Dragon Age: Origins - Awakening

Dragon Age: Origins - Awakening

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Passage Dragon Age: Origins - Awakening.
By V1skarev
Awakening begins with the fact that the creatures of darkness did not retreat to the Deep Roads, as they were supposed to after the death of the Archdemon, and you will be sent to the Tower of Vigil in Amarantayne.
   
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Tower Vigil - Arrival
Accompanied by Mhairi you arrive to the castle and immediately notice that something is not right. After a second straight at you will leave the frightened soldiers, who have several creatures of darkness. After you deal with them, he will tell you that the fortress captured Prozhdeniyami Darkness, who somehow managed to get inside without being seen by the Grey Wardens.
After the report on the situation of soldiers will go back home - or, at your orders, went in search of a safe place, either in search of possible reinforcements from patrols on the road.

A couple with Mairi you must clean the yard of the fortress of the darkspawn. You meet genlock, Garlock, ranters and even an ogre, but none of them are elite, so it is hardly present a problem for you.

In some places, the creatures of darkness kicking surviving soldiers, which you can save. There are four (two in the outer court, the inner two) plus a merchant who had the misfortune was in the castle at the moment. From helping soldiers you will not get anything but the moral satisfaction, but later rescued by the merchant to sell their products at a discount merchant fortress, and he, in turn, distribute the discount on you.
Inspect every corner - sometimes enemies appear only when you cross a certain point. Also scattered around the fortress are many unlocked chests. If you exported in awakening his old HS, their contents may not be something important for you, but if you started the game as the Guardian of Genua, every detail will help the cause.
When you get to the inner gate of the fortress, you will be greeted by knocking down Genlock Emissary - though common, not the elite. Having settled with him and the others in the courtyard, look around just in case, to make sure that you did not miss anything, and go into the building.
After a brief dialogue with Mhairi at the entrance of the castle (where you can lose or gain influence with her) you immediately attack several screamers. Having dealt with them, look at the area. You will see that the Northern Corridor closed bars, and the western door is closed to the castle, which is impossible to crack. You have only one thing - to follow the eastern corridor.
As soon as you take the step out the door in the east corridor I met another survivor in the attack - the magician Anders. If you are playing a mage (either from the beginning or GG orleziantsem), then Anders will notice that you remember the Tower, but, in principle, it does not matter much. Anders openly admitted that he is an apostate mage, who escaped from the Tower of Magi. Templars caught him and were already on their way back when the misfortune decided to make a stop in the Fortress Vigil. None of them survived the encounter with the creatures of darkness.
Regardless of how you will lead the dialogue with Anders, he will offer you to temporarily join forces. Anders - a spiritual healer who has also sverhpoleznym cone of cold spell, which can be very useful, especially if you (a) YY - not a magician (but if even a magician, the second in this situation is unlikely to hurt).
Follow the three of the door to the ramparts. There you are waiting for a group of the creatures of darkness, led by your first elite opponent in Awakening - Genlock emissary.

If your (a) GG can hide, then (s) he can quietly slip to the ballista and cause its impressive attack on the enemy before they get you noticed.
After defeating the enemy, follow on. Stepped over the threshold of the next door, you find yourself in the western entrance of the hall - just behind that door that can not be opened earlier. As it turned out - it was impossible to open it for quite a good reason - her towered impressive barricade of furniture from various debris and stones.
Lever, who is at the door, open grill in the northern corridor. When you turn it, you will see how a dwarf blew quite spectacular group of creatures of darkness and disappeared. Defeat by the few that have survived, and follow the grid to the north.

In a room on the north of the grid you will find Ogrena fighting off a few creatures of darkness, which include Genlock Emissary and alpha Garlock. After the battle Ogren will join your group.

His welcome speech will be slightly different depending on whether your (a) GG hero Start or Guardian of Genua, but in any case, his respect for you shift to the zero mark, as if he had never in his life before that you did not see.
Come on, cracking down on opponents, which sometimes will and elite. On the way you nabredete a wounded named Roland.
In general, it does not tell you anything new, but depending on how you behave in a conversation with them, you can raise or lower the respect Mairi. (If you tell her to kill Roland, it is, of course, she did not like, but if you tell him to "gather my strength!" Its respect for you will increase.)
Roland, unfortunately, can not be saved. After the end of a conversation with him move on to the door to the outer wall. Set foot in, you come across thus generated, of which you spoke of soldiers and Roland. He really talk, but the conversation will not last long, and almost immediately turn into a battle. This is your first boss battle with an orange in Awakening.
At the end of the Battle of the Seneschal Varel will thank you for the rescue, but the outpouring of thanks will be interrupted by the arrival of none other person as the monarch of Ferelden.

If you have exported GG from the beginning, it will be the one who became the ruler at the end of the game, and if you play a Guardian of Genua, it will always be Alistair.
In a subsequent conversation Oghren offered himself as a recruit to the Grey Wardens. If you refuse, the more opportunity to get it in your colleagues will not.
Also accompanying the monarch hramovnitsa require immediate arrest of Anders. If you decide not to get involved, the more you see Anders.
Alternatively, you can claim your Appeal and, over the objections of the Temple, the governor will allow you to pick up Anders as a Grey Warden recruit.
Alistair / Anora a little talk with you about your immediate problem in Amaranthine. The conversation will be slightly different depending on whether you know your SG governor personally and how it personally, but in any case, after that he / she will leave back to Denerim, wishing you good luck.
Vigil-tower after the attack
After Vigil Tower - arrival at your disposal now whole fortress, which from now on is your base.
Near the door to the courtyard stands the trunk, where you can keep what you do not want to load a backpack. Here, in the Throne Room, will be all of your associates. Ambassador of magicians Sulfur addition to the sale of recipes runes and runes themselves can enchant your weapons and armor if you need it.

Drop in here more often. Not all tasks appear immediately - some need to fulfill certain conditions or after a certain amount of time. Moreover, it is here now and then your companions will feel the need to talk to you (there is, after you reach a certain influence with them, or to fulfill their personal quests).

Talk to Steward Varela Garevelom Captain and Mrs. Woolsey, who will inform you about the situation in Amarantayne. Conversation with them will give you three main missions the game: "The last of the Legion," "Righteous Path", "Shadows of the Black Swamp." You can get them in any order.
The last of the Legion part 1
Just a few steps, you'll see that the path splits in two and a bit to the north, you are confronted elite opponent - bereskarn - medvedeobraznoe creature similar to the Demon Mage idleness of a prologue in the beginning.
If, after you and he straightened, you go further north, the nabredete two bandits and their unfortunate victim. The victim, alas, can not be helped, but you can take revenge on her torturers. Hanged on the chest you will find a note that explains why the accident ended his life this way, but to any individual quest is not connected.

Go back and follow the path until you reach a very narrow and not very safe looking bridge. Go back down through a series of the same narrow bridges and paths. At the foot of the last bridge you will wait in ambush Deep Hunters. Walk a little further - and you'll see that the creatures of darkness captured gnomku in armor, which tries to fend them off.

Sigrun - robber, but because of the extremely low rate of robbing some Stealth skills until she is not available. It is a very decent warrior, as because of the good forces can wear armor and a pretty good fight with two swords.
After a conversation Sigrun to join your group, but you do not have to take it in Kel'Hirol, if for any reason you do not want to do that. Your affairs in this area completed - so get down to the Deep Roads. Just a few steps, you'll find a dying dwarf Dzhukku - one of the comrades Sigrun. He mentions an army of creatures of darkness and females - yes, in the plural. Come on, fighting off the road a few too formidable opponents - the most powerful of them is an elite Garlock Leader - and cross the bridge.
Once you've mastered awaits you Depth Hunters, go slightly to the right of the bridge. In ancient Dwarven Chest you will find ancient Sapogi.V now they are useless, but you will be able to bring them into wearable condition later.
A little further on you will have to wait another detachment creatures of darkness, led by the leader.
In the chest to the north-east of the broken bridge you will find the grindstone - a gift for Nathaniel.
Go through the gate. If Sigrun is in your group, it will tell you about the bad experience of his comrades and will offer search secret passage instead go through the central door. After a conversation with her, you are attacked children. They are not as strong on their own, but have the ability to shoot down most unpleasant opponent down in the manner of spiders or mabari, which can be very dangerous - especially for frail mages.
Despite warnings Sigrun, you can boldly proceed directly through the main gate and meet the creatures of darkness feeding.

If you prefer to do in battles minimal physical damage, then you should find a side door and around waiting for you at the entrance squad Shadowfiend flank. Secret mechanism that opens the door to the secret passage is located approximately in the center of the western wall (use the Tab).
After passing through the center or the side door, you will find yourself in the central chamber Kel'Hirola. The room is crammed with the main entrance at least a dozen traps - one more argument in favor of using the backdoor, because during your battle thieves probably will not until they disarm. On the other hand, they are basically spitting fire, so if your team good fire resistance - the traps may not present a problem. You decide. You still have to go through this room to proceed further, but if you go through the side entrance, you will have time to prepare for battle.
Note: In version 1.3 there is a bug due to which GG-thief can not see the traps without dependence from a Stealth skill development and agile hands. (Nathaniel with the third stage of skill deft hand (skillful mechanic) to recognize all of them easily.)
The side entrance is not meet you no ambush - so you can prepare yourself as you wish before opening the door to the hall with an impressive squad of enemy. It consists of Garlock, golems and Master Golems. If you kill the Master Golem, all golems immediately shut off (but you still get the experience for them.) Take off the body Master Golems Golems control rod - it may come in handy later.
Passing through the corridor to the east, you'll notice the wall still Golem. If your backpack is the rod control, you can activate it. Unfortunately, managed as a companion you can not - it just ahead umchitsya destroy your enemies. The room is a little further on is the detachment of creatures of darkness, led by the emissary - so distraction golem may be a good idea. Be careful at the entrance to this room - there are a couple of traps.

In the small room to the north of the bridge with an emissary you find a pile of scrolls with recipes runes masterpiece (Masterpiece) and paralysis runes perfect (Paragon) paralysis.
A little further on the steps you will see a ghost fighting dwarves. This is your first trip to the past, in the last days Kel'Hirola - like those you see in the Fortress Guard at the beginning.
In the room to the south-west of them you will find great recipes and perfect runes cold iron and cracked a bib, which will be able to fix later.
As part of the map marked "Slums", you will be attacked by an ambush of spiders. In the corridor leading into the southern room, you'll find the Scout-Apprentice, a new kind of creatures of darkness - and also elite. A little further on you will wait genlock squad, including two elite emissaries and leader.
In the central-eastern room (north of the one where you find Liriumny Sand), you'll find great recipes and perfect runes immunity Liriumnoe Ring - a special gift for Justice.
In the very north-east room is a unit of generation, led by Alpha-Garlock and emissary gerlokov. On the body of an emissary you will find very good staff for the magician and Broken Hammer - another thing that you can restore later. This is your last opponent in the area. Now you may proceed to the shopping area, the entrance to which is located in the east-central part of the map.
At the entrance to the Merchant Quarter you will witness a scene in which the creatures of darkness are fighting among themselves. One of the speakers Spawn mention of a "Lost", and then removed. Go ahead, cracking down on the two groups. In the room to the north of the first large hall marked on the map as the "Temple Hirola", you will find a recipe Runes Elements (Elemental Rune), and in the sarcophagus - very nice belt. If you take things out of the sarcophagus, three elite golem standing nearby, come to life and attack you.

In the most north-eastern room, marked on the map as "The Forge", you will find great recipes and perfect fire runes, broken ax, horn and Golem. If you activate the horn, the golem will repair your broken those things that you had to posobirat Kel'Hirole. Parts of broken armor, for example, become the elements of a very decent set of massive armor "Protection Hirola."

In the Forge is also a bucket liriuma - conversational subject to Anders.
If you go to forge southern passage, you will find in the next room with the prisoner cage - and a few creatures of darkness, including the leader and emissary. After the battle, a prisoner - Stefan - ask you to release it and offer to exchange some valuable thing, which he found in the ruins. If you ask him what he was doing, he recognizes that overheard Colbert and Micah about this place and decided to see if I could here something to profit.
If you are not playing too good characters, you can take the award and either leave it in a cage or kill. If you release Stefan released, you can find it later in Amarantayne, where he once again thank you for your salvation. Award from Stephen - fire rune masterpiece (masterpiece).

If you follow the southern corridor of the cave with children, find a room with a sarcophagus and a few plates, which show the different runes. This is a mystery. You need to make sure that on the vertical and the horizontal plate of an image of the same rune.

The last of the Legion part 2
To activate any of the horizontal plate, and after that - Rune horizontal, vertical plate which is about the same image that is activated by us. Repeat the process until you have processed all the plates - and the sarcophagus opened. In it you will find among other things gloves set Hirola protection.
In the southern room, marked on the map as the "Treasury", you will find a set of helmet "Protection Hirola" masterpiece recipes runes and Perfect Fortress (Masterpiece / Paragon Stout Rune), a decent amount of money and other nice stuff, including an engraved gem - gift for Velanny.
Follow the southern corridor to the west. On the way to you several times to pounce ambush of the Children - sometimes backed and other creatures of darkness. The latest cave in the hall you will return to fighting with each other darkspawn. Be careful - when you get close to them, you will be attacked by another ambush of Children.

This cave has three choices. To the north of it, if you turn the lever at the end of a small corridor, you can get almost to the door leading to the central chamber. Along the south wall is a passage that leads you out - in Chaschobnye Hills. Finally, the passage in the west wall leads you to an even deeper place Kel'Hirola. Go there.

Deep tunnel rather small. After going over the bridge, you will see a scene where the "lost" with a huge inferno golem-away with the leader of the attacking creatures of darkness, which you've seen before. After that, he will turn his attention to a very hostile to you. "Lost" - the magician, and, by the poor, by itself - a very strong melee, so separate your group, respectively. From the corpse of "lost" can be removed excellent staff for a mage.

Finished with this pair, move on to the western corridor. In some places you will rub tentacles females - but the most common, with no single elite. At the end of the hallway you will find a hall with a moat, which sit a few queens. All you need to do - to bring down on them hanging above the ceiling of a huge slab (I wonder who and what these things strange decoration hung in a wrong place?), For which you need to destroy any two of the four chains holding it.

If Sigrun's in your group, then you will have a chance to invite her to join you as a Grey Warden. After the end of a call, if you have already completed all the survey, you can get out of a deep tunnel right on the world map. Output is at the east wall.
Righteous path
Vending forest is divided into two parts - you start in the lower South. On the northern part of it is connected only one bridge in the eastern part of the map. Go there.
On the road you will have to deal with the bandits and Sylvanas - that attack not only on you, but also with each other. As soon as you cross the bridge, one of the surviving soldiers will run right at you. From its very fragmentary phrases can be analyzed that the elves for some reason animate trees and cause them to attack people.

For a long time he was with you, however, will not talk, and run like a bat out of hell, and you mentioned appear elf - or rather, elf. It will deliver a short speech, which reduces to the fact that you should leave it alone and go away.

Camp doliyskih elves is about middle of the map, but it is currently vacant. You will find there are only a few shallow graves scattered everywhere and for some reason weapon. Examining the camp, go to the western part of the map. There you will meet your good acquaintances - the creatures of darkness that have taken camp in the northern part of the forest. There you will find a large pit filled with corpses.

Follow the south and you will find surviving member of the police, clearly suffering from infection poison darkspawn. It will tell you a very interesting facts: the elves attacked did not they, but the creatures of darkness, which are scattered in camps doliytsev standard fereldenskoe weapons, forcing the elves (or rather, one surviving elf) to assume that people are guilty of assault. However, all members of the police were already killed before - remember the pit in the north?

Poor guy asks you to stop his suffering - you can do as he wishes it or not, at the end of a call on you in any way to attack a group of darkspawn. Defeat them and search the corpses. On one you find Elven Medallion.

Head back to the camp. On the way you will meet the elf, but to listen to you at the moment it is not intended. Calling for help wolves and Silvaniei, it will disappear again. Go to the camp, where you'll find it near the graves. In order to convince her of his innocence of people, show found on the corpse of the creatures of darkness elven medallion.

Velanna finally convinced by your words, will join your party (even if you do not want) in order to try to find his kidnapped sister. If Oghren or Justice is present in your group, they will not like it and they will get (-3). As creatures of darkness are wont to dwell under the ground, it will suggest that they can be hidden by silveritovom mine, you might have noticed earlier.

RudnikPravit
Go to the mine, which is in the north-central part of the map.
Note: In version 1.3 + is one nasty bug, which your (a) GG can permanently lose their uniforms, so do the permanent preservation, before you go into the mine. A possible way around this glitch - Remove all clothing from the main HS, placing it in inventory (secondary weapon to shoot is optional.) However, save before entering the mine do all it is worth.
Far away in the wilds of the mine will not let you proceed. In a few minutes you will be greeted Architect - a person talking and very reasonable, although belonging to the species of creatures of darkness. The architect will be able to expose you to a magical effect, in which you will be in prison without equipment and uniforms.
Caution - If your (a) SG will dressed in a simple dress with an empty backpack, that's fine. If he / she remains something of an old property, then you have had a glitch and have to reboot, because in this case, your old clothing you no longer see.
Once you wake up in jail, you speak Velanny sister, Seranni. It will give you the key to the prison, and the successful application of Beliefs can also give you a key to a chest in the room Architect. After the departure of Seranni you have to fight with some of the creatures of darkness, but they are not very strong, so the lack of weapons and uniforms should not hinder you to deal with them.
Take the key from the corpse of one of Spawn. He opens the other cameras prison - they are not easy to crack.
So, while you will have to use the equipment that is right at your fingertips. In the laboratory, the architect on the likeness of the balcony you will find a couple of levers. Look down and you'll see a room, hidden clouds of mist. The door to this room is under the protective barrier (which not only does not allow you to open it, but also cause damage to electricity impressive every time you try to touch it.)
To remove the barrier, you have to pull the levers in a certain order. Objective: to pay all 4 "light", right arm removes two distant. Considering the left lever for number one, this is the order: one-two-one-two.
In the trunk, which is in this room, you can find a set of leather armor Blekbleyda and onions with injuries against the Dragons - Dragon Malice.
Move on. Your equipment is divided between goulobraznye beings as "pilot sites" - every time they appear on the horizon, your companions otkommentiruyut their appearance.
Move on the road fighting off hordes of enemies. When you reach the merchant-Qunari named Armaas, it means that you are almost at the exit. In the chest near him should be the rest of your stuff.
Armaas can even give you a discount on your products if you successfully apply the option of persuasion.

You can also get him to establish trade with the fortress of Vigil (Quest Ms. Woolsey "Trade must go on").
Go through the door next to the Qunari, you have to fight with two male dragons. The worst part of this battle - which they sometimes like to leave the battle and fly around the room, but it can also turn to your advantage, as you can, for example, medical treatment or have additional protective potion in their absence. Dragons chasing around the room is not necessary - shoot at them with bows and staves - and they come back to you.
After your victory over your opponents look small video in which Aritektor and his aides be removed from the mine so that following them will be impossible. So, the way up is now open and you have completed your quest. At this stage, Velanna expresses a wish to join the Grey Wardens - you can agree or not, the storyline is not affected.

Warning: You can not go back into the mine after the holiday is over it. Therefore, if you have not studied it to the end - do it now.
The shadow of the Black Swamp
Just a few steps after arrival you will be greeted by a flock of marsh wolves headed by the leader of an elite-alpha.
A little further space battle is "spoken" tree - if your group is Nathaniel, he tells you what he knows from the history of the area.
Another group of wolves - this time with the two leaders of the elite - is waiting for you a little further. Several of them ambush behind your back, so watch out for your mages.
Follow down the path and it will lead you to the ruins of the village. Almost at the gate you will find the corpse of the creatures of darkness, and then you attack a few werewolves.

Ambush of werewolves, including some elite will also be waiting for you at the northern exit from the ruins. As usual, some of the werewolves will be behind you.

Gate leading to the docks at the moment can not be opened, so that you follow the only available way - to the north. Gone out of them, follow the fork and keep going left.

You'll find the old camp - apparently Kristoff - but there's clearly no one was not found for quite a long period of time. There you will be attacked by several elite Werewolf Shadow - from the corpse of one of them can be removed for good ring warrior.

Go to the north-eastern part of the map. When you will be attacked by an ambush of the Children (this may be your first encounter with these lovely creatures or not - depending on where you have visited before) - this means that you are on the right track and almost there.

Walk a little further - and you will find Kristoff, and then you speak first - one of the intelligent creatures of darkness. No matter what and how you respond to it - as a result he will make a magic ritual that will send you and him and all his squad straight into the shadow.

When he awoke, the first to express anger at the kind of "mother", because he was in the shadows with you, and retire to find a way on their own, leaving you to deal with the rest of his men - and several children genlokami.

In the shadows, as expected, full of demons of all kinds and sizes. You need to get to the docks - they are in the south-eastern part of the map. Walk around the docks and you will go to the door to the crypt. After a conversation with the spirit of a girl who will ask you to hide in the tomb, you will be attacked by an ambush of the skeletons.

Regardless of whether you want to hide from the enemy or not - you still have to go through the vault to gain access to the rest of the map.

In the crypt, be careful - skeletons on the floor usually come to life when you get too close to them, and of the tombs, which are scattered everywhere, it comes out to an additional reinforcement. The door to the surface is in the southernmost point of the vault.

After talking to the guard at the gate, go to the castle gate. They are trying to storm the angry mob, led by the very spirit of which you told the guard. To present to you the spirit of equity and ask if you join him against the Baroness.

In general, it does not matter which side you stand, but in any case not in a hurry to go to the courtyard of the castle - back to back you will not succeed.

First, go around the neighborhood and activate scattered around the essence.
Making sure that you have not missed anything, go back to the gate. Speak with a fair (if you choose to support the villagers) or the guard in the courtyard (if you choose to support the Baroness).
Join to the group, which is closer to your beliefs, and join the fight. Baroness and Justice is currently busy with each other - so you have to fight the first and either the Shadows (if you were on the side of the peasants), or farmers (if you supported the Baroness). At the end of the battle you will suddenly find yourself again in the real world.

Once back in the swamp, inspect equipment fair - you may need to replace it. From lying beside the corpse of the First, for example, in addition to other small things you can remove fine armor, which is perfectly suitable for your new ally.

Go to the castle. You will notice that there are new enemies around - they come from more open portals baronesoy Shadow. Each portal guarded by elite revenantom. Destroy them. The portal can be attacked by weapons or magic in the same way as any other opponent. All four of them.

In the courtyard of the castle you have to deal with Baroness personally - or rather, the demon of pride, especially prefers freezing and crushing prison. Keep alert spells and abilities that scatter magic. During the battle the demon will open portals Shadows - destroy them immediately, or from the Baroness will drag endless reinforcements. Death demon complete this quest.

After the battle, speak with justice and decide you need it to you as a colleague or not. (He may then decide not to join you if you supported before the Baroness against the peasants.)

Do not forget to inspect the corpse demon. Among other things, it is the key that opens the gate to the docks, where you need to look for several vnesyuzhetnym quests.
Battle for Amarantayn
On arrival in Amarantayn and disassembly with the first group of the creatures of darkness you speak Constable Aidan. He said the city fell, and nothing can be done. A few minutes later you will approach a truce - one of the intelligent creatures of darkness, sent Architect. Architect sends you disturbing news - the army goes to the Tower of Mother Vigil.
You have an important decision. To stay and try to save the city or set fire to it, along with all the enemies (and the surviving residents) and start another quest Battle Tower Vigil.
If you decide to save Amarantayn, your first task - to help survivors of the defenders. Walk around the city, helping soldiers to deal with the creatures of darkness. In the bulk of the opponents were weak, although from time to time, and among them there are the elite. When you kill all the creatures of darkness on the streets and get the update in the journal, talk to the leader of the militia. He will offer you a break in the building of the Church, where the surviving defenders keeping defenses, and you will automatically be there.
Outside the room where you are likely to spend the night, you get a message that the generation of darkness is still some way to penetrate the city - and penetrate, according to eyewitness reports, the hotel. Come out of the Church. Be careful - you are waiting at the exit steam elite darkspawn, including Archer, who can send your mage to the hereafter with one stone.

Having finished with the creatures in the street, go to a hotel. There you are waiting for the orange boss, student-General - two-handed warrior. Finished with him and his henchmen go to the secret passage in one of the rooms of the hotel, which you may have noticed earlier in the quest smugglers or Constable Aidan.

In a small cave, you are confronted second-gen - this time magician. Cleaning the course, go ahead and you go out to the suburbs Amarantayna. A little to the south-east of the place where you come to the surface, there is one general Spawn, this time for a change in the company of another boss - heavily armored Ogre-Alpha.

If you apply some damage to General, he umchitsya of neighboring houses, and in its place will run boss ogre. It is better to fight the ogre where you went out, so as not to be distracted by the General - he will not do to you.

With huge it is clear - as for the general, his class remained a mystery to me. He will cast a lot of spells, but at the same time can fight hand to hand and blow Mana spell it does not work.

In any case, after you have finished with this pair, defense Amarantayna completed. You will report that a messenger from the Architect now know where the den mother, so that you just have to go there to deliver the final blow. Decide the fate of the messenger and go to battle with Mother.

Gunsmith Glassrik and magnetic zacharovatel stand near the exit to the world map, if you need their services before the final cut.
The Battle for the Tower of Vigil
This battle will be much easier if you have completed all the quests to enhance strength and equipment of your soldiers. For example, if you have strengthened granite walls and hire a good master, you do not have to defend them - the enemy will not be able to penetrate.
On the right side of the screen you will have icons provisions - such as those that you have used in the finals of the Beginning. If you completed the quest by Dworkin bombs, then you can use them (bombs) from there.

Also there you will be archers - if you follow the path of smugglers Amarantayne also released the prisoner Archer, your hands will be a little more efficient. Archers and bombs can be used any number of times, but it will take time to recharge after each use.

Battle for the Castle Vigil consists mainly of fairly short battles in one part of the yard, then you will usually report that the new wave of enemy attacks from the other side - so you have to run back and correct the situation.

After a few battles you will see a movie in which the Seneschal Varel alone protects the gate of the ogre. Unfortunately, you will not be able to intervene in the proceedings.

Take advantage of a break in the battle, and if necessary, purchase medpripasy have standing in the courtyard of the healer.
Fortress war will continue until the yard appears orange boss - armored ogre alpha. After you defeat him, start Herald. Like most novices, he is a magician.
Death Herald complete Fortress war. You will be told that the retreating Spawn left a clear trail and you can follow it right to their lair.
Last push
It is a narrow mountain pass, which is home to a variety of creatures of darkness - the usual Garlock and genlock to déjà vu you heavily armored ogre (though, this time, not the boss, and elite). At the end of the passage you will find ancient ruins.
Do not rush to pass under the arch - better lure the creatures of darkness itself. If you walk under the arch, you will be attacked by the Supreme Dragon, and in the battle with the likes of existing best to focus on them and not be distracted by trivia.

Go inside the ruins. They consist mainly of narrow bridges and an equally narrow stairs, where you wait a variety of creatures of darkness, including heavily armed ogres and novices (the latter are usually mages).

Crystals ImperiiPravit
Inside the ruins scattered everywhere Tevinter golden crystals. They can be found in chests, the "lumps of flesh" on the corpses of fallen enemies. Total of twelve. Also located within the ruins of three ancient magic circle - if you have your four crystals each circle, you get a small bonus for the magic last fight - you can never cast a spell on the mass paralysis healing (which also raises from the dead) and the fireball.
The second magic circle you will be greeted by Architect. You can attack it at once, or still listen to his explanation, and then later decide to accept the offer or not.
If you decline the offer of Architects, it does not approve of Nathaniel, Velanna and Oghren.
If you agree with his proposal, it does not approve of Sigrun, Justice and Anders. In the case of Sigrun and justice you have to apply belief (good effect also help the cause) - otherwise they will attack you.
If you decide to deal with the Architect, keep in mind - it is a very powerful wizard and cast powerful spells of mass destruction. On Utu can or do not pay attention to it or select a maximum of one member of the squad. Compared with the Architect does not cause much damage.
If you have accepted an offer of Architects, in the final battle he on your team once casts to help you firestorm. (The command appears in the box next to the fourth Tevinter spell.)

Anyway, follow the on and go to the next area - Socket Mother.

After a short conversation, join in their final battle. One of the most annoying features of the Mother - that she likes to impose on your rune mage Neutralization that instantly sucks all their mana and cancels all the wards, so keep alert liriuma potions.

At the beginning of the Battle Mother cause itself to the rescue several elite tentacles. After you defeat them, it will continue to cause to help children. Keep ready a spell or ability of mass destruction - kids always appear in impressive numbers. Do not forget that they can knock down. Mass Paralysis spells, and the like are usually very helpful in this battle. The rest depends on the composition of your team and your favorite tactics.

Upon completion of the battle, see the epilogue, where you talk about the future of Amarantayna, its inhabitants, and your colleagues.
2 Comments
ColMustard 18 Aug, 2013 @ 12:56pm 
It looks like this guide was either translated from a different language or English isn't your primary language; I don't mean any personal offense, it's just hard to read/understand.
c00lizz 25 May, 2013 @ 4:06am 
You need way more line breaks man. This is too hard to read. :p