Dragon age inquisition walkthrough shards. Dragon Age: Inquisition - Walkthrough: The Hinterlands - Non-Story Quests. Regions of the Hinterlands

This trophy can be conveniently combined with killing 10 High Dragons.

When you decide that you want to deal with dragons - transgress. There are 10 dragons in the game and they can roughly be grouped in ascending order of their level:

  • Those who are afraid of the cold
  • Those who are afraid of spirits
  • Those who are afraid of fire
Accordingly, in the Solasen temple there are 3 main doors and 1 final door (will open only after passing through the three main doors). Behind each door hides a certain element, which gives resistance, belts with protection against n-type damage.

When we entered the temple, we saw 3 main doors and look at them with your face - know that the door on the right protects from fire, the central door is responsible for the cold, and the door on the left is for spirits. Behind each of the doors are several more doors. The further you advance within the same element, the greater the benefit of the loot. Therefore, I advise you not to run from "element to element", but to open the doors sequentially.

You can start from level 14-15. Just approach the doors with a large supply of shards, as there is no camp or landmark and you will have to run tediously. And yes, you will need ALL shards in the game to get the achievement.


This quest is given to you by an elf refugee at the Crossroads. He paces back and forth literally three meters north of the fast travel point. His wife needs a special potion, and only their son Hendel, who joined some strange cult and is currently in his camp, knows how to prepare it. Go there. The leader of the cult, preacher Anais, will not be particularly happy to see you, but she will open the gates to the fortress. Hendel is located on the second level of the fortress. Talk to him and he will give you the potion you need. Return to his father in the camp at the Crossroads, give the potion and complete the quest. (Solas and Cassandra will give you some credit for your efforts.)

Glory to Herald Andraste


This very small quest is given to you after talking with the preacher Anais (see previous quest). Close the Rift, which is located right in the courtyard of the fortress. This will convince everyone of your divine destiny, and you will even get the opportunity to recruit cultists to help the Inquisition.

Love Can Wait


On the corpse of a noblewoman named Wellina in Dwarf Pass, you will find a letter from a certain Lord Berand. Apparently, the poor fellow was on her way to her lover, but, to her misfortune, fell into the conflict between the apostates and the templars.

Lord Berand is in the same fortress as the son of the refugee you need to find for the quest Shallow Breath. Inform him of Lady Wellina's death and you will have the opportunity to recruit him as an agent of the Inquisition. Agents of the Inquisition, in addition to increasing Influence, also reduce the time your advisors spend on their missions.

Lord Berand will become an agent of the Inquisition when you report Wellina's death anyway, the difference being that if you directly ask him to do so, he will become an agent assigned to Cullen (Cassandra will approve), and if you advise him to return home and protect the people there, then he will become an agent assigned to Josephine (Solas and Sera will approve of this).

You will need to close the Rift in the fortress in order to fully complete this quest.

This quest can also be completed in the reverse order: that is, first find Lord Berand, who will complain to you about the strange delay of his beloved, then find her body, which in this case will be marked with a quest marker - and then as above.

Pangs of Hunger

The hunter refugee at the Crossroads camp will inform you that they are short of food. Forest and mountain sheep gallop in abundance in the surrounding mountains and forests. Hunt them and deliver 10 mutton to the hunter to complete the quest and get Solas and Sera's easy approval.

In the Power of the Elements


This quest gives you recruit Whittle at the Crossroads Refugee Camp. Refugees suffer from the cold because they do not have enough blankets. Whittle will assume that there will certainly be suitable supplies in the hiding places of the renegade mages. There are five caches in total, and they are not even very far from each other - some are right on the surface, some are in caves. Follow the marker on the map and you will find them easily. After you find all five caches, report to Whitl. In addition to the Influence point and experience, you will also receive approval from Solas, Sera, Cole and Cassandra.

Healing Hand


Corporal Vale mentioned that the refugees needed a healer. Such a healer - or rather, an elf healer, is located in the village of Redcliffe. You need to persuade her to go to the rescue, as she is afraid that the refugees will treat her badly because she is an elf. You can talk her into it if you yourself are an elf, if you have Kassandra or Solas in your group, or if you have the Knowledge of Nobility or History perk.

The same healer will give you three small subquests to collect herbs for the needs of the refugees. Ask her what she needs and then read the list on the table. The list will be updated twice when you bring the right herbs to the elf.

You need to find:
1. 4 elven roots and 2 spindles.
2. 6 Elven Roots and 1 Royal Elven Root
3. 5 spindles and 2 pieces of Crystal Grace.

Refugees as Agents of the Inquisition


This task does not appear in the journal, but if you have completed all three of the above quests to improve the living conditions of refugees, then go and talk to Corporal Vail, and in gratitude he will offer help to the Inquisition. You can recruit refugees as agents for any of your three advisors of your choice. As an added bonus, almost all of your teammates will approve of this - even those who were not present in the group.

Amulet Beloved


Not far from the Winterwatch Tower you will find the corpse of a templar, and in it - a letter for a certain Ellandra. In addition to the letter, you will find a phylactery amulet. Take it to the mage Ellandra (Solas will slightly approve). She is in a refugee camp. You will be able to recruit her as an agent of the Inquisition if your GG is a magician or if Vivien is present in your group. (Solas, however, will not like this.)

Unusual Duet


This quest can be obtained from a scout north of the camp in Dwarf Pass. He worries about the fate of a scout named Ritts. Go to the place indicated on the map and you will see a woman fighting off several templars. Help her win the battle.
Since Ritts is safe, you can immediately go to the quest giver and report your success.

But have you noticed that your mini-map circle is flashing? Perhaps you should look around first? Follow the search arrow. You will find a picnic basket and a corpse. Talk to the rescued woman about what you found, and then go report to the scout.

If Varrick is in your group or your GG is a dwarf, then you can recruit Ritts as an agent of the Inquisition. (You won't be able to do this unless you first find the picnic basket and mage's corpse.)

Blood Brothers


You get this quest if you read the letter pinned to a post in a hut just three steps south of your very first camp in the Outskirts. Apparently, one of the brothers mentioned in the letter is a fugitive magician, and the templar brother who wrote the letter is eager to meet him and deal with the apostate. Go to the indicated place, search the corpse found there - and this will complete this quest.

Renegade Farmer


The quest is given to you by an elf widow in the Outskirts. If you go exactly east from the southernmost part of the lake, then just south of your camp and almost south of the refugee camp (slightly east) you will find her hut. (There's one of the smaller Rifts next to her, if you need more guidance.) The Templars killed her farmer husband, mistaking him for some reason as a fugitive mage, and took his wedding ring. The desired templars are located southeast of the hut - deal with them and return the ring to the widow. Cassandra will slightly approve of your action.

Ranger


(Subquests: Horses for the Inquisition, Trouble with Wolves, Farmers' Safety)

This quest is automatically given to you on your first visit to Inner Earths. Cullen would like to get good horses for his troops, for which he needs the best rider in the area, Master Dennett. You need to find Dennett and convince him to lend his horses to the Inquisition.

Master Dennett, however, will not give you any horses just like that. First, you must complete a few sub-quests. He will direct you to Elaina and Bron, who are right there on the farm. Elaina will complain to you about the problem with the wolves, which have become more aggressive than usual. Bron will ask you to increase the security of the surroundings by building watchtowers in suitable places.

Elaina's quest is quite simple - head northeast from the farms to the quest marker, where you will find a wolf's lair in a cave. In addition to the wolves, there will be a demon in it - when you deal with him, you can return and report to Elaine about your success.

The Bron quest consists of two stages - first you need to stake out places for the towers (there are three in total, and they are automatically marked on the map). After that, a new mission will open on your military operations map, and you can send your soldiers to build towers. After completing the mission, return to Bron with a report.

After completing Bron and Elaina's quests, talk to Master Dennett and he will finally agree to provide the Inquisition with his finest horses. What's more, you can even recruit Master Dennett himself as an agent of the Inquisition if you have Cassandra or Vivienne in your party or your GG has the Inquisition perk of knowledge of nobility.

Horse Racing/In Saddle


This quest gives you Master Dennett's daughter, Shane, after you get your first horse. Win three races by breaking Shane's time record. The races are not very difficult, the main thing is to aim carefully so that the horse does not rush past the posts instead of going between them. You need to make them at a gallop - otherwise you will not meet the time. The demons at the nearby Rift usually do not pay attention to the GG rushing past on a horse, although the treadmill passes quite close to them.

You need to successfully complete three runs - each longer and a little more complicated than the last - to fully complete this quest.

If your group has Iron Bull, then he will approve of your every victory, but only if you win on the first try.

Measures Against Marauders


This quest starts by reading a letter in one of the empty houses in Redcliffe Farms. Someone Hessle writes to his friend that he will hide some documents in a cave in the northern hills. This quest is good to combine with the Trouble with the Wolves quest given to you by Hennet's wife, Elaina, since the object of the quest is located in the same cave. You need to jump a little and climb up to find the loot in a box on one of the rock ledges near the place where you found the demon on Elaina's request.

Where the Druffalo Roams


You get this quest by reading a notice pinned to the fence at one of the Redcliffe farms. One of the farmers ran away from his beloved druffalo Druffy (something like a yes-shny variant of a bison). Find and return the animal to its usual pasture. Finding her following the quest marker is not difficult, but bringing her back can be somewhat problematic - the druffalo is in no hurry, firstly, and secondly, sometimes it can simply get stuck in some narrow place, so try to go with Druffy to the desired paddock slowly and choosing the route more comfortable. After Druffy is in place, talk to her master to complete the quest.

Letter from Beloved


Begins by reading a letter found in an abandoned campsite in Dead Ram Grove. The addressee of the letter is instructed to take the felandaris and bring it to a certain statue of a stone lady. You won't find Felandaris in the Hinterlands, so you'll have to return to this quest a bit later.

When you finally find the right plant, go back and bring it to the statue. Kill the demon that appears, and this will complete this quest.

Claws for Bergrit


Starts by reading a letter on a corpse on a mountain path almost exactly west (and slightly north) of your camp at Redcliffe Farms, next to one of the shards. If you look down from it, you will have a beautiful view of the farms. Obtain three large bear claws. Big bears roam the territory marked by the quest marker (and only on it). When you collect three claws, this will complete this quest. (Claws you can use in crafting.)


Renegades in the Witchwood


Given after reading a letter found in a hut north of the crossroads. You can also get it by removing the note from the slain apostates. The note drops out randomly, the letter is always in place. Slay the renegade mages at their camp in the Witchwood. The Renegades hideout is located in a cave and is protected by a fire barrier, so prepare spells and staves of cold to overcome it. In addition to magicians, there will also be mercenary warriors. From the corpse of the leader of the magicians, you can remove a unique staff with cold damage, and in the cave - in addition to loot in various chests and bags - there is a royal elven root.

This quest can also be activated by simply walking into the Renegades hideout. It is located southwest of Redcliffe Castle (marked on the map with a blue marker).


Templars in the West


Almost a mirror image of the previous quest. Kill the rebellious templars, clearing the camp of them. The quest is given either automatically after you find the templar camp near the waterfall southwest of your camp at the Upper Lake, or after you read the letter taken from the corpse of the templar you killed (the letter, apparently, appears after a certain number of killed templars and therefore can be on a corpse in different locations). The templar camp is located on top of a small mountain and, unlike the mage camp, is not guarded by any barriers, so getting to it is somewhat easier. Detachments of templars are archers and warriors with a shield and a sword. The leader of the templars - the shield warrior - differs little from the usual shield templar and should not cause problems. A unique one-handed sword can be removed from his corpse.

Relationships - The Inner Earths


The quest starts when you find a suicide note on a skeleton in Old Simeon's Cave. It sits on the edge of the map almost exactly west (and just a little bit south) of your very southwest camp, and used to house one of the rifts. The quest icon will become visible when you close the Rift. You need to jump a little on the rocks to climb up to a small branch in the cave where the skeleton lies. Take the note to his family's home at Redcliffe Farms and drop it in the mailbox.


Business relationship


You start this quest when you read the letter from the corpse of a templar, which lies a few steps from the corpse that you must find in the Blood Brothers quest (just north of your camp in the Outskirts, if you need additional guidance). From it you will learn that a certain Tanner secretly maintains business with the templars. Tanner is located in the village of Redcliffe and is actually Tanner's church sister. If Kassandra or Varrick is in your group, or your GG has a perk for knowledge of the criminal world from Cullen, then in a conversation with her you can recruit her as an agent of the Inquisition.

Bandits on East Road


This quest gives you recruit Belette east of the refugee camp. She will warn you that the bandits are not just random robbers, but, in her opinion, a much more organized group with some incomprehensible goals. Go through the gorge and a little further you will come across the first group of bandits. Continue to follow the quest arrow, dealing with the bandits along the way. When one of the surviving enemies starts running away from you as fast as you can, you are close to completing the mission. Follow him and kill the final group of opponents, which is located just at the site of your possible camp. This will complete this quest. If you search the camp, you will find a letter containing curious information about who and why hired bandits for robberies on the roads.

Mercenary Fortress


The quest starts when you read a letter in a bandit camp that you come across while following the quest "Bandits on the Eastern Road" (see previous quest). It can also drop from random bandits if you haven't completed this quest yet. The camp with the letter is literally a few steps west of the exit to the world map. Theoretically, the quest is closed when you find a villa captured by robbers in the southern part of the map, but real heroes will not leave it in the possession of some bandits, right? If you go to the mercenaries' lair and clear it, you can remove the unique heavy armor from the corpse of the leader, and in the document nearby you will read additional information about the bandit's employer, which will give you the Big Trouble quest.


Big Trouble


Go to the cave behind the waterfall, which is located in the southern part of the map. It is guarded by several members of the gnome charter. Deal with them and go inside. Oddly enough, but the cave will not be a cave itself, but part of the ancient dwarf teig - Valammar.

Be careful - the groups of dwarves you'll have to fight your way through in Valammar often contain assassins who like to go into stealth and backstab your heroes.
Get rid of the first group of enemies and go up the stairs. (If you go around the stairs on the left, you will come across a door that can only be opened with a special mechanism. This door opens from the inside, so you won't be able to use it now.) Move on. On the Upper Terrace in the very first room, you can read a note that mentions the Creatures of Darkness. There is also a wall that only a warrior can break. Behind it lies a small treasure chest with random loot and a couple of crafting schemes - for a grenade and a dagger.

The next door is closed and you will need a bandit to unlock it. Behind it you will find some random loot and a couple of notes shedding light on the activities of the charter. Move on and down the stairs and you'll run into the charter members fighting the Darkspawn you read about in the note earlier. Behind the door next to it is the leader of the charter, which you need to kill to complete this quest. Along with him are archers and assassins, and if your battle moves to the bridge, then a few Darkspawn can join it for more entertainment.

Your quest will end as soon as the leader of the charter dies. In the room where he was, you will find even more papers describing the activities of the charter. One of them will even mention you. In addition, there will be one part of some kind of gnome mechanism in the room, and right next to it there will be two devices into which you can insert it. This will give you a small quest "Valammar Vault". As you can see, you need two parts to repair the door.

Cross the bridge and you will find yourself in the Hall of the Elders. The first door is locked - only a robber can open it. Behind it you will find the second mechanism, as well as part of the mosaic. Go back and repair the mechanism, then turn both wheels and enter the treasury. This will complete your quest. Do not relax - there will be an ambush from the Creatures of Darkness, led by the Leader-Harlock.

In the room you will find another piece of the puzzle, Varric's Amulet of Power and various random loot. If you turn the wheel of the mechanism at the far door, you will get a shorter way back - this is the same door that you came across near the entrance to Valammar.

Spirit of the Lake


The storyteller in Radcliffe will tell you about the spirit of the lake if you ask him to tell you about the area. Go to the lake and leave the desired flower as an offering to the spirit (if you still have not found a bloody lotus, then a few grow near the lake itself), then watch a small reference to the legend of King Arthur, take the reward and thereby complete the quest.

Flowers for Senna


You receive this quest from the grey-haired widower elf in the village of Redcliffe. Because of everything that is happening around him, he cannot put flowers on the grave of his late wife Senna, since she is far from the village and the path to her is now very dangerous. Promise him to put flowers, go lay them on her grave, which is not far from one of your camps, and report to the widower. Solas will approve of your helping the elf.

Playing with fire


You get this quest when you read a letter from a corpse that lies a little to the west of the southern point of Lake Superior. The letter mentions a strange ritual that is supposed to summon someone's grandfather.

Go to the marked place and run around the statue from left to right three times, keeping as close to it as possible - and you will really call the "grandfather" - or rather, a very sickly dead man who will obviously be angry with you for bothering. Defeat him and this will complete the quest.

The Ballad of Lord Sherstley


One of the inhabitants of Redcliffe, One-Eyed Jimmy, will ask you to find his ram, Lord Sherstley, who, according to him, brings good luck to the family. Lord Sherstley is a very colorful looking ram, so you can hardly confuse him with others. He rides not far from where you first met Blackwall. You just need to catch up with him and say that his owner misses him - he will run where he needs to go, and you will have to follow him and talk to Jimmy. Or you can kill Lord Sherstley... with very curious consequences, but you won't be able to tell the owner about them, and in this case you won't be able to close the quest.

Sketch of Calenhad Foothold


On the corpse of a templar southeast of your first camp you will find a treasure map.

The treasure in the ruins of the Calenhad foothold is located near the place where one of the relics of the Gray Wardens lies. See the stairs behind the wall, to which there is no passage? Jump up the rocks to get to it, go down and use the search function to find the hidden loot there.
The reward is a recipe for a Stone Armor potion.


Waterfall Map


Literally a step to the west from your camp at the Upper Lake lies a scroll with a treasure map at a certain waterfall. Although one waterfall flows quite close to your camp, if you look closely at the picture, you will understand that this is not the one. The one you need is located at the templar camp to the southwest. The treasure point is at the top, so you don't have to jump in the water at the bottom of the waterfall. Go up the path as if you were going to the templar camp higher and higher until you hit a rock - and activate the search function. The reward for your efforts will be a piece of Ironbark, a rare crafting material.



Farmland Cave Map


You can find this map at the southernmost Rift in the area. Although it clearly depicts Rider Dennett's house, the cave is actually not that close to him - you need to go deeper into Dead Sheep Grove - the right place is almost exactly west of the nearby astrarium. Use the search function to find the loot and complete the quest.



Landmarks in the Hinterlands


Landmarks are scattered on each map in the form of a long, glowing golden pole. There are 17 of them in the Hinterlands. Landmarks automatically appear on your map as a pyramid icon. All you have to do is find and click on them, thus letting them know that you have visited this territory and "reserved" it.

Holding the Hinterlands


Establish military camps in the Hinterlands. All you need to do is find a place suitable for a camp (it is marked on the map with a special tent icon) and settle there. Camps serve as resting places, replenishment of supplies, points for fast travel. You also get an Influence point each time you set up a new camp.

In total, six camps can be set up in the Hinterlands, and after the sixth camp, your quest will be completed.

Breaks in the Suburb

Almost every map has one or more of these quests, depending on its size. You need to destroy small Rifts, weak copies of the main Breach - they are marked on each map automatically. However, copies are copies, but be careful, especially on early stages- some Rifts spit out some very strong demons and it's quite possible that even in the Inner Lands you can stumble upon a Rift that you won't be able to do yet..

In the Outskirts you need to close 2 Rifts.

Rifts - Dwarf Pass

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Close 3 Rifts in Dwarf Pass.

Regions of the Hinterlands


Each territory has a similar quest. You need to visit all corners of the map. There are 29 such mini-regions in the Hinterlands.

Astrariums in the Hinterlands


Astrariums are technical structures scattered across the maps, by activating which you see the starry sky and start a small mini-game. In the lower right corner, you are given a diagram of the constellation that is visible in this particular astrarium. Your task is to connect all the stars in exactly the same pattern, while never drawing the same line twice. When you have processed all the astrariums in a given area, you will receive an indication of the location of the cache, which usually contains a chest (or even several) with valuable items. When you take things from the chest, this completes the quest (on this map).

There are only three astrariums in this area, and all of them are automatically marked on the map. The southwestern astrarium is sometimes difficult to approach, as it is surrounded by mountains on all sides, but do not jump over the stones, trying to climb up to it - a very convenient path leads to it - although it is sometimes difficult to notice, it starts to the south and a little to the west from the astrarium. Also keep in mind when you connect the dots on this astrarium - there will be more stars in the picture than you need to connect for the Draconis Constellation. This is not the only constellation where the developers insidiously give the player more points than they need - so be careful.

The chest with the loot, which is a reward for solving the three astrariums of the Inner Lands, is located in the same cave as the refuge of the renegade mages, which you could already visit during the quest The renegades in the Witchwood. Even if you have already explored this place, you will find there a small, previously inaccessible side cave. The treasures of astrariums cannot be found without first unraveling their riddle.

Shards in the Hinterlands


Interesting structures in the form of a pillar topped with a skull are scattered across almost all maps. These structures are oculariums, a type of telescope that is tuned to spot specific pieces of debris. Eyepieces are marked on the map with a skull icon.

The shards that you collect with their help will be needed in a certain temple in the Forbidden Oasis. With their help, you can permanently increase some of your characteristics. I highly recommend that you first collect all the fragments available to you before you go to this temple. In order for this temple to become available to you, you need to complete the quests to study the fragments that will appear on your military operations table after you find the very first fragment.

There are a total of 22 shards in the Hinterlands. Most of them are quite easy to assemble. The exception is those fragments (and that eyepiece) that are located in the Valley of Lady Shane - the abode of the High Dragon. As you can imagine, this in itself is a bit of a problem. But even after getting rid of the dragon, you can experience some difficulties with a couple of fragments that are lying around in an extremely inaccessible place. A shard on top of a basalt rock is accessible only by precisely timed acrobatic jumps. But with a little practice, it's quite possible to do it.

The second "difficult" fragment lies on the top of the hill and seems inaccessible - but in fact it is much easier to get to it than to the one described above - you just need to find the right road. Look around the waterfall to the south of the shard - there is a pile of boulders that you can climb on.

The remaining fragments lie in much more accessible places and should not present too much of a problem.

In the fifth part of the passage dragon age Inquisition many new locations, as well as significant advancement in the story.

Western Limit - Korakavus

The first half of the video takes place in Skyhold, here we are not making much progress in promotion. Then we head to the Western Frontier. A deserted location where I have already been, but could not go further because of the poisonous cloud. The cloud is eliminated at the command headquarters by completing a task (like other missions, like "restore the bridge", etc.).

In the new part of the Western Reach, we are looking for fragments, unraveling astrariums, and also studying the abandoned castle of the times of the Tevinter Empire - Korakavus. Be sure to take a magician with you, as here you will need to close the tunnel with magic. Because of this problem, I had to run a little back and forth.

Western Limit - Fort Echo

There are not many important points in this video. In Fort Echo: rune on the wall (27:52), astrarium (28:15) and locate the shards (38:40)

Western Reach - Thedas Bottles

Bottle of Thedas (9:24), fragment of the Archdemon mosaic (10:34), rune on the wall (10:53). All this stuff is in a cave, which you get access to after solving all the astrariums. There will also be a chest in the tomb, you need to take the artifact from it in order to close the mission with astrariums (15:40). Somehow I didn’t notice it right away, so for some reason I ran around the desert for several minutes in search of “another” astrarium cave.

At the end story quest about the Gray Wardens.

Western Reach - Gray Wardens

Last video on the Western Limit. A cut-scene with one of the Venatori - Lord Erimond, then an easy fight, and a quest with a dragon researcher. Every time I come to this masked man, he invents another portion of running around the markers on the map. In general, I can say that my attitude towards Inquisition has changed for the better compared to my own opinion about the game in the very first part of the passage. Gathering made some sense with crafting and Skyhold, plus I began to delve into the plot, plus there are a lot of different locations in the game that are simply pleasing to the eye. But sometimes the formula "collect n of something" already just outputs. As soon as you cleared the whole map and here you are, again a car of diamonds - collect 5-30 letters / corpses / diagrams / memories / plants / boxes / books / figurines / tiles / skins ... And yes, if someone tries to collect absolutely everything, then an unpleasant surprise awaits him :) I came across some books, for example, that cannot be read.

So with Western limit until understood. After that, we go back to Skyhold, here we decide the fate of the magician Serbis, instruct Cullen to restore the Judicaele bridge (Emprise du Lion) and open a new small area.

Cradle Sulevin

The location is small, but the enemies are tough. The main mission is to collect four fragments of the Sulevin two-handed sword. Accordingly, there are four altars, each of which is guarded by the Risen from the dead. I remember these guys from Dragon Age: Origins. In this case, they have the 20th level (I saw more only dragons - 21), and they kill with one or two hits. Plus all sorts of skeletons 20 level (by this time I have only the 15th). Even the Blackwall boletus crumbles before such an enemy as a rag. However, I managed to get through and collect all the shards, although the forged sword can still only be equipped by a level 20 hero.

Judicaele bridge

This video first shows the process of creating the Sulevin Blade from the received fragments. The DPS indicator is not very high - 319, but the owner of such a weapon will receive +42 (!) in strength, as well as a chance to trigger the "Attraction of the Abyss" effect on hit. This special ability of the rupture mage (Solas) is to pull enemies to one point, which is very convenient for a warrior with a two-handed sword and huge damage in an area. So at level 20, there will be an opportunity to test the Iron Bull's striking capabilities.

Then we go to Emprise du Lion. The soldiers of the Inquisition completed the bridge with the uneasy name of Zhyudikael. However, there are level 20 enemies behind the bridge (as well as two whole dragons). I already had enough of Sulevin, so we are moving to a more peaceful place - the Inner Lands.

The area from the very beginning of the passage. Here, the quest "Letter from a Beloved" with Felandaris remained unfulfilled (this plant can be found in Emprise du Lion). But the game was not worth the candle. A random demon appeared, which I have already killed thousands in breaks. There is zero loot from it, though I found a chest behind the statue, but only garbage was put into it.

Also in this location appears one of the tomes for Vivienne (quest "Favor for the Enchantress").

Sacred Plain

Here is the passage of a new large area - the Sacred Plain. It was possible to come here much earlier, since the enemies in this location are level 11. A little description:

The Sacred Dale Plains are known for their beauty and strife in equal measure. It was here that the elven realm met its end centuries ago. On these fields, the army of elves clashed with the forces of the human Church and died, defending their promised land to the last breath. This legacy remains, and now the Dales are once again fighting.

The Sacred Plains is now a battlefield in the Orlais civil war, and soldiers are dying here in great numbers. As the boundaries of reality loosen across Thedas, the memory of injustices past and present attracts restless spirits that inhabit the dead to haunt the living across the blood-soaked land.

First of all, I select the last tome for Vivien. Further, my goal was the Ocularum and the search for fragments. Along the way, we carry out a quest with pits and burning ghouls. Don't forget to bring a magician to your team, he will come in handy to break elemental barriers.

Exploring the regions of the Sacred Plain

At the beginning of the video, the Thedas bottle (1:05) and the Ocularum (1:50). Further, many battles, access to the River garrison. Here in the basement you need to close the Rift, as well as another Thedas bottle (18:00). And I continue to collect fragments, some of which are on the roofs of houses, where it is not so easy to climb. My way at 21:40.

Sacred Plain - Rest of the Dead

Repetition is the mother of learning. This statement perfectly describes Dragon walkthrough Age Inquisition. As a rule, to complete the quest, you must perform the same action at several points. Accordingly, the same rule applies to the mission "Rest of the Dead". The pits with dead people are not one, but several. You need to go through the designated marker on the map, defeat the enemy's brood, break the barrier, set fire to the corpses, blow the horn. Repeat until "Mission Complete" appears.

Also on the video is the collection of fragments. If anyone has difficulty finding the right route, then the video will help. I try to find all the fragments, because I really want to open all three doors in the Temple of Pride and get the maximum possible protection from various magic.

The political correctness of Bioware is so correct that even Negro elves can be found in Thedas (12:45). Ok, let's consider it just tanned, but it still looks somehow strange. It must be assumed that the Indian elves are not far off. Well, actually. They are watching The Lord of the Rings somewhere in Mumbai, and they are probably already thinking that it would be nice to draw a dot on that elf's forehead.

Near the end of the video, the region of Var Bellanaris is an elven graveyard. I plundered it, although even in the process I guessed that it would backfire somewhere. So it is, in the future you will need the approval of the elder of the elves, which will decrease somewhat if you dug up the graves of elven ancestors. However, even in this case, approval can be earned by completing a few quests. As for the cemetery, in the graves you need to collect three fragments of the key, with which you can go to the main tomb.

Father's instructions

The most valuable thing in the tomb is a mosaic fragment, even the homeless will not collect the rest. A little more useful stuff on the video around 13:30. This place was marked on the map of Enavouris, but I found it by accident. For the rest of the video, I was looking for my father's hidden belongings from the "Father's Directions" quest. I was actually a little confused by the rune on the castle wall, so I didn’t fully understand what I was looking for. The desired chest was under a tree. The loot was clearly not worth the time spent, but the main thing is that the task was completed.

golden galla

Golden gall fills with the aroma of tea, as Nikolai Baskov would say. In this video, I got to a small elf settlement where you can recruit Loranil. But for this you need to get a Dalish location. Exactly what I was talking about above. Therefore, you will have to complete several simple tasks: find out about the fate of brother Emalien, collect supplies for Nissa and bring the Golden Galla.

Shards on sacred plain

Very short video. Ocularum and search for fragments at 2:55.

Fort Rewasan

The last video on the Sacred Plain in this part of the walkthrough. We accept Loranil in the Inquisition. The epic swearing-in moment is a bit messed up. It just so happened that the Inquisitor had a torch with curtain fire in his hand, so instead of putting his hand to his chest, he put the torch in his head. I understand that this is not the most important information, but after the monotonous completion of quests like "go on the marker" such moments are necessary :)

Inquisition takes a lot of time to find the correct path to the marker. Sometimes the passage is blocked by trees, or it is a hill that is simply impossible to climb, etc. Particularly pleased at the end of the horn, which had to be blown. It would seem like a trivial task. But in order to get to it, I had to make a circle around the perimeter of the fortification. Why make it so complicated is not entirely clear, because this is not a fragment and not some kind of chest with an artifact, but a regular quest. I just forgot to blow the horn when I came in from the other side.

Here you go. Almost all. It remains only to run into Fort Revasan, hand over the last quests. With a sense of accomplishment, I look at blank card. But some kind aunt decided that I didn’t enjoy the exciting missions enough and offers me to find 7 soldiers’ letters. Aaaaaaaaaa! Why only seven and not seventy-seven? All right, enough of me. Some other time, maybe.

Enough already boring quests, let's watch a soap movie.

Fortress Adamant

Story mission with an abundance of cut-scenes and fights. A bug can happen when the enemy gets stuck somewhere in the depths of the fortress, only a reboot will help.

We finally get to Guard Clarel. To be honest, I don't really understand how the Guardians got to the point of practicing blood magic. One would think that they are hypnotized by Corypheus, but no, Clarel apparently makes all the decisions on her own. So she approaches her old friend and cuts that throat to perform a ritual that supposedly ends all Pestilence. What? How is that even possible? Who will believe it? Clarel, didn't you think you were being bred? So after all, there is no pestilence after Dragon Age Origins. Why did you kill the man? With all this, Clarel is in league with Erimond, who is a Tevinter mage, agent of Venatori and assistant to Corypheus. But for some reason, the Gray Wardens think that Corypheus is dead. Hey, you haven't seen red templars and green gaps on every corner, have you? In general, it’s better not to think about the plot, here it’s the same as in the LOST series. They cheat, but there will be no logical explanations. I'm not nitpicking, I just want developers to write more logical scripts. So the created world will be more real and interesting.

But in terms of entertainment, there are no complaints. By the way, during the cut-scene, you can ask Blackwall to talk to Gray Wardens and try to reason with them. But there is a suspicion that his speech did not really affect the overall course of the plot. If you wish, you can check with your passage (23:40).

Shadow

The Inquisitor falls off the wall and uses the Mark to create a rift portal to the Fade. Luckily this time I took Solas with me. He just specializes in "shadow" magic and says how lucky we all are to be here.

The Shadow has side quest"Fears of Dreamers", by performing which you can improve the characteristics of your character. True, the improvements fall out different. First, magic fell out 2 times in a row. But for my Persian robber, this characteristic is useless, dexterity is needed. Then I think let me take Solas, wind him up with magic, but later other characteristics fell out. There will be 5 "fears" in total, which are not so difficult to find. Unlike the Shadow Labyrinth in Dragon Age Origins, the Shadow in Inquisition is not as confusing.

Hawk or Stroud

In this part, the head Inquisitor will remember how he got the mark on his hand. And towards the end of the boss battle. After that, it is necessary to make a decision who will remain in the Shadow in order to cover the retreat of the rest of the group. The choice must be made between Hawk and Stroud. I decided to leave Hawke because he really asked, and in general it turned out to be more tragic. Varrik's grief even changed the skin of the card. By the way, I wonder what Varrick himself would say if he was on the team at that moment ... Wouldn't you like to stay with Hawke?

But there is also a positive side. Hawk's death was not shown. It is possible that Bioware saved this hero for the future. Dragon games age. During his time in the shadows, Hawke can become a very powerful mage, so we should expect him to return in Dragon Age 4.

Home to Skyhold

After the story part, I need to take a short break, I return to Skyhold. Here you need to hold two trials, as well as talk with Varrik and Cullen. Now it would be necessary to deal with the rescue of the Empress Orlais.

Evil eyes and evil hearts

A new mission - we are going to the Winter Palace, but not to the one in St. Petersburg, but to the Orlesian Palace. There will be several contenders for the seizure of power in Orlais at once and a wide variety of solutions. In the end, I was already completely confused who was sleeping with whom, what the elves had to do with it, and who was whose brother and sister ... In short, in my version of the passage, I remained faithful to the throne. Although, it seems, as in the story, he was supposed to support the Duke. In the palace, as they say, I lost control of events and went with the flow. Why did it happen? I was a little knocked down by the task "Location of the yard".

The Winter Palace, like other Dragon Age Inquisition locations, has Hidden Object quests. In this case, you need to collect figurines of Gauls (to open locked doors), as well as coins (15 pcs.), Scandalous secrets for Leliana (30 pcs.) And songs (21 pcs.). At the same time, you need to maintain the "Location of the yard". If you go to explore the interior of the palace, the location will gradually decrease, so you need to stay in front of the public. On the first playthrough, it is very difficult to increase the location, because you simply don’t know which answer to give. Per right choice you get +5, for wrong -20. After the dance with the Duchess, I thought I would be kicked out of this event altogether, since the location fell to 4 out of 100 (at zero, according to the conditions, they really should be kicked out). Therefore, I just tried to pass this level as soon as possible without unnecessary walking and studying the situation.

According to the video: the key to the vault (5:50), in what order to light the urns to open the secret passage (24:00), the figurine of the Gauls (27:00).

Morrigan

The Empress has a mysterious "occult advisor", as Leliana warns: " The Empress is fascinated by all sorts of mysticism - predicting the future, talking with the dead and all that kind of nonsense.". Seriously? Leliana, honey, doesn't it bother you that we're fighting demons, ghosts and all that nonsense? Mm?

So it turns out that the Morrigan from Dragon Age Origins is the same “adviser”. It looks like she's really trying to protect the empress, so the killer is someone else. Ok, we talked and continue.

Bioware decided that it would be too boring without any fights, so they added fanatic Venatori. How did they end up in the palace grounds? There is also the imperial court, security and all that ... Magic, not otherwise. But the main thing is different. For the duration of the passage of the palace, instead of armor and weapons, the character wears a more peaceful outfit. And after the attack, the Inquisitor is automatically equipped with simple blades. I did not bother and climb into the inventory, but as it turned out in vain. The blades turned out to be sham. Instead of 2000-3000 crits, I did damage around 1-2. So in Inquisition, the right armor and weapons decide.

It's a TRAP!

At the beginning of the dance with the Duchess. You can see what answers I gave and choose others accordingly to improve the "location of the yard." In general, I advise you to manually save in the Winter Palace if you want to score the maximum 100 favor points.

Suddenly we fall into a trap set up by the same Duchess, it turns out she is at the same time with Corypheus and plans to kill the Empress.

Grand Duchess

I made a serious mistake when I took Varric on a playthrough, but didn't upgrade his Bianca crossbow or upgrade his armor. Because of this, Varric turned into a piece of running meat, and the fight with the Duchess became much more difficult. I had to take control of the dwarf and play the role of a support, restoring fallen comrades. Somehow, on the third attempt, the killer managed to fill up.

We watch the last cut-scene, in a dialogue with the empress we make fateful decisions, the mission is completed. I tried to support Briala, but the elf was sent into exile anyway, and Duke Gaspard was declared an enemy of the empire and executed. Morrigan joins the Inquisition, but cannot be chosen as a companion.

Eluvian

We return to Skyhold. Here I'm trying to promote Leliana to romance, but somehow things have stalled. Perhaps there is simply no relationship with Leliana in Inquisition, or the time has not come. In any case, there were “romantic” branches in the dialogues at first, but now they are not.

Then we talk with Morrigan about an artifact called Eluvian. A kind of portal to a world like the Shadow, only more calm and without demons. The Morrigan calls this place the Crossroads. Most likely, as opposed to hell (Shadow), the authors made heaven (Crossroads). There is another Eluvian in the Arbor Wilderness. It will be necessary to prevent Corypheus from getting to him. But for now, let's go to the Emerald Graves.

emerald graves

Another big location, which means there are many unclosed gaps and uncollected fragments ahead! Ocularum (8:30).

Not particularly peaceful Peacewood

There are many fights, and I still do not have one sign of the head of the assassin's guild to collect the knife and open the Path of the Assassin branch. They write that Crestwood has everything, we should go, because the game will end soon.

And everything is the same in the Emerald Graves, we close the gaps, we open regions with sonorous names: Mirnolesye, Stonethump, etc. In the depths of the forest there is a place where the Giants and Bronto graze just by the dozens. In the course of dismantling, more and more new enemies are inevitably connected, so a good increase in XP is guaranteed if you survive.

Chateau d'Onterre

In the eastern part of the Emerald Graves map, you can find the abandoned Château d'Onterre. I rummaged it up and down, full walkthrough took about 30 minutes. The softest part is finding the key to the locked door (24:00). Behind the door is a cube, touching which the Persian will receive +10 to cunning (!), Which is very useful, since Cunning is important for the rogue class (increases the likelihood of crits). In addition, here you can get hold of all sorts of useful artifacts and pick up a piece of the mosaic.

Emerald graves - close the gaps

Here is the continuation of the passage of the "Emerald Graves". Lots of combat, herds of big bears, brontos and giants. I'm pretty sure that the game automatically selects opponents based on your level. The number of strong enemies here is simply absurd - you can almost always find a group of 3-4 giants in the forest, and around there are a few more brontos that you can still hit. Well, as always, close the gaps.

Manor Morel

Here you need to collect three fragments of the key. After the details are found, we break through the passage in the wall (we need a warrior). Inside there is a special table where we place the fragments and with the help of a magician we create a key. With the resulting rune key, we open a room with a bunch of chests. Among the most valuable, I got a defiling rune and a decoration for Skyhold - the banner of Orlais, although I would prefer curtains (I haven’t found any yet), because by default dirty rags hang in the castle.

Leliana's story

The first half of the video is Leliana's quest. For a long time I could not find the church in which to meet Leliana. Either it is simply not on the table at the command headquarters, or I can’t see well. But you can easily get to this location through fast travel points (one of these is not far from the throne). The task itself is essentially one big cut-scene. By the way, regardless of the choice in the dialogue, Leliana kills Natalie.

Then we go to Val-Royeaux. It turns out that the quest with Josephine remained suspended in this city. We need to find her and talk to her. But that's not all. There is also a Deraboam merchant in Val-Royeaux who sells some special item for 10,000. At the time of our first meeting, I did not have that kind of money, but since then I managed to get rich to more than 20,000, so now I can well spend money. At first I didn’t even understand what I bought, then I noticed that instead of a chest, a statue of a golden naga appeared. If you examine it, a new task “Big?” will open in the headquarters of the command.

soothe the spirit

I return to the Forbidden Oasis to spend the fragments found in the local temple. It was possible to open the last two doors at once - the magic of the spirit and the magic of ice, there was not enough for the last fiery one.

In the end, I decided to test my strength in a fight with a dragon. But level 21 Kaltenzan is too strong for me so far. Dragons turn out to differ not only in color, but also in appearance, as well as the type of magic used. So in Crestwood, the Northern Hunter used electricity, and Kaltenzan used ice. Therefore, before each battle, you can pick up special equipment against certain magic.