Passage of quests in the game dragon age inquisition. Dragon Age: Inquisition - Quest: Evil Eyes and Evil Hearts. Evil eyes and evil hearts

Once you start the prologue for Dragon Age inquisition you will be surprised at its linearity. If you want to do something differently, as indicated in this walkthrough, you will be surprised to find that you cannot change anything. Getting lost here is completely unrealistic. First, you have to follow Cassandra. During your journey, pay attention to every clue and gradually kill enemies. You won't have any problems during the basic training. After a while you will meet the elf Solas and the dwarf Varric - it is with them that you can continue your journey. They will be the first companions in the passage. Dragon age Inquisition. As soon as you take your companions, you will begin to learn tactical pause... During the passage of Dragon Age Inquisition, you will often use this mode, so be sure to go through all the tutorials.

After some time, you will find yourself in a very interesting place - a gap in reality, from where demons often penetrate. If you decide that you need to close this gap, you will have to kill all the enemies. When the demons are defeated, you need to use the gap with the right mouse button. After a few seconds, the gap closes, but at this time you cannot be hit. Keep in mind that you will close such portals quite often. After the portal closes, you can go back to the fortress: however, before that you will be offered a choice. You can either go along the short path, or choose the long one and save your allies in the passage of Dragon Age Inquisition. Regardless of which path you choose, you will have to get to the place of the Old Ruins. When you make your way into the main hall, where the gap itself is located, you will engage in battle with the first main enemy in your passage of Dragon Age Inquisition - the demon of pride. There are many more such bosses.

I don't think there can be any difficulty with the passage of this section of the game: during the battle you will not fight yourself, but also with support in the form of comrades-in-arms from the Inquisition. When you go through the first phase of this quest in Dragon Age Inquisition, you will not be able to damage the boss. Therefore, you will have to make the boss susceptible to damage by constantly using the gap. Pass the threat to your allies, and your main character will use the gap at this time. During the casting, you will constantly remove a certain percentage of the boss's health. When the gap explodes, the demon drops to his knees. It is at this time that you can carry maximum damage to the enemy. When the demon rises, there is no point in hitting him. Use the rift again to remove the demon's protection. Throughout the battle, other demons will appear, which you can easily kill. Usually, these enemies are killed first, and then they go to beat the demon of pride.

The danger has not passed

When you go through the previous parts, you will be given the first task. You should first have a good rest, and then go to explore the territory, go to the church, which is marked on your map. At the Command Table, you can finish the game's prologue and begin the main playthrough for Dragon Age Inquisition.

Now is the time to explore the entire location. During this time, it is best to learn how to forge weapons and armor well. It will also be nice if you can remember where the main characters are. When all this bored you, you can go back to the church. Take the first task and head to a new location - Inner Earth, in which you will spend a lot of time during the passage of Dragon Age Inquisition. She is in the same kingdom, so you can just go to the table and move using a quick transition.

Once you get to the Hinterlands, you will see that there are a huge number of tasks. You will have to spend about 12 hours to complete the entire location. I advise you to take all the quests at once so that the journal is always full. While exploring this location, you will constantly come across such and such tasks. If you systematically walk throughout the territory, you will not only get the best equipment, but also complete all tasks, earning the necessary experience to complete Dragon Age Inquisition.

Now we will analyze the execution of the main quest - The Path of the Inquisitor. Mark it in your journal so that you constantly see pointers that point to it. If you move along the path that is marked on the map, you will definitely stumble upon soldiers of the Inquisition, who are attacked by magic and templars. Join the battle immediately to help your allies. After that, you can get to the main camp of the Inquisition in this area. Here you will have to talk to your mother, who will send you to travel to new lands.

I advise you to complete the maximum number of tasks in the Hinterlands. This will give you best weapon and equipment, will help you progress through the levels, developing your characters. If you choose to continue the storyline of this Dragon Age Inquisition walkthrough, head to the new city using the command table. This is a small trading town where merchants and some characters are stationed for passing.

First, take a look around, study the product from the merchants, as you can always find something interesting to buy. Buy up everything that can be useful to any of your allies. Good equipment from your allies is the key to victory over any enemy. When you have studied all the locations, you can continue the quest. First you must follow the mark on the map. There is practically nothing to do here, just watch the video, chat with representatives of the Khamovniki, and get out of the city. Before leaving the location, you will be disturbed by a woman. She will say that she represents the head of the magicians, that she brings new feature in the passage of Dragon Age Inquisition.

Well, it's time to choose between templars and sorcerers. Choose carefully, because once you have made a choice, you cannot change anything. I advise you to build on the main class of your character. Agree, it is not very logical if the mage character decides to join the templars. It is also a little strange if a warrior agrees to help magicians. But, nevertheless, one should not be attached to these conventions in the passage of Dragon Age Inquisition very tightly. If you are leaning towards another faction, it is better to join it than to constantly make decisions you don't like. In order to join the Templars, you need to complete the "Defenders of Justice" quest. If you decide to start cooperating with magicians, you need to complete the "Secret" task. In any case, the choice is not yet final and you can change it. But during the next assignment, you will have to make a decision.

By secret

Now is the time to head to the Inner Earths. If you have not yet explored all the locations, point your feet straight north. There is the city of Radcliffe, in which we need to get in the passage of Dragon Age Inquisition. When you come to the gate, you will see a rift located there. To get into the city, you have to close it. Not very strong demons come out from there, so there will be no problems. When the rift is closed, the gate will open and you can get behind the walls.

Inside the city, you need to look around after examining the merchants. I have not found anything remarkable that would significantly enhance my characters. When you've found everything you need, head straight to the tavern. When you get inside this building, you should talk to the witch. A new destination will appear on the map, to which we will go.

When you come to the mark continuing the passage of Dragon Age Inquisition, Dorian will come out to meet you. With it, you can continue your journey if you like this magician. Male characters can also start with him. romantic line... And there is no getting away from closing the rifts. Pay a lot of attention to this, as the demons that will crawl out of this rift are strong enough. Chat with the sorcerer, after which you will have to go home again.

Are you ready to make the final choice? If you have not turned off the designated path, you simply make a final decision that cannot be changed. You are faced with a choice. And we continue to go through the game along the path of the magicians, because, in our opinion, the passage of Dragon Age Inquisition for the magicians is much more interesting.

We need to go straight to Radcliffe again. Use fast travel in your camp to avoid wasting a lot of time on your way. During this assignment, be sure to join Dorian. Accordingly, the place of the magician will be occupied and the team must be selected based on this.

I will not tell you what you will encounter once you go to Radcliffe. The plot is interesting enough, so be prepared for an unexpected twist. As soon as you finish watching all the cutscenes, you will be left with only Dorian, finding yourself in prison. When you can control your characters, you should start developing the mage, otherwise he will not be a good companion in the passage of Dragon Age Inquisition.

Dorian makes an excellent battle mage. Develop it in this direction, otherwise you will not achieve success. As you move through the dungeon, you will encounter several types of enemies. Almost no one is dangerous, but do not let them deal a lot of damage, otherwise you will not be able to heal for a long time. As often happens in similar games, the easiest way to complete this mission is for tank warriors. Rogues may have some problems, and it will be very difficult if you play as a magician or archer. In this, the passage of Dragon Age Inquisition is very unoriginal.

There are many points of movement in front of you, along which you will go. When you find the first fork, you will see three markers on the map. Each of them designates a character located there, which can be taken into the group. But then there are three marks! The third mark is the sorceress Fiona, whom we have already encountered. I advise you to immediately go to the other two marks, because four party members will kill all enemies much easier. When you can talk to Fiona, the next part of the quest will become available. We'll have to move to a new location indicated on the map.

To heal your characters, you have health potions. But their supply is far from endless. Try to make the most of it if you find a repository. It looks like a box, from which they stick out in all directions in different jars and flasks. This storage replenishes a full supply of health potions, so try to use the maximum of them in front of the crate. Well, are you ready to move on the new marks on the map? If you want to explore a location completely, I can disappoint you right away. I didn't find anything interesting there that would significantly enhance my character. Therefore, you can simply move along the marks until you have visited all of them. However, keep in mind that you will have to move through several levels. I advise you to carefully study the location, otherwise you will get confused and lost, which will be clearly superfluous for the passage of Dragon Age Inquisition.

If you find a closed door that cannot be opened, then you are on the right track. In order to get for it, you will have to search for red lyrium in the vicinity. You must find five shards to open this door. You can see on the map where they are lying around. When each of them is with you, be sure to replenish your healing potions, because you will have to face a new enemy in this location. Alexius is a strong enough enemy, but the next boss will fall in front of your pressure and the passage of Dragon Age Inquisition will continue.

This boss is a sorcerer who constantly attacks you with magic. In addition, he moves with the help of teleports throughout the site, protecting himself with a shield that absorbs damage. The battle looks very monotonous, but it shouldn't be difficult. The main thing is that your tank constantly provokes the boss to beat itself. Since the boss loves to switch targets, keep an eye on who he is hitting at all times. All your other allies should focus their maximum attention on this fight. Do not be afraid to deal a lot of damage, because in the future you will not need any spells with a long cooldown. As soon as you remove about 50% of the boss's health, he will disappear from view, but you will have to close a new gap. You already know how to do this, so just do the usual work. If the gap is blocked, the boss will reappear in this room. When you remove three-quarters of his health, the boss will disappear again. This time the demons from the rips will be slightly stronger, but you can still deal with them. After that, be sure to watch the video clip, sympathize with one of the characters and continue the passage of Dragon Age Inquisition.


A very small quest. Granted automatically in a conversation with your advisors and Varrick after you arrive in Skyhold. To complete it, you must find Varric on the fortress wall and talk to his "old friend", as well as talk to Josephine.

Evil Eyes and Evil Hearts


This quest is given to you automatically after completing the quest "From the Ashes". From the documents found in the fortress of the templars (or information from a strange adventure in the castle of Redcliffe, depending on which path you chose earlier), you learned that the Coryphaus, for some reason, wants to eliminate the Empress Celina. Since what the Coryphaus desires can in no way be beneficial to you, you need to interfere with his plans.

In order to activate this quest, you need influence 30. The recommended level of completion is 12 - 15. Small details will differ depending on what kind of companions you invite with you, but in general it does not matter much.

Arriving at the place and talking with Duke Gaspard, you will see a new strip in the upper right corner of the screen. She will show the approval of the imperial court. The approval of the court is important for two reasons - firstly, if it falls too low (0), you will be kicked out of the palace and the quest will fail, and secondly, high approval (85 and above) will give you an additional option at the end of this quest.

A human inquisitor (not a mage) starts out with the highest court approval - 40. The rest of the Inquisitors will have to work a little longer, but don't worry - there are far more ways to get court approval than you need to. (As a rule, the second answer options in conversations bring the greatest approval from others, since excessive politeness, just like being overly straightforward, is not held in high esteem by the courtiers of Orlais; they prefer cunning and wit.)

In the courtyard of the palace, where you start the quest, there is a confused lady. She will tell you that she has lost a very important ring to her. You can immediately get five points of approval from the court, if in a conversation with her, select the second answer option. The ring lies by the fountain not far from this lady - you need to use the search function to find it. Returning the ring will net you + 5 more court approval points. Alternatively, you can keep the ring for yourself if you like - but this is just a gizmo for sale, nothing special about it. If you first find the ring and only then talk to the lady, you will lose the opportunity to get those 5 points that are given in the first conversation with her.

A small mini-quest "Open the Eastern Vault" will automatically appear when you approach the door to this vault. To do this, you will need a galla figurine. You can find one such statuette on the second floor above the storage - go up the stairs and activate the search function. There are many doors in the palace that open in this way, but much fewer statuettes of Gauls. You will have to choose which doors you prefer to open, as there will not be enough gall figurines for everything.

You will also have a subquest "Herd of Stone Galls", to complete which you need to find 10 figurines.

On the other side, there is another storage, which is opened with a regular key. You can find the key on the balcony to the left of the gate if you use the search function. Both vaults have nothing to do with the main quests, but simply give you additional loot. On the way there, you may overhear some of the courtiers' secrets. Eavesdropping is something you will often do at the ball - it gives you experience, influence, and from time to time (not always) secrets that you can tell Leliana. She, in turn, will use them to raise the approval of the court. A convenient place for eavesdropping is usually indicated by a red circle - you need to go into it and activate it. After completing each stage of this quest, you can find even more courtiers to talk, places to eavesdrop, etc.

You will not be able to go back to the courtyard after proceeding to the lobby.

After you finish with the chores in the yard, go on.

Explore the lobby, eavesdrop on conversations, and when you're done, talk to Duke Gaspard. Then watch the video of your official presentation to the audience. This will also be your first chance to see Empress Celina. Do not rush to follow Gaspard in the direction of the empress if you want to hear a presentation to the court of your companions (some of them are quite funny).

Walk around the ballroom collecting information. Most of your companions will be in the same place. You can get court approval by talking to Josephine's sister if you choose the second option when she asks about your adventures. If you took Sera with you, she will give you a mini-quest "Caches of Red Jenny" if you ask her if her friends have any information for you. Caches are marked on the map (there are three in total) and you will receive Sera's approval every time you open them. If you have brought your LI with you, do not forget to ask him / her about the dance. (Don't be upset when you hear the answer - after all, the evening is just beginning.)

When you talk to everyone and research everything that is available on this moment in the ballroom, go back to the lobby. There, Leliana will automatically speak to you, who has her own suspicions of who exactly may be in the conspiracy against the empress. In order to check Leliana's tip, you need to go to the palace library. The doors to the library from the territory available to you are locked, so you will have to look for an alternative way to get there.

Go through the door leading to the Guest Wing and further through the Hall of Heroes, in the next room go through the west door. The corridor in which you find yourself leads into the garden. If you look around the garden carefully, you will find a trellis there that you can climb up.

Take your time, first talk to the guests of the ball, overhear a few secrets. When you're ready, climb up the grate. You will see a warning that your extended absence will diminish the approval of the court. This is true, so take a look at your line of approval from time to time. The approval will immediately stop dropping if you return to the courtyard area. If you open the door to the library, which leads to the lobby and was previously locked, you will get a shorter exit to the "safe" area.
On the balcony, you will find a door that requires a galla figurine to open. If you haven't found one yet, then run along the balcony - you will find it on the railing. Enter and take the duke's letter. Then go to the library.

In the library, activate the search function and you will find a lever book. Activate it and you can go to the secret room. Search her, but don't touch the letter on the table just yet. Reading it will set the timer on for you to return to the ballroom and you will have less time to solve the riddle.

There is a torch with a curtain fire on the wall. Take it and return to the room with the six urns of the Orlais emperors. If you light the urns in correct order, then you will see a secret staircase leading to the basement with loot.

The correct order of lighting the urns, assuming that you are standing on the threshold of the room where the curtain fire was lit, leaving it:

Last on the left - second on the left - first on the left - last on the right - second on the right - first on the right.

If you lit the urn in the correct order, it will flash blue, if not, it will flash red.

After that, take the letter, and you will immediately hear the ringing of the bell. The bell will ring three times. You can get court approval if you are there after the second signal (a slight delay here is a sign of good form), but if you hesitate and sound the third, the approval of the court will begin to fall, since you are too late. If you hurry and arrive after the first strike, you will not get any approval.

Note: the timer turns on after you find both documents - a letter outside the door with a galla and a letter in the library. If you haven't picked up the first letter yet, the bell won't ring.
Either way, when you get both the letters you need, run back.

On the way, you can stop at two nobles talking in the garden and express your opinion on whether the actions of magicians or templars should be restrained. This will only be possible if you overheard them while standing on the balcony above them. This will give you an additional Inquisition agent.

When you find yourself at the door to the ballroom, you will introduce yourself to the Empress's Occult Counselor Leliana told you about. If you have played the previous YES games, then you will easily recognize this lady. During the conversation, she will give you a key to the human, where you have to go to complete the next stage of the quest. The entrance to the human is in the Hall of Heroes. When you go through the door, you will find yourself with your group. Be sure to check their equipment, since they are all dressed up in formal suits and have no weapons (or rather, the game will give them a default weapon, which is many times worse than any of your equipment). As you might have guessed, exploring this area will not be 100% peaceful ...

The court's approval will drop while you complete this part of the quest, but not as quickly as in the library.

Walk through the rooms, listening to the comments of your companions about what you see here. Follow to the garden, where the battle awaits you. After finishing, examine the body and draw conclusions from what was found. After that, follow the escaped Jester-Harlequin - traces of blood and corpses are excellent indicators of his path even without the quest arrow. You need to go to the second floor (fighting off several groups of opponents along the way). When you finally reach your goal, you will be greeted by one of the main characters of the unrest in Orlais - the elf Briala. She will tell you her own version of what is going on. After talking with her, return to the palace.

On the way, you can talk to the guards standing at the trophy hall. If you send them to Cullen, you will receive + 20 points of approval from the court, and at the same time access to a previously closed room in order to find there a couple of documents about the plans of the Duke of Gaspar, loot and one statuette of a Gaul.

In the ballroom you will be greeted by the hostess of the ball - Duchess Florianne. Agree to dance and talk to her. As with so many other choices, second-choice answers earn you court approval - a successful dance with the duchess can raise that approval very highly. The Duchess will tell you her version of events.

After the dance, your counselors will come up to you and you will have the opportunity to discuss with them a plan for further action. Each of the comrades-in-arms has his own opinion on who exactly should be supported by the Inquisition, Josephine prefers to leave Celina on the throne, Cullen votes for Gaspar as the most legitimate contender for the throne, and Leliana would like to nominally put Gaspar at the head of state, but with Briala behind him as "Gray eminence".

You don't have to make a decision right now. You can answer what you think for now.

The next stage of the quest is the final one and is the point of no return. If you want to explore the palace a little more, find more information, talk with others, raise the approval of the court and other little things - do it now, before you go to the royal chambers.

When you're finally ready for the final step of this quest, head to the quest mark in the royal suite. (The approval of the court at this stage of the quest will decrease, but very slowly.) After a while, you will hear screams - go to Florianna's room and save the elf servant. She will tell you interesting information about Brial and will be ready to confirm it publicly if you need it. Send her to Cullen and move on.
Shouts are also heard from behind the door to the Empress's private chambers nearby. To open this door, you need 5 gallus figurines. If you do not get to the Empress's chambers, you will not be able to conclude a truce between her, Gaspar and Briala. If you do not need such an outcome, then you do not need to go there.

If you want to achieve a truce and you have 5 gall statuettes in your hands, go to the Empress's chambers. You will find someone there who will give you the opportunity to blackmail Selina.

Enter the door at the quest mark, behind which angry screams are heard, and watch a video in which it will finally become clear to you who exactly is behind the attempts to assassinate the empress. After the cutscene, engage in battle, deal with opponents and close the Rift. After that, you will get the opportunity to talk with a certain gentleman who will tell you his story of the agreement with the Duke of Gaspard. He will be ready to confirm it publicly if you need it. Thus, at the moment you should have in your hands three pieces of evidence with which you can put pressure on all three sides of the conflict - Gaspar, Brialu and Celina. Although, depending on which roundabout you prefer, you may not necessarily need all of them.

Go back to the ballroom to finish your quest. There you have to make a decision - to let the conspirators accomplish their plans and to intervene only later or to stop them immediately. If you want to leave Celine on the throne, you should intervene without waiting for a denouement, if you prefer Gaspard or Briale, wait.

If you decide to intervene right away and the approval of the court is currently 85 or higher, you have a chance to resolve everything without the slightest bloodshed. Tell your advisors that you want to talk to the head of the conspiracy first and loudly accuse this person of treason in front of the entire court. Then decide what to do with it.

If the approval of the court is not high enough, you yourself prefer battle to talk, or you decide to wait until the conspirators carry out their plans, you have to follow them into the courtyard and fight them there, including the boss. The boss is not that strong compared to the previous ones, but he loves to teleport around, which makes it difficult for melee characters to fight. Ranged characters shouldn't have much of a problem.

In the ensuing conversation between Celine, Gaspar and Briala (or just Gaspar and Briala, depending on your choice), you will have to decide the question of the leader of Orlais. You have several options:

1. Selina remains empress. Gaspard is sentenced to death or exiled (if you ask him to be pardoned).

2. Gaspar becomes emperor.

3. Gaspar becomes emperor, but Briala secretly rules with him (you need to have evidence against Gaspar for him to agree to this).

4. Selina and Briala reconcile. Gaspard is sentenced to death. For this option, you need to find an elven medallion in a room in the human wing. You will need three gall statues to open the door to this room. Talk to Briala about the medallion (she will be on the garden balcony after you first meet her), insisting that if Selina kept it, then she still has feelings for Briale. Then talk to the three ladies-in-waiting of the Empress about the found medallion, and after that she will appear herself. Talk to her, ask if she still loves Brialu.

In the last conversation with the Empress, after you have dealt with the conspiracy, say that Briala helped you in the investigation and that she deserves a reward. In this case, Selina and Briala will make up. If you try to reconcile them without the found medallion and preliminary conversations, then Selina will forgive Brialu, but sentence her to exile.

5. You reconcile all three warring parties. Perhaps only if you have evidence to blackmail all three of them, that is, you found the elf servant, the leader of the mercenaries and the soldier Gaspar and convinced all three to testify in public.

After you decide on the further course of Orlais, and then talk with the imperial adviser, you will finally be allowed to rest for a few minutes. If your LI was / was among those present at the ball, then you will get a very pleasant little scene on the balcony.

Other information:


You can only get 30 blackmail clues that will increase your influence with the court when you report them to Leliana. You find clues by eavesdropping on conversations, finding secret documents, and sometimes even just engaging in conversation with courtiers.

There are 15 whimsical coins scattered around the palace - if you played the Assassin's Mark DLS in YES 2, you may remember these coins. Each time you toss such a coin into the fountain, you will receive + 1 point of approval from the yard.

You can invite the Widow to dance if your Inquisitor has the Knowledge of Nobility perk. She will not dance with you, but in the future it will open up a new mission for you on your military operations table.

Several "whispering elves" - servants roam the palace. If you click on them, they usually grumble something unfriendly and move away a little, but after that you can find a place nearby to eavesdrop on them. Following the overheard information, you can conclude that something amiss is happening in the human room. (Although if you follow the main quest, you will find it anyway.)
If your Inquisitor is an elf, then the servants will be much friendlier and tell you what worries them - you won't even need to eavesdrop on anything.

After creating your character and watching the introductory cutscene, follow Cassandra's directions. Especially there will be nowhere to turn. Falling from the collapsed bridge, our hero and Kassandra will be attacked by the first enemies, and we will find our first weapon. For a single attack, click on the enemy [LMB], and for a series of attacks, keep the button pressed. You can pause the game by pressing and also switch to tactical mode by pressing [t] to issue orders to everyone in the group.

Having won the victory, we go along the frozen river, climb the hill at the end and jump down from the cliff again to the frozen river. Having defeated the next enemies, we go along the river and climb the steps near the wall. We go straight and again we go down to the frozen river. Further up the stairs. We go to the gap. There is already a battle going on, you only need to help, and when there are no enemies left, we watch the cut-scene. Now there are four of you in the squad. Having reached the wide river, we go to the other side, to the ruins, then along the stairs and the road of stones. Climbing the steps, another gap awaits you. In order to close it, you need to destroy several waves of enemies. After that, we approach the gap closer and click on it [RMB].

We open the gate and find ourselves on the bridge. We go to Leliana and the representative of the church. An unpleasant conversation will begin, at the end of which you will be offered several options for further passage. I recommend choosing the option “Go over the mountain” rather than “Go straight ahead with the soldiers”, because in the first case, you will be able to save the soldiers who have disappeared (in the near future you will be able to feel the bonus from this decision). We climb the stairs to the very top and go into the building in the mountain. Coming out on the other side, you will need to close another gap. After that, there will be a cut-scene in which the missing soldiers will thank for the rescue. We pass further and go down the stairs. Move on until we get to the primary big rip. Here you will be confronted by the first boss - the demon of pride, and if you saved the soldiers, they will help to defeat him.


As soon as the battle begins, you will understand that the demon has a protective aura, and he does not receive any damage. To weaken the defense, we close the gap. Now you can safely attack him. As soon as you see that the demon has protection again, close the gap again as soon as the opportunity arises and start attacking. Then we repeat until the demon is defeated. When he has 50% health remaining, other evil spirits will begin to appear from the gap, so it will be possible to close the gap only if you first interrupt all the newly arrived enemies. The same will happen at 25% health. As soon as we kill the demon, watch the cut-scene. That's it, the first chapter is over.

The danger has not passed

When you wake up, leave the hut. You will find yourself in the village. All exits from it are closed, so we go to the church on the hill to the left.


There we go into the farthest door and watch the cut-scene. You will need this room more than once, because the headquarters of the command will be located here. Next, we leave the building and talk to the right people(quest "The Best in the Shelter"). We can immediately complete the additional tasks that they give. Then we return to the command headquarters and use the gained point of influence on the exploration of the area, where we need to find the Reverend Mother Giselle. In the future, this table can also be used to open new locations using influence points and send advisers on tasks to earn money for the Inquisition. We leave for an open area and find ourselves in deep paths. Focusing on the map (key [ m ]), go northwest, to the area marked with a purple circle. You will need to defeat several waves of enemies together with a detachment of the Inquisition. As soon as you do this, the next cutscene will begin.


Now you can or continue to execute side quests on the territory of the inland lands, or go to the headquarters of the command before further passing through the story. Remember that for each completed additional task, setting up a camp, opening new areas of the territory will earn influence points that can be spent on exploration, or the level of the Inquisition will increase. In order to return to the shelter, open the map and go to the world map (the button in the upper left corner), then select the shelter. Mother Giselle will be waiting for you in the church. Go to her and talk. You can also take the quest "Lotus and Roots" from her. We go to the headquarters and activate the mission "Enter the Church of Val Royeaux."


Having got to the right place, we go to the square, where we observe a cut-scene, after which the task "Defenders of Justice" is activated. Then we go to the street along which we came here. Here we will be greeted by the Great Enchantress Fiona, and the "Secret" quest will begin. We return to the Shelter, to the Headquarters of the command, This is where the quest ends.

Defenders of Justice

To start a mission, you need to scout a specific area on the command headquarters table. To do this, you must first gain 15 influence points. They are obtained by completing additional tasks. However, remember that if you started this task, then the mission with mages will be unavailable, and vice versa. So, if you nevertheless decided that the templars are more suitable replenishment of the ranks of the Inquisition, then we choose the mission and go to meet with the templars.


We watch the cut-scene. Then we approach the knight-templar Barris, who came out to meet us, and watch the next cut-scene. Next, we will be asked to hang flags in the order of respect. You can either agree and complete the proposed test, or refuse and go straight to the appointment. We approach Barris again. After the cut-scene we deal with the enemies, then we go out into the street and, following the markers, we go upstairs through the dining room to the desired door.


There we meet the Lord Seeker, who has prepared a surprise for us. Now we need to find a way out of the place where we ended up. The location is quite linear, so just walk past the mini-performances. When you reach a place where green dangerous liquid will pour from the rotating columns, first go to the right, go forward past the conversations. Wait for the column to turn so that you can move to the other side of the room, to a safe corner. There we go a little forward again and then follow into the room on the opposite side. When we go inside, the door will close. As soon as we try to get out, a conversation with a stranger begins. Then we do not rush to follow him, but go into the room on the opposite side and read the inscription on big stone... He will give us a bonus to the characteristics, and at the location it will be possible to find two more of these (the mission is called "Demonic Dogma").


When a new companion turns what is pouring from the columns into water, we pass on. When we reach a dead end, we go into the room on the right. Our stranger will be there again. After a short conversation, we approach the blue fire nearby and light a torch from it. Next, we light more lights in three rooms on the sides of this room. Further, for the passage of the side quest "Demonic Dogma", we go with a torch in our hands to the very beginning of the location, into a room with gratings, and open the cell to the left. There we take the key (it is visible only by the light of a torch). Then we return to the dead end and light a fire at the far stone wall. The wall will move aside, and we pass on. Next, we approach the door on the right, which we unlock with the found key. We light a fire there. Leaving the room, we again ignite the fire on the stone wall. After it moves away, we go into the room and read the inscription again, after which we get another bonus to the characteristics. Then we leave and go to the room to the right. Approaching the door, a passage will open up. Then we open the door and we pass along the street to the passages closed by bars. We pull the lever between them and the path further becomes open. Then, along the familiar path through the dining room, we go to our goal. In the dining room itself on the second floor there will be the third and last stone for the quest "Demonic Dogma". Having reached the designated place, we watch the video. Then we go through the southern door to the upper barracks. Here we need to rescue two veteran Templars. Remember that in the upper right corner there is a ticking time after which the main hall will fall. Therefore, when there is less than half of this scale, someone from the team will remind you that it is worth coming back and help (if the scale drops approximately up to 30%, then Barris will die later). Therefore, the most reliable solution would be to save one at a time, i.e. rescue one veteran, then return to the main hall. After interrupting the enemies, we wait until the scale is restored, again exit through the southern door, save another templar and return back to Barris and help him and the rest of the templars to destroy the enemies.


Then we leave through the north door and, leaving the courtyard, go to the right into the tower on the opposite side. There we go up to the second floor and save another veteran. Then we can return back to the main hall or, if time permits, go to another tower marked with a marker, which can be entered from the courtyard. However, to get there, you need a key. We take him away in the room, which is located between these two towers, under the place where we saved the third templar. After taking the key and opening the door to the vault with it, we examine the lyrium directly opposite, then go up the stairs and read the notes, then we take the lyrium from the blue chest next to it.


We return to the main hall, kill the enemies and talk to Barris. A cut-scene will begin, after which you will have to fight off several waves of enemies. Then we go up the stairs and go out to the balcony, marked with a marker. There you will have to fight the demon of envy.


He, like great horrors similar to him, loves to hide under the ground and then jump out in the midst of party members, knocking them down. It is immune to the effects of spells and effects that affect its combat capability, i.e. slowing it down or turning it off for a while will not work. At 70% health, the demon will call for help, and he himself will change shape and restore health. Here it is better to first deal with the enemies easier, and then take on the boss. At 30% of his health bar, the demon will return to its original form. When his health is low, green rip thorns will start popping out of the ground, which should be avoided. After defeating the demon, we return to the main hall. Before entering it, we talk with the templars and make a choice at our discretion. Then we find ourselves at the headquarters of the command, where we discuss what happened and what to do next.

By secret

Go to Hinterlands, to Redcliffe, where Fiona invited us. There will be a gap in front of the gate, after the closure of which we will be allowed inside. At the entrance we will be greeted and offered to go to the tavern. After the cut-scene in the tavern, we go to the church. We close the gap and talk to the magician. We return to the headquarters and here there will be two missions to choose from on the map: "Defenders of Justice" and "Secret". By choosing one, the other will become unavailable, so this is the last chance to decide who is better suited to help close the gap - mages or templars. If you have chosen the side of the magicians, we activate the necessary task on the table of the command headquarters and go back to Redcliffe. Only two party members can be selected in the squad. Our new acquaintance will act as the third one. After the cut-scene, we first collect our allies - the four of us will fight much easier. To do this, leaving the room with the raised bridge, we go to the right. Then we return back to the raised bridge and go to the door opposite. After talking with Fiona, we get a new target. This time the bridge goes down and we pass on it further. We follow the markers and close the gaps along the way. After reaching the locked door, we are looking for 5 shards of red lyrium in the marked with markers on the map. They will drop from slain spellcasters. After collecting everything and replenishing the supply of potions in the caches, we open the door. After the video, we deal with the boss. At 60%, he will open a gap, and he will hide behind an impenetrable shield. Having dealt with the gap, we again attack the boss, which is approximately will repeat its focus for 30% of its remaining health. After the murder, we watch the video, at the end of which we make a decision regarding the magicians.

Will burn in your hearts ...

The quest automatically starts after completing the "Defenders of Justice" or "In Secret" quests, depending on your choice. You need to go to the headquarters table. There, on the map, select the task of the same name. We watch a long video, go to the gate and meet a new party member. Who it will be depends on what mission you chose before. It also depends on this choice who will make up the army attacking the Shelter. Next, we need to defend the northern trebuchet. To do this, go to the marker on the map and kill the enemies arriving in waves for a certain time (shown by the scale). As soon as it is full, the trebuchet will shoot, and we will have to go to the southern trebuchet. Focusing on the marker, go to the desired area and kill all the enemies there. Then we approach the trebuchet and cock it, while holding down [RMB] on the active element.


After that, as soon as the shot takes place and the video passes, we go back to the shelter. Along the way, you can help the blacksmith Harrit. To do this, we break the boxes with a warrior or a robber with daggers (just click on them [LMB]), blocking the entrance to his house. Then we go through the gate. Now we are offered to save the inhabitants of the Vault. You can save them all if you follow the following algorithm: first, after going up the steps immediately after the gate, we go to the right and there we kill all the enemies, controlling the health of allies. So we save Lisette. Then we leave back and, if the gate is on the left, then we need to go to the right, towards the church. Climbing the stairs, we again kill all enemies. The guard will say that someone needs help. To the left of the stairs we just climbed, if you stand with your back to it, there will be a burning hut. Inside it is a person who cannot get out on his own. We choose a warrior or a robber with daggers and climb the vertical stairs to the ledge. A small bridge will be thrown from it to a hole on the roof of the building.


Through it we get inside and break the boxes blocking the passage. Then, without leaving the hut, we approach the poor fellow and, holding down [LMB], save Seggrit. Then we leave the hut and along the steps located immediately to the left we pass to the Church. Here you will have to save Trenn by killing all the enemies. Then we pass to the houses where Solas stood. In this case, do not go down the stairs, but go along the narrow path from the side of the church. Here it is necessary to have time to save Adan and Mineva, before the vessels located next to them exploded. To do this, we approach them and hold [RMB] until they thank them. Then we go down the stairs and go to the burning house, where Fliss lies in the passage. We act with her in the same way as Adan, Mineva and Seggrit. Below is a video showing how everyone can be saved:

Then, having killed the enemies, we go to the church. After the cut-scene, we go to the place indicated by the marker. There we kill all the enemies, and then aim the trebuchet, while holding down [LMB] on its active element. Aiming at about 20%, another batch of enemies will arrive. Then we aim the trebuchet again, and you will be interrupted by 40% again. Then continue aiming the trebuchet, and a mini-boss will appear at about 60%. Who - will depend on your choice of the previous assignment. Finally pointing the trebuchet, we watch the video. After waking up, we go along the only possible way through the tunnel. On the way, you will encounter a small group of enemies, to deal with which you will be offered a new ability. Having got out, we go in the direction of the marker, and then we watch a long epic video.

From the ash

After the cutscene, we examine the castle, talk with fellow party members, and perform side missions. They will also offer to find a blacksmith and choose a specialization. The blacksmith is in the basement (the door to the right of the throne, if you stand to him and the window behind him, facing). To choose a specialization, we visit the command headquarters table and carry out a mission there in Ferelden, which implies the search for teachers. Then we just talk to everyone and choose a specialization. Then we go to Josephine and Varric, after which we will be given the quests "Evil eyes and evil hearts" and "There lies the Abyss", which can be performed in any order.

Evil eyes and evil hearts

IMPORTANT: There are a limited number of gall figurines. Finding eleven pieces is described here. They will not be able to open all the doors, so choose what you need.

If you take Sera on a mission, then after talking to her, she will mark three caches of Red Jenny, caches are marked on the map.

Even if at the same eavesdropping point three times nothing interesting could be eavesdropped, gossip may still be added on the fourth.

And unload your backpack, there is a lot of junk in the location.

So, our mission begins in the courtyard. After talking with Gaspar, let's stay here for a bit. The noblewoman is looking for her ring, it is located to the right of the entrance to the garden, is looked for as a treasure, we return it to her and get +5 to the location of the yard, but we can keep it for ourselves if we need money. To the right, in front of the entrance to the palace, there is a locked Eastern vault, a galla figurine for opening which is located on the terrace above it. There are some things inside. Then we go to the left of the entrance, go up the stairs, here the task is to overhear the conversation of the aristocrats, first address them, then, when they step aside, overhear the conversation from the point. On this terrace we find the key to the vault. Under the terrace there is a room in which there are two treasures at once, scandalous documents on the table (the first gossip) and the first caprice coin in pots opposite.


We go into the palace. After talking with Josephine, we find ourselves in the lobby. There are two eavesdropping points here, in one we learn something new (+1 gossip). We turn to Gaspar and go to the ballroom. Greetings to Empress Celina, in the dialogue choose medium lines (+5 to the location). Here you can chat with Josephine and Cullen and take the record about the Orlesian theater in the codex, then we leave the hall and find ourselves in a dialogue with Leliana. We run down the corridor, listening to the conversation of the elves on the plot. Further to the left, there are two points for gossip, in one there is something interesting (+1 gossip). The Vassal from the Council of Heralds also walks here, if in a conversation with him select the replica "Philip is a fool" we get +10 to the location of the court and +1 gossip. Duke Germain is standing in the room, asking him to get +5 to the location, +1 gossip. Also hidden in this room is a whimsical coin and a codex entry. We pass further, listen to the dialogue of the elves. Now we need to find a round seal, we take it from the balcony of the room where the elves are. We leave into the guest garden.

After the conversation, we go straight, there is a locked door, we need statuettes of a gall, to the left of the door is the point where we get +1 gossip. There is also another point to the right of the entrance. There is also a fountain where you need to throw off the collected coins (for each coin thrown +1 to the location of the yard). In the meantime, we will go up the lattice. The galla figurine is on the right on the terrace, just stands on the railing, a little further there is a treasure with +1 gossip. We go to the library. Here is a small puzzle, you need to light the urns with a torch with a curtain fire so that they light up blue (starting from the entrance, first the right, then the left row, a descent will open down, there are some trophies). In this room, a book is marked with a treasure, by pulling which the study will open, in it we take a letter and a curtain fire. We pass into the library itself. Going down the stairs, the door to the right is opened only by a robber, to the left in the office there are documents on the table (+1 gossip). Next to the locked door on the bookshelf is a treasure with clues. In the library on the table we take away +1 more gossip. We leave through the door to the lobby, so as not to lose much influence. Now we need to go up there again, to the left of the grate. There is a door that we will open with a galla. Let's run at first a little further along the balcony, we will eavesdrop on the conversation of two nobles below (+1 gossip). After that, you can talk to him, say that "the magicians need to be stopped" and he will be recruited as an agent. At the point to the left of the exit, we listen to gossip (+1) and go to the ballroom. This is followed by a dialogue with Morrigan, after which we receive the key from the human. You can chat and flirt with Cassandra (if you took her with you), overhear the gossip in front of the left and go to this human.


There we change into armor, we take weapons. There is a battered diary in the room to the right. In the kitchen, on the beams under the ceiling, there is a statuette of a galla. In the garden, immediately to the left to the wall, there is a treasure with another statuette of a galla. At the fountain to the right, along the stairs to the top of the palace, there, in the room with the bed, we find another statuette of a Gaul, and on the balcony there is a whim. In the noble chambers in the large hall (from the fountain to the left), on a table under a candlestick, there is a caprice coin. We go up to the upper floor and go left, there are enough figurines to get into the storage in the bedroom and take the quest elven amulet from there. We go to the marker, deal with the group of venatori and talk with Briala. There is also another galla statuette. We return to the palace.

We need to explore the Trophy Room. But first, to the ball, so as not to lose the favor at court. Floriana invites us to dance there. In dialogues, we choose neutral (medium) answers. If the perks of the Inquisition for conversations in diplomacy and secrets are taken, two corresponding replicas will appear (in a circle with a crown and a crow). After that, we talk about possible scenarios with advisors. We say that we need more information. Before leaving for the Imperial Wing, let's finish collecting all the items.

In the ballroom next to Josephine, there is a whim of a coin on the railing. We go to talk with three ladies-in-waiting, we can talk to Selina about the amulet we found, then we talk with Briala. You can also talk to the widow by choosing a replica with a crown (you need a perk), we get access to the task (Dancing with the widow: allemand and +5 courtyard location). Further along this side is a treasure with a coin. We go out into the lobby, a whim in front of the railing where the window is. Down the stairs and to the left - gossip (treasure on the bench).

We return to the Hall of Trophies. We talk with the nobles standing at his entrance, send them to Cullen to listen to stories about the battle, we get +10 location. Inside we find: one gossip and one whimsical coin (treasures in the first room), from the table in the office we take orders and a statuette of a Gaul. There is also a door in the office, which can only be opened by a robber.

Downstairs in the hall of heroes (where the entrance to the room is) one coin and one gossip. In the room, where the exit to the Guest Garden, there is another gossip to the door, in the room with the Duke Germain there is another, further on the table and on the sofa there are two more. In the room with the balcony there is coin and gossip. On the balcony there are two gossip hiding places and a listening point. We go to the library, there we find more documents on the table. We go down to the fountain, to the right of the door with the Gauls, there is one more gossip. Up the grate to the left in front of the door is a coin.

We leave for the imperial wing. On the table on the left is gossip. We go up, run past the room for which the statues of the gall are required, we run straight and save the elf, we send her under the protection of Cullen. In the same room we take away the galla statuette. We run further along the marker, only we do not go to the door to which he points, but on the contrary.

We run along the open terrace above the garden and climb into the window of some class. There are treasures with a galla statuette and a whim coin. The tenth statuette is to the right of the quest door, down the stairs.

We will continue to search these chambers. In another room there is a statuette of a Gaul (already eleventh), next to the armchair by the fireplace, and there is also gossip.
Now we can unlock that door in the garden, go back through the lobby of the palace and run to the fountain. We take the Orley Banner there. Also there you can talk with another count from Orlais. And we also find a whim there.
We return to the Imperial Wing and go out into the garden. Here, it seems, is the point of no return. After talking with Floriana and closing the Gap, we talk with the mercenary, if there is a perk in Secrets, we recruit him as an agent.
Well, then, we ransack the location, collect everything of value, we come across good sketches of the 3rd level. There are two more doors in the basement, opened by four figurines. And we return to the ballroom where we make a choice of whom to execute, whom to pardon.

There lies the Abyss

We go to the meeting place designated by Varric's friend in Crestwood (to open this area, you should perform the "Search Guardian" operation at the command headquarters). After talking with him, we go into the cave and go through to the very end. After talking with another new acquaintance, we return to Skyhold and on the table of the headquarters of the command open the location "Western limit" ("Explore the Western limit").


We get to the desired structure and after the cut-scene we kill everyone there. We again return to the headquarters of the command. There we select the task "There is an abyss" and we find ourselves in the fortress of the guards. Having walked a little along the only possible path, we look at how gray guards are fighting with demons to the right of us, a little below. We can help them. We go even further and here, having already climbed the wall, we help our soldiers in the battle with the demons, thereby completing the first part of the necessary three in the task of capturing siege points.


We pass further in the only possible direction, and then we meet the demon of pride. Having dealt with him, we will capture one more point from the side mission. There will also be a chest with a banner gray guards... Without going down, we pass along the wall to the right. There we kill another demon of pride and smaller enemies and complete side quest... Then we return a little back, and before the place where we met the first demon of pride, we go down. We follow the markers, destroying the demons along the way. After the cut-scene, we go up to the very top, not paying attention to the dragon that will attack you - you still won't be able to kill him. After the spectacular video, we find ourselves in a new place. Here, in parallel, you can complete the additional task "Fears of dreamers". To do this, we go south. There will be a table and a chair with a glowing orange ghost sitting on it.


We approach and activate the table. Then a marker will appear on the map. Using the intelligence key [ v ], we find a candle and assign it to a ghost. After that, we take the reward, and new places of riddles, of which there are five in total, together with the already solved five, will be displayed on the map. They will need to be performed in the same way. Also, if you walk along the northern wall, we find ourselves near a magic mirror, activating which, we improve some characteristics. Such mirrors will often be found in this location, look for them to make your hero stronger. Now we can climb the stairs to the place indicated by the marker. After the conversation, we kill the demons and approach the shining green balls. Activate them one by one by holding down [LMB]. We watch the video, and then we pass further along the only possible path. Having reached the fork, where one road leads down, and the other goes north at the same level, we go along the second road. There will be another mirror there. Now we return to the fork, go down in the east direction and reach the character with whom you can talk. After the conversation, we interrupt all the demons again and activate the green glowing balls. Then we reach the barrier that needs to be protected. Then we go further to the fork. There is a road up to the north. On it we reach two demons of pride. After killing them, we examine the area where the card is flashing (press the [ v ]). We find a stuffed toy. The next stage of the "Fears of dreamers" quest starts, which is not displayed on the map (a soft toy must be put on the bed, which is nearby and displayed on the map). Next to the stuffed toy, there is a structure that looks like an altar.


By activating it, another side task "Broken Window" will start. Here you need to light five lights in the correct order, after which you can collect loot. Then we return back to the fork and along the bottom we reach the last riddle of the "Fears of dreamers" task. Then to the barrier, near which we fight until the timeline ends. We pass further and there we take away the reward for the task "Fears of dreamers", highlighted by a marker. Next, we follow the spirit and reach the boss. From time to time it will turn into invisibility. If you cannot target him, and at the same time he will attack, then switch to tactical mode and assign an attack there. At some point, help will come to the boss. After the victory, there will be a cut-scene during which you will have to make two serious choices.

The fruits of pride

The mission is selected on the command headquarters table. To open it, you must have 40 influence points. Please note that Cullen's mission "Before Dawn" will become unavailable after this quest, so if you want to complete it, do it before starting this story mission.


Once on the spot, we follow the markers, simultaneously fighting with the enemies. Having reached the temple and going inside, we go up the steps in front. There will be a locked door. To open it, you have to solve a small problem. Climb back down to the statue in the middle of the courtyard. Around her are square grates on the floor. If stepped on, they will light up blue. You need to go so as to light all such squares, but keep in mind that if you step on any cell twice or step on the ground, you will have to start all over again.


If you have any problems with the passage of riddles with plates, then below you can watch their video walkthrough:

As soon as you do this, the door will light up blue. Now you can open it. After a short cutscene, you will have to fight with a small group of enemies, and then decide what to do next - follow the enemy at once or try to solve all the puzzles (perform rituals), where we need to light all the stoves again. If you choose the first option (a marker in the middle of the room), you will have to fight not only with your direct enemies, but also with the keepers of the temple. The second option - you need to solve three similar puzzles (on the sides of the room). Having solved the puzzles and going into the right door, we watch the video and make another decision that will greatly affect the development of this mission. If you choose the option of working together, then follow the elf with the staff, without folding. After reaching the place, she will open a secret vault. After examining everything there, we pass further. Going down the round stairs, we meet the boss (who it will be depends on your choice of templars / magicians). Having defeated the enemies, we watch the video and make another important decision.

The last act

The mission starts automatically after completing the previous mission. Its passage differs depending on the choice in the previous mission.

If Morrigan saw from the source:

We go to the meeting place, talk to Leliana and go through the mirror. There we simply follow the only possible path. Having reached the goal, we just talk, there is no need to fight.

If you drank GG from the source:

After talking with Morrigan, we go to the area called "Altar of Mital" (To move there we use the global map (world map), the altar is located next to the Sacred Plain). We have to fight the boss. A cutscene will begin at about half of his remaining health.

Marvel at the perfection ...

This is the last story mission. After completing it, you can continue to play, traveling around Thedas, however, many side missions will become unavailable. Also, immediately think about who you will take with you to the final battle, and put on the best equipment in advance. Also check the number of potions, bombs, etc. The task is selected on the command rate table and does not require influence points.


The battle will begin immediately. The main villain loves to teleport and move quickly, while it is better not to stand in his way. You should also avoid its rays. When the enemy moves to another area, on the way there do not miss the cache with potions. At about 50% of the remaining health, the boss will teleport again, and we will have to fight a new, very powerful enemy. After defeating him, we go to the first boss. On the way there we do not skip the cache. Having gained the upper hand, we watch the video. Once in Skyhold, go to your room (door to the left (north) of the throne). We are watching another video and the final credits, after which there will be another small video.

Coryphaus plans an assassination attempt on the empress Celine that will likely plunge Orlais into chaos. To prevent the worst, you will need to intervene in the political game. The Empress's Cousin - Gaspar, invites you to the Winter Palace for negotiations on the civil war. To go there you need 30 influence points.

Gaspar suspects ambassador of conspiracy Brialu... After the conversation, the counter of the location of the imperial court is activated. Talking to nobles and good manners will help boost approval. If the counter drops to 0, you will be kicked out. If by the end it is above 85 - this will give you an additional option for the ending.

A noble person, not being a magician, will start with the approval of the court in the value of 40. The rest will be taken from 40 by 10 each.

In the courtyard, you will have the opportunity to complete three side quests.

If you talk to a noblewoman who has lost her ring and choose an average answer, for this you will be given +5 courtyard location. If you return the missing item, you will get +5 more points. The ring has no special value, you can sell it later.

Climbing the stairs to the right from the main entrance, you can take the galla statuette, this will activate the task Herd of stone galls... With the help of figurines, you can open doors. For example, from the storage under the stairs. But keep in mind that you will not be able to open all the doors. There are 11 figurines to be found in total.

On the opposite wing, you can try to start a conversation, and then overhear two nobles. To do this, you need to find the red circle, stand inside and activate it. All rumors then refer to Leliana. Go further all the way, there you will find a key that opens another vault below.

Upon entering the palace, you find yourself in the lobby. Take a look around or head straight to the ballroom. There you and your companions will be officially introduced to the courtyard. When talking to Selina, choose a medium answer for a larger location.

Then Leliana wants to talk to you in the lobby ...

She has her own suspicions about who is attempting to assassinate the empress. To check them, you need to go to the palace library. The door is locked there, so you will have to look for another entrance. Enter the Hall of Heroes and overhear a conversation between two elves. Follow further into the farthest corridor and go out to the balcony, using the search, pick up the Cylindrical Seal.

On the bloody trail, find an exit to a small garden with a fountain. There you will be greeted by the Empress's three maids of honor.

Activate the fountain to start the Coin Finder side quest Money into water.

To the left of the fountain, climb the grate to the balcony. As soon as you go up, the location will gradually decrease.

First, run to the right and take the galla from the railing, then open the door on the opposite side. There you will find Gaspar's letter.

In the library, use the search key to find the book on the shelf on the left. A secret door will open. Take your time to pick up the letter from the table. First, solve the riddle. Light the curtain fire torch, then activate urns 1 through 3 counting from the library door. Then use the same procedure, on the other side and the cache will open.

As soon as you pick up the letter, the bell will ring. Wait for the second gathering signal before entering the ballroom to get +10 courtyard location. If you hesitate and enter the hall after the third ringing, it will take 20 points from you.

The order in which the items are found does not affect anything.

On the way, you will be intercepted by the Empress's Counselor Morrigan that Leliana suspects. She wants to help you out of fear of charges in the case of Selina's murder. Therefore, she will give you the key to the human, taken from the Tevinter scout she killed.

First, talk to Briala and Selina's maids of honor in the hall, and only after go to the human. As you enter there, you will find yourself there with the whole group. Don't forget to equip yourself.

As you jump down, you will find the corpse of one of the ambassadors and the Venatori will attack you. Explore the noble chambers. On the second floor, behind a door that opens with three figurines, you will find an Amulet of Power for Vivienne and elven medallion- opens the next option for completing the task.

There is a large group of Venatori in one of the corridors. After the massacre, the Harlequin Jester tries to hide, but he is killed by the sudden appearance of Briala. After talking with her, it's time to return.

On the way, visit the Trophy Hall. Send the guards to Cullen.

As soon as you enter the ballroom, Duchess Frorianna will offer you a dance. During the dance, she will ask questions. Answers can greatly enhance or seriously damage your reputation.

During the dance, Florianna blames Gaspar for everything, and makes an appointment for you.

After, your love interest will come to you. You can dance with her or with him, it will also be approved by the high society. Otherwise, Josephine will come up to you.

Leliana suggests turning Selina's murder in favor of the Inquisition. But whatever you decide, now you need to find materials for blackmail in the Imperial Wing.

To influence Celine, you first need to open the door of her chambers with five galls. There you will find a naked soldier tied to a bed, he can be brought to testify against the empress.

In the next room, the harlequin is trying to kill the elf maid. For her salvation, she is ready to testify against Briala.

In the courtyard, Florianna set up an ambush on your group, and betraying her conspiracy with the Coryphaeus, she escapes.

After you close the gap, talk to the mercenary. He'll testify against Gaspar if you need it.

You now have all three pieces of evidence against the contenders for the throne.

In the gym, Cullen will ask you what to do with Florianne. If you have more than 85 yard locations, expose her in public to avoid a fight. In other cases, you will have to fight her in the yard (shoots from a bow).

Next, you have to decide who to rule. If Selina rules, then Gaspar will be executed or exiled. If you previously retrieved the elven medallion and showed Brialle, she will become the marquess under Celine. Gaspar can be forced to cooperate with Briala or let him rule alone, but for this you need to allow the murder of Selina.

If you want to understand more about what is happening at the imperial court of Orlais, read the novel "The Empire of the Masks."

Upon returning to Skyhold, Mother Giselle and a church representative will report that Cassandra and Leliana, as the closest associates of the late Justinia, must claim the title of High Priestess.


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