Dragon age inquisition passing command rate. Passage of Dragon Age: Inquisition. Evil eyes and evil tongues

Is a very big game. Only to complete the main quest can take from 40 to 60 hours, and if you take into account the secondary tasks, it becomes quite scary. On the way to the final goal, difficulties may arise, which will help our passage to solve. Just to begin with, let's clarify something.

. Dragon age: Inquisition is a non-linear game. This means that a lot depends on your decisions, as well as on the gender and race of the Inquisitor. BioWare's new project has plenty of forks that will make your story different from ours.

... We only talk about the main quest. Yes, Inquisition has a ton of most interesting tasks, however, describing each of them would take an indecent amount of time. Therefore - only missions from the "Path of the Inquisitor" group.

... Dragon Age: Inquisition is not a quick run. In order to progress through the story, you need to earn points of influence (Power). Most quick way to do this - to complete several secondary tasks. So even if you are not interested in the personal affairs of party members and quests to collect herbs and metals, sometimes you still have to do this.

... The text below contains spoilers. We will try to do without unnecessary plot details, but ... THE KILLER IS A PALACE!

The Wrath of Heaven

The Dragon Age: Inquisition prologue is absolutely linear - even if you want to, you still don't get lost. Follow Kassandra, read the tips carefully and fight weak opponents. There shouldn't be any problems with all this. Soon the path will lead to the elf Solas and the dwarf Varric, your new companions.

After that, you will be taught how to use the tactical pause. In the future, this mode will come in handy more than once, especially at a high level of difficulty, so try to master it as early as possible.

Soon you will come to a break - a place from where in real world demons from the Shadow are infiltrating. To close the gap between the dimensions, you must first destroy all opponents around. After defeating the demons, you need to touch the gap and wait a few seconds, after which it will close. During the passage of the game, you have to close such portals quite often.

After returning to the fortress, you will be presented with a choice: to go to the largest gap in a straight line or in a roundabout way. In the first case, you will get to the next location faster, in the second, you will be able to save the missing soldiers.

Regardless of the path you choose, you will soon find yourself at the ruins of a huge castle. Going down to the gap, you will start the battle with the first boss - Demon of Pride.

There shouldn't be any special difficulties: you will be helped not only by party members, but also by the soldiers of the Inquisition. In the first phase, the boss is invulnerable - note that his health bar looks different than that of previously encountered monsters. To make the daemon vulnerable, a rip must be used. Let the boss be distracted by allies, and you press the action button next to the portal. After a couple of seconds, an explosion will thunder and the demon will fall to its knees - then hit it. After a while, it will become impenetrable again - you already know how to fix this. When lesser demons begin to appear on the battlefield, first deal with them, and then interact with the gap.

The Threat Remains

After resting after the battle, go outside. Head towards the church following the sign. Go to the Command Headquarters and complete the game's prologue.

After that, you will have time to get used to the headquarters. Use it to learn blacksmithing, talk to your companions, remember the location of the key NPCs. When finished, return to the church. From here you can go to the next location - the Hinterlands in the kingdom of Ferelden. To do this, you can use the command rate or the world map.

In Hinterlands a huge number of quests awaits - here you can spend up to 12 hours! Therefore, if you do not want to get confused, mark your priority quests in the journal - then a special beacon will tell you where to go. If you plan to advance as soon as possible on the main task ("The Path of the Inquisitor"), then mark it in the list of quests.

Follow the sign. Soon you will stumble upon a detachment of the Inquisition, which is fighting off the rebellious magicians and templars. They will need your help. After that, you will be invited to a large camp - the main stronghold of the Inquisition in the Hinterlands. Here you need to talk to mother Giselle, who will send the heroes to new location.

You can stay in the Hinterlands and get busy completing quests - there are enough of them to earn several levels. Otherwise, return to command headquarters and head to Val Royeaux.

Here again the pointer will help you - follow the beacon. There are very few things to do in this location: after reaching the indicated place, watch the video, meet the templars and then head towards the exit. Before leaving for the headquarters, the spellcaster, the head of the magicians, will speak to you.

Very soon you will have to choose between templars and magicians. Two quests will be available at the command rate: In Hushed Whispers and Champions of The Just. Selecting one of them makes the execution of the second unavailable. To convince the Templars to join the Inquisition, complete Champions of The Just, or if you value the help of mages more, In Hushed Whispers. In our walkthrough, we chose to support the wizards, but you are free to do otherwise.

In Hushed Whispers

Travel to the Hinterlands. Here you need to get to the city of Redcliffe, located in the north of the location. There will be another gap in front of the city gates - deal with it, and you will be allowed behind the walls. Find a tavern in Redcliffe, talk to the sorceress and proceed to the new meeting point - it is very close.

Here you will meet Dorian, one of the potential companions. Close the gap, listen to the mage and go to the headquarters. Here you have to talk with advisers and finally decide who will be more useful allies - magicians or templars. This is the last chance to change your mind.

If you still plan to be friends with wizards, then return to Radcliffe using the command table. Dorian will definitely be in the party, and you can allocate the two remaining slots to other heroes.

What happens next, we will not tell - this is a spoiler. Let's just say that after the cutscenes you and Dorian will find yourself in dungeon. As soon as you regain control, pump the abilities of the magician so that in battle he helps you with spells.

Since you are left alone, move through the dungeon with caution. There are few enemies here, but they do decent damage. It will be easiest if you play as a "tank" warrior. More difficult - if for a melee rogue. Be extra careful when playing as an archer or mage.

Following the markers, you will soon reach a fork. Three points will be marked on the map: two of them indicate the party members who need to be released from prison, and the third will lead you to the sorceress Fiona. First of all, get to the lost allies - the four of them will be much easier. After talking with Fiona, the next part of the task will open - follow the new marker.

To replenish stocks of health potions, look for special storage (they look like boxes with different bottles). New markers will appear on the map that need to be examined. You can freely move within the location and visit targets in any order. Please note that there are multiple levels in this area, so some areas can only be reached by stairs.

Soon you will stumble upon a locked door. To open it, you need to collect five pieces of red lyrium. Their location is marked on the map. Once you've collected all five, restock your potions and get ready for a boss fight. Alexius.

Alexius uses offensive spells, puts a shield on himself and teleports around the room. In general, the battle with him is simple: let the warrior divert the boss's attention to himself, while the rest of the party deals maximum damage. When he has half his health left, Alexius will disappear, but a gap will appear in the room - you already know what to do with him. Once you close the gap, the boss will return to the battlefield. He will repeat the fade trick at a quarter health.

Will burn in our hearts ... / In Your Heart Shall Burn

After returning to the base, you will be able to chat with allies, receive or even complete several tasks, and so on - use this time to complete things in the Heaven. Please note that you will not return here again.

After activating the next story mission, you will see several cutscenes. Shortly after you regain control of the character, you will meet Cole, another potential party member. It will appear only if you have chosen to help the magicians. Otherwise, Dorian will replace him, and you will meet Cole during the mission for the Templars. Depending on the choice of the side, opponents also change: either magicians or templars will attack you.

In this case, the tasks will be the same. Follow the markers, destroying opponents. You will need to defend one trebuchet and capture another. After that, you will be asked to return to the Vault. Along the way, you can save several characters, which will bring additional experience... After reaching the church, watch the cutscene and return to the battlefield.

Now you need to aim the trebuchet. At the same time, opponents will interfere with the heroes - we advise you to first kill them all and only then take up the guidance. At some point, a boss will appear - a knight Danam.

First, deal with his retinue - a gang of demons. After that, order your "tank" to distract the boss by itself: the monster has quite powerful attacks that leave no chance for the mages of the squad. Keep vulnerable allies behind the boss to minimize damage to them. At 75, 50 and 25 percent of his health, Danam will remove all negative effects from himself and establish a powerful barrier. The battle can be long, but as long as the "tank" holds the defense, distracts the enemy and drinks potions, there is nothing to worry about.

After defeating Denam, a long cutscene will be shown. When you can control your hero again, follow the signs - the path is absolutely linear. Soon you will be taught how to use a new ability, and then the hero will find himself in a snowy desert during a storm. Just go forward and slightly to the right.

From the Ashes

This part of the main quest is very short. You will be offered to walk around the new fortress, explore its main premises and chat with allies. Some sections of Skyhold will be blocked - you can visit them on your next visit to the castle.

After talking with Josephine and Varrick, two main quests will open: Wicked Eyes and Wicked Hearts. evil hearts") And Here Lies the Abyss. They can be performed in any order. Before leaving for one of them, we strongly recommend that you talk to all the party members - you will see and learn a lot of interesting things.

Here Lies the Abyss

After talking with Varric's friend, you will gain access to a new location - Crestwood. Go to a meeting with an informant. Walk along the coast until you come across a cave - you will go there.

After the conversation, your path lies in another location, the Western Approach. Follow the directions on the marker. On the spot, you will be shown a cut-scene, followed by a battle with a horde of demons. Due to the relatively small size of the battle arena, it will be useful here to use the spell "Mark of the Rift" (Mark of the Rift). After finishing the fight, return to Skyhold.

From the command headquarters, go to Orlais to continue the mission. Before that, we strongly recommend that you deal with the party's equipment and free up space in your inventory, since you will not return to Skyhold soon.

The marker will guide you through the battlefield. Soon you will receive an optional task - to help the troops of the Inquisition in the battle. It is necessary to destroy three detachments of the Gray Guard, which are assisted by demons. For completing this objective, you will gain access to a chest with valuable loot.

Soon you will face a large crowd of enemies led by the Demon of Pride. First, deal with small opponents, and then take on the mini-boss. Keep vulnerable heroes away from his electric whips. The fight is complicated by a huge dragon, which periodically unleashes spells on your party. Try to disperse allies in the arena to minimize damage.

The marker will not let you get lost here. We advise you to closely monitor the radar: its glow means that somewhere nearby there is an object needed to complete the quest Fears of the Dreamers ("Fears of dreamers"). In the northern part of the first zone, try to find a human skeleton and switch to search mode - this is how you initiate additional task... The other four items are located in other areas of the location. It can only be completed until the end of this section of the game.

To restore your memories, kill the demons and press the action button next to their bodies. To advance in this location, you have to repeat this trick several times. The episode is generally linear - move forward until you face the boss, A nightmare.

Get ready for intense combat. Nightmare has a lot of health and powerful attacks. From time to time he will summon spiders, which must be quickly destroyed - otherwise they will be overwhelmed by numbers. Let the "tank" hold the boss's attention while the others deal with his minions. As soon as there is respite from small enemies, use the most powerful abilities on the Nightmare. At 25% health, the boss will call for help strong demons Is the best time to use the Mark of the Rift ability. Return to Skyhold after the victory.

Wicked Eyes and Wicked Hearts

In this mission, two things are more important than ever: the composition of the party and the choice of the correct lines in the dialogues. We advise you to take at least one mage with the Barrier ability in the group, as health potions will be in short supply. When communicating with the nobility, try not to say anything harsh or rude - flatter and agree. And, yes: before starting the mission, save the game to a separate slot.

The specificity of this task is that you will need to turn into a secular lion for a while. Good behavior, courtesy, and small favors for guests will increase the Inquisitor's rating. Long absence or dubious statements downgrade him. When it drops to zero, you will be kicked out of the ball and the mission will fail. So don't miss out on an opportunity to improve your rankings.

The location has something to do besides the main mission. You can collect figurines that open access to loot chests, search for incriminating evidence and much more. At the very beginning of the location, you can help the lady at the gate, who has lost something. The disappearance is at the fountain - use the search mode. By returning it, you will increase your rating - this will be enough for a start.

The marker will indicate the path and characters to talk to. After the official presentation, there will be an opportunity to communicate with the allies and study the situation. When finished, head to the lobby and proceed to the guest rooms. Find the "Hall of Heroes", go through it and exit from the west side. Follow the corridor until you reach the fountain. Here you need to climb to the second floor using a grid on the wall.

Once you're out of sight of the public, your rating will slowly diminish, so act quickly. The marker will mark the area to be searched. When finished, go down the stairs to the library and switch to search mode. After finding the evidence, return to the ball. Don't miss the opportunity to raise your rating a little: only go to the ballroom after the second bell is struck - to know is always a little late, right?

You will receive the Servant Wing Key. You can get there through the lower floor of the Hall of Heroes. Companions will join you at the entrance - do not forget to change their dress clothes for battle gear. You must have at least 10 rating points: every minute you will be deducted one point, so do not hesitate and deal with opponents quickly. Follow the trail of blood and corpses, and soon you will face the killer. After the battle and cutscene, return to the ball.

The Duchess will invite you to dance. Be as polite as possible - we advise you to always choose the right answer. After talking with the Duchess, you will have the last opportunity to turn in compromising evidence to Leliana.

Soon you will come to another rift, opened in the courtyard of the castle. Destroy human enemies first, and then deal with demons. The second wave of opponents will be much stronger than the first, so get ready. After that, you will be shown several cut-scenes, they will give you one important decision, and then you will be sent to the battle with the final boss of the location, the same duchess.

First, get rid of her minions. Let the mages put a shield on the party members at the first opportunity. The boss will teleport around the arena - try not to lose sight of it. When the Duchess's health drops to 50%, she will summon assistants - deal with them as quickly as possible. Otherwise, this is a fight without surprises.

What Pride Had Wrought

As always, go on a mission through the Command Headquarters. In the first part of the assignment, you only need to go along the markers and fight off the enemy troops. You will soon reach the ancient temple.

After reaching the large locked door, you will receive the task to conduct the ritual. This can be done at the statue on the lower level of the hall. You need to walk on special stoves in order to light them all. You cannot step on plates that have already been activated. The first puzzle shouldn't be a problem - it's pretty simple. After opening the door, proceed deep into the temple.

After the video, you will have a choice: immediately go after the enemies or observe the traditions of the elves and perform four rituals. In the first case, you will have to fight not only with the villain's henchmen, but also with the guards of the temple. In the second case, they will offer four puzzles with plates: by solving them, you will receive the support of the elves and fight with an alternative boss of the location.

After making your choice, follow the markers on the mini-map. If you have completed the rituals, you can team up with the guards against the invaders. In this case, you will be assigned a guide who will show you the way through the location to the boss. If you decide to ignore traditions, then get ready to fight with both elves and templars. You will need to make the path through the maze yourself - watch the radar and use the search mode.

You will face the boss shortly. Depending on the past choice, it will be or Samson(if you chose mages as your allies), or Calperia(if you preferred templars).

Samson only attacks melee. He is assisted by minions, which should be disposed of immediately. When the boss starts spinning, withdraw the fighters. Disperse allies across the battlefield so that Samson's attacks do not hit several heroes at once. Take advantage of the tactical pause - party members are not always good at choosing targets, especially at the beginning of the battle.

Calperia often places fire runes on the floor - you need to run away from them and take allies away from there. She loves to teleport, is immune to stun, paralysis, and fear, and has high fire resistance. Lightning and cold are yours best friends in this battle.

The Final Piece

A very short mission. Go to the altar through the command headquarters. If in the last assignment you allowed your companion to drink from the Well of Sorrow, then you only have to talk to someone. Otherwise, a dragon boss battle awaits you.

If the "tank" distracts the monster's attention to itself, and the ranged fighters do not crawl under the paws and tail of the monster, the battle will pass without any problems. We recommend that you abandon fire attacks, because they do very little damage to the creature. Cold, on the other hand, is very effective. You need to reduce the dragon's health to half, after which the cutscene will begin.

Doom Upon All the World

It's time for the final battle. We recommend that you make a separate save before starting the final mission. You will be able to complete some of the remaining quests after it, however, some of the content will not be available. So if you plan to explore Inquisition inside and out, this is your last chance.

Take at least one mage with the "Barrier" to the battle with the Coryphaeus, and preferably two at once. The boss deals a lot of damage, is immune to status effects and has a huge pool of health, so get ready for a long battle. In the first phase, the villain will summon demons, move around the arena and attack with powerful spells. "Barrier" and health potions will help keep the party on its feet.

After some time, the Coryphaus will move to new arena- follow him. Don't forget to restock your potions along the way. The second phase is almost no different from the first. Except that the situation is different.

When the boss is at half health, he will be replaced by a huge lyrium dragon. As always, let the Shield Warrior distract the boss while the ranged heroes deal damage to him. Focus the fire on the monster's paws to slow it down. Focus on the healing and protection of heroes with melee weapons: do not spare potions and apply Barrier to them. Let the party spread out across the arena so that the dragon's fiery breath is less dangerous. Don't forget the tactical pause.

Having finished with the dragon, switch back to the Coryphaeus. In the final stage of the battle, he will teleport much more often. In his arsenal, spells will appear that cause damage to the entire squad. "Barrier" and healing potions will help you.

Actually, this is where the main campaign of Dragon Age: Inquisition ends, congratulations! One final tip: don't miss the post-credits scene!

Justice: playing to win (English Judgment: Playing to Win)- Quest betting command 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 Nobility ability).

« We were contacted. There are others who serve the Coryphaeus. They were promised immortality in the world to come, and in this they will try as best they can. They cannot think of leaving the master, which means that they will not suspect such a thought for me... And this is your advantage.

I can give you all these people, and I say in advance: there is big names... But they will not act, they will not reveal themselves, if there is no hope of victory, for which it is worth risking everything.

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

Here's my plan. I know what it looks like. I may have deceived you before, but now I'm just asking you to give me victory. I'm playing The game, Inquisitor. Will you play too? "

ru.dragonage.wikia.com

Dragon Age: Inquisition opinion

The last couple of years have not been very successful 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 were still capable of creating a role-playing project worthy of the proud name of a Canadian studio. And after the very 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 Kirkwall massacre. To end the brutal war between templars and magicians, the Church convenes a conclave where many of the high clergy gather, including the High Priestess herself. 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, letting out green discharges. Literally in 10-15 minutes, the hero learns that he can close the gaps in the Shadow (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 appears, which, together with the hero, is called upon to stop evil and save the world. Sounds epic, pompous and large-scale, doesn't it? And that's exactly what Dragon Age: Inquisition gives you. It is very easy to believe in your chosenness and begin to judge the courts, unravel the intricate tangle of intrigues, look for allies and lead great armies into battle in the vastness of the cruel Thedas.

However, it is still necessary to grow up to the fateful decisions. At first, the Inquisitor must earn a reputation and increase the influence of the newly formed 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 latter are spent on various improvements. You can earn them in different ways.

The first is to gather a council of war at your base. Here you will see a map of Orley and Ferelden with points marked with exclamation marks. These are missions to which you can send warriors, spies or politicians loyal to the Inquisition. Only the time it takes to complete the task and nothing else depends on the type of agents. 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 the locations. They boil down to finding resources, returning to the order table and clicking the "create item" button. Gray dullness for the sake of influence gasket.

And for the third method, the player will spend most of the time. Side quests and closing gaps. However, here too boredom and monotonous burden await us. Although the world in DA: I is huge and beautiful (all locations are beautiful: from snowy mountains to sunny deserts), its filling is terrible. The content here resembles any Western MMO: "Hello, 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 aforementioned influence, are not worth those costs, because the best equipment is crafted by the Inquisitor himself. And right there it is worth noting the system for creating weapons and armor. It is well designed. All the resources and blueprints collected around the world will be useful when creating party equipment for completing the story at high difficulty levels or for killing 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 complete the plot, but also the combat system, coupled with the development of the character, helps to overcome the boredom of the first hours of the game. In the Inquisition, the Canadians greatly revised this part of the game, creating a completely successful fusion of the ideas of the first and second parts. Ability branches give room for character build and party selection. The specialization is now one, instead of the usual two, but it has become much more diverse compared to previous parts... The battles remained the same dynamic as in DA 2. But the mechanics of armor for the warriors and the shield that the mage casts on the group added something new and intriguing to the tactical aspect of the game.

By the way, about tactics. Returning from Origin, the character's combat behavior settings were disappointing. There are only 5 prescribed actions. And the party members themselves are often blunt, which is why in difficult battles it is much more convenient to control the party yourself, switching between characters.

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

But here, too, there are some unpleasant moments to which it is impossible to close our eyes. For example, the paucity of wagering. The game will not let you make a tyrant Inquisitor, cruel to enemies and friends, or an ambitious Inquisitor who spits on the opinions of others. I don't care that the game is linear, but depriving players of the room to play is not forgivable for a studio of this level.

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

Now, let's talk a little about the party members. Here for the first time, since the release of the first part, and I'm now talking about every game released by the Canadians, all the companions are great. It is interesting to talk with each of them and listen to stories that complement the picture of the whole Thedas. Romantic lines are well spelled out and also devoid of trivialities.

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

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Passage of Dragon Age: Inquisition. Skyhold and the West End

After the events of the first part of the world Thedasa plunges into the abyss of internecine wars and political intrigue. In addition, unusual rifts open in different parts of the world, allowing demons to penetrate Thedas. The main character gets a label and after closing several faults in Temple of the Sacred Ashes receives the leadership of the Inquisition to eradicate the resulting chaos.

Fortress Skyhold becomes a new base for Inquisition, The Messenger receives the status of Inquisitor for his services. At this stage, a certain number of locations on the map will become available for the player to explore, but there are several tasks in the fortress that require the attention of the protagonist.

Welcome to Skyhold

The fortress must be surveyed, the Messenger must visit smithy and talk to the blacksmith (in the cave you can set appearance some elements of the fortress). Further, the main character should convene war council.

While the protagonist was busy solving problems Cole disappeared and is hiding in Skyhold. A conversation with other members of the order awaits the protagonist near the target mark, Vivienne again proposes to get rid of the unusual companion (the player needs to make a decision). Solas speculates about the nature of Cole, assuming that the Inquisition is dealing with a spirit.

In Skyhold, the Inquisition has established a new headquarters and is now poised to make its mark around the world. On the fortress wall of the Bulletin awaits a meeting with Hawk, Defender of Kirkwall (protagonist of the second part of the game). The main character can get some information about his opponent by finding a member of the order Gray Wardens(Exercise There lies an abyss).


After speaking with Varric, the Inquisitor should speak with Josephine(you can find the NPC in the lobby, next to the headquarters). The ambassador asks to prevent a possible attack on Empress Celina, the Messenger will receive an invitation to the ball to personally meet with a possible victim and warn of the danger (Quest Evil Eyes and Evil Hearts).


Skyhold Prison has prisoners who are awaiting a court 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 Avars Movran Poddaty who sprinkled the blood of a goat on the building of the Inquisition. However, the leader makes it clear about his arrogant attitude towards his son, who was killed by the Inquisitor. The decision to arm the Avars and send them to Tevinter will allow to get the approval of several companions of the protagonist, and in the Inquisition there will also be one more recruited agent.



Next, the Herald is to pass judgment on the Knight Templar Denamou... In this case, it would be more expedient to send the captain to the court in the order, which he betrayed.

Cassandra got carried away Varric's books Swords and Shields, but the dwarf has not finished the last book. You need to convince your colleague to finish the work for the sake of Cassandra. Varric agrees to finish the book only on the condition that he hand it over in person as a sign of reconciliation (the dwarf, in his time, hid Hawk's whereabouts when Cassandra was looking for him).

Commander Calen, being a Templar, accepted lyrium like other members of this order. After Calen joined the Inquisition, he stopped taking lyrium, which in turn led to "withdrawal". 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).

Sera gives the main character another additional task, it is necessary to make a march in the Vershile area by the forces of the Inquisition in order to intimidate the local nobility. After completing the appropriate task at the command headquarters, we talk with Sera and leave for Crestwood. After a small fight, the task will be completed.


Cassandra asks to find the real Lord Seeker, in the headquarters of the command we carry out the corresponding task. After receiving the report, we go to the new location "Caer Osuin Castle".

In the dungeon of the castle, we enter into battle with the Promises (a sect that tries to oppose the Seekers) and get the key. We go to the courtyard and find a letter, from the content of which it follows that the Seekers were handed over to the Promises by the Coryphaeus.



Next, the main characters 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 Lord Seeker, who is completely distraught and did not hide his crimes. We clean the area and return to Skyhold. We talk with Cassandra, who managed to study the secret book of the Seekers.


Do not submit to his will

Cole, after the events in Adamant Fortress, is concerned about the possibility of spirits being bound against their will (Cole is known to be the spirit of a young man tortured to death). At first, your companion asked Solas to bind 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 transfer the amulet to Cole.

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


Inquisitor specializations

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

The quest appears after a conversation with a mentor named three-eyed, a description of the corresponding techniques was found in Val Royeaux at a bookseller (or in Varrick's things in the throne room). First you need to get the designated components (obsidian can be found in the Hinterlands, spinefish should be found in the Western Rim near the Nazer Pass and the Canyon).



To complete the assignment, you must complete the corresponding order on the application table and talk to the mentor (the rest of the assignments for specializations cannot be completed).

Left hand of the high priestess

Leliana received a suicide letter from Giustinia, the main characters must visit the Temple in Valence. The high priestess left something there for Leliana to see. During the survey 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 area of ​​the camp on the Rocky Ridge, you can find a large poisonous cloud, at this stage your squad will not be able to overcome the obstacle (you must visit Skyhold).

Breaks in the canyons

After setting up a camp in Western limit, The Bulletin 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 a few seconds.


Gaps in dust and sand

After the founding of the camp on Stony ridge, the main character needs to close several gaps in different areas (Dusty Plain and Giant Stairs).


Fortress Griffin Wings

When exploring the location in the camp area on the Rocky Ridge, you should pay attention not fortress, which is captured by Venatori (in addition to the infantry and archers, at the top of the siege tower, the Herald will have to destroy the caster Venatori Macrinius). After clearing the fortifications, the Inquisition receives a new transshipment base and outpost in the Western End (the player will also receive additional tasks from the outpost captain).


Breaks near the aisle

In the area of ​​the camp in the Nazaire pass active breaks were noticed, the Inquisitor and his squad must suppress the resistance of the demons and close the shadow portals.


On the trail of the church

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


Shards in the Western Reach

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


In red tones

At the location of the Western Boundary there are several deposits of red lyrium (Sandy and Forgotten Mine), which Varric asked to destroy. The squad will be able to get to the Forgotten Cave using Solas' skills in mastering the shadow. Red lyrium deposits can also be found in the Shimmerstone Mine (area - Nazer Pass).


The 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 the cargo was intended) is nearby.

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


The protagonist must survey the designated areas for the presence Frederick's instruments... At this stage, the player needs to look for the campsites of the bandits of the " White claw", From the bodies of the killed you can pick up the necessary supplies.


How to lure a dragon

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

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


Break off the "White Claws"

Frederick 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 the bandits in the designated area traps... Further, the main characters are attacked by the gang leader, eliminating him, the player will calm the gang for a while.


This water tastes funny

The well in Griffin's Wings Fortress is in poor condition, as the Venatori dumped the bodies of dead people into it. A new source of water must be found, there is an oasis nearby Lonely key but the area is teeming with vargests. 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 Reach (the protagonist can find lustrin and lapis lazuli on large stone boulders).


Fauna application

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 killed animals).

Frederick discovered manuscripts, the content of which is devoted to dragons. It is necessary to find a Tevinter scientific work on luring dragons. After completing the task Relic hunt in one of the rooms in the Viridis trail area (courtyard Windless ruins, located behind the Hall of Silence) we find big volume to be attributed 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 any valuable items. The quest will be completed when the leader of Venatori - the caster Lukanus (Viridis path area) is eliminated.

Heart of the Windless Ruins

After eliminating the caster Lucanus, we lift 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 (parts are scattered in different parts paths of Viridis).


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

After spreading the bait, the main characters will attract the dragon, after which they have to defeat him 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.


Troubles with the spawn of darkness

Venatori under the leadership Serbis stumbled upon a tunnel with a spawn of darkness, the main character must examine the designated area for traces. At this stage, the task will not be completed, since the passage is closed by a poisonous cloud, through which the player will not be able to pass. You must visit the Skyhold Fortress and find a way to overcome the obstacle (influence required).



It is worth noting that until the Herald returns to command headquarters, he will not be able to pass through Gate 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, it is from there that the creatures of darkness are taken).

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



Next, the Messenger ends up in Koracavus (an old prison that has been invaded 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 whose body is key and note... The message contains information that the Venatori were excavating under the direction of Serbis, but after finding the tunnel, the caster fled. The protagonist must hunt down Serbis in the West End.



In the South Passage, we engage in battle with A 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 to Fort Echo and we clean the Venatori camp, after the victory, the Herald can send Serbis to trial in Skyhold, or leave him to die in the desert. In the event of a trial (Quest The trial is in progress), Serbis 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 remained in the old camps. In the western limit are two destroyed camps of the order, the first artifact is on a tower in the gap in the old fort. The second artifact (the blood of the archdemon) is located in Fort Echo (Serbis' lair).


In Echo Canyon, Inquisition scouts have discovered active rifts that need to be repaired.


Cassandra asks the Inquisitor to deal with the criminals whose crimes the Seekers have left without attention. One of the wanted Leo of Lucienne Bay is located in the Western Reach (camp at the Gate of Thoth).


A service for the first enchantress

Vivien asks the inquisitor to help the circle of magicians and find the plundered books at the location of the Western Reach. The documents are located in the area of ​​the shimmering stone mine in the north of the location.


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The victorious march of the Inquisition through the lands of Denerim and Orlais in Dragon Age: Inquisition will begin with a small squad. The strength of the order will gradually grow, over time it will enlist the support of the nobility, apostates (magicians or templars), the Gray Guardians and other allies, but before this happens, many problems will have to be solved that will fall on the head of the protagonist along with the demons from a hole in the sky ... Responsibilities in the Inquisition are strictly divided between advisers: Josephine responsible for diplomacy, Lelliana- intelligence, Cullen- troops. The order is managed from the command headquarters, where all important requests are received and key events are marked on the map. Each of the advisors has a different approach to solving the assigned tasks. The outcome of the assigned case and the time spent depend on the choice: you can act by word, cunning or brute force (there are absolutely no losing decisions).

Agents who can be recruited in all corners of Thedas help speed up the process of completing tasks, and they are also able to unlock new specializations without spending points. Recruiting agents in Dragon Age: Inquisition, it usually begins with communication with a potential candidate, but not everyone agrees to join the Inquisition right away, everyone has their own reasons: someone is busy, someone does not trust, someone is waiting, someone is simply afraid of the consequences of his choice. They come to the rescue in such cases satellites who are able to convince the intractable (additional remarks appear in the dialogue). If the attempts of the companions are unsuccessful, the only way to recruit an agent remains completing a small loyalty assignment... It is important not to miss the right moment for recruiting, otherwise the agent may disappear with the development of the plot. Recruited agents are added to the advisors tab in the specialization selection window.

Location of agents for the Inquisition in Dragon Age: Inquisition:

  1. Pacified Clemens(quest "In Confidentiality") - expects to meet with the Inquisitor in the Redcliffe tavern in the Hinterlands. For recruiting, it is enough to talk to him. Access to the village opens according to the plot, when you need to make a choice between magicians and templars. Helps in the work of Cullen.
  2. Weil's Volunteers- for recruitment, at the request of Corporal Weil, from the Crossroads in the Hinterlands, several tasks for refugees: mark 5 caches of apostates at the request of recruit Whitl, who is standing by a cave in the western part of the settlement, in the task "At the mercy of the elements"; get 10 pieces of lamb at the request of a refugee-hunter in the task "Pangs of hunger" (rams are found in the forest); persuade the healer from Redcliffe to move to the Crossroads in the quest "Healing Hand" (you need to be an elf or have Solas in the squad); deal with renegade mages and templars in the quests “Apostates in the Witch's Forest” and “Templars in the West”. Moving to Skyhold will automatically close access to missions. Returning to Corporal Veil, we ask him to "Hire the most skilled." Companions will react positively to the acceptance of volunteers into the ranks of the Inquisition.
  3. Alexius(quest "Tempting Whisper") - for recruiting, you need to side with the magicians and save the life of the master, in order to decide his fate at the trial in Skyhold. Before the process, you need to learn on the command table "Secret Knowledge" (the "Secrets" tab), which will expand your knowledge of magic and add a new item to the dialogues. In the future, Alexius will issue tasks to strengthen the influence of the Inquisition and stop acting in favor of the Coryphaus. Helps Lelliana in her work.
  4. Blades of Hessarian(task "Putting things in order") - on the order table on the Storm Coast, you need to make an amulet "Crest of Mercy" from the skin of a deep hunter (found in the caves opposite "Morrin's Heights") and two serpentines (hang on the rocks along the coast), then put it on through the inventory and come to the Hessarian camp in the eastern part of the location, where you will fight the leader. The blades help Cullen work.
  5. Laurenil(task "Condescension of the Dalians") - lives in the Dalish camp in the Emerald Graves, in the southwestern part of the location. At the meeting, the elf will be asked to join the Inquisition, but without the permission of the keeper, he will not be able to leave the clan and carry out his plan. Quests issued by Loranil's tribesmen will help you gain the trust of the Dalish. After the introduction, he begins to help Cullen.
  6. Frederic de Cero(quest "Deep High Dragon") - The scientist is busy searching for information for his new work on dragons in the Western Reach, south of the southern camp of the Inquisition. After completing several of his errands and killing a deep high dragon he will agree to join the Inquisition, where he will help Lelliana.
  7. Smuggler Tanner(task "Business Relations") - in the Hinterlands to the south of the Crossroads, where refugees took refuge, there is an oval wooden house on a hill, inside there is a note on the recess that activates the task "Blood Brothers". We reach the marker from the assignment (northwest of the Inquisition camp near Zakatnoye in the eastern part of the location), we clean the camp from bandits, the bodies of two templars lie around the house, from the first we pick up a sword, from the second a letter that activates the "Business relationship" task. We are waiting for the moment when the plot opens access to the village of Redcliffe, we find Tanner in the camp in front of the entrance to the church. To recruit an agent, use Cassandra, Varric or knowledge underworld, available for study with Inquisition points on the command table in the Vault or the castle in Skyhold in the Troops section, after which Tanner will help Lelliana.
  8. Fairbanks(task "Nobility in heart and deeds") - we find the rebel camp in the southern part of the Emerald Graves, talk with Fairnbanks, carry out all his tasks to clean up the area from the robber templars and free citizens. The new agent speeds up Lelliana's work.
  9. Lord Berand(quest "Love will wait") - we find the body of a woman in the gorge southeast of the Inquisition camp in the Suburb, from where the exploration of the territory of the Inner Lands begins (we run past the astrarium and all the time adhere to the rocks on the left side). We select a letter from the body and deliver it to Lord Berand in the sectarian fortress, which is indicated by a marker on the map. While he is dumbfounded by the news of the death of his beloved, we invite him to join the Inquisition.
  10. Michel de Chevin(task "Call me Imshel") - at the exit from the destroyed village, which is under the protection of the Inquisition in Empriz-du-Lyon, we find the former knight of the Empress Celina, accused of treason and demoted. In the conversation, he will talk about his desire to defeat the demon Imshel, who settled in the Suledin fortress. We carry out all the dirty work for him, after which the Inquisition will be replenished with a new agent who will help Cullen.
  11. Ser Barris(task "Defenders of Justice") - you need to side with the templars, refusing to support the magicians. At the time of the search for veterans and lyrium while defending the hall, we try to prevent the health level of the new ally from falling below 30%, otherwise he will die. After Skyhold is upgraded, Barris can be appointed as Knight Commander to assist Cullen.
  12. Jenna- on the way from the Inquisition camp to Crestwood, we help the Gray Guardians to deal with the revived corpses, we save the elf, who can later be found in one of the village houses. In the conversation, she will mention her desire to join the ranks of the Gray Wardens, if Solas or the Inquisitor is a nobleman in the squad, then Jana can be recruited into the Inquisition. If you send her to the Gray Wardens, then she will be sacrificed during the assault on Adamant.
  13. Looking up to the sky(quest "Cracks in the Bog") - in the swamps of the Brown Bog, on the way to the Avvar fortress, we find a giant in the skin of a bear, open and close the Rift before his eyes. After the victory over the Hand of Kort in the Avvar fortress and the release of the Inquisition soldiers from captivity (languishing in the side room in the fortress), He who looks into the sky will wish to join the Inquisition, where he will help Josephine. The release quest disappears after the headquarters move to Skyhold.
  14. Avvar leader(task "Judgment") - after returning from the Brown Quagmire after defeating the Hand of Court and freeing the Inquisition soldiers from captivity, the trial of Avvar leader Movran Poddaty will take place in the throne room of Skyhold, who will be recruited as agents when sent to Tevinter.
  15. Preacher Anais(task "Glory to the messenger (-ce) Andraste") - in the Hinterlands we find the castle of the sectarians, located on a hill south of the Inquisition camp at the Dwarven Pass, in the southeastern part of the location. We ask you to let you in, close the gap in the Veil in the courtyard and talk with the preacher Anais, if you ask her to listen to what people are saying, then the help of the new agent will be directed to Lelliana, if you ask to spread the news about the Inquisition, then - Josephine.
  16. Enchantress Ellandra(quest "Amulet of the beloved") - on the right side of the entrance to the fortress of the cultists, led by the preacher Anais in the Hinterlands, on the hillside lies the corpse of a templar with a phylactery, which must be taken to Ellendra from the Crossroads, where the refugees have taken refuge. After the delivery of the amulet, Vivienne will help convince the sorceress to make a choice in favor of the Inquisition, you can also use the knowledge of magic, which is opened for points of the Inquisition on the command table in Skyhold in the "Secrets" section.
  17. Sly Ritts(quest "An Unusual Duet") - north of the Inquisition camp at Dwarven Pass, in the southeastern part of the Hinterlands, we find an agitated scout at the crossroads. We get a task to search for the missing Ritts, we reach the marker at the fortress of the sectarians led by the preacher Anais, help the scout fight off the templars, investigate the attack site with the [V] key, find the body of a dead magician, talk to her again. Varric will help convince her to join the Inquisition, and this can also be done without anyone's help if the Inquisitor is a dwarf.
  18. Buster Dennett(task "Horses for the Inquisition") - we get to the camp of the Inquisition at the Redcliffe farms in the northwestern part of the Hinterlands, in the village we find Dennett, we perform several tasks for the farmers. Vivienne or Cassandra will help you recruit a new agent to the Inquisition, and you can also use the knowledge of the underworld in conversation, which can be unlocked for Inquisition points on the command table in Skyhold in the "Troops" section.
  19. Duchess Florianne(quest "Judgment") - after visiting the Halamshiral palace in the quest "Evil Eyes, Evil Hearts", the duchess will be taken alive or dead to Skyhold, where a trial will take place, following which she can be recruited as a new agent of the Inquisition, which will affect the speed of work Josephine.
  20. Nobleman, captain of Gaspar's mercenaries(quest "Evil Eyes, Evil Hearts") - while completing the quest in Halamshiral, we overhear several times the conversation of two nobles in the courtyard with a grate on the wall leading to the library on the second floor of the palace. It is important to stand on the balcony exactly over the targets, when they talk about templars and magicians, we go down to them and start a conversation, if you support one of the nobles, he will become an agent. The knowledge of the underworld, available in the "Troops" section on the command table in Skyhold for Inquisition points, will help to recruit the captain of the mercenaries Gaspar.
  21. Belle(task "The danger has not passed") - after clarifying the relationship between the templars and the ministers of the church on the main square of Val Royeaux, we find the merchant Belle, who wants to join the Inquisition. It is important not to leave the city, otherwise Belle will disappear, and Josephine will lose her assistant.
  22. Samson(task "Judgment") - to recruit the red templar, you need to support the magicians in Redcliffe in the task "Defenders of Justice", defeat Samson in the temple of Mital and bring him to trial in Skyhold, where, as a punishment, give him for study to Cullen, under whose command he and will fight on the side of the Inquisition against the Coryphaeus.
Computer game in the RPG genre, the third part of the series Dragon age, was developed by the Canadian company BioWare. Published by Electronic Arts, released November 18, 2014 for platforms Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One. After the events of the first part of the world Thedasa plunges into the abyss of internecine wars and political intrigue. In addition, unusual rifts open in different parts of the world, allowing demons to penetrate Thedas. The protagonist receives a mark and after closing several faults in Temple of the Sacred Ashes receives the leadership of the Inquisition to eradicate the resulting chaos.

Skyhold

Fortress Skyhold becomes a new base for Inquisition, The Messenger receives the status of Inquisitor for his services. At this stage, a certain number of locations on the map will become available for the player to explore, but there are several tasks in the fortress that require the attention of the protagonist.

Welcome to Skyhold

The fortress must be surveyed, the Messenger must visit smithy and talk to the blacksmith (in the cave, you can customize the appearance of some elements of the fortress). Further, the main character should convene war council.

Forgotten boy

While the protagonist was busy solving problems Cole disappeared and is hiding in Skyhold. A conversation with other members of the order awaits the protagonist near the target mark, Vivienne again proposes to get rid of the unusual companion (the player needs to make a decision). Solas speculates about the nature of Cole, assuming that the Inquisition is dealing with a spirit.


In Skyhold, the Inquisition has established a new headquarters and is now poised to make its mark around the world. On the fortress wall of the Bulletin awaits a meeting with Hawk, Defender of Kirkwall (protagonist of the second part of the game). The main character can get some information about his opponent by finding a member of the Order of the Gray Wardens (Quest There lies an abyss).


After speaking with Varric, the Inquisitor should speak with Josephine(you can find the NPC in the lobby, next to the headquarters). The ambassador asks to prevent a possible attack on Empress Celina, the Messenger will receive an invitation to the ball to personally meet with a possible victim and warn of the danger (Quest Evil Eyes and Evil Hearts).


Skyhold Prison has prisoners who are awaiting a court 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 Avars Movran Poddaty who sprinkled the blood of a goat on the building of the Inquisition. However, the leader makes it clear about his arrogant attitude towards his son, who was killed by the Inquisitor. The decision to arm the Avars and send them to Tevinter will allow to get the approval of several companions of the protagonist, and in the Inquisition there will also be one more recruited agent.


Next, the Herald is to pass judgment on the Knight Templar Denamou... In this case, it would be more expedient to send the captain to the court in the order, which he betrayed.

Secret hobby

Cassandra got carried away Varric's books"Swords and Shields", but the dwarf has not finished the last book. You need to convince your colleague to finish the work for the sake of Cassandra. Varric agrees to finish the book only on the condition that he hand it over in person as a sign of reconciliation (the dwarf, in his time, hid Hawk's whereabouts when Cassandra was looking for him).

Tenacity

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

Barris' rise

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).

Forward March: Vershil

Sera gives the main character another additional task, it is necessary to make a march in the Vershile area by the forces of the Inquisition in order to intimidate the local nobility. After completing the appropriate task at the command headquarters, we talk with Sera and leave for Crestwood. After a small fight, the task will be completed.


Vow of annihilation

Cassandra asks to find the real Lord Seeker, in the headquarters of the command we carry out the corresponding task. 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 Promises (a sect that tries to oppose the Seekers) and get the key. We go to the courtyard and find a letter, from the content of which it follows that the Seekers were handed over to the Promises by the Coryphaeus.


Next, the main characters 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 Lord Seeker, who is completely distraught and did not hide his crimes. We clean the area and return to Skyhold. We talk with Cassandra, who managed to study the secret book of the Seekers.


Do not submit to his will

Cole, after the events in Adamant Fortress, is concerned about the possibility of spirits being bound against their will (Cole is known to be the spirit of a young man tortured to death). At first, your companion asked Solas to bind 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 transfer the amulet to Cole. The amulet will not help, as Cole has become too "humanized" (according to Varric's version). The main characters go to Redcliffe, it is here that the man who is involved in the death of Cole lives. The player needs to decide whether Cole will be human or will remain a spirit.


Inquisitor specializations

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

The mechanic's way

The quest appears after a conversation with a mentor named three-eyed, a description of the corresponding techniques was found in Val Royeaux at a bookseller (or in Varrick's things in the throne room). First you need to get the designated components (obsidian can be found in the Hinterlands, spinefish should be found in the Western Rim near the Nazer Pass and the Canyon).


To complete the assignment, you must complete the corresponding order on the application table and talk to the mentor (the rest of the assignments for specializations cannot be completed).

Left hand of the high priestess

Leliana received a suicide letter from Giustinia, the main characters must visit the Temple in Valence. The high priestess left something there for Leliana to see. During the survey 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).


Western limit

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 area of ​​the camp on the Rocky Ridge, you can find a large poisonous cloud, at this stage your squad will not be able to overcome the obstacle (you must visit Skyhold).

Breaks in the canyons

After setting up a camp in Western limit, The Bulletin 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 a few seconds.


Gaps in dust and sand

After the founding of the camp on Stony ridge, the main character needs to close several gaps in different areas (Dusty Plain and Giant Stairs).


Fortress Griffin Wings

When exploring the location in the camp area on the Rocky Ridge, you should pay attention not fortress, which is captured by Venatori (in addition to the infantry and archers, at the top of the siege tower, the Herald will have to destroy the caster Venatori Macrinius). After clearing the fortifications, the Inquisition receives a new transshipment base and outpost in the Western End (the player will also receive additional tasks from the outpost captain).


Breaks near the aisle

In the area of ​​the camp in the Nazaire pass active breaks were noticed, the Inquisitor and his squad must suppress the resistance of the demons and close the shadow portals.


On the trail of the church

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


Shards in the Western Reach

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


In red tones

At the location of the Western Boundary there are several deposits of red lyrium (Sandy and Forgotten Mine), which Varric asked to destroy. The squad will be able to get to the Forgotten Cave using Solas' skills in mastering the shadow. Red lyrium deposits can also be found in the Shimmering Stone Mine (area - Nazer Pass).


Dragonology

The 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 the cargo was intended) is nearby. In the area of ​​the camp (Nazer Pass), we explore the area and find a camp with a red tent. Chatting with Frederick and we transfer the found supplies to the scientist (we get the task of Frederick's life and the Specification of the Inquisition +1).


Frederick's life

The protagonist must survey the designated areas for the presence Frederick's instruments... At this stage, the player needs to look for the camps of the bandits of the "White Claw" grouping, from the bodies of the killed, you can pick up the necessary supplies.


How to lure a dragon

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


Hunting habits

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


Break off the "White Claws"

Frederick 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 the bandits in the designated area traps... Further, the main characters are attacked by the gang leader, eliminating him, the player will calm the gang for a while.


This water tastes funny

The well in Griffin's Wings Fortress is in poor condition, as the Venatori dumped the bodies of dead people into it. A new source of water must be found, there is an oasis nearby Lonely key but the area is teeming with vargests. 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 Reach (the protagonist can find lustrin and lapis lazuli on large stone boulders).


Fauna application

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 killed animals).

Frederick discovered manuscripts, the content of which is devoted to dragons. It is necessary to find a Tevinter scientific work on luring dragons. After completing the task Relic hunt in one of the rooms in the Viridis trail area (courtyard Windless ruins, located behind the Hall of Silence) we find a large tome, which should be attributed 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 any valuable items. The quest will be completed when the leader of Venatori, the caster Lukanus (Viridis trail area), is eliminated.


Heart of the Windless Ruins

After eliminating the caster Lucanus, we lift 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 (parts are scattered in different parts of the Viridis path).


Mysterious gap

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

After completing the task " Authoritative source", Frederic gives the main character the bait to lure the dragon, which flies over the sky in the Western Limit. After spreading the bait, the main characters will attract the dragon, after which they have to defeat him in battle (dragon of the 15th level, has a vulnerability to cold and is well protected from After the victory, the scientist joins the Inquisition as an agent.


Troubles with the spawn of darkness

Venatori under the leadership Serbis stumbled upon a tunnel with a spawn of darkness, the main character must examine the designated area for traces. At this stage, the task will not be completed, since the passage is closed by a poisonous cloud, through which the player will not be able to pass. You must visit the Skyhold Fortress and find a way to overcome the obstacle (influence required).


It is worth noting that until the Herald returns to command headquarters, he will not be able to pass through Gate 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, it is from there that the creatures of darkness are taken). Having overcome the bridge, the main characters find themselves on the old prison road, which will lead the detachment into the ancient ruins.


Next, the Messenger ends up in Koracavus (an old prison that has been invaded 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 whose body is key and note... The message contains information that the Venatori were excavating under the direction of Serbis, but after finding the tunnel, the caster fled. The protagonist must hunt down Serbis in the West End.


In the South Passage, we engage in battle with A 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 to Fort Echo and we clean the Venatori camp, after the victory, the Herald can send Serbis to trial in Skyhold, or leave him to die in the desert. In the event of a trial (Quest The trial is in progress), Serbis 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 remained in the old camps. In the western limit are two destroyed camps of the order, the first artifact is on a tower in the gap in the old fort. The second artifact (the blood of the archdemon) is located in Fort Echo (Serbis' lair).


Breaks in Echo

In Echo Canyon, Inquisition scouts have discovered active rifts that need to be repaired.


Unfinished business

Cassandra asks the Inquisitor to deal with the criminals whose crimes the Seekers have left without attention. One of the wanted Leo of Lucienne Bay is located in the Western Reach (camp at the Gate of Thoth).


A service for the first enchantress

Vivien asks the inquisitor to help the circle of magicians and find the plundered books at the location of the Western Reach. The documents are located in the area of ​​the shimmering stone mine in the north of the location.


This article is part of the Dragon Age: Inquisition Walkthrough series

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