Red Templars on the stormy shore. Dragon Age: Inquisition - Walkthrough: Storm Coast - Non-plot Quests. How to Defeat a Dragon - Deep High Dragon

Astrariums in Dragon Age: Inquisition are relics of an ancient Tevinter sect that existed in pre-Andrastian times, which united masters who wanted to destroy the Magisterium - the governing body of the Empire. Members of the order wanted to return to the old order, when seers ruled everything. Traces of their activity were found throughout Tevinter, mainly in the border lands. There they held secret meetings and built caches of treasures, which could only be discovered with the help of knowledge of ancient astronomy. Over time, astronomy lost its former importance, and the secrets associated with it remained unclaimed. Many of these relics were found and destroyed by Andrastian sects at the beginning of the century. High Priestess. Members of the Order of the Fiery Vow were particularly agility, since they believed that the astrariums held together the Veil, and if they were destroyed, the end of the world would come. Such were the ancient sects: the true motives of their actions will never be fully understood.

Some large locations in Dragon Age: Inquisition have three astrariums, which, when activated on the global map, form regular and irregular triangles. They are usually located on hills and are clearly visible from a great distance due to their unusual shape (iron globe). To solve the puzzle, you need to correctly connect the stars with lines, as shown in the hint in the lower right corner of the screen, not forgetting that some stars are false and the lines should not be repeated. If some of the stars from the constellation are not visible, you should scroll the picture by holding down the left mouse button and moving in the desired direction. After solving the first puzzle, you can find out the approximate location of the remaining two astrariums if you reactivate the globe with the [F] key: the beam will indicate the correct direction of movement. If you solve the puzzle with three constellations and connect the Dweomers, the astrarium will reveal the location of the cache (the marker appears on the global map). The order in which the riddles are solved is not important.

You can collect a complete collection of astrariums in Dragon Age: Inquisition both during the main story and after defeating Corypheus. Locations with astrariums are always available after research on the command table in Skyhold (some research must be carried out twice). Unlike ocularums, astrariums do not disappear from the global location map after solving puzzles.

Locations of astrariums in the Hinterlands in Dragon Age: Inquisition:

  1. (Constellation Judex) - at the foot of the mountain southeast of the Inquisition camp in the Outskirts in the eastern part of the location.
  2. (Constellation Draconis) - on the top of the hill in the Hafter thicket, between the Inquisition camp in the forest and the Broken Bridge, in the western part of the location. The ascent to the hill begins from the side of the Inquisition camp.
  3. (Constellation Peraquialus) - on a hill north of Redcliffe Farms in the northwestern part of the location.
  4. Cache location- in the chest in secret room in the Mage's Refuge between the Inquisition camp on the upper lake and Redcliffe (quest "Renegades in the Witchwood"). The magical barrier is broken by a staff with a cold effect.
  5. : Snake blade (rare dagger) - 180 damage, 70 damage, +2% attack, +14% bonus to critical damage, on hit 5% chance to poison the enemy.

Locations of astrariums on the Storm Coast in Dragon Age: Inquisition:

  1. (Constellation Servani) - on the edge of a cliff above the seashore, next to two caves, on the territory of the Hessarian camp in the northern part of the location, east of the Morrin Heights landmark.
  2. (Constellation Fervenial) - on top of granite blocks east of the Morrin Heights landmark in the northwestern part of the location.
  3. (Constellation Bellitanus) - on a hill next to the “Stone Tree” landmark in the central part of the location, east of the Inquisition camp in a small bay.
  4. Cache location- in a chest in a cave south of the third astrarium.
  5. Reward for solving the astrarium: Red Crossing Bane (unique bow) - 93 damage, 82 damage, +8% bonus to damage against defense, +3% critical strike chance, +9% agility, 10% chance to cause “Sacrifice”, dealing 50% damage from weapons.

Locations of astrariums in the Emerald Graves in Dragon Age: Inquisition:

  1. (Constellation Solium) - on the edge of a cliff south of the Inquisition camp on the territory of Stone Horror in the central part of the location.
  2. (Constellation Eluvia) - on a hill on the territory of Nettle Pass between the “Watchman” and “Conductor” landmarks in the southeastern part of the location.
  3. (Constellation Equinor) - at the foot of the mountain in the thicket of the forest to the southwest of the Argon Shack settlement in the western part of the location.
  4. Cache location- in a chest in a cave at the end of the passage south of the Argon Shack settlement in the western part of the location.
  5. Reward for solving the astrarium: Towards Death (unique staff) - 75 damage, 46 cold damage, +9 willpower, +10 constitution, +12 cunning, heals 1% of maximum health on hit.

Locations of astrariums in Western Reach in Dragon Age: Inquisition:

  1. (Constellation Fenrir) - on the site in the ruins of the prison northwest of the entrance to Korakavus in the northern part of the location (task “Trouble with the creatures of darkness”).
  2. (Constellation Satinalis) - on the site in Fort Echo in the northeastern part of the location.
  3. (Constellation Toth) - in the corner tower of the Griffin Wings Fortress in the western part of the location.
  4. Cache location- in a chest in the Underground Cavity in the Pestilence Review territory, east of the Inquisition camp on the Stony Ridge, in the southern part of the location.
  5. Reward for solving the astrarium: Excellent Sorcerer's Chainmail (light unique armor) - +3% magic defense, +3 magic, +6 willpower, +21% resistance to spirit magic, +14% resistance to cold, +5% concentration for each enemy in radius 8 meters.

Locations of the astrariums in Crestwood in Dragon Age: Inquisition:

  1. (Constellation Kios) - on the site at the Glenmorgan mine north of the Inquisition camp near the Three Trout farm in the eastern part of the location.
  2. (Constellation Silentir) - near the hut of the healer Judith on the territory of the Forestry Estate in the southern part of the location (task “Naturalist”).
  3. (Constellation Tenebrium) - on the site north of the Fisherman's Hut on the Plain in the western part of the location, access to the Plain opens according to the plot after releasing water through the dam.
  4. Cache location- in a chest in a cave on the Rocky Slope west of the Inquisition camp near the Three Trout farm in the eastern part of the location.
  5. Reward for solving the astrarium: Superior Fire Protection Belt - +30% fire resistance.

The task is given automatically. To carry it out on the command table, you must activate the corresponding operation by spending influence points. This will open up a new area. Go there and complete the quest.

Putting things in order

The quest is given immediately upon arrival at the location Stormy Coast. We go to the indicated place on the map, kill the enemies and go into the house. We examine everything and read all the records. From this point on, there are two ways to complete the quest. Just go to the camp and kill everyone there, or create a coat of arms of mercy and challenge the leader to a duel. Having collected everything you need for the coat of arms, go to the request fulfillment table in the camp. Having created the coat of arms, wear it as an amulet, and go to the camp of the Blades of Hessarian. In this case, only the leader and the dogs will oppose you. After killing their leader, the Blades of Hessarian will be able to become agents of the Inquisition.

Guardians of the Coast

The task is given automatically. To complete it, visit the four areas marked on the map and, when the mini-map starts flashing, use the [ key v ] find any guardian item. Finding all four will complete the quest.

Hunting the Darkspawn

Issued after completing a certain number of story quests. Be sure to take a mage into your squad. Visit the four places indicated on the map and close the passages through which the creatures of darkness come out. Once you close everything, the quest will end.

Red waters

Given after the operation is completed “Red Templars on the Storm Coast” on the command table (requires a hero level of at least 17). Go to the Storm Coast location and go north to the previously sealed door. We go into the cave and kill all the red templars and creatures of Darkness there. After clearing the cave, the quest will automatically complete. To destroy the last vein of red lyrium, you need to open the closed passage with the red templar's key. This key will appear after destroying the templars in the first hall from the entrance or after it, near two boats.

At the pier of the last hall there is a boat on which you can sail to the island of the Dragon of Winsomer.

Shining Key

During recreational walks along the sea coast, you can stumble upon a Rebel Mage, from whose body a Shining Key falls. This magician does not have a specific habitat; he wanders throughout the entire location, so you can meet him anywhere. After you pick up the key, you will need, like Pinocchio, to find the treasured door that it unlocks. Go to the Apostate Shore area and in the hut standing there, open the treasured door with the key.

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

Stormy Coast

Inquisition scouts report the presence of a small group on the northern coast of Ferelden Gray Guardians. Appearance secret order coincided with the opening of the breach, perhaps representatives of the guards have important information at their disposal.

Putting things in order

The Inquisition soldiers went to meet the robbers, but the NPCs disappeared before reaching the place. We move to the mark on the map and in the area of ​​​​the Big Bay we find a small abandoned hut, on your way your squad will have to fight with members of the Blades of Hessarian.


Inside the room we find the bodies of Inquisition soldiers and map the area where the location of the Blades camp is marked. We go to the target mark and engage in battle with a group of robbers, clear the area and complete the task.


Rips on the coast

After establishing a camp on the Storm Coast, the Herald will have to close several ruptures in this area. Do not forget about the possibility of influencing the portal, after which all the demons are in the “camp” for several seconds.


On the way to the portal in the Big Bay area, you can watch a battle between a giant and a dragon. You can wait until the representatives of the local fauna sort things out; after the dragon escapes, we attack the giant (you should be careful of being hit by a boulder).


Guardians of the Coast

Inquisition scouts report presence Gray Guardians in the coastal area, it is necessary to examine several areas for traces of a secret order in the area of ​​the camp in a small bay. As soon as the Herald is in the target area, you must use search to discover clues (the pointer under the main character will indicate the direction the main character is interested in diaries members of the order).


Coastal hold

The Herald must find more places for camps, this will strengthen the influence of the Inquisition in the area (you can also quickly move between camps). As you open new transshipment bases, you receive tasks to destroy gaps in a new area.


Gaps near the cascade

After creating a camp on the driftwood bank, scouts will report on gaps that need to be closed (the shadow portal is located in the waterfall cave).


Shards on a stormy shore

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


Iron: Storm Coast

The University of Orlais asks the Inquisition to find samples of metals from the Storm Coast for study ( coil is an ore that can be found on large boulders).

Applications for rescue

Ships washed ashore can be restored to normal condition and used for the needs of the Inquisition; the main character’s task is to find resources for repairs ( deep hunter- this is a small lizard that can be found in the caves in this location).


In the future, you will have to return to this location, since on the shore there is a fortress of the red Templars, deposits of red lyrium and the Dragon’s lair, but go further to at this stage it won't work.

In memory of the guards

Blackwall is interested in artifacts Gray Wardens, who could remain in the old camps. There are two destroyed Order camps on the Storm Coast.


Red waters

After completing the task "Templars on the Storm Coast" a passage will be cleared for the main characters to the old dwarf fort on the shore. Now the Inquisitor and his squad will have to suppress the resistance of the Red Templars and clear the old fort.


Next, the player can go to the island where the Dragon lives. Vinsomer uses electricity as his main element; a level 19 dragon is vulnerable to spirit magic.


Forbidden oasis

The investigation of a mysterious artifact led the Inquisition to the Forbidden Oasis, in the center of which there is an ancient elven temple.

Rips in the oasis

Inquisition scouts noticed active explosions in the area Dust fall and in the valley next to the road Du Lac. The Herald and his squad must suppress the resistance of the demons and close the shadow portals.


Breaks high and low

After creating a camp in the oasis main character receives information about the presence of two gaps in the area; to increase the influence of the Inquisition, the portals must be closed.


Serpentine: Forbidden Oasis

The University of Orlais has requested metal samples from the Inquisition for study from the Forbidden Oasis location ( lustrin- ore that can be found on large boulders).


Shards in the forbidden oasis

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


Temple of Pride

The collected artifact fragments have a connection with the ancient elven Temple Solasan. The entrance to the mysterious structure is located in the center of the Forbidden Oasis under the waterfall. The door will open if there are 6 fragments.


After completing the task " Temple of Pride", the main characters have to complete several side quests (Calm the Spirit, Endure the Cold, Conquer the Fire), the reward is resistance to various elements. Doors will open if there are fragments, which can be collected at various locations.


Val Royeaux

Rumors of the Inquisition's activities in the Hinterlands spread beyond the kingdom of Ferendel. Priestesses The churches are ready to meet with representatives of the new order. Residents Val Royeaux and the Church, fearing the Messenger, turned to Templars for the purpose of protection from the Inquisition. We move towards the target mark and enter into a verbal altercation with representatives of the Church. Next, the Lord Seeker appears Lucius Corin, who leads the Templars out of the city, leaving Val Royeaux unprotected.


At the exit from the city, the main characters are met by a sorceress Fiona, the head of the rebel magicians, who proposes to conclude an alliance (Task In Secret,). The meeting should take place in Redcliffe, which in turn will allow penetration into a previously closed settlement.


On the upper level of the city there is a merchant who offers to purchase a “pig in a poke” for 10,000 gold. Purchasing (animal statue) gives access to the task " Big?» on the global map.

Red Jenny's Friend

After meeting with the Templars in the central square, the Herald receives an arrow with a message in which the main character is advised to examine several places in different areas of the city (market, eatery and pier). Need to search red scarves, the collected clues point to a place nearby Val Royeaux.


Go to the global map and go to the location " Secluded courtyard" Next, we enter into battle with the mercenaries and meet the archer Sir, which will join the Inquisition (will become available for selection when creating a squad).


Imperial Sorceress

In Val Royeaux, the main characters are met by a messenger who conveys an invitation to the Herald to the Ghislain estate. We go to the global map and go to a new location, after a short dialogue the sorceress Vivien will join the ranks of the Inquisition (available as a squad member).


Josephine is trying to correct the sad financial situation of her family; messengers were sent for this purpose, but the recipient did not receive the documents sent. The Inquisitor needs to go to Val Royeaux and visit Count Boisvert, as he claims to have information that will allow him to find the bandits. During the meeting, it turns out that the Orlais League of Assassins has a contract according to which the Montilier family must not return to Val Royeaux under any circumstances. However, the people who entered into this contract are long dead. We return to the Skyhold fortress, Josephine offers to find the descendants of the du Parquette family and assign them a title so that they, in turn, can cancel the contract. Leliana offers to enter the lair of the House of Rest and destroy the document.


At command headquarters we carry out a search task receiver, then we return to Val Royeaux and talk with Countess Dionne. We return to Skyhold and perform a service for Judge Val Royeaux.


After which, we again go to the command headquarters and complete the task “Talk with the Minister of Belize.” The Inquisitor will have to convince the minister to restore the title. Finally, we meet Josephine in Val Royeaux and complete the task.

Close attention

The Inquisition turned its attention to its closest associates Coryphea. Calpernia leads the Venatori, you need to go to Val Royeaux and find a merchant who has information. In the house of Vicinius, the main characters will have to face the Venatori, who have already managed to kill the merchant.


We search the house for crystal fragments, return to Skyhold and talk with Leliana. Inquisition scouts are tracking down the slaves who were handed over to Calpernia. At this stage, we go to the forge and talk with Dagna. The found memory crystal was restored, moreover, Dagna was able to extract the recorded memories.


The task will become available at the command headquarters - install a crystal at the Venatori headquarters. We talk with Leliana, the Inquisitor again witnesses a conversation between Corypheus and Calpernia.


At this stage, the main character needs to give instructions to Leliana; the Inquisition intelligence officers will have to find information that will allow us to establish the location of the temple Dumat. During the exploration of the new location, the Inquisitor will meet with the Tevinterian Master Erasthenes, a specialist in the ancient gods, whom Corypheus imprisoned in the temple. It is also worth paying attention to memory crystals.


Returning to the shelter, the Herald will have to make a choice between two factions - the rebel magicians and the templars (The task “The Danger Has Not Passed” will be completed). Leliana will also report on the Gray Guardian, who was spotted in the Hinterlands of Ferendel. This article is part of the series Walkthrough of Dragon Age: Inquisition

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varrick, leliana, imperial sorceress, red jenny's friend, sir, val royeaux, lucius corin, forbidden oasis, rifts in the oasis, rifts high and low, temple pride, calm the spirit, endure the cold, conquer fire, stormy shore, restoring order, gray guards, ruptures on the coast, ruptures near the cascade, requests for rescue

Dragon Age has such a sonorous name for a reason - the most interesting and memorable creatures in this game are, without a doubt, dragons. In the first part of the game, we remember Flemeth, the High Dragon on the Mountain Top and the Archdemon, besides them there were also smaller dragons. In the second part there was only one high dragon. The battles with these creatures were interesting and exciting, but in the third part it completely resembles a boss from some MMORPG.

Just the appearance of a dragon somewhere in the distance is an unforgettable sight, it’s done so well (unlike everything else). The behavior of the dragon and in general everything connected with it is done somehow vividly and realistically - they will let us know in advance where the dragon’s lair is, we will understand its approach by the mighty flapping of its wings, and finally the baby dragons will convince us of the correct path.

Yes, you can go at the dragon and die from one blow, or you can go too late and take this lizard to the lungs. When the difficulty and level match the required level, then the battle itself becomes truly interesting. The dragon doesn't just bite and flap its wings, it kicks with its hind legs, beats with its tail, recoils from too violent attacks, and sometimes uses its special abilities.

IN Dragon game Age: Inquisition will give us as many as 10 High Dragons to be torn to pieces. For their genocide you can get a lot of influence points, experience and loot (purple things fall from the dragons, not just one at a time, but several at a time). When fighting with dragons, you should remember that sometimes they will bomb from the air with their breath, causing quite a lot of damage when hit, and it will not necessarily be fire. It’s quite easy to dodge a flying projectile... with the character we’re playing for, but our nearby comrades will constantly come under fire.

All flying lizards can use the whirlwind ability (they begin to flap their wings and suck the entire group towards them). At the same time, the dragon does not do much damage, but it spoils the location quite a bit; it is better to retreat further away with your lightly equipped damage dealers. Well, let's say the archer has a wonderful rebound. In close combat, a dragon can painfully bite, hit with its paw or kick a cunning hero standing behind him; don’t forget about the tail, which the dragon also does not hesitate to use. In addition, when the dragon’s health is brought to a certain state, this same dragon can fly into the air, turn on protection, or use another of its abilities, depending on the type of dragon.

You can also attack individual parts of the dragon, but directing the damage of the entire group to a certain point is quite problematic. Despite this, having knocked out a limb, the dragon will lose some of its maneuvers, despite the fact that its overall life will also decrease,

Types of dragons

Fereldan hellebore

Level 12
Where to find: Hinterlands, we go from the camp near Sunset to the northeast into the passage between the rocks.
Element and resistance: Fire
Vulnerability: Cold

Tips: Frosty uses a mass stun for a short time, summons cubs running from different directions (I lured them towards myself and shot them with a bow). Periodically it takes off, bombarding a large area with fire; it is difficult to dodge this, because the earth will burn for quite some time. If you really get confused, it’s better to go downstairs, where there will be more space. The dragon has no defense, so when it lands, we take out the change and insert everything we can. The dragon will also sit on the ledges, where archers and magicians are useful, and when finished, it will sit on the large ledge in the north. The biggest danger is fire bombardment and small dragons, but if you dress against fire, take magicians' staves on the ice and take out the change in time, then the dragon is quite easy.

Northern hunter

Level 13
Where to find: Crestwood, southwest of the Three Trout Farm camp. Along the way, you will come across a manor at the top of the slope - from there you can see the ruins in which the dragon lives.

Vulnerability: Spirit Magic

Tips: The Northern Hunter attacks with lightning. There is no defense, it does not fly away. Distinctive ability: knows how to create an electrical “storm” on the field, which is attached to each of the party members and lasts for some time, periodically activating “chain lightning”.

Deep High Dragon

Level 14
Where to find: Western limit, southwest. To summon this beast, you need to complete the quest of the dragon master Frederick, who stands near the camp at the Nazer Pass. Having dealt with the bandits, we will have to find the Tevinter tome about dragons (this lies in the Windless Ruins in the left room on the pedestal). After translating the tome, you will need to place bait on the plateau south of the camp and the dragon will come to meet you.
Element and resistance: Fire
Vulnerability: Cold

Tips: The dragon loves her fiery breath very much and is not going to fly away from you anywhere. Sometimes uses defense, but is generally inactive.

Gamordan Buregon

Level 15
Where to find: Sacred Plain, we go to the northeast. To open a passage to the desired area, you need to complete the operation at the headquarters to clear the passage. The dragon lives and enjoys life in the farthest part of the swamps.
Element and sustainability: Electricity
Vulnerability: Spirit Magic

Tips: He really likes to throw electric bombs, and if it hits the water, little damage will be done to you, even if you are standing at a sufficient distance from it, but in the same body of water (laws of physics about electrical conductivity, yeah). It also flies into the air at least three times to try to “fry” you with bombs from a distance. Doesn't use defense.

Great Mistral

Level 17
Where to find: Emerald graves, go north from the camp in Kamenzhuti to the cliff (landmark - a large white tree and ruins)
Element and resistance: Cold
Vulnerability: Fire

Tips: Our Mistral is a fan of flying. Ice bombs will fly at us from above, but they won’t do so much damage that we should be very afraid of them, and the small cubs won’t attack us, so we can run around a little. He uses defense, although rarely. Particularly dangerous is the ice breath, which can easily kill a dead archer, and a fairly simple dragon.

Winsomer

Level 17
Where to find: Storm Coast, first of all you need to storm the fortress of Derwin Mouth in the west. There will be a boat at the far pier that will take you to Dragon Island
Element and sustainability: Electricity
Vulnerability: Spirit Magic

Tips: He often engages defenses and generally behaves quite agile. Doesn't like to fly, there's no mass stunning either, instead there are electric bombs and breath. Can create an electrical storm on the field.

Sand Mourner

Level 20
Where to find: Whistling Wastes, west of the Sand Cliffs camp. The dragon sleeps peacefully in front of the entrance to Fairel's tomb. If you are completing a quest, it will be difficult to miss such an attraction.
Element and resistance: Fire
Vulnerability: Cold

Tips: The dragon does not fly away, but behaves very mobile. He actively engages the defense and often calls on his cubs. Uses fire breath and sets the area on fire with bombs.

Hivernal

Level 19
Where to find: Emprise du Lyon, west. The area becomes accessible after the completion of the operation at the command headquarters to restore the destroyed bridge - west of the camp at the Tower. In addition, the commandant of the fortress gives the task of killing three dragons (if you have already cleared it of Imshel and the red templars). Hivernal lives on top of the first of three colosseums.
Element and resistance: Cold
Vulnerability: Fire

Tips: Vyuga often uses a massive area attack that freezes and deals damage over time. Takes off at least 3 times, freezing your breath while descending. Doesn't use defense, no cubs.

Kaltenzan

Level 21
Where to find: Emprise du Lyon, second Colosseum.
Element and resistance: Cold
Vulnerability: Fire
Tips: Has a fairly strong mass attack, summons at least two cubs. Flies away several times and uses defense.

Highland Destroyer

Level 23
Where to find: Emprise du Lyon, third Colosseum.
Element and resistance: Fire
Vulnerability: Cold
Tips: This dragon can set fire to an area en masse; before starting, circles are drawn on the ground. Even if you managed to run away from the affected area, her cubs may overtake you, so be careful. The Highlandsbane is the most powerful dragon in the game. Kicks in the defense. Don't forget to change clothes, because... Unlike the previous two, this dragon is fiery.

Dragon Age: Inquisition - all about dragons was last modified: January 12, 2015 by admin



The Storm Coast, like almost every area in the game other than the main story maps, opens up after you complete a reconnaissance mission on your military operations table. This will cost you 4 influence points.

The passage through the red cave in the southwestern part of the map and the associated quests will only open after you have completed a certain part of the main story.

Restoring Order


Automatically given by Scout Harding the very first time you visit the Storm Coast. Some robbers are rampant in this area. Several of your men went to negotiate with their leader, and nothing was heard from them after that. Head to the meeting point. In an abandoned hut you will find the bodies of missing soldiers, and from the papers scattered around you will learn a couple of interesting things - the bandits who killed them belong to a certain sect called the “Blades of Hessarian”, and they mention a certain “cross of mercy” with which you can come to him for negotiations. If your group is Iron Bull, then he will offer to challenge the leader of the bandits to a duel, and if Blackwall is present, then he will offer to recruit the bandits to help the Inquisition.

If recruiting a sect is not interesting to you, then all you need to do is just go to the camp and kill everyone there. All sect members will be hostile by default.

If you like the ideas of Bull and Blackwall, you need to first craft the Cross of Mercy on your order table (you need to find 2 Serpentines and one Deep Hunter skin for this), put it on (it takes up an amulet slot) and come to the camp in this form Blades of Hessarian. In this case, you will be greeted peacefully, taken to the leader, and if you manage to defeat him in a fair fight - your group against him and his hunting dogs - then the rest of the Blades will swear allegiance to you and will henceforth be considered agents of the Inquisition.

Guardians on the Coast


Given automatically after you visit the Storm Coast. Gray Guardians were seen here, but no one knows what exactly they were doing here. Visit four sites where Gray Wardens were seen and look for traces of their presence. You need to use the search function to find their letters and diaries. From the records found, it will become clear that the Guardians were looking for someone, apparently - their fellow Guardian - but who exactly and why will remain a mystery. Bye.

Hunting the Spawn of Darkness


Given after you arrive in Skyhold and complete the mission to scout Darkspawn sightings on the Storm Coast at your desk at Command Headquarters.
You should close the gaps from which the Spawn of Darkness appear. There are four of them in total. It's good to take Blackwall on this mission, as he gives you approval every time you kill the Spawn of Darkness. You will also need a magician, since only he can close the gaps.

One of the gaps is in a cave at the northern end of the map, the second is in a cave to the south of it (although the icon points to a place near the astrarium, the tunnel in question is actually underground. The third tunnel, south of the previous one, is on the surface. The last one is in a cave near the lyrium waterfall.
Usually, several Spawns of Darkness, led by a garlock leader, walk around each gap. (Although for some reason I didn’t have them at all in my northernmost cave. We went out to breathe fresh air, whether?)

The quest automatically ends when you close the fourth gap.

Red Waters


Received after completing the Templar Command Headquarters mission on the Storm Coast, which appears after some time has passed after your arrival in Skyhold.

It’s good to take Varrick for this mission - not only because in the cave where you will need to go there are 4 deposits of red lyrium (after all, you can always return to them later), but also because he will give you get easy approval every time after a battle with the red templars.

Go to the southwestern cave, which was previously inaccessible. A pair of red templar knights wanders around her. In the cave itself you will find remains from which you can remove the Red Templar Key. Alternatively, the key may fall from one of the templars you personally killed. Go further, go ashore and follow into the second cave. After the next battle with a group of red templars, which will include a Shadow using stealth and backstabs, you will see that the bridge leading further has collapsed. Go back a little. In the left wall (if you stand with your back to the bridge) there is a break near the skull painted on the wall, which is sometimes difficult to notice. Go there.

You will emerge into a large two-tiered hall with two groups of red templars on each. Clear them and go through the bottom one in the only direction available to you. You will need the Red Templar's Key to open the door leading further. Behind it you will come across a destroyed bridge, and next to it is an elven artifact for Solas. The path will be closed further.

Return to the very beginning of the two-tiered hall, go to the second tier. In one of the small treasure rooms there will be a hole in the wall that leads through a cave and bridge to another treasure room. Go down the stairs from it, where a couple of red templars, including the Shadow, will be waiting for you. If you turn left from the stairs, you will see that you are just on the other side of the destroyed bridge. You don't need to go there now, so turn right. At the exit of the cave you will see a group of two red templar knights and a Shadow. When you deal with them, this will complete this quest and give you a new mission for your command headquarters.

After completing the quest, a quick jump point will appear in the former lair of the Red Templars in case you decide to return here.

The boat at the cave near the site of your final fight will take you to the island where the local dragon lives.