All tasks for completing 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 a set of Juggernaut Armor. Gloves, boots and a helmet are found in tombstones guarded by the Undead in western and eastern Brecilian. To get the armor you need to open a passage to the elven burial chamber, which is located on the lower level of the ruins.
To do this, you need to take a tablet describing the ritual from the sarcophagus, and then perform the ritual in the hall with the fountain.
Procedure for performing the ritual:

  • take the jug from the fountain,
  • fill it with water,
  • get away from the fountain
  • place the jug on the altar,
  • pray,
  • inspect the jug,
  • take one sip
  • take a jug
  • leave the altar
  • pour water into the fountain.

Puzzle in Wilhelm's Cellar (Honnliet)

You need to move the tiles by standing on them so as to direct the fire to the opposite corner. The direction of fire is determined by the arrow on the tile.

Key to the City (Orzammar)

Locations of documents:

  • Hall of Heroes,
  • Community halls,
  • Diamond halls,
  • Dusty city
  • Test arena.

Life of the Guardians (Orzammar)

Location of the three rune stones:

  • Community halls,
  • Caridina Crossroads,
  • Dead ditches.

Throne Room (Orzammar)

Sequence of actions to release the dragon:

  • touch the throne
  • place two characters on the 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 Roads of Orzammar)

Location of bags. which need to be reunited in the Ortan teig: one - in the Educan teig and two - at the Caridin Crossroads.

Guardian of the Reach (Tower of Mages)

Location of three text fragments:

  • three in the students' rooms,
  • two in the Senior Wizards' Rooms,
  • one in the Great Hall.

The sequence for activating the statues in the Great Hall:

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

After this, touching the basement door in the Students' Rooms will summon the demon Shah Wird.

Science of Summoning (Tower of Mages)

Find and read one of the two Science of Summoning text fragments in the Mage Tower, which are located in the Apprentice's Rooms. The summoning ritual takes place in the library

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

Order of item activation:

First call:

  • Directory of spiritual figures.

(A ghost boar will appear).

Second call:

  • Mage Gorvish.

(A ghostly Artful Rogue will appear. This summon opens an additional quest on the preacher's board in Redcliffe).

Third call:

  • Great Bestiary of Elvorn,
  • Place for carving tables,
  • Spiritorium Etherealis,
  • Magician Gorvish,
  • Beginner's amulet.

(Shadow-Tearing bereskarn will appear and attack you).

Fourth call:

(all items from the first three summons)

  • Directory of spiritual figures
  • Unusual profession Rodercom,
  • Mage Gorvish
  • Great Bestiary of Elvorn,
  • Place for carving tables,
  • Spiritorium Etherealis,
  • Magician Gorvish,
  • Beginner's amulet.

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

Test of Faith (Ruined Temple)

Correct answers to the questions:

  • Brona - Dreams;
  • Thane Shartan - Home;
  • General Maferat - Jealousy;
  • Archon Hessarian - Compassion;
  • Disciple Kathair - Hunger;
  • Student Havard - Mountains;
  • Lady Vasily - Revenge;
  • Elisha - Melody.

Phantom Bridge

Near the ghostly bridge, separate the squad. One person must walk along the appearing sections of the bridge, three (A, B and C) press the tiles.

Sequence of pressing tiles:

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

All Orzammar 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.

In front of the steps leading to the square near the entrance to Orzammar, an ambush will await us. 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 knock out the magician first (however, I think everyone already knows this).

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

The square in front of the entrance to the underground city is an interesting place in itself. You should visit this place on the quest for the Community of Magicians Notices of dismissal(magician's apprentice on the left side of the square), quests from the series Services for those interested False witnesses(sneaky Brian will be hiding behind one of the columns in the center of the square) and Caches(the transfer will be on the left side of the square in the cart to the left of the gnome Arena), the Blackstone Volunteers quest Dereliction of duty(deserters will be on the right). Also in this area concentrated on quests lives the merchant-moroder Farin, in addition to the fact that he sells good things, he will also be needed in the quest of comrade Sten - Sword of Beresad.

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

Near the gate there will be Loghain's people who really want to get inside. Of course, we don’t need this; accordingly, we can either convince the warriors to retreat or challenge them to battle (killing Loghain’s minions 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. Don't miss the scroll next to the transition to the Common Halls - when you activate it, we will receive one of the notes necessary to activate the quest Key to the city. The condition for activating the quest is to collect 5 notes about Orzammr in the Codex. Hold Tab to help!) The remaining 4 notes can be found in the following places - on the bridge leading to the Orzammar Trials (document), in the eastern part of the Orzammar Trials halls (a conviction and access to this part of the halls will only be obtained by taking one of the first quests for main storyline), next to the entrance to the Dusty City (council order), after entering the Diamond Halls, immediately run back up the stairs (council order). The key itself can be found after entering the Orzammar Council. (Push:

a man with a key on his finger as a ring must look funny)

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Community halls.

After watching the scene of the “squabbling of contenders for the throne,” we get control back into our hands. This is also quite a remarkable place, as here you can get the following quests:

Mother's hope.

Heartbroken, Filda asks to find her son Ryuk (or what’s left of him), who was lost in the Deep Paths. Ryuk himself can be found in the Ortan taiga during the main quest. Three options for the outcome - 1) Tell Filda where her son is (she will thank and run off 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 addressed to us from a grief-stricken mother).

Song on the Deep Roads.

Brother Berkel wants to open a church in Orzommar and bring the voice of the Creator to the ignorant dwarves. We can refuse Berkel and he will no longer be able to open the 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 incredible scientist.

Dagna the gnome really wants to get into the Circle of Magicians. Do not be shy and ask her for a reward for this matter. You can, of course, tell dad Jannar about the thoughts of his young talent, but then you won’t get anything, or you can tell him about your daughter’s escape after the fact, then he will refuse to sell us anything at all. If the Tower of the Circle of Magicians has already been completed, then you just need to ask the First Sorcerer Irving for permission. 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 dweomer master rune) or a portion of lyrium.

Lost Naga

All his nagas have fled from the naga beater Bemor and he is in danger of ruin. Well, how can you not help here? Nagas can be found in the Community Halls - they took one and another appeared in another place. In total, I found 5 nagas, although there are rumors that there may be more (well, at least I didn’t find more). Nagas are easy to find by their characteristic squeaking sound and using the Tab button. For each naga we get 25 silver coins. This task also opens up the opportunity for us to give Leliana a naga. We start a conversation with Leliana in Orzomar so that she says 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 one. For a modest fee of 25 or 40 silver coins, the dwarf will bring the naga (you will need to leave the location and return). It will appear in the inventory as a gift - we give it to Leliana. The Naga will live in the Camp next to Leliana. (Push:

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

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

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 - the Golden Mirror (a personal gift for Morrigan), the Thorn of the Rose (the best dagger in the game), the Life Giver (a very good ring with healing and protective effects), and towards the end of the game he gets good crystals for Sheila (you could even buy exceptional ones from me);

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

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

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Having received the first task from one of the henchmen of the pretenders to the throne (Dulin Forinder in the Haroumont estate and Wartog Gavorn in the Council Chamber) and leaving the Diamond Halls for the first time, you will see a scene of Jarvia's thugs threatening the merchant Figor. If we follow them into the shop, we can either scare off the bandits (then the merchant will thank us and stay) or kill them (then the merchant will give us a couple of “kind words” and we will not see him again).

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

You can meet the Restless Adventurer in the Tavern Tavern. The guy is clearly not himself and after talking with him we will get a note in the codex for the quest Breaking free. The bodies of two more adventurers can be found in the ruins of the Brecilian forest (a 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 through the main story quest Urn of Sacred Ashes). Gaxaang himself can be found in Denerim in the Dirty Nook behind the door of the Wonderful Barn. I recommend going to Gasaanga starting from level 20. The reward for killing will be the sword Cleaving Blade and with a 1/5 chance the shield Shadow Wall.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Orzamar tests.

In the western part of the halls, in a small room, there is a Test Gunsmith where you can take part in unofficial battles. For each victory we receive 12 silver coins and having won 4 victories we get the Bloody Ring. Now GG is so afraid that not a single junior house will want to fight with him.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Dusty city.

Precious metals.

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

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

I’ll say right away that before you talk to him, you need to meet two conditions - 1) you must 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 up as much as possible (it’s better to maximum). So Rogek needs to send the lyrium to the Tower of Mages, but he himself, bad luck, cannot do this. We buy the lyrium for 40 gold coins, although the dwarf will initially ask for 50, and go to the Circle Tower. This quest can be combined well with the quest Unprecedented scientist(see above) so as not to run around to the Tower 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 Senior Magicians’ Rooms to see the magician Godwin (initially he is holed up in the closet).

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

You need to ask him for the maximum value of 75 gold, but he won’t be able to give that much in any case - we get 65 and a raven dagger in addition. BUT we don’t end the conversation and ask why he needs lyrium, having learned what he does with it, under the threat of discovery, we force him to give him another 8 gold on top. We return to Rogek and convince the old smuggler to give not 20, but 30 gold for the work. Total: 63 gold coins of net profit and not a bad dagger.

Mother's hopes.

Zerlinda and her child were kicked out of the family and she is forced to lead a miserable existence among the dregs of society, begging for anything. You see, she gave birth to a boy, not a girl, which is why her husband could not enter the miner caste. You can go to the Tavern's tavern 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)

This way we won’t get anything.

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 set the mode The squad stands still. Then we leave one character at the throne, place two in the southwestern part of the throne room on the arrows in the floor (a characteristic sound is heard when advancing), and the fourth one runs into the next hall closer to the exit and places it on the square (in the center of this hall next to the entrance).

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

When all the characters are placed at the throne, click on the throne and a dragon appears; when you kill it, you get the two-handed sword Ageless.
Completing optional quests in Orzammar.

Hall of Guardians.

A thief in a learned house.

Assistant Chronicler Mildreith wants us to find a thief who stole a very valuable book. Phantom Corbit (that's the name of our thief) can be found in Dusty Town. He will attack us and there will be no choice but to kill him. From the corpse we take a receipt for the Orzammran Trials. As the song says, “So we are on our way there!” There we find bandits who have received the book and the merchant Jerthrin to whom they want to sell it.

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

Bandits for cabbage, and a book for yourself. Now the kiga can either be sold to Jerthrin or given to Mildraith for free.

Lost records.

The dwarf Orta believes that she comes from the noble house of Orthein, but the records confirming this, if they have survived, are located on the Deep Paths in the abandoned Teig Orthein, so she will gladly agree to our help in this matter. The records themselves can be found in the center of the teig (very close to Ryuk’s cave). If you give the notes to Orta and then return, you will receive 10 gold.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Story quests

It is to this territory that you need to go to gain access to the dwarven city of Orzammar, where you will 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 along the way if you come to this map for the first time, but they are unlikely to pose a danger to you.

In fact, you don’t have to do anything to gain access to Orzammar - go to the gate, listen to the guard’s bickering 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-plot quests

At the entrance to Orzamar, not far from the merchants, one of the magician’s students is walking, to whom you need to present a letter of dismissal.

The Frost Mountains are home to one of the caches you need to visit as part of the Denerim quest line “Services for Interested Persons.”


ORZAMMAR

Story quests

After passing through the Hall of Heroes and entering the residential part of the city, you will immediately witness a not too unpleasant scene between Belen and Harrowmont (with whom you may already be quite familiar if you are playing as a noble gnome). After talking with the chief of the guards after everyone has fled in different directions, you will find out that you came to the dwarves at a not very opportune moment - after the death of King Endrin, the Assembly cannot decide who should inherit the throne, and without the presence of a king, there is no help from there is no need to wait for the gnomes, because no one will take upon themselves the responsibility of sending an army to the surface when there is almost a civil war going on inside.

It doesn't take a genius to figure it out - you need to do everything possible to ensure that one of the contenders for the throne becomes the rightful ruler of Orzammar. Which one is up to you to decide big difference it doesn't (though if you're playing a noble gnome, you might have a personal beef with one of the contenders).

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

Regardless of which side you decide to take, first you will be asked to prove your loyalty (and that you are not a spy for the opposing group) by completing 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 go into the Assembly before speaking with representatives of both candidates, Doolin will intercept you on the way out. To test your loyalty, you will be asked to compete in the Arena of Trials as the champion of Harrowmont. Several of his fighters unexpectedly withdrew from the competition, so along the way it would be a good idea to find out what the reason for this behavior was (although this is not necessary to complete the task).

Go to the Arena. Bayzil, one of the Harrowmont fighters, will share his problems with you if you have developed the Persuasion skill. As he admits to you, he is in a love affair with a married lady, and representatives of Belen, having somehow obtained letters from the loving couple, 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 Bayzil the letters, he will agree to fight for Harrowmont.

Harrowmont's second fighter, Gwyddon, was informed that Harrowmont had decided to give up the position and give up the throne to Bhelen, and the competition was being held only to allow him to "save face" at the same time. You can persuade him to take part in the competition by convincing him (with the appropriate skill) that Harrowmont is not going to give up.

After you finish all your business, go to the Arena Manager and announce that you are ready for the duel. You'll have a series of fights, and you'll have to fight the first three alone. In the fourth, you will be allowed to choose one of your comrades as your partner. In the last fight, if you convinced Bayzil and Gwiddon to side with Harrowmont, they can join you if you want - or you can take your normal party.

Once you finish all the fights and are declared champion, you can finally meet Lord Harrowmont face to face. Unfortunately, winning the Arena is not enough to convince the Assembly of Harrowmont's right to the throne, so you still have a lot of work to do.


If you decide to support Prince Belen, then you can find his representative Vartag either in the palace or in the House of Assembly. As proof of your loyalty, you will be asked to deliver two letters, from which it follows that Lord Harrowmont promised the same reward for support to two different individuals. It is to these persons - Lord Helmy and Lady Days - that you will have to take the letters. Lord Helmy is at the local tavern, and all you have to do is give him the letter. Lady Days, although she will be very upset by the news, nevertheless does not have the right to make such decisions herself, and therefore, after talking with her, you must find her father, Lord Days, who is located on the Deep Paths. Lady Days will give you a map so that you can get to the desired tag, namely the Educan tag.

Lord Days is located in the southwestern part of the thaig. To get to it, you have to fight your way through a significant number of Spawns of Darkness, Deep Pursuers (small animals with very sharp teeth that love to ambush you in indecent quantities) and other dungeon inhabitants. When you reach Lord Days and help him deal with the monsters attacking his group, you can finally give him the letter and receive assurances that from now on he will support Belen.

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

Regardless of whether you took the side of 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, who is absolutely no help - especially in Dusty Town.

Travel to Dusty Town. If this is your first visit to this remarkable place, then it will be marked by an attack by local bandits. If you're playing as a commoner dwarf, you might meet your old friend Leske here, but he won't tell you anything useful. For getting necessary information talk to the beggar woman named Nadezhda, the local merchant Alimar, or the gnome named Radek. (Perhaps it is most profitable to talk with Nadezhda, since she does not need to pay - unless you yourself want to reward her - or use any special persuasion.)

Whoever you choose, you will learn that Jarvia's lair can be penetrated 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 found anything interesting). However, this time a whole gang of bandits will be waiting for you there. When you take 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 receive the option to use the talisman and can now safely go inside.

Jarvia's lair is teeming with bandits of all kinds, 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 no matter what dialogue options you choose with her, you will end up having to fight her. Beware of traps - there are quite a few of them in this room, although virtually all of them are concentrated in the second half of the room (you can notice them by the numerous barrels placed around).

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

After dealing with Jarvia, disarming the traps and finishing exploring the room, go to the corridor in the northeast corner - through it you can go to the Unnoble District through the trading post without having to return through the entire brothel and Dusty Town.

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

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

Non-plot quests

Information about the city is scattered throughout Orzammar - collect it and the location of the treasure in the Chamber of Assembly will be revealed to you. Each area of ​​the city contains some of the information you need, that is, you need to visit: Hall of Heroes (near the entrance to Orzammar), Trial Arena (in the room south of the main hall), Dusty Town (near Alimar's shop), Diamond District (sign above the entrance) and the Unknown District (document on the bridge leading to the Arena). After that, go to the Assembly and in the niche next to Vartag you will find a chest with a reward - a ring that adds 2 to all characteristics.

This quest is given to you by Orta in the Archives in the Diamond District. You need to go to the Deep Roads and find evidence there that her family belongs to a noble family. You can find evidence in a chest in the Ortan taiga in front of the bridges, near which spirits and golems are found. (He will be there even if you did not receive 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 Frost Mountains), you will receive 10 gold from it.

This quest is only available if your PC is a male gnome of noble birth and if he spent the night with Mardi in the prologue. Now she has a son (yours), but since you were declared an outcast and you lost your caste, then 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 you leave Orzammar after the king is elected (it's 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 Dusty Town. He will instruct you to deliver the contraband lyrium to Godwin in the Tower of Magicians (if you have already completed the Tower, you may remember him - this is the frightened 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 on hand. If you talk to Rogek without the required amount, he will wander away and the quest will be lost. Also, if you have already completed the quest for the Tower of Mages and took the side of the templars, you, of course, will not be able to deliver contraband to the recipient.

If you delivered the lyrium to Godwin, then you can receive from 50 to 65 gold plus a dagger from him, depending on how high your Conviction is. Report to Rogek that the task has been completed and you will receive 10 to 25 gold as a reward.
If you are unable to complete the quest (for example, if Godwin is dead), you can sell the lyrium to traders (although this will not fully reimburse you for 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 will attack you. He will also attack if you threaten to turn him over to the authorities for smuggling. (Rodek can be killed immediately without bothering with the quest, but in this case you will only receive 20 gold from his corpse.)
If you feel a moral obligation to stop lyrium smuggling, another way to do this is to report it to Gregor in the Wizards' Tower (And this can be done after you have received the money from Godwin.)

In the Archives, one of the Guardians Milldrath will complain to you that a valuable book was stolen from them. Travel to Dusty Town and talk to Korebit. He will attack you. You won’t find the book on him, but you will find a receipt on his body, from which we can conclude that he has already sold the goods to someone in the Test Arena. Go to the Arena and talk to Gredin. He will attack you. After getting the book back from his corpse, you can either return it to Milldrath, or sell the person named Jerthrin right there in the Arena for a couple of gold pieces.

This quest is given to you by Naga Trapper Boermor in the Unknown Region. Once you receive it, nagas will appear throughout the city - a curious cross between a rat and a pig. You need to deliver them to Bohermore. The quest will be considered completed after delivering 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 Town, a beggar named Zerlinda will tell you her sad story, and if you want, you can help her. You can advise her to try her luck on the surface or talk to her father, who is at the local tavern, and convince him to take 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 in the Deep Roads, as her family demands.

This quest is given to you by Dagna in the Unknown Region. She dreams of studying at the Tower of Magicians, but for some reason all her letters asking for acceptance remain unanswered. Head to the Tower. If you have already completed the quest “Broken Circle” and sided with the templars, then Gregor will refuse Dagne’s request. If you took the side of the magicians, then Irving will agree to accept her as a student, and all that remains for you is to tell Dagna the news. Another option is that you can persuade Dagna to stay in Orzammar, as her father wishes. If you help Dagna go to study in the Tower, her father, the owner of a weapons shop, will be so upset that he will refuse to sell his goods to you.

You may receive this quest earlier or later depending on whether you sided with Bhelen 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 nearby will explain that she is poisoned and only a very strong antidote can save her life. He will give you a recipe for an antidote (which requires the highest level of Potions). All you need to do is prepare an antidote and give it to the patient. You will not receive any reward other than the antidote recipe itself (which can cure Paralysis and Sleep).

You will receive this quest from Brother Berkel in the Unknown Region. Brother Berkel dreams of opening the Church of the Creator in Orzammar, which is somewhat difficult, since conservative gnomes revere their Paragon ancestors and are not too enthusiastic about 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, stating that he should not interfere in the religious affairs of the dwarves.)

This quest is given to you by Fielda in the Unknown Region. Several years later, her son went on an expedition to the Deep Paths and disappeared there without a trace. He can be found in the Ortan teig, but over the past years and the trials that befell him, poor Ruk has changed so much that he does not want to come back. You can lie to Fylda that he is dead (this option is only available if you talked to Rook about his mother and he asked you to lie to her) or tell the truth. If Filda 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. You can also kill Rook if you want. 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. There are three chests scattered throughout the dungeon, and from each you need to take one - the cheapest - item (an iron envelope opener, a silver ring, a garnet trinket). If you pick up the wrong object, you will get injured. Once you have all three items, you can open the treasure chest in the northern part of the map.

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


In the throne room of the royal palace, you can solve a small riddle. Place your two companions on the arrow-shaped tiles in the southwest corner and place the third on the central tile in the previous room, then activate the throne with the fourth (get ready for battle). Deal with the monster that appears and you will receive a two-handed sword as a reward. This quest must be resolved before any of the applicants are crowned.

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

In the royal palace in the northeastern part, when you first enter there, a group of robber dwarves will appear in front of you, who appeared in this corridor by mistake. You will have no other option but to kill them because they will immediately attack you.

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

If you activate the Memory Wall in the Archives and then find and activate three rune slabs scattered throughout Orzammar and the Deep Roads, then when you return to the Memory Wall and activate it again, you will receive experience as a reward. (Rune Plates - next to the miner chief at the exit from Orzammar to the Deep Roads, in the southeastern cave at Caridin Crossing 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 opposing party.

After you deal with Jarvia, if you return to Dusty Town, you will be attacked by Jarvia's supporters.

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


DEEP TRAILS

Story quests

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

Having made your way through numerous opponents and finding yourself at the southern exit, now when you enter the map of the Deep Paths, a new location will open to you - the Ortan thaig.

Thaig Ortan is filled with Fiends of Darkness 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 Branka’s diary is located. Be careful - when you reach the place with the diary, you will have a boss battle - the spider queen. I recommend running away after she appears, because in this case she will follow you and you can avoid simultaneously fighting 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 fairly soon. After dealing with her and the rest of the spiders, read Branka's diary. Now, when you go to the Dead Paths map, a new location will open to you - the Dead Moats.

After enjoying the sight of the army of Fiends of Darkness at the entrance to the Dead Moats, you will soon come across the Legion of Death, repelling the attack of the Spawns. Since you still need to go through the bridge and the attacking enemies to continue your mission, you can help the gnomes in the battle or even run forward along the bridge and take on the entire enemy (in this case, I recommend walking carefully and with caution, because a group of advancing Fiends The darkness is quite numerous and it may not be very wise to start a fight with everyone at once - although in any case everything depends on your group and your level.)

If you clear the bridge and the area behind it, the Death Legion will follow you to hold the new line, but they won't get much further than that, so you'll have to rely on own strength. Move along the map, fighting off hordes of the Spawn of Darkness - in some places almost an entire army will be waiting for you - for example, in the south-central part you will meet the orange boss - the Forge Master - along with the elite Alpha Harlock and numerous “white” opponents. It is best to first carry out reconnaissance with your robber - there are also traps here.

Having overcome all obstacles, you will stumble upon Hespit - Captain Branka. At first, she will simply appear in front of you from time to time, reciting rather creepy poetry in a low voice, and then you will be able to talk to her in person. From a conversation with Hespit, you can find out that Branka, apparently, is still alive, and that something extremely terrible happened to the dwarves accompanying her (especially the women) - but, in general, you won’t get much intelligible information from her .

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

You now have the key to open the "Evil Door". Go through it and the corridor and soon enough you will come across a huge and exceptionally nasty looking boss of the area. So, now you know what the Womb of the Fiends of Darkness looks like, giving birth to them.

The queen cannot move, but her tentacles (each one is an elite) can disappear and appear wherever they want, and in addition, she can spit poison over a long distance to almost any place in the cave. If you look around, you'll notice two corridors on either side of the queen - you can move your group there so that she doesn't bother you too much with her 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, will not be able to attack you directly. Several times during the battle, the Matka will call upon the Fiends of Darkness for help - fortunately, ordinary ones, not the elite.

Once you've dealt with her tentacles (and they have a habit of disappearing when you deal some damage to them and appearing a little later, so this can take a while), then the queen herself 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-gra - blow of mercy - looks very impressive with a melee weapon), just keep in mind that, like ogres, she can grab the enemy and start cutting him to pieces pieces right in the air.

After dealing 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 - once you cross the border of the next territory, you will not be able to return whenever you want.

After you exit onto the Trails map, a new location will open to you - the Forge of the Void. When you join, Ogren will automatically join your party (if he wasn't already in it) and you'll have the option to change the rest of your party if you want.

In the Forge, you will finally meet Branka and get information from her about what happened to her and her dwarves. After talking with Branka, you will have to fend off several attacks from the Fiends of Darkness. 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 four levers in the center of the room. 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 move on.

And then you will come across 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 there is a spirit. Once you've dealt with the spirit, you need to activate its altar. You need to repeat this procedure four times, after which 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 at one time and why he now regrets it. At the end of your conversation, Branka will appear and you will have to make a decision: take the side of Caridin or Branka. If you side with Branka and Sheil is in your party, he will go over to Caridin's side and you will have to fight him. If you side with Caridin, you will - as you might expect - lose quite a lot of approval points with Oghren (although he will still remain on your side in the battle).

Regardless of whether you sided with Branka or Caridin, take note of the lyrium veins scattered around. I strongly recommend using them as often as possible - firstly, this is a free increase in your mana and health, and, secondly, if you don’t do this, your opponents can use them. Also, if you are having difficulties with the battle, I can recommend somehow temporarily immobilizing the main boss (for example, with a Force Field) and dealing with the golems first. Don't forget that golems are usually very sensitive to magic, while gnomes are the opposite.

After the battle, Branka/Caridin will create a crown for you, which you can give to the pretender to the throne. If you took Karidin's side, then after that he will ask you to destroy the Anvil of the Void and throw himself into the lava, thus ending his centuries-long existence. Alternatively, if you sided with Branka, you can convince her that her actions were wrong - in this case, after giving you the crown, she will throw herself into the lava, having first destroyed the Anvil of the Void. Now you can go back and present the crown to Harrowmont or Belen. If you give the crown to Belen, he will immediately order Harrowmont's execution. If you hand over the crown to Harrowmont, Belen and his minions will rebel right in the House of Assembly and you - with the help of the supporters of the new king - will have to kill them all. You do not have to give the crown to the claimant whose quests you completed - if you wish, you can betray him and give the crown to his opponent.

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

Note: if you chose Branka’s side and she remained alive, then in the final battle a squad of golems will also join your army.

After you have chosen the king, upon leaving the Assembly, you will be greeted by Kardol, 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 the others.

Non-plot quests

Find three bags of demon body parts in the Deep Roads and piece it together. The first bag is located in the Edukan taiga in a small cave with the Spawn of Darkness approximately in the center of the map, the other two are at the Karidina crossroads - in the southeastern and northeastern caves. When you have collected all three bags, go to the Ortan thaig 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 it go in peace, having previously demanded a bribe of 25 gold from it. If you kill him, there is a chance that he will drop a magical sword or armor, but in most cases you will get nothing but mental satisfaction.

There are four pieces of Dead Legion armor scattered across the Dead Moats. If you collect them all, the location of the sarcophagus will be revealed to you, from which you can take the seal of the Dead Legion and take it to the Archive. If you do this, the Dead Legion will be recognized as a separate caste. Three pieces of armor are found in sarcophagi in the central and northern part of the Dead Moats, and the last piece is on the altar in the room with ghosts. You will find the seal in the sarcophagus in the corridor behind the Ominous Door.

Explore the four piles of rocks at Caridin's Crossing to find the hidden treasure. The piles you need are located: 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 have examined all four, an icon will appear on your 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 Void, in the cave with Caridin, you will find a wall with a list of the names of the gnomes who voluntarily agreed to sacrifice themselves and become golems. If you make a copy of this list, you can give it to the Chief Keeper in the Archives to perpetuate the memory of the valiant dwarves.

Assemble the Overlander's Sword. To do this you need to find all three of its parts. One is with the Herlock emissary in the southern part of Caridin Crossroads. One can be found in a vase in the Ruka cave in the Ortan teig. The last one drops from the Ancient Spawn of Darkness 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 in the southeasternmost point of the Ortan thaig ). When you get all three, go to the grave in the Ortan tag, which will be indicated on your map, and when you activate it, you will receive the assembled sword (a very good one-handed sword with three slots).


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

DUSTY CITY

Dust Town Cutthroat
(Dust Town Thug)
x4 Warrior Rank 2
Leader of the Gr-rez from Dusty City
(Dust Town Thug Leader)
x1 Robber Rank 3
Shady Corebit x1 Warrior Rank 2 Quest battle Thief in the academic 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 Refuge.
Thug Leader x1 Warrior Rank 3


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

Result:
-.


In the Dusty City, Rogek offers to take native lyrium from him as collateral, 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 Tower of Mages (the rooms of the senior magicians).

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


In the Orzammar Guardians location, Mildreith asks for the return of the stolen Volume of chronicle history. Thief Corbit is located in Dusty Town, but he can only find Test Receipt. After this, the stolen volume can be taken from Gredin in the Test Arena. It can be sold to Jerthrin standing here or returned to Mildraith.

Result:
75 XP, 2 gold and 30 silver coins if you sell the volume to Jerthrin.


In Dusty City, Zerlinda asks for help with her child returning to her family. In the tavern, you can convince or intimidate Ordel, Zerlinda's father. Or if the quest is completed Song of 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.

Result:
200 XP for completing the quest.


You need to read five lost documents in Orzammar. The documents are located in the Hall of Heroes, Community Halls, Diamond Halls, Dusty City, and the Test Arena. A chest with a unique ring will appear in the Council Chamber.

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


Provided very good relations, you can talk to Leliana in Orzammar about the beauty of the city and find out that she likes nagas. After this, you can ask the idle gnome in Dusty City to catch the naga. Then you need to leave the location, return for the captured naga and give the gift to Leliana.

 

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