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Dragon age inquisition story quests. Dragon Age: Inquisition - Walkthrough: Storyline - The Fruits of Pride

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Not a fan at all. I imagine a Tevinter slave who is like, "Ah, it all went to hell, I take off my post, do what you want with the master's property. Here is a chain for you, a key to the chain, a whip, dispose of it." And he got offended at everyone and left. Maybe this eternal fast was strange, but it was clearly a strange act of goodwill. Perhaps Solas would not have wanted such honors for himself. However, he himself regrets that the temple of Mythal could not be defended.
Yes, and Morrigan, in principle, tramples the ground, Flemeth's attempts to intervene have always been careful and beneficial.

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

As I understand it, from the conversation of the mourners, everything was generally not like that. And it wasn't Solas who locked and fooled anyone there. Mythal was betrayed, but not him. I would not be surprised that Solas saved the gods and hid them somewhere for reasons not to be finished off. Everything was clearly ambiguous there. And even more strange that Solas in a dialogue with hysteria, as it were, admits that the GG is well done and inspired him to try again.
Of course, everything is possible, but I do not understand why invent something superfluous. I mean, why try to whitewash it, is it to make the character something more interesting?
Mital was killed and not by Fen "Harel. No one seemed to blame him for this. It is known from the Dalish legends (And this, for all its incompleteness, is still a more reliable source than "it seems to me." Here at least you can rely on something) - Fen "Harel deceived and locked the gods, both EB and the Forgotten. From the words of Solas, it is known that EBs were those reptiles, wallaslin - marks of slaves (Fen "Harel, by the way, does not have wallaslin), he unequivocally calls the connection with the source submission. Why would he need to save them, from whom? The salvation looks somehow strange, from which the "saved" themselves cannot be saved.

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

I understand that everyone except Solas is passively uninterested. A Solas type in the offended position. From the series "the new generation will not appreciate anything." After drinking some water, Solas leaves the position of the offended, pah-pah, so that he gets through and does not let go, and clearly hints at GG, they say, use the power alone. As I understand it, two simply will not interfere, the third can generally be incited to exploits or at least outbid the deal. Why, it’s clear from one text that Corypheus almost cries at the sight of the ancient elves.
Mital is only interested in revenge, Morrigan has only personal motives, Solas is a dark horse (he is either interested in doing something or not). And here is such a moment: the voices did not say anything that would not be beneficial to Flemital. They gave absolutely no information other than Corypheus, the dragon, confirmed that Flemital was indeed Flemital. We didn't get any information outside of the plot, moreover it's not the Inquisitor talking to the voices, it's the voices talking to the Inquisitor (under orders from the leashed Flemithal!). The only noticed plus is that we begin to understand the ancient Elvish. Helpful, but won't do much. The same letters in the temple are fragments of information; you cannot restore an accurate picture from them. that is, again a distortion, again a lie, again theories presented as reality.


The Inquisition was able to get one of the Eluvians, but Corypheus will be looking for another mirror. According to the Morrigan, it is in ancient temple Mythal in the midst Arbor Wilderness. The witch will accompany you, helping you break through the ranks of the red templars.

The support received will depend on the chosen ruler of the empire. From Selina or Gaspar you will receive soldier infantry to help, and Briala will send her elven scouts into battle. You can find them and talk to them in your camp. Josephine can also be found there, Cullen and Leliana will fight.

In addition to the blockades of the red templars, the guardians of this sacred place will attack you. Also along the way you will have to deal with two red monsters.

After the tunnel, you will finally see Corypheus and his lieutenant in the form of Calpernia or Samson trying to cross the bridge to the temple. Corypheus dies from an explosion of ancient magic and is reborn in a nearby Gray Warden. In the same way, he rose from the dead after being defeated by Hawke.

The Inquisitor and his companions escape Corypheus and his dragon by shutting themselves in the temple.

As it turns out, Eluvian isn't the only reason Corypheus wants to infiltrate the temple.

In order to pursue Calpernia/Samson, the door must be unlocked by performing a simple ritual. It is required to walk on the tiles on a small hill. They light up blue. You cannot step on the same tile twice, jump over them, or switch between characters.

Samson or Calpernia, dive into the crevice and try to detain you by inciting their minions. Having dealt with the enemies, you must decide whether to jump after them without wasting time or perform another ritual at the request of the Morrigan. The ritual will make it possible to pass to source of sorrow, which bestows the knowledge of elven spirits at the price of accepting their will.

There will be three rituals in total. They operate on a familiar principle, but more complex. You can still step on certain areas. In one of the tasks, you need to pull the lever to lower the grate.

After completing the rituals, you will be met by Abelas the leader of the caretaker elves. If you promise not to touch the Source and honor their traditions, there will be no bloodshed. Otherwise, you will have to fight them.

In any case, Abelas will be determined to destroy the Well. The Morrigan rush after him, trying to stop him.

Having entered into a temporary alliance with the elves, one of the caretakers will open closed doors for you, avoiding rooms where battles are taking place.

If you have not performed the ritual or have not made an alliance with Abelas, you will have to fight your way to the goal through both the red templars and the guards of the temple.

Having found out the secret of Samson, it will be possible to destroy his armor in a conversation before the battle.

And by completing the task for the secret of Calpernia, you can completely avoid the battle with her. If she is defeated, she will kill herself.

Having made agreements with Abelas and being courteous to him, he himself will decide to give the Source to you.

You can choose to use the source yourself or let the Morrigan drink. There are no more options.

After the Inquisitor or Morrigan gains the power of the Source, it dries up.

With the help of their newfound power and the mirror of Eluvian, our heroes manage to escape from the angry Corypheus and find themselves in their native Skyhold.


Next Quest: The Last Act (in development)

Welcome to ! Below is a complete walkthrough of the game. Depending on the decisions you make, the dialogues and consequences may be different. Our walkthrough is based on the average difficulty level of the game.

It has a huge world, so there are many ways of passing and development. If you have any difficulties in passing the game, then this guide will certainly help you with difficult tasks.

The main character is the leader of the Inquisition, a body that existed a long time ago and was re-formed to investigate the mysterious events in Thedas. But in order to stop all this chaos, you, as the main character, will first have to investigate and understand who is guilty or what is guilty of this great cataclysm!

Heavenly Wrath

The prologue of the game is non-linear (you can even get lost here). In general, follow Cassandra and carefully read and delve into the clues. You will meet so far not very strong enemies, so there is nothing dangerous here. Soon the road will lead you straight to the dwarf Varrik and the elf Solas, who will soon become your new companions / companions / comrades.

Next, you will be taught how to properly use the tactical pause. In the future, the passage will be very useful to you this mode, especially if you play on high level difficulty, so try to master this part of the game as soon as possible.

In the end, you will arrive before the gap - the place from where demons from the Shadow world will enter your world. In order to seal this hole between worlds, you will first have to destroy all the enemies in the rift area. After you defeat all the unclean, then just touch the gap and wait a couple of seconds, after which it will immediately close. Please note that during the passage of the game you will encounter this anomaly more than once and you will often have to do this.

After you return to the fortress, you are given a choice: go to the huge rift in a straight line or bypass the path. In the first case, you can get there much faster, in the second case, you can save a few missing soldiers.

Regardless of which way you go, you will still arrive at the ruins of a huge fortress. Go down straight to the rift and soon the battle with your first boss - the Demon of Pride will begin!

As such, there should not be any particular difficulties, since your associates and the army of the Inquisition will help you here. In the first stage of the battle, the Demon is invulnerable, but note that its life bar will look a little different than the monsters you have met before. To make this Demon of Pride vulnerable, you'll have to use the gap. This Boss should be distracted by the allied troops, at this time you should interact with the portal. Soon there will be a very strong explosion and the Demon of Pride will finally fall to its knees - at this moment you need to attack it. After some time, he will again become invulnerable - you know how to fix it. Enemies will soon appear on the battlefield lower levels, so they immediately need to be dealt with, that is, first remove them, and then again approach the gap.

The danger is not over

As you rest after a difficult battle, then go outside. Move to the local church (follow the sign). Go to the headquarters of the command and soon finish the prologue of the game.

After that, you will have time to get used to the new place better. Use the HQ to learn blacksmithing, talk to your new friends, and learn the locations of important NPCs. When you finish everything, then go back to the church. It is from here that you will travel to your next location - The Hinterlands, which are located in Ferelden. To do this, use the headquarters of the command or the world map.

Keep in mind that there are just a huge number of tasks waiting for you in the Hinterlands - you can spend more than twelve hours here. We recommend that you mark higher priority tasks, otherwise you will just get confused here. If you mark tasks, then a special beacon on the map will show you the way. If you plan to advance as quickly as possible in the plot task "The Path of the Inquisitor", then mark it in your journal.

In general, move to the pointer. Soon you will stumble upon one of the Inquisition squads, which hold back the onslaught of rebellious magicians and templars. Naturally, they need your help. After the massacre, you are invited to a fairly large camp (the main stronghold of the Inquisition in this location). Here you need to talk with Giselle's mother, who will send you to another location.

You can take your time and stay in the Hinterlands and take your time doing quests (these quests will be enough for you to earn yourself a couple of levels). In any case, sooner or later you will have to go to the command headquarters, and then to Val Royeaux.

Here again your pointer will help you a lot - follow the lighthouse. In this location, there will not be as many things to do as in the previous location: when you get to the checkpoint, then watch the video, talk to the templars and after that, go to the exit. Before heading back to headquarters, the Head of Mages will speak to you.

Soon you will have to make your first serious choice between templars and mages. At the headquarters of the command, two tasks will become available to you: "Defenders of Justice" and "In Secret". By choosing one, you override the other. It all depends on who you value more: mages or templars. In our walkthrough, we chose the side of the mages, but you can do it your way.

By secret

It's time to go to the Hinterlands. Here you have to get to a city called Redcliffe. This city is located in the north of this location. In front of the city gates, you will come across a Rift. Close it and you will be allowed inside. Find a tavern in Radcliffe and talk to the magician there. After the conversation, you need to walk to the new meeting point, which is not too far away.

Here you will meet a magician named Dorian, who is also a companion. Close the next faults and go to the headquarters of the command. Now you have to talk with your adviser and finally decide who will be more useful - the templars or the magicians. This moment is your last chance to change your mind.

If all the same you have not changed your mind and you really want to enlist the help of magicians, then go back to Radcliffe using the command table. Your team must now have Dorian, otherwise you can take anyone you want.

Shortly after the cutscene, you and Dorian find themselves in a dungeon. As soon as you take control of your heroes, then switch to Dorian and upgrade his abilities so that he can effectively support you in battle. Since there are only two of you, try to be careful. Although there will not be many opponents here, they will inflict quite a lot of damage on you. It is easiest for those who play as a warrior. It will be hard enough for those who are melee rogues. If you play as an archer or a mage, then try to be careful.

Move to the specified marker and soon find yourself near a fork. Three key points will be marked on your map, two of which will indicate the location of your associates. The third point will lead you to the sorceress, whose name is Fiona. In general, for starters, gather your team together. Next, go to Fiona and after talking with her, you will open the next stage of the task. Go to a new key point.

To replenish your stocks of health potions, look for special vaults that look like regular jar boxes. So, on your map there will be new key points that need to be examined. You can move freely in this location and visit targets in any order. Just keep in mind that there are several levels in this location, so you can only get to the next ones with the help of stairs.

Soon you will come across locked doors. To unlock them, you first need to collect five pieces of red lyrium. The location of this resource will be marked on your map. As soon as you collect the required amount, then finally replenish your stocks of potions and get ready for the battle with the Boss named Alexius.

This opponent will use offensive spells. In addition, he will constantly impose a protective shield on himself and teleport around the room. Overall, the fight is not too hard. We recommend that you act like this: the warrior diverts his attention to himself, and the rest of the team inflicts as much damage as possible on him. After he loses more than half of his health, a Rift will appear behind him - close it. As soon as you close it, Alexius will return to the battlefield again. He will repeat his trick again when his health drops to a quarter, but after that it will not be difficult for you to finish him off.

Will burn in our hearts...

After you return to your hideout, talk to your allies to receive and complete a few quests. The task must be completed on time so that after you have no business left in the Vault, you will no longer return back.

When you activate the next story mission, you will see a couple of videos. After these cutscenes, you get back control of your characters. Soon you will meet a new party member named Cole. He will appear here if you have chosen the path for the magicians. If you then chose a different path, then you will meet Dorian, and you will meet Cole during the quest for the templars. Depending on what choice you made in the past (templars or magicians), you will be attacked by magicians or templars.

But the essence of the task remains the same. Move along the marker and destroy packs of enemies along the way. You have to capture one trebuchet, after which you will capture another. After storming the siege weapons, you will be asked to return back to the Vault. Along the way, you will be able to save a couple of characters and earn some experience. Once you get to the church, a cutscene will follow. As you view it, then go back to the battlefield.

Now you have to guide the captured trebuchet. At the same time, enemies will constantly interfere with you, so it is best to kill a couple of opponents and then, rather, take up guidance. At one fine moment, the Boss - Knight Denam will come to you.

First you should deal with all the minions - demons. Next, take your tank to the Boss so that he draws all the attention to himself: the monster has strong attacking skills that will take out your mages for one or two. Vulnerable allies should be behind this creature, so that hits on them are minimal. At 75, 50 and 25 percent of its lives, the monster will remove absolutely all negative effects from itself and put up a very powerful barrier. Your battle may drag on for more than a dozen minutes, but as long as your tank will hold the line, distracting the enemy along the way and drinking healing cans, then you should not worry.

After you defeat Denam, you will be shown a very long cut-scene. When you are again given control over the hero, then follow the signs - although the path is linear and it is impossible to get lost here. Soon you will be taught how to properly use your new ability, after which the hero will find himself in a harsh desert during a strong storm. You just need to move forward, and then move a little to the right.

From the ash

This part The storyline will be quite short. You are offered to walk through the territory of the new fortress, explore its main rooms along the way and talk with your associates. Some parts of Skyhold Keep will be locked down, but you will be able to visit them after you arrive here a second time.

So, talk to Josephine and Varric, after which they will open two main tasks for you: "Evil Eyes and Evil Hearts" and "There Lies the Abyss". You can complete the tasks you receive in any order. But before you go on a further journey, we recommend that you talk with all your allies (you can learn and see a lot of interesting things).

There lies the abyss

After you have spoken with old Varrik, you will gain access to a new location - Crestwood. This is where you need to go to meet with the informant. Move along the coast and soon you will come across a cave - you need to go here.

After a short conversation, you now have to go to another location - the Western Reach. Just follow the directions on the marker. Once you reach your destination, you will be shown a small cut-scene, after which a battle with hordes of demon spawn will follow. Due to the small space, it will be convenient for you to use mass spells here. After the battle is over, then return back to Skyhold.

So, then you will be rescheduled from the headquarters of the command and will go straight to Orlais to continue the task. Before that, we recommend that you free up space in your backpack, as you will not return to your fortress very soon.

The marker on the radar will guide you through the entire battlefield. Soon you will have an optional quest - Help the troops of the Inquisition in this battle. You will need to eliminate three groups of Gray Wardens, who are assisted by demons. If you complete this task, you will get access to a chest with valuable loot.

Soon, you will encounter a huge concentration of enemies, led by the Demon of Pride. To begin with, we recommend that you, as always, remove small opponents from "under your feet", and then transfer all your strength to the Boss. Heroes that are more vulnerable should stay away from the demon's electric attack range. Soon, your fight will be complicated by a huge dragon, which from time to time will throw its most powerful spells at your party. You need to focus allies on this battlefield so that incoming damage to you can be minimized.

After the end of the battle with the monster, run as soon as possible. The dragon will continue to attack you with its magic, so you should not linger in one place. When the next cut-scene happens, you will find yourself in the territory of a new location.

The marker will not let you get lost. We advise you to carefully monitor your radar, as its activation will mean that somewhere in this place there are items that are necessary to complete the "Dreamers' Fears" quest. In the northern part of the first territory, try to find the skeleton of one person. You will need to switch to search mode. In general, the remaining four specified items will be located in a different location. You can complete the task only at the very end of this main quest.

In order to restore your memories, you must destroy the demons and press the action button near their bodies. To move through this location, you will have to do this every time. This part of the task as a whole will be linear. Move forward and soon you will come across the Nightmare Boss!

So, get ready for a very intense battle. Nightmare has powerful attacks and big amount health. From time to time, he will call on spiders as reinforcements, which will have to be destroyed immediately, because if this is not done, then you will be crushed by numbers. The tank will have to keep all the attention of the Boss until you kill all of his minions. As soon as you have the first breather against small opponents, then start using your most powerful attacks on the Nightmare. When the Boss has 25% health, he will call on very strong demons to help, here you have to sweat. Try not to endanger your weak warriors. After you win, then boldly return back to Skyhold.

Evil eyes and evil tongues

In this task, it will be especially important for you to have the correct composition of the party and the choice right words in dialogues. We recommend that you take with you one magician who will have the "Barrier" skill. And all due to the fact that medical banks here will simply be in short supply. When talking to local nobles, try not to be rude or too harsh. We recommend that you constantly flatter them and agree with everything. And yet, before starting the task, save the game separately.

The essence of this task is that for a while you have to turn into a kind of "bright lion". You must have good behavior, you must be extremely polite, and any small favors will increase the rating of your Inquisition. A long doubt or a delay in something will lower the rating. When it goes down to zero, then you will be instantly thrown out of this ball and the task will fail. Thus, you will need to not miss the opportunity to increase your rating, since a lot depends on this.

In this location you will have something to do, so you will not have to constantly deal with the main task. You will be able to collect interesting figurines, which will later open up access to chests with loot, look for a variety of compromising information on the nobility, and so on. At the very beginning, you will meet a lady near the gate, who will tell you that she has lost something, so you can help her. The lost thing is located near the fountain (don't forget to use the search mode). After you return the lost little thing, then your rating will be increased.

So, now your marker will show you the way forward: what to do and who to talk to. Once the official introduction is over, you will have the opportunity to chat with your allies and carefully study the situation on this moment. When you're done, then go further to the lobby and from there go to the guest room. Find the "Hall of Heroes". Once you find it, go through it and soon find yourself on the western side. Follow the corridor and soon find yourself near the fountain. Here you have to climb to the second floor using the grid, which is located on the wall.

After you leave the public eye, your rating will begin to gradually fall, so you will have to work further extremely quickly. The marker will mark the area that you will need to carefully inspect. As you finish with the search, then go to the library along the stairs and then go back to the search mode. How to find the necessary evidence, then go back to the score. And do not miss the opportunity to increase your current rating: go to the ballroom after the bell strikes a second time (it's always too late to know).

Soon you will receive the key to the maid's quarters. You can get there if you go through the lower floor of the Hall of Heroes. At the entrance, your party members will already join you (do not forget to change their formal clothes to combat ones). For this run, you need to have at least ten rating points, as one point is taken off for every minute. Follow the bloody trails that are littered with corpses. Eventually, you will run into assassins. After the skirmish and the cut-scene pass, then return back to the ball.

Soon the duchess invites you to dance. You need to be as polite as possible. With it, we advise you to always choose the correct answers. After talking with this lady, you will have the last chance to hand over all the collected dirt to Leliana.

Soon you will find yourself near another Rift, which has opened in the courtyard of the castle. First you have to kill people, and after them - demons. The second wave of enemies will be much more powerful than the first, so get ready for a tough battle. As the battle progresses, cut scenes will play and in the end, you will have to make a very important decision, after which you will go to fight with the new Boss - the Duchess (who you once danced with).

In the battle with this lady, you must first deal with the minions. At the first opportunity, your mages should cast shields on your allies. The Duchess will teleport all over the area - you need to keep an eye on her. When the Boss's health drops to 50%, then she summons new minions, with whom you need not to delay and immediately fill them up. Otherwise, your battle will be without any unpleasant surprises.

fruits of pride

You can go on a mission using the usual method - the headquarters of the command. At the beginning of the mission, you just need to move along the set markers and defend yourself from attacking enemies. In the end, you will find yourself near the temple.

As you get to the locked doors, you will immediately receive a task to perform one ritual. You can make it on the statues, which are located in the lower level of the hall. You need to click on the plates in such order that in the end they all light up. And keep in mind that in no case should you click on already active plates. You shouldn't have any problems with the first puzzle, as it is very easy. As you open the treasured doors, then go inside the temple.

After the video has passed, you will have to make your next choice: immediately go after your opponents or follow the traditions of the elves, thereby passing four sacred rituals. If you choose the first option, then you will need to fight not only with the minions of the main villain, but also with the guards of this temple. If you chose the second option, then you need to solve four not too difficult tile puzzles. If you followed the ritual and completed all four puzzles, then get support from the elves and get the opportunity to fight the Boss of this area.

After you make your choice, marks will appear on your map. If you have completed the rituals, then you will be able to team up with the temple guards against the invaders. In this case, you will also be given a guide who will lead you to the Boss in this location. If you decide not to follow the traditions of the elves, then get ready for the fact that you will need to fight the templars and the same elves. You will have to overcome the further path through the labyrinth alone. In the labyrinth, carefully monitor the radar and use the search mode.

Eventually, you will meet the Boss. The boss will depend on which side you took in the past: if the templars, then Calperia will be the Boss, and if the magicians, then the Boss Samson.

Samson will attack you in close combat. As assistants, he will help you attack the minions, which will need to be disposed of first. When the enemy starts spinning, then quickly withdraw your party members. You will need to disperse your party members on the battlefield so that Samson's attacks cannot hit all the heroes. In addition, use a tactical pause here, as your allies may not choose their next target very well.

As for the fight with Calperia, she will place her fire runes on the floor, from which it will be necessary to constantly lead her allies away. Constantly teleports and is immune to stuns, fear, and even paralysis. In addition to all this, she has a huge protection against fire. It is best to attack her with cold or lightning.

Last act

A very short assignment. So, go to the altar through the headquarters of the command. If in the past you somehow let your companion only drink a little from the Well of Sorrows, then all you have to do is talk. Otherwise, a battle with a dragon awaits you.

If your tank will divert the monster's attention to itself, then let the rest of your heroes not climb under the attacks of the dragon's paws and tail. If you do so, the battle will pass without any difficulty. We recommend that you do not use fire attacks, as the dragon will not deal too much damage with them. But as for cold attacks, they are very effective. When you reduce the dragon's health to half, then a new cut-scene will begin.

Marvel at perfection

Well, it's time for the final battle. We recommend that you make a purely separate save before starting the final task. You can finish additional quests even after the end of the storyline, but not all will be available, so keep that in mind. This is your last chance to explore the full universe of the game.

For the epic battle with Corypheus, we recommend that you take at least one mage, preferably two of course, and that they have barrier skills. The boss will deal a lot of damage to you and he is immune to negative effects. In addition, he has a huge supply of health and that is why the fight will be very long and exhausting. In the first part of the battle, he will call on demons to help, move around the territory and attack along the way with very powerful spells. In order for your party to survive this fight, you need to use the Barrier skills and use health pots.

After a certain period of time, Corypheus will move to a new territory and you will need to follow him. Don't forget to replenish your stocks of healing potions along the way. The second part of the battle will be practically no different from the first. Only the situation will change and that's it.

When the Boss has 50% left, a large lyrium dragon will arrive to replace him. You also need to send a warrior with a shield to distract his attention, while the ranged characters should attack from afar. Concentrate all the damage better on his huge paws - this will slow him down. Don't forget to protect your characters: build barriers on them and use healing pots. Your group should focus on this arena so that the dragon's attacking breath won't kill you. And most importantly, take advantage of tactical pause.

As you destroy the dragon, then switch back to Corypheus. At the last stage of the battle, he will start teleporting much more often than last time. In addition, he will begin to use powerful spells that will cause damage to the entire group. Use barriers and healing potions again.

Well, after you fill up the Corypheus, then the passage of the storyline on this will be over, so the game is completed. We give you our last advice: do not miss the scene that will be after the credits. That's all, leave your comments below.

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

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

We open the gate and get to the bridge. We go to Leliana and the representative of the church. An unpleasant conversation will begin, at the end of which you will be offered several options for further passage. I recommend choosing the option "Go through the mountain", and not "Go straight with the soldiers", because. in the first case, you will be able to save the soldiers who are missing (in the near future, you will be able to experience the bonus of this decision). We climb the stairs to the very top and go into the building in the mountain. Coming out on the other side, you will need to close another gap. After that, there will be a cut-scene in which the missing soldiers will thank for the rescue. We pass further and go down the stairs. We go further until we get to the primary big gap. Here you will be confronted by the first boss - the demon of pride, and if you saved the soldiers, they will help to defeat him.


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

The danger is not over

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


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


Now you can either continue doing side quests on the territory of the hinterland, or go to the command headquarters until further progress in the story. Remember that for each completed additional task, camping, discovering new areas of territory will earn influence points that can be spent on exploration, or the level of the inquisition will increase. In order to return to the shelter, open the map and go to the world map (button in the upper left corner), then select the shelter. Mother Giselle will be waiting for you in the church. Go to her and talk. You can also take the quest "Lotus and Roots" from her. We go to the headquarters of the command and activate the mission "Go to the church of Val Royeaux."


Once in the right place, we go to the square, where we observe a cut-scene, after which the task “Defenders of Justice” is activated for us. Then we go to the street along which we came here. Here we will be met by the Great Enchantress Fiona, and the quest "In Secret" will begin. We return to the Shelter, to the Headquarters of the command, This completes the quest.

Defenders of Justice

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


We watch the cut-scene. Then we approach the templar knight Barris, who came out to meet us, and watch another cut-scene. Next, we will be asked to hang flags in order of respect. You can either agree and complete the proposed test, or refuse and go straight to the appointment. Back to Barris. After the cut-scene, we deal with the enemies, then go outside and, following the markers, go up through the dining room to the right door.


There we meet the Lord Seeker, who has prepared a surprise for us. Now we need to find a way out of the place where we ended up. The location is quite linear, so just walk past the mini-performances. When you reach the place where a green dangerous liquid will pour from the rotating columns, first go to the right, go forward past the talkers. Wait until the column turns so that you can move to the other side of the room, to a safe corner. There again we pass a little forward and then we follow into the room on the opposite side. When we go inside, the door will close. As soon as we try to leave, a conversation with a stranger will begin. Then we are in no hurry to follow him, but go into the room on the opposite side and read the inscription on the large stone. It will give us a bonus to the characteristics, and on the location you can find two more of these (the mission is called "Demonic Dogma").


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


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


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


He, like big horrors similar to him, likes to hide underground and then jump out in the thick of his party members, knocking them down. Immune to spells and effects that affect its combat capability, i.e. slow down or turn it off for a while will not work. At 70% health, the demon will call for help, and he will change shape and restore health. Here it is better to first deal with the enemies easier, and then take on the boss. At 30% of his health bar, the demon will return to its original form. When his health is low, green spikes of ruptures will start popping out of the ground, which you should avoid. After defeating the demon, we return to the main hall. Before entering it, we talk with the templars and make a choice at our discretion. Then we find ourselves at the command headquarters, where we discuss what happened and what to do next.

By secret

We go to the Inner Lands, to Redcliffe, where Fiona invited us. There will be a gap in front of the gate, after which we will be allowed inside. At the entrance we will be met and offered to go to the tavern. After the cut-scene in the tavern, we go to the church. Close the gap and talk to the magician. We return to the headquarters of the command and here there will be two missions to choose from on the map: "Defenders of Justice" and "In Secret". By choosing one, the other will become unavailable, so this is the last chance to decide who is better suited to help close the gap - mages or templars. If you have chosen the side of the magicians, we activate the desired task on the table of command rates and go back to Redcliffe. Only two party members can be selected in the squad. As the third will be our new friend. After the cut-scene, we collect our allies first - it will be much easier for four of us to fight. To do this, after leaving the room with a raised bridge, we go to the right. Then we return back to the raised bridge and go through the door opposite. After talking with Fiona, we get a new goal. This time the bridge is lowered and we pass on it further. We follow the markers and close the gaps along the way. Having reached the locked door, we are looking for 5 fragments of red lyrium in the places marked with markers on the map. They will drop from slain casters. Having collected everything and replenished stocks of potions in caches, we open the door. After the video, we deal with the boss. At 60%, he will open a gap, and he will hide behind an impenetrable shield. Having dealt with the gap, we attack the boss again, which is approximately at 30% remaining health will repeat its focus. After the murder, we watch a video, at the end of which we make a decision regarding the magicians.

Will burn in your hearts...

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


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


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

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

From the ash

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

Evil eyes and evil hearts

IMPORTANT: Gaul figurines are limited. Finding eleven pieces is described here. They will not be able to open all the doors, so choose what you need.

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

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

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

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


We go to the palace. After talking with Josephine, we find ourselves in the lobby. Here are two points for eavesdropping, in one we learn something new (+1 gossip). We turn to Gaspar and go to the ballroom. We welcome Empress Selina, in the dialogue we select medium replicas (+5 to location). Here you can chat with Josephine and Cullen and take an entry about the Orlesian theater in the codex, then we leave the hall and get into a dialogue with Leliana. We run along the corridor, listen to the conversation of the elves in the story. Further left, two points for gossip, one has something interesting (+1 gossip). Vassal from the Council of Heralds also walks here, if in a conversation with him you select the replica “Philip is a blockhead”, we get +10 to the location of the yard and +1 gossip. Duke Germain is standing in the room, after asking him we get +5 to location, +1 gossip. Also hidden in this room is a caprice coin and an entry in the codex. We go further, listen to the dialogue of the elves. Now we need to find a round seal, we take it from the balcony of the room where the elves are. We go out to the guest garden.

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


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

We need to explore the Hall of Trophies. But first, to the ball, so as not to lose the favor at court. There Floriana invites us to dance. In the dialogues, choose neutral (medium) answers. If the Inquisition perks for conversations in diplomacy and secrets are taken, two corresponding remarks will appear (in a circle with a crown and a crow). After we talk about options developments with advisors. We say we need more information. Before leaving for the Imperial Wing, let's finish collecting all the items.

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

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

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

We go to the imperial wing. Gossip is on the table to the left. We rise, run past the room for which the figurines of the galls are required, run straight and save the elf, send her under the protection of Cullen. In the same room we pick up the Gauls figurine. We run further along the marker, only we go not to the door to which he points, but opposite.

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

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

There lies the abyss

We go to the meeting point appointed by Varrik's friend in Crestwood (to open this area, you must complete the "Search for the Guard" operation at the command headquarters). After talking with him, we go into the cave and go to the very end. After talking with another new acquaintance, we return to Skyhold and open the location on the command headquarters table " Western limit"("Explore the Western Limit").


We get to the desired building and after the cut-scene we kill everyone there. We return to the headquarters again. There we select the task "There lies an abyss" and we get into the fortress of the guards. After walking a little along the only possible path, we look at how to the right of us, a little below, the gray guards are fighting with the demons. We can help them. We go even further and here, having already climbed the wall, we help our fighters in the battle with demons, thereby completing the first part of the three necessary in the task of capturing siege points.


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


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


Activating it will start another side quest, Broken Window. Here you need to burn in right order five fires, after which it will be possible to collect loot. After we return back to the fork and along the bottom we reach the last riddle of the task “Fears of Dreamers”. Then to the barrier, near which we fight until the time scale runs out. We pass further and there we take away the reward for the task "Fears of Dreamers", highlighted by a marker. Next, follow the spirit and reach the boss. Periodically, he will go into invisibility. If you can't aim at him, and at the same time he will attack, then go to tactical mode and assign an attack there. At some point, help will come to the boss. After the victory, there will be a cut-scene, during which you will have to make two serious choices.

fruits of pride

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


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


If you have any problems with the passage of puzzles with plates, then below you can watch their video walkthrough:

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

Last act

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

If Morrigan drank from the source:

We go to the meeting point, talk to Leliana and go through the mirror. There we simply follow the only possible path. Having reached the goal, we just talk, we don’t have to fight.

If I drank GG from a source:

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

Marvel at perfection...

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


The battle will begin immediately. The main villain likes to teleport and move quickly, while it is better not to stand in his way. You should also avoid its rays. When the enemy moves to another area, on the way there, do not miss the cache with potions. At about 50% of the remaining health, the boss will teleport again, and we will have to fight with a new very strong enemy. After defeating him, we go to the first boss. On the way there, we do not miss caches. Having gained the upper hand, we watch the video. Once in Skyhold, go to your room (the door to the left (north) of the throne). We watch one more video and the final credits, after which there will be another small video.

,
Not a fan at all. I imagine a Tevinter slave who is like, "Ah, it all went to hell, I take off my post, do what you want with the master's property. Here is a chain for you, a key to the chain, a whip, dispose of it." And he got offended at everyone and left. Maybe this eternal fast was strange, but it was clearly a strange act of goodwill. Perhaps Solas would not have wanted such honors for himself. However, he himself regrets that the temple of Mythal could not be defended.
Yes, and Morrigan, in principle, tramples the ground, Flemeth's attempts to intervene have always been careful and beneficial.

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

As I understand it, from the conversation of the mourners, everything was generally not like that. And it wasn't Solas who locked and fooled anyone there. Mythal was betrayed, but not him. I would not be surprised that Solas saved the gods and hid them somewhere for reasons not to be finished off. Everything was clearly ambiguous there. And even more strange that Solas in a dialogue with hysteria, as it were, admits that the GG is well done and inspired him to try again.
Of course, everything is possible, but I do not understand why invent something superfluous. I mean, why try to whitewash it, is it to make the character something more interesting?
Mital was killed and not by Fen "Harel. No one seemed to blame him for this. It is known from the Dalish legends (And this, for all its incompleteness, is still a more reliable source than "it seems to me." Here at least you can rely on something) - Fen "Harel deceived and locked the gods, both EB and the Forgotten. From the words of Solas, it is known that EBs were those reptiles, wallaslin - marks of slaves (Fen "Harel, by the way, does not have wallaslin), he unequivocally calls the connection with the source submission. Why would he need to save them, from whom? The salvation looks somehow strange, from which the "saved" themselves cannot be saved.

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

I understand that everyone except Solas is passively uninterested. A Solas type in the offended position. From the series "the new generation will not appreciate anything." After drinking some water, Solas leaves the position of the offended, pah-pah, so that he gets through and does not let go, and clearly hints at GG, they say, use the power alone. As I understand it, two simply will not interfere, the third can generally be incited to exploits or at least outbid the deal. Why, it’s clear from one text that Corypheus almost cries at the sight of the ancient elves.
Mital is only interested in revenge, Morrigan has only personal motives, Solas is a dark horse (he is either interested in doing something or not). And here is such a moment: the voices did not say anything that would not be beneficial to Flemital. They gave absolutely no information other than Corypheus, the dragon, confirmed that Flemital was indeed Flemital. We didn't get any information outside of the plot, moreover it's not the Inquisitor talking to the voices, it's the voices talking to the Inquisitor (under orders from the leashed Flemithal!). The only noticed plus is that we begin to understand the ancient Elvish. Helpful, but won't do much. The same letters in the temple are fragments of information; you cannot restore an accurate picture from them. that is, again a distortion, again a lie, again theories presented as reality.


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