Storms on the Sun

Authoritative source for dragon age inquisition. Western limit. Breaks in Echo

Justice: Game to Win Judgment: Playing to Win- the quest of the command rate in the game "Dragon Age: Inquisition".

The quest becomes available after completing Evil Eyes and Evil Hearts, if you spare Florianne de Chalon at the end of the quest, and then recruit her as an agent of the Inquisition during the trial (requires the Knowledge of the Nobles ability).

« We have been contacted. There are others who serve Corypheus. They have been promised immortality in the world to come, and in this they will do their best. They cannot think of abandoning their master, which means that they will not suspect such a thought even for me. And this is your advantage.

I can give you all these people, and I say in advance: there are big names. But they will not act, will not reveal themselves, unless there is hope for a victory worth risking everything for.

Give me a purpose, Inquisitor. Place your troops in a weak position, pretend to have made a tactical miscalculation, due to which you by right will be ashamed. Everything must be real, they will feel any lie. Bare your side, and I will bare the knife - then you can take it away. and them.

Here is my plan. I know what it's like. I may have deceived you before, but now I'm just asking you to grant me victory. I do play game, Inquisitor. Will you play too?

en.dragonage.wikia.com

Opinion about the game Dragon Age: Inquisition

The last couple of years have not gone well for Bioware. The failure of the second part of Dragon Age, the fiasco with the final of Mass Effect 3, the departure of the founding fathers of the company. And yet I believed that the masters of the RPG industry are still able to create a role-playing project worthy of the proud name of the Canadian studio. And after the first entry into the game, it became clear that it was too early to bury the company.

DA:I takes place a couple of years after the massacre in Kirkwall. To end the brutal war between the templars and mages, the Church calls a conclave, where many of the highest clergy, including the High Priestess herself, gather. However, everything is destroyed by a bright flash, after which there is a destroyed temple, a hole in the sky and you, the only survivor with a very strange hand that shoots green discharges. Literally in 10-15 minutes, the hero learns that he can close the gaps in the Shadow (the dimension of spirits and demons) that have arisen around the world after the explosion, and he is called the Herald of Andraste. After that, the Order of the Inquisition arises, which, together with the hero, is called upon to stop evil and save the world. Sounds epic, pompous and big, doesn't it? And that's exactly what Dragon Age: Inquisition gives you. It is very easy to believe in one's chosenness and start arbitrating, unraveling intricate tangles of intrigue, looking for allies and leading great armies into battle in the vastness of cruel Thedas.

However, fateful decisions still need to grow. At first, the Inquisitor must earn a reputation and strengthen the influence of the newly minted order. To do this, you will be given influence points and experience for the Inquisition. The former are needed to open new locations or start story quests. The second is spent on various improvements. You can earn them in different ways.

The first is to assemble a military council at your base. Here you will see a map of Orlais and Ferelden with points marked with exclamation marks. These are missions that you can send warriors, spies or politicians loyal to the Inquisition. The type of agents depends only on the time of the task and nothing more. Unfortunately, there is no depth here, and only occasionally is it possible to complete the tasks necessary to advance the quests of the party members.

The second way is to complete the tasks of the quartermaster in locations. They come down to finding resources, returning to the order table and pressing the "create item" button. Gray dullness for the sake of stuffing influence.

And behind the third method, the player will spend most of the time. Side quests and closing gaps. However, here, too, boredom and monotonous tediousness await us. Although the world in DA:I is huge and beautiful (all locations are beautiful: from snowy mountains to sunny deserts), its content is terrible. The content here is reminiscent of any Western MMO: "Hi, come, kill, find, collect, thank you, keep the money, bye." Of course, this is not the level that Bioware is capable of.

And other rewards, in addition to the above-mentioned influence, are not worth the cost, because the best equipment is crafted by the Inquisitor himself. And here it is worth noting the system for creating weapons and armor. She's well crafted. All the resources and blueprints you collect around the world will come in handy when crafting party gear to progress through the story on higher difficulty levels or to slay local dragons. For the first time since Skyrim, I spent about 6-7 hours crafting in a single game. Although the interface itself could be made more pleasant.

However, not only the desire to go through the story, but also the combat system, coupled with character development, help overcome the boredom of the first hours of the game. In the Inquisition, the Canadians greatly revised this part of the game, creating a very successful fusion of the ideas of the first and second parts. Ability branches give scope for character building and party selection. Specialization is now one, instead of the usual two, but it has become much more diverse compared to previous parts. Combat remains as dynamic as it was in DA 2. But the armor mechanics of the warriors and the shield cast by the mage on the group added something new and intriguing to the tactical aspect of the game.

By the way, about tactics. Returned from Origin, the settings for character behavior in battle were disappointing. There are only 5 prescribed actions. Yes, and the party members themselves are often stupid, which is why in difficult battles it is much more convenient to manage the party yourself, switching between characters.

Although all the minuses are quickly forgotten at the same hour when the story missions start. All of them are made on the highest level. Great cutscenes with great music and great dialogue are evenly mixed with battles and well seasoned with moral choices. Events follow one after another, the plot makes sharp turns, which makes you follow the events on the screen inseparably, and the echoes of the past parts of the series are pleasing to the eye and give you a sense of the significance of your choices.

But even here there are such unpleasant moments that it is impossible to close your eyes. For example, the scarcity of wagering. The game will not allow you to make a tyrant Inquisitor, cruel to both enemies and friends, or an ambitious Inquisitor who does not care about the opinions of others. I don't care that the game is linear, but depriving players of room to play is unforgivable for a studio of this stature.

In addition, the passivity of the main villain. Throughout the game, he fails after failure and only hits first once. And he appears inexcusably rarely, given who he is and what knowledge he holds. But no, over and over again he suffers humiliation from the Inquisitor and his party members.

And now, let's talk a little about the party members. Here for the first time since the first part, and I'm talking about every game released by Canadians now, all the companions are wonderful. Each of them is interesting to talk to and listen to stories that complete the picture of all of Thedas. The romantic lines are well written and also free of banality.

It's safe to say that Dragon Age: Inquisition was a success. Yes, the project is not perfect. But the emotions caused by a large-scale adventure, genuine joy when party members gather in a tavern, the importance of my decisions for the world and constant meetings with the past fully compensate for the shortcomings of the game.

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Walkthrough Dragon Age: Inquisition. Skyhold and Western Reach

After the events of the first part of the world Thedas plunges into the abyss of internecine wars and political intrigues. In addition, unusual rifts open up in different parts of the world, allowing demons to enter Thedas. The protagonist receives a mark and after closing several faults in Temple of Sacred Ashes receives the leadership of the Inquisition to eradicate the resulting chaos.

Fortress Skyhold becomes a new base for Inquisition, The Herald gains the status of Inquisitor for his merit. On the this stage a certain number of locations on the map will become available for the player to explore, however, there are several tasks in the fortress that require the attention of the main character.

Welcome to Skyhold

It is necessary to examine the fortress, the Herald must visit forge and talk with the blacksmith (in the cave you can set appearance some elements of the fortress). Next, the main character should call military council.

While the main character was solving problems, Cole disappeared and is hiding in Skyhold territory. Near the target mark of the protagonist, a conversation with other members of the order awaits, Vivien again offers to get rid of the unusual companion (the player needs to make a decision). Solas speculates about Cole's nature, suggesting that the Inquisition is dealing with a spirit.

In Skyhold, the Inquisition has established a new headquarters and is now ready to make itself known around the world. On the fortress wall, the Herald will meet with hawk, Defender of Kirkwall (the protagonist of the second part of the game). The protagonist can get some information about his opponent by finding a member of the Gray Wardens (Quest There lies the abyss).


After talking with Varric, the Inquisitor should talk to Josephine(You can find the NPC in the lobby, next to the command headquarters). The Ambassador asks to prevent a possible attack on the Empress Selina, the Herald will receive an invitation to the ball in order to personally meet with a possible victim and warn of the danger (Task Evil Eyes and Evil Hearts).


Skyhold Prison has prisoners who are waiting for the verdict. We are located in the hall on the throne of the Inquisitor and begin to consider the proposed cases.

For example, the first thing will be the crime of the leader of the Avvars Movran the Hungry who sprinkled the building of the Inquisition with goat's blood. However, the leader makes it clear about his arrogant attitude towards his son, who was killed by the Inquisitor. The decision to arm the Avvars and send them to Tevinter will allow obtaining the approval of several associates of the protagonist, and there will also be one more recruited agent in the Inquisition.



Next, the Herald will have to pass judgment on the Knight Templar Denamu. IN this case, it would be more expedient to send the captain to trial in the order that he betrayed.

Cassandra got carried away Varric's books"Swords and Shields", but the dwarf did not finish the last book. It is necessary to convince your colleague to complete the work for the sake of Cassandra. Varric will agree to finish the book, only on the condition that he personally hand it over as a token of reconciliation (the dwarf, in his time, hid Hawk's whereabouts when Cassandra was looking for him).

Commander Kalen, being a Templar, like other representatives of this order, took lyrium. After Kalen joined the Inquisition, he stopped taking lyrium, which in turn led to "breaking". The main character will have to decide whether Kalen will continue to take lyrium.

After the death of the false Lord Seeker, the Templars were left without a commander. Barris very successfully conducted several operations, exercising leadership, the results allow us to conclude that a new leader has been found for the Order of the Templars. In the throne room, the Inquisitor can announce his decision (the task can be completed when the throne becomes active, for example, when the condemned appear).

Sera gives the protagonist another additional task, it is necessary for the forces of the Inquisition to make a forced march in the Versil area in order to intimidate the local nobility. After completing the corresponding task at the headquarters of the command, we talk with Serah and go to Crestwood. After a small fight, the task will be completed.


Cassandra asks to find the real Lord Seeker, we perform the corresponding task at the command headquarters. After receiving the report, we go to the new location "Caer Oswin Castle".

In the dungeon of the castle, we enter into battle with the Promisers (a sect that tries to oppose the Seekers) and get the key. We pass into the courtyard and find a letter, from the content of which it follows that the Seekers were transferred to the Promisers by Corypheus.



Further, the protagonists discover a member of the Seekers named Daniel, who reports that Lucius betrayed the order before the appearance of the demon Envy.


Finally, the Inquisitor meets the Lord Seeker, who has gone completely mad and made no secret of his crimes. We clean the area and return to Skyhold. We talk with Cassandra, who managed to study the secret book of Seekers.


Do not submit to his will

Cole, after the events in Adamant Fortress, is concerned about the possibility of binding spirits against their will (Cole is known to be the spirit of a tortured to death young man). At first, your comrade-in-arms asked Solas to tie him to himself, but the elf refused to do this and offered an alternative - to get an amulet for Cole that would protect the spirit from external influences. At the command headquarters, we carry out the corresponding task and hand over the amulet to Cole.

The amulet will not help, since Cole has become too "humanized" (according to Varrick). The main characters go to Redcliffe, it is here that the person who is involved in the death of Cole lives. The player must decide whether Cole will be a human or remain a spirit.


Specializations for the Inquisitor

The main character needs to master new combat skills, at the headquarters of the command we perform the corresponding task. Next, we talk with mentors in the courtyard of Skyhold, after which three more tasks will appear on the Inquisitor branch.

The quest appears after a conversation with a mentor named three-eyed, a description of the corresponding techniques was found in Val Royeaux from a bookseller (or in Varric's things in the throne room). First you need to get the indicated components (obsidian can be found in the Hinterlands, needleback should be looked for in the Western Limit in the area of ​​\u200b\u200bthe passage of Nazaire and the canyon).



To complete the task, you must complete the corresponding order on the request table and talk with the mentor (other tasks in specializations will not be able to be completed).

Left Hand of the High Priestess

Leliana received a suicide letter from Justinia, the main characters need to visit the Temple in Valence. The high priestess left something there for Leliana to see. During the inspection of the church, the main character will have to solve a small riddle by finding three hidden mechanisms (after the cut-scene, the task will be completed).


Scouts report a large influx of people in Western limit, it is necessary to accumulate influence and investigate the situation in the region. In the camp area on the Stony Ridge, you can find a large poisonous cloud, at this stage your squad will not be able to overcome the obstacle (you need to visit Skyhold).

Breaks in the canyons

After the establishment of the camp in Western limit, Vestnik has to close several gaps in the area. Do not forget about the possibility of influencing the portal, after which all the demons are in the "camp" for several seconds.


Breaks in the dust and in the sand

After the camp was founded rocky ridge, the main character needs to eliminate several gaps in various areas (Dusty Plain and Giant Stairs).


Fortress Griffin Wings

When exploring the location in the camp area on the Stony Ridge, you should pay attention not fortress, which is captured by the Venatori (in addition to the foot soldiers and archers, on top of the siege tower, the Herald will have to destroy the Venatori caster Macrinius). Having cleared the fortifications, the Inquisition gets a new transshipment base and outpost in the Western Reach (the player will also receive additional tasks from the captain of the outpost).


Breaks near the aisle

Around the camp in the passage of Nazaire active gaps were noticed, the Inquisitor and his squad need to suppress the resistance of the demons and close the shadow portals.


On the trail of the church

In the desert, the Herald finds a small stone monument, church symbol indicates a cache that the main characters need to find. To complete the task, you need to visit the cave in the camp area in the passage of Nazer. Blueprints and rare items can be found inside the cave.


Shards in the Western Reach

The herald continues to search for fragments of the artifact, there are also several Ocularum, which will indicate the location of the component parts.


In red colors

At the location of the Western Reach there are several deposits of red lyrium (Sands and Forgotten Mine), which Varrik asked to destroy. The squad will be able to get into the Forgotten Cave using Solas' shadow skills. Also, deposits of red lyrium can be found in the shimmering stone mine (area - Nazer Pass).


Robbers intercepted and destroyed caravan, which was supposed to deliver material for scientists from the University of Orlais. Judging by the records found, Frederick's camp (it was for him that the cargo was intended) is located nearby.

In the area of ​​​​the camp (Nazer Pass) we explore the area and find a camp with a red tent. We talk with Frederick and transfer the supplies found to the scientist (we receive the task of Frederic's life and the Specification of the Inquisition +1).


The main character must examine the designated areas for the presence Frederick's tools. At this stage, the player needs to look for the camps of the bandits of the White Claw group, from the bodies of the dead, you can pick up the necessary supplies.


How to lure a dragon

Frederick almost finished bait and now it lacks very specific ingredients (phoenix feather and needleback entrails, animals can often be found in the wastelands, finding the ingredients will not be difficult).

The hunting habits of dragons are almost not studied, Frederic asks to find the victims of the attack in the desert and deliver them to him for research (it is necessary to look for the remains of needlebacks in the indicated areas).


Break the "White Claws"

Frederic gives another additional task, you need to deal with the gang "White Claws" to eliminate problems with the further stay of scientists in the desert.

Your task is to eliminate in the designated area the traps. Further, the main characters are attacked by the leader of the gang, eliminating him, the player will calm the gang for a while.


Funny taste of this water

The well in Griffinwing Keep is in a state of disrepair, as the Venatori dumped dead bodies into it. It is necessary to find a new source of water, there is an oasis nearby lonely key, but the area is infested with varghests. After the destruction of the animals, the task will be completed.


Lustrin: Western limit

The Quartermaster asks to get samples of ores from the Western Limit (the protagonist will be able to find lustrin and lapis lazuli on large stone boulders).


Application for fauna

The messenger will have to collect tissue samples from various representatives of the local fauna (hyena skins, phoenix feathers, etc., the material can be found on the bodies of dead animals).

Frederick discovered manuscripts, the content of which is dedicated to dragons. You need to find a Tevinter scientific work on alluring dragons. After completing the task Relic Hunt in one of the rooms in the Viridis path area (inner courtyard Of the windless ruins, located behind the Hall of Silence) we find a large volume that should be taken to Frederick.



To complete the task, the ancient manuscript must be translated, you can order this work on the table at the command headquarters.


Relic Hunt

The Venatori are searching the Windless Ruins in the Western Reach, it is necessary to investigate the location for valuable items. The task will be completed when the leader of the Venatori - the caster Lucanus (Viridis trail area) is eliminated.

Heart of the Windless Ruins

After the elimination of the caster Lucanus, we raise the key-stone from the body of Venatori. The main characters need to find other components of the key in order to get into the laboratory (the parts are scattered in different parts of the Viridis path).


In the Windless Ruins, the protagonists will discover a large number of battling demons and Venatori who are frozen in time. It is necessary to remove the mysterious spell and close the gap.

After completing the task Heart of the Windless Ruins we remove the staff and return to the main hall, suppress the resistance of the demons and close the gap.


Abyssal High Dragon

Having laid out the bait, the main characters will attract the dragon, after which they will have to defeat it in battle (the dragon is level 15, has a vulnerability to cold and is well protected from fire). After the victory, the scientist joins the Inquisition as an agent.


Dark Spawn Trouble

Venatori led by Serbis stumbled upon a tunnel with a creature of darkness, the main character must examine the designated area for traces. At this stage, it will not be possible to complete the task, since the passage is closed by a poisonous cloud, through which the player will not be able to pass. It is necessary to visit the Skyhold fortress and find a way to overcome the obstacle (requires influence).



It is worth noting that until the Herald returns to the command headquarters, he will not be able to pass through Gates of Andorhal(they can only be opened from the inside). One of the captains of the Inquisition proposes to build bridge, which will allow you to get into the old ruins (according to intelligence reports, this is where the creatures of darkness come from).

Having crossed the bridge, the main characters find themselves on the old prison road, which will lead the detachment to the ancient ruins.



Further, the Herald enters Korakavus (an old prison that was captured by darkness). It is worth paying attention to the cameras on the lower level, in this room there are several boxes and a rune. We move through the hall of guards and close tunnel using the skills of Solas.



We continue to explore the ancient ruins, in the front corridor we find the corpse of Venatori, on the body of which is key and note. The message contains information that the Venatori were excavating under the direction of Sarbis, but after the discovery of the tunnel, the caster fled. The protagonist must track down Sarbis in the Western Reach.



In the South Passage, we engage in battle with Giant, after the victory we leave the ruins of the prison and create a camp in the Echo Canyon. Outside the camp, the player will have to face another giant.



Moving in Fort Echo and we clean the Venatori camp, after the victory, the Herald can send Serbis for trial in Skyhold, or leave him to die in the desert. In case of court (Task Judgment Is Coming), Sarbis can be used as an agent of the Inquisition.


In memory of the guards

Blackwall is interested in the artifacts of the Gray Wardens that may have been left behind in the old camps. In the western limit are two destroyed camps of the order, the first artifact is located on a tower in the area of ​​\u200b\u200bthe gap in the old fort. The second artifact (the blood of the archdemon) is located in Fort Echo (Serbis' lair).


Inquisition scouts have discovered active ruptures in Echo Canyon that need to be repaired.


Cassandra asks the Inquisitor to deal with the criminals whose crimes the Seekers have left unheeded. One of the wanted Leo of Lucien Bay located in the Western Reach (camp in the Gates of Thoth).


Service for the first sorceress

Vivien asks the Inquisitor to help the circle of mages and find the looted books at the location of the Western Limit. The documents are located in the area of ​​the shimmering stone mine in the north of the location.


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Perks in Dragon Age: Inquisition appear as the Inquisition develops and its influence increases. You can get this influence at the so-called "Table of War", completing various tasks, defeating enemies, completing missions, etc. Each time the influence level is filled to the limit, you can increase your level and, accordingly, receive new perks.

Inquisition perks are divided into four types. Three of them are bestowed by three advisors, and the fourth by the Inquisition itself. The powers bestowed by Cullen allow you to develop strength and endurance. Liliana's Secrets work on the secretive traits and skills of the characters. Josephine's communication perks will help with diplomacy and persuasion. And finally, the perks of the Inquisition itself develop general abilities.

Note!

Getting perks in Dragon Age: Inquisition- the process is not so fast as to mindlessly invest in those perks that you will not need. Some perks are available from the very beginning of the game and require experience points to be invested in them.

Some advanced perks become available only after unlocking lower level perks. Perks that are recommended in the first place are in bold.

Strength Perks

NameEffects and comments
criminal knowledge Unlocks new dialogue options related to criminal activities and grants a +50% experience bonus for each new codex unlocked. A very useful perk that opens up the possibility for you to alternative passage some tasks.
"Massage" method Grants a 5% experience bonus for killing monsters. To get the most out of this perk, try to pick it up early in the game.
Rider postureReduces the risk of falling off the saddle. Not the most useful perk, since you will spend most of your battles while not in the saddle.
poured into the saddleFurther reduces the risk of falling out of the saddle. The comment is the same as for the perk above.
Improved concentrationImproves concentration from 100 to 200 points. Might come in handy in combat.
Advanced Concentration Improves concentration from 200 to 300 points. Might come in handy in combat.
true giftIncreases the defense of all party members by 10%. A very useful perk for weakly protected characters (such as mages or thieves), especially on a high difficulty level.
More healing potionsAllows you to carry four more healing potions. The perk can be useful on a high difficulty level, since in such a situation the probability of spending all the healing potions during one quest is much higher than on the normal difficulty level.
Drawings of magiciansYou get new blueprints to create items for mages. It's better to get it towards the end of the game, and even then only if you care about outfitting your mages.
Blueprints of thievesYou get new blueprints for crafting items for thieves. It's best to pick it up towards the end of the game, and even then only if you care about outfitting your thieves.
Drawings of warriorsYou get new blueprints to create items for warriors. It is better to take it towards the end of the game, and even then only if you care about equipping your warriors.

Secret Perks

NameEffects and comments
Secret knowledge Unlocks new dialogue options related to Shadow and arcane lore. Also gives a bonus when researching new manuscripts. This is a very useful perk, as it allows you to complete many quests with alternative methods.
Expert HerbalismIncreases the chance to gather an ingredient by 10%.
An eagle eye Expands the field of view after pressing the corresponding key. A very useful perk, which, after the final improvement, will simplify the exploration of the area.
advanced researchGrants a 50% bonus to experience for exploring discovered monsters. A useful perk if you enjoy returning to the Inquisition HQ to investigate monsters.
Golden hands, good tools Allows all thieves in the party to open Master level locks. A useful perk for a thorough exploration of the world around you and access to chests with a high level of protection.
preliminary reconnaissanceShows additional points of interest and important locations on the area map. Useless perk, as it is better to explore the area on your own.
Rookie Herbalist
Experienced HerbalistOpens general information on all herbs. You can pick up this perk if you're going into alchemy and don't want to waste time looking for it yourself.
Master HerbalistOpens general information on all herbs. You can pick up this perk if you're going into alchemy and don't want to waste time looking for it yourself. A very useful perk, as many herbs of this tier tend to be very hard to find.

Communication Perks

NameEffects and comments
noble knowledge Unlocks new dialogue options related to diplomacy and politics. Also gives a bonus when researching manuscripts. This is a very useful perk, as it allows you to complete many quests with alternative methods.
Seller reputationYou get 10% more gold from sold goods. This perk is best unlocked on early stage games when the need for gold is very high.
One good turn deserves anotherYou buy goods 10% cheaper. A very useful perk, especially towards the end of the game, when you will need expensive and high-quality items.
Honorary Client Purchase / sale transactions become 15% more profitable for you. The perk combines the two previous perks.
rare stocksAllows you to buy rare materials for "crafting". You can choose this perk if you want to dabble in item crafting and don't want to waste time looking for it yourself.
Demanding buyer
Only betterAllows you to buy high quality materials for crafting. You can choose this perk if you want to dabble in item crafting and don't want to waste time looking for it yourself.
important listYou get the opportunity to buy rare materials from merchants. The perk comes in handy late in the game when you have a dire need for good items and you have enough money.
Friends from aboveAs soon as you take this perk, merchants will send messengers with news of discounts. This, of course, is not a perk of primary importance.

Inquisition Perks

NameEffects and comments
Knowledge of history Unlocks new dialogue options related to the history of Thedas. Also grants a bonus to manuscript research. This is a very useful perk, as it allows you to complete many quests with alternative methods.
Inventory Increases inventory capacity by 15 slots. A very useful perk, since you will not get your "legitimate" 60 slots right away.
Imperial inventory Increases inventory by another 15 slots.
Tempered glass flasksAdds one additional potion slot. You can take this perk if you want different characters in your party to have potions in the quick select menu.
Extra educationYour character gains one additional ability point.


(Often the paths and passages in a given region are blocked or destroyed, and only a magician can restore them.)

To the Western Reach


The mission for your command headquarters that you must complete in order to open this card. Send your scouts to the Western Reach to find out why the Venatori are suddenly appearing there.

Venatori


Continuation of the mission that opened this map for you. Find out what the Venatori do in the Western Reach.

Follow the path from your first camp to the southwest until you come across the remains of a ruined caravan, not far from which there are two caves. Go west. To enter the Abandoned Mine, which is located there, your mage needs to repair the wooden flooring at the entrance to the cave. Go through the tunnel and in the first cave you will find a letter on the table, where the Venatori are ordered to wrap up all their local operations and move to Emprise du Lion. This will complete this quest.

Following the Church


Strange inscriptions on stones are scattered in the Western Reach. Find them all and find out where they lead. The quest starts when you find the first entry, after which the location of the next ones will be marked on the map. The notes will lead you to a cave with a magical Spirit barrier. When you destroy the barrier and enter the cave, this will complete this quest.
In the cave, you will find a jigsaw puzzle piece, random loot, and a few codex entries that will be of particular interest to readers of The Sundering.

Frederick's quests:


Draconology


The quest begins when you find the stolen supplies in a plundered caravan just south of Sandstone Cave or take them off one of the White Claw bandits. Return the property to its owner, Researcher-Scientist Frederick of Serolt, who is located a few steps from your southern camp.

Frederik's Life


Continuation of the previous quest. You need to find all five pieces of the stolen explorer gear. Equipment drops from members of the White Talon Gang, who roam the wilderness in abundance. It appears to be a fairly random drop - with luck, you can collect all the missing parts from just one group of bandits, but this doesn't always happen. In any case, when you find all five parts, report to Frederic.

How to Lure a Dragon


This quest is given to you by the scientist Frederik after you find his stolen equipment from the previous quest. He wants to create a bait for the dragon, and for this he needs the innards of a needleback and a feather from a phoenix tail. Get the right ingredients and bring them to Frederick.

Hunting Habits


This quest is given to you by Frederic if you ask him to tell you about dragons after completing Frederick's Life quest. The scientist is eager to study the hunting habits of dragons and will ask you to investigate the remains of gourns if you come across them. You will need to enable the search function for this. After you examine all four corpses, return to Frederick with a report.

Authoritative Source


Frederic gives you this quest after completing the quest How to Lure a Dragon. You need to find an ancient Tevinter manuscript about dragons for the scientist. The manuscript is located in the Windless Ruins, in one of the side rooms from the hall where the Venatori were with Luthanos (see details in the Mysterious Rift quest). Take the manuscript to Frederick. He will be very pleased, but, unfortunately, the manuscript is written in some ancient Tevinter dialect, which he does not know. This will give you a small sub-quest for your command post to translate the manuscript and complete the quest along the way.

Translation of the Manuscript


Complete the mission to translate the Tevinter manuscript at your command headquarters (it will cost you 5 influence) and give it to Frederick.

Break the White Claws


After completing the Hunting Habits quest, Frederic will complain to you that the local gang is throwing a trap for the dragon everywhere and generally preventing him from doing research. Find all five traps and destroy them. After that, the bandits themselves, led by their chieftain, will attack you. True, they will run up from afar, so you will have some time to prepare. Kill them and return to Frederick.

Deep High Dragon


This quest is given to you by Frederik only if you have completed all of his above tasks. He will give you five baits for the high dragon that lives in the area. When you place all five in the same area where you previously destroyed the White Claws' decoys, you will have to fight the Deep Dragon.
When, at the end of the battle, you report to Frederick about what happened, you will get the opportunity to recruit him as an agent of the Inquisition. This will complete his quest chain.

Mysterious Gap


Subquests: Relic Hunt, Heart of the Windless Ruins

You receive this quest automatically when you enter the Windless Ruins and approach the Rift in the main hall. Strange magic (although you may already be familiar with it if you've made an alliance with mages) has frozen in time the interior of the Windless Ruins, including the Rift and numerous demons. You need to destroy the magic and return the flow of time to normal.

Go further to a small hall-crossroad, where there is a group of Venatori led by their leader Luthanos. Once you've dealt with them, remove the activation stone from Luthanos' body. Another similar stone lies nearby on the steps. You need to collect five of these stones. All of them are scattered around in the side rooms. After collecting all five, open the northern door. Take your time to pick up the staff - this will immediately return time to normal flow, thereby unfreezing all those less than friendly creatures that you saw along the way. Gather the loot around, activate the rune behind the staff (it gives you the Spirit Rune recipe), and when you're fully prepared, grab the staff.

Make your way back to the Rift in the first room. Kill the demons and close it. This will complete the given quest and give you a mission for your military operations table to "explore the ancient laboratory" as you emerge from the ruins.

Assault on the Griffin Wings Fortress


The Venatori settled in an abandoned fortress formerly owned by the Gray Wardens. Knock them out of there and you can make the fortress the property of the Inquisition.

The following three quests are given by Knight-Captain Rylen after capturing Griffonwing Keep.

Funny Taste This Water


The fortress lacks fresh water, and a varghest has taken up residence at the spring in Lone Spring, which has already maimed several soldiers. Kill the varghest to provide your people with drinking water.

Trouble with the Darkspawn


Look for traces of the Darkspawn that began to appear around the fortress in Lately. Once you get close to the quest marker marked on the map, you won't be able to go any further due to the poisonous fumes from the sulfur pits. At the edges of the vapors, you will find the "open operation" marker and, if you activate it, then in Skyhold on your military operations table you can send soldiers to build a bridge in order to get into the part of the Western Reach that was previously inaccessible to you. This will cost you 5 influence points.

After that, cross the built bridge, climb the ladders and go along the gorge, destroying the Darkspawn you meet along the way (Blackwall will give partial approval every time you kill a harlock or ghoul leader). In the end, you will find the ancient ruins of Teventir. Get down there.

At the southern end of the corridor, you will find a breach from which Darkspawn are climbing (along with a group of Darkspawn to boot). Close the gap with the help of one of your mages.
With this task finished, but the question remains - who is responsible for what happened? Obviously, someone was excavating in the ruins and accidentally opened this gap, but who?

Continue heading south, taking out any remaining Darkspawn along the way. When you go out into the courtyard, then you will have a battle with a giant. After it, approximately in the middle of the courtyard, you will find a letter from which it will become clear that the Venatori who excavated here were led by a certain Servius.

Exit through the southern gate, which will open up a previously inaccessible area for you. Literally a couple of steps from the door to the ruins, a campsite awaits you. Rest - if you need it - and move on. Servius sits with a few Venatori in the dilapidated Fort Echo a little further south. After you deal with them, you will have a choice - leave Servius to die or take him prisoner. If you choose the second option, you can try him at Skyhold and even recruit him as an agent of the Inquisition if you wish.
Clearing Fort Echo completes this quest.

Fortress and Its Occupiers


Knight-Captain Rylen only gives you this quest after you meet Magister Erimond during the story quest There Lies the Abyss. Kill the bandits who have settled in the abandoned fortress of the Gray Wardens. There are very few robbers. Destroying them will complete the quest.

Breaks in the Canyons


Close 2 Canyon Rifts.

Breaks near the passage


Close 2 Rifts in the southern part of the map.

Breaks in Echo


Close two gaps at Echo Canyon.

Regions of the Western Reach


Visit all 25 regions of the Western Reach

Landmarks in the Western Reach


Find all 15 landmarks in the Western Reach. You will need to complete the Brimstone Bridge Building Operation at Headquarters (it will cost you 5 Influence) to complete this quest.

Shards in the Western Reach.


Find all 14 shards in the Western Reach. Keep in mind that some of them are behind broken bridges that require a mage to repair.

Astrariums in the Western Reach


Solve the puzzles of all three astrariums and take the treasure in the cave, which is literally a few steps from one of your western camps. In addition to the usual loot, it contains an elven artifact of Solas, a piece of mosaic and an elven rune that will give you the recipe for a master fire rune.

The Judgment is Coming quest in Dragon Age: Inquisition appears as soon as you relocate to Skyhold. Exit the location and then enter. In the throne room, a marker will be waiting for you, which leads to the task - sit on the chair and the first stage of the task will start.

In general, this quest represents a series of trials of those whom you grab in the story - you won’t be able to go through everything at once, no matter how you twist it.

It is worth noting that some Inquisition Specifics skills increase the number of possible sentence options. Also, if you are recruiting an agent, then after that a task appears at the command headquarters, which is associated with such a decision.

Do not forget that certain solutions may affect the approval of a particular ally, so think twice before accepting it.

Defendants, sentencing options and consequences

Geryon Alexius- A Tevinter magister who is accused of enslavement and murder.

  • Execute - execution by the inquisitor;
  • Conclusion - will spend the rest of his life in prison;
  • Help Fiona's magicians;
  • Pacification (only for the magician) - Dorian will completely disagree with the decision and will mention it more than once in the dialogue;
  • Magic research - an agent will be recruited and a task at the rate will open.
  • Important! When choosing Templars, this judgment is not possible.

    Knight Captain Denam- in order to bring charges, you need to find evidence of a change in the order.

  • Execution - if evidence was found;
  • Call for service - if not found;
  • Imprisonment in prison;
  • Give it to the Templars for trial;
  • Exile - for this option you need the skill "Knowledge of History" from Specificity.
  • Important! When choosing magicians, this judgment is impossible

    Judgment is coming to Dragon Age: Inquisition

    Florian de Chalon

    If survived:

  • Sentence to community service;
  • A sentence to become a jester in Skyhold;
  • Exile to a monastery (optional) - only for believing inquisitors;
  • Working for the Inquisition - Knowledge of the nobility from Specificity is required.
  • If dead:

  • Public Works;
  • Ignore - the remains will be sent back;
  • Do not recognize claims - the rights of the duchess will be invalidated;
  • Reclaim Trade Routes - Requires Knowledge of History from Specificity.
  • Livius Erimond

  • Imprisonment;
  • Give to the Gray Wardens - if they were not expelled;
  • Pacify (mage only) - causes discontent among the mages of the party members.
  • Sir Ruth- she wants justice for herself.

  • Forgiveness (optional) - a believing Inquisitor is needed, and a task appears at Headquarters;
  • Exile to the Deep Roads - a task appears at Headquarters;
  • Expel along with the rest of the guards;
  • Rejection of the trial of the Guardian;
  • Public humiliation.
  • Tom Rainier

    Possible options:

  • Forgive;
  • Give to the Guardians for re-education - will leave with them if you expelled them;
  • Service of the Inquisition - the task does not appear.
  • Samson- Aiding Corypheus.

  • Send to Kirkkol for trial;
  • Exile to the Wildlands;
  • Conclusion;
  • Send Dagne for study - will give two defiling runes;
  • Service of the Inquisition - use through a remark about Maddox, while Cullen becomes his handler.
  • Movran the Bumpy

    • Exile - improvement of the "Throne of the Hasinds";
    • Into a shameful cage - improvement of the "Throne of the Hasinds";
    • Exile to Tevinter - the same + task at Headquarters;
    • Give Abernash if he is alive - only for believing Inquisitors and gives a task at Headquarters;
    • Gregory Dedrick- Headman of Crestwood, who drowned people during the Pestilence.

    • Execution;
    • Exile;
    • Hand over to Ferelden;
    • Give to the Guardians - this one, like the three previous options, gives the Throne of Ferelden improvement.
    • Mrs Poulain

    • Force to restore Sarnia - the quest "Career Matters" must be completed, while it gives the improvement "Throne of Orley" and the task on the Headquarters map;
    • Confiscate gold - only for a human character and at the same time the hero also receives an improvement + gold to the treasury.
    • winners-games.ru

      Skyhold Interview Part 3: Judgment

      Last week our friends from Game Informer in his article introduced the fans dragon age co Skyhold- headquarters Inquisition. In this article, the game producer Dragon Age: Inquisition by Cameron Lee answers burning questions.

      In the third part of the interview Cameron talk about the Skyhold throne and how to judge your enemies!

      : Let's talk about the role of the Inquisitor. How far will the hero's power extend?

      [CAMERON LEE]: There will be no territorial boundaries for the influence of the Inquisitor. You have to decide the fate of the continent, sending agents to where passions boil. There is also a personal side to power over thousands of people. The burden of leadership rests on your shoulders. No matter how you dispose of it, it will affect those who stand in your way.

      : This brings us back to the topic of judgment in the game. Can you tell us more about it?

      [CL]: Certainly. The innocent and the deceived, the stupid and the righteous - everyone will have to decide which side to support in the conflict. Those who make a mistake can get to your court. This is one way to see enemies from a personal perspective and understand their motives. It is also a valuable chance to take a fresh look at your own decisions and actions in the game.

      : So, the hero literally takes on the role of judge, bailiff and executioner?

      [CL]: Exactly. You will sit on a throne in Skyhold, and advisors will bring prisoners to you. For each of them, the adviser will read out a list of charges and inform additional information, after which you can interrogate the accused yourself. Then it will be necessary to decide his fate. There is no division into black and white - each case has its own nuances. Sentences can be very different - set free, enlisted in the Inquisition, executed personally, appointed as a jester, even pacified. And not only this.

      : Judicial verdicts, like all decisions, will have consequences, right?

      [CL]: Let's put it this way: the trial of enemies can affect the Inquisition. Is it possible, for example, to take on an enemy agent if this will help the common cause? Other judgments can affect side quests, operations, Skyhold itself, even your closest comrades. So decide carefully.

      www.dragonage-area.ru

      Guide to the approval and disapproval of satellites in Dragon Age: Inquisition

      Your allies don't always agree with you, and they can express it. There is no specific scale of attitude towards you in the game. This is expressed in approval or disapproval.

      In this guide, we will analyze what should be done for the approval or disapproval of the allies. Do you want the perfect relationship with your partner? Do you want to become a demon in the flesh for your companion? How to do it? You will find in this guide. I decided not to stop at ordinary conversations, since they do not really affect the attitude towards you, but I stopped at plot and large-scale tasks, after which the allies can praise you or express their dissatisfaction with your choice. Buckle up and read!

      Guide the squad through the mountains during the prologue.

      In Radcliffe Castle, make the mages allies (works if Hawke sided with the mages in Dragon Age 2).

      In Radcliffe Castle, make the mages subordinate (works if Hawke sided with the templars in Dragon Age 2).

      Allow gray guards to join the Inquisition in Adamant (will work if the guard - Hawke's friend remains in the Fade).

      Drive the gray guards out of Adamant (will work if Hawke stays in the Fade).

      In Radcliffe Castle, make the mages allies (works if Hawke sided with the templars in Dragon Age 2).

      In Redcliffe Castle, make the mages subordinate (works if Hawke sided with the mages in Dragon Age 2).

      While becoming an Inquisitor, say that you will abuse your power.

      While becoming an Inquisitor, say that you will take revenge.

      Allow the Grays to join the Inquisition in Adamant (will work if Hawke stays in the Fade).

      Expel the gray guards from Adamant (works if the guard - Hawke's friend remains in the Fade).

      Dragon age inquisition courts

      Command Headquarters: Justice: Playing to Win

      Justice: Game to Win Judgment: Playing to Win- the quest of the command rate in the game "Dragon Age: Inquisition".

      The quest becomes available after completing Evil Eyes and Evil Hearts, if you spare Florianne de Chalon at the end of the quest, and then recruit her as an agent of the Inquisition during the trial (requires the Knowledge of the Nobles ability).

      « We have been contacted. There are others who serve Corypheus. They have been promised immortality in the world to come, and in this they will do their best. They cannot think of abandoning their master, which means that they will not suspect such a thought even for me. And this is your advantage.

      I can give you all these people, and I say in advance: there are big names. But they will not act, will not reveal themselves, unless there is hope for a victory worth risking everything for.

      Give me a purpose, Inquisitor. Place your troops in a weak position, pretend to have made a tactical miscalculation, due to which you by right will be ashamed. Everything must be real, they will feel any lie. Bare your side, and I will bare the knife - then you can pick it up. and them.

      Here is my plan. I know what it's like. I may have deceived you before, but now I'm just asking you to grant me victory. I do play game, Inquisitor. Will you play too?

      Opinion about the game Dragon Age: Inquisition

      The last couple of years have not gone well for Bioware. The failure of the second part of Dragon Age, the fiasco with the final of Mass Effect 3, the departure of the founding fathers of the company. And yet I believed that the masters of the RPG industry are still able to create a role-playing project worthy of the proud name of the Canadian studio. And after the first entry into the game, it became clear that it was too early to bury the company.

      DA:I takes place a couple of years after the massacre in Kirkwall. To end the brutal war between the templars and mages, the Church calls a conclave, where many of the highest clergy, including the High Priestess herself, gather. However, everything is destroyed by a bright flash, after which there is a destroyed temple, a hole in the sky and you, the only survivor with a very strange hand that shoots green discharges. Literally in 10-15 minutes, the hero learns that he can close the gaps in the Shadow (the dimension of spirits and demons) that have arisen around the world after the explosion, and he is called the Herald of Andraste. After that, the Order of the Inquisition arises, which, together with the hero, is called upon to stop evil and save the world. Sounds epic, pompous and big, doesn't it? And that's exactly what Dragon Age: Inquisition gives you. It is very easy to believe in one's chosenness and start arbitrating, unraveling intricate tangles of intrigue, looking for allies and leading great armies into battle in the vastness of cruel Thedas.

      However, fateful decisions still need to grow. At first, the Inquisitor must earn a reputation and strengthen the influence of the newly minted order. To do this, you will be given influence points and experience for the Inquisition. The former are needed to open new locations or start story quests. The second is spent on various improvements. You can earn them in different ways.

      The first is to assemble a military council at your base. Here you will see a map of Orlais and Ferelden with points marked with exclamation marks. These are missions that you can send warriors, spies or politicians loyal to the Inquisition. The type of agents depends only on the time of the task and nothing more. Unfortunately, there is no depth here, and only occasionally is it possible to complete the tasks necessary to advance the quests of the party members.

      The second way is to complete the tasks of the quartermaster in locations. They come down to finding resources, returning to the order table and pressing the "create item" button. Gray dullness for the sake of stuffing influence.

      And behind the third method, the player will spend most of the time. Side quests and closing gaps. However, here, too, boredom and monotonous tediousness await us. Although the world in DA:I is huge and beautiful (all locations are beautiful: from snowy mountains to sunny deserts), its content is terrible. The content here is reminiscent of any Western MMO: "Hi, come, kill, find, collect, thank you, keep the money, bye." Of course, this is not the level that Bioware is capable of.

      And other rewards, in addition to the above-mentioned influence, are not worth the cost, because the best equipment is crafted by the Inquisitor himself. And here it is worth noting the system for creating weapons and armor. She's well crafted. All the resources and blueprints you collect around the world will come in handy when crafting party gear to progress through the story on higher difficulty levels or to slay local dragons. For the first time since Skyrim, I spent about 6-7 hours crafting in a single game. Although the interface itself could be made more pleasant.

      However, not only the desire to go through the story, but also the combat system, coupled with character development, help overcome the boredom of the first hours of the game. In the Inquisition, the Canadians greatly revised this part of the game, creating a very successful fusion of the ideas of the first and second parts. Ability branches give scope for character building and party selection. The specialization is now one, instead of the usual two, but it has become much more diverse compared to the previous parts. Combat remains as dynamic as it was in DA 2. But the armor mechanics of the warriors and the shield cast by the mage on the group added something new and intriguing to the tactical aspect of the game.

      By the way, about tactics. Returned from Origin, the settings for character behavior in battle were disappointing. There are only 5 prescribed actions. Yes, and the party members themselves are often stupid, which is why in difficult battles it is much more convenient to manage the party yourself, switching between characters.

      Although all the minuses are quickly forgotten at the same hour when the story missions start. All of them are made at the highest level. Great cutscenes with great music and great dialogue are evenly mixed with battles and well seasoned with moral choices. Events follow one after another, the plot makes sharp turns, which makes you follow the events on the screen inseparably, and the echoes of the past parts of the series are pleasing to the eye and give you a sense of the significance of your choices.

      But even here there are such unpleasant moments that it is impossible to close your eyes. For example, the scarcity of wagering. The game will not allow you to make a tyrant Inquisitor, cruel to both enemies and friends, or an ambitious Inquisitor who does not care about the opinions of others. I don't care that the game is linear, but depriving players of room to play is unforgivable for a studio of this stature.

      In addition, the passivity of the main villain. Throughout the game, he fails after failure and only hits first once. And he appears inexcusably rarely, given who he is and what knowledge he holds. But no, over and over again he suffers humiliation from the Inquisitor and his party members.

      And now, let's talk a little about the party members. Here for the first time since the first part, and I'm talking about every game released by Canadians now, all the companions are wonderful. Each of them is interesting to talk to and listen to stories that complete the picture of all of Thedas. The romantic lines are well written and also free of banality.

      It's safe to say that Dragon Age: Inquisition was a success. Yes, the project is not perfect. But the emotions caused by a large-scale adventure, genuine joy when party members gather in a tavern, the importance of my decisions for the world and constant meetings with the past fully compensate for the shortcomings of the game.

      If you find an error, please highlight a piece of text and click Ctrl+Enter.

      Walkthrough Dragon Age: Inquisition. Skyhold and Western Reach

      After the events of the first part of the world Thedas plunges into the abyss of internecine wars and political intrigues. In addition, unusual rifts open up in different parts of the world, allowing demons to enter Thedas. The protagonist receives a mark and after closing several faults in Temple of Sacred Ashes receives the leadership of the Inquisition to eradicate the resulting chaos.

      Fortress Skyhold becomes a new base for Inquisition, The Herald gains the status of Inquisitor for his merit. At this stage, a certain number of locations on the map will become available for the player to explore, however, there are several tasks in the fortress that require the attention of the main character.

      Welcome to Skyhold

      It is necessary to examine the fortress, the Herald must visit forge and talk with the blacksmith (you can customize the appearance of some elements of the fortress in the cave). Next, the main character should call military council.

      While the main character was solving problems, Cole disappeared and is hiding in Skyhold territory. Near the target mark of the protagonist, a conversation with other members of the order awaits, Vivien again offers to get rid of the unusual companion (the player needs to make a decision). Solas speculates about Cole's nature, suggesting that the Inquisition is dealing with a spirit.


      In Skyhold, the Inquisition has established a new headquarters and is now ready to make itself known around the world. On the fortress wall, the Herald will meet with hawk, Defender of Kirkwall (the protagonist of the second part of the game). The protagonist can get some information about his opponent by finding a member of the Gray Wardens (Quest There lies the abyss).



      After talking with Varric, the Inquisitor should talk to Josephine(You can find the NPC in the lobby, next to the command headquarters). The Ambassador asks to prevent a possible attack on the Empress Selina, the Herald will receive an invitation to the ball in order to personally meet with a possible victim and warn of the danger (Task Evil Eyes and Evil Hearts).


      Skyhold Prison has prisoners who are waiting for the verdict. We are located in the hall on the throne of the Inquisitor and begin to consider the proposed cases.

      For example, the first thing will be the crime of the leader of the Avvars Movran the Hungry who sprinkled the building of the Inquisition with goat's blood. However, the leader makes it clear about his arrogant attitude towards his son, who was killed by the Inquisitor. The decision to arm the Avvars and send them to Tevinter will allow obtaining the approval of several associates of the protagonist, and there will also be one more recruited agent in the Inquisition.



      Next, the Herald will have to pass judgment on the Knight Templar Denamu. In this case, it would be more appropriate to send the captain to trial in the order that he betrayed.

      Cassandra got carried away Varric's books"Swords and Shields", but the dwarf did not finish the last book. It is necessary to convince your colleague to complete the work for the sake of Cassandra. Varric will agree to finish the book, only on the condition that he personally hand it over as a token of reconciliation (the dwarf, in his time, hid Hawk's whereabouts when Cassandra was looking for him).

      Commander Kalen, being a Templar, like other representatives of this order, took lyrium. After Kalen joined the Inquisition, he stopped taking lyrium, which in turn led to "breaking". The main character will have to decide whether Kalen will continue to take lyrium.

      After the death of the false Lord Seeker, the Templars were left without a commander. Barris very successfully carried out several operations, exercising leadership, the results allow us to conclude that a new leader has been found for the Order of the Templars. In the throne room, the Inquisitor can announce his decision (the task can be completed when the throne becomes active, for example, when the condemned appear).

      Serah gives the protagonist another additional task, it is necessary for the forces of the Inquisition to make a forced march in the Versil area in order to intimidate the local nobility. After completing the corresponding task at the headquarters of the command, we talk with Serah and go to Crestwood. After a small fight, the task will be completed.


      Cassandra asks to find the real Lord Seeker, we perform the corresponding task at the command headquarters. After receiving the report, we go to the new location "Caer Oswin Castle".

      In the dungeon of the castle, we enter into battle with the Promisers (a sect that tries to oppose the Seekers) and get the key. We pass into the courtyard and find a letter, from the content of which it follows that the Seekers were transferred to the Promisers by Corypheus.



      Further, the protagonists discover a member of the Seekers named Daniel, who reports that Lucius betrayed the order before the appearance of the demon Envy.



      Finally, the Inquisitor meets the Lord Seeker, who has gone completely mad and made no secret of his crimes. We clean the area and return to Skyhold. We talk with Cassandra, who managed to study the secret book of Seekers.


      Do not submit to his will

      Cole, after the events in Adamant Fortress, is concerned about the possibility of binding spirits against their will (Cole is known to be the spirit of a young man tortured to death). At first, your comrade-in-arms asked Solas to tie him to himself, but the elf refused to do this and offered an alternative - to get an amulet for Cole that would protect the spirit from external influences. At the command headquarters, we carry out the corresponding task and hand over the amulet to Cole.

      The amulet will not help, since Cole has become too "humanized" (according to Varrick). The main characters go to Redcliffe, it is here that the person who is involved in the death of Cole lives. The player must decide whether Cole will be a human or remain a spirit.


      Specializations for the Inquisitor

      The main character needs to master new combat skills, at the headquarters of the command we perform the corresponding task. Next, we talk with mentors in the courtyard of Skyhold, after which three more tasks will appear on the Inquisitor branch.

      The quest appears after a conversation with a mentor named three-eyed, a description of the corresponding techniques was found in Val Royeaux from a bookseller (or in Varric's things in the throne room). First you need to get the indicated components (obsidian can be found in the Hinterlands, needleback should be looked for in the Western Limit in the area of ​​\u200b\u200bthe passage of Nazaire and the canyon).



      To complete the task, you must complete the corresponding order on the request table and talk with the mentor (other tasks in specializations will not be able to be completed).

      Left Hand of the High Priestess

      Leliana received a suicide letter from Justinia, the main characters need to visit the Temple in Valence. The high priestess left something there for Leliana to see. During the inspection of the church, the main character will have to solve a small riddle by finding three hidden mechanisms (after the cut-scene, the task will be completed).


      Scouts report a large influx of people in Western limit, it is necessary to accumulate influence and investigate the situation in the region. In the camp area on the Stony Ridge, you can find a large poisonous cloud, at this stage your squad will not be able to overcome the obstacle (you need to visit Skyhold).

      Breaks in the canyons

      After the establishment of the camp in Western limit, Vestnik has to close several gaps in the area. Do not forget about the possibility of influencing the portal, after which all the demons are in the "camp" for several seconds.


      Breaks in the dust and in the sand

      After the camp was founded rocky ridge, the main character needs to eliminate several gaps in various areas (Dusty Plain and Giant Stairs).


      Fortress Griffin Wings

      When exploring the location in the camp area on the Stony Ridge, you should pay attention not fortress, which is captured by the Venatori (in addition to the foot soldiers and archers, on top of the siege tower, the Herald will have to destroy the Venatori caster Macrinius). Having cleared the fortifications, the Inquisition gets a new transshipment base and outpost in the Western Reach (the player will also receive additional tasks from the captain of the outpost).


      Breaks near the aisle

      Around the camp in the passage of Nazaire active gaps were noticed, the Inquisitor and his squad need to suppress the resistance of the demons and close the shadow portals.


      On the trail of the church

      In the desert, the Herald finds a small stone monument, church symbol indicates a cache that the main characters need to find. To complete the task, you need to visit the cave in the camp area in the passage of Nazer. Blueprints and rare items can be found inside the cave.


      Shards in the Western Reach

      The herald continues to search for fragments of the artifact, there are also several Ocularum, which will indicate the location of the component parts.


      In red colors

      At the location of the Western Reach there are several deposits of red lyrium (Sands and Forgotten Mine), which Varrik asked to destroy. The squad will be able to get into the Forgotten Cave using Solas' shadow skills. Also, deposits of red lyrium can be found in the shimmering stone mine (the area is Nazer Pass).


      Robbers intercepted and destroyed caravan, which was supposed to deliver material for scientists from the University of Orlais. Judging by the records found, Frederick's camp (it was for him that the cargo was intended) is located nearby.

      In the area of ​​​​the camp (Nazer Pass) we explore the area and find a camp with a red tent. We talk with Frederick and transfer the supplies found to the scientist (we receive the task of Frederic's life and the Specification of the Inquisition +1).


      The main character must examine the designated areas for the presence Frederick's tools. At this stage, the player needs to look for the camps of the bandits of the White Claw group, from the bodies of the dead, you can pick up the necessary supplies.


      How to lure a dragon

      Frederick almost finished bait and now it lacks very specific ingredients (phoenix feather and needleback entrails, animals can often be found in the wastelands, finding the ingredients will not be difficult).


      The hunting habits of dragons are almost not studied, Frederic asks to find the victims of the attack in the desert and deliver them to him for research (it is necessary to look for the remains of needlebacks in the indicated areas).


      Break the "White Claws"

      Frederic gives another additional task, you need to deal with the gang "White Claws" to eliminate problems with the further stay of scientists in the desert.

      Your task is to eliminate in the designated area the bandits installed traps. Further, the main characters are attacked by the leader of the gang, eliminating him, the player will calm the gang for a while.


      Funny taste of this water

      The well in Griffinwing Keep is in a state of disrepair, as the Venatori dumped dead bodies into it. It is necessary to find a new source of water, there is an oasis nearby lonely key, but the area is infested with varghests. After the destruction of the animals, the task will be completed.


      Lustrin: Western Limit

      The Quartermaster asks to get samples of ores from the Western Limit (the protagonist will be able to find lustrin and lapis lazuli on large stone boulders).


      Application for fauna

      The messenger will have to collect tissue samples from various representatives of the local fauna (hyena skins, phoenix feathers, etc., the material can be found on the bodies of dead animals).

      Frederick discovered manuscripts, the content of which is dedicated to dragons. You need to find a Tevinter scientific work on alluring dragons. After completing the task Relic Hunt in one of the rooms in the Viridis path area (inner courtyard Of the windless ruins, located behind the Hall of Silence) we find a large volume that should be taken to Frederick.



      To complete the task, the ancient manuscript must be translated, you can order this work on the table at the command headquarters.


      Relic Hunt

      The Venatori are searching the Windless Ruins in the Western Reach, it is necessary to investigate the location for valuable items. The task will be completed when the leader of the Venatori - the caster Lucanus (Viridis trail area) is eliminated.


      Heart of the Windless Ruins

      After the elimination of the caster Lucanus, we raise the key-stone from the body of Venatori. The main characters need to find other components of the key in order to get into the laboratory (the parts are scattered in different parts of the Viridis path).


      In the Windless Ruins, the protagonists will find a large number of fighting demons and Venatori, who are frozen in time. It is necessary to remove the mysterious spell and close the gap.

      After completing the task Heart of the Windless Ruins we remove the staff and return to the main hall, suppress the resistance of the demons and close the gap.


      Abyssal High Dragon

      Having laid out the bait, the main characters will attract the dragon, after which they will have to defeat it in battle (the dragon is level 15, has a vulnerability to cold and is well protected from fire). After the victory, the scientist joins the Inquisition as an agent.


      Dark Spawn Trouble

      Venatori led by Serbis stumbled upon a tunnel with a creature of darkness, the main character must examine the designated area for traces. At this stage, it will not be possible to complete the task, since the passage is closed by a poisonous cloud, through which the player will not be able to pass. It is necessary to visit the Skyhold fortress and find a way to overcome the obstacle (requires influence).



      It is worth noting that until the Herald returns to the command headquarters, he will not be able to pass through Gates of Andorhal(they can only be opened from the inside). One of the captains of the Inquisition proposes to build bridge, which will allow you to get into the old ruins (according to intelligence reports, this is where the creatures of darkness come from).

      Having crossed the bridge, the main characters find themselves on the old prison road, which will lead the detachment to the ancient ruins.



      Further, the Herald enters Korakavus (an old prison that was captured by darkness). It is worth paying attention to the cameras on the lower level, in this room there are several boxes and a rune. We move through the hall of guards and close tunnel using the skills of Solas.



      We continue to explore the ancient ruins, in the front corridor we find the corpse of Venatori, on the body of which is key and note. The message contains information that the Venatori were excavating under the direction of Sarbis, but after the discovery of the tunnel, the caster fled. The protagonist must track down Sarbis in the Western Reach.



      In the South Passage, we engage in battle with Giant, after the victory we leave the ruins of the prison and create a camp in the Echo Canyon. Outside the camp, the player will have to face another giant.



      Moving in Fort Echo and we clean the Venatori camp, after the victory, the Herald can send Serbis for trial in Skyhold, or leave him to die in the desert. In case of court (Task Judgment Is Coming), Sarbis can be used as an agent of the Inquisition.


      In memory of the guards

      Blackwall is interested in the artifacts of the Gray Wardens that may have been left behind in the old camps. In the western limit are two destroyed camps of the order, the first artifact is located on a tower in the area of ​​\u200b\u200bthe gap in the old fort. The second artifact (the blood of the archdemon) is located in Fort Echo (Serbis' lair).


      Inquisition scouts have discovered active ruptures in Echo Canyon that need to be repaired.


      Cassandra asks the Inquisitor to deal with the criminals whose crimes the Seekers have left unheeded. One of the wanted Leo of Lucien Bay located in the Western Reach (camp in the Gates of Thoth).


      Service for the first sorceress

      Vivien asks the Inquisitor to help the circle of mages and find the looted books at the location of the Western Limit. The documents are located in the area of ​​the shimmering stone mine in the north of the location.


      Keywords: dragon age inquisition,inquisition, herald, mark, rifts, cassandra pentagast, solas, varric, leliana, skyhold, welcome to skyhold, forgotten boy, from the ashes, judgment is coming, secret infatuation, western limit, canyon rips, dust and sand rips , griffon wings fortress, gaps near the aisle, following the trace of the church, fragments in the western limit, in red tones, dragonology, Frederick's life, how to lure a dragon, hunting habits, break off white claws, a funny taste of this water, lustrin: western limit, application on fauna, authoritative source, relic hunt, heart of windless ruins, mysterious rift, deep high dragon, troubles with the darkspawn, in memory of the guardians, tears in the echo, unfinished business

      Automatically activated upon arrival at Skyhold. On the table at the command headquarters, we carry out the corresponding mission and go to the location. As soon as we get there, the quest will automatically end.

      Venatori

      The quest is received when we arrive in the Western Reach for the first time. To continue the quest, read the book located in the starting camp. Further we go to the west and we find broken wagons. A little to the north of them there will be two entrances to the cave. We need the left one. To get there you need a magician to create a ramp (activate a special icon). There will only be spiders inside. Having cleared the area, we read the book on the table, which completes the quest.

      Relic Hunt

      Activates automatically after completing the command mission "Crossing the Sulfur Pits" on the table. We go to the castle northwest of the initial camp (Calmless Ruins). We pass inside to a group of Venatori led by Lucanus. Kill them and the quest will end.

      Mysterious Gap

      Activates when entering Windless Ruins. After completing the quests "The Hunt for the Relic" and "The Heart of the Windless Ruins", we pick up the staff. After that, with a fight, we break through back to the exit and close the gap.

      Heart of the Windless Ruins

      The quest starts automatically after completing the Relic Hunt quest. In the same location we are looking for five key stones (approximate places are marked on the map). Then we open the locked door, thereby completing the quest.

      Assault on the Griffin Wings

      The quest is taken from the explorer, who stands just south of the camp in the passage of Nazer. We go north to the indicated location. We kill inside all the venatori led by Makrinus. Then we raise the flag of the Inquisition. You can first capture the fortress, and then talk to the researcher. Then the task will automatically start and end immediately.

      Draconology

      Starts after researching a broken wagon and reading a letter south of the starting camp. The desired researcher is located just south of the camp in the passage of Nazer. To complete the quest, just talk to him.

      hunting habits

      Taken from the researcher after completing the quest "Frederick's Life". We examine the marked locations for the presence of the corpses of the Gurns. They are searched as hidden objects (use the [ v ]). Having found four corpses, we return to Frederick and turn in the quest.

      How to lure a dragon

      Similar to the "Hunting Habits" quest, it is taken from the researcher after completing the "Frederick's Life" quest. You need to find the tail feather of the phoenix and the insides of the needle spin, for which we kill the corresponding animals and search their corpses. After that, we return to Frederick and complete quest during a conversation.

      Frederick's life

      To get the quest, talk to Frederick. We walk around the location and kill the representatives of the White Claws gang. Periodically, on their corpses we will find supplies of the researcher. Having collected five supplies, we return to Frederick and turn in the quest. You can collect supplies even before meeting with the explorer. Then in a conversation it will be possible to complete the quest immediately after receiving.

      On the trail of the church

      The quest is activated when you examine the stone pedestal waist high, which can be found if you go west from the starting camp past two broken wagons. Then activate in turn the same pedestals marked on the map and you will come to the entrance to the cave, closed by a magical barrier. Once you destroy it, the quest will end.

      Authoritative source

      Automatically activated upon completion of the quest How to Lure a Dragon. Tevinter Labor can be found in the Windless Ruins (the quest "The Relic Hunt" is also completed here). When you enter them, a marker will appear showing the location of the book. We go to Frederick. After talking with him, we return to Skyhold and perform the operation “Translating the text about dragons” on the command headquarters table. Then we talk to Frederick again and complete the quest.

      Break the "White Claws"

      Automatically activated after completing the "Hunting Habits" quest. We go south to the ruins and deactivate 5 traps that look like traps. After that, bandits will appear along with the leader, who should be killed. After that, we return to the researcher and turn in the quest.

      Darkspawn Trouble

      We receive a task from the knight-captain Raylen in the fortress "Gryphon Wings" after its capture. We leave the fortress and move towards the point indicated by the marker. However, the path is blocked by a canyon filled with poisonous gas. We approach the destroyed bridge. Next to it, the place for opening the operation will be highlighted. We activate it, and then we go to Skyhold and on the table of the command headquarters we carry out the mission "Find out where the creatures of darkness come from." Then we return to the Western Limit and cross the already restored bridge to the other side of the canyon. We go inside Korakavus. We examine the area and on the way we kill the creatures of darkness. After a while, two tasks will be given: "Cover the tunnel" and "Find those who dug the tunnel." The first task is solved in the same place where it was given to us. To do this, using the magician, we approach the destroyed wall, behind which there is a fire, and activate the place with the icon in the form of a staff. Then we go further along the only possible path. Having reached the locked door, we examine the corpse lying nearby and take the key. We open the door and pass on. On the way you will meet a giant, so get ready for a serious battle. We go outside through the southern exit and go to the fortress indicated by the marker on the map. There deal with enemies led by Serbis. When you kill all the enemies, and Serbis is lying on the floor with a minimum of health, talk to him. This will make it possible to decide what to do with him - to leave him or to hold a trial, in which one of the options will be to recruit him as an agent.

      Funny taste of this water

      To activate the quest, talk to Knight-Captain Raylen in the Griffin Wings Fortress after it has been captured. We go into the canyon to the place indicated on the map and kill the first vargest that comes across. This will complete the task.

      Fortress and its occupiers

      The quest is taken from Knight-Captain Rylen in the Griffin Wings Fortress after it has been captured. We go to the indicated area and kill the pirates, which completes the quest.

      Abyssal High Dragon

      Received from Researcher Frederick after completing the quests Break the White Claws and The Authoritative Source. In the indicated places we put the bait and wait for the dragon. After killing him, we return to the researcher and turn in the quest. Along the way, Frederick can be recruited as an agent.