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Dragon age inquisition walkthrough mosaic. Dragon Age: Inquisition - Walkthrough: Inner Lands - Non-plot Quests. Breaks in the Suburb

The plot of the third part Dragon Age direct and unsophisticated. The forks are sporadic, and the answers in the dialogues have little effect. The role-playing system has been reduced to three classes and a pathetic set of active and passive skills, with which you have to spend at least 30 hours. If desired, the adventure can be extended to hundreds. Well, there are a lot of monotonous missions here. It seems that they were invented by a generator of postal orders in the style: “Find item X in location Y, return Z to the owner.”

The world is again facing disaster. Demons break through open gaps, and only the Chosen One with a magic seal on his hand can close them. We create our favorite one ourselves in a convenient editor, choose his race, sculpt his face and decide on his field of activity (mage, warrior, robber). Whatever monster you create, they quickly recognize it as the only hope of humanity (and other nations), found the Inquisition and put a shady stranger at the head of the organization.

The antagonist is a fanatical sorcerer. He rarely appears on camera and is clichéd to the point of yawning. He talks like a villain from a children's cartoon script thrown into the trash: “I will become a new god!”, “Kneel before me!” and so on and so forth. The motivation of his minions is at approximately the same level, so each (every!) battle with a story boss is preceded by a long and tedious conversation. The idiot hero looks at some sinister ritual and tries with words to reach the callous heart of the fantasy terrorist. The henchman refuses, the ritual continues. In any case, everything ends in a predictably drawn-out fuss, which is called a battle here.

Fortunately, there are few story missions here, only... six of them. If you wanted, you could run through them in five or six hours, breathe out and calm down, but Dragon Age: Inquisition is not one of those who just let go of themselves. To see the final video from a series of carelessly drawn pictures, you have to go through a lot.

The right to go on a mission must be earned, or rather purchased. A new location or story mission opens only if you have enough “influence” points. Therefore, the player often finds himself faced with an unpleasant fact: he would like to teach the villain a lesson, but he needs to earn a reputation.

In Dragon Age: Inquisition there is no open world, no dynamic changes in weather and time of day, no cities or villages. Sometimes there are houses with three or four idol inhabitants, but their practical use lies in a couple of new postal tasks: here around the corner is a cave with an artifact (bring it), and there is a herd of mountain sheep behind the fence (kill). There is no simulation of life, no attempts to entertain with random events. But there are dragons. They graze in the clearings allocated for them, waiting for their hero.

The off-story locations are huge, really huge, and they are littered with exciting missions such as collecting herbs and stones, searching for mystical shards and puzzle pieces. Each attraction must be marked with a flag. Open gaps must be cleared of demons and closed. Sometimes they force you to draw constellations. Somehow this also increases “influence”. That's all the entertainment for dozens of hours of playtime free from the plot. Bandits and wild animals roam around the locations. They are constantly reborn, so it is impossible to get rid of them once and for all.


Other missions one way or another result in the need to find something in a specified location (the hero has a built-in detector of useful things) or kill someone. They don't even stand out emotionally. Bioware designed individual dialogues in a manner characteristic of itself, with attention to direction and gestures of the interlocutors. Everything else is the chatter of dummies who simply stand opposite each other and open their mouths.

The world is beautiful, often magnificent, sometimes breathtaking panoramas. But the devil is in the details. Most locations, despite their impressive size, are dotted with narrow passages, like labyrinths. Because of this, not only does the feeling of constriction persist, but it also becomes difficult to get from one point to another. The hero does not climb every hill, he runs into inconspicuous stones under his feet, invisible walls shatter the illusion of freedom.

The feeling of the artificiality of this world does not leave me. It is oversaturated with treasure chests. Flowers and plants are reborn at the same rate as robbers and animals. The eye continually clings to unnatural objects. A lit candle near a decayed corpse. Burning torches in a dungeon that was flooded a minute ago. A refugee camp set up right in the middle of a wide stream. Even without that, the adventure is not enjoyable; after ten hours, you begin to feel nauseous from the tedious installation of flags and collecting fragments, and then the atmosphere itself crumbles.

A horse is used to move quickly. A useless beast in many respects, since you can establish camps in certain locations, and through them you can instantly teleport from one area to another. The horse has a couple of outlandish abilities. She appears out of nowhere and disappears into nowhere. If you climb on it, your partners disappear into thin air, and if you get off, they instantly appear behind you, as if they had been here all along, the cunning ones.


The party chosen was as boring as the personality of the villain. Some characters are familiar to us from previous games in the series (for example, the dwarf Varric and the interrogator Kassandara immediately join the squad), others are presented for the first time. However, this does not negate the fact that the entire Inquisition consists of masculine women and effeminate men. There are fierce-looking guys, but you can drag them into bed, regardless of race, gender and length of horns. It is not so easy to escape from the punishing rod of the Grand Inquisitor. A few heart-to-heart dialogues, and hearts spontaneously appear in the air.

Apart from conversations with your beloved subordinates, there is not much to do in the Inquisition castle. In the forge you can forge weapons and armor according to the patterns found, insert runes into them, improve potions, and change the layout here and there. Here they are quickly confronted with the fact that the found herbs, stones and animal skins are still very important, and in huge quantities. And the Grand Inquisitor, hanging his head, sets off on another campaign.

On the one hand, we seem to have the Chosen One, the head of a growing organization of many hundreds of people, with an army, siege engines, scouts and spies. He has a throne, and he even sometimes judges criminals (more precisely, he determines the punishment in a short dialogue). On the other hand, in the Inquisition, it seems, there is only him and a small detachment of his friends who do all the dirty work. This was not noticeable in previous Bioware games, where we followed the orders of those in power. But here the Grand Inquisitor himself appears, no one orders him, they admire him, they sing songs to him, and he suffers from nonsense, collects herbs and marks antiquities until he receives enough “influence” to complete the next story mission.

At the command headquarters there is a large map with missions marked. In addition to them, there are tasks for, so to speak, agents. Nonsense assignments with superficial descriptions. They are performed in automatic mode within a few minutes or hours, you can get some money into the treasury, a handful of resources, or a new defendant. Apparently, there was an idea to add strategic elements to the game, but the implementation turned out to be so sad. One way or another you have to do everything yourself.

And no, the Grand Inquisitor cannot be good or bad. He often chooses between phrases like “cool”, “dumb”, “smart”, “romantic”, but the answer rarely affects anything. Only relationships with partners improve or deteriorate.


There are only a couple of dilemmas in the campaign where you have to choose between two characters (not party members). However, since you don’t have time to really get to know them, you don’t care about them, their future fate doesn’t touch them. In such conditions, the “colorful” ending of Mass Effect 3, which caused a lot of controversy at one time, is simply a gift. There they allowed us to at least decide something.

The combat system could be an outlet, but it is more annoying and rests on the limitations of the role-playing system. The game is very long, but in 40 hours of playthrough you will have time to upgrade your hero to somewhere around level 18. At each level they give only one point for developing abilities. This results in an extremely limited set of active and passive skills, which barely expands throughout the game. There are also few types of enemies, which is why the first five hours of Dragon Age: Inquisition differ from the last only in the scenery.

The enemies are too tough, there are a lot of fights, and each of them follows a rehearsed scenario without surprises, including battles with annoyingly “fat” bosses and dances around the so-called dragons. Killing them is easy, especially if you take advantage of the gaping holes in the game design. But it’s long, boring, tiring. And at the same time there is no feeling of recoil. 15 minutes to beat a dragon and get a bunch of garbage as a reward? Isn't this a mockery?

Over time, battles do not become easier, as the level of enemies increases along with the heroes. During battles, the behavior of the dangling camera is annoying. Controlling on a PC using a mouse and keyboard does not add convenience.

Partners behave quite adequately in battle and do not die just like that. During peacetime, they sometimes chat with each other. However, you won’t be able to take all the cuties with you on a mission. The game in a forced form forces you to carry characters of different classes with you, since only a warrior can knock out certain walls, a magician can restore bridges, and a thief can break into locked doors.


The above features put an end to the relevance of the multiplayer mode, since it repeats the shortcomings of the single-player campaign, only an unstable connection is added to them. Players take different classes, level them up, buy chests with secret contents, and once again go on a trek through gut-shaped corridors to kill tenacious enemies. There are no dynamic battles, no variety of weapons and armor, no opportunity to fashion a unique hero. There are only graphics. But this element is not very important for a role-playing game.

Diagnosis

After completing it, your biggest regret is the amount of wasted time. Dragon Age: Inquisition doesn't have a good story or interesting characters. The game rarely allows you to decide anything and does not allow you to roleplay at all. It is terribly drawn out and full of the same type of missions. It doesn’t feel either the joy of leveling up the hero or the delight after killing the next boss due to the incredibly tight development system and the limited set of weapons and armor. The only thing that the game pleasantly surprises with is its graphics, which, however, cannot compensate for the many mistakes made by the developers when creating a new world.

  • Excellent graphics, many beautiful locations
  • Trials of criminals are sometimes quite funny
  • Sophisticated system for creating weapons and armor

Contra:

  • Inanimate, artificial world with invisible walls
  • A huge number of design mistakes (both in the plot and in the design of the world)
  • Empty plot with a formulaic antagonist
  • The need to purchase missions for slowly earned “influence” points
  • Bottomless abyss of similar missions
  • Tight development system
  • The same type of battles with the same type of enemies and bosses
  • Tiringly long and simple battles with dragons

Throughout Thedas and Orlais there are 60 mosaic pieces waiting to be found to complete five mosaics. Finding each mosaic piece will grant you 50 XP and completing each set gives you 200 Influence. The mosaics are displayed on the walls of Skyhold and can be translated by Gatsi for a Codex entry.

This post will show you where the mosaics are displayed in Skyhold so you can see which pieces you are missing. The lists below will then tell you where each piece of the mosaic can be found.

The Fall

All twelve pieces of this mosaic are found in The Hinterlands. You can find this mosaic on the wall near Vivienne, on the upstairs balcony.

1 During “The Mercenary Fortress” you will go to the Grand Forest Villa. The first mosaic piece is at the top of a tower on the western part of the fortress.
2 This piece is inside a locked office in Valammar.
3 Also found in Valammar, inside the Vault.
4 Leaning against the wall of a house beside Lake Luthias. (The house where you first encounter Blackwall)
5 At the top of a tower in Winterwatch Tower, which you will visit during “Praise the Herald of Andraste”.
6 There is a house north of the Upper Lake Camp which is derelict but locked. Use a hole in one of its walls to enter the house and collect this piece.
7 You will find this piece right next to the Fort Connor landmark.
8 At Redcliffe farm there is a house near the notice board that gives you the “Where the Druffalo Roam” quest. This piece is inside the house.
9 In Dead Ram Grove you will find the Veilfire Cave. You will find this piece in the second room of the cave.
10 This piece is also found inside the Veilfire Cave, in the very bottom of the cave.
11 Find a ruined tower west of Dusklight Camp and you will find this piece.
12 During “Trouble With Wolves” you will go to Wolf Hollow. You can find this last piece in an alcove of this cave.

The Archdemon

All twelve pieces of this mosaic are found in The Western Approach. You can find this mosaic on the wall right next to Gatsi.

1 Found inside the Sand Rock Mine, right near the Red Lyrium Vein.
2 Another piece sits outside the Still Ruins. You can get a quest from Frederic that will lead you here.
3 This piece is next to the Lost Idol landmark, inside Lost Wash Creek Cave.
4 To get this piece you will need to complete the Crossing the Sulfur Pits mission from the war table. When you have done this head to The Thing in the Dark dave to fine this piece.
5 To reach this piece you will need to defeat the Abyssal Dragon. When it is dead an entrance is revealed leading into a cave where you can find this piece.
6 FOund in the same cave as piece number 5.
7 Complete the quest “On the Chantry Trail” and it will lead you to a cave where you will find this peice.
8 This piece is under the Hidden Stairway landmark.
9 To get this piece you will need to find and solve all three Astrariums, because it is inside the Astrarium cave.
10 You can find this piece between the Gates of Andoral and Coracavus.
11 Look around in Echoback Fort for this piece.
12 When you have taken Griffon Wing Keep, go down into the cave beneath it to find the old well. There is a mosaic piece hiding behind a rock near the bucket.

Invasion

This mosaic is spread across two locations. There first seven pieces are in the Emerald Graves and the remaining five are in the Exalted Plains. You will find this mosaic on the wall of the Great Hall, to the right of the main entrance.

1 Head to the Ancient Baths and get a warrior to break through a wall so you can get the piece behind.
2 Go into Unadin Grotto and you will find a mosaic piece in the last room.
3 This piece lies next to the Dead Hand landmark, before entering the cave.
4 There is also a piece lying inside the Dead Hand cave, inside the main chamber.
5 You will find this piece inside the Veridium Mines.
6 When you have cleared Argon's Lodge of the bandits, you will find a mosaic piece inside one of its small rooms.
7 When you have found the Din'an Hanin landmark, look outside its door to see this piece.
8 Head east from Lindiranae’s Fall so you are standing on some rocks overlooking Riel and you will find a mosaic piece.
9 Another piece can be found inside the Din'an Hanin landmark.
10 Take a warrior with you into Villa Maurel. When you reach the study there is a wall that the warrior can break through and the mosaic piece is in this adjacent room.
11 To get this piece you will need a rogue that can pick locks to open a door inside Chateau d’Onterre
12 This piece can also be found in Chateau d'Onterre, but you will need to jump out of an upstairs window on from the ledge onto another rooftop.

Sacrifice

All twelve pieces of the Sacrifice mosaic are found in the Hissing Wastes and the mosaic is hung near Varric’s fireplace.

1 Look for the Occularium near Sunstop Mountain camp. There is a gazebo near this Occularium that has this piece inside.
2 When you find the Venatori camp you will be prompted to search for a hidden item, which turns out to be a Bottle of Thedas. Near this there is a mosaic piece, beside a camp fire.
3 Head out the back of the Venatori camp and look for another campfire with a mosaic piece nearby.
4 When you come down from the Mountain Fortress Tomb you will climb down many ladders and platforms. At the bottom of the last ladder you will see a mosaic piece.
5 Complete the Veilfire puzzle inside the Mountain Fortress cave and you will find a mosaic piece behind the door you unlocked.
6 Solve another Veilfire puzzle inside the Four Pillars Tomb to get the mosaic piece behind the locked door.
7 Head to the Oasis landmark and look nearby for this piece.
8 Behind the locked door in the Burial Grounds Tomb. Solve the Veilfire puzzle to open it.
9 Solve another Vielfire puzzle in the Statue Tomb to get another mosaic piece.
10 Head south-west of the Canyon Camp and look around for a ruin. The mosaic piece is amongst this ruin.
11 Inside the Canyon there is another tomb with a Veilfire piuzle. Solve this one to get the mosaic piece from inside.
12 This piece lies inside Fairel's tomb, which is located near the High Dragon. To get in to this tomb you will need to solve all five Veilfire puzzles to get the key. Once inside you will find a mosaic piece.

Freed Are The Slaves

The pieces for this mosaic are scattered in many different locations, unlike the others which are found in one location alone. This mosaic hangs near Vivienne, on the north wall.

1 After you have taken Caer Bronach in Crestwood, find the requisitions table and go through the door to the right of it to find a piece.
2 Also in Crestwood, go to the Old Market Road and head into a cave leading off it to find a piece inside.
3 Still in Crestwood, head into the Flooded Caves after completing “Still Waters”. Inside the cave there is a mosaic piece deal with the rift and find a piece in an adjacent room.
4 Also in the Flooded Caves, look for a wall that a warrior can break through then descend the ladder behind it to reach the mosaic piece.
5 A third piece can be found in the Flooded Caves and is on a table next to the ladder that is your exit.
6 In the Forbidden Oasis look for a tunnel east of the Solasan temple and head inside to find a mosaic piece.
7 If you can find four glyphs in the Exalted Plains you will get a mission on the war table to investigate these glyphs. Complete this and you can head to theLost Temple of Dirthamen where you will find a mosaic piece in one of its rooms.
8 Also found in the Lost Temple of Dirthamen.
9 In the Fallow Mire, during the “Lost Souls” quest, when you have rescued the missing soldiers look for a locked door in the fortress and get the mosaic piece from behind it.
10 To get this piece you will need to find a dead elf in Empris du Lion and read his journal. You can then complete a war table mission called “Rumours of the Sulevin Blade”. You can then go to the Cradle of Sulevin where you will find a piece of hte mosaic.
11 In the Western Approach enter the Still Ruins and look for a locked door that has a mosaic piece behind it.
12 In the Western Approach head into Coracavus and find the mosaic piece behind a locked door.

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

Glory to Herald Andraste


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

Love Will Wait


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

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

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

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

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

Pangs of Hunger

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

In the Power of the Elements


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

Healing Hand


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

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

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

Refugees as Agents of the Inquisition


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

Amulet of Beloved


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

Unusual Duet


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

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

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

Blood Brothers


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

Renegade Farmer


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

Bugman


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

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

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

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

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

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

Horse racing/In the saddle


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

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

If there is an Iron Bull in your group, he will approve of your every victory, but only if you win on the first attempt.

Measures Against Marauders


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

Where Druffalo Roams


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

Letter from Beloved


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

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

Claws for Bergrit


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


Renegades in the Witchwood


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

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


Templars in the West


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

Relationships - Inner Earths


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


Business relationship


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

Bandits on the Eastern Road


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

Mercenary Fortress


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


Big Trouble


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

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

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

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

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

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

Spirit of the Lake


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

Flowers for Senna


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

Playing with fire


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

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

The Ballad of Lord Sherstley


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

Sketch of the Calenhad Bridgehead


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

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


Waterfall Map


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



Farmlands Cave Map


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



Landmarks in the Hinterlands


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

Holding the Hinterlands


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

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

Breaks in the Suburb

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

In the Suburbs you need to close 2 Gaps.

Rips – Dwarven Pass

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Close 3 Rips at Dwarven Pass.

Regions of the Hinterlands


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

Astrariums in the Hinterlands


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

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

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

Shards in the Hinterlands


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

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

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

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

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