everywhere. For fun, you will meet the magician Godwin, hiding in one of the closets; you can kill him or send him back to the closet.

Along the way, don't miss gifts for companions - a Water-Stained Portrait, The Rose of Orlais, a Silver Chain, a Chantry Amulet and, of course, a Black Grimoire in Irving's office for Morrigan, with which the quest will begin Flemeth's Real Grimoire, and there is also a Small Painted Box (quest Friends of Red Jenny). In addition, by activating the overturned statue in the hall, you can summon the Revenant (quest The Black Vials).

Circle Tower - third floor. This floor is also filled with enemies: undead, demons, enchanted templars, and Arcane Horror. Here you can activate four statues for the Guardian of the Limit quest and find important notes (Five pages, four magicians). Gifts for companions: Small Gold Bar and White Runestone.

Circle Tower - fourth floor. Meetings with a demon who has bewitched a templar (and you can avoid a fight by allowing the demon to evaporate along with the victim) and a group of enchanted templars led by a blood mage (in both cases, you should initially deal with the magicians). Gift: Blonde in the sun, vintage (Sun Blonde Vint-1). Next, you will inevitably be stopped by the demon of idleness and will inevitably fall into the Shadow.

The nightmare will have to take place in a certain sequence (with slight variations). There are illuminated containers everywhere (in the form of cauldrons, weapon racks, etc.) that contain essences that constantly increase the character's attributes, so you should not pass by them.

Weishaupt- here you need to defeat the false Duncan and get out of your own nightmare.

The Raw Fade- talk to Niall, who also fell into the clutches of the demon of idleness, and learn from him about the system of islands in this section of the Shadow, controlled by various demons. On these islands you can get to the central one with the main demon, but you see that it is not possible to move around them in your usual appearance everywhere. Then step into the shadow portal and take on the form of a mouse, intervening in the battle between the mouse and the demon (skills: stealth). You will then be able to enter small mouse holes.

Darkspawn Invasion- help the Templar Spirit in battle and get the guise of a spirit (skills: Winter's Grasp, Crushing Prison, Regeneration). Doors for spirits are now available to you, but opening heavy doors and you are not yet able to penetrate the fiery barriers.

At the beginning you will find yourself in a kind of fortress of the gray guards. There you will meet Duncan, who will try to convince you that the creatures of darkness have been defeated. Naturally, this is not Duncan, but a demon in his guise. Having figured out the scoundrel, we kill him. Let's go to the portal. Now you will see the shadow pattern for the first time. It vaguely resembles an amulet made of several sections. The slats leading from one part of the amulet to the other open as you pass one of them. Having killed the demon in the guise of Duncan, the second shadow area will open to us. There we will meet Niall. He will tell us that he has no idea how to get out of this trap, but will give a hint. In this shadow area, go to the nearest portal and kill the demon. As a reward, you will receive the ability to turn into a mouse. This is a very useful skill, with the help of it you will be able to penetrate rooms, the other way to which will be blocked by insurmountable obstacles. Return to Niall, talk to him and go back to the portal between the shadow locations. Now you have opened 4 new locations around the amulet circle:
-templar's nightmare
-burning tower
-invasion of the creatures of darkness
-broken circle
To begin with, let's go to burning tower. There you will be confronted by the fiery dead. Avoid passages blocked by flames, as... falling into them is certain death. At the end of the location, fight the fire demon. Defeating him will give you the ability to transform into a fire man. Now you can pass through fire walls in a time or two. You will not go further in this location for now, because... the path is blocked by a massive door. Therefore, we return back to the portal and go to the location Darkspawn Invasion. it is a huge labyrinth with a bunch of mouse holes and narrow corridors, blocked by fiery walls. With the help of the abilities we have learned, we easily bypass all these obstacles and find a knight fighting the creatures of darkness. We help him fight off the creatures. As a reward, he will teach us how to turn into a spirit. In this guise you will be able to see invisible doors and penetrate through them into secret rooms. At the end of this location, your path will again be blocked by a massive door. We go into the portal again and this time we return to Niall’s location. There, go to the local portal, then turn into a spirit and dive into the ghostly door. You will find yourself in an area where you need to fight the demoness Jovenna and her two henchmen. After defeating her, go to the interlocation portal again. The Niall location icon will now display a symbol. You need to light similar ones on other parts of the amulet to gain access to the core. Now let's go to the location broken circle. Using our abilities, we easily get to the second floor, where we fight two stone golems. After victory, the last form for transformation will become available to us - the stone golem. In this guise we can handle massive doors. Which is what we'll do right here. Another senior demon, Slaveren, will be waiting for us at the door. He is quite weak if you fight him in golem form. Having defeated him, we again go to darkspawn invasion. We break down the door again and deal with the demon Utkiel. Now let's go to burning tower. The actions are the same: we knock down the door and tear off the head of the older demon. This time it will be Ragos, he is easy to deal with in the guise of a burning man. The last elder demon (Vereville) will be waiting for you in templar's nightmare. When you kill him, the path to the demon of idleness (location in the center) will be open. But first, save your companions. Each of them is located in adjacent locations at the ends of the amulet. In each of them, you first have to convince your companion that the demon is deceiving him, for which he should be beaten off. When you finish the rescue operation, go to the central location. Fighting the demon of idleness is a very difficult test. This bastard will take on different guises; the fight will be greatly facilitated by your transformation skills. As a result, after the fourth reincarnation, the supreme demon will be defeated. We speak with Nial (still in the shadows), take the Litany of Andralla from his corpse (already in the tower) and go to the torture hall for a duel with Ultred.

In front of the stairs to the top you will meet the templar Cullen, who will offer you to kill all the magicians. The choice is yours. I personally saved the lives of the magicians so that they could later help save Connor in Redcliffe.
At the top, the culprit of all troubles will be waiting for you - the malificar Ultred. Not only can he transform into a huge demon, but he is also capable of turning ordinary sorcerers into blood mages. To avoid this, use Andralla's Litany on prisoners. As a result, the traitor will be defeated and the magicians will be saved. You will go down to the first floor with Irving, who will promise to help you in the battle with the creatures of darkness. He will also agree to save Connor in Redcliffe. Enchantress Wynn will remain with you until the very end of your adventure.

Good day!

This guide is based on a solo playthrough warrior Dragon Age: Origins version 1.04 with the DLC "Stone Prisoner" and "Soldier's Peak: Guardian Fortress" on the "Nightmare Dream" difficulty.

By solo, I mean that other characters should not help you complete your quests. If in any location you must be in a group with some character, then you need to completely turn off his tactics and put him in passive mode.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Also, it is prohibited to use any abilities of other characters, such as various passive buffs, healing, creating poultices and poisons. You will have your own hero :)

Note: it is assumed that you have completed Dragon Age: Origins at least once and you have the Berserker and Knight specializations open.

We will have a warrior with an emphasis on dexterity and with a dagger in each hand.

Character Creation

The background should be "Gnome Commoner". This is explained by the fact that gnomes have a racial ability to resist spells, and, oh, how useful it is to us. In addition, commoners have a predisposition to carry a weapon in each hand, which is what they need. Next we distribute as follows:

Attribute Points

We put all 5 stat points into Dexterity.

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Making Poisons"

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Possession of a weapon in each hand"

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Double punch"

Further distributions will be described below.

Characteristics

Of all the characteristics, we will only touch upon Strength And Dexterity.

Strength will need to increase to 22 points. Taking into account the 3 more points that we will take in the shadows, we will have 25, and this is how much is needed for the “Death Rush” skill. We don’t touch the power anymore.

Everything else is thrown into Dexterity.

So, why is it still Dexterity?!

Firstly, since the damage when using daggers will depend on Dexterity, then this parameter directly affects the transience of battles.

Secondly, high Dexterity will give us high attack and defense parameters, as a result of which we will be hit less, and this is an important aspect of solo playthrough.

Skills

We won't have very many skills. Here I will explain the main points.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

A “Skilled Herbalist” is needed to prepare “Balm of Agility,” which makes killing bosses much easier. Well, healing poultices are never superfluous.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

“Skillful production of poisons” is needed to prepare all possible poisons, and this is the key to success.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

“Special combat training” is needed for the “Rush” skill, which is key.

By level 20 the skill window should look like this.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: for the desired result, you will need to buy at least one textbook that gives a skill point.

Skills

Let's look at some key skills for solo playthroughs.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

We take “Double Strike” at the very beginning and keep it on until the end of the game. Now the damage is dealt from both hands at once, but we sacrifice critical hits, which frankly doesn't matter.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

“Gust” must be taken as quickly as possible and also kept constantly on. The most “decisive” skill, as it increases the attack speed, and this has a very significant effect on our damage per second.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Counter attack". All we need from this ability is stun, which is very effective against magicians. The main thing is to get there, and then the stun time is enough to kill the magician.

Note: There are many more uses for this skill. For example, I used it to prevent Jarvia from escaping.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Perfect Strike" gives us a bonus of 100 units. attacks, which has a good effect on hitting bosses.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Berserker's Rage with all its passive buffs gives us a bonus to damage, a bonus to health restoration and a bonus to resistance to the forces of nature. Well, what can I say, only advantages.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Encouragement" with the passive boost "Motivation" gives bonuses to defense and attack. Actually, both are very important to us.

By level 20, skills should be distributed as follows

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Equipment

Weapon

We will run with daggers, namely with this pair:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: Sold in Orzammar. As you can see, runes for additional electrical damage are inserted. This type of damage was chosen because the fewest characters are immune to it.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

If you do not have access to the Blade, a replacement can be

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: taken from the Kadash teig. Requires DLC "Stone Prisoner".

Helmet

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: Dropped by Desire Demon in the village. Requires DLC "Stone Prisoner".

Gloves

Damage oriented option

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: drops from Taliesin, which can be encountered on the streets of Denerim.

The other option is more suitable for protection. I recommend using these gloves before you can insert the Grandmaster Dweomer rune.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: Look for them in the Ruined Temple.

Armor

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: Sold in Wade's shop in Denerim. Great bonuses.

Boots

The best option are

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: This is a DLC item.

If you don't have access to these boots, take

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: sold at Bodan Feddik's camp.

Belt

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: Sold in the Mage Tower.

Amulet

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: sold in the camp at Bodan Feddik. Incredibly useful thing.

Rings

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: Sold in Orzammar.

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Note: quest in Orzammar.

The first important purchase should be the Anti-Magic Amulet. This amulet + the racial ability of the gnomes + the dweomer rune of the great master will give us a total of 50% chance to repel hostile magic, which is enough to comfortably complete the game.

The second one is to buy "Zhivitel". His bonus to health regeneration in battle + regeneration from the Berserker's Rage skill results in excellent passive health regen. And since we are not improving our physique, +10 to it is a very worthy bonus.

Try to purchase “Villain of the Villain” immediately after it appears in Wade’s store. You won’t see such bonuses to Dexterity, Defense and Armor anywhere else!

Bombs, poisons, poultices, etc.

In a separate way, it is worth highlighting all kinds of recipes that you will come across as you progress through the game. Try to buy both the recipes themselves and the reagents, do not skimp on this. At the initial levels, bombs cause significantly more damage than the character. And in those cases when you need the battle to go quickly and dryly, there is nothing better than a trio of poisons smeared on the daggers.

Passage order

The suggested order of quests is optimal for solo playthroughs of Dragon Age: Origins. Also in this section I will touch on some bosses that may cause problems.

  • 1. Ostagar. The Ogre in Ishala Tower won't cause much trouble if you save 5+ bombs.
  • 2. Lothering
  • 3. Gonlet. Don't forget to take Sheila with you so that she can open the Kadash teig for you.
  • 4. Soldier Peak
  • 5. Denerim (side quests)
  • 6. Circle Tower. Stay close to Uldred and he won't cast any spells.
  • 7. Orzammar. We go through the main quest only up to and including Jarvia. Don't forget to do side quests.
  • 8. Flemeth. It is important to have a fire balm here, since she will periodically release fireballs, regardless of your location. Also, it is important to always hit her in the back leg; if she grabs you in her mouth, consider it game over.
  • 9. Redcliffe
  • 10. Urn sacred ashes . Like Flemeth, we hit the dragon on the top of the mountain in the back leg. Fire balm is not needed.
  • 11. Brecilian Forest
  • 12. Gaxang. The first of the battles which should pass very quickly, or rather its magic phase. Ice and spiritual balms, agility balm, and, of course, all kinds of poisons will help here.
  • 13. Deep Paths . Here you will find the second boss, who must be killed very quickly; any delay is punishable by death. And I'm talking about the Spider Queen. For me this turned out to be the most difficult fight in the game. Be sure to have a natural balm, a couple of agility balms and, of course, poisons with you.
  • 14. Land Assembly. We simply take Couthren into the back room and finish what we started one on one.
  • 15. Final battle . The archdemon did not cause any problems. A couple of spiritual balms, a kick in the back leg - all you need for success.

From 1 to 20 - characteristics points, skills, abilities

Level 2

Attribute Points

Skills:

Save the skill point for the next level

Level 3

Attribute Points

We put all 3 stat points into Dexterity.

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Enhanced combat training"

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Skillful combat with a weapon in each hand"

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Counter attack"

Level 4

Attribute Points

We put all 3 stat points into Dexterity.

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Bogatyr"

Level 5

Attribute Points

We put all 3 stat points into Dexterity.

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Level 6

Attribute Points

We put all 3 stat points into Dexterity.

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Special combat training"

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

Level 7

Let's specialize "Berserk"

Attribute Points

We invest all 3 stat points into Strength.

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Berserker's Rage"

Level 8

Attribute Points

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Fortitude"

Level 9

Attribute Points

We put all 3 stat points into Dexterity.

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Experimental production of poisons"

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior

"Skillful combat with a weapon in each hand"

Level 10

Attribute Points

We invest 2 stat points into Strength.

We put 1 stat point into Dexterity.

Skills:

Solo passage of a nightmare by a warrior

Solo passage of a nightmare by a warrior
Chess