Dragon Age Inquisition Achievements. Dragon Age: Inquisition - Walkthrough: Sacred Plains - Non-Story Quests Dragon age inquisition elven ruins in the mountains

17.02.2022 Heating systems

The add-on is activated by completing the story mission on the command headquarters table "Come to the meeting of the Holy Council" for 8 influence points, but only after the end of the main game (i.e., defeating Corypheus). It is also worth noting that by starting this add-on, we automatically block all unfinished quests and missions that we have left. Therefore, we carefully check our diary, quickly deal with unfinished business, put on our dress uniform and set off to decide the future of our Inquisition. After all, in the two years that have passed since the final battle, order has been restored around, all the gaps have been closed, the remnants of enemy troops and demons have been defeated, a quiet and peaceful life has begun. But the strength and power of this uncontrolled organization began to disturb the powers that be very much, and the influence and authority of the Inquisition began to threaten the foundations of the monarchies of Orlais and Ferelden.

In order to unlock the "Thinking Out of the box" achievement, you need to solve puzzles with four wolf statues.

  • Elven Ruins, Forgotten Shrine. We read the inscription on the stone opposite the statue of the wolf, we light exactly the fire that the statue is looking at (part 5 from 17.10).
  • Ruined Library, Scholar's Refuge. We pass through the eluvian in the Ruined Tower, in the Scientist's Refuge we rise to the second floor and read the inscription on the stone, then we rise to the third floor, look around near the wolf statue, then press the button and quickly return back (you can leave a party member near the eluvian) to the location of the Ruined Tower, we light the curtain fire in the circle of the Dead and go back to the statue of the wolf. We light the fire in the bowl opposite the statue. (part 9 from 10.18) (If you take a torch with you to the Lower Archives, you can read the curtain rune there).
  • Deep trails. After the Inquisitor receives the Anchor Explosion ability, we return to the deep paths, find a blockage in front of the eluvian and activate the anchor to clear the passage. We pass through the eluvian, take the curtain fire, then read the inscription on the stone next to the wolf statue, then read the curtain rune on the frescoes, then press the button on the wolf statue, climb the stairs and light the brazier for the curtain fire (part 11 from 13.00)
  • Darvaarad, Research Tower. On the third floor of the tower we read the inscription on the stone, then we light the curtain fire in the following order: Owl, Deer, Dragon (part 12 from 14.17)

In order to open the fourth line in the dialogue (that Solas is Fen "Harel"), you need to collect four codex entries.

  • Elven ruins, Forgotten sanctuary on an island in the middle of a lake. Note on the body of a dead Qunari on the shore (part 11 from 07.30).
  • Deep trails. Note on the box in front of the blue barrier fire (part 7 from 02.21).
  • Ruined Library, Scholar's Refuge. Behind the blue barrier fire is a memory book near the chest (part 9 from 09.20).
  • Darvaarad, Research Tower. A note supposedly about a self-portrait of Fen "Harel (part 12 from 13.45)

Using her skill "Shadow Cloak" from the sorcerer knight specialization tree, Vivienne can also pass through the blue barrier fire.

During the passage of the DLC, the player has the opportunity to additionally increase some of the attributes of his character by +10 units, as well as receive an additional bonus in the form of a sketch or some kind of item.

  • Gain +10 Constitution. It is necessary to collect the "Expensive treat for dogs" scattered on the territory adjacent to the palace (10 pcs. Searched as a treasure using the letter V). After that, put all the bones in a basket next to Cullen's mabari. In gratitude, the dog will bring the mace "Cudgel of the Black and Gold Queen"
  • Get +10 strength. It is necessary to fix 5 crooked paintings hanging on the wall in different rooms.
    One painting (horseman) is in a house located next to Charter.
    One painting (portrait) is in the tavern.
    One picture (portrait) is in the bath.
    Two paintings (large) are in the room with eluvian.
  • Gain +10 Agility. You need to catch five jesters, each N-th number of times (it was not possible to calculate exactly). For each give +2 to dexterity and gold. For all five, there is also a sketch of the long sword "Scorcher"
  • Get +10 Cunning. On the left hand after entering the first Eluvian, between two stone blocks, there is a skeleton, next to it is a statuette of a Gauls and a map with the location of the next statuette. For each subsequent figurine found +1 to cunning (+4 in total), for finding the fifth gall we get a sketch of the "Bis" staff. Then we return back to the skeleton at the Crossroads and present it with a hat found near the last figurine. We get another +6 to cunning.
  • Get +10 Magicka. Before going to Darvaarad, on the balcony next to Kasandra, it will be possible to launch fireworks. After the charges are released, you must try to explode each at its highest point so that you get a very bright flash. Points are awarded for these flashes.
    For 50 points we get +1 to magic.
    For 70 points we get +3 to magic and the sign of the golem.
    For 80 points we get +6 to magic and the sketch "Magic Great Sword"

stranger

And finally we arrive at the Winter Palace in Halamshiral, and the first person who meets us here is mother Giselle. We communicate nicely, exchange mutual courtesies, learn pleasant and not so good news. It turns out that our comrades and friends came to the Holy Council to support us, who in the recent past had to share with us all the hardships and hardships of the struggle, as well as the joy of victory. And this is the only opportunity to chat with them before the council, then, perhaps, there will simply not be time for this. We can learn from them about how these two years passed, where they were, what they did, what plans they make for the future. So, we go to visit our comrades and get real pleasure from communicating with them. But no matter how long we evade our duties and delay the unpleasant moment, we still have to pay a courtesy call to the ambassadors of Orlais and Ferelden.

So, all meetings, pleasant and not very, are over, preparations for the meeting are completed, we are going to the Holy Council. We sit, listen to claims and accusations, die of boredom and think: "When will this all end?" And then we get a message about the need for an urgent meeting. Hooray! A great excuse to escape from this soul-exhausting and nerve-wracking meeting, which we are happy to immediately use. Arriving at the meeting place, we find a dead Qunari warrior in full combat armor. After conferring with Leliana and reflecting, we come to the conclusion that nothing is clear and we need to somehow deal with this incomprehensible situation. It's good that friends are with us again, because again, perhaps, another trouble and dangerous adventures await us.

Now we are faced with the task of finding out how the Qunari warrior got into the Winter Palace, and even unnoticed. We set off on his bloody trail to find out where he will lead us. We climb up the garden lattice and find ourselves in a room with a functioning eluvian. Going there alone is pure suicide, so we gather our comrades again and go through the magic mirror. Once at the crossroads, we find a locked eluvian, through which the Qunari warrior tried to pass, but he obviously did not succeed. However, the bloody trail leads us in the other direction and leads to another mirror through which we can pass, which we do, burning with curiosity. After passing through the Eluvian, we understand that we are in the ancient elven ruins, and a little further we find another dead Qunari warrior. But the trail does not stop there, so we continue to move forward along it until it takes us after some time to the bridge on the island, where, apparently, we need to get. However, the bridge does not have a span, which means that you will have to look for another way through the available eluvians.

We dive into the nearest one and find ourselves at the foot of the Smoking Tower, guarded by the spirit guards of the ancient elves.

Consequences of the plot decision:

If the Inquisitor drank from the Well of Sorrow, then it is possible to do without a fight with spirit guardians.

After a short, but very "meaningful" communication with the guards, we find a strange mosaic of green hues, which, when we try to examine it, gives us information and disappears, revealing the next mirror. So we go there, because there are no other alternatives. And again the tower, now Silent. We look around and notice ghosts hiding behind another green mosaic, as well as dead Qunari warriors. We follow the ghosts through a veiled picture, while replenishing our intellectual baggage with another piece of information. After another curtain mosaic and another piece of information about ancient elven history, we find ourselves in a hall with statues, where we get a discharge of magic and a new anchor ability. We put it into practice (yes, yes, now we can also earn extra money with a lamp) and take the figurine of the wolf from the pedestal. But treasures always have guards, and this figurine is no exception. We'll have to defend our right to find.

"Having listened" to all the weighty arguments that we had in reserve, the guards leave us our booty. Clutching it with both hands and saying: "My charm ...", we return back to the bridge, where we put the figurine on a pedestal. Finally, we can get to the island and talk with the Qunari, clarify the circumstances of this possible misunderstanding. But for some reason unknown and beyond our control, the dialogue is not immediately asked, we are not even allowed to say a word, not to mention any questions. We are forced to simply defend our right to life under the sun in this world. After the completion of unsuccessful negotiations, we understand that all our questions remained unanswered. The need to clarify the situation forces us to look for these answers on our own, we have to shake the old days and remember what we did two years ago. We take out our set of young detective and go in search of clues. Having climbed all the corners and checked every dark corner, we return with the collected information to Leliana.

After holding an emergency meeting with our advisers (how long have we not solved complex problems together), we return back to the Crossroads in order to find out: "What are the Qunari planning?" and we notice a small detachment of horned warriors hiding in another eluvian. We carefully set off after them and find ourselves ... on the deep paths. What a surprise! Why did the elven mirror bring us here and what do the Qunari need here? We will try to find out about everything and at the same time stay alive. Moving forward and at the same time fighting off the attacks of the inhabitants of the underground labyrinths, we stumble upon a small Shelter, talk with its owner and learn very disappointing news for us, and then decide its future fate. Well, the task is clear, the goal has been set for us, we set off in search of a solution to this problem. We make our way through numerous crowds of the enemy to a warehouse with fuses, pick them up and arrange a small, well, very small ba-da-boom. And then we rush headlong to the exit, it’s a pity we don’t go fishing - the water is coming too fast.

After an extraordinary urgent meeting with advisers and discussing the threat of a Qunari invasion that has fallen out of nowhere, having gathered our small squad and grabbed a first-aid kit with tinctures and potions, stuffing our pockets with grenades, we again go to the Crossroads in search of the main instigator of the troubles that have fallen on our heads. After passing through the eluvian near the bookshelf, we find ourselves in the destroyed ancient elven library. How much knowledge was lost here, how much of the lost can be restored? Chasing these thoughts away from ourselves, we move forward towards our goal. Having exchanged a few words with the Archivist, we hurry on, we notice a group of qunari on one of the islands floating in nothing and the eluvian, which, most likely, leads there. But we can only restore part of the way with the help of an egg-shaped glowing red artifact. We will have to look for others, perhaps we will be able to restore the rest of the spans of the bridges.

We pass through the nearest mirror and find ourselves in the Inner Courtyard, we notice two more active eluvians, put our curious nose in both one way or another, but it is better first to the left. We pass through the mirror and get into the Ruined Tower, we find another Eluvian and nothing that could help restore the bridges. So again forward through the magical surface of the glass. And here we have another part of the destroyed library - the Scientist's Shelter, after a thorough inspection of the territory, we activate the artifact and return back to the Courtyard. We get another blow "in the stomach" with a discharge of magic and another ability of the anchor. Now let's have some fun, now we'll show them all how to get in our way. Then we direct our "andraste chosen" steps through the right eluvian and get into the Shattered Hall. And again another mirror, and again through it into the unknown. And now we are already in the Lower Archives, carefully looking around and discovering what we were looking for. Now you can go to the inverted island to see how it all looks upside down there, and at the same time look for Viddasalu.

But again, for some reason, we do not have a dialogue with Viddasala, again we have to defend our point of view, and at the same time the right to life. Apparently, we do not know kunlat at all, or over the past two years we have managed to catch the tongue-tied virus somewhere. We will have to go back to the advisers and admit our failure as a negotiator. Having poured out all the insults to our advisers on the slow-witted representatives of the horned race, after listening to their arguments and proposals, we suddenly realize that we don’t have much time left, and there are still more than enough things to do. And the main task is to stop all this horned army at all costs. We carefully check our weapons and armor, collect the "first aid" backpack, equip the ammunition, convene our comrades and set off to solve the problems that have piled up until they have swallowed up everything that we fought for before. Knowing full well that this is the last battle and there may not be a return for us, we gather all our courage and will into a fist and head towards the eluvian leading to Darvaarad.

After passing through the mirror, we find ourselves in the courtyard of the fortress. Well, let's try to find out: what the Qunari have been doing here all this time and what other plans they are hatching. We break through with a fight through the barriers and patrols of enemies, we stumble upon a very interesting gate blocking the entrance to the inside of the fortress. Having fiddled a little with the locking mechanism, we unlock them. Now you can see what the Qunari are doing here, and then try to thwart their grandiose plans (we are not the first to do this). We move forward with battles and discover the factory for the production of gaatlock and the source of extraction of its main ingredient (surprise surprise). Now we have to decide what to do in this situation. While we were dealing with the solution of this problem, Viddasala and her warriors reached the next eluvian, but before waving her hand, she nevertheless deigned to explain to us the motives of her actions, as well as give us some information about one of our comrade-in-arms - Solas. Now it is up to us to decide: how our further relations with him will develop and in what key the dialogue will be built if we manage to get to him before the Qunari warriors.

Boiling with righteous anger, we rush after Viddasala, because our heart-to-heart conversation with her is not over yet. And here we get another surprise from the anchor. So time is running out, so we need to hurry. Through the ranks of enemies and a series of mirrors, we break through all the time forward and forward, trying to get ahead of Viddasala. But our attempts to break into the leaders of the race did not go unnoticed, and sairabaza Sairat, fed with lyrium, was put up against us. And what do we do now? Nothing, all that remains is to accept this challenge and pick up the thrown glove. When we hit him a little and his inflated self-importance is a third part, Viddasala will call Sairat away, but leave a bunch of ordinary soldiers to delay us, but this will not help her much. Nothing and no one can stop us on the way to our goal, so we continue our way through the ranks of enemies and eluvians.

And now the ranks of the enemies have thinned out very much, and Viddasala is standing alone at the next mirror, and again we, headlong, rush forward. But it was not there. Sairat, who has improved his injured health, again blocks our path to the goal. There is nothing else left but to completely knock down the arrogance of this horned jock overfed with lyrium. We try to closely monitor his attacks and not fall under the distribution of various goodies, of which he has enough in stock. When pulling the whole group to him, we immediately withdraw the members of the detachment beyond the border of the lyrium circle. Do not forget to look under your feet so as not to run into surprises in the form of natural mines. We remove the barrier and life from it by discharging the anchor. (Good luck in this duel). And now Sairat is defeated, and the path to the last eluvian is free, and behind it we will finally get the long-awaited answers to the questions that have been tormenting us for so long. After a conversation with Solas, dumbfounded by everything he heard from his lips, we return to the meeting of the Holy Council and decide the fate of the Inquisition.

Of course, the game came out a long time ago and most have already knocked out all the achievements in the game, but I think there are people who have not done this yet, so I decided to write a small guide on achievements. I will not paint all the trophies, because there is simply no point, because they are either easy or story-driven.

Dragon Age Inquisition - the main game includes 52 achievements on the PC and Xbox platforms, while on the PlayStation there are 53 achievements, since there is platinum.

1) "As a whole"- Complete an interclass combo with a controllable character in single player.

Personally, I just froze the enemy, and then hit him with a sword and that's it. There are a lot of combinations in the game.

2) "The luminaries of their era" - In one passage, take all possible companions into the squad.

Warning: This achievement can be skipped.

You need to find all satellites:

- Cole: After the quest "Defenders of Justice" it will be possible to recruit him.

- Sir: Appears in Val Royeaux on the quest "Red Jenny's Friends"

- Vivien: After the scene with Lucius during the quest "The danger is not over" in Val Royeaux at the Summer Market, an envoy of the Circle of Magicians will appear, after talking with him, you will receive the quest "Imperial Enchantress". (Also, be careful - Vivien can only be recruited before going to Skyhold.)

- Dorian: In general, in Recruiting Dorian is no different from recruiting Cole, except that you must follow the path of the mages and choose the quest "Tempting Whisper" to meet him. Although even if you choose "Defenders of Justice" - he will still appear in the shelter after completing the quest.

- Blackwall: After returning from Val Royeaux, receive the quest "The Lone Guard".

- Iron bull: After a trip to Val Royeaux, the quest "Captain of the Bulls" will become available.
- Cassandra, Varric and Solas:Join at the very beginning of the game.

3) "Well-read"- Find the curtain rune.

Curtain runes are runes activated by a special torch (which can only be lit by a magician and it burns with green fire).
As soon as the torch is lit, just explore the nearest area (usually the runes are located in caves, on the walls), it will not be difficult to find them, they will glow when you approach them with a burning torch.

4) "Liberator"- Liberate three fortresses in one playthrough.

Strongholds can be liberated in the following locations:
- In Crestwood (Caer Bronach Fortress);
- In Emprise-du-Lyon (Suledin fortress);
- In the Western Reach (Gryphon's Wings Fortress).

5) "Starsyes bala"- Earn full favor with the Orlesian Court.

"Evil Eyes, Evil Hearts" quest - It's easier to get this trophy playing as a human since you'll start with 40/100 (25/100 in case of others)

The most important thing here is to answer questions correctly during conversations, especially during a dance with the queen's adviser, look for hidden documents (we give them to Leliana), as well as coins that we throw into the fountain.

6) Regalia- Fully upgrade one throne.

Just complete additional tasks (meaning resource extraction tasks) at the command headquarters and sooner or later you will get the details.

7) "On fiery wings"- Find a powerful ally to equalize the forces.

Easy to miss! During the story quest "Fruits of Pride" in the Elven Temple, you will be offered a choice - to drink from the source yourself or give it to someone else. You need to drink from the source yourself, and then a new location will appear and you will need to fight the dragon on it. (the dragon has high health and level 17, so I advise you to be well equipped, although you only need to hurt him by 50% to defeat him)

8) "Keykeeper" - Get into the heart of the Solasan Temple.

First you need to complete the quest "Collecting Pieces" but this quest is not given immediately. First you need to find at least one fragment, for this you need to travel the world and look for the skulls placed in different places (spyglasses in the form of a luminous skull) - eyepieces, then look into it and mark the sparkling fragments, then collect them.

All shards: (total 114 shards).

The Hinterlands - 5 eyepieces and 22 shards

Storm Coast - 4 eyepieces and 13 shards

Forbidden Oasis - 4 eyepieces and 15 shards

Western Limit - 5 eyepieces and 14 shards

Sacred Plain - 3 eyepieces and 16 shards

Emerald Graves - 2 eyepieces and 13 shards

Emprise du Lion - 2 eyepieces and 13 shards

Whistling Wastes - 4 eyepieces and 8 shards

"Calm the Spirit", "Transfer the Cold" and "Conquer the Fire", after completing which the main door will open, behind which there will be a demon of Pride and after defeating which you will receive a trophy. (don't forget to open the last sarcophagus).

9) "Thunderstorm of dragons"- Kill 10 High Dragons in single player.

- Fereldan Frostbite - has level 12, lives in the interior lands (north-east corner of the map, north of the camp in the Rebel Queen's ravine).

He likes to call for help little dragons, which greatly complicate the matter.

- northern hunter - has level 13, lives in Crestwood (in the Black Marsh in the southeast corner of the map, south of the camp at Three Trout Farm).

-Abyssal High Dragon" - has level 14, lives in the Western Reach (in the southwestern part of the location, south of the camp in Nazer Pass)

This dragon simply cannot be found, so that she arrives, you need to complete the quest chain of Frederic de Cero.

-Gamordan Bouregon - has level 15, lives in the Sacred Plains (in the Raven Marsh, in the northeastern part of the location), which can be reached by completing the command headquarters quest "Get access to Gilannain Grove".

- Big Mistral - lives in the Emerald Graves (northern part of the map).

- Winsomer - has level 19, lives on the Storm Coast, on the Dragon Island, which cannot be reached immediately. You can access it after completing the Red Waters quest.

- Sand Scavenger - has level 20, lives in the Whistling Wastes (in the eastern part of the location, next to the entrance to the tomb of Fairel).

- Hivernal - has a level 19, lives in the Emprise-du-Lion (Ring Etienne immediately after the Judicaele bridge). To get to the other side, you need to complete the quest at the headquarters of the command "Restoration of the Judicael Bridge".

- Kiltenzan - has level 21, lives in the Emprise du Lyon (in the Ring of Judicael, next after the Ring of Etienne).

- Mountain Destroyer b- the most difficult dragon in the game, has a level 23, lives in the Emprise du Lyon (in the Ring of Leontyne in the northern part of Sunshine Pools).

First DLC - Jaws of Hakkon - includes 4 achievements.

1) "Pyro"-Destroy all winter shards and light all fires in the old temple.

Here I would advise you to watch a video on the Internet about the location of the fragments, it will be much easier.

2) "Historian"- Reveal the secret of the legendary personality.

Story achievement.

3) "People's name"- Impress the Avvars of Stone Bear Hold and win their friendship.

Quest "Guests of the stronghold".

You need to get 5 approvals and the trophy is yours. In general, everything is simple here.

Many will receive approvals after completing the story missions, but you will also have to complete additional ones.

Complete the quest "Father's Name" and give the prey to the hunt master (required).
- After completing the quest "Trials of Hakkon" you will also receive approval.

Complete the "Up and Away" quest.
- Complete the quest "In Exile"
- We also carry out several tasks at the headquarters of the command, for which they also give approval.

4) "End of winter" - Do away with the myth of the ancient days.

Story trophy.

Second addition"Descent" - also includes 4 achievements (I won't describe them, you can't miss them).

The third addition "The Outsider" - includes 11 achievements, but we will not analyze all of them, but only those that can cause difficulties.

1) "Test of the Hermit"- Kill 10 large bears that have become stronger due to the "Bear Service".

Big bears are found only in the Emerald Graves location, turn on the test and go there. I advise you to look for bears closer to the water, near rivers and on small lawns. I do not advise you to go north, because trolls already live there and there are almost no bears there.

2) "Test of the Fool"- With the "Take it easy" challenge enabled: Reach Skyhold on level 5 or below.

Do only story quests, don't read scrolls, avoid enemies if possible.

3) "Thinking outside the box"- Open all caches guarded by ancient statues.

Elven Ruins, Forgotten Shrine. Here we read the inscription on the stone in front of the statue of the wolf and light the torch, which is looking at the statue of the wolf.
- Destroyed library, In the haven of the scientist.
- Located in the deep paths, we are looking for a blockage in front of the eluvian. But keep in mind that you can only get there when you get the Anchor Explosion ability, so you have to go back.
- Located in the location of Darvaarad, in the research tower. not far from the entrance to the tower on the left. (We light the fire in the following order: Owl, Deer, Dragon)

4) "Coroner"- Find all the clothes from Tailor-Made.

Only 4 things that are in the chests. All of them are located on the location "Crossroads". Here it is better to watch a video about their whereabouts, although it will not be difficult to find them yourself.

Also remember that if you loaded a save and turned on the test, then it will not immediately activate (Example "Trial of the Empress"). You need to exit the location you need and enter it again.

Let's play!!!
I am not an EA employee.


A very small quest that is automatically given to you when you arrive in the Plains. Speak to Corporal Rosselin at the western fortifications near your first camp to find out what's going on there. He will tell you about the problem of the undead, which will complete this quest and give you the next one.

Rest of the Dead: West


You get this quest when you first talk to Corporal Rosselin. The detachment of the undead captured the fortifications and all the efforts of the troops to knock him out of there were unsuccessful. You need to set fire to the corpses so that they stop rising as undead. There are two such places with corpses on the fortifications, each guarded by a group of undead led by Arcane Horror and protected by a magical barrier. After you deal with the opponents and set fire to both piles of bodies, you need to blow the signal horn, letting the troops know that the fortifications have been released.
After that, talk to Corporal Rosselin. This will complete the given quest and give you the next one.

Fort Rewasan


Make your way to Fort Revasan through the besieging Dead and Free Citizens of the Dales and speak with Marshal Bastien Proulx. This will complete the current quest and give you the next two.

Rest of the Dead: East


Marshal Proulx will complain to you that because of the bandits and the walking dead, his troops left the eastern fort. Go there and set fire to the dead bodies in the same way as you did on the western fortifications or Victory Fort. The only difference is that these fortifications are captured not by the undead, but by the so-called "free citizens of the Dales", and near the magical barrier you have to fight not with the Secret Horror, but with a mini-boss magician - that Gordian, one of the commanders, oh which you have probably already managed to hear and read before. These fortifications are somewhat more intricate than the rest, and in order to clear them completely, you need to go into them from two sides, since both parts do not connect to each other (I did not find where, anyway).

no news


Marshal Proulx sent a patrol of soldiers to establish contact with the garrison on the river, but no one returned from this task. Find out what's the matter.

When you get to the garrison, you will understand why no one reported back to the marshal - one of the Ruptures formed there. The rift is located in the basement, although some demons seep to the surface. You need to go down the stairs to close it. After closing the Rift, blow the signal horn, which will close the quest and give you another fast travel point

Father's Instructions


To the northwest of the Orlesian fort, in the ruins of a burnt house, you will find a letter that mentions a cache in a hollow tree. The quest mark only indicates the approximate location of the treasure, but there is only one tree and a large one - so be guided by it.

Ring of a Friend


The quest is given to you by a dying lady chevalier in Fort Victory. You need a robber to get to her, as she is behind a locked door. Take her ring to Commander Jean at the Fortress du Corbeau in the northwest of the map.

Supply Shortage


Issued by Commander Jean in Citadel du Corbeau. Supplies for the soldiers of the fortress disappeared somewhere on the way to it. Find all 10 boxes and mark their location so that the Orlesian soldiers can find them and deliver them to their destination. All boxes are marked on the map.

Victory over the Dead


Quest twin of the job Clear the Western Fort. Destroy the two groups of undead, led by Arcane Horror, guarding the bodies of the dead in Fort Victory, and set them on fire, then blow the signal horn. You can receive this quest automatically when you come across the fort, and if you haven't reached it yet, this quest will be given to you by Marshal Pru in Fort Rivasan.

Right to Mourning


This quest is given to you by Sergeant Meursault at Fort Revasan. Many soldiers simply disappeared and she does not know what happened to them and what to tell their families. Find information about the missing aka 7 farewell letters scattered across the Plains. Quest markers indicate only a rough location, not an exact location, but the letters are usually not just lying on the road, but are located next to something - a broken cart, a gallows, an abandoned parking lot, etc., so finding them in principle it's not that hard.

For the Empire


Find out what happened in the Citadel du Corbeau, where Selina's troops are stationed. To get to the citadel, you need to open the operation "Restore the bridge of Pont-Ature" at the destroyed bridge, and then complete it in your command headquarters. This will cost you 5 influence points. After that, you will be able to cross the bridge and deal with the walking dead, as before, setting fire to the clusters of bodies in the citadel.

When you destroy two piles of bodies, you can proceed to the fortress building. A revenant (who has risen from the dead in the local translation) will run out of the gate to meet you - if you played DAO or DA 2, then you probably remember these creatures. Deal with him and move on. Your goal is to reach the fortress wall, breaking through the horde of the walking dead, and at the same time several demons. You will come across a dying soldier. Open the grate next to it and go further, heading up. On the fortress wall, turn the wheel, deactivating the magical protection of the fortress. After that, you can go inside and talk to Commander Jean, who will explain to you exactly what happened here.

Gilannain Grove


A very small task. Once you've cleared the rubble to Gilannain Grove at your headquarters at your command headquarters, you'll need to eliminate groups of Gurguts, a subtype of wyverns, who have settled there. After you deal with them, the quest will be completed.

Enavouris Map


First you need to find a map of the cache near Enavuris. The map is located in Fort Pobeda. You probably noticed the quest exclamation mark on one of the trebuchets. This sign points to the map, and the entrance to it lies through the door a couple of levels below this trebuchet. Go down the trenches to get to it.

The treasure itself is located on a boulder near the elven ruins north of the Dalish camp.


Enavouris River Sketch


Not far from the Rift, on the plain of Riel, you will find a corpse, and on it is a map of the hiding place on the river Enavuris. It is most convenient to get to it from the Dalish camp - walk from it to the ancient baths, and then go down the river from them. The treasure is located on the shore.


Halinsulan Map

The map is on a corpse at the northernmost point of the swamps - where the dragon lives. The sketch shows a waterfall and a statue of Fen Harel. Such a waterfall is located not far from the Dalish camp - go to it along the right bank, turn right almost at the very waterfall. The treasure is located almost at the end of the valley.


Dalish Elf Quests


Dalish view


Issued by the elf Olafin near the western fortifications. Find his clan and tell the Keeper that Olafin is still trying to find a safe path through the walking dead.
If you have already put down the western fortifications, then you will not receive this quest - obviously, Olafin found the way when the roaming corpses stopped roaming the neighborhood and getting in the way.

Dalish Condescension


During this quest, you must win the trust of the elven clan located in the Valley in order to

A) they started trading with you
B) allowed a clan member, Loranil, burning with a desire to help the Inquisition, to become your agent

After receiving this quest, you will have a bar of Dalish goodwill in your journal. It can be easily filled by completing quests given to you by clan members (see below).

There is someone to lose


The elf Emalien worries about her brother Valorin, who was very upset when the Guardian chose another as his student, and disappeared to no one knows where. Go to the location marked with the quest marker. Alas, Valorin can no longer be helped, but from his letter it will become clear that the young elf wanted to get some lost elven artifact for the clan. The artifact is located in the temple of Silais, in the same place as one of the elven glyphs, behind a magical barrier that only a magician can destroy. If you have already been there, then most likely you have already found this little thing, and all that remains for you is to return to Emalien.

Return to Emalien, tell her about the fate of her brother and give the artifact. This will complete this quest.

Equipped Camp


Elf Nissa is concerned about the lack of supplies for the camp. Read in her inventory book what exactly she is missing. The book will be updated several times after you deliver the requested items to Nissa. When you've collected everything you need, click on the supply chest near Nissa, and then check to see if a new entry has appeared in the book.

In total, Nissa needs:

1. Five pieces of spindles.
2. Ten elven roots.
3. Ten dog skins.
4. Five pieces of iron.
5. Three skins of a big bear. Big bears, unlike all the rest of the above, are very rare and, besides, they are not found on the Plains themselves, you will have to hunt them somewhere else (for example, on the Emerald Graves). But you don't have to complete all of Nissa's orders to get 100% clan favor, so you might as well come back here later when you find the skins you need.

Golden Galla


Ichiren repairing the aravella will ask you to find a golden galla. She walks not very far from the clan and she will run in the right direction when you get close to her, you just need to stay behind so as not to lose sight of her and make sure that she has not lost her way (sometimes the galla runs straight to the right place, sometimes for some reason, it starts to loop).

From the Underworld


Given by the Clan Keeper. Destroy the demons at the tombs of Val Bellanaris. The Keeper will be much more pleased with you if you do not open the graves located there in the process. If you don't touch the graves, after turning in the quest, he will share information with you about strange glyphs scattered around the Valley. This will give you the Scattered Signs quest. It is optional, since you can get it in another way, and does not give you Dalish respect.

You don't have to refrain from robbing graves to get this quest. You will receive it automatically when you find the very first glyph.

If you decide to plunder, then this will give you a small subquest to enter the tomb, the key to which is broken into pieces, and they themselves are in various graves. Keep in mind that in this case the Keeper will not give you Dalish approval when you turn in the quest.

Scattered Signs


Glyph Locations:
On the wall in the ancient baths located near the location of the clan. From the curtain fire torch, go down the stairs (you will need to break the wall for this with a warrior, although you can just go around and jump off the balcony), the glyph will be on the right wall.
For some reason, this glyph didn't show up as a quest marker on my map, unlike the others.

The second glyph is located almost exactly to the east of the ancient baths, at the covered passage, literally three steps from the curtain fire torch.

The third is located in the temple of Silais, southeast of the elven clan, behind a waterfall with a statue of Fen Harel. The glyph is painted on the wall near the entrance.

The last glyph is in the ruins almost exactly north of the clan.

Once you have found all four, you will have a new mission for your command headquarters "Learn the Elven Glyphs". If you complete this mission, you will open a new location - the Temple of Dirthamen.

Mystery of the Stone Hand


Not far from your camp in Gilannain Grove, behind the Rift, there is an entrance to a small dungeon. If you go down there, you will find a statue with a bow, surrounded by four plinths topped with spheres. In front of three of the pedestals stands a pillar.

Your task is to make the statue shoot at each of these spheres. A lever nearby shifts her clockwise and makes her shoot every time she does so. The problem is that the pillars are blocking three of the four spheres. You need to find a way to lower the posts somehow.

One of the pillars is easy to remove - in the corner of the hall there is a tile that will glow blue when someone steps on it. You need to put one of the group on it, while the second one pulls the lever to make the statue shoot.

The third pillar is a little more problematic, mainly because your teammates don't really obey commands to stand still. You need to light all the torches around on the walls - every time a torch is lit, the pillar in front of the plinths goes down a bit. However, this is temporary, after a couple of seconds it returns to its place. Place allies at the torches. One of the torches is behind a grate - it is removed with a lever nearby. One of the group should be standing at the lever that controls the statue. Quickly activate all the torches, wait for the pillar to lower, and immediately activate the lever for the statue.

The last pillar is removed using a pair of levers, which are quite difficult to see in the dark. In the room where the torch is behind the bars, there are also side bars. Behind one of them is a lever. You need to put one of the companions in the room, then activate the lever to close the grate, blocking his path back to the main hall - this will raise the side grate. Go behind it and lower the lever. This will give you access to the last structure behind the bars on the other side of the room - a small mechanical wheel. Rotate it all the way while holding down the right mouse button - and the last pillar will lower, and you will be able to fire the fourth shot. Go to the opened secret room, take the loot and read the codex.

In the same dungeon is a piece of the mosaic. Another one lies on the surface a couple of steps from the entrance to the dungeon on a piece of a broken statue.

Regions of the Sacred Plain


Visit all 21 regions of the Sacred Plain.

Shards in the Sacred Plain


Find all 16 shards in the Sacred Plain. One of the fragments that lies on a dilapidated bridge, I was able to get it by jumping onto the bridge from the hill on horseback.

Holding the Holy Plain


Set up four camps in the Sacred Plain. In order to complete this quest, you need to complete a mission in your command headquarters Gain Access to Ghilannain Grove, as that is where one of your camps should be located. Activate the "open operation" pole at the blockage of the grove to get this mission.

Landmarks on the Sacred Plain


Find all 18 landmarks in the Sacred Plain

Breaks in the Topi


Close 3 Swamp Rifts.