Dragon age inquisition walkthrough of the inner lands. Walkthrough Dragon Age Inquisition - I

Developers from BioWare planned to please the players with a considerable number of different mounts in their role-playing game. It turned out that in this project there are more than thirty "animals" on which players can explore the game world of Thedas, its huge locations.

As for Inquisition, at first the developers only reported that gamers would be able to ride horses. However, then it became known that users will have a considerable choice of other mounts. According to some members of the BioWare team, the decision to expand the list of such animals was taken due to a significant increase in the game world, which was supposed to be much larger than in previous parts of the series.

As we already know, players will have to explore a lot of areas if they want to get their hands on unique items or find new quests to complete. Mounted animals will help to overcome these distances. Alas, dreams of riding a giant will remain dreams. The highest dragons in the game are supposed to be fought only. However, riding monsters that look like dragons are still present in the game.

Mount types in Dragon Age: Inquisition

We remind you that the release of Dragon Age: Inquisition took place in mid-November this year on game consoles of the current and previous generations, as well as on personal computers. So, let's take a closer look at the riding "partners". There are 4 types of similar animals in the game:

  1. Horses
  2. deer
  3. Dracolisks
  4. Exotic Species (Best in Inquisition)

It should be understood that the difference is not only in appearance, but also in endurance. The simplest horse "dies" (do not worry, it will be reborn later) from a couple of blows from not the strongest enemies, but the strongest creatures will withstand even the onslaught of the same giants. The most powerful mounts are exotic species. Here, by the way, is an extract from the codex of the game about mounts:

« Have you ever seen a proud rider on a royal horse? They themselves are to blame. These are quite ordinary animals, but they cost a lot, so you should protect them from filth, thieves, robbers - everything that can harm. These are not some heavy trucks without a fire in their eyes, suitable for harnessing to a plow - these are creations of a pure and violent spirit. A good steed is not an aristocrat's hunting toy, it's your everyday companion, and you'd better be worthy of it.».

How to get mounts? Where to find them?

To get the opportunity to ride through the expanses of the world of animal play, you need to hire a master ranger named Dennett. He lives in the Inner Lands, in the area of ​​Redcliffe Farms. You should know that the quest is not the easiest. The fact is that not every character is able to persuade Dennett to join the Inquisition. Take Cassandra, Vivien and Dorian with you. Video to help:

Did you manage? Now you can change your horse in the stable. And in the Vault and then in Skyhold. By the way, when you sit on a horse (well, or any other pet), you will find yourself alone. During the trip, your companions disappear. They appear after you leave the saddle.

So, let's see what animals are available to us. There are more than 30 of them!

Horses Dragon Age: Inquisition

The simplest and most common type of animal in the game. The horse significantly increases the speed of exploring locations, but is rather weak.

« About horses: I bet you never had a steed like the Fereldan Forder, a hardy half-breed. Don't let your height deceive you: these animals are not for working in the field. Over the centuries of careful selection from the usual livestock, a miracle has been grown. They feel great both in hot fights and on a multi-day journey from one country to another. But for all their endurance and speed, they only condescendingly allow themselves to be commanded. Overdo it - fly upside down into the mud. Horses know their role and expect you to know yours. I warned and all».

  1. Ferelden Mount: The most common type of horse in the lands of Thedas. Your first horse.
  2. Tasli Roadman: Fast, hardy horse of the Antivan breed . You can get it in the stables (only in the Vault) for free.
  3. Zelenodolsk savage: A breed descended from herds of wild horses that escaped from the invasion of the Qunari to the north . Can be obtained from the Skyhold stables.
  4. Dalish Polybreed: Rare horse. It's hard to get around. We buy at Skyhold.
  5. Orlesian Race: An expensive breed used by the nobility. We buy at Skyhold.
  6. Amaranthine Steed: A proud and strong horse. We buy at Skyhold.
  7. Marchan Tracker: Horses originate from the cities of the Free Marches. We buy at Skyhold.
  8. Ander Racer: Breed created for the Gray Wardens. We buy at Skyhold.
  9. Imperial Half-breed: A breed descended from the horses of Tevinter. We buy at Skyhold.
  10. : The best armored horse in Dragon Age. One of a kind . Included in the Deluxe Edition.

Now let's turn our attention to the Dracolisks.

Dracolisks Dragon Age: Inquisition

Dracolisks bear little resemblance to dragons, except for the shape of their heads.

They have no wings, and they move like horses on four legs. They look pretty monstrous... I have rough skin covered with spikes, horns, claws, fangs and a tail.

  1. Hunting: Used for hunting
  2. Abyssal Loptooth: Lives in the Western Limit
  3. Longma Sissy: Wayward but tough
  4. Blue Doom: This breed is rarely ridden.
  5. Desert Lightning: Very Fast
  6. sharp-tailed: Hardy and with an interesting appearance

« About the dracolisk: I've heard of them. I even saw it a few times. They are not as rare as you think, but they are very, very difficult to deal with. The words "wayward" and "stubborn" suggest some reasonable measure of resistance. And this one is just plotting villainy. Spur it a little harder - it will smear it against a tree. Push him the wrong way - he chop off his leg. However, there is also a useful side: in terms of speed and strength, he is not inferior to others, and the rider who can cope with him will declare himself well. Not just “I can do what you can’t”, but almost “I can do what you dare not.”».

Deer and Gauls in Dragon Age: Inquisition

Very beautiful and graceful creatures.

Previously, they were used by elves, and even now they are ridden in the forests. These are fast, agile and strong animals that are second only to exotic species.

  1. red deer
  2. Brecilian Wayfinder
  3. Tirashani Windrunner
  4. Pride of Arlathan
  5. wild galla
  6. Royal stag, South branch

« About the red deer: I was glad to see him and not get acquainted with the horns. The real pride of the stable. Any stable. Even a Dalish elf whom I was lucky enough to ask said that it was luck to see them from a distance. Those few who have managed to tame them and adapt them to riding - there really are not many of them! - they say that there is no other animal that holds the road so confidently, is sensitive to the rider and inspires at the mere sight of him. Want to compete with the charm of this creature? Then grow wings at once».

Exotic Animals in Dragon Age: Inquisition

Exotic animals are the hardiest and most interesting mounts in the game. These types include, for example, headless. These creatures are best suited for mountainous terrain. They look sort of...

« Large mountain head or "naked": He has arms. He can take something. It pissed me off more than anything else. What the fuck is that? I don’t argue, the animal’s physique is impressive, and you don’t have to persevere - what are your combat horses ... He knows his strength. And she knows that you know her. I was expecting something snotty-puffing, only larger in size, and then ... hands. Plus, intelligent eyes. Be careful, fasten the buckles on the saddle - I think he will clearly make it clear that he is tired under you. Although that I, he does not get tired. Oh hands. Arms».

  • Large baldness: Excellent flotation
  • Bony Thunderer: Mighty and fast
  • Gvarensky stomp
  • Battle naga
  • big piss

Yes, you can get Nagolop after completing the task " Command Headquarters: Big?".

Also in the game are:

Avvar Hauler Half-breed

Only available in DLC AMD Radeon In-Game Gift Pack.

In order to saddle the animal, you need to complete the quest "Avar Half-breed Heavy Truck".

Swamp Unicorn

I played on such an animal. Also appears with DLC, available only to owners of the Deluxe edition of the game. This is an ugly horse that has risen from the dead. Not at all the beautiful unicorn we imagine when it comes to fantasy worlds. The fact is that the local Unicorn is not a Unicorn at all. And an ordinary horse that was once killed by a blade that sticks out of his head.

« About the “swamp unicorn”: I didn’t really understand what you dug up. I asked the magician about him - he, as always, something about the Shadow. Understand nothing. I asked this pacified woman of yours - the answer gave me goosebumps. If simply, there is some kind of spirit and everything else. Now I don’t call this horse anything other than “freedom”. But after all, it turns out that he is somehow sideways a demon? .. The demon is an undesirable side ... and what is the undesirable side of freedom? Chaos or just "chaos"? Something along those lines. Okay, whoever he is, in his own way he is a real Orlesian drill horse, well-groomed, it is not shameful to sit on such a chevalier. Judging by the scars, he fell in some kind of battle with demons or something, and then the master finished him off out of pity. Whatever spirit of fidelity or freedom revived him, the consequences were curious: he wants to serve. I have no doubt that it is chic to ride on it, I will put it in the stable, but I will not go more than ten steps. the charm of this creature? Then grow wings at once».

And a few more animals:

Primal-Trained Longma

A unique Dracolisk available to owners of the Collector's Edition of the game.

Light Torn Steed

Included in NewEgg Logitech Promotional DLC: The only flying creature in the game!


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

Glory to Herald Andraste


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

Love Can Wait


On the corpse of a noblewoman named Wellina in Dwarf Pass, you will find a letter from a certain Lord Berand. Apparently, the poor fellow was on her way to her lover, but, to her misfortune, fell into the conflict between the apostates and the templars.

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

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

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

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

Pangs of Hunger

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

In the Power of the Elements


This quest gives you recruit Whittle at the Crossroads Refugee Camp. Refugees suffer from the cold because they do not have enough blankets. Whittle will assume that there will certainly be suitable supplies in the hiding places of the renegade mages. There are five caches in total, and they are not even very far from each other - some are right on the surface, some are in caves. Follow the marker on the map and you will find them easily. After you find all five caches, report to Whitl. In addition to the Influence point and experience, you will also receive approval from Solas, Sera, Cole and Cassandra.

Healing Hand


Corporal Vale mentioned that the refugees needed a healer. Such a healer - or rather, an elf healer, is located in the village of Redcliffe. You need to persuade her to go to the rescue, as she is afraid that the refugees will treat her badly because she is an elf. You can talk her into it if you yourself are an elf, if you have Kassandra or Solas in your group, or if you have the Knowledge of Nobility or History perk.

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

You need to find:
1. 4 elven roots and 2 spindles.
2. 6 Elven Roots and 1 Royal Elven Root
3. 5 spindles and 2 pieces of Crystal Grace.

Refugees as Agents of the Inquisition


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

Amulet Beloved


Not far from the Winterwatch Tower you will find the corpse of a templar, and in it - a letter for a certain Ellandra. In addition to the letter, you will find a phylactery amulet. Take it to the mage Ellandra (Solas will slightly approve). She is in a refugee camp. You will be able to recruit her as an agent of the Inquisition if your GG is a magician or if Vivien is present in your group. (Solas, however, will not like this.)

Unusual Duet


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

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

If Varrick is in your group or your GG is a dwarf, then you can recruit Ritts as an agent of the Inquisition. (You won't be able to do this unless you first find the picnic basket and mage's corpse.)

Blood Brothers


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

Renegade Farmer


The quest is given to you by an elf widow in the Outskirts. If you go exactly east from the southernmost part of the lake, then just south of your camp and almost south of the refugee camp (slightly east) you will find her hut. (There's one of the smaller Rifts next to her, if you need more guidance.) The Templars killed her farmer husband, mistaking him for some reason as a fugitive mage, and took his wedding ring. The desired templars are located southeast of the hut - deal with them and return the ring to the widow. Cassandra will slightly approve of your action.

Ranger


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

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

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

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

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

After completing Bron and Elaina's quests, talk to Master Dennett and he will finally agree to provide the Inquisition with his finest horses. What's more, you can even recruit Master Dennett himself as an agent of the Inquisition if you have Cassandra or Vivien in your group or your GG has the Inquisition perk of knowledge of nobility.

Horse Racing/In Saddle


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

You need to successfully complete three runs - each longer and a little more complicated than the last - to fully complete this quest.

If you have an Iron Bull in your group, he will approve of your every victory, but only if you win on the first torture.

Measures Against Marauders


This quest starts by reading a letter in one of the empty houses in Redcliffe Farms. Someone Hessle writes to his friend that he will hide some documents in a cave in the northern hills. This quest is good to combine with the Trouble with the Wolves quest given to you by Hennet's wife, Elaina, since the object of the quest is located in the same cave. You need to jump a little and climb up to find the loot in a box on one of the rock ledges near the place where you found the demon on Elaina's request.

Where the Druffalo Roams


You get this quest by reading a notice pinned to the fence at one of the Redcliffe farms. One of the farmers ran away from his beloved druffalo Druffy (something like a yes-shny variant of a bison). Find and return the animal to its usual pasture. Finding her following the quest marker is not difficult, but bringing her back can be somewhat problematic - the druffalo is in no hurry, firstly, and secondly, sometimes it can simply get stuck in some narrow place, so try to go with Druffy to the desired paddock slowly and choosing the route more comfortable. After Druffy is in place, talk to her master to complete the quest.

Letter from Beloved


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

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

Claws for Bergrit


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


Renegades in the Witchwood


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

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


Templars in the West


Almost a mirror image of the previous quest. Kill the rebellious templars, clearing the camp of them. The quest is given either automatically after you find the templar camp near the waterfall southwest of your camp at the Upper Lake, or after you read the letter taken from the corpse of the templar you killed (the letter, apparently, appears after a certain number of killed templars and therefore can be on a corpse in different locations). The templar camp is located on top of a small mountain and, unlike the mage camp, is not guarded by any barriers, so getting to it is somewhat easier. Detachments of templars are archers and warriors with a shield and a sword. The leader of the templars - the shield warrior - differs little from the usual shield templar and should not cause problems. A unique one-handed sword can be removed from his corpse.

Relationships - The Inner Earths


The quest starts when you find a suicide note on a skeleton in Old Simeon's Cave. It sits on the edge of the map almost exactly west (and just a little bit south) of your very southwest camp, and used to house one of the rifts. The quest icon will become visible when you close the Rift. You need to jump a little on the rocks to climb up to a small branch in the cave where the skeleton lies. Take the note to his family's home at Redcliffe Farms and drop it in the mailbox.


Business relationship


You start this quest when you read the letter from the corpse of a templar, which lies a few steps from the corpse that you must find in the Blood Brothers quest (just north of your camp in the Outskirts, if you need additional guidance). From it you will learn that a certain Tanner secretly maintains business with the templars. Tanner is located in the village of Redcliffe and is actually Tanner's church sister. If Kassandra or Varrick is in your group, or your GG has a perk for knowledge of the criminal world from Cullen, then in a conversation with her you can recruit her as an agent of the Inquisition.

Bandits on East Road


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

Mercenary Fortress


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


Big Trouble


Go to the cave behind the waterfall, which is located in the southern part of the map. It is guarded by several members of the gnome charter. Deal with them and go inside. Oddly enough, but the cave will not be a cave itself, but part of the ancient dwarf teig - Valammar.

Be careful - the groups of dwarves you'll have to fight your way through in Valammar often contain assassins who like to go into stealth and backstab your heroes.
Get rid of the first group of enemies and go up the stairs. (If you go around the stairs to the left, you will come across a door that can only be opened with a special mechanism. This door opens from the inside, so you won't be able to use it now.) Move on. On the Upper Terrace in the very first room, you can read a note that mentions the Creatures of Darkness. There is also a wall that only a warrior can break. Behind it lies a small treasure chest with random loot and a couple of crafting schemes - for a grenade and a dagger.

The next door is closed and you will need a bandit to unlock it. Behind it you will find some random loot and a couple of notes shedding light on the activities of the charter. Move on and down the stairs and you'll run into the charter members fighting the Darkspawn you read about in the note earlier. Behind the door next to it is the leader of the charter, whom you need to kill to complete this quest. Along with him are archers and assassins, and if your battle moves to the bridge, then a few Darkspawn can join it for more entertainment.

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

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

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

Spirit of the Lake


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

Flowers for Senna


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

Playing with fire


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

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

The Ballad of Lord Sherstley


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

Sketch of Calenhad Foothold


On the corpse of a templar southeast of your first camp you will find a treasure map.

The treasure in the ruins of the Calenhad foothold is located near the place where one of the relics of the Gray Wardens lies. See the stairs behind the wall, to which there is no passage? Jump up the rocks to get to it, go down and use the search function to find the hidden loot there.
The reward is a recipe for a Stone Armor potion.


Waterfall Map


Literally a step to the west from your camp at the Upper Lake lies a scroll with a treasure map at a certain waterfall. Although one waterfall flows quite close to your camp, if you look closely at the picture, you will understand that this is not the one. The one you need is located at the templar camp to the southwest. The treasure point is at the top, so you don't have to jump in the water at the bottom of the waterfall. Go up the path as if you were going to the templar camp higher and higher until you hit a rock - and activate the search function. The reward for your efforts will be a piece of Ironbark, a rare crafting material.



Farmland Cave Map


You can find this map at the southernmost Rift in the area. While it clearly depicts Rider Dennett's house, the cave is actually not that close to him - you need to go deeper into Dead Sheep Grove - the right spot is almost exactly west of the nearby astrarium. Use the search function to find the loot and complete the quest.



Landmarks in the Hinterlands


Landmarks are scattered on each map in the form of a long, glowing golden pole. There are 17 of them in the Hinterlands. Landmarks automatically appear on your map as a pyramid icon. All you have to do is find and click on them, thus letting them know that you have visited this territory and "reserved" it.

Holding the Hinterlands


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

In total, six camps can be set up in the Hinterlands, and after the sixth camp, your quest will be completed.

Breaks in the Suburb

Almost every map has one or more of these quests, depending on its size. You need to destroy small Rifts, weak copies of the main Breach - they are marked on each map automatically. However, copies are copies, but be careful, especially in the initial stages - some Rifts spit out very strong demons and it is quite possible that even in the Inner Lands you can come across a Rift that will be too much for you yet ..

In the Outskirts you need to close 2 Rifts.

Rifts - Dwarf Pass

.
Close 3 Rifts in Dwarf Pass.

Regions of the Hinterlands


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

Astrariums in the Hinterlands


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

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

The chest with loot, which is a reward for solving the three astrariums of the Inner Lands, is located in the same cave as the refuge of the renegade mages, which you could already visit during the quest The renegades in the Witchwood. Even if you have already explored this place, you will find there a small, previously inaccessible side cave. The treasures of astrariums cannot be found without first unraveling their riddle.

Shards in the Hinterlands


Interesting structures in the form of a pillar topped with a skull are scattered across almost all maps. These structures are oculariums, a type of telescope that is tuned to spot specific pieces of debris. Eyepieces are marked on the map with a skull icon.

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

There are a total of 22 shards in the Hinterlands. Most of them are quite easy to assemble. The exception is those fragments (and that eyepiece) that are located in the Valley of Lady Shane - the abode of the High Dragon. As you can imagine, this in itself is a bit of a problem. But even after getting rid of the dragon, you can experience some difficulties with a couple of fragments that are lying around in an extremely inaccessible place. A shard on top of a basalt rock is accessible only by precisely timed acrobatic jumps. But with a little practice, it's quite possible to do it.

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

The remaining fragments lie in much more accessible places and should not present too much of a problem.


Dragon Age: Inquisition was released on November 18, 2014, but only now I decided to finally make a description of the walkthrough. Although I bought the game on the day of release, then I recorded about 7 hours of gameplay, uploaded the video to youtube for private access and that's it...

Didn't get caught. Boring, formulaic, linear, with quests straight out of World of Warcraft. Kill 10 bears, 15 sheep, open spots on the map, etc., etc. Inquisition lacks the atmosphere of the world of Ferelden that was in the original Dragon Age: Origins.

Perhaps there is an interesting plot here? No, no. Rifts, demons, gather an army of like-minded people, as well as gays and blacks. Classics of recent years from Bioware. Well, then the beauty of the next gene means? No, there is no such thing. Graphically, the game does not look bad, but due to its linearity, for example, there is not even such a familiar thing as a change of day and night. Skyrim (released in 2011) without mods looks better in my opinion. With mods, he is generally out of competition.

Unfortunately, Bioware is experiencing a crisis of ideas and seemingly talented people. After the mega-successful Mass Effect 2 in 2010, the studio is churning out outright hack:

Dragon Age II - I think comments are unnecessary

Star Wars: The Old Republic - WoW facelift with lasers, although they promised a revolution in MMORPG

Mass Effect 3 - With the departure of Drew Karpyshyn after Mass Effect 2, Shepard's story went downhill

Today, little is left of Bioware, the studio that created Baldur's Gate, Neverwinter Nights, Star Wars: KotOR, Mass Effect and Dragon Age. The founders have long earned their millions and retired in 2012. Can the upcoming Mass Effect 4 break I wouldn't really count on it, but I want to believe that the developers will be able to release a project worthy of the Bioware brand.

Let's return to the passage of Dragon Age: Inquisition. Despite this introduction, I can't say that Inquisition is a bad game, rather, it just didn't live up to expectations, I'm ready to give it six and a half out of ten points. And if not for the name Bioware in the developers, then all seven.

Heavenly Wrath

So, start. The plot of the story was known to everyone from the trailer that came out before the release of the game itself - we get the role of the chosen one, the survivor of the magical explosion that created the Breach. The gap is essentially a portal to the Shadow, from which all evil spirits, like demons, climb into the civilized world. The value of the hero lies in a special magic mark, with which you can close the gaps that appeared along with the Breach. After the standard procedure for choosing a class (I chose "Rogue") and creating the appearance of our character, we hit the road.

The first step is to get to the gap with Cassandra. She acts as an escort, which is not surprising. After all, after the explosion, no one except the main character survived, so they at least do not trust him. We move forward.

On the way, we select two companions: the dwarf-robber Varrik Tetras and the elven magician Solas.

We close the first gap and return to the camp. Here is the first meeting with the Supreme Chancellor of the Church and the character of Dragon Age: Origins - Leliana.

The next task is to go to the temple along the mountain path. By the way, you could choose the path, in addition to the mountain, the option of passing straight with the soldiers was offered. On the way, as usual, we deal with Ghosts and Lesser Horrors.

We get to the temple. Here, the ceremony of sacrifice is already being carried out with might and main. We interrupt the procedure and enter the battle with the first boss - the Demon of Pride. The tactic is very simple - close the gap in the Veil and beat the enemy until he has no armor. Repeat if necessary.

Inquisition

In this part, the formation of a new political force in Ferelden - the Inquisition. And a little more planning and choice. For example, it is necessary to decide where the Inquisition in the person of the main character and his companions will throw their main forces. Influence points are spent on choosing a direction. After some deliberation, we set off to explore the Inner Lands. Here, not far from Redcliffe, Mother Giselle was last seen, it is necessary to protect her (which will ensure support from the Church), and at the same time restore order in the surroundings. In addition, Redcliffe Rider Dennett can provide horses for the Inquisition.

The main tasks of the location:

Ranger- negotiate with Dennett about the horses

The danger is not over- Eliminate the dangers at the Crossroads

Breaks in the suburbs- close 2 gaps in the Veil

Holding on to the interior- set up 6 camps

In addition, there are many additional missions, such as "Blood Brothers"; picking up fragments; picking up 10 carcasses of sheep to feed the refugees, etc. In this video, only the beginning of the passage of the Hinterlands.

Hinterlands

In this video, the continuation of the passage of the interior lands. Cleaning up the territory, collecting fragments, setting up camps, building up the character and earning influence points. According to the plot, there is no progress yet, but I discovered an interesting bug-tactic. From a long distance, the enemy does not react to the magician and he can methodically shoot the victim from the staff.

Spreading the influence of the Inquisition

As I said, Inquisition can outdo some MMOs in terms of the level of monotony of gameplay, so believe it or not, but in this part I continue to collect shards, roots, lambs, and also set up camps and close the curtains. A little diluted with third-party quests. So the widow of Maduro in the task "Renegade Farmer" asks for the return of the ring of her husband, who was mistakenly killed by the templars.

In the middle of the video, I found some kind of sect in a dilapidated fort (“Winter Watch Tower”). In the pluses of the game, you can write down the fact that each significant building / area has its own history or description. So is this place. If you wish, you can read the entry called "Lornan's Link".

Here, by the way, you can find Hindel. In one of the side quests, "Shallow Breath", the husband of a sick refugee asks to find their son Hindel so that he can help prepare a healing potion.

But the most important thing is to close the local gap. It's amazing that people live quietly almost next to the portal, from which demons can come out. Not all Rifts are equally easy to close, as some are guarded by higher level enemies, but our party managed to do it. After the deed is done, you need to talk to the preacher Anais. She will thank the hero and offer her help to the Inquisition. You can choose from several options: helping refugees, collecting information, or simply spreading news about the Inquisition. Great, our party is growing!

Exploring the Hinterlands

What's going on in this part? That's right, collecting roots, lambs, fragments, etc. I also try to open all available camps (fast travel works through them) so that it is convenient to move around the entire map. He also returned the ring that he wrote about in the previous chapter and closed a few more side quests. I do not describe in detail all the tasks here, because the marker system works in Inquisition and there should not be any difficulties during the passage. Treasure maps come across from time to time, but this kind of charade has never been my forte in other games.

In this part, I first encountered dungeons, and if you speak Russian, then dungeons. In most games, underground spaces are well lit. Recall the same Skyrim, in which it was better to see underground than on the surface at night. Although this can be explained by luminous mushrooms and crystals. In Inquisition, dungeon lighting ranges from dimly lit to completely dark. Here you can use torches or a special curtain fire - a magical source of light, with the help of which not only visibility improves, but you can also read runes on the walls.

Teddy bear

There is a lot of combat in this part, bears in the forests of Inquisition graze in whole flocks apparently. I burned them, cut them and froze them, and they keep climbing and climbing. Bear bacchanalia ends somewhere in the 40th minute. Here for the first time I found an astrarium, such a small device with which it is necessary to compose constellations. This mini-game is at least more interesting than monotonous battles with battalions of bears. Then I got to Dennett's rider. As you probably don't remember, Dennett, or rather his horses, are needed by the Inquisition. But just like that, the farmer will not part with the animals, as usual, you need to complete several assignments.

Where the Druffalo Roams

It didn’t do without bears here either, but the main thing is that I found and cleared the Templars’ camp, and also completed the task “Where the Druffalo Roams”. The point is to find the mule and lead him back to the farm.

The danger is not over

It was not possible to close all the gaps in the inner lands at once. As I said, some gaps are guarded by more difficult opponents, and in order to diversify the passage a little, I returned back to the headquarters of the command. I ran a little, explored the "home" neighborhood.

Then we go to a new location - Val Royeaux, in order to establish contacts with another large sect - the Church. The plot cut-scene is about 30 minutes into the video. From it you can learn that a split occurred within the Church itself. The Order of the Templars - the paramilitary wing of the Church - now, apparently, is an independent force with which you will have to separately agree on support. However, these guys are not at all friendly to the Inquisition and call our party a movement of heretics.

We were about to leave, but an arrow appears with a message. Completing this quest will add a new companion to the group - Serah (Rogue class). And after almost a couple of meters, the envoy of the circle of magicians gives an invitation from Enchantress Vivien (class "Mage"). She can also be taken to the team.

Vivien and Sarah

Here, the task of Red Jenny (search for red things) and, in general, the study of Val Royeaux, which is quite small in size for the city. In fact, apart from a couple of merchants, there is no one. One unusual merchant sells, as he assures, something very valuable (10,000 gold), but he does not say what exactly. Perhaps this is the main attraction of the location.

Another thing to note is that Dragon Age: Inquisition has incredibly long level loading times. Even loading the tiniest terrain can take several minutes! There is a suspicion that this is due to the Denuvo DRM used. In any case, such an arrangement does not work at all.

So, for example, I went to the Afro-Negro sorceress Vivienne. There was not even any location, only a cut-scene lasting 4 minutes. At the same time, it also loaded 4 minutes! Watched a soap movie and get another 4 and a half minutes of loading screen!!! For a total of a quarter of an hour there was not even any gameplay. Tears roll when I remember Skyrim with its huge seamless world, and the downloads took 10-15 seconds, during which you could look at all sorts of 3D figures from the world of Tamriel.

redcliffe

In this video, we return to the Crossroads and the Hinterlands. Only this time we don’t touch the bears and roots, but go on a plot mission to Redcliffe to talk with the magicians and enlist their support. Namely, we need the Great Enchantress Fiona. The meeting is to take place at the Chaika and Lighthouse tavern.

They arrived at the place, but only again everything did not go according to plan and another batch of internal political showdowns is issued, which need to be sorted out. The bottom line is that the Enchantress Fiona at the meeting says that she was not going to agree on any alliance with the Inquisition, and in general did not leave any messages about the meeting, and the free magicians have already sworn allegiance to the Tevinter empire. In addition, she now has no influence on the magicians, since the head of the order has become Master Gerion Alexius. Yep, it's more or less clear now. The Tevinterers put their "Yanukovych" in the person of this Alexius. So now I have to either negotiate with him, or remove him and install a person more loyal to the Inquisition, the same Fiona. Negotiations did not take place, but we received an anonymous note “Come to church. You are in danger."

Further more interesting ... In the church we help the mysterious magician close the gap. This magician's name is Dorian and he is apparently gay, and part-time was also a student of Alexius. In general, the malevolent sorcerer wants to help us stop Alexius, as the former mentor uses dangerous magic. Here appears Felix, the son of Alexius. And he reports that his father joined the sect of supporters of the rule of Tevinter called "Venatori" and he will do everything to stop the Inquisition. At the same time, Felix and Dorian seem to have a relationship that is by no means of a platonic nature ... Go figure out these graters. In short, I advise you to watch the video, so as not to completely get lost in the intricacies of the plot.

The quest will begin after you find a letter on the body of a dead dwarf in a small cave southeast of the original camp. We go to the place indicated on the map and encounter a magical barrier that closes the entrance to the cave. To destroy it, you need to attack it with the "opposite" magic (in this case, the ice barrier), so we take a fire staff and shoot it at the barrier. Inside, we deal with the enemies and go into the very depths of the cave. There we find a vein of red lyrium.

Renegade Farmer

South of the original camp, a lone hut can be found. We go inside and talk to the widow Maura. She will ask you to find the ring that the templars took when they killed her husband. We go to the place marked on the map and kill all the templars, and from the body of one of them we take the ring, which we return to Maura.

Love will wait

In the southeast of the original camp, in the gorge, we find a letter on the corpse of a woman. It follows from it that she was heading to her lover in a settlement in which the followers of a certain cult live ("Exile of Lornan"). We go to the area marked on the map. After passing through the gate, we go to the right and go up the stairs. We find Berand and report that his beloved Wellina died. In gratitude, this noble can join the Inquisition.

Glory to Herald Andraste

Speak with Anais at the entrance to the cult settlement ("Lornan's Exile"). She doubts that you are not the one you say you are. We go to the farthest part and go down into a small cave, where we close the gap. We return back to Anais, who will offer several options for how the sect can help the Inquisition.

Unusual duet

We take the quest from the scout, who stands north of the camp on the Dwarf Pass. We go south to the marked area and kill the templars as quickly as possible. Depending on whether Ritts died or not, we report to the concerned scout.

Beloved amulet

In the southwest of the camp on the Dwarf Pass, near the hill we find the body of a templar, from which we select the amulet. We attribute it to the beloved of this templar - the sorceress Ellendra. She will be standing near the altar north of the crossroads (where we met Giselle's mother).

shallow breathing

In one of the huts near the crossroads we meet a refugee who asks to find a potion for his seriously ill wife. We go to the settlement of cult followers ("Lornan's Link"). After passing through the gate, we go to the left, into the tower, and climb the vertical stairs. We tell everything to Hindel, he gives the right potion, which we take to the refugee.

The pangs of hunger

We speak with the hunter at the crossroads. He will ask you to bring sheep meat. To complete the quest, kill sheep and collect lamb from their bodies. When you accumulate 10 pieces, return to the hunter.

Blood Brothers

In a hut near the original camp, you can find a note in which the templar challenges his brother to a duel. Go to the indicated place in the north and kill everyone there.

Renegades in the Witchwood

The quest begins when you find a letter in a hut north of the crossroads. Head west to the ice formations sticking out of the ground. Next, we find a cave, the entrance to which is closed by a fire barrier. Against him we use a staff that attacks with cold. Inside we kill all the enemies.

Templars in the West

The quest does not have a clear starting point, because The desired letter can be found anywhere on the corpse of the templar you killed. We go west to the broken bridge, then south. There you will find a templar camp. As soon as you kill all of them, the task will be counted.

Ranger

We will find out from the officer at the crossroads that we can be provided with horses. We go to the indicated area and talk to the ranger Dennett. He will not want to offer his help to the Inquisition until you complete two quests that are activated automatically: "Safety for farmers" and "Trouble with wolves". After completing the indicated quests, return to the ranger. However, immediately, before completing these two tasks, you can take a personal horse near Dennett's house.

conscientious underground worker

You need to search the corpse on the hill marked "Tempter on Fire", which is located southeast of the camp in Dwarf Pass. Go to the hut marked on the map. As soon as you open the door, the Great Horror will appear. After killing him, we go into the hut and inspect the chest.

Playing with fire

From the corpse in the southwest of the upper lake, we select a letter that says that you need to go around the statue three times clockwise. In this case, you need to be very close to her. The statue is to the south. As soon as you do as it is written in the letter, "Grandfather" will appear, or rather a dead man. Kill him and the quest is over.

in the saddle

After completing the quest "The Rider" you need to talk to Shayna, who is standing or sitting near the stable, not far from Dennett's house. You need to participate in horse races. The right places will be marked with two pillars, between which you need to pass, and a blue fire will burn nearby. The points will also be shown on the mini-map. In the upper right corner, the time for which you need to cover the distance will be indicated. In total, three circles will be offered, after which the quest will end.

Mercenary Fortress

After talking with the corporal near the crossroads, go to the indicated place on the map. There will be a fortress (Velykolesskaya manor). To complete the quest, simply find this place, you can even not kill anyone inside.

Unsuccessful delivery

After reading the letter, which can be found northwest of the broken bridge, go to the area indicated on the map north of the camp near Redcliffe Farms. There, use the [v] key to find the item you are looking for.

Where the Druffalo Roams

The quest will start if we read the announcement on the fence to the east of Dennett's house. We go to the gorge shown on the map. There we see the missing animal. After killing the wolves that attacked him, we return on foot back. Make sure the druffalo follows you. After you lead Druffy into the paddock, inform her owner about it.

Bergrit's Claws

To start the task, you need to find a letter to the west of Dennett's house, on a rock (we are guided by the exclamation mark on the map). Then we go to the indicated area in the south and kill three large gray bears. We take claws from them. You do not need to give them to anyone, and on this task is considered completed.

Return conditions

After reading a letter found on a dead body west of the broken bridge. Go to the marked area on the map, south of the Velikolesskaya Manor. There we activate the altar and deal with the summoned demon.

Rogues: East Road

Starts if you talk to the recruit Beletta, who is standing northeast of the intersection, at the gate. Next, we go to the area shown on the map to the east of the intersection and kill the bandits there. After that, we return to the recruit and turn in the quest.

Measures against marauders

To start the quest, you need to find a letter in a hut near the camp near Redcliffe Farms. Then we go to the cave marked on the map (one of the stages of the Trouble with Wolves quest is also performed in it). There we climb to the upper level and pass into the farthest corner. There will be a large wooden box. Search it and the quest will be completed.

Trouble with Wolves

After talking with the ranger Dennett, approach his wife Elaina. She is working in the garden nearby. After we go to the indicated area, into the cave, where we kill the wolves and the demon. After we return to Elaina.

Safety for farmers

After talking with the ranger Dennett, we go to the house located northeast of Dennett's house. There we talk with Bron. Then, we visit the three places shown on the map and mark them. Then we return to the shelter and carry out the task "Watchtowers for farmers" on the table of the command headquarters. Then we return to Bron and complete the task.

Horses for the Inquisition

After completing the quests "Trouble with Wolves" and "Safety for Farmers", we return to the ranger Dennett and ask him to provide horses for the Inquisition. Also, if you have Cassandra in your team, you can recruit him.

Application for puzzle boxes

The task is given by the quartermaster as soon as you arrive in the Hinterlands. To complete the quest, you need to collect 3 dragon stones, 5 obsidian, 5 sheepskins and 1 crystal grace. You can find all components except obsidian in the Hinterlands simply by traveling around the location. To collect the required amount of obsidian, you must either wait until it falls out of enemies or is found in a chest, or go to the northeast, to a location with a dragon, where it can be found in large quantities. To complete the quest, collect the box on the Quartermaster's table.

healing hand

After asking the officer at the crossroads, you can find out that the refugees need a healer, and that he can be found in the village of Redcliffe. The village can only be entered after completing the main quest.. Focusing on the marker, we go into the desired hut and persuade the elf healer to help the refugees (take Kassandra or Solas with you). You can also take three quests from her by asking her if there is a shortage of herbs: "Normal Healing", "Improved Healing" and "Rare Healing".

Conventional treatment

Starts after talking to the healer in Redcliffe Village. She will say that she is missing some herbs, and she noted everything on the list on the table next to her. We read the note and collect the necessary herbs (2 spindles and 4 elven roots). We give them to the healer and complete the quest.

Improved Healing

It is taken after passing the quest "Normal Healing" and is performed in the same way: you need to bring the healer 1 royal elven root and 6 elven roots.

Rare treatment

It is taken after passing the quest “Improved Healing” and is performed in the same way: you need to bring the healer 2 crystal blessings and 5 spindles.

Spirit of the lake

Taken from the Storyteller in Redcliffe Village. We go to the point indicated on the map and put the bloody lotus on the yellow bowl. The quest will be completed, and you will be given a sword as a reward.

Flowers for Senna

We speak with the Widower standing by the lake in the village of Redcliffe. We go to the grave, guided by the marker on the map and put the flowers. Then we return back to the Widowmaker and turn in the quest.

The Ballad of Lord Sherstley

We talk with One-eyed Jimmy in the village of Redcliffe. He will ask you to return his unique ram. We go to the marked area on the map and look for a brightly colored red-yellow ram. There are two scenarios here. First: we run up to the ram and run a little after him. Lord Sherstley will then agree to return. We go to One-Eyed Jimmy and complete the quest by talking to him. The second option: kill the ram. Then he will turn into ... you will see for yourself who. We kill him again and tell everything to Jimmy.

big trouble

The quest starts when you find the key in the mercenary stronghold (Greatwood Manor) on the balcony on the top floor. Then we go to the secret shelter of the charter near the Upper Lake, the entrance to which is covered by a waterfall and is located on a small hill. We unlock the door with the found key and get inside. After passing through the bridge, we go up the stairs and go right to the very end. There will be stairs down. Having gone down, we kill all the enemies, and then we open the door next to the stairs along which we just went down. There again we kill everyone, including the leader of the bandits. This will complete the quest.

Valammar Vault

The quest starts after you pick up the mechanism (looks like a big gear) lying on the table in the room where the leader of the bandits was on the Big Trouble quest. The other part of the mechanism is on the other side of the abyss. We leave the room and go straight across the bridge and then into the locked room on the right. In order to open the door to the room, the squad must have a robber. Then we return again to the room where the leader of the bandits was on the quest "Big Trouble". We install the gears in the highlighted places on both sides of the door. We open the door. To do this, hold [RMB] on the lever and hold until the hero releases himself. Then we do the same with the second lever. As soon as the door opens, the task will be completed. Inside, we kill enemies and pick up the loot.

Business relationship

The trigger for starting the quest will be the letter found on the body of the templar (it lies near the hut northwest of the camp near Zakatny, where the battle for the Blood Brothers quest is still taking place). After that, we go to the village of Redcliffe and find Tanner dressed in church robes there (standing next to the church). We talk with her and choose what will happen to her next. Can be recruited as an agent.

Relationships: The Hinterlands

First you need to get into the cave of old Simeon, which is located west of the camp in the forest in the southwest of the Hinterlands. It also has a gap. Passing in the opposite direction its entrance is over, you will see an exclamation mark appear on the map. Going to him through a narrow crack in the mountain, find a letter on the body of the hunter, which must be put in the mailbox. Its location will be marked on the map. By doing this, the quest will end.

Letter from a sweetheart

There is a camp in the northwest in the lowlands. In it, on the table (highlighted by an exclamation point on the map) is a letter. After reading it, we learn that we need to take a certain felandaris to a tree next to the stone lady. Felandaris is a plant that does not grow in the Hinterlands, but can be found in Emprise du Lion. The place of the altar where the plant should be taken is marked on the map. After you put the felandaris in front of the statue, a ghost will appear, which should be killed, and the quest will end there.

In the power of the elements

The task is taken from the recruit Vitla, standing west of the intersection. To complete it, you must search 5 areas marked on the map. There are boxes, barrels, bags, etc. in the right places. Between them, a place for the installation of the banner of the Inquisition is highlighted. After we mark the location of all the caches, we return to the recruit Vitl and hand over the task.

Dreams about stone

The quest is activated after we read the "Letter found in an abandoned house". This house is located north of the Crossroads in the Redcliffe Road area. We learn from the letter that its author decided to take refuge in a cave somewhere in the hills. Focusing on the marker on the map, we go to the area of ​​​​the Dwarven Pass in search of a cave. (The completion of this task can be combined with three other quests: "Not to the vein", "In the power of the elements", "In red"). Having found the cave, we find a magical barrier that closes the entrance to it. With the help of a magician and a staff (fiery), we destroy the barrier. We go inside and encounter a not very friendly apostate and his assistants. Once they are destroyed, the quest will be completed.

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