Passage: Bresilian. Dragon Age: Origins: Manuals and Passage Broken Stone Altar Dragon Age

Where and how?

I present to your attention the passage (step-by-step and very detailed :)) quest "Treasure of the Maga", by completing which you will receive a wonderful set of Juggernaut's reservation (one of the best sets of armor in the game)

The quest takes place in the Bresilian forest, where you will fall (be sure), performing the task of the Doli elves.

In it, you are waiting for terrible spoilers and piles of pictures, so carefully, there is a lot of traffic :)

History of Armor.

Empire has long hands. Once they reached even before the Bresilian forest - during the time, when the barbaric tribes of Klein still owned. Tevelin magicians retracted their forest step by step, if necessary, putting the most terrible magic if necessary. Master Haras sent an army to the forest under the leadership of General Alarika, his friend. For him, Harash ordered a set of beautiful armor, which has finished the lyric and its own blood magic. Armor, he called "Jaggernautsky" in honor of the turbulent stone giants guarding the Gate of the Minratoux. Armor helped Alarik to win many victories in battle battles. The defeat did not come from the outside, but from the inside. Against Alarika rebelled his own officers who have possessed the honor, which he used the masters, and decided to pick up the Jaggernaut's armor.

But it was worth someone from the officers to pick up armor, as the rest turned around against him. Very soon, the Tevinsky outpost turned into a nest of intersubs. The last three officers killed Magister Haras who came there. But Klein's troops have already approached the outpost. The leader of Varvarov Klein also wanted to get the famous armor, and even with all his power, Harash could not resist them to them. Instead, Harash, using the remnants of vitality, urged demons in the body of the three last fallen officers, as well as in his own. These revived dead people reliably hid the fragments of Jaggernutic armor, so when barbarians broke into the outpost, they did not find any armor, nor troops there. The legend of the Jaggernutic armor is still alive, and a lot of brave men looked at the depths of the Bresilian forest on their searches. But no one has come back.

Characteristics of juggernaut armor.

Jaggernaut's helmet - Power: 38; Armor: 3.15; +1 to armor, +10 to mental resistance.
Jaggernaut's walled gloves - power: 38; Armor: 2.63; +5 to resistance to fire, cold, electricity, nature forces, magic of the Spirit.
Jaggernaut's War Armor - Power: 38; Armor: 18.38; +10 to the resistance to fire, cold, electricity, the forces of nature, the magic of the Spirit.
Jaggernaut's ward boots - power: 38; Armor: 3.15; +5 to resistance to fire, cold, electricity, nature forces, magic of the Spirit.

Not bad, on the mage you can wear, either on the tank.

All roads lead to armor.

To begin with, we need to break into the eastern part of the forest and find the gravestone: here is the exact place on the map, where it is:
We approach and use the tombstone, choose the option to disturb the runes.
As soon as we do this, we start the quest "Treasure Magic" and will occur with spawn enemies around us. Here is the disposition of spawn enemies: list of enemies:

Skeleton-Eater (Yellow Nick)

Skeleton-Eater

Skeleton-arik

Fly-skeleton

(Theoretically, the composition may change, but the same enemies have spawned for two passages)

Tactics: I kept the rebel on the tank (Alister), Winn he treated him and Buffala, and the rest cut out the add-on (ordinary skeletons), then, when there was no one in addition to the rebel, all Gurta hired on him and finished.

Having killed him, we remove the first part of the set with the corpse - the playing boots of Juggernaut.

- Go further, here:

Actually disturb the grave:

Spawn occurs, the disposition of enemies:
List of enemies:

Reserved from the dead (orange nickname)

Skeleton-archer (yellow nickname)

Skeleton-arik

Skeleton-arik

Skeleton-arik

Tactics: the same as in the first battle.

From the corpse of the rebel, removed - Jaggernaut's walled gloves.

- Next, we need to return to the western part of the forest, here:
Actually disturbing the grave:
And we kill the outstanding enemies, the disposition:
List of enemies:

Reserved from the dead (orange nickname)

Fly Skeleton (yellow nickname)

Skeleton Mag.

Skeleton-arik

Skeleton-arik

Tactics: All the same, only be sure to kill the skeleton-magician first, and then he can deliver a lot of trouble.

From the corpse of the rebel, we remove the third part of the set - the jaggernaut helmet.
Nishtyachki on the surface we collected, and now in the ruins!

All roads lead to armor 2.

For the last part of the set (armor) we will have to go down in the ruins.

We go to the lower level of the ruins:
At the lower level, we go (killing the undead and spiders along the way) in this room.

Received: Automatically after finding inside the sarcophagus [Forest Bensilian - Bottom Ruins]

Description: You can start this quest after the victory over a group of skeletons in the big room, where you met the ghost of the boy. Explore the southern room after the battle, open the sarcophagus () and pick up the screen (clay plate). It would be nice to read what is said there (for this open your magazine).

You can continue this quest after you find yourself in a large room located north and shown in the screenshot above (). Be sure to find the fountain and altar before the beginning of the ceremony. Here is a list of things you have to do to succeed (you cannot change order and should not get any errors):

1) Fountain: Lift the jug.

2) Fountain: Fill with water jug.

3) Fountain: Leave the fountain.

4) Altar: Put the jug on the altar.

5) Altar: Stand on your knees in front of the altar and pray.

6) Altar: inspect the jug.

7) Altar: Drink water from the jug.

8) Altar: Raise the jug.

9) Altar: Leave the altar.

10) Fountain: Pour the remaining water into the fountain.

If you have done everything according to plan, the nearby gate will open, and you automatically complete this quest. If you do something wrong, then instead of a new room you have to deal with powerful monsters. Explore the rest of the ruins to collect treasures and perform a small part of another side quest (

Robbers:
Assassin - teaches Zevman with sufficient respect. You can buy a book in Elfinza.
Duelist - teaches Isabella (Captain of Pirate Korough) stands in the brothel of Denerima.
Bard - teaches Leliana with sufficient respect. You can buy a book in deserim.
Pathfinder - bought in the basic camp.

Magi.:
Battle Mage - During the quest for the murder of a waswolf in the elven ruins. Find an amulet, pass the light quest and hiking you.
Spiritual tech - teaches Winn with sufficient respect. Sale in the store Mages Deromereim.
Werewolf - teaches Morrigan with sufficient respect. You can buy from Varatna (at the Doli).
Blood magician "After saving Redcliff from the attack from the castle, in the castle during the battle in the shade with the demon, talk to the demon and he will teach."

Warriors:
Knight - After finding urn, Earl Eamon will offer a reward, part of this award is specially Vityaz.
Berserk - teaches Ogren if there is sufficient respect. The second option is to buy at the gnome in deserim.
Ripper - teaches the collegum (it seems to be a leader of fanatics) during the passage of the Quest "Urn of Holy Prach"
Templar - teaches Alistaq with sufficient respect. You can buy in the basic camp.

Characters for group: Where to take, favorite gifts

Alistaire - Join Ostagar || Figurines, Rune Stones, Duncan Shield and Mother Amulet
Morrigan - Joined after Ostagar || Jewelry, Falliant Fleet (tells how to kill it)
Martial dog Mabari - at the lottering, if you did the Quest in Ostayar || bones
Leliana - in lottering || Andrasta symbols, silver sword
Walls - in lottering || Portraits, Totem and your sword
Zevran - After the lottery, a random meeting after the joining of the Doli elves, dwarves or magicians || Gold and silver bars, gloves and boots
Ogren - After the lottering, in Ozammar || Dwarf loves to drink \u003d))
Winn. - After the lottering, in the circle tower || Printed publications
Sheila - (in addition to the game) After the lottery, make a quest from premium content || gems
LOGYIN MAC-TIR - in deserim || cards

Where to find? .. Products

Runes (Grandmaster) . Deep Roads, Ruck's Store (Grandmaster Cold Iron Rune)
. Denerim Market, Cesar After The Landsmeet (Grandmaster Dweomer Rune) // Trading Quarter Delnerim, after the Land Meeting
. Denerim Market, Gorim, After The Landsmeet (Grandmaster Silverite Rune) // Trading Quarter Delnerima, burning after lands meeting
. Denerim Market, Wonders of thetedas After The Landsmeet (Grandmaster Flame Rune) // Trading Quarter Delnerima, Tedas Wonders after lands meeting
. Denerim Market, Wonders of thetedas After The Landsmeet (Grandmaster Paralyze Rune) // Denasim Shopping Quarter, Tedas Wonders after lands meeting
. Frostback Mountains, Faryn (Grandmaster Silverite Rune) // Frosty Mountains, Farin
. Party Camp, Bodahn's Wares (Grandmaster Frost Rune) // Camp, Boddan Feddick
. Party Camp, Bodahn's Wares (Grandmaster Lightning Rune) // Camp, Boddan Feddick
. Party Camp, Bodahn's Wares (Grandmaster Slow Rune) // Camp, Boddan Feddick
. Redcliffe, Owen (Grandmaster Hale Rune) // Rarcliff, Owen

Books (add glasses skills, abilities or attributes) Tower of Circle, Intensdunt (Magic Development Book)
Doli camp, Varatn (book about skills and different)
Doli camp, Varatorn (a bunch of fatal vessel)
Trade Quarter Denomem, Miracles of Tedas after the lands meeting (a book about magical development)
Elfinage, Alarite's shop (book about skills and different)
Refuge, rustic shop (big book about fatal vessel)
Ozammar community halls, Garin (Physical Development Book)
Orsammar communal halls, Lennar (a deadly vessel book)
Camp, Boddan Feddick (Book of Magic Development)
Camp, Boddan Feddick (book on physical development)
Random meeting, Gnome Trader (book about skills and different)

Backpacks (increase inventory) Tower of Circle, Intendant
Doli camp, Varatorn
Trading Quarter Delmanima, burning after the assembly of land
Ostor, intennant
Camp, Boddan Feddick

Endless goods from merchants Elfi root, death root and animal poison - Varatory from the camps of the Doli (Forest Painting Bresilian).
Dust Lirima - the intensity in the tower of the circle.
Dexted reagent - Bodan Feddick in the camp and Alimar on the Alimar market in a dusty city (ORZAMMAR).
The launch mechanism is Alimar in the Alimar market in a dusty city (ORZAMMAR).
Flaski - Figor in the goods of a bar in the community halls (ORZAMMAMMAR), an interpreter from the "bustled nobleman" (Delmanim) and Bodan Feddick in the camp.
Reagent for sublimation and concentrating reagent - an interpreter from the "bustled nobleman" (Delmanim) and Bodan Feddick in the camp.
Stones of Life and Deep Mushrooms - Hands (Ruck) - Teig Ortan (Ortan Thaig), Orsammar (Orzammar)

Combinations of spells

Grease Fire (Grease Fire)
Mud (Grease) + Fireball Fireball or Geenna Fire or Unit, Wired Flame Flash

Flame Quencher
Grease Fire + Blizzard (Blizzard)

Storm of the Century (Storm of the Century)
Magic Power (Spell Might) + Blizzard + Storm (Tempest)

Smoking
The goal is frozen by a spell handling a stone (Petrify) or a icy grip (Winter's Grasp) or a Cone Cone (COLD) + Crete weapon or a crushing dunna (Stonefist) (Stonefist) (not always added to the code)

Electric explosion (Paralysis Explosion)
Runa repulsion (Glyph of Repulsion) on top of the runes paralysis (Glyph of Paralysis), the role of the role does not play.

Nightmare Sleep (Nightmare)
Sleeping (Sleep) + Horror (Horror)

Inflammation (ShockWave)
Power field (force field) + crushing dunna (crushing prison)

Improved Resurrection (Advanced Reanimation)
Magic Power (Spell Might) + Revival of the Dead (Animate Dead)

Cloud Couple (Improved Drain)
Vulnerability HEX (Vulnerability HEX) + Draw Life (DRAIN LIFE) or Mana Exhaustion (Drain Mana)

Entropic Death (Entropic Death)
DEATH HEX + DEATH HEX + DEATH CLOUD)

How to get a bridge?

1 - The first compatarius is put on the figure 1
2 - The second compatarius is put on the figure 2
3 - The third compatarius is put on the figure 3
4 - Conduct GG on the bridge to the end
5 - Conduct the oppiators from point 2 to point 5
6 - Conduct the oppiators from point 1 to point 6
7 - Conduct the GG on the bridge ahead
8 - Conduct the oppiators from point 3 to point 8
9 - Conduct the oppiators from the point 5 to the point 9
10 - Conduct GG to the end

Set of Jaggernaut

1 subject: Lower level of elven ruins (input through the ruins of the iswolf). Perform a ritual for the opening of the door (there is in fact "E) and in the grave will lie part of the set.
2 subject: Gravestone in the eastern Bresilian forest, after passing the magic barrier, on the way to the ruins of turning.
3 subject: Gravestone in the Western Bnessilian Forest, next to the place where you met the faces.
4 subject: Tombstone in the Bnessilian forest (immediately how to leave the camps of the values, where there is an oak stychoplet)

Wide Armor of Dragon Skur

1. Go here (Dragon Cave Where Fanatics Tuck)


2. Kill the cologma and a horn from him.
3. We run to the top of the mountain and the denim.
4. Kill the highest dragon and take another 1 skin.
5. We go to Dencherim to the Blacksmith and give 3 skins (Ideally pay to pay, since the last armor will be better).
6. We leave the city and go.
7. Take the armor.
8. Repeat (pay a little more) and give the last 3 ordinary skins.
9. We come out again and enter.
10. Choose and give the slope of the highest dragon.
11. Voila! Seth mild, heavy or massive (let you choose) Veida's armor from the dragon skins you have.

Getting the best magic gloves and one of the best one-handed swords

1. Find the adventure corpse in the destroyed temple, during the Quest of Urn Prach (South West Corridor).
2. Find the adventure corpse in Bnessilian lower ruins (southern room with fire traps).
3. In Ozammar, go to the tavern and talk to the adventurence.
4. Return to Dencherim and go to the dirty rear alley.
5. Open the door to the left, say with a man and kill Galahaga for your award.

How to open the door of the jug (in the ruins of the Bresilian forest)

Take and pour water in a jug
Put on altar
Pray
Hind a sip of water
Pick up and pour out the rest in the fountain. (To fulfill, you need to find a note about the ritual)

Quest - Summoning Science / Summoning Sciences (the one that is in the tower of magicians)

Find one or both half of the book in the library, then start calling. The first three challenges to hold in accordance with the code. The fourth call contains the sequence of all three lessons (with the exception of the flame call) and the "Summoning the Fourth" is completed with cabinets. Arl Foreshadow will appear, which can be drowned and get a note for the code.

The first call: a call of the call, a reference book of spiritual figures, the call of the first.
SECOND CHOICE: SUPPORT OF A CRIVE, THE UNUSEASTING PROFESSION OF RODERCOM, MAG GORVIS, CHOICE OF THE SECOND.
The third call: Aviation Forew, Large Bestiary of Elvorn, a place for threading tables, etherial, Magician Gorvis, Novice Amulet, Calling the Third.
Fourth Call: Fallet Call, Handbook of Spirituals, Unusual Profession Rodercoma, Magician Gorvish, Big Bestiary Elvorn, Place for Table Threads, Spiritarum Eterioleis, Magician Gorvish, Amulet Novice, Calling Fourth, Pocket Theft on Harl.

How to cause a dragon asylum to fight?

You can only call it if you refused to desecrate the urn with ashes. Then the collegiate attacks you and the horn of the cologma will be discovered on his body. Open the inventory and use this item in the location where the dragon was (at the output of the destroyed temple). Also P.the dock of desecration and formal accession to the cult on the cologry can still be attacked.

What advantages to characteristics give every race in Dragon Age: Origins?

Everything is quite simple:

Human:+1 to strength, +1 to agility, +1 to magic, +1 to tricks.

Elf: +2 to magic, +2 to the power of will.

Dwarf: +1 to strength, +1 to agility, +1 to the physique, a 10% chance to resist hostile magic.

In fact, Race inDragon.Age.: Origins.of particular importance does not. So take what you like.

How is the development of characters?

Any class is gave E T levels with the same speed and gete. t Sions and the same glasses.
- Companions Receive experience about at the same speed as the main character. But this is if you take them with you. If they remain in the camp, they will be automatically translated into the next level in case you are torn away from them more than one rank. Thus, they will always lag behind you for one level.
- Each level
the hero gets 1 point of skills and 3 points of attributes.
- Warriors and magicians get skills every 3 level,
robbers - every 2 levels.
- Specialization glasses are issued in the 7th and 14th levels.

How to make spectacular finishing strikes that showed in the rollers?

But all this is scripted and shown in strictly defined moments of the game.
But one small advice can give, when the superboss (orange nicknie) does not use any skills, as well as onions and other distance weapons, as the script is started in the "free" battle and when using a melee, and when the script occupies its place Skills, no necessary conditions for the execution of the Fatalyti script.

How to hack castles?

I miss the potions of life. What to do?

Instead of buying them, do this:

Buy more from any merchant more flasks and elven roots.

Examine the skill "Travnik" (or take with me Morrigan / any other with the corresponding skill).

Make a kip. This is enough for a long time. If necessary, repeat.

Problems may arise later when you can't cost small parires. Then you need to learn your grass further, buy reagents for sublimation and other ingredients required to create more powerful suppress. The same can be done with the potions of Mana.

PS. In my opinion, the khards are needed to the tower of the magicians either (with re-passing the game) to 7 Level Maga, because the specialization of the "spiritual healer", especially at the later levels of development (when the magician has a very high indicator of "magic") makes the parires absolutely unnecessary ( With the exception of the pair of especially hot places closer to the end of the game).

What to do with magical runes?

When you leave the lottery, you will meet two dwarves, which attacked Darkness. After the violence over the enemies will follow a short dialogue, after which it becomes clear that the guys are merchants. From now on, they will travel with your camps. At the same time, one dwarf (Bodan) simply trades, and his receiving son can enchant your weapon using these very runes. But for this you will need things with special slots.

In Corkari's Debries there is a task: "Missionary". How to execute it?

You need to prompt the chest. Can be found and without tips, Just thoroughly examining the territory. The desired chest located In the southern part of the location - the track from Kama leads to itn.to her. Guarded flocks of wolves. Two statues will stand near the chest.

In Debries, Corkari has a task "Testament". How to execute it?

You need to pick up things from the cache in the camp (located in the fire) in the WestDebrey Corkari And attribute Jette to Redcliffe. The cache appears only after, how startsthe task.

Urn of Holy Praha.

Brother's House in Denerime (Brother) Genitivi
The assistant named Weylon will say that Genitivi was last seen on Lake Calenhad. Next paths are possible:
- Catch Weylon on lies if the attribute attribute is quite high (Weylon attacks);
- Try to open the door to the Genitivi bedroom and insist on it (Weylon attacks);
- Go to the spoiled princess on Lake Calenhad, ask the innkeeper, get into the ambush at the exit and return to Weylon (he attacks).
The search of the bedroom will allow finding Genitivi research and will open a new location on the map - Village of Haven.
Haven / shelter
After a conversation with Father Eirik in Haven Chantry, do not forget to choose Cultist Medallion - this is the key to the destroyed temple (Ruined Temple). In the northeastern corner of the room you can also open the secret door and find Genitivi.

Ruined Temple / Temple Ruins
The key from the southeastern room is hidden in a richly decorated chest (Ornate Chest). The key from the main door is in the locked southeastern room. The door as the main one opens with the ignition of the magic warmer (Brazier).
Further, all the chests, except for the locked, do not contain anything useful, but cause Ash Wraitys when trying to open them.

Wyrmling Lair / Dragon LogGood opportunity to deal with drake scales. The right tunnel branches are optional.
The collegum (Kolgrim) will be offered to defile the urn of the Holy Blue Dragon Blood (Dragon's Blood). If you agree, it will provide a blood vessel. Otherwise, Kolgrim (Kolgrim) should be killed and pick up the horn from his body, or the mountain in the console version.

Mountaintop / Top Mountain
If you use the Horn Horn (Kolgrim's Horn), you can call the Great Dragon.

The Gauntlet.
Puzzles
Right and in a circle:
- Ealisay: a Tune
- Lady Vasilia: Vengeance
- Disciple Havard: The Mountains
- Disciple Cathaire: Hunger
- Brona: Dreams
- THANE SHARTAN: HOME
- General Maferath: Jealousy
- Archon Hessarian: Mercy

Ghost from the past
Regardless of the responses, the ghost will allow you to go further. Who will be depends on the origin.

Phantom Bridge
Described in paragraph

The quest begins when touched to the tombstone in the north of the eastern Bresilian forest. You need to assemble the jaggernaut armor kit. Gloves, shoes and helmet are in tombstones under the protection of rebeling from the dead in West and East Bresilian. To get the lats to open a passage to the elven burial chamber, which is at the lower level of the ruins.
To do this, you need to take a sign with a description of the ritual, and then make a ritual in the hall with a fountain.
The procedure for performing a ritual:

  • take a jar from the fountain,
  • fill it with water
  • get away from the fountain,
  • put a jug on the altar,
  • pray,
  • inspect the jug
  • drink one sip
  • take a jar
  • get away from the altar
  • pour water into the fountain.

Puzzle in the cellar of Wilhelm (Honnlit)

You need to move the tiles, becoming on them, so as to heat the opposite angle. The direction of fire is determined by the arrow on the tile.

The key to the city (Orzammar)

Places of finding documents:

  • Hall Heroes,
  • Community halls
  • Diamond halls
  • Dusty city
  • Arena tests.

Guardian Life (Orsammar)

Location of three Rune Stones:

  • Community halls
  • Crididine crossroads
  • Dead rally.

TRONER HALL (ORZAMMAR)

The sequence of actions for the release of the dragon:

  • touch the throne
  • put two characters on push plates in the throne room (located next to each other to the left of the throne)
  • put the third character on the third pressure plate, which is located in the lobby in front of the throne room,
  • touch the throne again.

Reduced bags (deep orzammar trails)

Places of finding bags. Those who need to reunite in Teig Othan: one - Teig Edukan and two - at the caridine crossroad.

Terrier limit (magic tower)

Location of three fragments of the text:

  • three in the rooms of students,
  • two in the rooms of senior magicians,
  • one in the Big Hall.

The activation sequence of statues in the Big Hall:

  • statue with bowl,
  • statue with raised sword,
  • statue with lowered sword,
  • statue with shield (located in another room in the center of location).

After that, touching the door of the basement in the rooms of students, you will call the Shah Verd Demon.

Science call (magic tower)

Find and read one of the two fragments of the text of science science in the tower of the magicians who are in the rooms of students. The ritual of the call is made in the library

At the beginning of each call, touch the font in the central library compartment (at the same time all the necessary items in the library will appear). Then you need to activate the items listed in the list, and touch the appropriate semi's call stain (three are in the library, the fourth in the neighboring central room in the niche. Located on the left of the entrance).

Procedure for activation of objects:

First call:

  • Handbook of spiritual figures.

(Caban-ghost will appear).

Second call:

  • Magician Gorbish.

(A ghostly deft switter appears, this call opens an additional quest on a dumping board in a rareclifer).

Third call:

  • Big Bestiary Elvorn
  • Table thread space,
  • Sparium etteriasis,
  • Mag Gorbish,
  • Amylolet novice.

(Beressarian will appear a bursting shadow that will attack you).

Fourth Call:

(All items of the first three appeals)

  • Handbook of spiritual figures
  • Unusual profession Roderkoma,
  • Mag Gorvish.
  • Big Bestiary Elvorn
  • Table thread space,
  • Sparium etteriasis,
  • Mag Gorbish,
  • Amylolet novice.

(Earl Formshedou will appear, who needs to have time to steal a note).

Test of faith (destroyed temple)

Right answers to questions:

  • Bronen - Dreams;
  • Taine Scandal House;
  • General Murfert - Jealousy;
  • Archont Gesarian - compassion;
  • Student Katere - Hunger;
  • Pupil Haward - Mountains;
  • Lady Vasily - Revenge;
  • Elisha - melody.

Phantom Bridge

Near the ghostly bridge disconnect the detachment. One person must go through the appearing compartments of the bridge, three (a, b and c) press tiles.

Tile press sequence:

  • (A) the second right,
  • (B) the third left.
  • (C) the sixth left.
  • (B) the fourth right.
  • (A) The first left.
  • (C) the fifth right.
  • (B) fifth left.

Immend to the territory of the Bresilian forest after entering the territory of the Bnessilian forest, the Patrol of the Elves-Doli will be stopped. They conduct you spend the custodian, which is crushing to admit that I would be glad to help with gray guards, but - alas! - Currently can not do this. And the reason is that the elves are in a state of war with local werewolves, many of them are already infected. And there is absolutely no salvation from this curse ... well, except for someone who, by the kindness of spiritual, do not mind to risk his life, will go to the Bresilian forest and kill Wolf Verefang (White Fang), from which this curse began.

The Larkend is in the ruins in the southern part of the Eastern Forest, but so simply you do not get there - the magic fog every time wraps you back when you enter it, and another path leading to ruins is not.

Remove the effect of fog in two ways:

  • Run the quest of the Great Oak, which is located in the Western Forest, and return to him stolen acorn. Acorn is at the crazy hermit in the Eastern Forest, and it can either kill it (but it is a pretty strong magician), or peacefully remove acorn on something interesting for the old man. For example, he will gladly take a scarf Danail, Amulet Atriana or a book received from Kammena.
  • Agree to the offer of hermit to kill the Great Oak.
  • In both cases, you will receive an item that allows you to no interference to pass through the protective fog.

    Razvalein you will have to fight with a group of iswolves led by their leader in the SVFTranster (Runner). However, as soon as you remove almost all the lives, how white wolf jumps on you and take advantage of this to escape. Follow them on the first tier of the ruins.

    The staircase leading to the Larkend is very close to the entrance, but at the moment it is closed, so you will have to look around. Go to the southwest part of the map. This tier is quite small, so, having scored on the road from several spiders, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send ahead of the robber, if you have in the group - the floor in this room is littered by traps. When you find yourself in about the middle of the hall, his inhabitant will joyfully welcome you - dragon. Fortunately, this is a small dragon, but nevertheless it can be quite dangerous - tactics, of course, depends entirely from the group and your personal preferences, but one of the safest ways is to keep it in constant paralysis or freezing. After his death, you will inherieve dragon treasures - a very impressive pile of a wide variety of thing, which lies a little further.

    The dragon was the guard of the stairs to the lower tier, so now you can freely go further.

    The second tier of the ruins is more of the first and enemies (mostly undead) is quite numerous on it. Especially they like to pounce on you almost from nowhere, getting out of all possible slots, including for your back. Be careful.

    In the huge hall in the south-western part of the ruins of you on the stairs you will welcome you a few skeletons. Observe them and go further - and you will see a witch horror (Arcane Horror). It has a bad habit to teleport all over the hall from the end to the end and also causes himself to help additional skeletons. The safest way to end with it is to just shoot it out of the onions from the stairs, periodically to do - in this case it does not move from the place and the skeletons does not cause. (If you have inventory arrows Andrasta, then you can end with him without receiving the slightest damage.)

    Having understood with horror and skeletons sitting in the side rooms, you will finally find an alternative entrance to a shelter of a weakened to the north of the hall with horror.

    Werewolves will pounce on you literally a few steps after the entrance, but after you figure it out with the first two groups, they will throw off the White Flag and offer you to spend you to some kind of forest hostess for peace negotiations. Take their offer or not - Your business. If you accept it, then you are spent towards the hostess of the forest, which will tell you the adultery history of the occurrence of the curse and will ask for a casualties. If you agree, you will find a stained on the first tier of the ruins.

    The initial negotiations of the root and keeper will not end, and you will have to choose, on whose side to get up in the upcoming battle. If you choose a root, then get the approval of Alistair.

    The battle may be serious or not very depending on your level and the composition of your group. If you kill Verefang, then the tail will consolidate you in the upcoming war with the dissection of darkness. If you defeat the cut, you can persuade him to sacrifice themselves and remove the curse with a short - in this case, the support of the elves will borne Lana

    Alternatively, you can convince the owner of the forest to destroy all elves, including a stannaya, as revenge for the deed. In this case, the support in the war you will receive from the iswort. If you are webcam this option, you will not be able to complete the non-sales quests of the elves (if any of them still remain unfulfilled).

    It's quite a black option: get up on the side of the cut, kill all the iswolf, and then finish it and his own. In this case, you will still get support from elves, as they suggest that it is cut in battle with theft.

    If you persuade the reason to remove the curse with a root, then deserve Leliana's approval.

    Navalny Quests

    Camp of Doli

    This quest gives you atras. Danayla's wife seems to be killed after the battle with a short, but Atraces suspects that the keeper Crane told him a lie and in fact Danayla did not died from the Russian Academy of Sciences, but turned into a werewolf. You can promise him to learn the truth.

    Danile you will find in the Eastern Forest near the northern exit. A poor woman is in fact now the waswolf, and will ask you to kill her, giving you before this scarf for atras.

    You can not help Danile. If you refuse to kill her, she will attack you and as a result will die. Return to the atras. You can execute Danail's request and lie that she died from RAS or tell him the truth (in both cases you can give him a scarf as an additional proof of your truthfulness). One way or another, as a reward, you will receive an amulet with + 4% to the magic resistance.

    If you are satisfying the atras, then deserve the approval of Leliana (+3).


    The gunsmith Varatorin will incorporate that it is no longer released by the members of the clan into the forest, and therefore they cannot replenish the stocks of special material - iron cortex, which is very good for the manufacture of both weapons and armor. You can promise Varautan to find this Cour, as you still have to go to the woods on the task of the stained.

    Corra You can find in the Western Forest in a fallen tree near the northern passage to the eastern part of the forest. She is guarded by a wild sill - obsessed tree, which will come to life if you approach it too much.

    If you guess Coru Varatorna, then he will make you from her or a long bow with excellent damage against animals and not bad - against non-love, or middle armor with +25 to endurance. Alternatively, you can refuse the award in general - in this case, Varatorin is able to take at least an amulet (gives a high increase to sustainability against natural damage, i.e. nucleus).


    Young elf cammen will share with you with your personal problems if you are a Doli Elf. If you are not, then you will have to use belief / threat to deal with it. The problem of Kammen is that his Gain's girl rejects his courting, as he is not a full hunter. Cammen and will be happy to go hunting, but it is impossible, since the keeper Crane forbade the clan members to go to the forest from fear before the weapons.

    Solutions of the problem here can be a lot. You can convince the hein to take a chamber as it either or convince the cammen to take the skin of the wolf from you (if you do not have the skins, then you can get it in the Bresilian forest). You can also prevent them from being together, convincing one of them that the other hates him (however, why do you need to do it? Is that for clean angry in nature.) You can seduce the gay yourself and tell about this camman who will run away from grief Looks.

    If you somehow reduce the geyine and cammen, then lose 5 points of influence with Morrigan, but we will get the approval of Liliana (+5). If you seduce the hein, then Lillian does not like it too (-3).

    As a reward for the quest you will receive from the book by the book "Legend Ilorana". He will give you a book only if you either cut it with the gee, or at least not broke their relationship forever (that is, talked to her, but did not achieve anything).


    One of the Galls (elegant oneegeod-like creatures, whom the values \u200b\u200bare used instead of horses, although they treat them with much more reverence) is clearly unhealthy, and Elora, Gall's dressing chair, is concerned that it can be infected with the poison of the Darkness of Darkness. You can explore Gaul yourself using survival skill. To calm the Gaul, you need at least two points in this skill - and this time you are not considered the skills of satellites in this quest. If you manage to calm her, then Elora learns what is the problem, and your quest will be completed. If you prefer to go on the "evil" path, you can lie Elore that Galla is mortally sick and will not live for a long time, and it is better to kill her from mercy. If Elora believes you, you will receive a galli horn as a reward - from her Varatory can make an amulet with + 10 to mental protection. (If she does not believe you, it will no longer talk to you.)

    From the first assistant table, Lanai, you can learn a little about the history of the Doli elves (and get the appropriate entry in your code).

    Sarenel (rather aggressive elf, especially if you are not a valley yourself) will tell you the stories about the past elves, as well as what he knows about the shorten, which will give you new entries in the Code.

    Varatorin sells an unlimited amount of dead and elven root, as well as a poisonous extract.

    A little north of Varatorna is a chest in which you will find a love letter (required for the quest "Interested Persons" in deserim).

    Western Bresilian Forest

    In the center of the map, near the tombstone, you will find the wounded Elf Daigan. In addition to how good is your GG, you can attribute it to the elves camp, cure and send to the camp, kill or just rob. If you cured or delivered it to the camp, then when you next conversation, he will give you sapphire as a reward for salvation.


    If you have already activated the quest for the Magician treasure in the eastern part of the forest or ruins, then go to the center of the map to the marked grave. If you disturb the security signs, then a rheorent with several skeletons will jump out of it (including skeletal magicians).


    Next to the grave of Rennant is a place of force, which you need to activate on the task of the magic guild.


    When you finish a conversation with a great oak, you will attack a few wild Silvanov.

    South of the Great Oak is an abandoned camp. If you examine it, then the whole group will plunge into sleep, and the shadow will attack you. Usually, only one team member turned out to be unjeited to fight the shadow (although sometimes it happens that others wake up).

    If after survey all the items you have chosen the option "We need to go faster from here" instead of staying and checking, what is the case or to succumb to relax, the shadow will not appear at all.

    The shadow is not such a complex opponent, even for one character, especially since it happens the magician - worst that after the awakening of the rest of the associates, they all get injuries.

    If you won the battle with the shadow, the camp will disappear, and there will be several skeletons and a chest in its place, from which the Doli gloves can be taken - a "special" gift for Zearan.

    East Bresilian forest

    In this part of the forest you will find two graves - one at the very north card, another in the south. If you disturb the security signs, then the rhenenette and several skeletons will be rebelled. By killing Revenant, you will find part of the heavy jaggernaut's heavy armor on it and get a quest for its complete collection. In total, in this set four parts. Two, as already mentioned, are located in the eastern part of the forest, one - in Western, in the grave in the center of the map, and one lies in the sarcophagus on the Nizhny Yarusa Ruins - to get to it, you need to execute the Elfi Ritual. Your quest will be completed when you collect all four parts.

    If you went to the Bresilian forest at an early stage and the rhennants are too strong for you, try the tactics of flight - if you even drive all opponents for you, they will still stretch along the road and (perhaps) will not attack you with all the scope. It is also nice to sow on a rhennant for something holding like a power field - then you can divide with his assistants, and even then go to them by yourself without being distracted by all sorts of little things. In extreme cases, you can always return to this quest later, with the best outfit and weapons.


    If you have already received a quest regret, it is not far from the crazy hermit, you will find Aneyrin (see Details in Quests of Comraders).


    If you have already received this quest on the tasks of magicians, then you will find Malefikov in the Nordic ruins near the grave of rhennisants. (For details, see the quests Mages.)

    In the ruins in the north-central part of the card, two ribbons will be pounce.

    A crazy hermit besides the stomach you need, it will offer you to push the helmet from him (the ancient elf helmet, part of a very good set) and a book (gives an entry in the code). Here are some things that are of interest to him: Danayla Sharf, Amulet Atriana, a book obtained from Kammena.

    Ruins

    First tier

    In the north and south of the entrance there are two fake brick walls - if you come up close enough, you will see that they actually are secret doors. Each of them sits in an ambush a couple of skeletons. In the chest in the south room you will find a love letter that you need for the quest "Services to interested parties" in deserim.

    (Another small secret room is behind the fake wall a little further, opposite the staircase leading in the Larkend. Although there is nothing particularly interesting there.)


    Second tier

    In the spacious hall you will see the ghost of the Elf boy. It doesn't matter what you say to him - as a result, the ghost will run away, and the whole horde of skeletons will appear around you. Depending on the level of your group, they may not imagine a big threat to you, but if you have problems with them - you can always quickly retreat as much as possible, it is best to enter the tier itself - then there is a good chance that you are Only part of the walking dead followers will follow, and to kill it will be much easier.

    In a small room to the south of this hall you will find a clay plate and a scroll with a description of an ancient ritual. Go further and at the first crossroad turn to the north. You will find yourself in the hall in which you should take this ritual. Carefully read the scroll, we study the sign and repeat the instructions exactly:


    1. Take Kuvshin

    2. We recruit water into it.

    3. We put it on the altar.

    4. Pray.

    5. Drink a sip of water from the jug.

    6. Pour the remnants of water from the jug into the pool.

    (Keep in mind that if you have not yet found a scroll and a sign, you can't do anything with the altar. The ritual can only be done after their detection.)

    If you play all the manipulations correctly, then the former previously locked north door will open. You will first find a couple of skeletons first - nothing is especially terrible - and the ghost of the elf. As in the case of a boy, it is completely no matter what exactly you will tell her - everything will end the battle with shadows, including the shadow of the elf. All three are elite. After the battle, you will find the Armor of Jaggernaut's armor in the sarcophagus, which are part of the quest for the collection of Sketch Juggernaut.


    Next from the hall with a ritual intersection, you will find the trinity of the skeletons, but do not relax: as soon as you deal with them, a much more serious ambush from a dozen opponents will immediately look like, and some of them appear for your back. After you are shared with them, go to the southern room, where you will find the altar and phylactery. Touch the Philaktherity, and you will understand that in it for many centuries there is a spirit of the elven magician. The Spirit will offer you to free it, caught in return to the training of specialization "Combat Mag" (allows the magicians to carry armor and actively participate in hand-to-hand battles, if you develop the entire branch). You can also just free the spirit, I do not ask anything in return. You will not receive a specialization then (you can try this option when re-passing, as it is already open), but your actions will approve Alişer (+2).

    The lair is iswolved

    In the southeastern room you will find "vintage texts" with a scroll of Banastor - one of the five scrolls you need for the quests of magicians.

    In the southwestern room you will find "Black Flacon". This is one of the six bottles causing rhennisant if you break it.