Dragon age inquisition sands and ruins. Boat trip to the island of Gramvousa (Crete, Greece). Start of the excursion to Gramvousu Island

In the seventh task of the second act, we will have to find the blood of Zoltun Kull, since one head is clearly not enough to revive the Horadrim.

This time we receive a task from Zoltun Kull himself, this wizard can now quite successfully communicate with us in the form of a spirit, because in the Horadrim Traitor task we found his head in the endless sands of Kaldea. But the Horadrim is not only difficult to kill, but also very problematic to bring back to life, so we go on a campaign for his blood.

We need to find the entrance to the ancient drainage in this location, this is old part city ​​sewers.







We actually explore the oasis, relying on our own luck and knowledge of the features of the game Diablo 3, where often the necessary quest locations are located somewhat across the isthmus. One way or another, we approach a large gate that hides an ancient drain behind it. Zoltun Kull himself will help open this lock.

We need to tell you a little more about the current sewer system, although this time the passage of this computer game does not offer anything complicated. The passage we need is flooded, so to continue our journey we will need to eliminate the cause of the flooding. To do this, it will be necessary to close the valves in the western and eastern wings of the system.

Along the way, we will meet on the site a projection of our beloved Emperor Hakkan II, who will again help with good advice and tell a couple of legends about Belial. Allegedly, the boy managed to come to an understanding of under what guise the Lord of Lies is now hiding. Although this has nothing to do with the current task, the second act of Diablo 3 will not end at this meeting.

We start with the western channel, although, of course, there is no difference. You can go through Diablo 3 in any order here, you can start from the eastern channel, there will be no difference, because the sewer branches are symmetrical in their functions.

After a small clearing of the area, we go accordingly to the western flow regulator.

We pull the lever, a cross appears near the task point, and part of the waterfall is blocked, although it is still impossible to go through the flooded passage in the center, we still need to deal with the eastern flow.



We repeat our trip this time in the eastern channel, looking closely and carefully for the eastern flow regulator.



And here it is, we also activate the lever..

We return to the ancient drainage.

Despite the fact that you already want to hit the road, you need to listen to the parting words of Zoltun Kull. By the way, this character is quite a good conversationalist; it’s a pity that the hero in Diablo III doesn’t have even a shadow of freedom of choice, otherwise it would be interesting to stand on the gray side of the nephalems.

We go down into the flooded passage.

And almost immediately we come across a barrel that can talk. Naturally, monsters in the game are a common occurrence, so I won’t dwell in detail on their destruction. But in the barrel sits our future jeweler and a funny old man rolled into one.

Let's meet Shen the Miser; he will soon join our caravan, although to do this we will have to complete one of his tasks.





We need to find the crucible that Shen the Miser is looking for. Naturally, there will be many enemies along the way, and at the end of the path, the thief Gavin, who stole this jeweler’s tool, awaits us. But the crucible was not simple, but cursed, so the unfortunate thief turned into a ghoul and must be destroyed. We get not only a crucible, but also a jeweler on the team. Shen will be able to improve stones for us, extract them from objects, in general, he will be very useful in the team.

Now in the depths of the aqueducts we need to find ancient way, this location will be somewhat reminiscent of the Dalgur oasis. Next you will need to reach the endless sands and find two artifacts there.

We need to find not just the blood of Zoltun Kull, but two whole vials of this liquid. Naturally, these items are hidden in different catacombs: the traitor’s cave and the mercenary’s tomb. By the way, in a similar way we opened the way to the flooded temple of the nephalems in the first act, which we had already successfully completed. So we walk along the endless sands at night and try to find the necessary entrances. Meanwhile, the task about blood in the sand is already starting to get boring.

I came across the mercenary’s tomb earlier, without thinking twice we entered the cave, or rather the tomb.





We will have to clear this small location almost completely, for which we will be awarded a bottle of red liquid, which is the blood of the Horadrim traitor. There are no particular difficulties when passing Diablo 3, although mortal heroes need to avoid mistakes and inattention.

And again in the desert, and again on the road. We continue to explore the yellow space in the twilight that will never end. Perhaps this is the real night. Remember, in Diablo 2 they also stole the sun in the second act, as in the well-known children's work.

The traitor's cave has been found, but the sign "level 1" does not inspire optimism. After all, this clearly indicates that there will be several levels, and our goal will be at the very bottom of the pyramid. But there’s still nothing to do, so, with our hearts creaking, we go down to the traitor’s cave.



We clear the first level, our local goal is to find a way out to the second level as quickly as possible. If you are already tired of going through this quest, and the character’s strength allows it, then you can not destroy all the enemies, but collect them in groups. The main thing here is not to overdo it and not get surrounded with a sad outcome.



Actually, we repeat everything on the second level of the traitor’s caves, only now we are looking for Kull’s blood itself, and not the exit to the third level.

We have the coveted bottle of cloudy liquid in our hands, which means the “blood and sand” task is completed. Immediately we will receive a new quest about the black stone of souls, its passage is also available on the website www.. The same story ends, ends with the pleased laughter of Zoltun Kull.

The very idea of ​​collecting Horadrim in parts is not new, but Zoltun Kull himself slightly diversifies the gameplay, first of all, with an original and true view of life. After all, angels are little better than demons for the people of Sanctuary, so Kull’s position is clear. But the fact of the matter is that our nephalem does not have the right to vote, we can only follow the plans of the developers.

Computer game in the RPG genre, the third part of the series Dragon Age, was developed by the Canadian company BioWare. The publisher is Electronic Arts, the release took place on November 18, 2014 for the platforms Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One. After the events of the first part, the world Thedasa plunges into the abyss of internecine wars and political intrigues. In addition, unusual rifts are opening up in different parts of the world, allowing demons to enter Thedas. The main character receives a mark and after closing several faults in Temple of the Sacred Ashes receives leadership of the Inquisition to eradicate the chaos that has arisen.

The Whistling Wastes

At this location, the Inquisitor needs to find out the reason for being in the deserts of Venatori (Task Sand and Ruins) and after that, find and examine abandoned tombs and a tomb.

Gaps near the bay

Inquisition scouts noticed active gaps in the area of ​​the camp in the bay, which the Herald must eliminate.


Sand and ruins

Venatori have been discovered in the Whistling Wastes. The Inquisitor needs to search two hostile camps (near the canyon and north of the bay) to find out the reason for the Venatori's presence in the area. It is necessary to pay attention to documents, which will be located in hostile camps (cards are needed to complete the quest Firel's Tomb).


After receiving information, the main character must go to the north of the Wasteland to explore a place that the Venatori call Watchtower . Let's go up mountain range and we capture the next camp, and the main character also receives information about the tomb at the statue and the Venatori camp in the east in the mountains.


While exploring the last camp, the Inquisitor discovers a letter for the Venatori masters (after clearing the area and reading the letter, the task will be completed).


Gaps: Canyons

After creating a camp in the canyon, the main character will have to close the active gaps in the Veil.


Rips: Sand Cliffs

After establishing a camp at Sand Cliffs (Quest Sand and ruins, the site for the camp will be discovered during the survey of the Venatori base in the east), the Herald will have to close the gaps in the area.


Bone fields

In the Venatori camp in the western Whistling Wastes, you can find a letter containing information about the missing patrol in the Bone Fields. In the designated area we find an abandoned cart, clear the area and complete the task.


Breaks: Sun's Nest

After establishing a camp on Mount Sun's Nest, the Inquisitor needs to close the active gaps in the Veil.


Fairel's Tomb

The main characters will have to find abandoned tombs, which maps from the camps of the Red Templars will allow you to find (there are only 5 graves). In order to gain access to the tomb, the Inquisitor must activate the braziers with curtain fire, if the incorrect sequence is chosen, the main characters are attacked by demons (given below with quotes from the tablets in the required sequence).


In the grave next to the camp on the Sandy Cliffs (at 4 pillars), the order of activating the curtain fire is as follows: 1 - “This is the story of Fairel...”, 2 - “who are contrary to the will of the father...”, 3 - “For with the halls were built with pride...", 4 - "And with sorrow the halls were built...". Next, the Herald enters the tomb and receives part of the key to the Tomb of Fairel.


The procedure for activating the curtain fire in tomb at Mogilniki(the tomb is located in the South-West of the Whistling Wastes): 1 - "The sons of Fairel erected a monument...", 2 - "and they worked side by side...", 3 - "but each ruled in his own way...", 4 - "And where one brother fell...". We again receive information about Fairel’s tomb and a component of the key.


Grave in the canyon (the entrance to the canyon can be found in the corresponding camp): 1 - "After many years of Fairel...", 2 - "And the burden grew heavy...", 3 - "Forced both sons...", 4 - "and the brothers swore..."


Passage to the grave in a mountain fortress(at the Sun's Nest) will be blocked, but there is a workaround (you need to climb the mountain and go a little south to the Venatori camp). The order is as follows: 1 - "The sun scorched the sandy ocean...", 2 - "But there was a stone in the sand...", 3 - "Fairel took the Stone...", 4 - "His teig grew and flourished... ".


Tomb at the statue (located in the north of the Wasteland, under the large statue of the Spike): 1 - "Fairel, the Perfect...", 2 - "the enmity that destroyed the teigi...", 3 - "His own clan...", 4 - "upper world...".


After receiving components key we go to the east of the Whistling Wastes, next to the entrance to the tomb there is a lair dragon(however, it can be bypassed since your opponent is sleeping). The sand scavenger is vulnerable to cold and protected from fire magic (otherwise, the dragon's tactics are no different from others). We receive a sketch of a rune against demons and complete the task.


This article is part of the series Walkthrough of Dragon Age: Inquisition

Keywords: dragon age inquisition,inquisition, messenger, mark, rifts, cassandra pentagast, solas, varrick, leliana, whistling wastes, rifts near the bay, sand and ruins, rifts: canyons, rifts: sand cliffs, bone fields, rifts: nest of the sun, tomb of fireel


DESERT RUINS This is a new combat location that was introduced by the developers in March 2018. This location has considerable usefulness for any level of players, thanks to rewards that allow you to upgrade your heroes’ skills at a faster rate. Of course, the rewards themselves and their size depend on the depth of completion of the desert ruins, as well as on the strength of your account. This is exactly what we will talk about in today’s article.

Desert ruins are located in the Battle tab:


After clicking the icon, the Desert Ruins interface opens


Let's take a closer look at this interface:
  1. Help for the Desert Ruins location
  2. Rewards in Desert Ruins
  3. Passage of Desert Ruins with the help of a team of friends or guildmates and with a random team
  4. Create team button

1. Help on the Desert Ruins location

When you press "?" the following help will appear:


RULES
1. Choose 10 different Heroes and 1 spell. Conquer the Desert Ruins with your comrades.
2. Each round has 5 levels. At each level there is a fixed number of enemies and buildings in 3 random locations. Plan your attack with your teammates to destroy enemies and buildings before time runs out.
3. Desert ruins are available all day without any limit.

AWARDS
1. After each round you will receive chests: an elite chest (up to 5 times a day) or a regular chest. If the daily limit for Elite Chests is reached, you will only receive regular Chests. Complete more levels each round to get better rewards.
2. Elite chests contain 6 cards. Flip the cards over for a chance to win Hero Shards and Destiny Stones. The limit for obtaining elite chests is reset daily at 00:00 server time.
3. Regular chests contain Tomes of different levels. There is no daily receiving limit for regular chests. 4. Rewards in the form of items arrive in the game mailbox. Other rewards are credited directly to your account.

2. Rewards in Desert Ruins

AWARDS INELITE CHESTS LOCATIONS DESERT RUINS

AWARDS IN REGULAR CHESTS LOCATIONS DESERT RUINS

REWARDS AND THEIR NUMBER IN THE DESERT RUINS LOCATION

(DEPENDING ON THE POWER AND LEVEL OF THE DESERT RUINS DUNGEON)







3. Buttons for passing Desert Ruins with the help of a team of friends or guildmates and with a random team

If you want to go through the Desert Ruins with friends or guildmates, you select the appropriate icon


and enter the next menu


Where, after creating a team, selecting a specific friend or guild member (the “Invite” button), you send an invitation, and as soon as your friend or guild member accepts it, you click on the “start” button (it will become active).

If you don’t have friends or a guild, or for some other reason, then you can go through the Desert Ruins with a random team. All you have to do is click the appropriate icon and the appropriate command will be automatically selected for you



If you don’t like the selected team, you can always press the back button

4. Team creation button

Before starting a battle in the Desert Ruins, you need to create a team; to do this, click the “Create a Team” button

After which you are taken to the team creation interface

Also, don’t forget to choose a spell for desert ruins, since the outcome of the battle depends on it (by default you will always have the “Renewal” magic)


SPELLS FOR DESERT RUINS

1. Update

2. Awakening


A description of the location, as well as maps of the area with astrariums, ocularums, fragments of mosaics and much more can be found on the corresponding page:

You can get to the location after completing the task “Suppress Venatori activities in the west” at the command headquarters for 20 influence points.

Fairel's Tomb

So, we need to collect five parts of the key. We focus on the caves colored blue on the map above.

Near the Four Pillars camp. It is necessary to light four lamps with curtain fire on the columns with fragments of text in a certain sequence. Standing facing the entrance to the tomb - far left, near right, near left, far right. Inside we find a fragment of the mosaic, in the chest there is part of the key.

Grave in the Canyon with a merchant. We light the lamps in the order that corresponds to the meaning of the story embossed on the columns (what is written: near left, near right, far right, far left). We take part of the key from the chest.

At the Cemeteries we light the lamps according to the same principle, standing facing the tomb, left, then a little back, then right, then closer to the tomb. Inside we find a fragment of the mosaic, in the chest there is part of the key.

At the Sun's Nest, the main entrance is blocked; we go up along the road to the left of the entrance. There will be a descent. Inside is part of a dwarven diary. Before descending below, we draw a rune on the wall. Further down. Don't miss the mosaic fragment in the room with the elven artifact (reinforcing the veil). We go to the tomb (far right, near left, near right, far left). Inside we find a fragment of the mosaic, in the chest there is part of the key.

The fifth tomb is at the Orlesian Colossus near the upper camp. We light the lamps: far left, near right, far right, near left. Inside we find a fragment of the mosaic, in the chest there is part of the key.

Fairel's tomb itself is located in the east of the map. There is also a dragon's lair, while he sleeps, you can walk around him. Pick up the drawing of the rune and the mission is over.

Sand and ruins

We search the Venatori camps, which are indicated by markers. We focus on the green dots on the map above. After clearing the camp with the leader, we take from the table a letter to the masters, in which they talk about some dwarf drawings that they are looking for in a dwarf tomb (quest Firel's Tomb).

 

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