Dragon Age: Inquisition. Complete walkthrough of the “Stranger” expansion

,
Wow, not a fan. I imagine a Tevinter slave who was like, “ah, it’s all gone to waste, I’m taking off my post, do what you want with the master’s property. Here’s a chain, a key to the chain, a whip, dispose of it.” And he was offended by everyone and left. This eternal fast may have been strange, but it was clearly a strange act of goodwill. Solas probably wouldn’t want such honors for himself. However, he himself regrets that the Mital temple could not be defended.
And Morrigan, in principle, tramples the ground; Flemeth’s attempts to intervene have always been cautious and beneficial.

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

As I understand it, from the conversation between the mourners, everything was not like that at all. And it wasn’t Solas who locked up and fooled anyone there. Mital was betrayed, but not he. I wouldn’t be surprised that Solas saved the gods and hid them somewhere for reasons so as not to be finished off. Everything there was obviously extremely ambiguous. And it’s even stranger that Solas, in a hysterical dialogue, seems to admit that GG is great and inspired him to try again.
Of course, everything is possible, but I don’t understand why we should come up with unnecessary things. I mean, why try to whitewash it, make the character something more interesting?
Mythal was killed and not by Fen "Harel. No one seemed to blame him for this. It is known from Dalish legends (And this, despite its incompleteness, is still a more reliable source than “it seems to me.” Here at least you can rely on something) - Fen "Harel deceived and locked the gods, both EB and the Forgotten. From the words of Solas, it is known that the EBs were such bastards, vallaslin were the marks of slaves (Fen "Harel, by the way, does not have vallaslin), he clearly calls the connection with the source subordination. Why should he save them, from whom? Somehow the salvation looks strange, from which the “saved” themselves cannot be saved.

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

As I understand it, everyone except Solas is passively interested. And Solas seems to be in the position of the offended. From the series “this new generation will not appreciate anything.” After drinking some water, Solas leaves the position of the offended, pah-pah, so that it gets in and doesn’t let go, and clearly hints to the GG, they say, use the power alone. As I understand it, two simply won’t interfere; the third can generally be encouraged to perform heroic deeds, or at least outbid the deal. Why, from one text it is clear that Corypheus almost cries at the sight of the ancient elves.
Mythal is only interested in revenge, Morrigan has only personal motives, Solas is a dark horse (he is either interested in doing something or not). And here is the moment: the voices did not say anything that would not be beneficial to Flemital. They gave out absolutely no information except about Corypheus, the dragon, and confirmed that Flemital was indeed Flemital. We did not receive any information outside the plot, moreover, it is not the Inquisitor talking to the voices, these are the voices talking to the Inquisitor (under orders from Flemital holding the leash!). The only noticeable plus is that we are beginning to understand Ancient Elvish. Useful, but won't give you much. The same writings in the temple are fragments of information; from them you cannot reconstruct the exact picture. that is, again a distortion, again a lie, again theories presented as reality.


Cost of the operation: 8 influences

To begin playing through the expansion, you must go to the command table and, on the Orlais side, select the task “Come to the Holy Council.” Please read this important note before starting this task. If you have everything completed, then you can start.

You will arrive at the Holy Council, accompanied by your advisors, and immediately speak with Mother Giselle and find out what the parties to the council want. Ferelden wants to dissolve the Inquisition and take over Orlais.

After talking with your mother, you should go to a conversation with the ambassadors and at the same time you can exchange a few words with your comrades who also came to the council.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

After talking with ambassadors and friends, you can go to the Council. During the discussions, an elf scout will come in and say that Leliana wants to see us.

Leliana will show the Qunari's corpse and wonder how he was able to get into Winter Palace. After the conversation, follow the bloody trail that will lead you to the portal. Activate the mirror and you will find yourself at the Crossroads. Go upstairs to the second mirror. You will find yourself in elven ruins. Go further to the mirror and continue your path along the working mirrors until you come across hostile spirits.

Go around the right edge and you will see a huge door that your hand seal opens. In the future, you will meet a couple more such doors, which your seal will open. At the end you will come across a room where there will be a huge statue that improves the Anchor ability. After that, take the statue from the pedestal and fight the ghosts.

Now go back to the bridge and place the statue there. Go to the temple and kill the Qunari along with the ghosts. Both sides will be hostile towards you.

At the end of the temple there will be a puzzle. You will need to light the fire in the urn (which the big wolf is looking at) and then just press the button. The statue will move away and a secret passage will open. Use the tag to open the door in the passage and move on.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Kill the remaining Qunari squad and read the attack order. Go through the portal and pull the lever to raise the gate. Now return to Leliana and report the attack.

After talking with the advisors, return to the mirror again. When you enter the portal, you will see the Qunari running towards the new mirror. Follow them.

Jumping into the next mirror, you will find yourself on the Deep Paths. Kill the Qunari squad and move on. You will notice that the bridge has collapsed, and on the other side there is a huge Qunari camp. Go into the opening and use the Anchor to light your way along the way, fighting off enemies. At the end, you will come across a former templar from Kirkwall named Jerran, who will tell you everything about the Qunari's plans and ask you to stop this madness. After the conversation, you will have a choice: kill the traitor or let him go (he will die anyway).

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Open the door and fight your way through the Qunari to the mark. At the end you will find yourself in a room where there will be Qunari along with a military leader and a Qunari magician. Kill them and take the fuses for the explosions. Now you need to blow up four points to stop the Qunari's plans. Go to the points and kill the Qunari, and then plant a charge and explode. Repeat four times. Now run to the exit, fighting off the Qunari.

You will again find yourself in the Winter Palace and you will have a new dilemma. One of yours attacked a servant. You will go there and can decide what to do: arrest the servant or punish the guard. Regardless of the outcome, you will be given a letter with a lead to the head of the Qunari. You can first discuss what happened with your allies or immediately go to the eluvian.

A new path and a mirror will appear at the intersection. Go there.

Now go to the book mirror. You will find yourself in the elven library. Talk to the archivist and move on. You need to raise the bridge to the main eluvian. Use the cocoon and follow the path to the mirror. You will find yourself at another intersection. Go between all the mirrors and at the end, using the cocoon, raise the bridge until it is completely assembled. Now you can return to the beginning and go to the main mirror. Once you have raised all the bridge pieces and returned to the Crossroads, you will be attacked by librarians. Kill them and go to the inverted mirror, where you will find the culprit of what is happening. After a short conversation, she will go into the portal and leave you to fight her soldiers.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

After the fight, take the key - a stone - from one of the Qunari soldiers and talk to the archivist at the rift. She will repair the path, and you can go to the next mirror and return to the Winter Palace to tell about what you were able to find out.

After talking with the advisors, go to the mirror again to head to Darvaarad and try to stop the crazed Qunari. The central mirror is now open. Go to him. Kill all the Qunari on the spot. You will find yourself in front of an iron door with spears. Turn the levers in the guardhouse so that the spears are completely retracted. Then the door will open. Move on and again kill all the Qunari that get in your way.

As a result, you will come to a room where you will see a real dragon and you will have to fight the Qunari again.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Go to the arena. You will have a choice: kill the dragon or free it. If you decide to free him, then first remove the fire mechanisms from him, or rather, remove them from the gate so that he can fly through. After this, open the gate by pulling two levers and the dragon will be free.

Watch the video and be surprised! Now we need to get to Solas before Viddasala. The label reminds us of itself more and more often and is updated again. The Anchor's discharge now deals more damage, but affects allies. So be careful.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Go to the mirror and kill the two Qunari, then go inside. Continue your way through the Qunari corpses. At the end you will meet Viddasala's henchman named Sairat. Kill him along with the soldiers. It will not be possible to kill him, since having lost most of his health, he will change his form and begin to run away. Fight the regular soldiers and use the mirrors to go to the exit to fight Sairat again. Once he is low on health, use the tag to kill him. Now go to the mirror to see Solas and get answers to your questions. Eventually you'll lose your hand and have to decide what to do with the Inquisitor.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Watch the end credits and shed some tears.

Obtaining the War Nug mount:

Travel to Val Royeaux and find a supplier called Deraboam in a small shop with
blue door. Interact with the chest to find a unique item, the Mystic Box, which costs 10,000 coins. Buy it to unlock Global War Council missions. Then, send one of your advisors to complete the missions and they will return with the War Nug mount.

Companion Locations:

Go to the specified location to find the corresponding interlocutor, and he will join your side.
There are a total of nine companions available that can join your party without including your character. Each companion has unique skills and stories, as well as their own romantic interactions and side quests. All companions except Cassandra, Solas and Varric are optional.

Sulfur

When entering Val Royeaux, the capital of Orlea, there will be a glowing red arrow next to your character. Find all the arrow messages around the city to meet Sera. Note: You must complete the quest "Red Jenny's Friend" before you can recruit Ser.

Lady Vivienne

When you reach the courtyard in Val Royo, look for the envoy next to
fountain on your way out of town to receive the quest "Ghislan's Estate". He will give you an invitation to meet Lady Vivien at her estate.

Iron Bull

Go to the gate outside of Chantry in Haven. Wait for the message to appear and
will invite you to the Storm Coast. Note: You must complete "The Captain Of The Chargers"
quest on the Storm Coast before you can recruit Iron Bull.

Blackwall

After Leliana gives you the quest "The Lone Warden", you can find him in the Hinterlands
area.

Dorian

After Fiona asks Herald to meet with the Mage faction, you can find
Dorian in Redcliffe.

Cole

Later in the story, Cole will appear in Haven. You can't miss it or buy it early.

Cassandra

Purchased at the beginning of the game. Cassandra joins the story with Varric and Solas
as your first group members.

Varric

Purchased at the beginning of the game. Varric joins the story with Cassandra and Solas

Solas

Purchased at the beginning of the game. Solas joins the story with Cassandra and Varric
as your first party members.


Wedge of Fate Cheese Shield:

The Blade of Fate is a shield made of cheese. It resembles a cheese-making wheel with one wedge missing. It can be found randomly on picnic tables in Crestwood and chests. At one of the Crestwood camps there is a chest on high. From the starting camp, look for the nearby camp, then look for the high ledges nearby to find a chest.

Characteristics of the wedge of fate:

  • Type: Off Hand shield.
  • Armor: 14 – Front.
  • Level: 9.
  • Restriction: warrior only.
  • Requirement: Level 6.
  • +6% Bleed on hit.
  • + 30% Defense Front.
  • Healing + 15% of damage dealt over 10 seconds.

Treasure map locations:

Find the indicated location to find a treasure map, then follow it to get
corresponding loot:

Cave with loot

The Farmland Cave map is located in Hafter's Woods. You can find the treasure by traveling to Redcliffe Farms. From Redcliff Farms, head west to reach Dead Rum Grove. Explore the area for a cave at the top of the hill. There is another small cave on the south side at the top of the hill. Enter this small cave to find the treasure.

Halin Sulan

The map of Khalin Sulan can be found in Grozny Gilan'nain in the hunting camp. You can
fight or sneak past the dragon to get the card. After obtaining the map, head towards the Dalian camp on the southwestern edge of the High Plains. Move towards the waterfall
south of the Dalian camp. Go to the right side of the waterfall, then go up the mountain
next to him. The treasure is located on the top of the mountain, next to the waterfall.

Watchman's Passage

Talk to Fairbanks at Emerald graves, then explore the camp to find a map in one of the
nearby shacks. Next, go to the western side and reach the westernmost
rift near "Rush of Sighs". Climb up big mountain next to Fade Rift, then follow
path on the left side of a large lonely tree. Collect treasure and close Fade
Rift (if required) before leaving the area.

Waterfall

The waterfall map can be found in the upper lake camp in the Hinterlands region. To find
treasure, you need to go towards Lake Lutiyas and take the “Western Road”. Continue along the path to reach the broken bridge shown on the map. Then follow the eastern path to reach the waterfall. Note: You will have to fight the Templars in this area. After
After killing them, follow the path at the back of the Templar camp to fall under a waterfall.
Find a local dirt patch in the area to find the treasure.


Weapons and armor:

You can create weapons, armor and potions. Crafting a specific item requires a recipe and
craft materials. Recipes are obtained by purchasing schematics from shops, glyphs, illuminated
Veilfir and scrolls that can be found in treasure chests. The blacksmith can also upgrade weapons and armor, which can be placed in certain slots. However, to add elemental effects to your armor or upgrades, you must find a gnome named Dagna.

The schematics required to craft equipment are divided into three levels. Higher level schema
will always promote better equipment. However, they will also require more material per slot.

  • Level 1 circuits have 2 slots.
  • Level 2 circuits have 3 slots.
  • Level 3 circuits have 4 slots.

Available slot types:

  • Defense: Grants resistance against elemental attacks and resistance to any type of damage. Enemies also receive certain effects when attacked. For example, bleeding when they attack in close combat.
  • Offense: Provides offensive bonuses. For example, increased damage from barriers / protection from bleeding, etc.
  • Primary Skills: Determines the base armor or attack value of an armor or weapon.
  • Utility: Determines the upgrade of attributes to states such as Willpower, Cunning, Dexterity, Magic, Strength and Constitution. Strengthening an attribute is directly related to the creation of a material.
  • Mastery: High level weapons or armor have an additional masterwork slot that requires masterwork
  • Artificial material. This slot provides bonuses such as a chance to deal damage and unique
    buffs after absorbing damage. This may also result in a 40% chance of critical creation
    (increases each statistic of a specific weapon or armor by 10%).
  • Upgrade: Armor has up to two upgrade slots, and weapons have up to three. Materials can significantly improve the quality of armor and weapons.
  • Rune: Does not depend on the quality of the material for processing. All you need for a rune is a runic diagram.

Try to have one from each class in your group. You will find many doors and hidden areas that only one specific class can open.
Feel free to buy upgrades from merchants. They are not particularly expensive, and are a must for upgrading your weapons/armor to increase stats.
Be sure to talk to all your companions after each major story event. They often have new things to discuss.
If you don't like how you leveled up your character, don't worry. You can purchase a tool from your base for as little as 1 gold, although it increases in price after the first purchase to change all leveled skills.
The Hinterlands is the first major area in the Inquisition and there is a lot to see and do there. But don't stay too long Inland areas. You will ignore other interesting environments.
Closing violations in an environment is a great way to earn experience.
Try your best to solve the astrarium riddles. Solving all of them in one area will lead to the opening of a cave with great loot.
Kill animals and collect herbs as you explore. You will need materials to create a new one
weapons, armor and upgrades.
Pay close attention to the War Council mission descriptions, as some of them reveal important symbols, options, and other interesting things.
The Inquisition allows you to flirt with big amount characters, but you can only pursue relationships with some of them based on your gender and race.

You can start completing the expansion both before and after completion storyline. To do this, you need to complete the strategic task “Reconnaissance the Frosty Basin” on the command headquarters table for 8 influence points. After opening this territory, you can hit the road. New adventures, full of danger and unexpected events, are already waiting for you! So, go ahead, in search of miracles and ancient secrets.

The basin is calling

The quest is activated automatically after our arrival at the Inquisition base camp in Frost Basin. And as always, an old acquaintance, scout Harding, will meet us there. In casual small talk, she will introduce us to Professor Brahm Kenrick, with whom you just need to talk to complete this task.

What's left

The quest is activated after a conversation with Scout Harding’s ward, Professor Brahm Kenrick. He specializes in studying the history surrounding the first Inquisitor Ameridan. Thanks to the finds discovered by scouts from the Harding detachment, the professor still has enough material to study, but some artifacts indicate that other traces of the presence of the first Inquisitor may be found on the island located near the shore of Overcloud Lake. But the Avvars are not verbose, and we, as usual, will have to find a way to get to the island. We gather our team together, take a knapsack - and forward, to the shore of the lake in a fishing village. There we have a nice conversation with the fisherman Arvid and ask him for a boat to ride on the lake. But it was not there. It turns out that to rent a boat, you need permission from the thane. There is nothing to do, we go to the Stone Bear stronghold to pay a courtesy visit, sooner or later we will have to do it anyway. Upon arrival, we make small talk with the thane and ask permission to take the boat. We receive it and joyfully return to the fisherman Arvid, take a boat and go to the island of the Host's Corner. There, in a collapsed hut, we discover an ancient gap in the curtain and try to open it. Our curiosity is rewarded; a ghost appears to us and tells part of the story. So we get one of the pieces of the puzzle called “The Life and Death of the First Inquisitor,” and satisfied we return to Professor Kenrick with a report, completing the current mission.

Avvars - allies

The quest is activated automatically after talking with Scout Harding upon arrival at the Inquisition base camp. Harding tells us about the friendly Avvar tribe living nearby in the Stone Bear stronghold. From our own experience, we know that friends are never superfluous, and if you’re lucky, you can acquire new allies. We pack up and hit the road, following east direction along the shore of Lake Above the Clouds. Having reached the stronghold, we find a crowd local residents, amicably watching the competition between two representatives of the tribe. We join the fans and wait for the end of the sporting event. Afterwards, we immediately go to Thane Svara Sun-haired to pay our respects, which completes this quest.

Lead the charge

The quest is activated automatically after talking with Scout Harding upon arrival at the Inquisition base camp. Harding will report on the current situation in the basin, on the difficulties encountered by the soldiers of the Inquisition when surveying the territory, and on hostile representatives of one of the local tribes. We have to understand the current situation and find a solution to the problem. Well, duty is duty, there is nothing to do, we set a course for the marker on the map and hit the road. Approaching our intended target, we discover a small, weakly fortified camp of the Inquisition troops in the area of ​​the Varsdotten River, and also that our soldiers are trying to fight off the enemy. We quickly come to their rescue and save their lives. Afterwards we talk with Lieutenant Farrow and listen to his report on the situation on the river, which completes the quest.

stumbling block

The quest is activated immediately after talking with Lieutenant Farrow. From his report we learn that the river is the main artery for supplying our troops in the basin, but the evil Hakkonites are in every possible way obstructing and interfering with the supply of provisions, camping along the banks of the river. Well, the task has been determined, focusing on the markers on the map, we go to them on a “return visit”. After the last “courtesy visit” has been paid, we return to Lieutenant Farrow and say that the banks of the river are again clear and supplies can be resumed, thereby completing the mission.

Powerful research

The quest is activated during a conversation with Professor Brahm Kenrick. Professor's assistant Coletta went to explore the Tevinter ruins. Kenrick himself has no time, and it is the Inquisitor who must find her and talk with her about exploring the ancient ruins. It must be so. We get ready and hit the road, focusing on the map marker. However, it may happen that Coletta simply confuses the roads and wanders into the Kuldsdotten swamp instead of ruins, and we, as usual, will have to save the unlucky researcher. This is what it means to travel alone, without a guide, compass or map. Having thanked us for the rescue, Coletta will make an appointment for us in the Tevinter ruins. Having collected a bouquet of local plants along the way, we go to the ruins on a date, have a nice conversation with a beautiful girl and complete the quest.

Dead friend

Harding is concerned about the disappearance of one of her people - Inquisition intelligence officer Grandin; he did not show up at the Research Station and did not send any news about himself. In a recent skirmish with representatives of the Jaw of Hakkon tribe, his close friend, who was an ordinary researcher, died, and Harding is worried that Grandin will mess things up and get into some trouble. And again we have to solve other people's problems and try to save the careless representatives of our motley army. Focusing on the marker on the map, we set off to search for Grandin, or at least his traces. In the designated area, use the search key (V) and follow the chain of markers. We finally find our lost one, find out all the circumstances of his misadventures and decide his fate. Then we return to Scout Harding and tell her everything, completing the quest.

Protection from animals

Just north of the Research Station and the base camp of the Inquisition, zoologist Baron Avar-Pierre d'Amortizan is located, helping our soldiers survive in this area, teeming with wild and dangerous creatures. Because of them, the soldiers have difficulties and delays in setting up camps. The Baron found a way out the current situation and offers us his help - to create herbal repellents from wild animals, but he has no desire to interfere in our military affairs, which means we will have to hang bags of herbs and dry brooms ourselves. We take this herbarium and, focusing on the markers on the map, We hang it in the right places. After the last herbal repeller takes its place, the quest will be considered completed.

Knox Morta

While we are running around the Frosty Basin and hanging dried brooms, we meet Dunvish - the scribe of Baron d'Amortisan, whom the baron had already considered dead long ago. The poor fellow was entrusted with a difficult mission - to collect traces of the vital activity of a mysterious animal in order to prove its existence. But it turned out to be beyond his power, since you cannot throw pen and ink at predators and you cannot save your life. So the unfortunate scribe sits away from the baron, because he was ordered not to return without these very traces. What to do, he will have to help out the unfortunate man. before some wild animal devoured it. We head east and hit the road. In the highlighted area, use the (V) key to find a chewed sign with the remains of the inscription. Carefully wrap it in gift paper, tie it with a ribbon and deliver your trophy to Baron D." Amortisan. The Baron will be incredibly happy to receive such a gift, but it turns out that he is not very well prepared for a closer meeting with the unknown monster of his dreams. We had a lucky ticket to be the first to meet an unstudied representative of the local fauna. We take the bait prepared for this occasion by the baron and set off in the direction of the northeast to the habitat of the mysterious miracle-yuda. Having arrived at the place, we place the bait and wait for the mystery of nature to appear. But the animal didn’t like the bait, but he really liked us and now we have to defend ourselves. Well, it’s a pity to destroy such a rare specimen, but your life is more valuable. After the battle, bitten in places, but alive, we return to the baron and share our impressions of the meeting with the mysterious beast, thereby completing the mission.

In exile

During our entertaining travels through the Frosty Basin, we meet the Avvar woman Sigrid Gulsdotten. She won’t be very happy about our visit, and trying to make small talk with her will be a fiasco. The hermit will turn out to be extremely taciturn, which will kindle strong curiosity in us. In order to find out more about it, we go to the Stone Bear stronghold in search of a source additional information. This source will be the augur. After listening to the story about our friend and her difficulties with performing a magical ritual, we suddenly realize that we cannot just pass by and not poke our nose into other people's affairs. We quickly get ready and go to the ritual site to carefully examine everything there. Having collected all the necessary evidence, we, satisfied and happy, return to Sigrid and pin her against the wall. Under the weight of our evidence, the Avvarka gives up her position and reveals all her secrets. And we have the opportunity to solve it future fate and complete the quest.

Father's name

When we visit the Stone Bear stronghold, we will have the opportunity to make acquaintance with the Avvar woman Gida Myrdotten, whose main occupation is preparing deceased fellow tribesmen for the rite of heavenly burial. Gida tells us that the deceased was an unusual member of the tribe, and a special ritual is provided for his burial. But for this ritual it is necessary to present a gift to the gods, which his son was supposed to prepare, but due to a serious injury he was unable to do this. We, as guests of the stronghold, can prepare this gift in its place. And you need to ask the Master of the Hunt which animals are suitable for this. And as always, we are ready to help everyone who needs it. We go to our son and inquire about his state of health, then we talk with the hunter and find out the habitats of the necessary creatures. We check our equipment, stock up on pills and ointments and go hunting. After we get the last trophy, we return back to the stronghold and decide who to give our loot to. Then we rush to the Guide and complete the quest.

Up and away

In the area of ​​Lake Above the Clouds, in a fishing village on the shore, the fisherman Lynna is sad, and in order to entertain the girl, we start a conversation with her. It turns out that her cousin Runa, instead of the promised help in catching fish, preferred more severe physical activity and went to conquer Mountain peaks. Linna is worried that something might happen to her sister. We quickly collect our climbing equipment and follow in search of the climber. In the places marked on the map with a marker, using the (V) key we find the marks marking the path that Runa left. We move on, forward and upward, to new peaks, and on the platform of one of them we find our beauty trying to fight off the clutches of the monster. We boldly rush into battle and cover the poor thing with our breasts. Our courage does not go unnoticed and Runa, scattering words of gratitude, invites us to take part in the ritual. We make our choice and complete the quest.

Trials of Hakkon

In the Avvar stronghold of Stone Bear there is an arena where warriors prove their valor and try to earn the favor of the gods. The manager of the arena, Mentor Arrken, invites us to pass the tests of Hakkon and show what we are worth by taking part in the battle with the mighty Avvar warriors. But first, we need to present a gift for the arena. We return to our camp and make a gift on the quartermaster’s table. Having had a good rest and checked all our equipment and armor, we hurry back to the stronghold and present the gift to the steward. Now we can prove to the Avvars that we are not blindsided either and proudly march into the arena. After the end of the test, beaten and bruised, but happy, we rush to mentor Arrken and complete the quest.

Time will show

While exploring the area in the Kuldsdotten swamps, we come across a strange artifact - an enchanted human skull. Knowing full well that this find does not bode well and that there is a possibility of finding even more of them, we carefully search the area in this area. After finding the latter, we realize that only one representative of the friendly Avvar tribe can tell us about this type of magic - an augur. We rush to him as fast as we can and bombard him with questions. But the cunning fox is in no hurry to share information, but instead sends us with a torch of curtain fire to read the runes that he has been carving for several months. Someone needs to show off their artistic talents, and we just happened to be in the right place in right time and we can evaluate them. Having admired the runes and gleaned information, we return to the augur and share our impressions, thereby completing the quest.

Storvacker in a cage

During our social visit to the thane of the Stone Bear stronghold, Svara Sun-haired, we learn that the stronghold animal of the Avvars, the she-bear Storvakker, has disappeared. All the hunters of the stronghold try in vain to find her traces. Tan is not against supporting us in the fight against the Jaws of Hakkon, but until the bear is found, the Avvars will not fight. And if we want to enlist their support and form an alliance, we need to find it. Tan advises asking the inhabitants of the stronghold, maybe someone has seen or heard something. We set out to collect rumors and gossip; in these conversations with the local population we manage to learn little, but we still have one clue. We put our duffel bag and, focusing on the marker on the map, we go to the Kuldsdotten swamp area. There, among the quagmire and impenetrable wilds, we discover an abandoned ancient Tevinter prison. Curiosity, as always, takes us apart, and we decide to look into it, maybe we’ll find something interesting there. And here we discover that the prison is not so abandoned, that there are both prisoners and jailers in it. Seething with righteous anger and headlong, we rush to the rescue of the unfortunate animal. We deal first with the guards, and then with the reinforcements that come to the aid of the villains. Then we go and release the bear Storvakker from captivity, and she, happy and contented, her heels sparkling, rushes home at full speed. We follow her to the stronghold and report to the thane about the rescue operation, which completes the quest.

The mystery of winter

The quest is activated automatically when you find a locked door in the Frost Basin, from which an unnatural cold emanates, or when you find a Hakkonite diary with a leather cover. The door can be easily found when completing the quest “Father's Name”; you just need to explore the area in the upper reaches of the Varsdotten River (on its right side). To open the door, you need to collect 12 fragments, which are searched using the ocularums already familiar to us. Having opened the door and got inside, we simply carefully examine the room and complete the quest.

On the trail of Ameridan

After our return from the island of Master's Corner and the story of the evidence found there of the presence of the first Inquisitor Ameridan, Professor Brahm Kenrick directs us north up the river to discover the spiers, and he again remains to study the buckles. We put on rubber leggings and waterproof armor, take sleeping bags and a change of warm underwear with us, pack our backpack, not forgetting to grab a supply of tinctures, and hit the road again. Focusing on the markers on the map, we follow the river upstream until we reach a path with spiers leading into the mountains. We change our shoes to something more comfortable and suitable for conquering mountain heights and begin our ascent. At the top we discover the ancient ruins of the Tevinter temple, as well as a crowd of evil Hakkonites who dream of tearing us apart into a thousand little Inquisitors. After a difficult battle, pretty battered but happy, we sit down near the fire to rest and wait for the arrival of Professor Kenrick and Scout Harding. From the ruins seen ancient temple the professor becomes indescribably delighted, and we are forced to leave him under the supervision of Harding. We ourselves pack up and move on to explore the area around us. We pass through the gate and climb the stairs, but bad luck - a strange magical barrier blocks our way. Now we need to find a solution to this problem, but unexpectedly Professor Kenrick comes to our aid and gives us a hint by reading ancient elven inscriptions. At least some benefit, but we thought it was just a headache. Nearby we find a brazier with a curtain fire and light a torch from it, go back, poke the torch into the barrier and, lo and behold, the barrier disappears. And now in our piggy bank there is the next piece of the puzzle called “The Life and Death of the First Inquisitor.” We carefully examine the room in search of the next clue and discover it with the help of a curtain fire. After reading the runes, we go to the wall and use the lever to activate the mechanism, then we go back, go up to the platform opposite the entrance to the chapel and light the first waymark. Now, following the markers on the map, we go further into the basin, lighting all the waymarks in turn. When the last one is lit, the mission will be completed.

Ameridan's Lot

The quest is activated automatically immediately after we light the last waymark in front of the ice wall blocking the road to the Jaws of Hakkon fortress. Well, we have done our part of the work, it’s the turn of the Avvars from the Stone Bear stronghold. We hurry quickly to Thane Swara Sun-haired and brag about the successes we have achieved in removing the ice obstacle. After developing a joint tactical plan, we carefully check all our equipment, stock up on elixirs to the fullest and set off to storm the gate. During the assault, we cover the Avvar climbers, giving them the opportunity to climb the wall and open the fortress gates for us from the inside. We go inside and take out all the defenders of the citadel on the shield. Next, our path runs through a narrow and winding gorge, leading us to the icy entrance to Old temple. Once inside, we run forward as fast as we can, but suddenly we come across a locked door. Now we will also have to look for the golden key. We turn 180° and hurry back at full speed to more carefully examine everything around us. To the left of the entrance to the temple, in a side branch, we find someone’s parking lot, a brazier for a curtain fire, and a ruined table for preparing potions, which can be restored by activating it with a magician. And this alchemical table can be very useful to us. We take with us a torch with a curtain fire, it’s not just that there is a brazier for it here, maybe we can discover something interesting with its help, and we hurry on further to very carefully examine everything around. When running past large extinguished braziers, which are used to heat rooms, do not forget to light them. In the right branch from the entrance to the temple, using the key (V), we find our treasured key and joyfully head to the door to “Papa Carlo’s” closet. We continue to move forward, while fighting off the attacks of the evil Hakkonites, getting closer and closer to our goal. And again our path is blocked by a magical barrier and brutal representatives of the Jaw of Hakkon tribe. We have nowhere to retreat, so we rush headlong into battle. After the last defender of the barrier falls, he himself will disappear. Now nothing separates us from the goal, a little more - and we will reveal greatest secret, which the past centuries have hidden from everyone. But we are not in a hurry to immediately move forward, we check the availability of the necessary painkillers and wound-healing poultices, ointments and pills, since the next battle promises to be protracted and not the easiest. After defeating the enemy, we will learn something that can shake all the centuries-old foundations of the Church to the ground, and this will be another piece of the puzzle, the name of which is “The Life and Death of the First Inquisitor,” as well as the completion of the current mission.

Where we once went

Before leaving this mortal coil, the first Inquisitor Ameridan gave us a parting gift. He revealed his last memories to the current Inquisition. We just have to find them, focusing on the markers on the map, and activate them using the mark. When we have the last memory, the quest will be completed, and we will receive the last piece of the puzzle called “The Life and Death of the First Inquisitor.” And now the whole picture is assembled, now we know what feat Inquisitor Ameridan accomplished in the name of Orlais, what price he paid for it, what sacrifice he made in order to protect not only Orlais, but all the peoples of Thedas.

Hakkon Zimodykh

Despite all the efforts made by the first Inquisitor Ameridan, Hakkon Zymodykh still broke free and went to the Frost Basin. Fueled by unbridled rage, he will first wreak havoc there, and then perhaps move further into the valley, threatening the destruction of all life in his path. And again, the fate of almost all of Thedas depends on us, again we need to save this world. Having hastily bandaged the wounds received in the previous battle, having gathered our last strength and reserves of healing tinctures, hobbling and limping on both legs, we set off on a courtesy visit to the feathered lizard. Hakkon is immensely happy about our visit and gives us a fairly “warm” welcome. We have a long heart-to-heart talk with him, and at the same time with his friends who periodically drop by to visit. As a result, our winged friend gives up his position and breathes his last. And all this time, from the nearby bushes, Scout Harding is watching our difficult conversation that we are having with Hakkon. As soon as we utter our last word of weight, she hurries towards us to express her admiration for our ability to conduct dialogue, as well as to discuss the events that have occurred before. Having finished small talk with Harding, we close the quest.

Guests of the stronghold

During our first visit to the Stone Bear stronghold, Thane Svara Sunhair will make it clear to us that in order to enlist their support and receive help from them, we need to win the favor of the inhabitants of the stronghold. To do this, as always, we stick our nose into other people’s affairs, we go everywhere where we are not asked, we save everyone we can. And after defeating Hakkon Zimodykh, with a proud look and frostbitten parts of our bodies, we return to Svara with a report about our meeting with their god. We have a nice conversation, receive a bunch of thanks and complete the mission. On the way out, don’t forget to greet the bear Storvakker.

Everything was wrong

The quest starts automatically after finding interesting notes about the secrets of the Frosty Basin (there are four of them in total, in the codex they are in the “Letters and Notes” section under number 120). After discovering the latest records, we receive a recipe for making binding. We hurry back to camp and collect all the notes into one volume on the quartermaster’s desk. Afterwards, we go to the Stone Bear stronghold and solemnly present this masterpiece to the author - merchant Helsdim, ask him about the conspiracy theory and invite him to be our secret agent (if desired).

Location of notes

On destroyed aqueducts

Location of notes

On Kamnekos

 

It might be useful to read: