Dragon age inquisition internal. Mounts in Dragon Age: Inquisition. Bandits: Eastern Road

Asylum

There will be only six tasks in the Vault. But they are short, so I decided to combine them into one, which they give you at the very beginning.

The best in the shelter.

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

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

After talking with everyone, you will receive a couple of tasks to introduce you to the new features of the game. Ask the quartermaster to fulfill an order for weapons for the Inquisition. To complete this order you will need five pieces of iron and a captured sawmill. You also collected iron in the prologue, and the necessary sawmill will be in the shelter. When all conditions are met, go to the order table and complete it. As a reward, you will receive one Inquisition influence point.

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

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

The blacksmith will tell you about creating and improving items, give you a couple of sketches and offer to create and then improve armor.

Hinterlands

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Not up to the vein

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Farmer is a renegade

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Love can wait

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

This task will begin after you read the letter, which you take from the corpse of a woman southeast of the first camp. The letter speaks of a certain sect camp to which she was hurrying.

Let's go to the mark. There will be a woman there who will ask about your destiny and will activate another task, “Glory to Herald Andraste,” and will also allow you to enter the castle.

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

Glory to Herald Andraste

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

The sectarians inhabiting the castle want to make sure of your abilities. Go down into the pit with the demons, destroy them and close the Veil. Return to Anais and complete the task.

Unusual duet

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Beloved's amulet

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Shallow breathing

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

At the mercy of the elements

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Hunger pangs

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Bandits: Eastern Road

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Blood Brothers

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the first camp there will be a round house. Go there and read the letter. Go to the mark, kill the enemies and take all the things from the corpse. The corpse will have a good sword, “The Lord’s Mercenary Blade.” Also, there will be a house that can be hacked.

Business relationship

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Next to the house from the mission “Blood Brothers” there will be a corpse of a templar lying around. Search it and you will find a letter. With this letter, go to Redcliffe and bring Sister Tanner to justice. If Cassandra is with you, you can make your sister an agent of the Inquisition.

Renegades in the Witchwood

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

From one of the renegade magicians you will find a letter that talks about the magicians’ refuge in the witch forest. We need to find this refuge and kill the apostates who are attacking refugees and preventing other decent people from living. The landmark that you have found their fortress will be the ice spiers. Clear the internal guards, knock down the barrier and finish off the magicians remaining inside. The leader drops a nice purple staff, “Lovilas’s Wrath.”

Templars in the West

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

During the quest “Renegade Farmer” you will find a letter with a lead to the Templar camp. It will be near the intersection. Where the destroyed bridge is, turn left, there will still be two templars with shields. Move on and clear the camp. There will also be a good weapon for a warrior with a shield.

Mercenary Fortress

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

One of the bandits during the quest "Brigands: Eastern Road" will have a letter that leads to an old fort in the forest. We need to visit there. The fortress will be in the southwest or south of the last camp. There will be a lake and a bridge. The quest will be completed when you find the fortress. Don't rush to leave here, as there is another task here. You can also get some good stuff here.

Big trouble

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Valammar Vault

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Bugman

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Horses for the Inquisition

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Any self-respecting organization should have riding animals. Therefore, we go to Master Dennett and talk about the horses. He will help after you complete the quests "Safety for Farmers" and "Trouble with Wolves".

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

Measures against looters

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

At Dennett's farm, in the empty house there will be a letter that indicates a nychka. Remember the cave with the wolves. Go there, reach the end and take everything that is in the box. This will complete the task.

In the saddle

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Where does the Druffalo roam?

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Failed delivery

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Return Policy

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Safety for farmers

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Trouble with wolves

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to Elaina and ask how you can help. She will ask you to pacify the local wolves. Go to the cave to the mark and kill the wolves along with the demon. After that, return to Elaina and hand in the task.

Conscientious underground worker

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Bergrit's Claws

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

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

The Ballad of Lord Sherstley

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

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

Playing with fire

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from where you complete the quest “The Ballad of Lord Sherstley” you will find a letter that mentions the ritual. Go to the ritual site and go right three times around the crowned statue. After that, kill the ghost that appears and take the things.

healing hand

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

Improved Treatment

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Again, read the list of needed herbs from the healer at home. You will need 1 royal elven root and 6 regular elven roots. Bring them to her and complete the task.

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

Letter from my beloved

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

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

The developers from BioWare planned to please players with a considerable number of different mounts in their role-playing game. It turned out that this project features more than thirty “little animals” on which players can explore the game world of Thedas and its huge locations.

As for Inquisition, at first the developers only announced 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 beasts was made due to the 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 a lot of ground to explore if they want to get their hands on unique items or find new quests to complete. Mounted animals will help you overcome these distances. Alas, dreams of riding a giant will remain dreams. The only thing you can do in the game is fight with the highest dragons. However, riding monsters similar to dragons are still present in the game.

Types of mounts in Dragon Age: Inquisition

We remind you that Dragon Age: Inquisition was released 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” (don’t worry, it will be reborn later) from a couple of blows from not the strongest enemies, and 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 game code about riding animals:

« Have you ever seen a proud rider on a royal horse? It's your own fault. These are quite ordinary animals, but they are worth a lot, so it is worth protecting them from filth, thieves, robbers - anything that can harm. These are not some heavy horses without fire in their eyes, suitable for harnessing to a plow - these are creatures of a pure and violent spirit. A good steed is not an aristocrat's hunting toy, it is your everyday companion, and you had better be worthy of it».

How to get mounts? Where can I find them?

To get the opportunity to ride through the vastness of the animal game world, you need to hire a master rider named Dennett. He lives in the Hinterlands, in the Redcliffe Farms area. 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 mount a horse (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 figure out what animals are available to us. There are more than 30 of them!

Horses of 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've never had such a horse as Ferelden's Forder, a hardy half-breed. Don't let their size deceive you: these animals are not for working in the fields. Over centuries of careful selection, a miracle was raised from ordinary stock. 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 and you'll end up in the mud upside down. Horses know their role and expect you to know yours. I warned you and everything».

  1. Fereldan Riding Horse: The most common type of horse in the lands of Thedas. Your first horse.
  2. Taslinsky road: 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 the Qunari invasion to the north . Can be obtained from Skyhold Stables.
  4. Dalish Multibreed: Rare horse. It's hard to get around. We buy from Skyhold.
  5. Orlesian Racehorse: An expensive breed used by the nobility. We buy from Skyhold.
  6. Amaranthine Steed: A proud and strong horse. We buy from Skyhold.
  7. Marchan Ranger: Horses come from the cities of the Free March. We buy from Skyhold.
  8. Anders Racer: A breed created for the Gray Wardens. We buy from Skyhold.
  9. Imperial Half-Blood: A breed descended from the horses of Tevinter. We buy from 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 in the shape of their heads.

They do not have any wings, but they move like horses, on four legs. They look quite monstrous... I have rough skin covered with spikes, horns, claws, fangs and a tail.

  1. Hunting: Used for hunting
  2. Deep Foldtooth: Lives in the Western Reach
  3. Longma Sissy: Willful but resilient
  4. Blueberry Bane: This breed is rarely ridden
  5. Desert Lightning: Very fast
  6. Sharp-tailed: Hardy and interesting looking

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

Stags 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, dexterous and strong animals that are second only to exotic species.

  1. Red deer
  2. Brecilian wayfinder
  3. Tirashan carminative
  4. Pride of Arlathan
  5. Wild gall
  6. Royal stag, Southern branch

« About the red deer: I was glad to see him and not get acquainted with the antlers. 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 afar. Those few who 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 just by looking at him. Do you want to compete with the charm of this creature? Then immediately grow your wings».

Exotic Animals in Dragon Age: Inqusition

Exotic animals are the toughest and most interesting mounts in the game. These types include, for example, Nagolopy. These creatures are best suited for mountainous terrain. They look peculiar...

« Great mountain head or "nadishche": He has arms. He may be taking something. This unsettled me more than anything else. What the hell is this? I don’t argue, the brute’s physique is impressive, and he has a lot of tenacity - what are your combat horses... He knows his strength. And she knows that you know her. I was expecting something snotty and puffy, only larger in size, and here... hands. Moreover, the eyes are meaningful. Be careful, fasten the buckles on the saddle - I think he will clearly make it clear that he is tired under you. No matter what I say, he doesn’t get tired. Oh, hands. Hands».

  • Large head: Excellent cross-country ability
  • Bony Thunderer: Powerful and fast
  • Gwaren Stomper
  • Battle Naga
  • Big piss

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

Also in the game there are:

Avvar heavy truck half-breed

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

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

Swamp Unicorn

I played on such an animal. Also appears with DLC, available only to owners of the Deluxe edition of the game. It's an ugly horse back from the dead. Not at all the beautiful unicorn that 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 with a blade that sticks out of his head.

« About the “swamp unicorn”: I still don’t really understand what you dug up. I asked the magician about him - he, as always, said something about the Shadow. Don't understand anything. I asked this pacified one of yours again - the answer gave me goosebumps. To put it simply, there is some kind of spirit and all sorts of other things. Now I don’t call this horse anything other than “freedom”. But it turns out that he is somehow a demon?.. A demon is an undesirable side... and what is the undesirable side of freedom? Chaos or just “mayhem”? Something like that. Okay, whoever he is, in his own way he is gorgeous, a real Orlesian drill horse, well-groomed, no chevalier would be ashamed to ride such a horse. Judging by the scars, he fell in some kind of battle with demons or something like that, and then his owner finished him off out of pity. Whatever spirit of loyalty or freedom animated him, it had curious consequences: he wants to serve. I have no doubt that it’s great to ride him, I’ll put him in the stable, but I won’t go more than ten steps. the charm of this creature? Then immediately grow your wings».

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

The victorious march of the Inquisition across the lands of Denerim and Orlais in Dragon Age: Inquisition will begin with a small detachment. The power of the order will grow gradually, over time it will enlist the support of the nobility, apostates (magicians or templars), Gray Wardens and other allies, but before this happens, many problems will have to be solved that will fall on the head of the main character along with the demons from the hole in the sky . Responsibilities in the Inquisition are strictly divided between advisors: Josephine responsible for diplomacy Lelliana- reconnaissance, Cullen- troops. The order is managed from the command headquarters, where all important requests are received and key events are marked on the map. Each of the advisors has their own approach to solving assigned problems. The outcome of the assigned task and the time spent depend on the choice: you can act with words, cunning or brute force (there are no absolutely losing solutions).

Agents who can be recruited in all corners of Thedas help speed up the process of completing tasks; they are also able to open new specializations without spending points. Agent Recruitment in Dragon Age: Inquisition it usually begins with communication with a potential candidate, but not everyone agrees to join the Inquisition right away, everyone has their own reasons: some are busy, some don’t trust, some are waiting, some are simply afraid of the consequences of their choice. In such cases they come to the rescue satellites, which are able to convince the intractable (additional lines appear in the dialogue). If the companions' attempts are unsuccessful, the only way to recruit an agent is completing a small loyalty task. It is important not to miss the right moment for recruitment, otherwise the agent may disappear as the plot develops. Recruited agents are added to the advisors tab in the specialization selection window.

Agent locations for the Inquisition in Dragon Age: Inquisition:

  1. Clemens pacified(task “In Secret”) - awaits a meeting with the Inquisitor in the Redcliffe tavern in the Hinterlands. To recruit, just talk to him. Access to the village opens according to the plot, when you need to make a choice between magicians and templars. Helps Cullen with his work.
  2. Vail Volunteers- for recruitment, it is necessary to complete, at the request of Corporal Veil, from the Crossroads in the Hinterlands, several tasks for refugees: mark 5 hiding places of renegades at the request of recruit Vitl, who stands near the cave in the western part of the settlement, in the task “At the Power of the Elements”; get 10 pieces of lamb at the request of a refugee hunter in the task “Pangs of Hunger” (sheep are found in the forest); persuade the healer from Redcliffe to move to the Crossroads in the task “The Healing Hand” (you need to be an elf or have Solas in your party); deal with renegade magicians and templars in the missions “Renegades in the Witchwood” and “Templars in the West.” Moving to Skyhold will automatically block access to quests. Returning to Corporal Veil, we ask him to “Hire the most skilled.” Companions will have a positive attitude towards accepting volunteers into the ranks of the Inquisition.
  3. Alexius(task “Tempting Whispers”) - to recruit you need to take the side of the magicians and save the life of the master in order to decide his fate at the trial in Skyhold. Before the process, you need to learn “Secret Knowledge” on the command table (the “Secrets” tab), which will expand your knowledge of magic and add a new item to the dialogues. In the future, Alexius will issue tasks to strengthen the influence of the Inquisition and will stop acting in favor of Corypheus. Helps Lelliana with her work.
  4. Blades of Hessarian(task “Placing order”) - at the order table on the Stormy Coast, you need to make the “Coat of Arms of Mercy” amulet from the skin of a deep hunter (found in the caves opposite “Morrin’s Heights”) and two serpentines (hanging on the rocks along the shore), then put it on through the inventory and come to the Hessarian camp in the eastern part of the location, where you fight the leader. The blades help Cullen in his work.
  5. Laurenil(task “The Condescension of the Dalish”) - lives in the Dalish camp in the Emerald Graves, in the southwestern part of the location. Upon meeting, the elf will be asked to join the Inquisition, but without the permission of the guardian he will not be able to leave the clan and carry out his plans. Quests given by Loranil's tribesmen will help you gain the trust of the Dalish. After the introduction, he begins to help Callen.
  6. Frederic de Cero(quest "The Deep High Dragon") - The scientist is busy searching for information for his new work on dragons in the Western Reach, south of the southern camp of the Inquisition. After completing several of his orders and killing the deep high dragon, he will agree to join the Inquisition, where he will help Lelliana.
  7. Smuggler Tanner(task “Business Relations”) - in the Hinterlands south of the Crossroads, where refugees have taken refuge, there is an oval wooden house on a hill, inside on the bulkhead there is a note activating the task “Blood Brothers”. We reach the marker from the task (northwest of the Inquisition camp near Sunset in the eastern part of the location), clear the camp from bandits, the bodies of two templars lie around the house, from the first we select a sword, from the second a letter that activates the task “Business Relations”. We are waiting for the moment when the plot opens access to the village of Redcliffe, we find Tanner in the camp in front of the entrance to the church. To recruit an agent, we use Cassandra, Varrick or the knowledge of the underworld, available for study for Inquisition points at the command table in the Vault or the castle in Skyhold in the Troops section, after which Tanner will begin to help Lelliana.
  8. Fairbanks(task “Nobility in heart and deeds”) - we find the rebel camp in the southern part of the Emerald Graves, talk to Fairbanks, carry out all his tasks to clear the area from templar robbers and free citizens. The new agent speeds up Lelliana's work.
  9. Lord Berand(task “Love Can Wait”) - we find the body of a woman in the gorge southeast of the Inquisition camp in the Suburbs, from where the exploration of the territory of the Inner Lands begins (we run past the astrarium and always stick to the rocks on the left side). We select the letter from the body and deliver it to Lord Berand at the sectarian fortress, which is indicated by the marker on the map. While he is stunned by the news of his beloved’s death, we invite him to join the Inquisition.
  10. Michel de Chevin(task “Call me Imshel”) - at the exit from the destroyed village, which is under the protection of the Inquisition in Emprise du Lyon, we find the former knight of Empress Selina, accused of treason and demoted. In the conversation, he will talk about his desire to defeat the demon Imshel, who has settled in the Suledin fortress. We do all the dirty work for him, after which the Inquisition will be replenished with a new agent who will help Cullen.
  11. Ser Barris(task “Defenders of Justice”) - you need to side with the templars, refusing the support of the magicians. When searching for veterans and lyrium while defending the hall, we try to prevent the new ally’s health level from falling below 30%, otherwise he will die. After improving Skyhold, it will be possible to appoint Barris as a knight commander who will help Cullen.
  12. Jenna- on the way from the Inquisition camp to Crestwood, we help the Gray Guardians deal with the revived corpses, we save the elf, who can later be found in one of the village houses. In the conversation, she will mention her desire to join the ranks of the Gray Guardians; if Solas or a nobleman Inquisitor is in the squad, then Jana can be recruited into the Inquisition. If you send her to the Gray Wardens, she will be sacrificed during the assault on Adamant.
  13. Looking up to the sky(task “Cracks in the Mire”) - in the swamps of the Brown Mire on the way to the Avvar fortress we find a giant in a bear’s skin, open and close the Crack before his eyes. After defeating the Hand of Cort in the Avvar fortress and freeing the Inquisition soldiers from captivity (languishing in a side room in the fortress), Skygazer will wish to join the Inquisition, where he will help Josephine. The liberation mission disappears after the headquarters moves to Skyhold.
  14. Leader of the Avvars(task “The Trial”) - having returned from the Brown Mire after the victory over the Hand of Kort and the release of the Inquisition soldiers from captivity, in the throne room of Skyhold the trial of the leader of the Avvars, Movran the Possible, will take place, who will be recruited as an agent when sent to Tevinter.
  15. Preacher Anais(task “Glory to the messenger Andraste”) - in the Hinterlands we find a sectarian castle, located on a hill south of the Inquisition camp on the Dwarf Pass, in the southeastern part of the location. We ask you to let us in, close the gap in the Veil in the courtyard and talk to the preacher Anais, if you ask her to listen to what people say, then the help of the new agent will be sent to Lelliana, if you ask her to spread the news about the Inquisition, then to Josephine.
  16. Enchantress Ellandra(task “Amulet of the Beloved”) - on the right side of the entrance to the fortress of the sectarians, led by the preacher Anais in the Inner Lands, on the hillside lies the corpse of a templar with a phylactery, which must be taken to Ellendra from the Crossroads, where the refugees have taken refuge. After delivering the amulet, Vivienne will help convince the sorceress to choose in favor of the Inquisition; you can also use the knowledge of magic, unlocked for Inquisition points on the command table in Skyhold in the “Secrets” section.
  17. Tricky Ritts(task “An Unusual Duo”) - north of the Inquisition camp on the Dwarven Pass, in the southeastern part of the Inner Lands, we find an excited scout at the crossroads. We receive a task to search for the missing Ritts, we reach the marker at the fortress of the sectarians, led by the preacher Anais, we help the scout fight off the templars, we explore the place of the attack with the [V] key, we find the body of the dead magician, we talk to her again. Varric will help convince her to join the Inquisition, and this can also be done without anyone's help if the Inquisitor is a gnome.
  18. Bugman Dennett(task “Horses for the Inquisition”) - we get to the Inquisition camp near the Redcliffe farms in the northwestern part of the Interior, we find Dennett in the village, and complete several tasks for the farmers. Vivienne or Cassandra will help you recruit a new agent to the Inquisition; you can also use the knowledge of the underworld, unlocked for Inquisition points on the command table in Skyhold in the “Troops” section, in the conversation.
  19. Duchess Florianne(task “Trial”) - after visiting the Halamshiral Palace in the task “Evil Eyes, Evil Hearts”, the Duchess will be taken alive or dead to Skyhold, where a trial will take place, following which she can be recruited as a new agent of the Inquisition, which will affect the speed of work Josephine.
  20. Nobleman, captain of Gaspard's mercenaries(task “Evil eyes, evil hearts”) - while completing the task in Halamshiral, we eavesdrop several times on the conversation of two nobles in the courtyard with a grate on the wall leading to the library on the second floor of the palace. It is important to stand on the balcony exactly above the targets; when they start talking about templars and magicians, we go down to them and start a conversation; if you support one of the nobles, he will become an agent. Knowledge of the underworld, available in the “Troops” section on the command table in Skyhold for Inquisition points, will help you recruit the mercenary captain Gaspard.
  21. Belle(task “The danger has not passed”) - after clarifying the relationship between the templars and the church servants, in the main square of Val Royeaux we find the trader Belle, who wants to join the Inquisition. It is important not to leave the city, otherwise Belle will disappear and Josephine will lose her assistant.
  22. Samson(task “Judgment”) - to recruit a red templar, you need to support the magicians in Redcliffe in the task “Defenders of Justice”, defeat Samson in the Mythal temple and bring him to trial in Skyhold, where, as punishment, give him for study to Cullen, under whose command he and will fight on the side of the Inquisition against Corypheus.

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

Renegade Farmer

To the south of the original camp you can find a lonely hut. We go inside and talk to the widow Maura. She will ask you to find the ring that the templars took after killing 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 can wait

To 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 where followers of a certain cult live (“Lornan’s Link”). We go to the area marked on the map. After passing through the gate, go right and go up the stairs. We find Berand and report that his beloved Vellina has died. In gratitude, this noble may join the Inquisition.

Glory to Herald Andraste

Talk to Anais at the entrance to the cult settlement ("Lornan's Link"). She doubts that you are not who 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 is located north of the camp at the Dwarven 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 intelligence officer.

Beloved's amulet

In the southwest of the camp on the Dwarven Pass, near the hill we find the body of a templar, from which we select an amulet. We take 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 us to find a potion for his seriously ill wife. We go to the settlement of cult followers (“Lornan’s Link”). Having passed through the gate, we go left, into the tower, and climb the vertical stairs. We tell everything to Hindel, he gives the necessary potion, which we take to the refugee.

Hunger pangs

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 have accumulated 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. Go 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. We use a staff that attacks with cold against him. Inside we kill all the enemies.

Templars in the West

The quest does not have a clear starting place, because... the required 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 them all, the task will be accepted.

Bugman

We will find out from the officer at the crossroads that they can provide us with horses. We go to the indicated area and talk with the crawler 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 crawler. However, immediately, before completing these two tasks, you can take a personal horse next to 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 at 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 examine the chest.

Playing with fire

We pick up a letter from the corpse in the southwest of the upper lake, which 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 located to the south. As soon as you do as written in the letter, “Grandfather” will appear, or rather a dead man. We kill him and the quest is over.

In the saddle

After completing the quest “The Outrider,” you need to talk to Sheina, who is standing or sitting near the stables, not far from Dennett’s house. You need to take part in horse racing. The required places will be marked by two pillars, between which you need to drive, and a blue light 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. A total of three circles will be offered, after which the quest will end.

Mercenary Fortress

After talking with the corporal near the intersection, go to the indicated location on the map. There will be a fortress (Velikolesskaya estate). To complete the quest, you just need to find this place, you don’t even have to kill anyone inside.

Failed 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 does the Druffalo roam?

The quest will begin if we read the notice on the fence east of the house of the huntsman Dennett. We go to the gorge shown on the map. There we see a missing animal. Having killed the wolves that attacked him, we return on foot. Make sure the druffalo follows you. After you bring Druffy into the pen, inform her owner about it.

Bergrit's Claws

To start the task, you need to find a letter to the west of the house of the scout Dennett, on the 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 their claws away. There is no need to give them to anyone, and the task is considered completed.

Return Policy

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

Bandits: Eastern Road

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

Measures against looters

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 quest “Trouble with Wolves” is also completed in it). There we climb to the top level and go to the farthest corner. There will be a large wooden box there. Search him and the quest will be completed.

Trouble with wolves

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

Safety for farmers

After talking with the patrolman 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 complete the task “Watchtowers for farmers” on the command headquarters table there. 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 tracker Dennett and ask him to provide horses for the Inquisition. Also, if you have Cassandra on your team, you can recruit him.

Application for puzzle boxes

The quest 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 obsidians, 5 ram skins and 1 crystal grace. You can find all the components, except obsidian, in the Hinterlands simply by traveling around the location. To collect the required amount of obsidian, you need to either wait until it falls out of enemies or is found in a chest, or go to the northeast, to the location with the dragon, where it can be found in large quantities. To complete the quest, collect the box on the quartermaster's desk.

healing hand

By asking the officer at the crossroads, you can learn that the refugees need a healer, and that one can be found in the village of Redcliffe. You can get to the village only after completing the story quest. Using the marker as a guide, we go into the desired hut and persuade the elf healer to help the refugees (take Cassandra or Solas with you). You can also take three quests from her by asking her if there is a shortage of herbs: “Common Treatment”, “Improved Treatment” and “Rare Treatment”.

Conventional treatment

Starts after talking with the healer in the village of Redcliffe. She will say that she is missing some herbs, and she has marked them all off on the list on the table nearby. 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 Treatment

Taken after completing the quest “Ordinary Treatment” and performed in the same way: you need to bring the healer 1 royal elven root and 6 elven roots.

Rare treatment

Taken after completing the quest “Improved Treatment” and performed in the same way: you need to bring the healer 2 crystal graces and 5 spindles.

Spirit of the Lake

Taken from the Storyteller in the village of Redcliffe. We go to the point indicated on the map and place 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 flowers. Then we return back to the Widower 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 and yellow ram. There are two options for the development of events here. First: we run up to the ram and run after it a little. Lord Sherstley will then agree to return. We go to One-Eyed Jimmy and complete the quest by talking with him. Second option: kill the sheep. Then he will turn into... you will see for yourself who. We kill him again and tell Jimmy everything.

Big trouble

The quest starts when you find the key in the mercenary fortress (Velikolesskaya estate) on the balcony on the top floor. Then we go to the secret shelter of the charter near Lake Superior, the entrance to which is covered by a waterfall and located on a small hill. We unlock the door using the found key and get inside. Having passed through the bridge, we go up the steps and go right to the very end. There will be a staircase down there. Having gone down, we kill all the enemies, and then open the door next to the stairs we just went down. There we kill everyone again, including the bandit leader. This will complete the quest.

Valammar Vault

The quest starts after you pick up the mechanism (looks like a large gear) lying on the table in the room where the bandit leader was located for the “Big Trouble” quest. The other part of the mechanism is on the other edge 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, there must be a robber in the squad. Then we return again to the room where the bandit leader was in the “Big Trouble” quest. We install the gears in the illuminated places on both sides of the door. We open the door. To do this, hold down [RMB] on the lever and hold it until the hero lets go. Then we do the same with the second lever. Once the door opens, the task will be completed. Inside we kill the enemies and take the loot.

Business relationship

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

Relationships: 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 Inner Lands. There is also a gap in it. Passing in the opposite direction its entrance is the end, you will see an exclamation mark appear on the map. Having walked towards him through a narrow gap in the mountain, you find a letter on the hunter’s body that needs to be put in the mailbox. Its location will be marked on the map. Once you do this, the quest will end.

Letter from my beloved

There is a camp in the lowland to the northwest. There is a letter in it on the table (highlighted by an exclamation mark on the map). After reading it, we learn that we need to take a certain felandaris to the tree next to the stone lady. Felandaris is a plant that is not native to the Hinterland, but can be found in Emprise du Lyon. The place of the altar where the plant should be taken is marked on the map. After placing the felandaris in front of the statue, a ghost will appear that must be killed, and the quest will end.

At the mercy of the elements

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

Dreams about stone

The quest is activated after we read “A Letter Found in an Abandoned House.” This house is located north of the Crossroads in the Redcliffe Road area. From the letter we learn that its author decided to hide in a cave somewhere in the hills. Focusing on the marker on the map, we go to the Dwarf Pass area in search of a cave. (Completing this task can be combined with three other quests: “Not up to the veins”, “At the mercy of the elements”, “In red”). Having found the cave, we discover a magical barrier blocking the entrance to it. With the help of a magician and a staff (fire), we destroy the barrier. We go inside and encounter a not very friendly apostate and his assistants. After their destruction, the quest will be completed.


This quest is given to you by the Refugee Elf 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 at the Crossroads camp, give him the potion and complete the quest. (Solas and Cassandra will slightly approve of your efforts.)

Glory to Herald Andraste


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

Love Will Wait


On the corpse of a noblewoman named Vellina in Dwarven Pass you will find a letter from a certain Lord Berand. Apparently, the poor woman was on the way to her lover, but unfortunately she ended up in a conflict between the apostates and the templars.

Lord Berand is in the same fortress as the refugee's son, whom you need to find for the Shallow Breath quest. Inform him of Lady Vellina'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 completing their missions.

Lord Berand will become an agent of the Inquisition when you report Vellina's death in any case, the difference is that if you directly ask him about it, he will become an agent assigned to Cullen (Cassandra will approve of this), 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 to fully complete this quest.

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

Pangs of Hunger

The refugee hunter at the Crossroads camp will inform you that they are running low on food. Forest and mountain sheep gallop in abundance in the surrounding mountains and forests. Hunt them and deliver 10 pieces of lamb to the hunter to complete the quest and easy approval from Solas and Sera.

In the Power of the Elements


This quest is given to you by recruit Vitl at the Crossroads refugee camp. Refugees suffer from the cold because they do not have enough blankets. Vitle will assume that there will probably be suitable supplies in the hiding places of the renegade magicians. 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 Witla. In addition to Influence and experience points, 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 help, as she is afraid that the refugees will treat her poorly because she is an elf. You can persuade her if you yourself are an elf, if Cassandra or Solas are in your party, 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 refugees. Ask her what she needs and then read the list on the table. The list will be updated twice when you bring the elf the necessary herbs.

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 the refugees, then go and talk to Corporal Vale, and in gratitude he will offer help to the Inquisition. You can recruit refugees as agents for any of your three advisors of your choice. As an added bonus, almost all of your teammates will approve of this - even those who were not present in the group.

Amulet of Beloved


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

Unusual Duet


This quest can be obtained from the scout north of the camp in Dwarven Pass. He is worried about the fate of a scout named Ritts. Go to the location 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 blinking? Perhaps it's worth looking around first? Follow the search arrow. You will find a picnic basket and a corpse. Talk to the rescued woman about what you found, and then go report to the scout.

If Varric is in your group or your GG is a 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 the mage's corpse.)

Blood Brothers


You will receive this quest if you read a letter pinned to a post in a hut literally three steps south of your very first camp in the Outskirts. Apparently, one of the brothers mentioned in the letter is a fugitive magician, and the brother templar who wrote the letter is eager to meet 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 due east from the southernmost part of the lake, then just south of your camp and almost south of the refugee camp (a little east) you will find her hut. (There's one of the small Rifts near her, if you need some extra reference.) The Templars killed her farmer husband, mistaking him for some reason for a runaway mage, and took his wedding ring. The necessary templars are located to the southeast of the hut - deal with them and return the ring to the widow. Cassandra will slightly approve of your action.

Bugman


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

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

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

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

Bron's quest consists of two stages - first you need to stake out places for towers (there are three in total, and they are automatically marked on the map). After this, 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 best horses. Moreover, you can even recruit Master Dennett himself as an agent of the Inquisition if you have Cassandra or Vivienne in your party or if your PC has the Inquisition perk of knowledge of the nobility.

Horse racing/In the saddle


This quest is given to you by Master Dennett's daughter, Shane, after you get your first horse. Win three races while beating Shayna's time record. The racing is not very difficult, the main thing is to aim carefully so that the horse does not rush past the posts instead of passing between them. You need to do them at a gallop - otherwise you won’t meet the time limit. The demons at the nearby Gap usually do not pay attention to the GG rushing past on a horse, although the treadmill passes quite close to them.

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

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

Measures Against Marauders


This quest begins by reading a letter in one of the empty houses in Redcliffe Farms. A certain Hessl writes to his friend that he will hide some documents in a cave in the northern hills. This quest can be combined well with the Trouble with Wolves quest given to you by Henneth's wife, Elaina, since the quest object is 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 not far from the place where you found the demon on Elaina's instructions.

Where Druffalo Roams


You receive this quest by reading a notice pinned to the fence near one of the Redcliffe farms. One of the farmers had his beloved druffalo, Druffy, run away (something like a real version of a bison). Find and return the animal to its normal pasture. Finding her by following the quest mark 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 bottleneck, so try to go with Druffy to the desired paddock without rushing and choosing a more convenient route. Once Druffy is in place, talk to her owner to complete the quest.

Letter from Beloved


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

When you finally find the plant you need, 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 directly west (and a little 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 great bear claws. Large bears roam the territory marked by the quest marker (and only there). When you collect three claws, this will complete this quest. (You can use claws in crafting.)


Renegades in the Witchwood


Given after reading the letter found in the hut north of the intersection. You can also get it by removing the note from killed renegades. The note falls out randomly, the letter is always there. Kill the renegade mages in their camp in the Witch Forest. The renegades' hideout is located in a cave and is protected by a fire barrier, so prepare cold spells and staves to overcome it. In addition to magicians, there will also be mercenary warriors. From the corpse of the leader of the mages 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 coming across a renegade 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 rebel 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 appears to appear after a certain number of killed templars and therefore can be on a corpse in different locations). The templars' camp is located on the top of a small mountain and, unlike the magicians' camp, is not guarded by any barriers, so getting to it is somewhat easier. Templar units are archers and warriors with a shield and sword. The leader of the templars - a shield warrior - differs little from an ordinary shield templar and should not cause problems. You can remove a unique one-handed sword from his corpse.

Relationships - Inner Earths


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


Business relationship


You start this quest when you read a letter from the corpse of a templar, which lies a few steps from the corpse that you must find in the quest "Blood Brothers" (due north of your camp in the Outskirts, if you need an additional reference point). 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 Sister Tanner. If Cassandra or Varric are in your group or your GG has the 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 the Eastern Road


This quest is given to you by 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 unclear 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 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 exactly at the site of your possible camp. This will complete this quest. If you search the camp, you will find a letter that contains interesting information about who hired the bandits for robberies on the roads and why.

Mercenary Fortress


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


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 Dwarf Charter. Deal with them and go inside. Oddly enough, the cave turns out to be not a cave itself, but a part of the ancient dwarven thaig - Valammar.

Be careful - the groups of dwarves that you will have to fight your way through in Valammar often contain assassins who like to go stealth and stab your heroes in the back.
Deal with 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 it will not be of any use to you now.) Move on. On the Upper Terrace in the very first room you can read a note that mentions the Spawn of Darkness. There is also a wall there that can only be broken by a warrior. Behind it lies a small treasury with random loot and a couple of crafting schemes - for a grenade and a dagger.

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

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

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

In the room you will find another piece of the mosaic, an Amulet of Strength for Varrick 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 Redcliffe 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 the bloody lotus, then several grow near the lake itself), 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 gray-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 it is located far from the village and the path to it is now very dangerous. Promise him to put flowers, go, lay them on her grave, which is located not far from one of your camps, and report to the widower. Solas will approve of your help to the elf.

Playing with fire


You receive this quest when you read a letter from a corpse that lies slightly 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, staying as close to it as possible - and you will really summon the “grandfather” - or rather, a very sickly dead man, who will clearly be angry with you for disturbing him. Deal with him and this will complete this quest.

The Ballad of Lord Sherstley


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

Sketch of the Calenhad Bridgehead


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 bridgehead is located not far from the place where one of the relics of the Gray Wardens lies. Do you see a staircase behind a wall that has no access? Jump up the rocks to get to it, go down and use the search function to find hidden loot there.
The reward is a recipe for a Stone Armor potion.


Waterfall Map


Literally a step west of your camp at Lake Superior there is a scroll with a treasure map near a certain waterfall. Although one waterfall flows quite close to your camp, if you look closely at the picture, you will realize that this is not the one. The one you need is located near the templar camp to the southwest. The treasure location is at the top, so you don't have to jump in the water at the base of the waterfall. Go up the path as if you were 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 Iron Bark, a rare crafting material.



Farmlands Cave Map


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



Landmarks in the Hinterlands


On each map there are landmarks in the form of a long pole glowing with golden light. There are 17 of them in the Hinterlands. Landmarks automatically appear on your map in the form of a pyramid icon. All you need to do is find and click on them, thus making it clear that you have visited this territory and “reserved” it.

Holding the Hinterlands


Organize military camps in the Inner Lands. All you need to do is find a place suitable for camping (it is marked on the map with a special tent icon) and settle down there. Camps serve as places of rest, replenishment of supplies, and points for quick travel. You also receive an Influence point every time you organize a new camp.

There are a total of six camps you can set up in the Hinterlands, and after the sixth camp your quest will be over.

Breaks in the Suburbs

Almost every map has one or more similar quests, depending on its size. You need to destroy small Rifts, weak copies of the main Gap - 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 may come across a Rift that will be beyond your strength for now..

In the Suburbs you need to close 2 Gaps.

Rips – Dwarven Pass

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Close 3 Rips at Dwarven Pass.

Regions of the Hinterlands


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

Astrariums in the Hinterlands


Astrariums are technical structures scattered across the maps, when activated, you see the starry sky and begin a small mini-game. In the lower right corner you are given a diagram of the constellation that is visible in that 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 things. When you take items from a chest, it completes the quest (on this map).

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

The chest with the loot, which is the reward for solving the three astrariums of the Inner Lands, is located in the same cave as the refuge of the renegade magicians, which you may have already visited during the quest Renegades in the Witch's Forest. Even if you have already examined this place, you will find a small side cave there that was previously inaccessible to you. The treasures of astrariums cannot be found without first solving their riddle.

Shards in the Hinterlands


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

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

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 ocularium) that are located in the Valley of Lady Shayna - the abode of the High Dragon. As you can imagine, this in itself poses 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 inconvenient place for access. The shard on top of the basalt rock is accessible only by precisely timed acrobatic jumps. But with a little practice, it is quite possible to do this.

The second “complex” 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 stone blocks that you can climb onto.

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

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