All tasks for the passage of dragon age. Dragon Age Quests in Orzammar. House in a dusty city

The quest begins by touching the gravestone in the north of the eastern Brecilian forest. You need to collect the Juggernaut Armor set. Gloves, boots, and a helmet are found in tombstones guarded by the Risen from the West and East Breciliana. To get armor you need to open a passage to the elven burial chamber, which is located at the lower level of the ruins.
To do this, you need to take a plate with a description of the ritual from the sarcophagus, and then perform the ritual in a hall with a fountain.
The order of performing the ritual:

  • take a jug from the fountain,
  • fill it with water,
  • get away from the fountain,
  • put the jug on the altar,
  • pray,
  • examine the jug,
  • drink one sip,
  • take a jug,
  • get away from the altar,
  • pour water into the fountain.

Puzzle in Wilhelm's Cellar (Honnleet)

You need to move the tiles, standing on them, so as to conduct the fire to the opposite corner. The direction of fire is indicated by an arrow on the tile.

Key to the City (Orzammar)

Locations of documents:

  • Hall of Heroes
  • Community halls,
  • Diamond halls
  • Dusty city
  • Arena of trials.

Guardian Lives (Orzammar)

Location of the three runestones:

  • Community halls,
  • Crossroads of Karidin,
  • Dead ditches.

Throne Room (Orzammar)

Sequence of actions to release the dragon:

  • touch the throne,
  • put two characters on pressure plates in the throne room (located next to each other to the left of the throne)
  • put the third character on the third pressure plate, which is located in the hall in front of the throne room,
  • touch the throne again.

Bloody Sacks (Deep Paths of Orzammar)

Locations of bags. to be reunited in the Ortan teige: one at the Edukan teige and two at the Karidin Crossroads.

Reach Guardian (Mages Tower)

Locations of three pieces of text:

  • three in the Disciples' Rooms,
  • two in the rooms of the elder mages,
  • one in the Great Hall.

The sequence of activating statues in the Great Hall:

  • statue with a bowl,
  • a statue with a raised sword,
  • a statue with a lowered sword,
  • statue with a shield (located in another room in the center of the location).

After that, by touching the basement door in the Students' Rooms, you will summon the demon Shah Wyrd.

Summoning Science (Mages Tower)

Find and read one of two of the Summoning Science text fragments in the Mages Tower located in the Student Rooms. The summoning ritual is performed in the library

At the beginning of each call, touch the Font in the central department of the library (this will show all the necessary items in the library). Then you need to activate the items listed in the list and touch the corresponding call spot on the floor (three are in the library, the fourth is in the adjacent central hall in the niche to the left of the entrance).

Item activation order:

First call:

  • Reference book of spiritual figures.

(A ghost boar will appear).

Second call:

  • Mage Horvish.

(A ghostly Dexterous rogue will appear, This call opens an additional quest on the preacher's board in Redcliffe).

Third call:

  • Elvorn's Great Bestiary,
  • Place for carving tables,
  • Spiritorium Etherialis,
  • Mage Horvish,
  • Novice's amulet.

(Bereskarn Rending Shadow will appear and attack you).

Fourth call:

(all items of the first three summons)

  • Reference book of spiritual figures
  • Unusual profession Rodercom,
  • Mage Horvish
  • Elvorn's Great Bestiary,
  • Place for carving tables,
  • Spiritorium Etherialis,
  • Mage Horvish,
  • Novice's amulet.

(Earl Forshadow will appear, from whom you need to manage to steal a note).

Test of Faith (Ruined Temple)

Correct answers to questions:

  • Brona - Dreams;
  • Thane Shartan - House;
  • General Maferat - Jealousy;
  • Archon Hessarian - Compassion;
  • Apprentice Cathayr - Hunger;
  • Apprentice Gavard - Mountains;
  • Lady Vasily - Revenge;
  • Elisha - Melody.

Ghost bridge

Disconnect the squad near the ghost bridge. One person should go along the emerging sections of the bridge, three (A, B and C) press the tiles.

Sequence of clicking tiles:

  • (A) second from the right,
  • (B) third from the left.
  • (B) sixth from the left.
  • (B) fourth from the right.
  • (A) first on the left.
  • (B) fifth from the right.
  • (B) fifth from the left.

All of Orzammar's side quests are described here. That is, the passage of the main story quest and the Deep Paths are almost not affected here.

So, let's begin.

Pass in the Frosty Mountains.

An ambush will await us in front of the steps leading to the square near the entrance to Orzammar. Inconspicuous at first glance, travelers will attack you as soon as you get close enough to them. The fight is of medium difficulty, I advise you to be the first to knock out the magician (although I think everyone already knows this).

Completing Orzammar's optional quests.


Completing Orzammar's optional quests.

The square in front of the entrance to the underground city is an interesting place in itself. It should be visited on the quest of the Community of Mages Dismissal notices (the student of the magician on the left side of the square), quests from the series Services for those interested False witnesses (sneaky Brian will hide behind one of the columns in the center of the square) and Hiding places (the transfer will lie on the left side of the square in the cart to the left of the Arena gnome), to the Blackstone Volunteers quest Dereliction of duty (deserters will be on the right). Also on this quest-focused patch, the merchant-moroder Farin lives, in addition to the fact that he sells not bad things, he will also be needed in the quest of comrade Wall - Beresaad's Sword.

Completing Orzammar's optional quests.


Completing Orzammar's optional quests.

There will be Loghain's people near the gate, who are eager to get inside. Of course, we do not need this, respectively, we can either convince the fighters to retire or call them into battle (killing the logain henchmen will especially please the gate guard).

Hall of Heroes of Orzammar.

Here you can get a note in the codex and 50 experience for activating statues. Do not miss a scroll next to the transition to the Communal Halls - upon its activation we will receive one of the notes required to activate the quest Key to the city... The condition for activating the quest is to collect 5 notes about Orzammr in the Codex. Clamped Tab to help!) The remaining 4 notes can be found in the following places - on the bridge leading to the Orzamar Trials (document), in the eastern part of the Orzamar Trials halls (the conviction and access to this part of the halls will be obtained only by taking one of the first quests for main storyline), near the entrance to the Dusty City (council decree), after entering the Diamond Halls, immediately run back up the stairs (council decree). The key itself can be found after entering the Orzammar Council. (push:

probably the person who has the key on his finger looks funny)

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

Community halls.

After watching the scene of “bickering of the contenders for the throne,” we get control back into our hands. It is also a rather remarkable place, since here you can get the following quests:

Mother's hope.

Heartbroken Fielda asks to find her son Ryuk (or what is left of him), lost on the Deep Paths. Ryuk himself can be found in the Ortan teig during the main quest. Three options for the outcome - 1) Tell Filda where her son is (she will thank and run away to look for him and then nothing will be heard about her) 2) Lie that her son died and receive a mediocre shield as a reward (by the way, Ryuk himself will ask for this, since in his current state, he is not able to return to society, and his mother will remain in the city) 3) Kill Ryuk and tell his mother that her son died (we get a shield) or that we killed him, they say we saved the guy from suffering (we get curses against us from a heartbroken mother).

Song of the Deep Paths.

Brother Berkel wants to open a church in Orzommar and bring the voice of the Creator to the ignorant dwarfs. We can refuse Berkel and he will no longer be able to open a church, or we can convince the Chronicler in the Hall of the Guardians to give permission. The quest will not bring any significant reward, however, if the church is open, we will gain access to an unremarkable location (a small room - the Church of the Creator in Orzammar) and in the end credits we learn that Brother Berkel will be accidentally killed during one of the processions.

An unprecedented scientist.

The dwarf Dagna really wants to get into the Circle of Magicians. Do not hesitate and ask her for a reward for this work. You can, of course, tell papa Jannar about the thoughts of his young talent, but then you will not get anything, or you can tell him about the escape of your daughter in fact, then he will refuse to sell us anything at all. If the Tower of the Circle of Mages has already been passed, then you just need to ask for permission from the First Sorcerer Irving. If the magicians were destroyed, then Dagna, having heard this, will immediately run to restore the Tower (again, we will not receive a reward). You will need to choose a reward - a good rune (I had a master rune-twoomer) or a portion of lyrium.

Lost Naga.

All of his naga have fled from the beater of the naga, Bemor, and he is threatened with ruin. How can you not help here? Nagas can be found in the Community Halls - they took one elsewhere, the next appeared. In total, I found 5 nagas, although there are rumors that there may be more of them (well, at least kill more I did not find). You can easily find nagas by their characteristic squeaking sound and using the Tab button. For each naga we get 25 silver coins. Also, this task opens up the opportunity for us to give Leliana a naga. We start a conversation with Leliana in Orzomar so that she would say that she would like to get such an animal. Then we go to the Dusty City to the Idle Dwarf and say that we want to get this. For a modest fee, the naga will bring 25 or 40 silver coins (you will need to leave the location and return). It will appear in the inventory as a gift - we give it to Leliana. Nag will live in the Camp next to Leliana. (Push:

how could you want such a monster as a gift?)

Completing Orzammar's optional quests.


Completing Orzammar's optional quests.

There are also two wonderful Merchants in the community halls - Garin and Legnar. In addition to various things, I want to note that you can buy from Garin - a Golden Mirror (a personal gift for Morrigan), Rose Thorn (the best dagger in the game), Zhivitel (a very good ring with healing and protective effects), and towards the end of the game he has good crystals for Sheila (even exceptional ones could be bought from me);

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

legnar has a more budget-friendly product - the Shadow of the Empire (the second most useful light armor in the game) and not bad gifts for some companions.

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

Having received the first assignment from one of the henchmen of the contenders for the throne (Doolin Forinder in the estate of Haroumont and Vartog Gavorn in the Council Chamber) and leaving the Diamond Halls for the first time, you will see a scene of how Jarvia's thugs threaten the merchant Figor. If you follow them to the shop, we can either scare off the bandits (then the merchant will thank us and stay) or interrupt them (then the merchant will tell us a couple of "affectionate" ones and we won't see him again).

Completing Orzammar's optional quests.


Completing Orzammar's optional quests.

The Restless Adventurer can be found at the Inn's Tavern. The guy is clearly not himself and after talking to him we will get a note in the code for the quest Unleashed... The bodies of two more adventurers can be found in the ruins of the Brecilian forest (room with fire traps) and not far from the entrance to the Ruined Temple in the corridor on the right (we get to the temple in the main story quest Urn of Sacred Ashes). Haxaang himself can be found in Denerim in the Dirty Nook behind the door of the Wonderful Barn. I recommend going to Gasaanga starting at level 20. The reward for killing will be the sword Cleaving Blade and with a 1/5 chance the shield of the Shadow Wall.

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

Orzamar Trials.

In the western part of the halls, in a small room, there is a Test Gunsmith in which you can take part in unofficial battles. For each victory we receive 12 silver coins and after winning 4 victories we get the Blood Ring. Now GG is so afraid that not a single junior house wants to fight him.

Completing Orzammar's optional quests.

Completing Orzammar's optional quests.

Dusty city.

Precious metals.

This is my favorite quest, as it has the biggest net cash reward in the entire game. After the entrance there will be Rogek and a couple of his thugs.

Completing Orzammar's optional quests.


Completing Orzammar's optional quests.

I must say right away that before talking to him, two conditions must be met - 1) you must definitely have 40-50 gold coins with you, otherwise Rogek will simply leave and the quest will be lost, 2) the persuasion skill must be pumped as much as possible (it is better maximum). So Rogek needs to send lyrium to the Tower of Magicians, but he himself, that's bad luck, cannot do this. We redeem lyrium for 40 gold coins, although the gnome will initially ask for 50, and we go to the Tower of the Circle. This quest is good to combine with a quest An unprecedented scientist(see above) so as not to dangle into the Tower once again. In the tower, we need to go to the second floor (I repeat, if the Tower has already been cleared, then the walk will be easy) to the Rooms of the senior magicians to the magician Godwin (initially he sits in the closet).

Completing Orzammar's optional quests.


Completing Orzammar's optional quests.

From him you need to ask for the maximum cost of 75 gold, but he will not be able to give that much in any case - we get 65 and a raven's dagger to boot. BUT we do not end the conversation and are interested in why he needs lyrium, after learning what he does with him under the threat of disclosure, we force him to give 8 more gold on top. We return to Rogek and convince the old smuggler to give not 20, but 30 gold for his work. Total: 63 gold coins of net profit and not a bad dagger.

Mother's hopes.

Zerlinda, along with her child, was expelled from the family and she is forced to lead a miserable existence among the dregs of society, begging for anything. You see, she had a boy, not a girl, which is why her husband could not enter the caste of miners. You can go to the tavern at the Kabatchiks and convince her husband to return his wife and son to the family. You can also convince her to get rid of her son (from herself:

brrr ... never chose this option)

We get nothing this way and that.

Diamond halls.Royal Palace.

Locked in stone

We go into the throne room and by clicking on the throne we get a note in the codex. We put the mode The squad stands still. Then we leave one character at the throne, put two in the southwestern part of the throne room on the arrows in the floor (when approaching, a characteristic sound is heard) and the fourth we run to the next room closer to the exit and place him on a square (in the center of this room next to the entrance).

Completing Orzammar's optional quests.


Completing Orzammar's optional quests.

When all are placed by the character at the throne, click on the throne and a dragon appears when killing it, we get the Ageless two-handed sword.
Completing Orzammar's optional quests.

Hall of the Guardians.

Thief in a learned house.

Assistant Chronicler Mildrate wants us to find the thief who stole a very valuable book. The Phantom Corbit (that's the name of our thief) can be found in the Dusty City. He will attack the nasi and there is nothing left to do but kill him. From the corpse we take the receipt for the Orzammra Trials. As it is sung in the song “So we go there!”. There we find the bandits who received the book and the merchant Gertrin to whom they want to sell it.

Completing Orzammar's optional quests.


Completing Orzammar's optional quests.

Bandits for cabbage, and a book for themselves. Now the kigu can either be sold to Gertrin or given to Mildrate free of charge.

Lost records.

The gnome Orta believes that she comes from the noble house of Orteyn, but the records confirming this, if preserved, are located on the Deep Paths in the abandoned Teiga Orteyn, so she will gladly agree to our help in this matter. The recordings themselves can be found in the center of the teig (very close to Ryuka Cave). If we give the records to Orte and then return, we get 10 gold.

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Main plot
As soon as we come to the gate to Orzammar on the pass, we will immediately witness how the henchmen of Thayrn Loghain try to persuade the gatekeeper to let them into the city. The funny thing is that the gatekeeper, as soon as he hears that we are a gray guard, will immediately let us inside. Ambassador Loghain will not like this and he will get into a fight, you can kill him, for which you will receive oral gratitude from the gatekeeper.
Inside Orzammar, life is even more fun. We have just crossed the threshold of their city, and representatives of the two groups fighting for power have already managed to arrange a bloody massacre right before our eyes. Asking the first gnome that comes across about what is happening here, we get practical advice, find out everything from the foreman of Bandelor in the council hall.

Find Sergeant Major Bandelore
Having run usefully through the communal halls (part of the city where commoners live), we go to the nobility quarter (diamond halls) directly to the council building. There we will witness a brief debate of the deshirs (dwarven representatives of the nobility), after which it will be possible to talk with the foreman Bandelor.
He will tell you that the gnomes are not up to the pestilence now, because King Orzammar recently passed away, and only the ruler of the dwarven kingdom can fulfill the agreements of the gray guards. This warm place is claimed by: Prince Belén, 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 newly elected king gives troops to confront the pestilence.

Quests for Belen
Wartag 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 say that in order to get an audience with Belen, we need to prove our loyalty to him. We agree.

Respect for the Prince: First Quest
We need to deliver two notes: one to Lord Helmy (in the tavern "At the Inn" in the Communal Halls), the other to Lady Day (on the street in the diamond halls). The crux of the matter is to portray Harrowmont as a crook (he allegedly promised one mansion to two nobles at once). We go to Helmi, after reading the note, he immediately refuses to support Harrowmont. Lady Day 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 teig. We go there, we find the old man and help him fight off the invasion of the deep hunters. After the battle, we give Dais the papers and return to Gavorn in the council hall. Now we can meet Belen.

Quests for Harrowmont
Doolin Foringer
This is Lord Harrowmont's representative. He will meet you on the street right 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.

The Lord's Trust. First task.
We need to enter the arena of trials as Harrowmont's fighter. At the same time, you need to find out why the best fighters of the Lord: Baizil and Guidon refused to speak. We go to the arena and to begin with we talk with Baizil. He will tell us one short love story, at the end of which it turns out that he is being blackmailed by some letters. Gladiator Miadzhi and her twin brother Lucian are behind the blackmail (they can be found here in the training rooms of the fighters). We open Miadzhi's chest with the help of Leliana and steal letters, after which we give them to Baizil. Now he will fight in the arena.
We go to Guidon. Here the situation is simpler: from the conversation it will become clear that he was misinformed that supposedly Lord Harrowmont, after testing in the arena, would renounce his claims to the throne. And if so, then Guidon has no reason to pour his own or someone else's blood. We convince him that he was basely deceived and forced to return to duty. Now you can go to the steward and start participating in battles. After defeating all of them, return to Doolin Foringer (in the tavern "At the Inn") with a report on the passed test.

The Lord's Trust. Second Quest or Respect for the Prince: Second Quest. Jarvia's Lair
We have been granted an 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 way out, 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 the citizens of the 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 den. Unfortunately, she will not have the key itself. It doesn't matter, we go to the abandoned house, standing nearby, and deal with a handful of bandits. We take the key from their leader. Now another door in the dusty city is active. We open it with a 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 assignment for you.

Betrayal from within
Additional quest. You can get it if you fought for Harrowmont in the arena, 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. Upon learning that Harrowmont sent you to kill Jarvia, Gavorn will give you papers proving the connection of one of the Lord's relatives with the charter. These papers will need to be put in Jarvia's chest in her hideout after you deal with her. Once done, you can turn in quests to both Harrowmont and Gavorn. In addition, both contenders for the throne will give you a quest to find Branca (see the description below).

Perfect, perfection itself and Anvil of the void
We have to go to the deep paths in search of the perfect Branca to convince her to vote in the council for Harrowmont (for Belen). 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 - the blacksmith Karidin, and with its help it was possible to create golems. We go in search.
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, in search of his wife he can help, since he knows the deep paths well and is excellent with two-handed weapons. First, we have to find Tag Ortan. There we will find Branca's diary (for which we will have to fight the queen of spiders), from which we learn that she went to the Dead Moats - an area that is the border between the kingdom of dwarfs 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 the creatures of darkness, and one of them is a womb (the creature that produces all this abomination). We kill the womb, after which the way to the last location of the deep paths - the Anvil of the Void opens up for us. As soon as we get into it, Branca comes out to meet us. She is alive and well, but ... she is completely crazy. Having blocked the entrance so that we do not run back, she wants to bypass 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, it will be necessary to turn off the gas by pulling 4 levers on the walls, as well as to interrupt the gradually reviving golems. In the second, you will need to defuse 2 floor traps with blades (Leliana does an excellent job with this) and get rid of a few more golems. In the third room, the test will be more serious. A strange installation will spawn the souls of gnomes (not weak, 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 that anvil (there are 4 of them), which begins to glow. Then a fireball will shoot out of it, causing damage to the installation itself. 6-7 pieces of these shots and the battle will be won. Now we go to the hall of the anvil. There we will meet Karidin himself in the guise of an iron golem. He will tell us about the second side of the medal for 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 away from a living being. Many dwarves were slain in their time to replenish the golem army to defend Orzammar. Karidin will ask us to destroy the anvil and free him from the thousand-year burden of responsibility. At this moment, the little-sick Branca will come running, who will offer us not to destroy the anvil, they say, this is the key to victory over the creatures of darkness. The choice is ours. Personally, I eventually chose Karidin's side and killed Branca. After the battle, Karidin will forge a crown for the future King Orzamar and commit suicide.
Note: if you choose Branca's side, the fight will be a little more difficult, because Karidin is almost immune to magic, and hits much more painfully than Branca. In this case, Branca will forge the crown for King Orzammar, and in the final battle golems will fight for you, not ordinary dwarfs.

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, then Belén will start a fight right in the council chamber. We send him to a meeting with a stone, after which we speak with Harrowmont. He rewards you with a staff, fulfills his promise and begins to gather troops to fight the Blight.
Note: if you crown Belen, then first of all he will execute Harrowmont, then he will give you his brother's hammer and send troops to fight the Blight.
In any case, Orzammar's support will be obtained.

Side quests
Mother's hope
Field, a woman from the communal halls, asked to find her son Ruk, who disappeared 5 years ago in the deep paths. And although it is almost unbelievable, the guy survived. You will find him in the Ortan teig according to the story of the game. Tell Filda the truth about Ruka's fate or not is up to you, this will not affect the completion of the quest and the reward.

Song on the deep paths
You need to put in a good word for Brother Berkem before the chronicler of the chronicles. The Gnome Priest wants to open the Andraste Church in Orzammar, but this is contrary to the 2,000-year old canons of the Gnomish religion. So, we go to the diamond halls in the guardians' house. 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. Just as a great chronicler, you can simply scare that soon an army of people will come and forcibly convert all the dwarves to their faith. One way or another, he will give permission to Brother Berkem to open the church.

An unprecedented scientist
In the communal halls, you will meet the girl Dagna, daughter of the gunsmith Janar. She is very fond of magic and although she does not have the ability to her, she still wants to study theory in a tower on Lake Calenhad. We agree to help her. We go to the tower of magicians and talk to Irving (of course, after saving the circle from the possessed). He will be very happy with such a desire for magic from a dwarf child and will give the owl consent. Then it's up to you to decide. You can persuade Dagna to stay to help 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 be closed.

Precious metals
Bandyuga Rogek in the dusty city will offer you a deal. You can of course get nasty and kill him, but if your conviction is level 3, or even better 4, then the deal still needs to be done. So, we buy lyrium from him for 40 gold (do not be afraid to lose such a huge amount of 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 Godwin (this is the eccentric who, during the invasion of the possessed, sat in the closet on the second floor). We sell him lyrium. He offers 50 gold, of course we do not agree to this and again use eloquence. If you have a persuasion skill of level 3, 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, why he needs so much Lirium. Very interesting details will be revealed about the relationship between magicians and templars. We blackmail Godwin, threatening to tell everything to the main templar Gregor, as a result of which we receive a ransom for silence in 8 gold. Now we return to Orzammar to Rogek and get money for working as a mediator. Initially, you agreed on 20 gold, but the gnome will want to deceive you and offer only 10. Turn on persuasion or intimidation and get the promised money. Total: -40 + 60 (75) + 8 + 20 \u003d 48 (63) gold in positive territory.
Note: the quest can only be taken if you have 50 gold in your wallet.

Mount Zerlinda
The poor fellow from the dusty city of Zerlind, after donating 5 silver coins, 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 son. 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 in the tavern "At the Inn's" (this requires 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 leave with him to the surface. 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 - Teige Ortan. We agree to help, especially since we still have to find this tag according to the plot of the game. The documents will be in a chest in the middle of the desired location. Returning to Orzammar, give them to Orte, and then meet with her in the council chamber to receive your reward.

Thief in a learned house
The Chronicler's Assistant will complain to you that a daring untouchable thief 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 in description, which was given to us by the assistant chronicler (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. We go to the arena of trials. 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 was he. After a short conversation, the buyer of stolen goods will get into a fight. In vain. We take away the book from his corpse. Now you have 2 options: you can sell the book yourself to the dwarf Jortrin, who is 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; from the dwarf, you will receive several gold pieces.

Lost Naga
A naga beater will stand near the entrance to the diamond halls. Talk to him, he will tell you that all his animals scattered and his business was covered. To get him back into business, he must catch at least one naga. The nearest animal stands a stone's throw from the beater. We catch and give it to him. Now he will buy all the captured nagas from us for a small amount of silver.

Glorious Landman
As you travel the deep paths, you will find parts of a broken ancient elven sword:
hilt - at the crossroads of Karidin
top - in teig Ortan
blade - in dead ditches
Having collected all three parts, you will discover the resting place of the owner of this sword. It is located in the caves of teiga Ortan. Perhaps you will already be there in advance. It's okay, just go back to the sarcophagus and put all three sword pieces 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!
Exploring the caves of the crossroads of Karidin, you will come across 3 bags with the remains of some creature. After collecting all the bags, go to the teig Ortan location. There you will see an altar. Reunite all the 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, besides experience, you, alas, will not receive anything (the demon's body cannot be searched). So take 25 gold as a reward and go get drunk at the nearest pub.

Wanderer's treasure
As you travel the deep paths, you will find records of some wanderers. After collecting 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 Karidin crossroads.

Dead castle
Traveling through the Dead Moats location, you will find pieces of the armor of the legion of the dead. After collecting all the parts, you will find out the location of the unmarked grave. Just find it by the mark that appears on the map. In the grave you will find the emblem of the caste of the dead, with which the Legion of the Dead can be given a noble position (for this, simply read the necessary book in the guardian's house).

Golem Records
As it becomes known from the plot, either volunteer gnomes, or criminals, or untouchables became golems. 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 reward us with an artifact.
Note: i had a bug here, the artifact was never given to me. However, the quest will be completed anyway.

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

Outlandish remedies
In the royal palace, you will find a sick gnome woman. If you ask the doctor (he is standing next to her bed) if we can do anything to help, he will give a recipe 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 vial. 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 Cache
Traveling through Jarvia's lair, you will find 3 chests (Kanki, Pique 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. In order not to receive damage and injury from traps, take the cheapest item from each chest. As soon as you open the last chest, the place of Jammer's real treasure will be marked on the map. Go there and get a reward for your labors.

Encased in stone
It is taken after reading the inscriptions on the throne of Orzammar in the palace (Diamond Halls). You need to switch to single mode and place the satellites correctly: take one out of the hall and put it on a square in front of the throne room. Two more should be placed on such small arrows in the hall itself (they are on the left on the floor against the wall with a window, behind which lava flows). The latter approaches the throne and presses the "eye". The dragon comes running. We again unite the party and kill him, after which we take a good two-handed sword from the corpse.
Note: This quest can be completed only before the choice of the king of the dwarfs, after the throne ceases to be highlighted and the task cannot be taken.

Subject quests

It is to this territory that you need to go in order to gain access to the dwarf city of Orzammar, where you have to persuade the dwarves to come to your aid in the battle against the Spawn of Darkness. A group of bounty hunters, which will include a magician, will attack you on the way if you came to this map for the first time, but they are unlikely to pose a danger to you.

In fact, you do not need to do almost anything for admission to Orzammar - go to the gate, listen to the altercations of the guard with Loghain's envoy Imrek, declare your desire to enter the city, then either kill Imrek or drive him away - and the guard will let you into Orzammar ...

Non-story quests

At the entrance to Orzamar, not far from the merchants, one of the magician's students is walking, to whom you need to hand over a letter of resignation.

In the Frosty Mountains there is one of the caches that you need to visit along the line of Denerim's quests "Services to Interested Persons".


ORZAMMAR

Subject quests

After passing through the Hall of Heroes and entering the residential part of the city, you will immediately witness a not too disagreeable scene between Belén and Harrowmont (which you may already be quite familiar with if you play as a noble dwarf). After talking with the chief of the guard after everyone scattered in different directions, you find out that you got to the dwarves at an unsuitable moment - after the death of King Endrin, the Assembly cannot decide who should inherit the throne, and without the presence of the king, there is no help from there is no need to wait for the dwarfs, for no one will take responsibility to send an army to the surface when an almost civil war is going on inside.

It doesn't take a genius to come to a conclusion - you need to do everything possible to ensure that one of the pretenders to the throne becomes the rightful ruler of Orzammar. Which one is up to you, it doesn't really make a big difference (although if you play as a noble dwarf, you may have personal scores with one of the contenders).

Attention: you can talk to representatives of both applicants and receive initial assignments from both, but complete only one of them - the applicant you decided to support. If you complete all of them, then both representatives will decide that you have taken the side of the opposite party and will not talk to you anymore.

Regardless of which side you decide to take, for a start you will be asked to prove your loyalty (and that you are not a spy of the opposite group) by performing a small assignment.

If you decide to side with Lord Harrowmont, then you should talk to Doolin. He can be found at the Harrowmont Mansion in the Diamond District or at the local tavern. If you decide to enter the Assembly before speaking to the representatives of both applicants, then Doolin will intercept you at the exit. To test your loyalty, you will be offered to compete in the Arena of Trials as the champion of Harrowmont. Several of his fighters unexpectedly refused to participate in the competition, so along the way it would be nice for you to find out what is the reason for this behavior (although this is not necessary to complete the task).

Go to the Arena. Baizil, one of Harrowmont's fighters, will share his problems with you if you have the Persuasion skill. As he confesses to you, he is in a love affair with a married lady, and representatives of Belen, somehow getting the letters of the couple in love, threaten to make them public. The letters are in a chest in the locked room of Myajala - one of Belen's fighters - right there in the Arena, and you can either simply pick the lock, if you have the appropriate skill, or steal the key from Myajala herself and thus open the door. If you give Baizil the letters, he will agree to fight for Harrowmont.

Harrowmont's second fighter, Guiddon, was informed that Harrowmont had decided to surrender his positions and cede the throne to Belén, and the competition was held only to allow him to "save face". You can persuade him to take part in the competition by convincing (with the appropriate skill) that Harrowmont is not going to give up.

After you are done with everything, go to the Arena Steward and announce that you are ready for a duel. You will have a series of battles, and the first three you need to fight alone. In the fourth, you will be allowed to choose one of your companions as a partner. In the last fight, if you've convinced Baizil and Guiddon to side with Harrowmont, they can join you if you so desire - or you can take your regular party.

When you've finished all the fights and you've been declared champion, you can finally face Lord Harrowmont face to face. Unfortunately, winning the Arena isn't enough to convince the Assembly of Harrowmont's right to the throne, so there is still a lot of work to do.


If you decide to support Prince Belen, then you can find his representative Wartag either in the palace or in the Assembly Chamber. As proof of your loyalty, you will be asked to deliver two letters, from which it follows that Lord Harrowmont promised the same reward to two different persons for support. It is to these individuals - Lord Helmi and Lady Dayes - that you are to deliver the letters. Lord Helmi is in the local tavern, and all you need to do is give him a letter. Lady Dayes, although she will be very upset by the news, nevertheless has no right to make such decisions herself, and therefore after talking with her you must find her father, Lord Dayes, who is on the Deep Paths. Lady Days will give you a card so that you can get to the desired tag, namely the Edukan tag.

Lord Day is located in the southwest part of the teig. To get to it, you have to fight your way through a significant number of Spawn of Darkness, Abyssal Pursuers (small animals with very sharp teeth that love to pounce on you from ambush in downright indecent quantities) and other inhabitants of the dungeons. When you get to Lord Dayes and help him deal with the monsters attacking his group, you can finally give him a letter and receive assurances that from now on he will support Belen.

After that, return to Wartag and you will receive an audience with the prince in the palace. Unfortunately, your efforts only won two supporters for Belen - which is not enough to convince the entire Assembly, and therefore you must take a few more steps to secure him the throne ...

Regardless of whether you sided with Belen or Harrowmont, your next tasks will be exactly the same, and the first of them will be to deal with the head of the local mafia named Jarvia, from whom there is absolutely no life - especially in Dust City.

Travel to Dusty City. If this is your first visit remarkable place, then it will be marked by an attack by local bandits. If you play as a commoner dwarf, you can meet your old friend Leske here, but he will not tell you anything useful. To receive necessary information talk to a beggar named Nadezhda, a local merchant Alimar, or a gnome named Radek. (Perhaps the most profitable thing is to talk to Nadezhda, since she does not need to pay - unless you yourself want to reward her - nor to apply special persuasion.)

Whichever you choose, you will find out that Jarvia's lair can be infiltrated with the help of special talismans that Jarvia's assistants carry with them. Go to the house in the southernmost part of the area (you might even have been there before and not find anything interesting). However, this time a whole gang of bandits will be waiting for you there. When you remove almost all the lives of the leader, he will beg for mercy. You can kill him or let him go, but in any case, you will receive a talisman in the form of a bone finger, which is a kind of key to Jarvia's lair. Now go to the "Suspicious Door" north of the house with the bandits, and when you examine it, you will get the option to use the talisman and now you can safely go inside.

Jarvia's lair is teeming with bandits of all possible sorts, in some places - spiders, and also, like any self-respecting bandit den, it is filled with numerous traps, so I highly recommend going there with a robber. Jarvia herself is in the eastern room, and whatever dialogue options you choose with her, you will have to fight her as a result. Beware of traps - there are quite a few of them in this room, although in fact they are all concentrated in the second half of the room (you can see them from the numerous barrels placed around).

If you are playing a common dwarf, you will find Leske with Jarvia. If you are playing with someone else, Leske will be sitting in a cell in one of the previous rooms, and you can free him if you want.

Having dealt with Jarvia, disarming the traps and completing the examination of the room, go to the corridor in the northeast corner - through it you can go to the Lesser District through the trade shop, without returning through the entire brothel and Dust City.

When you report to Harrowmont / Belen about the success of your mission, you will immediately be assigned another task - to go to the Deep Paths and find Paragon (Perfect) Branca there, which you may well have already heard about from the locals. Branca is currently the only living Paragon of Orzammar, and her support will surely provide the candidate with support in the elections. (In the event that Branca met a sad end on the Deep Paths, you need to find at least her remains.)

At the exit from the city, you will be overtaken by a certain Ogren, whom you may have already met earlier - or perhaps not, but this does not play any role. Branca is his wife, and therefore he decides to join your group. You don't have to take him with you right now, even if you agree with his proposal, but at a certain stage he will still automatically join your group. (Ogren is a berserker warrior who specializes in two-handed weapons.)

Non-story quests

Information about the city is scattered around Orzammar - gather it and you will find the location of the treasure in the House of Assembly. Each area of \u200b\u200bthe city contains some of the information you need, that is, you need to visit: Hall of Heroes (near the entrance to Orzammar), Arena of Trials (in a room south of the main hall), Dusty City (near Alimar's shop), Diamond District (sign above the entrance) and Neznatny District (document on the bridge leading to the Arena). After that, go to the Assembly and in the niche next to Wartag you will find a chest with a reward - a ring that adds 2 to all characteristics.

This quest is given to you by Horta in the Archives in the Diamond District. You need to go to the Deep Paths and find evidence there that her family belongs to a noble family. You can find the evidence in the chest in the Ortan teig in front of the bridges, near which spirits and golems are found. (He will be there even if you have not received the quest.) As a reward, you will receive 5 gold from Orta when you visit her in the Assembly Chamber. If you refuse the reward and return to it later (you need to leave Orzammar and the Frosty Mountains), you will receive 10 gold from it.

This quest is only available if your GG is a male dwarf of noble birth and if he spent the night with Mardi in the prologue. Now she has a son (yours), but since you have been declared an exile and you have lost your caste, her child is also out of caste. You can ask Belen or Harrowmont (depending on who you supported) to accept your son into their family. Do this before leaving Orzammar after the election of the king (it is best to talk to him immediately after the coronation), otherwise the child will remain Out of Caste.

You will receive this quest from Rogek in Dust City. He will instruct you to deliver the contraband lyrium to Godwin in the Tower of Mages (if you have already passed the Tower, you can remember him - this is the scared gentleman who was hiding in the closet on the second floor). To get lyrium, you must pay Rogek 50 gold (40 with high conviction) and you must have the money. If you talk to Rogek without the required amount, he will be removed and the quest will be lost. Also, if you have already completed the quest for the Tower of Mages and sided with the templars, you, of course, cannot deliver the contraband to the addressee.

If you delivered lyrium to Godwin, then you can get 50 to 65 gold plus a dagger depending on how high your conviction is. Report to Rogek on the completion of the assignment, and you will receive a reward from 10 to 25 gold.
If you are unable to complete the quest (for example, if Godwin is dead), you can sell lyrium to merchants (although this will not fully refund your losses).

You can also kill Rodek. If you say that you cannot deliver the goods to their destination, because there are simply no magicians left in the Tower, he will decide that you are going to cheat him and attack you. He will also attack if you threaten to pass him off as contraband. (Rodek can be killed right away without bothering with the quest, but in this case, you will receive only 20 gold from his corpse.)
If you feel a moral obligation to stop smuggling lyrium, another way to do it is to report it to Gregor in the Tower of Mages. (And this can be done after you have received money from Godwin.)

In the Archives, one of the Guardians of Mildrath will complain to you that a valuable book has been stolen from them. Travel to Dust City and speak with Corebit. He will attack you. You will not find the book with him, but you will find a receipt on his body, from which we can conclude that he has already fused the goods to someone in the Arena of Trials. Go to the Arena and talk to Gredin. He will attack you. Having received the book back from his corpse, you can either return it to Mildrat, or sell a person named Gertrin right there, in the Arena, for a couple of gold pieces.

This quest is given to you by Naga Catcher Boermore in the Unknown District. After you get it, nagas will appear throughout the city - a curious cross between a rat and a pig. You need to deliver them to Boermore. The quest will be considered completed after the delivery of the very first naga, but you will be given money for each subsequent one, and if you find all ten, you will receive an additional reward.

In Dusty City, a beggar named Zerlinda will tell you her sad story, and if you want to, you can help her. You can advise her to try her luck on the surface, or talk to her father, who is in a local tavern, and convince him to accept his daughter and grandson back. If you have completed Brother Berkel's quest and a branch of the Church has opened in Orzamarr, you can send her there (or talk to Brother Berkel yourself and ask for help for Zerlinda). You can also convince her to abandon the child on the Deep Paths, as her family demands.

This quest is given to you by Dagna in the Unremarkable District. She dreams of studying at the Tower of Mages, but for some reason all her letters with requests for acceptance remain unanswered. Go to the Tower. If you have already completed the "Broken Circle" quest and sided with the templars, then Gregor will refuse Dagna her request. If you took the side of the magicians, then Irving will agree to accept her as an apprentice, and all that remains for you is to tell Dagna the news. Another option is you can persuade Dagna to stay in Orzammar, as her father wishes. If you help Dagna go to study at the Tower, her father, the gun shop owner, will be so upset that he won't sell you his wares.

You can get this quest sooner or later depending on whether you sided with Belen or Harrowmont. If you decide to support Belen, then you can go to the desired part of the palace immediately after the first conversation with him, and if you supported Harrowmont, then you can do this only after his coronation.

In one of the bedrooms in the western part of the royal palace, you will find a sick woman, and the doctor who is nearby will explain that she is poisoned and only a very strong antidote can save her life. He will give you a recipe for the antidote (which requires the highest level of Potion Making). All you have to do is prepare an antidote and give it to the patient. You will not receive any reward other than the recipe for the antidote itself (which can cure Paralysis and Sleep).

You will receive this quest from Brother Berkel in the Unknown District. Brother Berkel dreams of opening the Church of the Creator in Orzammar, which is somewhat difficult, since the conservative dwarfs revere the Perfect ancestors and are not too inspired by the prospect of some new religion. If you decide to help Brother Berkel, then talk to the Chief Guardian in the Archives and convince him to allow Berkel to open a branch of the Church in Orzammar. (You can also refuse to help Brother Berkel by stating that he should not interfere with the religious affairs of the dwarves.)

This quest gives you Field in the Unremarkable District. For several years, her son went on an expedition to the Deep Trails and went missing there. He can be found in the Ortan teig, but over the years and the trials he has experienced, poor Rook has changed so much that he does not want to come back. You can lie to Filda that he is dead (this option is only available if you talked to Ruk about his mother and he asked you to lie to her) or tell the truth. If Fielda finds out that Rook is alive, he will decide to go to him on the Deep Paths, but in any case, the quest will be completed on this. You can also kill Ruka if you like. If you leave him alive, he will act as a merchant for you.

You will receive this quest in Jarvia's Lair. Almost at the very beginning of the map you will find Jammer's diary, from which you will learn that he hid a treasure here. Three chests are scattered throughout the dungeon, and from each you need to take one - the cheapest - item (an iron knife for opening envelopes, a silver ring, a pomegranate trinket). If you pick up the wrong item, you will be injured. When you have all three items, you can open the treasure chest in the northern part of the map.

If you talk to Boermore with Leliana in the group, she will notice that she doesn't really like his naga. Talk to her after that - she will say that she would like to have her own naga. If after that you talk to the Idle Dwarf in Dust City, he will catch you for a few silver coins "cute naga", which you can present to Leliana as a special gift. After that, naga will be found in your camp.


In the throne room of the royal palace, you can solve a small riddle. Stand with your two companions on the tiles in the form of arrows in the southwest corner and place the third on the central tile in the previous room, then activate the throne as the fourth (be ready for battle). Deal with the monster that has appeared, and you will receive a two-handed sword as a reward. This quest must be resolved prior to the coronation of any of the applicants.

In the royal palace, in one of the eastern rooms, you will find a black bottle. This is one of the flasks that summon a revenant if you break it.

In the royal palace in the northeastern part, when you enter there for the first time, you will see a group of robber gnomes that appeared in this corridor by mistake. You will have no other option but to interrupt them, because they will immediately attack you.

In the Arena of Trials, you can take part in unofficial competitions (unlike the competitions for the honor of Harramont, here you will not fight alone, but with the whole group). If you win all four, you will receive a ring for the Blood Mage as a reward.

If you activate the Wall of Memory in the Archives and then find and activate the three Runestones scattered across Orzammar and the Deep Paths, then when you return to the Wall of Memory and activate it again, you will receive experience as a reward. (The Runestones are next to the chief of the miners at the exit from Orzammar to the Deep Paths, in the southeastern cavern at Caridin's Crossroads, and in the west-central hall in the Dead Moats.)

After you choose the side of Belen or Harramont, you will be attacked several times by groups of supporters of the opposite party.

After you've dealt with Jarvia, if you return to Dust City, you will be attacked by Jarvia's supporters.

In a chest in one of the rooms of the royal palace you will find the Love Letter, which you need to complete the Intercepted Correspondence quest.


DEEP TRAILS

Subject quests

In order to find Branca, you need to go through a series of tags and dungeons. First, go to Caridin's Crossroads, which should appear on your map after talking with Harrowmont / Belen. You will reach it at the northernmost point, and your goal is to reach the exit at the southernmost. The direct path is blocked by a blockage, so you can bypass it either through the western caves or through the eastern ones. The western caves are filled with the Fiends of Darkness, while the eastern caves are filled mostly with the Deep Stalkers.

Having made your way through numerous opponents and finding yourself at the southern exit, now, when you enter the Deep Trails map, a new place will open for you - teig Ortan.

Teig Ortan is filled with Fiends and spiders, as well as spirits, golems and other equally unfriendly inhabitants of the local dungeons. Your goal is to make your way to the northeastern part of the teig, where Branca's diary is located. Be careful - when you reach the place with the diary, you will have a battle with the boss - the queen of spiders. I recommend running away after her appearance, because in this case she will follow you and you can avoid the simultaneous fight with other spiders that will appear later. The Queen will disappear a few times when you remove a certain percentage of her health, but will return to the battlefield pretty soon. Having dealt with her and the rest of the spiders, read Branca's diary. Now when you enter the Dead Trails map, a new location will open for you - Dead Moats.

After enjoying the sight of the Shadow Fiend army as you enter the Dead Moats, you will soon come across the Death Legion, which is repelling the Spawn attack. Since you still need to go through the bridge and the attacking enemies in order to continue your mission, you can help the gnomes in the battle, or even run across the bridge forward and take the entire enemy on yourself (in this case, I recommend going carefully and with caution, for a group of advancing Fiends The darkness is overwhelming, and it might not be very smart to start a fight with everyone at once - although it all depends on your group and your level anyway.)

If you clear the bridge and the area behind it, the Death Legion will follow you to keep the defenses on a new line, but they will not advance beyond that, so you will have to rely on your own strength. Move along the map, fighting off the hordes of the Spawn of Darkness - in some places almost a whole army will be waiting for you - for example, in the south-central part you will meet an orange boss - the Forge Master - along with the elite Alpha Harlock and numerous "white" opponents. It is best to do reconnaissance with your robber first - there are traps here too.

After overcoming all obstacles, you will stumble upon Hespit - Captain Branca. At first, she will simply appear in front of you from time to time, uttering rather creepy verses in an undertone, and then you can talk to her in person. From a conversation with Hespit, you can find out that Branca, apparently, is still alive, and that something extremely terrible happened to the gnomes accompanying her (especially to the women) - but, in general, you will not get particularly intelligible information from her ...

After passing through the cave with Hespit, you will come out into a rather spacious hall, where several ogres will be waiting for you. Having cleared the hall from the enemy, you will find that one of the doors is locked and requires a key. Go to the southern door where you will see several Legionnaire Spirits and take the Legionnaire Key from the altar at the end of the corridor. The spirits will then become hostile, so be prepared for battle.

You now have the key to open the Evil Door. Go through it and through the corridor and pretty soon you will come across a huge and extremely nasty looking boss of the area. So, now you know what the Mother of the Fiends looks like, which produces them.

The uterus cannot budge, but its tentacles (each one of the elite) can disappear and appear wherever they want, and besides, it can spit poison over a long distance almost anywhere in the cave. If you look around, you will notice two corridors on either side of the uterus - you can move your group there so that it does not get too much of you with its particularly powerful spits. If you stand at the very end, then the tentacles, which, for some reason, can only appear at the very beginning of the corridor, cannot directly attack you. Several times during the battle, the Mother will call for help from the Fiends of Darkness - fortunately, ordinary ones, not the elite.

When you deal with her tentacles (and they have a habit of disappearing when you inflict certain damage on them and appear a little later, so it may take a while), then the uterus itself will no longer be such a dangerous enemy. You can finish her off from a distance, you can do it in close combat (cu-de-gras - a blow of mercy - looks very impressive with a melee weapon), just keep in mind that, like ogres, she can capture the enemy and start shredding him pieces right in the air.

Having dealt with the Matka, go to the eastern corridor. If you need to stock up on potions or sell loot to free up space in your backpack, return now - after you cross the border of the next territory, you cannot return whenever you want.

After you enter the Paths map, a new location will open for you - the Forge of the Void. When you enter it, Ogren will automatically join your group (if he was not in it before) and you will be able to change the rest of its composition if you want.

In the Forge, you will finally meet Branca and receive information from her about what happened to her and her dwarves. After talking with Branca, you will have to fend off several attacks of the Shadow Fiends. Having dealt with them, go along the corridor to the room with the golems. It is filled with poisonous gas and to turn it off, you need to turn the four levers in the center of the room. The golems will come to life when you get too close to them, so it makes sense to retreat from the room as soon as the first golem is activated, deal with it, repeat the procedure until the room is completely cleared of the enemy, and only then turn off the gas and proceed further.

And then you will meet another room and again with golems - which, for a change, will be activated in pairs (although in this case not all golems will come to life, some will remain statues). There are also traps on the floor in this room.

Go further, and you will come across a rather strange device resembling a giant head, surrounded by four altars, near each of which is a spirit. When you are done with the spirit, you need to activate its altar. You need to repeat this procedure four times, after that four slightly stronger spirits will appear, but the principle will remain the same - after the death of each of them, activate his altar. When you deal with the second four, the device will finally fail and you can proceed further.

In the final cave, you will meet Karidin himself. He will explain how he was able to create golems in his time and why he now regrets it. At the end of your conversation, Branca will appear and you have to make a decision: take the side of Karidin or Branca. If you side with Branca and Shale is in your group, he will go over to Karidin's side and you will have to fight him. If you side with Karidin, then - as you would expect - you will lose quite a lot of approval points with Ogren (although he will nevertheless remain by your side in the battle).

Whether you sided with Branca or Karidin, notice the lyrium veins scattered around. I warmly recommend using them as often as possible - firstly, this is a free increase in your mana and health, and, secondly, if you do not do this, your opponents can use them. Also, if you are having difficulties with the battle, I can recommend in some way to temporarily immobilize the main boss (for example, with a Force Field) and first of all deal with the golems. Do not forget that golems are usually very sensitive to magic, while gnomes are the opposite.

After the battle, Branca / Karidin will create a crown for you, which you can give to the contender for the throne. If you sided with Karidin, then after that he will ask you to destroy the Anvil of the Void and throw himself into the lava, thus ending his centuries-old existence. Alternatively, if you sided with Branca, you can convince her of the wrongness of her actions - in this case, after giving you the crown, she will rush into the lava, having previously destroyed the Anvil of the Void. You can now head back and present the crown to Harrowmont or Belén. If you give the crown to Belén, he will immediately order Harrowmont to be executed. If you hand over the crown to Harrowmont, Belén and his henchmen will revolt right in the House of Assembly and you - with the help of the new king's supporters - will have to kill them all. You don't have to give the crown to the challenger whose quests you completed - if you want, you can betray him and give the crown to his opponent.

In any case, after that, the new king will promise you support in the war on the surface, and your quest will be over there.

Note: if you chose Branca's side and she survived, then in the final battle a squad of golems will also join your army.

After you have chosen a king, upon exiting the Assembly, you will be greeted by Cardol, the commander of the Dead Legion. If you can convince him to help you on the surface, he will appear during your battle with the archdemon along with Eamon and others.

Non-story quests

Find the three bags of demon body parts in the Deep Paths and piece it together. The first sack is located in the Edukan teige in a small cave with the Spawn of Darkness approximately in the center of the map, the other two are at the Karidin crossroads in the southeast and northeast caves. When you have collected all three bags, head to Teig Ortan and activate the altar in its southern part in front of the bridge with spirits and golems. The demon that appears can be killed, or you can let go in peace, having previously demanded a bribe of 25 gold from him. If you kill him, then there is a possibility that he will drop a magic sword or armor, but in most cases you will receive nothing but moral satisfaction.

Four pieces of the Dead Legion's armor are scattered across the Dead Moats. If you collect them all, then you will discover the location of the sarcophagus, from which you can take the seal of the Dead Legion and take it to the Archives. If you do, the Dead Legion will be recognized as a separate caste. Three pieces of armor are in the sarcophagi in the central and northern part of the Dead Moats, and the last piece is on the altar in the haunted room. You will find the seal in the sarcophagus in the corridor behind the Ominous Door.

Examine the four piles of stones at Caridin's Crossroads for a hidden treasure. The piles you need are: near the western entrance, southwest of the bridge with Alpha Harlock, in the central part, east of the cave with the Deep Pursuers. When you survey all four, an icon will appear on the map indicating the location of the treasure in the southern part of the map. When you collect the treasure, this will complete this quest.

In the Anvil of the Nether in the cave with Caridin, you will find a wall with a list of the names of the dwarves who volunteered to sacrifice themselves and become golems. If you remove a copy from this list, you can give it to the Chief Guardian in the Archives to perpetuate the memory of the valiant dwarves.

Assemble the Sword of the Landlord. To do this, you need to find all three parts of it. One is at the Emissary of the Gerlocks at the southern end of Karidin's Crossroads. One can be found in a vase in Ruka Cave in the Ortan teig. The latter drops from the Ancient Darkspawn in the south-central part of the Dead Moats (It only appears there if you already have the other two parts. Sometimes - not always - for it to appear, you also need to first visit the warrior's grave at the most southeastern point of Teiga Ortan ). When you get all three, go to the grave in the Ortan teiga, which will be indicated on your map, and when you activate it, you will receive a collected sword (a very good one-handed sword with three slots).


If one of your party members is wearing the Armor of the Dead Legion (all four pieces), then when you activate the Relic of the Dead Legion in the room with ghosts and altar, a monster will attack you.

DUSTY CITY

Dust City Thug
(Dust Town Thug)
x4 Warrior Rank 2
Dust City Chieftain
(Dust Town Thug Leader)
x1 Robber Rank 3
Shady Corebit x1 Warrior Rank 2 Quest battle Thief in a learned house.
Rogek x1 Robber Rank 3 Fight if threatened with exposure.
Rogek's Thug x2 Warrior Rank 2

HOUSE IN A DUSTY TOWN

Thug x6 Warrior Rank 2 Quest battle Jarvia's hideout.
Thug Leader x1 Warrior Rank 3


Along with the assignment to kill Jarvia, Prince Belén or Lord Harrowmont are given an assignment to find Charter's Refuge, where Jarvia is hiding. You need to inquire about Rogek's hideout or Hope in the Dusty City, get the key from the leader of the thugs in the House in the Dusty City mini-location and enter the shelter through Suspicious door in the dusty city.

Outcome:
-.


In the dusty city, Rogek offers to take native lyrium from him on bail, deliver it to the magician Godwin and return for a reward. Rogek asks for 50 gold coins, but you can convince him to take 40. In addition, part of the money can be returned by stealing 20 gold coins from Rogek. Godwin is located in the Mage Tower (Senior Mage's Room).

Outcome:
depends on the use of persuasion, intimidation, cunning;
maximum 100 XP, 73 gold coins and Dagger of the Raven from Godwin;
maximum 100 XP and 25 gold coins from Rogek at the end of the quest.


In the location of the Guardians of Orzammar, Mildrate asks to return the stolen Chronicle volume... Thief Corbit is in Dust City, but he can only find Test Receipt... After that, the stolen volume can be taken from Gredin in the Arena of Trials. It can be sold to Gertrin standing here, or returned to Mildrate.

Outcome:
75 XP, 2 gold and 30 silver if you sell the volume to Gertrin.


In the Dusty City, Zerlinda asks to help her return to her family with her child. In the tavern, you can convince or intimidate Ordel, Zerlinda's father. Or, if the quest is completed Song on the deep paths, in the church you can ask Brother Berkel to accept Zerlinda into the church community. Or you can advise Zerlinda to leave Orzammar.

Outcome:
200 XP for completing the quest.


There are five lost documents to be read in Orzammar. The documents are in the Hall of Heroes, the Communal Halls, the Diamond Halls, the Dusty City, in the Arena of Trials. A chest with a unique ring will appear in the Council Chamber.

Outcome:
50 XP for each document read;
100 XP and ring Key to the city for completing the quest.


If you have a very good relationship, you can talk to Leliana in Orzammar about the beauties of the city and find out that she likes naga. After that, you can ask an idle gnome in Dusty City to catch a naga. Then you need to leave the location, return for the caught naga and give a gift to Leliana.

 

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