Dragon Age has started a meeting of the lands what to do. Complete walkthrough of Dragon Age Origins: “Collection of lands. Possible outcome of the Gathering of Lands in Dragon Age: Origins

After the coronation

If the Guardian has not sacrificed himself, he will return to the landsmeeting hall, where Alistair and/or Anora (depending on your choice in the landsmeeting) will make a speech and thank the Guardian, and then ask what he/she is going to do. Your decision will affect the epilogue (and possibly Awakening if you choose to import your character). Then the monarch will say that the people are waiting for their hero.

Before you go out the door, you can talk to your friends and companions for the last time (there is a bug on the console version that prevents Sheila from appearing in this place). In addition, Earl Eamon will be at the feast if you crowned Alistair (with or without Anora). One character from your backstory will also appear at the festivities:

  • Background of a noble person: Fergus Cusland(GG's brother. It turns out that his detachment was ambushed, and the wounded Fergus was saved by the Hasinds. He was ill for a long time and reached Denerim only after defeating the Archdemon.)
  • Mage Background: First Enchanter Irving(if you didn't side with the templars in the quest Broken Circle and Irving survived the fight with Uldred)
  • Background of the city elf: Tsirion Tabris (Father of GG. If the Guardian sacrificed himself, then Anora or Alistair (depending on who was on the throne) will make him the first bann of the Elfinage.)
  • Dalish Elf Background: Ashalle(GG's guardian)
  • Noble Dwarf Background: burning(GG's friend and temporary companion. Yesoi of the Guard are going to be made Perfect, he will be his right hand)
  • Dwarf Commoner Background: Rika Throw(GG's sister. If the Gray Guardian - a commoner dwarf sacrifices himself in the final battle, Rika will come to the funeral with her mother. If the hero survives, she will attend the coronation. If Belen became the king of Orzammar, then Rika will report that the Guardian is now a member of the warrior caste: moreover, he can be proclaimed Perfect.If Harrowmont became king, then Rika will win in any case: she will not be pushed around by a man, but her son will remain a member of House Aeducan.)

Gray Warden

The consequences not only depend on the Guardian's decisions during the game, but also on the approval rating of the companions at the end of the game (for example, this affects Sheila).

  • Earl Eamon remains advisor to Alistair if he becomes king. Eamon abruptly renounces the Erling of Radcliffe in favor of Bann Tegan, which the townspeople approve of. If the Guardian also gave Caitlyn enough coins for her grandfather's sword, she will meet Bann Tegan and they will marry.
  • Earl Eamon returns to Redcliffe and restores it to its former glory if Alistair does not become king, or if the Warden becomes Alistair's chancellor. This also happens if a hardened Alistair marries Anora and Loghain sacrifices himself to destroy the Archdemon.
  • If the Warden leaves Radcliffe during the quest Attack at Dusk, Earl Eamon renounces the erling in favor of Bann Tegan and returns to Radcliffe. However, it cannot be restored to its former glory due to rumors that the town is cursed.
  • If the Warden saves Bevin, Caitlyn's brother in Redcliffe, uses his grandfather's sword and brings him back, he becomes a famous traveler and tells stories that when he was young, he met a Gray Warden who used his grandfather's sword to save Redcliffe, and then returned it.
  • If the Warden paid Caitlyn enough for the sword to allow her to leave for Denerim, she uses this small fortune to open a foundry. She becomes rich, respected and accidentally meets Bann Tegan at the royal court. A few months after that, they get married. This can only happen if the Guardian paid her before starting the Attack at Twilight quest, and not after.
  • If the Guardian gives Bella (from the Redcliffe Tavern) enough money to leave Redcliffe, she makes it to Denerim safely and opens her brewery there. She soon meets Bann Tegan and marries him.
    - If you help both Caitlin and Bella leave Redcliffe and start their own business, then Bann Tegan will marry both girls.
  • If the Warden gave power of attorney to the tavern during the first Battle of Redcliffe to Bella, she will rename the inn "Gray Wanderer's Retreat" and tell stories of your adventures through the years, though no one will believe them.
  • If the Guardian made a deal with the demon of desire, in which the demon promises to capture Connor later, and prevented his mother, Lady Iseult, from being sacrificed, the epilogue will say that Connor completed his Torment and became a full-fledged mage of the Circle, conducting a formal study of the Shadow.
  • If the Guardian made a deal with the demon of desire, and Lady Isolde died during the ritual, then after a while they will decide to send Connor to the Circle of Magicians. However, before the trip, Connor suddenly falls ill and then disappears. A long search will lead nowhere, and this disappearance will remain a mystery.
  • If Connor is saved and the desire demon is killed or intimidated, the boy can be sent to the Circle of Magi. After he completed his Torment and became a full-fledged mage of the Circle. At his father's insistence, he accepted a position in Tevinter, where he began studying the Fade. This will happen if you allow his mother, Lady Iseult, to sacrifice herself in order to perform Jovan's bloody ritual.
  • If Connor is saved and the desire demon is killed or intimidated, Earl Eamon will simply note that Connor was behaving strangely. This will happen if his mother, Lady Iseult, also survives the quest in Redcliffe. This can also happen if both parents are alive (at least with the ending where a hardened Alistair marries Anora and Loghain sacrifices himself).
  • If Connor is killed, Eamon and Iseult will have another child, a daughter named Rowan. Isolde will die in childbirth. Like Connor, the girl turns out to be a magician and is sent to the Circle for official training.

Queen Anora

  • If Alistair is not toughened, Anora will marry Alistair; remaining an experienced ruler, she assumes all matters related to government and laws, while Alistair personally appears before the commoners, because of which they admire him endlessly.
  • If Aleister is toughened, Anora marries Aleister and they rule together both in matters of government and law, and appear together in public, supervising the restoration process and meeting with the fervent approval of the people, who hold the view that chaos civil war and the collection of lands is a small price to pay for the appearance of such beautiful monarchs.
  • Anora marries a Warden; they enter into many trade contracts with neighboring countries and, along with the Guardian, begin what could be a new golden age for Ferelden if they don't fight for power.
  • Anora marries the Guardian, who later makes the ultimate sacrifice by destroying the Archdemon: she becomes an accomplished ruler, but never marries again due to her exceptional standards for suitors, comparing them to her father rather than the Guardian.
  • Anora does not marry anyone and rules alone. She becomes an experienced ruler, but never marries again due to her exceptional standards in choosing a suitor.
  • If Alistair becomes king and Anora does not want to abdicate in his favor, she is put in a tower to avoid a rebellion (at Alistair's request, as he does not want to execute her in case he does not survive the Blight - despite this measure of mercy, Anora admits that she would not mind switching places with him).

Urn of sacred ashes

  • If the Guardian allowed Brother Genitivi to assemble an expedition to the Urn, but did not kill the high dragon, the Urn would disappear without a trace and once again become a myth.
  • If the Guardian allowed Brother Genitivi to assemble an expedition to the Urn and slew the high dragon, the temple would become a place of worship for the pilgrims.
  • If the Guardian killed Genitivi's brother and the high dragon, the Church will deny all rumors that the Urn has been found.
  • If the Guardian killed Genitivi's brother, but did not kill the high dragon, the Church will announce the discovery of the ashes, but the dragon will one day get tired of the pilgrims and fall into a rage, destroying the temple and, possibly, the ashes, since they will not find it. The dragon will fly away in search of a new shelter.
  • If the Guardian has desecrated the sacred ashes for Kolgrim, Brother Genitivi will announce the discovery of the ashes, causing great excitement among the scientists. Expeditions into the ruins will find nothing, and a few years later his work will be declared a hoax. He will commit suicide. In winter, the dragon begins to rampage in the vicinity. There will be rumors that he is worshiped by the cultists as the new Andraste. Attempts to find his lair or ashes will not be successful, because the cultists will quickly gain new fans.
  • If the Guardian desecrates the sacred ashes for Kolgrim, then kills him but leaves the dragon alive, there will be rumors of the sacred ashes being involved in the healing of Arl Eamon. People will send expeditions to find the Urn. After countless attempts to kill the high dragon that was found instead of the Urn, it will be decided that it is too dangerous to continue the expeditions. The dragon will suddenly fly off to the west in search of a new refuge, but before that it will run amok, leaving only ruins from the temple. Subsequent expeditions and excavations in the ruins will yield nothing. Some people believe that the Urn is still under the ruins, others say that it was destroyed, others doubt its existence at all, which is why the Urn soon becomes a legend again.
  • If the Guardian did not allow Brother Genitivi to enter the ruins where the cult dwells, the Urn will disappear even if you kill the high dragon.

Circle of Magi

  • If the Guardian saved the mages during the Broken Circle quest, then the epilogue will say that in the following months after the incident, the Circle tower was finally cleared of the last spirits that had entered through the Veil. There were no more Taken, and First Enchanter Irving was delighted to announce that the Circle had been saved. Everything that could be saved was saved.
  • The warden mage can ask the ruler for independence for the Circle of Ferelden as a reward. Although King Alistair or Queen Anora agreed to this request, the Church ignored it. Alternatively, if the Warden-mage makes the ultimate sacrifice, the new ruler will announce that the tower will be rebuilt somewhere else at Alistair/Anora's decree, and the oversight of the templars will be weakened. If this happens, a huge statue of the Guardian will be erected in front of the entrance to the new tower.
  • Cullen may go berserk after Uldred's attempt to take over the Circle and kill several mages before escaping the tower. He becomes a wandering madman, hunting down all the mages he sees. Alternatively, he can replace Gregor as Knight Commander, controlling the Circle with intimidation (this option is granted if the Guardian decides to side with the templars during the main quest).

Darkspawn

  • The darkspawn retreat to the Deep Roads, where they retake the dwarven kingdoms, but do not return to the surface for some time.
  • Depending on your choice, Sheila may or may not return to the Deep Roads to help the dwarves fight against the darkspawn.
  • Even though the darkspawn horde dispersed after the defeat of the Archdemon, the strongest of them gathered their wandering squads and began to attack the nearby lands and other squads. Some even made it to Orlais before they were defeated (albeit with great difficulty). Dragon Age: Origins - Awakening. This epilogue begins the plot of Dragon Age: Origins - Awakening.
    • Loghain can be killed at the lands meeting at the hands of Alistair or the Warden.
    • Loghain can sacrifice himself by killing the Archdemon.
    • If Loghain is called into the Guardians but survives the final battle, he becomes the chief recruiter for the order in Ferelden until the arrival of the Orlesian Gray Wardens from Montsimmar at the request of Weishaupt Fortress itself.
    • If Anora becomes queen and Loghain is dead, she erects a statue in front of the Orlesian embassy in Denerim. If he dies at a meeting of the lands, then only Anora visits her. If he dies after killing the Archdemon, the statue becomes a famous landmark and the people remember his heroism more than his mistakes.
    • If a harrowmont becomes king and Anvil was destroyed, he has to get involved in a long struggle with the uprising of Belen, which does not allow him to achieve the stability he needs in the city. The clan lords rejected many of his laws in the Council, and only his attempts to increase the isolation of the gnomes from the surface met with success. During this time, Harrowmont's health begins to decline. Some claim that he was poisoned, others said it was because of a weak spirit. In any case, after a long illness, the king finally dies. Almost immediately, disputes begin in the Council about the successor to the king.
    • If a harrowmont becomes the new king and Anvil saved, he quickly puts down the uprising of Belen's supporters and passes several laws that are well received by the lords. Unfortunately, this isolates the gnomes more and more from the surface. Caste restrictions and rights of the nobility increase, trade with human lands ceases. After the law prohibiting the casteless from entering the city, it seems that the uprising is completely crushed. Although the uprisings still occur, the Council still holds on to King Harrowmont.
    • If the Guardian destroys Anvil of the Void, a group of gnomes will try to restore it. The first golem they created will be revived with the help of a spirit from the Fade. He will fly into a rage, kill many, and soon the research will stop. However, interest in the discovery of Caridin does not fade away. This is the beginning of the plot of the expansion Golems of Amgarrak.
    • Also, if harrowmont become king and Anvil will be maintained, the initial success will soon decline. Harrowmont will interrupt trade with the surface, resulting in isolation. Also, Harrowmont refuses Branque in new volunteers for the Anvil. She starts raiding the surface to get the right ingredients. The people on the surface decide to take revenge, leading to a brief war with Ferelden. The gates of Orzammar will be besieged and sealed, isolating Orzammar more than ever. This will happen even if the Dwarf Guardian asks for help from Queen Anora or King Alistair in the battles against the darkspawn in the Deep Roads.
    • Support Henbane regardless of the status of the Anvil will bring him the glory of a reformer. Trade with the surface is improving and cast restrictions are being reduced. Casteless will be allowed to take up arms and fight the creatures of darkness in exchange for new freedoms. After some time, some teigs will be returned. Belen's reforms will quickly find enemies in the nobility and warrior castes, but after several attempts on the king's life, the Council will be dissolved. The king begins to rule alone - some will talk about him as a tyrant, others will talk about the vision of the new king, which will lead Orzammar into a new era.
    • Support Henbane and conservation Anvils will result in Branca mastering the Caridin technique, learning how to use the Anvil of the Void to create new golems - the first in centuries. The Dwarven people will welcome this news with support, though few will know the cost. At first, King Belen happily works with Branka, bringing her new people - voluntarily or not - so with the help of golems, darkspawn can be thrown further into the Deep Roads. However, this did not last long. Branca soon refuses to create golems just for the king, who later forbids the use of the Anvil. His men attack Branca's fortress in the Deep Roads, forcing her to lock herself in. Years later, Belén has to retreat. The fortress, guarded by Branca's golems, remains impregnable.
    • If the Dwarf Guardian asks for military assistance from Ferelden, and belem becomes king, the latter will welcome help with open arms. Within a few months, the darkspawn will be driven further into the Deep Roads, and the first dwarf warriors to return with the relic they reclaimed from the gates of Bonnamar will be greeted with applause by a cheering crowd.
    • If the Guardian helped his brother Berkel, the new church in Orzammar will gather a surprisingly large number of gnome novices. They would quickly incur the wrath of their more conservative tribesmen, and soon the Andrastians would be curtailed by the Council. Brother Burkel will resist and die when attempted to be arrested during a peaceful demonstration in the Commons. The Council will argue that it was just an accident, but news from Orzammar will reach the Church on the surface, where the High Priestess will decide that it is time to organize a new Exalted March.
    • If the Guardian helps Dagne to join the Circle of Magicians, she would later come up with an elaborate theory about how lyrium vapors affect one's susceptibility to magic. This will attract attention and inspire mages from other parts of Thedas to found a new Circle in Orzammar to gain access to dwarven lyrium and escape from the Church's dominion. Orzammar's desire to harbor the renegades will become so outrageous that the High Priestess will consider the possibility of a new holy quest. The guard mage who asked for freedom for the tower mages and helped Dagna won't be the last straw. It's worth noting that this can only happen if you didn't help Brother Burkel.
    • If the Guardian sides with the templars in the quest Broken Circle and tells Dagna about the destruction of the Circle, she will immediately begin to help restore the tower.
    • If the Dwarf Warden sacrifices himself, Alistair or Anora (depending on who becomes ruler) will tell Gorim that the Guardian's body must be returned to Orzammar, to be returned to the Stone next to King Endryn Aedukan with all rights restored. Alistair/Anora will also send soldiers to aid the dwarves in their battles against the darkspawn.
  • Werewolves can be cured by the Guardian and return to human civilization. They all adopted the surname "Wolf" to remember their past. They soon became famous in Thedas as the best animal tamers and trainers. Every year they light candles in memory of their beloved Lady of the Forest.
  • Werewolves could also be cured by the Guardian and then killed by him when they became human.

Dalish elves

  • The Dalish could have been killed by the werewolves and the Warden.
  • If the Warden has recruited the Dalish, they will become respected due to their participation in the fight against the Blight. Their relationships with people improve significantly, but suddenly the tension rises. If Lanaya replaced Zathrian as Keeper, she would help bring peace between humans and Dalish.
  • The Dalish will officially receive their own lands near Ostagar if their army has served Ferelden against Blight.
  • If the Warden is a Dalish, he can ask for land for his people (the Dalish will only be given inland lands at the Warden's request; a bug causes this slide to appear in the epilogue if Lanaya becomes the new keeper).
  • If Zathrian remains the guardian of the clan, he will continue to lead the Dalish long enough for arguments with humans to begin. When he suddenly disappears, his clan will search for him, but find nothing but confirmation that he left of his own free will.


Couthren (Cauthrien) x1 Warrior Rank 4 The battle is possible if Couthren was not killed in the estate of Earl Denerim.
x6 Warrior Rank 2
Loghain x1 Knight Rank 3, 4 In a general battle - rank 4, in a duel - rank 3.
Loghain's Guard (Loghain's Guard) x33 Warrior Rank 1
Royal Guard x5 Warrior Rank 1
Mage x2 Dukhovn. healer Rank 3
Bann Alfstanna x1 Warrior Rank 3
Archer of the Waking Sea
(Waking Sea Archer)
x6 Warrior Rank 1


The quest appears immediately after arriving in Denerim with Earl Eamon. We need to prepare for the Assembly of the Lands. In other words, you need to complete quests save the queen and Trouble in Elfinage.

Completing quests can be considered additional preparation. Trial of the Ravens, Lost Templar, Nobleman under torture and freeing Vaughan at Earl Denerim's estate (unless Vaughan was killed in the prologue as a city elf).

Then you need to go to the Land Assembly Hall (marked as the Royal Palace on the city map) and try to convince the Assembly. In case of victory, a one-on-one fight with Loghain is possible, in case of defeat, a preliminary general battle is also possible (and Loghain will be much stronger). If you make Loghain a Gray Warden after the battle, he will replace Alistair in the squad.

Outcome:
1500 XP for winning the Gathering of the Lands;
2500 XP for completing the quest.


To win the Assembly of Lands, you need to have a majority of 4 votes.

2. The voice of the Reverend Mother counts as two. She will support if we touch on the subject of the maleficar-poisoner sent to Eamon. But this must be confirmed by bann Alfstanna ("... I heard from my brother ..."), that is, the quest must be completed Lost Templar. Otherwise, the Reverend Mother does not participate in the voting (0 votes).

Example. Anora is not promised anything, Vaughan is killed in the prologue for the city elf. To win, you need to complete all three quests - Lost Templar, Nobleman under torture, Trial of the Ravens. Then, at the Meeting, select replicas:

The real threat is not Orlais, but Mor!...

You allowed Rendon Howe to imprison and torture innocent...

Here's how? Why did you then send a blood mage to poison Arl Eamon?...

So, the troops are gathered, now we will go to Earl Eamon to go with him to the meeting of the lands. The passage of dragon age beginning is coming to an end. To do this, first we will go to Radcliffe Castle, then we will go to the throne room and talk with the earl himself. He will say that we can call a meeting of the lands now, if we are ready. And of course we are ready! That is why we are performing right now. You will watch a video about Denerim, which will tell you a little about its history. You will also witness the extremely polite communication between Earl and Loghain. Talk to Loghain himself as you see fit. He didn't respect me. There is also the same Howe, who at the very beginning killed your relatives. I immediately demanded the right of blood! This is natural, given the obstacles he put us through during the passage of the dragon age beginning. But it turns out that we are considered traitors, and therefore allegedly deprived of all rights. Okay, this is all you can find out for yourself. After the conversation, Earl will tell us to come to his living room when we are ready to discuss what to say in the meeting.

But, as always, we are not in a hurry to get there. Let's explore the area first. When you're done looking around, go to Earl Eamon. There you will meet the queen's maid, who asks for our help. The maid will tell us that the queen may be in danger. Perhaps Loghain will try to kill his daughter and blame us for her death. It's a risk, so let's not let it happen. Yes, and protect a woman - a holy cause. Especially considering how realistic the passage of dragon age origins is. After the end of the dialogue, you will have a new task - to save the queen. Well, great. This is what we'll do. Exit through the main entrance to the estate, recruit a detachment. There I propose to go to the mysterious door (mark on the map) and hand over the box that you got. If you need anything else from supplies - buy them now while you can. If not, we move to the exit from the area. We left and on the map go to the Estate of Earl Denerim. I ran into a representative of the Ravens along the way. Zevran will immediately appear if you did not have him in the squad. Immediately he will be persuaded to return. And Zevran will attack you. What an interesting game twist in the passage of dragon age origins, isn't it? Either way, kill everyone and move on. As soon as you arrive at Earl Denerim's estate, a maid will meet you and ask you to follow her. Go forward a little and talk to the maid. She will say that Howe is in the castle, but we definitely need to get her mistress out of there. And you have to sneak past the crowd. Okay, let's try. Go around the house on the other side. I couldn't get through without being attacked by the guards. Most likely, it cannot be otherwise. Putting the guards, we move on. Before the finish line, the maid will change you into uniforms and tell you to hide in the bushes while she distracts the guards. Then go to the mark on the map and watch the cutscene of the maid distracting the guards. When they leave, quickly run through the door they were guarding. Inside, you will again talk to the maid, who will say that it is better not to stand out among the guards in any way and not to talk to anyone. Okay, let's do that. Move north until you see a pointer on the map. Move on there. Approaching the door, we learn that there is one small obstacle. The hospitable host sealed the door with magic. What an annoying hindrance to the passage of dragon. As a precaution, don't say anything. And we need to find a magician who would remove the spell. But he is most likely on Howe's side. Ha, here is the opportunity to calmly get even with this creature. Move east all the way, there you will find a small room to the west, which is a treasure chest. We're lucky, right? Oh well, take the trophies and move north. By this point, you should already have a mark on the map so you know where to go. Going to the prison, you will see how someone is strangling the guard, then putting on his armor ... Yes, excellent. This is another guardian, Reordan, who was captured by Earl Howe. Give him the papers that you found in the chest in the room before. He will also tell you that he took a lot of new papers and that he himself can conduct the initiation ritual. Excellent! Only there is one more "But". For a full-fledged initiation, you need a drop of Archdemon blood. And someone took the blood from the storerooms. Will have to find her. He will also tell you that Howe might be in the basements now. Well, there we go. Moreover, the guard will find us later, when he finds himself a good healer. Like we couldn't cure him with magic or poultices. Anyway. We go down and begin to systematically kill Howe's guards. They are weak opponents, so you will succeed. Do not worry, on an easy level, the passage of dragon age is a trifling matter. Howe is marked on your map, go there. In principle, it's better to go south first, where you can take down the son of one of the Banns. This is a useful weight against Loghain, as his father will oppose Loghain at the lands meeting. Still in the southeast corner of the prison you will find Rexel, whom you need to find in one of the early quests. The key to his cell is with the jailer, whom you will kill right there. True, he went crazy, well, yes, these are already trifles. Well, when you finish inspecting the prison - move to Howe's mark on the map. There will be an autosave before entering the door. Come visit them. They are already waiting for you here - talk to Howe about everything you want, and then kill. They won't leave us another way out. I advise you to first kill the magicians, and only after that take on the rest. Otherwise, magicians will give us a lot of trouble. But in any case, you can kill everyone. When Howe dies, he will curse us and say that he did not deserve to die. After that, take the key from his body, which will open the doors of the queen. So, soon the passage of dragon age will allow us to save the queen!

If you go further north, you will find the heir of the former Earl of Denerim. Let him go, we'll need every vote in the assembly of the lands. You can immediately release the templar, who will ask you to take the ring to his sister. Agree, the templars are not our enemies. Well, there is nothing else to do in prison. It's time to go outside. As soon as you open the door of the princess, she will come out to you, dressed as a knight. And you, when you come to the exit, will be arrested by Loghain's guard. Don't fight her! Let her take you. Immediately you watch the video, as the rescued queen says that she wants to save the guards. That is us. It was not in vain that we took the Morrigan ring, far from being in vain. Do you remember that part of the passage of the game dragon age, where Morrigan gives you a ring? Now they will know where we are. And you wake up in prison. Talk to Alistair, and then tell him who will come to rescue you. Be careful, as those whom you name will go to rescue you. I chose Morrigan and Oghren. You will find yourself in Fort Dragon. And you will start acting with two selected characters from the hall. Walk forward a little, talk to the guards, and if you don't have enough cunning, then kill them. Reinforcements will come to them, but I killed them without much trouble. After that, pick up the key from the body and go further, to the crossroads. Right to you the road is closed, again you need a key. It can be removed from the captain's body. I did so. We go further south. There you will have four ballistas. Fire the first two and quickly run forward while the guards are distracted by the ballista shot. Then you have to fight again. But this is not such a big problem. Further at the crossroads - to the west. We need to save our own and not run around the barracks. Move to the mark on the map. Take the key from the jailer's body and open the cells. Like magic, your characters are all dressed up and ready to fight again! Well, now you can explore the rest of the castle. Although personally I did not find anything useful for myself there. Not even a single piece of code. Anyway. Experience will also come in handy. In any case, get out of there and move towards Earl Eamon. I hope you remember how to get there.

Finally we are at Eamon, you can breathe easy. In the passage of the game dragon age comes a little respite. As soon as you enter his room, a dialogue will begin. He will rejoice in you as if he were his own son. Nice, however. Anora says we need to work together, and Loghain has gone mad. He can tell right now that we've captured Anora. Okay, we need to get to her father. And it is necessary to find reliable and deadly facts that would compromise Loghain. We should go to Elfenazh, we might be able to find out something there. And she will also say that a worthy contender for the throne is needed. That is, she. Anora claims that she is - the best option. I thought that her thoughts really had a basis. Then she will leave, saying that she wants to talk to us in person. Earl Eamon says that she can become dangerous for us. There is only one "but"! There is not a drop of royal blood in Anor. The best option would be to marry Alistair and Anora. OK. I have adopted this policy. Marriage is the best option, but if not, then Alistair will be king. But now you should go to Anora and talk to her. She wants to enlist our support. Hmm, behind the backs of others? Excellent. She hints at the fact that we become husband and wife, and rule together. I don’t know whether to agree to this ... Or still consider that Alistair does not need the throne? I don't think. I don't need a throne. I didn't answer her. After that, I went to Alistair and talked to him. But it turns out that he still does not want to become king. Hm. Maybe it's a good idea - for me to become king instead of Alistair. In any case, save before making a final decision. I decided to try to become a king. And the friend will be free, and the queen will not be able to crush the throne under her. So I asked the queen to marry me and she agreed. Now come out of hiding and go to Elvenage.

I think you can get there on your own. And here you are. Walk forward to the shop itself. There you will have a new cutscene that will show a queue and you will talk to one elf. She will tell. That many who are trying to heal with spells are gone. They just disappeared. HM interesting. Listen to what they tell you. These strangers have already taken several dozen elves into the shop, and few have left. Quite interesting. Agree to figure it out. But first, go to the Templar Otto, who lost his sight in a battle with a powerful magician. He will tell you that somewhere in Elfenazh a gang of blood magicians is hiding. He found no trace of them, but he senses something wrong with Elvenage itself. And we need to track down this irregularity. Find evil. So, now go to the side entrance to the shelter. Pay him 6 gold and he will let you in. Come inside. There you will have to kill three opponents. After that, collect trophies and take the note from the table. When you leave the house, you will be attacked by those magicians and guards who stood in front of the main entrance. Kill them. Further, near the house opposite the main entrance to the hospital, you will find a pool of blood and a dead dog. Examine them and return to Otto. Tell us about your findings. He will ask you to take him to an orphanage. In the shelter, open the second room and rescue the elves from there. Come out and tell our elf friend about it. Show her the note you found. She will tell you that you need to look behind the hospital, along the alleys. Go there and find the door to the slums. Come inside. Examine everything, down to a broken vase and a pool of blood. From the chest in the northern room you can pick up the sextant, which we need for the quest. When you're done, exit through another door. Here you will be met by more soldiers who need to be put to rest. Collect trophies and advance through the next door. Fortunately, there is only one way. There you will have to listen to a lot of interesting things - for example, elves were sold to slave traders. I decided to kill her. After killing - collect trophies and move on. At the end of a long corridor, three more future corpses await you. Before going further - save and break into the large hall. There you will find a mage from Tevinter who wants his affairs to go smoothly, without a hitch. It is a pity that in the passage of the game dragon age you can not get to their homeland. He will offer us to negotiate - we will pay 100 gold and receive a letter for this. Hm. And pay more? Let's kill him for this. I, at least, never regretted that I destroyed this scum. Before he dies, he will surrender. Well, how much can you?! Invite him to throw him at the mercy of the same elves and he will fawn. He will offer to increase our vitality at the expense of the lives of the elves. Naturally, I refused. After his death, you will find the documents of the slave trader. Talk to the old elf and say that his friend was looking for him. The elves will follow him. Now it remains to collect trophies and you can go outside. There you should go according to the mark on the map, to where you found pools of blood and the corpse of a dog. Come inside, Otto is already waiting for you there. He will say that here the feeling of evil is especially strong. And he will send us forward. Okay, so be it. We are moving forward. Go first to the east room, then to the west. From there you can go further. For now, there is only one way, so move forward. Several rabid dogs will attack you. But they are not your opponents. In the webbed room, you will meet the ghost of a woman who is very aggressive. Having given the repose of the one who asks, move on. Yes, be sure to save in front of the room where the mark is located! Going there, you will see another demon, which, it seems, is the focus of evil. Okay, kill him. It is not difficult, even taking into account the fact that he will call on the weakest assistants. One way or another, the demon is laid to rest. But Otto feels that this is not all! We must go forward. Always forward - and the passage of the game dragon age origins will submit to you!

A corridor full of blood and you're in new room. Kill the spirit and a couple of shadows there - and move forward. There is only one direction, do not get lost. There is nothing remarkable up to the room with the mark, so I will not describe it. In front of the room, save and go inside. Here Otto will begin to pray. But it doesn't work on the demon. In any case, now the demon will appear before you. This is a very weak opponent. He died in 8 seconds for me. Now the darkness is retreating! Excellent. But what is it? Otto kills with a pitchfork! The demon is not banished! These were only pathetic parodies in front of a real enemy. In theory. In fact, it took me 30 seconds for him and his relatives. Maximum. Take the shabby amulet from the chest right there. You will need it to give it to Elvenage and get another piece of experience. Now you can get out of there. I suggest you go to the shopping district and give the sextant to the preacher, thereby completing the task. After that, go to the tavern and talk to two people. Ask the first for support in the council, and give the second the ring. Great, two more completed quests! After that, we go to Earl Eamon. I hope you haven't forgotten the path to it yet.

Tell Earl that Loghain is involved in the slave trade. Great, the last turn is completed and it's time for us to the meeting of the lands itself, to the palace! Well, let's go there. And here we are in the palace. Who is destined to sit on the throne here? Who will continue to rule the country? Everything depends on you. As soon as you enter the palace, Loghain's favorite guard will appear before you. I tried to convince her that Loghain had changed. She noticed it, but she could not betray. Well, I totally understand her. And I managed to convince her that she should let me stop Loghain. Excellent! I wouldn't want to kill such a proud warrior. Go forward to the hall of the meeting of the lands. I won't repeat everything that was said there. I will only tell you that I tried to convince in everything, and not to intimidate. I got to the fight with Loghain. When I almost killed him, the Mother Superior stopped the fight, and it was decided that a duel would be arranged. A duel until the moment when someone agrees to surrender. Excellent. Now the battle with Loghain is one on one. And again we will not be allowed to kill him! When Loghain is almost dead, he will surrender! Well, I think he deserves to live. In the end, he is an excellent warrior and commander. But then the Gray Guardian, freed by us, will appear and offer to conduct an initiation with Loghain. But Alistair is against! That same peaceful Alistair demands the death of Loghain! And I chose Alistair. He is my friend and I trust him. May Alistair be King. And then Alistair executes Loghain. And Anora refused to swear allegiance to Alistair. And the newly-made king decided to put her in the tower. You will also listen to his speech before the assembly of the lands. And he will say that he will go with us, no matter what. So, let's get ready to go hiking! After that, talk to Alistair when he enters your room and get ready to move out.
Run through the merchants, see new products. Buy ingredients for poisons and traps. Insert new runes into the weapon. In general, get ready for the final trip! And when you're ready - go to the village of Redcliffe. Keep in mind that there is the final stage in the passage of the game dragon age origins, so it's better to finish all the side quests.

And here you will find a surprise in the form of an overturned van and dead cattle near the entrance. Cross the bridge and you will be met by a surviving peasant from the village. He will say that the village was attacked by the creatures of darkness. But almost all the peasants managed to take refuge in the castle. After you finish talking with this peasant, your task will be updated. Radcliffe Castle is surrounded, and its defenders must fall on. No problem. Go down to the village, destroy the creatures of darkness along the way. When the village is empty - go to the castle itself and cut out everything resisting there. Keep in mind, there will be several waves of the onset of the darkspawn. When you're done, go to the guard, who will tell you that some of the creatures of darkness entered the castle, but they killed them there. He will also say that Riordan, our friend the Gray Warden, has arrived here with important news. Then ask to be let in, and you will be escorted to the main hall. There you will start a dialogue with Riordan. The bulk of the horde is moving towards Denerim. Great situation! And the Archdemon finally showed up. Well, thank the Creator, wait! But we will move out only at dawn. I don't understand why bother? The four of us could take on the whole horde. After that, go to the gnomes standing at the other end of the hall and find out that one of the houses of the Dwarves did not send fighters. OK. We'll manage without them. Now head to the second floor and talk to Riordan like he asked. And he will tell us very exciting news. If the Gray Guardian kills the Archdemon, its essence will turn into a Gray Guardian. That is, the gray guard will die. Great situation. Okay, don't care. We'll manage. After that, go to Morrigan and talk to her. She will say that she knows another way. Morrigan knows a ritual that many would call Blood Magic. Well, let's listen in more detail. She offers to conceive a child with her and sacrifice him. Well, this is rudely said, of course ... But still. I decided to agree, since the child, in principle, is not in danger. In the morning you will see how everyone goes to war. A grand spectacle. Let's pray for strength. I will not retell everything that you will see there. But... I was very touched by this picture. For Ferelden!

Cut into the ranks of the darkspawn as you cleanse the ruined Denerim. When you kill those who have accumulated in the area of ​​​​the city gates - talk to Riordan. He offers to take Alistair, two more people, and go to the Dragon Fort to lure the Archdemon there. Recruit a squad and move to the city center. I took my standard set - Alistair, Oghren, Morrigan. Go to the Trade District and clear it. After that, leave some army there and move to Elvenage. Here you will meet your old acquaintance elf. And get a new task - to protect Elfenazh. After that, move to where the sounds of breaking gates come from. After you kill all the opponents in Elfenazh, return to the familiar elf and hand over the task to her. After that, head to the Palace Quarter. Immediately you will see how the Archdemon Zavami will burn the bridge. There is nowhere to go back.

So I decided to lay out some tips to facilitate the passage of the Assembly of Lands and its consequences.

General information - Collection of lands

At the Assembly of the Lands, very important political issues are usually decided. There is going to know from all over Ferelden. The more noble and wealthy a person is, the more important and expensive his voice is. In Dragon Age Origins, at the Gathering of Lands, we have to face the traitor teyrn Loghain MacTir and decide his fate. In most cases, there is less vote for the Gray Wardens, so usually there is no shortage of fights and duels. In these tips, I will try to convey how to solve the problem that arose at the Assembly of the Lands in a peaceful way.

The Assembly of Lands is a kind of voting. The importance of the voice depends on wealth and nobility. In order to defeat Loghain, you will need as many votes as possible from wealthy gentlemen. Some quests are associated with obtaining these votes.

Additional quests accompanying your victory at the Gathering of Lands

Nobleman under torture

You receive this quest when you free the son of Bann Dragonpeak in the dungeons of Earl Howe's estate. Before the Lands Meeting you will not be able to tell Bann Sighard that you slept from under the hind legs of his son, but if at the Lands Meeting you publicly tell that Earl Howe tortured many innocent people, then Ban Sighard will confirm this and you will receive the vote of a very wealthy aristocrat .

Earl in prison

After you deal with Howe, you can go to the upper prison and free Vaughan, the son of Earl Denerim Urien, who died at Ostagar. Having taken a promise from Vaughan that he will speak for you at the Assembly of the Lands, you can let him go. Of course, he himself will not appear there, but he will persuade a couple of aristocrats to speak out for the supposedly "liberator of Earl Denerim."

king or queen

At the Gathering of Lands, you will have to choose who to put on the throne of the king or queen, or both at once, but it is best to choose in advance. After you meet the queen in Earl Eamon's office, he offers to enthrone Alistair, of course, Anor is against. So, if you leave everything as it is, then at the Assembly of the Lands the queen will oppose you. Anora's voice is the most important and even if the majority of aristocrats support Loghain, her voice can change everything. I offer the best solution. Talk to Anora in her room. She will ask you to support her at the meeting of the lands, and in return she will give you her vote. Here are a few options for getting out of this situation:

Land Gathering Tips

Land Gathering Tips

1) You can lie to Anora that you will support her at the meeting of the lands, and then choose Alistair.

2) You can offer Anora marriage with Alistair and she will not mind, but one way or another you will need to talk with Alistair about it and if the Persuasion skill is pumped enough, Alistair will agree to marry Anora. (If you let Alistair kill Loghain, then Anora will not marry him)

3) If you are a male character with a background of a noble person, then Anora herself will hint to you that you are also not a bad candidate for the throne and you can even rule with her. So, if the Persuasion skill is pumped up, then you can persuade Anora to marry you and become her consort. (If you kill Loghain, then Anora will not marry you)

4) And of course you can just offer your support to Anora and fulfill the promise.

Each of these dialogue options with Anora will lead to your victory over Loghain and you will be able to avoid fights and your reputation will increase significantly.

Our hero presented an ancient treaty to the king of the dwarves (who had to be found and put on the throne before), saved the castle of Radcliffe from the curse, visited the temple lost in the distant mountains and returned from there with a particle of sacred dust. But it is still premature to gather advice: there is still no confirmation of the treaty from the Brecilian elves.

man to man elf

I'm ready to do what suits a man,

But to lose the guise of a man

W. Shakespeare, "Macbeth"

At the spot marked on the map, we found a patrol of Dalish elves, who, after some bickering, escorted us to the Brecilian Forest.

If you were told that elves live in a country of unimaginable beauty and wonders, know that this is a shameless lie. The village of free elves, of course, is prettier than the ghetto-elfinage, but there is definitely something in common. Among the ancient columns and statues are bleak, leaky tents that the wild Qunari would be ashamed of. If necessary, they can be turned into carts in half an hour and transported to a new place. Crooked tables are assembled from sticks and skins - the wounded and sick lie on them. Many wounded and sick.

Without further ado, I presented the papers Zathrianu, elder. Zathrian narrowed his eyes: do you want help? From U.S? Yes, you look around. We have a curse in the forest here, werewolves attack the elves day and night, what kind of army can we send you? Now, if someone (we will not name names, although this is a gray guard) found the main werewolf, Raging Fang, and brought Zathrian his heart, then maybe...

Well, no one expected them to agree right away, did they?

According to the good old habit, before going into the forest, I interviewed the locals - does anyone need anything from the gray guard? Whom to find someone in the thicket, to avenge the death, to bring ears from a dead genlock? Oddly enough, there were few customers. Someone Atras asked to find his wife Daniela in the forest. A girl with a gall (this is a half-deer-half-goat that elves ride) was looking for a cure - but I didn’t have enough forest skill for this. The young hunter could not marry his chosen one in any way, because he did not pass the test - it was possible to find a skin for him in the forest, but it turned out to be easier to persuade the girl to give up on the test.

On a note: as usual, for the settlement of local affairs, it is better not to take the Morrigan to the team. She will not be pleased with the fuss with young lovers. But, however, with her, you can lie to a girl with a gall, as if the little animal is terminally ill, and get horns as a reward ... But do you need it?

The local merchant Varathorn turned out to be, firstly, the owner of the most valuable thing in Ferelden - a backpack, and secondly, he ordered us to get iron bark for making armor.

Battle for the acorn

Tree, catch it!

West Brecilian.

In the Brecilian Forest, as one would expect, there are many wolves (ordinary and werewolves), there are bears, as well as an unseen creature - sylvan. This treeman successfully pretends to be a plant until you come close to him, and skillfully entangles with roots. But, as often happens with treewolves, it burns like straw.

The werewolves have sent us a meeting committee headed by Mister Runner. This nervous werewolf told us that he saw humanoids in general and us in particular in the coffin, so if we went back to the elves and refused the task, otherwise he would certainly see us there. After a short conversation, the Runner justified his name and disappeared, and his friends honestly perished from our swords and charms.

West Brecilian divided by rivers into three parts - the western one, facing the camp (1) , central and eastern; and in the south of the east strip (2) we found an amazing talking tree. This oak, instead of following the example of its aggressive fellows, entered into conversation with us; however, the mysterious laws of botany forbid him to express himself in prose. (Doesn’t the elf Faydaen, the slayer of the vampire Nicholas, live nearby, of bad memory? However, no matter how mediocre the Oak’s poems, they cannot be compared with the nerve-paralytic verses of Faydaen.)

The tree said that, of course, we can walk around Brecilian and harvest wood, but where we need to go, we will not let the magic barrier. But he, Oak, can miss. If we give him back an acorn stolen by some lunatic in East Brecilian.

How I jump out, how I jump out!

“What kind of creature, good or evil, has come to the ancient oak?”

On a note: a log thrown across the northern part of the eastern river (3) , from which you can collect Ironbark for Varathorn. Approximately in the middle between the log and the Oak there is a sarcophagus (4) (two ogres will attack you near him): if you disturb him and defeat the undead that escaped from there, you can get a part of the juggernaut armor set, which is practically not inferior to the armor of the legion from the gnome (you will find the rest of the armor in the eastern part of the forest). Finally, in the south of the central forest belt (5) you can save a wounded elf.

After that we went to the eastern part of the forest; there are two roads (6, 7) .

East Brecilian shaped like a starfish with writhing tentacles. In the center of it is a ring-shaped clearing, from which five rays-paths depart. The two western ones come from western Brecilian; in the northwest I found the poor thing Daniela. Alas, she had already been bitten by a werewolf, and she asked me to tell her husband that she had died and that she had loved him before. last days. And asked to make the first statement true...

On a note: Unfortunately, Daniela cannot be saved. If you refuse to kill her, she will attack and force you to do it.

The northern road was densely populated by ogres and their henchmen, and they guarded another gravestone with a piece of juggernaut armor. On the eastern side, an acorn thief was found.

The old man who made his lair here, at first glance, seemed even more crazy than the oak; he asked meaningless questions, giggled, and when I mentioned the Oak, he asked if anyone would be so kind as to sort the damned tree for firewood. However, when I put my hand into a stump in his clearing and found an acorn there, the old man suddenly came to his senses ... and began to call on demons to help him. So remorse for his death did not torment me later.

On a note: You can also negotiate with a hermit. Either really destroy the Oak, or offer him something in return for the acorn. An amulet made from the horns of a slain Gauls or Daniela's scarf will do. If you kill Oak, then you will pass through the barrier under the mask of werewolves.

Returning to Oak, I received from him a staff for passing through the barrier. However, the usefulness of the staff was not limited to this - it turned out to be quite a worthy weapon for a magician.

bestial essence

Behind the barrier, the Runner greeted us again - and again, after a short thrashing, he switched to plan "B". A short path took us to the ruins.

The upper level of the ruins was a simple dungeon, which had to be passed through in a straight line from east to west, after which the corridor turns at right angles to the south. All branches are full of poisonous spiders and skeletons; neither one nor the other posed a particular threat.

But at the southern end of the floor settled, neither more nor less, the dragon - not the strongest, but quite decent. And, I would say, not poor ... Warehouses of the master of the dragon were found at the very door down.

The lower level of the ruins.

Air Alert!

On a note: watch out, the dragon's lair is mined! And there will be no time to remove the traps. A good method is to send a skeleton there, if any of the mages can do that.


The lower floor was also infested with skeletons and spiders. Shortly after entering (0) , in the place where the corridor turns to the left, the spiders staged an organized ambush.

A little bit farther (1) we met the ghost of a child; and next to him on the tablet read the description of the ritual. What the ritual led to was not yet very clear; however, just in case, we found the source described in the ritual (2) and did everything that the sign required with it (fill the jug with water, move away from the source, look at the nearby altar, put the jug on the altar, pray, inspect the jug, take a sip of water, take the jug, move away from the altar, examine the source, pour into the source water from a pitcher).

The ritual only opened the way to the sarcophagus (3) , where after the fight with the ghosts we completed the collection of the juggernaut armor set.

But a more important find was waiting for us in a side cubbyhole. (4) , and it was easier than easy to overlook. The soul of a sorcerer warrior was hidden in a gem on the floor, with which he managed to talk; she asked to destroy the stone, but gave in exchange the specialization of a battle mage.

A difficult battle awaited us in the southern corridor (5) : it is all littered with traps, so the easiest move was to send a recon skeleton forward so as not to engage in sapper business under arrows. But finally we got through the bones to ... a large puddle on the floor (6) , plunging into which we got into the very lair of werewolves.


"Greetings, mortal.
I am the Lady of the Forest.

And now - the third meeting with the Runner. This time he wanted to talk - apparently, attempts to stop us by force inspired him with a sound view of his own capabilities. I agreed and we were escorted to mistress of the forest.

The owner told us a simple and creepy story about where Mad Fang came from. About how humans attacked the Dalish elves... and what Elder Zathrian did to protect his people.

To be honest, I have already begun to guess about it. But nevertheless he invited Zatrian to a confrontation: he was walking nearby, unable to wait in the wings. Zathrian, in turn, tried to "open my eyes": "Have you already understood who the Lady of the Forest is?"

Alas, the old scoundrel refused to remove the curse. But I have a good reason for it. Unfortunately not verbal...

With his first spell, Zathrian paralyzed the Lady of the Forest and the werewolves (we could have been hit too, but we immediately rushed to him), and then called for the help of allies. However, we did not block his friends with Alistair, as is usually done, but sent the templar to the werewolves - so that he would dispel the magic and free them. In this balance of power, things went much more fun.

At the end of this sad story, the former werewolves wandered off about their business, and the new leader of the Dalish vowed to send her archers to the war with the archdemon.

It is important: if you take the side of Zathrian and kill the Lady of the Forest, the elves will still join the ranks of your army. But there is another way, for those with higher eloquence: “I have another plan. Kill Zathrian and all the elves!" After that, you will carry out a massacre in the village of the Dalish, and as an army you will receive deadly but vulnerable werewolves instead of elven shooters.

Terrible Judgment

Let the platform high

Put the corpses in front of everyone;

And I'll tell the unknowing light

How it happened; that will be the story

Inhuman and bloody deeds

Random car, unexpected murders,

Death, in need rigged by cunning,

And finally, the insidious machinations that fell

On the heads of the instigators. All this

I will present to you.

Fortinbras:

Let's hasten to hear

And we will call the most distinguished to the meeting.

W. Shakespeare, "Hamlet"

Earl Eamon.

And now all the treaties have been presented and confirmed, the armies are ready to march, and Earl Eamon is to convene Assembly of the lands. As soon as we arrived at his place in Radcliffe, he sent a proclamation to the teyrns, and we all moved together to his palace in Denerim.

There we were in for a surprise. I just managed to look into the chambers allotted to me and return to Eamon, and he turned out to have a guest - a maid Queen Anora. It turns out that the queen is imprisoned by the commandant of Denerim - Lord Howe.

On a note: if your hero started out as a Human Noble, this day should be remembered for a long time... Finally, it's time to get even!

stolen queen

On the way to Lord Howe, we met with old friends. But not mine, but Zevran's: one of the Antivan ravens, Taliesin, brought Zevran the news that the ravens had no claim on him, and a kind offer to return to his own. Or take it easy right now. Probably, if Zevran had not been on good terms with me, he would have joined Taliesin - and so we killed the ravens together, and after brief persuasion, Zevran remained in my squad.

Lord Howe's castle.

The maid had a plan on how to get into the manor: enter from the back door, disguise herself as guards and avoid unnecessary bloodshed. True, the guards at the back door know all of Howe's fighters by sight, so we hid in the back in the garden while the elf distracted the guards, and entered without interference into lock (1).

Inside, the main thing was not to linger anywhere and not to catch the eye of the officers (2) . Ordinary soldiers mistook us for recruits and ignored us.

To the room where the queen is locked (3) , we reached without incident, but the door was blocked by a magical barrier. Anora said that you need to find the battle mage Howe, with his death, protection will fall.

We passed through the lord's bedroom (4) , where a curious book and many important documents were found, and before descending into the dungeon they found a prisoner, whom Howe preferred to keep right next to the bedroom. It was someone Riordan - our colleague, the gray guard. Now there are three of us...

Lord Howe's dungeon.

It is important: don't miss the treasure (6) . If you don't have a very skilled burglar with you, come back here with Howe's keys. This gentleman lives extremely not poor.

Having freed Riordan (for the truth, he managed well without us), we went down the stairs to dungeon (1)“Howe preferred to spend time there, as did his mage. We had a lot to do with both...

Guards and fighting dogs Howe jumped out to meet us from every room, but the real difficulties only began in the southern part of the dungeon. (2) - the corridor there was equipped with a powerful flamethrower trap, and next to it (3) , in addition to the guards, the same magician was found. True, if you walk very carefully along the southern wall, you can not disturb the trap, but in practice it is very difficult.

Against (4) Howe set up a torture room. We did not raise anyone on the rack, but Oswyn, son of Bann Sigard, a powerful lord; we once met his father in The Bitten Nobleman. It doesn't look like Sigard has given his vote to Loghain now...

Some of the team suggested returning - we already found the magician, but somehow, you know, it's sloppy to leave the case unfinished. I had a lot of questions for Howe, and I wanted to ask them personally.

nearby (5) we also found the caretaker of this institution - the jailer, from whom we posthumously removed the keys and freed the clients of two more cells (6) . And finally got to Hou himself (7) .

Workplace Lord Howe.

Oddly enough, Howe is indeed convinced of his innocence ...

Earl Howe turned out to be full of hidden talents: not only was he a master of torture and conspiracies, he was also an experienced killer, to the envy of Antivan crows. At the same time, it is surprisingly well protected for a robber ... The guards did not last long, but he himself had enough trouble. Again, we took the keys of the lord from him posthumously.

Finally, in the far corner of the dungeon (8) two more guests of the lord were discovered: bann vaughan, the one that provoked the elven uprising (for once, Hou imprisoned the one who follows). And next to him is a tortured templar Irminric, which his sister was looking for; as soon as I was outside, I did not fail to go into the tavern and tell my sister about everything.

Now it was possible to go out, look into the treasury and free Anora. Alas, in the next hall (on the way to the exit) they were already waiting for us: Logaina's devoted officer, Mrs. Catherine(the translator at times, forgetting, calls her Coutren). And a dozen of her fighters.

On a note: three options are possible here - attack Catherine, surrender (so that Anora is saved) and try to explain herself. The last one won't work. It is very difficult to defeat the whole team, but in case of defeat, you will find yourself in the same place as in the case of surrender - in Fort Drakkon.

Fort Drakkon

Fort Dragon.

Only two of the detachment are captured - main character and Alistair. And here a very multi-variant piece of the game awaits us, so we will return the word to the hero later, but for now we will deal with the situation from a bird's eye view.


Look at the colonel.

Firstly, you can get out yourself, or you can leave the rest of the detachment (without a hero!) to help us out.

If we choose ourselves, then the first thing to do is open the camera (1) . This is not a problem for a cracker; a girl with at least some talent for persuasion can seduce a guard (and a man too, but with very high persuasion talent...), after which you will have to fight him, but he, like you, will be naked, without armor. You can also pretend to be sick or try to convince the guard that enemies are nearby.

Next, get your equipment. (6) , now things will go easier. You can get through the post (7) , but there is a way easier and more beautiful. Put on soldier uniforms (2) , go to the colonel (4) , accept the order to prepare for the review, take two dunce recruits with you (3) . They don't have swords, so you'll have to beg the storekeeper (5) . He has trouble cleaning rust, and if you give him acid lube, he will easily part with weapons for recruits (the alternative is to threaten or bribe).

After that, you can go through a review by the colonel (to the control question, what is the main thing in the army, the answer, of course, is “order”) - and go through the post. Why all this circus? Then, that recruits, though boobies, but know the password.


The alternative is to enter the fort from the outside and smash everything brick by brick. Here the trickiest thing is to enter: further, if the deception fails, scatter the guards - four of us, and not two! - not difficult. There seem to be a lot of options, I managed to find three quite effective ones:

    Leliana + Wynn + whoever enter as ministers of the church;

    Dog + anyone enter under the pretext of "delivering a new dog to the kennel";

    Oghren + Zevran + whoever comes in as... circus performers.

pest doctors

Eamon had an interesting conversation waiting for me... Gathering advice is a good thing, but who do we want to see on the throne? There are two obvious candidates: Anora and Alistair. Or Anora is married to Alistair... Alistair, however, saw the throne in the coffin. But would it be right to leave it to Anora?

On a note: if, after visiting Goldanna, you told Alistair that this is how it should be - every man for himself, it will be much easier to persuade him to reign. If your main character is a man and a nobleman, you can try to offer your hand and heart to the queen yourself. And if the hero is a lady and on good terms with Alistair... respectively. In any case, your task at the Gathering of the Lands will be made easier if you have promised Anora some form of support. If not, you will need to dial a lot of other arguments. But on no account tell Anora that Loghain must die for what he has done!

Queen Anora.

In principle, after returning, it was possible to convene the Assembly of the Lands, since Anora escaped from the Howe estate; but I was diverted by another matter - rumors brought by the queen about some problems in the alienage.

The problems were visible at a glance: a crowd of elves in the street in front of a shabby building were arguing with a couple of healers from Tevinter. As it turned out, quarantine was declared in the ghetto, and the elves - without making out whether they are sick or healthy - are gradually collected in a shelter. And they don't let go back.

After discussing this matter with the elf Shianni, I walked around the shelter from behind and, overcoming the resistance of a lone guard, went inside. My arrival did not please the "doctors": they rushed at me with weapons and soon died from an excess of iron in the body. I released the captive elves, but they were clearly far from all...

I told everything to Shianni (alas, the healers in front of the building were so upset by this news that they also died suddenly from cut wounds and burns), and she showed us another building related to the shelter. There a shabby elf washed the floor; pressing him a little, we found out where his relatives were being taken, and followed the same route.

The Tevinter were no longer in hiding here. Yes, the most banal slave trade is completely illegal in Ferelden (and in Tevinter it is the norm). And in just a few strokes, we cut a path to their leader - Caladrius.

Caladrius was determined to bargain. He did not want to wind up a profitable business. Why don't I leave with the documents incriminating Loghain? And why don't I take these documents from the corpse and close the shop once and for all?

It is interesting: not far from the "hospital" is an elf beggar. If you give him a coin, next time he will bring a friend, then a few comrades... It's amazing why the Tevinterers didn't use this much simpler trick to collect clients!

Rare frame: This is how the demons see us.

A business man from Tevinter closes his business.

After a fight with Caladrius (he is a magician, moreover, a blood magician) and his retinue, he was forced to make a more generous offer: at the expense of the blood of captive elves, increase my health to unimaginable values. But something I'm into recent times became allergic to blood mages...

I went to the rescued elves, talked to them and went to the Gathering.

On a note: in one of the back streets of the ghetto, you can find a blind templar who "smells evil" somewhere nearby. In order for him to find what he is looking for, it is necessary to inform him about a dead dog nearby, about a pool of blood and about a crazy beggar girl; then he will lead us to an abandoned orphanage where demons and the undead have bred. But in order to clean the shelter, it is necessary to protect the life of Otto to the last.

Assembly of the lands

Now it was definitely time to collect teyrns. Earl Eamon took care of it, and I went to the palace. An old friend, Catherine, tried to block my way; but this time there was no such convincing retinue with her.

It is important: The main components of our success at the Gathering are: Irminrik and Oswin rescued from the Howe estate (and the mission must also be passed), an agreement with Anora and evidence of the slave trade. If you are not too lazy to clear Howe's dungeons completely, you can safely refer to his crimes. But by no means mention Howe's dealings, if for some reason not gave Irminric's ring to his sister! Nor should one rush to talk about Alistair or the death of King Kaelan - it is more profitable to show oneself focused on the duty of the gray guard and talk about the Sea, as well as Loghain's crimes here in Denerim. And if you told Anora that you intended to have Loghain executed... then it could cost you dearly.

I've gathered enough evidence against Loghain and the lords have voted against him; as a last chance, he chose a duel with me.

And the end would have been simple and obvious, if not for Riordan intervening. He came up with an unexpected solution: let Loghain redeem himself by joining the Gray Wardens. I knew that if I agreed, Alistair would be furious - after all, Loghain was actually the murderer of his father and Duncan; and if I refuse, I will become the murderer of Anora's father. That's it...

Loghain McTeer

If you decide to let Loghain wash away his crime and enter the Gray Guard, an angry Alistair will leave you; and Loghain will take the place of the detachment "tank". He is also an expert in the "sword + shield" technique, but does not have the talents of a templar, although he has the skills of a knight.

His characteristics are so-so: his strength is rather low, his will is overestimated for some reason, however, he has good health.

Gifts kind to Loghain - geographic Maps all varieties. Some of them can be bought right after the meeting (two in the market, one in the ghetto). There are a couple more in the locked chests of Radcliffe Castle.

On a note: before the last fight, it makes sense to quickly run around the market - as they say, “you can’t take money with you” ... You can buy another bag from Gorim if you think it’s relevant. You can replenish your stocks of potions, learn an additional spell (the book in the ghetto) or buy from Bodan Feddik. In general, see for yourself. With Feddic we will have one more rendezvous, and with the rest we say goodbye.

This is our last

Nabat! Blow, wind! Come on, it's over!

We will die, at least as a fighter.

W. Shakespeare, "Macbeth"

After the Gathering of the Lands, the only thing left to do was to meet the archdemon. Our army has assembled at Radcliffe Castle; and only on the eve of the release did Riordan dare to tell why the gray guardian alone can deal the killing blow to the archdemon. If the archdemon falls, its soul will pass into the nearest darkspawn. And the gray guard in a way... remember what the test consisted of?

But the gray guard has his own soul, and therefore both will die at that moment.

Riordan himself volunteered to deliver the final blow; but if he falls in battle, I will do it. The sorceress Morrigan offers me a way that can leave me in the world of the living, but... I don't know.

Just in case, sorry.



Say hello to the archdemon for me. He stopped writing to me at all, and it's so upsetting... And... look after yourself there. Don't let yourself be eaten. Unless, of course, you decide that it is necessary for the case.

Zevran

The last battle begins with a battle at the city gates; all your friends participate in it (except for those with whom you broke up), but you cannot manage them - you command only yourself. The fight is not tricky: most of the opponents are the so-called Hurlok / Genlok Grunts, which the translator made with inimitable finesse “Hurlock / Genlock grunts”. These guys are cannon fodder, several times weaker than the usual "white" opponent: they fall from 1-2 hits or one simple spell. Until the end, you will meet quite a few of them - you must immediately distinguish them from serious enemies and not waste gunpowder on them.

After that, we choose our detachment for the entire subsequent battle - as well as the one who will command the rest. And after a touching farewell to the rest, we set off on our last tour of Denerim, captured by the archdemon.

It is important: in the last battle, a robber will be very useful. Perhaps Leliana is better than Zevran, because the bow against the archdemon is more effective than blades.

The first step is to defeat two garlock generals - in the market and in the alienage. That is, you can not do this ... if you think that the fight with the archdemon will be decorated with the participation of two "orange" generals who own combat magic in it.

In the interval between two platforms, it is easiest to reflect
reap an attack on the elvenage.

From now on, you can take one of the allied armies that we have collected with you to every battle in the open. But keep in mind: one of them must be kept untouched until the very archdemon. And it is desirable that they be the best of the best. First of all, Orzammar gnomes come to mind (especially if you have agreed on the participation of the Legion of the Dead - then some of the gnomes will be brutally tenacious legionnaires) or golems, although you can probably try your luck with elves or magicians. Werewolves not I recommend - in contact with the archdemon, they recover like flies. Radcliffe's infantry is also not survivable enough.

In the market, the general arranges a brawl in the company of ogres; human infantry or werewolves are good as support here. The combat here is not the most difficult, although the open space makes it difficult to effectively hide the mages behind the backs of the warriors.

The fight in the alienage will be difficult if you try to attack, but it will be quite simple if you take a position between the two platforms - where the barricade is at the beginning of the battle - and do not try to go outside. It can be done without support at all. While the barricade is still standing, a riot of elements is arranged behind it - Gehenna, blizzard, thunderstorm - which not only mows down small fry, but also brings “yellow” offspring to a semi-finished state. However, that's not all - reinforcements will arrive, including ogres, and there will be more of them if the battle drags on or goes beyond the barricade.

After that, a battle awaits us outside the city gates - the rest of the group is fighting there. Oghren commanded him, but he should not fight at the very gates - he will not have time to swing at the enemy. Let Oghren deal with the “yellow” opponents, and the dog and someone else hold the gate (Leliana is ideal, her charming song chains everyone to the place, and the dog carefully gnaws their throats; but Leliana may be necessary in the main squad).

A bunch of "singing Leliana + dog" holds back the onslaught at the city gates.

The next station is Fort Drakkon. In the courtyard of the fort, I recommend taking rifle support: this courtyard is a convenient shooting range. In the very first seconds, we destroy three groups of “grunts” with fireballs and cones, focus fire on the dragon (also exquisitely translated). We do it quickly, because soon the second one will be “born” and the genlock magicians will come running. Mages should be zigzag on the steps, the elves will easily shoot them.

Now - the inside of the fort, there we are alone. The first battle will be in the main hall of the lower floor: the genlock-creator (and in English conjurer) summons seven ghosts, after which he actively conjures himself. But if you don’t get distracted and quickly rush to the magician, then the rear ghosts will not have time to see us (they are not born immediately, until they are formed - we are already beyond their scope). And that will make things easier. You should not devote a lot of energy to ghosts, for example, one Morrigan can handle them; mage is much more dangerous.

Further, an ambush awaits us where the corridor rests on the road from west to east. Don't go there, there's a trap; it is worth immediately launching hell or blizzards into both side corridors. Let their inhabitants die without seeing you.

To the east of here, in front of the door to the second floor, Sandal is waiting for us - this is the last chance to buy or enchant something (father's goods are with him).

On the second floor there is one difficult fight - with the master assassin and his students. They are invisible until they strike... but vulnerable, and if, at the same time as opening the door to the south in the east wing of the castle, you start casting something massive, as well as placing a rune of repulsion under yourself in advance, the killers will manifest themselves without harm.

And finally, the archdemon.


Let's go to the bad reptile in a bunch!

The archdemon spits spirit energy, beats with its tail, tramples, and at times flies from place to place. As his health decreases, he changes his behavior:

    after losing 25% of his health, he begins to call a "funnel", which removes health and weakens everyone around;

    after losing 50% of his health, he flies to a place where he can’t be reached in close combat, and calls on a crowd of abominations to help; in addition, he has a very long-range attack;

    after losing 75% of his health, he returns to reach and begins to blow up his warriors in the manner of a walking bomb spell. The offspring are felling in droves.

The most powerful weapon against the archdemon is the ballista standing around; they are quite rapid-fire, but soon break. That's exactly what a robber is needed for, he can repair tools (although not to infinity). And do not stand in front of the ballista - the volley is considered fair, so you can inadvertently shoot yourself.

Spells and normal arrows are also good, and hand weapons also work. Gnomes or golems will take care of most of the problems with the offspring, but they are worth healing. Pay attention to another ally, who is also recommended to heal - the supreme sorcerer Irving.