Dragon age inquisition business relations walkthrough. Mounts in Dragon Age: Inquisition. Exotic Animals in Dragon Age: Inqusition

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.

Inland lands. Part 1

On at this stage your main task is develop a squad, completing simple tasks and killing weaker creatures. Enemies and resources are constantly generated, with the exception of some places that main character may be appropriated by the Inquisition. It is worth noting the presence in the north of the location of a large dragon In order to defeat this formidable enemy, your squad must have a level greater than or equal to 12. Also, near some gaps (Dwarven Pass and Ditch of the Burnt), demonic creatures will offer serious resistance.

Breaks in the Suburb

In the hinterland Redcliffe(in the area of ​​the Outskirts camp) The Herald must close two gaps, we move to the north of the location and engage in battle with demonic creatures. Your task is to withstand several waves, and after clearing the area, close the shadow portal.


Next, we go to Redcliffe Road and destroy the demons again. Having closed the last rift, we complete the task and receive influence points. Despite the closure of several portals, more gaps will be discovered in the interior lands, which should also be closed.


Holding interior lands

Once the Herald reaches the Hinterlands, the Inquisition creates a small camp. The main character must find a few more places for camps, this will strengthen the influence of the Inquisition in the area (you can also quickly move between camps). By opening new transshipment bases, the Herald receives new tasks to destroy gaps in a new area.


Blood Brothers

Located in the Suburb area mill, inside which the main characters find a note. One of the locals named Britis joined the apostates, while his brother became a Templar and wants to punish the apostate. We move to the meeting place of the two brothers (the Redcliffe Road area) and engage in battle with Templars. We search the corpse and get the mercenary's blade.


Renegades in the Witch's Forest

In the Outskirts area there is the corpse of an apostate, next to which the Herald finds a letter to his brothers. The content of the message contains information about renegade camp in the Witch's Forest.


We move towards the target mark and find ourselves in the forest, you will have to destroy several small combat groups of the order that are distributed throughout the area. To find the entrance to the fortress you need to look for signs orders (applied to the rocks using blue lyrium).


The entrance to the fortress is located in the north of the forest, we destroy the guards and destroy the fiery barrier(Solas has a staff with cold damage, which will remove the obstacle). Next, you will have a skirmish with a large group of renegades, we will clear the area and complete the task.


Renegade Farmer

In the Suburb area there is a small farm, Widow Maura asks to find the Templars and avenge the death of her husband, and at the same time return the wedding ring.


We move to the target mark in the area of ​​the Dwarf Pass and engage in battle with two Templars, clear the area and pick up a wedding ring from the corpse of one of the attackers, it is also worth paying attention to letter, information in which we describe the location of the Templar camp (Task Templars in the West).


Unusual duet

In the Outskirts area you can find a concerned scout who talks about a missing partner named Rits in the area of ​​the renegade camp. We move to the mark on the map in the area of ​​the Dwarf Pass and enter into battle with the Templars who attacked Rits. Next, we return to the scout and complete the task.


Rips: Dwarven Pass

After the camp is in Dwarf Pass will be broken, scouts report finding three gaps in the area. The messenger and his squad must close the portals using the mark. Near one of the gaps a confrontation with demon of wrath. The main feature of the new enemy is the use of fire damage, while being vulnerable to cold (Solas and his spells are great for exterminating the demon from a distance). To close the last gap, you must complete the task " Glory to Herald Andraste».


Glory to Herald Andraste

Near a small fortress (location - Dwarf Pass), the main characters meet a preacher Anais, who asks to demonstrate the power of the mark by closing the rift inside the sect’s fortress. We move into the courtyard and close fault, after which we talk with Anais and complete the task.


Beloved's amulet

Near Winter watch tower there is a corpse of a Templar, near which there is a letter. The main characters must go to the crossroads area and give the amulet to Ellendra. We move to the target mark at the Crossroads and find the sorceress in a small cave.


Conscientious underground worker

In the area of ​​the gnomes' pass, on the top of one of the hills, next to a small altar, lies the corpse of an elf. We select letter and we get information about a cache in the mountains.


We move to the Crossroads and go to Witch forest, the hut is located in the western part of the location. We get inside the room and engage in battle with the demon, after victory we search the chest and complete the task.


Love can wait

Inside the Winter Watch Tower on the second floor there is Lord Berand, who asks to find his beloved by name Vellina.


We move towards the target marker not far from the camp in Gnome Pass. The main characters find the corpse of a noblewoman, we return to the Lord and report Vellina’s death. After completing this task, the Herald can recruit a nobleman as Agent of the Inquisition, which will increase influence in the region.


Shallow breathing

At the Crossroads, one of the refugees gives an additional task; you need to find the son of the NPC and bring potion for a relative. We go to the Winter Watch Tower and on one of the towers we find Hindel. Next, we return to the refugee and give the potion.


Hunger pangs

At the Crossroads, one of the refugees asks to replenish food supplies, the Messenger must go into the forest to hunt and get lamb for the local residents. Having received the required amount of food, we return to the Hunter and complete the task.


Bandits: Eastern Road

Not far from the Crossroads there is recruit Belleta, a scout reports that the road has been seized by a gang of fugitives. The main characters must go to the location and eliminate the threat. Near the first camp special problems will not occur, however, near the second parking lot ( Rebel Queen's Gully) the squad is expecting a clash with the thug.


Dimension of the Veil

Solas wants to study the mysterious artifact in the cave, in the area of ​​​​the Eastern Road (it will allow him to resist the opening of new gaps in the future). Near the cave, the main characters meet a sorceress Miiris, we talk with the stranger and go in search of an elven artifact.


Solas can use Shadow magic to clear away rubble and use curtain fire(however, the magician cannot attack the enemy). We go down into the cave and engage in battle with a group of demons, after clearing the area, we activate the artifact and complete the task.


Dreams about stone

In the Redcliffe Road area, there is an old parchment in a hut. The resident of the hut went in search of a mysterious stone. We pass to the Dwarven Pass and move towards the cave. Destroy the ice barrier with a fire weapon or spell and kill apostate.


Not up to the vein

In the area of ​​the gnomes' pass, the main characters can discover a small smuggling cave, inside which is the corpse of a gnome. There is a letter next to the body; the message contains information about red lyrium ore. In the south of the Dwarven Pass we discover a cave with a barrier, eliminate the obstacle with the help of a fiery weapon and begin to explore the cave. After the renegade camp, the main characters will discover ore red lyrium.


Templars in the West

When completing the task " Renegade Farmer"From the corpse of one of the Templars, the main characters pick up a letter that contains information about the camp in the west. We move to the Western Road area and go in search of the Templars’ parking lot.


The entrance to the shelter is located in the south of the designated area (upstream of the river to the waterfall), we clear the area from the presence of the Templars and complete the task.


Disruptions in the bridgehead

After the Herald opens a new camp on Lake Luthium, scouts report two ruptures in the Witch's Forest and at the Calenhad Bridgehead. The main characters must suppress the resistance of the demons and close the gaps to strengthen the influence of the Inquisition.


Calenhad Bridgehead

In the Outskirts area there is the corpse of an apostate, next to whom lies a map. The map shows a castle on the ridge and a mark in the area of ​​the destroyed wall; your task is to find the marked place.


We go to the Kalenhad bridgehead and climb the destroyed fortress wall, you need to go down to the base of the security tower and examine the small embankment(for the treasure to become active, the Messenger must come point-blank).


Map of the route to the waterfall

Near the camp on Lake Lutium you can find a tree (with a chair nailed down), and there will be a map on the ground nearby that shows a waterfall under the tree.


We move to the Templar camp in the west and head to the waterfall, in a small cave we explore a small embankment and discover a treasure.


Return Policy

In the area of ​​the Western Road near the bridge you can find a dead elf, there is a letter near the body. The messenger and his squad must go to the fortress in the southwest and return the items stolen by the thief. We move towards the target mark and find Velikolesskaya estate, it is not necessary to go inside at this stage (considering that there are many bandits in the estate). We return the decoration to the small pedestal near the mountain and engage in battle with demon of wrath, after clearing the area, the task will be completed.


Failed delivery

Not far from the bridge in the area of ​​the Western Road there is an overturned cart, next to the body of a refugee lies a letter. You need to find a parcel on the farm territory. Box is under a stone, the main character must use a search to obtain the contents.


Measures against looters

On Redcliffe Farms, in one of the abandoned houses there will be an old parchment, which contains information about the refuge of a certain Hessla in the north (the NPC has secret documents with him). We go north through the Forannan ravine and find ourselves in Wolf Hollow, where we engage in battle with a pack of wolves. After clearing the area, search the box and complete the task.


Where does Druffalo roam?

In the Redcliffe Farms area there will be a message on the fence, local residents are asking for it to be returned Druffalo(a pack animal similar to a buffalo). We move east and find an animal between the rocks. We return to the farm (Druffalo will follow your squad) and inform the owner about the completion of the task.


Bergrit's Claws

In the hills to the north of Redcliffe Farms there is a small camp, next to the sleeping place lies a letter from a deceased hunter. The messenger and his squad must go to Hafter's Thicket and receive bear claws. Large bears are serious opponents, have strong armor, are resistant to cold and physical influences, but are vulnerable to fire damage.


Breaks on the farm

After establishing a camp near Redcliffe Farms, the Messenger and his squad must close two gaps in this area. In the Ditch of the Burnt, your squad will have to face a more serious group of demons than before (level more than 10).


The danger is not over

We move to the crossroads and clear the area of ​​the presence of renegades. Next, the main character meets Mother Giselle, which suggests turning to the church for help. Despite the accusations, he gives the names of the priestesses who can help in this complex political game. Next, we talk with Corporal Vale about the state of affairs in the Inner Lands; the NPC asks to provide assistance to refugees at the Crossroads. At this stage, your squad needs to complete various tasks in order to receive influence points, which are necessary for reconnaissance of a new area (in particular, the Herald is interested in Val Royeaux ) The Hinterlands - Part 2 This article is part of the series Walkthrough of Dragon Age: Inquisition

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varric, leliana, the hinterlands, rifts in the suburbs, holding the hinterlands, blood brothers, renegades in the witchwood, renegade farmer, unusual duo, rifts : Dwarven pass, glory to the messenger Andraste, amulet of the beloved, conscientious underground fighter, love can wait, shallow breathing, pangs of hunger, robbers: the eastern road, the Veil dimension, dreams of stone, not up to the veins, templars in the West, gaps in the bridgehead, Calenhad bridgehead, map of the route to the waterfall, return conditions, unsuccessful delivery, measures against marauders, where the druffalo roams, bergrit's claws, breaks in the farm


Dragon Age: Inquisition was released on November 18, 2014, but only now I decided to finally write a walkthrough description. Although I purchased the game on the day of release, then I recorded about 7 hours of gameplay, uploaded the video to YouTube for private access and that’s it...

Didn't catch on. Boring, formulaic, linear, with quests straight from World of Warcraft. Kill 10 bears, 15 rams, open spots on the map, etc., etc. Inquisition lacks the atmosphere of the world of Ferelden that was in the original Dragon Age: Origins.

Perhaps there is an interesting plot here? Nope, no. Rifts, demons, gather an army of like-minded people, as well as gays and blacks. Classic recent years from BioWare. Well, then what does the beauty of the next gene mean? No, there is no such thing. Graphically, the game does not look bad, but due to its linearity, for example, there is not even such a familiar thing as the change of day and night. Skyrim (released in 2011) looks better without mods in my opinion. With mods, he is generally beyond competition.

Unfortunately, Bioware is experiencing a crisis of ideas and, apparently, talented people. After the mega-successful Mass Effect 2 in 2010, the studio churns out outright hackwork:

Dragon Age II - I think comments are unnecessary

Star Wars: The Old Republic - WoW facelift with lasers, although they promised a revolution in MMORPG

Mass Effect 3 - With the departure of Drew Karpyshyn after Mass Effect 2, Shepard's story went downhill

Today, there is little left from Bioware, the studio that created Baldur's Gate, Neverwinter Nights, Star Wars: KotOR, Mass Effect and Dragon Age. The founders earned their millions long ago and retired in 2012. Will the upcoming Mass Effect 4 be able to break negative trend? I wouldn’t really count on it, but I want to believe that the developers will be able to release a project worthy of the Bioware brand.

Let's go back to Dragon walkthrough Age: Inquisition. Despite this introduction, I can’t say that Inquisition is a bad game; rather, it simply did not live up to expectations; out of ten points, I’m ready to give it a six and a half. And if it weren’t for the name Bioware among the developers, then all seven.

Heavenly Wrath

So here we go. The plot of the story was known to everyone from the trailer that was released before the release of the game itself - we get the role of the chosen one, the survivor of the magical explosion that created the Breach. The breach is essentially a portal to the Shadow, from which all kinds of evil spirits, aka demons, creep into the civilized world. The hero’s value lies in a special magical mark that can be used to close the gaps that appeared along with the Breach. After the standard procedure of choosing a class (I chose "Rogue") and creating appearance our character we go on a journey.

The first step is to get to the gap with Cassandra. She acts as an escort, which is not surprising. After all, after the explosion, no one except the main character was left alive, so at least they don’t trust him. Let's move out.

On the way, we select two companions: the gnome robber Varric Tetras and the elven mage Solas.

We close the first gap and return to camp. Here the first meeting with the Supreme Chancellor of the Church takes place and Dragon character Age: Origins - Leliana.

The next task is to go to the temple along the mountain path. By the way, you could choose the path; in addition to the mountain path, the option of going directly with the soldiers was offered. On the way, as usual, we deal with Ghosts and Lesser Horrors.

We get to the temple. The ritual of sacrifice is already in full swing here. We interrupt the procedure and enter into battle with the first boss - the Demon of Pride. The tactics are very simple - we close the gap in the Veil and hit the enemy while he has no armor. Repeat if necessary.

Inquisition

In this part, the formation of a new political force in Ferelden - the Inquisition - takes place. And a little more planning and choice. For example, it is necessary to decide where the Inquisition, represented by the main character and his companions, will throw its main forces. Influence points are spent on choosing a direction. After some thought, we set off to explore the Inner Lands. Here, not far from Redcliffe, Mother Giselle was last seen, we need to protect her (which will ensure support from the Church), and at the same time restore order in the surrounding area. In addition, Redcliffe Trainer Dennett can provide horses for the Inquisition.

Main location tasks:

Bugman- negotiate with Dennett about horses

The danger is not over- eliminate dangers at the Crossroads

Breaks in the suburbs- close 2 gaps in the Veil

Holding interior lands- set up 6 camps

In addition, there are many additional missions, such as “Blood Brothers”; collecting fragments; collecting 10 carcasses of sheep to feed refugees, etc. This video is just the beginning of the passage of the Hinterlands.

Hinterlands

This video continues the passage of the inner lands. Clearing the territory, collecting fragments, setting up camps, leveling up your character and earning influence points. There is no progress in the plot yet, but I have discovered an interesting bug-tactic. From a great distance, the enemy does not react to the magician, and he can methodically shoot the victim with his staff.

Spreading the influence of the Inquisition

As I already said, Inquisition can put some MMOs to shame in terms of gameplay monotony, so believe it or not, in this part I continue to collect fragments, roots, lambs, and also set up camps and close the curtains. I diluted it a little with third-party quests. This is how Maduro’s widow, in the “Renegade Farmer” quest, asks for the return of her husband’s ring, who was mistakenly killed by the templars.

In the middle of the video, I found some kind of sect in a dilapidated fort (“Winter Watch Tower”). One of the advantages of the game is that each significant building/location has its own history or description. So it is with this place. If you want, you can read the post called “Lornan's Link.”

By the way, you can find Hindel here. In one of the side quests, “Shallow Breath,” the husband of a sick refugee asks him to find their son Hindel so that he can help prepare a healing potion.

But the most important thing is to close the local gap. It’s amazing that people live peacefully almost next to a portal from which demons can emerge. Not all gaps are equally easy to close, since some are guarded by higher-level enemies, but our party managed to cope with this. After the job is done, you need to talk to the preacher Anais. She will thank the hero and offer her help to the Inquisition. You can choose from several options: helping refugees, collecting information, or simply spreading news about the Inquisition. Great, our party is growing!

Exploring the Hinterlands

What happens in this part? That's right, collecting roots, lambs, fragments, etc. I also try to open all available camps (fast travel works through them) so that it is convenient to move around the entire map. I also returned the ring that I wrote about in the previous chapter and completed several more side quests. I’m not describing all the tasks in detail here, because Inquisition has a marker system and there shouldn’t be any difficulties in completing it. From time to time there are treasure maps, but this kind of charades has never been my strong point in other games.

In this part, I encountered dungeons for the first time, or, speaking in Russian, dungeons. In most games, underground spaces are well lit. Remember the same Skyrim, in which you could see better underground than on the surface at night. Although this can be explained by glowing mushrooms and crystals. In Inquisition, dungeon lighting ranges from dimly lit to completely dark. Here you can use torches or a special curtain fire - a magical light source that not only improves visibility, but also allows you to read runes on the walls.

Teddy bear

There is a lot of combat in this part, apparently whole packs of bears graze in the forests of Inquisition. I burned them, cut them and froze them, but they kept climbing and climbing. The bear bacchanalia ends around the 40th minute. Here for the first time I found an astrarium, a small device with the help of which it is necessary to compose constellations. This mini-game is at least more interesting than monotonous battles with battalions of bears. Then I got to the patrolman Dennett. As you probably don’t remember, Dennett, or rather his horses, are needed by the Inquisition. But the farmer will not just part with the animals, as usually there are several errands to complete.

Where does the Druffalo roam?

There were bears here too, but the main thing was that I found and cleared the Templars’ camp, and also completed the task “Where the Druffalo Roams.” The point is to find the mule and lead it back to the farm.

The danger is not over

It was not possible to close all the gaps in the inner lands at once. As I already said, some gaps are guarded by more difficult opponents, and in order to diversify the passage a little, I returned back to the command headquarters. I ran around a bit and explored my “home” surroundings.

Then we go to a new location - Val Royeaux, in order to establish contacts with another large sect - the Church. The plot cut-scene is about 30 minutes into the video. From it you can learn that a split has occurred within the Church itself. The Order of the Templars - the paramilitary wing of the Church - now, apparently, is an independent force with which it will be necessary to negotiate separately for support. However, these guys are not at all friendly towards the Inquisition and call our party a movement of heretics.

They were about to leave, but an arrow with a message appeared. Completing this quest will add a new companion to the group - Sera (Rogue class). And almost a couple of meters later, the envoy of the circle of magicians gives an invitation from the Enchantress Vivien (class “Magic”). She can also be taken to the team.

Vivien and Sera

Here is the completion of the task of Red Jenny (search for red things) and in general research Val Royeaux, which is quite small in size for a city. In fact, there is no one except a couple of traders. One unusual merchant is selling, as he assures, something very valuable (10,000 gold), but does not say what exactly. Perhaps this is the main attraction of the location.

It’s also worth noting that Dragon Age: Inquisition has incredibly long level loading times. Even the tiniest terrain can take several minutes to load! There is a suspicion that this is due to the Denuvo DRM used. In any case, this arrangement is completely useless.

So, for example, I went to the Afro-Negro sorceress Vivien. There wasn’t even any location, just a 4-minute cutscene. At the same time, it took 4 minutes to load! Watched a soapy movie and got another 4 and a half minutes of loading screen!!! In total, there wasn’t even any gameplay for a quarter of an hour. Tears roll down when I remember Skyrim with its huge seamless world, and loading took 10-15 seconds, during which you could look at all sorts of 3D figures from the world of Tamriel.

Redcliffe

In this video we return to the Crossroads and the Hinterlands. Only this time we don’t touch the bears and the roots, but go along story task to Redcliffe to talk with the magicians and enlist their support. Namely, we need the Great Enchantress Fiona. The meeting should take place at the Chaika and Mayak tavern.

We arrived at the place, but once again everything didn’t go according to plan and another round of internal political squabbles emerge that need to be sorted out. The point is briefly - the Sorceress Fiona at the meeting says that she did not intend to negotiate any alliance with the Inquisition, and did not leave any messages about the meeting at all, and the free magicians had already sworn allegiance to the Tevinter Empire. In addition, she now has no influence on the magicians, since Master Geryon Alexius has become the head of the order. Yeah, it's more or less clear now. The Tevinter people installed their “Yanukovych” in the person of this Alexius. So now I need to either negotiate with him, or remove him and install a person more loyal to the Inquisition, the same Fiona. Negotiations did not take place, but we received an anonymous note “Come to church. You are in danger."

It gets more interesting... In the church we help the mysterious magician close the gap. This magician's name is Dorian and he is apparently gay, and was also a student of Alexius. In general, the homosexual sorcerer wants to help us stop Alexius, since the former mentor uses dangerous magic. Then Felix, the son of Alexius, appears. And he reports that his father joined a sect of supporters of Tevinter domination called “Venatori” and he will do everything to stop the Inquisition. At the same time, Felix and Dorian seem to have a relationship that is not at all platonic... Go figure these things out. In short, I advise you to watch the video so as not to completely get lost in the intricacies of the plot.


This quest is given to you by the Refugee Elf at the Crossroads. He paces back and forth literally three meters north of the fast travel point. His wife needs a special potion, and only their son Hendel, who joined some strange cult and is currently in his camp, knows how to prepare it. Go there. The leader of the cult, preacher Anais, will not be particularly happy to see you, but she will open the gates to the fortress. Hendel is located on the second level of the fortress. Talk to him and he will give you the potion you need. Return to his father at the Crossroads camp, give him the potion and complete the quest. (Solas and Cassandra will slightly approve of your efforts.)

Glory to Herald Andraste


This very small quest is given to you after talking with the preacher Anais (see previous quest). Close the Rift, which is located right in the courtyard of the fortress. This will convince everyone of your divine destiny, and you will even be able to recruit cultists to help the Inquisition.

Love Will Wait


On the corpse of a noblewoman named Vellina in Dwarven Pass you will find a letter from a certain Lord Berand. Apparently, the poor woman was on the way to her lover, but unfortunately she ended up in a conflict between the apostates and the templars.

Lord Berand is in the same fortress as the refugee's son, whom you need to find for the Shallow Breath quest. Inform him of Lady Vellina's death and you will have the opportunity to recruit him as an agent of the Inquisition. Agents of the Inquisition, in addition to increasing Influence, also reduce the time your advisors spend completing their missions.

Lord Berand will become an agent of the Inquisition when you report Vellina's death in any case, the difference is that if you directly ask him about it, he will become an agent assigned to Cullen (Cassandra will approve of this), and if you advise him to return home and protect the people there, then he will become an agent assigned to Josephine (Solas and Sera will approve of this).

You will need to close the Rift in the fortress to fully complete this quest.

This quest can also be completed in reverse order: that is, first find Lord Berand, who will complain to you about the strange delay of his beloved, then find her body, which in this case will be marked with a quest marker - and then as above.

Pangs of Hunger

The refugee hunter at the Crossroads camp will inform you that they are running low on food. Forest and mountain sheep gallop in abundance in the surrounding mountains and forests. Hunt them and deliver 10 pieces of lamb to the hunter to complete the quest and easy approval from Solas and Sera.

In the Power of the Elements


This quest is given to you by recruit Vitl at the Crossroads refugee camp. Refugees suffer from the cold because they do not have enough blankets. Vitle will assume that there will probably be suitable supplies in the hiding places of the renegade magicians. There are five caches in total, and they are not even very far from each other - some are right on the surface, some are in caves. Follow the marker on the map and you will find them easily. After you find all five caches, report to Witla. In addition to Influence and experience points, you will also receive approval from Solas, Sera, Cole and Cassandra.

Healing Hand


Corporal Vale mentioned that the refugees needed a healer. Such a healer - or rather, an elf healer - is located in the village of Redcliffe. You need to persuade her to go help, as she is afraid that the refugees will treat her poorly because she is an elf. You can persuade her if you yourself are an elf, if Cassandra or Solas are in your party, or if you have the Knowledge of Nobility or History perk.

The same healer will give you three small subquests to collect herbs for the needs of refugees. Ask her what she needs and then read the list on the table. The list will be updated twice when you bring the elf the necessary herbs.

You need to find:
1. 4 elven roots and 2 spindles.
2. 6 elven roots and 1 royal elven root
3. 5 spindles and 2 pieces of Crystal Grace.

Refugees as Agents of the Inquisition


This quest does not appear in the journal, but if you have completed all three of the above quests to improve the living conditions of the refugees, then go and talk to Corporal Vale, and in gratitude he will offer help to the Inquisition. You can recruit refugees as agents for any of your three advisors of your choice. As an added bonus, almost all of your teammates will approve of this - even those who were not present in the group.

Amulet of Beloved


Not far from the Winterwatch Tower you will find the corpse of a templar, and with him - a letter for a certain Ellandra. In addition to the letter, you will find a phylactery amulet. Take it to the sorceress Ellandra (Solas will slightly approve of this). She is in a refugee camp. You can recruit her as an agent of the Inquisition if your GG is a magician or if Vivien is present in your group. (Solas won't like this, though.)

Unusual Duet


This quest can be obtained from the scout north of the camp in Dwarven Pass. He is worried about the fate of a scout named Ritts. Go to the location indicated on the map and you will see a woman fighting off several templars. Help her win the battle.
Since Ritts is safe, you can immediately go to the quest giver and report your success.

But have you noticed that your mini-map circle is blinking? Perhaps it's worth looking around first? Follow the search arrow. You will find a picnic basket and a corpse. Talk to the rescued woman about what you found, and then go report to the scout.

If Varric is in your group or your GG is a dwarf, then you can recruit Ritts as an agent of the Inquisition. (You won't be able to do this unless you first find the picnic basket and the mage's corpse.)

Blood Brothers


You will receive this quest if you read a letter pinned to a post in a hut literally three steps south of your very first camp in the Outskirts. Apparently, one of the brothers mentioned in the letter is a fugitive magician, and the brother templar who wrote the letter is eager to meet him and deal with the apostate. Go to the indicated place, search the corpse found there - and this will complete this quest.

Renegade Farmer


The quest is given to you by an elf widow in the Outskirts. If you go due east from the southernmost part of the lake, then just south of your camp and almost south of the refugee camp (a little east) you will find her hut. (There's one of the small Rifts near her, if you need some extra reference.) The Templars killed her farmer husband, mistaking him for some reason for a runaway mage, and took his wedding ring. The necessary templars are located to the southeast of the hut - deal with them and return the ring to the widow. Cassandra will slightly approve of your action.

Bugman


(Subquests: Horses for the Inquisition, Trouble with Wolves, Farmers' Safety)

This quest is automatically given to you upon your first visit to the Hinterlands. Cullen would like to get good horses for his troops, for which he needs the best trainer in the area, Master Dennett. You need to find Dennett and convince him to provide his horses to the Inquisition.

Master Dennett, however, will not give you any horses just like that. First you must complete several sub-quests. He will direct you to Elaina and Bron, who are located right there on the farm. Elaina will complain to you about the problem with the wolves, who have become more aggressive than usual. Bron will ask you to improve the security of the surrounding area by building watchtowers in suitable places.

Elaina's quest is quite simple - go northeast from the farms to the quest marker, where you will find a wolf's den in a cave. In addition to the wolves, there will be a demon in it - when you deal with it, you can return and report to Elaina about your success.

Bron's quest consists of two stages - first you need to stake out places for towers (there are three in total, and they are automatically marked on the map). After this, a new mission will open on your military operations map and you can send your soldiers to build towers. After completing the mission, return to Bron with a report.

After completing Bron and Elaina's quests, talk to Master Dennett and he will finally agree to provide the Inquisition with his best horses. Moreover, you can even recruit Master Dennett himself as an agent of the Inquisition if you have Cassandra or Vivienne in your party or if your PC has the Inquisition perk of knowledge of the nobility.

Horse racing/In the saddle


This quest is given to you by Master Dennett's daughter, Shane, after you get your first horse. Win three races while beating Shayna's time record. The racing is not very difficult, the main thing is to aim carefully so that the horse does not rush past the posts instead of passing between them. You need to do them at a gallop - otherwise you won’t meet the time limit. The demons at the nearby Gap usually do not pay attention to the GG rushing past on a horse, although the treadmill passes quite close to them.

You'll need to successfully complete three runs - each longer and a little more involved than the last - to fully complete this quest.

If your group is Iron Bull, then he will approve of your every victory, but only if you win on the first try.

Measures Against Marauders


This quest begins by reading a letter in one of the empty houses in Redcliffe Farms. A certain Hessl writes to his friend that he will hide some documents in a cave in the northern hills. This quest can be combined well with the Trouble with Wolves quest given to you by Henneth's wife, Elaina, since the quest object is in the same cave. You need to jump a little and climb up to find the loot in a box on one of the rock ledges not far from the place where you found the demon on Elaina's instructions.

Where Druffalo Roams


You receive this quest by reading a notice pinned to the fence near one of the Redcliffe farms. One of the farmers had his beloved druffalo, Druffy, run away (something like a real version of a bison). Find and return the animal to its normal pasture. Finding her by following the quest mark is not difficult, but bringing her back can be somewhat problematic - the druffalo is in no hurry, firstly, and, secondly, sometimes it can simply get stuck in some bottleneck, so try to go with Druffy to the desired paddock without rushing and choosing a more convenient route. Once Druffy is in place, talk to her owner to complete the quest.

Letter from Beloved


Starts with reading a letter found in an abandoned campsite in Dead Ram Grove. The addressee of the letter is instructed to take felandaris and bring it to a certain statue of a stone lady. You won't find Felandaris in the Hinterlands, so you'll have to return to this quest a little later.

When you finally find the plant you need, go back and bring it to the statue. Kill the demon that appears and this will complete this quest.

Claws for Bergrit


Starts by reading a letter on a corpse on a mountain path almost directly west (and a little north) of your camp at Redcliffe Farms, next to one of the shards. If you look down from it, you will have a beautiful view of the farms. Obtain three great bear claws. Large bears roam the territory marked by the quest marker (and only there). When you collect three claws, this will complete this quest. (You can use claws in crafting.)


Renegades in the Witchwood


Given after reading the letter found in the hut north of the intersection. You can also get it by removing the note from killed renegades. The note falls out randomly, the letter is always there. Kill the renegade mages in their camp in the Witch Forest. The renegades' hideout is located in a cave and is protected by a fire barrier, so prepare cold spells and staves to overcome it. In addition to magicians, there will also be mercenary warriors. From the corpse of the leader of the mages you can remove a unique staff with cold damage, and in the cave - in addition to loot in various chests and bags - there is a royal elven root.

This quest can also be activated by simply coming across a renegade hideout. It is located southwest of Redcliffe Castle (marked on the map with a blue marker).


Templars in the West


Almost a mirror image of the previous quest. Kill the rebel templars, clearing the camp of them. The quest is given either automatically after you find the templar camp near the waterfall southwest of your camp at the Upper Lake, or after you read the letter taken from the corpse of the templar you killed (the letter appears to appear after a certain number of killed templars and therefore can be on a corpse in different locations). The templars' camp is located on the top of a small mountain and, unlike the magicians' camp, is not guarded by any barriers, so getting to it is somewhat easier. Templar units are archers and warriors with a shield and sword. The leader of the templars - a shield warrior - differs little from an ordinary shield templar and should not cause problems. You can remove a unique one-handed sword from his corpse.

Relationships - Inner Earths


The quest begins when you find a suicide note on a skeleton in Old Simeon's Cave. It is located on the border of the map almost exactly west (and slightly south) of your very southwestern camp; one of the gaps used to be located in it. The quest icon will become visible when you close the Rift. You need to jump on the rocks a little to go up to a small branch in the cave where the skeleton lies. Take the note to his family's home in Redcliffe Farms and drop it in the mailbox.


Business relationship


You start this quest when you read a letter from the corpse of a templar, which lies a few steps from the corpse that you must find in the quest "Blood Brothers" (due north of your camp in the Outskirts, if you need an additional reference point). From it you will learn that a certain Tanner secretly maintains business with the templars. Tanner is located in the village of Redcliffe and is actually Sister Tanner. If Cassandra or Varric are in your group or your GG has the perk for knowledge of the criminal world from Cullen, then in a conversation with her you can recruit her as an agent of the Inquisition.

Bandits on the Eastern Road


This quest is given to you by Recruit Belette east of the refugee camp. She will warn you that the bandits are not just random robbers, but, in her opinion, a much more organized group with some unclear goals. Go through the gorge and a little further you will come across the first group of bandits. Continue to follow the quest arrow, dealing with bandits along the way. When one of the surviving enemies starts running away from you as fast as you can, you are close to completing the mission. Follow him and kill the final group of opponents, which is located exactly at the site of your possible camp. This will complete this quest. If you search the camp, you will find a letter that contains interesting information about who hired the bandits for robberies on the roads and why.

Mercenary Fortress


The quest begins when you read the letter in the bandit camp, which you come across while following the quest “Bandits on the Eastern Road” (see the previous quest). It can also drop from random bandits if you have not completed this quest yet. The camp with the letter is located literally a few steps west of the exit to the world map. Theoretically, the quest ends when you discover a villa captured by bandits in the southern part of the map, but real heroes wouldn’t leave it in the possession of some bandits, would they? If you go to the mercenaries' lair and clear it, you can remove unique heavy armor, and in the document nearby you will read additional information about the employer of the bandits, which will give you the quest Big Trouble.


Big Trouble


Go to the cave behind the waterfall, which is located in the southern part of the map. It is guarded by several members of the Dwarf Charter. Deal with them and go inside. Oddly enough, the cave turns out to be not a cave itself, but a part of the ancient dwarven thaig - Valammar.

Be careful - the groups of dwarves that you will have to fight your way through in Valammar often contain assassins who like to go stealth and stab your heroes in the back.
Deal with the first group of enemies and go up the stairs. (If you go around the stairs to the left, you will come across a door that can only be opened with a special mechanism. This door opens from the inside, so it will not be of any use to you now.) Move on. On the Upper Terrace in the very first room you can read a note that mentions the Spawn of Darkness. There is also a wall there that can only be broken by a warrior. Behind it lies a small treasury with random loot and a couple of crafting schemes - for a grenade and a dagger.

The next door is locked and you will need a robber to unlock it. Behind it you will find some random loot and a couple of notes that shed light on the activities of the charter. Go further and go down the stairs - and you will come across members of the charter fighting the Spawn of Darkness that you read about in the note earlier. Behind the door nearby is the leader of the charter, whom you need to kill to complete this quest. Along with him are archers and assassins, and if your battle moves to the bridge, then several Spawns of Darkness can join in for more fun.

Your quest will end as soon as the leader of the charter dies. In the room where it was located, you will find even more papers describing the activities of the charter. One of them will even mention you. In addition, there will be one part of some kind of gnomish mechanism in the room, and right next to it there will be two devices into which you can insert it. This will give you the small quest "Valammar Vault". As you can see, two parts are needed to repair the door.

Cross the bridge and you will find yourself in the Hall of Elders. The first door is locked - only a robber can open it. Behind it you will find a second mechanism, as well as a part of the mosaic. Go back and repair the mechanism, then turn both wheels and enter the treasury. This will complete your quest. Don’t relax - an ambush from the Spawn of Darkness, led by Leader Harlock, will be waiting there.

In the room you will find another piece of the mosaic, an Amulet of Strength for Varrick and various random loot. If you turn the wheel of the mechanism at the far door, you will get a shorter way back - this is the same door that you came across near the entrance to Valammar.

Spirit of the Lake


The storyteller in Redcliffe will tell you about the spirit of the lake if you ask him to tell you about the area. Go to the lake and leave the desired flower as an offering to the spirit (if you still haven’t found the bloody lotus, then several grow near the lake itself), then watch a small reference to the legend of King Arthur, take the reward and thereby complete the quest.

Flowers for Senna


You receive this quest from the gray-haired widower elf in the village of Redcliffe. Because of everything that is happening around him, he cannot put flowers on the grave of his late wife Senna, since it is located far from the village and the path to it is now very dangerous. Promise him to put flowers, go, lay them on her grave, which is located not far from one of your camps, and report to the widower. Solas will approve of your help to the elf.

Playing with fire


You receive this quest when you read a letter from a corpse that lies slightly west of the southern point of Lake Superior. The letter mentions a strange ritual that is supposed to summon someone's grandfather.

Go to the marked place and run around the statue from left to right three times, staying as close to it as possible - and you will really summon the “grandfather” - or rather, a very sickly dead man, who will clearly be angry with you for disturbing him. Deal with him and this will complete this quest.

The Ballad of Lord Sherstley


One of the residents of Redcliffe, One-Eyed Jimmy, will ask you to find his ram, Lord Sherstley, who, according to him, brings good luck to the family. Lord Sherstley is a very colorful looking ram, so you are unlikely to confuse him with others. He rides near the place where you first met Blackwall. You just need to catch up with him and tell him that his owner misses him - he will run where he needs to go, and you will just have to follow him and talk to Jimmy. Or you can kill Lord Sherstly... with very interesting consequences, but you won’t have the opportunity to tell the owner about them and in this case you won’t be able to close the quest.

Sketch of the Calenhad Bridgehead


On the corpse of a templar southeast of your first camp you will find a treasure map.

The treasure in the ruins of the Calenhad bridgehead is located not far from the place where one of the relics lies Gray Wardens. Do you see a staircase behind a wall that has no access? Jump up the rocks to get to it, go down and use the search function to find hidden loot there.
The reward is a recipe for a Stone Armor potion.


Waterfall Map


Literally a step west of your camp at Lake Superior there is a scroll with a treasure map near a certain waterfall. Although one waterfall flows quite close to your camp, if you look closely at the picture, you will realize that this is not the one. The one you need is located near the templar camp to the southwest. The treasure location is at the top, so you don't have to jump in the water at the base of the waterfall. Go up the path as if you were going to the templar camp, higher and higher, until you hit a rock - and activate the search function. The reward for your efforts will be a piece of Iron Bark, a rare crafting material.



Farmlands Cave Map


You will find this map at the southernmost Gap in this territory. Although it clearly depicts the house of the Dennett Rider, the cave is actually not that close to it - you need to go deeper into Dead Ram Grove - the desired location is almost exactly west of the nearby astrarium. Use the search function to find loot and complete the quest.



Landmarks in the Hinterlands


On each map there are landmarks in the form of a long pole glowing with golden light. There are 17 of them in the Hinterlands. Landmarks automatically appear on your map in the form of a pyramid icon. All you need to do is find and click on them, thus making it clear that you have visited this territory and “reserved” it.

Holding the Hinterlands


Organize military camps in the Inner Lands. All you need to do is find a place suitable for camping (it is marked on the map with a special tent icon) and settle down there. Camps serve as places of rest, replenishment of supplies, and points for quick travel. You also receive an Influence point every time you organize a new camp.

There are a total of six camps you can set up in the Hinterlands, and after the sixth camp your quest will be over.

Breaks in the Suburb

Almost every map has one or more similar quests, depending on its size. You need to destroy small Rifts, weak copies of the main Gap - they are marked on each map automatically. However, copies are copies, but be careful, especially on initial stages– some Rifts spit out very strong demons and it is quite possible that even in the Inner Lands you may come across a Rift that will be beyond your strength for now..

In the Suburbs you need to close 2 Gaps.

Rips – Dwarven Pass

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Close 3 Rips at Dwarven Pass.

Regions of the Hinterlands


Each territory has a similar quest. You need to visit all corners of the map. There are only 29 of these mini-regions in the Hinterlands.

Astrariums in the Hinterlands


Astrariums are technical structures scattered across the maps, when activated, you see the starry sky and begin a small mini-game. In the lower right corner you are given a diagram of the constellation that is visible in that particular astrarium. Your task is to connect all the stars in exactly the same pattern, while never drawing the same line twice. When you have processed all the astrariums in a given area, you will receive an indication of the location of the cache, which usually contains a chest (or even several) with valuable things. When you take items from a chest, it completes the quest (on this map).

There are only three astrariums in this area and all of them are automatically marked on the map. The southwestern astrarium is sometimes difficult to approach, since it is surrounded on all sides by mountains, but do not jump on the stones trying to climb up to it - there is a very convenient path leading to it - although it is sometimes difficult to notice, it starts to the south and a little to the west from the astrarium itself. Also keep in mind when you connect the dots on this astrarium - there will be more stars in the picture than you need to connect for the Draconis Constellation. This is not the only constellation where developers insidiously give the player more points than necessary - so be careful.

The chest with the loot, which is the reward for solving the three astrariums of the Inner Lands, is located in the same cave as the refuge of the renegade magicians, which you may have already visited during the quest Renegades in the Witch's Forest. Even if you have already examined this place, you will find a small side cave there that was previously inaccessible to you. The treasures of astrariums cannot be found without first solving their riddle.

Shards in the Hinterlands


Interesting structures in the form of a pillar topped with a skull are scattered across almost all maps. These structures are oculariums, a type of telescope that is tuned to detect specific debris. Ocularia are marked on our map with a skull icon.

You will need the fragments that you collect with their help in a certain temple in the Forbidden Oasis. With their help, you can permanently increase some of your characteristics. I highly recommend that you first collect all the shards available to you before you go to this temple. In order for this temple to become available to you, you need to complete quests to study the shards, which will appear on your military operations table after you find the very first shard.

There are a total of 22 shards in the Hinterlands. Most of them are quite easy to assemble. The exception is those fragments (and that ocularium) that are located in the Valley of Lady Shayna - the abode of High Dragon. As you can imagine, this in itself poses a bit of a problem. But even after getting rid of the dragon, you can experience some difficulties with a couple of fragments that are lying around in an extremely inconvenient place for access. The shard on top of the basalt rock is accessible only by precisely timed acrobatic jumps. But with a little practice, it is quite possible to do this.

The second “complex” fragment lies on the top of the hill and seems inaccessible - but in fact it is much easier to get to it than to the one described above - you just need to find the right road. Look around the waterfall to the south of the shard - there is a pile of stone blocks that you can climb onto.

The remaining fragments lie in much more accessible places and should not pose too much of a problem.

The quest will begin after you find a letter on the body of a dead gnome in a small cave southeast of the original camp. We go to the place indicated on the map and encounter a magical barrier blocking the entrance to the cave. To destroy it, you need to attack it with “opposite” magic (in this case, the ice barrier), so we take the fire staff and shoot it at the barrier. Inside we deal with the enemies and go to the very depths of the cave. There we find a vein of red lyrium.

Renegade Farmer

To the south of the original camp you can find a lonely hut. We go inside and talk to the widow Maura. She will ask you to find the ring that the templars took after killing her husband. We go to the place marked on the map and kill all the templars, and from the body of one of them we take the ring, which we return to Maura.

Love can wait

To the southeast of the original camp, in the gorge, we find a letter on the corpse of a woman. It follows from it that she was heading to her lover in a settlement where followers of a certain cult live (“Lornan’s Link”). We go to the area marked on the map. After passing through the gate, go right and go up the stairs. We find Berand and report that his beloved Vellina has died. In gratitude, this noble may join the Inquisition.

Glory to Herald Andraste

Talk to Anais at the entrance to the cult settlement ("Lornan's Link"). She doubts that you are not who you say you are. We go to the farthest part and go down into a small cave, where we close the gap. We return back to Anais, who will offer several options for how the sect can help the Inquisition.

Unusual duet

We take the quest from the scout, who is located north of the camp at the Dwarven Pass. We go south to the marked area and kill the templars as quickly as possible. Depending on whether Ritts died or not, we report to the concerned intelligence officer.

Beloved's amulet

In the southwest of the camp on the Dwarven Pass, near the hill we find the body of a templar, from which we select an amulet. We take it to the beloved of this templar - the sorceress Ellendra. She will be standing near the altar north of the crossroads (where we met Giselle's mother).

Shallow breathing

In one of the huts near the crossroads we meet a refugee who asks us to find a potion for his seriously ill wife. We go to the settlement of cult followers (“Lornan’s Link”). Having passed through the gate, we go left, into the tower, and climb the vertical stairs. We tell everything to Hindel, he gives the necessary potion, which we take to the refugee.

Hunger pangs

We speak with the hunter at the crossroads. He will ask you to bring sheep meat. To complete the quest, kill sheep and collect lamb from their bodies. When you have accumulated 10 pieces, return to the hunter.

Blood Brothers

In a hut near the original camp you can find a note in which the templar challenges his brother to a duel. Go to the indicated place in the north and kill everyone there.

Renegades in the Witchwood

The quest begins when you find a letter in a hut north of the crossroads. Go west to the ice formations sticking out of the ground. Next we find a cave, the entrance to which is closed by a fire barrier. We use a staff that attacks with cold against him. Inside we kill all the enemies.

Templars in the West

The quest does not have a clear starting place, because... the required letter can be found anywhere on the corpse of the templar you killed. We go west to the broken bridge, then south. There you will find a templar camp. As soon as you kill them all, the task will be accepted.

Bugman

We will find out from the officer at the crossroads that they can provide us with horses. We go to the indicated area and talk with the crawler Dennett. He will not want to offer his help to the Inquisition until you complete two quests that are activated automatically: “Safety for Farmers” and “Trouble with Wolves.” After completing the indicated quests, return to the crawler. However, immediately before completing these two tasks, you can take a personal horse next to Dennett’s house.

Conscientious underground worker

You need to search the corpse on the hill marked “Tempter on Fire,” which is located southeast of the camp at Dwarf Pass. Go to the hut marked on the map. As soon as you open the door, the Great Horror will appear. After killing him, we go into the hut and examine the chest.

Playing with fire

We pick up a letter from the corpse in the southwest of the upper lake, which says that you need to go around the statue three times clockwise. In this case, you need to be very close to her. The statue is located to the south. As soon as you do as written in the letter, “Grandfather” will appear, or rather a dead man. We kill him and the quest is over.

In the saddle

After completing the quest “The Outrider,” you need to talk to Sheina, who is standing or sitting near the stables, not far from Dennett’s house. You need to take part in horse racing. The required places will be marked by two pillars, between which you need to drive, and a blue light will burn nearby. The points will also be shown on the mini-map. In the upper right corner the time for which you need to cover the distance will be indicated. A total of three circles will be offered, after which the quest will end.

Mercenary Fortress

After talking with the corporal near the intersection, go to the indicated location on the map. There will be a fortress (Velikolesskaya estate). To complete the quest, you just need to find this place, you don’t even have to kill anyone inside.

Failed delivery

After reading the letter, which can be found northwest of the broken bridge, go to the area indicated on the map north of the camp near Redcliffe Farms. There, use the [v] key to find the item you are looking for.

Where does the Druffalo roam?

The quest will begin if we read the notice on the fence east of the house of the huntsman Dennett. We go to the gorge shown on the map. There we see a missing animal. Having killed the wolves that attacked him, we return on foot. Make sure the druffalo follows you. After you bring Druffy into the pen, inform her owner about it.

Bergrit's Claws

To start the task, you need to find a letter to the west of the house of the scout Dennett, on the rock (we are guided by the exclamation mark on the map). Then we go to the indicated area in the south and kill three large gray bears. We take their claws away. There is no need to give them to anyone, and the task is considered completed.

Return Policy

After reading the letter found on a dead body west of the broken bridge. Go to the marked area on the map, south of the Velikolesskaya Estate. There we activate the altar and deal with the summoned demon.

Bandits: Eastern Road

It starts if you talk to recruit Beletta, standing northeast of the crossroads, at the gate. Next, we go to the area shown on the map east of the intersection and kill the bandits there. After this, we return to the recruit and turn in the quest.

Measures against looters

To start the quest, you need to find a letter in a hut near the camp near Redcliffe Farms. Then we go to the cave marked on the map (one of the stages of the quest “Trouble with Wolves” is also completed in it). There we climb to the top level and go to the farthest corner. There will be a large wooden box there. Search him and the quest will be completed.

Trouble with wolves

After talking with the tracker Dennett, approach his wife Elaina. She is working in the garden nearby. Afterwards we go to the indicated area, to the cave, where we kill the wolves and the demon. Then we return to Elaina.

Safety for farmers

After talking with the patrolman Dennett, we go to the house located northeast of Dennett’s house. There we talk with Bron. Then, we visit the three places shown on the map and mark them. Then we return to the shelter and complete the task “Watchtowers for farmers” on the command headquarters table there. Then we return to Bron and complete the task.

Horses for the Inquisition

After completing the quests “Trouble with Wolves” and “Safety for Farmers,” we return to the tracker Dennett and ask him to provide horses for the Inquisition. Also, if you have Cassandra on your team, you can recruit him.

Application for puzzle boxes

The quest is given by the quartermaster as soon as you arrive in the Hinterlands. To complete the quest you need to collect 3 dragon stones, 5 obsidians, 5 ram skins and 1 crystal grace. You can find all the components, except obsidian, in the Hinterlands simply by traveling around the location. To collect the required amount of obsidian, you need to either wait until it falls out of enemies or is found in a chest, or go to the northeast, to the location with the dragon, where it can be found in large quantities. To complete the quest, collect the box on the quartermaster's desk.

healing hand

By asking the officer at the crossroads, you can learn that the refugees need a healer, and that one can be found in the village of Redcliffe. You can get to the village only after completing the story quest. Using the marker as a guide, we go into the desired hut and persuade the elf healer to help the refugees (take Cassandra or Solas with you). You can also take three quests from her by asking her if there is a shortage of herbs: “Common Treatment”, “Improved Treatment” and “Rare Treatment”.

Conventional treatment

Starts after talking with the healer in the village of Redcliffe. She will say that she is missing some herbs, and she has marked them all off on the list on the table nearby. We read the note and collect the necessary herbs (2 spindles and 4 elven roots). We give them to the healer and complete the quest.

Improved Treatment

Taken after completing the quest “Ordinary Treatment” and performed in the same way: you need to bring the healer 1 royal elven root and 6 elven roots.

Rare treatment

Taken after completing the quest “Improved Treatment” and performed in the same way: you need to bring the healer 2 crystal graces and 5 spindles.

Spirit of the Lake

Taken from the Storyteller in the village of Redcliffe. We go to the point indicated on the map and place the bloody lotus on the yellow bowl. The quest will be completed, and you will be given a sword as a reward.

Flowers for Senna

We speak with the Widower standing by the lake in the village of Redcliffe. We go to the grave, guided by the marker on the map and put flowers. Then we return back to the Widower and turn in the quest.

The Ballad of Lord Sherstley

We talk with One-Eyed Jimmy in the village of Redcliffe. He will ask you to return his unique ram. We go to the marked area on the map and look for a brightly colored red and yellow ram. There are two options for the development of events here. First: we run up to the ram and run after it a little. Lord Sherstley will then agree to return. We go to One-Eyed Jimmy and complete the quest by talking with him. Second option: kill the sheep. Then he will turn into... you will see for yourself who. We kill him again and tell Jimmy everything.

Big trouble

The quest starts when you find the key in the mercenary fortress (Velikolesskaya estate) on the balcony on the top floor. Then we go to the secret shelter of the charter near Lake Superior, the entrance to which is covered by a waterfall and located on a small hill. We unlock the door using the found key and get inside. Having passed through the bridge, we go up the steps and go right to the very end. There will be a staircase down there. Having gone down, we kill all the enemies, and then open the door next to the stairs we just went down. There we kill everyone again, including the bandit leader. This will complete the quest.

Valammar Vault

The quest starts after you pick up the mechanism (looks like a large gear) lying on the table in the room where the bandit leader was located for the “Big Trouble” quest. The other part of the mechanism is on the other edge of the abyss. We leave the room and go straight across the bridge and then into the locked room on the right. In order to open the door to the room, there must be a robber in the squad. Then we return again to the room where the bandit leader was in the “Big Trouble” quest. We install the gears in the illuminated places on both sides of the door. We open the door. To do this, hold down [RMB] on the lever and hold it until the hero lets go. Then we do the same with the second lever. Once the door opens, the task will be completed. Inside we kill the enemies and take the loot.

Business relationship

The trigger for starting the quest will be a letter found on the templar’s ​​body (it lies near the hut northwest of the camp near Sunset, where the battle for the quest “Blood Brothers” is still taking place). After this, we go to the village of Redcliffe and find Tanner dressed in church robes (standing next to the church). We talk with her and choose what will happen to her next. Can be recruited as an agent.

Relationships: Hinterlands

First you need to get into the cave of old Simeon, which is located west of the camp in the forest in the southwest of the Inner Lands. There is also a gap in it. Passing in the opposite direction its entrance is the end, you will see an exclamation mark appear on the map. Having walked towards him through a narrow gap in the mountain, you find a letter on the hunter’s body that needs to be put in the mailbox. Its location will be marked on the map. Once you do this, the quest will end.

Letter from my beloved

There is a camp in the lowland to the northwest. There is a letter in it on the table (highlighted by an exclamation mark on the map). After reading it, we learn that we need to take a certain felandaris to the tree next to the stone lady. Felandaris is a plant that is not native to the Hinterland, but can be found in Emprise du Lyon. The place of the altar where the plant should be taken is marked on the map. After placing the felandaris in front of the statue, a ghost will appear that must be killed, and the quest will end.

At the mercy of the elements

The task is taken from recruit Vitla, standing west of the intersection. To complete it, you need to search 5 areas marked on the map. There are boxes, barrels, bags, etc. in the right places. Between them the place for installing the banner of the Inquisition is illuminated. After we mark the location of all the caches, we return to recruit Vitl and hand in the task.

Dreams about stone

The quest is activated after we read “A Letter Found in an Abandoned House.” This house is located north of the Crossroads in the Redcliffe Road area. From the letter we learn that its author decided to hide in a cave somewhere in the hills. Focusing on the marker on the map, we go to the Dwarf Pass area in search of a cave. (Completing this task can be combined with three other quests: “Not up to the veins”, “At the mercy of the elements”, “In red”). Having found the cave, we discover a magical barrier blocking the entrance to it. With the help of a magician and a staff (fire), we destroy the barrier. We go inside and encounter a not very friendly apostate and his assistants. After their destruction, the quest will be completed.

Asylum

There will be only six tasks in the Vault. But they are short, so I decided to combine them into one, which they give you at the very beginning.

The best in the shelter.

You need to look around the shelter and talk to the local artisans. We need a quartermaster, a blacksmith, a creature expert and an alchemist.

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

After talking with everyone, you will receive a couple of tasks to introduce you to the new features of the game. Ask the quartermaster to fulfill an order for weapons for the Inquisition. To complete this order you will need five pieces of iron and a captured sawmill. You also collected iron in the prologue, and the necessary sawmill will be in the shelter. When all conditions are met, go to the order table and complete it. As a reward, you will receive one Inquisition influence point.

The alchemist will ask you to find the notes of his dead teacher Teigen. The records will be in the Vault. Go to the mark and use the search (V) to find these notes and return with them to the alchemist. As a reward you will receive a recipe for a lyrium potion.

The critter expert will be happy for you to bring him some leftovers from your enemies so he can find their weak points and you can use them in future battles. When you have something like that, take it and click on the table next to the expert and the task will be completed.

The blacksmith will tell you about creating and improving items, give you a couple of sketches and offer to create and then improve armor.

Hinterlands

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

This will be the first location on this journey. Here we will gain experience, dress up, knock out some influence of the Inquisition, which will be useful for future tasks, and finally plunge into the most excellent adventure!

Not up to the vein

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Go to the cave southeast of the first camp. You will find a letter containing a tip to a valuable vein. Come to the mark and knock down the barrier with the help of a magician. There will be demons and a level 8 mage inside, so be careful. Get to the end of the cave and as soon as you take all the things from the corpse, the task will be completed.

The farmer is a renegade

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Go to the house that is south of the first camp. There will be another curtain next to the house. Inside will be the widow Maura, who will complain about the templars who stole her husband's ring. We go to the mark, kill the templars, take the ring and return it to the widow. If Cassandra is in your squad, you will receive easy approval from her.

Love can wait

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

This task will begin after you read the letter, which you take from the corpse of a woman southeast of the first camp. The letter speaks of a certain sect camp to which she was hurrying.

Let's go to the mark. There will be a woman there who will ask about your destiny and will activate another task, “Glory to Herald Andraste,” and will also allow you to enter the castle.

Once inside, go to the tavern and go upstairs. Give the letter and complete the quest. Also, you can convince him to join the Inquisition and get the first agent on your list.

Glory to Herald Andraste

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

The sectarians inhabiting the castle want to make sure of your abilities. Go down into the pit with the demons, destroy them and close the Veil. Return to Anais and complete the task.

Unusual duet

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

After you capture the camp near the sectarian castle, go to the concerned scout, who will say that Scout Ritts has disappeared. Go to the mark and help her fight off the templars. Investigate the crime scene and talk to the scout again. She will tell the whole truth. If you have Varric in your squad, he will offer her to become an agent of the Inquisition. Now you can return to the concerned scout and please him with good news.

Beloved's amulet

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the sectarians' castle there will be a templar with a letter lying around. Read it. After that, take his amulet to Ellandra, who will be at the Crossroads. The sorceress can be made an agent of the Inquisition a little later.

Shallow breathing

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to the refugee at the Crossroads. He will ask you to go to the sectarians’ castle and get a potion from his son for his wife so that she gets better. Once in the tower, climb the stairs and talk to Hindel about his mother and he will give us the finished potion. Return with the potion to the refugee and complete the task.

At the mercy of the elements

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to Recruit Vitl near the cave entrance. He will complain that they have nothing to keep warm at night and it would be desirable to find supplies for the refugees. He will ask you to mark the hiding places of the renegades so that our people can take all their supplies to the Crossroads. Follow the marks, clear places and place marks. After that, return to Vitl and complete the task.

Hunger pangs

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

At the crossroads, talk to the refugee hunter, who will ask you to bring 10 pieces of lamb so that the people of the Crossroads do not die of hunger. Rams can be found everywhere. Kill them, take the meat and return to the hunter.

Bandits: Eastern Road

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

At the Crossroads, go northeast until you see Recruit Belette. She will warn about robbers. We go to the mark, kill all the enemies and capture the camp.

Blood Brothers

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the first camp there will be a round house. Go there and read the letter. Go to the mark, kill the enemies and take all the things from the corpse. The corpse will have a good sword, “The Lord’s Mercenary Blade.” Also, there will be a house that can be hacked.

Business relationship

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Next to the house from the mission “Blood Brothers” there will be a corpse of a templar lying around. Search it and you will find a letter. With this letter, go to Redcliffe and bring Sister Tanner to justice. If Cassandra is with you, you can make your sister an agent of the Inquisition.

Renegades in the Witchwood

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

From one of the renegade magicians you will find a letter that talks about the magicians’ refuge in the witch forest. We need to find this refuge and kill the apostates who are attacking refugees and preventing other decent people from living. The landmark that you have found their fortress will be the ice spiers. Clear the internal guards, knock down the barrier and finish off the magicians remaining inside. The leader drops a nice purple staff, “Lovilas’s Wrath.”

Templars in the West

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

During the quest “Renegade Farmer” you will find a letter with a lead to the Templar camp. It will be near the intersection. Where the destroyed bridge is, turn left, there will still be two templars with shields. Move on and clear the camp. There will also be a good weapon for a warrior with a shield.

Mercenary Fortress

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

One of the bandits during the quest "Brigands: Eastern Road" will have a letter that leads to an old fort in the forest. We need to visit there. The fortress will be in the southwest or south of the last camp. There will be a lake and a bridge. The quest will be completed when you find the fortress. Don't rush to leave here, as there is another task here. You can also get some good stuff here.

Big trouble

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

The task is activated after you beat the mercenary captain in the mercenary fortress and take the key with a letter that contains a reference to Valammar. We need to kill the leader of the Charter in this area. We go to the entrance to the cave and kill the outer guards. We open the door and go into Valammar. In this place, in addition to the gnomes from the Charter, there will be creatures of darkness. The task will end after you kill the leader of the Charter.

Valammar Vault

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

This quest is activated after you pick up the Gnomish part in the room with the Valammar boss from the quest "Big Trouble". Now you need to find the second part to gain access to the vault. The second part will be for closed door, which can be hacked by a robber. Insert the parts and open the door. This will complete the task. Inside there will be creatures of darkness and some loot. There is a secret exit from here.

Bugman

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

After talking to the officer at the crossroads, go to the horse trainer at the farm and ask for a horse. He will give one to you personally.

Horses for the Inquisition

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Any self-respecting organization should have riding animals. Therefore, we go to Master Dennett and talk about the horses. He will help after you complete the quests "Safety for Farmers" and "Trouble with Wolves".

After completing these two tasks, go to Dennett and get horses. Also, if you have Cassandra, you can make him an agent of the Inquisition. You will now be able to buy horses after meeting certain conditions.

Measures against looters

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

At Dennett's farm, in the empty house there will be a letter that indicates a nychka. Remember the cave with the wolves. Go there, reach the end and take everything that is in the box. This will complete the task.

In the saddle

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

At Dennett's farm, talk to Sheina. She will offer to complete three timed races. During these races, you can ignore the enemies.

Where does the Druffalo roam?

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

At Dennett's farm there will be a letter from one of the workers. He is looking for the missing druffalo. Go to the mark and save the animal from the wolves. After this, take him to the farm, but do not rush, as the Druffalo is not very fast and can lag behind you. Take him through the gate and go to the farmer for a reward.

Failed delivery

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the broken bridge, on the hill there will be a corpse and a letter. Read the letter and you will activate this task. You now need to find a package that will be next to the water. Press search (V) and take everything from the bale.

Return Policy

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from the broken bridge there will be a corpse with a letter inside. From the letter it follows that you need to return the thing to its place in order to calm the ghost. The resting place of the spirit will be not far from the mercenary fortress. Place the item on the altar and kill the demon of wrath that appears. This will complete the task.

Safety for farmers

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to Bronn and ask how you can help. He will ask you to build towers for protection. We go to the required places on the map and put marks for the construction of watchtowers. After this, we build towers in the Shelter using a strategy table. We return to Bron and hand in the task.

Trouble with wolves

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Talk to Elaina and ask how you can help. She will ask you to pacify the local wolves. Go to the cave to the mark and kill the wolves along with the demon. After that, return to Elaina and hand in the task.

Conscientious underground worker

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

On the hill not far from the sectarians' castle there will be the corpse of one of the magicians with a letter and the key to the grandmother's hut. We take the key and go to the hut, which is located not far from the Witch Forest. There will be a demon inside. We kill him and complete the task. Also, the demon will have a good amulet for magicians.

Bergrit's Claws

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

On a high hill near Dennett's farm there will be a note from one of the hunters. We will need to get 3 claws from big bears. We go to a place on the map and start killing bears. Once you collect all three claws, you will complete the task. These claws give a 30% chance of making an item of excellent quality.
Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

In Redcliffe, talk to the widower and fulfill his request. He will ask you to take the flowers to his wife’s tomb. Take the flowers to the altar and return to the widower for your reward.

The Ballad of Lord Sherstley

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

In Redcliffe, talk to one-eyed Jimm and accept his task. He wants you to find his talking ram. Go to their house on the lake and kill the ram, and then its second form, or rather the demon.

Also, you can not kill the ram, but bring it to the owner and receive a reward for it.

Playing with fire

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Not far from where you complete the quest “The Ballad of Lord Sherstley” you will find a letter that mentions the ritual. Go to the ritual site and go right three times around the crowned statue. After that, kill the ghost that appears and take the things.

healing hand

In Redcliffe, talk to the healer about herbs, and then read the list of needed herbs from the healer at home. You will need 2 spindles and 4 elven roots. Bring them to her and complete the task.

Improved Treatment

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

Again, read the list of needed herbs from the healer at home. You will need 1 royal elven root and 6 regular elven roots. Bring them to her and complete the task.

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

In one of the houses near Redcliffe there will be a letter from one of the renegades with a reference to the cave. Go to the cave marked on the map and kill the renegade.

Letter from my beloved

Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands


Completing additional quests in Dragon Age: Inquisition. Refuge and the Hinterlands

In one of the abandoned camps there will be a letter asking you to bring felandaris to the tree next to the stone lady. This plant can be found in Empruse du Lyon at the very beginning of the location. Go get the plant and return to the Hinterlands to the statue. Place flowers and fight the spirit. This will complete the task.