Dragon Age: Origins, Side quests. Dragon Age Quests for the guild Blackstone volunteers Dragon age origins dereliction of duty

Walkthrough - Brecilian Forest

Walkthrough - Brecilian Forest

Story quests

Essence of the Beast

WITH immediately after entering the territory of the Bressilian Forest you will be stopped by a patrol of Dalian elves. They take you to Guardian Zatrian, who sadly admits that he would be glad to help the Gray Guardians, but - alas! – at present there is no way to do this. And the reason is that the elves are at war with local werewolves, many of them are already infected. And there is absolutely no salvation from this curse... well, unless someone who, out of the goodness of his heart, is not averse to risking his life, will go to the Bressilian Forest and kill the wolf Withersfang, with whom this curse began.

L The werewolf den is located in the ruins in the southern part of the Eastern Forest, but you can’t get there so easily - the magical fog turns you back every time you enter it, and there is no other path leading to the ruins.

WITH There are two ways to remove the effect of fog.

    1. Complete the quest of the Great Oak, which is located in the Western Forest, and return the stolen acorn to him. The acorn is found by the crazy hermit in the Eastern Forest, and you can either kill him (but that's quite strong magician), or peacefully exchange the acorn for something interesting for the old man. For example, he will gladly take Danayla's scarf, Atrian's amulet, or a book received from Kammen.

    2. Agree to the hermit’s proposal to kill the Great Oak.

IN In both cases, you will receive an item that allows you to pass through the protective fog without interference.

U ruins, you will have to fight a group of werewolves led by their leader Swiftrunner (Fast Runner). However, as soon as you take away almost all of his lives, a white wolf will jump on you and the werewolves will take advantage of this to escape. Follow them to the first tier of ruins.

L The staircase leading to the werewolf lair is located very close to the entrance, but at the moment it is closed, so you will have to find a way around it. Go to the southwestern part of the map. This tier is quite small, so, having fought off several spiders along the way, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send a robber ahead if you have one in your party - the floor in this room is littered with traps. When you find yourself approximately in the middle of the hall, its inhabitant, the dragon, will happily greet you. Fortunately, this is a small dragon, but it can still be quite dangerous - tactics, of course, depend entirely on the composition of the group and your personal preferences, but one of the safest methods is to keep it permanently paralyzed or frozen. After his death, you will inherit the dragon's treasures - a very impressive pile of a wide variety of things, which lies a little further.

D Rakon was the guardian of the stairs to the lower tier, so now you can freely go further.

IN The second tier of ruins is larger than the first and the enemies (mostly undead) on it are quite numerous. They especially love to pounce on you from almost out of nowhere, crawling out of all possible cracks, including behind your back. Be careful.

IN In a huge hall in the southwestern part of the ruins, several skeletons will greet you on the stairs. Deal with them and move on - and you will see an Arcane Horror. He has a bad habit of teleporting throughout the entire hall from end to end and also summons additional skeletons to help him. The safest way to deal with him is to simply shoot him from the stairs with bows, periodically healing - in this case he does not move and does not cause skeletons. (If you have Andraste's Arrows in your inventory, you can finish him off without taking any damage.)

R After dealing with the Horror and the skeletons sitting in the side rooms, you will finally find an alternative entrance to the werewolf hideout north of the hall with the Horror.

The werewolves will attack you just a few steps after entering, but after you deal with the first two groups, they will throw out a white flag and offer to take you to a certain Mistress of the Forest for peace negotiations. Whether you accept their offer or not is up to you. If you accept it, then you will be taken to the Mistress of the Forest, who will tell you the curious story of the curse and ask you to bring Zatrian to them. If you agree, you will find Zatrian on the first tier of the ruins.

P The initial negotiations between the werewolves and the Guardian will not end well, and you will have to choose which side to take in the upcoming battle. If you choose werewolves, you will receive Alistair's approval.

WITH The damage may or may not be severe depending on your level and the composition of your group. If you kill Withersfang, Zathrian will give you support in the upcoming war with the Fiends of Darkness. If you defeat Zathrian, you can persuade him to sacrifice himself and remove the curse from the werewolves - in this case, Lanaya will provide you with the support of the elves.

A Alternatively, you can convince the Lady of the Forest to destroy all the elves, including Zathrian, as revenge for what she did. In this case, you will receive support in the war from werewolves. If you choose this option, you will not be able to complete non-plot quests elves (if any of them are still unfulfilled).

WITH It’s a really dark option: take Zatrian’s side, kill all the werewolves, and then finish him off too. In this case, you will still receive support from the elves, since they will assume that Zathrian fell in the battle with the werewolves.

E If you persuade Zatrian to lift the curse on the werewolves, you will earn Leliana's approval.

Non-plot quests

Dalish camp
Struck by the Curse

E Atras gives you that quest. His wife Denayla seemed to have died after a battle with werewolves, but Atras suspects that Guardian Zatrian told him a lie and in fact Denayla did not die from her wounds, but turned into a werewolf. You can promise him to find out the truth.

D You will find Enaila in the Eastern Forest near the northern exit. The poor woman is indeed now a werewolf, and will ask you to kill her, having first given you a scarf for Atras.

IN There is nothing you can do to help Danaila. If you refuse to kill her, she will attack you and end up dead anyway. Return to Atras. You can comply with Danaila's request and lie that she died from her wounds or tell him the truth (in both cases you can give him the scarf as additional proof of your truthfulness). One way or another, as a reward you will receive an amulet with +4% magic resistance.

E If you lie to Athras, you will earn Leliana's approval (+3).

Ironbark

ABOUT the gunsmith Varathorn will complain that Zatrian no longer lets clan members into the forest, and therefore they cannot replenish their supplies of a special bark - Iron Bark, which is very good for making both weapons and armor. You can promise Varathorn to find this bark, since you will still have to go into the forest on Zatrian's instructions.

TO Ora can be found in the Western Forest on a fallen tree near the northern passage to the eastern part of the forest. It is guarded by the wild sylvan, a possessed tree that will come to life if you get too close to it.

E If you give the bark to Varathorn, he will make you either a longbow with excellent damage against animals and good damage against undead, or medium armor with +25 stamina. Alternatively, you can refuse the reward altogether - in this case, Varathorn will insist that you take at least the amulet (it gives a high increase in resistance to natural damage, i.e. poison).

Kammen's regrets

M The young elf Kammen will share his personal problems with you if you are a Dalian elf. If you are not him, then you will have to use Persuasion/Threat to get him to talk. Kammen's problem is that his girlfriend Geina rejects his advances, since he is not a full-fledged hunter. Kammen would be happy to go hunting, but this is impossible, since Guardian Zatrian forbade clan members from going into the forest for fear of werewolves.

R There can be many solutions to the problem here. You can convince Geina to accept Kammen as he is, or convince Kammen to accept a wolf skin from you (if you don't have the skin, you can get it in the Bressilian Forest). You can also prevent them from being together by convincing one of them that the other hates him (really, why would you do this? Unless out of sheer malice of nature.) You can seduce Heina yourself and tell Kammen about it, who will run away in grief they look.

E If you somehow bring Geina and Kammen together, you will lose 5 influence points with Morrigan, but will gain Liliana's approval (+5). If you seduce Geina, Liliana won't like it too much (-3).

IN As a reward for the quest, you will receive the book “Tales of Iloren” from Kammen. He will give you the book only if you either brought him together with Geina, or at least did not break their relationship forever (that is, you talked to her, but did not achieve anything).

Halla Elora

ABOUT The dna of the halls (elegant deer-like creatures that the Dalians use instead of horses, although they treat them with much more respect) is clearly unwell, and Elora, the caretaker of the halls, is worried that she may be infected with the poison of the Fiends of Darkness. You can examine the halla yourself using the Survival skill. To calm the halla, you need at least two points in this skill - and this time it’s you, the skills of the companions do not count in this quest. If you manage to calm her down, Elora will know what the problem is and your quest will be completed. If you prefer to take the "evil" path, you can lie to Elora that Halla is terminally ill and will not live long, and it is better to kill her out of mercy. If Elora believes you, you will receive halla horns as a reward - from it Varathorn can make an amulet with + 10 mental protection. (If she doesn't believe you, she won't talk to you anymore.)

Additional Information

ABOUT From Zathrian's first mate Lania, you can learn a little about the history of the Dalian elves (and get the corresponding entry in your Codex).

WITH Arel (a rather aggressive elf, especially if you are not a Dalian yourself) will tell you stories about the elves' past, as well as what he knows about werewolves, which will give you new entries in the Codex.

IN Arathorn sells unlimited quantities of dead and elven root, as well as poisonous extract.

N A little north of Varathorn there is a chest in which you will find a Love Letter (required for the quest "Services for Interested Parties" in Denerim).

Western Bressilian Forest
Wounded in the forest

IN In the center of the map, near the tombstone, you will find the wounded elf Deigan. Depending on how kind your GG is, you can take him to the elf camp, heal him and send him to the camp, kill him, or simply rob him. If you healed him or brought him to the camp, then the next time you talk he will give you a sapphire as a reward for saving him.

Mage's Treasures

E If you have already activated the quest for the magician's treasure in the Eastern part of the forest or the ruins, then go to the center of the map to the marked grave. If you disturb the security signs, a revenant with several skeletons (including a skeleton mage) will jump out at you.

Place of Power

R next to the revenant’s grave there is a Place of Power, which you need to activate on the instructions of the magic guild.

Safety sign

E If you received this quest in Denerim through the “Services for Interested Persons” line, then it is here, approximately in the center of the map, that you should shoot an arrow. (See the Denerim quests section for details.)

Additional Information

TO When you finish talking to the Great Oak, you will be attacked by several Wild Sylvans.

TO South of the Great Oak is an abandoned camp. If you examine it, your entire group will fall asleep and the Shadow will attack you. Usually only one member of the team would be awake to fight the Shadow (although sometimes others would wake up as well).

E If, after examining all the items, you chose the option “We need to get out of here quickly” in the conversation instead of staying and checking what’s going on or giving in to the temptation to rest, the Shadow will not appear at all.

T It’s not such a difficult opponent, even for one character, especially since it’s usually a magician - the worst thing is that after the rest of the comrades awaken, they all get injured.

E If you win the battle with the Shadow, the camp will disappear, and in its place several skeletons and a chest will appear, from which you can take Dalian gloves - a “special” gift for Zevran.

Eastern Bressilian Forest
Mage's Treasures

IN In this part of the forest you will find two graves - one in the very north of the map, the other in the south. If you disturb the security signs, a revenant and several skeletons will rise from each one. After killing a revenant, you will find a part on him heavy armor Juggernaut and receive a quest to collect it completely. There are four parts in total in this set. Two, as already mentioned, are located in the Eastern part of the forest, one is in the Western part, in the grave in the center of the map, and one lies in a sarcophagus on the lower tier of the ruins - to get to it, you need to perform the “Elven Ritual”. Your quest will be completed when you collect all four pieces.

E If you went into the Bressilian Forest early on and the revenants are too strong for you, try the escape tactic - even if all the enemies are chasing you, they will still spread out along the road and (maybe) will not attack you en masse. It’s also a good idea to throw something restraining like a Force Field on the revenant - then you can deal with his assistants, and only then deal with him yourself, without being distracted by all sorts of little things. As a last resort, you can always return to this quest later, with better equipment and weapons.

Regret Wynn

E If you have already received the quest Wynn's Regret, then not far from the crazy hermit you will find Enerin (for details, see the companion quests).

The killer of your brothers

E if you have already received this quest along the mage quest line, you will find malefics in the northern ruins near the revenant’s grave. (See Mage Quests for details.)

Additional Information

U ruins in the north-central part of the map, two ogres will attack you.

WITH The crazy hermit, in addition to the acorn you need, will offer you to bargain with him for a helmet (an ancient elven helmet, part of a very good set) and a book (gives an entry in the Codex). Here are some things that are of interest to him: Danayla's scarf, Atrian's amulet, the book received from Kammen.

Ruins
First tier

Services for interested parties

N and to the north and south of the entrance are two false brick walls - if you get close enough, you'll see that these are actually secret doors. Behind each of them sits a pair of skeletons in ambush. In the chest in the southern room you will find a love letter, which you need for the quest “Services for Interested Parties” in Denerim.

(Another small secret room is located behind a false wall a little further, opposite the stairs leading to the werewolves' lair. Although there is nothing particularly interesting there.)

Second tier

Elven Ritual

IN In the spacious hall you will see the ghost of an elven boy. It doesn't matter what you tell him - as a result, the ghost will run away, and a whole horde of skeletons will appear around you. Depending on the level of your group, they may not pose much of a threat to you, but if you have problems with them, you can always quickly retreat as far as possible, preferably to the very entrance to the tier - then there is a good chance that they are behind you Only part of the walking dead will follow, and it will be much easier to kill them.

IN In a small room to the south of this hall you will find a clay tablet and a scroll describing an ancient ritual. Go further and at the first intersection turn north. You will find yourself in the hall in which you must perform this ritual. We carefully read the scroll, study the tablet and repeat the instructions exactly:

1. Take a jug

2. We fill it with water.

3. We put it on the altar.

4. We pray.

5. Take a sip of water from the jug.

6. Pour the remaining water from the jug into the pool.

(Keep in mind that if you haven't found the scroll and tablet yet, you won't be able to do anything with the altar. The ritual can only be performed once they've been found.)

E If you correctly reproduced all the manipulations, the previously locked northern door will open. Behind it you will first find a couple of skeletons - nothing too scary - and the ghost of an elf. As in the case of the boy, it doesn’t matter what exactly you tell her - everything will end in a battle with the Shadows, including the Shadow of the elf herself. All three are elite. After the battle, you will find Juggernaut armor in the sarcophagus, which is part of the quest to collect the Juggernaut set.

Warrior Mage (ArcaneWarrior)

N and at the next intersection from the hall with the ritual you will find a trio of skeletons, but do not relax: as soon as you deal with them, you will immediately be attacked by a much more serious ambush of a dozen opponents, some of them appearing behind your back. After you deal with them, go to the southern room, where you will find an altar and a phylactery. Touch the phylactery, and you will understand that the spirit of an elven magician has been in it for many centuries. The spirit will offer you to free him, promising in return training in the “Mage-Warrior” specialization (allows magicians to wear armor and actively participate in hand-to-hand battles, if you develop the entire branch). You can also simply release the spirit without asking for anything in return. You will not receive a specialization then (you can try this option when you play through it again, since it will already be open), but Alistair will approve of your actions (+2).

Liberated

IN in the huge central-southern hall, in which skeletal archers are waiting for you, and the floor is literally strewn with traps (if there is a robber in the group with a well-developed ability to hide, you can try to disarm all the traps before the battle begins), you will find the corpse of the adventurer and his magazine. The journal is part of the “Unchained” quest - but it will appear in your journal only when you have collected all the information on the mysterious Liberated from various sources.

Additional Information

IN In one of the southern rooms you will find a “black bottle”. This is one of six vials that will summon a revenant if you break it.

Lair of Werewolves
Scrolls of Banastor

IN In the southeast room you will find "ancient texts" with a scroll of Banastor - one of the five scrolls you need for the mage quests.

Additional Information

IN In the southwest room you will find a "black bottle". This is one of six vials that will summon a revenant if you break it.

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.

In Lothering you will meet a man with a large chest. This will be the first representative of the Blackstone Volunteers. Approach him and agree to help. Now open the chest and take the tasks. After completing each of them, you can return to the guild representative for a reward.
Other representatives of the guild are:
- near the church in Redcliffe (appears after liberating the city from the undead)
- in the “Bitten Nobleman” tavern in the shopping district in Denerim

Dereliction of duty
You have to find three deserters and take away supplies for the guild from them.
Sammael - Brasilian forest
Layson - Denerim
Tornas - frosty mountains
It is possible to meet the desired deserter both in the specified location and in its surroundings when traveling around the map.

If you don’t butter it up, you won’t go
We go to Denerim and give 5 letters of gratitude to the hooded people. They are all located in different areas of the city, so you will have to travel a little.

Funeral
Give burials to four women: two in Denerim, one at the ferry to the wizards' tower in the inn, and one in Redcliffe Church.

Scratch the bottom of the barrel
Three subpoenas need to be given:
1. To the man in the church of Lothering.
2. In Redcliffe in a house on a hill.
3. A person in Elfinage, when you get access there.

Restocking
Bring 20 healing poultices to volunteers

Change of power
A young man named Taoran wants to kill his father in order to lead the guild himself. The victim is located in Denerim in the trading area. First we talk to him. He will make you a counter offer - to kill Taoran. if you agreed, then you will meet him on the world map. You can refuse and fulfill the first order, or you can tell them both to go to hell and not get involved in family squabbles.

"Thieves" tasks:

1. Tip price – 50 silver coins. Steal the bag with precious stones at the Maid's in Green. She will appear at the trading stalls after receiving the quest.
2. The price of a tip is 1 gold. Steal the sword from Sera Nansin, who is located in the Thedas Curiosity shop. You can steal the sword not only by simply pulling it out of her pocket, but also by using other skills - for example, Persuasion or Herbal Knowledge. To use them, you need to talk to her and convince her that you are a merchant (then she will take off her armor and weapons to try on your goods) or that she is sick and needs help - then she will undress for inspection and you can not only take the sword, but also sell her medicine for a couple of gold coins.
3. The price of a tip is 3 gold. You've probably already noticed two chests near the shopping arcade that cannot be opened without a key. Completing this task will give you the right key. It is in the pocket of a certain Tilver, who is walking in the northern part of Denerim, accompanied by two guards. You can use the Hide Skill and steal the key unnoticed, or talk to Tilver and steal the key during the conversation (this requires high Persuasion). You can distract the guards with the help of a nearby messenger boy if you pay him a few silver coins - in this case, you will have the best chance of sneaking up on Tilver without being noticed.
4. The price of a tip is 6 gold. Steal Loghain's crown from the Seneschal, who is located in the Bitten Nobleman tavern. If the guards notice you as you enter, you can use Threat and they will leave, and you can take the crown from the Seneschal. You can also ask the waitresses for help and either send large amounts of booze to the guards (to make them fall asleep) or poison their drinks (if you have enough knowledge of Poisons). Alternatively, if you are spotted, you can simply kill everyone and take the crown from the Seneschal's corpse.

Raven Trials

These quests will only become available after your meeting with Zevran. Whether you left him alive or not doesn't matter.

Talk to a certain master Ignacio at the shopping arcade and he will assure you that he does not currently need your services. However, after a while, the messenger boy will bring you a note inviting you to a meeting with Master Ignacio at the Bitten Nobleman tavern. There, Ignacio will reveal himself as a representative of the Antivan Ravens organization. You don't have to agree to his offer. If you refuse, Ignacio will leave and will not appear again. You can kill him if you want. However, completing Raven quests will help you in story quest"Land Assembly" when voting - although not a prerequisite for its success.

1. Read the leaflet on the wall at the gate to Elfinage about a certain organization that supports Gray Wardens, and go to the “Pearl”. Knock on the locked door and answer “The griffons will soar again” as the password. After that, talk to Loghain's mercenaries and kill them. If you have already killed them before receiving the task, just tell Ignacio about it - and you will still receive the reward.
2. Go to the world map that appears on your map new location and kill all the Qunari mercenaries from the Kadan-Fe organization.
3. Go to Royal Palace in Orzammar and kill Ambassador Gainley. If you took the side of Belen, then the rooms you need will be available to you immediately after the audience with Belen, but if you took the side of Harramont, you will have to wait for his coronation. The ambassador is clearly expecting an attack, as she will have numerous bodyguards with her.
4. Go to the meeting place with Earl Howe's people, who stole the son of a high-ranking official, in order to give them the ransom and get the boy back. The ransom will turn into a battle between you and Hou's men, and after it you will not find any trace of the supposed hostage. When you return to Ignacio, he will assure you that everything went as planned - you were a distraction, and the boy was saved and delivered to his father, who is very grateful to you for this.

Redcliffe in Dragon Age:Origins is a village in western Ferelden that is surrounded by red rocks. The village plays a major role in the plot of the game because it is here that you have to complete one of the main quests in the game “Earl of Redcliffe”, but you will be tasked with destroying the threat to the village itself in the form of the undead that attacks it every day after sunset.

We also suggest that you read the article ““

Village under siege

This is essentially part of the main quest. Having arrived at the place, you will need to talk with Bann Tegan, then leave the church and talk with Murdoch.

There are several options with Kuznets:

Break down the door or open it;
- Arrange to open it yourself.

You can also talk the gnome out or kill him, but it’s better to enlist his support and, as a last resort, pay.

Amulets that will raise your spirit will be a pleasant bonus - persuade the Reverend Mother to give them to the knights.

Another advantage will be if you intimidate the innkeeper Lloyd so that he goes to the battlefield.

Don’t forget about the elf Berwick, who, with the right questions and if this happened after a conversation with the waitress, can also be sent to the battlefield.

Attack at Dusk

The battle is conditionally divided into several parts - after you destroy all the waves on the spot, a messenger will arrive for whom you need to go to another place of the breakthrough and deal with the undead there, however, the second part will be much more difficult and here you should not particularly throw away massive spells - do everything carefully and if none of the defenders die, then you will be given a helmet that will add 1 unit. to agility and 10 to fire resistance.

Lost in the castle

The task of finding the blacksmith's daughter who is in the castle - in the right part you get straight to the passage and it will be up to the basement and yard. You should look for her in the room at the end of the corridor - just go to the northeast of the map. If this is not done before completing the quest for Connor, then we can assume that she has died.

For the quest you can receive either armored dwarf armor or unique helmet Owen's updated masterpiece if you don't save the blacksmith's daughter.

Minor quests

Blackstone Volunteers:
- Funeral;
— Breach of duty;
- Scratch the bottom of the barrel.

Preacher:
- Last hope;
— The fate of the caravan;
— Skin thickness;
- Brothers and sons;

Magi:
— Scrolls of Banastor;
— Protect the community\destroy the community;
- Gift of silence;

Skinny Frank x1 Robber Rank 3 Quest battle False witnesses.
Thug Bodyguard x2 Warrior Rank 2
Sammael the Deserter x1 Warrior Rank 3 Quest battle Breach of duty.
Vicious Thug (Shady Thug) x2 Warrior Rank 2
Cultist Leader x1 Warrior Rank 3 Optional quest battle Urn of Sacred Ashes.
Cultist Reaver x2 Warrior Rank 2
Cultist Archer x2 Robber Rank 2


Quest for the Society of Mages (can be taken at Lake Calenhad). Having received from the contact Runes of Krebulash, you need to visit four places of power: in western Brecilian (tombstone), in Orzammar (teig Ortan, Altar of Separation), in Denerim (Elfinage, tree), in the Tower of Mages (students' rooms, central room).

Result:


Quest of the Society of Magicians (can be taken at Lake Calenhad or in Redcliffe).

Result:
On the world map (location Wooded Valley) you need to meet the Leader of the adventurers and convince or force him not to inform on the magician. ring Red Rat Seal
, if you kill the Leader of the Adventurers;


175 XP and 2 gold coins for completing the quest. Quest for the Society of Mages (can be taken at Lake Calenhad). Need to give three Notices of dismissal . Students are located in Denerim (Market and Curiosities of Thedas) and in frosty mountains

Result:


Orzammar.

Result:
Quest for the Society of Mages (can be taken at Lake Calenhad). You need to destroy four maleficars in eastern Brecilian (in the north of the location). gloves Black Hand Gauntlets
in one of the maleficars;


175 XP, 2 gold coins for completing the quest.

Result:
Quest of the Society of Magicians (can be taken at Lake Calenhad or in Redcliffe). You just need to bring ten deep mushrooms. 175 XP and 1


gold coin Ogren. If you talk to Ogren about his past, he admits that he misses his ex-girlfriend Felzi. The meeting with Felzi will take place at the tavern on Lake Calenhad. You can prepare in advance by talking to Felzi without Ogren. If you wish, you can support Ogren during his meeting with Felzi, prompting him with whispered answers, and reconcile him with his ex-girlfriend.

Result:
250 XP for completing the quest.


Stan's personal quest. If your relationship with Stan is good, he may talk about the loss of the sword. You need to talk to the marauder at Lake Calenhad. Then find out from Farin in the Frosty Mountains who he sold the sword to. In one of the houses in the village of Redcliffe, you need to convince Dvin to give the sword, then give the sword to Stzn.

Result:
125 XP for talking with the marauder;
125 XP and two-handed Stan's sword 175 XP and 1


The third quest for those interested from D. (quests in this series are given in the Denerim tavern). It is necessary to destroy three false witnesses: on Lake Calenhad, in Denerim (“Wonders of Thedas”), in the Frosty Mountains of Orzammar.

Result:
6 gold coins for completing the quest.


Blackstone Volunteers quest (can be picked up in Lothering, Redcliffe or Denerim). It is necessary to take away the stolen Guild supplies from three deserters - in the Frosty Mountains, on Lake Calenhad, in Denerim (Port Backyards).

Result:
On the world map (location Wooded Valley) you need to meet the Leader of the adventurers and convince or force him not to inform on the magician. Frost Strike from a deserter in the Frosty Mountains;
, if you kill the Leader of the Adventurers;


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.


Blackstone Volunteers quest (can be taken in Denerim). There are four funeral tributes to be given to widows. They are located in Redcliffe (church), Lake Calenhad (tavern), Denerim (Shopping District and Dirty Alley).

Result:
175 XP and 1 gold coin for completing the quest.


The third quest for those interested from K. (quests in this series are given in the Denerim tavern). You need to take four “bags” to the so-called Transfers(hides). Their location: Denerim Trade District, tavern on Lake Calenhad, pass in the Frosty Mountains, Redcliffe village. The last pouch will explode when placed.

Result:
175 XP and 3 gold and 98 silver coins for completing the quest.

Checkers