Inner lands dragon age inquisition map. Dragon Age Inquisition: The Hinterlands


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

Glory to Herald Andraste


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

Love Can Wait


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

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

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

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

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

Pangs of Hunger

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

In the Power of the Elements


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

Healing Hand


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

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

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

Refugees as Agents of the Inquisition


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

Amulet Beloved


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

Unusual Duet


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

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

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

Blood Brothers


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

Renegade Farmer


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

Ranger


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

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

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

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

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

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

Horse Racing/In Saddle


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

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

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

Measures Against Marauders


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

Where the Druffalo Roams


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

Letter from Beloved


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

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

Claws for Bergrit


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


Renegades in the Witchwood


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

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


Templars in the West


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

Relationships - The Inner Earths


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


Business relationship


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

Bandits on East Road


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

Mercenary Fortress


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


Big Trouble


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

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

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

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

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

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

Spirit of the Lake


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

Flowers for Senna


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

Playing with fire


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

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

The Ballad of Lord Sherstley


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

Sketch of Calenhad Foothold


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

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


Waterfall Map


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



Farmland Cave Map


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



Landmarks in the Hinterlands


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

Holding the Hinterlands


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

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

Breaks in the Suburb

Almost every map has one or more of these quests, depending on its size. You need to destroy small Rifts, weak copies of the main Breach - they are marked on each map automatically. However, copies are copies, but be careful, especially on early stages- some Rifts spit out some very strong demons and it's quite possible that even in the Inner Lands you can stumble upon a Rift that you won't be able to do yet..

In the Outskirts you need to close 2 Rifts.

Rifts - Dwarf Pass

.
Close 3 Rifts in Dwarf Pass.

Regions of the Hinterlands


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

Astrariums in the Hinterlands


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

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

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

Shards in the Hinterlands


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

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

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

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

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

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

Inland lands. Part 1

At this stage, your main task is develop squad, completing simple tasks and killing weaker creatures. Enemies and resources are constantly generated, with the exception of some places that main character can assign the Inquisition. It is worth noting the presence in the north of the location of a large dragon to defeat this formidable opponent, your squad must have a level greater than or equal to 12. Also, near some gaps (Dwarven Pass and Scorched Ditch), demonic creatures will put up serious resistance.

Breaks in the Suburb

In the interior lands Redcliffe(near the Suburbs camp) The herald must close two gaps, move to the north of the location and engage in battle with demonic creatures. Your task is to withstand several waves, and after clearing the area, close the shadow portal.


Next, we go to redcliffe road and destroy the demons again. After closing the last rift, we complete the task and get influence points. Despite the closing of several portals, more gaps will be found in the hinterland, which should also be closed.


Holding on to inland lands

Once the Herald reaches the Hinterlands, the Inquisition creates a small camp. The main character must find a few more places for camps, this will strengthen the influence of the Inquisition in the area (you can also quickly move between camps). By opening new transshipment bases, the Herald receives new tasks to destroy gaps in a new area.


Blood Brothers

Located in the suburbs mill, inside which the main characters find a note. One of the locals named Britis joined the apostates, while his own brother became a Templar and wants to punish the apostate. We move to the meeting place of the two brothers (Redcliffe road area) and engage in battle with Templars. We search the corpse and get the blade of the mercenary.


Renegades in the Witchwood

In the suburbs is the corpse of an apostate, next to which the Herald finds a letter to his brothers. The content of the message contains information about apostate camp in the Witchwood.


We move to the target mark and get into the forest, you will have to destroy several small battle groups of the order, which are distributed throughout the area. To find the entrance to the fortress, you need to look signs orders (applied to the rocks with the help of blue lyrium).


The entrance to the fortress is located in the north of the forest, we destroy the guards and destroy the fiery barrier(Solas has a staff with cold damage, which will remove the obstacle). Next, you will have a skirmish with a large group of apostates, we clear the area and complete the task.


Renegade Farmer

There is a small farm in the suburbs, Widow Maura asks to find the Templars and avenge the death of her husband, at the same time return the wedding ring.


We move to the target mark in the area of ​​​​the Dwarf Pass and engage in battle with two Templars, clear the area and raise a wedding ring from the corpse of one of the attackers, it is also worth paying attention to letter, information in which we describe the location of the Templars' camp (Task Templars in the West).


Unusual duet

In the suburbs, you can find a worried scout who talks about a missing partner named Rits near the retreat camp. We move to the mark on the map in the area of ​​​​the pass of the Dwarves and engage in battle with the Templars, who attacked the Rits. Next, we return to the scout and complete the task.


Breaks: Dwarven Pass

After the camp Dwarven Pass will be broken, the scouts report finding three gaps in this area. The herald and his squad must close the portals with a mark. Near one of the gaps, a clash with demon of anger. main feature a new enemy - use fire damage, if you have a vulnerability to cold (Solas and his spells are great for exterminating a demon from a distance). To eliminate the last gap, you must complete the task " Glory to Herald Andraste».


Glory to Herald Andraste

Near a small fortress (location - Dwarf Pass) the main characters meet a preacher Anais, which asks to demonstrate the power of the mark by closing the rift inside the sect's fortress. We move to the courtyard and close fault, after which we talk with Anais and complete the task.


Beloved amulet

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


conscientious underground worker

In the region of the pass of the dwarves, on the top of one of the hills, next to a small altar, lies the corpse of an elf. We select letter and get information about a cache in the mountains.


We move to the Crossroads and go to witch forest, the hut is located in the western part of the location. We penetrate inside the room and engage in battle with the demon, after the victory we search the chest and complete the task.


Love will wait

Inside the Winter Watch Tower on the second floor is Lord Berand who asks to find his beloved by name Wellina.


We move to the target mark near the camp in Gnome Pass. The main characters find the corpse of a noblewoman, return to the Lord and report the death of Wellina. After doing given task The herald can recruit a noble as Agent of the Inquisition which will increase influence in the region.


shallow breathing

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


The pangs of hunger

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


Rogues: East Road

Not far from the Crossroads is Bellet recruit, the scout reports the capture of the road by a gang of fugitives. The main characters must go to the place and eliminate the threat. There will be no special problems near the first camp, however, near the second parking lot ( Rebel Queen's Gully) the squad is waiting for a skirmish with a bully.


Dimension of the Veil

Solas wants to study a mysterious artifact in a cave in the East Road area (to resist the opening of new gaps in the future). Near the cave, the main characters meet the sorceress Miiris, we talk with a stranger and go in search of an elven artifact.


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


Dreams about stone

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


Not to the core

In the area of ​​the Dwarf Pass, the main characters can find a small smuggling cave, inside which is the corpse of a dwarf. There is a letter next to the body, the message contains information about red lyrium ore. In the south of the Dwarven Pass, we find a cave with a barrier, eliminate the obstacle with the help of a fire weapon and begin to explore the cave. After the camp of the renegades, the main characters will discover the ore red lyrium.


Templars in the West

When doing the task " Renegade Farmer» From the corpse of one of the Templars, the main characters pick up a letter that contains information about the camp in the west. We move to the Western Road area and set off in search of the Templars' camp.


The entrance to the shelter is located in the south of the designated area (upstream to the waterfall), we clear the area from the presence of the Templars and complete the task.


Breaks in the bridgehead

After the Herald opens a new camp at Lutius Lake, the scouts report two breaks in the Witchwood and at the Calenhad foothold. The protagonists must crush the resistance of the demons and close the gaps in order to strengthen the influence of the Inquisition.


Calenhad foothold

In the Outskirts area there is a corpse of an apostate, next to which there is a map. The map shows a castle on the ridge and a mark in the area of ​​the destroyed wall, your task is to find the marked place.


We leave for the Kalenhad bridgehead and climb the ruined fortress wall, you need to go down to the base of the guard tower and examine a small mound(for the treasure to become active, the Herald must come close).


Map of the path to the waterfall

A tree (with a nailed chair) can be found next to the camp on Lake Lutiy, next to it there will be a map on the ground, on which a waterfall under the tree is marked.


We move to the camp of the Templars in the west and head to the waterfall, in a small cave we explore a small mound and discover the treasure.


Return conditions

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


Unsuccessful delivery

Not far from the bridge in the Western Road area is an overturned wagon, next to the body of a refugee lies a letter. It is necessary to find a parcel on the territory of the farms. Box located under the stone, the main character must use the search to get the contents.


Measures against marauders

On the farms of Redcliffe, in one of the abandoned houses, there will be an old parchment, which contains information about the shelter of a certain Hessle in the north (the NPC has secret documents with him). We leave to the north through the Forannana ravine and get into Wolf's Hollow, we engage in battle with a pack of wolves. After cleaning the area, we search the box and complete the task.


Where Druffalo roams

In the Redcliffe Farms area, there will be a message on the fence, the locals are asking for the return Druffalo(a pack animal similar to a buffalo). We move east and find an animal between the rocks. We return to the farm (Druffalo will follow your squad) and inform the owner about the completion of the task.


Bergrit's Claws

There is a small camp in the hills in the north of Redcliffe Farms, next to the sleeping place is a letter from a dead hunter. The herald and his party must go to Hafter's Thicket and receive bear claws. Big bears are serious opponents, they have strong armor, are resistant to cold and physical influences, but are vulnerable to fire damage.


Breaks in the farm

After setting up a camp near Redcliffe Farms, the Herald and his squad must close two gaps in the area. In the Ditch of the Burnt, your squad will have to face a more serious group of demons than before (level over 10).


The danger has not passed

We move to the crossroads and clean the area from the presence of apostates. Next, the protagonist meets Mother Giselle, which offers to turn to the church for help. Despite the accusations, he gives the names of priestesses who can help in this complex political game. Next, we talk with Corporal Vale about the state of affairs in the Hinterlands, the NPC asks to help the refugees at the Crossroads. At this stage, your squad needs to complete various tasks in order to gain influence points, which are necessary for reconnaissance of new terrain (in particular, the Herald is interested in Val Royeaux) The Hinterlands - Part 2 The article is part of the Walkthrough series Dragon Age: Inquisition

Keywords: Dragon Age Inquisition : Dwarven pass, glory to the herald andraste, beloved amulet, conscientious underground worker, love will wait, shallow breathing, hunger pangs, robbers: eastern road, dimension of the Veil, dreams of a stone, not to the vein, templars in the West, gaps in the bridgehead, Calenhad bridgehead, map of the path to the waterfall, conditions of return, unsuccessful delivery, measures against marauders, where the druffalo roams, claws of bergrit, tears in the farm

Of course, the game came out a long time ago and most of them have already knocked out all the achievements in the game, but I think there are people who have not done this yet, so I decided to write a small achievement guide. I will not paint all the trophies, because there is simply no point, because they are either easy or story-driven.

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

1) "As a whole"- Complete an interclass combo with a controllable character in single player.

Personally, I just froze the enemy, and then hit him with a sword and that's it. There are a lot of combinations in the game.

2) "The luminaries of their era" - In one passage, take all possible companions into the squad.

Warning: This achievement can be skipped.

You need to find all satellites:

- Cole: After the quest "Defenders of Justice" it will be possible to recruit him.

- Sir: Appears in Val Royeaux on the quest "Red Jenny's Friends"

- Vivienne: After the scene with Lucius during the quest "The Danger Is Not Over" in Val Royeaux at the Summer Market, an envoy of the Circle of Magi will appear, after talking with him, you will receive the quest "Imperial Enchantress". (Also, be careful - Vivien can only be recruited before going to Skyhold.)

- Dorian: In general, in Dorian's recruitment is the same as Cole's recruitment, except that you have to follow the mage path and select the quest " Seductive Whisper to meet him. Although even if you choose Defenders of Justice, he will still appear in the hideout after completing the quest.

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

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

3) "Well-read"- Find the curtain rune.

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

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

Strongholds can be liberated in the following locations:
- In Crestwood (Caer Bronach Fortress);
- In Emprise-du-Lyon (Suledin fortress);
- AT Western limit(Fortress Griffin Wings).

5) "Starsyes bala"- Earn full favor with the Orlesian Court.

Quest "Evil eyes, evil hearts"- It's easier to get this trophy playing as a human since you'll start at 40/100 (25/100 for others)

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

6) Regalia- Fully upgrade one throne.

Just do it Additional tasks(meaning resource extraction tasks) at the command rate and sooner or later you will receive the details.

7) "On fiery wings"- Find a powerful ally to equalize the forces.

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

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

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

All shards: (total 114 shards).

The Hinterlands - 5 eyepieces and 22 shards

Storm Coast - 4 eyepieces and 13 shards

Forbidden Oasis - 4 eyepieces and 15 shards

Western Limit - 5 eyepieces and 14 shards

Sacred Plain - 3 eyepieces and 16 shards

Emerald Graves - 2 eyepieces and 13 shards

Emprise du Lion - 2 eyepieces and 13 shards

Whistling Wastes - 4 eyepieces and 8 shards

"Calm the Spirit", "Transfer the Cold" and "Conquer the Fire", after completing which the main door will open, behind which there will be a demon of Pride and after defeating which you will receive a trophy. (don't forget to open the last sarcophagus).

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

- Fereldan Frostbite - has level 12, lives in the interior lands (north-east corner of the map, north of the camp in the Rebel Queen's ravine).

He likes to call for help little dragons, which greatly complicate the matter.

- northern hunter - has level 13, lives in Crestwood (in the Black Marsh in the southeast corner of the map, south of the camp at Three Trout Farm).

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

This dragon simply cannot be found, so that she arrives, you need to complete the quest chain of Frederic de Cero.

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

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

- Winsomer - has level 19, lives on the Storm Coast, on the Dragon Island, which cannot be reached immediately. You can access it after completing the Red Waters quest.

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

- Hivernal - has a level 19, lives in the Emprise-du-Lion (Ring Etienne immediately after the Judicaele bridge). To get to the other side, you need to complete the quest at the headquarters of the command "Restoration of the Judicael Bridge".

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

- Mountain Destroyer b- the most difficult dragon in the game, has a level 23, lives in the Emprise du Lyon (in the Ring of Leontyne in the northern part of Sunshine Pools).

First DLC - Jaws of Hakkon - includes 4 achievements.

1) "Pyro"-Destroy all winter shards and light all fires in the old temple.

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

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

Story achievement.

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

Quest "Guests of the stronghold".

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

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

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

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

4) "End of winter" - Do away with the myth of the ancient days.

Story trophy.

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

The third addition "The Outsider" - includes 11 achievements, but we will not analyze all of them, but only those that can cause difficulties.

1) "Test of the Hermit"- Kill 10 large bears that have become stronger due to the "Bear Service".

Big bears are found only in the Emerald Graves location, turn on the test and go there. I advise you to look for bears closer to the water, near rivers and on small lawns. I do not advise you to go north, because trolls already live there and there are almost no bears there.

2) "Test of the Fool"- With the "Take it easy" challenge enabled: Reach Skyhold on level 5 or below.

Do only story quests, don't read scrolls, avoid enemies if possible.

3) "Thinking outside the box"- Open all caches guarded by ancient statues.

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

4) "Coroner"- Find all the clothes from Tailor-Made.

Only 4 things that are in the chests. All of them are located on the location "Crossroads". Here it is better to watch a video about their whereabouts, although it will not be difficult to find them yourself.

Also remember that if you loaded a save and turned on the test, then it will not immediately activate (Example "Trial of the Empress"). You need to exit the location you need and enter it again.

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

In this article, you will learn about one of the largest locations in Dragon game Age Inquisition. There is a lot of content in the Hinterlands, interesting places, additional tasks and more. In this place, the player and his squad spend a lot of time before setting off on a further journey.

Description

The structure of this location is no different from all the others. As elsewhere, you need to complete additional tasks in order to earn reputation points. Upon reaching a certain level in relations with the inhabitants of this location, you get access to new tasks and advancement in the story. In many ways, completing locations in Dragon Age Inquisition is similar to farming experience and gold in any MMORPG.

The Hinterlands are located between Ostagar Keep and Redcliffe. In the center of this region there are ancient fortresses and farms, through which the main character will have to travel and help the locals. The fact is that it was on this area that the fate fell to endure the confrontation between magicians and templars. Therefore, the Hinterlands are represented by a rather destroyed and lost region - everywhere there is fire, turmoil and only rare farmers continue to do their farming, no matter what.

But not only magicians and guards force residents to flee their homes in a hurry, wherever their eyes look. In the hills near Redcliffe, there are demons that were summoned with the help of rifts. By the way, the player will have to close these faults with the help of his strength.

Quests

The Hinterlands in Dragon Age Inquisition is one of the first and main locations. This is where most of the first half of the game will take place. There are no story missions that take place separately in this region. But it is full of additional quests that are scattered at every turn. The player can do quests, close gates, look for notes and items, pick up pages from the codex.

After you have appeared at the crossroads, you will immediately be given two tasks. One of them is so that you can hire the first partner, and the second is related to the widow Maura.

Further tasks can be found in several settlements (Redcliffe Farms, Redcliffe Village, Winterwatch Tower).

Enemies

In the Hinterlands you will meet opponents of different types, races and even worlds. The main ones, because of which the war began, are magicians and templars. Everywhere you will meet detachments of fighting opposing sides. You can intervene in their conflicts, or you can simply pass by.

The "indigenous people" of the location include wild animals - wolves and bears. They will have to be killed in the course of several tasks, but otherwise the animals do not do any harm.

Demons are another dangerous foe in the Hinterlands. They fight with everyone - your squad, mages and templars. In total, in the location you can meet 4 types of such enemies: demons of horror, despair, anger and ghosts.

And the last kind of enemies are dragons. There are only two of them in the Hinterlands: the Fereland frostbite and her hatchling. Do not rush to run "to visit" her, but first "pump" well and prepare the squad.


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

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

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

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

Dragon Age II - I think comments are unnecessary

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

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

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

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

Heavenly Wrath

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

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

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

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

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

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

Inquisition

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

The main tasks of the location:

Ranger- negotiate with Dennett about the horses

The danger has not passed- Eliminate dangers at the Crossroads

Breaks in the suburbs- close 2 gaps in the Veil

Holding on to inland lands- set up 6 camps

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

Hinterlands

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

Spreading the influence of the Inquisition

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

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

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

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

Exploring the Hinterlands

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

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

Teddy bear

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

Where the Druffalo Roams

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

The danger has not passed

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

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

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

Vivienne and Sarah

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

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

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

redcliffe

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

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

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