Dragon Age Quests from companions. Walkthrough of Dragon Age: Origins DLC - Stone captive Dragon age origins kitty

Alistair's family
When Alistair's affection for you is over 40, he will tell you about his paternal sister Goldanna. Year after year, his desire to find a family and relatives became stronger and stronger. Alistair learned that his sister lives in Denerim in the trading district (the house with the yellow door to the left of the blacksmith Wade's house). He will want to look at her and tell her everything. We do not deny our best friend this pleasure. We go into the house and talk to Goldanna. It is better to choose less harsh remarks in a conversation and let Alistair himself speak. The poor fellow will receive far from a warm welcome from his own blood. After you leave Goldanna's house, be sure to tell Alistair that everyone is basically happy on their own and doing their best for themselves. This will toughen his character and in the future will endear him to Alistair Anora (Queen of Ferrelden). Alistair will be grateful for your help. The quest will be completed here.

Leliana's Past
As you know, Leliana was not always a quiet and kind girl. She was once a bard and engaged in contract killings. While traveling around the map, you will be attacked by a squad of hired killers who, as it turns out, will need Leliana's head. We send the bandits to the next world and move on. Later in the camp, if Leliana's favor towards you becomes above 40, she will tell you about her "combat" friend and mentor Marjolaine. Our red-haired friend will guess that it was she who sent the killers to her and will want to meet her in Denerim. We agree to help her with this. Arriving in the city, we go to the hideout of the Marjoline gang (in the shopping district not far from the main gate, the place will be marked on the mini map). After a short conversation, we kill Marjoline and her accomplices. Leliana will be very grateful to you for saving her, but for some time she will be in slight shock from the betrayal and death of her “best friend.” The quest is over.
Note 1: completing it will affect your romantic relationship with Leliana. Even if before this she was already head over heels in love with you, now she will allow you to come near your body. But this will only happen if you are not romantically involved with Morrigan.
Note 2: You don’t have to kill Marjoline (to do this, during the conversation, try to convince Leliana that she is not like her “friend”). In this case, Marjolaine will tap her feet on the floor, saying that she will come back, and leave. There will be no further meetings with her.

Grimoire of Flemeth
When you free the circle tower from the possessed, Morrigan will ask you to find in the office of the first sorcerer an ancient black grimoire that once belonged to her mother Flemeth. We agree to help. Having found the grimoire, we give it to Morrigan (we will receive a huge plus in favor). The next time Morrigan comes to the camp, she will tell you that she has revealed the secret of Flemeth’s longevity. For many years she gave birth to a daughter, taught her witchcraft, and then moved into her. The same fate should soon befall Morrigan. We agree to protect the girl. To do this, we have to return to the Korcari Wilds and kill Flemeth. This will be very, very difficult to do, especially if you are playing as a warrior. Morrigan will not go with you, which means you will not have the opportunity to freeze and cast the curse. We'll have to fight fair. And you will have to fight... a demon dragon. After the victory, take the key to the house from the creature's corpse. There you will find a more serious mantle for Morrigan, Flemeth's grimoire (the second and most important) and a couple more goodies. Give the grimoire to Morrigan. She will be happy, but will show restrained emotions (as almost always).
Note 1: it is from this grimoire that Morrigan learns about a way to keep you alive after defeating the archdemon. Therefore, if you want an ending with hero’s honors, be sure to complete this quest.
Note 2: Flemeth doesn't have to be killed. Just tell her everything you know, she will offer you to pick up the grimoire, and then leave. Morrigan, by the way, won’t suspect anything. But in my opinion, it’s better to lose experience for an extra dragon.

Regret Wynn
The sorceress Winn, when her disposition towards you is above 50, will tell a sad story about her student Aneirin. He was a Dalish elf and things in his circle were not going well. As a result, after a quarrel with Winn, he decided to escape. The Templars caught and killed him. Since then, Winn has been haunted by guilt towards his student. But maybe not everything ended so sadly? Go to the Brecilian Forest to the Dalish camp and talk to the storyteller Sarel (Wynn must be in your party). He will tell you about the healer Aneirin, who lives in the depths of the forest. We go to the second location to the dwelling of the mad wizard. Wynn and Aneirin will talk, and then everything will end well. We will receive a good amulet as a reward and go on traveling.

Sword of Beresad
When Stan's favor towards you is more than 25, he will tell you why he killed the family of peasants who saved him from death. When he woke up, he did not see his sword with him (and for the Qunari this is tantamount to death), he thought that the peasants had robbed him and decided to finish them off. Without promising anything to the Wall, we go in search of the sword. First, we go to the crossing at the Circle Tower. There we will meet a marauder. We ask him about the Qunari sword. He will give a tip on one type. You can find him on the plateau at the gate to Orzammar in the frosty mountains (this will be the merchant Farin). We scare him that we will hand over the thief to the owner of the sword and get the name of the character to whom this sword was sold. He will be the gnome Dwin from Rdcliffe (you will probably already know him by then). We tell him that we will buy a sword in exchange for his life. The dwarf will be scared and give the sword for free (you need persuasion skill 3, otherwise you will have to pay for the sword). We return the sword to Stan. The quest is completed.

Ogren's old sweetheart.
If you sentenced Branka on the deep paths, then very soon Ogren will tell you about his old friend Felzi (you need a location greater than 60). The dwarf will say that the last time they had a big fight, and now he wants everything back. He asks us to go with him to Felzi and talk to her about everything. We go to the “Spoiled Princess” tavern (at the crossing to the circle tower). You can first chat with Felzi yourself, and then send Ogren to her, or you can immediately entrust everything to the gnome. The success of the quest depends on what Ogren tells her. If he follows your advice, then everything will go well. And although Felzi will have a good laugh at our red-bearded friend, after defeating the pestilence they will be together and even have a child.

Golem Memories
Note: The quest is only available with the official DLC "Stone Prisoner".
Sheila, when her favor towards you is over 50, will ask you to find out something about her past. The following is important here: by that time you will already have to complete the quest “Perfect” on the side of Karidin and thereby find out that all golems were once gnomes. If you complete the same quest on Branka's side, Sheila will leave the party. So, you are tasked with finding out about Sheila's past. We take her into the party and go to the deep paths to the Karidina intersection. Sheila will remember this place and tell you about the passage to the abandoned taigu of the Kadash house (the marker will appear on your map). Let's go there. We clear the area from creatures of darkness, making our way to the center of the taiga. There will be a monument dedicated to the inhabitants of the thaig, who sacrificed themselves by becoming golems to defend the dwarven possessions from the creatures of darkness. All the names of the heroes will also be listed there. Sheila will find her name and her memory will become clearer. The quest is completed.

P After installing the DLC, you will have a new location called Sulker Pass on the world map. The merchant stuck there will offer you the golem control rod and say the activation words. You will get the rod absolutely free, because the golem itself is located in the village of Honnlit, through which a horde of the Spawn of Darkness is about to pass.

By After this, the village itself will appear on the map, in which the Spawn of Darkness actually settled. When you have dealt with the creatures, you can try to activate the golem found in the square. Quite expectedly, the password will not work and you will need to find one of the surviving residents of Honnlith to try to find out the real one.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

ABOUT go to Wilhelm's basement. Having finished with the squad of the Spawn of Darkness, you will find local peasants behind a strange magical barrier, and among them is Matthias, son of Wilhelm. He will tell you in vivid colors how the golem crushed his father, and his mother sold the control rod in her hearts, deliberately telling him the wrong password. Matthias will agree to tell you the right words, but only if you return his daughter Amalia, who was frightened and fled to Wilhelm’s laboratory, which is equipped with all sorts of traps that did not allow other residents a chance to survive.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

H To get there, go further along the corridor, fighting off the Shadows. Eventually you will see another barrier. He is not a hindrance to you, and behind him you will find Amalia in the company of a talking cat, captured by some kind of demon. During the conversation, you will learn that the Demon is locked in this room by Wilhelm, and the girl will refuse to leave the basement without a new girlfriend. The demonic animal will require you to remove the barrier and release it in Amalia's body, moving the slabs on the floor in a special way.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

IN The following options are available to us:

Immediately attack the demon (as a result, she will possess Amalia, and the girl will have to be killed, but Stan will approve of your decision);

Promise to let the demon go if in return he promises not to touch Amalia (the demon will not keep his promise and will possess the girl as soon as you remove the barrier);

Agree to the deal;

Return and tell Matthias what happened, who, in order to save his daughter, will allow the demon to enter his own body (you will have to either let the demon go or kill Matthias);

Lie that you agree to the deal, and after removing the barrier, attack the demon (the most favorable option).

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

A Lister, Winn and Leliana will approve if you save the girl and her father, but Morrigan will be unhappy. If you agree to help the demon or allow Matthias to sacrifice himself, Approval will be distributed in the opposite way.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

H To free the demon you will need to solve a simple puzzle - draw a line of fire through the stone slabs on the floor from corner to corner. The puzzle is somewhat similar to tag. Each plate has an arrow in the direction in which the fire will go. All you have to do is move the plates so that the arrows on them point in the right direction. There are many solutions here, and here is one of them:

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

E If you allow the demon to take over Amalia's body, he will give you a good belt, “Cord of Broken Dreams.” You can also demand an additional reward, and you will receive a mediocre magic staff. Or, after destroying the barrier, the demon will attack you along with four demons of rage, and from his body you will remove the best helmet in the game and the same belt. Also, if you allow a demon to take over someone's body, you will receive more money as a reward.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

IN In any case, you will receive the correct password (either Matthias will say it, or the demon who has taken over his body), and after that return to the square. Having activated the golem, after a short conversation you can either take it into the group (Alistair will not like this, but with the help of Influence you can reduce the decrease in Approval to a minimum), or send it home, or kill it.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

E If the golem Sheila remains in the group, you can receive an additional quest. You will have it after completing the “Perfect” story quest if you first talk to Sheila in the camp and then bring her to the Deep Roads. Sheila will report that she has begun to remember some things from her past and will ask you to go to the Kadash teig.

To receive this quest, you must have the Stone Captive add-on installed. Go to the Sulker's Pass location, and the merchant standing there will offer you a control rod for the golem. You can get it completely free, since by and large this rod is useless - the golem is not attached to it, you need to find it in the village of Honnlit, which is currently occupied by a detachment of the Spawn of Darkness.

Go to a new location that has opened on your map. It is truly filled with a variety of Fiends of Darkness, mainly archers and warriors. When you have dealt with everything, you can try to activate the golem standing in the square using the password given to you.

After making sure that the password does not work, go further, namely, to the door that is marked as “Wilhelm’s Basement”. Having made your way through another detachment of the Spawn of Darkness, led by a Herlock emissary and an Alpha Harlock, you will find surviving villagers behind a magical barrier.

Behind the barrier you will find Matthias, son of Wilhelm. He will tell you that the golem killed his father and his mother sold the control rod, most likely, deliberately giving the wrong password to it. Matthias will promise to reveal the correct password to you if you rescue his daughter from Vilhelm’s laboratory, who fled there during the attack on the village. The laboratory is protected by various kinds of magical traps, so that other villagers cannot go there (those who tried, alas, did not blow their heads).

The laboratory is located in the same basement further down the corridor, and the traps will turn out to be Shadows, jumping out at you from time to time from ambush. Move further along the corridor and the bridge (this Wilhelm has a very spacious basement, isn't it?) and you will find another magical barrier. It is not placed for you, so feel free to walk through it.

Behind the barrier you will find Amalia, Matthias's daughter, in the company of a talking cat. But you, as an experienced exterminator of evil spirits, know very well that it probably couldn’t have happened without some kind of demon. The demon is unable to leave the laboratory due to a magical barrier set up by Wilhelm.

You can immediately challenge the demon to a fight (but she will possess the girl and you will have to kill her) or promise to let her go (you can lie) if in return she promises to leave Amalia alone (but breaks her word after you remove the barrier) . You can also return and report the situation to Matthias, who will sacrifice himself to save Amalia, allowing the demon to take over his body (and then you will have to either kill him or let both him and the demon that owns him go).

In light of all of the above, if you want to save the girl and her father, promise the demon to let her go.

To do this, you have to solve a small puzzle - how to draw fire on stone slabs from one corner to another. The answer is simple: move the arrow tiles. The fire burns in the direction of the arrow, so all you have to do is line up the arrows so that they point the flame in the direction you want. There can be a lot of options for their location here.

One solution:

Once the barrier is removed, the demon will break his word and attack you along with several rage demons. Alternatively, you can let her take over Amalia's body, and you can even demand an additional reward for this - a magic staff. (Admittedly, the staff is not that good, but one of the best helmets in the game can be removed from the demon’s body.)

If you immediately challenge the demon to a fight, Stan will approve.

Making a deal with the demon or allowing Mattias to sacrifice himself will earn Morrigan's approval and the disapproval of Wynn, Zevran, Alistair and Leliana. Accordingly, if you kill the demon and save the girl, Morrigan will not approve, but the others will be quite happy.

In any case, the result will be to obtain the correct golem activation password. Return to the square and get a new companion into your group - the golem Sheila (Alistair won't particularly like this idea, but you can reduce the loss of influence to a minimum (-1) with the help of Persuasion).

If you want, you can also kill Sheila.

Note: When you walk back from the laboratory, the Shadows will attack you again twice.

In Honnlith, you can find a locked chest near one of the houses. The key to this chest is on the body of a peasant not far from Sheila. The chest contains a very good dagger with two slots.


Fortress of the Guardians

You receive this quest if you have the “Fortress of the Guardians” add-on installed. After it is installed, someone named Levi Dryden will appear in your camp. He will ask you to find with him the abandoned fortress of the Gray Wardens, in which his great-great-grandmother Sophia (at that time Warden-Commander of Ferelden) once fought, in order to obtain evidence of her heroic life there and thereby restore the good name of the Drydens.

Go to the Soldier's Peak location that appears on your map. In the courtyard of the fortress you will see visions from the past - they will happen to you throughout your exploration of the fortress and will give a good idea of ​​​​the last days of its defense. The corpses lying in the courtyard will very quickly rise up and attack you if you approach the staircase leading to the fortress. You can remove a good antique crossbow from the body of their elite commander.

Clear the first and second floors of the fortress, along the way learning more about its history from visions and notes and books scattered throughout. In the large hall on the first floor, you will see Sofia's very last battle, after which you will be attacked by a demon of rage. Keep in mind that he will continue to heal himself as long as there is at least one Guardian ghost alive to help him, so it makes sense to deal with the Guardians first (they will only be summoned by the demon twice).

The exit from the second floor is temporarily closed to you - go to Sofia’s office and talk to her herself - or what’s left of her. Now you have to make a choice - whether to accept her offer or not. If you refuse, then you will have to fight with her, if not, go through the door and bridge (beware of the traps on it) to the tower of Avernus and fight with him. If you killed Sophia, then Avernus, in turn, will offer you to patch up the holes in the Veil. Regardless of which side you take, you'll have to fight off four waves of demons while your chosen ally handles the Shroud, the last of which will be the Desire Demon.

After the battle, you can either leave your ally alive or kill him. If you leave them alive, you won't hear from them again (unless Levi might mention that Avernus doesn't stick his head out of his tower). Also, if you leave an ally alive, you will not receive either the Guardian Commander Armor Set (Sophia) or the Avernus Robe (Avernus).

After this, Levi will speak to you and your quest will be completed. Unfortunately, it was not possible to restore the good name of the Drydens, but now you and the Levi family can use the fortress as a base. If you leave Soldier Peak (at least to the camp) and return, you will receive a chest for your use in which you can keep things without filling your backpack with them, and two merchants - Levi himself and his blacksmith brother. The blacksmith can also forge you the beautiful Starfang sword if you find a meteorite during one of the random encounters on the world map (unfortunately, this does not happen in every game).

Note: At the entrance to the room where you meet Avernus, you will see a vial containing the results of his research on Blood Magic. If you drink its contents, you will receive two additional skills - which ones depend on the class of your hero.

Find four sources of information about the treasure hidden in the fortress, and then find the treasure itself. This quest is activated when you find any of four sources of information:
- statue in the western part of the courtyard
- book in the archive on the first floor
- a jar of raspberry jam on the second floor
- a corpse on the wall in the tower of Avernus.

I recommend activating the statue first (at least not last) - if you complete the Soldier’s Peak quest, you will no longer be able to return to the fortress itself and, accordingly, you will not be able to get the treasure there. If you have found all the information, then go to the second floor and search the large painting above the fireplace. Repeat the Oath of the Guardians and a chest with very good things will come out of the wall, of which it is worth noting the Sword of Asturian - a one-handed sword with one slot and the property of weakening Fiends of Darkness.


Return to Ostagar

This quest appears to you immediately after installing the Return to Ostagar DLC after you complete Lothering. The gist of it is that during your travels you have heard vague rumors about some soldier who survived the Battle of Ostagar and is hiding somewhere in the lands of Banna Loren and - perhaps out of pure curiosity or perhaps a sense of camaraderie - decided to find out more about him.

Go to the new location that appears on your map. You can intervene in what is happening or not, but this will not affect Elric’s fate - the Bann soldiers will stab him to death on the spot and the only difference will be whether they then leave in peace or attack you. In any case, talk to the dying person. Elric will tell you that before the battle, King Kaylan gave him the key to a chest with important documents and will ask you to find these documents, and at the same time try to recapture Kaylan’s armor and weapons from the Spawn of Darkness and, if the king’s body is found, give him a real burial.

Go to Ostagar. It is teeming with Spawn of Darkness of all sorts and sizes, and Kaylan's armor was divided among five of their commanders. Two of them are located in the western part of Ostagar, two are in the eastern part, and you will have to get a little longer to get to the last one.

In the western part of the fortress you will find the key that Elric mentioned. Kaylan's chest is located in the same place, slightly south of the key's location. The chest contains some very interesting documents...

In addition to Kaylan's chest, you will find another locked chest in the western part of the fortress, labeled "Mage Chest". You can only open it if you did NOT open the chest with the deserter's key at the very beginning of your adventures, following the quest "The Hungry Deserter". If you did not receive the key from the deserter earlier, then you can find it on the body of the poor fellow in the northwestern part of the map.

After clearing the western part of the fortress and receiving two pieces of Kaylan's armor (from Harlock the Kolobrod in the northern part and Harlock the Guardian in the southeastern part), go across the bridge. There you will find the body of the king, but you will not be allowed to do anything with it, since a colorful Fiend Necromancer will appear on the battlefield, who will send several skeletons, including a magician, to attack you. Several enemies will also appear behind you, so be careful.

Having made your way through the enemy, go clear the eastern part of the fortress. In addition to the Spawn of Darkness, there are traps scattered across the surface in the southern part, almost immediately after the bridge, and ballistae are waiting behind them (fortunately, they have practically no maneuverability, so the main thing is not to stand in a direct line of fire). Behind the traps and ballistae you will find Harlock the Strategist, from whom you can remove another piece of the king's armor. Another piece of armor is located in the northern part of the map with General Harlock, protecting the approach to the Ishal tower.

After clearing the area of ​​Spawns on the surface, go to the Tower of Ishal. Don't be alarmed - you don't need to go through all four floors, this time you only need the first. There you will be attacked by an ogre and many low-level Fiends, which should not cause you any problems. Explore the first floor. Not far from the barricaded door you will find a gap (you may remember that the guard in Ostagar told you about the underground tunnels discovered in the tower) - jump there.

In the tunnels you will find spiders and a couple of Herlock emissaries, but, in general, they are quite small, and very soon they will lead you to the former battlefield. Here you will have your final battle. The necromancer will raise from the dead the same ogre who killed Kaylan. In addition, the necromancer will call for help from the dead from those poor frozen bodies that lie in abundance around. Having dealt with the ogre, go to the necromancer - he is not very strong and attacks mainly with a staff - obviously, spending all his mana on raising the dead.

From the ogre you will get Duncan's dagger and sword, and from the necromancer you can remove the last piece of the king's armor. Go back to the tunnels - and you will automatically find yourself on the bridge near Kaylan's body. Now you have to decide what to do with it. You can give him a funeral pyre, you can leave him as is, or you can remove him, but not bury him, but leave him to the wolves. Depending on what you decide to do, your teammates may approve or not. Once you have made your decision, you can leave Ostagar. A small warning - you will not be able to return here, so if something is left unexamined and unfinished, it is better to do it now.

Leliana

Leliana can be found in a tavern in Lothering. She herself will ask you to take her into the group immediately after the battle, which will begin automatically after your meeting.

Special gifts for Leliana are the "Grace of Andraste" flowers, which grow in the Brecilian Forest, at the mill in Redcliffe and in the Elvenage in Denerim, and the naga, which the Idle Dwarf can catch for you in Dusty Town. (To do this, talk to the naga catcher Boernor in the Unknown Region with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch a naga will not appear for you.) Of the rest, she will gladly accept religious symbols related to to Andraste, and beautiful shoes.

Leliana can teach you the Bard specialization.

Quest - Leliana's Past

If you've already talked to Leliana about her past, you know that she was a bard in Orlais and that her mother was from Ferelden. You must leave the camp and return to it again so that Leliana will tell you about Marjolein, her former friend and mentor. After this conversation, when you are traveling around the world map with Leliana in the group, you will be attacked by a squad of robbers. This will be a very narrow passage, and the group of attackers will include an elite archer and a mage (regular), so be careful. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this encounter, I recommend taking out the mage first and at least immobilizing the archer leader while you deal with the rest. (As an option, immediately throw all your strength at the leader, since when you take away almost all his lives, the battle will end.) The bridge there, by the way, is protected by a fireball trap.

After you have dealt with the attackers and are almost done with the leader, Leliana will ask you not to kill him in order to interrogate him. From him you will learn that the robbers were hired specifically to kill Leliana, and you will receive an address where you can find the one who ordered the murder. After that, you can kill the mercenary or release him on all four sides - it’s up to you.

Leliana will suggest that Marjolein is behind all this and will offer to find her in Denerim. If you agree, you will earn Leliana's approval. In Denerim, the desired house will be marked on the map. It is located in the Shopping District. You'll have to fight two guards when you enter it, but they're unlikely to pose a problem to you. After the fight, go into the room - and Marjolein will meet you.

The conversation with Marjolein can end peacefully or not, depending on your desire. If you tell Leliana, "You know she'll haunt you as long as she lives," you'll have to fight her. Marjolein will summon two mages and two warriors to help her, but if you quickly retreat to the door to the street, she will follow you, and the rest may be left behind. Mages almost always remain in their rooms, but warriors can stay or follow Marjolein.

Marjolein is a very powerful bard. I recommend not crowding around her with the whole group - sometimes she uses a bard’s skill, which paralyzes everyone nearby (but also the bard himself), in this case she is quite easy to kill by that ally who did not fall into her sphere of influence.

Be careful - there is a trap in front of both rooms with magicians.

When you kill everyone (or let Marjolein go in peace), Leliana will state that she needs to think and that she will talk to you later. (Don't forget to check the chest in one of the rooms - there is one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolein remains alive or not.)

Talk to Leliana at the camp. In this conversation, you will have a chance to “toughen up” her character. This will not have a special impact on the game - except that in the "Pearl" in Denerim you will have a chance to persuade her to "triangle" with you and Isabella and in very rare cases - to "quadrangle" with you

Leliana

Leliana can be found in a tavern in Lothering. She herself will ask you to take her into the group immediately after the battle, which will begin automatically after your meeting.

Special gifts for Leliana are the "Grace of Andraste" flowers, which grow in the Brecilian Forest, at the mill in Redcliffe and in the Elvenage in Denerim, and the naga, which the Idle Dwarf can catch for you in Dusty Town. (To do this, talk to the naga catcher Boernor in the Unknown Region with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch a naga will not appear for you.) Of the rest, she will gladly accept religious symbols related to to Andraste, and beautiful shoes.

Leliana can teach you the Bard specialization.

Quest - Leliana's Past

If you've already talked to Leliana about her past, you know that she was a bard in Orlais and that her mother was from Ferelden. You must leave the camp and return to it again so that Leliana will tell you about Marjolein, her former friend and mentor. After this conversation, when you are traveling around the world map with Leliana in the group, you will be attacked by a squad of robbers. This will be a very narrow passage, and the group of attackers will include an elite archer and a mage (regular), so be careful. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this encounter, I recommend taking out the mage first and at least immobilizing the archer leader while you deal with the rest. (As an option, immediately throw all your strength at the leader, since when you take away almost all his lives, the battle will end.) The bridge there, by the way, is protected by a fireball trap.

After you have dealt with the attackers and are almost done with the leader, Leliana will ask you not to kill him in order to interrogate him. From him you will learn that the robbers were hired specifically to kill Leliana, and you will receive an address where you can find the one who ordered the murder. After that, you can kill the mercenary or release him on all four sides - it’s up to you.

Leliana will suggest that Marjolein is behind all this and will offer to find her in Denerim. If you agree, you will earn Leliana's approval. In Denerim, the desired house will be marked on the map. It is located in the Shopping District. You'll have to fight two guards when you enter it, but they're unlikely to pose a problem to you. After the fight, go into the room - and Marjolein will meet you.

The conversation with Marjolein can end peacefully or not, depending on your desire. If you tell Leliana, "You know she'll haunt you as long as she lives," you'll have to fight her. Marjolein will summon two mages and two warriors to help her, but if you quickly retreat to the door to the street, she will follow you, and the rest may be left behind. Mages almost always remain in their rooms, but warriors can stay or follow Marjolein.

Marjolein is a very powerful bard. I recommend not crowding around her with the whole group - sometimes she uses a bard’s skill, which paralyzes everyone nearby (but also the bard himself), in this case she is quite easy to kill by that ally who did not fall into her sphere of influence.

Be careful - there is a trap in front of both rooms with magicians.

When you kill everyone (or let Marjolein go in peace), Leliana will state that she needs to think and that she will talk to you later. (Don't forget to check the chest in one of the rooms - there is one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolein remains alive or not.)

Talk to Leliana at the camp. In this conversation, you will have a chance to “toughen up” her character. This will not have a special impact on the game - except that in the "Pearl" in Denerim you will have a chance to persuade her to "triangle" with you and Isabella and in very rare cases - to "quadrangle" with you