Dragon age awakening forest vending puzzle. DA: Awakening Quests in Vending Forest. Walkthrough of the game Dragon Age: Origins Awakening

Starting walkthrough dragon age: Origins - Awakening, you are immediately given the choice to import the old hero or take a new one. I will not describe all the stages of creating a new character, as they are in the original passage. Yes, and I imported my old hero, which was much better developed than the new possible character. So, having imported or created our hero, we begin the passage of Awakening...

And it all starts with the fact that you watch the screen saver, which tells the story of the last months. The archdemon fell, but the darkspawn did not disappear. Let's do without spoilers, because you yourself can perfectly see what was in the video. You head to the tower that used to belong to Earl Howe, but no one meets you along the way. Strange, right? And then a survivor runs out to meet you, followed by the creatures of darkness. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can. He will leave for help, which should be on the road, and while you talk with your companion Mhairi, I think information from her will not be superfluous either. Next, go inside, deal with the ogre and a couple of small dark trash and go first to the right corner of the map, save the survivor, then to the upper left corner. Two survivors will be waiting at the gate, and you go to the inner gate.

Be careful, you can suffer from the explosion of these very gates. And, having entered them, the first thing to do is to kill the genlock emissary, who will be very unpleasant to conjure. In general, in Awakening, the passage of battles in most cases must begin with the killing of magicians, but this is so, lyrical digression. After his death, run again to the upper left corner, saving one of the survivors. Here you will have an updated task, according to which you will need to get bandages for the guards. Quickly run to the right, where you will have to save two more survivors and get the bandages marked on the map. Got it? Run back, the wounded are dying! Give the bandages back and continue to the inside of Vigil's Tower. By the way, this location will be your home throughout the entire passage of Dragon Age: Origins - Awakening, so be careful with it.

And when you go inside, you will be surprised that the outpost is destroyed. Finish the dialogue with Mhairi and go to comb the building. Immediately turn right on the map. There you will see a sorcerer who burned one of the creatures of darkness. Talk to him and take him into your squad. Follow this corridor to the end and save the survivor, which will update your quest. So, we need to search the entire tower and find other survivors, which we will continue to do. Climb up to the battlements on the walls and go forward. Exterminate everyone there who can resist, turn the ballista and make a volley. After the death of all opponents, go inside and pull the lever. You watch a video clip in which you will see how one very cunning dwarf blew up a detachment of creatures of darkness. Well let's move on, 'cause Dragon walkthrough Age Awakening- Awakening is just beginning...

Dismantle the barricade, go down, kill the creatures of darkness and move through the opened gate. Before entering the main hall, open the door on the left and release the survivor. Now - inside the main hall. After the death of all the creatures of darkness, go into the room on the left, and then straight ahead. After passing along the corridor, you will meet an old acquaintance of Oghren, who will have to be saved from the crowd of Darkspawn. Kill them and take an old friend to your team. By the way, it should be said that throughout the passage of Dragon Age Awakening Oghren has always accompanied me. Great jokes, great fighter... Oh well. Collect trophies and go to the right - you haven't killed everyone there either. Free the last survivor and move to the north, as only there is a passage available to you.

In the hallway you will find Rowland bleeding. He will tell you the story of the assault on the fortress. And interesting story about a talking creature of darkness. Well, then, there is something to do during the passage. We move forward, there is only one road, along the way I cut out the creatures of darkness, which are in in large numbers are present there. Have you reached a new exit to the battlements of the walls? Save! And now just keep moving.

Move forward and kill the spawn boss, who also talks a lot. On the murder, the liberation of the fortress will end. You will watch an interesting video in which you can take Oghren and Anders to the Gray Wardens. Or you may not take it. The choice is yours, but I would still recommend taking them. The company will not be redundant. After that, you will be told that this estate belongs to you. And the first thing to decide is to increase the number of gray guards. Do a dedication. True, not everyone will survive it ... May the faithful fighting girlfriend Mhairi. After that, continue watching the video and end the chatter. So you will complete the first stage in the passage of Dragon Age Awakening.

After all this, you will find yourself in the Throne Room of the Vigil's Tower. There is a sorceress from whom you can enchant weapons, and a merchant from whom you can buy or sell something. Talk to Mrs. Woolsey, who is standing to the left of the throne, and agree to her help. After it - talk to Captain Garvel. Both have the same task, which is good news. And finally Varel. After talking with him, you can already leave the throne room, since there is nothing more for you to do here.

Leaving the throne room and choosing your assistants, you will talk with the guard, who will tell you about the petty thief, who was barely tied up by four guards. Take away two more tasks from her. After that, immediately go down into the dungeons of the Vigil's Tower and talk to the Jailer. And it turns out that the thief is the son of Earl Howe. This is such an unexpected meeting. I don't think another gray guard would hurt. Take him into your ranks and do not be afraid - he will survive. After that, talk to Varel again and attend the swearing-in. Then again a conversation with Varel and two conversations in a row with those whom he names. Tamra should also take the assignment about the assassination attempt. And in general, talk to everyone in a row, I think it will not be superfluous for you. After all this, you have a difficult decision to make. Choose what is more important - to protect the city, trade routes or farms? I chose farm protection. And do not forget to talk about the conspiracy, after which you can safely finish the reception. In general, it should be noted that the passage of Dragon Age Awakening is simply replete with solutions. Sometimes they are small, sometimes important, but you have to make decisions on your own.

Get outside, you have a lot to do. First go to the blacksmith and listen to his eternal whining. There you are mentioned about good metal and armor for the soldiers. Are you making a connection? After that, go to the sergeant, who is standing near the door, and talk about the remaining creatures of darkness. Of course, agree to help!

So, you are going to the dungeons of the fortress, where the creatures could still remain. The blockage will be cleared and it's time for you to move forward. And the first person you meet is mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, let's get out on the way. Darkspawns await you in the next room. After their death, go into the room in the north and pick up a letter and a gift. Then - into the room in the south, where screamers will jump from the ceiling. They also need to be killed, and then pull the torch in the wall in order to open the secret door from the chests, which contains a lot of supplies. Try not to have unexplored territories and unfinished quests in the passage of Dragon Age Awakening.

Now you can return to the hall and continue moving towards the dungeon. When you get to the prison and kill the ghosts, you will again have two paths where to go. Let's go west first. In front of you is a crypt with aggressive skeletons, which are best put to rest. After that, search all the sarcophagi. You will find one key as well keyholes there will be four. Well then, let's keep going. Now from the prison to the north. There you will meet the very Adria that had to be saved. True, now she must be put to rest, and not saved, since she has become a ghost. Peace be upon her, but it's time to move on. And then we have a blockage, which will take about a week to clear. Well then, let's move up. At the top, it remains for us to talk to the dwarf and give him a large amount of 80 gold, if, of course, you have them. And now you can leave the location.

Now let's go to the Lost Asylum, where the poor girl is being held captive. The passage of Awakening does not allow us to relax. When the leader of the robbers speaks to you, first demand to show you the girl, and then convince him to let her go. When he releases the captive, the robbers can be killed. Be sure to take a very good level 9 dagger from the leader of the robbers. Everything, you can leave this location.

We go to the estate of Turnoblov and go immediately to the north. Here you will find a bunch of darkspawn led by Ogre. Kill them, of course. The truth is, you can't save your family. Therefore, we will limit ourselves to rummaging through corpses and killing all hostile entities.

Enter Amaranthine and immediately go right to the crate. From there, take the discarded diary, it will still be useful to you, because in Dragon Age: Origins - Awakening the passage is thought out so that every little thing comes in handy. Going straight ahead, you will come across Colbert, who you really needed. Talk to him and ask where he saw the creatures of darkness. Finish the conversation with him, thank him and go a little forward, where you will be given another letter. Well, great. Now I advise you to go back a little and turn left in order to take the task from some Dark personality. The task is to talk to the innkeeper. Agree and move on.

The guards will try to block your way, but his boss will immediately appear and remove the negligent peace officer from doing business. He will make you an offer to talk to him about the smugglers. Well, you can and even need to talk! True, if you pass this task for the guard, then you will not be able to get into one location in the passage of Dragon Age Awakening. Agree to his task and go to the market (it's on the left) to a suspicious type. As soon as you start talking, he will run away. Don't worry, just follow him, systematically destroying group after group. After the destruction of the last group, which will already stand behind the fortress, you can return to the head of the guard, Constable Aidan. He will send us to the smugglers' lair. Kill the dark person near the entrance and take the key for yourself. Now you can go down to the basement.

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning - Awakening, the walkthrough is full of gifts. And gifts are a useful thing, as they increase the hero's attitude towards you. And in the first hall, the leader of the smugglers and his comrades will be waiting for you. It's not very smart of them to stand and wait in the middle of the room, but oh well, peace be with them. Exit through the SAME entrance you entered and turn in the quest. Passed? Move to the market and ask the price of goods from merchants, they are very good there. After that, talk to Mervis, the merchant guild representative. He will tell you that the creatures of darkness are naughty in the forest. Well, we need to run there as soon as possible, otherwise the trade is worth it. So, we'll go there.

And here we are in the Vending Forest. All we have to do here first is to kill every living thing before the bridge. Search every corner, search all the chests and kill both trees and robbers. When you're done, cross the bridge. And here will be the most interesting passage of this location in Awakening. An elf will appear and demand the return of her sister, otherwise she will continue to kill people and rob caravans. Well, move on. Here you again have to beat and shred until you find a survivor. Its location is marked on the map, so you won't get lost. After you inflict a blow of mercy on him, the creatures of darkness will appear ... Poor creatures, they thought they would profit from us ... Now we are moving to the camp of the Dalish elves, destroying the enemies called by the elf along the way. At the top you will have to talk to her again. Here you will have to take her into the detachment and go to storm the mines in which the creatures of darkness are hiding.

Isn't it dark in the mines? Yes, on fresh air definitely calmer and cozier. Get down and get used to it, the passage of Dragon Age Awakening will often throw us into such corners of the world. As you pass by the circle, you will witness your own being put to sleep by the Emissary. Okay, we'll deal with him later. In the meantime, we are waiting for the end of the video, in which Seranni, the sister of our new ally, will give us the key and run away. And we, too, should not linger, it's time to run. First, run north, search everything and get a couple of diary entries, and then down south. There, use the ballista, which will crush the crowd of enemies, then go down and finish off the survivor. More creatures of darkness will come running from the next hall, which also need to be killed. Move all down and down. Along the way, you will meet a creature of darkness that has put on Oghren's armor. Well, isn't it a creature? Kill her and re-dress our beloved gnome. At the first fork, you will see the last surviving gray guard, who will ask you to take the ring that was stolen from him to his wife. Okay, let's take it. But when we find In the meantime, we move on ... In a large cave, we scatter another crowd of creatures of darkness with our bare hands and begin to collect trophies. There will also be a corpse, dressed in the uniform of your magician. Let's change her clothes soon, let two characters already be properly equipped. Now we can go further. There is only one pass...

And here is the autosave again and a new room with two test subjects dressed in our clothes. Take and equip, there is nothing to walk around naked. Although they fought well without armor, nevertheless, the passage of Dragon Age Awakening is much easier if you are dressed ... There will be the first fork right there. We'll go east first. At the small cul-de-sac, take the lyrium sand from the deposits and go scout the remaining hall to the east. There are two useful enemies in this hall at once - a dragon tamer, from which a nice hammer falls out. The ring that we need for the quest, and the dragon from which we need to take the scales. There is also a fresh dragon egg here, which is better to take than leave to rot. There is nothing more interesting here and you can go to the southern tunnel at the first fork. And again the hall in front of us, in which we must kill everyone. Of the useful here, only the scales of the dragon, taken from the carrier. And we also have only one passage - to the south.

To the south, turn into the Architect's room to the east. A small piece of the code and a small amount of 8 gold coins should brighten up the absence of your things. By the way, you can not collect the code, but most full walkthrough Dragon Age: Origins - Awakening is a fully assembled codex walkthrough. In the meantime, we are moving down the map. And there you will find a cunning merchant with whom you can trade and who you need to invite to the Vigil's tower, as well as a chest with all your things. Buy what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and it will not work to kill them with a swoop. Therefore, try to combine potions and skills, slowing down opponents. The main thing is not to let them take off, otherwise they will come out from under the fire, disrupting your skills. After their death, that mysterious creature of darkness will leave, and you will need to accept Velana into the gray guards. Great, an extra ally wouldn't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.

Now I propose to visit the Vigil Tower, where it is worth talking with the blacksmith. Did you talk and get the job? Great, now give him the ore to the journeyman and talk to Dworkin, who is standing right there, nearby. He should give him the lyrium sand you found earlier. Then talk to Voldrik, who will ask you to find granite deposits to repair the tower. Agree and go talk to the private, who will give you 10 gold thanks and send you to the throne room for a trial. Be sure to save before going there, in case you screw up something in the passage of Awakening...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the farmer Alek, who stole two sacks of grain from our treasury. What will you do with it? Hang up? Or punish with whips? I've decided to invite him to the army and did not lose. Everyone was satisfied. The next case is civil. There you have to choose who to give the land to - an impudent girl or our ally. But the trouble is, the girl has an official paper confirming her right to property. What will you choose? I chose the third option. And the last thing. Put a noble nobleman in prison and all the cases, why think about the choice? That's great, the task is completed and you can leave.

Now talk to the sergeant, who is standing opposite the entrance, and go to the cleared rubble. And they found an exit to the deep paths. Well, let's explore. We immediately move north, where you can profit a little and donate a golden figurine, and then we go south and scout the territory. There, after walking along the alley and killing a couple of creatures of darkness in otnorks, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that this is not a fork, and there is only one way - to the south. Before the circle of the forgotten, be careful, as skeletons run out there, which must be laid to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the path of bones and save in front of the door to the forbidden room. As soon as you go, you will be attacked by a ghost that is quite difficult to kill. And, when you almost unembodied it, it will fly away in an unknown direction. We need to find him soon. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you get to the corridor with evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take trophies from the body of the ogre and kill the ghost that appears. So, by killing the ghost, you will complete the task and start a video in which our dwarf friend will fix the gnome mechanism to close this passage. Excellent, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit this map. I suggest going to the Wilderness Hills.

First, run north and take out the two executioners. Then follow the path to the east, cross the bridge, listen to comments from Nathaniel and save. Then go and go in one direction, along the way pick up the things of the hunters and save the gnome woman, who is being dragged by the creatures of darkness. She will tell you that the legion did not cope with the creatures and only she was left alive. Take her in and descend to Kel Hirol.

Here you are in the long forgotten city of gnomes. Now enjoy the view and go down. There, talk to Yukka, the dying dwarf, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and cross the bridge. After that, save immediately just in case. There will be nothing remarkable until the largest hall, in which you will first meet the larval children. Kill them all, there is nothing to leave any scum alive, and enter the main hall. Beware, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy that hasn't attacked you yet. This is the master of the golems. Quickly, quickly kill him and take the golem control rod from his body. It will be useful to you for the painless killing of the above-mentioned golems. Now collect trophies from them and move on. Ahead on the stairs, revive the golem, let him fight for you. And you kill everyone, take trophies from the chests in the north and south, and go behind the lobby. Further on, you will see a sea of ​​ghosts that pretend to live their lives. Go and go one way. You won't find anything special along the way. So you will reach yourself calmly to the entrance to the shopping district. In general, it should be noted that in Awakening, the passage of locations is quite linear, so doing it is easy...

Immediately you will see a video in which some creatures of darkness kill others. Well, let evil fight evil, good will help a little. Move forward. And from the main hall to the room to the north. There, take the belt from the sarcophagus and kill the three revived golems. After that, you can move further to the east. In the next room, kill the creatures of darkness that are fighting with each other and go to the room to the south, where you should pick up the dwarf tablets. They will come in handy for you. Now - to the north.

Having reached the forge and once again destroyed a crowd of darkspawn there, go behind it, collect trophies and repair broken things with the help of a golem and an anvil. Let me remind you that during the Dragon Age: Origins - Awakening passage there are no unnecessary components. Things are not very good, but for the collection they will come in handy. This is how you get to the prison. A certain Stefan is imprisoned in the cage. Take the rune from him and set it free. To the left of the cage is an anvil. Use it and talk to Oghren. After the prison, a fork awaits you. First go south, where you will find an area marked as a grave. In front of you are runestones and a sarcophagus in the center. Click the runes so that the signs on them correspond to the signs on the walls. This is easy to do, so don't worry. When all five signs are in place, run to the grave and take interesting gloves from there. Now you can go back and head southwest from the fork.

Clear the rest of the area, rummage around the treasury, and go into the thicket hills in order to head from there to the vigil tower and unload a bit. I personally didn't have any space left at all, so we'll continue clearing Cal Hirol a bit later. In the meantime, to the Vigil's Tower. Here, give the ore to the blacksmith, and the tablets to Dvorkin. Him same and lyrium sand. After that, go down to the thicket hills again and from there - to the shopping district. And from the shopping district - to the lower limits. We continue cleaning...

And at the bottom, you start running through the tunnel until you get to the golem and the mage-spawn of darkness. They both need to be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, fettering him, and while the thief was having fun, I killed the golem with the rest. And the mage was not difficult to finish off. Then move along the remaining corridor, killing the emerging tentacles. When you get to the very end, cut two chains, which will kill the uterus. After that, you can consider Cal Hirol cleared and exit from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

Let's go back to the Vigil's Tower. Crush the peasant rebellion in the bud, then talk to the blacksmith, giving him the golem shell. He will give you a list of what he needs to get for work. Well, let's search. In the meantime, go down to the basement and go to the crypt, which you still have not opened. You should already have all three remaining keys. Opened? Come inside, clear the tomb from ghosts and collect trophies. Very good boots are already there. Now you can leave the basement and go up to the throne room. And in the throne room, an assassination attempt is being organized. Well, death to them. After that, accept those who wish to become gray guards and finish with the equipment. We are waiting for Amaranthine!

In Amaranthine, give the lucky hoof to Micah, for which you will receive a cash reward. After that, go to the market and report great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Excellent. In the same place, take all the tasks from the board of the Merchant Guild. Go a little to the north, and, after going around the house, take the wool lining in the chest near the locked door. Here is the item for the armor. By the way, the master's lyrium potion was brewed for me by Velana, for which many thanks to her. Now let's go to the Crown and Lion Inn. First, go to the end of the tavern and talk to Nida. She needs to give the wedding ring that her husband died trying to make this world a better place. Then go to the Innkeeper and talk to him about Christophe, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it could be. Examine the map, from which it will become clear that Christoph is in the black swamps. Let's go there, but later. Take trophies from the chests and go talk to the innkeeper. Convince him that he must pretend to trust the smugglers. This task will end, because now you simply have no one to help. Well, the passage of Dragon Age: Origins - Awakening will not get poorer from this.

Now let's go to church. If you don’t pray, then for a bunch of tasks. Take everything from the bulletin board, and also take flower pot. Now talk to Wynn, an old friend. Agree to perform her task, old friend after all. Then dive into the church. There, collect all the trophies, inspect everything you can, and talk to the templar. Then approach the girl and take the quest to find her missing husband. Now move to the inn, where you will find a piece of note to the right of the counter. It mentions bridges high above the city. Okay, let's get there. But first, go beyond the city walls and destroy all the robbers. On your way back, find the second house to the right of the path and in the compacted earth you will find the treasure you were looking for. This is a pitiful ring, but the task will be completed and you can breathe a sigh of relief about this. Next, run around the city, finding three maleficars, and kill them. After that, you will receive a quest to kill their leader, who is standing in the corner of the market square. After his death, we go to the preacher for a reward. Taken away? Well, of course, you shouldn't leave it, it's not for nothing that in Dragon Age: Origins - Awakening the passage is always trying to lure money from us. Now go to the gate where the constable is standing, and go through the left door if you stand with your back to the city. Here you will immediately see a chest with a first aid kit, and a little further - a new piece of note. Now go outside the city, to the very exit from the area. On the left is the house in which the hanged husband is located. Peace be upon him... We go to Alma, we will tell her about everything. Now we have finished all the quests in the city and will go for a walk in the Forest of Vending.

In the Forest, we need to find nine pieces of silk that are needed for the quest, eight statues and five pieces of Sylvan bark. So run around the map, searching for corpses, describing statues and killing sylvans. It is impossible to give a precise location. When you do all this, you will definitely find the corpse of a scientist, from which you need to take a stone and a diary. Next, run to the circle of stones in which you need to put the missing stone. After that, go around in a circle, pressing all the stones. This will give a chest that appears with a necklace inside. True, the necklace is frail, so you don’t have to try too hard. Then, in the same part of the map, go south and talk to Ines. She will ask you to bring her the seeds of one plant, northern spiny. And after that, she will go with you to the council of magicians. Well, it must be so. You can find it in the north of Ines, to the right of the mine. Take the seeds and return to Ines. She will thank you, give you a reward and go on her way.

Now we can return to Amaranthine and turn in all the tasks. Passed? Go to the Gunsmith Glassrick and buy pure iron from him. You can now return home to Vigil's Tower. Talk to Voldrik there, give him samples of granite and select soldiers. He will be happy and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will make a face, but the armor will be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening... Now it's time for us to go to the black swamps...

You are met by carrion eaters in the video. You will have to deal with them as soon as you go a couple of steps forward. Well, let's do that. Now collect the trophies and follow the path. At the first fork, destroy another batch of wolves, pick up a love letter from the destroyed house in the "offshoot" of the path in the south and move clearly north from the fork. After walking a little along the path, you will stumble upon a dragon bone. Guess why you need it? Right, to insert into the skull, lying nearby. Go a little forward to the gap in the veil and inspect the veil. It will not work here, so turn around and go to the fork, from which you will go to the northeast, to the ruined house and further, to the gates of the ruined city. Here you will first encounter pestilence werewolves, but they are frail opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search the corpse of Mabari, from which we will get the veins we need. Also, a little to the right, there is a chest, an old letter and a pack of werewolves who behave extremely aggressively. Destroy them and go even further east to pick up the city archives. Now you can exit through the north gate. There will be a tear in the veil again, which will give you a new task. At the fork, go north again, where you will find the third riddle and some werewolves. And Christoph's temporary shelter, which is already much more interesting. So in Dragon Age: Origins - Awakening the passage is gradually revealed...

Well, let's take a little to the west. In the circle of stones, take the torn page, kill the next werewolves and, after going a little further west, take the dragon bone. Now go along the top edge to the east. Here, at one of the gaps in the veil, you will find a cache left by an unlucky merchant. Everything, his mission is completed, we are moving south, for another dragon bone and a pack of experience from killing the inhabitants of the swamps. When you found the third piece - go east, to Christoph's Body. There you will find the last piece of dragon bone. Then use the body of Christoph and you will find yourself surrounded by the creatures of Darkness. And someone the First will try to throw you into the Shadow. But he will abandon himself too. Here's an idiot...

Then he will refuse to cooperate and set his wards against us, whom it is elementary to kill. Well, let's act here too, since the passage of Dragon Age: Origins - Awakening allows this. Follow the path to the first skirmish. Here you will see a device for breaking the curtain on the right. Use it and one of the gaps will close. I think it's clear what they want from us. Then we go along the upper edge of the map to the west. Next to the runic circle you will find another device. Destroy the demons of desire and close the device. Then go to the runic circle and start lighting the stones. It is very easy to light them, therefore it is not worth describing. Once ignited, you will be attacked by demons of wrath that will spawn in turn. After the death of the latter, a rune stand will appear, which must be activated in order to influence the real world. Go further west, still keeping to the edge of the passage. In the corner you will come across the last device that must be extinguished. Extinguished? Go ahead...

And then it's south. When you reach the close entrance to the village, save. Then go around it along one road available to you, killing everything and everyone along the way. There will be another permanent addition at the wharf. But further, in front of the entrances to the crypt, you will meet a girl who comes to visit the ashes of her father. But again "someone" is coming, and she hides in horror in the crypt. You will deal with these "someone". Then - dive into the same crypt. There, run along the road to the first fork. A restless soul will be waiting for you there. She will run down the corridor to the west, you run after her. Turns out she set a trap for you. Intimidate the demon and head south from the fork

Monsters will be waiting for you there and a transition to a new area. That's where we need to be. Come boldly. Run around the village, collecting new permanent increases, and come to the center, to the Spirit of Justice. Talk to him and break into the evil baroness. Op-pa, surprise, what in Dragon Age: Origins - Awakening passage throws up a lot. Our old acquaintance has already agreed with her. So you have to kill him first. And kill, since he is constantly distracted by your random allies. This is quite simple to do. Now he is a corpse and the baroness takes his power, and you find yourself in the real world. And the same Spirit of Justice joins you, only in human body. Re-recruit the squad, given the impossibility of throwing the Spirit out of it. After that, quickly run, destroying the shadow portals. After all the portals are destroyed - we run to the estate. There you will have to kill the demon that was in the Baroness, which is not difficult to do. After that, go west, open the previously closed gate and search all the boxes, including the dragon bone. You will also find a sword there that was needed by one lord. Ok, now we move to the head of the dragon. When the last bone is in place, you will see a flash of something that turns out to be a spectral dragon. Go upstairs and kill him. Moreover, when he jumps into the circle, do not let the lights reach him, as he will be treated. But killing him is not difficult, just long and dreary, which is not typical for the passage of Awakening. After that, take the bones and trophies and go ... to the place of Christoph's death. There you will find the fifth riddle. Then run to the circle of stones and take the sixth puzzle. And from there - run to the right on the map, to the pond, which is third from the left. There you will find a bottle with a ring and a note, which will complete your quest.

Head to Amaranthine. There, go to the tavern and pick up the oil in the room on the right. And then - to the Vigil's Tower. Give the sword to the blacksmith for execution, collect all necessary components and have fun carrying the best weapons in the game. Yes, just do not roll your lip too much. After the end of the game, it will be stolen. And you will not be able to complete the passage of Dragon Age: Origins - Awakening so that he remains with you. But for now, it belongs to you, so use it. Then, if you have finished all other things, talk to your Seneschal and go to fight. And now you, at the head of a tiny detachment, are sent to exterminate the creatures of darkness. Doesn't it remind you of anything? And I have good associations with the original game...

Come to the city and kill those who are nearby. Then news will be brought to you that the Mother will soon storm the Vigil's Tower. And it's up to you to choose where to go and what to protect. I chose to burn Amaranthine and advance to defend my tower. Perhaps the hardest choice throughout the passage of Dragon Age: Origins - Awakening...

And then there was the defense of the tower. Lots of fights and not much to tell. Four stages of defense, all related to killing enemies - that's it. Varel fell, and it was a heavy loss. But after the enemies retreated from the walls of the fortress, I decided to move after them in order to kill the queen. Leave the territory and go to Mother's lair. There you have to move in a straight line, killing the creatures of darkness. At the end of the location you will see a higher dragon, which also has to be killed. When everyone is dead, go inside. As soon as you enter, your sorceress' sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While there is only one road - go forward, destroying opponents and collecting crystals. Under spiral staircase insert four crystals into the cells, which will activate the artifact. Go ahead and you will have a conversation with the Architect. You choose whether to listen to it or not. Only I do not have confidence in all creatures, so I rejected his offer and killed the creature of darkness. Then he activated the second tower. Do you collect crystals? When all three artifacts are activated - dive into the Nest.

And in the nest, everything is quite simple - talk to the Mother and kill her. Kill her for a long time, but easy. It is better to immediately throw three fighters on the tentacles, and one, the strongest, cut down the Mother herself. So you keep the balance and give an interesting achievement to the hero. And with the death of the Mother, the game will also end ... You will read a lot of interesting things about the upcoming events, but ... You can read them yourself. For this, I take my leave, the passage of Dragon Age: Origins - Awakening is completed!

The Forest of Vending is an area of ​​wooded slopes and lush vegetation, divided by a trade route called the Pilgrim's Way, after the faithful followers of Andraste who traveled this very road to Aramantine and left ancient relics throughout the forest, desiring to honor Andraste and the Creator. For centuries, the forest has been renowned as a place of breathtaking beauty and tranquility, but in recent months things have changed: a clan of Dalish elves have set up camp in the forest, and their proximity to human settlements is worrying. local residents. Worse still, roving bands of darkspawn have been seen in the forest, no doubt gathering for some nefarious deed. For now, the people of Aramantine can only pray that any troubles that have befallen the Forest of Vending will soon pass.

Attention, a lot of spoilers under Spoilers

righteous path

Part 1. Forest

Upon entering the forest, you will immediately stumble upon bandits inspecting a devastated wagon - all that remains of a merchant caravan. They will immediately attack you, but this is not the only group - there are several more groups of robbers scattered to the stone river, which conditionally divides the location into 2 parts. Sometimes they fight sylvans - in order to get more experience, take out walking trees first, and then robbers.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

A bridge leads across the stone river to the northern part of the forest (it is easy to stumble upon it if you go straight along the path).

Immediately after the bridge, one robber will run out at you, obviously in wild horror. He will inconsistently tell that the elves have declared a vendetta to all people, reviving the sylvans and setting them on soldiers and caravans, after which he will make his feet. After that, an elf will appear in front of you very effectively and tells you to get the hell out. If you tell her that you are a Gray Warden, she will soften a little and tell you that people have kidnapped her sister and allow her to finish the business, after which, of course, get out. Here it becomes clear that things are even worse in the forest than originally thought.

The Dalish camp is located in the center of the map, but there you will only find shallow graves and scattered Ferelden weapons. The Mines-Camp path divides the northern part of the forest into 2 parts - western and eastern.

You need to proceed to the west - having cut through a detachment of creatures of darkness, in the very corner of the map you will stumble upon a pit where the corpses of soldiers are piled up in a heap.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

The Darkspawn camp itself is located in the eastern part of the map.

Turning south, and crumbling a fair pack of wolves into soup, next to the stone river you will find a surviving militia named Olaf, infected with filth. He will tell you that the elves were actually attacked by the creatures of darkness, and then they left human weapons in the Dalish camp as false evidence. According to Olaf, this forced the surviving elf (apparently the one who greeted you at the bridge) to appoint people guilty and begin to take revenge on them. However, the entire militia was killed, and the corpses were piled in the same pit in the northwestern part of the map. Olaf will ask you to end his suffering. Regardless of your decision, a large group of darkspawn will attack you.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

When you deal with them, remove the Elven pendant from the corpse of the emissary and return to the Dalish camp.

Along the way, you will stumble upon a terrorist elf who, despite all the persuasion, will set a couple of sylvans and several wolves on your squad, and she herself will run away, apparently also to the camp.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

She will stand at the graves. To convince her of the innocence of people, show her the Elven pendant taken from the corpse of the creatures of darkness. She recognizes in him an ornament given by her mother to her sister, and finally she will believe you. Velanna (that's the name of the elf) will decide to find her sister and join you.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

If there is Oghren in the party, then he will not approve of taking Velanna.

Attention! If you do not take her into the squad, then this can break the whole plot in the second part of the quest!

The elf (who is a good magician) will give a tip to the previously seen entrance to the silverite mines, located in the central northern part of the map. A large detachment of creatures of Darkness will just fall out of it.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

Part 2. Mines

Attention: in version 1.3 there is a bug, as a result of which your (a) GG may lose his equipment, so it's better to save before entering the mine.

If the GG is a robber, then you can return to the Vigil Tower and change into simpler armor - anyway, they won’t let you run in them for a long time, and in the mines you can get hold of good Blackblade armor and an excellent bow.

Immediately at the entrance, your squad will stumble upon the Architect - speaking and casting a creature of Darkness like the Withered. He will immediately make sure of his second quality and will knock out the entire detachment with magic, after which you will see something that looks very much like a nightmare, and everyone will wake up in a dungeon without armor, weapons and trousers, in simple clothes.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

Attention - if your GG has at least some of the old property left, it means that the game has glitched and you need to reboot, otherwise you will only have memories of the old things.

After you wake up behind bars, Velanna's sister, Seranni, will talk to you. She will give you the key to the prison, and if you successfully use Persuasion, she may also give you the key to the chest in the Architect's room, but she will not say anything worthwhile.

When you get out of the cell, you will be attacked by several creatures of Darkness. They are weak, so you can deal with them with your bare hands. Remove the key from the rest of the cells from the corpse of one of the creatures of darkness - the locks there are good, and you won’t be able to pick them

For now, you will have to dress your comrades-in-arms with what you find along the way in the mines.

From the dungeons you can get into the laboratory of the Architect. There are 2 levers in the middle of the room, apparently controlling the experiment in the next room. The door to it is energized - it is not recommended to poke in there while the experiment is in progress.

The levers control 4 glowing balls that must be turned off. To do this (and remove the barrier from the room), pull the levers in this order: left-right-left-right.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

In the chest in this room you can find the already mentioned armor and a beautiful bow with a bonus against dragons.

As it turns out later, your equipment is now worn by some creatures called "Experimental Objects" - every time they appear, your companions will loudly resent such a brazen theft.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

The first Object is accompanied by a large company of dragons.

After returning all 4 sets of equipment, take out everything else that moves.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

The next cave contains a large band of darkspawn led by a necromancer genlock. As soon as you kill him, all the corpses he raises will turn up.

At the next door you will find the Qunari merchant Armas. In the chest next to him are all the other things selected by the Architect, and you can get hold of recipes from Armas himself.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

Behind the door next to the Qunari you will find the Architect and a couple of dragons - orange bosses.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

They spit fire and occasionally fly up to the ceiling for a dive attack. They are easily taken out by ranged attacks, and breaks can be used to take a breather.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

When you break these dragons, a short video will start showing how the Architect and a couple of his companions will wash off, blocking the passage. Here Velanna will express her desire to join the Gray Wardens in order to still find her sister. Your choice has no effect on the further plot.

From dragons, you can remove a good shield and gloves for the magician.

Attention: After leaving the mine, you will not be able to return here, so it is better to examine it to the end now.

Non-plot quests

Stone Brothers

In the eastern part of the forest you will come across 2 statues - the Statue of War and the Statue of Peace. When you get close, the Statue of War will give a voice and ask for help.

She will tell you that a certain master turned him and his brother to stone, and will ask for revenge by raising the ashes of the master, lying behind the nearest hillock.

After that, the Statue of Peace will call out to you. The spirit of the second brother will give you his point of view on what you should do.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

If you decide to fulfill the requests of the Statue of Peace, then just talk to the Statue of War and convince him to sleep. The Statue of Peace will reward you with recipes for several potions: a masterful and powerful stamina potion and a Greater Spirit Damage Protection Potion. After talking with the Statue of Peace, you will be able to kill the Magister, but you will not receive anything other than experience for this.

If you decide to kill the master, then activate a pile of stones a little north of the statues - an Arcane Horror (orange boss) will rise from it. Defeat him and report to the Statue of War. She will give you a good one-handed blade "Sword of Winter".

Walkthrough Dragon Age: Awakening - Vending Forest

Walkthrough Dragon Age: Awakening - Vending Forest

Trade problems

Issued by Merwick in Amaranthine, or appearing by himself in the forest. To complete the quest, talk to Merwick after joining Velanna. .

Botanist Iness

Behind the Elder Sylvan is the botanist Innes, whom Winn asked you to find)

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest.

Living tree

In the northern part of the forest, you can find the bark needed by the templars to make anti-magic shields.

Statues of Maferat

There are carved statues in the forest, from which you need to copy the inscriptions on the instructions of the trade guild.

Merchant's Goods

In the southern part of the forest, the robbers have silk from a plundered caravan, which the trade guild asks to find.

Build for the ages

To the right of the mine are deposits of granite, which will be useful to Voldrik Glavonak to rebuild the fortress. .

Master's Work

Right behind the stone circle is the Elder Sylvan.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

You can skin wood from it, which will be useful to Wade for the quest "Heart of the Forest". In the mine, in the pen for the dragon cubs, an egg will be found, which is necessary for the quest "To the Bone". .

The mystery of the stone circle

Not far from the granite deposits, an unusual stone and a note are removed from the corpse of a certain scientist. Behind the stone brothers is a circle of stones, where exactly the fragment that you discovered earlier is missing. When you activate the stone, it will light up. Similarities are here (passage of the Vigil's Tower).

Trade must go on

Miss Woolsey's quest. You need to persuade the Qunari merchant Armas from the mines to trade with Vigil's Tower.

Last Will

In one of the eastern caves of the Silverite Mine, you will find a badly wounded Orlesian Guardian named Keenan.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

He will ask you to take an engagement ring to his wife Nida. It is impossible to cure him, or persuade him to get out of there. The ring is at the trainer in the pen for baby dragons, this is the orange boss. You can also take Nogol's hammer from it.

Walkthrough Dragon Age: Awakening - Vending Forest

Walkthrough Dragon Age: Awakening - Vending Forest

In the Dalish camp, there is an elven funeral prayer in a chest, a gift for Justice, and next to the botanist Innes, a sextant is removed from the corpse for Nathaniel Howe. In the Architect's laboratory there is a book for Anders, along with copies of the ice rune-masterpiece and the Perfect, and in the cave with the second Experimental object there is a Sparkling Malachite for Vellana.

Walkthrough Dragon Age: Awakening - Vending Forest


Walkthrough Dragon Age: Awakening - Vending Forest

In the cave where the second Experimental Object roams, a Spyglass is lying on the corpse of a templar knight against the wall - a special gift for Sigrun.

Blackblade's set helmet can be found in a chest behind a hidden wall when exiting the dungeons, before the first turn. To find the cache, just get close to the wall.

There are no gloves or shoes from this set in the game, but the fans released a mod: . In addition, there are copies of the runes of cheerfulness - a masterpiece and Perfect.

After the Necromancer's cave, you will come across the Architect's room, where you will find blueprints for the Elemental Trap and a couple of gems.

Thank you all for your attention ^^


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By completing not only the main tasks, but also lingering on the secondary ones, you will better upgrade your team, as well as extend the playing time. In the swamps, you can find a set of armor designed for a warrior, or collect strange bones that can be used after completing the story mission.

Combat tactics have changed in Awakening. The more competently the team is selected to fight this or that boss, the easier it will be for you to defeat him. For example, the magma golem is one of the first bosses. It is useless to use fire magic, weapons with fire effects and bows against him. But ice works wonderfully on him, and melee attacks. Accordingly, you need to collect a party from a magician who owns ice magic, a healer magician (who knows how to heal a group), and two melee fighters. The healer will be very useful to you in those cases when the boss will cast the massive Firestorm spell.

New enemies have been added to the game. Now you are waiting for the talking creatures of darkness and the so-called children, who have three stages of development. New bosses have also been added. Children at the first stage of development are not so difficult to overcome. You will meet them in Cal Hirol when you arrive there in the storyline. They appear from white cocoons on the walls, and move on to the next stage of development when they eat dead creatures of darkness. At the second stage of development, these creatures have thin long legs, mandibles and a larval body. Usually they knock the victim down and bite to death. At the third stage, they have spikes that reflect part of your damage, and they start to hit much harder.

Passage of the game Dragon Age: Origins Awakening.

At the beginning of the game Dragon age: Origins - Awakening, you will see a cutscene in which you will be "rejoiced" that despite the death of the Archdemon, the creatures of darkness did not even think of disappearing. You are sent to the erling of Amaranthine, the most dangerous region of Ferelden. You approach the tower that belonged to Earl Howe, but as you get closer, you see that there are no guards there. After that, a man will run out of there, followed by two hurlocks. Help him get rid of them and talk to the saved. He will leave for help, and you will talk to your companion Mhairi. After the conversation, go to the courtyard and head towards wooden gate, clearing his way in all available ways.

After the gate explodes, quickly clear the courtyard of the fortress from all evil spirits. First of all, always try to get rid of the magicians, they can cause a lot of damage. After the yard is clear, approach the survivor and find bandages for the guards. Now go inside the Vigil Tower. Now this is your headquarters.

Inside the tower you will see a complete mess, the creatures had a lot of fun here. Now run to the right passage, there the magician is trying to cope with the hurlocks alone, help him. After the fight, talk to him and he will go with you. Go down the corridor, saving the survivors along the way. After saving everyone, return to the main hall, and from there go to the battlements. You will also have to fight there, then press the lever and go down. After watching the scene, move on.

You need to dismantle the barricade and go down. After destroying the creatures of darkness, go through the opened gate. Upon reaching the main hall, you will find your old friend Oghren, who is fighting with another group of enemies. Help him deal with them, then take him to the team and move on. In the corridor, you will stumble upon a wounded Roland, who will tell you that during the assault one of the creatures commanded the others. Go further until you reach the entrance to the wall. Along the way, you will also have to crush enemies. When you reach the wall, go outside.

You will meet with the hurlocks and their commander in chief, first talk to him, and then kill him. The fight should not be too much trouble, especially since you have a healer in your party - the magician Anders, whom you saved downstairs. After the massacre of the enemy, go to the fortress. You will be offered initiation into the Gray Wardens, agree. Unfortunately, you will lose Mhairi during the ritual. Now talk to the three stewards in the throne room and move on. The introductory part is over.

The tower of vigil has been given away Gray Wardens into possession. There are three managers there, but you will still supply the fortress. We'll have to look for granite for walls, lyrium and metals. I advise you to complete all the tasks in the fortress, although some are optional, in the future it will help you during the passage of the story mission. There are many secrets in the catacombs, look around carefully. At first, only the upper level of the catacombs will be available to you, and after completing the first big story mission, access to the second level will open.

In the courtyard, you will receive letters from the girl and a message about the robber in prison. Go to the prisoner. It turns out that this is Earl Howe's son, Nathaniel. You will need to accept him into the Gray Wardens, if you just let him go now, he will join you later. Having finished with this business, go back to the throne room and take all the available tasks. Here you will have to decide what you will protect - the city, farms or trade routes. Make a decision and go outside. Just talk to everyone here, get additional tasks from them about metals, lyrium and money to restore the walls of the castle. Immediately get a quest to clear the catacombs. After completing the task, go to the city of Amaranthine.

Amaranthine - Ferelden's main trading hub. A small town whose goods mostly go to Denerim. Due to the developed trade, the city attracts thieves and smugglers. Here again you have to make a choice. Who to help? Guardians of the city, or dark personalities who do not get along with the law? It is up to you to decide, and your decision will be final, you cannot change it. Your choice may affect the ending of the game and may block access to a special location. Right there, in Amaranthine, you can complete the tasks of some of your companions, as well as continue the "Conspiracy" quest.

Before entering the city, you will meet Colbert, who will tell you about a large number of Spawns, and mark the place on your map where he recently saw them. After that, enter the city. After entering the gate, turn left and look for a representative of the merchant guild of Mervis. After talking with him, take the task from him to deal with attacks on caravans in the Wending Forest. This is a story mission.

Go to the Wood Vending. It is near the trade routes leading from Amaranthine to Denerim. Going forward along the road, you will soon meet with a group of bandits. After getting rid of them, search the cart. Further you will meet burning sylvans, which are resistant to fire, deal with them. When you reach the bridge, you will see an elf who demands that you return her sister to her. After talking to her, move on. You will have to fight along the way, go forward until you find a survivor. Finish off the poor and destroy the enemies that appear. Now go to the camp of the Dalish elves, talk there with the very elf Velanna, take her to the team and all together go together to the silverite mine.

Here an unpleasant surprise awaits you - almost immediately after your arrival, you will be euthanized. You will see a cutscene in which Velanna's sister, Seranni, will give you a key and direct you to the Architect's room to dig through his chests. You are undressed and disarmed, but there is nothing to do - you have to go as you are. Go north, search everything there. After that, head south down. To clear the hall, use the ballista. Wait a bit, creatures will run out of another room, get rid of them in the same way. Now we can go further. You will stumble upon a creature that dared to put on the clothes of one of the party members, destroy the impudent one and return the clothes to the owner. When you reach the fork, you will find the last surviving guard of the fortress. He will ask you to find the ring that was taken from him and return it to his wife. Moving on, you will meet another creature that has put on Velanna's armor, take it away.

You will enter the hall, where you will find the next thieves wearing your clothes. Remove your things from them and go to the fork. First go to the east, where you will find a lyrium for the fortress, and then go to the next passage, through which you will enter the hall, where you will see a huge harlock armed with a hammer - a dragon tamer. At this hurlock you will find a ring that you need to take to Amaranthine. In the same room you will find a dragon egg, which will come in handy later, and the dragon itself, from which you can remove the scales. Once things are done here, head to the south tunnel at the first fork. And then there are dragons to get rid of.

Enter the Architect's room. After searching it, you will find gold coins and a piece of code. Further along the way you will meet a merchant who can replenish supplies. Talk to him and invite him to Vigil's Tower. Right there, next to the merchant, you will find a chest with things. Move on. Arriving in the next room, you will finally meet with the Architect himself. Here you have to fight with two of his "friends" - dragons. Don't let them fly and try to keep them frozen as long as possible. As soon as you defeat the dragons, the Architect will prefer to retire. Search everything here, take all the loot and exit to finish your first story quest.

In the Vending Forest, you can find a granite vein for the Tower, two talking statues, and an ancient Tevinter sign on the ground, which can be activated if you first remove the stone from the bag lying near the corpse. Activation scheme available.

Now go to the Tower of Vigil. Here produce Velanna in the Gray Wardens, tell the builders about the stone vein. You will also have to be a judge in several disputes. Now you can visit the lower level of the catacombs. Talk to master blacksmith Wade, he can make unique things for you if you bring him the necessary ingredients. Now equip your team and either start completing additional quests, or go to the Wilder Hills. There they saw a strange building and creatures of darkness. Take Oghren with you.

Upon arrival at the place, destroy the mutant wolf and go along the bridge. Further along the stairs, go down into the deep paths, now heavily destroyed. Rescue the gnome Sigurn from the creatures of darkness and take her to the team. Go deep into the location, to the abandoned gnome teig Kal Hirol. Now the city, once the second largest, is filled with enemies. His loss was a painful blow to the dwarves. Go downstairs and talk to Yucca, who, unfortunately, is already dying. Walk forward to the bridge. You will reach the hall, where you will meet with those very larvae children. Destroy them, make sure that they cannot eat the corpses of other creatures of darkness. Now decide how to go further: through the traps, or move quietly around. It is better to choose the second option. Go to the fake section of the wall and go deeper into Kal Hirol.

Go down the corridor, getting rid of the enemies along the way. Carefully enter the front hall, there are many traps. After destroying the opponents in the hallway, go further. Here you will meet the owner of the golems, from which you need to quickly get rid of and take the golem control rod from him. Deactivate golems with this wand. Now go to the lobby, along the way you will stumble upon a crowd of ghosts, but do not be alarmed, run to the door to the Kal Hirol shopping district.

As soon as you find this door, you will see a scene where the creatures are fighting with each other, which is only to your advantage. It remains only to collect the trophies left over from this battle and move on. After reaching the forge, clear the area, collect broken weapons and repair them. Go to the prison, there you will find Stefan imprisoned in a cage. Take the rune from him and set him free. Now go to the fork, and from there to the southwest passage.

Here, too, you need to clear the territory from uninvited guests, and decide where you will go next. Either return to Vigil's Tower or continue clearing Kal Hirol. If you decide to return, you can handle it yourself, but if you want to get rid of enemies further, then let's go to Lower Limits. Your goal here is four queens that have settled at the very end of the tunnel.

As you move forward, you'll come across a Flame Golem and a Darkspawn controlling it. Let's dwell on the tactics of combat with them.

First, look at the composition of your group. You will need a healer, a mage who owns freezing and control, Anders, a tank fighter, or a rogue with melee skills is perfect for this. If the composition does not correspond to this tactic, go to the Tower and gather the necessary group. The fight with the golem is difficult, but in principle, with correct use group members, it becomes a routine. First I advise you to get rid of the golem, and then take on its owner, because if you try to kill the owner first, then there is a high chance that at this time the golem will kill your healer. During the fight, the golem covers about 70% of the area with the Firestorm spell, place your healer so that it does not touch him. Balms or fire crystals can be used to reduce damage. Keep it frozen or paralyzed for as long as possible. After you deal with the giant, take on the owner, he should not cause problems.

After the massacre, go further down the corridor, you will see a room in which you need to cut two chains. Thus, you buried the queens underground. Now that you've reached your goal, head back to the Tower and get back to business. Having finished with the problems in the fortress, you can head to the last story location - the Black Marshes.

Upon arrival, run to the village, clearing your way from enemies along the way. Go to the ruined house, pick up a love letter there and go north from the fork. On the way you will find a dragon bone, take it with you. Ahead, inspect the gap in the veil of Shadow and enter the gates of the ruined city of Blackmarsh. Here you will meet a new enemy for the first time - pestilence werewolves. Not too strong, but intimidating. Look around the city, destroying its current inhabitants. After that, exit the city through the northern gate. Here again you will see a gap in the veil. When you reach the fork, turn north again. You will be met by several werewolves and another riddle. Examine the shelter of Christoph and go west.

Here, in the circle of stones, pick up the torn page and a little to the west take the dragon bone. You also have to deal with the werewolves. Now go east. At one of the gaps you will find a cache. Examine everything around and go to the mark with the task to the east. The last part of the dragon bone is lying around right there. Now, with the help of Christoph's body, watch the video, after which you will find yourself in the Shadow along with the creature that threw you there. Get rid of opponents and go deeper. Pretty soon you will see the device for breaking the curtain, get rid of the guards and turn off the device. Another device is located at the runic circle. There, the guard consists of demons of desire, kill them and turn off the device. Now activate the runic circle. Demons of anger will immediately climb to you in considerable quantities, get ready for a fight. Once the last demon is dead, a rune stand will appear, activate it. Go further, turn off the last gap device and go to the village.

Go towards the pier, next to which is the essence of the characteristic. Then you will meet a girl who came to visit her father's ashes. You will be attacked, after getting rid of them, go to the crypt. Run forward to the fork, from there turn left. The girl will turn out to be a demon, he can be killed or scared. After the demon disappears, clear the crypt and exit it.

In the abandoned Blackmarsh, you can find chests with parts of good armor. These chests are in the places where the devices were in reality after the destruction of the veil rupture systems. Also in the swamp you can find a spectral dragon. To do this, you need to collect all the bones, and take them to the skull near the uphill. After inserting all the parts into the slots, run upstairs to the fortress. The dragon is standing there, in battle he uses lightning and is practically immune to entropy and spirit spells.

After exploring the village, go to the central square and speak with the spirit of justice. After the conversation, the spirit will break the gate and you will find yourself in front of the witch from Blackmarsh. She will not come alone, with her will be the very creature of darkness that threw you into the Shadow. Get rid of it first, it won't cause any problems. After you deal with him, the baroness will "drink" him and send you to reality. Your familiar spirit of justice will be in Christoph's body and will join you. Head towards the village, destroying the shadow portals that the witch has opened along the way. In Blackmarsh, talk to the baroness, she will turn into a demon that you have to kill.

In any case, the spirit of justice will remain in the team, so choose who else you will take to the team. If you are a warrior, then take Anders and Velanna, if the healer, then Velanna, if the attacking magician - Anders. During the battle, the demon baroness will open shadow portals, which you will have to close as quickly as possible, as creatures will climb out of them to help the demon. A mage and one fighter can be allocated to destroy the portals, while the other two members of the group will focus on the baroness herself. Keep her paralyzed with Anders. Drive her into the courtyard of the estate and pile on in a crowd. After the end of the battle, you can safely explore all the nooks and crannies and go to the Vigil Tower.

As soon as you arrive at the Tower, you have another important decision to make. You will be asked to go to the defense of Amaranthine. On the way you will stumble upon a detachment of spawns, destroy them. Now make a decision: either you refuse to defend Amaranthine and decide to burn it along with the spawns, or you agree to defend it, thereby leaving the Tower to its fate. Let's consider both options.

If you choose to burn Amaranthine, you and the entire Gray Wardens will be hated. But if you still chose this option, you have to defend the Tower. There will be four stages of the battle. First the defense of the gate, then the fight in the courtyard, then again the gate. The last stage is the battle with the commander of the attackers and with the armored ogre. After the fight, you will head to Mother's lair.

If you decide to stand up for Amaranthine, then the fate of the Tower depends on whether you have previously completed tasks to restore the walls of the Tower, and other additional tasks in the Tower. If the Tower is fortified, then it will stand; if not, it will fall. During the defense of the city, you will need to save soldiers, smash enemy troops, and block the flow of enemies through the tavern and the smuggling route. At the end, you will have a fight with an armored ogre and a trip to the lair of the Mother.

Go to the Wasteland of the dragon's mouth, move straight ahead, destroying the creatures of darkness along the way. When you reach the end of the location, you will meet the highest dragon, which you have to deal with. At your current level, this shouldn't be much of a problem. Use ice spells and melee skills. Once the dragon is dead, head down to the Tevinter Ruins. Here collect the crystals and activate them by placing them in the nests of the towers. In the second tower you will find the Architect, who, after a conversation, will ask if you will kill him. Decide for yourself. Having made a decision, be prepared for the fact that not all members of the group will agree with it. If you decide not to kill him, then Sigurn may even attack you, but in this case you will receive a good weapon that will help you in the fight with the Mother - the "Architect's Bonfire". In any case, after meeting with the Architect, run to the last tower, search it and go to the nest.

After talking with the Mother, you will find out that it is the Architect who is to blame for all the current troubles. He tried to remove the dependence of generations on the ancient gods, and for this he began pestilence. In any case, you will no longer be able to get the Architect, so you will have to deal with the Mother. The fight with her is quite simple, albeit a long one. First, take care of her tentacles and children, which will distract you from time to time. After you deal with them, proceed to the battle with the Mother herself. After killing her, watch the final scenes and that's it, our adventure is over.

Interesting Facts

Mhairi

Mhairi is a female knight and also a Gray Warden recruit. dreamed of becoming Gray Warden all life. Accompanies the main character during the purification of the Vigil's Tower. Dies during initiation.

Anders

Anders is a renegade mage from the Circle of Magi. He has repeatedly escaped from the Circle of Magi. But even with his resourcefulness and talent, he was always caught by the templars and sent back to the Circle. Once again, he fled to Vigil's Tower. Accompanies the hero when cleaning the Tower of Vigil. After purification, it can be accepted into the order, or released, or returned to the templars. When initiation safely survives. Gifts for Anders: Kitten. Found in the Tower of Vigil. Golden earring. Also located in Vigil's Tower. Knitted scarf. Stays in Amaranthine (in the church). Collar with bell. Also located in Amaranthine. Amulets of magicians. You can find it in the Architect's laboratory (Vending forest, Silverite mines). Engraved silver bracers. You can find it in Cal Hirol, in the shopping district.

Oghren

Oghren is a dwarf who wants to become a Gray Warden. A description of his life can be found in the article Companions in Dragon Age Origis and Gifts for Them. Oghren decided to become a Gray Warden, and for this he came to Vigil's Tower. Can be accepted by the player, if not, it will enter the army of Ferelden. Gifts for Oghren: Aqua Magus. You can find it in Amaranthine. Dragon urine. She can also be found in Amaranthine (Hubert's hideout). Hirole eruptions. The name suggests what can be found in the Wilder Hills. Whiskey Mackay. You can also find it in Amaranthine. Toy horse. Lying in the Black Marshes. Brandy from West Hill. You can find it in the Vigil's Tower.

Nathaniel Howe

Nathaniel Howe is the son of Rendon Howe, who knows nothing about his father's atrocities. Infiltrated Vigil's Tower to take the family heirlooms. But he was caught and put in jail. The Gray Warden will be allowed to judge Nathaniel. The player can execute him, let him go, or accept him into the Gray Wardens. Nathaniel, too, will quietly survive the initiation. Gifts for Nathaniel: Bow Howe. Found in the Tower of Vigil. Delilah's letters. Also located in the Vigil's Tower. Locksmith tools. You can find it in Amaranthine. Grindstone. You can find it in Cal Hirol. Golden vase. You can find it in Amaranthine (Grocer Oktam). Bronze cultist. Located in the Wendig forest.

Velanna

Velanna is a Dalish elf, Mages. She was expelled from the clan. She believes that it was the people who abducted her sister and now wants to take revenge on all people. The hero can call Velanna into the order of the Gray Wardens. It will also successfully survive initiation. Gifts for Velanna: Elven Runestone. Lies in the Tower of Vigilance and the mines of the Deep Roads. Elven keychain. Located in the Vening Forest. Discarded diary. Located in Amaranthine. Empty notebook. Also in Amaranthine (in the church). Fancy silver bowl. Lying in the Black Marshes. Sparkling malachite. Located in the Silverite Mines (Wending Forest). Carved jade. Found in the Treasury of Kal Hirol.

Justice

Justice is a spirit from the shadows. Helps the village in the shadows to escape from the baroness. Accidentally inhabits the body of the dead Gray Warden Christoph. Justice offers its services to you. You can agree. Gifts for Justice: Elven Prayer for the Dead. You can find it in the ruined elven camp in the Wending Forest. Dream poetry. In the throne room of the Tower of Vigil. Lyrium: Gift from the Creator. Lies in Amaranthine, in an abandoned warehouse. Lyrium ring. Lying in Cal Hirol. Christoph's medallion. You can find it in the Black Marshes. Memorabilia of Christoph. You can find it in the Amaranthai tavern "The Lion and the Crown".

Sigrun

Sigrun is a dwarf female legionary of the Legion of the Dead. Of the entire Legion, only she survived. If she hadn't met the player, she would have died too. She joins the hero and purifies Kal Hirol with him. Once Kal Hirol is cleared, the player will have the option to invite Sigrun to join the Gray Wardens. In this case, she successfully survives the initiation and becomes a Gray Warden. Gifts for Sigrun: Warrior's Heart. Found in the throne room of Vigil's Tower. Toy cart. Located in Amaranthine. Spyglass. Lies in the Silverite mines (Vending forest). Plant in the pot. Lying in Amaranthine. A ball with the snow. Also located in Amaranthine. Soap on a string. Found in the dungeons of Vigil's Tower.

As soon as you enter the territory of the forest, you will see bandits scurrying around the plundered caravan. Go ahead and deal with them - but be careful: there are much more of them than the group that you noticed at the beginning.

Forest Vending is conditionally divided into two parts - you start in a smaller, southern one. It is connected to the northern part by a single bridge in the eastern part of the map. Go there. On the way, you will have to deal with bandits and sylvans - who attack not only you, but also each other. As soon as you cross the bridge, one of the surviving soldiers will run straight at you. From his very fragmentary phrases, one can make out that the elves for some reason revive the trees and make them attack people. For a long time, however, he will not talk with you, and will run away as fast as he can, and the said elf will appear to you - or rather, an elf. She will make a short speech about how you should leave her alone and disappear.

The Dalish elf camp is located approximately in the center of the map, but in this moment he is empty. You will find there only a few shallow graves and weapons scattered everywhere for some reason. After examining the camp, go to the western part of the map. There you will meet your good acquaintances - the Creatures of Darkness, camped in the northern part of the forest. There you will also find a large pit filled with corpses.

Head south and you'll find a surviving militia member apparently suffering from a Darkspawn venom. He will tell you very curious facts: it was not they who attacked the elves, but the Creatures of Darkness, who scattered standard Ferelden weapons in the Dalish camp, which made the elves (or rather, one surviving elf) assume that people were to blame for the attack. However, all members of the militia had already been killed before - remember the hole in the north? The poor fellow will ask you to end his suffering - you can do as he wishes or not, but at the end of the conversation, a group of Darkspawn will attack you anyway. Deal with them and search the corpses. On one you will find an Elven Medallion.

Head back to the camp. On the way, an elf will meet you, but she does not intend to listen to you at the moment. Calling the wolves and sylvans to help, she will disappear again. Go to the camp where you will find her near the graves. In order to convince her of the innocence of people, show the elven medallion found on the corpse of the Creation of Darkness.

Velanna, finally convinced by your words, will join your squad (even if you don't want to) to try and find her kidnapped sister. Since the Darkspawn have a habit of dwelling underground, she will assume that they may be hiding in the silverite mine that you may have already noticed earlier.

Go to the mine, which is located in the very north-central part of the map. (Warning: there is one nasty glitch in version 1.3 that could cause your GG to permanently lose their equipment, so make a permanent save before you enter the mine.)

You will not be allowed to follow far into the jungle of the mine. In a few minutes, the Architect will greet you - a person who speaks and is very reasonable, although he belongs to the type of Creatures of Darkness. The architect will be able to subject you to magical effects, as a result of which you will find yourself in a dungeon without equipment and uniforms.

Attention - if your (a) GG is dressed in simple clothes with an empty backpack, then everything is in order. If he/she has at least some of the old property left, then you have a glitch and will have to reboot, because in this case you will no longer see your old outfit.

After you wake up behind bars, Velanna's sister, Seranni, will talk to you. She will give you the key to the prison, and if you successfully use Persuasion, she can also give you the key to the chest in the Architect's room. After Seranni leaves, you will have to fight several Darkspawn, but they are not very strong, so the lack of weapons and equipment should not prevent you from dealing with them.

Take the key from the corpse of one of the Spawns. He opens other cells of the dungeon - you can't just hack them.

So, for now, you'll have to use whatever gear you have on hand. In the Architect's lab, on a kind of balcony, you will find a pair of levers. Look down and you will see a room hidden by clouds of fog. The door to this room is under a protective barrier (which will not only prevent you from opening it, but will deal massive electricity damage every time you try to touch it). To remove the barrier, you need to pull the levers in a certain order. Counting the left lever as number one, this is the order: one-two-one-two.

In the chest in this room you can find Blackblade's leather set and a bow with damage against dragons - Draconic Malice.

Move on, fighting off hordes of enemies along the way. When you reach a Qunari merchant named Armas, you are almost at the exit. In the chest not far from it should be the rest of your things. Armas may even give you a discount on their items if you successfully use the Persuasion option. You can also persuade him to establish trade with the Fortress of Vigil (Mrs. Woolsey's quest "Trade must continue").

After going through the door next to the Qunari, you will have to fight two male dragons. The most annoying thing about this battle is that they like to leave the battle and fly around the hall from time to time, but this can also turn out to your advantage, since you can, for example, heal or drink an additional protective potion during their absence. It is not necessary to run after dragons all over the hall - shoot them with bows and staves - and they will return to you.

After you defeat the opponents, watch a short cutscene in which Aritektor and his assistants will be removed from the mine in such a way that it will be impossible to follow them. So, the way up is now open and you have completed your quest. At this stage, Velanna will express a desire to join the Gray Wardens - you can agree or not, on the main storyline it won't affect.

Attention: you will not be able to return to the mine after you leave it. Therefore, if you have not yet examined it to the end - do it now.

Non-plot quests

In the forest you will come across two stone statues - the Statue of War and the Statue of Peace. The Statue of War will call you to it when you get close to it. She will tell you her story (which is a bit like the story of a similar statue in the prologue of the magician in the Beginning) and ask you to kill the Tevinter master, who imprisoned the spirit of two Avvar brothers in stone. After you listen to the Statue of War, the Statue of Peace will speak to you. The spirit of the second brother will give you his point of view on what you should do.

So choose whether you will follow the request of the first or second brother. If you decide to kill the master, then activate a pile of stones a little north of the statues - an Arcane Horror (orange boss) will rise from it. Defeat him and report to the Statue of War. If you decide to follow the path of the second brother, then just go back and talk to the Statue of War. Convince the spirit of the warrior that revenge will not give him the desired peace, and return to the Statue of Peace to report on your success.

The Statue of Peace will reward you with the recipes for several potions: the Master and Potent Stamina Potion and the Greater Spirit Damage Protection Potion. The Statue of War will reward you with a decent one-handed sword, the Sword of Winter.

In one of the eastern caves of the silverite mine, you will find a badly wounded Guardian named Keenan. Keenan is one of the Orlesian Guardians who arrived at Vigil's Hold before your arrival and who is still missing from the Darkspawn attack. He will ask you to take the wedding ring to his wife Nida and give her his parting words. It is impossible to persuade him to accept your help and get out of the mine alive - the poor fellow is unshakable in his desire to die a hero's death.

The wedding ring is in the dragon trainer's pen for baby dragons. After you deal with him and take the ring from his corpse, give it to Nida, who is in the Lion and Crown Inn in Amaranthine in the company of... um... maybe that's why Keenan was so determined to die? Give her the ring and your quest will be completed.

You will find an unusual stone and a note on the corpse of a scientist approximately in the north-central part of the forest. Read it carefully. When exploring the forest, you will find a circle of stones with one empty place where you can put your find. If you activate the stone, it will light up.

This is a riddle that is akin to the riddle of the demon from the village of Honnleith in the Beginning. You need to create a line of fire (starting and ending with the first stone) that will be continuous and cover all the stones in the circle without exception - both large and small. There can be several variations, as in Honnlit's riddle. When you draw a continuous line of fire across all the stones, you will receive a reward.

An example solution (click on the image to view the image in full size):

Note: due to a bug, sometimes a chest with a reward appears immediately after you put the missing stone in place.


Other quests related to the forest:

The silverite mine contains lyrium sand, which Dworkin Glavonak needs to make powerful bombs. (See the Vigil's Tower quest section for details)