Story line. Dragon age inquisition courts Dragon age inquisition walkthrough of the quest eyes of the creator

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

Having won, we walk along the frozen river, climb the hill at the end and jump down from the cliff again onto the frozen river. Having defeated the next enemies, we go along the river and climb the steps near the wall. We go straight and go down to the frozen river again. Further up the stairs. Let's go to the break. There is already a battle going on here, you just need to help, and when there are no enemies left, watch the cut-scene. Now there are four of you in the squad. Having reached the wide river, we go to the other side, to the ruins, then along the stairs and the road made of stones. As you go up the steps, another gap will await you. In order to close it, you need to destroy several waves of enemies. After this, we come closer to the gap and click on it [RMB].

We open the gate and get onto the bridge. We go to Leliana and the church representative. An unpleasant conversation will begin, at the end of which you will be offered several options for further passage to choose from. I recommend choosing the “Walk through the mountain” option rather than “Walk straight with the soldiers”, because in the first case, you will be able to save soldiers who are missing (in the near future you will be able to experience the bonus from this decision). We climb the stairs to the very top and enter the building in the mountain. Coming out on the other side, you will need to close another gap. After this, there will be a cutscene in which the missing soldiers will thank you for saving them. We pass further and go down the stairs. We go further until we get to the primary big gap. Here you will be confronted by the first boss - the demon of pride, and if you saved the soldiers, they will help defeat him.


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

The danger is not over

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


There we go into the farthest door and watch the cut-scene. You will need this room more than once, because... The command headquarters will be located here. Next, we leave the building and talk with the right people (quest “The Best in the Vault”). We can immediately complete the additional tasks they give. Then we return to the command headquarters again and use the received influence point to reconnaissance the area where we need to find the Reverend Mother Giselle. In the future, this table can also be used to open new locations using influence points, and send advisors on missions to earn money for the Inquisition. We set off into open areas and find ourselves in deep paths. Using the map as a guide (key [ m ]), go northwest, to the area marked with a purple circle. You will need to, together with the Inquisition squad, defeat several waves of enemies. As soon as you do this, another cut-scene will begin.


Now you can either continue to complete side quests in the interior lands, or go to the command headquarters until further progress in the plot. Remember that for each completed additional task, setting up a camp, opening new sections of territory, influence points will be awarded, which can be spent on reconnaissance, or the level of inquisition will increase. To return to the shelter, open the map and go to the world map (the button in the upper left corner), then select the shelter. Mother Giselle will be waiting for you in the church. Go to her and talk. You can also take the quest “Lotus and Roots” from her. We go to the command headquarters and activate the mission “Enter the Val Royeaux Church.”


Once in the right place, we go to the square, where we watch a cut-scene, after which the task “Defenders of Justice” is activated. Then we go to the street along which we came here. Here the Great Enchantress Fiona will meet us, and the quest “In Secret” will begin. We return to the Shelter, to the Command Headquarters. This ends the quest.

Defenders of Justice

To start the task, you need to scout a certain area on the command headquarters table. To do this, you first need to gain 15 influence points. They are obtained by completing additional tasks. However, remember that if you started this task, the mission with magicians will be unavailable, and vice versa. So, if you still decide that the templars are a more suitable addition to the ranks of the Inquisition, then select a mission and go to a meeting with the templars.


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


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


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


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


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


He, like the great horrors similar to him, loves to hide underground and then jump out in the thick of his party members, knocking them off their feet. Immune to spells and effects that affect his combat effectiveness, i.e. There is no way to slow it down or turn it off temporarily. At 70% health, the demon will call for help, and itself will change form and restore health. Here it is better to deal with the easier enemies first, and then take on the boss. At 30% of his health bar, the demon will return to its original form. When his health is low, green rupture spikes will start popping out of the ground, which you should avoid. After defeating the demon, we return to the main hall. Before entering it, we talk with the templars and make a choice at our discretion. Then we find ourselves at the command headquarters, where we discuss what happened and what to do next.

By secret

We go to the Hinterlands, to Redcliffe, where Fiona invited us. There will be a gap in front of the gate, after closing which we will be allowed inside. At the entrance we will be greeted and invited to go to the tavern. After the cutscene in the tavern, we go to the church. We close the gap and talk with the magician. We return to the command headquarters and here there will be two missions to choose from on the map: “Defenders of Justice” and “In Secret.” By choosing one, the other will become unavailable, so this is the last chance to decide who is better suited to help close the gap - mages or templars. If you have chosen the side of the magicians, we activate the desired task on the command table and head back to Redcliffe. It will be possible to select only two party members for the squad. Our new friend will act as the third. After the cut-scene, we first gather our allies - it will be much easier to fight with four of us. To do this, go out into the room with the raised bridge and go to the right. Then we return back to the raised bridge and go through the door opposite. After talking with Fiona, we get a new goal. This time the bridge lowers and we move on along it. We follow the markers and close the gaps along the way. Having reached the locked door, we look for 5 fragments of red lyrium in the places marked with markers on the map. They will drop from killed spellcasters. Having collected everything and replenishing the stock of potions in the caches, we open the door. After the video we deal with the boss. At 60%, he will open a gap and hide behind an impenetrable shield. Having dealt with the gap, we again attack the boss, who is approximately at 30% of remaining health will repeat its focus. After the murder, we watch a video, at the end of which we make a decision regarding the magicians.

It will burn in your hearts...

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


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


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

Then, having killed the enemies, we go to church. After the cut-scene we go to the place indicated by the marker. There we kill all the enemies, and then aim the trebuchet by holding down [LMB] on its active element. After aiming at about 20%, another batch of enemies will arrive. Then we aim the trebuchet again, and at 40% you will be interfered with again. Next, we continue aiming the trebuchet. At about 60%, a mini-boss will appear. Who will depend on your choice of the previous task. Having finally aimed the trebuchet, we watch the video. Having woken up, we follow the only possible path through the tunnel. Along the way, you will meet a small group of enemies, and you will be offered a new ability to deal with them. Having got out, we go towards the marker, and then watch a long epic video.

From the ash

After the cut-scene, we examine the castle, talk with party members, and complete side tasks. Here you will also be offered to find a blacksmith and choose a specialization. The blacksmith is in the basement (the door to the right of the throne if you stand facing it and the window behind it). To choose a specialization, we visit the command headquarters table and carry out a mission there in Ferelden, which involves searching for teachers. Then we just talk to everyone and choose a specialization. Then we go to Josephine and Varrick, after which we will be given the quests “Evil Eyes and Evil Hearts” and “There Lies the Abyss”, which can be completed in any order.

Evil eyes and evil hearts

IMPORTANT: There are a limited number of Gaul figurines. The discovery of eleven pieces is described here. They won’t be able to open all the doors, so choose what you need most.

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

Even if at the same eavesdropping point three times it was not possible to overhear anything interesting, gossip may still be added on the fourth.

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

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


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

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


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

We need to explore the Trophy Hall. But first to the ball, so as not to lose favor at court. There we are invited to dance by Floriana. In dialogues, choose neutral (average) answers. If you take the Inquisition perks for conversations in diplomacy and secrets, two corresponding remarks will appear (in a circle with a crown and a crow). Afterwards we talk about possible scenarios with advisers. We say that we need more information. Before leaving for the Imperial Wing, let's finish collecting all the items.

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

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

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

We go to the imperial wing. There is gossip on the table on the left. We get up, run past the room for which the Gaul figurines are required, run straight and save the elf, sending her under the protection of Cullen. In the same room we take away the Gaul figurine. We run further along the marker, only we go not to the door that he points to, but opposite.

We run along the open terrace above the garden and climb into the window of some classroom. There are treasures with a figurine of a Gaul and a caprice coin. The tenth figurine is to the right of the quest door, down the stairs.

Let's continue to search these chambers. In another room there is a figurine of a galla (already the eleventh), next to the chair by the fireplace, there is also a gossip there.
Now we can unlock that door in the garden, we return through the palace lobby and run to the fountain. There we take the Banner of Orlais. You can also talk to another count from Orlais there. And we also find a whim coin there.
We return to the Imperial wing and go out into the garden. This seems to be the point of no return. After talking with Floriana and closing the Breach, we talk with the mercenary, if he has the perk in the Mysteries, we recruit him as an agent.
Well, then we search the location, collect everything valuable, and come across good sketches of level 3. There are two more doors in the basement, opened by four figurines. And we return to the ballroom where we make a choice of whom to execute and whom to pardon.

There lies the Abyss

We go to the meeting place appointed by Varrick’s friend in Crestwood (to open this area, you must complete the “Search for the Guardian” operation at the command headquarters). After talking with him, we go into the cave and go to the very end. After talking with another new acquaintance, we return to Skyhold and on the command headquarters table we open the location “Western Reach” (“Explore the Western Reach”).


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


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


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


Activating it will launch another side quest, “Broken Window.” Here you need to light five lights in the correct order, after which you can collect loot. Afterwards we return back to the fork and along the bottom we reach the last riddle of the task “Fears of Dreamers”. Then to the barrier, near which we fight until the time scale ends. We go further and there we pick up the reward for the task “Fears of Dreamers”, highlighted with a marker. Next, we follow the spirit and reach the boss. Periodically, he will turn invisible. If you cannot target him, and at the same time he attacks, then go to tactical mode and assign an attack there. At some point, help will come to the boss. After winning, there will be a cutscene during which you will have to make two serious choices.

Fruits of Pride

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


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


If you have any problems completing riddles with slabs, you can watch a video walkthrough below:

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

The last act

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

If Morrigan saw from the source:

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

If you drank GG from a source:

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

Marvel at the perfection...

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


The battle will begin immediately. The main villain loves to teleport and move quickly, but it is better not to stand in his way. Its rays should also be avoided. When the enemy moves to another area, don't miss the potion cache on the way there. At about 50% of the remaining health, the boss will teleport again, and we will have to fight a new, very strong enemy. After defeating him, we go to the first boss. On the way there we don’t miss the cache. Having gained the upper hand, watch the video. Once in Skyhold, go to your room (the door to the left (north) of the throne). We watch another video and the end credits, after which there will be another small video.

The victorious march of the Inquisition across the lands of Denerim and Orlais in Dragon Age: Inquisition will begin with a small detachment. The power of the order will grow gradually, over time it will enlist the support of the nobility, apostates (magicians or templars), Gray Wardens and other allies, but before this happens, many problems will have to be solved that will fall on the head of the main character along with the demons from the hole in the sky . Responsibilities in the Inquisition are strictly divided between advisors: Josephine responsible for diplomacy Lelliana- reconnaissance, Cullen- troops. The order is managed from the command headquarters, where all important requests are received and key events are marked on the map. Each of the advisors has their own approach to solving assigned problems. The outcome of the assigned task and the time spent depend on the choice: you can act with words, cunning or brute force (there are no absolutely losing solutions).

Agents who can be recruited in all corners of Thedas help speed up the process of completing tasks; they are also able to open new specializations without spending points. Agent Recruitment in Dragon Age: Inquisition it usually begins with communication with a potential candidate, but not everyone agrees to join the Inquisition right away, everyone has their own reasons: some are busy, some don’t trust, some are waiting, some are simply afraid of the consequences of their choice. In such cases they come to the rescue satellites, which are able to convince the intractable (additional lines appear in the dialogue). If the companions' attempts are unsuccessful, the only way to recruit an agent is completing a small loyalty task. It is important not to miss the right moment for recruitment, otherwise the agent may disappear as the plot develops. Recruited agents are added to the advisors tab in the specialization selection window.

Agent locations for the Inquisition in Dragon Age: Inquisition:

  1. Clemens pacified(task “In Secret”) - awaits a meeting with the Inquisitor in the Redcliffe tavern in the Hinterlands. To recruit, just talk to him. Access to the village opens according to the plot, when you need to make a choice between magicians and templars. Helps Cullen with his work.
  2. Vail Volunteers- for recruitment, it is necessary to complete, at the request of Corporal Veil, from the Crossroads in the Hinterlands, several tasks for refugees: mark 5 hiding places of renegades at the request of recruit Vitl, who stands near the cave in the western part of the settlement, in the task “At the Power of the Elements”; get 10 pieces of lamb at the request of a refugee hunter in the task “Pangs of Hunger” (sheep are found in the forest); persuade the healer from Redcliffe to move to the Crossroads in the task “The Healing Hand” (you need to be an elf or have Solas in your party); deal with renegade magicians and templars in the missions “Renegades in the Witchwood” and “Templars in the West.” Moving to Skyhold will automatically block access to quests. Returning to Corporal Veil, we ask him to “Hire the most skilled.” Companions will have a positive attitude towards accepting volunteers into the ranks of the Inquisition.
  3. Alexius(task “Tempting Whispers”) - to recruit you need to take the side of the magicians and save the life of the master in order to decide his fate at the trial in Skyhold. Before the process, you need to learn “Secret Knowledge” on the command table (the “Secrets” tab), which will expand your knowledge of magic and add a new item to the dialogues. In the future, Alexius will issue tasks to strengthen the influence of the Inquisition and will stop acting in favor of Corypheus. Helps Lelliana with her work.
  4. Blades of Hessarian(task “Placing order”) - at the order table on the Stormy Coast, you need to make the “Coat of Arms of Mercy” amulet from the skin of a deep hunter (found in the caves opposite “Morrin’s Heights”) and two serpentines (hanging on the rocks along the shore), then put it on through the inventory and come to the Hessarian camp in the eastern part of the location, where you fight the leader. The blades help Cullen in his work.
  5. Laurenil(task “The Condescension of the Dalish”) - lives in the Dalish camp in the Emerald Graves, in the southwestern part of the location. Upon meeting, the elf will be asked to join the Inquisition, but without the permission of the guardian he will not be able to leave the clan and carry out his plans. Quests given by Loranil's tribesmen will help you gain the trust of the Dalish. After the introduction, he begins to help Callen.
  6. Frederic de Cero(quest "The Deep High Dragon") - The scientist is busy searching for information for his new work on dragons in the Western Reach, south of the southern camp of the Inquisition. After completing several of his orders and killing the deep high dragon, he will agree to join the Inquisition, where he will help Lelliana.
  7. Smuggler Tanner(task “Business Relations”) - in the Hinterlands south of the Crossroads, where refugees have taken refuge, there is an oval wooden house on a hill, inside on the bulkhead there is a note activating the task “Blood Brothers”. We reach the marker from the task (northwest of the Inquisition camp near Sunset in the eastern part of the location), clear the camp from bandits, the bodies of two templars lie around the house, from the first we select a sword, from the second a letter that activates the task “Business Relations”. We are waiting for the moment when the plot opens access to the village of Redcliffe, we find Tanner in the camp in front of the entrance to the church. To recruit an agent, we use Cassandra, Varrick or the knowledge of the underworld, available for study for Inquisition points at the command table in the Vault or the castle in Skyhold in the Troops section, after which Tanner will begin to help Lelliana.
  8. Fairbanks(task “Nobility in heart and deeds”) - we find the rebel camp in the southern part of the Emerald Graves, talk to Fairbanks, carry out all his tasks to clear the area from templar robbers and free citizens. The new agent speeds up Lelliana's work.
  9. Lord Berand(task “Love Can Wait”) - we find the body of a woman in the gorge southeast of the Inquisition camp in the Suburbs, from where the exploration of the territory of the Inner Lands begins (we run past the astrarium and always stick to the rocks on the left side). We select the letter from the body and deliver it to Lord Berand at the sectarian fortress, which is indicated by the marker on the map. While he is stunned by the news of his beloved’s death, we invite him to join the Inquisition.
  10. Michel de Chevin(task “Call me Imshel”) - at the exit from the destroyed village, which is under the protection of the Inquisition in Emprise du Lyon, we find the former knight of Empress Selina, accused of treason and demoted. In the conversation, he will talk about his desire to defeat the demon Imshel, who has settled in the Suledin fortress. We do all the dirty work for him, after which the Inquisition will be replenished with a new agent who will help Cullen.
  11. Ser Barris(task “Defenders of Justice”) - you need to side with the templars, refusing the support of the magicians. When searching for veterans and lyrium while defending the hall, we try to prevent the new ally’s health level from falling below 30%, otherwise he will die. After improving Skyhold, it will be possible to appoint Barris as a knight commander who will help Cullen.
  12. Jenna- on the way from the Inquisition camp to Crestwood, we help the Gray Guardians deal with the revived corpses, we save the elf, who can later be found in one of the village houses. In the conversation, she will mention her desire to join the ranks of the Gray Guardians; if Solas or a nobleman Inquisitor is in the squad, then Jana can be recruited into the Inquisition. If you send her to the Gray Wardens, she will be sacrificed during the assault on Adamant.
  13. Looking up to the sky(task “Cracks in the Mire”) - in the swamps of the Brown Mire on the way to the Avvar fortress we find a giant in a bear’s skin, open and close the Crack before his eyes. After defeating the Hand of Kort in the Avvar fortress and freeing the Inquisition soldiers from captivity (languishing in a side room in the fortress), Skygazer will wish to join the Inquisition, where he will help Josephine. The liberation mission disappears after the headquarters moves to Skyhold.
  14. Leader of the Avvars(task “The Trial”) - having returned from the Brown Mire after the victory over the Hand of Kort and the release of the Inquisition soldiers from captivity, in the throne room of Skyhold the trial of the Avvar leader Movran the Poddatiy will take place, who will be recruited as an agent when sent to Tevinter.
  15. Preacher Anais(task “Glory to the messenger Andraste”) - in the Hinterlands we find a sectarian castle, located on a hill south of the Inquisition camp on the Dwarf Pass, in the southeastern part of the location. We ask you to let us in, close the gap in the Veil in the courtyard and talk to the preacher Anais, if you ask her to listen to what people say, then the help of the new agent will be sent to Lelliana, if you ask her to spread the news about the Inquisition, then to Josephine.
  16. Enchantress Ellandra(task “Amulet of the Beloved”) - on the right side of the entrance to the fortress of the sectarians, led by the preacher Anais in the Inner Lands, on the hillside lies the corpse of a templar with a phylactery, which must be taken to Ellendra from the Crossroads, where the refugees have taken refuge. After delivering the amulet, Vivienne will help convince the sorceress to choose in favor of the Inquisition; you can also use the knowledge of magic, unlocked for Inquisition points on the command table in Skyhold in the “Secrets” section.
  17. Tricky Ritts(task “An Unusual Duo”) - north of the Inquisition camp on the Dwarven Pass, in the southeastern part of the Inner Lands, we find an excited scout at the crossroads. We receive a task to search for the missing Ritts, we reach the marker at the fortress of the sectarians, led by the preacher Anais, we help the scout fight off the templars, we explore the place of the attack with the [V] key, we find the body of the dead magician, we talk to her again. Varric will help convince her to join the Inquisition, and this can also be done without anyone's help if the Inquisitor is a gnome.
  18. Bugman Dennett(task “Horses for the Inquisition”) - we get to the Inquisition camp near the Redcliffe farms in the northwestern part of the Interior, we find Dennett in the village, and complete several tasks for the farmers. Vivienne or Cassandra will help you recruit a new agent to the Inquisition; you can also use the knowledge of the underworld, unlocked for Inquisition points on the command table in Skyhold in the “Troops” section, in the conversation.
  19. Duchess Florianne(quest “The Trial”) - after visiting the Halamshiral Palace in the quest “Evil Eyes, Evil Hearts”, the Duchess will be taken alive or dead to Skyhold, where a trial will take place, following which she can be recruited as a new agent of the Inquisition, which will affect the speed of work Josephine.
  20. Nobleman, captain of Gaspard's mercenaries(task “Evil eyes, evil hearts”) - while completing the task in Halamshiral, we eavesdrop several times on the conversation of two nobles in the courtyard with a grate on the wall leading to the library on the second floor of the palace. It is important to stand on the balcony exactly above the targets; when they start talking about templars and magicians, we go down to them and start a conversation; if you support one of the nobles, he will become an agent. Knowledge of the underworld, available in the “Troops” section on the command table in Skyhold for Inquisition points, will help you recruit the mercenary captain Gaspard.
  21. Belle(task “The danger has not passed”) - after clarifying the relationship between the templars and the church servants, in the main square of Val Royeaux we find the trader Belle, who wants to join the Inquisition. It is important not to leave the city, otherwise Belle will disappear and Josephine will lose her assistant.
  22. Samson(task “Judgment”) - to recruit a red templar, you need to support the magicians in Redcliffe in the task “Defenders of Justice”, defeat Samson in the Mythal temple and bring him to trial in Skyhold, where, as punishment, give him for study to Cullen, under whose command he and will fight on the side of the Inquisition against Corypheus.

Dragon Age: Inquisition - Walkthrough: Storyline - Defenders of Justice (Path of the Templars)


This is the first plot quest-fork, by choosing which you will forever deprive yourself of the opportunity to enter into an alliance with magicians.

To initiate this quest on the Military Operations Map, your Inquisition Influence must be at least 15. The recommended level for completion is between 4 and 7.

Cullen's informant among the Templars reports that the Lord Seeker has taken the entire Order to the long-vacant citadel of Therinfal. Your advisors will propose a plan to attract the attention of Lord Lucius and force him to view the Inquisition as an organization worthy of cooperation.

When you gain enough influence for this mission (or you get bored wandering around the maps doing non-story quests), confirm the operation on your table and it will automatically send you to Therinfal Fortress.

Warning: You will not be able to go back or abort this mission until you complete it completely. (This also applies to subsequent story quests in the game.) Therefore, be fully equipped before activating the quest.

Upon arrival in Therinfal, you will be greeted by Lord Esmeral Abernash, representative of the aristocrats gathered to support you. Talk to him and go to the gate, where the Templar Knight Barris is waiting for you. This is the same templar who informed Cullen about the state of affairs, and he has something to tell you about the more than strange behavior of the Lord Seeker.

After speaking with Barris, he will take you to a meeting with Lord Lucius, but first he will offer you a small test ritual. The banners of the people, the Order and Andraste are hung on the wall of the castle, and you will be asked to raise them in the order in which you honor them (that is, you raise the most important banner for you above all and then in order). You can refuse this ritual, citing the fact that things are not waiting. Raising different banners will earn you the appropriate respect from different followers (for example, Sera will approve if you raise the people's banner above the rest), after which you will be asked to explain your choice. Explain (or not) and follow through the door where Barris will stop.

In the next scene, you will meet the captain of the Order, sent to you by Lord Seeker, and get some idea of ​​what exactly is wrong with the templars. Also in this conversation, the name of a certain “Elder” will be heard for the first time.

After the battle, go in search of the Lord Seeker to find out in detail what the hell is going on in the fortress. Barris, stunned by everything that happened, will go with you. He will not join the group, but will stick around to fight on your side, which is a good support - you will have to fight your way through numerous groups of various red templars. Also, along the way you will hear a suspicious voice, which you will be able to hear, but not your companions.

Go out into the courtyard and continue to fight your way through the corrupted templars. If you have a robber in your group, then you can open the door to the Lord Seeker’s office, where you will find a lot of interesting things, both as information on what is happening and in terms of loot, among which there will be an Amulet of Power for Cassandra (Amulets of Power give your characters one skill point when you equip them - after which they disappear).

Continue up the stairs and you will finally find Lord Lucius. Who will not talk to you, but will do something somewhat unexpected, as a result of which you will find yourself completely alone in some incomprehensible and unpleasant place. Well, there’s nothing to be done, go look for a way out.

Soon enough, you will come across an interesting company, and in the subsequent conversation you will finally begin to understand what exactly happened to the Lord Seeker. Go further, along the way, observing the possible paths of development of the Inquisition, towards which the owner of this section of the Shadow gravitates, as well as his predictions about your personal future.

After some time, you will come across a hall with columns that spew out flames with quite strong damage - you can die if you don’t get out from under it in time. The columns rotate from time to time, directing the flow of flame in the other direction, so this gives you a chance to slip past without getting harmed. However, after you pass several columns, you will stop in front of a place that you will not be able to pass through. Go through the door nearby, look around the room and head back to the exit.

In the next video, you will be introduced to an unexpected ally (if you read the book Asunder / Schism in the Universe YES, then you will immediately understand who he is, if not, it doesn’t matter, you will find out over time), and after the conversation he will show you what to do with previously impenetrable flames. Go back to the hall with the pillars, but before you finally leave this section of the Shadow (this happens when you go into the passage that opened after extinguishing the flames), go into the room opposite the one where you met Cole. There you will find “Inspiration”, by clicking on which you can permanently increase your characteristics (if you have played the two previous parts of YES, then you already know that in the Shadow there is always something that permanently increases some characteristics).

Go to the next part of the Shadow and examine the prison cells (along the way, watching the Envy demon's next plans for you) until you find the cell where Cole is waiting for you. Cole will make a speech about dispelling the darkness and disappear, and a torch with a Curtain Fire will light on the wall next to him. Click on it, take the torch and go light the braziers in the chambers - you need to light four in total.

In addition to lighting the braziers, which you need to do to be in the next segment of the Shadow, you can find here another “Inspiration” for your characteristics. With a torch in your hands, go back to the very first room where “Cassandra” stands. In the cell to the left of it (if you are facing it) you will find the key to the prison cell. The prison cell he opens is behind the wall, which will open to you after you light the last, fourth brazier. There you will find the second Inspiration.

Climb up the stairs and you will find yourself in the final segment of the Shadow. It is somewhat more intricate than the previous ones - traps will swell under your feet all the time, causing damage - so be careful and jump away from them in time, and besides this, you will also encounter enemies (though weak ones). Go up, turn the lever to open the gate, and continue on your way. If you look closely, you will realize that this is a reflection of the courtyard of the fortress where you met Lord Seeker. You need to get to exactly the point where he took you into the Shadow in the material world. Continue up the stairs, fighting off enemies (or just avoiding them). If you hang around a bit and look around the tavern you need to go through on your main path, you'll find the third Inspiration on the top floor.

When you ascend to the place where you meet the Lord Seeker, you will find the demon of Envy there and can finally return to the material world. The frightened demon will gallop away from you under the protection of a magical curtain, and Ser Barris, after thinking a little, will offer you a plan on how to dispel it. To carry out his plan, you need to find three surviving veteran templar lieutenants and reserves of uncorrupted lyrium in the fortress. Meanwhile, the Templars and Barris will defend against the demons in the main hall.
(In the main hall there is a chest, by clicking on which you can replenish your stock of potions. You can only use it once. But you don’t need to hold it for the final boss - before the last battle in this area you will find another cache with potions.)

This is a timed quest - the templars’ powers will gradually dry up (a special bar will appear in the upper right corner so that you know how they are doing). If you go back and help them, it will replenish the bar, but it will drain a little faster. I recommend not to hesitate until the bar is completely empty - just returning to the hall will not replenish it, you will also need to defeat all the opponents there. The bar is replenished a little each time you find a Veteran Templar.

If you first go to the officers' quarters, then in the sanctuary room you will find a note pinned to the statue, and Cole, who appears next to you, will inform you that the “Elder” for some reason seriously wants to remove the Empress of Orlais Selene. The room next to the shrine contains deposits of red lyrium, and if you go up the stairs you will find supplies of uncorrupted lyrium for Barris. In the same area there is one of the veterans you need - go through the room and go up the wooden stairs to reach the fortress wall.

Return to the main hall, go to the rooms of the upper barracks, fight off the red templars in the courtyard, go through it and through a couple of rooms to the quest mark on the fortress wall - and you will find one of the veterans fighting off a group of opponents. The second veteran is not very far from the first - you need to climb the stone stairs on the opposite side of the courtyard to get to him.

After you find all three veterans and the lyrium, go back to Barris and he will begin the ritual to break through the magic barrier. In the meantime, you will have to fight off several waves of red templars who will attack you in the hope of interfering with the ritual. They will continue to appear until your Templar allies completely destroy the magical barrier.

After the barrier disappears, head up the stairs to fight your first boss of the game, the Demon of Envy. Take your time - when you go up the stairs, look around the top landing before leaving the hall - you will find a chest to replenish potions.

The Demon of Envy will periodically disappear after you take down a certain percentage of its health, simultaneously calling a group of red templars to help, and then appearing again - in different forms.

When you have dealt with him, talk to the templars who appeared in the courtyard. You will have a choice - to make them part of the Inquisition under your control or to leave the Order as it is and make it your full ally. As you can guess, the first option will appeal to those of your comrades who are not too fond of the templars (Solas and Sera), and the second will be approved by Cassandra, Vivien, Iron Bull and Blackwall.

After this conversation, you will automatically be transported back to the Vault, where your advisors will discuss what happened. During the conversation, Cole will appear in the room - and you will finally have the opportunity to get him as a full-fledged ally. (Which Cassandra will slightly judge.)
When you finish discussing the state of affairs with your advisors, you will complete this story quest and receive the next one - Will Burn in Your Hearts.

Defenders of Justice in Dragon Age: Inquisition is nothing more than the first fork in the quests after the conversation in Val Royeaux. You have to choose. If you choose the templars and this task, then the magicians will come under the control of the Venatori.

How to get a?

Reach negotiations between the templars and magicians in Val Royeaux, and also have influence of at least 15 units, and the hero level is at least 4. We accept the task from the informant Cullen and try to attract the attention of the order to the Inquisition.

Walkthrough

Before moving to the location, change the damage of the magicians to anything other than electric. In addition, take a thief into your group to pick locks. On the way to Ternifal, Esmeral Abernash will intercept you with the message that some Orlesian houses are already supporting you.

Upon arrival, we communicate with those around us, collect items and only then go to Barris. You either accept the offer of competition and gain entry to the courtyard with a small amount of loot, or refuse and thereby potentially save Abernash.

Flags- Here you need to use levers to place them as needed. Keep in mind that your favorability points depend on the first flag, as well as the answer to your motivation.

Whether you passed the test or not, Denam will come to the meeting instead of Lord Seeker Lucius. No matter what options you choose, the infected templars end up attacking. Next we move through the casemates and go out into the courtyard, simultaneously killing defiled enemies. It’s worth looking around here, as there’s a chance you’ll find a decent amount of useful things.

Once on the upper level, do not rush to meet Lucius - find Denam’s chambers and search them to get a letter incriminating the knight of his crimes, and only after that we go further, watch the appeal of the false Lucius and enter the battle.

  • Magic Vision

In fact, the lord's place was taken by a demon who takes over your mind and places you in the shadows. Here you will have to communicate with the Demon of Envy, who wants to take the place of the Messenger. We go through the level and when we come across statues with fire, we go to the left - here a locked door awaits the player, inside which you need to pick up the dogma of envy. Now we go to the room opposite and communicate with Cole, after which we go out into the corridor and learn how to pass through fire barriers.

  • Dungeon

We follow Cole further into the dungeon, talk to him again and go further until we see a torch with a curtain fire - we take it, return to pick up the key in the dark room. Now we light the braziers in the chambers and when the latter is activated, a secret passage will open. We open the door on the right with the key and light the brazier there again. Then we return, light the last of them, take another dogma and leave through Josephine’s cell.

  • Liberation

Now you are out in the forest and the places are already more familiar - you should ignore everything and everyone, avoid the peaks and just move to the place where you were grabbed - as soon as you get to the door, you will be freed from the spell, and the demon will hide behind the magical barrier. Now all you have to do is go after the veteran templars, since it is impossible to break the barrier in the usual way.

  • Holding the hall

Here you will need to find veterans in two small locations and at the same time do not forget about retention. Do not let the scale drop to 75% and return to the hall more often to kill enemies and prevent Barris from being wounded, otherwise the latter will die and you will no longer be able to recruit him. Explore everything slowly and methodically, over several times, do not forget about the free path for veterans and the search of the Lord Commander's quarters.

  • Removing the barrier

Once everything is done and collected, talk to Barris, after which the bridges will be raised and all the doors to the branches of the hall will be closed. Now you just have to wait for the barrier to be removed, and while this happens the player will be occupied by the red templars. As soon as the removal is over, all the enemies will die at once, so it makes sense to lead them a little by the nose and use this to your advantage.

  • Fighting a demon

Having collected supplies, we move on and enter into a full-fledged battle with the demon of Envy, who cannot be removed from the battle by skills, attacks with spirit magic and can hit several people at once. After a third of his health is removed, Cole will appear on the battlefield, and after another third, the demon will change his appearance and launch a wave of templars, closing himself with a barrier, which will then disappear. We finish him off and receive a reward in the form of essences.

  • Final stage

Going out into the hall, you decide the fate of Abernasha (if he survived) and come to an agreement with Barris (or Fletcher, if the first one died). You have the opportunity to either voluntarily bring the templars into service or dissolve the order and call everyone into the ranks of the Inquisition.

Also, upon returning to the Vault, a conversation will be raised about a solution in which you can choose the option about lyrium in order to open a new operation at the command headquarters and strengthen the templars.

After this, Cole will appear in front of you, who talks about his motives and desire to join. The player can accept Cole, or banish him and forget about him.

Mission reward

  • 3k experience in general for the task itself;
  • 1850 influence (given that Barris is alive and an agent of the Inquisition);
  • +3 to the strength of the Inquisition;
  • Templars in the service of the Inquisition.

Justice: Playing to Win (eng. Judgment: Playing to Win)– command rate quest in the game “Dragon Age: Inquisition”.

The quest becomes available after completing Evil Eyes and Evil Hearts if you spare Florianne de Chalon at the end of the quest and then recruit her as an agent of the Inquisition during the trial (requires the Noble Knowledge ability).

« We have been contacted. There are others who serve Corypheus. They were promised immortality in the world to come, and in this they will try their best. They cannot think about leaving their master, which means they will not suspect such a thought even for me. And this is your advantage.

I can give you all these people, and I say in advance: there are big names. But they will not act, they will not reveal themselves, if there is no hope of victory for which it is worth risking everything.

Give me a purpose, Inquisitor. Place your troops in a weak position, pretend that you made a tactical miscalculation, because of which you by right It will be a shame. Everything must be true, they will feel any lie. Bare your side, and I’ll bare the knife—then you can take it away. and them.

Here's my plan. I know what it's like. I may have deceived you before, but now I'm just asking you to give me victory. I'm playing Game, Inquisitor. Will you play too?

en.dragonage.wikia.com

Opinion about the game Dragon Age: Inquisition

The last couple of years haven't been very good for Bioware. The failure of the second part of Dragon Age, the fiasco with the ending of Mass Effect 3, the departure of the founding fathers of the company. And yet I believed that the masters of the RPG industry were still capable of creating a role-playing project worthy of the proud name of the Canadian studio. And after the first entry into the game, it became clear that it was too early to bury the company.

DA:I takes place a couple of years after the Kirkwall massacre. To stop the brutal war between the templars and the mages, the Church convenes a conclave, where many of the highest clergy gather, including the High Priestess herself. However, everything is destroyed by a bright flash, after which what is left is a destroyed temple, a hole in the sky and you, the only survivor with a very strange hand that shoots green discharges. Literally 10-15 minutes later, the hero learns that he can close the gaps in the Shadow (the dimension of spirits and demons) that arose throughout the world after the explosion, and he is called the Herald of Andraste. After this, the Order of the Inquisition arises, which, together with the hero, is called upon to stop evil and save the world. Sounds epic, pathetic and large-scale, doesn’t it? And this is exactly the feeling that Dragon Age: Inquisition gives. It is very easy to believe in your chosenness and begin to administer justice, unravel the cunning tangles of intrigue, look for allies and lead great armies into battle in the vastness of the cruel Thedas.

However, we still need to grow up to make fateful decisions. At first, the Inquisitor must earn a reputation and strengthen the influence of the newly created order. To do this, you will be given influence points and experience for the Inquisition. The first ones are needed to open new locations or start story quests. The latter are spent on various improvements. You can earn them in different ways.

The first is to assemble a military council at your base. Here you will see a map of Orlais and Ferelden with points marked with exclamation marks. These are missions on which you can send warriors, spies or politicians loyal to the Inquisition. Only the time it takes to complete the task and nothing else depends on the type of agent. Unfortunately, there is no depth here, and only occasionally is it possible to complete the tasks necessary to advance the quests of your party members.

The second way is to complete the quartermaster's tasks in locations. They boil down to finding resources, returning to the order table and pressing the “create item” button. Gray dullness for the sake of gaining influence.

And the player will spend most of the time using the third method. Side quests and closing gaps. However, here too boredom and monotonous drudgery await us. Although the world in DA:I is huge and beautiful (all locations are beautiful: from snowy mountains to sunny deserts), its content is terrible. The content here is reminiscent of any Western MMO: "Hello, come, kill, find, collect, thank you, keep the money, bye." Of course, this is not the level that Bioware is capable of.

And other rewards, in addition to the above-mentioned influence, are not worth the cost, since the best equipment is crafted by the Inquisitor himself. And here it is worth noting the system for creating weapons and armor. It's well done. All the resources and blueprints collected around the world will be useful when creating party equipment for completing the story at high difficulty levels or for killing local dragons. For the first time since Skyrim, I spent about 6-7 hours crafting in a single game. Although the interface itself could have been made more pleasant.

However, not only the desire to complete the story helps to overcome the boredom of the first hours of the game, but also the combat system, coupled with character development. In Inquisition, the Canadians greatly revised this part of the game, creating a completely successful fusion of the ideas of the first and second parts. Ability branches provide scope for character building and party selection. There is now only one specialization, instead of the usual two, but it has become much more diverse compared to previous parts. The battles remained as dynamic as in DA 2. But the mechanics of armor for warriors and the shield cast by the magician on the group added something new and intriguing to the tactical aspect of the game.

By the way, about tactics. The character behavior settings in battle that returned from Origin were disappointing. There are only 5 prescribed actions. And the party members themselves are often stupid, which is why in difficult battles it is much more convenient to control the party yourself, switching between characters.

Although all the disadvantages are quickly forgotten the very hour the story missions start. All of them are made at the highest level. Great cutscenes with great music and excellent dialogue are evenly mixed with battles and well-seasoned with moral choices. Events follow one after another, the plot makes sharp turns, which makes you closely follow the events on the screen, and echoes of past parts of the series delight the eye and give a sense of the significance of your choices.

But even here there are such unpleasant moments that it is impossible to close your eyes. For example, the paucity of roleplaying. The game will not allow you to make a tyrant Inquisitor, cruel to both enemies and friends, or an ambitious Inquisitor who does not care about the opinions of others. I don't care if the game is linear, but depriving players of room to roleplay is unforgivable for a studio of this level.

In addition, the passivity of the main villain. Throughout the game he suffers failure after failure and only hits first once. And he appears unforgivably rarely, given who he is and what knowledge he holds. But no, over and over again he suffers humiliation from the Inquisitor and his party members.

Now, let's talk a little about party members. Here for the first time since the release of the first part, and I’m now talking about every game released by Canadians, all the companions are wonderful. Each of them is interesting to talk to and listen to stories that complement the picture of all of Thedas. The romantic lines are well written and also devoid of banality.

It's safe to say that Dragon Age: Inquisition was a success. Yes, the project is not ideal. But the emotions caused by a large-scale adventure, genuine joy during gatherings of fellow party members in a tavern, the importance of my decisions for the world and constant meetings with the past completely compensate for the shortcomings of the game.

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Walkthrough of Dragon Age: Inquisition. Skyhold and the Western Reach

After the events of the first part, the world Thedasa plunges into the abyss of internecine wars and political intrigues. In addition, unusual rifts are opening up in different parts of the world, allowing demons to enter Thedas. The main character receives a mark and after closing several faults in Temple of the Sacred Ashes receives leadership of the Inquisition to eradicate the chaos that has arisen.

Fortress Skyhold becomes a new base for Inquisition, The Herald receives the status of Inquisitor for his services. At this stage, the player will have access to a number of locations on the map for exploration, but there are several tasks in the fortress that require the attention of the main character.

Welcome to Skyhold

The fortress must be explored, the Herald must visit forge and talk with the blacksmith (in the cave you can customize the appearance of some elements of the fortress). Next, the main character should convene military council.

While the main character was solving problems, Cole disappeared and is hiding in the territory of Skyhold. Near the target mark, the main character will have a conversation with other members of the order; Vivien again offers to get rid of the unusual companion (the player needs to make a decision). Solas speculates about Cole's essence, suggesting that the Inquisition is dealing with a spirit.

In Skyhold, the Inquisition has created a new headquarters and is now ready to make itself known throughout the world. On the fortress wall the Herald awaits a meeting with Hawk, Defender of Kirkwall (protagonist of the second part of the game). The main character can get some information about his opponent by finding a member of the Order of the Gray Wardens (Quest There lies an abyss).


After speaking with Varric, the Inquisitor should speak with Josephine(you can find the NPC in the lobby, next to the command headquarters). The Ambassador asks to prevent a possible attack on Empress Selina, the Herald will receive an invitation to a ball in order to personally meet with a possible victim and warn about the danger (Task Evil eyes and evil hearts).


Skyhold Prison has prisoners who are awaiting a court verdict. We sit down in the hall on the Inquisitor’s throne and begin to consider the proposed cases.

For example, the first thing will be the crime of the Avvar leader Movran Poddatiy, who sprinkled the blood of a goat on the building of the Inquisition. However, the leader makes clear his arrogant attitude towards his son, who was killed by the Inquisitor. The decision to arm the Avvars and send them to Tevinter will allow you to gain the approval of several of the protagonist’s comrades, and there will also be one more recruited agent in the Inquisition.



Next, the Herald will have to pass judgment on the Knight Templar Denamu. In this case, it would be more advisable to send the captain to trial in the order that he betrayed.

Cassandra got carried away Varric's books"Swords and Shields", however, the dwarf did not finish the last book. You need to convince your colleague to finish the work for the sake of Cassandra. Varric will agree to finish the book only on the condition that he hand it over personally as a sign of reconciliation (the dwarf, at one time, hid Hawk’s whereabouts when Cassandra was looking for him).

Commander Kalen, being a Templar, like other representatives of this order, took lyrium. After Kalen joined the Inquisition, he stopped taking lyrium, which in turn led to “withdrawal.” The main character will have to decide whether Kalen will continue to take lyrium.

After the death of the false Lord Seeker, the Templars were left without a commander. Barris very successfully carried out several operations, providing leadership, the results allow us to conclude that a new leader has been found for the Order of the Templars. In the throne room, the Inquisitor can announce his decision (the task can be completed when the throne becomes active, for example, when the condemned appear).

Sera gives the main character another additional task; it is necessary to carry out a forced march with the forces of the Inquisition in the Verchille area in order to intimidate the local nobility. After completing the corresponding task at the command headquarters, we talk with Sera and go to Crestwood. After a small fight, the task will be completed.


Cassandra asks to find the real Lord Seeker; we carry out the corresponding task at the command headquarters. After receiving the report, we go to the new location “Caer Oswin Castle”.

In the dungeon of the castle we enter into battle with the Votives (a sect trying to fight the Seekers) and get the key. We move into the courtyard and find a letter, from the contents of which it follows that the Seekers were handed over to the Votives by Corypheus.



Next, the main characters discover a member of the Seekers named Daniel, who reports that Lucius betrayed the order before the demon of Envy appeared.


Finally, the Inquisitor meets Lord Seeker, who has completely gone mad and did not hide his crimes. We clear the area and return to Skyhold. We talk with Cassandra, who managed to study the secret book of the Seekers.


Don't submit to his will

Cole, after the events at the Adamant Fortress, is concerned about the possibility of binding spirits against their will (Cole is known to be the spirit of a young man tortured to death). At first, your ally asked Solas to bind him to him, but the elf refused to do this and offered an alternative - to get an amulet for Cole that would protect the spirit from external influences. At the command headquarters, we carry out the corresponding task and give Cole the amulet.

The amulet will not help, since Cole has “humanized” too much (according to Varric). The main characters go to Redcliffe, this is where the man who is involved in Cole’s death lives. The player needs to decide whether Cole will be a human or remain a spirit.


Specializations for the Inquisitor

The main character needs to master new combat skills; we carry out the corresponding task at the command headquarters. Next, we talk with the mentors in the courtyard of Skyhold, after which three more tasks in the Inquisitor branch will appear.

The quest appears after a conversation with a mentor nicknamed Three-Eyes; a description of the corresponding techniques was found in Val Royeaux from a bookseller (or in Varric’s things in the throne room). First, you need to obtain the indicated components (obsidian can be found in the Inner Lands, needleback should be looked for in the Western Reach in the area of ​​​​Nazaire Pass and the canyon).



To complete the task, you need to complete the appropriate order at the application table and talk with the mentor (other tasks in the specializations cannot be completed).

Left hand of the High Priestess

Leliana received a suicide letter from Justinia, the main characters need to visit the Temple in Valence. The High Priestess left something there for Leliana to see. During the inspection of the church, the main character will have to solve a small mystery by finding three hidden mechanisms (after the cut-scene the task will be completed).


Scouts report a large influx of people in Western limit, it is necessary to accumulate influence and investigate the situation in the region. In the area of ​​the camp on the Stony Ridge, you can find a large poisonous cloud; at this stage, your squad will not be able to overcome the obstacle (you must visit Skyhold).

Canyon gaps

After the establishment of the camp in Western limit, The Herald will have to close several gaps in the area. Do not forget about the possibility of influencing the portal, after which all the demons are in the “camp” for several seconds.


Rips in dust and sand

After the establishment of the camp on Stony Ridge, the main character needs to close several gaps in different areas (Dusty Plain and Giant's Staircase).


Griffin Wings Fortress

When studying the location in the area of ​​the camp on the Kamenisty Ridge, you should pay attention not fortress, which is captured by the Venatori (in addition to the infantry and archers, at the top of the siege tower the Herald will have to destroy the Venatori caster Macrinius). Having cleared the fortifications, the Inquisition receives a new transshipment base and outpost in the Western Reach (the player will also receive additional tasks from the outpost captain).


Gaps near the passage

In the camp area in the Nazaire passage active ruptures were noticed, the Inquisitor and his squad need to suppress the resistance of the demons and close the shadow portals.


On the trail of the church

In the desert, the Messenger finds a small stone monument, church symbol indicates a hiding place that the main characters need to find. To complete the task, you must visit the cave in the camp area in the Nazer Pass. Inside the cave you can find drawings and rare items.


Shards in the Western Reach

The Herald continues to search for fragments of the artifact; there are also several Ocularum, which will indicate the location of the components.


In red colors

At the Western Reach location there are several deposits of red lyrium (Sandstone Mine and Forgotten Mine), which Varrick asked to destroy. The squad will be able to get into the Forgotten Cave using Solas' shadow skills. Also, deposits of red lyrium can be found in the shimmering stone mine (area - Nazaire's Passage).


The robbers intercepted and destroyed caravan, which was supposed to deliver material to scientists from the University of Orlais. Judging by the records found, Frederick's camp (the cargo was intended for him) is located nearby.

In the camp area (Nazaire Pass), we explore the area and find a camp with a red tent. We talk with Frederick and transfer the found supplies to the scientist (we receive the quest Frederick's Life and Inquisition Specification +1).


The main character must examine the designated areas for the presence of Frederick's instruments. At this stage, the player needs to look for camps of bandits of the White Claw group; the necessary supplies can be collected from the bodies of the dead.


How to attract a dragon

Frederic is almost done bait and now he lacks very specific ingredients (a phoenix feather and the insides of a needleback, animals can often be found in the wasteland, finding the ingredients will not be difficult).

The hunting habits of dragons are almost unstudied; Frederick asks to find the victims of the attack in the desert and bring them to him for research (it is necessary to look for the remains of needlebacks in the indicated areas).


Break off "White Claws"

Frederic gives another additional task, it is necessary to deal with the gang "White Claws", to eliminate problems with the further stay of scientists in the desert.

Your task is to eliminate the bandits installed in the designated area. traps. Next, the main characters are attacked by the gang leader; by eliminating him, the player will calm the gang for a while.


This water has a funny taste

The well in Griffin's Wing Fortress is in poor condition, as the Venatori dumped the bodies of slain people into it. It is necessary to find a new source of water; there is an oasis nearby Lonely Key, but this area is infested with warghests. After destroying the animals, the task will be completed.


Lustrin: Western Reach

The quartermaster asks to obtain samples of ores from the Western Reach (the main character can find lustrine and lapis lazuli on large stone boulders).


Application for fauna

The Herald will have to collect tissue samples from various representatives of the local fauna (hyena skins, phoenix feathers, etc., material can be found on the bodies of killed animals).

Frederick discovered manuscripts whose contents are dedicated to dragons. It is necessary to find a Tevinter scientific work on attracting dragons. After completing the task Relic Hunt in one of the rooms in the Viridis trail area (courtyard windless ruins, located behind the Hall of Silence) we find a large volume that should be taken to Frederick.



To complete the task, the ancient manuscript must be translated; you can order this work on the table at the command headquarters.


Relic Hunt

The Venatori are searching the Windless Ruins in the Western Reach; it is necessary to explore the location for valuable items. The task will be completed when the leader of the Venatori, the caster Lucanus (Viridis Path area), is eliminated.

Heart of the Windless Ruins

After eliminating the caster Lucanus, we lift the key stone from Venatori’s body. The main characters need to find other key components in order to get into the laboratory (the parts are scattered in different parts of the Viridis path).


In the Windless Ruins, the main characters will discover a large number of fighting demons and Venatori, who are frozen in time. It is necessary to remove the mysterious spell and close the gap.

After completing the task Heart of the Windless Ruins We remove the staff and return to the main hall, suppress the resistance of the demons and close the gap.


Deep High Dragon

Having laid out the bait, the main characters will attract the dragon, after which they will have to defeat it in battle (the dragon is level 15, has vulnerability to cold and is well protected from fire). After the victory, the scientist joins the Inquisition as an agent.


Trouble with the Darkspawn

Venatori under the leadership Serbis stumbled upon a tunnel with a creature of darkness, the main character must examine the designated area for traces. At this stage, it will not be possible to complete the task, since the passage is blocked by a poisonous cloud, through which the player will not be able to pass. It is necessary to visit the Skyhold fortress and find a way to overcome the obstacle (influence required).



It is worth noting that until the Herald returns to command headquarters, he will not be able to pass through Gate of Andorhal(they can only be opened from the inside). One of the captains of the Inquisition proposes to build bridge, which will allow you to get into the old ruins (according to intelligence reports, this is where the creatures of darkness come from).

Having crossed the bridge, the main characters find themselves on an old prison road, which will lead the squad to ancient ruins.



Next, the Messenger ends up in Korakavus (an old prison that was captured by darkness). It is worth paying attention to the cameras on the lower level; in this room there are several boxes and a rune. We move through the guard room and close tunnel using Solas' skills.



We continue to explore the ancient ruins, in the front corridor we find the corpse of Venatori, on whose body there is key and note. The message contains information that the Venatori were engaged in excavations under the leadership of Serbis, but after the discovery of the tunnel, the caster fled. The main character must track down Serbis in the Western Reach.



In the Southern Passage we engage in battle with Giant, after the victory we leave the ruins of the prison and create a camp in Echo Canyon. Outside the camp, the player will have to face another giant.



Let's move to Fort Echo and clear the Venatori camp; after the victory, the Herald can send Serbis to Skyhold for trial, or leave him to die in the desert. In case of trial (Task Court Is Coming), Serbis can be used as an agent of the Inquisition.


In memory of the guards

Blackwall is interested in the artifacts of the Gray Wardens that may have remained at the old camps. In the western limit there are two destroyed order camps, the first artifact is located on a tower in the area of ​​\u200b\u200bthe gap in the old fort. The second artifact (archdemon blood) is located in Fort Echo (Serbis's lair).


In Echo Canyon, Inquisition scouts discovered active rifts that must be repaired.


Cassandra asks the Inquisitor to deal with criminals whose crimes the Seekers ignored. One of the wanted Leo from Lucien's Bay is located in the Western Reach (camp in the Thoth Gate area).


Service for the first sorceress

Vivien asks the inquisitor to help the circle of magicians and find the looted books at the Western Reach location. The documents are located in the area of ​​the shimmering stone mine in the north of the location.


Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varric, leliana, skyhold, welcome to skyhold, forgotten boy, from the ashes, judgment is coming, secret passion, western reach, rifts in the canyons, gaps in the dust and sand, the strength of the griffin's wings, gaps near the passage, along the trail of the church, fragments in the western limit, in red tones, dragonology, Frederick's life, how to lure a dragon, hunting habits, breaking off white claws, the funny taste of this water, Lustrin: Western Reach, Fauna Claim, Authoritative Source, Relic Hunt, Heart of the Windless Ruins, Mysterious Rift, Abyssal High Dragon, Trouble with the Darkspawn, In Memory of the Guardians, Rifts in the Echoes, Unfinished Business

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