How to get to the dragon on the stormy shore. Completing additional quests in Dragon Age: Inquisition. Stormy Coast, Brown Mire, and Sacred Plain. Location of Astrariums in the Hinterlands in Dragon Age: Inquisition

Sixth part of the walkthrough Dragon Age Inquisition could be called "Dragon Slayer". For the first time I killed a dragon, and not just one, but four at once. Although it is worth noting that the most difficult dragons are yet to come. Let’s also go through the plot a little. I didn’t write down some episodes: Sera and Vivienne’s quests, clearing the “Brown Mire” area, collecting fragments, etc. So if something is missing in the walkthrough, it doesn’t mean that I missed some points. But the most important thing in the description, of course, will be.

Storm Coast - Winsomer the Dragon

At the command headquarters I activate a new task - “Red Templars”. An entrance will now open at the westernmost point of the Storm Coast map. Inside, as you can guess from the name, there are templars... red... You can also find the Black Lotus plant here, as well as a locked door (the door requires a “red templar key”, but it’s unknown where to get it). We kill the enemies, of which there are not so many, and go to the shore with the boat. You can use this transport to get to Dragon Island.

Winsomer settled on the island. This dragon, despite its level 19, is a fairly formidable opponent due to its strong electrical damage. My party of a robber (the main character), a mage (Dorian), an archer (Sir) and a tank (Blackwall) scattered quickly. Of course, Blackwall showed miracles of durability, but with his damage, it would take a week to kill the dragon. As a result of the confrontation, it was decided to return to this animal later. You need to gain an advantage in level, craft equipment not only for yourself, but also for your allies, and also upgrade your tincture of protection from electricity. Then we will definitely win.

How to defeat a dragon - Northern Hunter

In Dragon Age Inquisition 10 dragons can be found. If it doesn’t work out with Winsomer or another strong dragon, then you need to find someone easier. The Northern Hunter from Crestwood would be a great fit. This dragon also uses electricity magic, but he is only level 13, which is quite capable even without the use of protective potions.

The best loot from dragons: in addition to weapons, armor and blueprints for crafting, such unique items like dragon iron, rich dragon blood, dragon tooth, dragon membrane (4th level fabric), dragon scales(leather level 4), dragon bone (metal level 4).

Also in Crestwood are the heads of the assassins' guild. I just needed one sign to create a knife for the killer’s path. In addition to the signs, you also need a special book, which can be found next to Cole. There should be another one at the bookseller in Val-Royeaux, but in my case there was none (I bought all the books).

Crestwood Head Girl, Josephine, Leliana

No, this is not a love triangle, but only a brief retelling of the content of the video. We judge the headman of Crestwood, build a relationship with Josephine, consult with Leliana, who for some reason does not like this whole story with Josephine. At the same time, Leliana herself does not want to enter into a vicious relationship. It’s a pity, I was expecting to see serious showdowns between the girls for the Inquisitor! In general, the options are as follows.

Possible Romantic Interest for Female Inquisitors:

Blackwall, Serah, Josephine, Iron Bull

Possible romantic interest for female Inquisitors (Elf characters only):

Cullen, Solas

Possible Romantic Interest for Male Inquisitors:

Cassandra, Josephine, Dorian and for those who like it tougher, the Iron Bull! OMG.

Forgotten Temple of Dirthamen

Here complete walkthrough Mission "God of Secrets" All runes and remains have been collected. At the end, we perform the ritual, summon and kill the demon, and collect loot from the chest.

The Whistling Wastes

The first of several videos on a new large location - the Whistling Wastes. Here I also did almost everything, including searching for mosaic elements (except for the quest “Notes in the Wasteland”). The main task is to find 5 gnome graves, and pick up part of the key from each of them. The first grave found is at the 25th minute. The main thing is to light the torches in the correct order, and there will be happiness.

A map of the area with all the graves can be seen in the video “Whistling Wastes - Fairel's Tomb” (from 30 seconds).

The Whistling Wastes - Part 2

We continue the wasteland. I found a store with weapons and armor, where I bought very good helmet Level 22 for the robber class - Drask Helmet. Armor level 44, as well as bonuses to defense and agility.

The Whistling Wastes - Part 3

We wander through the desert at night, close the gaps, chop down spiders, rob korovan tombs, collect a rare plant - the vandal's aria. It is found in such large quantities only in the Whistling Wastes. Useful for improving potions.

The Whistling Wastes - Part 4

I don't think I need to explain what's going on here :)

The Whistling Wastes - Part 5

At the 20th minute there is a grave in which I did not immediately notice the door (why are the gnomes’ doors so narrow in Inquisition?). In general, always try to follow the wall so as not to miss anything.

How to Defeat the Dragon - Sand Weeper

Sand Weeper is a level 20 fire dragon in the Whistling Wastes. The battle took a quarter of an hour (starts at the 7th minute and ends at the 21st). He quickly removed all his health and relaxed a little, considering that the job was done. But it was a big mistake. The dragon at some point knocked out everyone except Blackwall and spawned its cubs, which prevented the Gray Guardian from reviving his comrades. The situation became critical when Blackwall had virtually no health left. The computer enemy seemed to have acquired a human mind and, out of spite, poured fire without stopping. The prospect of a quick reboot and wasted time was not at all pleasing, but we still managed to get through the battle.

The Whistling Wastes - Fairel's Tomb

Behind the dragon is the Tomb of Firel, which must be opened using the key parts. But as I said above, I missed one part, so I had to go back. In the tomb you can find the drawing “Excellent Rune against Demons”.

How to Defeat a Dragon - Fereldan Hellebore

Despite its name, Frostbite uses fire magic. This level 12 dragon can be found in the northeast of the Hinterlands location (video 2:20).

Varric's Story

This video is entirely dedicated to completing Varric's quest. We return to Vallamar, kill the bad gnomes, watch the cut-scene. It took 10 minutes to do everything. I spent about the same amount of time on upgrading Bianchi (Varrick’s crossbow). In one of the previous parts I was already in Vallamar. At that time it was not possible to open the 3rd level of the card. So it will only be available in this mission.

How to defeat a dragon - Deep high dragon

This level 14 dragon can be found in the Western Reach (in the southern part). We approach the researcher Frederic and take on the quest to lure the dragoness. We set traps, wait, kill. The Deep High Dragon, like Frostbite, is a fire dragon, so if you plan to go to her early, it makes sense to stock up on fire protection potions.

Arbor Wilderness

Corypheus plans to find and appropriate an ancient elven artifact - Eluvian (then it turns out that he needs a certain Source of Sorrow), and we plan to stop him. The bottom line is that we run through the forest to the desired marker, you can turn on invisibility and not be distracted at all by the showdown between the templars and the soldiers of the Inquisition.

We run to the Mythal temple, watch the cut-scene and solve first-class level puzzles primary school- walk on the tiles without stepping on the same tile twice. The task is simple, but the implementation is such that sometimes for some unknown reason the “double click” still works, so you have to repeat the procedure again.

Mythal Temple and bugs

So, we are still in the elven temple. The main task is to prevent the leader of the Red Templars, Samson, from reaching the Source first. The commander jumps into some hole and then the first choice appears: jump after him or solve several puzzles with tiles as Morrigan advises. In this case, I listened to the advice and went to run on the tiles. I think that you can go through this episode in both ways, but if you don’t go through the temple test and immediately go after Samson, then he will most likely get to the source first, which is not very good from a plot point of view, besides, I would not get the achievement “ The fruits of pride." But just in case, before the tiles, I decided to make a manual save, which later played a very important role.

The puzzles are solved and the door to the inner hall is open. I go in and don’t smell any trickery. But if I had passed this place more than the first time, I would have known that a cut-scene should trigger immediately at the entrance, and inside the halls there should be battles between the templars and the ancient elves. In short, there was a serious bug. I ran throughout the temple and even found a waterfall, where Samson was supposed to be.

It gets worse. Not understanding the meaning of what was happening, I decided to jump into the waterfall... And then suddenly I realized that all this time my mind had been inside the matrix, and now it was free. In front of me is a real, gigantic real world and an open field. With all my might I ran towards the horizon, leaving Corypheus and the elves behind. And everything would be fine, everything would be fun, but then the autosave icon in the corner of the screen painted a not very rosy picture of the early end of the passage. How lucky I was to manually preserve myself on the tiles...

Against the Elves

I rebooted safely, ran through the tiles again and entered the hall. This time a cutscene triggers! A pretentious elf with a tree tattoo promises to help defeat the enemy, but after that we must leave the temple and never return here. Morrigan advises us to think carefully, since we ourselves may need the Source that Corypheus is hunting for. In the end, I choose the option against the elves - “We may need the Source.”

In this situation, I get a lot of negative reactions from allies. In the temple you will have to fight both elves and templars. And in the end, Morrigan kills the main elf so that he cannot destroy the Source. The option is not very optimistic, but if this is the price of an important elven artifact, then I am ready to accept it. Just in case, I save in this place and reboot to go through this episode again, but with the support of the elves.

For the elves

The third time I had to run over the tiles. We go into the hall and listen to the elf. I renounce my claims to the Source and choose the pro-elven option - “Let’s help each other.”

In this situation, I receive approval from the allies. In the temple there is no need to fight with anyone at all, since the elven guide will lead you in a different direction. At the same time, you can find runes on the walls and chests that are inaccessible when passing against the elves. In addition, Morrigan does not kill the elf, since he allows the source to be used. In short, this option goes under the hippie slogan - “Make Love Not War”.

The fight with Samson itself is very simple in any case. This boss has level 21 and a very painful blow, but in both cases he aggressed against the Blackwall tank, to whom he cannot inflict damage in principle. We calmly stand aside and watch as Sera shoots arrows into the carcass. In the video it may seem like the fight is difficult, but in reality I just didn’t try very hard, since the outcome was known in advance.

Samson's trial

I turned on the recording because I planned to carry out the first execution and cut off Samson’s head with my own hands. I haven’t executed anyone yet, but when I decided to do it with a notorious villain, I wasn’t given that option. But since I recorded the video, then let it be. That's all for now.

Storm Coast

Operation cost on the Storm Coast: 4 influence points.

We will be provided with a report upon arrival. The territory is ruled by the blades of Hessarian, and the scouts of the Inquisition have disappeared. Most likely, mercenaries had a hand in this. Also, we need to find traces Gray Wardens which recently took place here.

Putting things in order

Passing additional Dragon quests Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Walkthrough additional tasks Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

When you first visit this location, the scout will tell you about a group of mercenaries who occupied this shore. Also, she will tell about the missing intelligence officers of the Inquisition. Go to the place where the scouts were last seen. They will be in the house. We look at the map to find out the location of the camp and read the notes. We will have two options: we can simply enter the camp and kill everyone, or we can make a coat of arms of mercy and use it to challenge the leader of the mercenaries to a duel and take his place. To create a coat of arms you will need the skin of a deep hunter and two serpentines.

After collecting the items, go to the request table in any camp and create this amulet. Put it on and go to camp. There, defeat the mercenary captain with the hounds, and the blades of Hessarian will become agents of the Inquisition.

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

Guardians of the Coast

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

You will receive this task automatically. In fact, because of this task, you will need to open the Storm Coast. It is necessary to investigate traces of the presence of guards in this location. Go to the markers and use the pulsating search (V) to find items or the guard's diary. From the diaries it follows that the guards left here a long time ago. This will complete the task.

Hunting the Darkspawn

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

The game will give you this task automatically after progressing through the story, when you find yourself in Skyhold. A task will appear on your strategy table on the Ferelden side Darkspawn Reports. Complete it and after that you will have the opportunity to complete this task. We need to deal with the increased activity of darkspawn on the Storm Coast. To complete this task you will need a mage.

Go to the Storm Coast and go to four markers to close the passage for the creatures of darkness. When all four tunnels are sealed, the mission will be completed.

Red waters

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

You will receive this task after completing the military task “Red Templars on the Storm Coast”, which is done on the strategy table. After that, you can go and go through the previously sealed door. Clear the cave and fight the boss at the end. After clearing the cave, the task will be completed.

By the way, from here, using a boat, you can get to the island with a level 19 dragon.

Brown Mire

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

Cost of the operation in the Brown Mire: 8 influence points.

We will be provided with a report upon arrival. The Avvars have captured our soldiers and will not release them until we personally report to their leader. The leader does not want a peaceful solution to the problem, so he will have to fight. Also be careful with the dead people that come out of the water when you step into it.

Lost souls

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

The leader of Avvarov does not want to talk, but wants to fight. Let's arrange it for him. We go to his camp, fighting off the dead along the way and completing other side quests in this location. On the way to their fortress, you will find a camp to house your agents, as well as one of the Avvar tribe named “Sky Watcher”. Open a rift next to it and kill the demons with it. This will impress him.

After the third beacon, we will finally meet ordinary Avvars as enemies. There will be a bunch of dead people near the castle. Ignore them, run to the castle, clear it and pull the lever to open the gate to the domain of the Avvar leader. There will also be a cache and some good things.

Go to the boss's lair. Kill his men and then switch to the boss. He hits hard in close combat and casts a barrier on himself. Throw a tank at him and put a barrier on him, and try to hit him with the most powerful skills you have. Cort's Hand is very vulnerable to electricity.

The boss will drop an excellent purple ax “Gift of the Mountain Father” and a key. We use the key to free our soldiers, but we are not in a hurry to leave here. At the exit from the camp, the Sky Looker will be waiting for us. After the conversation, you can make him an agent of the Inquisition.

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

Lighthouses in the dark

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

The task is automatically activated when approaching the first beacon. You will need a mage in your party to do this task. Use the magician to light the fire and kill the dead with demons. After activating the fourth beacon, the task will be completed.

Beyond the quagmire

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

The task is activated after you use the curtain fire near the lighthouse and examine the rune. You need to find the remaining three runes. They will also be near the remaining beacons. As a reward for learning all the runes, you will receive the Dead Man's Tears recipe.

Cunning demons

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

The task is automatically activated after you read the book near the second lighthouse on the “Beacons in the Darkness” task. Somewhere in this location there is a dangerous magician named Vidris and we need to eliminate him. In order to find the magician, after the third lighthouse you will need not to climb the stairs, but to go into the stone fissure and there close the curtain with the demons. After that, go through another gap, turn right and go straight. You will come to the renegade camp. Kill him and the task will be completed. The renegade will have good armor for a mage, and there is something to profit from in the camp.

Fever

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

This task is located northwest of the fourth lighthouse. It activates after you try to open the door. Search for the key using pulse search. Having found the key, unlock the door, kill the ghost and take all the things from the house.

Sacred Plain

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

Cost of operation on the sacred plain: 8 influence points. You can access this location when you move to Skyhold.

We will be provided with a report upon arrival. The Dalish and the free folk fight among each other, and somewhere in the middle the dead roam. We need to help the imperial army strengthen its position in this location.

Dead men in the west

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

We need to explore the western fortifications and find the source of the appearance of the dead in the west. Free citizens may be involved in this. Near the ruined village we will meet an Orlesian army soldier who will ask for news about the Civil War (your answer depends on whether you figured out the conspiracy in the Winter Palace or not). He will tell you about the dead and the whole situation in this location.

We need to set fire to the northern and southern pits to stop the dead. We clear the guards near the pits, remove the barrier and set it on fire. After this, blow the signal horn so that the people of the Inquisition occupy this point and defend it in the future. We return to the corporal and get advice. You need to visit Fort Revasan. The task ends here.

Other story

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

After dealing with the dead in the mission “Dead in the West,” go to Fort Resavan to negotiate with Marshal Gaspar. There will be demons near the fort. Help the defender fight back and talk to Marshal Proulx.

Tell him about the situation in Civil War, help recapture the River Fort and close all the curtains so that they don’t have problems with the demons, and then set fire to the remaining pits with corpses and blow the horn so that the marshal’s fighters build fortifications.

There will be no more demons near the eastern pit, but the Tevinter henchmen of Corypheus, led by Gordian. Defeat them, set fire to the pit with corpses and blow the horn so that the marshal's soldiers build fortifications.

Familiar ring

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

When clearing the next two pits, an exclamation mark will appear on your map. Jump into the trenches and break open the door. There will be a wounded Chevalier who, before dying, will ask you to take the ring to Commander Jehan.

To complete this task, you need to restore the Pont-Agyur bridge using the command table for 5 influence points, and then clear the citadel from demons and the dead.

For the empire

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

After restoring the bridge during the quest “The Familiar Ring,” you need to visit Selina’s troops, who have been cut off from the rest of the world for so long, and at the same time burn two pits with corpses on the way to the du Corbeau citadel.

Demons and the dead are running all over the citadel. We make our way through them to the main gate and use the switch to open it. There will be a guard behind the iron gates who will let us through after a short dialogue. Commander Jehan will be inside. We accept gratitude and tell her last news in the world.

Supply shortage

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

Commander Jehan in the stronghold of Selina's supporters will complain about the lack of supplies. We need to find 10 supply crates and mark them so her soldiers can pick them up.

Right to mourn

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

Sergeant Meursault at the fort of Gaspard's supporters will ask you to find 7 soldiers' letters so that they can be sent to the families for mourning. The letters will be in different places. For the most part, they will be near the Inquisition camps.

Father's instructions

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

A note from father to son will be located in one of the destroyed houses, not far from the place where you burned the nests of the undead on the assignment “Dead in the West.” Go to the place indicated in the note and take everything from the chest under the tree.

Dalish Perspective

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

On the way to the first veil, near Halinsulan you will meet two Dalish men who will help us fight off the dead. After this, one of them will ask you to come to their camp and tell them that the passage has become safe. It makes sense to visit the Dalish, since they know the area well and this may be useful to the Inquisition if we can win their trust. Upon arrival at the camp, the task will be automatically completed. If you tell about the hunter, you will receive +1 to the Dalish disposition.

Dalish Condescension

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

The Dalish elf clan is very skeptical of us and our Inquisition, despite its strength. You need to gain the favor of the elves. Complete all tasks in the camp and you will receive their favor. As a sign of gratitude for our services to the clan, the Guardian will allow an elf named Laurenil to serve in the Inquisition.

Equipped camp

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

At the Dalish camp, talk to Nissa and offer to help. She will talk about the lack of supplies. We look into the accounting book and find out what is missing. After that, we put the necessary ingredients in the chest next to it. To complete this task we will need: five measures of spindles, ten elven roots, ten pieces of dog skin, five pieces of iron and three large bear skins. The grass can be picked and is nearby; iron is also in this location; leather is obtained from wolves; and skins from bears. For completing this task we receive +8 to the Dalish disposition.

Golden Gala

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

Hunter Ichiren will ask you to find a golden galla. We go down from the camp and find her. She will run away from you, just follow her to the camp, protecting her from wolves and soldiers along the way. After you bring the galla, go to the hunter for your reward. As a reward you will receive +3 to Dalish favor.


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

There will be graves on the grounds of Val Bellanaris. You need to break them and find three key fragments. Be careful, a demon will crawl out of every destroyed grave. Having collected the key, go to the grotto door and open it. Inside there will be a couple of blue things and a mosaic fragment. Upon entering the grotto, the task will automatically complete. But there will be a price to pay for this. Keeper Haven will tell us that we were being followed and for this we will receive -2 to the Dalish disposition.

Got someone to lose

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

This quest will become available after completing the quest: “From the Underworld.” An elf named Emalien will be in the Dalish camp and will ask you to find her brother, who thinks that he is being neglected. The young man, or rather his body, will be not far from the place where you burned the nests of the dead on the assignment “Deads in the West”. Now you will need to find the amulet to show it to the keeper. He will be in the first temple on the mission “Scattered Signs”. We return to his sister, tell him the sad news and give him the amulet. For this task we get +2 to the Dalish disposition.

Scattered signs

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

This quest will become available after completing the quest: “From the Underworld.” The guardian will tell you about strange signs and a temple not far from the camp. You need to go there and explore. There will be free soldiers inside. We kill them and destroy the magical barrier. Behind the barrier there will be a body with purple armor and the Lindirane talisman (needed for the task “There is someone to lose.” We light the curtain fire and examine the sign on the wall. We find out that there are three more such signs in other temples. In place of each sign there will be a curtain fire with which will be possible to examine the sign and put everything into the overall picture.The law of this task: if there is a curtain fire nearby, then the sign is nearby.

After finding all the signs, go to the command headquarters and study them for 5 influence points. Ultimately, these signs will lead to the forgotten temple of Dirthamen.

God of secrets

Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain


Completing additional quests in Dragon Age: Inquisition. Storm Coast, Brown Mire, and Sacred Plain

Important: for this task you must have a robber and a mage in your squad. Otherwise, you will not be able to get some things when completing the task.

This task will be given automatically after studying the signs from the “Scattered Signs” task. You need to explore this forgotten temple of Dirthamen. There will be very few dead in the temple until you start collecting ingredients for the altar. First you need to get a curtain fire. We open the door and take the first ingredient from the altar and fight off the awakened dead. One of them will have a decorated elven key, which will be useful to us later. Also, you will need to consider 7 runes from curtain fire. They're in the same place as the ingredients we need, so don't miss them. Remember we picked up the key? We go to the gate on the right side and use the key. To get to the last ingredient you need to pull three levers: on the left side of the Sanctuary; at the end of the hall, which is opened with the key, the last one will need to pull the lever, which will be at the very beginning of the hall, which is opened with the key. Having collected all the ingredients, go to the altar and place them on the pedestals. Call the Elder and the servants. Kill them, go to the Oracle's hall and take everything from the chest. This will complete the task.

The task is given automatically. To carry it out on the command table, you must activate the corresponding operation by spending influence points. This will open up a new area. Go there and complete the quest.

Putting things in order

The quest is given immediately upon arrival at the Storm Coast location. We go to the indicated place on the map, kill the enemies and go into the house. We examine everything and read all the records. From this point on, there are two ways to complete the quest. Just go to the camp and kill everyone there, or create a coat of arms of mercy and challenge the leader to a duel. Having collected everything you need for the coat of arms, go to the request fulfillment table in the camp. Having created the coat of arms, wear it as an amulet, and go to the camp of the Blades of Hessarian. In this case, only the leader and the dogs will oppose you. After killing their leader, the Blades of Hessarian will be able to become agents of the Inquisition.

Guardians of the Coast

The task is given automatically. To complete it, visit the four areas marked on the map and, when the mini-map starts flashing, use the [ key v ] find any guardian item. Finding all four will complete the quest.

Hunting the Darkspawn

Issued after completing a certain number of story quests. Be sure to take a mage into your squad. Visit the four places indicated on the map and close the passages through which the creatures of darkness come out. Once you close everything, the quest will end.

Red waters

Given after the operation is completed “Red Templars on the Storm Coast” on the command table (requires a hero level of at least 17). Go to the Storm Coast location and go north to the previously sealed door. We go into the cave and kill all the red templars and creatures of Darkness there. After clearing the cave, the quest will automatically complete. To destroy the last vein of red lyrium, you need to open the closed passage with the red templar's key. This key will appear after destroying the templars in the first hall from the entrance or after it, near two boats.

At the pier of the last hall there is a boat on which you can sail to the island of the Dragon of Winsomer.

Shining Key

During recreational walks along the sea coast, you can stumble upon a Rebel Mage, from whose body a Shining Key falls. This magician does not have a specific habitat; he wanders throughout the entire location, so you can meet him anywhere. After you pick up the key, you will need, like Pinocchio, to find the treasured door that it unlocks. Go to the Apostate Shore area and in the hut standing there, open the treasured door with the key.

Dragon Age has such a sonorous name for a reason - the most interesting and memorable creatures in this game are, without a doubt, dragons. In the first part of the game, we remember Flemeth, the High Dragon on the Mountain Top and the Archdemon, besides them there were also smaller dragons. In the second part there was only one high dragon. The battles with these creatures were interesting and exciting, but in the third part it completely resembles a boss from some MMORPG.

Just the appearance of a dragon somewhere in the distance is an unforgettable sight, it’s done so well (unlike everything else). The behavior of the dragon and in general everything connected with it is done somehow vividly and realistically - they will let us know in advance where the dragon’s lair is, we will understand its approach by the mighty flapping of its wings, and finally the baby dragons will convince us of the correct path.

Yes, you can go at the dragon and die from one blow, or you can go too late and take this lizard to the lungs. When the difficulty and level match the required level, then the battle itself becomes truly interesting. The dragon doesn't just bite and flap its wings, it kicks with its hind legs, beats with its tail, recoils from too violent attacks, and sometimes uses its special abilities.

IN Dragon game Age: Inquisition will give us as many as 10 High Dragons to be torn to pieces. For their genocide you can get a lot of influence points, experience and loot (purple things fall from the dragons, not just one at a time, but several at a time). When fighting with dragons, you should remember that sometimes they will bomb from the air with their breath, causing quite a lot of damage when hit, and it will not necessarily be fire. It’s quite easy to dodge a flying projectile... with the character we’re playing for, but our nearby comrades will constantly come under fire.

All flying lizards can use the whirlwind ability (they begin to flap their wings and suck the entire group towards them). At the same time, the dragon does not do much damage, but it spoils the location quite a bit; it is better to retreat further away with your lightly equipped damage dealers. Well, let's say the archer has a wonderful rebound. In close combat, a dragon can painfully bite, hit with its paw or kick a cunning hero standing behind him; don’t forget about the tail, which the dragon also does not hesitate to use. In addition, when the dragon’s health is brought to a certain state, this same dragon can fly into the air, turn on protection, or use another of its abilities, depending on the type of dragon.

You can also attack individual parts of the dragon, but directing the damage of the entire group to a certain point is quite problematic. Despite this, having knocked out a limb, the dragon will lose some of its maneuvers, despite the fact that its overall life will also decrease,

Types of dragons

Fereldan hellebore

Level 12
Where to find: Inland, go from the camp near Sunset to the northeast into the passage between the rocks.
Element and resistance: Fire
Vulnerability: Cold

Tips: Frosty uses a mass stun for a short time, summons cubs running from different directions (I lured them towards myself and shot them with a bow). Periodically it takes off, bombarding a large area with fire; it is difficult to dodge this, because the earth will burn for quite some time. If you really get confused, it’s better to go downstairs, where there will be more space. The dragon has no defense, so when it lands, we take out the change and insert everything we can. The dragon will also sit on the ledges, where archers and magicians are useful, and when finished, it will sit on the large ledge in the north. The biggest danger is fire bombardment and small dragons, but if you dress against fire, take magicians' staves on the ice and take out the change in time, then the dragon is quite easy.

Northern hunter

Level 13
Where to find: Crestwood, southwest of the Three Trout Farm camp. Along the way, you will come across a manor at the top of the slope - from there you can see the ruins in which the dragon lives.

Vulnerability: Spirit Magic

Tips: The Northern Hunter attacks with lightning. There is no defense, it does not fly away. Distinctive ability: knows how to create an electrical “storm” on the field, which is attached to each of the party members and lasts for some time, periodically activating “chain lightning”.

Deep High Dragon

Level 14
Where to find: Western limit, southwest. To summon this beast, you need to complete the quest of the dragon master Frederick, who stands near the camp at the Nazer Pass. Having dealt with the bandits, we will have to find the Tevinter tome about dragons (this lies in the Windless Ruins in the left room on the pedestal). After translating the tome, you will need to place bait on the plateau south of the camp and the dragon will come to meet you.
Element and resistance: Fire
Vulnerability: Cold

Tips: The dragon loves her fiery breath very much and is not going to fly away from you anywhere. Sometimes uses defense, but is generally inactive.

Gamordan Buregon

Level 15
Where to find: Sacred Plain, go northeast. To open a passage to the desired area, you need to complete the operation at the headquarters to clear the passage. The dragon lives and enjoys life in the farthest part of the swamps.
Element and sustainability: Electricity
Vulnerability: Spirit Magic

Tips: He really likes to throw electric bombs, and if it hits the water, little damage will be done to you, even if you are standing at a sufficient distance from it, but in the same body of water (laws of physics about electrical conductivity, yeah). It also flies into the air at least three times to try to “fry” you with bombs from a distance. Doesn't use defense.

Great Mistral

Level 17
Where to find: Emerald graves, go north from the camp in Kamenzhuti to the cliff (landmark - a large white tree and ruins)
Element and resistance: Cold
Vulnerability: Fire

Tips: Our Mistral is a fan of flying. Ice bombs will fly at us from above, but they won’t do so much damage that we should be very afraid of them, and the small cubs won’t attack us, so we can run around a little. He uses defense, although rarely. Particularly dangerous is the ice breath, which can easily kill a dead archer, and a fairly simple dragon.

Winsomer

Level 17
Where to find: Storm Coast, first of all you need to storm the fortress of Derwin Mouth in the west. There will be a boat at the far pier that will take you to Dragon Island
Element and sustainability: Electricity
Vulnerability: Spirit Magic

Tips: He often engages defenses and generally behaves quite agile. Doesn't like to fly, there's no mass stunning either, instead there are electric bombs and breath. Can create an electrical storm on the field.

Sand Mourner

Level 20
Where to find: Whistling Wastes, west of the Sand Cliffs camp. The dragon sleeps peacefully in front of the entrance to Fairel's tomb. If you are completing a quest, it will be difficult to miss such an attraction.
Element and resistance: Fire
Vulnerability: Cold

Tips: The dragon does not fly away, but behaves very mobile. He actively engages the defense and often calls on his cubs. Uses fire breath and sets the area on fire with bombs.

Hivernal

Level 19
Where to find: Emprise du Lyon, west. The area becomes accessible after the completion of the operation at the command headquarters to restore the destroyed bridge - west of the camp at the Tower. In addition, the commandant of the fortress gives the task of killing three dragons (if you have already cleared it of Imshel and the red templars). Hivernal lives on top of the first of three colosseums.
Element and resistance: Cold
Vulnerability: Fire

Tips: Vyuga often uses a massive area attack that freezes and deals damage over time. Takes off at least 3 times, freezing your breath while descending. Doesn't use defense, no cubs.

Kaltenzan

Level 21
Where to find: Emprise du Lyon, second Colosseum.
Element and resistance: Cold
Vulnerability: Fire
Tips: Has a fairly strong mass attack, summons at least two cubs. Flies away several times and uses defense.

Highland Destroyer

Level 23
Where to find: Emprise du Lyon, third Colosseum.
Element and resistance: Fire
Vulnerability: Cold
Tips: This dragon can set fire to an area en masse; before starting, circles are drawn on the ground. Even if you managed to run away from the affected area, her cubs may overtake you, so be careful. The Highlandsbane is the most powerful dragon in the game. Kicks in the defense. Don't forget to change clothes, because... Unlike the previous two, this dragon is fiery.

Dragon Age: Inquisition - all about dragons was last modified: January 12, 2015 by admin



The Storm Coast, like almost every area in the game other than the main story maps, opens up after you complete a reconnaissance mission on your military operations table. This will cost you 4 influence points.

The passage through the red cave in the southwestern part of the map and the associated quests will only open after you have completed a certain part of the main story.

Restoring Order


Automatically given by Scout Harding the very first time you visit the Storm Coast. Some robbers are rampant in this area. Several of your men went to negotiate with their leader, and nothing was heard from them after that. Head to the meeting point. In an abandoned hut you will find the bodies of missing soldiers, and from the papers scattered around you will learn a couple of interesting things - the bandits who killed them belong to a certain sect called the “Blades of Hessarian”, and they mention a certain “cross of mercy” with which you can come to him for negotiations. If Iron Bull is in your group, he will offer to challenge the bandit leader to a duel, and if Blackwall is present in your group, he will offer to recruit bandits to help the Inquisition.

If recruiting a sect is not interesting to you, then all you need to do is just go to the camp and kill everyone there. All sect members will be hostile by default.

If you like the ideas of Bull and Blackwall, you need to first craft the Cross of Mercy on your order table (you need to find 2 Serpentines and one Deep Hunter skin for this), put it on (it takes up an amulet slot) and come to the camp in this form Blades of Hessarian. In this case, you will be greeted peacefully, taken to the leader, and if you manage to defeat him in a fair fight - your group against him and his hunting dogs - then the rest of the Blades will swear allegiance to you and will henceforth be considered agents of the Inquisition.

Guardians on the Coast


Given automatically after you visit the Storm Coast. Gray Guardians were seen here, but no one knows what exactly they were doing here. Visit four sites where Gray Wardens were seen and look for traces of their presence. You need to use the search function to find their letters and diaries. From the records found, it will become clear that the Guardians were looking for someone, apparently - their fellow Guardian - but who exactly and why will remain a mystery. Bye.

Hunting the Spawn of Darkness


Given after you arrive in Skyhold and complete the mission to scout Darkspawn sightings on the Storm Coast at your desk at Command Headquarters.
You should close the gaps from which the Spawn of Darkness appear. There are four of them in total. It's good to take Blackwall on this mission, as he gives you approval every time you kill the Spawn of Darkness. You will also need a magician, since only he can close the gaps.

One of the gaps is in a cave at the northern end of the map, the second is in a cave to the south of it (although the icon points to a place near the astrarium, the tunnel in question is actually underground. The third tunnel, south of the previous one, is on the surface. The last one is in a cave near the lyrium waterfall.
Usually, several Spawns of Darkness, led by a garlock leader, walk around each gap. (Although for some reason I didn’t have them at all in my northernmost cave. We went out to breathe fresh air, whether?)

The quest automatically ends when you close the fourth gap.

Red Waters


Received after completing the Templar Command Headquarters mission on the Storm Coast, which appears after some time has passed after your arrival in Skyhold.

It’s good to take Varrick for this mission - not only because in the cave where you will need to go there are 4 deposits of red lyrium (after all, you can always return to them later), but also because he will give you get easy approval every time after a battle with the red templars.

Go to the southwestern cave, which was previously inaccessible. A pair of red templar knights wanders around her. In the cave itself you will find remains from which you can remove the Red Templar Key. Alternatively, the key may fall from one of the templars you personally killed. Go further, go ashore and follow into the second cave. After the next battle with a group of red templars, which will include a Shadow using stealth and backstabs, you will see that the bridge leading further has collapsed. Go back a little. In the left wall (if you stand with your back to the bridge) there is a break near the skull painted on the wall, which is sometimes difficult to notice. Go there.

You will emerge into a large two-tiered hall with two groups of red templars on each. Clear them and go through the bottom one in the only direction available to you. You will need the Red Templar's Key to open the door leading further. Behind it you will come across a destroyed bridge, and next to it is an elven artifact for Solas. The path will be closed further.

Return to the very beginning of the two-tiered hall, go to the second tier. In one of the small treasure rooms there will be a hole in the wall that leads through a cave and bridge to another treasure room. Go down the stairs from it, where a couple of red templars, including the Shadow, will be waiting for you. If you turn left from the stairs, you will see that you are just on the other side of the destroyed bridge. You don't need to go there now, so turn right. At the exit of the cave you will see a group of two red templar knights and a Shadow. When you deal with them, it will complete this quest and give you new mission for your command headquarters.

After completing the quest, a quick jump point will appear in the former lair of the Red Templars in case you decide to return here.

Boat near the cave near your place final fight will take you to the island where the local dragon lives.