Dragon age 2 hawke: Hawke | Dragon Age Wiki

Hawke | Dragon Age Wiki

“There are men who struggle against destiny, and yet achieve only an early grave. There are men who flee destiny, only to have it swallow them whole. And there are men who embrace destiny, and do not show their fear. These are the ones that change the world forever.” ―Flemeth[1]

Hawke

  • Dragon Age II

  • Inquisition

Title

Champion of Kirkwall
Viscount of Kirkwall (conditional)

Race

Human

Gender

Female or Male

Class

Mage, Rogue or Warrior

Quests

Inquisition:
From the Ashes
Here Lies the Abyss

Family

Aristide Amell (grandfather)
Bethann Walker (grandmother)
Malcolm Hawke (father)
Leandra Amell (mother)
Bethany Hawke (sister)
Carver Hawke (brother)
Gamlen Amell (uncle)
Charade Amell (cousin)
Fausten Amell (great-uncle)
Damion Amell (first cousin once removed)
Revka Amell (first cousin once removed)
Human Magi (second cousin)

Voice

Nicholas Boulton (male)
Jo Wyatt (female)

Appearances

Dragon Age II
Dragon Age Legends
Dragon Age: Inquisition
Heroes of Dragon Age

Hawke is the player-controlled protagonist of Dragon Age II. Hawke is fully voiced, can be either male or female, and has a fully customizable appearance. Hawke can be a mage, warrior or rogue. The default given name for Hawke is Garrett for a male, and Marian for a female. This can be changed to whatever the player chooses. However, the surname is fixed.

Contents

  • 1 Background
  • 2 Involvement
    • 2.1 Dragon Age II
      • 2.1.1 Legacy
      • 2.1.2 Mark of the Assassin
    • 2.2 Dragon Age: Inquisition
  • 3 Quests
    • 3.1 Dragon Age: Inquisition
  • 4 Personality
  • 5 Restricted gear
  • 6 Quotes
    • 6.1 Dragon Age II
    • 6.2 Dragon Age: Inquisition
  • 7 Codex entries
  • 8 Trivia
  • 9 See also
  • 10 Gallery
  • 11 References

Background[]

Hawke was born around 9:06-9:07 Dragon[2] in a small village near Amaranthine.[3] Hawke’s father Malcolm was an apostate mage who died three years before the beginning of the game, while their mother Leandra Amell is a noble from Kirkwall. Hawke has two younger twin siblings—the mage Bethany and the warrior Carver—who are mutually exclusive potential companions.

The family was forced to move to Lothering when Bethany’s magic manifested when she was nine.[3] They’d been living in Lothering for ten years when the Fifth Blight started in Ferelden. If Hawke is a warrior or rogue, they enlisted into King Cailan’s army and fought during the Battle of Ostagar. If Hawke is a mage, they stayed in Lothering to safeguard Leandra and Bethany.[4] After the defeat at Ostagar, the family escaped the darkspawn attack by fleeing north to the Free Marches.

Involvement[]

Dragon Age II[]

Main article: Storyline for Dragon Age II

In 9:30 Dragon, the Fifth Blight has just begun and, following their victory at Ostagar, the darkspawn fall upon the village of Lothering. The Hawke family is among the last to escape alive. Hawke’s mother Leandra suggests that they flee to Kirkwall, where her younger brother Gamlen holds the Amell estate. On the road they stumble into Aveline and her templar husband, Wesley, also survivors of the massacre. During their escape, they run into further bands of darkspawn. Though the party defeats many of these creatures, victory comes at a cruel price: Aveline’s husband contracts the darkspawn taint and one of Hawke’s siblings is slain by an ogre. Surrounded by darkspawn and on the verge of death, Hawke’s party is rescued by an attacking high dragon. The dragon turns out to be Flemeth, the Witch of the Wilds. Flemeth offers them safe passage to Gwaren in exchange for a favor. Hawke has no choice but to agree.

Hawke’s party boards a ship to Kirkwall but finds that the city is filled with an influx of Fereldan refugees, all fleeing the Blight. The city guard has been turning them away and banning them from the city. Worse, they discover that Gamlen has gambled away the Amell estate and fortune. Gamlen has contacts who bribe Hawke’s party into the city, but only if they agree to work off a tremendous debt as indentured servants. Hawke has no choice but to agree to be under the contact’s employ.

One year later, Hawke has managed to work off the debt but still lacks the funds needed to properly care for the entire family. Hawke is persuaded by an associate, Varric, to become a business partner in his and Bartrand’s Deep Roads Expedition. Though Bartrand betrays both Hawke and Varric during the expedition, the treasures found within the Deep Roads have brought Hawke both fame and fortune. However, if Hawke’s surviving sibling accompanied Hawke into the Deep Roads, he/she was tainted by the Blight. If accompanied by Anders, the sibling can be offered a choice: death or joining the Grey Wardens. If the sibling did not accompany Hawke into the Deep Roads then the surviving sibling will either be inducted into the Circle of Magi or the templars depending on the sibling’s class.

Three years later, Hawke’s status in Kirkwall has improved substantially since they assumed their role as scion of the aggrandized Amell family. Hawke is asked by the templar Emeric to investigate the mystery of the missing women in Kirkwall. Hawke’s mother, Leandra, is abducted by the white-lily serial killer while on her way to visit Gamlen. Following the killer’s trail, Hawke finds that Leandra has been murdered and pieced together with parts of other women. Her killer and the instigator of all the serial killings is a blood mage named Quentin. Keeping Leandra alive with his magic, Quentin aspires to recreate the image of his dead wife. Hawke battles Quentin and his demon and undead forces. After Quentin dies, Leandra also dies. Her last words are to tell Hawke how proud she is of them. Hawke mourns the loss of their mother while being comforted by friends.

Tensions between the Qunari, who have been stranded in Kirkwall for several years and refuse to leave without their missing relic, and the city’s denizens have also been escalating. Hawke has been asked to intervene with Qunari affairs several times but the discord reaches a boiling point when Aveline, now captain of the guard, enlists Hawke’s aid in trying to arrest some criminal elves who have been granted religious sanctuary in the Qunari Compound. The Arishok, who has had to endure a series of provocations from Kirkwall’s anti-Qunari sect, takes a final offense to the attempted arrest of his new converts and counterattacks; marshaling his forces to conquer the city and convert it to the Qun. Hawke is able to rally the templars and Circle mages and fight back against the Qunari. They reach the Viscount’s Keep where Hawke either defeats the Arishok or is able to bargain with him to leave the city peacefully. Having saved the city, Hawke is crowned the new Champion of Kirkwall.

Another three years pass. Knight-Commander Meredith has taken control of the city and prevented the election of a new viscount. Meredith’s stance against the mages has become harsher and much more cruel. After several more mages escape the Circle, Meredith orders more raids, crackdowns, and unwarranted incarcerations. Meanwhile, tales of insurrection from the Mage Underground have become more frequent but have steadily declined to the point of almost utter annihilation due to Meredith’s harsh tactics. First Enchanter Orsino accuses Meredith of being a tyrant and urges the citizens of Kirkwall to revolt against her. The citizens of Kirkwall look to Hawke to keep the peace between the Templars and the Circle. Meanwhile, Hawke is also requested to protect the city from maleficarum. After one of their loved ones is kidnapped by insurgents, Hawke becomes embroiled in a conflict with rebel mage-templar conspirators seeking to overthrow Meredith.

Things reach a boiling point when Anders blows up the Kirkwall Chantry in order to remove the chance of peaceful compromise. Meredith immediately orders the Right of Annulment and demands that the Champion stand with her and her templars in executing every mage in the city. First Enchanter Orsino pleads with the Champion to defend them against the templars, citing that the Circle had nothing to do with the attack on the Chantry. Hawke will have to choose to support either First Enchanter Orsino and the mage cause, or the knight-commander and her templars.

The final battle ends in the Gallows. Desperate to defeat the knight commander’s forces, Orsino uses Blood Magic to become a harvester. Meredith, driven insane and paranoid by her Red Lyrium-forged sword, also turns on Hawke. Both are eventually defeated by Hawke.

There are two possible endings depending on who Hawke supports in the final battle:

  • Defend the Mages:

The Champion and their allies escape Kirkwall before templar reinforcements arrive. Hawke’s name becomes a rallying cry for oppressed mages everywhere.

  • Support the Templars:

The Champion supports templars in exterminating the mage threat. Gaining the respect of the Order, Hawke is appointed the new Viscount of Kirkwall. Hawke’s name becomes a reminder of templar oppression for mages everywhere.

Whatever path the player takes, Varric recalls that Hawke has mysteriously disappeared. Hawke’s whereabouts are currently unknown, but Varric doubts that Hawke is dead.

Legacy

Between 9:31 and 9:37 Dragon, Hawke enters a secret Warden prison in the Vimmark Mountains searching for a sect of the Carta who are after «the blood of the Hawke». After investigating the deranged Carta members, Hawke and company discover that they sought to bring Hawke’s blood to a creature called Corypheus in order to wake him from slumber. After getting to the bowels of the prison, Hawke chooses a side between two Grey Wardens: Janeka or Larius. Janeka wants to control Corypheus and Larius believes he should be destroyed. Corypheus proves too powerful and Hawke is forced to destroy him regardless. The Seekers of Truth attempt to investigate some time later, but the prison has been destroyed and they are turned away by Grey Wardens.

Mark of the Assassin

Between 9:31 and 9:37 Dragon, Hawke also joins a mysterious elfassassin, Tallis, in infiltratingChateau Haine and stealing a precious relic. Hawke and party take part in a traditional Orlesianwyvernhunt, after which they fail an attempt at stealing the relic and are captured. Tallis then reveals the truth about the relic The Heart of the Many. After escaping, Hawke chooses between helping Tallis pursue the relic or not. Their undertaking leads to a fight with Tal-Vashoth and Duke Prosper de Montfort which ends in Montfort’s death. Though his death at Hawke’s hands would have normally warranted retribution from Orlais, Prosper’s dealings with the Tal-Vashoth against the Qunari, if revealed, would have embroiled Orlais in an impolitic scandal. Hawke then lets Tallis leave with the true prize or can try to stop her. At some point after returning to the Hawke Estate, Hawke writes a journal passage regarding their relationship with Tallis and whether they’ll meet again.

Dragon Age: Inquisition[]

The Champion of Kirkwall tarot card

The templars in Kirkwall began using Red Lyrium, which made them paranoid. They eventually turned on Hawke, forcing them to step down as Viscount. Hawke left Kirkwall to try and find out more.

Fearing that Divine Justinia V was planning an Exalted March on Kirkwall, Hawke and their companions left Kirkwall to spare its denizens and divide the Divine’s forces that might hunt them down. As all the Circles of Magi were rising in rebellion, Hawke and their companions helped a lot of them take that final step.

Eventually, Hawke contacted Stroud, Alistair, or Loghain Mac Tir to help with the investigation into Red Lyrium. However, the Grey Warden contact was concerned about corruption in the Grey Warden ranks and went into hiding.

After Corypheus’ identity as the Elder One is revealed, Hawke is contacted by Varric, who introduces them to the Inquisitor. After answering the Inquisitor’s questions about Corypheus and how he may be related to missing Grey Wardens, Hawke and the Inquisitor rendezvous with the Warden contact in a smuggler’s cave in Crestwood to see what his investigation uncovered.

The Warden contact explains that he was investigating whether Corypheus could have survived fatal wounds just like an Archdemon can. When every Grey Warden in Orlais began to hear the Calling, the Warden contact suspected that Coreypheus was the cause. Believing that their end is near, Warden-Commander Clarel planned on using a blood magic ritual that would end all Blights before they all perished. The Warden contact was branded a traitor for protesting Clarel’s plan and went into hiding. The Warden contact, Hawke, and the Inquisitor scout the ancient Tevinter ritual tower in the Western Approach to investigate a Grey Warden congregation.

At the tower, the party witnesses Grey Warden mages sacrificing their fellow Wardens to summon demons. They are being led by Lord Livius Erimond, a Venatori Magister who convinced Clarel to use his blood magic techniques to raise a demon army to invade the Deep Roads and kill the Old Gods before they wake. The demon binding rituals Erimond taught the Grey Warden mages, however, has the side effect of enslaving them to Corypheus, who will use them and their army of demon to conquer Thedas. Erimond escapes to Adamant Fortress while the Inquisitor’s party confronts the enslaved Wardens of the tower.

Hawke and the Warden contact join the Inquisition as they lay siege to Adamant Fortress. They confront Erimond and Clarel about the truth of the demon binding ritual and attempt to sway the Wardens against Erimond. When Erimond summons Corypheus’ dragon to deal with the Inquisition, Clarel has a change of heart and attacks both Erimond and the dragon. After dealing with the other Wardens, the Inquisition pursues Clarel. She inflicts her wrath on Erimond but is fatally wounded by the dragon. Clarel’s last act is casting a spell that subdues the dragon, but its crash causes the ground beneath them to crumble, resulting in the party falling off the ramparts. The Inquisitor uses their mark to open a rift that takes them all physically into the Fade.

The Inquisitor finds a spirit that poses as Divine Justinia V who briefs the Inquisitor that they are in the realm of a Nightmare demon and that the Inquisitor must recover the memories it took from them. As the Inquisitor recovers these memories, they remember how the mortal Divine was bound by Grey Warden mages and sacrificed to power an orb—an orb which the Inquisitor picked up and which gave them the mark— and how the spirit in the Divine’s form was the one who led the Inquisitor out of the Fade after the creation of the Breach. Once Hawke realizes that the Grey Wardens had a hand in sacrificing the Divine to further Corypheus’ schemes, they become incensed and accuse the Grey Wardens of being out of control and needing to be checked. The Warden contact is defensive, argues that the Wardens were most likely mind controlled by Corypheus and that Hawke themself has caused much chaos by causing the mage rebellion.

The spirit leads the Inquisitor’s party to a rift but the Nightmare is preventing their escape. The spirit sacrifices itself to weaken the Nightmare, and the Inquisitor’s party defeats the Aspect of the Nightmare blocking their escape. The party reaches the rift but either Hawke or the Warden contact must stay behind to distract the Nightmare for the party to leave. Hawke can sacrifice themself to atone for freeing Corypheus or the Warden contact can sacrifice himself to atone for all the harm the Grey Wardens have done.

If Hawke survives, they travel to Weisshaupt to brief the Grey Wardens on what has transpired.

In 9:44 Dragon, Varric mentions that Weisshaupt has apparently deteriorated into ‘the special kind of mess that only happens when Hawke shows up’.
The epilogue states that Hawke and Varric later rebuild Kirkwall’s damaged infrastructure together.[5]

Quests[]

Dragon Age: Inquisition[]

From the Ashes
Here Lies the Abyss

Personality[]

Based on dialogue options the player chooses, Hawke can exhibit three distinct personalities.

  • Diplomatic/Helpful: light green/light blue highlight (olive branch/angel wings and halo)
  • Humorous/Charming: purple highlight (comedy mask/diamond)
  • Aggressive/Direct: red highlight (fist/hammer/twin swords)

The first dialogue choice the player chooses sets Hawke’s personality. If the player frequently chooses dialogue from the same type, that attitude will «stack». If the player decides to change Hawke’s personality, one of the other two attitudes must be selected more than twice as many times as the current one has. The idea behind this system is to ensure a consistency in Hawke’s delivery throughout each Act (though past a certain point, Hawke’s personality is effectively crystallized as there will not be enough dialogue remaining to ‘overcome’ the dominant attitude). The current personality can be confirmed by having a companion right-click Hawke (if they say something funny, for example, then the dominant personality type is «Humorous/Charming»). At the start of each Act, Hawke retains the established personality, but the «stack» of previous choices is reduced, making it easier to change Hawke’s tone.

Having a certain personality does have in-game consequences. For example, only a diplomatic Hawke will be able to give a rousing speech to the guards during Raiders on the Cliffs; only an aggressive Hawke can successfully threaten the Harbormaster’s assistant to give up information without a bribe during Finders Keepers; only a humorous Hawke can successfully lie to Ser Karras during Act of Mercy.

For a complete list, see Dialogue wheel (Dragon Age II)#Special choices.

Hawke’s personality from Dragon Age II carries over to Dragon Age: Inquisition. It can also be set in the Dragon Age Keep.

Restricted gear[]

Belt of the Hawke
Anxiety
Uncertainty
Skepticism

Quotes[]

Main article: Hawke/Dialogue

Default Hawke’s Class Select

Dragon Age II[]

  • (To Carver during Family History) «I’m sure someone thought far too long about my name.»

Diplomatic/helpful Hawke:

  • (During Raiders on the Cliffs) «Evets Marauders, they’re just men. Flesh and bone. Flesh can be torn. Bones can be broken. Alone, they will pick you off one by one. Together, we are unstoppable! On me!»
  • «Let’s make Kirkwall a better place for everyone.»
  • «When in doubt, run away, and let me handle it. «
  • «Something else I can help with?»
  • «Onward! There’s much to be done.»

Humorous/charming Hawke:

  • «Oooh, cloak and dagger phrases! How about… the queasy crow… flies at midnight?»
  • (During On the Loose) «Someday, I’d like to go one week without meeting an insane mage. Just one week.»
  • (In Mark of the Assassin) «Next time, could we hunt something small and cuddly? Maybe vegetarian?»
  • (In Legacy) «I’d like to know who this «Corypheus» is. With a name like that, he’s bound to go «mwa-ha-ha» at some point. I just know it.»
  • «We do a lot of walking, don’t we?»
  • (In Mark of the Assassin) «I have an excellent sense of dramatic timing. And good hair.»

Aggressive/direct Hawke:

  • (During Finders Keepers) «They say your life flashes in front of your eyes before you die. Any helpful flashes yet?»
  • (In Blackpowder Promise) «Seems to me, the last man standing gets final say on who is right or wrong. «
  • (In Raiders on the Cliffs) «Anyone who leaves, is a deserter. And we all know what happens to deserters…»
  • «You better have a good reason for bothering me.»
  • «I don’t like it when people interrupt my thoughts.»

Dragon Age: Inquisition[]

  • «Everyone has a story they tell themselves to justify bad decisions… and it never matters. In the end, you are always alone with your actions.»
  • «Good luck with your Inquisition. Try not to start an Exalted March on anything.» (if humorous Hawke)
  • «If this is the afterlife, the Chantry owes me an apology. This looks nothing like the Maker’s bosom.» (if humorous Hawke)

Codex entries[]

Codex entry: Hawke
Codex entry: Mantle of the Champion
Codex entry: A Strange Sighting
Codex entry: Thoughts on Tallis
Codex entry: The Champion of Kirkwall

Trivia[]

  • Hawke is the second cousin to the Human Magi Warden through Leandra (see Amell family). [6]
    • Through player choice, it is possible for Hawke to be distantly related to Kieran as well, through their second cousin, the Warden.
  • Those who purchased and played Dragon Age II and logged on prior to March 15, 2011 were eligible for the BioWare Signature Pack for Dragon Age Legends, which added Hawke as a companion; his war cry is «Thanks for buying Dragon Age 2!», however with the release of the single-player version of Dragon Age Legends, his war cry was changed to «A Champion always strikes twice!»
  • An additional Act 1 plot for a mage Hawke was ultimately cut, since the story (which involved entering the Fade) was complicated and didn’t work very well.[7]
  • Hawke’s default history in Dragon Age Keep is a male mage who sided with the mages in Dragon Age II.[8]
  • Varric Tethras wrote a book about Hawke’s rise as Champion, aptly called The Tale of the Champion.
  • Like the Inquisitor, Hawke sees the Fearlings as spiders, suggesting that Hawke is afraid of spiders.
  • Hawke is the second player character from a BioWare game to return as an NPC in a later game. The first was the player character from Star Wars: Knights of the Old Republic, who appeared as an NPC in Star Wars: The Old Republic.

See also[]

The Hawke’s Key

Gallery[]

Male Hawke fighting a high dragon

Female Hawke fighting darkspawn

Female Hawke battles Qunari

Male Hawke with Isabela

Concept art for male Hawke

Pre-rendered male Hawke from Destiny trailer

Concept art for male Hawke

Female Hawke and Bethany

Hawke concept art

The «Tale of the Champion» present in the Redcliffe Castle during the In Hushed Whispers

References[]

  1. ↑ Destiny trailer
  2. ↑ Malcolm and Leandra met in 9:05. Leandra was pregnant when they escaped several months later. Hawke was born a few months after they arrived in Ferelden. Dragon Age: The World of Thedas, vol. 2, pp. 150-152
  3. 3.03.1 Dragon Age: The World of Thedas, vol. 2, p. 152
  4. ↑ Codex entry: Hawke
  5. ↑ Epilogue (Trespasser)
  6. ↑ David Gaider. «Is Hawke related to the mage warden?» . The BioWare Forum.
  7. ↑ Thedas UK (January 14th, 2012). «David Gaider Interview». Retrieved January 29, 2012.
  8. ↑ Mark Darrah. https://twitter.com/BioMarkDarrah/status/364898334911115264 . Twitter.

Every Possible Result for Hawke Before DA4

By
Arron Kluz

The Dragon Age series has many possible results for its characters and factions, with Dragon Age 2’s Hawke having a number of possibilities.

The Dragon Age series is built upon the pillars of its memorable and deep characters and the varied consequences of the player’s actions. This helps the series’ world feel more alive and reactive to the player’s actions while also allowing them to get more invested in the characters and events they play through. However, this does put the newest Dragon Age title, the upcoming Dragon Age 4, in a difficult position. Fans will expect its story and world to react to their many decisions across three previous games, meaning that BioWare will need to acknowledge several possibilities.

Just how many decisions the story of Dragon Age 4 will take into account will likely come in a variety of forms and scales, with smaller decisions either being omitted or just receiving a small nod or mention. However, the game will very likely want to update fans on the activities and situations of each of their favorite characters, such as Dragon Age‘s iconic dwarf Varric. However, the game will likely also have to answer some questions regarding the current whereabouts and activities of the player character from Dragon Age 2, Hawke. This is especially true after Hawke appeared in Dragon Age: Inquisition as an NPC, setting a precedence that fans may expect to be continued.

RELATED: Dragon Age 4 Release Date Narrowed Down By Insider

Hawke’s Story

Dragon Age 2‘s Hawke is the player character and can be set to be either a man or a woman. Hawke’s story began in a small village near the city of Amaranthine where they were born. Hawke’s father died before the start of the game but was an Apostate mage, while their mother, Leandra Amell, was a noble from the city-state Kirkwall. Hawke also has two younger twin siblings, a mage named Bethany and a warrior named Carver. The family moved to Lothering after Bethany’s magical abilities began to become apparent, but fled to the Free Marches after one of Dragon Age‘s blights.

Hawke eventually fled with other Fereldan refugees to the city-state of Kirkwall, where they rose to fame and fortune after a business venture into the Deep Roads. From there, players help Hawke navigate a number of societal issues like the growing tensions with the Qunari people and the oppression of mages by the Chantry. Hawke continues to rise through the aristocracy in Kirkwall. They have to make a number of decisions, some of which are the most difficult decisions in all of Dragon Age, to shape the city. Eventually, all of the game’s events lead to the troubles of Kirkwall bubbling over and eventually exploding.

Hawke’s Possibilities in Dragon Age 2

The events of Dragon Age 2 lead to Hawke having to decide between the Chantry and the mages. This decision is the crescendo of the game’s narrative while also having the most sprawling impact on Hawke and the world in Dragon Age: Inquisition. With the newest entry in the series being set in Tevinter, where mages are upraised and applauded, this plotline is likely the part of Dragon Age 2 that will play the biggest role in Dragon Age 4 and Hawke’s possible involvement. Defending the mages after the Chantry announces that all mages in Kirkwall had to be killed leads to Hawke escorting them out of the city before disappearing. It also associates Hawke’s name with the freedom of oppressed mages everywhere.

RELATED: Dragon Age Archdemon Was Once Something Completely Different

Hawke’s other option, siding with the Chantry, sees them assisting the Templars in slaughtering all of the mages throughout Kirkwall. This associates Hawke’s name with templar oppression, after which they are also appointed as the new Viscount of Kirkwall. However, at the time that Dragon Age 2 takes place, as the game is told through Varric’s flashbacks, Hawke is still missing. This choice leaves Hawke in a very different position, and would likely make them very unwelcome in Tevinter if they do make an appearance in Dragon Age 4. However, it may be that Hawke is let into Tevinter or is collaborated with despite their transgressions against mages thanks to their knowledge of one of Dragon Age‘s biggest mysteries: Red Lyrium.

Hawke’s Possible roles in Dragon Age: Inquisition

Hawke then appears in Dragon Age: Inquisition, with two possible motivations depending on the player’s decision in Dragon Age 2. If Hawke sided with the Chantry, they have been chased out of Kirkwall by the templars after they started abusing Red Lyrium. If Hawke sided with the mages, they went into hiding to protect the people of Kirkwall. Either path leads Hawke to help the Inquisitor, where Hawke is contacted by Varric for their knowledge of the Red Lyrium that is infecting the world of Dragon Age. Hawke then assists the Inquisition with a variety of tasks until the player is presented with another decision that decides Hawke’s fate.

The decision comes as the Inquisitor’s party, Hawke, and a Grey Warden are all fleeing a Nightmare Demon’s rift while being pursued by the Nightmare. In order for the player and party members to escape, either Hawke or the Grey Warden must stay behind, and the player gets to choose which one does. Leaving Hawke behind leads to their ultimate demise, which could allow Hawke’s spirit to appear in Dragon Age 4, but makes their actual presence in the game very unlikely. If the player doesn’t kill Hawke, they travel to the Grey Wardens to inform them of what happened. Hawke and Varric then return to Kirkwall to begin rebuilding it after its destruction in the main story. Dragon Age 4 has teased numerous companions appearing in the game already, which provides an opportunity for Hawke to join the player’s group in the game or to have some political interactions with the player.

It will be very interesting to see whether or not Hawke makes an appearance in Dragon Age 4. The developers at BioWare will have to walk a tight line, making sure that Dragon Age 4 doesn’t rely too much on pre-established characters while still ensuring that fans still get updates on their favorite figures from the series. The newest Dragon Age game is highly anticipated, so hopefully players will get some news on what to expect in the near future.

Dragon Age 4 is currently in development.

MORE: Mass Effect 4 and Dragon Age 4 Need to Shake Up Bioware’s Usual Storytelling

Skyrim (TES5) / FAQusha.

RU — a collection of gaming wisdom

The ancient Nord ruins ubiquitous in Skyrim are a true monument to the genius of the Nords of the past. Constructing the final resting places for their rulers, they created such an ingenious and elegant system of protection that for centuries has reliably protected the tombs from plunder and encroachment by marauders. The main deterrent is the draugr and numerous traps, a myriad of them, from simple stones that fall when touched with a tripwire, to complex mechanisms that release a swarm of darts when too much weight is placed on the floor plate. However, the most amazing engineering designs are not designed to kill. The path to the treasury is often blocked by riddles that require the use of a variety of mechanisms in a very different order — chains, levers, pressure plates… The easiest defense in the Nordic ruins are sealed doors made of large stone circles. To solve the puzzle, you just need to arrange the circles with symbols so that they match the symbols on the claw itself. Complex defenses include spinning cones depicting animals. In most cases, the solution to the puzzle must be found through trial and error, but sometimes it is hidden somewhere in the ruins themselves.

The symbols on the doors with stone circles are not a code at all, but the simplest way of protection, so that only a living and thinking creature could enter the sanctuary, and not draugrs and other unreasonable creatures. The only person who will manage to cope with the ancient castles will be Mercer Frey, head of the Thieves Guild. He won’t need claws to break doors at all, but he won’t share his secrets. You can carefully examine the symbols on the claw in the inventory by hovering over the item and zooming with the mouse wheel.

Bleak Falls Barrow Temple Ruins Puzzle:

  • There are two quests associated with the temple ruins at Windy Peak: The Golden Claw given by Lucan Valery of the Riverwood Trader in Riverwood, south of Whiterun, and «Wind Peak», which is given in the story by the court magician Faringar from the Dragon’s Reach in Whiterun. The golden claw is taken from the bandit Arvel the Fast, stuck in the web, in the hall with a giant spider.
    • Iron door animal combination : snake, snake, whale
    • Symbol combination (golden claw) : bear — large circle, moth — medium, owl — small.

Puzzle in the ruins of Shroud Hearth Barrow:

  • The ruins in Shroud Hearth Barrow are connected with the secondary task of investigating mysterious phenomena, from the village of Ayvarlstemir, to which the owner sends Wilhelm , near the southeastern slope of the Throat of the World. He also gives the sapphire claw after delivering Vindelius Gatharion’s diary.
    • Combination of animals from the bridge : whale, hawk, snake, whale.
    • Symbol combination (sapphire claw) : moth, owl, wolf.

Yngol Barrow Ruins Puzzle:

  • The Yngol Barrow Ruins, east of Windhelm, may have a Jarl of Winterhold Helm Retrieval quest associated with it. The Coral Claw can be bought for 50 Septims from Birna from Birna’s Goods in Winterhold, or picked up from a counter in the ruins themselves after the first iron door.
    • Iron door animal combination : snake, hawk, whale (start from left).
    • Symbol combination (coral claw) : snake, wolf, moth.

Puzzle in the ruins of Folgunthur:

  • The ruins in Folgunthur, located southeast of Solitude, are associated with the «Forbidden Legend» side quest, which appears in the «Forbidden Legend» journal after reading the book. ”, you can also learn one of the Power Words of the Frost Breath shout here. Arriving at Folguntur, you need to inspect the empty campground and read the first part of the diary of Dainas Valen. A bone claw lies on the body of a deceased scientist inside the ruins.
    • Combination of levers from the iron door : first near left, second far right.
    • Animal combination from the iron door : hawk, whale, snake (start from the farthest from the entrance).
    • Symbol combination (bone claw) : hawk, hawk, dragon.

Puzzle in the ruins of Geirmund’s Hall:

  • appears in the magazine after reading The Lost Legends of Skyrim and visiting Folguntur.
    • Combination of animals from the iron door : hawk, whale — left wall; whale, snake — right wall (start with cones closest to the entrance, facing the locked door).

Saarthal Ruins Puzzle:

  • The ruins in Saarthal, southwest of Winterhold, have two secondary quests: the first is «Forbidden Legend», which appears in the journal after reading the book «Lost Legends of Skyrim» and visits to Folguntur; the second is «In the Depths of Saarthal», which is given by Tolfdir in the early stages of training at the College of Mages of Winterhold, when a group of mages goes to excavate. Also here you can learn one of the words of power of the cry «Ice Form».
    • Combination of animals from the first iron door : hawk, snake, whale — left wall; whale, hawk, hawk — right wall (start from the cones closest to the entrance, facing the locked door).
    • Combination of animals from the second iron door : 2 cone on the left — spin 2 times, 1 on the left — 1 time, 2 on the left — 2 times, 2 on the right — 2 times, 1 on the right — 1 time (counting starts from the cones closest to the entrance facing the locked door).

Puzzle in the ruins under the lake cliff (Reachwater Rock):

  • The ruins under the lake cliff, located southeast of Markarth, are associated with the side quest «Forbidden Legend», which appears in the journal after reading the book «The Lost Legends of Skyrim» . The book can be picked up from the body of a dead adventurer in front of the door at the entrance to the ruins, and the emerald claw from the stand, here. The reward for completing the quest will be a restored three-piece amulet of Gauldur.
    • Symbol combination (emerald claw) : bear, whale, snake.
    • Symbol combination (emerald claw) : hawk, hawk, dragon.

Puzzle in the ruins of the Dead Men’s Respite:

  • The ruins in the Dead Men’s Respite, located south of Solitude, are associated with the secondary task «Set fire!» ” as a test when joining the Bards Guild, and here you can also learn one of the Words of Power from the “Rapid Charge” shout. The ruby ​​claw lies on the table at the very entrance.
    • Symbol combination (ruby claw) : wolf, hawk, wolf.

Puzzles in the ruins of Valthume:

  • The ruins in Valthume, located in the mountains southeast of Markarth, are associated with the secondary task «Evil Slumbers», which appears in the log after the conversation the ruins with the spirit Valdar guarding the tomb of the high dragon priest Hevnorak, and here you can also learn one of the Words of Power of the shout “Whisper of the Aura”. The iron claw lies on a counter in front of the door in the catacombs, on the lower level of the ruins.
    • Symbol combination (iron claw) : dragon, hawk, wolf.

Forelhost Ruins Puzzle:

  • The ruins in Forelhost, located in the mountains south of Riften, have a side quest «Hunting the Dragon Cult» that appears in the log after the conversation. ruins with Captain Valmir, sent by the «Imperial Legion» for the mask of the high dragon priest Ragoth, and here you can also learn one of the Words of Power of the «Storm Call» shout. The glass claw lies on a stand in a room with a large oval door made of iron rods, in the northwestern part of the refectory.
    • Symbol combination (glass claw) : fox, owl, snake.

Tower of Mzark Lens Puzzle:

  • The Dwemer Tower of Mzark, located in the mountains south of Dawnstar, is associated with the story quest «Ancient Knowledge», to which Sagonius Septimius sets out from his icy haven, north of the College of Winterhold, behind an ancient scroll containing the Words of Power from the «Dragonbreaker» shout. You can get to the Mzark Tower through Alftand and Blackreach using lifts and passages.
    • Sequence of actions with lenses : 3rd button (open) — press 4 times, 2nd button (closed) — 2 times, 1st button — 1 time (counting buttons from left to right).

Puzzle in the ruins of Skuldafn:

  • The ruins in Skuldafn are associated with the «House of the World Eater» story quest, which begins after peace negotiations between the Stormcloaks and the Imperial Legion at the Temple of Khdogarih are completed. The location is available to visit once in the entire game, the dragon Odahviing will no longer fly to the Jerol Mountains. You can also learn one of the Words of Power from the Storm Call. The Diamond Claw is on the Draugr Overlord in front of the door.
    • Combination of animals from the left iron door : hawk, snake, hawk (stand with your back to the door).
    • Combination of animals from the right iron door : hawk, hawk, hawk (stand with your back to the door).
    • Animal combination from the bridge : whale on the left, snake on the middle, hawk on the right (facing the bridge).
    • Symbol combination (diamond claw) : fox, moth, dragon.

Puzzle in the Ruins of Korvanjund:

  • The ruins in Korvanjund, located west of Windhelm, are associated with the story quest «Jagged Crown», which begins after the death of the dragon Alduin and joining the ranks of the Stormcloaks or the Imperial Legion. You can also learn one of the Power Words of the Slow Time Shout here. The ebony claw lies on a stand in front of the door.
    • Symbol combination (ebony claw) : fox, moth, dragon.

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Dragon Age 2 Companion Approval Guide — Guides and Game Reviews

Everything you need to know about the Dragon Age 2 companion approval system.

Dragon Age 2 has an approval system that stands out throughout the franchise. Instead of simply rewarding the player for befriending all comrades, the game rewards players for either friendship or rivalry .

This friendship/rivalry system encouraged players to feel more freedom in their role decisions. Instead of trying to please all characters, they may want to develop their relationship with that character as much as possible. It is possible to start a romance even with rival characters.

What players don’t want is getting stuck in the middle between friendship and rivalry, as this can make the character less loyal and more likely to be out at the end of the game. Also, unlike in Origins, the player cannot rely solely on gifts to establish a relationship with that character.

Fortunately, most Dragon Age 2 characters like to express their opinions and feelings to the player.

Content

  1. Hood Anders
  2. The simplest ways to win Anders friendship:
  3. The simplest ways to win Anders:
  4. Fenris Hyde
  5. The simplest ways to win Fenris’s friendship:
  6. The simplest ways to win the rolleries of Fenris:
  7. Isabella Guide
  8. Easiest Ways to Befriend Isabela:
  9. Easiest ways to compete with Isabela:
  10. Merrill’s guide
  11. Easiest ways to win Merrill’s friendship:
  12. Easiest ways to win Merrill’s competition:
  13. Varrick’s guide
  14. Easiest ways to make friends with Warrick1009 ways to get Varric’s rivalry:
  15. Aveline’s guide
  16. The easiest ways to befriend Aveline:
  17. The easiest ways to get Isabella’s rivalry:
  18. Hyde on Carver
  19. The simplest ways to win Carver’s friendship:
  20. The simplest ways to defeat the opponent of Karver:
  21. Hide for Bethany
  22. The simplest ways to win the friendship of Betani:
  23. The simplest ways to win the rival of Betani:
  24. Sebastian Gybastyan Gybastyan Gybastyan Hybastian
  25. The easiest ways to make friends with Sebastian:
  26. The easiest ways to make Sebastian rivals:

Anders Guide

Anders is easy to befriend if the player is a pro-mage, but difficult if the player is a pro-Chapel and Templar. Choose wisely when it comes to which missions he takes on, as many of them involve mage, church, and templar.

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The easiest ways to win Anders’ friendship:

  • Make a promag selection.
  • Be anti-church.
  • Fight/fight blood mages and demons.
  • Be kind when talking to him.

The easiest ways to beat Anders:

  • Choose as the Templars.
  • Be supporters of the Church.
  • Don’t help the oppressed.
  • Be friendly and make deals with blood mages and/or demons.

Fenris Guide

Fenris has a strong opinion because of his difficult life. Winning his friendship as a mage and/or pro-mage Hawke can be quite difficult. Players often form friendships with Anders or Fenris by competing with each other as they have completely opposite opinions. However, rivaling or befriending both of them is possible if you complete the right quests.

The easiest ways to win the friendship of Fenris:

  • Be kind to the innocent, especially elves and slaves.
  • Make a choice against mages.
  • Don’t pamper him when he talks about his problems, just be understanding.
  • Be merciless to slave traders.

The easiest ways to win the Fenris rivalry are:

  • Make a promag choice.
  • Don’t kill slavers.
  • Become a mage and tell him you are «seeking powers» during his recruitment quest.
  • Support Merrill’s blood magic.

Isabella’s Guide

Isabela loves to have fun and live in the moment. She doesn’t mind Hawk being a little selfish. In fact, her dedication will definitely earn her rivalry points.

She is a particularly treacherous character because, if her rivalry or friendship is not high enough at the end of the second act, she will leave and never return . Thus, players who want her to stay must make sure that by the end of the second act, her friendship or rivalry points will be blue or red.

Easiest ways to befriend Isabela:

  • Put freedom first (that means don’t give mages to the Circle).
  • Demand payment for work.
  • Make sarcastic choices.
  • Value privacy and other people’s choices.

The easiest ways to compete with Isabela:

  • Do good deeds for free.
  • Enforce the law for her and others.
  • Tell her to return the stolen Qunari relic.

Merrill Guide

Merrill is a unique character due to her Dalish heritage as well as her rebellious position as a blood mage. She is the only companion in the game who approves of making deals with demons and practicing blood magic.

The easiest ways to win Merrill’s friendship:

  • Support her in her quest to fix the mirror.
  • Make a promag selection.
  • Be open about demons and blood magic.
  • Be kind and helpful to others.

The easiest way to win the Merrill competition:

  • Choose Templar and Circle.
  • Persuade her to fix the mirror whenever possible.
  • Be against blood magic and against communication with demons.

Varric’s Guide

Varric is a character that all players want to be friends with, which is a good thing because it’s pretty easy to make friends with him. He loves being witty and solving problems through any kind of conversation, from plain old diplomacy to subterfuge. To compete with him, players need to be bloodthirsty, make their Hawk appreciate brute force and not be interested in stories.

The easiest ways to befriend Varric:

  • Choose sarcastic and diplomatic options.
  • Solve problems by talking more often than quarreling.
  • Be the hero he would like to write about and talk to others about.

The easiest ways to get Varric rivalry are:

  • Choose aggressive dialogue options.
  • Be cruel to others.
  • Show little interest in others or Kirkwall.

Aveline’s Guide

As a Guardsman, Aveline values ​​the Hawk, who is diplomatic and lawful, and rivals those who commit crimes. However, from the point of view of magicians and Templars, Aveline is not as unambiguous as other characters. She is more complex, believing that mages should be watched, but that «Gallows of Kirkwall» sometimes goes too far.

Easiest ways to befriend Aveline:

  • Choice of diplomatic and legal good options.
  • Only disobeying the law to protect personal loved ones (such as family or other associates).
  • Don’t harm templars or mages when they can.
  • Be kind to others.

The easiest ways to get Isabella’s rivalry are:

  • Committing illegal acts (this includes blackmail, endorsing blood magic, killing non-hostiles, blaming others for murder, and allowing other comrades to do the same).
  • Ignoring certain quests, especially those that help other people.
  • Allow Templars to be cruel to mages and vice versa.

Carver Guide

Hawk’s younger brother is one of the easiest characters in the game. He is insecure about his role in the family and despises being in Hawke’s shadow. Of course, he is only a companion for players who take on the mage class.

Easiest ways to win Carver’s friendship:

  • Avoid drawing the attention of the Templars.
  • Give him a chance to prove his worth.
  • Help other Fereldans.
  • When possible, side with the Templars and the chapel.
  • Take him to the Deep Roads (bring Anders to become a Gray Warden or he will die).

The easiest ways to beat Carver’s rival:

  • Be a troublemaker and get a lot of attention.
  • Challenge the Chapel.
  • Make Carver feel inferior (jokes and aggressive dialogue can do this).
  • Always on the side of mages.
  • Do not take him to the Deep Roads (this will make him a Templar).

* Note: Because Carver doesn’t always appear after the first act of the game, is recommended to include him in the Legacy DLC, to increase his friendship or rivalry.

Guide to Bethany

Players who choose the Rogue or Warrior class will have Bethany survive the trip to Kirkwall instead of Carver. Her main feature, which distinguishes her from her twin brother, is that she is a magician. She also argues much less with her older siblings as she doesn’t have Carver’s insecurities.

The easiest ways to win Bethany’s friendship:

  • Show kindness to others.
  • Make a promag selection.
  • Do your best to support your family.
  • Fight and renounce demons and blood magic.

The easiest ways to win Bethany’s rivalry:

  • Make aggressive choices.
  • Be an anti-mage.
  • Exploit other Fereldans.

Sebastian Hyde

Sebastian is not a character familiar to every Dragon Age 2 player as he is a DLC character (like Shale in Origins). But unlike Chalet, he is a romantic character. However, players do spend less time with him than with other comrades, because he cannot become a real comrade until the second act of .

The easiest ways to make friends with Sebastian:

  • Be helpful to those in need.
  • Make a choice in favor of the Church.
  • Be supporters of the Templars.
  • Support him by staying in the Chapel.

The easiest ways to get Sebastian to compete:

  • Push him back to his role as Prince of Starkhaven.