All dragon age inquisition cards. Dragon Age: Inquisition - Walkthrough: The Hinterlands - Non-Plot Quests
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Inland lands. Part 1
At this stage, your main task is develop a squad, completing simple tasks and killing weaker creatures. Opponents and resources are constantly generated, with the exception of some places that the main character can assign to the Inquisition. It is worth noting the presence in the north of the location of a large dragon In order to defeat this formidable enemy, your squad must have a level greater than or equal to 12. Also, near some gaps (Dwarven Pass and Ditch of the Burnt), demonic creatures will offer serious resistance.Breaks in the Suburb
In the hinterland Redcliffe(in the area of the Outskirts camp) The Herald must close two gaps, we move to the north of the location and engage in battle with demonic creatures. Your task is to withstand several waves, and after clearing the area, close the shadow portal.
Next, we go to Redcliffe Road and destroy the demons again. Having closed the last rift, we complete the task and receive influence points. Despite the closure of several portals, more gaps will be discovered in the interior lands, which should also be closed.
Holding interior lands
Once the Herald reaches the Hinterlands, the Inquisition creates a small camp. The main character must find a few more places for camps, this will strengthen the influence of the Inquisition in the area (you can also quickly move between camps). By opening new transshipment bases, the Herald receives new tasks to destroy gaps in a new area.
Blood brothers
Located in the Suburb area mill, inside which the main characters find a note. One of the locals named Britis joined the apostates, while his brother became a Templar and wants to punish the apostate. We move to the meeting place of the two brothers (the Redcliffe Road area) and engage in battle with Templars. We search the corpse and get the mercenary's blade.
Renegades in the Witch's Forest
In the Outskirts area there is the corpse of an apostate, next to which the Herald finds a letter to his brothers. The content of the message contains information about renegade camp in the Witch's Forest.
We move towards the target mark and find ourselves in the forest, you will have to destroy several small combat groups of the order that are distributed throughout the area. To find the entrance to the fortress you need to look for signs orders (applied to the rocks using blue lyrium).
The entrance to the fortress is located in the north of the forest, we destroy the guards and destroy the fiery barrier(Solas has a staff with cold damage, which will remove the obstacle). Next, you will have a skirmish with a large group of renegades, we will clear the area and complete the task.
Renegade Farmer
In the Suburb area there is a small farm, Widow Maura asks to find the Templars and avenge the death of her husband, and at the same time return the wedding ring.
We move to the target mark in the area of the Dwarf Pass and engage in battle with two Templars, clear the area and pick up a wedding ring from the corpse of one of the attackers, it is also worth paying attention to letter, information in which we describe the location of the Templar camp (Task Templars in the West).
Unusual duet
In the Outskirts area you can find a concerned scout who talks about a missing partner named Rits in the area of the renegade camp. We move to the mark on the map in the area of the Dwarf Pass and enter into battle with the Templars who attacked Rits. Next, we return to the scout and complete the task.
Rips: Dwarven Pass
After the camp is in Dwarf Pass will be broken, scouts report finding three gaps in the area. The messenger and his squad must close the portals using the mark. Near one of the gaps a confrontation with demon of wrath. The main feature of the new enemy is the use of fire damage, while being vulnerable to cold (Solas and his spells are great for exterminating the demon from a distance). To close 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, who asks to demonstrate the power of the mark by closing the rift inside the sect’s fortress. We move into the courtyard and close fault, after which we talk with Anais and complete the task.
Beloved's amulet
In the area Winter watch tower there is a corpse of a Templar, near which there is a letter. The main characters must go to the crossroads area and give the amulet to Ellendra. We move to the target mark at the Crossroads and find the sorceress in a small cave.
Conscientious underground worker
In the area of the gnomes' pass, on the top of one of the hills, next to a small altar, lies the corpse of an elf. We select letter and we get information about a cache in the mountains.
We move to the Crossroads and go to Witch forest, the hut is located in the western part of the location. We get inside the room and engage in battle with the demon, after victory we search the chest and complete the task.
Love can wait
Inside the Winter Watch Tower on the second floor there is Lord Berand, who asks to find his beloved by name Vellina.
We move towards the target marker not far from the camp in Gnome Pass. The main characters find the corpse of a noblewoman, we return to the Lord and report Vellina’s death. After completing this task, the Herald can recruit a nobleman as Agent of the Inquisition, which will increase influence in the region.
Shallow breathing
At the Crossroads, one of the refugees gives an additional task; you need to find the NPC’s son and bring potion for a relative. We go to the Winter Watch Tower and on one of the towers we find Hindel. Next, we return to the refugee and give the potion.
Hunger pangs
At the Crossroads, one of the refugees asks to replenish provisions; the Messenger must go into the forest to hunt and get lamb for the local residents. Having received the required amount of food, we return to the Hunter and complete the task.
Bandits: Eastern Road
Not far from the Crossroads there is recruit Belleta, a scout reports that the road has been seized by a gang of fugitives. The main characters must go to the location and eliminate the threat. Near the first camp there will be no special problems, but near the second camp ( Rebel Queen's Gully) the squad is expecting a clash with the thug.
Dimension of the Veil
Solas wants to study the mysterious artifact in the cave, in the area of the Eastern Road (it will allow him to resist the opening of new gaps in the future). Near the cave, the main characters meet a sorceress Miiris, we talk with the stranger and go in search of an elven artifact.
Solas can use Shadow magic to clear away rubble and use curtain fire(however, the magician cannot attack the enemy). We go down into the cave and engage in battle with a group of demons, after clearing the area, we activate the artifact and complete the task.
Dreams about stone
In the Redcliffe Road area, there is an old parchment in a hut. The resident of the hut went in search of a mysterious stone. We pass to the Dwarven Pass and move towards the cave. Destroy the ice barrier with a fire weapon or spell and kill apostate.
Not up to the vein
In the area of the gnomes' pass, the main characters can discover a small smuggling cave, inside which is the corpse of a gnome. There is a letter next to the body; the message contains information about red lyrium ore. In the south of the Dwarven Pass we discover a cave with a barrier, eliminate the obstacle with the help of a fiery weapon and begin to explore the cave. After the renegade camp, the main characters will discover ore red lyrium.
Templars in the West
When completing the task " Renegade Farmer"From the corpse of one of the Templars, the main characters pick up a letter that contains information about the camp in the west. We move to the Western Road area and go in search of the Templars’ parking lot.
The entrance to the shelter is located in the south of the designated area (upstream of the river to the waterfall), we clear the area from the presence of the Templars and complete the task.
Disruptions in the bridgehead
After the Herald opens a new camp on Lake Luthium, scouts report two ruptures in the Witch's Forest and at the Calenhad Bridgehead. The main characters must suppress the resistance of the demons and close the gaps to strengthen the influence of the Inquisition.
Calenhad Bridgehead
In the Outskirts area there is the corpse of an apostate, next to whom lies a map. The map shows a castle on the ridge and a mark in the area of the destroyed wall; your task is to find the marked place.
We go to the Kalenhad bridgehead and climb the destroyed fortress wall, you need to go down to the base of the security tower and examine the small embankment(for the treasure to become active, the Messenger must come point-blank).
Map of the route to the waterfall
Near the camp on Lake Lutium you can find a tree (with a chair nailed down), and there will be a map on the ground nearby that shows a waterfall under the tree.
We move to the Templar camp in the west and head to the waterfall, in a small cave we explore a small embankment and discover a treasure.
Return Policy
In the area of the Western Road near the bridge you can find a dead elf, there is a letter near the body. The messenger and his squad must go to the fortress in the southwest and return the items stolen by the thief. We move towards the target mark and find Velikolesskaya estate, it is not necessary to go inside at this stage (considering that there are many bandits in the estate). We return the decoration to the small pedestal near the mountain and engage in battle with demon of wrath, after clearing the area, the task will be completed.
Failed delivery
Not far from the bridge in the area of the Western Road there is an overturned cart, next to the body of a refugee there is a letter. You need to find a parcel on the farm territory. Box is under a stone, the main character must use a search to obtain the contents.
Measures against looters
On Redcliffe Farms, in one of the abandoned houses there will be an old parchment that contains information about the hideout of a certain Hessla in the north (the NPC has secret documents with him). We go north through the Forannan ravine and find ourselves in Wolf Hollow, where we engage in battle with a pack of wolves. After clearing the area, search the box and complete the task.
Where does Druffalo roam?
In the Redcliffe Farms area there will be a message on the fence, local residents are asking for it to be returned Druffalo(a pack animal similar to a buffalo). We move east and find an animal between the rocks. We return to the farm (Druffalo will follow your squad) and inform the owner about the completion of the task.
Bergrit's Claws
In the hills to the north of Redcliffe Farms there is a small camp, next to the sleeping place lies a letter from a deceased hunter. The messenger and his squad must go to Hafter's Thicket and receive bear claws. Large bears are serious opponents, have strong armor, are resistant to cold and physical damage, but are vulnerable to fire damage.
Breaks on the farm
After establishing a camp near Redcliffe Farms, the Messenger and his squad must close two gaps in this area. In the Ditch of the Burnt, your squad will have to face a more serious group of demons than before (level more than 10).
The danger is not over
We move to the crossroads and clear the area of the presence of renegades. Next, the main character meets Mother Giselle, which suggests turning to the church for help. Despite the accusations, he gives the names of the priestesses who can help in this complex political game. Next, we talk with Corporal Vale about the state of affairs in the Inner Lands; the NPC asks to provide assistance to refugees at the Crossroads. At this stage, your squad needs to complete various tasks in order to receive influence points, which are necessary for reconnaissance of a new area (in particular, the Herald is interested in Val Royeaux) The Hinterlands - Part 2 This article is part of the series Walkthrough of Dragon Age: Inquisition
Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varrick, leliana, inner lands, rifts in the suburbs, holding the inner lands, blood brothers, renegades in the witchwood, renegade farmer, unusual duo , gaps: Dwarf Pass, glory to the messenger Andraste, amulet of the beloved, conscientious underground fighter, love can wait, shallow breathing, pangs of hunger, robbers: the eastern road, the Veil dimension, dreams of stone, not up to the veins, templars in the West, gaps in the bridgehead, Calenhadsky bridgehead, map of the route to the waterfall, return conditions, unsuccessful delivery, measures against marauders, where the druffalo roams, bergrit's claws, breaks in the farm
The large size of the game world is a distinctive feature of BioWare projects. Thedas is no exception. In the new part of the Dragon Age series, DA: Inquisition, the world is not only big, but also truly alive. Locations no longer freeze in serene calm when the player leaves them.
But here this liveliness is especially felt. Dragons hunt giants, bandits rob people, and politicians plot intrigues. It is difficult to predict what to expect when returning to a location that has not been visited for a long time.
It makes no sense to purposefully walk and open cards. The main storyline and side quest chains will take the hero across all lands. Besides, this is Dragon Age: Inqisition, this is not Skyrim, although parallels can be drawn. Here it makes no sense to forget about the main storyline and go clearing dungeons on guild quests.
Video overview of the world in the game Dragon Age: Inquisition from the developers, excellent graphics, technologies:
All the beauty and diversity of the world is revealed during the passage of the main quest line. At the same time, the amount of playing time does not suffer in any way. Simply completing the main and optional missions will require approximately 150 hours.
At any moment you can forget about important matters and go for a walk in an open field or forest or even the desert. Traveling across vast territories is accompanied by an awareness of the importance of the protagonist’s mission. After all, it is he who will have to save this whole big and beautiful world.
A faithful steed will help you explore spaces. In DA: I, for the first time in the history of the series, it is possible to travel on horseback. This is a justified decision, because sometimes you have to travel a long way. The lack of the ability to teleport to key points adds to the running; it’s much easier to cover distances with a horse.
Enjoy the game from the very first minutes, use the recommendations of more experienced players to avoid mistakes. Registering in the War Thunder game is also sometimes difficult for beginners.
Games can be useful in education - . There are games that develop attention, memory and thinking.
How the world works
To open new locations in the game you will have to earn influence points. It was this stage that caused the initial wave of angry reviews. After the passions subsided, it became clear that the developers have an idea of Zen. Because while some gamers were writing angry comments, others were purposefully exploring the world.
Cheat codes will help you get rid of your routine. There are several special programs that help increase the required amount of experience, points, influence and specialization. It’s still worth going through the game at least once without any cheating.
Most likely, BioWare assumed the existence of such discontent. After all, they were the result of a special organization of the free world. Only thanks to routine quests for collecting magical ficus and delivering an archival letter is it possible to wander through villages and taverns, listen to songs and conversations and become imbued with the world.
Carrying out matters of national importance or hiding in anticipation of the tenth fox, the hero is always surrounded by an extremely beautiful landscape. The clarity of the picture is amazing. The forest, the ruins of an old temple, frosty mountain peaks or gloomy coastlines - all this is drawn with amazing detail and beauty.
Yes, many players categorically do not like to engage in obscure tasks, but this is the only way to fully experience the essence of the wide and large-scale Thedas. The whole is made up of parts. Only in the real world can you get out of a grandiose battle when capturing a fortress or defeating a dragon and die in the teeth of a hungry bear who decided to hunt the same prey.
There is no need to expect anything grandiose from routine mail collection tasks. They are needed to accumulate experience before the next plot breakthrough. There are settlements scattered around the map, but nothing serious happens there.
Full world map of Dragon Age: Inquisition (click to enlarge):
Even so, simply contemplating the world around us is a pleasure. The random encounters with dragons are especially impressive. When a huge snake majestically takes off from a cliff towering on the horizon, emitting a menacing roar, at first you have to retreat. Retreat, increase combat power and certainly return.
This quest is given to you by the Refugee Elf at the Crossroads. He paces back and forth literally three meters north of the fast travel point. His wife needs a special potion, and only their son Hendel, who joined some strange cult and is currently in his camp, knows how to prepare it. Go there. The leader of the cult, preacher Anais, will not be particularly happy to see you, but she will open the gates to the fortress. Hendel is located on the second level of the fortress. Talk to him and he will give you the potion you need. Return to his father at the Crossroads camp, give him the potion and complete the quest. (Solas and Cassandra will slightly approve of your efforts.)
Glory to Herald Andraste
This very small quest is given to you after talking with the preacher Anais (see previous quest). Close the Rift, which is located right in the courtyard of the fortress. This will convince everyone of your divine destiny, and you will even be able to recruit cultists to help the Inquisition.
Love Will Wait
On the corpse of a noblewoman named Vellina in Dwarven Pass you will find a letter from a certain Lord Berand. Apparently, the poor woman was on the way to her lover, but unfortunately she ended up in a conflict between the apostates and the templars.
Lord Berand is in the same fortress as the refugee's son, whom you need to find for the Shallow Breath quest. Inform him of Lady Vellina's death and you will have the opportunity to recruit him as an agent of the Inquisition. Agents of the Inquisition, in addition to increasing Influence, also reduce the time your advisors spend completing their missions.
Lord Berand will become an agent of the Inquisition when you report Vellina's death in any case, the difference is that if you directly ask him about it, he will become an agent assigned to Cullen (Cassandra will approve of this), and if you advise him to return home and protect the people there, then he will become an agent assigned to Josephine (Solas and Sera will approve of this).
You will need to close the Rift in the fortress to fully complete this quest.
This quest can also be completed in reverse order: that is, first find Lord Berand, who will complain to you about the strange delay of his beloved, then find her body, which in this case will be marked with a quest marker - and then as above.
Pangs of Hunger
The refugee hunter at the Crossroads camp will inform you that they are running low on food. Forest and mountain sheep gallop in abundance in the surrounding mountains and forests. Hunt them and deliver 10 pieces of lamb to the hunter to complete the quest and easy approval from Solas and Sera.
In the Power of the Elements
This quest is given to you by recruit Vitl at the Crossroads refugee camp. Refugees suffer from the cold because they do not have enough blankets. Vitle will assume that there will probably be suitable supplies in the hiding places of the renegade magicians. There are five caches in total, and they are not even very far from each other - some are right on the surface, some are in caves. Follow the marker on the map and you will find them easily. After you find all five caches, report to Witla. In addition to Influence and experience points, you will also receive approval from Solas, Sera, Cole and Cassandra.
Healing Hand
Corporal Vale mentioned that the refugees needed a healer. Such a healer - or rather, an elf healer - is located in the village of Redcliffe. You need to persuade her to go help, as she is afraid that the refugees will treat her poorly because she is an elf. You can persuade her if you yourself are an elf, if you have Cassandra or Solas in your party, or if you have the Knowledge of Nobility or History perk.
The same healer will give you three small subquests to collect herbs for the needs of refugees. Ask her what she needs and then read the list on the table. The list will be updated twice when you bring the elf the necessary herbs.
You need to find:
1. 4 elven roots and 2 spindles.
2. 6 elven roots and 1 royal elven root
3. 5 spindles and 2 pieces of Crystal Grace.
Refugees as Agents of the Inquisition
This quest does not appear in the journal, but if you have completed all three of the above quests to improve the living conditions of the refugees, then go and talk to Corporal Vale, and in gratitude he will offer help to the Inquisition. You can recruit refugees as agents for any of your three advisors of your choice. As an added bonus, almost all of your teammates will approve of this - even those who were not present in the group.
Amulet of Beloved
Not far from the Winterwatch Tower you will find the corpse of a templar, and with him - a letter for a certain Ellandra. In addition to the letter, you will find a phylactery amulet. Take it to the sorceress Ellandra (Solas will slightly approve of this). She is in a refugee camp. You can recruit her as an agent of the Inquisition if your GG is a magician or if Vivien is present in your group. (Solas won't like this, though.)
Unusual Duet
This quest can be obtained from the scout north of the camp in Dwarven Pass. He is worried about the fate of a scout named Ritts. Go to the 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 blinking? Perhaps it's worth looking around first? Follow the search arrow. You will find a picnic basket and a corpse. Talk to the rescued woman about what you found, and then go report to the scout.
If Varric is in your group or your GG is a dwarf, then you can recruit Ritts as an agent of the Inquisition. (You won't be able to do this unless you first find the picnic basket and the mage's corpse.)
Blood Brothers
You will receive this quest if you read a letter pinned to a post in a hut literally three steps south of your very first camp in the Outskirts. Apparently, one of the brothers mentioned in the letter is a fugitive magician, and the brother templar who wrote the letter is eager to meet him and deal with the apostate. Go to the indicated place, search the corpse found there - and this will complete this quest.
Renegade Farmer
The quest is given to you by an elf widow in the Outskirts. If you go due east from the southernmost part of the lake, then just south of your camp and almost south of the refugee camp (a little east) you will find her hut. (There's one of the small Rifts near her, if you need some extra reference.) The Templars killed her farmer husband, mistaking him for some reason for a runaway mage, and took his wedding ring. The necessary templars are located to the southeast of the hut - deal with them and return the ring to the widow. Cassandra will slightly approve of your action.
Bugman
(Subquests: Horses for the Inquisition, Trouble with Wolves, Farmers' Safety)
This quest is automatically given to you upon your first visit to the Hinterlands. Cullen would like to get good horses for his troops, for which he needs the best trainer in the area, Master Dennett. You need to find Dennett and convince him to provide his horses to the Inquisition.
Master Dennett, however, will not give you any horses just like that. First you must complete several sub-quests. He will direct you to Elaina and Bron, who are located right there on the farm. Elaina will complain to you about the problem with the wolves, who have become more aggressive than usual. Bron will ask you to improve the security of the surrounding area by building watchtowers in suitable places.
Elaina's quest is quite simple - go northeast from the farms to the quest marker, where you will find a wolf's den in a cave. In addition to the wolves, there will be a demon in it - when you deal with it, you can return and report to Elaina about your success.
Bron's quest consists of two stages - first you need to stake out places for towers (there are three in total, and they are automatically marked on the map). After this, a new mission will open on your military operations map and you can send your soldiers to build towers. After completing the mission, return to Bron with a report.
After completing Bron and Elaina's quests, talk to Master Dennett and he will finally agree to provide the Inquisition with his best horses. Moreover, you can even recruit Master Dennett himself as an agent of the Inquisition if you have Cassandra or Vivienne in your party or if your PC has the Inquisition perk of knowledge of the nobility.
Horse racing/In the saddle
This quest is given to you by Master Dennett's daughter, Shane, after you get your first horse. Win three races while beating Shayna's time record. The racing is not very difficult, the main thing is to aim carefully so that the horse does not rush past the posts instead of passing between them. You need to do them at a gallop - otherwise you won’t meet the time limit. The demons at the nearby Gap usually do not pay attention to the GG rushing past on a horse, although the treadmill passes quite close to them.
You'll need to successfully complete three runs - each longer and a little more involved than the last - to fully complete this quest.
If there is an Iron Bull in your group, then he will approve of your every victory, but only if you win on the first attempt.
Measures Against Marauders
This quest begins by reading a letter in one of the empty houses in Redcliffe Farms. A certain Hessl writes to his friend that he will hide some documents in a cave in the northern hills. This quest can be combined well with the Trouble with Wolves quest given to you by Henneth's wife, Elaina, since the quest object is in the same cave. You need to jump a little and climb up to find the loot in a box on one of the rock ledges not far from the place where you found the demon on Elaina's instructions.
Where Druffalo Roams
You receive this quest by reading a notice pinned to the fence near one of the Redcliffe farms. One of the farmers had his beloved druffalo, Druffy, run away (something like a real version of a bison). Find and return the animal to its normal pasture. Finding her by following the quest mark is not difficult, but bringing her back can be somewhat problematic - the druffalo is in no hurry, firstly, and, secondly, sometimes it can simply get stuck in some bottleneck, so try to go with Druffy to the desired paddock without rushing and choosing a more convenient route. Once Druffy is in place, talk to her owner to complete the quest.
Letter from Beloved
Starts with reading a letter found in an abandoned campsite in Dead Ram Grove. The addressee of the letter is instructed to take felandaris and bring it to a certain statue of a stone lady. You won't find Felandaris in the Hinterlands, so you'll have to return to this quest a little later.
When you finally find the plant you need, go back and bring it to the statue. Kill the demon that appears and this will complete this quest.
Claws for Bergrit
Starts by reading a letter on a corpse on a mountain path almost directly west (and a little north) of your camp at Redcliffe Farms, next to one of the shards. If you look down from it, you will have a beautiful view of the farms. Obtain three great bear claws. Large bears roam the territory marked by the quest marker (and only there). When you collect three claws, this will complete this quest. (You can use claws in crafting.)
Renegades in the Witchwood
Given after reading the letter found in the hut north of the intersection. You can also get it by removing the note from killed renegades. The note falls out randomly, the letter is always there. Kill the renegade mages in their camp in the Witch Forest. The renegades' hideout is located in a cave and is protected by a fire barrier, so prepare cold spells and staves to overcome it. In addition to magicians, there will also be mercenary warriors. From the corpse of the leader of the mages you can remove a unique staff with cold damage, and in the cave - in addition to loot in various chests and bags - there is a royal elven root.
This quest can also be activated by simply coming across a renegade hideout. It is located southwest of Redcliffe Castle (marked on the map with a blue marker).
Templars in the West
Almost a mirror image of the previous quest. Kill the rebel templars, clearing the camp of them. The quest is given either automatically after you find the templar camp near the waterfall southwest of your camp at the Upper Lake, or after you read the letter taken from the corpse of the templar you killed (the letter appears to appear after a certain number of killed templars and therefore can be on a corpse in different locations). The templars' camp is located on the top of a small mountain and, unlike the magicians' camp, is not guarded by any barriers, so getting to it is somewhat easier. Templar units are archers and warriors with a shield and sword. The leader of the templars - a shield warrior - differs little from an ordinary shield templar and should not cause problems. You can remove a unique one-handed sword from his corpse.
Relationships - Inner Earths
The quest begins when you find a suicide note on a skeleton in Old Simeon's Cave. It is located on the border of the map almost exactly west (and slightly south) of your very southwestern camp; one of the gaps used to be located in it. The quest icon will become visible when you close the Rift. You need to jump on the rocks a little to go up to a small branch in the cave where the skeleton lies. Take the note to his family's home in Redcliffe Farms and drop it in the mailbox.
Business Relationships
You start this quest when you read a letter from the corpse of a templar, which lies a few steps from the corpse that you must find in the quest "Blood Brothers" (due north of your camp in the Outskirts, if you need an additional reference point). From it you will learn that a certain Tanner secretly maintains business with the templars. Tanner is located in the village of Redcliffe and is actually Sister Tanner. If Cassandra or Varric are in your group or your GG has the perk for knowledge of the criminal world from Cullen, then in a conversation with her you can recruit her as an agent of the Inquisition.
Bandits on the Eastern Road
This quest is given to you by Recruit Belette east of the refugee camp. She will warn you that the bandits are not just random robbers, but, in her opinion, a much more organized group with some unclear goals. Go through the gorge and a little further you will come across the first group of bandits. Continue to follow the quest arrow, dealing with bandits along the way. When one of the surviving enemies starts running away from you as fast as you can, you are close to completing the mission. Follow him and kill the final group of opponents, which is located exactly at the site of your possible camp. This will complete this quest. If you search the camp, you will find a letter that contains interesting information about who hired the bandits for robberies on the roads and why.
Mercenary Fortress
The quest begins when you read the letter in the bandit camp, which you come across while following the quest “Bandits on the Eastern Road” (see the previous quest). It can also drop from random bandits if you have not completed this quest yet. The camp with the letter is located literally a few steps west of the exit to the world map. Theoretically, the quest ends when you discover a villa captured by bandits in the southern part of the map, but real heroes wouldn’t leave it in the possession of some bandits, would they? If you go to the mercenaries' lair and clear it, you will be able to remove unique heavy armor from the leader's corpse, and in a document nearby you will read additional information about the employer of the bandits, which will give you the quest Big Trouble.
Big Trouble
Go to the cave behind the waterfall, which is located in the southern part of the map. It is guarded by several members of the Dwarf Charter. Deal with them and go inside. Oddly enough, the cave turns out to be not a cave itself, but a part of the ancient dwarven thaig - Valammar.
Be careful - the groups of dwarves that you will have to fight your way through in Valammar often contain assassins who like to go stealth and stab your heroes in the back.
Deal with the first group of enemies and go up the stairs. (If you go around the stairs to the left, you will come across a door that can only be opened with a special mechanism. This door opens from the inside, so it will not be of any use to you now.) Move on. On the Upper Terrace in the very first room you can read a note that mentions the Spawn of Darkness. There is also a wall there that can only be broken by a warrior. Behind it lies a small treasury with random loot and a couple of crafting schemes - for a grenade and a dagger.
The next door is locked and you will need a robber to unlock it. Behind it you will find some random loot and a couple of notes that shed light on the activities of the charter. Go further and go down the stairs - and you will come across members of the charter fighting the Spawn of Darkness that you read about in the note earlier. Behind the door nearby is the leader of the charter, whom you need to kill to complete this quest. Along with him are archers and assassins, and if your battle moves to the bridge, then several Spawns of Darkness can join in for more fun.
Your quest will end as soon as the leader of the charter dies. In the room where it was located, you will find even more papers describing the activities of the charter. One of them will even mention you. In addition, in the room there will be one part of some kind of gnome mechanism, and right next to it there will be two devices into which you can insert it. This will give you the small quest "Valammar Vault". As you can see, two parts are needed to repair the door.
Cross the bridge and you will find yourself in the Hall of Elders. The first door is locked - only a robber can open it. Behind it you will find a second mechanism, as well as a part of the mosaic. Go back and repair the mechanism, then turn both wheels and enter the treasury. This will complete your quest. Don’t relax - an ambush from the Spawn of Darkness, led by Leader Harlock, will be waiting there.
In the room you will find another piece of the mosaic, an Amulet of Strength for Varrick and various random loot. If you turn the wheel of the mechanism at the far door, you will get a shorter way back - this is the same door that you came across near the entrance to Valammar.
Spirit of the Lake
The storyteller in Redcliffe will tell you about the spirit of the lake if you ask him to tell you about the area. Go to the lake and leave the desired flower as an offering to the spirit (if you still haven’t found the bloody lotus, then several grow near the lake itself), then watch a small reference to the legend of King Arthur, take the reward and thereby complete the quest.
Flowers for Senna
You receive this quest from the gray-haired widower elf in the village of Redcliffe. Because of everything that is happening around him, he cannot put flowers on the grave of his late wife Senna, since it is located far from the village and the path to it is now very dangerous. Promise him to put flowers, go, lay them on her grave, which is located not far from one of your camps, and report to the widower. Solas will approve of your help to the elf.
Playing with Fire
You receive this quest when you read a letter from a corpse that lies slightly west of the southern point of Lake Superior. The letter mentions a strange ritual that is supposed to summon someone's grandfather.
Go to the marked place and run around the statue from left to right three times, staying as close to it as possible - and you will really summon the “grandfather” - or rather, a very sickly dead man, who will clearly be angry with you for disturbing him. Deal with him and this will complete this quest.
The Ballad of Lord Sherstley
One of the residents of Redcliffe, One-Eyed Jimmy, will ask you to find his ram, Lord Sherstley, who, according to him, brings good luck to the family. Lord Sherstley is a very colorful looking ram, so you are unlikely to confuse him with others. He rides near the place where you first met Blackwall. You just need to catch up with him and tell him that his owner misses him - he will run where he needs to go, and you will just have to follow him and talk to Jimmy. Or you can kill Lord Sherstly... with very interesting consequences, but you won’t have the opportunity to tell the owner about them and in this case you won’t be able to close the quest.
Sketch of the Calenhad Bridgehead
On the corpse of a templar southeast of your first camp you will find a treasure map.
The treasure in the ruins of the Calenhad bridgehead is located not far from the place where one of the relics of the Gray Wardens lies. Do you see a staircase behind a wall that has no access? Jump up the rocks to get to it, go down and use the search function to find hidden loot there.
The reward is a recipe for a Stone Armor potion.
Waterfall Map
Literally a step west of your camp at Lake Superior there is a scroll with a treasure map near a certain waterfall. Although one waterfall flows quite close to your camp, if you look closely at the picture, you will realize that this is not the one. The one you need is located near the templar camp to the southwest. The treasure location is at the top, so you don't have to jump in the water at the base of the waterfall. Go up the path as if you were going to the templar camp, higher and higher, until you hit a rock - and activate the search function. The reward for your efforts will be a piece of Iron Bark, a rare crafting material.
Farmlands Cave Map
You will find this map at the southernmost Gap in this territory. Although it clearly depicts the house of the Dennett Rider, the cave is actually not that close to it - you need to go deeper into Dead Ram Grove - the desired location is almost exactly west of the nearby astrarium. Use the search function to find loot and complete the quest.
Landmarks in the Hinterlands
On each map there are landmarks in the form of a long pole glowing with golden light. There are 17 of them in the Hinterlands. Landmarks automatically appear on your map in the form of a pyramid icon. All you need to do is find and click on them, thus making it clear that you have visited this territory and “reserved” it.
Holding the Hinterlands
Organize military camps in the Inner Lands. All you need to do is find a place suitable for camping (it is marked on the map with a special tent icon) and settle down there. Camps serve as places of rest, replenishment of supplies, and points for quick travel. You also receive an Influence point every time you organize a new camp.
There are a total of six camps you can set up in the Hinterlands, and after the sixth camp your quest will be over.
Breaks in the Suburb
Almost every map has one or more similar quests, depending on its size. You need to destroy small Rifts, weak copies of the main Gap - they are marked on each map automatically. However, copies are copies, but be careful, especially in the initial stages - some Rifts spit out very strong demons and it is quite possible that even in the Inner Lands you may come across a Rift that will be beyond your strength for now..
In the Suburbs you need to close 2 Gaps.
Rips – Dwarven Pass
.Close 3 Rips at Dwarven Pass.
Regions of the Hinterlands
Each territory has a similar quest. You need to visit all corners of the map. There are only 29 of these mini-regions in the Hinterlands.
Astrariums in the Hinterlands
Astrariums are technical structures scattered across the maps, when activated, you see the starry sky and begin a small mini-game. In the lower right corner you are given a diagram of the constellation that is visible in that particular astrarium. Your task is to connect all the stars in exactly the same pattern, while never drawing the same line twice. When you have processed all the astrariums in a given area, you will receive an indication of the location of the cache, which usually contains a chest (or even several) with valuable things. When you take items from a chest, it completes the quest (on this map).
There are only three astrariums in this area and all of them are automatically marked on the map. The southwestern astrarium is sometimes difficult to approach, since it is surrounded on all sides by mountains, but do not jump on the stones trying to climb up to it - there is a very convenient path leading to it - although it is sometimes difficult to notice, it starts to the south and a little to the west from the astrarium itself. Also keep in mind when you connect the dots on this astrarium - there will be more stars in the picture than you need to connect for the Draconis Constellation. This is not the only constellation where developers insidiously give the player more points than necessary - so be careful.
The chest with the loot, which is the reward for solving the three astrariums of the Inner Lands, is located in the same cave as the refuge of the renegade magicians, which you may have already visited during the quest Renegades in the Witch's Forest. Even if you have already examined this place, you will find a small side cave there that was previously inaccessible to you. The treasures of astrariums cannot be found without first solving their riddle.
Shards in the Hinterlands
Interesting structures in the form of a pillar topped with a skull are scattered across almost all maps. These structures are oculariums, a type of telescope that is tuned to detect specific debris. Ocularia are marked on our map with a skull icon.
You will need the fragments that you collect with their help in a certain temple in the Forbidden Oasis. With their help, you can permanently increase some of your characteristics. I highly recommend that you first collect all the shards available to you before you go to this temple. In order for this temple to become available to you, you need to complete quests to study the shards, which will appear on your military operations table after you find the very first shard.
There are a total of 22 shards in the Hinterlands. Most of them are quite easy to assemble. The exception is those fragments (and that ocularium) that are located in the Valley of Lady Shayna - the abode of the High Dragon. As you can imagine, this in itself poses a bit of a problem. But even after getting rid of the dragon, you can experience some difficulties with a couple of fragments that are lying around in an extremely inconvenient place for access. The shard on top of the basalt rock is accessible only by precisely timed acrobatic jumps. But with a little practice, it is quite possible to do this.
The second “complex” fragment lies on the top of the hill and seems inaccessible - but in fact it is much easier to get to it than to the one described above - you just need to find the right road. Look around the waterfall to the south of the shard - there is a pile of stone blocks that you can climb onto.
The remaining fragments lie in much more accessible places and should not pose too much of a problem.
Dragon Age: Inquisition its Single Player (with Multiplayer Option) Role-Playing Video Game released on November 18th 2014, for PC Xbox 360, Xbox One, PS3 and PS4.
Starting Tips & Hints for beginning of Dragon Age: Inquisition
- Use "Search" button ("V" on PC) very often, It shows the hidden secrets, resources and loot.
- You need at last one Rogue in your team all the time to open closed doors.
- You need at last one Warrior in your team to Bash things and Walls.
- To unlock complex doors locks you have to rise "Deft Hands, Fine Tools" Inquisition Perk
- Setup Inquisitions Camps ASAP to acquire fast travel to visited locations.
- Use Ocularums ASAP to uncover Shard locations.
- Targeting with Area Effect Spells like Blizzard is good for lighting dark interiors.
- Locations got various difficulty levels. For example The Hinterlands starts with 4 lvl and ends with 12 lvl so if you feel it too hard just adventure somewhere else and come back later.
- You don"t have to pickup every herb you see. Some merchant sells them with infinite inventory.
- Mage and Range DPS are much easier to play than melee warriors because of running from target to target (there are some grappling hook later), but warriors are significantly harder to kill.
- Your team should include Warrior, Rogue, and two Mages. Or Mage, Rogue and two Warriors.
- You will get your first mount in The Hinterlands, its with Horsemaster Quest.
- You will not be able to find (discover) certain objects and locations until your quest will reveal them for you.
- The game is quite long so it is no hurry, it should take you over a dozen days, have a fun:)
Dragon Age: Inquisition game box cover
Video Game Dragon Age System Requirements:
Minimum System Requirements
- Windows 7/8 64bit
- 2.0 GHz Quad Core Processor
- 4 GB RAM Memory
- ATI HD3650 / Nvidia 8800 GT (512 MB VRAM) or better
- 26 GB Hard Drive space
Recommended System Requirements
- Windows 7/8 64bit
- 3.0 GHz Quad Core Processor
- 8 GB RAM Memory
- GeForce GTX 660/Radeon R9 270 (2 GB VRAM) or better
- 26 GB Hard Drive space
Dragon Age: Inquisition Map Legend
Location- This is in game location. The sequence of numbers shows suggested order of visiting locations.
Starting Quest Location This is location with quest giver. It can be item, person or place.
Inquisition Camp- Heals, restock potion, place to rest, change party members, use it to fast travel. Setup camps as fast as you can.
Landmark- POIs (Points of Interest). Visit and claim to complete collections.
Shop Traders & Merchants, to buy / sell items.
Crafting Station- Here you can create or modify Weapons, Armor, Accessories, Runes and Potions.
Fade Rift- You can close Rifts using your ability. Rifts grow in difficulties in following locations. Closing a Fade rift rewards with amount of Power. There are a total of 81 rifts in Thedas.
Astrarium- Astrariums are ancient relics of Tevinter origin that allow the viewing of constellations in the stars. Solve Astrarium puzzles to reveal secret location with treasure.
Ocularum- Use Ocularums to reveal locations of magical Shards. Shards can be used in Forbidden Oasis Location.
Dungeon Entrance- Entrance to Cave, Dungeon, Crypt, Underground.
Locked Door- This kind of Locked Doors require Special Key or "Deft Hands, Fine Tools" Inquisition Perk
Fast Travel- You can travel to this points pointing on world map.
Area Exit This is Exit to main map
Mosaic Piece Collect mosaic for Collections. Mosaic sets are Sacrifice, Invasion, The Fall, Archdemon and Freed Are Slaves. Each Mosaic set has 12 pieces.
Bottle of Thedas Collect Bottles for Collections. There are 29 bottles that can be collected.
Inquisition Agent Here you can hire new Inquisition Agent.
Party Member Here you can recruit new Party Member
Secret- Use Search ("V" on PC) to reveal secrets. Sometimes you need to use search key few times.
Codex Entry It can be book, letter, place, item. After you collect 250 codex entries you become Loremaster.