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Dragon Age: Inquisition is all about dragons. Dragon Age Inquisition VI Walkthrough Dragon Age Inquisition Red Templar Fortress

Storm Coast

Stormshore operation cost: 4 influence points.

Upon arrival, we will be provided with a report. The territory is ruled by the blades of Hessarian, and the scouts of the Inquisition are gone. Most likely, the mercenaries had a hand in this. Also, we need to find traces of the Gray Wardens who passed here recently.

Putting things in order

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

When you first visit this location, the scout will tell you about a group of mercenaries who have occupied this coast. Also, she will tell about the missing scouts of the Inquisition. Go to the place where the scouts were last seen. They will be in the house. We look at the map to find out the locations of the camp and read the notes. We will have two options: we can simply enter the camp and kill everyone, or we can make the emblem of mercy and with the help of it challenge the leader of the mercenaries to a duel and take his place. To create the coat of arms, you will need a deep stalker hide and two serpentines.

After collecting items, go to the application table in any camp and create this amulet. Put on yourself and go to the camp. There, defeat the captain of the mercenaries with the hounds, and the blades of Hessarian will become agents of the Inquisition.

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

Coast Guard

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

You will receive this task automatically. In fact, because of this task, you will need to open Stormshore. It is necessary to investigate the traces of the stay of the guards in this location. Go to the markers and use the Pulsing Search (V) to find items or the Guardian's Diary. From the diaries it follows that the guards left here long ago. This completes the task.

The hunt for the darkspawn

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

The game will give this task automatically after progressing through the story, when you find yourself in Skyhold. On your strategic table, a mission will appear on Ferelden's side Shadowspawn reports... Complete it and after that you will have the opportunity to complete this task. We need to deal with the increased activity of the Shadowspawn on Storm Coast. You will need a mage to complete this task.

Move to Stormshore and head four landmarks to close the darkspawn passage. When all four tunnels are sealed, the job is complete.

Red waters

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

You will receive this task after completing the "Red Templars on the Storm Coast" military task, which is done on the strategic table. After that, you can go and go through the previously sealed door. Clear the cave and fight the boss at the end. After clearing the cave, the quest will end.

By the way, from here, with the help of a boat, you can get to the island with a level 19 dragon.

Brown Bog

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

The cost of the operation in the Brown Bog: 8 points of influence.

Upon arrival, we will be provided with a report. The Avbarians captured our soldiers and will not release them until we personally report to their leader. The leader does not want a peaceful solution to the problem, so he will have to fight. Also, be careful with the dead who come out of the water when you step into it.

Lost souls

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

The Avvar leader does not want to speak, but wants to fight. Let's arrange it for him. We go to his camp, fighting off the dead on the way and performing other side missions in this location. On the way to their fortress, you will find a camp for the location of their agents, as well as one of the Avvar tribe named "Heavenly". Open a gap next to it and kill demons with it. This will impress him.

After the third lighthouse, we will finally meet ordinary Avars as enemies. There will be a bunch of dead people near the castle. Ignore them, run into the castle, clear it and pull the lever to open the gate to the possession of the Avvar leader. There will also be a cache and good things.

Go to the boss lair. Kill his people, and then switch to the boss. He hits hard in melee and broadcasts a barrier to himself. Throw a tank at him and hang a barrier on him, and try to beat him with the most powerful skills that you only have. Kort's hand is highly vulnerable to electricity.

The boss will drop an excellent purple ax "Gift of the Father of the Mountains" and a key. We use the key to free our soldiers, but we are in no hurry to leave here. At the exit from the camp, the One Looking into the sky will be waiting for us. After the conversation, you can make him an agent of the Inquisition.

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

Lighthouses in the dark

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

The task is automatically activated when approaching the first beacon. You will need a mage in your squad to complete this task. Use a magician to light a fire and kill the dead with demons. After activating the fourth beacon, the task will end.

Behind the quagmire

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

The quest is activated after you use the curtain fire near the lighthouse and examine the rune. You need to find the remaining three runes. They will also be next to the remaining lighthouses. As a reward for learning all the runes, you will receive the recipe for Dead Man's Tears.

Cunning demons

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

The quest is automatically activated after you read the book near the second lighthouse in the quest "Lighthouses in the Dark". Somewhere in this location is a dangerous magician named Vidris and we need to eliminate him. In order to find the magician, after the third lighthouse, you will need not to climb the stairs, but to go to the stone rift and close the curtain with demons there. After that, go through another rift, turn right and go straight. You will come to the apostate camp. Kill him and the task will be completed on this. The renegade will have good armor for a mage, and there is something to profit from in the camp.

Fever

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

This quest is located northwest of the fourth lighthouse. It is activated after you try to open the door. Search for the key with a pulsating search. After finding the key, unlock the door, kill the ghost and take all the things from the house.

Sacred plain

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

Sacred Plain Operation Cost: 8 Influence Points. You can get access to this location when you go to Skyhold.

Upon arrival, we will be provided with a report. The Dalians and the free people are fighting between each other, and somewhere in the middle the dead are wandering. We need to help the imperial army strengthen its position in this location.

Dead Men in the West

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

You need to explore the western fortifications and find the source of the appearance of the dead in the west. Free citizens may be involved in this. Near the destroyed village, we will meet a soldier of the Orlesian army, who will inquire about the news about the Civil War (your answer depends on whether you have dealt with the conspiracy in the Winter Palace or not). He will tell you about the dead and the whole situation in this location.

We need to set fire to the north and south pit to stop the dead. We clear the guards near the pits, remove the barrier and set it on fire. After that, blow the signal horn so that the people of the Inquisition will occupy this point and defend it in the future. We return to the corporal and get advice. You need to visit Fort Revasan. The task ends here.

Other story

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

After you've dealt with the dead in the "Dead Men in the West" quest, go to Fort Resavan to negotiate with Marshal Gaspar. There will be demons near the fort. Help the defender fight back and talk to Marshal Pru.

Tell him about the situation in the Civil War, help recapture the River Fort and close all the curtains so that they have no problems with the demons, and then set fire to the remaining pits with corpses and blow the horn so that the marshal's soldiers build fortifications.

There will be no more demons near the eastern pit, but the Tevinter henchmen of the Coryphaus, led by Gordian. Defeat them, set fire to the pit with the corpses and blow the horn for the marshal's soldiers to build fortifications.

Familiar ring

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

When you clear the next two holes, an exclamation mark will appear on your map. Jump into the trenches and break open the door. There will be a wounded Chevalier, who, before dying, will ask to take the ring to Commander Jehan.

To complete this task, you need to restore the Pont - Agur bridge using the command table for 5 points of influence, and then clear the citadel from demons and the dead.

For the empire

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

After restoring the bridge during the "Familiar Ring" quest, you need to visit Selina's troops, who were cut off from the whole world for so long, and at the same time burn two pits with corpses on the way to the citadel du Corbeau.

Demons run all over the citadel along with the dead. We make our way through them to the main gate and use the switch to open them. There will be a guard behind the iron gates, who will let us through after a short dialogue. Commander Jehan will be inside. We accept thanks and tell her the latest news in the world.

Lack of supplies

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

Commander Jehan in the stronghold of Selina's supporters will complain about the lack of supplies. We need to find 10 supply crates and tag them so her soldiers can pick them up.

The right to mourning

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

Sergeant Meursault at the fort of Gaspard's supporters will ask you to find 7 soldier's letters so that they can be sent to families for mourning. The letters will be in different places. Most of them will be near the camps of the Inquisition.

Father's instructions

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

A note from father to son will be in one of the destroyed houses, not far from the place where you burned dead nests on the mission "Dead Men in the West." Go to the location indicated in the note and take everything from the chest under the tree.

Dalish view

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

On the way to the first veil, next to Halinsulan, you will meet two Dalish people who will help us fight off the dead. After that, one of them will ask you to go to their camp and tell them that the passage has become safe. It makes sense to visit the Dalish people, as they know the area well and the Inquisition can come in handy if we can win their trust. Upon arrival at the camp, the task will be automatically completed. Telling about the hunter will give you +1 to your Dalish location.

Dalish indulgence

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

The Dalish elf clan is very skeptical of us and our Inquisition, despite its strength. Need to get the favor of the elves. Complete all tasks in the camp and you will receive their location. In gratitude for our services to the clan, the Guardian will allow an elf named Laranil to serve in the Inquisition.

Equipped camp

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

At the Dalish camp, talk to Nissa and offer help. She will talk about the lack of supplies. We look into the ledger and find out what is missing. After that, we put the necessary ingredients in the chest next to it. To complete this quest, we will need: five measures of a spindle, ten elven roots, ten pieces of dog skin, five pieces of iron and three large bear skins. You can pick the grass and it is nearby; iron is also in this location; skin is obtained from wolves; and the skins are from bears. For completing this task, we get +8 to the Dalish location.

Golden gala

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

Hunter Itiren will ask you to find a golden gallu. We go down from the camp and find it. She will run away from you, just follow her to the camp, protecting from wolves and soldiers along the way. After you bring the gallu, go to the bounty hunter. As a reward, you will receive +3 to the Dalish location.


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

There will be graves on the territory of Val Bellanaris. You need to break them and find three fragments of the key. Be careful, a demon will crawl out of each destroyed grave. After collecting the key, go to the grotto door and open it. Inside there will be a couple of blue things and a piece of mosaic. Upon entering the grotto, the quest will automatically end. But this will come with a price. Keeper Haven will tell us that we were being watched and for this we will get -2 to the Dalish location.

There is someone to lose

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

This quest will become available after completing the quest: "From the Underworld." In the Dalish camp there will be an elf named Emalien and asks to find her brother, who thinks that he is being neglected. The young man, or rather his body will be not far from the place where you burned dead nests on the mission "Dead men in the West." Now you will need to find an amulet to show it to the keeper. He will be in the first temple for the mission "Scattered Signs." We return to his sister, tell the sad news and give the amulet. For this task we get +2 to the Dalish location.

Scattered signs

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

This quest will become available after completing the quest: "From the Underworld." The Guardian will tell you about strange signs and a temple not far from the camp. You need to go there and explore. There will be free soldiers inside. We kill them and destroy the magic barrier. Behind the barrier there will be a body with purple armor and the Lindirana talisman (needed for the task "There is someone to lose." which it will be possible to examine the sign and put everything into a big picture.The law of this task: if there is a curtain fire nearby, then the sign is nearby.

After finding all the signs, go to the command headquarters and study them for 5 points of influence. As a result, these signs will lead to the forgotten temple of Dirtamen.

God of secrets

Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain


Passage of additional tasks of Dragon Age: Inquisition. Storm Coast, Brown Bog, and Sacred Plain

Important: for this task you must have a robber and a magician in the squad. Otherwise, you will not be able to get some things when completing the task.

This task will be issued automatically after studying the signs from the task "Scattered signs". You need to explore this forgotten temple of Dirtamen. There will be very few dead people in the temple until you start collecting the ingredients for the altar. First you need to acquire a curtain fire. We open the door and take the first ingredient from the altar and fight off the awakened dead. One of them will have a decorated elven key, which will be useful to us in the future. Also, you will need to consider 7 curtain fire runes. They're in the same place as the ingredients we need, so don't miss out. Remember we found the key? We go to the gate on the right side and use the key. To get to the last ingredient, you need to pull three levers: on the left side of the Sanctuary; at the end of the hall, which is opened with a key, the last will need to pull the lever, which will be at the very beginning of the hall, which is opened with a key. After collecting all the ingredients, go to the altar and put them on the pedestals. Call the Elder and the servant. Kill them, go to the Oracle's hall and take everything from the chest. This completes the task.

The sixth part of the passage of Dragon Age Inquisition could be called "Dragon Slayer". For the first time I killed a dragon, and not even one, but four at once. Although it is worth noting that the most difficult dragons are yet to come. We'll also go over the plot a little. I did not record some episodes: the quests of Serah and Vivienne, the "Brown Bog" area clearing, the collection of fragments, etc. So if something is not in the passage, it does not mean that I missed some points. But the most important thing in the description, of course, will be.

Storm Coast - Dragon Vinsomer

At the command headquarters, I activate a new task - "Red Templars". An entrance will now open at the westernmost point of the Storm Coast map. Inside, as you might guess from the name, there are templars ... red ... Here you can also find the Black Lotus plant, as well as a locked door (the door requires the "key of the red templar", but where to get it is unknown). We interrupt vrazhin, which are not so many, and we go out to the shore with a boat. This transport can be used to get to the "Dragon Island".

Vinsomer settled on the island. This dragon, despite the 19th level, is a rather formidable enemy due to strong electrical damage. My party of Rogue (Main Persian), Mage (Dorian), Archer (Sir) and Tank (Blackwall) flew rapidly. Sure, Blackwall showed miracles of resilience, but with his damage, it would take a week to kill the dragon. As a result of the confrontation, it was decided to return to this animal later. You need to get an advantage in the level, craft equipment not only for yourself, but also for your allies, and also pump over the tincture of protection from electricity. Then we will definitely win.

How to Defeat a Dragon - Northern Hunter

There are 10 dragons to be found in Dragon Age Inquisition. If it doesn't work out with Vinsomer or another strong dragon, then you need to find someone easier. A northern hunter from Crestwood would be great. This dragon also uses electricity magic, but it only has level 13, which is quite capable even without the use of protective potions.

Dragon loot is the best: in addition to weapons, armor and blueprints for crafting, unique items such as dragon iron, rich dragon blood, dragon tooth, dragon membrane (4th level cloth), dragon scales (4th level leather), dragon bone (level 4 metal).

Also in Crestwood are the Assassins Guild Leaders. I just lacked one sign to create a knife for the killer's path. In addition to the signs, you also need a special book, which can be found next to Cole. There should be another one in Val Royeaux from the bookseller, but in my case it was not (I bought all the books).

Warden Crestwood, Josephine, Leliana

No, this is not a love triangle, but only a summary of the content of the video. We try the elder Crestwood, build relationships with Josephine, consult with Leliana, who for some reason does not like the whole story with Josephine. At the same time, Leliana herself does not want to enter into a vicious relationship. It's a pity, I expected to see a serious showdown between the girls for the Inquisitor! In general, the options are as follows.

Possible Romantic Interests for Female Inquisitors:

Blackwall, Serah, Josephine, Iron Bull

Possible romantic interest for female Inquisitors (only for characters of the Elf race):

Cullen, Solas

Possible Romantic Interests for Male Inquisitors:

Cassandra, Josephine, Dorian and for those who like stronger Iron Bull! OMG.

Forgotten Temple of Dirtamen

Here is a complete passage of the mission "God of Secrets". Collected all the runes and remains. At the end, we perform the ritual, summon and kill the demon, collect the loot from the chest.

Whistling Wastes

The first of several videos of the new large location - The Whistling Wastes. Here I also did almost everything, including the search for the mosaic elements (except for the quest "Notes in the Wasteland"). The main task is to find 5 gnome graves, in each of which take a part of the key. The first grave found at 25 minutes. The main thing is to light torches in the correct order, and there will be happiness.

A map of the area with all the graves can be viewed on the video "Whistling Wastes - Tomb of Fairel" (from 30 seconds).

Whistling Wastes - Part 2

We continue the wasteland. I found a shop with weapons and armor, where for just 6100 I bought a very good level 22 helmet for the rogue class - Draska's Helmet. Armor level 44, as well as bonuses for defense and agility.

Whistling Wastes - Part 3

We wander through the night desert, close the gaps, chop down spiders, loot the tombs of the cows, collect a rare plant - the aria of the vandal. It is found in such large numbers only in the Whistling Wastes. Useful for improving potions.

Whistling Wastes - Part 4

I think there is no need to explain what is happening here :)

Whistling Wastes - Part 5

At the 20th minute, there is a grave in which I did not immediately notice the door (why in Inquisition the doors of the gnomes are so narrow?). In general, always try to walk "along the wall" so as not to miss anything.

How to Defeat a Dragon - Sandmaker

Sandweeper is a level 20 fire dragon in the Whistling Wastes. The fight took a quarter of an hour (starts at the 7th minute and ends at the 21st). Quickly enough he took off all his health and relaxed a little, considering that the job was done. But that was a big mistake. At some point, the dragon knocked out everyone except Blackwall and spawned its cubs, which did not allow the Gray Guardian to revive his comrades. The situation became critical when Blackwall had practically no health left. The computer enemy seemed to have acquired a human mind and spitefully poured fire without stopping. The prospect of a quick reboot and wasted time was not at all pleasing, but the fight was still managed to pull out.

Whistling Wastes - Firerel's Tomb

Behind the dragon is the Tomb of Firel, which must be opened using the pieces of the key. But as I said above, I missed one part, so I had to return. In the tomb, you can find the "Excellent Rune Against Demons" blueprint.

How to defeat a dragon - Ferelden frostbite

Despite its name, "Frostbite" uses fire magic. This level 12 dragon can be found in the northeast of The Hinterlands (video 2:20).

Varric's story

This video is all about the walkthrough of Varric's quest. We return to Vallamar, kill the bad gnomes, watch the cut-scene. It all took 10 minutes. It took about the same amount of time to upgrade Bianca (Varric's crossbow). In one of the previous parts, I was already in Vallamar. At that time, it was not possible to open the 3rd level of the map. So he will be available only in this mission.

How to Defeat a Dragon - Abyssal High Dragon

This level 14 dragon can be found in the Western Reach (South). We approach the researcher Frederick and take the quest to lure the dragon. We set traps, we wait, we kill. The Abyssal High Dragon, like the Frostweed, belongs to the fire dragons, so if you plan to go to her early, then it makes sense to stock up on potions of protection from fire.

Arbor wilderness

The coryphaus plans to find and appropriate an ancient elven artifact - Eluvian (later it turns out that he needs a certain Source of Sorrow), and we plan to prevent him. The bottom line - we run through the forest to the desired marker, you can turn on invisibility and not be distracted at all by the showdown between the templars and the warriors of the Inquisition.

We reach the Mital temple, watch a cut-scene and solve puzzles of the level of the first grade of elementary school - walk on the tiles without stepping twice on one tile. The task is simple, but the implementation is such that sometimes, for some unknown reason, the "double click" still works, so you have to repeat the procedure again.

Temple of Mital and bugs

So, we are still at the elven temple. The main task is to prevent the leader of the red templars Samson from getting to the Source first. The commander jumps into some kind of pit and then the first choice appears: jump after him or solve several puzzles with tiles as Morrigan advises. In this case, I took advice and went running on the tiles. I think that you can go through this episode in both ways, but if you do not pass the test of the temple, and immediately go after Samson, then he will most likely get to the source first, which is not very good from the point of view of the plot, besides, I would not have received the achievement " The fruits of pride. " But just in case, in front of the tiles, I decided to make a manual save, which later played a very important role.

The puzzles have been solved and the door to the inner hall is open. I go in and I don't smell any trick. But if I had passed this place not for the first time, I would have known that a cut-scene should be triggered right at the entrance, and battles between the templars and the ancient elves should take place inside the halls. In short, a serious bug happened. I ran all over the temple and even found a waterfall, where Samson should be located.

It gets worse. Not understanding the meaning of what was happening, I decided to jump into the waterfall ... And then suddenly I realized that all this time my mind was inside the matrix, and now it is free. Before me is a real, gigantic real world and an open field. With all my strength I ran towards the horizon, leaving the Coryphaus and the elves behind. And everything would be fine, everything would be fun, but here the autosave icon in the corner of the screen painted a not very rosy picture of the early completion of the passage. How well I was hand-preserved on the tiles ...

Against elves

I rebooted safely, ran the tiles again and entered the hall. This time the cut-scene is triggered! A pathetic elf with a tree tattoo promises to help defeat the enemy, but after that we must leave the temple and never return here. Morrigan advises to think carefully, since the Source, which the Coryphaus is hunting for, may come in handy ourselves. In the end, I choose the option against the elves - "We may need the source."

In this situation, I get a lot of negative reaction from allies. In the temple you will have to fight both elves and templars. And in the end, Morrigan kills the head elf so that he cannot destroy the Well. The option is not very optimistic, but if such is the price of an important elven artifact, then I am ready to accept it. Just in case, I save in this place and reboot to go through this episode again, but with the support of the elves.

For the elves

The third time I had to run through the tiles. We go into the hall, listen to the elf. I give up my claims to the Source and choose the pro-elven version - “Let's help each other”.

In this case, I get approval from the allies. In the temple, you don't need to fight with anyone at all, since the elven guide will lead you in a different way. At the same time, you can find runes on the walls and chests that are inaccessible when passing against elves. In addition, Morrigan does not kill the elf, since he allows the source to be used. In short, this variation is carried out under the hippie slogan - "Make Love Not War".

The fight with Samson itself is very simple in any case. This boss has a 21st level and a very painful blow, but in both cases he aggroed Blackwall's tank, which he cannot inflict damage in principle. We calmly stand aside and watch Sera cut arrows into a carcass. On the video it may seem that the fight is difficult, but in fact, I just did not try very hard, since the outcome was known in advance.

Samson's trial

He turned on the recording, as he planned to carry out the first execution and chop off Samson's head with his own hands. I haven’t executed anyone yet, but it was precisely when I decided to do it with a notorious villain that I was not given such an option. But once the video has been recorded, then let it be. That's all for now.

Astrariums in Dragon Age: Inquisition are relics of an ancient Tevinter sect that existed in pre-Andrastian times, which united the masters who wanted to destroy the Magisterium, the governing body of the Empire. The members of the order wanted to restore the old order when the seers ruled everything. Traces of their activities were found throughout Tevinter, mainly in the borderlands. There they held secret meetings and set up caches of treasures that could only be discovered with the help of the knowledge of ancient astronomy. Over time, astronomy lost its former significance, 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. The members of the Order of the Fiery Vow were distinguished by special agility, since they believed that the astrariums held the Veil together, and if they were destroyed, then the end of the world would come. Such were the ancient sects: the true motives of their actions will never be fully understood.

In some large locations in Dragon Age: Inquisition, there are 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 long distance due to their unusual shape (iron globe). To solve the puzzle, you need to correctly connect the stars with lines, as shown on the tip 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 making a movement in the desired direction. After solving the first puzzle, you can find out the approximate location of the remaining two astrariums, if you re-activate 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 two dimensions, the astrarium will reveal the location of the cache (the marker appears on the global map). The order of solving the riddles is not important.

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

The location of the Astrariums in the Hinterlands in Dragon Age: Inquisition:

  1. (Constellation Judex) - At the foot of the mountain southeast of the Inquisition camp in the Suburb in the eastern part of the location.
  2. (Constellation Draconis) - At the top of the hill in Hafter's Common, 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 side of the Inquisition camp.
  3. (Constellation Peraquialus) - On a hill north of Redcliffe Farms in the northwestern part of the location.
  4. Location of the cache- in a chest in a secret room in the Mage's Shelter between the Inquisition camp on the upper lake and Redcliffe (the task "Renegades in the Witchwood"). The magic barrier is broken with a staff with the effect of cold.
  5. : Snake blade (rare dagger) - 180 uvs, 70 damage, + 2% attack, + 14% bonus to critical damage, on impact 5% chance to poison the enemy.

Astrarium locations on Stormshore 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's Height landmark.
  2. (Constellation Fervenial) - On top of granite boulders to the east of the Morrin's Height 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. Location of the cache- in a chest in a cave south of the third astrarium.
  5. Astrarium reward: Red Crossing Doom (unique bow) - 93 uvs, 82 damage, + 8% bonus to damage against defense, + 3% critical strike chance, + 9% agility, 10% chance to trigger Sacrifice, dealing 50% damage from weapons.

The location of the astrarium in the Emerald Graves in Dragon Age: Inquisition:

  1. (Constellation Solium) - on the edge of the cliff south of the Inquisition camp in the territory of Stonezhut in the central part of the location.
  2. (Constellation Eluvia) - on a hill on the territory of Nettle Pass between the landmarks "Watchman" and "Explorer" in the southeastern part of the location.
  3. (Constellation Equinor) - at the foot of a mountain in the thicket of the forest to the southwest of the settlement "Argon's Shack" in the western part of the location.
  4. Location of the cache- in the chest in the cave at the end of the passage to the south of the settlement "Argon's Shack" in the western part of the location.
  5. Astrarium reward: Towards death (unique staff) - 75 uvs, 46 cold damage, +9 willpower, +10 constitution, +12 cunning, on impact heals 1% of maximum health.

Location of Astrariums in the Western Reach in Dragon Age: Inquisition:

  1. (Constellation Fenrir) - on the site in the ruins of the prison to the northwest of the entrance to Koracavus in the northern part of the location (task "Troubles with the spawn of darkness").
  2. (Constellation Satinalis) - at 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. Location of the cache- in a chest in the Underground Cavity on the Plague Watch territory, east of the Inquisition camp on Stony Ridge, in the southern part of the location.
  5. Astrarium reward: Excellent chain mail of the sorcerer (light unique armor) - + 3% protection against magic, +3 magic, +6 willpower, + 21% resistance to spirit magic, + 14% resistance to cold, + 5% concentration for each enemy in radius 8 meters.

The location of the Astrariums in Crestwood in Dragon Age: Inquisition:

  1. (Constellation Kios) - at the site near the Glenmorgan mine north of the Inquisition camp at the Three Trout farm in the eastern part of the location.
  2. (Constellation Silentir) - at the healer Judith's hut on the territory of the Forest Manor 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 in the story after the water is drained through the dam.
  4. Location of the cache- in a chest in a cave on the Rocky Slope to the west of the Inquisition camp at the Three Trout farm in the eastern part of the location.
  5. Astrarium reward: Superior Fire Protection Belt - + 30% fire resistance.


Storm Coast, like almost any terrain in the game except for the main plot cards, opens after you complete a reconnaissance mission on your military operations table. This will cost you 4 influence points.

The passage through the red cave in the southwestern part of the map and related quests will only open after you have completed a certain part of the main plot.

Putting order


Automatically given by Scout Harding the very first time you visit Storm Coast. Some robbers are raging in this area. Several of your people went to negotiate with their leader, and after that nothing was heard from them. Go to the meeting point. In an abandoned hut, you will find the bodies of missing soldiers, and from the papers scattered around, you will learn a couple of interesting things - the bandits who killed them belong to a certain sect called the Blades of Hessarian, and they mention a certain "cross of mercy" with which you can come to him for negotiations. If there is an Iron Bull in your group, he will offer to challenge the leader of the bandits to a duel, and if Blackwall is present in it, he will offer to recruit bandits to help the Inquisition.

If you are not interested in recruiting a sect, then all you need to do is just go to the camp and kill everyone there. All members of the sect will be hostile by default.

If the ideas of the Bull and Blackwall are to your liking, you first need to craft the Cross of Mercy on your order table (you need to find 2 Serpentines and one Deep Hunter skin for this), put it on (it takes up the amulet slot) and already appear in the camp in this form Blades of Hessarian. In this case, you will be greeted peacefully, taken to the leader, and if you manage to defeat him in a fair fight - your group is against him and his hunting dogs - then the rest of the Blades will swear allegiance to you and will henceforth be considered agents of the Inquisition.

Guardians on the Coast


Granted automatically after visiting Stormshore. The Gray Wardens were spotted here, but what exactly they were doing here is unknown to anyone. Visit the four locations where the Gray Wardens were seen and look for traces of their presence. You need to use the search function to find their letters and diaries. From the records found, it will become clear that the Guardians were looking for someone, apparently - their fellow Guardian - but who exactly and why will remain a mystery. Bye.

Shadowspawn Hunt


Given after you arrive in Skyhold and complete a scouting mission for the Shadowspawn on Storm Coast on your desk at Command Headquarters.
You should close the gaps from which the Darkspawn emerge. There are four of them. It's a good idea to take Blackwall on this mission, as he gives you approval every time you kill the Darkspawn. You will also need a magician, since only he can close the gaps.

One of the holes is in a cave at the northern end of the map, the second is in a cave to the south of it (although the icon points to a place next to the astrarium, the required tunnel is actually underground. The third tunnel, south of the previous one, is on the surface. The last one is located in a cave near lyrium waterfall.
Usually, several Spawn of Darkness walk around each hole, led by the leader-garlock. (Although for some reason I didn't have them at all in the northernmost cave. We went out to get some fresh air, or what?)

The quest automatically ends when you close the fourth failure.

Krasnye Vody


Awarded after completing the Templars Command Headquarters mission on Stormshore, which appears after some time has passed since your arrival in Skyhold.

It is good to take Varric on this mission - not only because in the cave where you will need to go, there are 4 deposits of red lyrium (you can always return to them, after all, after all), but also because he will give you get some light approval every time you fight the Red Templars.

Go to the southwest cave that was previously inaccessible. A pair of red templar knights wander around her. In the cave itself, you will find the remains from which you can remove the Key of the Red Templar. Alternatively, the key can fall from one of the Templars you personally killed. Go further, go ashore and follow into the second cave. After another battle with a group of red templars, which will include a Shadow using stealth and backstabbing, you will see that the bridge leading further has collapsed. Go back a little. In the left wall (if you stand with your back to the bridge), the skull painted on the wall has a gap, which is sometimes difficult to notice. Go there.

You will come out into a large two-story hall with two groups of red templars on each. Clear them and go through the bottom one in the only direction you can reach. You will need the key of the red templar to open the door that leads further. Behind it you will come across a destroyed bridge, and next to it - an elven artifact for Solas. Further the path will be closed.

Return to the very beginning of the two-tier hall, go to the second tier. One of the smaller treasure rooms will have a hole in the wall that leads through a cave and a bridge to another treasure room. Get down from her down the stairs, where a couple of red templars, including the Shadow, will be waiting for you. If you turn left from the stairs, you will see that you are on the other side of the destroyed bridge. You don't need to go there now, so turn right. At the exit from the cave you will see a group of their two red templar knights and the Shadow. When you deal with them, this will complete the given quest and give you a new mission for your command headquarters.

After completing the quest, a quick jump point will appear in the former lair of the red templars in case you decide to return here.

A boat near the cave near the site of your final encounter will take you to the island where the local dragon lives.

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

Storm coast

Inquisition Scouts Report Small Group on the North Shore of Ferelden Gray Guardians... The emergence of the secret order coincided with the opening of the gap, perhaps the representatives of the guards have important information at their disposal.

Putting things in order

The soldiers of the Inquisition went to meet with the robbers, but the NPCs disappeared before reaching the place. We move to the mark on the map and in the area of ​​the Big Bay we find a small abandoned hut, on its way your squad will have to fight with the members of the Blades of Hessarian.


Inside the room we find the bodies of the soldiers of the Inquisition and map the area where the location of the "Blades" camp is marked. We go to the target mark and engage in battle with a group of robbers, we clean the area and complete the task.


Breaks on the coast

After setting up camp on Stormshore, the Herald will have to close several breaks in the area. Do not forget about the possibility of influencing the portal, after which all the demons are in the "camp" for a few seconds.


On the way to the portal in the Big Bay area, you can watch a battle between a giant and a dragon. You can wait until the representatives of the local fauna sort things out, after the dragon escapes, we will attack the giant (you should beware of being hit by a boulder).


Coast Guard

Inquisition Scouts Report Presence Gray Guardians in the coastal area, several areas need to be surveyed for traces of the secret order in the area of ​​the camp in the small bay. As soon as the Herald is in the target area, it is necessary to use Search to find clues (the pointer under the main character will indicate the direction, the main character is interested in diaries members of the order).


Hold the coast

The messenger must find 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, you get tasks to destroy gaps in a new area.


Breaks near the cascade

After setting up a camp on the fin bank, the scouts will report on the breaks that need to be closed (the shadow portal is in the waterfall cave).


Shards on the stormy shore

The main characters continue to search for fragments of the artifact, there are also several Ocularum which will indicate the location of the component parts.


Iron: Curtain Shore

The University of Orlais asks the Inquisition to find metal samples to study from Storm Coast ( coil is an ore that can be found on large boulders).

Rescue claims

Ships washed ashore can be brought back to normal and used for the needs of the Inquisition, the main character's task is to find resources for repair ( deep hunter- this is a small lizard, which can be found in the caves at this location).


In the future, you will have to return to this location, since there is a fortress of the red Templars on the shore, deposits of red lyrium and the lair of the Dragon, but it will not be possible to go further at this stage.

In memory of the guards

Blackwall is interested in the artifacts of the Gray Wardens that may have remained in the old camps. There are two ruined camps of the Chapter on Stormshore.


Red waters

After completing the task Templars on the Stormshore for the main characters a passage will be cleared to the old gnome fort on the shore. Now the Inquisitor and his squad have to suppress the resistance of the Red Templars and clear the old fort.


Next, the player can go to the island where the Dragon lives. Vinsomer uses electricity as the main element, a level 19 dragon is vulnerable to spirit magic.


Forbidden Oasis

Exploration of a mysterious artifact led the Inquisition to the Forbidden Oasis, in the center of which is an ancient elven temple.

Breaks in the oasis

Inquisition scouts spotted active rifts in the area Dustfall and in the valley next to the road Du Lac... The herald and his squad must suppress the resistance of the demons and close the shadow portals.


Breaks high and low

After creating a camp in the oasis, the main character receives information about the presence of two gaps in this area; to enhance the influence of the Inquisition, the portals must be closed.


Serpentine: Forbidden Oasis

The University of Orlais has requested metal samples from the Inquisition for study from the Forbidden Oasis ( lustrin- ore that can be found on large boulders).


Shards in the Forbidden Oasis

The Messenger continues to search for fragments of the artifact, there are also several Ocularums at the location of the oasis, which will indicate the location of the component parts.


Temple of pride

Collected artifact shards have a connection with the ancient elven Temple Solasan... The entrance to the mysterious structure is located in the center of the Forbidden Oasis under the waterfall. The door will open if there are 6 shards.


After completing the task " Temple of pride", The main characters have to complete several side quests ( Calm Spirit, Endure Cold, Conquer Fire), the reward is the opposition for the various elements. The doors will open when there are fragments, which can be collected at various locations.


Val Royeaux

Rumors of Inquisition activities in the Hinterlands have spread beyond Ferendel Kingdom. Priestesses The churches are ready to meet with representatives of the new order. Inhabitants Val Royeaux and the Church, fearing the Messenger, turned to Templars in order to protect against the Inquisition. We move to the mark of the goal and enter into a verbal skirmish with representatives of the Church. Next, the Seeker Lord appears. Lucius Corin, which takes the Templars out of the city, leaving Val Royeaux unprotected.


At the exit from the city, the main characters are met by a sorceress Fiona, the head of the rebellious magicians, who offers to conclude an alliance (Quest In Confidentiality,). The meeting should take place in Redcliffe, which in turn will allow you to enter the previously closed settlement.


On the upper level of the city there is a merchant who offers to buy a pig in a poke for 10,000 gold. Purchase (animal statue) gives access to the task " Big?"On the global map.

Friend of Red Jenny

After meeting with the Templars in the central square, the Messenger receives an arrow with a message, in which the main character is advised to inspect several places in different parts of the city (market, eatery and pier). It is necessary to search red scarves, the collected clues point to a location nearby Val Royeaux.


We go to the global map and go to the location " Secluded courtyard". Next, we enter into battle with the mercenaries and meet the archer Sir, which will join the Inquisition (will become available for selection when creating a squad).


Imperial sorceress

In Val Royeaux, the main characters are met by a messenger who conveys an invitation to the Messenger to the Ghislains estate. We go to the global map and go to a new location, after a small dialogue, the sorceress Vivien will join the ranks of the Inquisition (available as a member of the squad).


Josephine is trying to correct the sad financial situation of her family, for this purpose messengers were sent, but the addressee did not receive the sent documents. The inquisitor needs to go to Val Royeaux and visit the Comte Boivère, as he claims to have information that will allow him to get out on the bandits. During the meeting, it turns out that the league of Orlais assassins has a contract, according to which the Montilier family should not return to Val Royeaux under any circumstances. However, the people who signed this contract have long been dead. Returning to the Skyhold fortress, Josephine offers to find the descendants of the du Paraquette family and assign them a title so that they, in turn, cancel the contract. Leliana offers to enter the lair of the House of Rest and eliminate the document.


At the command headquarters, we carry out the task of searching receiver, then we return to Val Royeaux and talk with Countess Dionne. We return to Skyhold and perform a favor for Judge Val Royeaux.


After that, we again go to the headquarters of the command and carry out the task "Talk to the Minister of Belize". The inquisitor will have to convince the minister to restore the title. Finally, we meet with Josephine in Val Royeaux and complete the assignment.

Close attention

The Inquisition drew attention to the closest companions Coryphaeus... Calpernia is led by Venatori, you need to go to Val Royeaux and find a merchant who owns the information. In the house of Vitsinius, the main characters will have to face the Venatori, who have already managed to kill the merchant.


We search the house for crystal fragments, return to Skyhold and talk with Leliana. Inquisition scouts are tracking down the slaves who have been handed over to Calpernia. At this stage, we go to the forge and talk with Dagnoy... The found memory crystal was restored, moreover, Dagna was able to extract the recorded memories.


At the command headquarters, the task will become available - to install the crystal in the Venatori headquarters. We talk with Leliana, the Inquisitor again witnesses the conversation between the Coryphaus and Calpernia.


At this stage, the main character needs to give an order to Leliana, the scouts of the Inquisition will have to find information that will allow them to establish the location of the temple Dumata... During the survey of the new location, the Inquisitor will meet with the Tevinterian Master Erasthenes, a specialist in the ancient gods, whom the Coryphaus imprisoned in the temple. Also pay attention to memory crystals.


Returning to the shelter, the Herald will have to make a choice between two groups - the rebellious magicians and the templars (The task "The danger has not passed" will be completed). Leliana will also report on the Gray Warden, who was seen in Ferendel's Hinterlands. This article is part of the Dragon Age: Inquisition Walkthrough series

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