Dragon Age: Inquisition is all about dragons. Emerald Graves Dragon age inquisition benefit from the alliance

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, the release took place on November 18, 2014 for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One platforms. 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.

Refugees on watch cliff

Contact with Inquisitor came out an orleans rebel named Fairbanks, who asks for protection from the attacks of the free citizens of Dol and claims that there is information important for the order, however, the NPC will only speak with the Herald of Andraste. After setting up a camp on the hill, we move to the area Sentry canyon and we find a refugee camp. Fairbanks guarantees the transfer of information if the Inquisition deals with free citizens in the area. To complete the assignment, it is necessary to examine the documents provided.


Breaks near the bay

After setting up a camp on the hill, the Messenger will have to close several gaps in the area (bay A big bear and Silver Falls). Do not forget about the possibility of influencing the portal, after which all the demons are in the "camp" for a few seconds.


Breaks near the pavilion

Inquisition scouts have identified active tears in the Veil that need to be closed (in areas Lyon Pavilion, Briatos stairs and Stonewolf wasteland).


Border tears

After the founding of the camp in Blagolozie, the main character needs to close several gaps in the area.


Lost Chevalier

In the area of ​​the Briatos camp there is Argon's Shack, which became an outpost for the free citizens of Dol. It is necessary to clear the area from the presence of the enemy and eliminate Chevalier Auguste.


Vicious general

Manor Morel became a base for the free citizens of Dolov, the Inquisition should clear the camp in order to paralyze the activities of the group in the area. The key to the estate is with Commander Duheim, you can find it near the entrance.


To complete the task, it is necessary to eliminate the leader of free citizens by name in the courtyard of the estate Maliphant.


Reliable security

After completing the task Vicious general, in the office you can find a part of the key, you need to find the missing parts and the cache. After examining the designated areas, we collect the key in the personal storeroom (the entrance to the room is in the office). Further, the main characters with the key key will gain access to the cellar.


Breaks near the reed

After the foundation of the camp in Kamnezhuti by the Inquisition, the Messenger needs to close several gaps in this area. In carrying out this task, the main character will have to go through the Firewater Garden, which is the habitat of the giants.


Fallen sister

In documents Fairbanks talking about sister Costo, which is subject to liquidation. You can find this supporter of free citizens in the veridium mines in the north of the Emerald Graves. We move to the target mark and clean the area from the presence of free citizens.


Dirty bastard

Sister Costo's documents mention Commander Duheim, who also needs to be eliminated. You can find the NPC in the area of ​​the Morel Manor (Duheim will have the key to the manor).

In red tones

Varric asks the Herald to destroy the red lyrium deposits, there are several ore deposits at the location of the Emerald Graves. The first lyrium shipment can be found in Manor Morel... The second cargo with red lyrium is located in Sister Kosto's camp during the quest The Fallen Sister. On Southfinger Post(located in the north of the location of the Emerald Tombs) the main characters can also find lyrium.


Free slaves

Free citizens captured the inhabitants of Sentinel Cliff (we get the task from Gertrude after killing Sister Kosto). We find the key to the cage in the area of ​​the Dolov camp and free the prisoners.


Softening

In the camp on the hill we talk with the patrolman Jones, who reports about the big bear in the area of ​​the camp. The main characters need to clear the den.


Tribute to the memory

There is a large statue on the hill next to the camp with a note next to it. Every anniversary of the death of her son, Dolores lit a candle in the church, but because of the war, she cannot do this this year. We leave for the Lyon Pavilion and put a candle in front of the entrance.


The Lover's Promise

In the Lyon Pavilion, we raise a love note, move to the Blagolozie grove and find an abandoned picnic area. We enter into battle with a giant spider and complete the task.


Elgarnan's Bastion Map

Near the camp in Wellbeing you can find the body of a dead person, near which lies a scroll. The map shows Elgarnan's Bastion with a label, the main characters need to go to the indicated area and find the place indicated on the map. The bastion is located in the north of the Emerald Graves behind the Firewater Garden, a cache is hidden in the area of ​​the dale camp.


Unfinished business

Cassandra asks the Inquisitor to deal with the criminals. Zhepler Volny, one of the wanted ones, is located at the location of the Emerald Graves (in the north of the Brewwood).


Victims of war

After the elimination of free citizens at the Emerald Graves, we talk with the leader of the refugees Fairbanks and get another agent for the Inquisition.

Nobility in hearts and deeds

In the refugee camp, we talk with Clara, according to NPC Fairbanks - a nobleman of noble birth, but it is necessary to find evidence. If successful, Fairbanks will gain legal authority and be able to help people. Must be searched Manor Morel and Argon's shack(access to the materials can be obtained if there is a thief in the team to break open the doors). We transfer the found evidence to Clara, or Fairbanks and complete the task.


Sentry Pass Map

In the camp on the Sentinel cliff, in one of the old shacks, we pick up the thrown map. The inquisitor needs to find the place marked on the map, move to the camp in Stonejuti and move to the entrance of the Firewater garden.


Last wish

Near Argon shack there is a statue of Andraste, next to which there is an urn with ashes. The Inquisitor must go to the Intoxicating Forest (Southfinger Post) and fulfill the last will of the deceased Robert.


Danger Watching

Not far from the camp in Blagolozie there is a small abandoned camp, we pick up the diary of the researcher of ruptures and move to the indicated area. The main characters need to examine two camps for the presence of diaries (the body of the researcher will be found in the second parking lot).


Chateau-d'Onther castle

There is an abandoned castle in the northeast of the Emerald Graves. Chateau-d'Onther... In the courtyard of the castle (garden) we find the interior plan (in the area of ​​the reservoir), then go up to the second floor (south wing) and move the one indicated in the foreground bust over the stairs.


We get the second plan of the castle and move to bedroom(western wing of the castle), we activate the picture and get the third scheme of the cache.


We go up to the second floor of the north wing (ballroom with a dragon hanging on the ceiling) and get a key from the balcony (it will hang on the dragon's tail).


We clean the large balcony and activate the ancient artifact, get an increase in characteristics and engage in battle with the demon that has appeared.


At the location of the Emerald Graves in the area of ​​the Hill with the Crooked Tree, there is a dragon (Great Mistral, 17th level). It uses cold as an attacking element, and is vulnerable to fire magic. In general, the dragon uses standard tactics, as a result of which it is rather easy to kill in the presence of a fire mage, a tank and a thief.


Shards at the Emerald Graves

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


Puppeteer

The scouts of the Inquisition managed to lure into the Lyons Pavilion Carroll, the red Templar, who is accused of crimes against the citizens of Dol. In the designated area, the main characters will have to eliminate a small group of Templars and their lieutenant.

Knight's grave

Dalians studying the knight's tomb report interesting finds. Elves ask for help from the Inquisition in the excavation. We go to the north of the location in the area bastion and go to Din 'an Hanin.


During the survey of the elven fortress, the main characters will meet Venatori, the Herald will have to find parts of the Emerald Seal and enter Elandrin's room.


To gain access to the scroll, you need to activate four braziers with curtain fire and destroy the risen dead (the scroll can be transferred to the Dalish or sold to churches).


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

Keywords: dragon age inquisition, inquisition, messenger, mark, rifts, cassandra pentagast, solas, varrick, leliana, emerald graves, refugees on the watch cliff, gaps near the bay, gaps near the pavilion, gaps in the rim, lost chevalier, vicious general reliable guards, gaps near the reeds, fallen sister, dirty bastard, in red tones, slaves of the free, unwillingness, tribute to the memory, promise of a lover, map of Elgarnan's bastion, unfinished business, victims of war, nobility in hearts and deeds, Sentry Pass map, last wish , Watching the Danger, Château d'Onther castle, dragon, shards on the Emerald Graves

For 8 points of influence, we open the Emerald Graves location.

Refugees on watch cliff

We run on the marker and talk with the leader of the rebels Fairbanks.

Free citizens of Dolov

We read the documents of Fairbanks in his camp.

Fallen sister

Guided by the marker, we go to the veridium mines and deal with Sister Kosto. We examine the territory and study the documents found, from which we learn about other commanders of free citizens.

Free slaves

In the Veridium mines, after defeating Sister Kosto, we find prisoners. The quest is activated either by talking to Gertrude, or after finding the key with which we unlock the cameras and free the kidnapped people. (The key to the camera is on the right side of the barrel, facing the bars).

Nobility in heart and deeds

This task can be obtained only after completing the quest "Free captives". Having freed the prisoners in the veridium mines, we return to the refugee camp on the Sentinel Cliff and talk to Klara there. From a conversation with her, we learn about her suspicions about the origin of Fairbanks. Clara asks us to look for evidence of her theory and invites us to look into her diary, where she wrote down all her observations. Two pieces of evidence will be found on the grounds of the Morel estate garden, the third - in the Argon Shack (searched for as a treasure). After finding all three proofs, we will have a choice: either give them to Clara or Fairbanks.

Dirty bastard

The quest is activated automatically after finding documents in the veridium mine, in which it is mentioned that a certain commander of free citizens Dueyme and his like comrades seized an abandoned estate at the Emerald Graves. Focusing on the marker, we go to look for this estate. In the garden of the Morel estate we destroy a detachment of free citizens and their commander Dueyme.

Vicious general

The quest is activated after we pick up the key to the Morel estate from the corpse of Captain Duheim. We go inside, look around, while periodically fighting off enemies. We go out into the courtyard of the estate and deal with the guards, thereby interrupting the meeting of our sworn friends. The very friends, whose negotiations we so inadvertently interfered with, will come running to the aid of the guard. The reinforcements will be led by Maliphant. We deal with him and complete the quest. From one of the corpses we select a letter about the connection of Maliphant and free citizens with the red templars.

Reliable security

The quest is activated automatically when one of the parts of the rune key is in the Morel estate. You need to collect all three parts. Search areas are marked on the map. They are searched for as treasures. Through the courtyard we find ourselves in an office, where a warrior breaks the wall into a personal storeroom. There we collect the key on a special device. We open the door for them opposite the pantry and find several chests.

Lost Chevalier

The quest is activated automatically after finding documents in Sister Costo's camp, which mention the Chevalier Auguste working for free citizens. He was last seen at the Argon Shack. Focusing on the marker, we go there and deal with this problem in the form of a large detachment of free citizens, headed by the above-named Chevalier.

Victims of war

The quest is activated immediately after the destruction of all commanders of free citizens, namely after completing the tasks: "The Fallen Sister", "The Dirty Bastard", "The Vicious General" and "The Lost Chevalier". We return to the refugee camp on Sentinel Cliff and report to Fairbanks on our successes in the fight against free citizens.

Softening

From soldier Johnson in the first camp of the Inquisition of this location, we take on the task of tracking down and killing a huge bear. The cave with him is marked on the map.

Tribute to the memory

At the landmark Light Andraste we read a note, then light a candle at the Lyon Pavilion.

The Lover's Promise

In the Lyon Pavilion we find a note of the meeting. We go to the place marked with a marker on the map. Examine the picnic area (F button), kill the giant spider that appears, this completes the mission.

Observations on "Danger"

Next to one of the gaps, on the hill above the statue of Sila Andraste in Blagolozie, we find records. Reading them will activate the quest. We go to the marker, find the second camp and read the diary. We are moving to the third camp. We find the corpse of the scientist and his things.

Maternal admonition

In the river, near the statue of Andraste's Grace and the place with the lyrium smugglers on Cullen's quest, lies the corpse of a woman. You need to find out what happened to her. We rise to the rock, where the marker points, and read the found diary.

Last wish

Near the statue of Sila Andraste there is an urn with the ashes of the recently deceased, after picking up which we activate this quest. Because of the outbreak civil war the woman was first widowed, and now, due to robbers and deserters, she cannot fulfill the last will of her husband. We have to do it for her - to scatter the ashes from the highest rock above the Big Forest. This place is marked with a marker on the map, but before you go there - carefully check your equipment and the presence of healing potions.

Puppeteer

The quest will become available after completing the task on the table of the headquarters of the command "To lure the lieutenant of the red templars." We will need to appear at the Lyon Pavilion to meet with the one who foolishly heads the free citizens of Dolov and put an end to him once and for all.

Castle d "Onter"

The quest is activated immediately after we find ourselves in the abandoned chateau d'Onther, the entrance to which is located in the area of ​​the Silver Splashes waterfall (the presence of a robber in the group is required). to find out to us, to find a solution to this mystery or forgotten treasures. By this moment we already have in our hands a piece of the puzzle, which we have picked up from the body of Chevalier Auguste (Crocky courtyard of the castle). We pass forward and into the left door, since only it is possible open, and from the "Lobby" we get into the "Gallery", there we find the bodies of robbers. We go around the stairs and open the door to the "Garden in classic style", where using the (V) key we find the next hint, then return to the" Gallery "and climb the stairs to the second floor to the" Library. " on the right and go to the "Bedroom" part of the castle, where behind one of the doors we find another picture using the (V) key. then through the door on the left we get into the "Human", move forward and behind the next door go up the stairs through the "Lobby", after which we find ourselves on the second floor of the "Ballroom." lifting the tail of a suspended stuffed dragon, then we take from the tip of the tail a note and the key to the door leading to the "Large balcony", where we need to get in. Then we open the door with the received key, located on the right side of the fireplace, and we find on the balcony a strange cube floating in the air and sparkling with lightning. After activating the cube, the Sorcerous Horror will appear in the garden, while all the doors will be blocked by an energy barrier, and we will have to jump down from the balcony to deal with the ancient evil. When the Sorcerous Horror is defeated, the quest will be completed, and now we can calmly and without interruptions explore all the other corners of the castle.
In the chateau, you can find two pieces of the Invasion mosaic, the song At the Red Crossroads for the Thirst for Art collection, and the Solas artifact.

Knight's tomb

The mission becomes available after completing the task in the command rate "Exploration of the elven tomb". We go from the location of the Emerald Graves. We deal with the first group of venatori. From the corpse of one of them we select a part of the emerald seal (1 of 9). We pass into the Knights' hall, remove the second part of the seal from the corpse of the red monster, next to it is a fragment of the mosaic. The third part is found as a treasure in the search area marked on the map. The fourth is searched similarly. We move towards the marker, along the road there are a couple of doors opened by a robber, there is nothing interesting behind them. In the next room (Sacred Graves) we find a treasure with a fifth. We remove the sixth from the corpse of another red monster. The seventh part is a treasure, we go down. The eighth and ninth parts of the emerald seal are also searched for as treasures in the marked areas of the map. Also at this location you can read the epitaphs of the dead (read with a torch with a curtain fire, 4 pieces) and find an elven artifact that strengthens the curtain. We go into the tomb itself. We light the lamps with a curtain fire, we kill the risen dead after each lit lamp. After igniting the latter, the platform will rise and you can pick up the artifact. It is a history scroll that can be given to elves or sold to the Church, of your choice.

Lyon Pavilion

Actually, as such, there is no task, and it will not be displayed in the log. This is a rather interesting puzzle, and without careful reading of the found entries, it cannot be completed.

1. To start the quest, go east from the Grace of Andraste landmark. At point 1, marked on the map, on a rock near the waterfall, we find a corpse, from it we take a note - "Shabby Parson's notebook" (it will be available in the codex under number 100). We read the note carefully and pay attention to point 12.

2. We go west to point 2. Using the [v] key, when the compass starts blinking, we find the cache. We take the cube with the number 3 and read the same line in the "Shabby Parson's notebook".

4. We go northwest to the Lyon Pavilion (point 4). Inside it, light the far left torch 4 times, the far right 2 times and the near right 3 times. We take away the cube with the number 20 near the statue and read the same line in the "Shabby Parson's notebook".

5. Again we go to the north-west, to point 5. Similarly to points 2 and 3, we are looking for the next cache (key [v], when the card is flashing). We take away the cube with the number 14 and read the same line in the "Shabby Parson's notebook".

6. Now go east to point 6. Again, using the [v] key, when the map starts flashing, we look for the last cache. We take away the doll and kill the appeared demon "Treasure".

The smallest cave

This is a hidden quest that would never have been discovered without an explicit hint from the developers themselves, because no one in a sober mind and sound memory would jump on one cobblestone 50 times, even if this cobblestone does not look like everyone else. Namely, so many times (maybe a little more) we will need to jump on a stone that looks like the entrance to a small cave, lined with flowers, so that the mysterious inhabitant of this dwelling will issue a task to collect 10 flowers of crystal grace. Then we go in search of these bells, or we give it back immediately (if any).
The cave can be found here:

After we give the flowers to the owner of the dwelling, the quest will be considered completed, and we will hear the phrase about the stairs leading down all the time. Then, when visiting the Empriz du Lyon location, we find a hidden passage. A curtain fire brazier, which will hang on the ruins of the wall, can serve as a reference point for its detection. The passage leading to the stairs down is on the left side (when facing the brazier). We take a torch with us (it's dark there) and go down the stairs to the platform located above the abyss, where the chest will be waiting for us.
Access to the stairs:

Dragon Age has such a resounding name for a reason - the most interesting and memorable creatures in this game are undoubtedly dragons. In the first part of the game, Flemeth, the High Dragon on the Top of the Mountain and the Archdemon are remembered, 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 looks like a boss from some MMORPG.

One appearance somewhere in the distance of a dragon is already an unforgettable sight, so high quality it is done (in contrast to everything else). The behavior of the dragon and in general everything that is connected with it is somehow made vividly and realistic - they will let us know in advance where the dragon's lair is, we will understand about its approach by the mighty flapping of its wings, but finally, the dragon cubs will convince us of the correctness of the path.

Yes, you can go to the dragon and die from one blow, or you can go too late and carry this lizard into the lung. When the difficulty and level coincide with the required, then the battle itself becomes really interesting. The dragon does not just bite and flap its wings, it kicks with its hind legs, hits its tail, bounces off too violent attacks, and sometimes uses its special abilities.

V Dragon game Age: Inquisition will give us as many as 10 High Dragons to be torn apart. For their genocide, you can get a lot of influence points, experience and loot (purple things are poured from the dragons, and not one at a time, but several). When fighting dragons, you should remember that sometimes they will bomb from the air with their breath, when they hit, causing a lot of damage, and not necessarily it will be fire. It is quite easy to dodge a flying projectile ... the character we are playing for, but our narrow-minded comrades-in-arms will come under fire all the time.

All flying lizards can use the whirlwind ability (they begin to flap their wings and suck the whole group towards themselves). At the same time, the dragon does not inflict much damage, but it spoils the location pretty much, it is better to retreat away with your light-dressed damagers. Let's say the archer has a wonderful bounce. In close combat, the dragon can bite painfully, paw or kick a cunning hero in the back, do not forget about the tail, which the dragon also does not disdain to use. In addition, when the dragon's health is brought to a certain state, this very dragon can fly into the air, cut in protection or use its other ability, 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 cut out a limb, the dragon will lose part of its maneuvers, despite the fact that its general life will also decrease,

Types of dragons

Ferelden frostbite

Level 12
Where to find: Hinterlands, we go from the camp near Zakatnoye to the northeast into the passage between the rocks.
Element and Resilience: Fire
Vulnerability: Cold

Tips: Frosty uses a massive stun for a short time, summons cubs coming from different directions (I lured them out and shot them with a bow). Periodically takes off, bombarding large area, it is difficult to dodge this, because the earth will burn decently in time. If you really get bogged down, then it is better to go downstairs, where there will be more space. The dragon has no defense, so when landing, we take out a trifle and plant everything we can. Also, the dragon will sit on the ledges, where archers and magicians will come in handy, but upon completion it will sit on a large ledge in the north. The biggest danger is fire bombardment and small dragons, but if you dress against the fire, take the magicians' staffs on the ice and take out the little things in time, then the dragon is quite light.

Northern hunter

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

Vulnerability: Spirit Magic

Tips: Attacks the Northern Hunter 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 acts for some time, periodically activating the "chain lightning".

Abyssal High Dragon

Level 14
Where to find: West End, Southwest. To call 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 a Tevinter tome about dragons (this lies in the Windless Ruins in the left room on a pedestal). After translating the tome, you will need to place the bait on the plateau south of the camp and the dragon will come to get acquainted.
Element and Resilience: Fire
Vulnerability: Cold

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

Gamordian Buregon

Level 15
Where to find: Sacred Plain, head north-east. To open a passage to the desired area, you need to complete the operation in the rate for clearing the passage. The dragon lives and enjoys life in the farthest part of the swamps.
Release and resilience: Electricity
Vulnerability: Spirit Magic

Tips: She loves to throw electric bombs, and if she gets into 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 in order to try to "fry" you with a current from a distance with bombs. Does not use defense.

Great Mistral

Level 17
Where to find: Emerald Graves, go north from the camp in Kamezhuti to the cliff (landmark - a large white tree and ruins)
Release and Resilience: Cold
Vulnerability: Fire

Tips: Mistral is a fan of flying. Ice bombs will fly at us from above, but they will not damage so much to be very much afraid of them, and small cubs will not attack us, so you can run a little. He uses defense, although rarely. Ice breath is especially dangerous, which can easily kill a dead archer, as well as a fairly simple dragon.

Vinsomer

Level 17
Where to find: Storm coast, first of all, you need to storm the fortress of Derwin's Estuary in the west. There will be a boat at the far dock, which will take you to Dragon Isle.
Release and resilience: Electricity
Vulnerability: Spirit Magic

Tips: Often cuts in defense and generally behaves quite mobile. He does not like to fly, there is no mass stunning either, instead there are electric bombs and breathing. Knows how to create an electric 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, then such an attraction will be difficult to miss.
Element and Resilience: Fire
Vulnerability: Cold

Tips: The dragon does not fly away, but it behaves very mobile. He actively cuts in defense and often summons cubs. Applies fire breath and sets the area on fire with bombs.

Hyvernal

Level 19
Where to find: Emprise du Lyon, west. The area becomes available after the completion of the operation at the headquarters of the command to restore the destroyed bridge - to the 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 from Imshel and the red templars). Hyvernal lives on the summit of the first of the three Colosseums.
Release and Resilience: Cold
Vulnerability: Fire

Tips: Often uses Blizzard's massive AoE attack that freezes and deals damage over time. Takes off at least 3 times, freezing with breath on descent. Does not use defense, no cubs.

Kaltenzan

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

Highlands Ruiner

Level 23
Where to find: Emprise du Lyon, the third colosseum.
Element and Resilience: Fire
Vulnerability: Cold
Tips: This dragon knows how to massively set fire to an area; before starting, circles are drawn on the ground. Even if you managed to run away from the affected area, you can be overtaken by her cubs, so be careful. The Mountain Bane is the most powerful dragon in the game. Cuts in defense. Do not forget to change your clothes, because unlike the previous two, this dragon is fiery.

Dragon Age: Inquisition - All About Dragons was last modified: January 12th, 2015 by admin

In the fourth part, the passage of two large locations: Crestwood and Empriz du Lyon.

Fortress Griffin Wings

We continue to go through the deserted location "Western Limit". Last time we stopped at the capture of the Griffin Wings fortress. Capturing any fortress in Inquisition is about defeating the boss and raising the Inquisition flag. No sooner said than done. The next thing was decided by the local astrarium, and also took a new task from the knight-captain Rylen. This is a former Templar who transferred to the Inquisition.

For the rest of the time on the video, I try to find a landmark (there are usually about 10-20 landmarks in each location). On the mini-map, the desired place is marked in the form of a marker, but how to get to it is not always clear. It turned out that the landmark "Old Well" is in a cave under the fortress (in the video from 25 minutes you can see how to get to it).

We destroy traps

Here, first of all, we open the operation "Troubles with the creatures of darkness". Now, at the headquarters of Skyhold, you will need to choose an agent in order to deal with the problem of the poisonous cloud, which I talked about in the last part of the walkthrough.

It is impossible to go further, so we return a little back to the researcher of dragons. He has a new task - to destroy the traps in the form of traps. I found the first four quickly, I had to tinker with the fifth. We hand over the quest and go to Skyhold, since everything has been done in the Western limit except for the poisonous cloud.

Josephine and the murder contract

In this video, we begin Josephine's quest. House Montilla owes money to creditors (by the way, a good option the answer is "I will not give a loan") and it is necessary to help with this problem. We leave for a meeting with the count in Val Royeaux, who suddenly turns out to be a hired killer. You can just talk and disperse, but I chose the option to kill the assassin. I don't know whether it was right or not, and whether it affects anything, then we'll find out. I will return to this quest, but now we are going to a new location.

Crestwood

A flooded village and gloomy weather. We need to find a way to drain the lake and close the Rift, from which the demons climb. We go to the local headman Dedrik and suggest using the dam to drain the water. The headman is clearly not happy with such an initiative, which means that he is not saying something. But in any case, he has nowhere to go, so he gives the key to the gate leading to the dam mechanism. Just to get through, you need to clear the old fortress from robbers. No sooner said than done. The bandits did not offer serious resistance and gave up the Kaer Bronak. This is already my second captured fortress.

Each fortress in Inquisition has its own unique design, so in Crestwood the main theme is owls, in Emprise du Lyon - a huge elven castle, in the Western Rim it is oriental style, and so on. Capturing is really interesting, but only from a "visual" point of view. After the capture, the fortress turns into just a camp. It cannot be improved, it does not need to be protected, nothing like that. Although there is, of course, Skyhold, and it would probably be too "bold" to do the same customization for each fortress. I haven't gotten to the end yet, but I can already say that Inquisition already has a lot of content.

Old Crestwood

They opened the dam and drained the lake. You can now enter the old Crestwood, which was just under water. Apart from the side quests, the main task here is to find the entrance to the cave and close the gap. We will return to this later, but for now I found another cave, which leads to the dungeon of the recently captured fortress. A strong spider with spiders settled here. We do pest control and take artifacts from the chests. For example, I got an "iron bark". A special material that is used in crafting. Gives a chance for critical crafting success. The main thing is not to forget to squeeze V. So in the hay I found a thunderous rune, without V I would not have noticed it in any way.

Exploring Crestwood - The Northern Hunter

In this video, we go deeper into the location. On the way, we deal with violent druffalo, wolves and random robbers. In the last part of the walkthrough, I wrote that Blackwall does not talk to anyone. Nothing, already talking. For example, here is one of the dialogues with Sera:

Sera: Why are you so serious all the time? What do the Guardians do when there is no Blight?

Blackwall: What it takes to keep the world safe.

Sera: For example, they join all sorts of Inquisitions.

Blackwall: Yes, if required. She herself also entered.

Serah: (Laughs.) Otherwise, the entire Inquisition would be full of dark bearded men like you and Cassandra.

Blackwall: Cassandra didn't come out with a beard.

Sera: Oh, I'm sure I did. Only elsewhere.

It’s a pity Cassandra wasn’t there, which is what she answered. Because of the dialogues, I want to change characters and listen to what they think of each other.

With Hawke's help, they found another Gray Guardian Stroud, his story about the influence of the Coryphaus on the Guardians can be heard on video from 7 minutes.

Judith can be found in the forestry manor, who will ask you to kill the cave wyvern. I had a small bug with her. After I killed the wyvern, my assignment was to return to Judith. But when you try to talk to her, there is no dialogue option. The problem has even been documented on the EA forum, so I'm not the only one. But the next day I booted up (finished just at Judith's house) and immediately opened a screen with dialogues. In general, bugs in Inquisition come across at regular intervals. Today, for example, the characters suddenly stopped switching at the most crucial moment (it was decided by a reboot), then an infected woman in Empriz du Lyon, with whom it is not clear what to do. The same, no dialogues appear. I thought I had to take Cole's spirit and he would finish her off. I had to run back and forth, but no. Continues to lie in the snow and groan. In the same Emprise du Lyon, at the very beginning of the location, there is a house where an old woman is crying over a box. An exclamation mark hangs above it, that is, you need to take the quest. But the same problem, no dialogues appear.

Near the house, Judith decided another astrarium. Then the first battle with the dragon took place. Dragons in Inquisition are individual, each with its own name and color. And in terms of complexity, they are certainly much more serious than their counterparts from Skyrim. My first striped dragon, the Northern Hunter, specializes in electricity. The battle lasted 4 minutes and ended with the defeat of the inquisitors. During this time, I managed to remove only half of the health of the predator. At the same time, I somehow forgot to use the ability of the mark and plus there was only one bomb. I decided to leave the dragons alone for now, I need the best armor, as well as a special weapon against dragons (there is an ax "Dragon Slayer" for 11,000 in Skyhold, but it's better to do it yourself). The rest of the video is about the trip to the wyvern, which I already wrote about above.

Flooded Crestwood Caves

We return to old Crestwood. We take the task from the spirit (kill the demon), and also find old house headmen. It is suspicious that there is no furniture left in the house. The suspicion is that he knew about the forthcoming flood. The entrance to the flooded caves is also nearby. That's where we need it.

In the video (20:30) you can see the location of the chest hidden in the dark. It contains a rare item - Master Spirit Rune. We go down deeper. Here is exactly the demon that the spirit asked to kill, and a little further there is a Rip in the Veil. We deal with the gap, return to the surface and see how the terrain has changed. Instead of a gloomy and gloomy picture, it is now bright and sunny. Do not forget to look to the spirit for an award.

Emprise du Lyon walkthrough

We close the remaining tasks in Crestwood and go to the most picturesque area of ​​Dragon Age Inquisition - Empriz du Lyon. In the last part of the walkthrough, I already talked about this location. At that time, I was unable to advance due to lack of level, but now the red templars will be quite capable.

Immediately from the camp, we go along the frozen river Blood of the Elves (and what names are there!) Right up to the Break, from which giant demons fall out - copies of the very first boss. There is a closed building nearby on a hill, but the Skillful Hands trait is required. I read that Skillful Hands can be upgraded in the Mysteries category (specific to the Inquisition). We must not forget, because locked doors come across regularly.

The game has jammed the spawn of giant bears. 3-4 animals came out in a row from the same point. But there is a lot of skin, which already belongs to the rarer 3rd level.

Bone tower

In this video, a progression inland to the Bone Tower. You can set up a camp here, but for this you need to clear the area around from all the templars. By the way, in the cave I found a strange Easter egg (on video 9:00) - a pyramid with the inscription "DO NOT TOUCH MY PYRAMID!". Some believe that this is a reference to the Mass Effect series.

Red invaders

Here is the passage of the quest "Red invaders". Sarnia's quarry must be freed from the Red Templars, and at the same time the villagers must be released from their cages.

Bug Infected Woman

There is also a sequel to The Red Invaders, and in the middle there is an episode with an infected woman. I wrote about this bug above. Along the way, we collect fragments.

Imshel

We begin our hike to the Suledin Fortress. It is a very large abandoned elven castle that can be seen from almost anywhere on the map. The security here is very serious, crowds of templars, and infected giants help them. Here, by the way, I discovered an interesting bug that makes the passage even easier. In the battles for Suledin, I spent all my healing potions, besides, the whole team is already pretty battered. We move away from the enemy - we save, we teleport to the camp and reload. Only after loading, I'm no longer in the camp, but in the fortress, and completely healthy and with a maximum supply of potions.

At the 31st minute, we begin to talk with the local boss Imshel. He doesn't like the fact that I call him a demon, you see, he prefers to be a spirit, a spirit of choice ... Justifying his name, Imshel, instead of bloodshed, offers to make a choice - power, a mountain of treasures or a sea of ​​virgins. Well, according to the plot, I certainly showed firmness and did not succumb to the persuasion of the demon. However, if you choose virgins (read on the Bioware forum), then Imshel will answer that "There are no virgins left in Thedas ... there is one, but he is unlikely to interest you" and instead gives a rune. I don’t know, I didn’t check it myself. But from it I dropped the Pure Essence of Spirit (rune material of the 3rd level). Perhaps, if Imshel gives something, then this item simply will not be in the loot.

Crafting

The Suledin fortress is captured. We select a shard nearby, talk to the dying red templar and craft. Crafting in Inquisition is fun. Firstly, you yourself create a unique type of your weapon or armor, and secondly, the characteristics of the created item will always be higher than that of the purchased one. You really feel that you are doing a useful thing with the help of which you will become stronger. Finally, the time spent collecting leather, fabric and metals pays for itself. In addition, self-made weapons have no level restrictions.

Thus, instead of the old pink ones (presented to the archer), I made new turquoise armor:

Level 211 Armor

6% Cause bleeding

7% Magic Defense

6% Stun when Hit

Ability: + 30% Focus Accumulation

For comparison, the characteristics of previous armor:

143 Armor level

5% Cause bleeding when hit

52 Maximum Health.

Progress is evident. In the future, the armor can even be improved by screwing on bracers and leggings, but I do not want to waste material yet. I think dragon skin will make even more kosher things. Plus made a Sharpened Twin Blade. The maximum possible damage per recipe is 291 DPS, plus crafted the handle (+ 15% bonus to critical damage, + 5% critical hit chance) and added a thunderous rune (damage increased to 316 UVS, +10 AoE damage from electricity).

That's almost all, in the end we set off to explore the "Post Valeski" cave.


Quest that opens this card. Connect with a local Robin Hood named Fairbanks. This will cost you 8 influence points.

Attack on the Fairbanks Patrol


This is a very small quest, you can get it or not - it seems to appear rather randomly and in different places. While traveling through the Emerald Graves, you may come across the people of Fairbanks who are attacked by the Free Citizens of the Dolov. Help them fight back.

Refugees at Sentinel Bluff


Go to Fairbanks' hideout and talk to him.

Free Citizens of Dolov


Read all the documents about the so-called Free Citizens of the Dol in the Fairbanks hideout.

Fallen Sister


You get this quest by reading the papers in the Fairbanks hideout. Go to the viridium mine and kill the "free citizens" who have settled there, led by the former sister of the Church of Costo.
In the lyrium mine, you will also find a piece of mosaic and a deposit of red lyrium.

Prisoners of the Free


The biggest quest you get by clearing a veridium mine (see quest above). Take the key lying near the battlefield and free the prisoners.

Lost Chevalier


From a letter found in a veridium mine, you learn that a certain Chevalier August is working for the Free Citizens of the Dol. Go to the indicated place and deal with it.

Dirty Git


From the letter of Sister Costo, which you will find in the verilium mine, you will learn that a certain commander of the "free citizens of Dolov" Duheim is distinguished by special bloodthirstiness and cruelty. Go to his hideout and deal with him. Duheim - mini-boss - two-handed warrior - sits at the pavilion in the courtyard of Villa Morel. You will inherit his unique two-handed ax when done away with him.

Vicious General


On the corpse of Commander Duheim, you will find the key to Villa Morel and a letter mentioning General Maliphant, leader of the Free Citizens of Dol. Go to the villa and deal with the general. He will come running himself when you are done with the guards during inner garden villas. From the corpses of his henchmen, you can collect letters from a certain K.

Reliable Security


In the living room, the entrance to which is through the garden where you killed Maliphant, use the search function and you will find a key fragment. There is also a wall that can only be destroyed by a warrior. Behind it you will find a pantry with red lyrium and letters explaining why the key fragments are needed. There is also a mechanism in which you need to put all the assembled parts. The other two parts of the key are located in other parts of the villa - their approximate location is marked on the map, but you will need to use the search function to find them. After collecting all three, go to the mechanism in the pantry, put the parts of the key in it and activate the mechanism with one of your magicians.

Take the key and go to open the locked door. When you take their contents from the chests in the room, this will complete this quest.

Victims of the War


When you have destroyed all three leaders of the Free Citizens of the Dol - Bones, Augustus and Maliphant - report this to Fairbanks. He and his men will take over the fort that Augustus used to occupy and become an agent of the Inquisition.

Nobility in Heart and Deeds


This quest is given to you by Clara at Fairbanks' hideout after you free the captives in the veridium mine and deal with the three Free Citizen leaders of the Dol. Find evidence that Fairbanks is of noble birth. There are three proofs - a letter, a portrait and a medallion. The letter and portrait are at Villa Morel (the quest icon gives you an approximate location, but you need to use the search function to find the one you want). The medallion lies in a shed near Fort Aaron, where Fairbanks and his people move after you free him from the Chevalier August.

You can resolve this quest in two ways. If you give proof of Fairbanks' origin to Clara, he will be recognized as the legal heir of his grandfather.

If you show evidence to Fairbanks without first talking to Clara, he will say that he has known everything himself for a long time, but is not interested in restoring his noble rights. He is quite satisfied with his life and he does not want to change it. In this case, you give the evidence to him, and the case ends there.

Depending on who you give the documents to, you will receive different missions for your command headquarters a little later.

Tribute to Remembrance


On a statue near the Light of Andraste landmark and near your first camp, you will find a candle and a letter. A woman named Dolores lights a candle every year to honor the memory of her deceased son in the sacred temple, but this year, due to increased gang activity and Breaks, she is unable to make the journey. Go to the Lion Pavilion and leave Dolores's candle there.

Bear Problems


Soldier Johnson in your very first camp will complain to you that a huge bear began to attack the people of the Inquisition, which, apparently, considered the camp a threat to his territory. Go to the bear's lair near the camp and deal with it. This will complete the quest.
Note: Soldier Johnson only appears at the camp after you return there after your first arrival.

The Lover's Promise


In a letter found in the Lion Pavilion, a gentleman asks his beloved to meet him and run away together. Go to the proposed meeting point. There, a giant spider will attack you, and in its remains you will find wedding ring... This will give you a hint as to how the ill-fated picnic of lovers ended, and at the same time will complete this quest.

Puppeteer


You get this quest after you complete the mission for the headquarters to lure out the lieutenant of the red templars. You get the mission by completing Fairbanks' quests to clear the Emerald Graves from Free Citizens of the Dolly.

Go to the Lion Pavilion and deal with the lieutenant. If you've played DAO, you may remember who he is - you met at the Tower of Mages when your hero was heading there for the very first time. True, he looked much less menacing that time.

Be careful - in the group of templars, in addition to its head of the mini-boss, there are also two Shadows.

The death of the Lieutenant of the Red Templars completes this quest.

Maternal Instruction


In the river near the Silver Falls, you will find the body of a young girl. Climb the cliff above him and read her diary to learn the sad story of a refugee family.


Castle d'Onther


This magnificent villa is completely abandoned and strewn with corpses. If you go out to one of the side balconies, which is open to access, you will see that on the largest balcony some strange structure rotates in the air. But access to this balcony is closed - all doors that lead to it require a special "key from the balcony".

Explore the villa, read the notes scattered around to get an idea of ​​what exactly happened here. You need to go out into the garden through one of the locked doors, to open which you need a robber. In the garden you activate the search function and near the pond you will find a small sketch of the villa's interior. Your task is to walk around the villa and find all the sketches. What will be complicated by the fact that after you go out into the garden, the dead around will begin to rise up and get in the way under your feet. There will be no quest markers indicating even the approximate location of the sketches this time, but the sketches themselves will give some idea of ​​where to look. You will hear your search signal when you are close to the desired location.

The second sketch is on the railing of the library, opposite the stairs leading to it from the first floor. On the wall opposite the railing hangs a portrait of Jeannette d'Honter if you need additional guidance.

The third sketch is located behind the portrait of the knight above the fireplaces of one of the western bedrooms on the second floor, which can be accessed through the library. The sketch shows a dragon and a lion, and you probably already noticed the dragon in this place.

Go to the stairs in the servants' quarters in the northwest part of the villa, go up to the last floor. Activate one of the lion heads on the railing around the dragon skeleton. Your search function will tell you which one. After that, go and take the note from the dragon's tail.

You can now exit to the main balcony through the adjacent door. Kill the walking dead and take the strange device (this will give you +10 Cunning). Activating the device will cause the main culprit of all the troubles that have occurred - the Secret Horror. He will appear below in the garden, so the easiest way to get to him is to just jump off the balcony.

When you deal with Horror, this will close this quest. In addition to other loot, you can remove the Amulet of Power for Cole from it.

Note: There is a piece of mosaic behind one of the doors on the main balcony.

Observations on "Danger"


Find all three letters from a certain Trolius, who somehow got it into his head that his great purpose in life is to observe the Breaks. At the last letter you will find the body of the unfortunate observer.

The order in which the letters are found does not matter. You may well stumble upon the corpse of Trolius by the river before you find the first two letters.

The location of the other two letters will be marked on the map after you find the first one. This will most likely be a letter on the hill west of the Lion Pavilion, or roughly halfway between your northwest camp and the Sila Andraste landmark.

Last Wish


Near the statue, a little north of Fort Aaron, you will find an urn with ashes and a letter from a widow who wishes her late husband's ashes to be scattered over the northern cliffs. Depending on your level, you may be better off waiting for this quest - you will have to fight your way to the desired point through the red templars and giants. But if such opponents are already on your shoulder, then go to the right place and develop the ashes. (Not far from this point there are several deposits of valuable metal - evarite).

Tomb of the Knight


This quest appears after completing a mission at the headquarters of the elven ruins exploration command. The mission itself appears only after completion story quest Evil Eyes and Evil Hearts.

For this quest, you must have a mage and a robber in your group (and if you want to explore all corners of the dungeon, then a warrior too).

Go to the opened area (there will be a quick transition point for more convenience). In the ruins you will find a bunch of dead bodies - both elven and your soldiers, as well as quite living red templars and venatori. From the body of the very first giant red templar, you will remove the Emerald Seal, which will immediately give you a subquest - to find all 9 seals. The location of the seals is indicated on the map - they are scattered across all levels of the ruins. Some, like the first, are with the red templars, and some must be found using the search function - they always lie in white and red clay vessels tied with ropes.

The tomb itself is located at the lowest level of the ruins. When you have collected all nine seals, you can open the door to the burial hall. However, this is not all. As you can see, a strange luminous object in the hall hangs in the air and seems inaccessible. To get it, light all four torches around. Every time you light a fire, a group of undead will attack you, in the last of which there will be a revenant.

When you deal with the opponents and finally take the well-deserved prey, which turns out to be a document explaining exactly how the Church's Sacred Campaign to the Dales began, you have to decide what to do with the information received. You can give the documents to the Keeper of the elven clan in the Sacred Plains or give them into the hands of the Church. When you implement your decision, this will complete this quest.

Share with your friends or save for yourself:

Loading...