Dragon Age Inquisition Inland Lands Quests. Dragon Age: Inquisition - Walkthrough: The Hinterlands - Non-Story Quests. Astrariums in the Hinterlands


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

Glory to Herald Andraste


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

Love will wait


On the corpse of a noblewoman named Wellina in Dwarven Pass, you will find a letter from a certain Lord Berand. Apparently, the poor man was on the way to her beloved, but in her misfortune she found herself in a conflict between apostates and templars.

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

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

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

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

The pangs of hunger

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

In the Power of the Elements


This quest gives you the recruit Whitl at the Crossroads refugee camp. Refugees suffer from the cold as they do not have an adequate supply of blankets. Whittle will assume that the renegade mages' caches are likely to find suitable supplies. There are five caches in total, and they are not even very far from each other - some are right on the surface, some are in caves. Follow the marker on the map and you will find them easily. After you find all five caches, report to Whitlu. In addition to a point of Influence and experience, you will also receive approval from Solas, Sera, Cole, and Cassandra.

Healing Hand


Corporal Vale mentioned that the refugees need a healer. Such a healer - or rather, an elf healer, is located in the village of Redcliffe. You need to persuade her to go to help, as she is afraid that the refugees will treat her badly due to the fact that she is an elf. You can persuade her if you are an elf yourself, if you have Cassandra or Solas in your party, or if you have the Nobility or History lore perk.

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

You need to find:
1. 4 elven roots and 2 spindles.
2.6 elven roots and 1 royal elven root
3.5 spindles and 2 pieces of Crystal Grace.

Refugees as Agents of the Inquisition


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

Amulet to the Beloved


Not far from the Winter Watchtower you will find the corpse of a templar, and there is a letter for a certain Ellandra. In addition to the letter, you will find a phylactery amulet. Take it to the magician Ellandra (Solas will slightly approve of this). She is in a refugee camp. You will be able to recruit her as an agent of the Inquisition if your GG is a mage or if Vivienne is present in your group. (Solas really won't like this.)

Unusual Duo


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

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

If Varric is in your group or your GG is a gnome, then you can recruit Ritts as an agent of the Inquisition. (You can't do this unless you first find the picnic basket and the magica's corpse.)

Blood Brothers


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

Renegade Farmer


The quest is given to you by the elf widow in the Suburb. If you go exactly east of the southernmost part of the lake, then just south of your camp and almost south of the refugee camp (slightly east) you will find her hut. (There is one of the smaller Breaks next to her if you need an additional reference point.) The Templars killed her husband, a farmer, for some reason mistaking him for a fugitive magician, and took him away. wedding ring... Templars you need are located southeast of the hut - deal with them and return the ring to the widow. Cassandra will slightly approve of your action.

Buster


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

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

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

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

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

After completing the tasks of Bron and Elaina, talk to Master Dennett, and he will finally agree to provide the Inquisition with his best horses. Moreover, you can even recruit Master Dennett himself as an agent of the Inquisition, if your group has Cassandra or Vivienne, or your GG has the Inquisition's perk for knowing the nobility.

Horse Racing / Saddle


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

You need to successfully complete three runs - each longer and slightly more confusing than the last - in order to fully complete this quest.

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

Measures Against Marauders


This quest begins by reading a letter in one of the empty houses on Radcliffe's farms. Someone Hessl writes to his friend that he will hide some documents in the caves of the northern hills. This quest can be combined well with the "Trouble with the Wolves" quest given to you by Henneth's wife Elaina, since the object of the quest is located in the same cave. You need to jump a little and go upstairs to find loot in a box on one of the rock ledges near the place where you found the demon on Elaina's assignment.

Where Druffalo Wanders


You get this quest by reading the announcement pinned to the fence at one of Radcliffe's farms. One of the farmers had his beloved druffalo Druffy (something like a nice variant of a bison) escaped. Find and return the animal to her regular pasture. It is not difficult to find her following the quest mark, but bringing her back can be somewhat problematic - the druffalo is in no hurry, this is, firstly, and, secondly, sometimes it can simply get stuck in some narrow place, so try to go with Druffy take your time and choose a route more conveniently to the desired corral. After Druffy is there, talk to her master to complete the quest.

Letter from the Beloved


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

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

Claws for Bergrit


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


Renegades in the Witchwood


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

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


Templars in the West


Almost a mirror image of the previous quest. Slay the rebellious templars by clearing the camp of them. The quest is given either automatically after you find the Templar camp near the waterfall southwest of your Upper Lake camp, or after you read the letter removed from the corpse of the Templar you killed (the letter appears to appear after a certain number of killed templars and therefore may be on the corpse in different locations). The Templar Camp is located on the top of a small mountain and, unlike the Mages Camp, is not guarded by any barriers, so it is somewhat easier to get to it. Templar squads are archers and warriors with shield and sword. The leader of the Templars - the Shield Warrior - is not much different from the regular Shield Templar and should not cause problems. A unique one-handed sword can be removed from his corpse.

Relationships - Inner Earths


The quest begins when you find a suicide note on a skeleton in Old Simeon's Cave. It is located on the border of the map almost exactly to the west (and a little to the south) of your very south-western camp, previously one of the gaps was located in it. The quest icon will become visible when you close the Rift. You need to jump a little over the rocks to climb up to a small branch in the cave where the skeleton lies. Take the note to his family's home on the Redcliffe Farms and drop it in the mailbox.


Business relationship


You start this quest when you read the letter from the Templar's corpse, which lies a few steps from the corpse, which you must find in the Blood Brothers quest (just north of your camp in the Suburb if you need an additional reference). From it you learn that a certain Tanner secretly maintains business with the Templars. Tanner is located in the village of Redcliffe and is actually Tanner's church sister. If you have Cassandra or Varric in your party, or your GG has a lore perk underworld from Cullen, then in a conversation with her you can recruit her as an agent of the Inquisition.

East Road Bandits


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

Mercenary Fortress


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


Big Trouble


Go to the cave behind the waterfall in the southern part of the map. It is guarded by several members of the Dwarven Charter. Deal with them and go inside. Oddly enough, but the cave will turn out not to be a cave itself, but a part of the ancient dwarven teig - Valammar.

Be careful - the groups of gnomes that you will have to fight your way through in Valammar are often assassins who like to go into stealth and stab your heroes in the back.
Deal with the first group of the enemy and climb the stairs. (If you go around the stairs on the left, you will stumble upon a door that can only be opened by a special mechanism. This door opens from the inside, so now you will not be of any use from it.) Go further. On the Upper Terrace, in the very first room, you can read a note that mentions the Shadowspawn. There is also a wall that only a warrior can break. Behind it lies a small treasure with random loot and a couple of crafting schemes - for a grenade and a dagger.

The next door is closed and you need a robber to unlock it. Behind it you will find some random loot and a couple of notes shedding light on the activities of the charter. Go further and go down the stairs - and you will stumble upon the members of the charter, fighting with the Spawn of Darkness, which you read about in the note earlier. Behind the door nearby is the leader of the charter, whom you need to kill to complete this quest. Along with him are archers and assassins, and if your battle moves to the bridge, then for more entertainment several Spawn of Darkness can join it.

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

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

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

Spirit of the Lake


The Storyteller in Radcliffe will tell you about the spirit of the lake if you ask him to tell you about the area. Go to the lake and leave the desired flower as an offering to the spirit (if you still haven't found a bloody lotus, then several grow near the lake itself), then look at a small reference to the legend of King Arthur, take the reward and thereby complete the quest.

Flowers for Senna


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

Playing with fire


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

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

The Ballad of Lord Sherstley


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

Sketch of the Kalenhad Bridgehead


On the corpse of the Templar to the southeast of your first camp, you will find a treasure map.

The treasure in the ruins of the Kalenhad bridgehead is located not far from the place where one of the relics lies. Gray Wardens... Do you see the stairs behind the wall to which there is no access? Jump up the rocks to get to it, get down, and using the search function, you will find hidden loot there.
The reward is a recipe for a Stone Armor potion.


Waterfall Map


Literally a step west of your camp near Lake Upper, there is a scroll with a treasure map at a certain waterfall. Although one waterfall is flowing quite close to your camp, if you look closely at the drawing, you will realize that it is not the same one. The one you want is located near the Templar Camp to the southwest. The treasure point is at the top, so you don't have to jump in the water at the base of the waterfall. Go up the path as if you were walking higher and higher into the camp of the templars until you hit the rock - and activate the search function. The reward for your efforts will be a piece of Iron Bark, a rare crafting material.



Farmland Cave Map


You will find this map at the southernmost Rift in the area. Although it clearly depicts the house of Buster Dennett, the cave is actually not that close to it - you need to go deeper into the Grove of the Dead Ram - the desired location is almost exactly west of the nearby astrarium. Use the search function to find loot and complete the quest.



Landmarks in the Hinterlands


Each map features a long pole that glows with golden light. There are 17 of them in the Hinterlands. Landmarks automatically appear on your map in the form of a pyramid icon. All you have to do is find and click on them, thus making it clear that you have visited this territory and "reserved" it.

Holding the Inner Lands


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

There are six camps in total in the Hinterlands, and after camp six your quest will be completed.

Breaks in the Suburb

Almost every card has one or more of these quests, depending on its size. You need to destroy small Breaks, weak copies of the main Breach - they are automatically marked on each card. However, copies are copies, but be careful, especially on initial stages- some Breaks spit out quite powerful demons and it is quite possible that even in the Hinterlands you may come across a Breach, which you will not be able to do yet ..

In the Suburb, you need to close 2 Gaps.

Breaks - Dwarven Pass

.
Close 3 Breaks in Dwarven Pass.

The Hinterlands Regions


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

Astrariums in the Hinterlands


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

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

The loot chest, which is a reward for solving the three astrariums of the Inner Lands, is located in the same cave as the refuge of the apostate mages, in which you may have already visited on the quest The Departed in Witchwood. Even if you have already examined this place, you will find there a small side cave that was previously inaccessible to you. Astrarium treasures cannot be found without first solving their riddle.

Shards in the Hinterlands


Interesting structures in the form of a pillar topped with a skull are scattered across almost all maps. These structures are eyepieces, a type of telescope that is tuned to detect specific debris. The ocularia are marked with a skull icon on the porridge map.

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

There are 22 shards in the Hinterlands. Most of them are easy to assemble. The exception is those fragments (and that ocularium), which are located in the Valley of Lady Shane - abode High Dragon... As you can imagine, this in itself presents some problem. But even getting rid of the dragon, you can experience some difficulties with a couple of fragments that are lying around in an extremely inconvenient place for access. The shard at the top of the basalt rock is accessible with extremely precise acrobatic jumps. But with a little practice, it is quite possible to do it.

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

The rest of the shards are in much more accessible places and should not be too difficult a problem.

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.

Hinterlands. Part 1

At this stage, your main task is develop a squad by completing simple tasks and killing weaker creatures. Opponents and resources are generated constantly, with the exception of some places that the main character can assign to the Inquisition. It is worth noting the presence in the north of the location of a large dragon To defeat this formidable enemy, your squad must have a level greater than or equal to 12. Also, near some gaps (Dwarf Pass and Ditch of the Burned), demonic creatures will put up serious resistance.

Breaks in the Suburb

In the inland lands Redcliffe(in the area of ​​the Suburb camp) The Messenger must close two gaps, move to the north of the location and engage in battle with demonic creatures. Your task is to withstand several waves, and after clearing the area, close the shadow portal.


Next, we go to Redcliffe road and again we destroy the demons. Having closed the last rift, we complete the task and get influence points. Despite the closure of several portals, more gaps will be discovered on the territory of the inner lands, which should also be closed.


Hinterland hold

Once the Herald reaches the Hinterlands, the Inquisition creates a small camp... The main character must find a few more places for camps, this will strengthen the influence of the Inquisition in the area (you can also quickly move between the camps). By opening new transshipment bases, the Messenger receives new tasks to destroy gaps in a new area.


Blood Brothers

In the Suburb area there is mill, inside which the main characters find a note. One of the locals by name Britis joined the apostates, while his brother became a Templar and wants to punish the apostate. We move to the meeting place of the two brothers (area of ​​the Redcliffe road) and engage in battle with Templars... We search the corpse and get the mercenary's blade.


Renegades in the Witchwood

In the area of ​​the Suburb there is a corpse of an apostate, next to which the Herald finds a letter to his brothers. The content of the message contains information about apostate camp in the Witchwood.


We move to the target mark and find ourselves in the forest, you will have to destroy several small battle groups of the order, which are distributed throughout the area. To find the entrance to the fortress, you need to search signs orders (applied to the rocks with blue lyrium).


The entrance to the fortress is located in the north of the forest, we destroy the guards and destroy the fire barrier(Solas has a staff with cold damage, which will remove the obstacle). Further, a skirmish with a large group of renegades awaits you, we clear the area and complete the task.


Renegade Farmer

There is a small farm in the Suburb area, Widow Maura asks to find Khramovnikov and avenge the death of her husband, at the same time and return the wedding ring.


We move to the target mark in the area of ​​the Gnomes pass and enter into battle with two Templars, we clean the area and raise a wedding ring from the corpse of one of the attackers, it is also worth paying attention to letter, information in which we describe the location of the Templars' camp (Quest Templars in the West).


Unusual duet

A worried scout can be found in the Suburb area, who talks about a missing partner named Rits in the area of ​​the apostate camp. We move to the mark on the map in the area of ​​the Gnomes pass and engage in battle with the Templars who attacked Rits. Next, we return to the scout and complete the task.


Breaks: Dwarven Pass

After camp in Dwarf Pass will be defeated, the scouts report the finding of three gaps in the area. The herald and his squad must close the portals with a mark. Near one of the gaps, a skirmish awaits demon of anger... The main feature of the new enemy is the use of fire damage, in the presence of vulnerability to cold (Solas and his spells are great for exterminating a demon from a distance). To eliminate the last gap, you must complete the task " Glory to Herald Andraste».


Glory to Herald Andraste

Near a small fortress (location - Dwarven Pass), the main characters meet a preacher Anais, which asks to demonstrate the power of the mark by closing the rift inside the sect's fortress. We move to the courtyard and close fault, after which we talk with Anais and complete the task.


Beloved amulet

Near Winter watch tower there is a corpse of the Templar, near which lies a letter. The main characters must go to the crossroads area and give the amulet to Ellendra. We move to the target mark at the Crossroads and find the sorceress in a small cave.


Conscientious underground worker

In the area of ​​the gnome pass, on top of one of the hills, next to a small altar, lies the corpse of an elf. We select letter and get information about the cache in the mountains.


We move to the Crossroads and go to Witch forest, the hut is located in the western part of the location. We penetrate inside the room and enter into battle with the demon, after the victory we search the chest and complete the task.


Love will wait

Inside the Winter Watchtower on the second floor there is Lord Berand who asks to find his beloved by name Wellina.


We move to the target mark near the camp in the Gnome Pass. The main characters find the corpse of a noblewoman, we return to the Lord and report the death of Wellina. After execution of this task The messenger can recruit a nobleman as Agent of the Inquisition, which will increase the influence in the region.


Shallow breathing

At the Crossroads, one of the refugees gives an additional task, you need to find the NPC's son and bring potion for a relative. We go to the Winter Watchtower and on one of the towers we find Hindela... Next, we return to the refugee and transfer the potion.


The pangs of hunger

At the Crossroads, one of the refugees asks to replenish stocks of provisions, the Bulletin must go to the forest to hunt and get mutton for local residents. Having received the required amount of food, we return to the Hunter and complete the task.


Rogues: East Road

Not far from the Crossroads there is Bellet's recruit, the scout reports the seizure of the road by a gang of fugitives. The main characters must go to the place and eliminate the threat. There will be no special problems near the first camp, however, near the second camp ( Rebel Queen's Ravine) the detachment expects a skirmish with the brute.


Measuring the Veil

Solas wishes to study a mysterious artifact in a cave near the East Road (to resist the discovery of new rifts in the future). Near the cave, the main characters meet the sorceress Miiris, we talk with a stranger and go in search of an elven artifact.


Solas can use Shadow magic to remove debris and use curtain fire(however, the mage cannot attack the enemy). We go down into the cave and engage in battle with a group of demons, after clearing the area, activate the artifact and complete the task.


Dreams about stone

In the area of ​​the Redcliffe Road, there is an old parchment in the hut. The inhabitant of the hut went in search of a mysterious stone. We pass to the Dwarven pass and move to the cave. We destroy the ice barrier with a fire weapon or spell and kill apostate.


Not up to the vein

In the area of ​​the gnome pass, the protagonists can find a small smuggling cave, inside which is the corpse of a gnome. There is a letter next to the body, the message contains information about the red lyrium ore. In the south of Dwarven Pass, we find a cave with a barrier, eliminate the obstacle with the help of fire weapons and begin to explore the cave. After the apostate camp, the protagonists will discover the ore red lyrium.


Templars in the West

When performing the task " Renegade Farmer"From the corpse of one of the Templars, the main characters pick up a letter containing information about the camp in the west. We move to the area of ​​the Western road and go in search of the Templars' parking lot.


The entrance to the shelter is located in the south of the designated area (upstream of the river to the waterfall), we clean the area from the presence of the Templars and complete the task.


Breaks at the bridgehead

After the Herald opens a new camp on Lake Lutius, the scouts report two breaks in Witchwood and at the Kalenhad bridgehead. The main characters must suppress the resistance of the demons and close the gaps in order to strengthen the influence of the Inquisition.


Kalenhad bridgehead

In the Suburb area there is a renegade corpse with a map next to it. The map shows a castle on a ridge and a mark in the area of ​​a destroyed wall, your task is to find the marked place.


We leave for the Kalenhad bridgehead and climb the destroyed fortress wall, it is necessary to go down to the base of the guard tower and examine a small embankment(for the treasure to become active, the Messenger must come at close range).


Waterfall path map

Near the camp on Lake Lutius, you can find a tree (with a nailed chair), next to it on the ground there will be a map on which a waterfall under the tree is marked.


We move to the Templars' camp in the west and head to the waterfall, in a small cave we explore a small embankment and find the treasure.


Return conditions

In the area of ​​the Western Road, near the bridge, you can find a dead elf, there is a letter near the body. The messenger with his squad must go to the fortress in the southwest and return the items stolen by the thief. We move to the target mark and find Velikolesskaya manor, it is not necessary to go inside at this stage (considering that there are many bandits in the manor). We return the decoration to a small pedestal near the mountain and engage in battle with demon of anger, after clearing the area, the task will be completed.


Unsuccessful delivery

Not far from the bridge in the area of ​​the Western Road there is an overturned wagon; next to the body of the refugee lies a letter. It is necessary to find a parcel on the territory of the farms. Box is under the rock, the main character must use the search to get the content.


Measures against looters

On the farms of Redcliffe, in one of the abandoned houses there will be an old parchment, which contains information about the refuge of a certain Hessl in the north (the NPC has secret documents with him). We go north through the Forannana ravine and find ourselves in Wolf's Hollow, we engage in battle with a pack of wolves. After clearing the area, we search the box and complete the task.


Where does Druffalo roam

In the area of ​​Redcliffe's farms, there will be a message on the fence, locals ask to return Druffalo(a beast of burden, similar to a buffalo). We move east and find an animal between the rocks. We return to the farm (Druffalo will follow your squad) and inform the owner about the completion of the task.


Bergrit's Claws

In the hills to the north of Redcliffe's farms there is a small camp, next to the sleeping place is a letter from the deceased hunter. The Messenger with his squad must go to the Hafter Thicket and receive claws of bears... Big bears are serious opponents, have strong armor, are resistant to cold and physical impact, but are vulnerable to fire damage.


Farm breaks

After setting up a camp near the Redcliffe Farms, the Herald and his squad must close two gaps in the area. In the Ditch of the Burnt, your squad will have to face a more serious group of demons than before (level over 10).


The danger has not passed

We move to the crossroads and clean the area from the presence of apostates. Next, the main character meets Mother Giselle, which offers to turn to the church for help. Despite the accusations, he gives the names of the priestesses who can help in this difficult political game. Next, we talk with Corporal Vale about the state of affairs in the Hinterlands, the NPC asks to help the refugees at the Crossroads. At this stage, your squad needs to complete various tasks in order to receive influence points, which are necessary for reconnaissance of a new area (in particular, the Herald is interested in Val Royeaux ) The Hinterlands - Part 2 This article is part of the Dragon Age: Inquisition Walkthrough cycle

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varrick, leliana, hinterlands, suburb rifts, hinterland hold, blood brothers, witchwood traitors, renegade farmer, unusual duo , breaks: Gnomish pass, glory to the herald of andraste, amulet of his beloved, conscientious underground worker, love will wait, shallow breathing, hunger pangs, robbers: the eastern road, the dimension of the Veil, dreams of a stone, not to the vein, templars in the West, breaks on the bridgehead, Kalenhad beachhead, waterfall path map, return terms, failed delivery, anti-marauders, where druffalo roam, bergrit's claws, farm breaks

Asylum

The Vault will have a total of six tasks. But they are short, so I decided to combine them into one, which is given to you at the very beginning.

The best in the hideout.

You need to look around in the shelter and talk to local artisans. We need a quartermaster, a blacksmith, a creature expert, and an alchemist.

Passing additional tasks Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional Dragon missions Age: Inquisition. Refuge and the Hinterlands

After talking with everyone, you will receive a couple of tasks to introduce new features of the game. The Quartermaster will ask you to complete a weapon order for the Inquisition. To complete this order, you will need five pieces of iron and a captured sawmill. You still collected the iron in the prologue, and the necessary sawmill will be in the shelter. When all the conditions are met, go to the order table and follow it. As a reward, you will receive one Inquisition Influence Point.

The alchemist will ask you to find the records of his dead teacher Teigen. The entries will be in the Vault. Go to the mark and use the search (V) to find these records and return with them to the alchemist. As a reward, you will receive a recipe for a lyrium potion.

The creature expert will be happy when you bring him some leftovers from your enemies so that he can find their weak points, and you can use them in the next battles. When you have something like this, carry and click on the table next to the expert and the task will be completed.

The blacksmith will tell you about the creation and improvement of items, give out a couple of sketches and offer to create and then improve the armor.

Hinterlands

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

This will be the first location on this journey. Here we will gain experience, dress up, knock out some Inquisition influence, which will come in handy for future assignments, and finally plunge into the most excellent adventure!

Not up to the vein

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Go to the cave southeast of the first camp. You will find a letter that contains a lead to a valuable vein. Come to the mark and knock down the barrier with the help of a magician. There will be level 8 demons and a magician inside, so be careful. Reach the end of the cave and as soon as you take all the things from the corpse, the task will be completed.

Renegade Farmer

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Go to the house south of the first camp. There will be another veil next to the house. Inside there will be the widow Maura, who will complain about the templars who stole her husband's ring. We go to the mark, kill the templars, take the ring and return it to the widow. If you have Cassandra in your squad, then you will receive a slight approval from her.

Love will wait

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

This quest will begin after you read the letter that you will take from the corpse of a woman southeast of the first camp. The letter says about a certain camp of the sect, to which she was in a hurry.

We go to the mark. There will be a woman who will ask about your mission and activate one more task "Glory to the Herald of Andraste", and will also allow you to enter the castle.

Once inside, go to the tavern and go upstairs. Give back the letter and complete the quest. Also, you can convince him to join the Inquisition and get the first agent on your list.

Glory to Herald Andraste

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

The cultists inhabiting the castle want to be convinced of your abilities. Descend into the pit with demons, destroy them and close the Veil. Return to Anais and complete the task.

Unusual duet

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

After you capture the camp near the castle of the cultists, go to the worried scout, who will say that Scout Ritts is missing. Go to the mark and help her fight off the templars. Examine the crime scene and talk to the scout again. She will tell the whole truth. If you have Varric in your squad, he will offer her to become an agent of the Inquisition. Now you can return to the worried scout and please him with good news.

Beloved amulet

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the castle of the sectarians, there will be a templar with a letter. Read it. After that, take his amulet to Ellandra, who will be at the Crossroads. A little later, the sorceress can be made an agent of the Inquisition.

Shallow breathing

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to the refugee at the Crossroads. He will ask you to go to the castle of the sectarians and take a potion from his son for his wife so that she recovers. Once in the tower, climb the stairs and talk to Hindel about his mother and he will give us the finished potion. Return with the potion to the refugee and complete the task.

At the mercy of the elements

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to Recruit Whitl near the cave entrance. He will complain that they have nothing to keep warm at night and it would be desirable to find supplies for the refugees. He will ask you to mark the caches of the apostates so that our people can take all their supplies to the Crossroads. Follow the marks, clean up places and put marks. After that, return to Vitlu and complete the task.

The pangs of hunger

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

At the crossroads, talk to the refugee - the hunter, who will ask you to bring 10 pieces of lamb so that the people of the Crossroads do not starve to death. Sheep can be found everywhere. Kill them, take the meat and return to the hunter.

Rogues: East Road

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

At the Crossroads, head northeast until you see Recruit Belett. She will warn about the robbers. We go to the mark, kill all enemies and capture the camp.

Blood Brothers

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

There will be a round house not far from the first camp. Go there and read the letter. Go to the mark, kill enemies and take all things from the corpse. The corpse will have a good sword "Blade of the Lord - Mercenary". Also, there will be a house that can be hacked.

Business relationship

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Near the house from the mission "Brothers in Blood" there will be a corpse of a templar lying around. Search him and you will find a letter. With this letter, go to Redcliffe and hold Sister Tanner to account. If you have Cassandra with you, then you can make your sister an agent of the Inquisition.

Renegades in the Witchwood

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

In one of the apostate magicians, you will find a letter that says about the magicians' refuge in the witch's forest. We need to find this refuge and kill the apostates who attack the refugees and interfere with the lives of other decent people. The ice spiers will be the landmark that you have found their fortress. Clear out the internal guards, knock down the barrier and finish off the magicians remaining inside. A nice purple staff "Lovilas's Wrath" falls from the leader.

Templars in the west

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

During the quest "Renegade Farmer" you will find a letter with a tip to the Templar camp. He will be near the intersection. Where the destroyed bridge is, turn left, there will still be two templars with shields. Go ahead and clear the camp. Also there will be a good weapon for a warrior with a shield.

Mercenary Fortress

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

One of the robbers during the mission "Rogues: Eastern Road" will have a letter that leads to the old fort in the forest. You need to go there. The fortress will be in the southwest or south of the last camp. There will be a lake and a bridge. The quest will be completed when you find the fortress. Do not rush to leave here, as there is one more task here. Also here you can get hold of things quite well.

Big Trouble

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

The quest is activated after you beat the captain of the mercenaries in the fortress of the mercenaries and take the key with the letter, which contains a reference to Valammar. We need to kill the Charter leader in the area. We go to the entrance to the cave and kill the external guard. We open the door and go to Valammar. In this place, in addition to the gnomes from the Charter, there will be creatures of darkness. The quest will end after you kill the leader of the Charter.

Valammar vault

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

This quest is activated after you pick up the gnomish part in the room with the Valammar boss from the quest "Big Trouble". Now you need to find the second part in order to access the vault. The second part will be behind a closed door that can be broken by a robber. Insert parts and open the door. This completes the task. Inside there will be spawn of darkness and some loot. There is a secret exit from here.

Buster

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

After talking to the officer at the crossroads, go to the horse buster at the farm and ask for a horse. He will give one to you personally.

Horses for the Inquisition

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Any self-respecting organization should have mounts. So we go to Master Dennett and talk about the horses. He will help after you complete the tasks "Safety for the farmers" and "Trouble with the wolves".

After completing these two tasks, go to Dennett and get horses. Also, if you have Cassandra, then you can make him an agent of the Inquisition. You can now buy horses after meeting certain conditions.

Measures against looters

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

On Dennett's farm in an empty house, there will be a letter that indicates a stash. Remember the wolf cave. Go there, reach the end and take everything that will be in the box. This completes the task.

In the saddle

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

At Dennett's farm, talk to Shane. She will offer to complete three time races. During these races, you can ignore the enemies.

Where does druffalo roam

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

At Dennett's farm there will be a letter from one of the workers. He's looking for a missing Druffalo. Go to the mark and save the animal from the wolves. After that, take him to the farm, but do not rush, as the druffalo is not very fast and may lag behind you. Get him through the gate and go to the farmer for a reward.

Unsuccessful delivery

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the broken bridge, on the hill, there will be a corpse and a letter. Read the letter and you will activate this task. You now need to find the package, which will be next to the water. Search (V) and take everything from the bale.

Return conditions

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the broken bridge there will be a corpse with a letter inside. From the letter it follows that you need to return the thing to its place in order to calm the ghost. The resting place of the spirit will be near the fortress of the mercenaries. Place the item on the altar and kill the demon of wrath that appears. This completes the task.

Safety for farmers

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to Bronn and ask how you can help. He will ask you to build towers for protection. We go to the right places on the map and put marks for the construction of watchtowers. After that, we build towers in the Shelter using the strategic table. We return to Bron and hand over the task.

Trouble with wolves

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to Elaina and ask how you can help. She will ask you to pacify the local wolves. Go to the cave to the mark and kill the wolves together with the demon. After that, go back to Elaina and turn in the task.

Conscientious underground worker

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

On a hill not far from the castle of the sectarians there will be the corpse of one of the magicians with a letter and a key to the grandmother's hut. We take away the key and go to the hut, which is located not far from the Witch's forest. There will be a demon inside. We kill him and complete the task. Also, the demon will have a good amulet for magicians.

Bergrit's Claws

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

On a high hill near Dennett's farm there will be a note from one of the hunters. We will need to get 3 claws from the big bears. We go to a place on the map and start killing bears. After collecting all three claws, you will complete the task. These claws give a 30% chance to make an item of excellent quality.
Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

In Redcliffe, talk to the widower and fulfill his request. He will ask to take the flowers to the tomb of his wife. Take the flowers to the altar and return to the widower for your reward.

The Ballad of Lord Sherstley

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

In Redcliffe, talk to one-eyed Jimm and accept his assignment. He wants you to find his talking ram. Go to their house on the lake and kill the ram, and then its second form, or rather the demon.

Also, you can not kill the ram, but bring it to its owner and get a reward for it.

Playing with fire

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the location of the quest "The Ballad of Lord Sherstley" you will find a letter that mentions the ritual. Go to the place of the ritual and walk three times to the right around the crowned statue. After that, kill the ghost that appears and take things.

Healing hand

In Redcliffe, talk to the healer about herbs, and then read the list of the necessary herbs from the healer at home. You will need 2 spindles and 4 elven roots. Bring them to her and complete the task.

Improved healing

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

Read again the list of herbs you need from the healer at home. You will need 1 Royal Elven Root and 6 Regular Elven Roots. Bring them to her and complete the task.

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

In one of the houses near Redcliffe there will be a letter from one of the apostates with a reference to the cave. Go to the cave marked on the map and kill the renegade.

A letter from a sweetheart

Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands


Passage of additional tasks of Dragon Age: Inquisition. Refuge and the Hinterlands

In one of the abandoned camps, there will be a letter asking to bring felandaris to the tree next to the stone lady. This plant can be found in Empruze du Lyon at the very beginning of the location. Go for the plant and return to the Hinterlands to the statue. Place flowers and fight with the spirit. This completes the task.

Share with your friends or save for yourself:

Loading...