Bathroom renovation portal. Useful Tips

Story line. Dragon Age: Inquisition Walkthrough



Cost: 40 points

This story mission becomes available after completing the quests There Lies The Abyss And Evil Eyes And Evil Hearts.

Do not embark on this mission until you have completely completed either Cullen's mission for Samson (if you have formed an alliance with the mages) or Leliana's mission for Calpernia (if you have formed an alliance with the Templars).

After discussing the plan of attack with your advisors, you will be transported to the Arbor Wilderness. You will be informed that the enemies are desperately resisting, and they will also explain what exactly behind the ruins are located here. After the end of the conversations, go forward - before you reach the temple, you will need to destroy several blockades of the red templars that protect it. Morrigan will join you for this mission, although he will not be a member of the group.

Follow the road down. Who exactly fights on your side will depend on how you solved the Evil Eyes and Evil Hearts quest. Selina and Gaspar will give you Orlesian soldiers, and Briala will give you elves. The head of your allies (Selina, Gaspar or Briala) will be right there in one of the camps, where you can talk to him if you want - this is not necessary for the quest itself.

The first blockade is located at the destroyed bridge - destroy a large group of red templars there and move on.

Between the first and second blockade, you come across an entire camp of red templars fighting some strange elves - definitely not Dalish. However, they are clearly not particularly friendly to you. Beware of their Shadows - they can be even more deadly than the Templar Red Shadows.

At the camp you will find a letter with instructions from one of the Luminaries' lieutenants and a chest to replenish supplies.

The second blockade is located across the river, and it will include two giant red templars (Red Monster in Russian translation).

The ruins south of your next quest marker contain another group of red templars, as well as a chest to replenish supplies.

The third, most numerous blockade is already at the actual entrance to the temple you need. Among your soldiers fighting there will be Cullen. At the entrance to the temple, you will find another chest to replenish supplies.

Go inside and watch the video, in which it will become obvious that the victory over the Coryphaeus will not be reduced to a simple decision - to come with sufficient strength and beat until he dies. Which you may have already suspected from the stories of Varrick and Hawke. You will also learn that the Coryphaus did not come here for what you thought.

To follow Samson / Calpernia, you need to perform a small ritual to open the magically locked door. Find an area paved with large slabs that light up blue when you step on them. The puzzle is simple enough - you need to highlight all the tiles. Please note that they all go out if you step on any of the blue slabs a second time, so you need to walk over them without ever stepping on the same one. (Note - jumping will not help here, the blue slab does not matter will go out, even if you successfully jump over it.) You can ignore your companions-in-arms - only a controlled character can light and extinguish the stoves, even if they all follow you on your heels.

After opening the door, follow on to the temple. Pretty soon you will come across Samson / Calpernia, but they will be too busy to deal with you personally, and leave their minions for this. After fighting them, you must decide whether to follow Samson / Calpernia immediately - that is, jump after them into the crevasse - or, as Morrigan suggests, first perform an elven ritual that may open up some additional possibilities for you. Solas would be in favor of performing the ritual, while Cole would prefer a quicker solution.

The ritual that Morrigan talks about is the same as the one you did to open the door to the temple - you need to light the stoves in three places in the same way. They will be a little more confusing than the first riddle - in one place the plates are divided into two areas and you need to properly light both for the ritual to be considered completed, in another area with plates is divided by a grate and you need to use a lever to open access to its other half ...

After solving the riddles of the three rituals, go through the door that has become accessible and you will meet the mysterious defenders of the temple. The meeting can be peaceful if you are polite, agree to respect their traditions and promise not to touch the Source. If not, you will have to fight with them (which will not be approved by almost everyone except Sera. Vivienne and Varric have no preferences in this matter.). If Solas is in your party and / or your Inquisitor is an elf, you will have additional dialogue options, but not decisions.

If you do not perform the ritual, you will not be able to form an alliance with the guards of the temple.

If your meeting with Abelas ended peacefully, he will leave for the Source, and Morrigan will rush after him. Since you will not be able to follow them at the moment, follow the elven guide. By following her, you can avoid almost all battles and go straight to the goal.

If you did not perform the ritual or did not agree to the terms of Abelas, you will have to fight your way to the goal through both the minions of the Coryphaus and the guards of the temple.

By following the elf or cutting through opponents, you will finally catch up with Samson / Calpernia. If you have made an alliance with the magicians and your opponent is Samson, you will have to fight with him and his group anyway. However, if you have completed Cullen's Before Dawn quest chain, then in a conversation with him you will have the option to destroy his armor, which will greatly facilitate the fight. Later, you can complete a mission at your headquarters and try Samson in Skyhold if you wish.

If you've made an alliance with the Templars and completed Leliana's Grudging Attention questline, then you can completely avoid the fight with Calpernia by telling her what you've learned and advising her to return to Tevinter. If you haven't completed the quest, or just think combat is the best option, fight - and Calpernia will commit suicide by losing the battle.

After completing this part of the mission, you have to make an important decision. If you have made an alliance with the guards of the temple earlier, you can persuade Abelas to resolve everything peacefully - be polite and agree with him - then he himself will decide to allow you to use the Source. If you have not made an alliance, then you will not have any options - Morrigan will simply kill him when he tries to destroy the Source.

However, the most important decision lies ahead. Will you allow the Morrigan Source to be used or will you do it yourself? Vivienne, Cassandra, and Iron Bull approve of the second option, while Solas, Sera, and Dorian approve of the first. Varric has no preference.

After making a decision and drinking from the Well (or letting Morrigan do it), watch a video about what came of it, after which you will be transported to Skyhold, and this quest will be completed.

,
Not a fan of herself. I imagine a Tevinter slave who is like "ah, it all went to waste, I am taking off my post, do what you want with the master's property. Here is a chain, a key from a chain, a whip, dispose of." And this one took offense at everyone and left. This eternal fasting may have been strange, but it was clearly a strange act of goodwill. Probably Solas would not want such honors. However, he himself regrets that the temple of Mital could not be defended.
Yes, and Morrigan, in principle, tramples the ground, Flemeth's attempts to intervene were always cautious and beneficial.

If you ask, Abelas will say - only the source kept us here. You drink it and we have nothing else to do here. She kept them in one place, made them wake up, gradually losing this connection, forever holding on to some fragments (which was very bad. Aelas says all this in plain text!) - not only and not so much love and respect for the goddess (Abelas is nothing about this says), and their eternal "connection with the will of Mital. The key is precisely in the last words. You are tied to someone else's will, by definition you are not completely free.

As far as I understand, from the conversation of the mourners, it was not at all like that. And it was not Solas who locked up and fooled someone there. Mital was betrayed, but not he. I would not be surprised that Solas saved the gods and hid him somewhere for reasons of not being finished off. There, obviously, everything was extremely ambiguous. And it is even more strange that Solas, in a dialogue with hysteria, kind of admits that GG is great and inspired him to try again.
Of course everything is possible, but I don’t understand why to come up with too much. I mean, why try to whitewash, is it to make the character something more interesting?
Mital was killed and not Fen "Harel. It seems as though no one accused him of this. It is known from Dalish legends (And for all its incompleteness, this is still a more reliable source than" it seems to me ". Here you can at least rely on something) - Fen "Harel deceived and locked up the gods, both EB and Forgotten. From the words of Solas it is known that EB were those bastards, Wallaslin were slaves' marks (Fen "Harel, by the way, does not have Wallaslin), he unambiguously calls the connection with the source submission. Why should he save them, from whom? Salvation looks somehow strange, from which the "saved" themselves cannot be saved.

The dialogue about strength seems to be like it will be even if you don't drink. I don’t know for sure, I won’t lie. There is rather not the power of the source (what it will give something), but the power of the Inquisition. God knows what Solas is going to do and what his plans are. Returning to the moments above - if he is going to do something again, he clearly does not give a damn.

I take it everyone except Solas is passively uninterested. And Solas is kind of in the position of the offended. From the series "this new generation will not appreciate anything." After drinking the water, Solas leaves the position of the offended, pah-pah, so that it penetrates and does not let go, and GG clearly hints, they say, use the force alone. As I understand it, two simply will not interfere, the third can generally be incited to exploits, or at least outbid the deal. Yes, what is it, from one text it is clear that already the Coryphaus almost cries at the sight of the ancient elves.
Mital is only interested in revenge, Morrigan has only personal motives, Solas is a dark horse (he is either interested in doing something or not). And here is the moment: the voices said nothing that would not be beneficial to Flemital. They did not give out absolutely any information other than about the Coryphaeus, the dragon, they confirmed that Flemital was really Flemital. We did not receive any information outside the plot, moreover, it is not the Inquisitor who speaks with voices, these are the voices that speak to the Inquisitor (by order of the Flemital holding the leash!). The only noticeable plus is that we begin to understand Old Elven. Useful, but won't do much. The same letters in the church are fragments of information; you cannot restore an accurate picture from them. that is, again a distortion, again a lie, again theories passed off as reality.




Cost: 40 points

This story mission becomes available after completing the quests There Lies The Abyss And Evil Eyes And Evil Hearts.

Do not embark on this mission until you have completely completed either Cullen's mission for Samson (if you have formed an alliance with the mages) or Leliana's mission for Calpernia (if you have formed an alliance with the Templars).

After discussing the plan of attack with your advisors, you will be transported to the Arbor Wilderness. You will be informed that the enemies are desperately resisting, and they will also explain what exactly behind the ruins are located here. After the end of the conversations, go forward - before you reach the temple, you will need to destroy several blockades of the red templars that protect it. Morrigan will join you for this mission, although he will not be a member of the group.

Follow the road down. Who exactly fights on your side will depend on how you solved the Evil Eyes and Evil Hearts quest. Selina and Gaspar will give you Orlesian soldiers, and Briala will give you elves. The head of your allies (Selina, Gaspar or Briala) will be right there in one of the camps, where you can talk to him if you want - this is not necessary for the quest itself.

The first blockade is located at the destroyed bridge - destroy a large group of red templars there and move on.

Between the first and second blockade, you come across an entire camp of red templars fighting some strange elves - definitely not Dalish. However, they are clearly not particularly friendly to you. Beware of their Shadows - they can be even more deadly than the Templar Red Shadows.

At the camp you will find a letter with instructions from one of the Luminaries' lieutenants and a chest to replenish supplies.

The second blockade is located across the river, and it will include two giant red templars (Red Monster in Russian translation).

The ruins south of your next quest marker contain another group of red templars, as well as a chest to replenish supplies.

The third, most numerous blockade is already at the actual entrance to the temple you need. Among your soldiers fighting there will be Cullen. At the entrance to the temple, you will find another chest to replenish supplies.

Go inside and watch the video, in which it will become obvious that the victory over the Coryphaeus will not be reduced to a simple decision - to come with sufficient strength and beat until he dies. Which you may have already suspected from the stories of Varrick and Hawke. You will also learn that the Coryphaus did not come here for what you thought.

To follow Samson / Calpernia, you need to perform a small ritual to open the magically locked door. Find an area paved with large slabs that light up blue when you step on them. The puzzle is simple enough - you need to highlight all the tiles. Please note that they all go out if you step on any of the blue slabs a second time, so you need to walk over them without ever stepping on the same one. (Note - jumping will not help here, the blue slab does not matter will go out, even if you successfully jump over it.) You can ignore your companions-in-arms - only a controlled character can light and extinguish the stoves, even if they all follow you on your heels.

After opening the door, follow on to the temple. Pretty soon you will come across Samson / Calpernia, but they will be too busy to deal with you personally, and leave their minions for this. After fighting them, you must decide whether to follow Samson / Calpernia immediately - that is, jump after them into the crevasse - or, as Morrigan suggests, first perform an elven ritual that may open up some additional possibilities for you. Solas would be in favor of performing the ritual, while Cole would prefer a quicker solution.

The ritual that Morrigan talks about is the same as the one you did to open the door to the temple - you need to light the stoves in three places in the same way. They will be a little more confusing than the first riddle - in one place the plates are divided into two areas and you need to properly light both for the ritual to be considered completed, in another area with plates is divided by a grate and you need to use a lever to open access to its other half ...

After solving the riddles of the three rituals, go through the door that has become accessible and you will meet the mysterious defenders of the temple. The meeting can be peaceful if you are polite, agree to respect their traditions and promise not to touch the Source. If not, you will have to fight with them (which will not be approved by almost everyone except Sera. Vivienne and Varric have no preferences in this matter.). If Solas is in your party and / or your Inquisitor is an elf, you will have additional dialogue options, but not decisions.

If you do not perform the ritual, you will not be able to form an alliance with the guards of the temple.

If your meeting with Abelas ended peacefully, he will leave for the Source, and Morrigan will rush after him. Since you will not be able to follow them at the moment, follow the elven guide. By following her, you can avoid almost all battles and go straight to the goal.

If you did not perform the ritual or did not agree to the terms of Abelas, you will have to fight your way to the goal through both the minions of the Coryphaus and the guards of the temple.

By following the elf or cutting through opponents, you will finally catch up with Samson / Calpernia. If you have made an alliance with the magicians and your opponent is Samson, you will have to fight with him and his group anyway. However, if you have completed Cullen's Before Dawn quest chain, then in a conversation with him you will have the option to destroy his armor, which will greatly facilitate the fight. Later, you can complete a mission at your headquarters and try Samson in Skyhold if you wish.

If you've made an alliance with the Templars and completed Leliana's Grudging Attention questline, then you can completely avoid the fight with Calpernia by telling her what you've learned and advising her to return to Tevinter. If you haven't completed the quest, or just think combat is the best option, fight - and Calpernia will commit suicide by losing the battle.

After completing this part of the mission, you have to make an important decision. If you have made an alliance with the guards of the temple earlier, you can persuade Abelas to resolve everything peacefully - be polite and agree with him - then he himself will decide to allow you to use the Source. If you have not made an alliance, then you will not have any options - Morrigan will simply kill him when he tries to destroy the Source.

However, the most important decision lies ahead. Will you allow the Morrigan Source to be used or will you do it yourself? Vivienne, Cassandra, and Iron Bull approve of the second option, while Solas, Sera, and Dorian approve of the first. Varric has no preference.

After making a decision and drinking from the Well (or letting Morrigan do it), watch a video about what came of it, after which you will be transported to Skyhold, and this quest will be completed.

After creating your character and watching the introductory cutscene, follow Cassandra's directions. Especially there will be nowhere to turn. Falling from the collapsed bridge, our hero and Kassandra will be attacked by the first enemies, and we will find our first weapon. For a single attack, click on the enemy [LMB], and for a series of attacks, keep the button pressed. You can pause the game by pressing and also switch to tactical mode by pressing [t] to issue orders to everyone in the group.

Having won the victory, we go along the frozen river, climb the hill at the end and jump down from the cliff again to the frozen river. Having defeated the next enemies, we go along the river and climb the steps near the wall. We go straight and again we go down to the frozen river. Further up the stairs. We go to the gap. There is already a battle going on, you only need to help, and when there are no enemies left, we watch the cut-scene. Now there are four of you in the squad. Having reached the wide river, we go to the other side, to the ruins, then along the stairs and the road of stones. Climbing the steps, another gap awaits you. In order to close it, you need to destroy several waves of enemies. After that, we approach the gap closer and click on it [RMB].

We open the gate and find ourselves on the bridge. We go to Leliana and the representative of the church. An unpleasant conversation will begin, at the end of which you will be offered several options for further passage. I recommend choosing the option “Go over the mountain” rather than “Go straight ahead with the soldiers”, because in the first case, you will be able to save the soldiers who have disappeared (in the near future you will be able to feel the bonus from this decision). We climb the stairs to the very top and go into the building in the mountain. Coming out on the other side, you will need to close another gap. After that, there will be a cut-scene in which the missing soldiers will thank for the rescue. We pass further and go down the stairs. Move on until we get to the primary big rip. Here you will be confronted by the first boss - the demon of pride, and if you saved the soldiers, they will help to defeat him.


As soon as the battle begins, you will understand that the demon has a protective aura, and he does not receive any damage. To weaken the defense, we close the gap. Now you can safely attack him. As soon as you see that the demon has protection again, close the gap again as soon as the opportunity arises and start attacking. Then we repeat until the demon is defeated. When he has 50% health remaining, other evil spirits will begin to appear from the gap, so it will be possible to close the gap only if you first interrupt all the newly arrived enemies. The same will happen at 25% health. As soon as we kill the demon, watch the cut-scene. That's it, the first chapter is over.

The danger has not passed

When you wake up, leave the hut. You will find yourself in the village. All exits from it are closed, so we go to the church on the hill to the left.


There we go into the farthest door and watch the cut-scene. You will need this room more than once, because the headquarters of the command will be located here. Then we leave the building and talk with the right people (quest "The Best in the Shelter"). We can immediately complete the additional tasks that they give. Then we return to the command headquarters and use the gained point of influence on the exploration of the area, where we need to find the Reverend Mother Giselle. In the future, this table can also be used to open new locations using influence points and send advisers on tasks to earn money for the Inquisition. We leave for an open area and find ourselves in deep paths. Focusing on the map (key [ m ]), go northwest, to the area marked with a purple circle. You will need to defeat several waves of enemies together with a detachment of the Inquisition. As soon as you do this, the next cutscene will begin.


Now you can either continue to complete side quests on the territory of the inner lands, or go to the headquarters of the command before proceeding further through the story. Remember that for each completed additional task, setting up a camp, opening new areas of the territory, influence points will be awarded, which can be spent on exploration, or the level of the Inquisition will increase. In order to return to the shelter, open the map and go to the world map (the button in the upper left corner), then select the shelter. Mother Giselle will be waiting for you in the church. Go to her and talk. You can also take the quest "Lotus and Roots" from her. We go to the headquarters and activate the mission "Enter the Church of Val Royeaux."


Having got to the right place, we go to the square, where we observe a cut-scene, after which the task "Defenders of Justice" is activated. Then we go to the street along which we came here. Here we will be greeted by the Great Enchantress Fiona, and the "Secret" quest will begin. We return to the Shelter, to the Headquarters of the command, This is where the quest ends.

Defenders of Justice

To start a mission, you need to scout a specific area on the command headquarters table. To do this, you must first gain 15 influence points. They are obtained by completing additional tasks. However, remember that if you started this task, then the mission with mages will be unavailable, and vice versa. So, if you nevertheless decided that the templars are more suitable replenishment of the ranks of the Inquisition, then we choose the mission and go to meet with the templars.


We watch the cut-scene. Then we approach the knight-templar Barris, who came out to meet us, and watch the next cut-scene. Next, we will be asked to hang flags in the order of respect. You can either agree and complete the proposed test, or refuse and go straight to the appointment. We approach Barris again. After the cut-scene we deal with the enemies, then we go out into the street and, following the markers, we go upstairs through the dining room to the desired door.


There we meet the Lord Seeker, who has prepared a surprise for us. Now we need to find a way out of the place where we ended up. The location is quite linear, so just walk past the mini-performances. When you reach a place where green dangerous liquid will pour from the rotating columns, first go to the right, go forward past the conversations. Wait for the column to turn so that you can move to the other side of the room, to a safe corner. There we go a little forward again and then follow into the room on the opposite side. When we go inside, the door will close. As soon as we try to get out, a conversation with a stranger begins. Then we do not rush to follow him, but go into the room on the opposite side and read the inscription on a large stone. He will give us a bonus to the characteristics, and at the location it will be possible to find two more of these (the mission is called "Demonic Dogma").


When a new companion turns what is pouring from the columns into water, we pass on. When we reach a dead end, we go into the room on the right. Our stranger will be there again. After a short conversation, we approach the blue fire nearby and light a torch from it. Next, we light more lights in three rooms on the sides of this room. Further, for the passage of the side quest "Demonic Dogma", we go with a torch in our hands to the very beginning of the location, into a room with gratings, and open the cell to the left. There we take the key (it is visible only by the light of a torch). Then we return to the dead end and light a fire at the far stone wall. The wall will move aside, and we pass on. Next, we approach the door on the right, which we unlock with the found key. We light a fire there. Leaving the room, we again ignite the fire on the stone wall. After it moves away, we go into the room and read the inscription again, after which we get another bonus to the characteristics. Then we leave and go to the room to the right. Approaching the door, a passage will open up. Then we open the door and we pass along the street to the passages closed by bars. We pull the lever between them and the path further becomes open. Then, along the familiar path through the dining room, we go to our goal. In the dining room itself on the second floor there will be the third and last stone for the quest "Demonic Dogma". Having reached the designated place, we watch the video. Then we go through the southern door to the upper barracks. Here we need to rescue two veteran Templars. Remember that in the upper right corner there is a ticking time after which the main hall will fall. Therefore, when there is less than half of this scale, someone from the team will remind you that it is worth coming back and help (if the scale drops approximately up to 30%, then Barris will die later). Therefore, the most reliable solution would be to save one at a time, i.e. rescue one veteran, then return to the main hall. After interrupting the enemies, we wait until the scale is restored, again exit through the southern door, save another templar and return back to Barris and help him and the rest of the templars to destroy the enemies.


Then we leave through the north door and, leaving the courtyard, go to the right into the tower on the opposite side. There we go up to the second floor and save another veteran. Then we can return back to the main hall or, if time permits, go to another tower marked with a marker, which can be entered from the courtyard. However, to get there, you need a key. We take him away in the room, which is located between these two towers, under the place where we saved the third templar. After taking the key and opening the door to the vault with it, we examine the lyrium directly opposite, then go up the stairs and read the notes, then we take the lyrium from the blue chest next to it.


We return to the main hall, kill the enemies and talk to Barris. A cut-scene will begin, after which you will have to fight off several waves of enemies. Then we go up the stairs and go out to the balcony, marked with a marker. There you will have to fight the demon of envy.


He, like great horrors similar to him, loves to hide under the ground and then jump out in the midst of party members, knocking them down. It is immune to the effects of spells and effects that affect its combat capability, i.e. slowing it down or turning it off for a while will not work. At 70% health, the demon will call for help, and he himself will change shape and restore health. Here it is better to first deal with the enemies easier, and then take on the boss. At 30% of his health bar, the demon will return to its original form. When his health is low, green rip thorns will start popping out of the ground, which should be avoided. After defeating the demon, we return to the main hall. Before entering it, we talk with the templars and make a choice at our discretion. Then we find ourselves at the headquarters of the command, where we discuss what happened and what to do next.

By secret

We go to the Hinterlands, to Redcliffe, where Fiona invited us. There will be a gap in front of the gate, after the closure of which we will be allowed inside. At the entrance we will be greeted and offered to go to the tavern. After the cut-scene in the tavern, we go to the church. We close the gap and talk to the magician. We return to the headquarters and here there will be two missions to choose from on the map: "Defenders of Justice" and "Secret". By choosing one, the other will become unavailable, so this is the last chance to decide who is better suited to help close the gap - mages or templars. If you have chosen the side of the magicians, we activate the necessary task on the table of the command headquarters and go back to Redcliffe. Only two party members can be selected in the squad. Our new acquaintance will act as the third one. After the cut-scene, we first collect our allies - the four of us will fight much easier. To do this, leaving the room with the raised bridge, we go to the right. Then we return back to the raised bridge and go to the door opposite. After talking with Fiona, we get a new target. This time the bridge goes down and we pass on it further. We follow the markers and close the gaps along the way. After reaching the locked door, we are looking for 5 shards of red lyrium in the marked with markers on the map. They will drop from slain spellcasters. After collecting everything and replenishing the supply of potions in the caches, we open the door. After the video, we deal with the boss. At 60%, he will open a gap, and he will hide behind an impenetrable shield. Having dealt with the gap, we again attack the boss, which is approximately will repeat its focus for 30% of its remaining health. After the murder, we watch the video, at the end of which we make a decision regarding the magicians.

Will burn in your hearts ...

The quest automatically starts after completing the "Defenders of Justice" or "In Secret" quests, depending on your choice. You need to go to the headquarters table. There, on the map, select the task of the same name. We watch a long video, go to the gate and meet a new party member. Who it will be depends on what mission you chose before. It also depends on this choice who will make up the army attacking the Shelter. Next, we need to defend the northern trebuchet. To do this, go to the marker on the map and kill the enemies arriving in waves for a certain time (shown by the scale). As soon as it is full, the trebuchet will shoot, and we will have to go to the southern trebuchet. Focusing on the marker, go to the desired area and kill all the enemies there. Then we approach the trebuchet and cock it, while holding down [RMB] on the active element.


After that, as soon as the shot takes place and the video passes, we go back to the shelter. Along the way, you can help the blacksmith Harrit. To do this, we break the boxes with a warrior or a robber with daggers (just click on them [LMB]), blocking the entrance to his house. Then we go through the gate. Now we are offered to save the inhabitants of the Vault. You can save them all if you follow the following algorithm: first, after going up the steps immediately after the gate, we go to the right and there we kill all the enemies, controlling the health of allies. So we save Lisette. Then we leave back and, if the gate is on the left, then we need to go to the right, towards the church. Climbing the stairs, we again kill all enemies. The guard will say that someone needs help. To the left of the stairs we just climbed, if you stand with your back to it, there will be a burning hut. Inside it is a person who cannot get out on his own. We choose a warrior or a robber with daggers and climb the vertical stairs to the ledge. A small bridge will be thrown from it to a hole on the roof of the building.


Through it we get inside and break the boxes blocking the passage. Then, without leaving the hut, we approach the poor fellow and, holding down [LMB], save Seggrit. Then we leave the hut and along the steps located immediately to the left we pass to the Church. Here you will have to save Trenn by killing all the enemies. Then we pass to the houses where Solas stood. In this case, do not go down the stairs, but go along the narrow path from the side of the church. Here it is necessary to have time to save Adan and Mineva, before the vessels located next to them exploded. To do this, we approach them and hold [RMB] until they thank them. Then we go down the stairs and go to the burning house, where Fliss lies in the passage. We act with her in the same way as Adan, Mineva and Seggrit. Below is a video showing how everyone can be saved:

Then, having killed the enemies, we go to the church. After the cut-scene, we go to the place indicated by the marker. There we kill all the enemies, and then aim the trebuchet, while holding down [LMB] on its active element. Aiming at about 20%, another batch of enemies will arrive. Then we aim the trebuchet again, and you will be interrupted by 40% again. Then continue aiming the trebuchet, and a mini-boss will appear at about 60%. Who - will depend on your choice of the previous assignment. Finally pointing the trebuchet, we watch the video. After waking up, we go along the only possible way through the tunnel. On the way, you will encounter a small group of enemies, to deal with which you will be offered a new ability. Having got out, we go in the direction of the marker, and then we watch a long epic video.

From the ash

After the cutscene, we examine the castle, talk with fellow party members, and perform side missions. They will also offer to find a blacksmith and choose a specialization. The blacksmith is in the basement (the door to the right of the throne, if you stand to him and the window behind him, facing). To choose a specialization, we visit the command headquarters table and carry out a mission there in Ferelden, which implies the search for teachers. Then we just talk to everyone and choose a specialization. Then we go to Josephine and Varric, after which we will be given the quests "Evil eyes and evil hearts" and "There lies the Abyss", which can be performed in any order.

Evil eyes and evil hearts

IMPORTANT: There are a limited number of gall figurines. Finding eleven pieces is described here. They will not be able to open all the doors, so choose what you need.

If you take Sera on a mission, then after talking to her, she will mark three caches of Red Jenny, caches are marked on the map.

Even if at the same eavesdropping point three times nothing interesting could be eavesdropped, gossip may still be added on the fourth.

And unload your backpack, there is a lot of junk in the location.

So, our mission begins in the courtyard. After talking with Gaspar, let's stay here for a bit. The noblewoman is looking for her ring, it is located to the right of the entrance to the garden, is looked for as a treasure, we return it to her and get +5 to the location of the yard, but we can keep it for ourselves if we need money. To the right, in front of the entrance to the palace, there is a locked Eastern vault, a galla figurine for opening which is located on the terrace above it. There are some things inside. Then we go to the left of the entrance, go up the stairs, here the task is to overhear the conversation of the aristocrats, first address them, then, when they step aside, overhear the conversation from the point. On this terrace we find the key to the vault. Under the terrace there is a room in which there are two treasures at once, scandalous documents on the table (the first gossip) and the first caprice coin in pots opposite.


We go into the palace. After talking with Josephine, we find ourselves in the lobby. There are two eavesdropping points here, in one we learn something new (+1 gossip). We turn to Gaspar and go to the ballroom. Greetings to Empress Celina, in the dialogue choose medium lines (+5 to the location). Here you can chat with Josephine and Cullen and take the record about the Orlesian theater in the codex, then we leave the hall and find ourselves in a dialogue with Leliana. We run down the corridor, listening to the conversation of the elves on the plot. Further to the left, there are two points for gossip, in one there is something interesting (+1 gossip). The Vassal from the Council of Heralds also walks here, if in a conversation with him select the replica "Philip is a fool" we get +10 to the location of the court and +1 gossip. Duke Germain is standing in the room, asking him to get +5 to the location, +1 gossip. Also hidden in this room is a whimsical coin and a codex entry. We pass further, listen to the dialogue of the elves. Now we need to find a round seal, we take it from the balcony of the room where the elves are. We leave into the guest garden.

After the conversation, we go straight, there is a locked door, we need statuettes of a gall, to the left of the door is the point where we get +1 gossip. There is also another point to the right of the entrance. There is also a fountain where you need to throw off the collected coins (for each coin thrown +1 to the location of the yard). In the meantime, we will go up the lattice. The galla figurine is on the right on the terrace, just stands on the railing, a little further there is a treasure with +1 gossip. We go to the library. Here is a small puzzle, you need to light the urns with a torch with a curtain fire so that they light up blue (starting from the entrance, first the right, then the left row, a descent will open down, there are some trophies). In this room, a book is marked with a treasure, by pulling which the study will open, in it we take a letter and a curtain fire. We pass into the library itself. Going down the stairs, the door to the right is opened only by a robber, to the left in the office there are documents on the table (+1 gossip). Next to the locked door on the bookshelf is a treasure with clues. In the library on the table we take away +1 more gossip. We leave through the door to the lobby, so as not to lose much influence. Now we need to go up there again, to the left of the grate. There is a door that we will open with a galla. Let's run at first a little further along the balcony, we will eavesdrop on the conversation of two nobles below (+1 gossip). After that, you can talk to him, say that "the magicians need to be stopped" and he will be recruited as an agent. At the point to the left of the exit, we listen to gossip (+1) and go to the ballroom. This is followed by a dialogue with Morrigan, after which we receive the key from the human. You can chat and flirt with Cassandra (if you took her with you), overhear the gossip in front of the left and go to this human.


There we change into armor, we take weapons. There is a battered diary in the room to the right. In the kitchen, on the beams under the ceiling, there is a statuette of a galla. In the garden, immediately to the left to the wall, there is a treasure with another statuette of a galla. At the fountain to the right, along the stairs to the top of the palace, there, in the room with the bed, we find another statuette of a Gaul, and on the balcony there is a whim. In the noble chambers in the large hall (from the fountain to the left), on a table under a candlestick, there is a caprice coin. We go up to the upper floor and go left, there are enough figurines to get into the storage in the bedroom and take the quest elven amulet from there. We go to the marker, deal with the group of venatori and talk with Briala. There is also another galla statuette. We return to the palace.

We need to explore the Trophy Room. But first, to the ball, so as not to lose the favor at court. Floriana invites us to dance there. In dialogues, we choose neutral (medium) answers. If the perks of the Inquisition for conversations in diplomacy and secrets are taken, two corresponding replicas will appear (in a circle with a crown and a crow). After that, we talk about possible scenarios with advisors. We say that we need more information. Before leaving for the Imperial Wing, let's finish collecting all the items.

In the ballroom next to Josephine, there is a whim of a coin on the railing. We go to talk with three ladies-in-waiting, we can talk to Selina about the amulet we found, then we talk with Briala. You can also talk to the widow by choosing a replica with a crown (you need a perk), we get access to the task (Dancing with the widow: allemand and +5 courtyard location). Further along this side is a treasure with a coin. We go out into the lobby, a whim in front of the railing where the window is. Down the stairs and to the left - gossip (treasure on the bench).

We return to the Hall of Trophies. We talk with the nobles standing at his entrance, send them to Cullen to listen to stories about the battle, we get +10 location. Inside we find: one gossip and one whimsical coin (treasures in the first room), from the table in the office we take orders and a statuette of a Gaul. There is also a door in the office, which can only be opened by a robber.

Downstairs in the hall of heroes (where the entrance to the room is) one coin and one gossip. In the room, where the exit to the Guest Garden, there is another gossip to the door, in the room with the Duke Germain there is another, further on the table and on the sofa there are two more. In the room with the balcony there is coin and gossip. On the balcony there are two gossip hiding places and a listening point. We go to the library, there we find more documents on the table. We go down to the fountain, to the right of the door with the Gauls, there is one more gossip. Up the grate to the left in front of the door is a coin.

We leave for the imperial wing. On the table on the left is gossip. We go up, run past the room for which the statues of the gall are required, we run straight and save the elf, we send her under the protection of Cullen. In the same room we take away the galla statuette. We run further along the marker, only we do not go to the door to which he points, but on the contrary.

We run along the open terrace above the garden and climb into the window of some class. There are treasures with a galla statuette and a whim coin. The tenth statuette is to the right of the quest door, down the stairs.

We will continue to search these chambers. In another room there is a statuette of a Gaul (already eleventh), next to the armchair by the fireplace, and there is also gossip.
Now we can unlock that door in the garden, go back through the lobby of the palace and run to the fountain. We take the Orley Banner there. Also there you can talk to another count from Orlais. And we also find a whim there.
We return to the Imperial Wing and go out into the garden. Here, it seems, is the point of no return. After talking with Floriana and closing the Gap, we talk with the mercenary, if there is a perk in Secrets, we recruit him as an agent.
Well, then, we ransack the location, collect everything of value, we come across good sketches of the 3rd level. There are two more doors in the basement, opened by four figurines. And we return to the ballroom where we make a choice of whom to execute, whom to pardon.

There lies the Abyss

We go to the meeting place designated by Varric's friend in Crestwood (to open this area, you should perform the "Search Guardian" operation at the command headquarters). After talking with him, we go into the cave and go through to the very end. After talking with another new acquaintance, we return to Skyhold and on the table of the headquarters of the command open the location "Western limit" ("Explore the Western limit").


We get to the desired structure and after the cut-scene we kill everyone there. We again return to the headquarters of the command. There we select the task "There is an abyss" and we find ourselves in the fortress of the guards. Having walked a little along the only possible path, we look at how gray guards are fighting with demons to the right of us, a little below. We can help them. We go even further and here, having already climbed the wall, we help our soldiers in the battle with the demons, thereby completing the first part of the necessary three in the task of capturing siege points.


We pass further in the only possible direction, and then we meet the demon of pride. Having dealt with him, we will capture one more point from the side mission. There will also be a chest with the banner of the gray guards. Without going down, we pass along the wall to the right. There we kill another demon of pride and smaller enemies and complete the side quest. Then we return a little back, and before the place where we met the first demon of pride, we go down. We follow the markers, destroying the demons along the way. After the cut-scene, we go up to the very top, not paying attention to the dragon that will attack you - you still won't be able to kill him. After the spectacular video, we find ourselves in a new place. Here, in parallel, you can complete the additional task "Fears of dreamers". To do this, we go south. There will be a table and a chair with a glowing orange ghost sitting on it.


We approach and activate the table. Then a marker will appear on the map. Using the intelligence key [ v ], we find a candle and assign it to a ghost. After that, we take the reward, and new places of riddles, of which there are five in total, together with the already solved five, will be displayed on the map. They will need to be performed in the same way. Also, if you walk along the northern wall, we find ourselves near a magic mirror, activating which, we improve some characteristics. Such mirrors will often be found in this location, look for them to make your hero stronger. Now we can climb the stairs to the place indicated by the marker. After the conversation, we kill the demons and approach the shining green balls. Activate them one by one by holding down [LMB]. We watch the video, and then we pass further along the only possible path. Having reached the fork, where one road leads down, and the other goes north at the same level, we go along the second road. There will be another mirror there. Now we return to the fork, go down in the east direction and reach the character with whom you can talk. After the conversation, we interrupt all the demons again and activate the green glowing balls. Then we reach the barrier that needs to be protected. Then we go further to the fork. There is a road up to the north. On it we reach two demons of pride. After killing them, we examine the area where the card is flashing (press the [ v ]). We find a stuffed toy. The next stage of the "Fears of dreamers" quest starts, which is not displayed on the map (a soft toy must be put on the bed, which is nearby and displayed on the map). Next to the stuffed toy, there is a structure that looks like an altar.


By activating it, another side task "Broken Window" will start. Here you need to light five lights in the correct order, after which you can collect loot. Then we return back to the fork and along the bottom we reach the last riddle of the "Fears of dreamers" task. Then to the barrier, near which we fight until the timeline ends. We pass further and there we take away the reward for the task "Fears of dreamers", highlighted by a marker. Next, we follow the spirit and reach the boss. From time to time it will turn into invisibility. If you cannot target him, and at the same time he will attack, then switch to tactical mode and assign an attack there. At some point, help will come to the boss. After the victory, there will be a cut-scene during which you will have to make two serious choices.

The fruits of pride

The mission is selected on the command headquarters table. To open it, you must have 40 influence points. Please note that Cullen's mission "Before Dawn" will become unavailable after this quest, so if you want to complete it, do it before starting this story mission.


Once on the spot, we follow the markers, simultaneously fighting with the enemies. Having reached the temple and going inside, we go up the steps in front. There will be a locked door. To open it, you have to solve a small problem. Climb back down to the statue in the middle of the courtyard. Around her are square grates on the floor. If stepped on, they will light up blue. You need to go so as to light all such squares, but keep in mind that if you step on any cell twice or step on the ground, you will have to start all over again.


If you have any problems with the passage of riddles with plates, then below you can watch their video walkthrough:

As soon as you do this, the door will light up blue. Now you can open it. After a short cutscene, you will have to fight with a small group of enemies, and then decide what to do next - follow the enemy at once or try to solve all the puzzles (perform rituals), where we need to light all the stoves again. If you choose the first option (a marker in the middle of the room), you will have to fight not only with your direct enemies, but also with the keepers of the temple. The second option - you need to solve three similar puzzles (on the sides of the room). Having solved the puzzles and going into the right door, we watch the video and make another decision that will greatly affect the development of this mission. If you choose the option of working together, then follow the elf with the staff, without folding. After reaching the place, she will open a secret vault. After examining everything there, we pass further. Going down the round stairs, we meet the boss (who it will be depends on your choice of templars / magicians). Having defeated the enemies, we watch the video and make another important decision.

The last act

The mission starts automatically after completing the previous mission. Its passage differs depending on the choice in the previous mission.

If Morrigan saw from the source:

We go to the meeting place, talk to Leliana and go through the mirror. There we simply follow the only possible path. Having reached the goal, we just talk, there is no need to fight.

If you drank GG from the source:

After talking with Morrigan, we go to the area called "Altar of Mital" (To move there we use the global map (world map), the altar is located next to the Sacred Plain). We have to fight the boss. A cutscene will begin at about half of his remaining health.

Marvel at the perfection ...

This is the last story mission. After completing it, you can continue to play, traveling around Thedas, however, many side missions will become unavailable. Also, immediately think about who you will take with you to the final battle, and put on the best equipment in advance. Also check the number of potions, bombs, etc. The task is selected on the command rate table and does not require influence points.


The battle will begin immediately. The main villain loves to teleport and move quickly, while it is better not to stand in his way. You should also avoid its rays. When the enemy moves to another area, on the way there do not miss the cache with potions. At about 50% of the remaining health, the boss will teleport again, and we will have to fight a new, very powerful enemy. After defeating him, we go to the first boss. On the way there we do not skip the cache. Having gained the upper hand, we watch the video. Once in Skyhold, go to your room (door to the left (north) of the throne). We are watching another video and the final credits, after which there will be another small video.