Dragon Age: Inquisition Cheats. Where we once passed we

  • 14.12.2020

Getting Mount War Nug:

Go to Val Royeaux and find the supplier named deraboam in a small store with
Blue door. Interact with a chest to find a unique thing "Mystical Box", which costs 10,000 coins. Buy it to unlock the missions on the Global Military Council. Then, send one of your advisers to fulfill the missions, and they will return with War Nug's ride.

Companion location:

Go to the specified location to find the appropriate interlocutor, and he join your side.
A total of nine fellow comrades who can join your group, not including your character. Each interlocutor has unique skills and stories, as well as their own romantic interactions and side quests. All companions except Cassandra, Solax and Warric are optional.

Sulfur

At the entrance to Val Royeaux, the capital of Orlea, there will be a glowing red arrow next to your character. Find all messages with arrows around the city to meet with gray. Note: You must complete the quest "Friend of Red Jenny" before you can hire sulfur.

Lady Vivien.

When you get to the courtyard in the tree-rooo, find the messenger next to
Fountain on your way from the city to get the quest "Manor Gislan". He will give you an invitation to meet with Lady Vivien in her estate.

Iron Bull

Go to the goal outside the Cuntri in Hayven. Wait until the message appears and
Invite you on the coast of the storm. Note: You must execute "The Captain of the Chargers"
Quest on the shore of the storm before you can hire an iron bull.

Blackwall

After Leliana gives you the quest "The Lone Warden", you can find it in the inner lands
Square.

Dorian

After Fione asks Gerald to meet with the magic faction, you can find
Dorian in Redcliffe.

Cole

Later in the story Cole will appear in Hayven. It can not be missed or acquired early.

Cassandra

Acquired at the beginning of the game. Cassandra joins history with Warrik and Solas
Like your first group members.

Barrick

Acquired at the beginning of the game. Warrick joins history with Cassandra and Solas

Solas.

Acquired at the beginning of the game. Solas joins history with Cassandra and Varrik
How are your first party members.


Wedge of Fate Cheese Shield:

Wedge of fate is a shield from cheese. It resembles a cheese wheel, where one wedge is absent. It can be found random on picnic tables in rope and chests. On one of the crough camps there is a chest at an altitude. From the starting camp, look for the nearest camp, then look for high protrusions close to find a chest.

Characteristics of the wedge of fate:

  • Type: Off. Hand shield.
  • Armor: 14 - Front.
  • Level: 9.
  • Restriction: only warrior.
  • Requirement: Level 6.
  • + 6% bleeding when hit.
  • + 30% FRONT defense.
  • Healing + 15% damage applied in 10 seconds.

Location of treasure cards:

Find the location to find a treasure map, then follow her to get
Appropriate production:

Cave with prey

Farmland Cave Map is located in Hafter's Woods. Find treasure, you can traveling to Redcliffe farms. From the farms RedCliff, move to the west to get to the dead Ram-Grove. Explore the area for the cave on the top of the hill. There is another small cave on the south side on top of the hill. Enter this little cave to find a treasure.

Khalin Sulan

Khalina Sulaan map can be found in Grozny Gilan'nin in a hunting camp. You can
Fight or wade through the dragon to get the card. After receiving the map, go in the direction of the Dalian camp on the southwestern edge of high plains. Move to the waterfall
South of the Camp Dalian. Go on the right side of the waterfall, then go upside down
Next to him. The treasure is located on the top of the mountain, next to the waterfall.

Pass Storam

Talk to Fairbanks in Emerald graves, then explore the camp to find a map in one of
Nearby shacks. Next, go to the west side and reach the most western
Rift near Rush of Sighs. Climb the big mountain next to Fade Rift, then follow
Ways on the left side of a big lonely tree. Collect the treasure and close the Fade
Rift (if required) before leaving the area.

Waterfall

The map of the waterfall can be found in the upper lake camp in the area of \u200b\u200bthe internal lands. To find
Treasure, you need to go towards Lake Lututs and take the "Western Road". Continue on the way to get to the broken bridge shown on the map. Then follow the eastern path to get to the waterfall. Note: You will have to fight the Templars in this area. After
Killing them, follow the path in the back of the Camp of the Templars to get under the waterfall.
Find the local dirt plot in this area to find the treasure.


Weapons and armor:

You can create weapons, armor and potions. For the manufacture of a specific subject requires a recipe and
Kraft materials. Recipes are obtained by purchasing schemes from stores, glyphs, illuminated
Weylphir and scrolls that can be found in treasure chests. A blacksmith can also make upgrading weapons and armor, which can be placed in certain slots. However, to add elementary effects to your armor or updates, you must find a gnome named Dagon.

The schemes needed for the manufacture of equipment are divided into three levels. Higher-level scheme
Always contribute to the best equipment. Nevertheless, they will also require more material for each slot.

  • Level 1 schemes have 2 slots.
  • Level 2 schemes have 3 slots.
  • Level 3 schemes have 4 slots.

Available Slots Types:

  • Protection: It gives resistance against natural strikes and resistance of any type of damage. Enemies at attack also receive certain effects. For example, bleeding when they attack melee.
  • Attack: Provides bonuses for the offensive. For example, an increase in damage from barriers / protection against bleeding, etc.
  • Primary skills: determine the base armor or the value of the attack of armor or weapon.
  • Utility: Determines the updating of attributes to a state, such as willpower, trick, dexterity, magic, strength and constitution. The attribute strengthen is directly related to the creation of the material.
  • Mastery: Weapons or high-level armor have an additional slot for workshops requiring workshop
  • Artificial material. This slot provides bonuses, such as a chance to apply damage and unique
    Buffes after absorbing damage. It may also lead to 40% of the probability of critical creation.
    (Increases each statistic of certain weapons or armor by 10%).
  • Update: armor has up to two update slots, and weapons are up to three. Materials can significantly improve the quality of armor and weapons.
  • Rune: does not depend on the quality of the material for processing. All you need for the rune is a runic scheme.

Try to have one of each class in your group. You will find a lot of doors and hidden areas that only one specific class can open.
Do not hesitate to buy updates from merchants. They are not particularly expensive, and are required to update your weapons / armor to increase stats.
Be sure to talk with all your satellites after each major event event. They often have new things to discuss.
If you do not like how you pumped your character, do not worry. You can purchase a tool on your database for only 1 gold, although it grows at a price after the first purchase to change all pumped skills.
Internal lands are the first large area in the inquisition, and there is something to look and what to do. But not too long to delay in the inner areas. You will ignore other interesting environments.
The closure of disorders in the environment is a great way to earn experience.
Try our best to solve the riddles of Astrarium. The solution of all of them in the same area will contribute to the opening of the cave with great prey.
Kill animals and collect herbs when you explore. You will need materials to create a new
Weapons, armor and upgrades.
Pay close attention to the descriptions of the Military Council's mission, as some of them open important characters, options and other interesting things.
The Inquisition allows you to flirt with a lot of characters, but you can only continue the relationship with some of them based on your gender and race.

,
Wow not a fan. I imagine a tevinter's slave, which is so "a, everything went to the propagation, I take off my post, do what you wish, with the property of the master. Here is the chain, the key from the chain, whip, order." And so offended at all and left. Maybe this eternal post and was strange, but clearly it was a strange act of goodwill. Probably, Solas would not want such honors. However, he himself regrets that the Temple of the Malt could not defend.
Yes, and Morrigan, in principle, the bays of the earth, the attempts of a fever intervene were always careful and beneficial.

If Abelas ask, I will say - only the source kept here. You will drink it and there is nothing more to do here. They kept them in one place, forced to wake up, gradually losing this connection, forever hold on to some fragments (which was very hrenovo. Alas all this tells direct text!) - Not only and not so much love and respect for the goddess (Abelas is nothing about it Says), and their eternal "Communication with Will Mutan. The key is in recent words. You are connected with someone else, you are not completely free by definition.

I understand that everything was wrong from the conversation of the grief. And not Solax someone was locked and duril. Mutal betrayed, but not he. I will not be surprised that Solas saved the gods and threw somewhat from considerations so as not to finish. There, it was clearly not very definitely. And it is even more strange that Solas in the dialogue with hysterics as it would recognize that the GG was well done and inspired him to try another time.
Of course everything is possible, but I do not understand why invent too much. In the sense of why try to bother, it makes a character something more interesting?
The malital was killed and not hanger "Harel. His in this seems like no one blamed. It is known from the Doli legends (and this is with all the incompleteness all the same more reliable source than" I think ". Here it is possible to rely on something) - Hairdryer "Harel deceived and locked gods as EB and forgotten. From Solax's words, it is known that Eb had those even reptiles, Wallaslin - Tags of slaves (hairdryer "Harel, by the way there is no Wallaslin), He definitely calls communication with the source. Why do he save them from whom? Somehow the salvation is strangely Which yourself "saved" can not be saved.

The dialogue about the power seems to be even if not to drink. I don't know exactly, I will not lie. There is rather the power of the source (which it will give), and the power of the Inquisition. Damn knows that Solas is going to do and what are his plans. Returning to the moments above - if he was going to do something again, he obviously did not give a damn.

I understand everything except Solax is passively interested. A SOLAS type in the position of offended. From the series "Nethe this new generation will not appreciate." After drinking, the Water Solas leaves from the position of the offended, the pah-pah, so that he carried and did not let go, and clearly hints, they say, use the force alone alone. I understand that two simply will not interfere, the third can generally be fought on the feats or at least smash the transaction. Yes, what's there, from one text it is clear that already a horsepower almost cry at the sight of ancient elves.
Mutal is interested only in revenge, Morrigan has only personal motives, Solas a dark horse (he is interested in something to do something, then not interested). And here is such a moment: the voices did not say anything that it would not be favorably favored. They did not give out absolutely no information except for the cornema, the dragon, confirmed that the feleal was really a feleal. We did not receive any information for the stability of the plot, moreover, this is not an inquisitor speaks with votes, these votes speak with the Inquisitor (by order holding a leash Flemer!). The only selected plus is starting to understand the ancient elfia. Useful, but will not give a lot. The same letters in the temple - fragments of information, do not restore the exact picture on them. That is, again distortion, they say false, again the theory issued for reality.


You can start passing the addition to both before and after the scene line is complete. To do this, you need to perform the strategic task of "divide the frosty brand" for 8 points of influence on the table. After opening this area, you can go on the road. New adventures, full dangers and unexpected events, are already waiting for you! So, forward, in search of miracles and ancient secrets.

Both calls

The quest is activated automatically after our arrival in the basic camp of the Inquisition in the frosty basin. And as always, there will be an old familiar friend who will meet us there - Harding. In a relaxed secular conversation, she will present us Professor Brother Kenrick, with whom you just need to talk to complete this task.

Remaining

The quest is activated after a conversation with the wards of Corolor Harding - Professor Brahma Kenrik. He specializes in learning history concerning the first american inquisitor. Thanks to the finds that found intelligence officers from the harding squad, the professor has enough material to study, but some artifacts indicate that other traces of the first inquisitor stay can be found on the island located near the shore of the first inquisitor. But Avwara is not verbose, but we, as usual, have to find a way to get to the island. We collect our team in a bunch, take a cottomba - and go ahead to the shore of the lake into a fishing village. There cute talking with the fisherman Arvid and ask him a boat to ride on the lake. But it was not there. It turns out to take a boat for hire, a Tana permission is necessary. There is nothing to do, we go to the stronghold of the Stone Bear to apply the court of politeness, still sooner or later we will have to do it. Upon arrival, we have a secular conversation with Tan and ask permission to take the boat. We get it and joyful go back to the fisherman of the Aridity, take the boat and go to the island of Musicin corner. There, in the collapsed hut, we find an ancient break in the curtain, try to open it. Our curiosity is rewarded, we are a ghost, which tells part of the story. So we get one of the pieces of puzzle called "Life and Death of the First Inquisitor", and pleased to return to Professor Kenrik with a report by completing the current mission.

Avwara - Allies

The quest is activated automatically after conversation with the harding scouts upon arrival in the basic camp of the Inquisition. Harding tells us about the Stone Bear of the Friendly Tribe of the Avvarov living nearby in the gallery. In my own experience, we know that friends are never superfluous, and if you are lucky, you can get new allies. We are going and go on the road, following in the eastern direction along the shores of the lake. Reaching the Oklota, I will find the crowd of local residents who are together watching the competition of two representatives of the tribe. We join fans and waiting for the end of the sporting event. After immediately we go to the Tana Svary Soltventlas, to testify your respect than and complete this quest.

Head offensive

The quest is activated automatically after conversation with the harding scouts upon arrival in the basic camp of the Inquisition. Harding will report on the established situation in the basin, about the difficulties that the soldiers of the Inquisition were faced with a survey of the territory, about hostile representatives of one of the local tribes. We have to deal with the current situation and find a solution to the problem. Well, the debt is debt, there is nothing to do, take the course on the marker on the map and go on the road. Approaching the target target, we find a small, weakly fortified camp of the Inquisition troops in the Warzdotten River area, as well as the fact that our soldiers are trying to fight back from the enemy. Quickly come to the revenue and save their lives. After we speak with the Lieutenant Farrouu and listen to his report on the situation that pretended on the river than and complete the quest.

Stumbling stone

The quest is activated immediately after a conversation with Lieutenant Farrou. From his report, we learn that the river is the main artery for the supply of our troops in the hollow, but the evil gakconites imagine and interfere with the supply of provisions, sitting on the camps on the banks of the river. Well, the task is defined, focusing on markers on the map, go to them with a "return visit". After the last "court of politeness" is applied, we return to Lieutenant Farrouu and we say that the river banks are again free and supply can be resumed, thereby completing the mission.

Weighing research

The quest is activated during a conversation with Professor Brahma Kenrick. Assistant Professor Coletta went to study the Tevinin Ruins. The Kenrik himself once, and it was the Inquisitor who must find it and talk to her about the study of the ancient ruins. It is necessary so necessary. We are going and go on the road, focusing on the map marker. However, it can happen that the chill simply confuses the roads and instead of the ruins will wisely in the swamp of Kuldsdotten, and we, as usual, will have to save an unlucky researcher. That's what it means to travel one, without explorer, compass and cards. Thanking for salvation, Voletta will appoint us a meeting in Tevinin Ruins. Having gathered on the way the bouquet of local plants, go to the ruins on a date, chatting with a beautiful girl and end the quest.

Died friend

Harding is concerned about the disappearance of one of his people - the Inquisition of the Inquisition of Grandsin, he did not appear at the research station and did not send any news about himself. He has a close friend who was a common researcher who was an ordinary researcher who was a common researcher who was a common researcher who was a common researcher, and Harding is experiencing a Grandge, as if Grandin did not hit the firewood and did not attend some trouble. And again, we have to solve other people's problems and try to save the unrelated representatives of our Motley Army. Focusing on the marker on the map, we go to the search for Grandin or, at least his traces. In the designated area, we use the search key (V) and follow the next chain of markers. Finally, we find our loss, find out all the circumstances of his infusion and solve him of fate. After returning to the explosion of Harding and tell her everything, completing the quest.

Protection from animals

A little norter of the research station and the basic camp of the Inquisition is located Zoologist Baron Avar Pierre D "Amortizan, helping our soldiers to survive in this area, sising wild and dangerous creatures. Because of them, the soldiers arise difficulties and delays with the installation of the camps. Baron found a way out The current situation and suggests us with your help - make herbal dischargers from wild animals, but he has no desire to interfere in our military affairs, which means hanging bags with herbs and dry brooms will have to us. We take this herbarium and, focusing on markers on the map, Wrap it in the right places. After the last herbal repeller takes its place, the quest will be considered performed.

Noks Mort.

At the time when we run over the frosty basin and hang dried brooms, Dunewish is met - the scribe of Baron D "amortized, which Baron has already considered the dead. The poor fellow was entrusted with a difficulty mission - to collect traces of the mysterious animal to prove its existence. But it turned out to be not valid, as the pen and ink predators do not throw and do not save their lives. So the unfortunate scribe is sitting away from Baron, because he was ordered without these most traces not to return. What to do, will have to get off the unfortunate, While he was not ate any wild beast. We take the course east and go on the road. In the highlighted area, using the key (V), we detect the wished plate with the inscriptions. Gently wrap in the gift paper, tie to the ribbon and deliver your trophy Baron D " Depreciation. The Baron will be insanely happy to such a gift, but it turns out that it is not very well prepared for a closer meeting with an unknown monster of his dream. We fell a happy ticket first to meet with an unexplored representative of the local fauna. We take the baric baric by the Baron and go towards the northeast to the habitat of the mysterious Miracle-Yuda. Arriving in place, place the bait and wait when the mystery of nature appears. But the animal did not like the animal, and here we very much went to taste and now we will have to defend themselves. Well, it is a pity to destroy such a rare copy, but your life is more expensive. After the battle, in places bored, but alive, return to the baron and share their impressions from the meeting with the mysterious beast, thereby completing the mission.

In exile

During entertaining journeys around the frosty basin, Avvarka Zigrid Gulsdotten meets us. She will be not very glad to our visit, and the attempt to lead a secular conversation to the fiasco. The hotel will be extremely small, which will deselect strong curiosity in us. In order to learn more about her, we go to the stronghold of the Stone Bear in search of the source of additional information. This source will be AVGUR. After hearing the story of our familiar and its difficulties with the implementation of the magical ritual, we suddenly understand that we cannot just go past and do not put your nose in other people's affairs. I am quickly going and go to the venue for the ritual so that everything is carefully inspecting there. Having gathered all the necessary evidence, we, satisfied and happy, return to Sigrid and presue it to the wall. Under the weight of our evidence, Avvarka gives his position and posts all the secrets. And we have the opportunity to solve her further fate and complete the quest.

Father name

When we are sitting in the gallery a stone bear, we will have the opportunity to bring acquaintance with Avvarka Guy Mirdotten, the main occupation of which is to prepare the deceased tribesmen to the rite of heavenly burial. Guide tells us that he had reopened was an unusual member of the tribe, and a special ritual is provided for his burial. But for this ritual you need to bring the gift to the gods, who was supposed to prepare his son, but because of serious injury, he could not do this. We, like the guests of the Optot, can prepare this gift instead of it. And ask what animals are suitable for this, you need to have a hunting masters. And as always, we are ready to help everyone who needs it. We go to my son and cope about the state of his health, then talk with the hunter and find out the habitat of the necessary beings. We check your equipment, flattering tablets and ointments and go hunting. After adding the last trophy, we return back to the stronghold and decide who to give our prey. After rush to Gid and complete the quest.

Up and away

In the area of \u200b\u200bthe highest lake in the fishing village on the shore, the fisherman Linna and we are to entertain the girl, bring the conversation with her. It turns out her cousin rune instead of the promised help in fishing, she chose heavier physical exertion and left to conquer the mountain peaks. Linna is experiencing, as if what happened to the sister. Quickly collect climbing equipment and go to search for climbers. In places marked on a marker map, with the key (V) we find tags noting the path that left the rune. Follow, forward and up, to new vertices, and on the site of one of them we discover our beauty trying to fight off the monster's paws. Boldly rushing into battle and cover the poor man with my breast. Our courage does not remain unnoticed and rune, scattering in words of gratitude, invites us to take part in the rite. We make your choice and complete the quest.

Gakcon Tests

In Avvarov's overtance, the stone bear has an Arena, on which the warriors prove their valor and try to earn the favor of the gods. Managing Arena Mentor Arrken invites us to undergo Gakcon Tests and show what we stand by taking part in battle with mighty warriors of avvarov. But first, we need to present the gift for the arena. We return to your camp and on the Table of Intendant Mastery Gift. Well resting and checking all your equipment and armor, we hurry back into the stronghold and present the gift by the manager. Now we can prove Avwaram, which is also not a flasher and a proud view of the procession in the arena. After the end of the test, beaten and marked, but we are satisfied with Harrkene, and complete the quest.

Time will tell

Exploring the territory on the swamps of Kuldsdotten, we bump into a strange artifact - enchanted human skull. Perfectly realizing that this find does not promise anything good and that it is possible to detect them even more, carefully search the area in the area. After finding the latter, we think that only one representative of the friendly tribe Avwarov - Avgur can tell about this form of magic. Having rushing to him and fall asleep with his questions. But the tricky fox is in no hurry to share information, and instead sends us with the torch of the winter fire to read the runes, which he cut out for several months. It is necessary for someone to boast of their art talents, and we just found themselves in the right place at the right time and we will be able to evaluate them. Having in love with the runes and drawing information, we return to August and share our impressions, thereby completing the quest.

Storvacker in a cage

During our secular visit, put on Tana Oklota Stone Bear Svary Soltventlas, we learn that the Outlook Beast of Avvarov - Mesman's storage disappeared. All hunters are in vain trying to find her traces. Tan is not against us support in the fight against the jaws of Gakcon, but so far the bear does not exist - there will be no avian fights. And if we want to enlist their support and enter into a union, we need to find it. Tang advises to express the inhabitants of the Oklota, Anyone anyone saw something or heard. We go to collect rumors and gossip, in these conversations with the local population we manage to learn little, but we still have one hook. We fold your own bag and, focusing on the marker on the map, go to the Kuldsdotten Swamp area. There, among the bog and impassable debrenitors, we discover the abandoned ancient tevinter prison. Curiosity, as always, disassembles us, and we decide to look into it, I will find something interesting there. And here we discover that the prison is not as abandoned that there are both the arrests and jailers. Boiling righteous anger and sowing head, rush to the revenue of an unfortunate animal. We understand first with the protection, and then with reinforcement, which comes to the aid of the villains. After we go and release a bear storage from imprisonment and that, happy and satisfied, sparkling "heels" rushes more home. We go after it in the Toplot and we repeat the tana about the rescue operation, which and complete the quest.

Mystery of winter

The quest is activated automatically when the locaped door is detected in the frosty basin, due to which an unnatural cold comes, or when the Gakconite diary is found in the leather cover. The door can be easily detected by passing the quest "father's name", it is enough to simply examine the territory in the upper reaches of the Warsdotten River (on its right side). To open the door, it is necessary to collect 12 fragments, which are searched with the help of already acquaintances of our eyepieces. Opening the door and hitting the inside, just carefully inspect the room and complete the quest.

On the trail of america

After our return from the island of the shop of the first inquisitor of america found there, Professor Brah Kenrick sends us to the north up the river to detect spiers, and again remains to study the buckle. We wear rubber clapses and waterproof armor, take the sleeping bags and a change of warm clothes, we collect a backpack, without forgetting to grab the reserve of tinctures, and we go on the road again. Focusing on markers on the map, follow up the flow of the river until you get to the trail with spiers leading to the mountains. We change your shoes on a more convenient and adapted to conquer mountain heights and begin our ascent. At the top, we find the ancient ruins of the Tevinter Temple, as well as the crowd of evil gakconites, dreaming of breaking us to a thousand small inquisitors. After a difficult battle, a pretty shabby, but happy, we stay near the bonfire for rest and wait for the arrival of Professor Kenrick and Squoke Harding. From what they saw the ruins of the ancient temple, the professor comes to indescribable delight, and we are forced to leave him under the supervision of Harding. They are going and go further to explore the territory around. We go beyond the gate and climb the stairs, but it is not enough - the path is blocking a strange magic barrier. Now it is necessary to find a solution to this problem, but unexpectedly, Professor Kenrick comes to the rescue and gives a hint by reading the ancient elven inscriptions. At least some benefit, and we thought it was only one headache. Nearby we find a fry with curtain fire and light a torch from her, we return back, a torker in the barrier and a miracle - the barrier disappears. And here in our piggy bank turns out the next part of the puzzle called "Life and Death of the First Inquisitor". Carefully inspect the room in search of another hint and detect it with the help of a dietary fire. After reading the runes pass onto the wall and with the help of the lever, you activate the mechanism, then we return back, we rise to the site opposite the entrance to the chapel and we light the first way sign. Now, following markers on the map, go further to the brand, Ignoring all the way signs in turn. When the latter is lit - the mission will end.

Fitting aresented

The quest is activated automatically immediately after we light the last way sign in front of the icy wall, blocking the road to the fortress of the jaws of the Gakcon. Well, we fulfilled our part of the job, an Avvarov turn came from the Stone Bear. We hurry to Tana Svary Soltventlas and boast successes, which was achieved in the elimination of an ice obstacle. After developing a joint tactical plan, we carefully check all our equipment, caught by the elixirs for the most prominent and go to the storming of the gate. During the assault, we cover avian climbers, giving them the opportunity to climb on the wall and open the gates of the fortress from the inside. We pass inside and we endure on the shield of all the defenders of the citadel. Further, our path runs through a narrow and winding gorge that displays us to the icing entrance to the old temple. Getting inside, from all legs run forward, but suddenly stumble on the locked door. Now we will have to look for a golden key. We are deployed 180 ° and in full hurry to rush back to look more carefully all around. To the left of the entrance to the temple in the side branch, we find someone's parking lot, the roaster for the veil fire and the risen table for the preparation of potions, which can be restored by activating it with a magician. And this alchemical table we oh how can be useful. We grab a torch with a veil fire with you, because it's not just so there is a brazier for him, maybe something interesting with his help will be able to detect, and we are in a hurry further to carefully inspect everything around. Running past large fry, which are used to heat the rooms, do not forget to light them. In the right response from the entrance to the temple with the key (V), we find our cherished key and joyful heading to the door in the Kamork "Pope Carlo." We continue to move forward, beating from the attacks of evil gakconites, getting closer and closer approaching our goal. And again the path to us block the magic barrier and the pesting representatives of the jaws of the Jaws of Gakcon. To retreat we nowhere, so the sowing head rushing into battle. After the last defender of the barrier falls - he will disappear and he himself. Now nothing separates us from the goal, a little bit more - and we will reveal the greatest mystery that all past centuries hide. But we are not in a hurry to move forward immediately, we check the presence of the necessary painkillers and wound-raising the suppress, ointments and pills, since the next fight promises to be protracted and not easily. After the victory over the enemy, we learn what will be able to shocked all the ages of the church to the ground, and it will be another piece of puzzle, the name to which the "life and death of the first inquisitor", as well as the completion of the current mission.

Where we once passed we

Before leaving this mortar world, the first Inquisitor Amerid made us a farewell gift. He opened his latest memories for the current Inquisition. We can only find them, focusing on the markers on the map, and activate using the label. When the last memory turns out to be with us, the quest will be completed, and we get the last piece of puzzle under the name "Life and Death of the First Inquisitor". And now the whole picture is assembled, now we know what feat the american in the name of the Orlea, which price paid for it, which sacrifice brought to protect not only Orel, but all the peoples of Tedas.

Gakkon winter people

Despite all the efforts taken by the first inquisitor, the american, Gakkon winter, still broke free and went to the frosty brand. Those unbridled rage, first he will sow chaos there, and then, perhaps, will go further into the valley, threatening with the destruction of everything alive in its path. And again the fate of almost the entire Tedas depends on us, again need to save this world. Having called the wounds received in the previous battle, collecting the latest strengths and reserves of healing tinctures, making and laughing on both feet, we go on a visiting of politeness to the Pernate Lizard. Gakcon is immensely glad to our visit and provides us with a "warm" reception. For a long time, talk to him in souls, and at the same time with his friends who periodically look at the guests. As a result, our winged friend gives his position and emits the last sigh. And all this time from the nearest bushes for our difficult conversation, which we are with Gakcon, observes the harding explosion. As soon as we utter our last good word, she hurries to us to express their admiration for our ability to conduct a dialogue, as well as discuss the events that occurred before. Having finished a secular conversation with Harding, we close the quest.

Guests of Owlota

During our first visit to the Stone Bear of Tan Svara Soltztlasaya, unambiguously gives us to understand that in order to enlist their support and get help from them, we need to win the location of the inhabitants of the Ott. For this, as always, we want your nose in other people's affairs, we climb everywhere where we are not asked, we save everyone who can only. And after the victory over the Gakcon of the winter with a proud view and frozen parts of the body, we return to Svara with a report on our dating with their God. Clearly talk, we get a bunch of thanks and complete the mission. At the exit, you do not forget to greet the Major Storvakker.

Everything was wrong

The quest starts automatically after finding curious notes about the moles of the frosty brand (there are four of them, in the code in the "Letters and Notes" section 120). After detecting the last recordings, we get a recipe for the manufacture of binding. We hurry back to the camp and on the Table of Intendant, we collect all the notes in one folio. After we go to the stronghold, the stone bear and solemnly handing this masterpiece to the author - the merchant Helsdim, asking him about the theory of the conspiracy and we propose to be our secret agent (if desired).

Location notes

On destroyed aqueducts

Location notes

On Kamnekos

You can start fulfilling this quest in the lotning, talking to Rarcliff's knights in the village church. Information about Brother Jenivat You will get a search of the body of a dead knight on the tract (where the robbers attack you). If you did not pay attention to this conversation, you will send you from izold and Tegan for the urn, after you take the night attack on the village.


So, you have to go to Denomem to find some brother Jeniativ, who dedicated his life to the study of the legends about the praha Andrasta and the search for his location. Brother Jenimati House is located in the area of \u200b\u200bthe market in the southern part of it. You can not find the Jeniv itself, but will find his assistant Weilon.

Conversation with Weylon can go a few paths. The first: After some oscillations, he will tell you that Brother Jeniwi seems to be sent to Lake Calenhad. If you go there, then a very nervous teaser after appropriate use of belief is recognized that some suspicious personalities are around, threatening to him with self-interest and forcing him to lie about what he did not see anyone and did not hear. At the exit from the tavern, you will be attacked, and after disassembly with them you can go back to Dencherim to find out the relationship with Weylon.

Path number two: When talking with Weylon, your gg will feel that in his story is not all right (this happens if you have a high tricky) and will require an explanation, as a result of which Weonon will immediately attack you and you will not need to travel To Lake Calenhad.

Path Number Three - Night House, and Weonon intervene, forbid you inspect the rooms. If you insist, he will attack you.

Native home after the death of Weilon, and you will find a brother Jenivijournal magazine, which refers to a certain village of Refuge (Haven). You will also find the corpse of the real Weilon (no wonder he did not want to let you in there!) - Although at this stage you, most likely, have already suspected that they dealt with an impostor.


Go to the shelter. Residents of this villages are distinguished directly with rare non-microjitism - almost everyone with whom you will talk to, give you a person that there is nothing to do with strangers. I recommend first to visit the local trading shop - in case you need something from its goods, otherwise they will not be available to you.

Patience on strangers in the residents of refuge is enough for a short time. They will attack you if you: enter the local church and will become asking the local Eric leader about Brother Jenivi; Explore the altar covered blood stains in one of the houses; Just on to inspect the back room in the trading shop.

After that, you will not remain anything else, how to kill them all.

In the building of the church behind the fake stone wall you will find Brother Jenivi. He will tell you that in order to enter the destroyed temple, which leads to the dust of Andrasta, you need a medallion of the leader of Erica Cultists. If you have not searched his corpse, come back to it and take the medallion.

If you please, you can tell my brother Jeniat that before departing to the temple you want to protect the village - then you can go out and finish those who have not yet finished up. If you do not do this, you will automatically be transferred to the temple. Brother Jeniat You, in principle, take with you optionally, only Eric's medallion is obligatory, which will open input to you.

The destroyed temple consists of two tiers, and they are literally clogged with the cultures of various masters. The traps here are also quite numerous, so it will be a good idea with a robber. Also be afraid of numerous ambushes from both cultists and out of time, which from time to time will appear with your back in the already purified or apparent empty space.

You will soon find that the doors leading to the north are closed on the key. In order to open them, you first need to get the key to the southeastern rooms. It lies in a patterned chest in the western part of the map marked as the chamber of the cultists. The mentioned cultists there is just an incredible amount, so if you have spells of mass lesion, then they can be very useful. Taking the key, open the southeastern rooms, and in one of the chests you will find the key from the northern doors.

The following closed doors to the north can be opened if you light the fire on the sacrificial altar (although in some versions it is not necessary, they for some reason are open and so).

By passing all the doors, you will come across the ambush - the ghost of ashes and the cultists will pounce on you near the fork. After you are shared with them, choose, in the western or eastern corridor you go. Both lead to the stairs to the next tier, so your choice does not matter. From other notes of corridors, I note that if you go western, then in one of the rooms, find four chests. The locked chest contains normal prey, and the remaining three cause ghosts when you open them.

Cleaning the corridor (or both), go to the next tier - Virming Lair. Virminglongs are called the young dragon. They are not too strong, but very numerous, and quite often pounce on you from the ambush, appearing for your back. Of course, the cultists there too. Unlike the first tier, here you will come across on elite enemies.

Your goal is to break through the superior enemy forces in the northwestern cave. Given that in many places, ambushes are waiting for you, it is best not to rush into the attack on the enemy by breaking your head, but to lift them one-two afar. (Although, of course, it all depends on the level, tactics and equipment - it is quite likely that at this point your group is already so powerful that no crowds of enemies are scary.) In any case, a good idea is pre-exploration of the robber, which at the same time can neutralize traps so that they do not interfere with legs in the most responsible moment. Sometimes the robber can activate the waiting ambush itself - and sometimes you need to go through the "place of the meeting" openly so that the opponent has discovered himself.

Through through the indifferent number of enemies, in the northwestern cave, the leader of the cultists of the collegum will welcome you. He will have a very unexpected offer. Take it or not - Your business, but some members of your group will be so upset by the fact that you got up to the side of the cultists, or attack you, or leave your group forever (if they were not with you at the time of your decision). True, in the latter case, with the help of a belief, you can convince to remain, assuring that you are not guilty in the deed.

If you rejected the proposal of the colngry, then you will have to fight him and his assistants. With his body, in addition to another production, you can remove the horn of the cologrim - the subject that allows you to cause the highest dragon to fight. (Although, if you try, then the dragon can be lifted without it.)

By killing the cologry or having agreed with him, go to the top of the mountain. On the dragon may not pay attention - he himself will not be flown to you. In order to cause it to battle, you need to either use the horn of the colngme, or try to get into the dragon with an arrow or spell from a fairly long distance until it is in a snowy top. To complete this quest, his death is optional.

Come in the labyrinth. You will welcome the guard, which can be exploring the cultists, it is the most and even about the Andrasta itself. You can answer the question of guards as you please, after which he will try your companions a little and send you to conquer the honor to see the ashastra. You did not think that it would be so easy for you? By no means - to begin with, you need to go through a few tests, so that you considered you worthy of such a reward. All these tests are four.

For the first test, you need to correctly answer the questions of the ghosts of friends and enemies Andrast, who will wait for you from a closed door. If you answer wrong, the ghost becomes hostile and attack, but the death of the ghost is still reading in your favor, so that even if you could not answer any question, but we defeated all the ghosts, the door will open.

Answers on questions:

Alisay - Melody

Bronen - Dnah

Lady Vasily - Revenge

Haward - Mountains

Mafert - Jealousy

Kater - hunger

Chutan - House

Hessarian - Mercy

Having understood with the first mystery, go to the next room. Who exactly are you going there, depends on who is VA GG (for example, a magician will meet Jova, Dalienitsa - Tamina, nobleman - his father, etc.). The ghost will talk to you and, regardless of your answers, you will be able to go further, where you have to fight the ghosts-Double groups. (They are not one hundred percent copies and may have skills and spells that your characters do not have.)

To begin with, spend one of the characters on all stoves to find out which stove activates which part of the bridge. You will notice that some plates activate only one part, and some are two. In order to make part of the bridge stable, you must activate two plates on opposite sides. But this is just part of the task, as you need to move forward after that.

In short, you need to put two characters so that it is activated by the same part of the bridge on the opposite sides of the cliff, and the third one is to activate the same and the next part of the bridge. After that, rearrange your characters so that two activating cells with the character on the bridge have always been on opposite sides, and the third will move so as to activate the following.

Plate activation order:

The second right, the third left.

Go to the first part of the bridge.

The remaining character goes to the sixth plate on the left.

Go on the second part of the bridge.

A character with a third plate on the left goes to the fourth plate on the right.

The character from the second plate on the right goes to the first left.

Go on the third part of the bridge.

Character with the sixth plate on the left goes on the fifth on the right.

The character with the fourth plate on the right goes on the fifth on the left.

Go on the fourth part of the bridge and cross it. After that, the bridge hardens finally and your comrades will be able to join you.

Last test remains - go ahead and you will see the wall of the fire. Activate the altar and agree to remove all uniforms, then go through the flame. The emerging guard proclaims that you showed yourself worthy and you can approach urns with the ashes of Andraste. If you have not accepted the proposal of the colngry, then take the prach pinch and delete (the doors in this room will bring you to the top of the mountain so that you do not have to go through a whole labyrinth).

If you accepted the proposal of the colngry, then throw the blood of the dragon in the urn, after which you have to fight with guardian (and, depending on who you have in a group, perhaps with your own associates. Winn and Leliana will not forgive you shrines. )

The guard can also attack you if you decide to go through the fire in the armor before you define the urn.

In any case, after that, everything you left is to go to the castle of Redcliffe and present the dust Bann Tigan. The relic will make his job and Earl Eamon will instantly recover. His reaction to your actions can be exclusively grateful or not very depending on whether you saved his family or not, but in any case, if you have not yet collected all possible allies, then you will advise it to do. When you collect everyone and repeat about this Earlu Eamonu, your quest will be completed.

Note:if Brother Jeniva accompanied you into the temple, then after finding the dust Andrasta (or his desecration), he will declare his desire to tell about this to the rest of the world. If you want, you can kill it. If you do not defile the ashes of Andraste and let go of the Jeniology brother, then you can visit it in his house in Denomem and get an additional reward from him for your works.

If you have not accepted the collegum offer, Earla Eamon's salvation will open you the specialization "Champion" ("Vityaz"). If you have accepted it, instead of the "champion" you will receive a specialization "Ripper". (If you wish, you can first desecrate the urn, and then kill the colngme and thus get both. Perhaps a glitch ... or a reward for especially sophisticated cunning.)


Bugs:
After the "visits to" urns when moving from location, the top of the mountain in the glove location and back, as well as, when moving from the top of the mountain to the destroyed temple and back, the group members get 750 experience points. Confirmed for version 1.04 (presumably fixed with patch 1.02, but in version 1.03 bug is present).

Cost of operation: 8 influences

To start passing the addition, you must go to the command of the command and select the task "to come to the Holy Council" on the side of Orley. Read the important note before this task. If you have everything, you can start.

You will arrive at the Holy Council, accompanied by your advisers and immediately talk to the mother of Gisel and find out that the parties of the Council want. Ferlden wants to dissolve the Inquisition, and the eagle to dive with itself.

After talking with the mother, you must go to a conversation with ambassadors and at the same time you can throw a couple of words with your comrades who also arrived at the Council.

Dragon Age: Inquisition. Full passage of supplement "stranger"


Dragon Age: Inquisition. Full passage of supplement "stranger"

Talking with ambassadors and friends, you can go to the advice. During the discussion, the elf will go - intelligence officer and say that Leliana wants to see us.

Leliana will show the corpse of Kunari and will be asked how he could get into the Winter Palace. After talking, go on the bloody trail, which will lead you to the portal. Activate the mirror and you will find yourself at the crossroads. Close up to the second mirror. You will fall into the elven ruins. Go further to the mirror and continue your way on working mirrors until you get hopped on hostile spirits.

Cut on the right edge and see the huge door that your print on your hand opens. In the future, you will meet a couple of such doors, which your seal will open. At the end you will come across the room, where there will be a huge statue that improves the ability of the "anchor". After that, take a statue with a pedestal and touch with ghosts.

Now go back to the bridge and put the statue there. Go to the temple and kill the kunari along with the ghosts. Both sides will be hostile to you.

At the end of the temple there will be a puzzle. You will need to light the fire in the urn (which is watching a big wolf), and then just click on the button. The statue will depart and open a secret passage. Use the label to open the door in the passage and go further.

Dragon Age: Inquisition. Full passage of supplement "stranger"


Dragon Age: Inquisition. Full passage of supplement "stranger"

Kill the remaining detachment of the kunari and read the order of the attack. Go to the portal and pull the lever to raise the gate. Now come back to Leliana and report an attack.

After a conversation with advisers, come back to the mirror. When entering the portal, you will see how the kunari run to the new mirror. Follow them.

Jumping into the next mirror, you will find yourself on the deep paths. Kill the Kuanari squad and go further. You will notice that the bridge collapsed, and on the side of the huge camp of the kunari. Come in the opening and with the help of anchor highlight yourself the path on the way, knocking back from the enemies. At the end you will be stumbled on the former Tempera from Kirkwall named Jerran, who will tell all about the plans of the Kunari and ask for it to stop it madness. After talking, you will have a choice: kill a traitor or let go (it will die anyway).

Dragon Age: Inquisition. Full passage of supplement "stranger"


Dragon Age: Inquisition. Full passage of supplement "stranger"

Open the door and pierce your way through the kunari to the label. At the end you will get into the room where the kunari will be with the warlord and the kunari - magician. Kill them and take pillings for explosions. Now you need to blow up four points to prevent Kuanari plans. Go to the dots and kill the kunari, and then lay the charge and blast. Repeat four times. Now run away to the exit, chopping from the kunari.

You will again find yourself in the Winter Palace and you will have a new dill. One of yours attacked the servant. You will go there and can decide what to do: argument or punish the guard. In independence from the result, you will be given a letter to the chapter of Kunari. You can first discuss what happened with the allies or immediately go to Elwian.

A new trail and mirror will appear at the intersection. Go there.

Now go to the book mirror. You will find yourself in the elven library. Talk to the archivist and go on. You need to raise the bridge to the main eluvian. Use the cocoon and go through the path to the mirror. You will find yourself on another intersection. Pass between all the mirrors and at the end using the cocoon raise the bridge until it collected completely. Now you can return to the beginning and go to the main mirror. As soon as you raise all parts of the bridge and return to the intersection, you will be attacked by librarians. Kill them and go to an inverted mirror, where you will find the culprit of what is happening. After a short conversation, she will go to the portal and leave you to fight with his soldiers.

Dragon Age: Inquisition. Full passage of supplement "stranger"


Dragon Age: Inquisition. Full passage of supplement "stranger"

After a fight from one of the soldiers of Kunari, take the key - a stone and talk to the archivist in the fled. She will repair the way, and you can go to the next mirror and return to the Winter Palace to talk about what you could find out.

Speaking with advisers, go to the mirror again to go to Darwaraderade and try to stop the distraught kunari. The central mirror is now open. Go to it. In place, kill all the kunari. You will find yourself in front of the iron door with spears. Screw the levers in the wagon so that the spears are pulled to the end. Then the door will open. Go further and again kill all the kunari, which will get on your way.

As a result, you will come to the room where you will see a real dragon and you will again have to fight the kunari.

Dragon Age: Inquisition. Full passage of supplement "stranger"


Dragon Age: Inquisition. Full passage of supplement "stranger"

Go to the arena. You will have a choice: kill the dragon or free it. If you decide to free it, you first remove fire mechanisms from it, and more accurately remove them from the gate so that it can fly. After that, open the gate of the twitching two lever and the dragon will be free.

See the video and surprise! Now we need to get to Solax before Widdasala. The label is increasingly reminded of itself and updated again. Now the discharge of the anchor causes more damage, but hurts allies. So be careful.

Dragon Age: Inquisition. Full passage of supplement "stranger"


Dragon Age: Inquisition. Full passage of supplement "stranger"

Go to the mirror and kill two kunari, then enter inside. Continue your way through the corpses of the kunari. At the end you will meet with the minion, see Sairat. Kill it with the soldiers. It will not be able to kill it, as having lost most of the health, he will change his shape and start running away. Fight with ordinary soldiers and with the help of the mirrors, go to the exit to fight Sairat once again. As soon as he remains little health, use the label to kill it. Now go to the mirror to see Solax and get answers to questions. In the end you will lose your hand and you will have to decide what to do with the Inquisity.

Dragon Age: Inquisition. Full passage of supplement "stranger"


Dragon Age: Inquisition. Full passage of supplement "stranger"

See the final credits and let tears.