Passage of plot tasks Dragon Age: Inquisition. Storyline Multiplayer

Based on games, books, anime and series of the universe of the same name

Characters

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Total characters - 151

0 0 0

One of the ancient elf guardians guarding the Well of Sorrow in the Temple of Mythal.

Aveline Vallen

5 4 0

One of Hawke's first partners in Dragon Age II. She fled Lothering with her husband, Sir Wesley, during the Fifth Blight. Ambushed by darkspawn and rescued by the Hawk family. Aveline is one of Hawke's companions.

0 0 0

A Gray Warden who lives in the abandoned Soldier's Peak.

Avernus was a young mage when Sophia Dryden became Commander of the Fereldan Order of the Gray Wardens.

During King Arland's attack on Soldier's Peak, Commander Dryden, aware of Avernus' blood magic, demanded that he summon demons. Avernus complied, but was unable to keep the demons under control. The veil was torn.

Avernus retreated back to his laboratory, where he spent almost 200 years in forced confinement, not allowing the demons to leave the fortress, until the Guardian came to the abandoned fortress of the order.

Alistair Theirin

11 15 1

Cheerful and good-natured Gray Warden, one of the protagonist's partners.

Illegitimate son of King Maric, was raised by Earl Eamon. Trained as a templar for some time, but was drafted into the Gray Wardens by Duncan. During the events of the Fifth Blight, he can become the king of Ferelden or stay with the Gray Wardens.

Ameridan

2 0 0

The last Inquisitor of the old Inquisition. Became an Inquisitor at the request of his friend Emperor Orlais Cordilius Drakkon. With the help of a spirit companion, he imprisoned Gakkon and himself in a time loop in an ancient temple.

0 0 0

Staring into the sky, Avvar priest of the Mistress of Heaven. When the sky opened up in the Sanctuary, he realized that it was the Mistress of Heaven speaking. Now, in order to fulfill her will, he follows the wonderful lowlanders from the Inquisition.

15 41 0

Renegade mage.

Anders is not a real name, but a nickname that is a reference to his family being from Anderfels. He escaped the Ferelden Circle of Magi seven times before being drafted into the ranks of the Gray Wardens.

In the Vigil's Tower, Anders met Justice and communicated with him for a long time. He survived the darkspawn attack on the Tower. He agreed to let Justice into his body, believing that together they could help the mages. However, Anders' hatred for the Circle of Magi twisted Justice into the demon Vengeance. The guards did not agree to harbor the possessed, which they believed Anders was, and the magician had to flee to Kirkwall.

At 9:37 Anders blew up the Church, which started the massacre in Kirkwall.

Andraste

2 1 0

Prophetess Andraste is the founder of the Church, the creator of the Song of Light, and the savior of all believers.

As the people of Andraste rebelled against the occupation of Tevinter, her visions became more vivid and touching, and her understanding of the Maker's will became less abstract and more active. She began to consider herself an intermediary between people and the Creator, announcing to people His truth and His requirements for their salvation.

Andraste's husband, Maferath conspired with Archon Hessarian and allowed the disguised Tevinter to enter Andraste's fortress in the city of Nevarra. The Prophetess was captured, taken to Tevinter and burned alive, the most painful and brutal punishment Tevinter was capable of.

0 0 0

Elf mage, healer and former apprentice of Winn.

He needed time to get used to the Circle, but Wynn, believing that it was necessary to start learning, did not give him this time. When Aneirin tried to talk to her, she only told him to concentrate on his spells. He often talked about the Dalish and how he wanted to see them. One night, he left the tower, but the templars found the student missing and, taking the phylactery, left to look for him. Having caught Aneurin, they pierced him with a sword and, considering him dead, left him. Luckily, he was found by a Dalish clan who took him in and nursed him back to health.

Anora Theirin (nee Mac Tir)

3 4 0

Only daughter of Loghain MacTeer, wife of King Cailan.

1 0 0

Ariana is an excellent warrior and the best hunter of his clan. Fights with two blades. When an ancient book of elven history that belonged to her clan is stolen, Keeper Solan sends her to find the book. She is determined to fulfill the order given by the keeper. While searching, she crosses paths with the Guardian, who is looking for the Morrigan. During the conversation, it turns out that it was Morrigan who stole the book, and Ariana joins the Guardian to find the witch together.

3 0 0

Kitshock became the Qunari Arishok in 9:25 Draconic.

The Arishok and his Qunari pursued Isabela, who had stolen the "Scripture of Koslun" - a sacred relic that Orlais was trying to return to the Qunari to improve diplomatic relations. The storm sank the ships of both sides off Kirkwall. So the Arishok ended up in Kirkwall, where he and his army were given a place to stay in the port while they supposedly waited for Qunari ships.

Died fighting the Defender of Kirkwall.

The Architect

2 1 0

Garlock is an emissary of the darkspawn, one of those masters who invaded the Golden City. The Architect is the first known darkspawn to have a will of its own.

Archon Hessarian

1 0 0

Hessarian the Unshackled is a mage and ruler of the Tevinter Empire during the Andraste Rebellion. By his order, the prophetess Andraste was publicly executed.

After the execution of Andraste, he believed in the Creator, and declared Andrastianism the only faith in the territory of Tevinter.

Athenril

0 1 0

Elf smuggler, Hawke's first employer.

Baroness

0 0 0

One of the rulers of the Fereldan lands, divided among the aristocrats of the Empire of Orlais during the occupation of Ferelden. Blood Mage. By killing many young girls, she tried to regain her youth. In the end, the subjects turned their backs on the Baroness and burned her house. Before her death, the Orlesian cast a spell that transferred her soul and the souls of all people to the Fade, a nightmarish version of the Black Swamps.

Bartrand Tethras

0 0 0

A ground dwarf of House Tethras, Varric's older brother.

Organized an expedition to the Deep Roads. Fell under the influence of a lyrium idol and abandoned Hawke and Varric in the Primordial Taig.

swiftrunner

0 0 0

A werewolf that the Guardian first encounters in West Brecilian. He is the head of the werewolves living in the Brecilian Forest.

Bhelen Aeducan

2 1 0

Member of the Dwarven Council and third child of King Endryn Aedukan. Belen is playing a political game and rigged the assassination of Trian and the betrayal of the Guardian in order to become the first contender for the throne of Orzammar after his father.

If Belen becomes king, he initiates reforms and works to strengthen Orzammar's connection to the land world. It also gives new rights to the untouchables and privileges for military service in battles against the creatures of darkness. This policy helps Orzammar capture the lost part of the Deep Roads, but draws the ire of the warrior and noble castes. After several attempts on his life, Belen dissolves the Council and rules alone. Some will remember him as a tyrant, and others as a far-sighted ruler.

0 0 0

Chapter of the Charter before the events of Dragon Age: Origins. Invested in the nobility hunter Rika. He was killed by the Guardian - a commoner dwarf.

Bethany Hawke

6 3 0

Hawke's younger sister and Carver's twin. She is a renegade mage like her father, causing her family and her to live in fear of the templars. Her father taught her magic.

If Hawke is a mage, then Bethany dies at the beginning of the game, but if he (a) is a warrior or a robber, then she accompanies her brother / sister throughout the first act.

Blackwall

2 5 0

Guardian-Constable of the Orlesian city of Val Chevin and partner of the Inquisitor.

Blackwall is one of the few Gray Wardens who willingly and enthusiastically chose such a share. He believes wholeheartedly in the noble ideals of the Gray Wardens and would not trade this life for any other.

Bodahn Feddic

1 0 0

Traveling Dwarf Trader. In Dragon Age: Origins, he travels with the Guardian along with his adopted son Sandal. In the second part, Bodan joins Bartrand's expedition to the Deep Roads as a merchant. After the expedition, Bodan, with Hawke's permission, moves to the Hawke estate with Sandal.

Bram Kenric

1 0 0

Researcher and professor, originally from Starkhaven. Specializes in the history of the early Church, especially from the time of the signing of the Nevaaran Agreement. He transferred from Starkhaven to Orlais to be closer to the subject of his studies.

0 0 0

Branca was the wife of Oghren, a member of the warrior House Kondrat. She became Perfect through the invention of smokeless coal. In 9:28 Dragon Age, two years before the start of the Fifth Blight, she and her entire household except for Oghren went on an expedition to the Deep Roads in search of the Anvil of the Void.

Ferdinand Genitivi

2 0 0

One of the most famous ecclesiastical scholars, largely due to his published stories (many considered fiction by his contemporaries) of travels up and down Thedas. A significant part of the code in all games is written from his perspective.

1 0 0

Elf servant of the Empress Selina.

On behalf of Selina, she organized the search for Sir Michel de Chevin. During the search, she learns that her parents were killed on the orders of Selina. After breaking up with Selina, Briala raised an underground elf army to harass both sides of the civil war.

Bianca Davri

1 0 0

Inventor, member of the Dwarven Merchant Guild, and lover of Varric Tethras, after whom he named his crossbow.

Valendrian

0 0 0

Elf hagren in the Denerim alienage. An old friend of Duncan's.

Varric Tethras

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Rogue dwarf and Hawke's partner. It is he who tells the story of Hawke during the interrogation that Cassandra arranges, trying to find out what started the war of magicians and templars and where Hawke, who became the Defender of Kirkwall, went.

Varric is the youngest son of the Tethras family, while his older brother Bartrand is the head of the house and runs the family business. His real business is the leadership of the "spy network", the main task of which is to provide information to the Tetras family, which is part of the Commerce Guild, and also to quietly solve the problems of the family.

After Hawk disappeared from Quircall, he was interrogated by Cassandra and joined the Inquisition.

1 0 0

The successor to the guardian of the clan of the Dalish elves, a potential partner of the protagonist. She knows well how much the elves lost in the war with people, and considers it right that people with the invasion of the creatures of darkness lost no less.

Velanna has a short temper and is not afraid to say what she thinks, even if it might offend someone. She hates people, but will help them in pursuit of her goal.

Vivienne

1 2 0

Senior sorcerer-knight of the Orlesian Circle of Mages. Potential partner of the Inquisitor.

Vivien was one of the main candidates for the post of First Enchanter in Montsimmar. But the conflict between mages and templars and Civil War in Orlais they did not allow her to officially assume this position.

Vivien is called the "iron lady", and she fully justifies this nickname. This formidable woman, the head of the magicians and the official sorceress of the imperial court, achieved her position through cunning and skillful political play.

4 2 1

Mage, Elder Enchanter of the Ferelden Circle of Magi and one of the Guardian's possible companions in Dragon Age: Origins. He plays a cameo role in the "Awakening" add-on, and is also one of the main characters in the book "Ghost Mask" by David Gaider.

Wynn was born with the natural gift of a Spiritual Healer.

Vaughan Kendells

1 0 0

Son of Urien Kendels, Earl of Denerim.

After the death of Arl Urien Kendells, Loghain made his supporter Randon Howe Earl of Denerim. Vaughan was imprisoned.

Gereon Alexius

1 1 0

A Tevinter magister and commander of the Venatori who occupied Redcliffe. Was the teacher of Dorian Pavus.

Hakkon Wintersbreath

0 0 0

“Are you…spawn of darkness?”
- Are you human? I think no. I think you are a Gray Warden.

Bregan's conversation with the Architect

Duncan featured on the cover

Book "Call"(The Calling) is an indirect sequel to the book "The Stolen Throne"(The Stolen Throne). Both of these books were written David Geider(David Gaider) - screenwriter.

The Stolen Throne tells the story of the rise of King Maric and the liberation of Ferelden from the Orlesian invaders [read a brief note about it at the end of the article]. The Call continues Maric's story 11 years later.

Plot

The story begins with a visit by the Gray Wardens of Orlais to King Maric of Ferelden. Their commander, Genevieve, asks the king to assist in a campaign in the Deep Roads (Deep Roads), where her brother Bregan went, following the Call. Bregan knows the location of the Old Gods, and this information is very necessary for the darkspawn. The problem is that, according to Genevieve's feelings, her brother is still alive, and, therefore, is in captivity of the creatures of darkness. In order to prevent a new Blight, it is required to descend into the Deep Roads.

One of the Gray Wardens who turned to the king for help was the still very young Duncan, who was recently accepted into the order [for reference notes on the main characters, see below].

Genevieve came to Maric for help because 14 years ago he descended into the Deep Roads and successfully got out of there. Moreover, along the way, he visited Ortan teig (Ortan), where, according to Genevieve (it is not clear on what basis), Bregan should be sought. Of those who visited the Deep Roads last time, only Maric and Loghain survived. Rowan died a few years after Cailan was born, slowly fading away from an unknown illness. Perhaps it was darkspawn taint.

Of course, Maric decides to go with the Gray Wardens, despite the fact that he is the king of Ferelden and can easily die in this campaign. Maric is driven to this not only by his disgusting life, but also by the words of the Witch of the Wilds (presumably Flemeth), who many years ago predicted to him that Blight would come to Ferelden, but by that time Maric would no longer be alive.

The narrative shifts to the Deep Roads. Bregan wakes up in a darkspawn lair. Surprisingly, he was not killed, but ended up in some kind of prison. After some time, the Architect (Architect) comes to him - a reasonable creature of darkness, which has its own will. There is an interesting conversation going on between Bregan and the Architect...

It turns out that the Gray Wardens descend into the Deep Roads when they can no longer fight the corruption of the darkspawn. After undergoing the rite of initiation (Joining), they infect their bodies with this corruption, and it gradually corrodes them over the course of life. After some time, they themselves begin to turn into darkspawn, which causes them to descend into the Deep Roads in search of death. Along with the corruption, the Gray Wardens begin to hear the Call of the Old Gods, which becomes stronger over time. It is this Call that beckons the Guardians into the Deep Roads. It is this Call that causes the darkspawn to dig tunnels in search of the Old Gods in order to free them and start a new Blight.

Bregan does not accept his fate and tries to escape. But it is almost impossible to leave the nest of the creatures of darkness, and soon Bregan finds himself in the cell again, having received new wounds and lost consciousness.

Maric arrives at Kinloch Hold accompanied by the Gray Wardens. They turn to the Circle of Mages for help. Those supply them with special brooches, which should hide their presence from the creatures of darkness. Maric is also given a two-week supply of potions that protect against infection with corruption, because he is not Gray Warden. Meanwhile, Duncan's desire for exploration and theft awakens again, which leads him to the chambers of the first enchanter Remille. There Duncan finds some strange dagger. Naturally, he takes it with him.

Before descending into the Deep Roads, the Gray Wardens stop for a halt. An argument breaks out between Maric and the others. They don't understand his motivation. Especially Fiona, the elf mage. Maric is in doubt for some time whether to go underground with them or not. However, he decides to move on.

Descending into the Deep Roads, Genevieve gives a secret order to Duncan - he must survive at all costs and must keep an eye on Maric. Depending on the situation, the king must either get out safely or stay in the Deep Roads forever. For example, if he learns something that he should not know.

The narrative returns to Bregan again. After resting in prison and coming to his senses, he discovers that, instead of dying, he is gradually turning into a creature of darkness. His body began to regenerate much faster than before. It is this property of the creatures of darkness that explains the lack of healing magic in them.

After a while, the Architect reappears. It turns out that he is not the head of the creatures of darkness. He's just "not like everyone else." He can resist the Call and has a will of his own. However, he also does not have special power over other creatures of darkness.

The architect is also not satisfied with the current state of affairs, he wants to interrupt the cycle of Pestilence and free the creatures of darkness from the Call. To do this, he proposes to lead all people through the rite of initiation into the Gray Wardens.

This time, Bregan is calmer and the Architect takes him on a tour. The creatures of darkness no longer pay attention to Bregan, mistaking him for their own. At the same time, they shun the architect.
The architect shows Bregan a huge hall in which hordes of creatures of darkness are swarming. He offers the Gray Guardian his solution to the problem - to bring people and the creatures of darkness to a common denominator, having received something in between. Sounds terrible, but from a darkspawn point of view, it's normal. Bregan is hesitant at first, but then comes to the conclusion that the main task of the Gray Wardens is to prevent the Blight at all costs. As a result, he agrees to become an ally of the Architect.

The Gray Wardens roam the Deep Roads. For a while, they manage to avoid the creatures of darkness, but still run into a fight. In an attempt to break away from the weather, they fall into some strange cave, which turns out to be a lair supreme dragon(high dragon).

After a fierce battle with a huge beast, Duncan inflicts decisive damage on it, but almost dies himself. Julien at the last moment pulls him out of the way of the dragon, dying himself in the monster's mouth. Nicola and Uta take up arms against the desperate Gray Warden, accusing him of recklessness and the death of a comrade. Duncan is offended and runs away wherever his eyes look.

Maric and Fiona go looking for Duncan. They find him on the shore of a mysterious lake and bring him back.

After discussions, a decision is made to move on. Julien's body is buried in the lake.

The Architect and Uta in the Awakening DLC

The story returns to Bregan again. The former Gray Warden is increasingly turning into a darkspawn. He begins to see in the dark, but ceases to feel the presence of other creatures. He also stops eating - darkspawn are supported by taint, so they don't need to eat. Also, in a mysterious way, through corruption, they communicate with each other.

The architect lays out the details of his plan to Bregan. He proposes to release the corruption to the surface, infecting all people. Many will die, but those who survive will become immune and turn into ghouls. The second part of the plan is to find and kill the remaining Old Gods.
Meanwhile, the Gray Wardens, after their wanderings, return to their original route.

The Gray Wardens are finally coming to Ortan thaig. At a halt before this, Genevieve is separated from the group for privacy, but Duncan follows her and finds that the commander is removing her armor, under which the body is gradually covered with corruption. Duncan shares terrible news with Fiona.

Wandering around the teigu, Geneviève leads a detachment on Bregan's trail, not listening to her protesting comrades-in-arms. The Gray Wardens arrive at a dwarven palace littered with skeletons. The king's skeleton sits on the throne. This place turns out to be a trap - a demon was sleeping in the dead king, which killed all the dwarves. The demon takes over Fiona's mind, turning her into an abomination and putting her companions to sleep.

The Gray Wardens and Maric fell asleep after falling into the Fade. Maric finds himself in his castle, where he lives in clover with Katriel (see description of the book "The Stolen Throne"). However, he quickly sees that all this is an illusion, after which the obsession disappears. However, Katriel helps Maric find companions. Maric takes turns finding Duncan, Kell, Uta, and Nicola. He manages to free everyone except Nicolas, who, it turns out, was not just a friend, but also Julien's lover. Nicola remains in the Shadow.

Maric frees the minds of Genevieve and Fiona, after which the whole company wakes up safe and sound except for Nicolas - he died, remaining in the Shadow forever.

The Gray Wardens continue their journey through the Deep Roads. It turns out that the corruption also affected the bodies of Uta and Kell, and not just Genevieve.

Maric again shows his weakness for the elves and has sex with Fiona. Apparently, deciding not to waste time until the damage got to them.

Events are finally reaching the finish line. Genevieve, being on guard, goes deeper into the tunnels alone and stumbles upon Bregan, who came out to meet her. He persuades her to go with him. Genevieve agrees despite her brother's terrifying appearance.

The Gray Wardens wake up and follow Genevieve, only to be met by a horde of darkspawn. A truly epic battle unfolds and, it would seem, death is inevitable, because the streams of creatures do not dry out ... but then everything is interrupted in a blinding white flash.

Of course, the Architect intervened. The Gray Wardens wake up in his captivity. They are visited by the Architect, accompanied by Bregan and Genevieve, who, like her brother, finally “passed over to the dark side” and turned into a creature of darkness. The king and his companions are offered a poor choice - join the enemy or rot in a dungeon. Uta agrees and the Architect immediately completes her transformation at an accelerated pace. Apparently, he also achieved some success in his research.

The rest refuse to follow the darkspawn. When the prisoners are left alone again, Duncan manages to get rid of the shackles and free the others.

Maric, Fiona and Duncan manage to escape by surfacing at the foot of the Frostback Mountains. Kell and his faithful dog sacrifice themselves, distracting the darkspawn and giving the rest a chance to escape. But the survivors do not enjoy their freedom for long. On the surface, they are quickly captured by magicians led by ... the first sorcerer Remille. It turns out that corrupt magicians conspired with the Architect and acted on his side.

The captives are brought to the island in the Circle of Magi. The architect and his new "team" arrived there even earlier. This efficiency is very easy to explain. It turns out that the magical brooches given to the Gray Wardens before leaving for the Deep Roads did hide them from the darkspawn, but not from the Architect, who always knew where they were. In addition, these brooches accelerated the transformation of the Gray Wardens into darkspawn…

Maric and the captive guards are brought to the central hall of the tower. During the conversation, we are talking about the plans of the Architect. Genevieve realizes that she does not agree with him and made a mistake by going over to his side. She tries to rebel, but the Architect kills her. He is about to destroy Bregan as well, but then Remille joins the fight. Taking advantage of the moment, Maric and company are freed from the fetters. Meanwhile, three boats with royal flags are moored to the island.

Maric, Duncan, and Fiona engage in a fight that results in the death of the first enchanter, Remille. The decisive role in this battle is played by the black dagger, which Duncan stole from the same Remille from the chambers during his last visit to the Circle of Magicians. The Architect and Uta escape, while Bregan surrenders to Loghain's soldiers and is killed on the spot.

Maric returns to Denerim. Fiona and Duncan travel to the Weisshaupt Fortress in Anderfels, the headquarters of the Gray Wardens, to explain the events of the Architect incident.

A few months later, they visit Maric in his palace. Fiona spent this time productively - she was cured of damage in an unknown way, and also ... gave birth to a son. She asks Maric to raise him among the people, but not at court. Duncan promises to look after him.

The doors opened and Duncan walked slowly back in. However, this time he was carrying a small bundle wrapped in cloth. As he approached, Maric realized that Duncan was not carrying a bundle. It was a baby.

"Congratulations, Your Majesty," Duncan said with a smirk. "You have a boy." He carefully handed the baby to Maric, who received it numbly. He stared at the tiny child, frozen in shock. The baby had a blond tuft of hair and rosy cheeks, he slept soundly. However, he was definitely his. The boy even looked somewhat like Kaylan. Maric also discovered that the boy's ears were round.
"He's a man," he exclaimed loudly. Perhaps he could have said something more appropriate, but at that moment he could only think about it.

Fiona nodded. “That's why, for the most part, we stay in alienages. The children of humans and elves are always humans. If we mix, we will become extinct.”

"I did not think about that". He shook his head, still in a daze.

She reached out to him for the baby, and he let him take it. The boy stirred a little, frowning in his sleep and rubbing his little face with his hands. She smiled sadly at him, quietly soothing and lulling him. "The chances of a Gray Warden getting pregnant are low," she said quietly. “But here he is. Amazing, isn't it?"

Maric sat down on the steps until his legs gave out. He ran his hands through his hair, trying to sort out his jumbled thoughts. Then he exhaled slowly and wearily. "Have mercy on Andraste, but Loghain will definitely not like this."

“There is absolutely no need to bring this up,” she said. Fiona handed the baby to Duncan and sat down next to Maric with a stern expression on her face. “I didn't bring him here as another heir, Maric. You already have it. I did not come to deliver an illegitimate child from an elf. You don't need it either. I want him to have a life, a good life. The life I didn't have."

He turned and stared at her, suddenly understanding what she was talking about. “You don’t mean…”

“I can't raise him,” she said simply. She took a deep breath, and he realized that it was difficult for her to do so. In fact, it tore her apart from the inside. That's why she came.

"You could live here," he suggested. "You could leave the Guardians."

Fiona nodded, but she didn't seem to really believe it. “Even if I could,” her tone was stern, “What would I do? Was your mistress? Elven mage? Or lived in the tower of the Circle of Magi? Or would I live somewhere in the city, and you would send me money from time to time in the hope that no one would find out?”

“That's not what I meant,” he protested.

She gave in, sighing. "I know. I'm sorry. Without the Gray Wardens, I am nothing. I am either a magician who has no freedom, or an elf without abilities. She turned to him and smiled grimly. “Maybe I could become a laundress? Hiding from the templars in the alienage, using magic to keep the fire going? I bet I could make it."

"Or maybe not. What... what usually happens to children born to Gray Wardens? It certainly happens."

"It happens. We are giving away a child. I already told them that I have a place in mind.”

“Is there no other way out?”

“I wish…” Fiona shook her head. “No, I want him to be human. I want him to be a complete person, not to claim the throne, not to compete with your other son, and not to embroil himself in matters of royal blood that have brought you nothing but sorrow. I want him to start from scratch.” She looked at him hopefully. “You can do that, right?”

“I can grow him out of the court,” Maric said, thinking. “But people will wonder who his mother is. Loghain will want to know. The child will almost certainly want to know… What should I tell them?”

“Don't tell him anything. Let him think that his mother is human and that she is dead.” She reached out to Duncan, who was lulling the baby, and patted his head, smiling melancholy. “It will be easier for him and for you.”

“What will happen to you?”

She did not answer, continuing to stroke the child's head. However, he noticed that her eyes glittered with betrayal. No, there was no easy way out for her.

"I'll look after him," Duncan swore. “I can do it without arousing suspicion, make sure he is all right. I will protect him. I can even bring you news from time to time.”

Maric looked up at him in surprise. “Will you really do it?”

"For you, Your Majesty, without hesitation."

It was almost too much. First Fiona came back and didn't die anymore, and now he has a son and he has to lose them both. But he understood what she was talking about. If he recognized the boy and brought him up in the palace, he would become a victim of politics and struggle. He would be seen as a competitor to Kaylan. It is better to quietly raise him somewhere in the distance, away from prying eyes and let him live his own life. But to make a boy believe that no one needs him and keep him in the dark about his real mother? Is being the descendants of an elf really that terrible?

The pain in his heart became unbearable, it seemed that it would burst. Maric knew nothing about what it was like to be an elf, so if Fiona wanted to keep her son safe from the hardships she had experienced, he couldn't refuse her. To let the boy be free from both of his legacies.

He looked into Fiona's eyes and nodded slowly. "If you want it. Yes, I can arrange it.”
"Thank you, Maric."

"What about you?" he asked her. “Will I ever see you again?”

He could tell from her expression that the answer was no. However, she nodded. “If it be the Creator's will,” she breathed. She leaned over and kissed him, and he kissed her back. It was sweet, sad and appropriate. He enjoyed the moment, sitting alone with her in the warmth of the fire, while Duncan walked tactfully with the child from one end of the room to the other. Although this parting was irrevocable, for some reason Maric did not indulge in sadness. It didn't feel like the end for him.

It seemed like a start.

In case anyone else hasn't guessed, this child is Alistair.

Characters

Duncan

Duncan's father Arryn was from Ferelden and made furniture. Tayana's mother was from Rivain. It is not known how this happened, but Duncan became a street thief in Val Royeaux, Orlais.

Once he was unlucky and while stealing the ring he ran into its owner. After a short fight, Duncan killed him. Subsequently, it turned out that the name of the victim was b (Guy), he was a Gray Warden and Genevieve's fiancé. And the ring that Duncan wanted to steal was an engagement ring.

Genevieve acted unexpectedly - she saved Duncan from the noose by recruiting him into the Gray Wardens against his will, using the Right of Conscription. Perhaps Genevieve did this to him to punish him. She also gave him a pair of silverite daggers that had previously belonged to Guy.

At the beginning of the book, Duncan is about 18 years old, he was in the Gray Wardens then for only a few months and had not yet managed to wean himself from thieves' manners. He was caught red-handed in the Denerim market as the Gray Wardens were on their way to an audience with the king. However, Maric pardoned the unlucky Gray Warden. Subsequently, Duncan stole a black dagger from the chambers of the first sorcerer in the Circle of Magicians, and then this dagger saved Duncan himself and his companions ...

Over the course of the book, Duncan gradually matures from a young bully to the seasoned Gray Warden we all know him from Dragon Age: Origins.

Fiona

Elf Mage. Sold into slavery at age 7, her human master used her for entertainment and tortured and tortured her until she was 14, when she broke free of her bonds and killed him. Fiona managed to escape to the Circle of Magicians in Montsimmard, Orlais. She was subsequently recruited into the Gray Wardens there.
Becomes Maric's mistress, but leaves him and gives birth to a son from him.

Presumably this son is Alistair.

Genevieve

In order for Genevieve to be accepted into the Gray Wardens, her brother Bregan had to join as well. Her fiancé Gaius followed her into the Gray Wardens.

After her brother followed the Call, Genevieve became commander of the Gray Wardens of Orlais in his stead. She accepted Duncan into their ranks, "finding" him in Val Royo.

Kell (Kell)

Kell ap Morgan (Kell ap Morgan) - "hunter" with a dog, highlander Avvari. By all accounts, Kell was a tribal chief, or the chief's son. He was called "Jarl" (jarl). The Avvars refused to unite with other peoples in the realm of Ferelden when Calenhad suggested it to them. Avvars are pagans. They worship idols. For example, Father of the Skies - the dead are placed on stones and not removed from there until they are gnawed by birds.

Kell's dog, Hafter, is also a "Grey Warden" - he has passed the rite of initiation, and corruption of the creatures of darkness flows in his veins.

Perhaps Kell is Uta's lover.

Uta (Utha)

Dwarf Dwarf who is proficient in hand-to-hand combat. Former Silent Sister.
Possibly Kell's mistress.

Her “class” has no analogues in the role-playing system Dragon Age: Origins, the “monk” is most suitable for her style. Uta wears no armor and fights mostly with his bare hands and feet. Sometimes uses a mace. For some reason, in the Awakening add-on, she was turned into a warrior.

Julien and Nicolas

Two warriors. Experienced Gray Wardens.
Later it turns out that they are lovers.

Bregan

Former commander of the Gray Wardens of Orlais, brother of Genevieve. Went to the Deep Roads following the Calling. Believing he is still alive, his sister sets out to find him. She believes that Bregan should be prevented from being captured by the darkspawn, as he knows the location of the Old Gods.

Bregan did not want to join the Gray Wardens, he had to do it because of Genevieve. When the recruiters of the Gray Wardens arrived in their settlement, Genevieve got excited about the idea of ​​joining the order. However, the recruiter was not interested in her, but in her brother Bregan. Bregan had to join the order in order for Genevieve to be accepted into it. Moreover, after her, her fiancé Guy also entered there.

Bregan was accepted into the Gray Wardens by Commander Kristoff.

Other characters

Remille is the first enchanter of the Circle of Magi in Ferelden.

Facts and interesting things

The book takes place 11 years after Orlais's occupation of Ferelden was lifted. Calan is 9 years old (the wiki claims that there is some kind of confusion with the author of the books). Rowan died 2 years ago.

The last time Maric was in the Deep Roads was 14 years ago (i.e. it was three years before the end of the occupation).

The Gray Wardens were expelled from Ferelden 200 years ago. They were expelled because they supported the rebellion against the king.

The Gray Wardens, who have finally turned into darkspawn, have blood-red eyes, unlike ordinary darkspawn.

Ferelden is feminine.

This is my kingdom, he thought sadly. And I don't even know her any longer.
This is my kingdom, he thought sadly. And I don't know her anymore.

In the wealthy areas of Orlesian cities, magical lanterns are lit at night. Their support is carried out by magicians specially appointed to this position.

The Gray Wardens' stronghold in Orlais is located in Montsimmard. There is also the Orlesian Circle of Magi.

To the south of Orlais is the Arbor Wilds region, home to dryads.

Another area of ​​Orlais is the Nahashin Marshes, which contains a Gray Warden stronghold called Garrote.

The Old Gods ruled Thedas before the Tevinter Empire. (Or is it already known?)

Tevine is the language of the Tevinter Empire.

An analogue of chess in Thedas is “Queens” (Queens).

According to the traditions of the Church (Chantry), the dead are cremated, and their ashes are interred.

The heroes of the book discover wonderful baths in an abandoned dwarven settlement, the water in which is automatically purified by magic. A very useful invention. 😉

The children of elves and humans are always humans. Therefore, in particular, elves live in alienages separate from humans.

Geography of Thedas

The book talks about cold winds from the south in Ferelden. In the description of Amaranthine one could meet the mention of the warm northern seas. Having drawn an appropriate analogy with our planet, we come to the conclusion that Ferelden is located in the southern hemisphere of Thedas (by the way, this is also mentioned in the wiki).

And now let's look at a map of the known territory of Thedas:

If it is rotated 180 degrees, we get the following picture:

It looks like a map of Western Europe, doesn't it? 🙂 As you know, Ferelden is an analogue of Great Britain, Orlais is an analogue of France, Anderfels is an analogue of Germany, the Tevinter Empire is built by analogy with the Byzantine Empire, it is not entirely clear with Antiva and Rivain - I can assume that they are analogues of Spain or the Middle East (Portugal?) respectively.

This is some interesting geography. 😉

Shadow (Fade) and Veil (Veil)

The Shadow and the Veil is given considerable attention in the book. In fact, it turns out that the Shadow is a virtual reality formed in the minds of the sleeping. Moreover, it is formed on the basis of the data that the sleeping person has in memory. As a result of this, for example, some part of reality surrounded by emptiness can be formed. And the imitated people inhabiting the Shadow will know only what the sleeper himself knows. These things play out in the book at the moment when the demon takes over Fiona's mind and everyone else falls into the Shadow.

Also much earlier between Fiona and Maric there is a conversation on this topic.

“… Dreams are not always just dreams.”

“And what then is it, if not dreams?”

She [Fiona] tapped her chin thoughtfully, apparently wondering how to explain it to him [Maric]. Or maybe deciding whether she should talk about it at all. The gleam of anger still danced in her dark eyes, just like the last time Maric had spoken to her. "Have you heard of the Shadow, I hope?"

He nodded, albeit hesitantly. The shadow was the realm of dreams, it was believed that people fell into this place in a dream. Spirits and demons roamed there, fenced off from the waking world by something that the magicians called the Veil. Maric could not say that he particularly believed in these notions. He dreamed like anyone else, and if those dreams were in fact his memories of his time in this realm, as the sorcerers claimed, he took their word for it.

“There is no geography in the Shadow,” Fiona continued. “Place and time are less important than ideas and symbols. The spirits form their realm by recreating the things they see in the minds of the sleepers because they believe our world is just like that and they desperately want to be a part of it. Therefore, they imitate the landscape based on our perception and our feelings, rather than on the basis of reality, luring us there.”

"AND?" He spread his hands helplessly. "It doesn't mean anything to me."

“You dream of those you love because there is a connection between you. The spirits will recognize it. This connection is valid in the Shadow.”

“I once dreamed that Loghain brought me a barrel of cheese. I opened it, and there were mice. Made from cheese. We ate them, bawling sailors' songs. Are you saying there was some deeper meaning to it?” He grinned, suddenly delighted to see the elf scowling with anger. “Perhaps my association with Loghain told me that he hides a deep love for cheese? I should have figured it out sooner."

“And what, your every dream is the same frivolous nonsense?”

"I have no idea. Most of them I forget. Isn't everyone like that?"

She wrapped herself more tightly in her furs, as if trying to squeeze out her anger. The dwarf touched the mage's leg reassuringly, but her silent pleas fell on deaf ears. “Dreams that aren't dreams are visions,” Fiona snapped. “Because the Shadow is a reflection of our reality as spirits see it, it can be used to interpret that reality. We sorcerers seek visions. We are looking for patterns and trying to see the truth beyond the available. But a strong enough vision can come to anyone. When this happens, you should pay attention to it.”

Quotes

“Maric the Savior is just a name, I am called that because they say I saved the kingdom. … But, in truth, I never manage to save anyone.”

Brief information about the book Dragon Age: The Stolen Throne (“The Stolen Throne”)

From top to bottom, left to right: Rowan, Maric, Katriel, Loghain

I will briefly talk about the plot of the previous book “The Stolen Throne” (The Stolen Throne). I liked this book more, although in terms of adding to the history of the game world, it adds very little. But this book is not about the fate of peoples, but about the fate of individuals. This book is about growing up Prince Maric and becoming a real king. This book is about love and friendship, loyalty and betrayal.

The book begins with the murder of Maric's mother, Rebel Queen Moira. The country is occupied by the Orlesians, and Maric is the next target of the conspirators. He goes on the run and runs into Loghain while wandering through the woods. Loghain was then a simple farmer's son, but with time he becomes right hand prince and many races save him from death. In the forests, the young men encounter the Witch of the Wilderness (Flemeth?), who helps them hide from their pursuers, but whispers something to Maryk (in The Call we learn what she said to him then).

[I will not describe the plot of the book in full, if you are interested - write, maybe I will make a post about the first book.]

Maric has a fiancé - her name is Rowan, she is the older sister of Arl Eamon, well known to us from the DAO. However, Maric treats her like a childhood friend, oblivious to her sincere love. Rowan is a real warrior, she fights in battles along with men.

Instead of Rowan, Maric chooses the elf Katriel (by the way, Maric has always had a weakness for elves), who is actually a bard - a spy for the Orlesians. Katriel herself falls in love with Maric, but fulfills her task and dooms the prince's army to death, at the last moment saving Maric himself. However, over time, her betrayal is revealed, and Maric kills her with his own hand.

In the end, Maric turns from a frivolous young man into a real responsible king and frees Ferelden from the invaders. But at what cost to yourself and your loved ones? Will he ever be happy again?

Conclusion

The Call is a sequel to The Stolen Throne, while being a prequel to DAO and the Awakening expansion. And if at first the book intrigued me with its unexpected facts about the Gray Wardens, then the end of it turned out to be completely non-existent and disappointed me. From the book, we did not learn anything particularly important.

Essentially, like David Gaider's previous book, The Call is about characters, their maturation, interactions, and metamorphoses that take place against the backdrop of historically important events. And what happens in the souls and hearts of the heroes is no less important than the fate of the lands and peoples.

Finally, a wallpaper on the theme of “The Call” that I accidentally discovered on the wiki, which is a spread of the cover of the book:

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Waking up after the events, we learn from the maid that the Breach is still in the sky, but so far does not pose a threat. Cassandra summons you to the church immediately.

If you have pre-ordered, gift items will be in this hut.

There is a rumor about the hero, as if the prophetess herself Andraste sent her Herald to save her. Despite the disapproval of Chancellor Roderick, it is decided that it is time to restore the once famous the Inquisition. We give our consent to lead its movement and this is where the prologue ends.

Now you can explore Refuge in the Frost Mountains and then return to the church. Captain Cullen and Ambassador Josephine will be waiting for you there. Including Leliana, they are now your trusted advisors in matters of diplomacy, military and covert operations. They can be given orders at the command rate table, which are executed in real time.

The Inquisition needs to find allies. Leliana reports that Mother Giselle offers her help in this matter, but to meet with her you need to go to the Hinterlands.

Upon arrival, the leader of the scouts - Harding, will give a report on the state of the lands. Everywhere there are battles between Renegade Mages and Templars.

In the settlement at the crossroads, help repel the attack. Mother Giselle advises to speak with representatives of the Church at a meeting in Val-Royeaux, the capital of the empire Orlais. To get there you need Influence, it can be earned by completing quests, requests, and closing Rifts. Speak to Corporal Vail nearby about what assistance is needed for the refugees.

Having accumulated the necessary influence, you can follow the storyline or continue to explore the territory. Open the world map or cross the border of the lands to return to the Vault. Learn Inquisition Specifics as you level up.

In Val-Royeaux, Church turned to the templars in order to protect themselves from the Inquisition. Evar's mother accuses the Herald of killing the High Priestess. The Lord Seeker comes to the podium Lucius Korin and having said his weighty word, he takes away the templars, leaving the city without protection ...

For reading the tablets and notes, a little experience is given.

Reading the letter on the arrow will make it possible to complete the task of joining a new satellite - Sera. Also in the market you can get an invitation from the aristocratic Vivien, after an audience with her, she will join the group.

At the main gate, our heroes will be met by the Great Enchantress fiona- the leader of the rebellion of magicians. She suggests negotiating a possible alliance in the village. redcliffe.

Discuss next steps with your advisors. Whether to make an agreement with the magicians or find out where the templars have gone.

Leliana will also report that in the Inner Lands Gray Wardens that suddenly disappeared shortly before the start of events ...


Next task:

We "ve got an essential guide to finding the throne room of the mighty Alexius, then finishing the boss fight off without so much as a scratch.

Leave the building and talk to Krem who's waiting just outside. You"ll need a power level of four to progress further into the story, so if you"re not there quite yet, make your way back to Val Royeaux, the Imperial Enchanter or the Hinterlands to get some side-quests. When you"re ready, get back to the war table and choose the Ferelden region to scout out the Storm Coast.

Adding Iron Bull to your party

When the cut-scene finishes talk to the Requisition Officer to get a report. Kill all of the enemies to start a cut-scene. If you select to hire this lot, a warrior call Iron Bull will become a member of your party.

Keep heading towards your objective marker. When you get close, the map will start getting dark, so make sure you reference the main menu map to make sure you"re still on the right path. You "ll encounter bandits as you travel, so kill them all and then loot the structure they" re protecting.

Kill the guards waiting outside Hessarian Camp, then enter it and pick off any remaining enemies. Have a good rummage around this area for more loot, after which you can either polish off some side quests, or ping over to Ghislain Estate to carry on the core story./p>

Adding Vivienne to your party

Once at the estate you"ll have to watch another cut-scene. We chose to let the mages in, which gave us access to Vivienne. After you"ve returned to Haven, use fast travel to get to the Hinterlands and then make your way north towards Redcliffe. When you get near you"ll find another rift - close it and then go inside Redcliffe.

Make your way towards the exclamation mark on your map, then talk to the Hinterlands Healer. Carry on towards your main waypoint until you get to the Gull and Lantern. Work through all of the dialogue options, then carry on towards the next marker. You'll find Felix in the Redcliffe Village Chantry.

When you walk inside the hall you "ll trigger a new cut-scene. Grab the loot when you" re done chatting, then have a look at the book that"s over in one of the corners. Leave the chantry, then go back to the Haven War Room - assuming you now have a power level of 15. If you need to level up a bit more, take part in some side-quests until you're ready.

At this point you need to choose whether to ally yourself with the mages and go down the In Hushed Whispers route, or buddy up with the Templars with Champions of the Just. in this walkthrough, we chose to join the mages. Get your party together - which must include Dorian - and then get ready to set out.

When the cut-scene ends, kill the pair of soldiers, then grab all of the nearby loot - make sure you grab the prison key too. Walk through the gate that"s over on the other side of this area, then go upstairs and head through the door. Carry on up the next lot of stairs over on your right, then go through the next door you come to.

Keep traveling down the hall and then look in the cell to your left to get your hands on even more loot. Carry on into the next room along, then take the door on your left. Grab all of the nearby loot, then talk to the prisoner. Carry on down the corridor and take another load of loot from the cell that's over on your far left. Finally, go upstairs and through the door.

Kill the pair of soldiers up here, then go through the door on your left and head downstairs until you find Fiona in the last cell on your left. Go back through the door and then up the stairs on your right. Take the next staircase, then go through the door. Go downstairs, then enter the room on your right. Grab the loot and speak with Iron Bull.

Now that Iron Bull's joined your party once more, go back out and into the last room you were in, then go through the door on your right. Go downstairs then through the door to your left. Take the loot, then go through the opposite door. Take the loot near the door then speak to Cassandra.

Go back up the stairs you came down, go into the next room along, and then head up the next set of stairs on your right. Kill the soldiers here, then walk through the right-hand door they'd been guarding. Go up the next load of stairs you come to.

Take the loot here, then go through the left-hand door to get a journal and some extra loot. Now return to the main room and go up the stairs located over in the corner to the far left. Walk through the next door.

Pick up the loot on the other side, then go back into the previous room and head up the right-hand stairs. Walk through the door by the right-hand corner, kill the soldiers, then take all the loot. Go through the door and head straight on, before going through another door and triggering a cut-scene.

Finding Alexius" throne room

Take the item from the middle of this room, then leave and go across the hall and through the next door along. Go through the next door on your left and seal the rift you come to after killing the Shades. Interact with the gear on the other side of the room to open up the left-hand gate, then head upstairs.

Kill the Shades in the next room along, grab all the loot, and then top up your supplies. Walk up the next staircase and go through the door at the top. You "ll be able to see two more rifts up ahead. Kill each pack of enemies one by one and close the rifts they're guarding.

Take the loot, then head upstairs and to the right. Explore the area until you come to another rift. Leave through the door you entered through, then go across the room and through the door on your left. Take the schematic, then go across the hall and into the next room to get more loot. Now go down the hall and take the left-hand door.

Kill the next two enemies, then smash the wall over on your right. Finish the next enemy you come to, grab the shard and the loot nearby, look at the journal on your left, then smash the next wall. Take the loot, then go back out in the hall and go through the final door.

Fight the next set of enemies, grab the loot and the shard, then go through the next door along and kill the rest of the enemies. Leave to the hall, head left and go through the opening. Now go downstairs and top up your supplies.

Walk through the door to get back to the main hall once more. Find the closed door, then go through the left-hand door as you face it. Carry on down the hallway, kill the next enemies you come to, pinch the loot and get the final shard needed to open the door. Open that closed to start another cut-scene that kicks off a fight with Alexius.

How to kill Alexis

  • HP: 20,971
  • Perceptive
  • Immune to all disabling effects

Melee fighters are in for quite a struggle with Alexius, as this boss has the ability to teleport all around the boss area. Don "t bother trying to apply any disabling effects to your opponent - it"s immune - but do make good use of your mages and other characters with ranged attacks.

As the fight wears on, Alexius will stop to cast spells which cause green patches to appear on the ground. Quickly move your party members out of these patches, and be aware that Alexius will also cast defensive barriers on itself. Expect this defensive boost to occur after every single teleport.

When you"ve taken enough health off the boss, Alexius will cause a rift to spawn in the middle of the battle area. Kill all of the enemies that emerge from this rift as fast as you can, and throw up plenty of barrier spells to keep your party safe while you"re doing so. Just kill everything nice and quickly and get that rift sealed up.

Once the rift is shut down, you should just continue attacking Alexius. Try to grab the loot before you kill the creature though, as it vanishes immediately after the fight. When the post-fight cut-scene has finished, you"ll be able to include Dorian as a permanent fixture in your party.

You can find all of ours from the index page of our guide.

Heavenly Wrath

Let's watch the video. We follow Cassandra to the gap, sometimes falling to her knees from the unbearable pain that the mark causes. The bridge will collapse and we will meet with the first enemy, before that we have raised our first weapon (it will lie next to the debris of the bridge and depends on the character class). Deal with the demons and after a short conversation, break through to the outpost along the way, killing a couple of demons. At the outpost there will be Varric and an elf - a renegade named Solas, who uses our hand with a mark to close the gap. After the dialogue, break through further.

In the next battle, you will open a tactical camera and training on it. Deal with demons. Do not rush to run up the stairs. Better explore the two houses and go to the other end of the icy lake. After that, you can go to a meeting with Leliana to discuss further actions. There will be a second gap near the outpost. Kill demons and close it.

Passage of story Dragon Quests Age: Inquisition


Dragon Age: Inquisition Story Quest Walkthrough

In the outpost, after a small skirmish with a clerk from the Church, you need to decide what to do next. Go through the mountains or go straight with the soldiers? There is only one difference. If you go through the mountains, you will save the soldiers fighting off the demons. And so everything is the same - make your way through the demons, close the veil and come to a huge hole in the sky, where you have to fight with the boss.

Demon of pride

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

We will have to fight this boss. We act with the Veil and remove the barrier to the demon. Now he is vulnerable and can be beaten. When his health drops to 75%, he will call a couple of demons to help and restore his shield. Deal with them, and then switch back to the boss, removing his vulnerability with the help of the Veil effect. He will still pull off such a trick at 50% and 25% of his health. After defeating the boss, click on the gap and watch the cutscene.

The danger is not over

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

We wake up in the Vault. We leave the house. There will be an enthusiastic crowd on the street, who consider us the Herald of Andraste. We go to the church to meet with Cassandra. Inside, Chancellor Roderick and seeker Cassandra will argue. Tired of arguing, Cassandra decides to revive the Inquisition.

Now you need to walk around the Vault and get to know its inhabitants during the side quest "The Best of the Best". After that, you can return to the church and take on the first task. We are introduced to our advisers and invited to the command table to accept the first task. We go to the side of Ferelden and select the task "Reconnaissance of the Hinterlands" for 1 point of influence. Here we will need to help mother Giselle, who asked Leliana to meet with us.

Hinterlands

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

The scout will bring us up to date. We go down to the Crossroads and help our soldiers fight off the magicians and templars. In gratitude for the help, she will give advice about the priestesses and advise you to visit Val Ruyao. To do this, we need to score 4 points of influence.

We speak with Corporal Vail on the hill and get a brief report on the situation in this location. First you need to visit the rider Dennett and ask for horses for the Inquisition, and after that you can take on side tasks, increase influence and gain experience for Val Ruyao.

Val Ruyao

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Operation cost: 4 influence points.

Go to the strategic map and choose the side of Orlais, then click on the story mission and start it. In the city, read all the signs next to the stouts and go to the center of the square to listen to the churchmen. They will be interrupted by the templars, who will hit one of the ministers of the church and express disrespect to the Inquisition. Cassandra will notice that something is unclean here.

There's nothing for us to do here, so let's go. At the exit from the city, the supreme sorceress Fiona will turn to us and invite us to Redcliffe for negotiations with the magicians.

In secret

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

We return to the shelter and discuss the possibility of a magical union with our advisers. We travel to the Hinterlands and go to Redcliffe. On the approaches to the village, we destroy the demons and close the curtain. After that, we go into the opened gate and listen to the report of our soldier. Looks like no one was waiting for us here.

Go to the tavern and listen to Fiona. She will say that she was not in Val Ruyao and that the free mages have already sworn allegiance to Tevinter. In the middle of the conversation, Tevinter Magister Hermione Alexius will appear with his son. At the end of the conversation, his son will pretend to be unwell in order to lead his father out of the tavern and give us a note.

We follow the advice from the note and go to the church. There will be a magician fighting demons. We help him fight off the demons, and then close the veil. The mage's name is Dorian and he's from Tevinter. He will tell you about the plans of his former teacher, and from Felix who came to the rescue, he will tell you about a certain sect called the Venatori, which is making plans against the Inquisition.

After this conversation, the quest "Tempting Whisper" will become available on the strategy table.

Seductive whisper

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Story operation cost: 15 influence points.

Attention! After this operation, the magicians will take your side. An alliance with the templars will no longer be possible.

I'm starting to come up with a plan to help the mages. We need to personally meet with Alexius and distract him with "negotiations", and at that moment Leliana's scouts will penetrate the castle and deal with the master's guards. During the discussion of the plan, Dorian comes in and offers his help.

Alexius does not listen to competent arguments and will try to attack us, but the agents of the Inquisition will already kill all his guards and he will want to escape, and Dorian will prevent him. Something goes wrong and we end up in the lower chambers of Radcliffe Castle with one Dorian. Our satellites will disappear somewhere. We kill the venatori and ask questions to Dorian. It turns out that we have moved in time, and our companions most likely remained in the castle.

Pick up the key from the guard's corpse, exit the cage and go up to the upper floors. Kill two guards and go right. There you will meet Fiona from which lyrium grows. She will say that we have been away for a whole year, also, she will say that Leliana is here. Get out of here and go to the left side. Get down and there you will find your lost companions.

After gathering partners, return to the main hall. There will already be guards who will lower the bridge. Kill the guards, go into their room and replenish supplies. Go to the torture room and kill the magician named Hunley there. It drops a purple dagger "Spiritual Bloodletter".

Now you can go and save Leliana. Leliana has changed a lot, but she will still be glad to see us. We select the key from the floor and go to the throne room of Alexius. Along the way, we kill the demons and close the veil. There will be a couple more demons at the pier, and there will also be supplies. From the pier we go out into the courtyard. Close the two gaps there and move on.

In the upper wing, you can see Connor burning himself alive to exterminate the demon inside him (if you kept Connor alive in the first part). Replenish supplies and go to the lower wing. Kill venatori, demons and close the gap. The door to the throne room is closed by magic. To open it, you need to collect five fragments of red lyrium. Go to the marks, kill the venatori and take the fragments from them. Return to the door and open it.

Inside there will be a repentant Alexius who will attack us under any circumstances. When his health drops to 75%, he will hide under the barrier and make a veil. Kill demons and close it. He will repeat the same trick when his health drops to 25%.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

After his death, we will receive a staff and an amulet, thanks to which we will get to our time. Our companions and Leliana will distract the enemy and, of course, die, but once in our time, we will cancel all the actions of Alexius.

Queen Anora will look into the light (actually depends on who you transferred power over Ferelden to in the first part) and drive the magicians out of their lands. Now we can take them under our wing. There will be two conditions: we can make them almost slaves or make them willing allies. You decide.

After this task, Dorian will be asked to join our squad.

Defenders of Justice

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Story operation cost: 15 influence points.

Attention! After this operation, the templars will take your side. Alliance with magicians will become impossible.

Leliana and Josephine gathered the nobles to force the templars to come out for negotiations. We go to negotiations in the citadel of Terinfal. On the approaches to the citadel, we will be met by a representative of the templars, who will have to take us to the lieutenant.

Also, he will offer to go through a ritual in which you need to arrange the banners in order of importance to you. You can not pass, but immediately go to the main. The Lord Seeker will not be in place, but his captain will come and attack us after the conversation. This is an ambush. We kill the enemies and make our way further, to the Lord - Seeker.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

In place of the Lord Seeker will be the demon of Envy in his guise. The demon will send us to the Shadow. Once there, go to the marker on the map and watch the demon's obsession. Avoid traps and after a while you will meet a kind spirit named Cole, who will volunteer to help us in the fight against the demon. We follow his advice. We go to the prisons and, on the advice of Cole, we light four curtain fires. It will work and we will go further into the forest. In the forest we reach the castle and pull the lever to open the doors. We pass in the castle to the place where the demon of envy attacked us in reality. After that, we will be freed from his influence, and he will run away.

Demonic Dogma (side quest). Uncover the three secrets of the Envy Demon to increase your stats. The first is behind a closed door (the barrier will depend on your class); the second, after activating the curtain fire (when you have a torch), return to the beginning of this location and walk around the cells, in one of them you can see and pick up the key to the prison (thanks to juliabee for the hint); the third one is in the tavern on the second floor.

We need to find lieutenants and lyrium for the ritual. You also need to keep an eye on the hold counter of the hall and return as soon as it is at the critical mark, otherwise the hall will fall and you will lose.

I advise you to go through the Upper Barracks. There you will find two lieutenants. Help them with the demons. For each lieutenant found, the status of the main hall increases slightly. Return to the Great Hall from the barracks, lower the ladders and help kill the demons. Wait until the hall is restored and go to the officers' quarters. Help the templar and go down. Clear the square and enter the room where you will learn about the demon's plans. Take the Lord Seeker's key and take the uncorrupted lyrium from the next room.

Return to the Great Hall, fight off the attack and talk to Baris, who will perform a ritual to remove the protective barrier. We protect him and the lieutenants during the ritual from the red templars.

After removing the barrier, replenish supplies and go to the fight with the boss.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

After killing the demon, go to the templars and decide what to do with them. You can make them part of the Inquisition, or you can help them restore the order and become allies.

After this task, Cole will be asked to join our squad.

Will burn in your hearts...

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Story operation cost: 1 point of influence.

We watch a video in which we close the Breach using the forces of allies. On such an event, a celebration was organized that would be interrupted by the unattended enemy forces (mages if you sided with the templars or templars if you sided with the magicians). There will be a messenger at the gate - Dorian (if you sided with the templars) or Cole (if you sided with the mages). He will tell about the leader of the attack, and we will also see the Elder, whose plans we have destroyed.

Defend the northern trebuchet from enemies and move on to the southern one to fix it. Kill the enemies near the installation and start spinning the wheel while your fighters fight the enemies. It turns out that the enemy has a pet dragon. We watch the cutscene and return to the gate. Along the way, you can help Harit get to his house so that he takes the necessary things. Once outside the gate, help everyone who is in trouble and go to the Church. I advise you to pay special attention to those who are in a burning building or cannot get up. Because they can burn or explode.

Chancellor Roderick will tell you about the secret path that everyone can take. We need to distract the Elder and his Dragon to ourselves. We go to the trebuchets and begin to direct it towards the mountain in order to bring it down on our enemies. Sometimes we fight off the templars. When the trebuchet is scrolled by 50%, fight the boss (the boss depends on which side you took). After defeating the boss, finish the trebuchet and watch the cutscene.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

We wake up in a cave. Here we will have a new ability “Mark of the Rupture”, which helps to immediately destroy weak demons or slow down and damage strong ones. We kill the demons and exit the cave. We just go to the marker and thus we will catch up with our people.

Let's watch the video. Now we lead the Inquisition.

From the ash

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Talk to Varric on the ramparts and he will introduce us to Hawke. Before meeting Hawke, you will be able to customize her / his appearance or leave the character as you had it in the game. Hawke will talk about the gray guards and offer to find her friend Alistair (in Alistair's place there may be Stroud or Loghain; it all depends on your actions in Dragon Age: Origins). After that, the story quest "There Lies the Abyss" will open.

Talk to Josephine and she will say that the Empress of Orlais, Selina, is in danger and we need to get to the Winter Palace to prevent the assassination attempt. After that, the story quest “Evil Eyes and Evil Hearts.

There lies the abyss

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Story operation cost: 8 influence points (for opening Crestwood) + 8 influence points (for opening the Western Reach) + 20 influence points for assaulting Adamant Fortress.

We go to the strategy table and go to Crestwood for 8 influence points to search for the Guardian. The situation is complicated by the fact that to the Guardian's cave you will have to make your way through the red templars and the dead, crawling out of the lake.

On the approaches to the village gray guards fighting off the dead. Help them and find out that they have an order to capture the Guardian we are looking for. Hike, something strange is really going on with the order.

There will also be demons and the dead at the gates of the village. But we'll take care of that a bit later.

There will be wolves and robbers near the cave. We kill them and approach the cave. Hawk is already waiting for us. We go with him / her (depending on who you played in the last part) to a meeting with the Guardian. He will tell you that Corypheus somehow controls all the guards with the help of a call. And that the guard - Commander Clarel went crazy and is up to something. But for this he needs to visit the Western Reach and get more information.

We return to Skyhold and open the Western Reach for 8 influence points. We move there and go to a meeting with the Guardian and Hawk, who are waiting for us near the fort. In the fort we see that the gray guards began to engage in blood magic and sacrifice their people in order to summon demons. They were deceived by the promise that an army of demons would help cleanse the Deep Roads and thereby prevent future Pestilences from happening. Now, almost all the guards are under the influence of the Corypheus, and even the demons that can capture Orlais. We need to stop them. After the conversation, we kill the crazy guards along with the demons.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

The most important blood magician - Erimond, was able to escape and we need to follow on his heels. The guard will point to Adamant Fortress. There will also be guards, demons and all the commanders-in-chief of this parade.

Return to Skyhold and use the command table to begin your assault on the Gray Wardens' stronghold.

We watch the video and clean the yard. After that, we speak to Cullen and rush to the walls to kill enemies along with Alistair. Kill enemies in another courtyard and go to the main courtyard. There, help the normal guards fight off magicians and demons, and then decide what to do with them. You can either kill them or leave them alone and move on to the walls. Further it will be linear. Kill enemies and move on. On the walls, you can capture the fortifications or go straight to Clarel. I advise you to grab, the experience is not superfluous. Near the first fortification there will be a demon of anger with guards. Kill them and move on.

Around the second will be the demon of pride and the demons of despair. Kill demons of despair and switch to a stronger demon. After that, Hawk will ask what she should do. To go with you or protect your soldiers? Make your choice and go either to Clarel or to the third fortification.

Around the third, there will also be a demon and ghosts. Kill them, collect rewards and go to Clarel. In a narrow passage, kill the last demons and go to the main square. Watch the video in which one of the guards is sacrificed.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Try to reason with the guards and Clarel. You can immediately pounce on them and then you will have to fight with guards and demons, or try to tell them the whole truth and then some guards will go over to your side in the battle with demons and mad magicians.

After the fight, run after Clarel along the way, killing demons. Having reached the place, watch the cutscene.

We are physically transported to the shadow. We turn right and use the search to activate the side task "Fears of Dreamers". There will be fears of spirits in the shadows on the marks, we find them using the search, select and use them in the right place. For placing each fear in its place, we will be given an increase to the main characteristics. As a reward for the quest, which ends almost before leaving the Fade, we will receive a "sketch of the staff of the archmage" and "essence of perfection."

After that, go to the left side, kill the demons and activate the mirror, which will increase your magic by +1.

Now you can go upstairs. At the top you will meet a spirit or someone similar to the High Priestess. She will say that first we need to return our memories, and then get out of the shadows by trying to kill a demon named Nightmare. After the conversation, kill the demons and restore the first lost memories. We watch the cutscene and go to the next location of the spirit of the High Priestess. On the way to it there will be a mirror that gives +1 to agility. There will be another mirror on a separate elevation. Cleanse it from demons and increase your dexterity by +1.

Go to the High Priestess, kill the demons and restore another piece of memories. We watch the cutscene, fight off the enemies and go to the Spirit, which will destroy the barrier. Along the way, there will be a mirror that grants +1 Willpower. Go to the next barrier and kill the demons to make the barrier sleep. Again, follow the Spirit, which will lead us to the boss.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Edge of Nightmare

Hawk and Alistair will be stunned in this fight.

The boss has a lot of health and deals very strong blows. Can teleport across the battlefield and sometimes summon spiders. Also, the boss puts barriers on himself, but not as often, so you can relax.

When the boss reaches 25% health, he will start to summon a lot of spiders and a couple of Horror demons. So be careful.

After killing the boss, there will be a couple of cutscenes in which you will have to make important choices. At the end of all this, you will be transported to Skyhold and the task will be completed.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Evil eyes and evil hearts

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Story operation cost: 30 influence points.

We need to prevent an assassination attempt on Empress Celine. We have invitations, so we put on costumes and leave for the Winter Palace.

Note 2: If you took Serah with you to the ball, then chatting with her in the ballroom, ask about the possible "gifts from friends", get a side quest to collect stash. There are only three of them: one - in the garden in the guest wing (on the side where the closed door is, in the closet); the second - behind this very closed door (the cost of opening is as much as 3 figurines, so think about it), there is a smoking room below, a couple of members of the Council of Heralds, a snatch and a caprice coin; the third - in the human, after a showdown with the last pack of venatori, turn not to the left (to the exit), but to the right, run to the end and look around, there is a chest. But there will be a not so cool reward to spend 3 Gauls figurines to open one of the doors.

Thanks juliabee for the tip.

At the ball, you need to try to increase the location of the courtyard or keep it level. If the location of the courtyard drops to zero, you will be kicked out of the ball and the mission will fail. Various tasks will be scattered around the palace, which can raise your favor points. The first task will be at the very beginning. Help the girl find the ring and get +5 favoritism. Don't rush to go to the ball. Hack the two side storages, the statuette and the key to which will be on the second floor (search with the V search). Also, eavesdrop on a conversation between two nobles. In one of the vaults there will be a secret and a coin - a whim, all this will be useful to us in the future

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

After talking with Selina, you can eavesdrop on rumors and talk to your companions. After examining everything, go to Leliana and talk to her. She will talk about the apostate surrounded by Selina, so you have to be careful. Now you have access to the guest wing, go there and try to pay attention to everything suspicious. After that, go out into the courtyard, where you will be met by three noblewomen with a message from Selina. There will also be a fountain in which you can throw the coins you found. Climb the wall to the library and try to do everything quickly so that you are not lost at court and you do not lose points.

In the library, use the search to find the lever and open the secret passage. Read the documents and before returning to the ball, solve the riddle with the urns. Light the urns from the end of each row and go downstairs for trophies.

Exit the library through the back door and you will find yourself in the lobby. Go to the hall where you will meet the adviser to the empress. It will be Morrigan, who will tell about the Tevinter spy and give us the key to the human one. Let's go there.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

There will be many corpses there. There will also be a statuette of Gauls and a book. To get them, jump on the boxes, and from there on the beams and take everything you need. We go out into the garden and find an adviser killed with a knife with the coat of arms of the house of Gaspar, and then we fight off the venatori. We need to find a jester who might be involved in this. We go to the noble chambers along the way, killing enemies. The jester will be on the second floor. We deal with him and his henchmen, and then we watch the video and talk with Briala, who acts on behalf of the elves.

We return to the lobby and talk to the guys near the Hall of Trophies. Say that Cullen would be happy to tell a couple of stories about you and they will go to him, and you will receive +10 to the location of the court and will be able to explore the Hall of Trophies.

Make a save after the conversation as there are tough choices to be made here. Also, you must complete all side quests, because you can't return to them again after infiltrating the imperial wing.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Visit the imperial wing to dig up dirt on Briala and Gasper. Remember, I said that you need to save stone galls? That's just for this moment. Open the first side door and there you will find the soldier Gaspar, who was framed by the Empress Selina. Climb the stairs and go to the first door from which you can hear screams for help. You will frighten off the killer and learn from the elf that Briala sent her here. From here, go to Gaspard's man and run into an ambush from Duchess Florianna. You will fight archers and demons. You can use the Break Mark ability to even the odds. After clearing the territory, close the veil and release the man Gaspar, who will tell all his plans.

Make your way to your advisors through a bunch of enemies and you will find yourself in the ballroom. Decide what to do. Allow Florianna to attack, arrest her, or publicize her plans.

In the first and second cases, you will have to fight with her and her minions. After the fight, you will be able to talk to those who survived and decide what to do next.

But the third case will be available if you have achieved a high location of the yard (90 - 100 points). Then you can publicly accuse the Duchess Florian, and then let the guards take her away or execute her with your own hands.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

After that, a conversation will take place with Selina, Gaspard and Briala. If you have done everything as written here, then you can grab them by the throat and make them work together for the good of Orlais.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

fruits of pride

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Story operation cost: 40 influence points. We need to go to the Arbor Wilderness to be the first to find the lost elven artifact to thwart Corypheus' plans to penetrate the Shadow.

arbor wilderness

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

You will be given a brief report and sent into battle. Exit the camp and head southwest. There you will see allies fighting enemies. Help them and move on. You will reach a river where there will be many enemies. After clearing the river outpost and go around the river. You will again go out to your allies. Help them and move on. Thanks to this, you will find yourself in the main camp of the templars. Clear it, and then read the note on the table, replenish supplies and take the loot from the chest. From the camp, go up the path and make your way through the forest to the temple, along the way helping your allies defeat the fighters and the forest elves who have come to the light.

Temple Mythal

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

On the approaches to the temple, we see that Corypheus is torn apart by magic, but he recreates his shell from the body of a dead guardian, and then calls the archdemon for help. We run to the temple. Talk to Morrigan about what you saw and go to the huge door, which is sealed with a ritual. Get down back to the central platform and watch the cutscene.

You need to solve a small puzzle to go further. The essence of this puzzle: do not step twice in the same place. Turn left, then right and go to the end. After that, step onto the adjacent tile, and from there to the opposite one, and so on until you reach the final tile on that side. After that, go through the remaining tiles and the door will shine, which means that we can go further.

We pass through the door and deal with the minions of Calpernia. Then we will have a choice: continue the ritual or pursue Calpernia.

crypts

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

You can go down into the crypts even after performing the ritual. Just jump into the hole and fight the venatori. The only thing worth climbing here after performing the ritual is runes and a couple of sketches for armor. In the end, you will still find yourself in a room with elves when you leave the ancient crypts. If you have not completed the ritual, they will not offer you an alliance.

rituals

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

To perform the ritual, you need to complete puzzles, like the initial one in the Mythal temple. The most difficult puzzle will be with the lever. Reach the lever, pull it and go along the left half almost to the end. It is necessary that two free cells remain on the right half. After that, pull the lever and go to the end. If you did everything right, then you will have four central cells. Step on the floor, which is not subject to magic, and from there to the remaining cells.

The second puzzle is very easy. Start from the upper left corner and go to the end, sometimes changing the trajectory.

The last puzzle is split into two areas with a non-magical area in the middle. The left side entrance is blocked by debris. First you need to activate the side without debris. Activate fully, but leave four cells on different sides at the end of the puzzle so you can go to the other side. On the other side, we reach the middle and jump down to one of the cells, activate the cells there and, moving to the other side, close all the cells and open the doors. Outside the doors you will be met by the ancient elves, who were destroyed by the shell of the Corypheus at the gates of the temple. They will appreciate your knowledge of the rituals and offer assistance.

If you accept their help, you will not fight your way to the source with the elves and venatori. The elves will give a guide who will lead us through the secret doors to the source. You just uncover the weapon once, near the entrance to the source.

If you refuse their help or wish to take possession of the source, they will attack you and you will have to fight your way to the source fighting the elves and venatori.

In all cases, Morrigan flies after the leader of the ancient elves to prevent the destruction of the source.

After reaching the Well of Sorrow, get down from the balcony and fight with the boss. If you accepted the help of the elves, then they will help in the fight with the boss.

If you accepted the templars, you will fight with Calpernia. Calpernia will be with the red templars and venatori. The boss likes to teleport and throw fiery runes at the battlefield. Sometimes, she will summon demons to help her in her fight against you.

If you accepted the magicians, then you will fight with Samson. He and his red templars are experts in close combat. They hit hard and have a lot of health, but no barriers. Samson is unaffected, and his templars cannot stand fire. So first deal with the templars, and then switch to Samson.

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

After the boss fight, you will find yourself at the Well of Sorrow. After listening to all the dialogues, you must decide who will drink from the source? You or the Morrigan? This will not change the gameplay and will not give new forces, but it will have a further impact on the story. Watch the last cutscene and be transported to Skyhold. The task will end there.

Last act

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Operation cost: this operation will not be on the strategic command map.

First you must prepare your squad. You will encounter a dragon that is very strong in the element of fire, has a vulnerability to cold, but is very resistant to fire. So what should you do? Correctly. Make runes of cold and try to make armor with fire resistance and stock up on fire resistance potions, and also redistribute skills to the cold branch for one of your mages to make it easier to fight the dragon. Rogues are too soft for this fight. If your squad will consist of two warriors and two magicians, then good. If you yourself are a robber, then take one warrior and two magicians.

You need to talk with Morrigan and draw up a further plan of action. Instead of Morrigan, Leliana will be in place, who will say that the witch chased her son into the Eluvian. We go there and get into the Shadow. In the shadow will be Morrigan, who will ask us to find her son. Her son will be at the end of the shadow. With him will be Flemeth, who is actually Mythal. Yes - yes, such a confusing universe of Thedas. Flemeth will talk about the ancient altar of Mythal, which is protected by a dragon. If we defeat him, he will be on our side.

We go to the altar and call on the dragon to fight. The dragon is vulnerable to cold and is immune to paralysis, stun, and fear. The dragon has over 200,000 health (depending on difficulty level and player level), but you need to remove 50% and the fight will end. The boss is similar to all previous dragons. He stomps and strikes with his paw in close combat. The only difference is that he very often jumps from one point to another during the battle. However, he has no armor or barrier, so all your attacks will go to his carcass.

His strong attack is that he leans on his hind legs and starts flapping his wings strongly. Try to get close to the dragon at this moment in order to receive as little damage as possible. If you have Vivienne, then put barriers to reduce damage.

Also, sometimes he flies into the air and from there spits a fireball that sets fire to the area he hits. Try to dodge him and don't stand in that area.

Dragon Age: Inquisition Story Quest Walkthrough

Operation cost: 0 influence points. It is necessary to finish off Corypheus before he gains strength and gathers a new army.

Corypheus

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Now you need to talk to your advisers at the command headquarters. Corypheus will attack Skyhold during the conversation. It's time to deal with him.

He will have over 100,000 health (depending on difficulty and player level). First, he will hit you with spells, normal and area. He is immune to all types of stun, sleep, and so on. Try to use barriers more often. As soon as his health drops to 90%, he will call for help and teleport. From a height, he will attack with a spell. Try to quickly get close to him and knock down the barrier in order to impose close combat on him again. As soon as his health drops to 75% or lower, he will teleport even higher again. Go to him and don't forget to replenish supplies from the stash, and then go to the boss and fight him again. When his health drops to 50% - watch the video and fight with the second boss.

Red Dragon

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

This dragon is not very susceptible to cold, but is not particularly immune to fire. The tactics are exactly the same as with the Guardian of Mythal, but with one difference. The red dragon uses barriers every time it loses 15-20% health. As soon as the dragon has 10% left, we watch a video where we kill him, and Corypheus falls more and more into madness.

Corypheus again

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough

Use the cache and go up to the boss. He begins to broadcast barriers on himself when he loses about 10-15% of his health. He had two more skills added to his previous ones. During the first skill, he teleports to one of the corners and emits two beams from his hands in our direction. Here, either hide behind the pillars, or go behind his back, or hang a barrier and catch it all in the face. During the second skill, he kneels in the center of the ruins and begins to cast a spell. You can beat him a little, and then hide behind the pillars so that you are not hit by a massive spell. Near the end of the fight, he will teleport himself to the center and heal for 50%. After that, he will not create barriers and teleport less often, and also loses most of his skills. The battle with him ends as soon as he has 5% health left.

We watch the video, talk with all partners, accept congratulations and rejoice that we were able to save Thedas. You deserve it!

Dragon Age: Inquisition Story Quest Walkthrough


Dragon Age: Inquisition Story Quest Walkthrough
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