Walkthrough of Dragon Age: Awakening. Walkthrough of Dragon Age: Awakening - the epic expansion of Dragon age began the awakening walkthrough

Dragon Age: Origins - Awakening represents a continuation of the main story of the game, and gives you the opportunity to explore new territories as well as upgrade your hero even more, or create a new one and go through it. The victory over the Archdemon was not the end - the creatures of darkness continue to attack and you, as a Gray Warden, must stop it.

There are a total of 7 main quests and about 50 additional ones. We'll tell you how to get through the main ones.

You go to the Vigil Tower where the expansion will begin.

Awakening

After repelling the attacks, the action moves to the main hall where you have to solve pressing problems with vassals, recruits and resolve all priority issues. The first thing you need to do is talk to your assistants. Here is their list:

- Captain Garevel - he will report that a certain hunter found a passage to the deep paths and that there are many enemies there;
- Seneschal Varel - will tell you that one of the guards was absent during the battle because he went to Amaranthine and never returned;
- Mrs. Wolsey - informs us of economic exhaustion and advises us to talk with the merchant Mervis and find out everything in more detail.

At the end of the conversations, three quests will appear in your journal:

— Shadows of the Black Swamps;
— Righteous Path;
- Last of the Legion.

You can complete them in any order as they are part of the main quest.

It is also worth knowing that you will have to complete several side quests closely related to the main one and which may affect the outcome.

The Oath of Allegiance is a quest that will appear after talking with Varel, when you leave the throne room and then return. The quest ends almost on the spot - you take the oath of new vassals. Some features and lines may change depending on whether you downloaded the character or created it from scratch.

When completing this task, you can take two more that will affect the epilogue of the game:

1) Land protection. After talking with Garvel during the oath, you will learn that the peasants are being attacked and something needs to be done. Here are the possible options and their consequences:
- Leave this to Captain Garvel (defense of the castle) - the peasants will be unhappy and it will be more difficult to talk to them;
- Defend the castle - here you have already chosen yourself. The result is the same;
- Protect farms - it will be much easier to come to an agreement with the peasants;
- Protect the merchants - you will be given a wider range later, but the peasants will not be happy;
“Protecting everyone is beneficial in general, but the soldiers will not be happy.”

2) Web of conspiracy. Provided that you chose “Persuasion” during the oath, you can talk to Tamra who will tell you about the conspiracy. If you chose something else, talk to Andres. Next, the best option would be to find the “Dark Wolf”.

You will have to pay 50 gold for espionage, but it is worth it and after that you can go to the gathering place of the conspirators and kill them all.

After completing the first main quest and returning, the quest “Judgment is Coming!” will begin. There will be three cases pending:
- the trial of the peasant Alec - it is best to send him to the army;
- a deserter should be put in prison;
- the matter of lands - here you can take sides yourself or choose from several more compromise options.

After completing the second quest, "Peasant Revolt" will occur. In fact, it would be best to persuade or intimidate the peasants - the murder will not affect the epilogue, but it will not increase good nature on their part. The worst option is to simply give grain.

Also during this task, another one may begin - “And you, Esmerel?” - here you will have to kill another group of conspirators.

Now let's get started with those three main quests.

The Righteous Path

Arriving in the forest, you discover a caravan and immediately destroy the bandits near it. You start in a smaller part of the forest and move until you find a bridge that connects it to the rest. Here you will learn that the elves, for some unknown reason, revive the trees and they attack people. In the center of the map you will find a Dalish camp and after searching it you need to go to the western part of the map where the creatures of darkness are camped - we kill everyone and notice a pit with corpses.

Further, going south, you will find a man infected with poison, who will tell you that they were set up by scattering Fereldan weapons in the elf camp, after which he will ask you to end his suffering. No matter what you do, you will be attacked by creatures of darkness, from whom you can find an Elven amulet.

Now we are moving towards the camp - along the road we will meet an elf who will set the forest inhabitants on you, after which we continue to move there and find her near the graves. Having received the medallion, she will finally understand what’s what and will go with you.

Go to the mine in the north-central part where you will come across the Architect - an intelligent creature of darkness who will bewitch you and send you to prison.

Waking up in prison, you talk to the elf’s sister and receive the key to freedom, after which you deal with a couple of creatures of darkness.

Now you need to go out onto the balcony and pull certain levers to move on. Let's say that the left lever is number one, then the sequence is one-two-one-two.

The last step is to open the door and fight two dragons and then watch the video. The architect has eluded you, and you will not return to the mine if you leave completely.

Shadows of the Black Swamps

Almost immediately you will be attacked by wolves with a leader. Next there will be more wolves - you need to follow the path to the ruins of the village. Here werewolves attack you; after dealing with them, you can follow only one path.

In the old camp you will be attacked by more werewolves. Following to the north-eastern part of the map you will come across Children - that means you are moving correctly. After walking around the map a little more, you will find Kristoff and the First - another intelligent one who will send you to the Shadow.

Here you need to kill everyone and follow to the docks where, having tried to enter the crypt, you will talk to the ghost and fight off another ambush.

After passing the crypt, talk to the guard at the castle gate. Here you will find a spirit with a crowd of dissatisfied people who are storming the gate - whether you have joined or not, if you have not finished on the map yet, it is better to wait.

When you are ready, enter the battle and kill the First, then go to the castle and destroy the portals from which the enemies are climbing.

At the end, you need to kill the Baroness and accept Justice as a companion if you supported him before.

Last of the Legion

The action takes place in the Thicket Hills. At the very beginning, the path is divided into two - on one, a serious enemy awaits us in the form of a bereskarn. Having killed him, we go further, kill two bandits, remove the note from the body and go back. By choosing a different path, you will follow bridges and passages until you find a dwarf who was attacked by the Spawn of Darkness.

Having accepted her into the group, you go down to the deep paths, speak with the gnome at death and follow further across the bridge, and then follow to the entrance to the chambers. Here you can choose how to enter - through a secret door or straight through. One way or another, you find yourself inside and fight with the creatures and golems as well as their master, by killing whom you will knock out everyone else.

Now we follow the corridor to the east - we kill all the opponents ourselves or revive the golem using a rod that can be taken from the master. Having reached the northeastern room at the edge of the map, you need to destroy everyone in it and take the hammer from the corpse.

Next, our path lies in the shopping districts where you will find creatures fighting each other. We go through and methodically destroy the enemies, heading to the forge, where, by reviving the golem, you can restore all the broken things that you could collect at the location.

You need to explore all the rooms collecting the set, after which you need to go to the place where you will again find fighting creatures and three passages - go to the western one. Here you will be attacked by various enemies and at the end you will find a ditch with wombs on which you need to bring down a slab suspended on chains. Now you can safely leave this place.

Battle of Aramantine

The task will become active after completing the three previous tasks - you will convene a council, but it will be interrupted and your hero and his squad will be sent to defend against the Spawns of Darkness. Arriving in the city, you fight with a group of enemies, after which a parliamentarian will come to you and on behalf of the Architect, that the Mother’s army will attack the Vigil Tower.

At this point you have to choose - either set fire to the city and take care of the tower, or stay.

If you still decide to stay, you need to clear the streets and then talk to the police commander, and then go to the Church to rest.

After spending the night resting, you go to the hotel - in one of the rooms you can find a passage guarded by enemies, and there will be them in the passage itself. As a result, going out to the outskirts, we run into Ogre alpha.

Now you know where the mother is from the messenger. This is how you need to deal with him - choose the option at the discretion of the guard commander. After that we go to complete the addition.

The tower will stand if you complete all the additional quests associated with it, send guards to protect the farms and also strengthen the walls.

Siege of the Tower

This task appears if you decide to abandon the city and simply set it on fire - defense consists of small battles and the purchase of various supplies during breaks. The battle ends with a battle between the ogre and the magician Geralt, after which you can follow the trail to the Mother’s lair.

The last push

Final quest. You go to the Dragon Bone Cemetery where you fight with various creatures and collect special Empire Crystals, which, when placed in circles, give a magical bonus.

Here you need to choose - kill the Architect or have mercy (in this case, he will cast a spell once in the battle with the Mother), after which you go further, speak and then enter into battle with the boss.

The tactics to defeat Mother depend on you and your preferences in the squad. The only thing worth taking into account is that it throws magic that burns mana at all magicians at once and to zero - you will need lyrium potions. We look at the epilogue and this completes our walkthrough.


If you like the game, then you will most likely want to check out the list that can extend the adventure for another couple of dozen hours.

", associated with the Vigil's Keep. The passage of the Vigil Tower is divided into two parts: Arrival and After the attack.

VIGIL'S KEEP - ARRIVAL

Story quests

Attack on Vigil Keep

TO After briefly informing you that the Spawn of Darkness did not retreat to the Deep Roads, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to the Vigil Fortress in Amaranthine. If you recall, this former domain of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.

IN Accompanied by Mairi - a warrior with a shield and sword - you will arrive at the fortress and immediately notice that something is wrong. A second later, a frightened soldier will fly right at you, pursued by several Spawns of Darkness. After you deal with them, he will tell you that the fortress was captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

P After reporting the situation, the soldier will go home - either, on your order, he will go to look for a safe place, or to look for reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion a little better - Mairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens. Mairi has not yet undergone the Fusion ritual, but is enthusiastic about the opportunity to be a Gray Warden. Together with Mairi, you will have to clear the fortress courtyard from the Spawns of Darkness. You'll encounter genlocks, harlocks, screamers, and even one ogre, but none of them are elite, so they're unlikely to pose a problem for you. In some places, surviving soldiers are fighting off the Spawn of Darkness, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant, who, unfortunately, ended up in the fortress at the moment. You will receive nothing but moral satisfaction from saving soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.

ABOUT Explore every corner - sometimes opponents appear only when you cross a certain point. In addition, there are many unlocked chests scattered around the fortress. If you exported your old GG to Awakening, then their contents may not be something significant for you, but if you started the game as a Guardian from Orlais, his equipment and cash supply are very limited, and considerable expenses lie ahead - so that every little bit will help the cause.

TO When you approach the inner gates of the fortress, you will be greeted with a knock-down fireworks by a Genlock emissary - an ordinary one, though, not an elite one. After dealing with him and the rest of the Fiends in the courtyard, look around just in case to be sure that you didn't miss anything, and go into the building.

P After a short dialogue with Mairi upon entering the fortress (where you can lose or gain influence with her), you will immediately be attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be picked. There is only one thing left for you to do - follow the eastern corridor.

E After two steps, you will take a step through the door into the eastern corridor, when you will meet another survivor of the attack - the magician Anders. If you yourself play as a magician (it doesn’t matter whether you are a GG from the Beginning or an Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders openly admits that he is a renegade mage who escaped from the Mage Tower. The Templars caught him and were already on their way back when, to their misfortune, they decided to make a stop at the Vigil Fortress. Not one of them survived the clash with the Spawn of Darkness.

N Regardless of how exactly you conduct the dialogue with Anders, he will offer you to temporarily join forces. Anders is a spiritual healer who also has a super useful spell, Cone of Cold, which can be very useful, especially if your GG is not a magician (but even if he is a magician, then a second one in this situation is unlikely to hurt). He also has several unspent points that you can immediately invest in spells and skills at your discretion.

U The three of you follow the door to the fortress wall. There, a group of Spawn of Darkness awaits you, led by your first elite opponent in the Awakening - a Genlock emissary. If your GG knows how to hide, then he (s) can quietly slip into the ballista and deal an impressive blow to the enemy with it before they notice you. Having defeated the enemy, follow further. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out, it was impossible to open it for a very good reason - behind it was piled an impressive barricade of various pieces of furniture and stones.

R the lever that is behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain gnome very spectacularly blew up a group of the Spawn of Darkness and disappeared. Deal with the few that are left alive and follow the grate to the north.

IN In the room north of the grate, you'll find Ogren fighting off several Darkspawn, which includes a Genlock Emissary and an Alpha Harlock. After the battle ends, Ogren will join your party. His welcome speech will be slightly different depending on whether your PC is an Origin hero or a Guardian from Orlais, but in any case, his respect for you will shift to Zero, as if he had never seen you before in his life. Alas. Out of sight, out of mind, no less...

AND So, now you finally have a full-fledged group at your disposal! Move on, dealing with opponents who at times will be elite. On the way, you will come across a wounded man named Rowland. In general, he won't tell you anything new, but depending on how you behave in a conversation with him, you can lower or increase Mairi's respect. (If you order her to kill Rowland, then, of course, she will not like it, but if you tell him to “Get a grip!”, then her respect for you will increase.)

R Ouland, unfortunately, cannot be saved. After finishing the conversation with him, go further to the door on the outer wall. Having crossed the threshold, you will encounter the very Fiend that the soldier and Rowland told you about. He does indeed talk, but the conversation will not last long and will almost immediately turn into a battle. This is your first orange boss fight in Awakening.

P At the end of the battle, Seneschal Varel will thank you for saving him, but his gratitude will be interrupted by the arrival of none other than the monarch of Ferelden in person. If you exported the PC from Origins, it will be the one who became the ruler at the end of the game, and if you play the Guardian from Orlais, then it will always be Alistair. In the subsequent conversation, Ogren will offer himself as a recruit to the Gray Wardens. If you refuse, then you will no longer have the opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you won't see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit for the Gray Wardens.

A Lister/Anora will talk to you a little about your immediate task in Amaranthine. The conversation will be slightly different depending on whether your PC knows the ruler personally and how personally, but in any case, after this he/she will depart back to Denerim, wishing you good luck. Now you have to attend the Initiation ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian Commander.

Note: The outcome of the Initiation is predetermined. Regardless of how you acted or what you said earlier, this will not affect the result.

Non-plot quests

Medical equipment

U walls of the fortress in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the very south-eastern part of the yard. Note: in the chest not far from the wounded, for which you ran for medicine, there is a helmet from the Stormchaser set.

Survivors of the attack

IN Inside the fortress, find and help several of its surviving inhabitants escape. You will receive this quest when you come across a man fighting off two Fiends of Darkness a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above).

IN The second survivor is sitting in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go into the large hall through the door next to this little room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room you will also find a Genlock Emissary and an Alpha Harlock.)

VIGIL FORTRESS – AFTER THE ATTACK

AND So, you have a whole fortress at your disposal, which from now on is your base of operations. Near the door to the courtyard there is a chest where you can store what you don’t want to load up your backpack with. All your comrades will be here in the Throne Room. The mage ambassador Sera, in addition to selling recipes for runes and the runes themselves, can enchant your weapons and armor if you need it.

Z look here more often. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, this is where from time to time your companions will feel the need to talk to you (this happens after you have achieved a certain influence with them or after completing their personal quests).

Story quests

Awakening

P talk to Seneschal Varel, Captain Garevel and Mrs. Wolsey, who will inform you about the situation in Amaranthine. Talking to them will give you three main missions of the game: Last of the Legion, The Righteous Path, Shadows of the Black Swamps.

Non-plot quests

Prisoner

WITH The soldier guarding the entrance to the castle will tell you that the Gray Guardians captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is kept in the castle casemate until you, as the Commander and the current arl of Amaranthine, decide what to do with him.

AND go to the dungeon and talk to the guard. He knows nothing about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Arl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but already changed his mind on the spot and only wanted to take something what of memorabilia, since he had nothing left related to his family. At the end of the conversation, a seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning, making him a recruit of the Gray Wardens. In this case, the seneschal will perform the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades. Nathaniel is a rogue archer, an analogue of Leliana. He can be very useful if your PC is not a robber, managing castles and traps and scouting the area.

Trade must go on

E If you return to the Throne Room a little later than your first appearance, you can ask Mistress Wolsey if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade ties with the Vigil Fortress.

IN You can find two such merchants. You will come across Lilith while traveling on the world map, where you will have the opportunity to save her from attack. Another merchant, the Qunari Armas, is located in the silverite mine of the Vending Forest. In order for him to agree to cooperate with the Vigil Fortress, you need to use Persuasion.

Oath of Allegiance

WITH Neshal Varel will introduce you to the Banns of Amaranthine. If you have leveled up Persuasion, use it in your greeting to get more support.

E If your GG is a Guardian from Orlesian, then Lord Guy, if you talk to him, will loudly declare his displeasure at the submission of Amaranthine to the Orlesian. You can calm him down with Persuasion, and then you have to decide what to do with him. You can execute him to intimidate other dissatisfied people (which will worsen your relations with the nobility), release him in peace, or put him under arrest.

Defense of the Lands

E that quest appears when you take the oath of allegiance from the banns of Amaranthine, if you talk to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you have to choose which one is a priority. (As a third option, you can choose to guard trade routes.) Lord Eddelbrek, a large landowner, will advise you to protect the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than ordinary peasants. Of course, they have their own interests in advising this way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it.

P Inform the seneschal of their advice and give him instructions according to your choice of defense priority.

E If you choose to protect merchants, the merchant in Uriah Fortress will offer you a wider range of goods.

E If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them.

E If you choose to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down if there is a possibility of rebellion.

Web of Conspiracy

E If you used the Persuasion option in your greeting when taking the oath of allegiance from the Banns of Amaranthine, talk to Ser Tamra - she will warn you that a conspiracy is being prepared against you. She will promise to deliver the conspirators' letters to you in a few days.

E If you didn't use Persuasion, talk to Anders during the ceremony and he will tell you that he accidentally overheard a suspicious conversation that smacks of a conspiracy against you.

P talk to the seneschal, and you will have several opportunities to resolve the situation. You can do nothing and wait for word from Ser Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the plot from Anders). You can invite family members of the surrounding nobility to “stay” in the castle, who will act as hostages if necessary. The seneschal will not greatly approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the subtle matter of intelligence. And finally, the seneschal will mention a certain “Dark Wolf”, whom you can hire to extract information. If you decide to look for him, then in Amaranthine they will give you a note inviting you to a meeting. The Dark Wolf (or whoever pretends to be him... you know this if you completed a certain quest line in the Beginning) will get you the information you need, but first demand 50 gold as payment. If you do not have the required amount on hand, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are gathering, after which all you have to do is go there and kill them. If you want, you can kill him after he gives you the information.

Note: You can receive a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.

Note2: in order for the Dark Wolf to receive the information you need, you need to move away from the streets of Amaranthine (entrance/exit to any building is fine).

And you, Esmerel?

ABOUT This is one of the possible development options for the Web of Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted peasant uprising, several banns led by Esmerel will be waiting for you in the throne room.

WITH Neshal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The Banns are not very strong (and besides, your comrades will be with you), but they will have an orange boss with them - the assassin of the Antivsky Ravens. After the battle is over, exit the throne room so that everything in it returns to its place.

Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.

ABOUT Completing this quest will also end the Web of Conspiracy quest.

Day of Judgment

E that quest will appear to you after you complete one of the story quests. The sentry at the gate will tell you that the seneschal was looking for you. Go to the throne room.

TO As Earl of Amaranthine, you will have to make decisions to punish your guilty vassals. You can also completely refuse to understand matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

IN Therefore, you will have to analyze three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The theft of crown property carries the death penalty, although if the grain had belonged to someone else, he could have gotten off with the rods. You can execute him, have him flogged, or have him join the army, which will allow him to feed his family. Executing Alec (shorter - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

IN The second case concerns a case of desertion. A soldier named Danella left her post because her family was threatened by the Spawn of Darkness. You can execute Danella, since even in peaceful days desertion always meant the death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, this will worsen your reputation in the eyes of the peasants.

E If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or have not hired him at all), then you will have to deal with the case of Ser Temmerley, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen running from the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely while the investigation continues.

P The last case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Tairn Loghain in the past. Besides the obvious options of siding with Lisa or Derren, you can take the land for yourself (this will net you 100 gold) or give it to Lisa, but cast Persuasion on Ser Derren, promising him appropriate compensation.

Peasants' revolt

E These events will happen after you complete two of the main quests. Upon returning to the Vigil Fortress, you will see a crowd of angry, hungry peasants who demand that the fortress's storerooms with food supplies be opened to them.

IN in other cases you will have to fight them.

Price issue

IN Aldrik Glavonak, a gnome builder, will approach you with a request for additional resources to upgrade the fortress. You can tell him to make do with the amount that has already been given to him, but if you want to improve your castle with the latest word in Dwarven technology, then promise him 80 gold (or pay it right away if you have it).

Note: Your decision regarding additional funds for the fortress may affect certain events at the end of the game.

Build to last

E If you talk to Waldrik Glavonak some time after completing the Price of Business quest, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - for example, granite - to repair them. You can find granite in the Vending Forest, where you will go during the Path of Justice story quest. Report your find to Waldrik and send soldiers to guard the workers.

U whether you mount walls with granite or not can affect certain events late in the game.

Required materials

X Erren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make suitable equipment for your soldiers.

IN of this you can find three deposits:

Veridium deposits are located in the dungeon of your own fortress, where you will go during the quest “What Lies in the Abyss.”

The iron deposits are located in the Kal'Hirol trading area, where you will go during the main mission "Last of the Legion".

Silverite deposits are located in a mine in the Vending Forest, where you will go during the story quest “The Righteous Path”.

What lurks in the abyss

P talk to Sergeant Maverlyes. She will express suspicions to you that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Paths. The sergeant also suspects that the explosions caused by the gnome Dvorvik caused several collapses in the dungeon, and now there are Fiends there, cut off from the surface.

IN Tell her to dismantle the rubble and go inside the dungeons.

IN in a small room marked on the map as “Prisoner's Notes”, several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then the torch on the wall, and the secret wall will move to the side, revealing a chest with good loot, including a ring that gives + 4 to physique.

IN In a room marked "dungeon", several prisoners are kept under lock and key. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared.

H There is a closed door just west of the prison cell. If you pick the lock, you will find an Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt when you enter it. Their appearance can be activated in stealth mode - if you want to throw spells at them from afar before they notice you. After the battle, examine the sarcophagi. In one of them you will find a key. This is one of four keys you need to unlock the door in the crypt, the rest you will find a little later when you clear the rubble into the deeper parts of the dungeon.

E If you don't have a robber with you or his lockpicking skill is not high enough to open the door, that's okay. A little later, after clearing the second rubble, you will find the key.

IN In the northernmost part of the dungeon you will find Adria, the undead and a deposit of veridium, which you can report to Herren. You will also find that due to another blockage you cannot move forward. Sergeant Maverlis will promise to inform you immediately when the rubble is cleared.

Z the avals will clear after you complete one of the story quests. Talk to Sergeant Maverlis - she will take you to the cleared area.

AND So, you find yourself on the Deep Paths, so it is not surprising that you will meet a variety of Fiends of Darkness. There are also undead here and there, but you won't find anything too serious until you meet the orange ghost boss - the Dark Ghost.

T Dark Ghost can deal a lot of damage with electricity, which, if you remember, absorbs mana and stamina. After a while, when his health is reduced by about 25%, he will call on several skeletons to help. When you have dealt with everyone and reduced the Phantom's lives to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either.

A activate the device from which the ghost-holding beam emanates. This will free him and give you the subquest "The Revenge of the Phantom", but it is not necessary to complete this quest.

P move forward and soon you will find another orange boss - the Ogre Commander, surrounded by other Fiends of Darkness. When you deal with him, the Dark Ghost will take over his body and you will have to fight him a second time.

P After defeating the possessed ogre, Sergeant Maverlis and Waldrick will appear. Waldrik will put in place defense mechanisms that will keep Vigil Fortress safe from attack from below for at least another ten years.

P Once you tell the sergeant that you wish to go to the surface, this quest will be completed.

Adria's request

E that quest is closely related to the task “What Lies in the Abyss”. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adria. You can simply examine the dog and take the note, or use the Survival skill and calm the animal down first (for this you will receive +2 respect points with Nathaniel). Apparently, Adria fled to the basement to escape the Spawn of Darkness. Nathaniel will be very excited by this note, since, according to him, Adria was like a mother to him.

A You will find Driya in the northernmost part of the dungeon. Unfortunately, she has already turned into a goul and will attack you as soon as she notices you. Her death will complete this quest.

WITH Adria's body you can remove a wonderful ring for a magician - the Ring of Mastery - which gives + 10 to the power of magic.

Temple of Corta

IN in the room north of the entrance to the Deep Roads you will find the Temple of Cort. If you touch the altar, you will have a choice of what to do with it.

E If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, you will receive a good two-handed ax “Fury” as a reward. If you place Corrupt Iron on the altar, which can be found a little further along the Paths, it will desecrate the altar and destroy it. You won't get anything.

E If you take the offerings from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.

Ghost's Revenge

E This quest appears to you after freeing the Dark Wraith from his light prison in the Deep Roads. Once you defeat him as an Ogre Commander, the ghost will disappear. He will retreat to the Avvar crypt, which you probably already noticed during your clearing of the Vigil Fortress dungeons.

H To get into the crypt itself, you need a key, which is located on the body of the Fiend of Darkness on the Deep Roads near the gate that Waldrik sealed, but in the same way you can simply pick the lock. But in order to get into the room with the ghost, you need four more keys. One of them is located right there in the crypt, in one of the sarcophagi. One lies in a chest near the Temple of Cort in the Deep Roads. The other two are in locked chests, also in the Deep Roads.

TO Once you have unlocked all four locks, you can proceed to the room where the Dark Ghost will take possession of the body of the Avvar Lord (orange boss). He will be assisted by two more revived Avvar lords. When you defeat all three, your quest will be over.

Letters to the Guardian-Commander:

H The ace at the castle gate has several letters for you. These are petitions from your vassals with various requests for help.

Ransom for daughter

U One of your vassals, Lord Bensley, bandits have kidnapped his daughter, Lady Eileen, and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl will not be harmed in this case.

E If Eileen is alive, the guard at the gate will give you a message from Lord Bensley with gratitude and 10 gold.

On the far side

AND The widow living in the Turnoble estate asks you to protect her from the Spawns of Darkness. Unfortunately, there appears to be no way to do this - even if you go to the indicated location immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. All you have to do is kill the Spawns of Darkness who have seized the estate, and your quest will be completed. From the body of the widow Turnoble, among other things, you can remove 13 gold and a diamond, and on the body of the templar, not far from the exit, there is part of the Stormrunner set.

Missing Items

D This quest will appear some time after completing the two previous quests - Ransom for the Daughter and In the Far Side.

E that letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amaranthine. People were saved, but goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.

Note: Apparently this item is only good for sale - but then again, each batch costs two gold pieces, and there are more than a dozen of them.

Master's work

IN eid still dreams of working with the exotic materials you might find on your travels. This quest includes three small subquests - based on the amount of exotic raw materials that you will discover during the three main missions:

Down to the bone

E If you bring Wade the Ancient Dragon Bone found in the Blackmarsh Queen's Lair, he will give you a list of ingredients needed to turn it into the weapon of your choice - a one-handed or two-handed sword.

Ingredients:

Ancient dragon bone.

Fresh Dragon Egg (found in the Wending Forest Silverite Mine in the Dragon Trainer's room).

Diamond (can be found - for example, on the Deep Paths under the Vigil Fortress).

Large Fire Protection Potion (can be purchased from Uriah in the throne room).

Fire rune of the great master.

M The Vigil will have the same bonuses regardless of whether you choose its two-handed or one-handed version. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of attack, or let him make the choice himself.

Defense Bonuses: +10 to defense, +10% chance to dodge attacks.

Attack Bonuses: +15% critical/backstab damage, +3% critical strike chance.

Ease of Hit Bonuses: +50 stamina, +0.5 stamina recovery in battle.

Wade's choice: +3 to all stats.

IN Depending on whether you choose Mobility or Strength for the sword, it will receive the following bonuses:

Mobility: +6 attack, +5 cold damage.

Strength: +1.5% armor penetration, +5 fire damage.

Golem Power

E If you bring Wade a piece of the Inferno Golem armor that you will have to fight in the final battle of the mission in Kal'Hirol for the quest "Last of the Legion", he will give you a list of the ingredients he needs to forge the armor.

Ingredients:

Inferno Golem Armor

Master Lyrium Potion (I personally didn’t come across it as a drop from monsters or traders, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle for the quest “The Ghost’s Revenge”).

Pure Iron (sold in Amaranthine from the gunsmith Glassrick).

Wool stuffing - in a chest on the northernmost street of Amaranthine, not far from the Dark Wolf.

Bloody Lotus - can be found almost everywhere, including the vicinity of Vigil Keep (when you arrive there at the very beginning of the game) and Vending Forest.

D Golem Armor - Massive armor with excellent increases in strength, constitution, fire resistance and physical resistance.

Heart of the Forest

E If you bring Wade a piece of wood from the Elder Sylvan, who is located in the Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:

Wood of the Elder.

Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine).

Oil (in the kitchen of the Lion and Crown tavern in Amarantine).

Veins (found on a dead mabari in Blackmarsh).

Rune of the Great Lightning Master (you can make it yourself).

P After completing the quests Heart of the Forest, Golem's Power and Working on the Bone, the quest The Master's Work will be considered completed.

More explosions!

E You will receive this quest from Dvorkin Glavonak after you complete one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest you just need to give him 2 portions of lyrium sand. Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in the Vending Forest.

The Gray Guardians are one of the most ancient orders, designed to protect all living things from dark forces - the creatures of darkness. There is a legend in which it is written in black and white: if you destroy the Archdemon, then the centuries-old invasions of evil spirits will stop, and the world will find peace and order. But, apparently, not everything in it was true, because after the grandiose victory, the creatures of darkness somehow incomprehensibly managed to survive and retain the remnants of their strength. The passage of Dragon Age: Awakening touches on the centuries-old history of the Gray Wardens, their traditions and customs. In this addition, the player is given the primary task - in the person of the head of the order, to restore the greatness of the order, once wasted and forgotten.

Not an easy task

The passage of Dragon Age: Awakening is based on one very large and long task - to study the creatures of darkness and determine their weak points. Of course, along the way, the player will have to make many important decisions, on which the further development of events and the ending of the main plot will depend. All responsibilities for creating an order, attracting recruits, and training them rest on the shoulders of the main character. An exciting and interesting journey through the lands of Amaranthine will introduce you to the world of the game, its history and features in even more detail.

Step by step

Now the interactive world of the game has become even more extensive due to the addition of a new region - Amaranthine. As in the first part, this addition retains the ability to move freely and complete quests in different sequences. The passage of Dragon Age: Awakening will gradually familiarize the user more and more with creatures called “spawn of darkness.” With each new quest completed, the main character will be closer to unraveling their secrets and mysteries. In addition to recruiting brothers in arms into his party, the head of the order will have to establish and equip a new base for the Gray Guardians - the Fortress of the Observers. As a matter of fact, the game will begin at this location. It is necessary to recapture the fortress from the hordes of creatures of darkness, clearing all its corridors and rooms from their unwanted presence. There are a total of 8 main missions in the game: Vigil Tower (arrival/after attack), the last of the Legion, The Righteous Path, Shadows of the Black Swamps, Battle for Amaranthine, Battle for Vigil Tower and The Last Dash. Each quest will take place in a separate location, which has its own atmosphere, visual environment and types of enemies. Of course, in addition to these 8 missions, there are many side missions scattered throughout the world. Your attitude towards your companions will determine their predisposition and, as a result, their combat effectiveness and willingness to tell some unforgettable stories from their past. As the game progresses, you can find and accept five completely new party members into your ranks. Many new abilities, skills and spells have been added to the hero leveling system.

Among other things, it is possible to transfer your hero from the previous part of the game with all the learned abilities, which will greatly facilitate the passage of the game Dragon Age: Awakening. This, by the way, provides a significant advantage compared to the usual option of creating a character from scratch. And yet, you will clearly like your own hero, who has been nurtured for many hours. The combat system has been slightly improved, but the enemies have become much deadlier and more dangerous. In this regard, it is recommended to use a tactical pause more often during battles. As you can see, a lot of interesting and new things have appeared in Dragon Age: Awakening. Walkthrough, companions, arsenal, battles, history, locations - everything has undergone changes, and for the better. In this world, the player is destined to manage his own affairs, make decisions and protect entire kingdoms from the impending horror. The passage of Dragon Age: Awakening can be considered as a separate offshoot, but it will inevitably immerse the player in that familiar world of magic, sorcery, swords and dragons.

They tell about events that occur after the original story. When the Archdemon was killed, Pestilence never disappeared. Moreover, all the creatures of darkness were divided into clans warring among themselves, thereby creating a new threat.

Start

You are the commander of the Gray Wardens, you return to the Vigil Tower with the warrior Mhairi. The Vigil Tower was recently the residence of Earl Howe. You should not expect a warm welcome, since your fortress is attacked by the adventures of darkness.

Move overcoming all enemies deep into the Vigilance Tower. On the way, clear the location from monsters. In the interior of the fortress, you meet a renegade mage named Andres. Soon he becomes your confidant. Continue into the tower. Along the way, destroy the Genlocks along with the emissaries.

Eventually, you will need to activate the lever and open the gate. Now watch the scene - a gnome who kills a group of genlocks with an explosion. Go down below and go to the opened gate. Clear the hall here and go to the doorway on the right side. Any road will lead you straight to Ogren (the gnome from the original game).

Having walked a little further, you will come across another acquaintance of Mhairi - Commander Rowland. He will have time to say that the creatures of darkness have attacked and that a talking magician is at their head. Once you get out, you will see the following picture: a talking creature of darkness. The battle will be very serious, but you will be able to cope with the enemies. This will be followed by a video with a meeting with King Alistair and the initiation of young recruits into the Gray Wardens.

In the throne part of the hall, you have the opportunity to enchant objects using runes from Ambassador Sera. You can buy everything you need from Yuriy. When you go outside, you are immediately told about a certain “capable” thief, and in addition to this, you are also given a couple of letters. You can also pick up a lot of secondary tasks in the fortress, which will be very interesting to complete. In addition, they will bring you experience and money, which, by the way, you will really need.

Let's go to Amaranthine

So, after you’ve picked up a lot of minor quests, let’s move on to look for a logical explanation of why the creatures of darkness suddenly started talking.

Immediately upon entering this city, talk to Colbert. A little further into the trap, one smuggler invites you to cooperate, or rather, talk with the innkeeper and continue to carry out your activities. The entrance to this smuggler's lair will be located at the site of the same conversation, in the house.

Also, near the entrance to the city, talk with Constable Aidan and receive the “Law and Order” task. In general, you already know the smugglers’ lair, or rather its location, so all you have to do is run after one of the smugglers, destroying the bad guys along the way.

In the northern part of this city, your ally Andres will meet a familiar girl named Namaia. After a short conversation, you will have the task “Free Anders”. The essence of the task is that you need to find a vessel with Anders' blood. Thus, the templars will never be able to figure out his location. In the eastern part of this city, not far from the temple, you need to talk with your old friend Wynn and receive a new task, for which you will have to find Inez in the Vending Forest. There will be a preacher board nearby, and there will be a couple of tasks there.

Kristoff is not at the hotel, so go and talk to the owner of this establishment, and then move to inspect his premises. The evidence found will tell you that you need to go explore an area called the Black Swamps.

Forest Vending

There are many interesting things in this forest. Examine the samples of sylvin wood (one of the tasks that is on the preacher's board). You can also complete the “Botanist Inez” task here, given by Wynn. Also, in addition to all this, a plot task is also performed here. We will not delve too deeply into the plot mission, everything is simple here, let’s just say one thing - the Dalish elf Velanna is behind the attacks on the caravans, in addition to this, she is also a magician. You can recruit her to your team. But first, for it you will need to bring the seeds of the northern thornfork (located a little east of the passage to the silverite mine).

In the eastern part of the forest you can talk to two stone statues. The essence of the task is that the brothers are cursed by the master, one of them wants to take revenge, and the other wants to find humility. What to do, to use persuasion or force, is up to you to decide.

So, in the end you will find yourself in a silverite underground mine, captivated by the adventures of darkness. Velanna's sister will give you a key with which you can get out. The first garlocks you meet will have to be crushed with your fists, after which you search their bodies and arm yourself. A little to the south there is a huge hall. There is a statue in the center of the hall, and in the middle of it there is a huge number of opponents. You can make your task easier with the help of a ballista.

As soon as the tunnel begins, kill the enemy who has all the clothes of one of the heroes. In one part of these tunnels you can meet a prisoner named Kenan. He will ask you to find his wedding ring, which was stolen by a big man with a huge mace, then take this ring to his wife as a message about his death. Moving further, do not forget to search all the corpses, as they will contain the things of your heroes. As you exit the tunnels, you will come across a chest containing the rest of your heroes’ belongings. Afterwards, buy provisions from Amaas.

Now you have to fight two dragons. After a short cutscene has passed, you learn from Velanna that she wants to join your ranks. Finally move to your fortress for a well-deserved rest. Once you arrive at the place, do minor things and submit the assignment.

Thicket Hills

The next thing to do is start completing the quest “Last of the Legion”. Colbert and Micah told you about the chasms that formed in the Thicket Hills. From there is the rod of the spawn of darkness. Move to this place. Once you cross the bridge, go down below and carefully rummage around in the box here, after which you will find a letter that will activate the task “The Long Past”. The following picture will follow: a bunch of enemies are dragging one of the Legion of the Dead. Sigrun will tell you that in Kal Hirol, the creatures of darkness are raising an army. Clear your path by slashing the creatures of darkness. At the very beginning of the central hall, a huge number of traps await you.

As you pass through the next large rooms, you will observe several paintings from the past, this will happen right up to the doors of the shopping district. Somewhere in the southeastern part there is a riddle. To solve it, you will have to make sure that the same symbols appear on the slab and on the obelisk. As a reward, you receive what was inside the sarcophagus. Now move to the southernmost part of this location. Straight to the Lower Reaches of Cal Herol. Soon you will need to turn to the left and walk along a long corridor.

Now watch the video with a huge golem. You will also have to defeat the lost golem, so the battle will not be easy. When you finish the battle, then move into the corridor, which is located on the right side from where you came here. Destroy the two supports here that hold the chains, and then drop the deadly load on the queens. That's all.

Black swamps

So, we arrive at the Black Swamps in search of Kristoff. The place is certainly not the most pleasant. There will be a sign at the entrance warning about ghosts. Soon you will be attacked by wolves. Well, despite the dangers, we will have to move deeper. In the place where the dragon's head is lying, you can take the quest "The Missing Dragon Bones". The doors that lead to the estate (right side) will be sealed, and nearby you will find a letter for the task "Burden of Guilt".

Soon you find another shadow veil and receive the corresponding quest. In the northeastern part of this location you can find the body of the deceased Kristoff, and a little later it turns out that this is a trap.

You find yourself in the Shadow. The leader of the creatures of darkness will also be here, but he sent his henchmen to you, and in the meantime he disappeared. We need to find a way out. Here you can activate various pedestals that will block shadow curtains in the real world. Also, you can find various items here that will increase your capabilities by 1 unit.

There is a grave near the estate, there will be a girl near it - talk to her. You will immediately receive the appropriate task. After you kill all the restless carrion, go down to the crypt. Let's say right away - the girl is the most ordinary demon. As you exit the other side of this crypt, you will find yourself in the estate. It turns out that all the people were imprisoned in the Shadow because of the Baroness. So watch what happens here. The first one decides to join the Baroness, and you, in turn, help the Spirit of Justice, who portrays the templar. This is where the battle begins. When this battle is over, you will find yourself in the real world, but the problem still remains unresolved. Now you have more serious problems: the Baroness is now among you and has great power, and in addition to all this, shadow portals are opening from which hordes of demons are climbing. The Spirit of Justice takes Kristoff's body and intends to fight on your side. Select squad members and go into battle!

Once you open the gate, you will have to fight the Baroness again, or rather, what she has turned into. After victory, you will be able to replenish your ranks with the Spirit of Justice. This is where it all ends. Now go back to the Vigil Tower and talk to Seneschal Varel.

City under siege

Bad news. The nearby town of Amaranthine is besieged by creatures of darkness. And so, you are assured that if you go there, then you will make a huge mistake. Choose your companions. We recommend that you take: Sigrun, Nathaniel and Velanna.

When you arrive at your destination, you will see hordes of creatures of darkness. Due to an unexpected warning about the Mother's evil plan and her unexpected attack on the Tower of Vigil, you are forced to leave Amaranthine to its fate. It would not be a pity for you and your companions, but you will have to leave the city...

Since the Tower of Vigil is the main boundary, it cannot be allowed to fall. So, at the place of arrival, quickly talk to the military leader and get ready for battle. It all starts with protecting the central gate (don't forget to take advantage of the new tactics slots). After defending the gate, you will have to move to defend the eastern part of the wall. Next, return to the main gate again to repel the attacks of the Genlocks and ogres.

Soon you have to retreat back and fight with heretics and ogres who are nailed into the armor. Afterwards, you have to kill the Herald. But that's not all, the battle continues. The spawn of darkness are still alive and the Mother is constantly breeding new ones.

Dragonbone Wasteland

It's time to deal with the Mother in her lair. It’s impossible to get lost here, so there shouldn’t be any problems. Move along the path and along the way clear the locations from new creatures of darkness. Soon you will meet the High Dragon, and then the dragon cliff. Next you will meet Velanna’s sister, who will clearly be talking some kind of nonsense. Go down the stairs and clear your way again. Go further, go down the stairs again and talk with the Architect, who suddenly appeared.

You have a common goal and have decided to make peace on common grounds. Go to Mother's Nest to end it all. Nothing complicated should arise for you. Chop her tentacles and kill her children that appear. After destroying her minions, take on her too. As soon as her health drops, the end credits will start.

This is the end of this epic game. Watch the video and the consequences of all your previous decisions.

For centuries, the Gray Wardens - an ancient order of protectors sworn to unite and protect the lands - have battled the creatures of darkness. Legend says that destroying the Archdemon would end the centuries-old threat posed by the darkspawn, but somehow they survived. You are the captain of the Gray Wardens and you are entrusted with the responsibility of restoring the order of the Gray Wardens and revealing the secrets of the creatures of darkness and how they managed to survive. How you will recreate your order, how you will resolve the conflict with the “Architect”, and what fate you will determine for the creatures of darkness - all these are just some of the many decisions that will become part of your risky journey in the lands of Amaranthine.

Game Features: :
- Amazing world expansion: BioWare's most expansive universe gets even bigger with new territory to explore - Amaranthine
- Uncover the secrets of the creatures of darkness and their true motives
- Recreate the Order of the Gray Wardens and equip your base in the Fortress of the Watchers
- Lots of new moral dilemmas: Immerse yourself in an epic story entirely determined by your playstyle
- Influence the entire gaming experience with your choices and decisions in difficult situations
- New ways to develop your hero: Enjoy additional spells, abilities, specializations and items to further customize your hero and party
- Transfer your character from Dragon Age: Origins or start over as a Gray Warden from nearby Orlais
- Meet five all-new party members and loved ones from Dragon Age: Origins
- Even more hair-raising and brutal combat: Fight new terrifying creatures
- Test your abilities in battle with the most developed and intelligent representatives of the creatures of darkness and other formidable creatures, such as the Fire Golem and the Spectral Dragon!

ATTENTION! This post contains a walkthrough of Dragon Age: Origins Awakening, so if you haven't completed it yet
Dragon Age: Origins Awakening, I do not recommend reading the information in order to avoid losing interest in the game.
When starting the passage of Dragon Age: Origins - Awakening, you are immediately given a choice: import an old hero or take a new one. I will not describe all the stages of creating a new character, since they are in the original walkthrough. Yes, and I imported my old hero, who was much better developed than the new possible character. So, having imported or created your hero, we begin the passage of Awakening...

And it all starts with you watching the screensaver, which tells the story of the last months. The Archdemon fell, but the creatures of darkness did not disappear. Let's avoid spoilers, because you can see for yourself what happened in the video. You head to the tower that used to belong to Earl Howe, but no one meets you along the way. Strange, isn't it? And then a survivor runs out to meet you, followed by the creatures of darkness. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can. He will go for help, which should be on the road, and in the meantime you will talk to your companion Mhairi, I think information from her will also not be superfluous. Next, go inside, deal with the ogre and a couple of small dark trash and go first to the right corner of the map, save the survivor, then to the upper left corner. The two survivors will be waiting at the gate, and you go through the inner gate.

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

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

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

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

Go forward and kill the spawn boss, who also talks a lot. The liberation of the fortress will end with the murder. You will watch an interesting video in which you can take Ogren and Anders into the Gray Guardians. Or you may not take it. The choice is yours, but I would still recommend accepting them. The company will not be superfluous. After this you will be told that this estate belongs to you. And the first thing that needs to be decided is to increase the number of gray guards. Conduct a dedication. True, not everyone will survive him... May Mhairi's faithful battle friend rest in peace. After that, continue watching the video and end the chatter. This is how you will complete the first stage of Awakening.

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

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

Get outside, you have a lot to do. First, go to the blacksmith and listen to his eternal whining. There you will be mentioned about good metal and armor for soldiers. Do you get the connection? After this, go to the sergeant who is standing near the door and talk about the remaining creatures of darkness. Naturally, agree to help!

So, you go to the dungeons of the fortress, where the creatures could still remain. The rubble will be cleared and it will be time for you to move forward. And the first one you meet is the mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, we'll rescue you along the way. In the next room, the creatures of darkness await you. After they die, go into the room to the north and pick up the letter and gift. Then - into the room in the south, where screamers will jump from the ceiling. They also need to be deprived of their lives, and then pull the torch in the wall in order to open the secret door from the chests, which contains a lot of supplies. Try to ensure that during the passage of Dragon Age: Origins - Awakening you do not have unexplored territories and unfinished quests.

Now you can return to the hall and continue moving towards the dungeon. When you get to the prison and kill the ghosts, you will again have two ways to go. Let's go west first. Before you is a crypt with aggressive skeletons that are best put to rest. After that, search all the sarcophagi. You will find one key, and there will be four keyholes. Well, then let's continue on our way. Now from prison to the north. There you will meet the same Adria who needed to be saved. True, now she needs to be put to rest, and not saved, since she has become a ghost. May she rest in peace, but it's time to move on. And then we have a rubble, which will take about a week to clear. Well, then let's move up. At the top, all we have to do is talk to the gnome and give him a large sum of 80 gold, if, of course, you have it. And now you can leave the location.

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

We go to the Turnoblov estate and go immediately north. Here you will find a bunch of creatures of darkness led by the Ogre. Kill them, of course. True, you will not be able to save your family. Therefore, we will limit ourselves to rummaging through the corpses and killing all hostile entities.

Enter Amaranthine and immediately go right to the box. From there, take the discarded diary, it will still be useful to you, because in Dragon Age: Origins - Awakening the passage is thought out in such a way that every little thing comes in handy. Walking straight ahead, you will come across Colbert, who you really needed. Talk to him and ask where he saw the creatures of darkness. Finish the conversation with him, thank him and go a little forward, where they will give you another letter. Well, great. Now I advise you to go back a little and turn left in order to take the task from a certain Dark Person. The task is to talk to the innkeeper. Agree and move on. Before entering Amaranthine, a girl will stop you and say that the Black Wolf wants to see you (provided that you talked with Varel about the conspiracy and the Black Wolf during the oath ceremony).

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

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning - Awakening the passage is replete with gifts. And gifts are useful, as they increase the hero’s attitude towards you. And in the first hall the leader of the smugglers and his comrades will be waiting for you. It’s not very smart for them to stand and wait in the middle of the room, but oh well, may they rest in peace. Exit through the SAME entrance as you entered and turn in the task. Passed it? Go to the market and ask the price of goods from the traders, they are very good there. The Black Wolf will be waiting near the other exit from the city. You will need to give him 50 gold so that he will reveal the conspirators. Therefore, check in advance that you have money. After this, talk to Mervis, the representative of the trade guild. He will tell you that creatures of darkness are playing pranks in the forest. Well, we need to run there quickly, otherwise the trade is worth it. So, that's where we'll go.

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

Isn't it a bit dark in the mines? Yes, the fresh air is definitely calmer and more comfortable. Go down and get used to it; in Dragon Age: Origins - Awakening, the passage will often take us to such corners of the world. As you pass by the circle, you will witness your own being put to sleep by the Emissary (Before this, it is better to take off all your equipment, as sometimes a bug occurs due to which your things are not in the chest near the merchant, and this way you can lose your things). Okay, we'll deal with him later. In the meantime, we are waiting for the end of the video, in which Seranni, the sister of our new ally, will give us the key and run away. And we shouldn’t linger either, it’s time to run. First, run north, search everything and get a couple of diary entries, and then go down to the south. There, use a ballista that will crush the crowd of enemies, then go down and finish off the survivor. More creatures of darkness will come running from the next hall, which also need to be killed. Move down and down. Along the way, you will meet a creature of darkness who has donned Ogren’s armor. Well, isn't it a creature? Kill her and re-dress our favorite gnome. At the first fork you will see the last surviving gray guard, who will ask you to take the ring that was stolen from him to his wife. Okay, we'll take it. But when we find it. In the meantime, we move on... In a large cave, we scatter another crowd of creatures of darkness with our bare hands and begin to collect trophies. A corpse will lie right there, dressed in your magician’s uniform. Let's change her clothes quickly, let two characters already be properly equipped. Now you can move on. There is only one passage for now...

And here we have autosave again and a new room with two test subjects dressed in our clothes. Take it and get equipped, there’s no point in walking around naked. Although we fought well without armor, the passage of Awakening is still much easier if you are dressed... There will be the first fork right there. We'll go east first. At the small dead end, take the lyrium sand from the deposits and go explore the remaining hall to the east. There are two useful enemies in this room - a dragon tamer who drops a nice hammer. The ring that we need for the quest, and the dragon from which we need to pick up the scales. There is also a fresh dragon egg here, which is better to take than to leave to rot. There is nothing else of interest here and you can go to the southern tunnel at the first fork. And again there is a hall in front of us, in which we must kill everyone. The only useful thing here is the dragon scales removed from the wearer. And we also have only one passage - to the south.

In the south, turn into the Architect's room in the east. A small piece of the codex and a small amount of 8 gold coins should brighten up the absence of your things. By the way, you don’t have to collect the codex, but the most complete walkthrough of Dragon Age: Origins - Awakening is a walkthrough with a fully collected codex. In the meantime, let's move down the map. And there you will find a cunning merchant with whom you can trade and who you need to invite to the Vigil tower, as well as a chest with all your things. Grab what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and you won't be able to kill them with a swoop. Therefore, try to combine potions and skills, slowing down your opponents. The main thing is not to let them fly up, otherwise they will come out of the fire, disrupting your skills. After their death, that mysterious creature of darkness will leave, and you will need to accept Velana as a gray guard. Great, an extra ally won't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.
Now I suggest you visit the Vigil Tower, where you can talk to the blacksmith. Did you talk and get the task? Great, now give the ore to his apprentice and talk to Dworkin, who is standing right there, nearby. You should give him the lyrium sand that you found earlier. Then talk to Waldrick, who will ask you to find granite deposits to repair the tower. Agree and go talk to the private, who will give you 10 gold thanks and send you to the throne room for trial. Be sure to save before going there, in case you mess up something in the passage of Awakening...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Will you hang it? Or will you punish with whips? I decided to invite him into the army and I was right. Everyone was happy. The next case is a civil one. There you must choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official document confirming her right to property. What will you choose? I chose the third option. And the last thing (It will depend on the decision regarding the conspiracy, i.e. whether you asked the Black Wolf to find the conspirators or not). Put a nobleman in prison. That’s great, the task is completed and you can leave.
Now talk to the sergeant who stands opposite the entrance and go to the cleared rubble. And they found a way out to the deep paths. Well, let's explore. We immediately move north, where we can profit a little and donate a gold figurine, and then we go south and explore the territory. There, after walking along the alley and killing a couple of creatures of darkness in the horns, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork at all, and there is only one way - to the south. Before the circle of the forgotten, be careful, as skeletons run out there and need to be put to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the path of bones and save in front of the door to the forbidden room. As soon as you walk, you will be attacked by a ghost, which is quite difficult to kill. And when you almost release it, it will fly away in an unknown direction. We need to find him quickly. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you reach the corridor with the evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take the trophies from the ogre’s body and kill the ghost that appears. So, by killing the ghost, you will complete the task and begin a video in which our gnome friend will repair the gnome mechanism to close this passage. Great, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit from this card. I suggest heading to the Thicket Hills. First, run north and destroy the two executioners. Then follow the path to the east, cross the bridge, listening to comments from Nathaniel and save. Next, go and go in one direction, pick up the things of the hunters along the way and save the gnomish woman who is being dragged by the creatures of darkness. She will tell you that the legion could not cope with the creatures and she was the only one left alive. Take her to you and go down to Kal Hyrol.

Here you are in a long-forgotten city of gnomes. Now admire the view and go down. There, talk to Yukka, the gnome near death, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and cross the bridge. Afterwards, save immediately just in case. There will be nothing remarkable until the largest hall, in which you will first meet the larval children. Kill them all, there is no point in leaving any scum alive, and enter the main hall. If Sigrun is in your squad, you can enter the main hall from another passage, which is closed behind a stone wall to the left of the central passage. Be careful, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy who has not yet attacked you. This is the master of the golems. Kill him quickly and quickly and take the golem control rod from his body. It will be useful to you for painlessly killing the above-mentioned golems. Now collect trophies from them and move on. Ahead on the stairs, revive the golem, let him fight for you. And you kill everyone, take the trophies from the chests in the north and south, and go beyond the lobby. Next you will see a sea of ​​ghosts pretending to live their lives. Go and follow one path. You won’t come across anything particularly noteworthy along the way. This way you will calmly reach the entrance to the shopping district. In general, it should be noted that in Awakening the passage of locations is quite linear, so it’s easy to do...

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

Having reached the forge and again destroyed the crowd of creatures of darkness there, go behind it, collect trophies and fix broken things with the help of a golem and an anvil. Let me remind you that throughout Dragon Age: Origins - Awakening there are no unnecessary components. The things are not very good, but they will be useful for the collection. This will take you to prison. A certain Stefan is imprisoned in a cage. Take the rune from him and release him into the wild. To the left of the cage is an anvil. Use it and talk to Ogren. After prison, a fork awaits you. First go south, where you will find an area marked as a grave. In front of you are rune stones and a sarcophagus in the center. Click the runes so that the signs on them match the signs on the walls. This is easy to do, so it's not worth worrying about. When all five signs are in place, run to the grave and pick up interesting gloves from there. Now you can go back and head southwest from the fork.

Clear the rest of the area, search the treasury, and go into the thicket hills, from there to head to the vigil tower and unload a little. I personally don’t have any space left at all, so we will continue clearing out Kal Hirol a little later. For now - to the Tower of Vigil. Here give the ore to the blacksmith, and the tablets to Dvorkin. Lyrium sand is also for him. After this, go down again into the thicket hills and from there into the shopping district. And from the shopping district - to the lower reaches. We continue clearing...And below you start running through the tunnel until you get to the golem and the darkspawn mage. They both need to be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, chaining him up, and while the thief was having fun, I killed the golem with the rest. And it was no longer difficult to finish off the magician. Then move along the remaining corridor, killing the tentacles that come out. When you reach the very end, cut two chains, which will kill the queens. After this, you can consider Kal Hirol cleared and leave from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

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

In Amaranthine, give the lucky hoof to Mika, for which you will receive a cash reward. After that, go to the market and tell the great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Great. There, take all the tasks from the Trade Guild board. Go a little north and, going around the house, take a woolen pad from the chest near the locked door. Here is the element for the armor. By the way, Velana brewed the master’s lyrium potion for me, for which I thank her very much. Now let's go to the Crown and Lion Inn. First, go to the end of the inn and talk to Nida. She needs to give her the wedding ring that her husband died trying to make this world a better place. Then go to the Innkeeper and talk to him about Christophe, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it could be. Examine the map, from which it will become clear that Christophe is in the black swamps. We'll go there, but later. Take the trophies from the chests and go talk to the innkeeper. Convince him that he needs to pretend to trust the smugglers. The task will end here, since now there is simply no one to help you. Well, the passage of Dragon Age: Origins - Awakening will not be poorer for this.

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

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

Now we can return to Amaranthine and turn in all the tasks. Passed it? Go to Gunsmith Glassrick and buy pure iron from him. You can now return home to the Vigil Tower. Talk to Waldrick there, give him the granite samples and select the soldiers. He will be glad and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will be crooked, but the armor will turn out to be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening... Now it’s time for us to go to the black swamps... You are greeted by carrion eaters in the video. You will have to deal with them as soon as you walk a couple of steps forward. Well, let's do that. Now collect the trophies and follow the path. At the first fork, destroy the next batch of wolves, take the love letter from the destroyed house in the “branch” of the path in the south and move straight north from the fork. After walking a little along the path you will come across a dragon bone. Guess why you need it? Correctly, to insert into the skull lying nearby. Go a little forward to the gap in the veil and examine the veil. You won't be able to pass here, so turn around and go to the fork, from which you will go northeast, to the destroyed house and further, to the gates of the destroyed city. Here you will encounter pestilence werewolves for the first time, but they are frail opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search Mabari’s corpse, from which we will get the veins we need. Also, slightly to the right, there is a chest, an old letter and a pack of werewolves who behave extremely aggressively. Destroy them and go further east to pick up the city archives. You can now exit through the northern gate. There will be a rift in the veil again, giving you a new task. At the fork, go north again, where you will find the third puzzle and some werewolves. And Christophe’s temporary shelter, which is much more interesting. So in Dragon Age: Origins - Awakening the passage is gradually revealed...

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

Then he will refuse to cooperate and will set his charges against us, who can simply be killed. Well, let's act here too, since the passage of Dragon Age: Origins - Awakening allows this. Follow the path to the first skirmish. Here you will see a device for breaking the veil on the right. Use it and one of the gaps will close. I think it’s clear what they want from us. Then we go along the top edge of the map to the west. Next to the runic circle you will find another device. Destroy the demons of desire and close the device. Then go to the runic circle and start lighting the stones. They are very easy to light, so they are not worth describing. Once lit, you will be attacked by demons of wrath that will appear one by one. After the death of the latter, a stand for runes will appear, which must be activated in order to influence the real world. Continue further west, still keeping to the edge of the passage. In the corner you will come across the last device that needs to be extinguished. Put it out? Let's move on...

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

There monsters will be waiting for you and a transition to a new area. That's where we need to go. Come in with confidence. Run around the village, collecting new permanent additions, and come to the center, to the Spirit of Justice. Talk to him and break into the evil baroness. Oops, surprise, the passage in Dragon Age: Origins - Awakening throws up a lot. Our old acquaintance has already agreed with her. So you'll have to kill him first. And kill, since he is constantly distracted by your random allies. It's quite easy to do. Now he is a corpse and the Baroness takes his power, and you find yourself in the real world. And that same Spirit of Justice joins you, only in a human body. Recruit the squad, taking into account the impossibility of throwing the Spirit out of it. After this, quickly run, destroying the shadow portals. After all the portals are destroyed, we run to the estate. There you will have to kill the demon that was in the Baroness, which is not difficult to do. After that, go west, open the previously closed gate and search all the boxes, including the dragon bone. You will also find there a sword that one lord needed. Great, now let's move on to the dragon's head. When the last bone falls into place, you will see a flash of something that turns out to be a spectral dragon. Go upstairs and kill him. Moreover, when he jumps into the circle, do not let the lights reach him, as he will be treated. It’s better to let the magicians use all possible whirlwinds (fire, ice, death cloud, but not electric, I think you know why). And let all companions drink potions with resistance to electricity. But killing him is not difficult, it’s just long and tedious, which is not typical for completing Awakening. After that, take the bones and trophies and go... to the place of Christophe's death. There you will find the fifth riddle. Then run to the circle of stones and pick up the sixth riddle. And from there - run to the right on the map, to the pond, which is the third from the left. There you will find a bottle with a ring and a note, which will complete your quest.

Head to Amaranthine. There, go to the inn and pick up the oil in the room on the right. And then - to the Tower of Vigil. Give the sword to the blacksmith for execution, collect all the necessary components and enjoy carrying the best weapon in the game. Yes, just don’t roll your lip too much. After the game ends, it will be stolen. And you won't be able to complete Dragon Age: Origins - Awakening in such a way that you still have it. But for now it belongs to you, so use it. Then, if you have completed everything else, talk to your Seneschal and go to war. And so you, at the head of a tiny detachment, set off to exterminate the creatures of darkness. Doesn't remind you of anything? And I have good associations with the original game...

Come to the city and kill those nearby. Then they will bring you news that Mother will soon storm the Tower of Vigil. And your choice is where to go and what to protect. I chose to burn Amaranthine and move to defend my tower. Perhaps the hardest choice throughout the entire passage of Dragon Age: Origins - Awakening...

And then there was the defense of the tower. Lots of fighting and not much to tell. Four stages of defense, all related to killing enemies - that's it. Varel fell, and it was a great loss. But after the enemies retreated from the walls of the fortress, I decided to follow them to kill the queen. Leave the area and go to the Mother's lair. There you have to move in a straight line, killing the creatures of darkness. At the end of the location you will see a high dragon, which you also have to kill. When everyone is dead, go inside. As soon as you enter, your sorceress's sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While there is only one road, go forward, destroying opponents and collecting crystals. Under the spiral staircase, insert four crystals into the cells, which will activate the artifact. Go further and you will have a conversation with the Architect. It's up to you to choose whether to listen to him or not. This decision will have an impact on the ending of the game. I still left him alive. Then he activated the second tower. Are you collecting crystals? When all three artifacts are activated, dive into the Nest.

And in the nest everything is quite simple - talk to the Mother and kill her. Killing her takes a long time, but is simple. It is better to immediately throw three fighters at the tentacles, and with one, the strongest, chop down the Mother herself. This way you will maintain balance and give the hero an interesting achievement. And with the death of the Mother, the game will end... You will read a lot of interesting things about future events, but... You can read them yourself. I bow out for this, the walkthrough of Dragon Age: Origins - Awakening is complete!

*******************************************************************************
GNQ8-MDXF-J0M3-F0D8-1911
CSEN-BHA8-D2P8-P5I5-1911
JTEN-MTKS-F0M8-N3M2-1911
DL9Z-H9CV-E0I2-21B8-1911
OBGY-CCD5-E6V8-W2R8-1911
CPJA-S2CK-J0Y2-D5Y7-1911
T4NW-Q5XJ-D4N3-Q7B2-1911
ALCU-TLSJ-H1M1-W1F8-1911
VTRZ-SSVS-T4R2-Q6A7-1911

I found how to solve the problem with suddenly becoming “unauthorized” addons, I found it at the office. forum. This is because the game lost its registration code. Go to the game folder on your hard drive, look for the bin_ship folder. There we run the file DAOriginsConfig.exe. Or, if you have this shortcut, in the game menu. In the left column we look at the Game. Now, in the Game - on the right, the last bottom line is Product Keys. There is most likely nothing there, and that’s the problem. Go to the DVD with the game and look for DragonAge_code.exe in the DATA folder. Click and enter the game code, not the addon. After that, when we go to the Main Menu of the game, log in, - lower left corner, after, on the right - Player Profile, - Network Profile, go to your account for a minute, do nothing, “it’s on its own.” After this minute, we close everything and go play, the addon is already authorized.
****************************************************************************************************************

P.S. : on some "pirates" after installation
Dragon Age: Origins Awakening
All additional content from the original game disappears without a trace, so before installing Dragon Age: Origins Awakening, copy the old files, those who are not “in the tank” will understand what I mean.... ;)