Before we begin to describe the passage of the storyline of the game Dragon Age: Origins, it is immediately worth noting that the introductory parts of the narrative will differ from each other depending on which character you choose to save the world. To avoid confusion from the very beginning of the story, your humble servant considers it necessary to describe all the options for the plot of Dragon Age: Origins. So, briefly and in order.

Dwarf - Crown Prince
After chatting a little with the servant, immediately go to the celebration, where you will meet your father. From him you will receive instructions to find your brother Belen, who is in the Test Arena. He will tell you that your other brother is planning something evil. As soon as you both have time to return back to the banquet hall, you will immediately be kicked off to some godforsaken city. On the way to it you will meet a large number of opponents that you should easily cope with, especially since a group of allies will join you on the way. Having reached the city, deal with a small detachment of mercenaries and receive a trophy in the form of a signet from the finger of one of them. Having entered the house, place your companions on slabs that stand out from the general background. After this simple procedure, you will become the happy owner of a shield from the sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committing fratricide you will be sent to prison. Before you have time to get used to the official environment, you will be sent into exile so that you can join the Order of the Gray Guardians. Having scattered all your ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable
Here, first of all, go with your partner to the tavern, where you will need to beat out a batch of lyrium, allegedly stolen from the Charter, from a local merchant. Having taken the goods from him, go to your owner Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the boss's forgiveness, you will have to go to a kind of gladiatorial fight, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness by wearing his armor. Then distract Mylar with conversation while your accomplice poisons his drink. After this, you will find several trivial battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way through the corridors, at the end of which you will finish off your employer. Now with clear conscience get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will invite you to go with him to Ostagar.

Man - Magician
After a short briefing, you'll be right off the bat as you'll be thrown into a bit of combat straight away. Then you will meet a magician named Mouse, who will recommend communicating with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before defeating him in a duel. Then, having gone a little further and scattered another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can engage him in battle or try to guess his 3 riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with the pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with whom you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will learn that you need to see the chief magician Irving, whose chambers are on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the subdued will ask you to bring him permission from the authorities, in exchange for a fire rod. Direct your steps to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse of spiders (the warehouse is located here). Having completed the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and his comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and fighting off a number of guards, you will reach a room with a wardrobe and a statue of a cat. Having moved the first one and using a fiery blow on the second, move further, where a small skirmish and the desired Jovan amulet await you. After getting to the surface and meeting old acquaintances, from whom Duncan will dissuade you, go with him to Ostagar.

Man - Noble
After talking with your father and Duncan who has approached, you will go to your brother’s bedchamber. Going into the kitchen on the way and sorting out my faithful dog with a whole battalion of rats, meet with your brother and talk to him, then go to bed with peace of mind. Having awakened and realized that you were attacked, bravely scatter the adversaries in the corners and talk with your mother, then go down to the main hall. Carry out a systematic clearing of the room there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with your dying father there, agree to join Duncan and go to Ostagar.

Elf – Urban
After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. Having found out from them the reason for what happened, go to bring justice to the castle of Denerim. Entering through the servants' door, having previously chopped up all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Use this potion to poison three more soldiers and move on to meet the kidnapper Vaughan. After killing him, escort the girls home and accept Duncan's invitation to join the Gray Guardians.

Elf – Dalish
When faced with a squad of people, deal with them together with your friend and go to the ruins. There, having reached the mirror room, you will meet an unfriendly creature, defeating which and approaching the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's student, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell the elder everything. Now you can safely go to Ostagar.
Elf – Mage
This plot fully corresponds to the story of the Man - Magician, so there is no point in repeating it again.

Ostagar
So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the surrounding area. Having completed this task, go in search of Alistair - a new companion in your difficult endeavors. Having interrupted his intellectual dispute with the magician, accompany your new acquaintance to Duncan, from whom you will receive the task of collecting three flasks of demonic blood and getting old scrolls from the guards’ archives. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having completed the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will encounter fierce resistance from all sorts of evil spirits. This is not surprising, because the sought-after scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized family contract witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and going through the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into fine vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, since on the last floor of the tower a hefty animal is waiting for you, responding to the nickname of an ogre. The advice for destroying it is quite simple - have plenty of healing potions with you and under no circumstances gather your squad together. If you do this, then in one attack the org will be able to inflict huge damage on all your comrades. Having dealt with the monster, light the torch, thereby completing the mission. Having woken up in Flemeth’s house and learned bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the Mabari dog fighting with several spawn of darkness. By helping the animal, you will find a loyal ally until the end of the game.

Lothering
Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for passage. There is no need to stand on ceremony with them - take them all and chop them into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the inn. There you will have a small fight with Loghain's soldiers. If you show mercy to them, another character named Leliana will join your party. After this, heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done in different ways - from bribery to threats, but if Leliana has joined you, then Stan will be released automatically. As a whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two nosy gnomes who are fighting off the attacks of evil spirits. In return, you will have the opportunity to sell the junk accumulated during your adventures at a rest stop.
Then you are free to choose which regions to go to first. The order in which missions are completed does not play a fundamental role, but your humble servant went through the storyline of the game in the following sequence.

Mage Circle Tower
Once you reach the pier, persuade a man named Carroll to take you to the tower. Having arrived, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind them will immediately close until peace and quiet and God's grace sets in (take this into account in order to stock up in advance necessary things). Immediately after entering the tower, you will be met by a squad of surviving magicians led by a person named Winn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties to pass, but on the second floor there are quite dangerous blood mages roaming around. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and placed bear traps. But on the fourth, get ready to meet the demon of Idleness, who will send your hero into the darkness, and alone without the support of the team.

Dusk
Finding yourself alone, get ready for a fight with Duncan and his comrades. After defeating them, activate the Twilight Zone pedestal and talk to Niall. Now travel through the shadow portal to meet the rage demon. As a reward for winning, you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new directions will become available to you. First, go to the burning tower. Here you will be met by a lot of fiery creatures, so the freezing spell will come in handy. Go up to the second floor, where, among other things, destroy the fire demon and gain the ability to transform into a burning man. Now you are not afraid of fire. Go to the location called Invasion of the Darkspawn. Now that you can ignore the flames, you can easily reach the hall in which the brave templar fights all sorts of scum. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the fragmented circle. Move forward and systematically take out all the enemies you come across, feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you will have to kill. Congratulations, you have obtained the final golem form!
Now you can safely go to clean up the Twilight Zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you in the same location where you found your last form, with the help of which you can easily defeat him. The next candidate for corpses is Utkiel the Destroyer, who closely resembles an ogre, lives in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghostly door and fight a lady named Jovena, as well as her two suitors. Don't forget about the burning tower area! The demon Ragos is waiting for you there. In fact, this enemy is much inferior to your Burning Man form, so killing him won't take much effort. The last guard on the path to the demon of idleness will be a certain Vereville, who lives in the templar’s ​​nightmare. Now you can free your comrades, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they can join you in order to help defeat the demon of idleness. This will not be easy to do, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so don’t yawn and transform into the necessary forms.

Mage Circle Tower
Having dealt with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful thing called the Litany of Andralla from Niall’s body. Before the stairs to the top, you will have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to this or not is up to you, although you can abstain. At the top, another enemy, Uldred, is waiting for you. Besides his ability to transform into a giant demon, he can also turn the remaining mages against you. To prevent this from happening, use the selected Litany of Andralla on them. After victory, return to Gregor in the company of Cullen or Irving to secure his promise of help in the final battle against evil. After walking around the tower to your heart's content, head to the village of Redcliffe.

Redcliffe
The first person you will meet in this area will be a certain Thomas, who will tell you about all the horrors happening in the village. Having entered the main temple, you will see Ban Tegan and discuss with him the sad state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth organize the defense. First, go to the mayor, who will direct you to the blacksmith Owen, so that he can tidy up his worn-out uniforms. Having reached his house and persuaded the blacksmith to do the work in exchange for a promise to find his missing daughter, return to Murdoch. Now go to the mill for a rendezvous with Sir Pert. He will ask you to go to Mother Hana to bless the upcoming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). As night falls, the battle will begin. After you have repelled several attacks from animated skeletons, you will be informed that things are going badly in the church area and you need help there. Go to a given position and continue crushing the living bones in a new place. After the battle, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Isolde. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (along the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will also find the lost daughter of the blacksmith. Don't babysit her and send her on her own to her dad. Once out into the courtyard, immediately open the gate so that your allies arrive in time to help you defeat another company of ghouls. Going upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also rush at you with bad intentions. Having dealt with him, take care of the main problem in the person of Connor. The best option(although not the only) way to solve this problem is to ask for help from the circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are required to enter the twilight and fight the demon that has possessed Connor. Having expelled him, you have to find a way to heal his father, Eamon. To complete this task you will have to go to the city of Denerim.

Denerim
First, go to the house of Jenitevi's brother, who, alas, will not be there. But on the threshold you will be met by his assistant Waylon, who will inform you that the person you are looking for has set sail for the area of ​​Lake Kalenhard. If you try to talk to this dubious person or simply go to the back door of the house, the impostor will give himself away and attack your hero. In a popular form, having explained how he was wrong, you will find in the back room the body of Geniveti’s real assistant, as well as information that you need to look for him in a village called shelter. There is nothing to do, follow in the given direction.

Village
It cannot be said that in this outback they are very happy about the appearance of your squad, so do not waste time and immediately go to the chapel. There, after a short conversation with Father Eirik, send him to the next world, as well as his comrades who came to his aid. Take the medallion from Eirik's corpse and in the next room behind the secret passage you will find brother Jenitevi, who will invite you to go to the destroyed temple.

Destroyed Temple
Once inside the temple using the medallion, get ready for a warm welcome with a whole bunch of enemies. Robbers, cultist magicians, and spirits of ash in the company of archers live here. Your goal is to get to the rooms of the cultists, in one of which you will get the key to the previously locked door. Go back and go to a previously inaccessible area, where you will find another key. Open another door for them and, walking forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad will encounter a new batch of opponents, among which there will be large and small dragons. After dealing with these dinosaur relatives and collecting trophies, you will meet the cult leader Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It’s easier to choose the second option, and besides, you’ll get hold of a signal horn. Now, with a clear conscience, get to the surface. Ignore the flying dragon (although you can use the captured horn to challenge it to battle) and go into the next building. Here the guardian will meet you and enter into a lengthy discussion with you. Don't lose your temper and you'll easily be able to move on to the testing room. Here you will be asked riddles. If you answer everything correctly, you will move on unhindered; if you make a mistake, you will have to wave your sword. In the next room, your evil doubles are waiting for you, after the battle with them you will have to solve another puzzle. To solve it, simply place your teammates as indicated in the screenshots, gradually moving the main character forward along the bridge.

Dragon Age: Origins
When one hero crosses the abyss, the rest can do the same. In the next room you need to take off your equipment so that you can go further. Now we take the coveted sacred ashes and leave the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you will heal Eamon and enlist his support in the final battle. All that remains is to negotiate with the gnomes, the road to which runs through the frosty mountains.

Frosty Mountains
On the way to the gnome capital Orzamar, you will encounter another group of hunters for other people's property. I think that you yourself have guessed what exactly needs to be done with them. Once you reach the city gates, you will witness a verbal altercation between the guards of Orzamar and a group of Loghain's men. You can kill a squad of homo sapiens, or persuade them to leave here.

Orzamar
When you enter the city, first of all discuss current affairs with the head of the council, Bandelor, who is located in the diamond district. During the conversation, it turns out that your squad will have to take one of two sides in order to prevent unrest in the city. You can seat Harrumont or Prince Belen on the throne. Since your further actions will differ depending on the chosen side, I will describe both scenarios.
If you decide to support Lord Harrumont, then after talking with his representative, you will find out that two brave fighters do not want to side with Harrumont in the testing arena. You will have to have an educational conversation with them. The first of them, Gviddon, will have enough of your eloquence, but Bayzil will balk and demand in exchange for his consent to bring him the letters stored in the indicated place. There is nothing complicated in this order, so when you bring what you need to Bayzil, he will agree to participate in the fights. True, you will also have to wave your sword in the arena, and not just once, but as many as 5 times. Having emerged victorious from all the fights, go to the local tavern, after which you will be granted an audience with Lord Harrumont.
If you choose Belen's side, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to act as a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agrees to take Belen’s side. With the lady you find in the diamond area, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various evil spirits. Help Lord Dace fight them off and hand him the letter. After this, go back and receive an invitation to Prince Belen.

Whichever side you accept, further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, sitting by the fire. She will point you to a door through which bandits regularly pass; all that remains is to get the key to it. It is located in a nearby shack, where you will be greeted by a small enemy squad. Having dealt with him and taking the key, use it to unlock the closed door. When faced with a guard naively demanding a password from your team, cut it off and move on, destroying everyone in your path. Once you reach the prison, free the prisoners and go forward to meet Jarvia. The battle with her will not be easy, due to her bullish health and the large number of minions getting under your feet. Finally, having defeated the beast, return to bow to the pretender to the throne for a new task.
And it will not be easy at all. The essence of the order is as follows. You need to find such a super female blacksmith named Branka, since it is she who has the decisive vote in choosing the new king. To complete this mission, you will have to go to a location called the deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine, Ogren, who will join your group. Having reached the Karidina crossroads and dealt with your opponents, go into the cave, after which you will find yourself in a large hall. The number of enemies in this zone is simply off the charts, and on the bridge your invincible squad will be warmly greeted by an ogre who arrives in time. After passing the hall, go through the tunnel, cutting down everyone in your path, you will finally reach Teiga Ortan.
Having visited this location, you will encounter extremely unpleasant opponents in the form of giant spiders. The only good news is that arachnids attack not only brave heroes, but also supporters dark forces, which you will witness when you reach the large hall. Clear out the remnants of the surviving adversaries and go through the corridor, after which you will find yourself in another room with a new batch of opponents. Also, here you will meet a half-crazy gnome, Rook, with whom you can talk. Drive forward like a bulldozer and pretty soon you will meet the mother of this entire spider brood. I advise you to use various inhibitory spells more often in this fight in order to reduce the boss’s irrepressible jumping ability. After the victory, read Branka's diary, from which it becomes clear that your further path lies in dead ditches.
Once you reach the bridge, you will witness the brave resistance of the dwarves to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge freed from enemies and run to the gate. Since they are closed, you will have to go around through a side tunnel. By the way, after rummaging around a little, you will find a set of armor of the dead legion. Having gone a little further and finding yourself in another large hall, you will be subject to targeted fire from archers. In addition, their leader has a particularly powerful bow, which will make further battles a little easier for you. Nearby in the tomb you will find another piece of armor, after which you can safely continue your path forward to the hall where animated skeletons live, and another piece of armor awaits you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will tell you that Branca has moved on. Blow into the temple of the dead legion, in which you will find the last piece of armor and the key to the door leading out of the dead moat area. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown out of nowhere. Well, now get ready to fight the new boss! Chopping up this overgrown octopus is neither easy nor quick. The main thing is not to attack him head-on, but rather start by destroying the tentacles. When the miracle Yudo loses his limbs, he can (and should) move into close combat.

Brecilian forest
Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zatrian, who will tell you that his fellow tribesmen are being attacked by werewolves and therefore the elves have no time to help you now. It’s another matter if your squad, out of the kindness of their hearts, copes with the leader of the werewolves living in the depths of the forest. Having agreed to complete this task, be prepared to exterminate not only werewolves, but also the already well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, you can part ways peacefully. Further, having made your way to the edge, you will meet extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is quite peaceful. This huge oak tree will ask you to bring him an acorn that was stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to give the scarf to her husband. Take it - it can help you get through. The elderly kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange it for some other item (a previously received scarf will do). Although I personally preferred the option of killing this forest pest. We return with the loot to the oak tree and give it the stolen acorn. In return, he will provide you with a magic staff, allowing you to go into a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local leader of the werewolves. Having dealt with him, go to the ruins in search of the most important ghoul.

Ruin
Go down and systematically destroy the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before you start attacking the fire-breathing lizard, I strongly recommend disarming at least some of the traps, which are found in abundance here. It is best to harass the adversary himself with the help of ice spells, keeping magicians and archers at as great a distance as possible. In addition to a significant reward for victory, your group will be able to advance to the second level of the ruins. Here, skeletons will also join the spiders, and when you reach the next hall, you will encounter the ghost of a child, who, however, does not pose a danger. Having gone out into the corridor and having reached the fork, it is more advisable to turn right. By the way, right there you can find a blue crystal, with the help of which you can obtain the specialization of a combat Mage in the next room with the altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to battle with a creature called witchcraft horror. He is absolutely nothing terrible, so when you have mastered him, bravely dive into the lake and get ready to find yourself in a werewolf lair.
But before you enter it, you have to go to Radcliffe Castle, where Earl Eamon decides to spend general meeting to choose the supreme ruler. However, all the main actions will take place in Denerim, where you will move after a conversation with Lord Radcliffe.

Denerim
When talking with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in the conversation if you want to put him on the throne. After finishing the dialogue, you can safely go to Earl Eamon’s office, where the queen’s maid will tell you that her mistress was kidnapped by Earl Howe and is being held in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from the mansion of Earl Denerim. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. Having reached the house, you will understand that you will not be able to break through the front doors, so, following the advice of the maid, go around to the back entrance, fighting a group of guards along the way. Next, you can wait until the queen’s maid distracts the guards’ attention from the back entrance, or you can brazenly break in and cut everyone off. True, I highly recommend that you walk around the mansion using a disguise. Otherwise, a tour of the estate will be too bloody. Having reached the queen's room, it turns out that a magical seal has been placed on the door, preventing her from leaving. Now go to Howe's room, where you can get hold of interesting documents stored in the chest and try to break into the treasury located nearby. From the office, go straight down to the basement, where you will come face to face with the guard. However, you won’t have to engage in battle, since the quick captive will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to work and you have no choice but to fight with each of the opponents you encounter. Also, do not hesitate to free prisoners from captivity along the way. A little later you will meet Earl Howe. Howe himself does not pose a serious threat, but with two magicians you will have to tinker a little. Having dealt with him, return to the queen’s room and lead her out. However, Loghain’s people will already be waiting for you there, who will offer you to surrender.

If you do not want to surrender, you will have to fight Loghain’s people, and then go to Eamon’s mansion and talk with him and the queen, from whom you can enlist support at the upcoming council.
It's time to visit the Elyphian Region, but before that, visit the local tavern and talk with the previously freed prisoners.

Elifia District
After learning that the elves are suffering from the plague, go to the main square, where you will meet a character named Shianni. From her you will learn about the existence of a dubious hospital, behind whose walls strange things happen. Having entered this establishment from the back door, having previously killed the guard, we explore the premises of the hospital and find a letter there. After this, we get out into the fresh air, scattering several opponents there, and talk to Shianni again. Now she sends you to a house near the hospital. Make your way through this building, defeating a small group of soldiers, and then head into the storage areas. There you will meet another elf named Devera, who better convince her that fighting with you is a futile task. Moving forward with her and killing small riffraff along the way, you will reach the main villain of the local spill, Caladrius. You don’t have to fight him at all, but you can simply agree on a deal in which he will provide you with incriminating evidence on Loghain, and you will let him leave. However, if you choose a forceful solution to the issue, you will get what you want, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the land meeting.

Land Assembly
During the debates, do not let Loghain down and fight off his attacks against you. Also, do not forget to mention the threat posed by the creatures of darkness. If you have secured the support of the right allies before the council in advance, then you should not have any big problems. Realizing that he lost the election, your opponent will become furious and attempt a coup. Pacify this endeavor in the bud, after which you will have to fight Loghain one on one. This is not an easy task, since your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, due to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. After defeating your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into “Gray Guardians”. Depending on the decision taken, the game will provide you with various options for dividing the throne, from which you can choose any one you wish. So, the kingdom is united, it's time to enter the final battle!

Final battle
First, head to the familiar Redcliffe, which has already been attacked by the Archdemon’s minions. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon’s army has decided to deliver the main blow to Denerim, so the whole honest company will have to return back. Riordan will also report that only the “Gray Guardian” can defeat the main adversary, and even then at the cost of his life. Don't rush to get upset! In a conversation with Morrigan, you learn that you have a chance to survive the final battle if you “help” the charming witch get pregnant from you. If you are playing as a female character, then you will need to persuade Alistair or Loghain to do this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the disgruntled Morrigan will leave your squad immediately. Having gone to Denerim in the morning and hacked up all the goons in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 comrades, you will gain access to the forces that were promised to you as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. They can be used by one squad at each game location, so use them sparingly and profitably.
To begin with, go in search of the first general in the elfinage, where you will meet with Shianna, who will report that the barricades are about to break down. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take a close look at the general who is left alone, surrounding him from all sides. Any army specializing in close combat would be well suited for this task (Radcliffe's army or werewolves would be just right). Now go to the market square, where the second brave general is waiting, surrounded by loyal ogres. The principle of its elimination is exactly the same, so you shouldn’t have any problems.

Archdemon
When fighting him, don't hesitate to use your best powers (mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up, try to have time to withdraw your people from the affected area. When his life level drops below 50%, he will begin to call upon his minions in huge numbers for help, and with his last breath he will make walking bombs out of them, exploding the unfortunate ones near your allies. Sooner or later he will run out of strength, and he will fall to the ground dead.

So you have completed the Dragon Age game.

Races and classes

Like every Bioware game, this one starts with choosing a character's appearance, gender and class. They also allow us to choose one of the races and the origin of the hero. These factors determine how other races treat the hero. In addition, each of them has their own first mission, starting location and, accordingly, backstory. To choose from: Dalish and City Elf; noble and humble gnome, noble man and magician. Of course, some missions and the characters’ approaches to them are different.

Here are the bonuses each race gives:

In humans, one is added to strength, dexterity, magic and cunning.

The Elf has two for magic and stamina.

A gnome has one added to his strength, agility and body strength and a 10% chance that he will resist magic.

Dwarf: +1 Strength, +1 Dexterity, +1 Constitution, 10% chance to resist hostile magic.

Now a few words about classes:

Warrior

Health: 100

Stamina: 100

Bonuses: strength - +4, agility - +3, Constitution - +3

Starting Skill: Combat Training

Has: Shield Bash, Accurate Shot (or Dual Weapon Skill)

Defense: 45

Tramp

Health: 90

Stamina: 90

Bonuses: Constitution - +4 Willpower - +2 Cunning - +1

Starting Skill: Poisons

Has: Dirty fight

Defense: 50

Health: 85

Stamina: 115

Bonuses: Magic - +5, willpower - +4, Cunning - +1

Starting skill: Poisons

Has: dirty fight

Defense: 45

Moreover, note that a gnome cannot be a magician!

In addition to classes, DAO also has specialization, which allows you to expand skills within a class. Each class can have two specializations, and at levels 7 and 14, each of them will be offered two specialization options. But keep in mind that in order to get a specialization, you first need to discover it: to do this, you need to find a master who will help with its development (much like in Jade Empire).

Aero, exclusive for the site

Three bottles of poison and a manuscript

Regardless of class, the passage begins in the war-torn fortress of Ostagar. The king himself will come to meet your young talent - the same ardent, yesterday's youth. Unfortunately, His Majesty will soon leave us alone, with one task: to join the ranks of the Gray Wardens

We have nowhere to rush, there is still a lot of time before the end of the game, so walk around the city, if you have the skill of a thief, hack everything you can. If it doesn't come in handy, at least sell it. At the initial stage, you can’t do without this.

When you're done, find Alistair. Oh, there he is, chatting with the wizard. Like a gentleman (even if these words are not from this world), the hero will wait until their dialogue is completed. The magician will leave, and Alistair is at our disposal. Why do we need it? And without him and another Gray Guardian, we simply will not be allowed to participate in the Initiation ritual. After talking with him, the guy will agree to stand under our banners.

Well, okay, now, following the mark on the map, we go to Duncan and say that we are ready to go through fire, water, whiskey and, preferably, not shaken. You can also find two candidates for the Gray Wardens even before talking with Duncan. They are close to the main area. In any case, Duncan, what impudence, instead of whiskey he will offer three vessels with the blood of evil spirits. Don't drink, but find!

Moreover, you will have to look outside the gates, in the wild lands. In addition, you need to find the ancient archives of the Guardians and look through them instead of sleeping pills. Seriously, this document says that other races should, as they now say, provide all possible assistance to the Guardian. It remains to be seen who left these priceless notes in the wasteland.

There is nothing to do - we run to the gate. Scary? Otherwise, the world needs to be saved. What do you need to do to get three vials of evil blood? At best, kill three creatures, for example, Genlock. At worst, you will have to kill more: until enough bubbles fall out of their corpses.

In any case, the killings don't end there: see where the marker is pointing? - we go there, to the upper right corner of the map, and the road is not covered with rose petals. In fact, there are many predators here, and many fiends of darkness. For now, your character is adequate in a one-on-one battle, but if your squad is attacked by three or more warriors, this is fraught. Try to lure out enemies one by one.

On the way to the castle we will cross the bridge. The Hurlock Emissary is standing here. Further, not far from the ruins, a Knight is scratching his head - a powerful Hurlock, and even with a retinue. You can lure out its members one by one, or try to break through shouting “I’ll be lucky.” But this is not Google for you, and it may not lead you. In general, passing these two posts is somewhat difficult. But after them, you can almost fearlessly rummage around the area, collect dropped items and empty chests (we’re not even talking about additional quests yet).

Well, we have arrived at the place, what next? - no documents in place. And where? It didn’t take long to guess: a local beautiful witch named Morrigan will tell you that they haven’t been here for a long time. Her mother took them. The girl will agree to take us to her, and she, without much resistance, will give the documents to us. Let's go back to Duncan?!

“Well, Duncan, these are the blood, these are the writings, when will the ritual take place? What? Right now? No problem. What do we have to do"? “Yeah, okay, drink the poison we just brought. But we won't... no? Okay, let's drink." Hurray - you are a Gray Guardian.

Battle of Ishal Tower

Well, now you are a member of gangs... uh, orders and the king will let you in on his plans. Our first combat mission is to light a signal fire on the Ishal tower. Swept away. Where to run? Over the bridge? A couple of trifles. Have you moved on? Have you seen how our people are preparing for war? Are you imbued with patriotism? Let's hit the road! Yeah... slow down your horses. Two guards will tell us something like “Houston, we have problems.” Apollo 13 has nothing to do with it, just the opposite: trouble crept up from underground. It was from there that Evil entered the tower.

Nobody canceled our order, but there was more work: to take the tower back. In theory, a magician should join you, but maybe two guards. Move through the gate, help our people in battle, then tell the enemy archers that matches are not a toy for children and run through the area, collecting equipment.

When you enter the first floor of the tower, you may fall into a trap, and then into an ambush. The easiest way to get around it is to switch to control of one character and carefully guide all squad members manually. Well, then you will find big battle, a la heap is small. Join us, just leave the magician, if he is with you, a little further away. Have you cleared the room? Up. On the next floors there are more serious opponents, in the Alpha and Emissary parts. Save before going here. And use a mage who shoots fire arrows.

One of the rooms will be divided into south and north. It doesn’t make much difference where you go; the composition of the enemy groups is almost the same: many Harlocks and one or two Jenlocks. In general, there are many of these enemies in the four-story tower. On the third floor you will see dogs in cages - let them out, let them help, earn their living. Carefully search the room, do not leave the chest and basket unattended - there is a lot of things here that may be useful. When you finish with the enemies and run upstairs with looting, there, on the last floor, we will meet the first boss - the Ogre.

The monster won't cause any problems. He has an abundance of health and strong rapid attacks, but he’s no match for us. The “run and shoot” tactic is not the most effective, but the simple one works great here. If there is a magician left on the team, then he will greatly simplify our life here. The dog also copes well with the giant's legs. In short, there are a lot of tactics, you can even circle around the cannibal while his teammates chop him up.

In any case, when he takes his last breath, do not rush to light the signal. Search the room, and now do what you came for. Watch the video.

You will wake up in the company of the already familiar Mini-gun, oh, Morrigan. After being wounded, the hero has a headache and confuses all the names. So what happened? It seems we have been betrayed and left to die. But Mother Morrigan liked us so much for some reason that she decided to save us. Thank you. We leave the room and talk to her mother. So here it is: in her opinion, it is we who can stop the invasion of Darkness.

And something else? Unite the lands? How is that? In general, they puzzled us with a couple of quests. The task is more or less clear: you need to convene a team to save the galaxy from the Reaper... no, this seems to be a plot Mass effect. Yes, the middle of the game is about the same here and here: find friends, although this is not directly stated. And it says that you need to go to the village of Lothering.

Lothering

On the way to the village, a group of bandits will attack our brother, or rather demand tribute. We have three main options: convince them, intimidate them, or attack them. If you decide peacefully, then it’s better not to go near the boxes - this is their property and they will fight for it. A little further away lies a cult minister - search him and an additional quest will begin. Our road lies further to the village.

Here we have a lot of opportunities and quests. In general, supporters of taking everything from games will find a notice board with a couple of quests in every settlement. You can also ask people. Basically, circle around, but don't go into the tavern until you're ready, because there's a bit of a fight waiting there. In it, Lelyana will unexpectedly come to your rescue. The easiest way to defeat him is to use a mage - Morrigan. You can use the vulnerability skill and then attack with natural elements. After the fight, Lelyana will ask to join your squad - take it: a thief will always come in handy.

If you want, you can take a few more quests without leaving the bar, wander around the area and move on - to the north of the map. Here you'll see the next potential travel companion: Stan. Stan, do you work as a monkey? No? Why are you sitting in a cage then? Ah, for murder... well, that can probably be solved. If your character has developed hacking skills, you can simply hack the cage.

If not, then go to the chapel and talk with mother. If Lelyana has already joined you, mother will agree to let Stan go. You can also intimidate her, or donate a large sum of money. Complete all additional quests and move to the exit from the map to the northwest, following the marker, do not get lost. At the entrance to the village, the servants of darkness attacked the gnomes. They should help, eh? Yes... it is necessary. Well, that helps. Then we can chat with him, but he will refuse to go with you: business, business, business, time - money and so on. But this is another merchant on the map (the second one in the village, in the bar. Where we met Lelyana) - there will always be someone to hand over the junk to and get jingling coins in the bag.

We repeat again - complete all quests. We won't come back here again, even if Stan wants to go back to the cage. Upon leaving the map we see visions, and after that we find ourselves in a parking lot. There is also a merchant and his son standing here - he can improve your weapons. Have you rested? Then let's go and save the world. Then we are free to choose where to go: to Radcliffe, the Circle of Magicians, the Frosty Mountains, or to the Brecilian Forest.

Lake Calenhard and Circle Tower

In fact, we will not linger on the lakes themselves - our path lies to the Tower of Mages. To go to her, find a person at the pier who will agree to transport us. Guy, isn't your name Charon? No, isn't this Styx? Okay, we don't care about going there.

Upon arrival, a knight will enthusiastically greet us and tell us that everything is bad. The point here is this: because they were drunk, they forgot to lock the doors, and the forces of darkness filled the tower. Now it’s not at all clear whether anyone is still alive there, and I’m afraid to go and check on my own. The guys are waiting for permission to shoot the magicians. In the conversation we will have to choose the side of the cultists, or magicians. This will affect who will go with us on the final journey... in the sense of the final battle.

Now forward - to the tower. Uh-uh. What? How is it that they won’t let us out of the tower until everything is resolved? That is, how, at all? Got it. Then wait, let’s go now, buy potions, weapons, and in general, get some air last time- The tower probably hasn’t been ventilated for a long time.

The tower is round, as it should be. On the first level special problems There won't be a problem with monsters, but there might be a problem with the magicians you meet. Yes, they survived, but they don’t let us pass. Talk to them. If you agree to help, Wynn (healer magician) will join you under the stormy protests of Morrigan. If you don’t want to help, cut these magicians down and be done with it. True, then you will lose a person who can treat the group completely free of charge.

There are many boxes on all four floors of the tower, but there are even more enemies. Our goal is to get to the fourth. Most enemies won't attack unless you go into all the doors, but otherwise you won't get the tower's goods. There are a lot of magicians on the second floor - they need to be taken out first, otherwise they will seriously spoil the blood of your squad. On the third floor - the cultists have gone wild and rush at you, shouting “banzai”! - what impudence, we don’t know Japanese. There are a lot of corpses in one of the halls, but don’t be fooled - they will come to life as soon as you cross the room, and then the Secret Horror will come running to their aid - he’s not to be trifled with. Save in front of the stairs - next is the boss.

What's your name, monster? Idleness? - Listen, they sometimes call me that too, so it’s a namesake? Insulted? I? You? Come on, maybe we can settle the matter peacefully? Well there is no way.

Shadow

Idleness will send the hero into the shadows, from where he must get out on his own. First of all, we will meet with Duncan and fight with him, and then we will have to choose the next location of the Shadow. Here Niall will meet us, waving his hands and talking about his difficult lot as a person locked in the Shadow. In fact, he will tell you what needs to be done to get close to Idleness: destroy his minions, who cannot be defeated so easily. We go to the portal, activate it and find ourselves in front of the demon of Fury.

After the battle, the mouse will teach us to take the form of a mouse in gratitude. In this form, you can hide in the shadows and remain unnoticed, as well as climb holes. Return to Niall. There are now five locations available to you. Move along them in any order. In each of them you will have to destroy one of Idleness’s colleagues in order to earn the right to get out of here.

Invasion of Darkness.

We immediately take the form of a mouse and go to the hole. Further on there is another hole. Behind it is a room, in the middle of it is the Cunning Magnifier. Did you click? They have become more cunning. We run back to the main corridor. There are two paths here: the short one leads to a room with burning creatures. It is better to choose this road if you have already received the burning man form. Why? Yes, because there is no further way - a wall of fire. Then we go through another hole, it leads us to a cultist who is fighting the darkness. Help him, and he will grant us the form of a spirit - now spiritual doors are not a problem for us.

Burning Tower. Go to the second floor: you can use a mouse, you can use a person, however, in the latter case, draw your sword. Run north, shoot back and climb into the hole. In the next room, say hello to the burning man. The easiest way is to freeze it. Be that as it may, after victory we will receive a burning form, which will allow us to cross fiery barriers.

Broken circle. We're actually going in circles. The doors are closed, all around - in literally- everything is on fire, so a burning man is the squeak of local fashion. In addition, the level is full of stone golems, and in hot form you can let fire ball, which does not weakly strike this pile of boulders. Besides them, there are magicians along the way. When the last golem is destroyed in the last room, you will receive its form.

It's time to start clearing out the demonic ranks. Let's start from here. Run upstairs, open the doors and go ahead, kill the freaks. In the next room is the boss. Take the golem mold and make it.

Poking your nose into the location " A Cultist's Nightmare“It’s better to do it last, so you can use all the forms. First, we pass through the wall with the mouse, then we take out the enemies. The mouse is the next room. And here is a powerful cannibal. Do not try to deal with him hand-to-hand with a golem - it is better to choose distance fighting tactics.

All in all, an unforgettable cruise through the rooms awaits you - some of them can only be entered in the form of a spirit - do not forget to use this form if you suddenly realize that you are at a dead end. In the end, we change into a burning form and go through the portal. Here, having defeated the enemies, we turn into a mouse and go through the hole to the boss. It won't be difficult to deal with a golem.

Then we find ourselves in a familiar room called “Invasion of the Forces of Darkness”: we open the doors wide for dear guests: we greet the horde of Jenlocks and Harlocks with Golem-like applause. At the end of the meat grinder there is a door, behind it is the boss. His attack style is a fast attack: keep your distance.

Shall we go further? " burning tower" The local boss can best be convinced to surrender with a flame form. Now it's time to make friends. Go to " Nightmare” and convince them to leave this place. When you free everyone, return to Niall. Here we pass through the transparent door in spirit and defeat the enemy. If the tower is clean, it is easy to check whether the symbols are in place of all the islands that we visited. If yes, then go ahead to the central island.

The local boss likes to change forms, so we will have to do the same. Note that if you do not free your comrades, you will fight alone, but in this case, this is not the best solution - the boss is quite strong. After the victory, we will return from the Shadow to the Tower.

Circle Tower

Take Andralla's Latanya from Niall's body and move on. Again, the cultist wants to argue about whether it is necessary to organize a genocide of magicians or not. If you decide to carry out a massacre, Wynn will leave the squad and attack. You can solve the problem in a neutral way, or refuse to kill innocent people. Run upstairs. Here is the fight with Uldred. He loves to use freezing and tries to turn surviving magicians into demons. It's easy to stop him: use Andralla's Litany when Uldred offers his gift to the magicians.

When the enemy is defeated and at least one magician remains alive, they will automatically become allies. Then approach either Gregor or Irving and demand help in the final fight. They will agree, and we will move on to new adventures.

On the bridge leading to the village, Thomas will meet you and tell you that the village is being attacked by the forces of Darkness. They come running under cover of darkness from the direction of the castle. For further details we will be sent to the temple, specifically to Tigan. He will ask for help in preparing for the night battle. We go to the headman and ask what we should do. He will complain about the lack of weapons and the blacksmith’s reluctance to cooperate.

The blacksmith will tell you that his daughter is locked in the castle. Promise to help her, and he will agree to get to work. If you wish, you can kill the blacksmith, or tell the headman that he refused. Go to the headman and receive a well-deserved thank you. Ask what else we can do to help, and he will send us again. This time to the mill. You won’t have to draw your spears against her, just talk to the knight. He wants a blessing. Where can I get it?

Find your mother and talk to her. She, of course, can refuse. In any case, return to the knight and tell him that you are ready. Click "wait for night". Here we are waiting for a massive battle with hordes of the dead. They come in waves of 5-7 corpses. When you fight back, they will tell us that the defense has been broken through. You can ask the knights to help, or you can go there yourself. In the latter case, it will be much more difficult to survive, because there are many times more opponents.

After the battle, talk to the commander. He will tell you how to get into the castle through the mill. We go there, having previously completed all the minor quests, and find the entrance to the mill. And in the castle we make our way through the undead, going to the stairs. You will also meet the magician Jovan there: he is sitting behind bars in a damp dungeon. He can be released, kicked out, killed or left behind. It’s not worth killing and driving away; for now it’s better to leave in place.

Climb the stairs and get to the main floor. Clean it completely. In the right corner of the map there is a blacksmith's daughter - tell her to run away. We are going down to the basement to meet with the local boss and his retinue. Open the castle gates, where the knights will rush in and help in the battle.

Go upstairs to the central hall, where you will have to fight the possessed Connor and his demons. After this, you need to free Connor from influence. You can sacrifice one of the characters - the path is easy, but not heroic. The second is more difficult, but more interesting: go to Lake Kalenhard and ask for help from local magicians. If this location has not yet been completed, you will have to complete all the story missions in it first. So, the magicians will send you to the Shadow, where we will fight Connor’s demon and win - who would doubt it.

Frosty Mountains

This is one of the most extensive quests - we have to gather the gnomes under our banner, and it is unlikely to be an easy walk. You will see this for yourself as soon as you meet fellow robbers. If the fight with them seems difficult, turn around and play other quests. Along the way, you will meet more envoys of Loghain, talk to the rude people: you can let them go, or chop them into pieces. The second option is more interesting and inevitable if eloquence is not very developed.

After dealing with them, the gnomes will happily reveal the enemy to you. Don't expect any fanfare, but overall the welcome is warm, as befits mountain dwellers. You will quickly be sent to the city, and to the hall of fame - it’s good that not as exhibits. Walk around here, talk to the residents and pick up quests. The main task will appear after the dialogue with Bandelor. Here, you see, elections are planned: decide which side to take, Prince Belen, or Lord Harromount.

There will be a slight branching of the plot here.

Belen. His supporters can be found in the House of Assembly. They will not let us near the prince, but will offer to prove our loyalty by completing a couple of assignments. First, take the letters to two people. They say that the lord promised the same estate to two people if they supported him. The first one sits at the bar in the Commons Hall. The second is in the diamond district. She will send us to our father in the cave houses (Aeducan Thaig). They are inhabited by monsters, but after walking a little, you will find Lord Dace, the girl’s father, attacked. Help him, give the letter and return to the chambers. We will have an audience with the prince.

Harrowmont. we go to the Council Hall, and not far from the exit we meet a representative of Lord Doolin. He won’t let us see him either, so we’ll carry out two tasks. Persuade two fighters to participate in the competition. One will quickly agree, and the second will ask for his correspondence in exchange for his services. To do this, you need to go to Miaji and Lakian's room and pick the lock. Return to the warrior and give the letters. This does not save you from fighting! Enter the arena and fight five battles. After the victory, go to the bar and tell about your success, which will earn you a meeting with the lord.

Kill the bandit leader

The task of killing a local authority is just right: a lot of corpses and various junk from chests are guaranteed. Go to the dusty city, talk to the guys by the fire, they will say that the gang sometimes appears through the gate, but the gate cannot be opened. We go to one of the huts and run into these same bandits. After the fight we will become the sole owners of the key. We run to the door, open it and with an exclamation of “ta-dam”, we burst into it. Nobody here. Farther and farther. Those who will ask for the password next - tell them something, and they will attack. Apparently the password is incorrect.

Then there will be battles around every turn, so don’t rush ahead, otherwise you’ll find yourself in the minority. The dungeon is generally linear; the only attraction is the prison, from which you can free the prisoner. At the end of it, a battle with the same leader awaits us. She is a pretty strong opponent, and even with a lot of guards, and there are a lot of traps in the room.

Find Perfect

Please your boss with the death of the bandit, and he already has a new task - to find Paragon - Perfection. His word will be decisive in choosing the king. This is a very difficult task. If you're not ready, turn back. Go map the deep trails. On the way there we will meet Ogren - he is an obligatory plot character, so you will have to take him with you. He plays the role of a warrior, so based on the complexity of the mission and balancing, it is worth considering taking with him an attacking mage - Morrigan and a healing one - Wynn.

Go to the Caridina Crossroads. There are a couple of gnomes at the entrance - nothing complicated; further - cannibals, gunlocks and other locks. This way we will reach approximately the center of the map, but the path further is blocked. You can move left or right. On the right is a bridge with a lot of locks, on the left are hunters. There are many of both, but as a result, no matter what path you choose, you will come to the same place - to the exit to the next level.

There is only one path in the Teigs of Ortana, but after it you will completely stop loving spiders. There are plenty of them here, and there is also one mini-boss in the form of this arthroplasty. In addition, there are golems and jenlocks. In the middle of the map we will meet a gnome, although he will immediately run away. The next time we meet him, and if we leave him alive, then we can sell the accumulated goods to our comrade. The bridge is guarded by one golem on each side, so don't try to run across the bridge - you can't handle two. Finally, closer to the exit, the queen spider will offer to wrap us in natural silk. Politely refuse, citing swords.

Read the diary on the table. Well, it looks like we still have to run and run through these dungeons. So it won't be long before depression. Forward into the dead ditches. After the video, run forward - a party of gnomes is standing here, campaigning for a new candidate for the corpses. Help them with the Jenlocks, talk, take a leaflet about the dangers of smoking and run across the bridge. Yes, I forgot to say - there are a lot of creatures here. There are a couple of locks at the gate after the bridge, but there are no problems with these. But it will be more difficult!

Run to the left - there is a tunnel leading to the castle. Ha, how lucky, and why do we need gates? You can look to the left - there is a tomb. On the right is the square, behind it is a destroyed bridge. Go around again?! Mockery. Again there is a long, ornate cave, and behind it is a square, from which turn left. This path will lead to a forge where a pack of locks and a mini-boss await. Dangerous guy, it is better not to come into direct contact with him. Waging a guerrilla war, fortunately the place allows. After it, we run further, to a new site.

There are an indecent number of skeletons here, and not a single closet. Further in the passages there is a crypt and a crazy dwarf woman. She will say that we still have a long way to go. Hmm, we didn’t expect to hear anything else. We go to the large hall. He is guarded by two spirits. There is zero attention to us - so we do our job: rob the sarcophagus behind them. They didn't like it - they were dead. Again. We burst into the next door with the same exclamation of “well, we weren’t expecting it!” and here it’s true, they didn’t expect it. And it would be better for us to leave here - the boss is too scary.

Stand on a stone ledge and chop off its tentacles, and when weak opponents begin to fall, concentrate fire on them, otherwise they will beat you. Take a breath. Then it's even worse - the last dungeon. Quiet. Suspiciously quiet. And here is Branka, Ogren's wife. She asks to pave the way for her. “Through crowds of monsters,” we think. But it's not that simple. Yes, of course there will be cannibals, loks and the undead. But when we reach the gas trap, it becomes clear that everything is worse.

Two valves on the sides stop the gas supply, and you stop the supply of four golems as you wish. Next room - golems come to life in twos. Just six. Next corridor. There is a mask hanging on the wall. Come up and she will call the spirits. Kill them and immediately hit the mask. One of the mask parts will fall off. When you're done, go into the left passage and here we will see Perfection - a talking golem. He asks to destroy the Anvil, and Branca demands to give it back. What to do?

If you help Branka, Perfection and four golems will attack you. Otherwise, Branka and her four golems will attack. If we help Perfection, then in the final battle the gnomes will fight for us, if Branka - the golems. After the decision, you will go back to the city and can crown the king. Any one you want.

If you crown Harromount, Belen will attack and have to be killed. As a reward, Haromunt will agree to help in the fight against evil and will give him a staff.

If Belen is crowned, Haromunt will be executed, and Belen will give a hammer as a gift and will also help in the war.

Urn of Sacred Ashes

It's time to start treating Earl - we need people as allies, don't you think? There are many strong opponents and crowds of sectarians ahead, guarding the Sacred Urn, behind which we have come. First, let's go to the village of Denerim, and there, in the shopping district, we will find Genetivi. His student will be at home, ask him about Genetivi. He's not home. When will it be? Unknown... And where did you go? Behind the trash can?! Eh, this guy is hiding something from us! Try pushing him. He will attack, after which in the back room we will find diaries that tell us where to look for the missing one. Or you can go to a hotel, where they will tell you where to go and look.

In any case, you will have to go to The Village of Haven. Talk to the discourteous guard. Then go to the merchant. Try going to the back door twice. He will attack - show him how to protect your goods. After which the sectarians will attack you. Then go to the chapel, talk to Eirik and deal with him as quickly as possible. Did you make it? Great. In the same room there is a secret passage, and behind it... Genetivi. He is tired and wants to go to an abandoned temple.

Destroyed Temple

This is not a pleasant place: those same sectarians live here, and, in general, if the first meeting with them was not so difficult, now expect trouble. First we go to the place marked as rooms. There is a crowd of monsters in it. Now you need to go to the southeast, where there will be a similar room. There we will find a chest and the key to the main gate. Open it and after the fight, choose a route - any, the battles are similar in any direction. Yes, and don’t open the chests - there are enemies in them.

Cave

There are sectarians and dragonets ahead. Run straight to the fork. Turn right and fight cultists and adult dragons. In the passage on the left you will meet Kologrim. He will offer to help him: you can agree or refuse. In the latter case, we are in for a pretty good fight, but Wynn and Liljana will not leave the squad. You decide.

Leave the caves and leave the sleeping dragon alone. For now, anyway. Go forward to the testing room. Talk to the guard and guess his ten riddles. Listen carefully to what he asks and there will be no problems with solving them. If you answered incorrectly, kill the guard and move on. Fighting your doppelgängers is not a pleasant encounter. Hit the mages and melee fighters first. And the next puzzle is perhaps the most nerve-wracking in the entire game, and sometimes the solution to the puzzle is different. You need to cross the bridge.

There is a round hall ahead. There are six buttons on the left and right. Switch to direct control. We count the buttons from near to far:

Step one:

Place one on the left on the third button

Place the second one from the left on the sixth button

Place the third one from the right on the second button

Place the fourth one on the bridge

Step two:

Move from third from left to fourth from right

Swap right two to left one

We put the fourth one on the bridge

Step three:

Rearrange from sixth on the left to fifth on the right

Rearrange from fourth on the right to first on the left

We put the fourth one on the bridge

In the next room there is a wall of fire. Take everything off, go through it and put your clothes back on. Take some ashes from the Urn and leave. Now, if you wish, you can fight the dragon. In any case, after we have the ashes, talk to Genetive and go treat the earl. Now Earl agrees to help fight the enemy in the final battle.

Brecilian Forest

The time has come to meet the long-eared forest dwellers! The Dalish elves are so happy about your arrival that they will immediately surround you and ask what we want? We, as decent gentlemen, will demand an audience with the head of the clan. He will pay us for the hard life and the swine flu epidemic. Oh, that is, bothnic fever. Every day werewolves come from the depths of the forest and bite its people. Forty rabies vaccinations won't help - you need to go into the forest and kill the main werewolf named White Fang. Leave Jack London alone, he has nothing to do with it. Of course, we refuse to help, close the game and turn off the computer. If we agree, we will continue.

In the forest, our werewolf friends will attack us. It's strange, but we thought they were just wolves. We run along the path to the east until we reach the trees in which the demons have taken possession. Cut your way through their fallen trunks and get to the Oak, of course, the Great. He will give you the task of returning the acorn. Great, we haven’t run for acorns yet.

Run to the waterfall, and then to the clearing to an old man named Hermit. You can exchange something with him for an acorn, or just kill the thief. However, the thief is an excellent magician, so it won’t be easy. Anyway. Return to Oak, he will give you a wand that will help you get to the werewolves.

Elven ruins

Ruins: it's been a while since anyone removed the cobwebs here! And here are its owners: spiders. However, there are still werewolves. Having reached the room with columns - this is a large hall, don’t miss it, go around the center of the room and talk with the dragon in the language of swords and magic. Behind the fallen fire-breather is a staircase. Let's go there.

On the second floor, skeletons are added to the many spiders - of course, there is a real crypt here! Oh yes, the dead have set many traps in the halls - move carefully. There are several halls ahead - one larger than the other. They, of course, are the most triumphant. Towards the end of the map you will find Arcane Horror - this guy is not easy to defeat, however, those who have already completed the Tower of Mages have developed their own tactics to deal with him.

Next is a small room with an exit to the Werewolf den. At the entrance we will talk peacefully with them and go to meet the werewolf girl. She will tell the story of her people, and then we have an ethical choice: kill all the elves along with the werewolves, or vice versa - kill the girl. There is really still a possibility: to convince Zatrian to remove the curse from the werewolves.

If you take the side of the elves, then you will have to fight the werewolves here and now. If you persuade the werewolves to attack the elves, a whole crowd will attack. You decide.

Land Assembly

From now on, as they say, anything you say can be used against you. Or for you - depending on which answer options you choose. You go to Denerium, and then Loghain pesters you with questions. Answer with the most polite phrases. Immediately after the conversation, you can go to Eamon’s house (or you can get some fresh air and complete various missions). Here the maid will tell you that the local earl has put the queen under house arrest. We are politely asked to help, but we agree, there is nothing to do. Saving queens is our hobby.

On the way to the mansion, you will run into a fight, and when approaching Earl Howe's mansion, you will run into a crowd. Talk to the maid, she will tell you that you can get into the house from the back entrance. Now you have the opportunity to put on a disguise. Without her, you will have to go to the queen through the corpses. But even with a disguise, you shouldn't try to go through the doors and talk to the real guards.

Having reached the queen's room, it turns out that there is a magical seal on it. Woe is me - we need to look for Earl Howe's office. Found it? Great: have a good look around here. And now, feeling omnipotent, run to the basement (you can get into it directly from the same room). Kill a guard, free prisoners, deal with a crowd or two of guards - in general, everyday life. In the end, you will have to kill Howe himself. Behind him are two more prisoners.

The release of the captives is imperative because their voices, and the voices of their loved ones, will be decisive at the Assembly of the Lands. You will find them later in the tavern. They will give you a quest. Once you complete them, consider their votes in your pocket, if so. Of course, if I may say so.

On the way back, a crowd of guards will intercept you and ask you to surrender. You can surrender - this will show that you have no evil intentions, you can say that the queen was held by force, but she will lie, saying that you stole her. Or you can solve everything the old fashioned way - with a fight.

If you give up, you end up in Fort Dragon. Here you need to decide: attack the Fort, or get out yourself. In the latter case, the procedure is as follows. We attract the guard, kill, take the key, and leave the dungeon. We take our property from a box nearby. In the next room we kill the dogs and guards and go to the warehouse. Here we remove the guard armor from the mannequin and put it on.

You still cannot leave the castle. Find the colonel, then talk to a couple of soldiers. From them you will learn about the problem with the swords. We go to the guy who squeezed them, and, threatening them with problems, we get them (swords, not problems). We distribute it to the soldiers. Then we go again to the colonel and to the question “what can’t a soldier live without” we answer: “without discipline.” After this, one friend will tell the password - rabbit. Jokers. Now you can leave the castle.

We go to Eamon's house, and from there to the Elven area. Along the way, stop by the tavern to pick up the quests. There is an epidemic in the Elven area. Talk to Shianni to find out the situation. She will talk about a strange hospital. Strange because no one returns from it. Go to the back entrance to it. Having learned everything we need, we go out into the street, but here they are already waiting for us. And not doctors at all. Deal with them and talk to Shianni again.

Go to the landowner's office next to the hospital - it looks like the elves from the hospital are sent here. After several fights and a conversation (if you don’t have enough conviction, then a fight) with the elf Devera, you will get to her boss. This scoundrel holds the elves captive and offers to ransom his life for dirt on Loghain. Our actions: fight, agree with the proposal, or intimidate. The most gentlemanly option is battle.

Now comes the fun part: the meeting itself. If you have completed all the quests and won over Queen Anora, then you have an advantage. But there's one more thing to remember: don't let Loghain put the blame on you. If possible, counterattack him yourself with questions about his inglorious actions on Ostagar. No need to mention Alistair. But we can say that what is important now is unity before the forces of Darkness.

If everything went right and the majority voted for you, Loghain will start a rebellion. Fight him and his minions. When his strength is running out. Someone will offer a fair duel. You can choose who will fight against him. Perhaps, the best option- it's a magician, but it's up to you to decide. Just keep in mind that Loghain is not a weak opponent.

At the end, if Loghain is spared, several options for dividing the kingdom will appear:

Alistair is the sole ruler;

Alistair rules with you (provided you play as a woman and he loves you);

Anora rules with you (assuming you're playing as a man). Perhaps Alistair will kill Loghain;

Anora is the ruler of the country if Alistair gives up the throne. Loghain lives, but has not become a Gray Warden;

Alistair marries Anora and they rule together. Loghain becomes a Gray Warden. Convincing Alistair to marry is no easy task.

last fight

Go to Radcliffe. Here a party took place without us, after which all the residents disappeared, and only ruins remained. The guy will tell us that all the residents locked themselves in the castle. We're going there with a fight. As soon as we get there, it turns out that everything is in vain: the forces of Darkness are going to Denerem, and not to Redcliffe. What to do? Gather an army and flee back to Denerham.

Find Riordan on the second floor. He will tell you good news: only the Gray Guardian can defeat the archdemon, and he himself will die. Go down and talk to Morrigan. She offers a deal: she saves you, but takes your child. Child? Well, yes, if you play as a man, then Morrigan will offer to become a mother, and if you play as a girl, then she will point to one of the possible fathers (Alistair, or Loghain, if Alistair left the team).

If we agree, we will remain alive after the battle; if not, we will die. So, now we run to Denerem, cutting out everything in our path. As soon as the stream of creatures dries up. Go to Riordan and talk to him. Now you can select an army:

Elves - archers

Golems are walking tanks. Save them for the most difficult battle

Dwarves are good foot soldiers, but weak in attack. It only makes sense to take it if we were able to persuade the Legion.

Mages - powerful attacks, and hit large areas

Cultists are good warriors

Redcliffe's army is the same as the cultists: they will go to fight mere mortals

Now your task is to defeat the two generals. One is in the market square, the other is in the elven quarter. Now run to Fort Dragon. There are two floors littered with monsters. Don't forget to grab anything you might need, especially potions. As soon as you finish with them, the decisive battle will begin. Call the golems, or magicians.

The first stage of the battle lasts until you remove half of the Dragon's health. After this, he will begin to summon motley creatures to help. When the Dragon is on its last legs, the dragon will begin to explode its subordinates so that they cause serious damage to your team.

After defeating the dragon, there are either end credits or a couple of cutscenes. It all depends on whether you refused Morrigan or not. Now you can rest: there are several DLCs ahead and, of course, a sequel.

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The walkthrough of the game will be indicated here Dragon Age: Origins without side quests.

Lock.

Regardless of the chosen race and class, we find ourselves in a castle. After talking with the father, we carry out his instructions and go to resolve the problems with the NPCs located in the castle. Having settled them, and also having talked with the servants, we go to our chambers.The night was not very successful - the castle was attacked, and most of the people were killed. The situation is delicate - you are without weapons, without armor, and are not very strong yet. Nevertheless, there are chances. Deal with the enemies who have besieged the castle. In this part you can already get the War Dog (if you are a Nobleman). After a short run with small skirmishes, we, seeing the inevitability of capturing the castle, run through the underground passage.

Ostagar.

Congratulations, you have officially been accepted as a Gray Warden apprentice. After listening to Duncan and the king, who is seriously confident of the upcoming victory, you can wander around, stock up on useful things from the merchant, and get a fighting dog (if you don’t have one) in exchange for the service.You are sent on your first mission. Having received the trinity at his disposal allies: Daveta, Jori and Alister , we go to the nearby forest in order to bring from there three bottles with the blood of the creatures of darkness, and some writings.The forest is not to say that it is too full, but there will be certain problems (in the form of packs of wolves and clusters of hostile garlocks). Garlocks gather in groups that are difficult to defeat, therefore use all your spells, poultices and other auxiliary means. Having collected blood from the corpses, we go to look for the chest.It will be more difficult with the chest - it is guarded by Flemeth, a sorceress, and her daughter Morrigan, an equally talented magician. We return to Duncan.

The conditions for the upcoming battle are as follows:

While the rest of the warriors are fighting, we should light a fire on the tower, thereby notifying the military reserve of the offensive. After watching a beautiful video, we follow to the tower, destroying garlock imags along the way. A magician chosen along the way will help us in this difficult process. Having reached the tower, we see that the fire is guarded by a very hostile ogre. He is strong in close combat, so don’t rush forward too much. With the proper skill and use of skills, the battle will not be difficult.
We watch the video and... Yes, we were betrayed again.

We found ourselves in the hut of that same Flemeth, who kindly offered her daughter Morrigan as an assistant. Well, on a campaign, a good magician is never superfluous. Let's go to Lothering.

Lothering.

The path to Lothering will be interrupted by a group of bandits who are very fond of making money from wandering travelers. Unfortunately for them, we are not traveling alone.You have probably already heard that it is the Gray Wardens, namely you, who are blamed for the death of the king, so you should be careful.Going down to the city, help the people complaining about the merchant with clearly inflated prices, and study the notice board - there are also a lot of interesting tasks, and money and experience will not be superfluous. Enter the tavern.Unfriendly warriors of Logain will be waiting for us there. We were lucky that during the battle help arrived in the form of the pretty warrior Leliana. Spare the leader of the warriors, and she will join your squad. You can also receive tasks from a group of Blackstone volunteers, who will ask you to deliver a letter to the right person in the temple.In a cage, not far from the tavern, sits a warrior - Qunari Stan. As a warrior, he is simply magnificent, so you should free him. To do this, you should go to the temple and beg the local manager to release Stan, citing his emergency need for the campaign.By the way, not far from the city there are groups of bandits, as well as several evil spiders.You can practice on them, as well as gain experience that is so valuable in these parts.

Finally, it’s worth talking to the two dwarven merchants on the bridge, having previously fought them off from the attack of the Genlocks.

Orzammar.

Welcome to the city of gnomes!As you approach, you will be greeted by several envoys from Logain. I think it’s clear what to do with them.Upon arrival, we find out an interesting detail - only the king of the gnomes can sign the agreement. But there is actually no king. We'll have to look. There are two contenders to choose from - Lord Harrowmont and Prince Belen. We are in no particular hurry, while it is worth exploring the city thoroughly, simultaneously taking tasks from Filda, Berkel, and Dagna. If it’s not enough, you can still grab some in the hall of chronicles.Of the two candidates, I chose Lord Harrowmont, but the path for him is a little more difficult.We need to show the Lord in a tournament with two warriors, and at the same time find out why two of his warriors (Gwiddon and Bayzil) do not want to participate. If everything is simple with Gviddon, then Bayzil is afraid, since one of Belen’s warriors has dirt on him. Letters can simply be stolen.

The tournament itself will not be difficult if you stock up on medicinal poultices and first aid kits. The battle against Piotin Educan, a great fighter and relative of Belen, will be a little difficult.If you chose Belen, then you will need to take the letters. The task is more tedious than difficult, and is replete with a lot of fights, waste of nerves and other joys of life, so it would be preferable to choose Lord Harrowmont.

Now we must complete two tasks, namely, prove Lord Harrowmont’s ability to keep the city under control, i.e. kill Jarvia, the local crime boss in the city. To find her, follow the dusty city and look for a character named Hope. She will tell you that in order to get into Jarvia's log, you need to find a special key. The key itself can be removed from defeated Slum Yard warriors.Having taken out the key, we follow to the indicated dungeon. It won't be very difficult to get through it. It will be difficult to kill Jarvia herself, who has a large retinue under her command.Having dealt with her, we leave the dungeon.

The next task is to find a person who will support the Lord at the council. This is Branka the Perfect, a privileged dwarf whose voice has significant weight in the council. Unfortunately, none of those present in the city know anything about Branca, because... she left several years ago for the Deep Paths. The exception is Branka’s husband, the gnome Ogren, who is still sure that she could not die. Well, let’s take him to help, especially since Oghren is a better warrior than Stan.

Let's go to the wasteland.In the first part of the caves - Cardin's Crossroads - the path will be easy - the same garlocks and genlocks.Teig Ortan, the second part will be a little more difficult - mainly because of the Spider Queen, who will meet you at the end of the dungeon. She summons smaller spiders that can greatly harm your allies, and she can move around the room very quickly.Upon arrival at the next location - Dark Ditches, we see a scene of the fight between the Garlocks and the Legion of the Dead. We help the strangely dead, and then we run on. Having overcome crowds of enemies, we meet the gnome Hespith. She doesn't look very good, and keeps mumbling about Branka's betrayal. Well, let's move on, aaaand…. Here she is. The queen of genlocks, turning gnomes into disgusting creatures. It seems difficult at first, but after the spider queen there is nothing to be afraid of. We bring down the tentacles sticking out of the ground in close combat, the magic attacks the area, it is practically useless here.

Having won, we run to the Anvil of the Void.... And Branka closes the door.Next comes a series of rooms with riddles, solving them is quite simple, so there will not be any special difficulties. And here is the last room. Branca or Caridin. Whom to kill, who to agree with - the choice is yours. The only thing that Branka promises is help in the form of golems in the last battle, but Caridin cannot promise anything. But, of course, you decide.

After the battle with Caridin (or Branka), we return to the Lord, who will sign the long-awaited order.

Circle Tower.

Having arrived at the place, we see that not everything is in order in the Tower either - it has been captured by demons, and they are clearly not going to give it up without a fight. It is definitely worth stocking up on goods from the merchant standing not far from the entrance. We buy everything we need and go to resolve the problems.Immediately after entering we see how the local magician Wynn repels the attacks of the creatures of darkness. We help her fight back, after which she joins the squad. We go upstairs.On the floors there will be possessed people and small demons of anger - they do not pose any danger, so this stage should pass without problems. Fighting off the attacks, we finally get to the fifth floor, and we see the Demon of Idleness. Get ready, the next stage will not be pleasant.

We appear on a small island hanging in the air, and immediately meet Niall, one of the magicians of the Tower. After a short conversation, a portal to another dimension will open for you. You should pay attention to the mouse running nearby - now you can turn into it and seep into the smallest holes. Subsequently, the forms of the Shadow, Spirit and Burning Man will also become available to you. With these forms you have to go through several stages:

1) Invasion of darkness

2)Burning Tower

3) Scattered magicians

Each of these stages is filled with monsters and unique riddles. If you use the forms correctly, then no big problems should arise. Having gone through all the levels, we meet Idleness itself - a strong demon with the ability to transform into the forms that we owned before. Fortunately, not far from us there are reserves of lyrium, which provide an instant healing effect. They must be used very carefully, since the battle will be long and difficult. It makes sense to take Wynn with you - her healing wave will be very useful here.Having finally dealt with the demon, we return to the real world and proceed to the last floor. And here is Uldred himself. After a short conversation, the angry wizard turns into a hefty Ogre.The tactics here are simple - we let Stan go ahead, we ourselves (if a warrior) go with him, and in every possible way distract him from our magicians. If Uldred decides to cast a spell, we read the litany, and his magic goes astray. Wynn must heal wounded soldiers, Morrigan (a must) attacks with lightning and a cone of cold.

Having killed Uldred, we speak with Irving, and he, in gratitude for the rescue, promises us to send the magicians into battle as soon as necessary.


Redcliffe.

Arriving in this small village near the castle, you will be surprised, to put it mildly - the entire settlement is surrounded by barricades, the residents are scared and look around with caution.The reason for this is the nightly invasions of the dead, which become more intense each time. This night promises to be decisive - whether the people of Redcliffe will survive depends only on you.Well, we should prepare - first we go to the blacksmith, we promise him to save his daughter, who is somewhere in the castle, and he begins to make blades for the upcoming battle. Next, we go to the Reverend Mother, and, taking the amulets from her, we distribute them to the soldiers . In the empty shop we find barrels of oil. These can be given to Sir Pert and he will use them to set the barricades on fire. You can also go to Lloyd and make him give out drinks to the soldiers for free - this will also benefit them morale. We go to Sir Pert and ask him to start the night.

In principle, the battle will not be too difficult - first you will have to fight off a small group of dead men at the top, where Perth stood during the day, then you will have to go down to the village and defend the church. At this stage you need a lot of poultices (if you don’t have Wynn), and a strong melee fighter (Stan, for example).After the battle, you will be ordered to go to the castle. There you can also meet Jovan, a Blood mage who will claim that he did not call the undead to the castle. Believe him or not - it's up to you.Gradually going further, through a series of contractions, you will witness a scene of Connor, Erla’s son, performing a certain ritual. After which, having set his uncle on you, the boy will run away.Well, the question arises: is it worth disenchanting the boy, or killing him in cold blood?

This issue can be resolved by Jovan (if you spared him), who will offer to conduct a session of expelling the demon from the body. Another thing is that for this you need to go into the shadows, but you need a volunteer. Any magician will do - Wynn or Morrigan, or you can do it yourself.Having dealt with the demon, we go in search of a cure for Earl Eamon - an urn with the ashes of the great Andraste.

Andraste's urn.

In the capital city of Denerim, we need to find brother Genitivi, who, as always, was not there. In his place, there really is some student who is clearly hiding something. Wouldn't it be better to put pressure on him?

Genitivi's diary will tell you that Genitivi is located in the Vault, a village lost among the Frosty Mountains. The villagers are initially not happy to see you, so you should behave quietly. After talking with the church employee, we receive a greeting in the form of several angry and armed villagers. Having repelled their attack, we remove the amulet from Father Eirik. In the next room we find that same Genitivi. We leave him on duty near the entrance, while we ourselves go to clear the temple of monks.Having coped with this difficult task, we discover caves leading deep underground.There are few problems in them - only small and large dragons. Having reached the end, we see Father Kolgrim, the head of the local sectarians. Having told us about his simple plan, he will go on the attack.

Well, I asked for it myself. Having won, we remove the horn from his body.

Now, as usual, we must prove the purity of our intentions.The first test is to solve riddles (in order not to suffer - Brona - dreams, Shartan - house, General Maferat - jealousy, Archon Hessarian - compassion, Cathair - hunger, Havard - mountains, Vasily - revenge, Elisha - melody).The second is to fight the ghosts of your squad. I think you have studied your allies well during your travels, so there will be no problems.The third test is a standard puzzle. In order to pass it, you need to combine the ghosts of the bridge slabs so that they coincide.

All that remains is to take off our clothes and walk through the fire - Andraste’s urn is in our hands. We set off to persuade the Brecilian Elves.

Brecilian forest.

We should go to Zathrian, the head of the local Dalish tribe. Having told about the purpose of our visit, we receive news about how difficult life is for Zatrianui and his people these days. The reason is the now rampant Mad Fang, a werewolf great power, which in Lately terrorizes civilians. Zatrian cordially asks us to cut out Fang's heart and bring it to him. You can ask Master Varathorn for further assistance. Well, let's go to the forest.Getting rid of ferocious bears along the way, we meet the werewolf gatekeeper, who warns us not to go further, otherwise it will be bad. All conversations with him will lead nowhere, so don’t waste your time. Having been hit in the ears, he will suddenly change his mind and, whining, rush off into the wilderness.Having passed further into the forest, and having reached its western part, we meet Daniella, a half-werewolf, who, bleeding, asks us for mercy and a quick death. It would be stupid to refuse, therefore, taking the scarf (it must be given to Atras in the Dalish camp), we kill.And here it is, a real talking oak tree. A lover of speaking in poetry asks us to get for him an acorn, which was stolen from him by a certain hermit living nearby. We go to him, exchange the acorn for the scarf received from Daniella, or an amulet made from the horns of a killed Gaul (or you can just knock on it). We carry him to the oak tree, and the road to the hidden part of the forest is open to us.

Having passed into it, we meet the Runner, with whom, again, we will not be able to talk calmly, therefore, after a short fight, he will run away into the ruins lying nearby. Let's follow him.In the ruins, the only problem will be the dragon, but if you have Morrigan with the freeze spell, you can easily defeat him. We go down, simultaneously destroying hordes of werewolves and skeletons. You will find yourself in a large hall, where you will meet the Mistress of the Forest, who is the Mad Fang. It seems the werewolves sensed your power and ask you not to kill them, but to talk to Zatrian and convince him to lift the curse. We go up, passing through the door on the left, and meet Zatrian, who (surprise!) was watching us all the way. We ask him to go down and talk to the Mistress of the Forest, promising to protect him if anything happens.

The conversation will be tense, and Zatrian will refuse to voluntarily remove the curse. We'll have to persuade using other methods.In battle, Zatrian paralyzes werewolves, but if you have Alistair, he will remove the spell, and you will only have to watch the battle between the wolves and Zatrian. If you don't have it, you'll have to fight alone. The main thing is don’t let him do magic. Constantly freeze or stun. Direct all your allies at him, while you distract his servants. If everything is done correctly, then Zatrian will fall very quickly.

That's all. As a reward, we receive the favor of the residents, and the promise to send elven archers to the final battle. It's time to unite the armies.

Collection of lands.

We're heading to Redcliffe. And from there - to Denerim. There, in Earl's chambers. We meet Anora's maid - it turns out that Anora is being held hostage by Lord Howe. We follow to his estate, fortunately Anora has a plan.The battle in the estate is quite monotonous; there is no point in describing it. At the end of our journey through the estate, we meet Catherine, Lord Howe’s faithful servant, as well as a crowd of her soldiers. The fight with her will be very difficult, so... it’s better not to fight, but to let her defeat you. You will wake up in Fort Drakkon.There are two ways to get out of the cell - break the door (if you are a robber), and persuade the guard. Next, you need to walk around the castle and take the soldiers’ equipment, go to the colonel and take orders for inspection, as well as two newcomers. Afterwards we go to the gunsmith and beg for weapons. Everything further is clear.

Now all that remains is to choose who will lead the kingdom? Anora or Alistair?

After the choice, you should take care of business regarding the elfage - Anora brought alarming news from there. We follow to the shelter and enter through the back door. The local healers are not at all friendly, and after a short skirmish they will lie in the corners. With your help, of course.We tell Shianni everything, and we get another tip to another house. In it we find an elf peacefully washing the floors, and by clicking on him, we find out where his fellow tribesmen are. The slave trade is officially prohibited, but here, as you can see, it is thriving.We make our way through the opponents and meet Caladrius, the leader of the slave traders. There is nothing to talk to him about - take up your sword. After the victory, he will make you a good offer - to increase your health at the expense of captured elves. This will greatly help you in the finale, but you will not receive Gianni's favor at all.

Well, now we can finally gather troops.

Finally, you will get a chance to get even with your previously dated Katrien, who by hook or by crook tried to put you behind bars. This time there will be no assistants with her, so everything will go much better.You also have a chance to oppose Loghain McTeer. He will choose a duel as his fate. And it seems that you have almost defeated him, but then Riordan will intervene and ask you to spare Loghain in exchange for his further assistance in the campaign against the Archdemon. Naturally, if you agree with him, you will lose Alistair, so who is more important to you - decide for yourself.

The final battle.

Now the time has come to get even with all enemies. The battle will take place in several stages - first there will be a battle at the city gates. You cannot control your allies at this time, although this is not particularly necessary - ordinary garlocks and genlocks will act against you.Having beaten the gate, we follow to Denerim. You should immediately get rid of two generals - garlocks - in the market and in Elfinage. Then again the city gates. Having cut out everyone there, we proceed to Fort Drakkon.On the first floor there will be Genlock, a magician who actively summons ghosts (one magician can deal with them), as well as the merchant Sandal - the last chance to replenish your supplies.On the second floor there will be invisible killers.

And here he is, the Archdemon.

The fight with him will consist of several parts - at first he will fly from place to place, hit with his tail and trample. Then he will begin to summon a crowd of monsters, which will really get on your nerves (he himself will fly away, so you will have to hit him with spells). And finally, he will return to his previous position and begin to undermine his warriors after death - a rather unpleasant thing, you should be careful.

All that remains is to see the ending of this wonderful game.

7.5 from the editor

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23.09.2015

Dragon age: Origins

  • Publisher: Electronic Arts
  • Publisher in Russia: Electronic Arts
  • Developer: BioWare, Edge of Reality (PC version)
  • Website: Official site
  • Game engine: Eclipse
  • Genre: RPG
  • Game mode: Single player
  • Distribution: DVD-ROM, Blu-ray

System requirements:

  • Windows XP with SP3/Windows Vista (SP1)
  • 1.4 GHz
  • 3 GB
  • ATI Radeon X850 128MB or better
  • 1 GB

About the game

Dragon Age: Origins uses a new game engine developed by BioWare called Eclipse Engine. For this engine, there is a set of tools for creating custom content for the PC version of the game. The game is intended for a single player and does not have multiplayer modes. You will have to travel through the fairy-tale world as part of a squad, fighting side by side with its members and communicating with them. A lot of fun in the game comes from the negotiations of your companions; their remarks and behavior depend on what situation you find yourself in and what decisions you make at one time or another. It is worth noting that a squad can consist of four people, including the player himself, so you need to invite new companions to your welded cell wisely. The plot of Dragon Age: Origins is extremely rich in details and various surprises. All events that take place are recorded in the game log, which also notes conversations, key plot twists and many other incidents. There are a total of six unique ones available in the game. storylines, and the plot component depends on the race and class of the hero. The player is offered a choice of three separate races (humans, gnomes and elves) and three main classes (warrior, thief and mage). In addition to this, the character receives skills unique to his class and special skills that can be learned through books or communication with other characters. Dragon Age: Origins has a ton of character development options, and the lack of a level cap allows you to create two completely different characters, even though they have the same backstory. The game takes over a hundred hours to complete. But this is taking into account the completion of all side quests and tasks, and not a galloping race across Europe, when players complete only the mandatory story missions. This is an incredibly deep and expansive game. The fact that BioWare decided to release downloadable content ( new hero and a side quest) on release day shows that the company has far-reaching plans for the game. In the future, players can count on anything, from new items to additional locations with quests. The developers want gamers to simply install add-ons without having to start the game over again. This is exactly the game RPG fans have been waiting for - a replayable game with an incredibly vibrant world, and it's just the beginning of an impressive new series.

Game plot

The player begins the game by creating a character and choosing one of six background stories. Choosing gender does not change the backstory, except for nuances. The player can choose the hero’s name himself; the surname cannot be changed:

  • Man Nobleman
  • Mage (human or elf)
  • Dalish Elf
  • City Elf
  • Dwarf commoner
  • Dwarf Aristocrat

Following the plot of each of the backstories, the player encounters the Gray Warden Duncan, who is recruiting recruits into the ranks of the order as the Blight approaches - an invasion of monsters known as the "Darkspawn". Together with Duncan, the player travels to the ancient fortress of Ostagar, where he will undergo the rite of passage into the Gray Wardens and help the king of Ferelden, Kailan, fight the advancing Spawn of Darkness. For the initiation rite, the blood of the Spawn of Darkness is needed, and the player, together with other recruits and the Gray Warden Alistair, goes to get it in the Wild Lands of Korcari, where at the same time, with the help of the sorceress Morrigan and her mother - the legendary witch of the Wild Lands Flemeth - finds the ancient Treaties of the Gray Wardens. At initiation, each recruit is given the blood of the creatures of darkness to drink with the addition of one drop of the Archdemon's blood, only the player character is destined to survive.

The battle begins. According to King Cailan's plan, the player character and Alistair must light a signal fire on one of the towers, thereby giving the signal to Tairn Loghain (Cailan's father-in-law) to introduce troops into battle. It turns out that the Spawn of Darkness have already filled the tower, the player has to fight his way through to light the fire, but Loghain, seeing the signal, decides to withdraw his troops, thereby dooming the king and his army to death. The hero and Alistair are saved by Flemeth. She sends her daughter Morrigan along with the player character and Alistair to help the Guardians fight the Blight. Alistair suggests using the Treaties and gathering an army of Dalish elves, Circle mages and Orzamar gnomes.

Gameplay

The most interesting thing in this game is built on role-playing elements - quests, relationships within the party, and so on. The plot is nonlinear, tasks can be completed in different ways, and their choice is made not only from the point of view of convenience (this will probably be easier), but also from the point of view of morality (but this is more honest and fair). However, it is morality in Dragon Age that is very ambiguous. On the way to the village, did you meet bandits who were collecting tribute for travel? Killed them and expect gratitude? There will be nothing like this - it turns out that refugees have been pouring into the village lately, and the bandits are acting as a kind of cordon. It’s unfair, of course, but the villagers don’t even think about justice.

A party in Dragon Age consists of four people, each of whom has their own story, their own skeletons in the closet and their own role in battle. The attitude of your comrades towards you will change depending on your actions - and if it gets much worse, they will leave the squad. If, on the contrary, you improve your attitude, you can get some kind of bonus.

Combat in Dragon Age is fairly standard. Depending on your specialization, you can fight up close, shoot with a bow, or use a variety of magic. The artificial intelligence of his comrades is quite smart, but in difficult situations you can pause the game and give orders - fortunately, the tactical control in the game is done just fine, it has commands for almost any occasion.

We didn’t find anything particularly outstanding in character leveling either. The developers abandoned the D&D rules, but the system as a whole is still similar to them - similar parameters, skills and methods of using them. A little simpler and more convenient, perhaps.

Downloadable Content

Immediately after the game's release, BioWare began releasing downloadable add-ons, the latest of which was the Witch Hunt add-on, released on September 7, 2010:

Stone Captive

The Stone Captive add-on adds a quest to the game to get a partner - the stone golem Sheila. Sheila is a powerful character with a rich backstory, lots of lines, and a quest associated with her.

Fortress of the Guardians

The “Fortress of the Guardians” add-on adds the “Soldier’s Peak” location to the game, as the player progresses through it, new pages of the history of the Gray Guardians order are revealed, in particular, it becomes clear why the Gray Guardians were expelled from Ferelden. The hero also gets the opportunity to learn new abilities called “Blood Power”. Blood Powers skills correspond to the class you chose at the beginning of the game.

Blood Dragon Armor

The Blood Dragon Armor add-on gives you access to a unique set of armor. This add-on is enabled by activating the code from the boxed version of the game.

Return to Ostagar

On November 19, 2009, a new downloadable add-on was announced - “ Return to Ostagar" Some time after the release in early January, the add-on was removed from download sites due to the presence of discovered errors. In the end, “Return to Ostagar” was finally published on January 29, 2010. This add-on allows you to return to Ostagar to collect Duncan's weapons, Kaylan's armor, find secret documents and bury the king with honor.

Chronicles of the Spawn of Darkness

The add-on was released on May 18, 2010 on PC and Xbox 360 and is called “Chronicles of the Spawn of Darkness. A little later it was released on PS3. The add-on is an “alternative” to the ending of the Origins events: “what would happen if your character died during initiation, and Alistair led the squad.” In this add-on, the player plays as the creatures of darkness as the commander-in-chief of the Vanguard and can capture Denerim by killing all his party members from Origins, as well as characters known from the plot. In fact, the campaign represents the final missions of the original Dragon Age story, but completely opposite. The gameplay in the expansion was partially modified.

Leliana's Song

Released on 07/07/2010 for all platforms, the price of the add-on is 560 Microsoft points for Xbox 360, 560 BioWare points for PC and $6.99 for PS3. In this DLC, the player will play as Leliana in the days when she was a young bard in the service of criminals involved in political intrigue. Accompanying her mentor Marjolaine on one particularly dangerous mission, Leliana finds herself entangled in intrigues from which neither her beauty, nor charm, nor secrecy will help her escape. The DLC is characterized by the fact that all of Leliana’s dialogues are fully voiced, unlike the original where the GG is unvoiced. This is also the first DLC where there is no Russian voice acting, no official translation of text and dialogues. A fan translation of subtitles was released by BioWare Russian Community on July 14, 2010 for PC.

Golems of Amgarrak

The supplement was released on August 10, 2010. In it, the player will have to go underground to rescue the missing expedition of gnomes, who went to look for the ancient secrets of creating golems. You can import the character you played as in Dragon Age: Origins or Dragon Age: Origins -Awakening into the DLC. The add-on also does not contain Russian localization. An unofficial subtitle cracker was released by BioWare Russian Community on August 16, 2010 for PC.

Witch-hunt

On August 25, news appeared on the official Dragon Age website that a new expansion for Dragon Age: Origins called “Witch Hunt” would be released on September 7. In it, the player will have to hunt for an old acquaintance of the Gray Guardian, the witch Morrigan, who at the end of the original game left in an unknown direction and asked “not to follow her.” This is the latest expansion for Dragon Age: Origins. This DLC was also translated by BioWare Community.

  • Perhaps the image of Morrigan is a reference to the character of Irish mythology - the goddess of war and werewolf Morrigan.
  • The prototypes of the visual images of Leliana and Morrigan were real girls - Maxim magazine models Alexandra "Alleykatze" Stein and Victoria Johnson.
  • In the official Russian localization: "Apparatus of Spirits" is translated as "Moonshine Still".
  • In the English version, the Fereldans speak with British pronunciation, the Anders with German, the Orlesians with French, the Antivans with Spanish, and the Dwarves with American.
  • In one of the "random" locations with a fallen meteorite in the introductory video, an elderly couple finds a baby in a crater, and the old man tells his wife: "Martha, we will raise this boy ourselves." Apparently, this is a reference to a famous episode from the biography of Superman.
  • 800 thousand words were recorded in the studio during the dubbing of Dragon Age: Origins. In total in the game, taking into account reference information, over a million words.
  • The pirate Isabella and the elf sorceress Merril are present in the sequel Dragon Age II as Hawke's companions.
  • The name of King Calenhad is similar to the name of one of the watchtowers of Gondor in Tolkien's legendarium.
  • The game world, Thedas, which initially had no name, was only a short name, abbreviated as THE Dragon Age Setting (Dragon Age Universe). Then the developers decided to leave it that way because of the euphony.