Dragon age inquisition temple mithal walkthrough. Walkthrough of Dragon Age: Inquisition. The fruits of pride. Evil eyes and evil hearts

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Wow, not a fan. I imagine a Tevinter slave who was like, “ah, it’s all gone to waste, I’m taking off my post, do what you want with the master’s property. Here’s a chain, a key to the chain, a whip, dispose of it.” And he was offended by everyone and left. This eternal fast may have been strange, but it was clearly a strange act of goodwill. Solas probably wouldn’t want such honors for himself. However, he himself regrets that the Mital temple could not be defended.
And Morrigan, in principle, tramples the ground; Flemeth’s attempts to intervene have always been cautious and beneficial.

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

As I understand it, from the conversation between the mourners, everything was not like that at all. And it wasn’t Solas who locked up and fooled anyone there. Mital was betrayed, but not he. I wouldn’t be surprised that Solas saved the gods and hid them somewhere for reasons so as not to be finished off. Everything there was obviously extremely ambiguous. And it’s even stranger that Solas, in a hysterical dialogue, seems to admit that GG is great and inspired him to try again.
Of course, everything is possible, but I don’t understand why we should come up with unnecessary things. I mean, why try to whitewash it, make the character something more interesting?
Mythal was killed and not by Fen "Harel. No one seemed to blame him for this. It is known from Dalish legends (And this, despite its incompleteness, is still a more reliable source than “it seems to me.” Here at least you can rely on something) - Fen "Harel deceived and locked the gods, both EB and the Forgotten. From the words of Solas it is known that the EBs were such bastards, vallaslin were marks of slaves (Fen "Harel, by the way, does not have vallaslin), he clearly calls the connection with the source subordination. Why should he save them, from whom? Somehow the salvation looks strange, from which the “saved” themselves cannot be saved.

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

As I understand it, everyone except Solas is passively interested. And Solas seems to be in the position of the offended. From the series “this new generation will not appreciate anything.” After drinking some water, Solas leaves the position of the offended, pah-pah, so that it gets in and doesn’t let go, and clearly hints to the GG, they say, use the power alone. As I understand it, two simply won’t interfere; the third can generally be encouraged to perform heroic deeds, or at least outbid the deal. Why, from one text it is clear that Corypheus almost cries at the sight of the ancient elves.
Mythal is only interested in revenge, Morrigan has only personal motives, Solas is a dark horse (he is either interested in doing something or not). And here is the moment: the voices did not say anything that would not be beneficial to Flemital. They gave out absolutely no information except about Corypheus, the dragon, and confirmed that Flemital was indeed Flemital. We did not receive any information outside the plot, moreover, it is not the Inquisitor speaking to the voices, these are the voices speaking to the Inquisitor (under orders from Flemital holding the leash!). The only noticeable plus is that we are beginning to understand Ancient Elvish. Useful, but won't give you much. The same writings in the temple are fragments of information; from them you cannot reconstruct the exact picture. that is, again a distortion, again a lie, again theories presented as reality.


Computer game in the RPG genre, the third part of the series Dragon Age , was developed by the Canadian company BioWare. The publisher is Electronic Arts, the release took place on November 18, 2014 for the platforms Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One. After the events of the first part, the world Thedas 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. 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.

Fruits of Pride

After the capture of the Adamant Fortress, Corypheus lost his army of summoned demons. Moreover, the assassination attempt on Empress Selina did not bring the desired result; peace was maintained in Orlais and the Inquisition received support from the highest strata of society in the neighboring state. The time has come to deal the final blow to the remnants of Corypheus's army, which has now gone to Arbor wilderness. According to Morrigan, The Tevinterian Master is interested in an ancient elven artifact - Eluvian. Unusual magic mirrors connect to a place from which you can enter the shadows.


Moriggan reports the presence of the Mythal Temple nearby, which is where the ancient artifact is located. We move to the location of the Arbor Wilderness and move to the area of ​​the first cordon, simultaneously destroying small scattered groups of red Templars. We continue to move along the river to the area of ​​the second cordon (again helping the soldiers of the Inquisition in battles with the Templars and Gray Guardians). Next, we clear the head camp of the Red Templars.


We discover the Ruins of Arches and eliminate the red monsters that have already entered into battle with the Templars. We continue to move along the river on the way to the Mythal Temple. Near the gate we help Kalen and the soldiers of the Inquisition suppress enemy resistance and go inside.


The Inquisitor and his companions witness another death Coryphea near the Temple security system (however, the master managed to be reborn using a body that was affected by filth). Venatori and Calpernia managed to penetrate the Temple, we are moving to the designated area to protect the source of grief.


To remove the enchantment from the first locked door, you need to walk across all the stone slabs so as not to step on them again (the ritual must be performed near two stone monuments in the center of the hall).


In the ritual hall, the main character needs to decide which way to get to the source of grief (Venatori break through the walls, but there is a path for initiates). In order to use the door, you need to go through several rituals in different parts of the Temple (as in the previous room, you need to walk along the slabs, stepping on each slab only once).


Next, the main characters find themselves in the Hall of Petitioners and meet the temple guards under the leadership of the elf Abelas. Since the earlier choice was made in favor of observing ancient rituals in the fight against Corypheus and Calpernia, the Inquisitor will have new allies (the position regarding the source of grief will also have to be decided; Morrigan’s behavior will depend on the choice).


We continue to explore the temple and clear the area of ​​the Venatori presence. The main characters find themselves at the source of grief and meet Calpernia near it (using the conversation thread about the dark ritual, an armed confrontation can be avoided).


Abelas heads to the source to stop it from being used, but is stopped by Morrigan. Your new companion will propose his candidacy for contact with the ancient source, and the Inquisitor can do this (since the earlier choice was made in favor of observing ancient rituals, Abelas will abandon his idea).


After the source of grief is exhausted, Corypheus appears in the sanctuary, being late, the Tevinterian master can only attempt to catch up with the Inquisitor and his comrades, who were already leaving the Temple through Eluvian.


This article is part of the series Walkthrough of Dragon Age: Inquisition

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varric, leliana, fruits of pride, eluvian, temple of mythal, source of sorrow, abelas, morrigan

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 an open area 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

Let's go to 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, perform side quests. 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 caprice 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 options developments with advisors. We say that we need more information. Before leaving for the Imperial Wing, let's finish collecting all the items.

In the ballroom next to Josephine 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 here. 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 you walk along north wall, we 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.



Price: 40 points

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

Do not start this mission until you have completely completed either Cullen's quest for Samson (if you have made an alliance with the mages) or Leliana's quest for Calpernia (if you have made an alliance with the templars).

After discussing the plan of attack with your advisors, you will move to the Arbor Wilderness. They will report to you that the enemies are desperately resisting, and will also explain what kind of ruins are located here. After finishing the conversations, go forward - before you reach the temple, you will need to destroy several red templar blockades that protect it. Morrigan will join you for this mission, although she will not be a party member.

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

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

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

In the camp you will find a letter of instructions from one of Corypheus' lieutenants and a chest to replenish supplies.

The second blockade is located across the river, and will consist of two giant red templars (Red Beast in Russian translation).

In the ruins south of your next quest marker is another group of Red Templars, as well as a chest to resupply.

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

Go inside and watch a video in which it will become obvious that defeating Corypheus will not come down to a simple decision - come with sufficient strength and beat until you die. Which you may have already suspected from Varric and Hawke's stories. You will also learn that Corypheus did not come here for what you thought.

To follow Samson/Calpernia, you need to perform a small ritual that opens a magically locked door. Find an area paved with large slabs that glow blue when you step on them. The riddle is quite simple - you need to highlight all the plates. Note that they all go out if you step on any of the blue tiles a second time, so you need to walk across them without ever stepping on the same one again. (Note - jumping won't help here, the blue tile is still will go out, even if you successfully jump over it.) You can ignore your teammates - only a controlled character can light and extinguish the stoves, even if they all follow you on your heels.

Having opened the door, follow further into the temple. Pretty soon you'll run into Samson/Calpernia, but they'll be too busy to deal with you personally and will leave their minions to do it. After fighting them, you must decide whether to follow Samson/Calpernia immediately - that is, jump into the crevasse after them - or, as Morrigan suggests, first perform an elven ritual that may reveal some additional features. Solas will be in favor of carrying out the ritual, while Cole will prefer a quicker solution.

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

Having solved the riddles of the three rituals, go through the now accessible door and you will meet the mysterious defenders of the temple. The meeting can be peaceful if you are polite, agree to respect their traditions, and promise not to disturb the Source. If not, you will have to fight with them (which almost everyone except Sera will not approve of. Vivien and Varrick have no preferences in this matter.). If Solas is in your party and/or your Inquisitor is an elf, you will have additional dialogue options, but not decisions.

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

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

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

By following the elf or cutting through the enemies, you will finally catch up with Samson/Calpernia. If you have entered into an alliance with the magicians and your opponent is Samson, you will have to fight him and his group in any case. However, if you have completed Cullen's Before Dawn quest chain, then when talking to him you will have the option to destroy his armor, which will make the fight much easier. Later, you can complete the mission at your command headquarters and judge Samson in Skyhold if you wish.

If you have formed an alliance with the templars and completed Leliana's Close Attention quest chain, you can avoid the fight with Calpernia entirely by telling her what you have learned and advising her to return to Tevinter. If you haven't completed the quest or just think the fight is... the best option, fight - and Calpernia will commit suicide, losing the battle.

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

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

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

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Wow, not a fan. I imagine a Tevinter slave who was like, “ah, it’s all gone to waste, I’m taking off my post, do what you want with the master’s property. Here’s a chain, a key to the chain, a whip, dispose of it.” And he was offended by everyone and left. This eternal fast may have been strange, but it was clearly a strange act of goodwill. Solas probably wouldn’t want such honors for himself. However, he himself regrets that the Mital temple could not be defended.
And Morrigan, in principle, tramples the ground; Flemeth’s attempts to intervene have always been cautious and beneficial.

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

As I understand it, from the conversation between the mourners, everything was not like that at all. And it wasn’t Solas who locked up and fooled anyone there. Mital was betrayed, but not he. I wouldn’t be surprised that Solas saved the gods and hid them somewhere for reasons so as not to be finished off. Everything there was obviously extremely ambiguous. And it’s even stranger that Solas, in a hysterical dialogue, seems to admit that GG is great and inspired him to try again.
Of course, everything is possible, but I don’t understand why we should come up with unnecessary things. I mean, why try to whitewash it, make the character something more interesting?
Mythal was killed and not by Fen "Harel. No one seemed to blame him for this. It is known from Dalish legends (And this, despite its incompleteness, is still a more reliable source than “it seems to me.” Here at least you can rely on something) - Fen "Harel deceived and locked the gods, both EB and the Forgotten. From the words of Solas it is known that the EBs were such bastards, vallaslin were marks of slaves (Fen "Harel, by the way, does not have vallaslin), he clearly calls the connection with the source subordination. Why should he save them, from whom? Somehow the salvation looks strange, from which the “saved” themselves cannot be saved.

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

As I understand it, everyone except Solas is passively interested. And Solas seems to be in the position of the offended. From the series “this new generation will not appreciate anything.” After drinking some water, Solas leaves the position of the offended, pah-pah, so that it gets in and doesn’t let go, and clearly hints to the GG, they say, use the power alone. As I understand it, two simply won’t interfere; the third can generally be encouraged to perform heroic deeds, or at least outbid the deal. Why, from one text it is clear that Corypheus almost cries at the sight of the ancient elves.
Mythal is only interested in revenge, Morrigan has only personal motives, Solas is a dark horse (he is either interested in doing something or not). And here is the moment: the voices did not say anything that would not be beneficial to Flemital. They gave out absolutely no information except about Corypheus, the dragon, and confirmed that Flemital was indeed Flemital. We did not receive any information outside the plot, moreover, it is not the Inquisitor speaking to the voices, these are the voices speaking to the Inquisitor (under orders from Flemital holding the leash!). The only noticeable plus is that we are beginning to understand Ancient Elvish. Useful, but won't give you much. The same writings in the temple are fragments of information; from them you cannot reconstruct the exact picture. that is, again a distortion, again a lie, again theories presented as reality.