Hinterlands dragon age. Dragon Age Inquisition: The Hinterlands. Farmlands Cave Map

Computer game in the RPG genre, the third part of the series Dragon Age, was developed by the Canadian company BioWare. The publisher is Electronic Arts, the release took place on November 18, 2014 for the platforms Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One. After the events of the first part, the world Thedasa plunges into the abyss of internecine wars and political intrigues. In addition, unusual rifts are opening up in different parts of the world, allowing demons to enter Thedas. The main character receives a mark and after closing several faults in Temple of the Sacred Ashes

receives leadership of the Inquisition to eradicate the chaos that has arisen.

Inland lands. Part 1 At this stage, your main task is develop a squad , completing simple tasks and killing weaker creatures. Opponents and resources are constantly generated, with the exception of some places that the main character can assign to the Inquisition. It is worth noting the presence in the north of the location of a large

dragon

In order to defeat this formidable enemy, your squad must have a level greater than or equal to 12. Also, near some gaps (Dwarven Pass and Ditch of the Burnt), demonic creatures will offer serious resistance. Breaks in the Suburb In the hinterlands


Redcliffe (in the area of ​​the Outskirts camp) The Herald must close two gaps, we move to the north of the location and engage in battle with demonic creatures. Your task is to withstand several waves, and after clearing the area, close the shadow portal. Next, we go to


Redcliffe Road

and destroy the demons again. Having closed the last rift, we complete the task and receive influence points. Despite the closure of several portals, more gaps will be discovered in the interior lands, which should also be closed. Holding interior lands Once the Herald reaches the Hinterlands, the Inquisition creates a small


camp

. The main character must find a few more places for camps, this will strengthen the influence of the Inquisition in the area (you can also quickly move between camps). By opening new transshipment bases, the Herald receives new tasks to destroy gaps in a new area. Blood Brothers, inside which the main characters find a note. One of the locals named Britis joined the apostates, while his brother became a Templar and wants to punish the apostate. We move to the meeting place of the two brothers (the Redcliffe Road area) and engage in battle with Templars


. We search the corpse and get the mercenary's blade.

Renegades in the Witch's Forest In the Outskirts area there is the corpse of an apostate, next to which the Herald finds a letter to his brothers. The content of the message contains information about renegade camp


in the Witch's Forest. We move towards the target mark and find ourselves in the forest, you will have to destroy several small combat groups of the order that are distributed throughout the area. To find the entrance to the fortress you need to look for signs


orders (applied to the rocks using blue lyrium). The entrance to the fortress is located in the north of the forest, we destroy the guards and destroy the fiery barrier


(Solas has a staff with cold damage, which will remove the obstacle). Next, you will have a skirmish with a large group of renegades, we will clear the area and complete the task.

Renegade Farmer In the Suburb area there is a small farm, Widow Maura


asks to find the Templars and avenge the death of her husband, and at the same time return the wedding ring. We move to the target mark in the area of ​​the Dwarf Pass and engage in battle with two Templars, clear the area and pick up a wedding ring from the corpse of one of the attackers, it is also worth paying attention to letter , information in which we describe the location of the Templar camp (Task).


Templars in the West

Unusual duet In the Outskirts area you can find a concerned scout who talks about a missing partner named Rits


in the area of ​​the renegade camp.

We move to the mark on the map in the area of ​​the Dwarf Pass and enter into battle with the Templars who attacked Rits. Next, we return to the scout and complete the task. Rips: Dwarven Pass After the camp is in Dwarf Pass will be broken, scouts report finding three gaps in the area. The messenger and his squad must close the portals using the mark. Near one of the gaps a confrontation with».


demon of wrath

Near a small fortress (location - Dwarf Pass), the main characters meet a preacher Anais, who asks to demonstrate the power of the mark by closing the rift inside the sect’s fortress. We move into the courtyard and close fault


, after which we talk with Anais and complete the task.

Beloved's amulet Near Winter watch tower


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

Conscientious underground worker We move to the target mark in the area of ​​the Dwarf Pass and engage in battle with two Templars, clear the area and pick up a wedding ring from the corpse of one of the attackers, it is also worth paying attention to In the area of ​​the gnomes' pass, on the top of one of the hills, next to a small altar, lies the corpse of an elf. We select


and we get information about a cache in the mountains. We move to the Crossroads and go to Witch forest


, the hut is located in the western part of the location. We get inside the room and engage in battle with the demon, after victory we search the chest and complete the task.

Love can wait Inside the Winter Watch Tower on the second floor there is Lord Berand , who asks to find his beloved by name.


Vellina We move towards the target marker not far from the camp in Gnome Pass. The main characters find the corpse of a noblewoman, we return to the Lord and report Vellina’s death. After completing this task, the Herald can recruit a nobleman as Agent of the Inquisition


, which will increase influence in the region.

Shallow breathing At the Crossroads, one of the refugees gives an additional task; you need to find the son of the NPC and bring potion for a relative. We go to the Winter Watch Tower and on one of the towers we find Hindel


. Next, we return to the refugee and give the potion.

Hunger pangs


At the Crossroads, one of the refugees asks for replenishment of provisions, the Messenger must go into the forest to hunt and get lamb for the local residents. Having received the required amount of food, we return to the Hunter and complete the task.

Bandits: Eastern Road Not far from the Crossroads there is recruit Belleta , a scout reports that the road has been seized by a gang of fugitives. The main characters must go to the location and eliminate the threat. Near the first camp there will be no special problems, but near the second camp ( Rebel Queen's Gully


) the squad is expecting a clash with the thug.

Dimension of the Veil Solas wants to study the mysterious artifact in the cave, in the area of ​​​​the Eastern Road (it will allow him to resist the opening of new gaps in the future). Near the cave, the main characters meet a sorceress, we talk with the stranger and go in search of an elven artifact.


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


Dreams about stone

In the Redcliffe Road area, there is an old parchment in a hut. The resident of the hut went in search of a mysterious stone. We pass to the Dwarf Pass and move towards the cave. Destroy the ice barrier with a fire weapon or spell and kill.


apostate

Not up to the vein In the area of ​​the gnomes' pass, the main characters can discover a small smuggling cave , inside which is the corpse of a gnome. There is a letter next to the body; the message contains information about red lyrium ore..


In the south of the Dwarven Pass we discover a cave with a barrier, eliminate the obstacle with the help of a fiery weapon and begin to explore the cave. After the renegade camp, the main characters will discover ore

red lyrium Templars in the West When completing the task "


Renegade Farmer


"From the corpse of one of the Templars, the main characters pick up a letter that contains information about the camp in the west. We move to the Western Road area and go in search of the Templars’ parking lot.

The entrance to the shelter is located in the south of the designated area (upstream of the river to the waterfall), we clear the area from the presence of the Templars and complete the task. Disruptions in the bridgehead After the Herald opens a new camp on Lake Luthium, scouts report two


ruptures

in the Witch's Forest and at the Calenhad Bridgehead. The main characters must suppress the resistance of the demons and close the gaps to strengthen the influence of the Inquisition.


Calenhad Bridgehead In the Outskirts area there is the corpse of an apostate, next to whom lies a map. The map shows a castle on the ridge and a mark in the area of ​​the destroyed wall; your task is to find the marked place. We go to the Kalenhad bridgehead and climb the destroyed fortress wall, you need to go down to the base of the security tower and examine the small


embankment

(for the treasure to become active, the Messenger must come point-blank).


Map of the route to the waterfall In the Outskirts area there is the corpse of an apostate, next to whom lies a map. The map shows a castle on the ridge and a mark in the area of ​​the destroyed wall; your task is to find the marked place. Near the camp on Lake Lutium you can find a tree (with a chair nailed down), and there will be a map on the ground nearby that shows a waterfall under the tree.


Return Policy

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


, after clearing the area, the task will be completed.

Failed delivery Not far from the bridge in the area of ​​the Western Road there is an overturned cart, next to the body of a refugee there is a letter. You need to find a parcel on the farm territory. Box


is under a stone, the main character must use a search to obtain the contents.

Measures against looters


On Redcliffe Farms, in one of the abandoned houses there will be an old parchment that contains information about the hideout of a certain Hessla in the north (the NPC has secret documents with him).

We go north through the Forannan ravine and find ourselves in Wolf Hollow, where we engage in battle with a pack of wolves. After clearing the area, we search the box and complete the task. Where does Druffalo roam? There will be a message on a fence in the Redcliffe Farms area, local residents are asking for it to be returned


Druffalo

(a pack animal similar to a buffalo). We move east and find an animal between the rocks. We return to the farm (Druffalo will follow your squad) and inform the owner about the completion of the task. Bergrit's Claws


In the hills to the north of Redcliffe Farms there is a small camp, next to the sleeping place lies a letter from a deceased hunter. The messenger and his squad must go to Hafter's Thicket and receive

bear claws


.

Large bears are serious opponents, have strong armor, are resistant to cold and physical damage, but are vulnerable to fire damage. Breaks on the farm, which suggests turning to the church for help. Despite the accusations, he gives the names of the priestesses who can help in this complex political game. Next, we talk with Corporal Vale about the state of affairs in the Inner Lands; the NPC asks to provide assistance to refugees at the Crossroads. At this stage, your squad needs to complete various tasks in order to receive influence points, which are necessary for reconnaissance of a new area (in particular, the Herald is interested in Val Royeaux

) The Hinterlands - Part 2 This article is part of the series Walkthrough of Dragon Age: Inquisition

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varrick, leliana, inner lands, rifts in the suburbs, holding the inner lands, blood brothers, renegades in the witchwood, renegade farmer, unusual duo , gaps: Dwarf Pass, glory to the messenger Andraste, amulet of the beloved, conscientious underground fighter, love can wait, shallow breathing, pangs of hunger, robbers: the eastern road, the Veil dimension, dreams of stone, not up to the veins, templars in the West, gaps in the bridgehead, Calenhadsky bridgehead, map of the route to the waterfall, return conditions, unsuccessful delivery, measures against marauders, where the druffalo roams, bergrit's claws, breaks in the farm

Of course, the game came out quite a long time ago and most have already knocked out all the achievements for the game, but I think there are people who have not done this yet, so I decided to write a small guide on achievements. I won’t describe all the trophies, because there is simply no point, because they are either easy or plot-related.

Dragon Age Inquisition - the main game includes 52 achievements on the PC and Xbox platforms, but on the PlayStation there are 53 achievements, since there is platinum. 1) "As one"

- Complete a cross-class combo with a controllable character in single player.

Personally, I just froze the enemy, and then hit him with my sword and that’s it. There are a lot of combinations in the game. 2) "The luminaries of their era" -

In one playthrough, take all possible companions into your squad.

Note: This achievement is missable.

You need to find all the companions:- Cole:

After the quest "Defenders of Justice" you can recruit him.- Sera:

Appears in Val Royeaux during the quest "Friends of Red Jenny" - Vivienne:

After the scene with Lucius during the quest “The danger has not passed” in Val Royeaux, an envoy of the Circle of Magicians will appear at the Summer Market, after talking with him you will receive the quest “Imperial Sorceress”. (Also be careful - Vivien can only be recruited before moving to Skyhold.)- Dorian: Recruiting Dorian is no different from recruiting Cole, except that you must go the mage route and choose the Tempting Whispers quest to meet him. Although even if you choose “Defenders of Justice”, he will still appear in the shelter after completing the quest.

- Blackwall: After returning from Val Royeaux, receive the quest "The Lone Guard".

- Iron Bull: After a trip to Val Royeaux, the quest "Captain of the Bulls" will become available.
- Cassandra, Varric and Solas:Join at the very beginning of the game.

3) "Well-read"- Discover the veil rune.

Veil runes are runes activated by a special torch (which can only be lit by a magician and burns with green fire).
As soon as you light the torch, simply explore the nearest territory (usually runes are located in caves, on the walls), it will not be difficult to find them, they will glow when you approach them with a burning torch.

4) "Liberator"- Liberate three fortresses in one playthrough.

Fortresses can be liberated in the following locations:
- In Crestwood (Kaer Bronak fortress);
- In Emprise du Lyon (Fortress Suledin);
- In the Western Reach (Gryphon Wings Fortress).

5) "Zvez"yes bala"- Earn full favor from the Orlesian Court.

Quest “Evil Eyes, Evil Hearts” - It’s easier to get this trophy playing as a human, since you will start with 40/100 (in the case of others - 25/100)

The most important thing here is to answer questions correctly during conversations, especially during the dance with the queen’s advisor, look for hidden documents (we give them to Leliana), as well as coins that we throw into the fountain.

6) "Regalia"- Completely upgrade one throne.

Just complete additional tasks (meaning resource extraction tasks) at the command headquarters and sooner or later you will receive parts.

7) "On Wings of Fire"- Find a powerful ally to equalize the forces.

Easy to miss! During the story quest "The Fruits of Pride" in the Elven Temple, you will be offered a choice - drink from the source yourself or give it to someone else. You need to drink from the source yourself, and then a new location will appear and you will need to fight the dragon there. (the dragon has high health and level 17, so I advise you to be well equipped, although to defeat it you only need to wound it by 50%)

8) "Keymaker" - Get into the very heart of Solasan Temple.

First you need to complete the quest "Collecting the Pieces" but this quest is not given immediately. First you need to find at least one fragment, for this you need to travel around the world and look for skulls (spyglasses in the form of a luminous skull) - ocularums - placed in different places, then look into it and mark the sparkling fragments, then collect them.

All fragments: (total 114 fragments).

Hinterlands – 5 ocularums and 22 shards

Storm Coast – 4 Ocularums and 13 Shards

Forbidden Oasis - 4 Ocularums and 15 Shards

Western limit - 5 ocularums and 14 fragments

Sacred Plain - 3 ocularums and 16 shards

Emerald graves - 2 ocularums and 13 fragments

Emprise du Lyon - 2 ocularums and 13 fragments

Whistling Wastes - 4 Ocularums and 8 Shards

“Calm the spirit”, “Endure the cold” and “Conquer the fire”, after completing which the main door will open behind which there will be a demon of Pride and after defeating it you will receive a trophy. (don't forget to open the last sarcophagus).

9) "Storm of Dragons"- Kill 10 High Dragons in single player.

- Fereldan hellebore - has level 12, lives in the inner lands (north-eastern corner of the map, north of the camp in the Rebel Queen ravine).

He likes to summon little dragons to help, which greatly complicate matters.

- Northern hunter - has level 13, lives in Crestwood (in the Black Swamp in the southeastern corner of the map, south of the camp near the Three Trout Farm).

-Deep High Dragon" - has level 14, lives in the Western Reach (in the southwestern part of the location, south of the camp in the Nazer Pass)

This dragon cannot be found just like that; in order for her to arrive, you need to complete a chain of quests from Frederic de Cero.

-Gamordan Buregon - has level 15, lives in the Sacred Plains (in the Raven Marsh, in the northeastern part of the location), which can be reached by completing the command headquarters quest “Gain access to the Gilannain Grove.”

- Great Mistral - lives in the Emerald Graves (northern part of the map).

- Winsomer - has level 19, lives on the Storm Coast, on Dragon Island, which you won’t be able to get to right away. You can access it after completing the quest "Red Waters".

- Sand Scavenger - has level 20, lives in the Whistling Wastes (in the eastern part of the location, next to the entrance to Fairel’s tomb).

- Hivernal - has level 19, lives in Emprise du Lyon (Ring of Etienne just behind the Judicaël Bridge). To get to the other side, you need to complete the quest at the command headquarters "Restoring the Judicael Bridge."

- Kiltenzahn - has level 21, lives in Emprise du Lyon (in the Ring of Judicael, next after the Ring of Etienne).

- Mount Destroyer b- the most difficult dragon in the game, has level 23, lives in Emprise du Lyon (in the Ring of Leontyne in the northern part of the Sunny Meadows).

First Addition - "Jaws of Hakkon" - includes 4 achievements.

1) "Arsonist"-Destroy all the winter shards and light all the lights in the old temple.

Here I would advise watching a video on the Internet about the location of the fragments, it will be much easier.

2) "Historian"- Uncover the secret of the legendary personality.

Story achievement.

3) "People's name"- Impress the Avvars of Stone Bear Stronghold and win their friendship.

Quest "Guests of the Stronghold".

You need to get 5 approvals and the trophy is yours. In general, everything is simple here.

Many will receive approval after completing story missions, but you will also have to complete additional ones.

Complete the quest "Father's Name" and give the loot to the master of the hunt (required).
- After completing the quest "Trials of Hakkon" you will also receive approval.

Complete the quest "Up and Away".
- Complete the quest "In Exile"
- We also carry out several tasks at the command headquarters, for which we also receive approval.

4) "End of Winter" - Put an end to the myth of ancient days.

Story trophy.

Second addition"Descent" - also includes 4 achievements (I won’t describe them, you can’t miss them).

Third addition "Stranger" - includes 11 achievements, however, we will not analyze all of them, but only those that may cause difficulties.

1) "The Hermit's Test"- Kill 10 big bears that have become stronger due to the Disservice.

Large bears are found only in the Emerald Graves location, turn on the test and go there. I advise you to look for bears closer to the water, near rivers and on small lawns. I don’t recommend going to the north, since trolls already live there and there are almost no bears there.

2) "Test of the Fool"- With the Take Your Time challenge enabled: reach Skyhold at level 5 or lower.

Complete only story quests, do not read scrolls, and avoid enemies if possible.

3) "Thinking outside the box"- Discover all the hiding places guarded by ancient statues.

Elven Ruins, Forgotten Sanctuary. Here we read the inscription on the stone opposite the wolf statue and light the torch, which the wolf statue is looking at.
- Destroyed library, In the Scientist's Refuge.
- It is located in the deep paths, we are looking for a blockage in front of the eluvian. But keep in mind that you can only get there when you get the Anchor Explosion ability, so you'll have to go back.
- Located in the Darvaarad location, in the research tower. not far from the entrance to the tower on the left. (We light the fire in the following order: Owl, Deer, Dragon)

4) "Coroner"- Find all the clothes from "Cut to Measure".

There are only 4 things that are in the chests. All of them are located at the Crossroads location. Here it is better to watch a video about their location, although finding them yourself will not be difficult.

Also remember that if you loaded a save and turned on the test, it will not be activated immediately (Example: “Test of the Empress”). You need to leave the location you need and enter it again.

Let's play!!!
I am not an EA employee.


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.)

demon of wrath


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' refuge 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).


In the south of the Dwarven Pass we discover a cave with a barrier, eliminate the obstacle with the help of a fiery weapon and begin to explore the cave. After the renegade camp, the main characters will discover ore


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, there will be one part of some kind of gnomish mechanism in the room, 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.

dragon

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 Rips 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 Suburb you need to close 2 Gaps.

Rips – Dwarf 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 spot 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.

Astrariums in Dragon Age: Inquisition are relics of an ancient Tevinter sect that existed in pre-Andrastian times, which united magisters who wanted to destroy the Magisterium, the governing body of the Empire. Members of the order wanted to return to the old order, when seers ruled everything. Traces of their activity were found throughout Tevinter, mainly in the border lands. There they held secret meetings and built caches of treasures, which could only be discovered with the help of knowledge of ancient astronomy. Over time, astronomy lost its former importance, and the secrets associated with it remained unclaimed. Many of these relics were found and destroyed by the Andrastian sects at the beginning of the Age of the High Priestess. Members of the Order of the Fiery Vow were particularly agility, since they believed that the astrariums held together the Veil, and if they were destroyed, the end of the world would come. Such were the ancient sects: the true motives of their actions will never be fully understood.

Some large locations in Dragon Age: Inquisition have three astrariums, which, when activated on the global map, form regular and irregular triangles. They are usually located on hills and are clearly visible from a great distance due to their unusual shape (iron globe). To solve the puzzle, you need to correctly connect the stars with lines, as shown in the hint in the lower right corner of the screen, not forgetting that some stars are false and the lines should not be repeated. If some of the stars from the constellation are not visible, you should scroll the picture by holding down the left mouse button and moving in the desired direction. After solving the first puzzle, you can find out the approximate location of the remaining two astrariums if you reactivate the globe with the [F] key: the beam will indicate the correct direction of movement. If you solve the puzzle with three constellations and connect the Dweomers, the astrarium will reveal the location of the cache (the marker appears on the global map). The order in which the riddles are solved is not important.

You can collect a complete collection of astrariums in Dragon Age: Inquisition both during the main story and after defeating Corypheus. Locations with astrariums are always available after research on the command table in Skyhold (some research must be carried out twice). Unlike ocularums, astrariums do not disappear from the global location map after solving puzzles.

Locations of astrariums in the Hinterlands in Dragon Age: Inquisition:

  1. (Constellation Judex) - at the foot of the mountain southeast of the Inquisition camp in the Outskirts in the eastern part of the location.
  2. (Constellation Draconis) - on the top of the hill in the Hafter thicket, between the Inquisition camp in the forest and the Broken Bridge, in the western part of the location. The ascent to the hill begins from the direction of the Inquisition camp.
  3. (Constellation Peraquialus) - on a hill north of Redcliffe Farms in the northwestern part of the location.
  4. Cache location- in a chest in a secret room in the Mage's Refuge between the Inquisition camp on the upper lake and Redcliffe (quest "Renegades in the Witch Forest"). The magical barrier is broken by a staff with a cold effect.
  5. : Snake blade (rare dagger) - 180 damage, 70 damage, +2% attack, +14% bonus to critical damage, on hit 5% chance to poison the enemy.

Locations of astrariums on the Storm Coast in Dragon Age: Inquisition:

  1. (Constellation Servani) - on the edge of a cliff above the seashore, next to two caves, on the territory of the Hessarian camp in the northern part of the location, east of the Morrin Heights landmark.
  2. (Constellation Fervenial) - on top of granite blocks east of the Morrin Heights landmark in the northwestern part of the location.
  3. (Constellation Bellitanus) - on a hill next to the “Stone Tree” landmark in the central part of the location, east of the Inquisition camp in a small bay.
  4. Cache location- in a chest in a cave south of the third astrarium.
  5. Reward for solving the astrarium: Red Crossing Bane (unique bow) - 93 damage, 82 damage, +8% bonus to damage against defense, +3% critical strike chance, +9% agility, 10% chance to cause “Sacrifice”, dealing 50% damage from weapons.

Locations of astrariums in the Emerald Graves in Dragon Age: Inquisition:

  1. (Constellation Solium) - on the edge of a cliff south of the Inquisition camp on the territory of Stone Horror in the central part of the location.
  2. (Constellation Eluvia) - on a hill on the territory of Nettle Pass between the “Watchman” and “Conductor” landmarks in the southeastern part of the location.
  3. (Constellation Equinor) - at the foot of the mountain in the thicket of the forest to the southwest of the Argon Shack settlement in the western part of the location.
  4. Cache location- in a chest in a cave at the end of the passage south of the Argon Shack settlement in the western part of the location.
  5. Reward for solving the astrarium: Towards Death (unique staff) - 75 damage, 46 cold damage, +9 willpower, +10 constitution, +12 cunning, heals 1% of maximum health on hit.

Locations of astrariums in Western Reach in Dragon Age: Inquisition:

  1. (Constellation Fenrir) - on the site in the ruins of the prison northwest of the entrance to Korakavus in the northern part of the location (task “Trouble with the creatures of darkness”).
  2. (Constellation Satinalis) - on the site in Fort Echo in the northeastern part of the location.
  3. (Constellation Toth) - in the corner tower of the Griffin Wings Fortress in the western part of the location.
  4. Cache location- in a chest in the Underground Cavity in the Pestilence Overlook territory, east of the Inquisition camp on the Stony Ridge, in the southern part of the location.
  5. Reward for solving the astrarium: Excellent Sorcerer's Chainmail (light unique armor) - +3% magic defense, +3 magic, +6 willpower, +21% resistance to spirit magic, +14% resistance to cold, +5% concentration for each enemy in radius 8 meters.

Locations of the astrariums in Crestwood in Dragon Age: Inquisition:

  1. (Constellation Kios) - on the site at the Glenmorgan mine north of the Inquisition camp near the Three Trout farm in the eastern part of the location.
  2. (Constellation Silentir) - near the hut of the healer Judith on the territory of the Forestry Estate in the southern part of the location (task “Naturalist”).
  3. (Constellation Tenebrium) - on the site north of the Fisherman's Hut on the Plain in the western part of the location, access to the Plain opens according to the plot after releasing water through the dam.
  4. Cache location- in a chest in a cave on the Rocky Slope west of the Inquisition camp near the Three Trout farm in the eastern part of the location.
  5. Reward for solving the astrarium: Superior Fire Protection Belt - +30% fire resistance.

Dragon Age: Inquisition was released on November 18, 2014, but only now I decided to finally write a walkthrough description. Although I purchased 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 catch on. Boring, formulaic, linear, with quests straight from World of Warcraft. Kill 10 bears, 15 rams, 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? Nope, no. Rifts, demons, gather an army of like-minded people, as well as gays and blacks. A classic of recent years from Bioware. Well, then what does the beauty of the next gene mean? 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 the change of day and night. Skyrim (released in 2011) looks better without mods in my opinion. With mods, he is generally beyond competition.

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

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, there is little left from Bioware, the studio that created Baldur's Gate, Neverwinter Nights, Star Wars: KotOR, Mass Effect and Dragon Age. The founders earned their millions long ago and retired in 2012. Will the upcoming Mass Effect 4 be able to break a negative trend? 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 simply did not live up to expectations; out of ten points, I’m ready to give it a six and a half. And if it weren’t for the name Bioware among the developers, then all seven.

Heavenly Wrath

So here we go. The plot of the story was known to everyone from the trailer that was released 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 breach is essentially a portal to the Shadow, from which all kinds of evil spirits, aka demons, creep into the civilized world. The hero's value lies in a special magical mark that can be used to close the gaps that appeared along with the Breach. After the standard procedure of choosing a class (I chose “Rogue”) and creating the appearance of my 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 was left alive, so at least they don’t trust him. Let's move out.

On the way, we select two companions: the gnome robber Varric Tetras and the elven mage Solas.

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

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 path, the option of going directly with the soldiers was offered. On the way, as usual, we deal with Ghosts and Lesser Horrors.

We get to the temple. The ritual of sacrifice is already in full swing here. We interrupt the procedure and enter into battle with the first boss - the Demon of Pride. The tactics are very simple - we close the gap in the Veil and hit the enemy while he has no armor. Repeat if necessary.

Inquisition

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

Main location tasks:

Bugman- negotiate with Dennett about horses

The danger is not over- eliminate dangers at the Crossroads

Breaks in the suburbs- close 2 gaps in the Veil

Holding interior lands- set up 6 camps

In addition, there are many additional missions, such as “Blood Brothers”; collecting fragments; collecting 10 carcasses of sheep to feed refugees, etc. This video is just the beginning of the passage of the Hinterlands.

Hinterlands

This video continues the passage of the inner lands. Clearing the territory, collecting fragments, setting up camps, leveling up your character and earning influence points. There is no progress in the plot yet, but I have discovered an interesting bug-tactic. From a great distance, the enemy does not react to the magician, and he can methodically shoot the victim with his staff.

Spreading the influence of the Inquisition

As I already said, Inquisition can put some MMOs to shame in terms of gameplay monotony, so believe it or not, in this part I continue to collect fragments, roots, lambs, and also set up camps and close the curtains. I diluted it a little with third-party quests. This is how Maduro’s widow, in the “Renegade Farmer” quest, asks for the return of her husband’s ring, 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”). One of the advantages of the game is that each significant building/location has its own history or description. So it is with this place. If you want, you can read the post called “Lornan's Link.”

By the way, you can find Hindel here. In one of the side quests, “Shallow Breath,” the husband of a sick refugee asks him 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 peacefully almost next to a portal from which demons can emerge. Not all gaps are equally easy to close, since some are guarded by higher-level enemies, but our party managed to cope with this. After the job 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 happens 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. I also returned the ring that I wrote about in the previous chapter and completed several more side quests. I’m not describing all the tasks in detail here, because Inquisition has a marker system and there shouldn’t be any difficulties in completing it. From time to time there are treasure maps, but this kind of charades has never been my strong point in other games.

In this part, I encountered dungeons for the first time, or, speaking in Russian, dungeons. In most games, underground spaces are well lit. Remember the same Skyrim, in which you could see better underground than on the surface at night. Although this can be explained by glowing 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 light source that not only improves visibility, but also allows you to read runes on the walls.

Teddy bear

There is a lot of combat in this part, apparently whole packs of bears graze in the forests of Inquisition. I burned them, cut them and froze them, but they kept climbing and climbing. The bear bacchanalia ends around the 40th minute. Here for the first time I found an astrarium, a small device with the help of 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 the patrolman Dennett. As you probably don’t remember, Dennett, or rather his horses, are needed by the Inquisition. But the farmer will not just part with the animals, as usually there are several errands to complete.

Where does the Druffalo roam?

There were bears here too, but the main thing was 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 it back to the farm.

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It was not possible to close all the gaps in the inner lands at once. As I already said, some gaps are guarded by more difficult opponents, and in order to diversify the passage a little, I returned back to the command headquarters. I ran around a bit and explored my “home” surroundings.

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 has occurred within the Church itself. The Order of the Templars, the paramilitary wing of the Church, now appears to be an independent force with which support will have to be negotiated separately. However, these guys are not at all friendly towards the Inquisition and call our party a movement of heretics.

They were about to leave, but an arrow with a message appeared. Completing this quest will add a new companion to the group - Sera (Rogue class). And almost a couple of meters later, the envoy of the circle of magicians gives an invitation from the Enchantress Vivien (class “Magic”). She can also be taken to the team.

Vivien and Sera

Here you can complete Red Jenny's task (search for red things) and generally explore Val Royeaux, which is quite small in size for a city. In fact, there is no one except a couple of traders. One unusual merchant is selling, as he assures, something very valuable (10,000 gold), but does not say what exactly. Perhaps this is the main attraction of the location.

It’s also worth noting that Dragon Age: Inquisition has incredibly long level loading times. Even the tiniest terrain can take several minutes to load! There is a suspicion that this is due to the Denuvo DRM used. In any case, this arrangement is completely useless.

So, for example, I went to the Afro-Negro sorceress Vivienne. There wasn’t even any location, just a 4-minute cutscene. At the same time, it took 4 minutes to load! Watched a soapy movie and got another 4 and a half minutes of loading screen!!! In total, there wasn’t even any gameplay for a quarter of an hour. Tears roll down when I remember Skyrim with its huge seamless world, and loading 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 story mission to Redcliffe to talk with the magicians and enlist their support. Namely, we need the Great Enchantress Fiona. The meeting should take place at the Chaika and Mayak tavern.

We arrived at the place, but once again everything didn’t go according to plan and another round of internal political squabbles emerge that need to be sorted out. The point is briefly - the Sorceress Fiona at the meeting says that she did not intend to negotiate any alliance with the Inquisition, and did not leave any messages about the meeting at all, and the free magicians had already sworn allegiance to the Tevinter Empire. In addition, she now has no influence on the magicians, since Master Geryon Alexius has become the head of the order. Yeah, it's more or less clear now. The Tevinter people installed their “Yanukovych” in the person of this Alexius. So now I need 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."

It gets 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 was also a student of Alexius. In general, the homosexual sorcerer wants to help us stop Alexius, since the former mentor uses dangerous magic. Then Felix, the son of Alexius, appears. And he reports that his father joined a sect of supporters of Tevinter domination 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 platonic... Go figure these things out. In short, I advise you to watch the video so as not to completely get lost in the intricacies of the plot.

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