Dragon age inquisition Dreamwalker's tatters. Walkthrough Dragon Age: Inquisition. There lies the abyss. Will burn in your hearts...

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 Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One platforms. After the events of the first part of the world Thedas plunges into the abyss of internecine wars and political intrigues. In addition, unusual rifts open up in different parts of the world, allowing demons to enter Thedas. The protagonist receives a mark and after closing several faults in Temple of Sacred Ashes receives the leadership of the Inquisition to eradicate the resulting chaos.

There lies the abyss

hawk previously reported a runaway Gray Warden who also fought Corypheus. He was last seen in the vicinity of Caer Bronaka's fortress. Hawke also expressed concern that the order of the Gray Wardens could fall under the influence of the Corypheus. The Inquisitor should meet with the fugitive to get more information. In the designated area, the Inquisitor will be joined by hawk, Stroud confirms the Inquisitor's fears. Gray guards have been influenced luminary, Stroud suggests going to Western limit(this is where the Gray Wardens camped to undergo the rite of blood magic).


Near ritual tower The Inquisitor, along with Hawke and Stroud, witness the ritual blood magic. The main characters meet the Venatori leader Livius Erimond, who turns out to be very talkative and can tell in detail about the plan of Corypheus. The antagonist of the game is trying with the help of the Gray Guards to summon an army of demons and destroy the ancient gods. After clearing the area, we return to Skyhold and go to the headquarters of the command (a new task with the appropriate name will be available).


The Inquisition begins to take over Fortresses Adamant. In addition to the Gray Guards, you will have to defeat the horde of demons that the Venatori have already summoned. During the assault, the main characters will have to clear the Fortress from the presence of enemies (some Gray guards will resist the demons).


The Inquisitor and his squad managed to interrupt the ritual of summoning the demon, the use of a conversation thread about the role of the order in history made it possible to lure Clarel(leader of the Gray Guards) to the side of the main characters. intervenes in the matter the Dragon, which Corypheus sent in case of an unsuccessful outcome of the ritual.


During the pursuit, Clarel attacks Livius Erimond, but Venatori is saved by the dragon, who kills the leader of the Gray Wardens. As a result of the dragon's actions, the balcony begins to collapse. The inquisitor and his wards fall, however main character with the help of a mark, creates a gap and transports everyone to Shadow.


On the other side of the shadow portal, the Inquisitor will meet with Justinia(or a demon or her spirit, but the NPC helps to remember the explosion in the Temple of Ashes). We eliminate demons and collect memories, the Herald interrupted the sacrifice of Justinia and, as a result of contact with a mysterious elven artifact, received a break mark.


When examining a shadow, pay attention to broken mirrors, which will allow you to get an increase in various characteristics. After the next stage of the restoration of the ritual, it becomes obvious that the Inquisitor was not chosen by the gods or anyone else. The protagonist was saved by Justinia, and the protagonist received the mark by accident.


Finally, the Inquisitor enters the demon's lair, after being eliminated Edge of Nightmare the player will have to make a choice between Hawk and Stroud (it is necessary to cover the withdrawal of the main detachment). The main characters leave the shadow through the gap and return to Fortress Adamant. Next, the Inquisitor will have to decide the fate of the Order of the Gray Wardens. Venatori Livius Erimond has been captured alive and will now await trial in Skyhold Prison (Quest Judgment Is Coming).


dreamer's fears

The inquisitor must find artifacts and place in the designated places to stop the dreamers' nightmares (a candle must be placed on the table, flowers that are nearby must be placed in a vase, etc.).


broken window

During the examination of the shadow, an unusual structure can be found; to activate the mechanism, it is necessary to activate the lights in the correct sequence (the count of lights goes from left to right, the sequence is 4, 1, 3, 5, 2). This article is part of the Dragon Age: Inquisition walkthrough series.

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varric, leliana, crestwood, there lies an abyss, dreamers' fears, broken window, hawk, stroud, livius erimond, adamant fortress

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. Having reached the 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 a choice of 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 additional task completed, camping, discovering new areas of territory, influence points will be awarded 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 on 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 not in a 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 lights 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 with 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 way along 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 on the table of the command headquarters we open the location "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 light five fires in the correct order, 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 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.



This quest is given to you automatically after meeting Varric's friend at the ramparts. Since Varric and Hawk have already dealt with Corypheus, they can tell a lot about him. From Hawk you will learn that he has a friend - the Gray Warden, who, together with Hawk, investigated the red lyrium and its influence.

Who exactly is the Gray Warden depends on the state of the world that you chose at the start of the game. In the default state of the world, this will be Stroud - the Gray Warden, whom Hawke could meet at the end of the second act of DA 2.
- If in your state of the world Alistair remained a Gray Warden (and survived), then he will be Hawk's friend.
- If in your state of the world Loghain remained (and survived) as a Gray Warden, then he will be a friend of Hawke.
- In all other variants, Stroud will be the Gray Warden.

Hawk will advise you to talk to his friend, but for this you still need to get to him. After the conversation, a mission will open for you on the table of the headquarters of the command "Find the Gray Warden", which will open up a new territory for you - Crestwood. You need to close the Rift in Crestwood territory to be able to get to the right place (see Crestwood's Still Water quest). Hawk will be waiting for you at the entrance to the cave where his friend is hiding to keep you company (and he will do it right, because he will not be happy to see strangers at all.)

When you reach the cave in Crestwood where the Gray Warden is found, he will tell you exactly what is happening to his comrades and why they are now hunting him as a traitor. After that, he will advise you to go to the Western Reach, where the Guardians were going to perform their desperate ritual.

Hawk and the Gray Warden will meet you at the tower when you're ready to continue this quest.
In the tower you will meet Master Erimond - the person who is responsible for everything that happens. He will break out into a long speech and then flee, leaving you to fight the demons and the Gray Wardens, whose mind is now dominated by the Corypheus. After the battle, Stroud/Aleister/Logaine will guess Erimond's possible location and go scouting with Hawke to confirm it. A new mission will open for you on the command headquarters table. It will cost you 20 Influence and its recommended completion level is 12-15.

When you are ready, open this operation in the headquarters and go to Adamant Fortress.

Upon entering the fortress, Cullen will ask you to help his troops, who cannot hold their positions on the walls. Go to three points on the walls, which have ladders, and kill the demons that are throwing back your soldiers. Usually at such a point, in addition to the usual Shadows, there is also a larger demon - the Demon of Rage, the Demon of Pride, the Demon of Despair (sometimes a couple, so that you are not bored). This quest is optional to complete the main quest.

At some point, you will come across a group of Gray Wardens fighting Venatori and demons. After the battle, you have to decide what to do with them. Your decision may play a role a little later and open up an additional opportunity for you to complete part of this quest. If you want to keep the Gray Wardens alive, suggest that they stay away.

When you find Clarel, you will have the option to keep most of the Gray Wardens alive - if you so desire - if you have Blackwall in your party or if you have spared those Gray Wardens you met earlier. You can try to convince Clarel that you're right with Blackwall, or by pointing out that you've saved the lives of other Guardians before. If the GG has the Knowledge of History perk, then you can use it. This will make Clarel think, and an angry Erimond will call for help from another ally. Seeing this creature, all Clarel's doubts will immediately disappear (of course, given who this little animal resembles) - and you will continue the fight with the help of the Gray Guardians.

Note: if you supported Jaina's decision to join the ranks of the Gray Wardens, then it is she who will be the Guardian who will be sacrificed in a magical ritual.

One way or another, after the cutscene ends, you will have to fight a very sickly Demon of Pride. After you deal with him, run after Clarel and see what she thinks about all the manipulations of Erimond. And also a very unexpected end to their disassembly.

Having expressed everything that you think about what happened (and after listening to your associates - Sera expresses her emotions especially eloquently), go further, and you will come across the first inhabitant - or rather, inhabitant - of this place. If Kassandra is in your group, you will get additional dialogue options during the conversation, but in any case, your next step is to restore your memories that you lost in the Shadow in the Vault. First you need to find four memory points. Perebeyte appeared demons and activate them. In the vision that follows, you will finally know exactly how you got the Mark on your hand.

However, this is not all yet. You have to bring back even more lost memories. Move on, destroying demons along the way and listening to the revelations of the owner of this place.

On the way, you will be given a side quest - Dreamers' Fears. There are five in total. The quest is that you find papers where those who wrote them express their fears, and then using the search function - an object that is designed to calm these fears. Each time you alleviate a dreamer's fears, you will gain +1 to the stat. If you find all five, you will receive an additional reward - an indication of a chest with loot, which includes a unique crafting material that gives a 100% chance for a masterwork. After finding the very first fear, the rest will be marked on the map.

In addition to the quest with fears, + 1 to the characteristic will be given to you by eluvian mirrors scattered around, but not all - sometimes, instead of characteristics, groups of demons will attack you. (You can still get your hard earned bonus +1 after the fight.)

Move on as you listen to Nightmare taunt your companions in a way that is downright fun. When you reach the place where your unexpected assistant is waiting for you, you will again have to kill the demons and restore a piece of your memory.

When you activate the next four pieces of memories, you will find out what kind of female figure was standing behind you at the Gap. You will also have to calm down two of your companions who chose this amazingly opportune moment to start finding out who is to blame. Agree with one of them or say that now is not the time to argue. After that, kill the demons that have appeared and move on.

At some point your path will split in two and you can either go up the hill or continue down the path. Both paths lead to the same point.

On the way up, you will find a strange device with two Demons of Pride walking around. When you get close to it, you will receive a small additional quest, which is to solve the puzzle and light the fires in the correct order. The correct order is 4-1-3-5-2 (from left to right). Your reward in addition to the rest of the loot will be the Amulet of Strength, which will give you + 1 skill point.

The spirit is waiting for you at the barrier, which will disappear when you kill all the demons nearby. Behind the barrier is another resupply chest, as well as a reward chest for the Dreamwalkers' Fears quest if you've completed it.

At the Rift, which should lead you back, the Nightmare itself and something big and terribly unpleasant are waiting for you. The spirit will sacrifice itself to remove the giant from the battlefield, and you will have to fight the Nightmare.

The Nightmare endlessly places a barrier on itself and calls on smaller demons to help. He also has a habit of teleporting around, causing melee warriors to chase him around the battlefield. When you finally deal with him, the temporarily disappeared monster will reappear, and you have to decide which of your allies should remain in order to distract the creepy creature and give the rest a chance to escape. Although the game will intriguingly point out to you that your ally is likely to die, and not die for sure, as usual - everyone will behave as if he had died completely and irrevocably. However... perhaps an expansion or DLC will change that in the future?

As you can imagine, Varric will be very upset if you leave Hawke in the Shadow.

Having emerged from the Shadow and closed the Rift, you now have to decide what to do with the Gray Wardens. You can drive them out of Orlais, or leave them to help the Inquisition. Blackwall, Dorian, Iron Bull and Serah will approve the Gray Wardens joining the Inquisition, and the rest will be exiled.

Varric's reaction will depend on whether Hawke remains in the Fade. If Hawke didn't stay, Varric would approve of the Guardians joining the Inquisition - and vice versa.

If you choose to banish the Gray Wardens, you can also banish Blackwall with them if you wish.

The ally remaining with you will either go with the Gray Wardens to Whitehaupt, or go there alone to report to the First Warden about what has happened.

After that, you will be transported to Skyhold and your quest will be completed.

The quest There Lies the Abyss in Dragon Age: Inquisition will become available after the first arrival at Skyhold. You will need to talk to Varric for the quest to start.

Description

The Sulfur Guardians, drugged by Corypheus, decided to take a desperate step and used blood magic to summon demons into the world of people. You have to prevent the completion of the ritual.

Walkthrough

From a conversation with Varric, you will learn that he has a certain friend who has already fought Corypheus. After that, a pointer will appear on one of the towers of the castle on the wall, where you need to climb.

Upstairs, Hawke, the main character of the second part of the trilogy, will be waiting for you. It turns out that the Defender of Kirkwall has a certain friend in the ranks of the Gray Wardens who can be very useful. To find this friend you will need to travel to Crestwood.

We open the map at the headquarters of the command and in the given area we perform a quick mission "Search for the guard" in order to get to the desired part of the location.

Crestwood

Having already got directly into Crestwood, we go to the cave, which is located not far from the Three Trout camp. There the Guardian will be waiting for us.

Interesting!

If you have carried over your decisions in the series since the first part, then thanks to them, one of three characters can be in the cave:

  • Alistair;
  • Loghain;
  • Jean-Marc Stroud;

Here you will be told that all the Guardians were summoned to Orlais by the guard-commander. The fact is that because of the Corypheus, they began to hear a false Call and decided that the Pestilence had begun again. With the help of transformation into demons, the Guardians want to descend into the Deep Roads and destroy the Darkspawn once and for all.

After the conversation, you will be asked for help and will be told the location of the ritual at the moment.

Now we need to return to Skahold, visit the command headquarters again and conduct research on the Western Reach.

Western limit

Once at the location, you need to immediately go to the Ritual Tower. Here the Guard is already waiting for you along with Hawk.

Inside, you will meet Lord Livius, Corypheus' minion, who intoxicates the rest of the Guardians and trains them to summon demons. After the battle, he will run away, and you just have to deal with all the enemies and go back to Skyhold.

Fortress

When you break through, there are several important points waiting for you along the way. For example, on one of them you can meet Hawk, who is better left to protect the soldiers.

Also, if you help the Guardians, who decided to rebel against the magicians and then order them to hold their positions, then they will remain alive.

Just when you get to Clarel, the last phase of the ritual will take place. Now you need to mention the Corypheus in a conversation and make a speech to the Guardians. If you saved them earlier and there is Blackwall in the squad, then most will take your side and attack the demons.

Livius runs away again and at the same time summons the dragon Corypheus, and Clarel goes after him. When you overtake opponents, the dragon will wound Clarel and block the area, trying to attack the Inquisitor.

At this moment, the commander of the Guardians attacks the dragon with her last strength and he will throw his entire squad into the abyss with his tail.

Shadow

During the fall, the Inquisitor opens a rift and moves with his companions to the Fade. Here you need to go in search of a way out, but almost immediately you will meet the spirit of the deceased Justinia. As you progress, you will recover memories of what happened before the explosion in the Conclave.

During the journey, you can also get, in addition to full memories, a lot of bonuses to the characteristics if you complete small tasks with the search for objects.

At the exit from the Shadow, the Nightmare monster and the Demon of Fear will be waiting for you. While Justinia will distract the first, you will have to fight the second.

Important!

After the battle, you will have to choose who will remain to cover the Hawk squad or his friend the Gray Warden.

Fortress

When you return to the fortress, then here you have the opportunity to make one more choice - to expel the Guardians or leave them to fight. When exiled, you can also send Blackwall into exile with them.

To do this, select the "Find the Gray Warden" mission.

It is obvious that not everything is calm there either. Harding reports that a gap has opened right in the middle of the river, and the resurrecting dead, along with demons, are attacking the area.

Hawk will be waiting for you at the entrance to the cave. It is located near the Three Trout Pond.

What the Guardian turns out to be depends on whether you imported the state of the world or not. By default, this will be Stroud. As other options, it could be Alistair or Loghain.

Guard Commander Clarel summoned all the Gray Wardens to Orlais. Guardians began to hear, created by Corypheus, a false Call about approaching death. Under fear of extinction, the once-valiant order fell under the influence of the Venatori. Through sacrifice, they intend to summon an army of demons to fight the creatures of darkness.

The ritual will take place in a tower in the middle of the desert Western limit. Land exploration will require 8 influence. Hawk and his friend will be waiting for you there.

Sacrifice Blood Mage Erimond, tries to get the Mark of the Herald for his master Corypheus, but fails escapes. You are attacked by demons and possessed Guardians.

Stroud (Aleister/Loghain) suggests that they may have hidden in the fortress Adamant. Return to Skyhold. The journey requires 20 influence points and preferably a level between 12 and 15.

Clean your inventory before shipping. It is also recommended to take Blackwall with you and/or open the Inquisition specifics "Knowledge of History".

The army of the Inquisition goes into siege. When the gate is broken, Commander Cullen will ask you to help our soldiers take three strategic points on the walls.

Since the quest is a side quest, it is not necessary to complete it, but for completing the quest you will gain access to the chest.

In addition, you will meet a group of guards who fight demons. If you want to save their lives, then offer to stay away.

Convince the Warden-Commander that you are right so that the Wardens will help you.

There are three ways to sow doubt in Clarel: by using Blackwall's help, by learning the Lore of History specifics, and by keeping the Guardians you encountered earlier alive. Otherwise, you will have to fight both Guardians and demons.

Erimond will eventually summon the dragon and try to escape again.

The dragon creates craters on the ground. Funnels deal low damage and slow down attack speed and movement.

Clarel wounds the dragon, and your entire group falls off a cliff. With your ability to open rifts, you transported yourself and your party members to the Fade.

If you look for a nearby ghost sitting at the table, you can get an optional task "Fears of the Dreamers". As a reward, an increase in characteristics is given, and at the end of the chest.

Mirrors give +1 bonus to magicka.

Our heroes meet Priestess Justinia... or her spirit. It helps the hero remember the events that took place during the Conclave.

Near the place where the two Pride Demons live, you can find a strange structure. To activate it, you need to light the fire in turn.

At the end, a battle awaits you Nightmare and meeting with SOMETHING. The Spirit of Justinia that guides you sacrifices itself to give you time.

The boss throws a barrier over himself, teleports, disappears, and sometimes calls demons of low and medium difficulty to help him.

Once you've won, the giant will return and you'll have to make a tough choice between Guardian and Hawke. The rest will probably die.

Once in the Adamant fortress and closing the gap, it is necessary to make one more important decision. You have the right to permanently expel the Guardians from Orlais, or you can join the Inquisition. Given that some may still be under the influence of Corypheus ...


Next task: