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INTRODUCTION ������������ II. CHARACTERS ���������� III. BASICS ������ � Controls & Interface .................................... [0301] � Character Creation ...................................... [0302] � Combat & Exploration .................................... [0303] � Mage Skill Tree ......................................... [0304] � Rogue Skill Tree ........................................ [0305] � Warrior Skill Tree ...................................... [0306] IV. WALKTHROUGH ����������� � The Wrath of Heaven ..................................... [0401] � The Threat Remains ...................................... [0402] � In Hushed Whispers (Mage) ............................... [0403] � Champions of the Just (Templar) ......................... [0404] � In Your Heart Shall Burn ................................ [0405] � From the Ashes .......................................... [0406] � Here Lies the Abyss ..................................... [0407] � Wicked Eyes and Wicked Hearts ........................... [0408] � What Pride Had Wrought .................................. [0409] � The Final Piece ......................................... [0410] � Doom Upon All the World ................................. [0411] V. EXPLORATION ����������� � Haven ................................................... [0501] � The Hinterlands ......................................... [0502] � Val Royeaux ............................................. [0503] � The Fallow Mire ......................................... [0504] � The Storm Coast ......................................... [0505] � Forbidden Oasis ......................................... [0506] � Skyhold ................................................. [0507] � Crestwood ............................................... [0508] � The Western Approach .................................... [0509] � The Exalted Plains ...................................... [0510] � Emerald Graves .......................................... [0511] � Emprise du Lion ......................................... [0512] � The Hissing Wastes ...................................... [0513] � Inner Circle Quests ..................................... [0514] VI. WAR TABLE ��������� VII. CRAFTING �������� VIII. BESTIARY �������� IX. MULTIPLAYER ����������� X. CLOSING ������� | |\ | �|� |��) /��\ |��\ | | /�� �|� | /��\ |\ | | | \| | |��\ \__/ |__/ |__| \__ | | \__/ | \| ��������������������������������������������������� Author's Preface ���������������� Welcome back to Thedas! On this large continent in the southern hemisphere we traverse numerous territories to include Orlais and Ferelden. The Dragon Age is continuing three years from the events at Kirkwall in the Free Marches, a mysterious person is emerging from the Fade when an event known as The Breach occurs. You will become the Inquisitor, leading a newly reformed Inquisiton that is composed of characters from previous installments and some brand new characters. You're tasked with closing this tear in the Veil, stopping the demons that are pouring in from the Fade, and saving Thedas. The task at hand isn't easy, but with a little help you'll be able to conquer this event and cement yourself in Dragon Age legend. This guide will lead you down whichever path you choose, detailing the consequences of your action or inaction, noting enemies and their weaknesses, how to combat these foes both on the battlefield and politically as you gain influence, and showing you how to acquire every item and codex. Good luck Inquisitor and enjoy your stay! ___ __ /�� |__| /\ |��) /\ /�� �|� |__ |��) /__` \__ | | /��\ |��\ /��\ \__ | |___ |��\ .__/ ������������������������������������������������ The Iron Bull ������������� Specialization: Reaver Qunari are known across Thedas as the brutal horned giants who descended from the north to nearly conquer the continent. These ruthless followers of a harsh philosophy enforce their will through the Ben-Hassrath: their spies and secret police. One brilliant agent did it all, hunting spies, rebels, and deserters until the day he finally broke. To preserve a valuable asset, his superiors sent him to Orlais to observe and report� and The Iron Bull was born. Today, Bull�s Chargers are famous mercenaries, fiercely loyal to the huge Qunari warrior who leads them into battles and taverns with equal enthusiasm. The Iron Bull still sends the Ben-Hassrath reports, but years of living outside Qunari rules have him wondering which identity is really him. Whoever he is, he�s more than happy to join the Inquisition and get paid to kill demons. Varric Tethras �������������� Specialization: Artificer Varric Tethras is one part adventurous rogue, one part dashing storyteller, and three parts trouble. Born on the surface, Varric has little love for his underground brethren -- all his contacts lie with the dwarves of the Merchants Guild, though he has little taste for their schemes. Still, he has found a place as an outsider, rubbing shoulders with both the wealthy elite as well as the worst of scoundrels. To hear him tell of it, that�s all he truly cares about, though anyone who truly knows him claims differently. They say that, try as he might, Varric has been drawn more and more into conflicts that shake the world -- ones that he can�t get himself out of with a quick tale. Previous Appearances: Dragon Age II Dragon Age: The Silent Grove Dragon Age: Those Who Speak Dragon Age: Until We Sleep Heroes of Dragon Age Cassandra Pentaghast �������������������� Specialization: Templar Though of noble birth, Cassandra Pentaghast turned her back on a life of wealth and privilege to join the Seekers of Truth. The ancient order serves as a watchful eye over corruption and magical threats, granted ultimate authority in its investigations by the Chantry -- or it did, prior to abandoning their duty in response to the mage rebellion. Cassandra did not join her brothers in this, instead remaining loyal to Divine Justinia and her efforts to restore order in the face of chaos. She is both pious and driven, the sword in the right hand of the Divine, seeking justice above all else. Previous Appearances: Dragon Age II Dragon Age: Dawn of the Seeker Heroes of Dragon Age Solas ����� Specialization: Rift Mage Solas has spent his life as an apostate, living in the wilderness well away from the civilized world and those who would shackle him for what he is. He mastered his magic without the help of tutors, spending years exploring the spirit realm of the Fade and coming to an understanding of its denizens that few others could claim. He would be happiest left alone to sleep in ancient ruins, searching for memories and knowledge that has been lost for ages, but the Breach in the sky threatens all worlds. At a time when other mages flee into hiding, Solas has put his freedom at risk by emerging from the shadows to assist those who would combat the chaos. He will not stand idly by when his knowledge of the arcane could mean the difference between salvation and utter destruction. Blackwall ��������� Specialization: Champion The Grey Wardens hold a lonely vigil, enduring lives of hardship and sacrifice to protect the world from an evil that can never truly be conquered. Few would volunteer for this: the suffering, isolation, and promise of a violent death. But the path of a Warden is also one of valor, and those who give themselves to the cause are rewarded with the knowledge that they have become something more than they were. Blackwall is one of the rare few Wardens who chose, of his own accord, to pick up the shield. He believes so wholeheartedly in the noble ideal of the Grey Wardens that he would rather have this life than any other. Cullen ������ Cullen has seen the worst that magic and corruption can do to innocent people. Trained from a young age, he has devoted more than half his life in service to the Templar Order. He saw the Ferelden Circle fall during the Blight and was witness to the mage-templar conflict that tore Kirkwall apart. In the aftermath, it was Cullen who rallied what remained of Kirkwall's templars to restore order to the devastated city. His leadership and integrity caught the attention of Cassandra Pentaghast, who recognized in him a vital component in forming the Inquisition. Now the world is falling into chaos. Cullen is through waiting for others to act, and he's determined that the Inquisition will make a difference for the people of Thedas. Previous Appearances: Dragon Age: Origins The Darkspawn Chronicles Dragon Age II Heroes of Dragon Age Leliana ������� She has many names. Most know her as "Sister Nightingale� or �the Left Hand of the Divine.� To the rare friend, she is Leliana. They say she found faith amid darkness, and that her devotion to the Maker is matched only by her devotion to Divine Justinia V, a woman who is both mentor and savior. Those who have earned her loyalty know her as a steadfast ally. But enemies of the Divine know to fear her, for she is the shadow behind the Sunburst Throne -- the one who watches and waits, who strikes when her mark is most vulnerable and least suspecting. Previous Appearances: Dragon Age: Origins The Darkspawn Chronicles Leliana's Song Dragon Age II Mark of the Assassin Dragon Age: Asunder Heroes of Dragon Age Dragon Age: The Masked Empire Vivienne �������� Specialization: Knight-Enchanter Referred to as Madame de Fer, �the Lady of Iron�, Vivienne lives up to her title. A leader among the mages and official enchanter to the Imperial court, she is renowned as a fearsome woman who achieved her position through guile and deft political maneuvering. Vivienne allows nothing to stand in the way of what she desires -- not those who claim she is a social climber, not those who seek to restrict her power, not even her fellow mages who would conscript her into a rebellion with which she disagrees. Vivienne fights to restore order in a world gone mad... so long as that leaves her among those left standing, once all is said and done. Previous Appearances: Dragon Age: The Masked Empire (Mentioned) Sera ���� Specialization: Tempest Sera is impulsive and revels in the moment. For her, it's not about what's right, it's about what's right now. In the Friends of Red Jenny, she humbled authority and had fun doing it. But now the nobility are being not just selfish but blind. War, demons, a torn sky: these are more than troubling -- they're terrifying. Fortunately, Sera and her "friends" can be frightening, too, and if she needs to put an arrow through some baddies so regular people can sleep at night, so be it. Sera fights for those caught in the middle, but she also needs order restored. The world has to be normal so she can play. Dorian ������ Specialization: Necromancer Being from a proud bloodline of the Tevinter Imperium has its advantages: Dorian was born with a flair for magic that made him the envy of his peers. He is charming and confident, his wit as sharp as any blade, and if some suggest his manner cocky, it could be attributed to being a powerful mage in a land where mages rule. Indeed, Dorian would be the pride of his family -- if he didn't oppose everything his homeland has come to stand for. He wears the labels of "pariah" and "outcast" proudly, knowing that views of the Imperium are unlikely to change until and unless someone of his ability stands up to make a difference. Cole ���� Specialization: Assassin He is a ghost in the shadows, walking unnoticed through crowds. He can slit an enemy's throat before they even realize he's there, and slip away, never to be seen again. Those few who do notice him soon forget he ever existed... and Cole isn't certain that he does exist. He is a spirit, impossibly caught between the immaterial realm of the Fade and the confusing realities of our physical world, but does that make him real? Does it make him human or a demonic pretender, as some believe? All Cole knows for certain is that the world is full of pain and he must find his place within it. Those who wish to restore order and help the helpless will find him a strange but unwavering ally. Those who use their power for selfish reasons may never see Cole again -- if they remember that he was there to begin with. Previous Appearances: Dragon Age: Asunder Josephine ��������� The Inquisition's power is not absolute: it must earn its place among the forces in conflict. Sister Leliana understands this well, and has called on an old friend, Lady Josephine Montilyet, to be the Inquisition�s ambassador in the halls of the influential. The eldest daughter of a noble Antivan family, Josephine is a rising star among diplomats, skilled at forging alliances with tact, grace, and carefully cultivated favors. She is a consummate planner who understands that resurrecting the Inquisition will require support and goodwill from Thedas's movers and shakers. Fortunately, the ambassador enjoys a challenge, and she sincerely believes that the Inquisition is the best way to halt the chaos sweeping Thedas. Morrigan �������� Whether the dark-haired sorceress seeks to influence the Imperial throne, or harbors more sinister motives, no-one knows for certain. This Witch of the Wilds arrived in Orlais rather suddenly three years ago as the newly-appointed �arcane advisor� to Empress Celene. In this role, Morrigan presents a source of information unfiltered by religious dogma, and satisfies Celene�s life-long curiosity about magic. However, whispers carry concern of Morrigan having Celene wrapped around her finger, teaching the Empress forbidden, dark arts in secret. Previous Appearances: Dragon Age: Origins The Darkspawn Chronicles Witch Hunt Dragon Age: Legends Heroes of Dragon Age __ __ __ |__) /\ /__` | /�� /__` |__) /��\ .__/ | \__ .__/ �������������������������� ________________________________________________________________________________ �������������������������������������������������������������������������������� C O N T R O L S & I N T E R F A C E [0301] ________________________________________________________________________________ �������������������������������������������������������������������������������� |���������������������|�����������������������������������|��������������������| | ACTION | PC CONTROLS | X360 CONTROLLER | |---------------------|-----------------------------------|--------------------| | Move Character | W/Q/S/E | | Toggle Auto-run | G | | Position Cursor | Mouse | | Rotate Camera | Right-click (hold) + Mouse (drag) | | Turn Camera | A/D | | Zoom In/Out | Scroll wheel | | Select Party Member | F1/F2/F3/F4 | | Interact | Right-click | | Jump | SPACEBAR | | Sprint | SHIFT | | Tactical Camera | T | | Attack | Left-click/R | | Primary Abilities | 1/2/3/4 | | Secondary Abilities | 5/6/7/8 | | Cycle Targets | TAB | | Select Potion | 0/- | | Party Attack | Y | | Party Clear Command | K | | Party Disengage | L | | Mount/Dismount | = | | Quest Map | M | | Journal | J | | Inventory | I | | Character Record | P | | Quick Save | F5 | | Quick Load | F9 | | Screenshot | PrtScn | | Hero Menu | ESC | |_____________________|___________________________________|___________________| |���������������������|���������������������������������������|���������������| | ACTION | PS4 CONTROLS | PS3 CONTROLS | |---------------------|---------------------------------------|---------------| | Move Character | Left Stick | Same as PS4 | | Move Camera | Right Stick | Same as PS4 | | Switch Party Member | D-Pad Up/Down | Same as PS4 | | Interact | Cross Button | Same as PS4 | | Jump | Cross Button | Same as PS4 | | Sprint | L3 Button | Same as PS4 | | Lock On/Cycle | R3 Button + Right Stick | Same as PS4 | | Attack | R2 Button | Same as PS4 | | Primary Abilities | Square/Triangle/Circle/R1 Button | Same as PS4 | | Secondary Abilities | L2 + Square/Triangle/Circle/R1 Button | Same as PS4 | | Radial Menu | L1 Button | Same as PS4 | | Hero Menu | OPTIONS Button | START Button | | Tactical Camera | Touch Pad Button | SELECT Button | |_____________________|_______________________________________|_______________| Dragon Age Keep ��������������� With Dragon Age: Inquisition being on multiple platforms, the ability to directly import your save game has been taken away. That's not a bad thing, you can now use the Dragon Age Keep to make all of your choices and you can import your save games to the Dragon Age Keep to synchronize everything. From here you can export your game to Dragon Age: Inquisition and will be prompted as such when you start up a new game. You will need to sign up for a free Origin account in order to use Dragon Age Keep. Dialogue Choices ���������������� Like the previous games, you'll be able to choose your answers and reactions to many events in the game through dialogue. Each option has an icon displayed with it to signify how you are responding. GENERIC � General - This response is simply for answering a question. It is an arrow with branching paths. � Investigate - This usually opens up to other options. It is a question mark. � Attack - This response starts a battle. It is two crossed swords. � Payment - This option allows you to pay or request payment. It is a money bag with an alert expression. � Romance - This is a romantic response and will earn romance points if the character can be romanced by the Inquisitor. It is a heart. � End Romance - This ends a potential relationship. It is a broken heart. SPECIAL � Special - This is a special response based on actions and responses you have previously made. It is a star. � Stoic - During events that are emotional, you may choose to remain stoic and show no emotion. This is a figure with crossed arms. � Sad - During events that are emotional, you may choose to be sad. This is a crying eye. � Pleased - When questioned on your opinion of situations you may respond with this answer. This is a thumbs-up. � Mad - When questioned on your opinion of situations you may respond with this answer. This is a red closed-fist. � Confused - When asked of your opinion you may respond with this answer. This is a head with swirls inside. � Surprised - When asked of your opinion you may respond with this answer. This is a head facing left with purple question marks inside. � Afraid - When asked of your opinion you may respond with this answer. This is a head facing right with red exclamation marks inside. PERKS � Underworld - This is a special answer allowing you to question morality or act appropriately for immoral people. You must purchase this for 1 Inquisition Perk from Leliana. It is a raven. � Politics - This is a special answer allowing you to use your knowledge of politics to respond to a situation. You must purchase this for 1 Inquisition Perk from Josephine. � History - This is a special answer allowing you to use your knowledge of history to respond to a situation. You must purchase this for 1 Inquisition Perk from Cullen. � Arcane - If you understand magic and magical theory you can use this to your advantage. CLASS/RACE � Warrior - All of these options let you choose responses based on the class � Rogue and race you are. Sometimes you will call back to the history of � Mage your race or reference your ability/knowledge of your class. � Elf � Dwarf � Qunari � Human Character Approval ������������������ Through your dialogue choices and actions you'll be able to effect the way other characters in the game view your Inquisitor. Higher approval means that person approves of your actions and likes your character. Lower approval means the opposite and could lead to that member leaving. The amount of approval you gain or lose is noted in game with the following text: Strongly Approves - +3 Approval Approves - +2 Approval Slightly Approves - +1 Approval Slightly Disapproves - -1 Approval Disapproves - -2 Approval Strongly Disapproves - -3 Approval Romance ������� During some conversation with your companions you're given the option to choose Romance dialogue. This usually gains some approval, but if you keep flirting with that particular character and side with them on topics throughout the game you will eventually be able to do their Inner Circle quests that cement the relationship. Cole, Varric, Vivienne, and Leliana cannot be romanced. The Character Menu ������������������ In this menu you can pick your abilities, set tactics and behaviors, and look at your character attributes. You earn one Ability Point per level up and one per Amulet of Power used for your character, Humans also begin with an additional Ability Point. The abilities are Active if they are a diamond, they are Passive if they are a circle. Passive abilities can also grant stat increases which can help determine your build. Tactics and Behaviors are a little different than they were in past games. The Tactics menu simply lets you choose which abilities to use or not use and which ones that are preferred. Behaviors are just minor checks on Healing Potion use and Mana/Stamina Reserve, and what you want that character to do when they reach those thresholds. It's also useful for how that character will target enemies in combat. Attributes are a bit more in-depth than in past games. Equipping weapons, armor, and accessories will increase these bonuses: ATTRIBUTES � Strength - Each point increases Guard Damage Bonus. Warriors gain Attack. � Dexterity - Each point increases Critical Damage Bonus. Rogues gain Attack. � Magic - Each point increases Barrier Damage Bonus. Mages gain Attack. � Cunning - Each point increases Critical Chance and Ranged Defense. � Willpower - Each point increases Attack and Magic Defense. � Constitution - Each point increases Health and Melee Defense. OFFENSIVE � Attack - This is a bonus to all damage in the form of a percent. � Guard Damage Bonus - This is an increase to enemies with Guard active. � Armor Penetration - Each point ignores 1 Armor when damaging an enemy. � Barrier Damage Bonus - This is an increase to enemies with Barrier active. � Critical Damage Bonus - Damage increase when landing a critical strike. � Critical Chance - Chance to score a critical strike. � Main-Hand Damage - The damage dealt with your main-hand. � Off-Hand Damage - The damage dealt with your off-hand. � Bleed on Hit - The chance to inflict bleed per hit. � Stagger on Hit - The chance to stagger an enemy per hit. � Heal on Kill - Amount of health recovered when landing a killing blow. � Flanking Damage Bonus - Increase, as a percentage, when attacking from the side or behind. DEFENSIVE � Magic Defense - Percentage resistance to magical attacks. � Melee Defense - Percentage resistance to melee physical attacks. � Ranged Defense - Percentage resistance to all ranged attacks. � Cold Resistance - Percentage resistance to cold damage. � Electrical Resistance - Percentage resistance to electrical damage. � Fire Resistance - Percentage resistance to fire damage. � Spirit Resistance - Percentage resistance to spirit damage. � Guard - Amount of damage that must be inflicted before health can be damaged. � Armor Rating - Physical damage reduction based on this rating. � Armor Rating Front - Additional armor rating for attacks on the front. This is common for shields. � Health - Characters who have 0 Health are unconscious and unable to attack. � Maximum Health - The maximum amount of Health attainable. � Bleed on Being Hit - The chance that an attacker will receive bleed. � Stagger on Being Hit - The chance that an attacker with becomed staggered. OTHER � Focus - This is gained from dealing attacks. Certain attacks use Focus. � Maximum Focus - The maximum amount of Focus attainable. � Focus Gain Bonus - The increase of all sources of Focus. � Mana/Stamina - The amount of current Mana/Stamina. Used for abilities. � Maximum Mana/Stamina - The maximum amount of Mana/Stamina attainable. � Combat Experience Points - Current Experience Points � Level - Combat Level from gaining experience points. � Cooldown Modifier - The percentage reduction on ability cooldowns. Codex & Journal ��������������� Detailed entries of the world and information on a plethora of subjects exist in Dragon Age, these are generated and listed as Codex Entries for you to read and gain more depth of the story. The Journal keeps track of your quests and which zone they are in. You can set quests as Active or Inactive in the Journal, allowing you to focus on particular tasks. ________________________________________________________________________________ �������������������������������������������������������������������������������� C H A R A C T E R C R E A T I O N [0302] ________________________________________________________________________________ �������������������������������������������������������������������������������� ________________________________________ [ R A C E S ] ���������������������������������������� E L F ����� Elves are a historically oppressed people, distinguishable by their lithe frames and pointed ears. Though most survive in the poorest fringes of human cities, others live as nomads known as the Dalish. Elves receive a bonus of 25% to Ranged Defense. Warrior/Rogue ������������� You were raised in the wilderness to be a hunter, relied upon by the Lavellan clan for food and protection. The clan wandered the northern Free Marches and had little need to interact with humans�until the clan's Keeper sent you to the Chantry's conclave as a spy. What happened there, she said, would impact not only the Dalish but indeed all elves. She could not have known how right she was. Mage ���� Enslaved long ago by humans, most elves still live as second-class citizens within human cities. Elves who reject this life are known as the Dalish: nomadic wanderers who strive to keep the ancient elven religion and traditions alive. You grew up in the wilderness, a member of the Lavellan Dalish clan and apprentice to its leader and guide, the Keeper. The clan wandered the northern Free Marches, and you had little need to interact with humans -- until the Keeper sent you to the Chantry's conclave as a spy. What happened there, she said, would impact not only the Dalish but indeed all elves. She could not have known how right she was. D W A R F ��������� Dwarves are short, stocky, and most spend their entire lives underground. Those living in exile on the surface are commonly merchants or smugglers. Because dwarves have no connection to the Fade, they cannot be mages, but receive a 25% bonus to Magic Defense. Warrior/Rogue ������������� The dwarves of Thedas are known for their once-vast underground empire and guilds of merchants and warriors held in high esteem by the other races of Thedas. Not you. A cast-off "surfacer," unwelcome among the dwarves or most humans, you have scraped by as part of a criminal fraternity known as the Carta, smuggling magical ore known as lyrium. As part of the ruthless Cadash crime family, you spent your life on the streets of various Free Marcher city-states -- until you were sent to the Chantry conclave as a spy and everything changed. H U M A N ��������� Humans are the most numerous and powerful race in Thedas. They are also the most divided politically and seem to thirst for conflict. Human characters receive a bonus ability point at the start of the game. Warrior/Rogue ������������� As the youngest child of the Trevelyan noble house, you grew up in the Free Marcher city of Ostwick and have enjoyed a life of privilege. With close family ties to the Chantry, and many relatives among the priesthood and the templars, you were always expected to follow a similar path in service of the Maker -- regardless of how you feel about the matter personally. Willing or unwilling, you were sent to the Chantry's conclave to assist relatives who sought to make peace between the templars and mages. It didn't go well. Mage ���� Born to the Trevelyan noble family of Ostwick in the Free Marches, you were originally intended for a life of privilege�until magical abilities surfaced at a young age and you were forced into a life of confinement within Ostwick's Circle of Magi. Protected but stifled, educated but isolated, the Circle would have been your entire future had the mages not rebelled against Chantry rule. Like it or not, you had to fight for your life against templars hunting down all "free" mages. You joined the delegation of mages attending a Chantry conclave in hopes of negotiating peace with the templars. It didn't go well. Q U N A R I ����������� The Qunari are a race of horned giants who follow a strict religious text known as the Qun. Those who have abandoned its principles are known as Tal-Vashoth and often work as mercenaries. Qunari characters receive a bonus of 10% to melee defense. Warrior/Rogue ������������� As part of the Valo-kas mercenary company, you have earned a living by your own wits and the strength of your blade, ignoring the fearful looks you receive from those around you. Most recently the company was sent to the Chantry conclave as hired swords meant to keep the peace between mages and templars�a task that has gone horribly wrong. Mage ���� Followers of the strict religious philosophy of the Qun, the Qunari appeared like a tidal wave to the north of Thedas three hundred years ago. You are Tal-Vashoth, a Qunari who has rejected the Qun and never even lived in Qunari lands. As part of the Valo-kas mercenary company, you have earned a living by your own wits and the strength of your blade, ignoring the fearful looks you receive from those around you. Most recently the company was sent to the Chantry conclave as hired swords meant to keep the peace between mages and templars -- a task that has gone horribly wrong. ________________________________________ [ C L A S S E S ] ���������������������������������������� Mage ���� Those who can tap into the raw energy of the Fade and block the whispering temptations of demons are truly exceptional. When they turn that mental focus onto the field of war, they can be truly terrifying opponents. Rains of fire, walls of ice, or even the ability to heal allies make up a mage�s toolkit. Most employ considerable skills rendering foes not only weakened, but also vulnerable to physical attacks, setting up opportunities for their teammates to exploit. Knight Enchanter - These rare mages received special dispensation from the Chantry to serve in battle. They summon blades from the Fade and are experts in protection and defense. Necromancer - These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die. Rift Mage - These mages draw upon the force of the Fade, either pulling matter from the Fade to attack or twisting the Veil itself into a weapon to stagger or crush their enemies. Rogue ����� Armed with bows, daggers, and any number of dirty tricks, the rogue�s primary focus is damage: tearing foes down one at a time with systematic efficiency. Rogues commonly use a mixture of stealth and mobility to reach positions of advantage, be it a sniper�s perch away from enemy blades or behind an unsuspecting mage. Deadly and resourceful, rogues can tip the balance of any strategic assault. Artificer - These specialists control the battlefield with deadly traps. Neither they nor their explosive mines are ever where the enemy expects them to be. Assassin - Any rogue can kill a target, but assassins make death into an art form. They specialize in quick, deadly kills that let them slide back into the shadows undetected, or indirect kills that eliminate targets while the assassin is safely away. Tempest - These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm. Warrior ������� Battle-hardened and masters of close combat, warriors are pivotal to any group entering battle. As front-line fighters, they absorb the brunt of opponent attacks, steal enemy focus, and create an opening for deadly ranged assaults from other classes. While some warriors prefer visceral, sweeping damage, many are silverite-clad bulwarks, weathering any blows they don�t deflect with their shields. Champion - These powerful defenders protect their allies from harm, standing strong against devastating blows with expert training and fierce determination. Enemies can't kill them�and usually can't survive them. Reaver - As the battle gets bloodier, these vicious and deadly warriors get even more brutal. Hurting them just makes them mad, a mistake most enemies don't live to repeat. Templar - These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power. ________________________________________________________________________________ �������������������������������������������������������������������������������� C O M B A T & E X P L O R A T I O N [0303] ________________________________________________________________________________ �������������������������������������������������������������������������������� ________________________________________________________________________________ �������������������������������������������������������������������������������� M A G E S K I L L T R E E S [0304] ________________________________________________________________________________ �������������������������������������������������������������������������������� ________________________________________ [ W I N T E R ] ���������������������������������������� Masters of this school of magic summon cold that bites deeper than the cruelest winter. Their icy spells slow and weaken enemies. [A] * * [A] * * * * * 1 * * 3 * * * * * . * . . * . *** . . *** . . *** * * * * * * * 2 * * 5 * * 4 * * * * * * * *** . *** . *** [A] * . . * [A] * * * * * 6 * * 7 * * * * * * . . * . *** . * * * 8 * * * *** . . * * * * 9 * * * * 1. Winter's Grasp ����������������� You lock a target in a sheet of ice, freezing it in place. Ice Damage: 200% Weapon Damage Freeze Duration: 4 Seconds Chill Duration: 8 Seconds Cooldown Time: 16 Seconds Cost: 65 Mana A. Winter's Chill ����������������� Winter's Grasp now damages and chills nearby enemies as well. However, only the primary target is frozen. Area of Effect: 3 Meters 2. Mana Surge ������������� Your barrier explodes into wild magic when enemies destroy it. The blast freezes all nearby enemies and allows you to cast your next spell without consuming mana. Area of Effect: 3 Meters Freeze Duration: 2 Seconds Magic on Unlock: +3 3. Fade Step ������������ You let invisible waves of magic carry you forward, blurring ahead a short distance. Duration: 2 Seconds Cooldown Time: 12 Seconds A. Frost Step ������������� Passing through enemies hurts them and leaves them chilled. Ice Damage: 300% Weapon Damage Chill Duration: 8 Seconds 4. Frost Mastery ���������������� You have mastered the calling of cold, increasing your effectiveness when chilling or freezing targets. Freeze Duration Bonus: 25% Chill Duration Bonus: 25% Magic on Unlock: +3 5. Winter Stillness ������������������� By standing still, you enter into a meditative state that restores your mana at an enhanced rate and reduces all cooldown times. Meditation Idle Threshold: 3 Seconds Mana Generation Rate Bonus: 50% Willpower on Unlock: +3 6. Wall of Ice �������������� You raise a wall of ice to keep enemies at bay. Size: 6 Meters Duration: 20 Seconds Cooldown Time: 24 Seconds Cost: 50 Mana A. Glacial Strength ������������������� Wall of Ice creates a larger wall, and you can cast it more often. Size Bonus: 3 Meters Cooldown Reduction: 8 Seconds 7. Ice Mine ����������� You mark the ground with a glyph that takes a short time to prime. Once it is ready, it will freeze the first target to step on it. Freeze Duration: 6 Seconds Activation Delay: 3 Seconds Cooldown Time: 18 Seconds Cost: 35 Mana A. Brittle Glyph ���������������� While frozen, the victim of Ice Mine loses all armor protection. Armor Reduction: 100% 8. Ice Armor ������������ You draw on cold magic near you to protect you from attacks. Standing near a frozen enemy or a persistent cold spell reduces all damage you take. Damage Reduction: 50% Willpower on Unlock: +3 9. Blizzard ����������� You summon a freezing blizzard to chill and damage enemies caught in the area. Can be toggled on and off Ice Damage: 75% Weapon Damage per second Chill Duration: 8 Seconds Area of Effect: 8 Meters Cooldown Time: 24 Seconds Cost: 5 mana per second A. Ice Storm ������������ Your blizzard now chills enemies, progressively slowing them until they are frozen. Damage Bonus: 75% Freeze Duration: 4 Seconds ________________________________________ [ I N F E R N O ] ���������������������������������������� Masters of this school of magic dominate the battlefield with unrelenting fire. Enemies who survive the initial blast are driven mad with terror or burn to death in unquenchable flames. [A] * * [A] * * * * * 1 * * 2 * * * * * * . . * . *** . * * * 3 * * * . *** . *** . . *** * * * * * 4 * * 6 * * * * * . *** . . *** . [A] * . . *** . . * [A] * * * * * * * 5 * * 8 * * 7 * * * * * * * * *** * 1. Flashfire ������������ You ignite an enemy with searing pain and send them fleeing in panic. Fire Damage: 300% Weapon Damage Fear Duration: 8 Seconds Cooldown Time: 20 Seconds Cost: 65 Mana A. Blistering Pain ������������������ Flashfire burns brighter and hotter, intensifying the panic that your enemy suffers. Fear Duration Bonus: 8 Seconds 2. Immolate ����������� You unleash a massive explosion, leaving enemies in the area burning in agony. Fire Damage: 300% Weapon Damage Burning: 75% Weapon Damage per second Burning Duration: 8 Seconds Area of Effect: 3 Meters Cooldown Time: 16 Seconds Cost: 35 Mana Eldritch Detonator Ability: Use on incapacitated foes for a combo. A. Wildfire ����������� Immolate burns hotter and has a shorter cooldown time, allowing you to rain fire upon your enemies more often. Fire Damage Bonus: 100% Weapon Damage Burning: 75% Weapon Damage per second Cooldown Reduction: 4 Seconds 3. Flashpoint ������������� After you land a critical hit, your next spell cast doesn't trigger a cooldown period. Magic on Unlock: +3 4. Pyromancer ������������� You have mastered the summoning of fire, increasing your effectiveness when panicking or burning enemies. Burning Duration Bonus: 25% Fear Duration Bonus: 25% Willpower on Unlock: +3 5. Fire Mine ������������ You mark the ground with a glyph that takes a short time to prime. Once it is ready, it will erupt into flame when an enemy crosses it, damaging and staggering the target. Fire Damage: 1,600% Weapon Damage Activation Delay: 3 Seconds Cooldown Time: 24 Seconds Cost: 35 Mana A. Searing Glyph ���������������� Targets hit by Fire Mine are launched into the air and set aflame, leaving them burning. Burning: 200% Weapon Damage per second Burning Duration: 8 Seconds 6. Clean Burn ������������� Your spells burn away ambient magic that would otherwise slow down your casting. Every spell you cast shortens your active cooldown times. Cooldown Reduction: 1 Seconds Willpower on Unlock: +3 7. Wall of Fire ��������������� You conjure a flaming barrier that burns and panics enemies that pass through it. Size: 6 Meters Duration: 20 Seconds Burning: 200% Weapon Damage per second Burning Duration: 8 Seconds Fear Duration: 4 Seconds Cooldown Time: 32 Seconds Cost: 35 Mana A. Lasting Flames ����������������� Wall of Fire creates a larger wall, and its flames burn longer on enemies that pass through it. Size Bonus: 3 Meters Damage Duration Bonus: 4 Seconds 8. Chaotic Focus ���������������� When you cast a fire spell, the spell consumes half of your current barrier to empower it. The larger the barrier consumed, the greater the bonus to the spell's damage. Barrier Bonus: 50% Magic of Unlock: +3 ________________________________________ [ S T O R M ] ���������������������������������������� Masters of this school of magic call forth the power of thunder and lightning. Their spells paralyze and arc from one enemy to another. [A] * * [A] * * * * * 1 * * 2 * * * * * . * . . * . *** . . * . . *** * * * * * * * 3 * * 4 * * 5 * * * * * * * *** . . * . . *** . *** . [A] . *** . * * * * * 6 * * 7 * * * * * *** . . *** . * . * * * 8 * * * [A] * 1. Chain Lightning ������������������ You unleash a blast of lightning that shocks one target and arcs to nearby enemies. Distance: 5 Meters Number of Hits: 4 Electric Damage: 300% Weapon Damage Shocked Duration: 8 Seconds Cooldown Time: 8 Seconds Cost: 50 Mana A. Arcing Surge ��������������� Chain Lightning arcs farther and hits more targets. Distance Bonus: 4 Meters Additional Hits: 2 2. Energy Barrage ����������������� You launch a salvo of elemental blasts from your staff that homes in on targets ahead of you. Projectiles: 12 Damage per Hit: 66% Weapon Damage Cooldown Time: 16 Seconds Cost: 50 Mana Eldritch Detonator Ability: Use on incapacitated foes for a combo A. Energy Bombardment ��������������������� Each hit from Energy Barrage lowers the target's resistance to your staff's magic type for a short time. Magic Resistance: -2% 3. Stormbringer ��������������� The storm comes to your aid even without your calling it. When you are in combat, lightning will periodically strike a random nearby enemy. Electric Damage: 300% Weapon Damage Radius: 25 Meters Cooldown Time: 15 Seconds Magic on Unlock: +3 4. Lightning Bolt ����������������� You summon a bolt of lightning that blasts and paralyzes a single target. If other enemies are nearby, the bolt will paralyze the target for longer. Electric Damage: 200% Weapon Damage Paralyzed Duration: 2 seconds per nearby enemy Cooldown Time: 24 Seconds Cost: 65 Mana A. Exploding Bolt ����������������� Lightning Bolt does more damage if there are other enemies nearby, and if there are enough close to the striking point, a wave of force will knock back all enemies except for the paralyzed primary target. Damage Bonus: 200% for every creature within 4 meters. 5. Conductive Current ��������������������� The more magical energy you expend, the more damage your spells do. Damage Bonus: 5% for every 10% missing mana Magic on Unlock: +3 6. Gathering Storm ������������������ You use your staff's energy to fill the area with sympathetic magic. Each basic attack shortens your active cooldown times. Cooldown Reduction: 0.5 Seconds Willpower on Unlock: +3 7. Static Charge ���������������� You sheathe yourself in lightning while casting spells. Enemies that attempt to interrupt your casting with attacks are struck by arcs that leave them paralyzed. Electric Damage: 100% Weapon Damage Shock Duration: 6 Seconds Constitution on Unlock: +3 8. Static Cage �������������� You trap enemies inside an electricity field that paralyzes those that try to leave. Duration: 8 Seconds Area of Effect: 9 Meters Paralyzed Duration: 2 Seconds Cooldown Time: 32 Seconds Cost: 65 Mana A. Lightning Cage ����������������� Static Cage is now powerful enough to hurt or even kill enemies who leave its boundaries. Whenever an enemy in the cage takes damage, a lightning bolt strikes them, dealing bonus electricity damage. Electric Damage: 50% Weapon Damage ________________________________________ [ S P I R I T ] ���������������������������������������� Masters of this school of magic call upon spirits for protection, as well as the essence of the Fade itself. Their spells disrupt hostile magic, create defensive barriers, and even heal injuries. * [A] * * * 1 * * * . * . *** . . *** * * * * * 2 * * 5 * * * * * *** *** . . . . [A] * * [A] * * * * * 3 * * 6 * * * * * . * . . * . *** . . * . . *** * * * * * * * 4 * * 8 * * 7 * * * * * * * *** [A] * *** 1. Barrier ���������� You create a shimmering protective barrier that acts as temporary additional health. The barrier decays naturally over time. Barrier: 4,116 Area of Effect: 4 Meters Cooldown Time: 24 Seconds Cost: 50 Mana A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects. A. Elegant Defense ������������������ You have learned to cast Barrier with a more stable magical pattern. Each time a barrier you have cast expires, the ability's cooldown time is reduced. Cooldown Reduction: 4 Seconds 2. Peaceful Aura ���������������� Your aura of tranquility makes enemies less likely to attack you in battle, even when you damage them. Threat Reduction: 50% Willpower on Unlock: +3 3. Dispel ��������� You remove hostile magic and status effects from allies while stripping beneficial effects from enemies. Size: 5 Meters Cooldown Time: 8 Seconds Cost: 35 Mana Eldritch Detonator Ability: Use on incapacitated foes for a combo A. Transmute Magic ������������������ Dispelling magic and status effects increases your own spells' damage and Barrier generation for a brief duration. Barrier: 50% Damage Bonus: 25% Duration: 10 Seconds A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects. 4. Rejuvenating Barrier ����������������������� When you or your allies have an active Barrier, the beneficial energy invigorates them and helps them recover mana or stamina more quickly. Mana Regeneration: 35% Constitution on Unlock: +3 5. Guardian Spirit ������������������ A protective barrier springs into place around you automatically when you are badly injured. Barrier: 100% Health Threshold: 25% Cooldown Time: 60 Seconds Constitution on Unlock: +3 A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects. 6. Mind Blast ������������� You send enemies staggering with an explosion of willpower that drives them back and makes them less likely to target you again. Area of Effect: 5 Meters Cooldown Time: 8 Seconds Cost: 20 Mana Eldritch Detonator Ability: Use on incapacitated foes for a combo A. Fortifying Blast ������������������� Each enemy you strike with Mind Blast increases your protective barrier as you turn their pain into your power. Barrier: 10% A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects. 7. Strength of Spirits ���������������������� Your barriers draw on the magic of the Fade to absorb more energy before depleting. Barrier Bonus: 50% 8. Revival ���������� You summon spirits to heal fallen allies in the area, getting them back on their feet and fighting again. Area of Effect: 2 Meters Cooldown Time: 60 Seconds Cost: 85 Mana A. Life Ward ������������ Spirits now protect your allies for a short time, reducing incoming damage and reviving them if they fall unconscious. Damage Resistance: 25% Duration: 15 Seconds ________________________________________ [ K N I G H T E N C H A N T E R ] ���������������������������������������� [A] * * * * 1 * * * . * . *** . . * [A] * * * * * 2 * * 3 * * * * * *** . . * . . * . . . * * . . * 4 * . . * * . . * . . . *** *** * * * * * 5 * * 6 * * * * * *** . . *** . *** . * * * 7 * * * *** . . * * * * 8 * * * * [A] 1. Spirit Blade ��������������� You create a blade of solid magic to make melee attacks against nearby enemies, bypassing their guard and barriers. Spirit Damage: 300% Weapon Damage Bonus Damage vs. Barrier: 200% Bonus Damage vs. Guard: 400% Cost: 10 mana per attack while active Eldritch Detonator Ability: Use on incapacitated foes for a combo. A. Defending Blade ������������������ You deflect incoming projectiles with Spirit Blade, sending a shockwave of energy back at the attacker. 3. Fade Cloak ������������� You surround yourself with the magic of the veil itself. You are briefly invulnerable and can pass through enemies unharmed. Duration: 2 Seconds Cooldown Time: 12 Seconds Cost: 20 Mana A. Decloaking Blast ������������������� If you rematerialize inside an enemy, they're blasted back with massive force. Spirit Damage: 1,000% Weapon Damage 4. Resurgence ������������� You call on benign spirits to restore you and your allies for continuing the fight. All party members are healed to full health, including those who have fallen unconscious, and a glyph around you provides ongoing healing to the party for the spell's duration. This ability consumes and is powered by focus. Radius: 5 Meters Duration: 10 Seconds Tier 1: Glyph heals 2% per second Tier 2: Glyph heals 10% per second Tier 3: Glyph heals 25% per second 5. Fade Shield �������������� You draw back the energy released by your enemies in your attacks against them. Any successful attack strengthens your barrier. The more damage you do, the more powerful your barrier grows. Barrier: 30% of damage dealt Magic on Unlock: +3 A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects. 6. Veiled Riposte ����������������� Whenever you have a barrier active, enemies who attack you will take damage in return. Damage Returned: 20% Magic on Unlock: +3 7. Knight-Protector ������������������� You're adept with defensive magic. Barriers you create take longer to naturally decay. Barrier Decay Reduction: 35% Constitution on Unlock: +3 8. Disruption Field ������������������� You fill an area with magical energy that slows and weakens your enemies. Enemies larger than the field are immune. Speed Reduction: 50% Radius: 3 Meters Duration: 10 Seconds Cooldown Time: 24 Seconds Cost: 65 Mana A. Stasis Lock �������������� Enemies caught in Disruption Field are slowed to a stop over the course of several seconds. Striking them ends the effect. Speed Reduction: 99% Duration: 5 Seconds ________________________________________ [ R I F T M A G E ] ���������������������������������������� Years spent studying the Fade have given Solas the ability to manipulate its energies in unpredictable ways. He can pull matter from the Fade and even twist the veil into a weapon to hamper his opponents. [A] * * [A] * * * * * 1 * * 2 * * * * * * * . . . . *** *** * * * * * 3 * * 4 * * * * * *** . . *** . . * . . . * * . . * 5 * . . * * . . * . *** *** * * * * * 6 * * 7 * * * * * *** . . *** . * . * * * 8 * * * * [A] 1. Veilstrike ������������� You recreate your own fist from the essence of the Fade and smash nearby foes to the ground. Area of Effect: 5 Meters Cooldown Time: 24 Seconds Cost: 35 Mana A. Punching Down ���������������� You cast veilstrike more easily, and the blow weakens your enemies, causing them to do less damage. Cost Reduction: 15 Mana Weakened Duration: 10 Seconds 2. Stonefist ������������ You summon a boulder from the Fade and smash it into your target, sending them flying. Spirit Damage: 500% Weapon Damage Cooldown Time: 8 Seconds Cost: 50 Mana Impact Detonator Ability: Use on incapacitated foes for a combo A. Shatterstone ��������������� The boulder summoned by Stonefist now explodes on impact, weakening and staggering nearby enemies. Area of Effect: 4 Meters Weakened Duration: 10 Seconds 3. Restorative Veil ������������������� You pull stray magic from around weakened enemies to regain mana based on the damage you do to them. Mana Recovery: 10% Magic on Unlock: +3 4. Encircling Veil ������������������ You use stray magic around weakened enemies to increase the power of status effects on them. Duration Bonus vs. Weakened: 25% Magic on Unlock: +3 5. Firestorm ������������ You summon flaming meteors, raining fire down upon enemies all over the area for the next several seconds. This ability consumes and is powered by Focus. Radius: 6 Meters Fire Damage: 150% Weapon Damage Duration: 15 Seconds Tier 1: Summon 15 Meteors Tier 2: Summon 30 Meteors Tier 3: Summon 55 Meteors 6. Smothering Veil ������������������ Weakened enemies have the damage they inflict reduced even further. Damage Reduction: 30% Willpower on Unlock: +3 7. Twisting Veil ���������������� You catch stray magic around weakened enemies and use them to increase the damage of your own attacks. Damage Bonus vs. Weakened: 15% Magic on Unlock: +3 8. Pull of the Abyss �������������������� You create a tiny rift that pulls enemies toward a central point. Area of Effect: 6 Meters Duration: 12 Seconds Cooldown Time: 32 Seconds Cost: 65 Mana A. Shaken ��������� You can cast Pull of the Abyss more often, and enemies caught in its effect are weakened. Cooldown Reduction: 8 Seconds Weakened Duration: 10 Seconds ________________________________________ [ N E C R O M A N C E R ] ���������������������������������������� Dorian is well-versed in spells that bind and manipulate Fade spirits, a practice that does not have the same stigma in the Tevinter Imperium as it does elsewhere in Thedas. [A] * * * * 1 * * * . * . *** . . *** * * * * * 2 * * 3 * * * * * *** . . *** . . * . . . * * . . * 4 * . . * * . . * . *** *** * * * * * 5 * * 6 * * * * * *** *** . . . . * * * * * * * 7 * * 8 * * * * * [A] * * [A] 1. Horror ��������� You unleash spirits of fear that terrify all enemies within the area. Panic Duration: 6 Seconds Area of Effect: 3 Meters Cooldown Time: 24 Seconds Cost: 50 Mana A. Despair ���������� Horror inflicts even deeper terror upon targets and reduces their armor while they are under its effects. Spirit Damage: 50% Weapon Damage per second Armor Reduction: 20% 2. Death Siphon ��������������� Every time an enemy dies nearby, you regain both health and mana. Mana Amount: 20 Health Amount: 10% Constitution on Unlock: +3 3. Blinding Terror ������������������ You have learned to leave enemies vulnerable in their terror. Enemies that are panicked take increased damage from all atacks. Damage Bonus vs. Panicked: 15% Magic on Unlock: +3 4. Haste �������� You increase the speed of the entire party. While this ability is active, all enemies move and attack more slowly by comparison. This ability consumes and is powered by Focus. Tier 1: Slow by 85% for 6 Seconds Tier 2: Slow by 85% for 12 Seconds Tier 3: Slow by 85% for 20 Seconds 5. Power of the Dead �������������������� Killing enemies attracts spirits that increase the power of your spells for a short time. Damage Bonus: 20% Duration: 10 Seconds Willpower on Unlock: +3 6. Simulacrum ������������� If you are knocked unconscious, a spirit you control takes on your likeness and fights on your behalf for a short time. The spirit draws magic directly from the Fade, casting spells without cost. You cannot be revived by any means until the spirit leaves. Duration: 10 Seconds Willpower on Unlock: +3 7. Spirit Mark �������������� You mark a target with an attacking spirit, inflicting ongoing damage. If the target dies while marked, the spirit mimics the victim's body briefly to fight on your behalf. Can be toggled on and off Duration: 12 Seconds Spirit Damage: 75% Weapon Damage per second Charm Duration: 15 Seconds Cooldown Time: 20 Seconds Cost: 50 Mana A. Lingering Mark ����������������� Targets you kill with Spirit Mark now fight for you longer and harder. Damage Bonus: 75% Charm Duration: 45 Seconds 8. Walking Bomb ��������������� You curse an enemy, inflicting ongoing spirit damage, and then trigger the curse in a devastating explosion. Spirit Damage: 200% Weapon Damage per second Duration: 10 Seconds Explosion Damage: 600% of Weapon Damage Area of Effect: 5 Meters Cooldown Time: 20 Seconds Cost: 65 Mana A. Virulent ����������� If Walking Bomb kills your target, the effect spreads to nearby enemies, causing secondary explosions. ________________________________________________________________________________ �������������������������������������������������������������������������������� R O G U E S K I L L T R E E [0305] ________________________________________________________________________________ �������������������������������������������������������������������������������� ________________________________________ [ S U B T E R F U G E ] ���������������������������������������� Experts in these talents are masters of misdirection. Whether leaping to safety, disappearing into the shadows, or tricking enemies into slashing at empty air, they are never where anyone expects them to be. [A] * * * * 1 * * * . * . *** . . *** * * * * * 2 * * 5 * * * * * *** *** . . . . [A] * * [A] * * * * * 3 * * 6 * * * * * . * . . * . *** . . * . . *** * * * * * * * 4 * * 8 * * 7 * * * * * * * *** * [A] *** 1. Stealth ���������� You step into the shadows, all but invisible to your enemies. Attacking from stealth gives you a damage bonus and brings you back to the enemy's attention. Dealing damage to enemies reduces the ability's cooldown time. Damage Bonus: 100% Duration: 30 Seconds Cooldown Time: 24 Seconds Cost: 20 Stamina A. Lost in the Shadows ���������������������� You live in the darkness. Entering Stealth is now instant and removes all debilitating effects on you. While in Stealth, you cn even pass through enemies without being detected. 2. Evasion ���������� They can't hit what they can't see. Your deceptive fighting style gives you a chance to dodge enemy attacks, taking no damage. Chance to Activate: 5% Dexterity on Unlock: +3 3. Evade �������� You leap away from incoming attacks, putting yourself where you need to be to win this fight. Cooldown Time: 2 Seconds Cost: 20 Stamina A. Hidden Step �������������� Enemies will swear you're still there, attacking empty air and hurting nobody but themselves as you leap away. Duration: 3 Seconds Damage: 300% Weapon Damage 4. Ambush ��������� While you're in stealth and shortly after leaving it, your attacks ignore some of your target's armor. Armor Penetration: 50% Duration: 6 Seconds Dexterity on Unlock: +3 5. Easy to Miss ��������������� Enemies are likely to overlook you in combat, much to their regret. This is especially true if you're flanking them. Threat Reduction: 25% Flanking Threat Reduction: 100% Cunning on Unlock: +3 6. Knockout Powder ������������������ You throw a handful of dosed dust into an enemy's face, putting them to sleep for a short time. Duration: 10 Seconds Area of Effect: 6 meters Cooldown Time: 20 Seconds Cost: 35 Stamina A. Deep Sleep ������������� Enemies affected by Knockout Powder sleep longer and are slow to wake up after being damaged. Duration Bonus: 10 Seconds Damage Sleep Duration: 3 Seconds 7. Mercy Killing ���������������� When their hearts aren't in the fight, it's almost too easy. Your attack on panicked or sleeping enemies are automatically critical hits. Cunning on Unlock: +3 8. Shadow Strike ���������������� You take your enemy by surprise with an attack they never see coming. If you are in stealth or have not taken damage recently, this attack hits even harder. Damage: 400% Weapon Damage Stealth Bonus Damage: 200% Not Damaged Recently Threshold: 5 Seconds Cooldown Time: 16 Seconds Cost: 50 Stamina Precision Detonator Ability: Use on incapacitated foes for a combo. A. Quick Blade �������������� Shadow Strike costs less stamina, and when you use it while flanking an opponent, you reduce all of your active cooldown times. Cost Reduction: 10 Stamina Cooldown Reduction: 4 Seconds ________________________________________ [ S A B O T A G E ] ���������������������������������������� Experts in these talents specialize in poisons and traps. Their dirty tricks leave enemies sick and limping, easy pickings for a sharp blade or a barbed arrow. [A] * * [A] * * * * * 1 * * 2 * * * * * * * . . . . *** *** * * * * * 3 * * 4 * * * * * . *** . . *** . *** . . * . . *** * * * * * * * 5 * * 6 * * 7 * * * * * * * *** . * . *** . * [A] * . * * * * * 8 * * 9 * * * * * [A] * * [A] 1. Poisoned Weapons ������������������� You coat your weapons in a deadly toxin, making every attack poison enemies for a short time. Duration: 10 Seconds Damage: 60% Weapon Damage per second Damage Duration: 8 Seconds Cooldown Time: 24 Seconds Cost: 20 Stamina A. Infected Wounds ������������������ Your poison helps your blades and arrows bite deeper. You do more damage with your weapons while Poisoned Weapons is active. Damage Bonus: 25% 2. Caltrops ����������� You scatter spikes behind you, hurting and slowing down enemies who come after you. This ability is considered a trap for any abilities that enhance or affect traps. Duration: 30 Seconds Radius: 3 Meters Damage: 10% Weapon Damage per scond Speed Reduction: 25% Cooldown Time: 16 Seconds Cost: 35 Stamina A. Tread Lightly ���������������� Your Caltrops cover a wider area and impede enemies even more. Radius: 5 Meters Speed Reduction Bonus: 25% 3. Fighting Dirty ����������������� All of your sunder and poison effects last longer as you make more potent toxins and uglier wounds. Duration Bonus: 25% Dexterity on Unlock: +3 4. Looked Like It Hurt ���������������������� The worst mistake your enemies can make is to let you see them flinch. Whenever you score a critical hit, you regenerate stamina. Stamina Restored: 10 Cunning on Unlock: +3 5. Explosive Toxin ������������������ Your poisons curdle the blood of your targets. Enemies that die while poisoned explode in a shower of toxic mist. Duration: 8 Seconds Radius: 3 Meters Damage: 50% Weapon Damage per second Dexterity on Unlock: +3 6. Hook and Tackle ������������������ You hurl a light grappling hook at a target, then yank hard as you leap to pull yourself to it. Cooldown Time: 12 Seconds Cost: 20 Stamina A. It Beats Walking ������������������� You can use Hook and Tackle with no stamina cost or cooldown time. 7. Cheap Shot ������������� Your critical hits tear through enemy armor, leaving it sundered for a short time. Duration: 6 Seconds Cunning on Unlock: +3 8. Toxic Cloud �������������� You unleash a cloud of toxic dust that damages all enemies that remain in the area. Duration: 8 Seconds Radius: 5 meters Damage: 50% Weapon Damage per second Cooldown Time: 32 Seconds Cost: 50 Stamina A. Contact Poison ����������������� Toxic Cloud has a shorter cooldown time and now also poisons enemies in the area. Cooldown Reduction: 5 Seconds Damage: 25% Weapon Damage per second Duration: 8 Seconds 9. Throwing Blades ������������������ You hurl a group of knives at all nearby targets, ripping through their armor and leaving it sundered. Number of Hits: 4 Damage per Hit: 100% Weapon Damage Duration: 8 Seconds Cooldown Time: 12 Seconds Cost: 50 Stamina A. Precision Targeting ���������������������� When facing fewer targets, you group your knives so that the more blades that hit a single target, the more damage they inflict. Damage Bonus: 25% This bonus stacks. ________________________________________ [ D O U B L E D A G G E R S ] ���������������������������������������� Experts in this style are fast and deadly, their blades slicing through enemies' defenses -- and throats -- before the have time to react. [A] * * [A] * * * * * 1 * * 2 * * * * * . * . . * . *** . . * . . *** * * * * * * * 3 * * 4 * * 5 * * * * * * * *** . * . *** . *** [A] *** . * * * * * 6 * * 7 * * * * * . *** *** . [A] * . . * [A] * * * * * 8 * * 9 * * * * * * * 1. Flank Attack ��������������� You leap through shadows to attack your foe with deadly strikes that hit them from behind. Requires Daggers Number of Hits: 2 Damage per Hit: 200% Weapon Damage Cooldown Time: 8 Seconds Cost: 35 Stamina A. Skirmisher ������������� Before your target turns to face your blow, you move to stealth, impossible to find. 2. Twin Fangs ������������� You lash out with both daggers, striking deep, with bonus damage if you flank your foe. Requires Daggers Number of Hits: 2 Damage per Hit: 200% Weapon Damage Damage Bonus: 200% Cooldown Time: 8 Seconds Cost: 50 Stamina Precision Detonator Ability: Use on incapacitated foes for a combo A. Ripping Fangs ���������������� If flanking, your Twin Fangs attack will keep your target's armor sundered from the blow. Damage Bonus: 100% Duration: 8 Seconds 3. Bloodied Prey ���������������� Your strikes cut deeper into any foe whose current health is lower than your own. Damage Bonus: 10% Cunning on Unlock: +3 4. Parry �������� You quickly block a strike made by your foe, then counter as their own defenses fall. Requires Daggers Damage: 100% Weapon Damage Cost: 10 Stamina A. Effortless Riposte ��������������������� If you succeed in countering a blow, your parry costs no stamina at all. 5. Dance of Death ����������������� You regain stamina with every kill, the better to continue your assault. Stamina Restored: 50 Dexterity on Unlock: +3 6. Unforgiving Chain �������������������� Your daggers blur, a dance of deadly pain. Each strike adds to your critical-hit chance. After a critical attack, your chain resets as you begin another dance. Critical Hit Chance: 1% 7. Sneak Attack ��������������� Attacks upon a target's back or flank are much more likely to be killing blows. Critical Hit Chance: 22% Cunning on Unlock: +3 8. Spinning Blades ������������������ You lash out with a set of slashing blows that bring you in and drive your target back. Requires Daggers Number of Hits: 5 Damage per Hit: 75% Weapon Damage Cooldown Time: 16 Seconds A. Neverending Spin ������������������� The number of your deadly slashes grows when you connect with earlier attacks. Additional Hits: 4 9. Deathblow ������������ You lash out hard with swift and deadly skill and then again against a wounded foe. Requires Daggers Damage: 200% Weapon Damage Bonus Damage: 3% for every 1% missing health Health Threshold: 50% Cooldown Time: 8 Seconds Cost: 50 Stamina Precision Detonator Ability: Use on incapacitated foes for a combo A. Thrill of Victory �������������������� Your strike bites deeper, and if it should kill your target, there's no cooldown on Deathblow. Damage Bonus: 100% ________________________________________ [ A R C H E R Y ] ���������������������������������������� Experts in this style are masters of ranged combat. They can avoid enemies that attempt to close, put arrows or bolts through multiple foes, and even unleash explosive shots to devastating effect. *** . *** * * . * * * 1 * . * 2 * * * . * * . *** . *** . * . [A] * . * * * * * * * * 3 * * 4 * * 5 * * * * * * * [A] * . * . * [A] . *** *** . * * * * * 6 * * 7 * * * * * *** . . *** . * . * * * 8 * * * * [A] 1. Death from Above ������������������� You do more damage when firing from elevation. Maximum Bonus Damage: 25% Maximum Height: 2 Meters Cunning on Unlock: +3 2. First Blood �������������� You've learned to pick apart enemies that are still unwounded and unwary. You do more damage to enemies that are only lightly injured. Damage Bonus: 15% Health Threshold: 80% Dexterity on Unlock: +3 3. Leaping Shot ��������������� You dive out of trouble and fire a hail of arrows at the enemies that were trying to close with you. Requires a Bow Projectiles: 12 Damage per Hit: 50% Weapon Damage Cooldown Time: 12 Seconds Cost: 35 Stamina A. Rolling Draw ��������������� If Leaping Shot hits, you can use the momentum of your leap to do a stronger draw as you come back to your feet. Your next attack, whenever you make it, will knock down its target. Damage Bonus: 200% 4. Long Shot ������������ You fire a powerful single shot that delivers more damage the farther away from the target. Requires a Bow Damage: 200% Weapon Damage Damage Bonus: 600% at 15 meters Cooldown Time: 8 Seconds Cost: 50 Stamina Precision Detonator Ability: Use on incapacitated foes for a combo A. Archer's Lance ����������������� Long Shot now rips through every enemy along its path, doing bonus damage for each extra target it hits. 5. Explosive Shot ����������������� You fire a powerful shot that explodes on impact, damaging enemies around your target. Requires a Bow Number of Hits: 2 Damage: 100% Weapon Damage Impact Radius: 4 Meters Cooldown Time: 12 Seconds Cost: 35 Stamina A. Chain Reaction ����������������� Shrapnel from Explosive Shot fills the air and sets off deadly chain reactions that do more damage the more enemies are nearby. Damage Bonus per Target: 25% Maximum Bonus Damage: 100% 6. Strafing Shots ����������������� You can move faster while firing without sacrificing accuracy. Speed Bonus: 100% Dexterity on Unlock: +3 7. Pincushion ������������� If the first arrow doesn't kill them, the tenth might. Each consecutive hit with a bow attack does progressively more damage to the target. Damage Bonus: 5% Bonus Duration: 10 Seconds Dexterity on Unlock: +3 8. Full Draw ������������ It takes a moment to line up the perfect shot, but it pays off with a devastating hit that bites even deeper against enemies who aren't injured yet. Requires a Bow Damage: 800% Weapon Damage Damage Bonus: 800% at full health Cooldown Time: 24 Seconds Cost: 65 Stamina A. Stunning Shot ���������������� Enemies hit by Full Draw are knocked briefly unconscious by the power of your shot. Sleep Duration: 20 Seconds ________________________________________ [ A S S A S S I N ] ���������������������������������������� As a spirit dedicated to mercy, Cole is oddly suited to killing enemies with speed and precision. He can eliminate targets too dangerous to face directly with strikes they never even notice. [A] * *** * * * * * 1 * * 2 * * * * * * *** . . . . *** * * * * * * 3 * * 4 * * * * * *** . . * [A] . . * . . . * * . . * 5 * . . * * . . * . *** *** * * * * * 6 * * 7 * * * * * *** . . *** . * . * * * 8 * * * * [A] 1. Hidden Blades ���������������� They'll swear you leapt from the shadows like a thrown blade and hit your target with a flurry of strikes from every angle... but it's obvious that you were nowhere near them at the time. Number of Hits: 3 Damage per Hit: 300% Weapon Damage Cooldown Time: 32 Seconds Cost: 65 Stamina A. Overkill ���������������� You use Hidden Blades faster and more easily, launching even more strikes on your victim. Cooldown Reduction: 4 Seconds Additional Hits: 3 2. Throatcutter ��������������� A wounded enemy is the perfect target. Your attacks are even deadlier against targets that are close to death already. Damage Bonus: 2% for each 10% missing health Dexterity on Unlock: +3 3. I Was Never Here ������������������� You have learned to use the distraction of an enemy's death to slip silently into the shadows. Killing a target removes any cooldown on stealth. Dexterity on Unlock: +3 4. Knockout Bomb ���������������� You hurl a grenade containing a powerful concoction that puts nearby enemies to sleep. Sleeping enemies awaken after taking damage. Duration: 10 Seconds Cooldown Time: 20 Seconds Cost: 35 Stamina A. Comatose ����������� Enemies affected by Knockout Bomb sleep more deeply, allowing your allies to hit them even harder with flanking damage. 5. Cloak of Shadows ������������������� You go into stealth, and your allies follow your lead. The entire party remains undetected for the duration of the effect, even while attacking. This ability consumes and is powered by Focus. Tier 1: Duration: 3 Seconds Tier 2: Duration: 6 Seconds Tier 3: Duration: 9 Seconds 6. Knife in the Shadows ����������������������� You are a deadly threat to any enemy that can't see you coming. When you attack from stealth, you automatically critically hit. Dexterity on Unlock: +3 7. Gaps in the Armor �������������������� Your attacks slip past armor to find a target's hidden vulnerabilities. Armor Penetration: 25% Dexterity on Unlock: +3 8. Mark of Death ���������������� You mark your enemy, and every hit on them adds part of its power to the mark's damage. Trigger your mark when you are ready, and watch them fall from injuries they never even noticed. You can manually trigger the mark early for bonus damage. Stored Damage: 100% Duration: 8 Seconds Cooldown Time: 32 Seconds Cost: 10 Stamina A. Mark of Doom ��������������� While it is active, Mark of Death leaves the target vulnerable to even more injury. Armor Reduction: 20% ________________________________________ [ T E M P E S T ] ���������������������������������������� With a satchel of dirty tricks, Sera takes the fight to her opponent before they know they're in it, committing fast and hard -- and if covered in alchemical fire, all the better. [A] * * [A] * * * * * 1 * * 2 * * * * * * * . . . . *** *** * * * * * 3 * * 4 * * * * * *** . . *** . . * . . . * * . . * 5 * . . * * . . * . *** *** * * * * * 6 * * 7 * * * * * *** . . *** . * . * * * 8 * * * * [A] 1. Flask of Frost ����������������� This flask coats you in an icy skin that increases your armor and freezes enemies that strike you in melee range. You can't use this ability while another elixir is active. Damage Resistance: 85% Duration: 5 Seconds Freeze Duration: 1 Second Cooldown Time: 32 Seconds Cost: 20 Stamina A. Bitter Chill ��������������� Activating Flask of Frost also taunts all nearby foes to attack you. Radius: 5 Meters 2. Flask of Fire ���������������� This flask coats you in flames that spur you to frenzied action. For a short time, your abilities cost no stamina, and enemies who attack you are knocked backward. You can't use this ability while another elixir is active. Duration: 5 Seconds Cooldown Time: 32 Seconds Cost: 20 Stamina A. Unquenchable Flames ���������������������� While Flask of Fire is active, all your abilities have no cooldown. 3. Flaskmaster �������������� Your experience with elixirs has made you better equipped to handle potions and other consumables, letting you carry more of them at a time and giving you the chance not to use an elixir when you activate an elixir ability. This ability does not apply to healing potions. Maximum Potions Bonus: 1 Chance to Activate: 25% Dexterity on Unlock: +3 4. Fury of the Storm �������������������� When your stamina is exhausted, you fight even harder, lashing out with fury to win the fight. Damage Bonus: 10% Low Stamina Threshold: 50% Constitution on Unlock: +3 5. Thousand Cuts ���������������� You choose a target, then dash to and fro -- a shadow leaving blood with every leap. After you slice through other nearby foes, you land behind your target, striking deep. This ability consumes and is powered by Focus. Damage per Hit: 300% Weapon Damage Tier 1: Number of Hits: 12 Tier 2: Number of Hits: 25 Tier 3: Number of Hits: 38 6. Ride the Storm ����������������� The effects of your elixirs last longer if you activate one immediately after another expires. Bonus Duration: 3 Seconds Dexterity on Unlock: +3 7. Killer's Alchemy ������������������� You can use more concentrated elixirs that give you an uncanny edge in battle. You do bonus damage with all attacks for a short time whenever you use an elixir or potion. The effect stacks. Damage Bonus: 15% Duration: 10 Seconds Constitution on Unlock: +3 8. Flask of Lightning ��������������������� This flask sends you into a heightened state of incredible speed. Everyone on the battlefield except you moves much more slowly for a short time. You can't use this ability while another elixir is active. Duration: 5 Seconds Speed Reduction: 60% Cooldown Time: 32 Seconds Cost: 20 Stamina A. Quicksilver �������������� Your Flask of Lightning is more concentrated. Time almost seems to stand still around you. Speed Reduction Bonus: 39% Bonus Duration: 2 Seconds ________________________________________ [ A R T I F I C E R ] ���������������������������������������� After years of experience with the Merchants Guild and the Publishing World, Varric has become an expert at handling deadly traps and convoluted devices. * [A] * * * 1 * * * . * . *** . . *** * * * * * 2 * * 3 * * * * * *** . . *** . . * . . . * * . . * 4 * . . * * . . * . * * * * * * * 5 * * 6 * * * * * [A] * * [A] . . . . *** *** * * * * * 7 * * 8 * * * * * *** *** 1. Spike Trap ������������� You set a trap that, when an enemy approaches, detonates and flings enemies into the air. Damage: 300% Weapon Damage Cooldown Time: 16 Seconds Cost: 35 Stamina A. Watch Your Step ������������������ You can remain in stealth while using a spike trap, and enemies are flung even farther into the air. 2. Set Them Up �������������� You've mastered the proper placement of spikes and levers. When you spring any kind of trap, your enemies feel it. Damage Bonus: 25% Willpower on Unlock: +3 3. Opportunity Knocks ��������������������� When an ally critically hits, you take advantage of their success faster with reduced cooldown times. Cooldown Reduction: 0.5 Seconds Cunning on Unlock: +3 4. Hail of Arrows ����������������� You fire so quickly that enemies will swear there are at least two of you putting arrows into their ranks. While this ability is active, any Archery ability you use is duplicated. This ability consumes and is powered by focus. Tier 1: Duration: 12 Seconds Tier 2: Duration: 25 Seconds Tier 3: Duration: 40 Seconds 5. Elemental Mines ������������������ You throw out an assortment of different traps in front of you, applying different elemental effects to enemies that come into range. Damage: 50% Weapon Damage Chill Duration: 8 Seconds Fire Damage: 50% Weapon Damage per second Fire Damage Duration: 8 Seconds Shocked Duration: 8 Seconds Cooldown Time: 24 Seconds Cost: 50 Stamina A. Throw Everything ������������������� It's now or never. You use every ounce of stamina you've got to litter the battlefield with traps. The more stamina you use, the more traps you throw. Additional Traps: 1 for every 5 stamina 6. Fallback Plan ���������������� You place a thieves' lantern to mark a fallback location before heading into battle. When the fight gets ugly, you leap back to safety, as healthy as you were when you placed your marker. Duration: 15 Seconds Cooldown Time: 32 Seconds Cost: 35 Stamina A. Bait and Switch ������������������ You can fight for a longer time before leaping back, and you pull your closest enemy back with you. Duration Bonus: 5 Seconds 7. And Take Them Down ��������������������� Your experience with finding and pointing out enemy vulnerabilities gives the entire party a better chance to land a critical hit. Critical Hit Chance Bonus: 5% Dexterity on Unlock: +3 8. Tricks of the Trade ���������������������� You help the team make the most of its abilities, increasing the damage and duration of all status effects anyone in the party applies. Damage Bonus: 10% Duration Bonus: 10% Willpower on Unlock: +3 ________________________________________________________________________________ �������������������������������������������������������������������������������� W A R R I O R S K I L L T R E E [0306] ________________________________________________________________________________ �������������������������������������������������������������������������������� ________________________________________ [ T W O - H A N D E D ] ���������������������������������������� Experts in this style crush their enemies with massive blows that can break any guard, shatter any armor, and destroy any opponent. [A] * * [A] * * * * * 1 * * 2 * * * * * . * * . *** . . *** * * * * * 3 * * 4 * * * * * *** . . *** . * [A] [A] * . * * * * * 5 * * 6 * * * * * * * . . . . *** *** * * * * * 7 * * 8 * * * * * *** . . *** . * . * * * 9 * * * * [A] 1. Block and Slash ������������������ You stand ready to deflect the next incoming attack and deliver a punishing counter to your attacker. Requires a Two-Handed Weapon Damage: 150% Weapon Damage Cost: 10 Stamina Cost: 5 Stamina Per Second A. Flawless Defense ������������������� Countering an enemies attack now does bonus damage and adds to your guard. Damage Bonus: 50% Guard Amount: 15% Guard provides protection from incoming attacks by granting additional health. Guard must be broken before a target will take damage. 2. Mighty Blow �������������� You deliver a powerful attack that crumples foes, leaving them knocked down for a short time. You do more damage to targets that are already knocked down. Requires a Two-Handed Weapon Damage: 200% Weapon Damage Damage Bonus: 200% Cooldown Time: 16 Seconds Cost: 50 Stamina A. Easy Target �������������� Mighty Blow costs less stamina and deals increased damage against targets that have been knocked down. Cost Reduction: 15 Stamina Damage Bonus: 300% 3. Flow of Battle ����������������� Every critical hit reduces the cooldown times on your abilities, giving you the edge to finish off your enemy. Cooldown Reduction: 1 Seconds Strength On Unlock: +3 4. Shield-Breaker ����������������� Your critical hits crack armor and rend shields, sundering your enemy's armor for a short time. Armor Reduction: 20% Duration: 6 Seconds Strength On Unlock: +3 5. Pommel Strike ���������������� You lash out with a fast strike that briefly stuns your target. Requires a Two-Handed Weapon Damage: 300% Weapon Damage Stun Duration: 3 Seconds Cooldown Time: 20 Seconds Cost: 35 Stamina A. Lightning Jab ���������������� Pommel strike hits harder and faster. Cooldown Reduction: 4 Seconds Stun Duration Bonus: 1 Seconds 6. Whirlwind ������������ You spin with your weapon outstretched, cutting through any enemies in your path. Requires a Two-Handed Weapon Damage Per Hit: 70% Weapon Damage Cooldown Time: 24 Seconds Cost: 10 Stamina Impact Detonator Ability: Use on incapacitated foes for a combo. A. Rising Winds ��������������� Whirlwind becomes more effective the longer you sustain it. Damage Bonus Per Rotation: 15% 7. Guard-Smasher ���������������� You've learned how to batter through your enemy's defenses, doing more damage to their guard with every hit. Bonus Damage Vs. Guard: 100% Strength On Unlock: +3 8. Clear a Path ��������������� Hitting multipe targets with a single swing of your weapon restores your stamina for each extra target. Stamina Restored: 10% Strength On Unlock: +3 9. Earthshaking Strike ���������������������� Your great blow tears open the ground with a shockwave that batters enemies caught in its path. Requires a Two-Handed Weapon Number of Hits: 2 Damage Per Hit: 150% Weapon Damage Area Of Effect: 12 Meters Cooldown Time: 20 Seconds Cost: 50 Stamina A. Shattered Ground ������������������� Flames erupt from the fissure left by Earthshaking Strike, damaging enemies that cross it. Duration: 8 Seconds Burning: 20% Weapon Damage Per Second Burning Duration: 8 Seconds ________________________________________ [ B A T T L E M A S T E R ] ���������������������������������������� These cunning warriors control the battlefield and everyone on it. They bolster their allies, hamper their enemies, and take advantage of any sign of weakness. [A] * * * * 1 * * * . * . *** . . *** * * * * * 2 * * 3 * * * * * . *** . . *** . *** . . * . . *** * * * * * * * 4 * * 5 * * 6 * * * * * * * *** . * . *** . * [A] * . * * * * * 7 * * 8 * * * * * * [A] [A] * 1. Grappling Chain ������������������ With a hooked chain and a lot of muscle, you drag your target into arm's reach. Damage: 100% Weapon Damage Cooldown Time: 12 Seconds Cost: 20 Stamina A. Give Them the Boot ��������������������� After Grappling Chain drags an opponent to you, you stun them with a hard kick. Damage: 200% Weapon Damage Stun Duration: 3 Seconds 2. Crippling Blows ������������������ You know how to take the fight out of your foes. Your critical hits leave enemies weakened. Damage Reduction: 15% Duration: 10 Seconds This Effect Stacks. Strength On Unlock: +3 3. Hamstring ������������ When you attack a target from behind, you leave them slowed. Speed Reduction: 50% Duration: 3 Seconds Strength On Unlock: +3 4. Coup de Grace ���������������� You deal more damage against enemies that are stunned or knocked down. Better them than you. Damage Bonus: 30% Strength On Unlock: +3 5. Combat Roll �������������� You dive and roll to where the battle need you to be. Whether it's escaping from a group or moving to flank an opponent. Cooldown Time: 2 Seconds Cost: 20 Stamina A. Roll with It ��������������� You can now use Combat Roll to recover from most disabling conditions. 6. Deep Reserves ���������������� You get your breath back faster than most. When your stamina is very low, it regenerates more quickly. Low Stamina Threshold: 50% Stamina Generation Rate Bonus: 50% Strength On Unlock: +3 7. Horn of Valor ���������������� Your war horn's blast rings across the battlefield, giving allies the strength to fight harder. Damage Bonus: 15% Armor Bonus: 15% Duration: 10 Seconds Cooldown Time: 18 Seconds Cost: 35 Stamina A. That's the Spirit �������������������� Your horn's blast calls your allies to even greater glory. Damage Bonus: 35% 8. War Horn ����������� Your war horn's blast puts fear into the hearts of your foes, leaving them panicked. Area of Effect: 8 Meters Fear Duration: 6 Seconds Cooldown Time: 24 Seconds Cost: 35 Stamina A. Break Their Spirit ��������������������� War Horn now shatters your enemy's guard, and panicked enemies are too shaken to defend themselves, leaving their armor sundered. Armor Reduction: 20% Bonus Damage vs. Guard: 1,200% ________________________________________ [ W E A P O N & S H I E L D ] ���������������������������������������� Experts in this style are still on their feet after punishment that would kill their allies. They use their shield to protect themselves and stagger their enemies. [A] * * [A] * * * * * 1 * * 2 * * * * * . * . . * . *** . . *** . . *** * * * * * * * 3 * * 4 * * 5 * * * * * * * *** . . *** . . *** . * . . * . * * * * * 6 * * 7 * * * * * [A] * . . * [A] . *** . * * * 8 * * * *** 1. Shield Wall �������������� You stand firm and block incoming attacks at the cost of stamina. Each block adds to your guard. You move much more slowly while sustaining this ability. Requires A Shield Guard provides a protection from incoming attacks by granting additional health. Guard must be broken before a target will take damage. A. Chevalier's Step ������������������� When you use Shield Wall, your movement is not slowed as much. You also protect nearby allies by giving them improved armor. Range: 4 Meters Armor Bonus: 30% 2. Payback Strike ����������������� You recover from any disabled condition and lash out with a great blow against nearby enemies. If you've recently taken damage, you hit that much harder and stagger your foes. Requires A Shield Damage: 200% Weapon Damage Recently Damaged Threshold: 5 Seconds Damage Bonus: 200% Cooldown Time: 8 Seconds Cost: 35 Stamina A. Sweet Revenge ���������������� You do more damage with Payback Strike, and if you've recently taken damage, you also stun taunted enemies. Damage Bonus: 200% Stun Duration: 2 Seconds 3. Bear Mauls the Wolves ������������������������ Using techniques perfected by Orlesian Chevaliers, you can't be flanked by enemies, and you're less likely to be staggered when hit from the front. Constitution on Unlock: +3 4. Warrior's Resolve �������������������� You fight all the harder when you're hurting, gaining stamina when you lose health. Stamina Restored: 10% for every 10% health lost. Constitution on Unlock: +3 5. Turn the Bolt ���������������� Your expertise with the shield protects you against ranged attacks from the front. Damage Reduction: 50% Constitution on Unlock: +3 6. Shiel Bash ������������� Many foes think a shield is just for defense. You correct that mistake with a brutal slam that does bonus damage to an enemy's guard. Requires A Shield Damage: 300% Weapon Damage Bonus Damage vs. Guard: 800% Cooldown Time: 8 Seconds Cost: 35 Stamina Impact Detonator Ability: Use on incapacitated foes for a combo. A. Ring the Bell ���������������� You now lunge forward with Shield Bash, and you do even grater damage to an enemy's guard. Bonus Damage vs. Guard: 400% 7. Lunge and Slash ������������������ You lunge forward, then spin with a slashing strike if your first blow connects. You can use this attack to close with opponents. Requires A Shield. Damage: 175% Weapon Damage Cooldown Time: 8 Seconds Cost: 35 Stamina Impact Detonator Ability: Use on incapacitated foes for a combo. A. Great Lunge �������������� The farther you lunge before striking your target, the more damage you do to them. Damage Bonus: 75% at 5 Meters Damage Bonus: 250% at 10 Meters 8. Turn the Blade ����������������� Any blow you can see, you can turn aside. All damage coming from the front is reduced. Damage Resistance: 20% Constitution on Unlock: +3 ________________________________________ [ V A N G U A R D ] ���������������������������������������� These stalwart warriors protect their allies by making themselves the biggest target on the battlefield. When enemies take the bait, vanguards pick them apart with brutal precision. [A] * * [A] * * * * * 1 * * 2 * * * * * . * . . * . *** . . * . . *** * * * * * * * 3 * * 4 * * 5 * * * * * * * *** . . * . . *** . *** . [A] . *** . * * * * * 6 * * 7 * * * * * . *** *** . [A] * . . * [A] * * * * * 8 * * 9 * * * * * * * 1. War Cry ���������� You taunt all nearby enemies with a shouted challenge, gaining extra guard for each enemy affected. Duration: 4 Seconds Guard per Enemy: 20% Cooldown Time: 24 Seconds Cost: 35 Stamina Guard provides protection from incoming attacks by granting additional health. Guard must be broken before a target will take damage. A. Call to Arms ��������������� You draw strength from your War Cry, improving your armor for the coming fight. Armor Bonus: 200% Duration: 10 Seconds 2. Challenge ������������ Your powerful shout carries across the battlefield, taunting a targeted enemy and improving your guard. Duration: 8 Seconds Guard Amount: 10% Cooldown Time: 16 Seconds Cost: 20 Stamina Guard provides protection from incoming attacks by granting additional health. Guard must be broken before a target will take damage. A. Throw the Gauntlet ��������������������� Successfully hitting a target with Challenge gets your blood pumping, temporarily increasing your stamina regeneration. Bonus Regeneration: 15 Stamina per second. 3. Untouchable Defense ���������������������� They can't kill what they can't hit. You get a bonus to your maximum guard. Maximum Guard Bonus: 25% Constitution on Unlock: +3 4. Charging Bull ���������������� You slam into your enemies, increasing your guard and knocking them down as you break through their lines. Damage: 150% Weapon Damage Guard per Enemy: 10% Cooldown Time: 8 Seconds Cost: 5 Stamina Per Second Guard provides protection from incoming attacks by granting additional health. Guard must be broken before a target will take damage. A. Gore and Trample ������������������� After you finish your charge, your next ability costs no stamina. Duration: 6 Seconds 5. Trust the Steel ������������������ You know how to make the most of your equipment, gaining a bonus to armor when you have active guard. Armor Bonus: 20% Constitution on Unlock: +3 6. It'll Cost You ����������������� Any foe that attacks you in melee is going to bleed for it, taking a portion of the damage they inflict. Damage Returned: 15% Strength on Unlock: +3 7. Cutting Words ���������������� Your party does more damage to taunted targets as you rattle your enemies' nerves and goad them into mistakes that leave them open. Damage Bonus: 20% Strength on Unlock: +3 8. Unbowed ���������� You focus on your defensive training, gaining guard for each nearby enemy. Guard per Enemy: 10% Cooldown Time: 32 Seconds Guard provides protection from incoming attacks by granting additional health. Guard must be broken before a target will take damage. A. Still Standing ����������������� Unbowed further improves your guard for each nearby enemy, giving you the strength to stay on your feet. Guard Generation Bonus: 100% 9. Bodyguard ������������ You accept blows meant for allies, taking a portion of the damage. Damage Transfer: 50% Duration: 15 Seconds Cooldown Time: 24 Seconds Cost: 35 Stamina A. Not Today ������������ You ignore part of the damage transferred from party members. Damage Resistance: 50% ________________________________________ [ R E A V E R ] ���������������������������������������� As the battle gets bloodier, these vicious and deadly warriors get even more brutal. Hurting them just makes them mad, a mistake most enemies don't live to repeat. * [A] * * * 1 * * * . * . *** . . *** * * * * * 2 * * 3 * * * * * *** . . *** . . * . . . * * . . * 4 * . . * * . . * . *** *** * * * * * 5 * * 6 * * * * * *** . . *** . * . * * * 7 * * * [A] * . . * * * * 8 * * * * [A] 1. Ring of Pain ��������������� You mark part of the battlefield as yours. Enemies inside the ring take spirit damage while your own attacks inside the ring hit harder. The more you are hurt, the stronger both effects are. Can be toggled on and off. Area of Effect: 15 Meters Damage: 15% Weapon Damage Per Second Damage Bonus: 1% for each 1% Missing Health Cost: 10 Stamina Per Second A. Torrent of Pain ������������������ While Ring of Pain is active, Devour costs less stamina and has a shorter cooldown time, and Dragon-Rage costs less of your own health. Cooldown Reduction: 4 Seconds Cost Reduction: 20% 2. Blood Frenzy ��������������� They thought you'd get weaker once they'd wounded you. They were very wrong. Damage Bonus: 5% for each 10% missing health Strength on Unlock: +3 3. Fervor ��������� When an enemy dies near you, the thrill of death spurs you to hit that much harder. Damage Bonus: 30% Duration: 5 Seconds Range: 10 Meters Cunning on Unlock: +3 4. Rampage ���������� You're an unstoppable fury of physical force while this ability is active. Your attacks are harder and faster, and you gain health with each strike. This ability consumes and is powered by focus. Duration: 10 Seconds Tier 1: 10% Attack Speed, Life Steal, and Damage Tier 2: 20% Attack Speed, Life Steal, and Damage Tier 3: 30% Attack Speed, Life Steal, and Damage 5. Terrifying Fury ������������������ Your critical strikes have a chance to cause a gory mess and send nearby enemies fleeing in panic. Fear Chance: 25% Area of Effect: 10 Meters Fear Duration: 6 Seconds Cunning on Unlock: +3 6. Scenting Blood ����������������� Being near a badly wounded enemy spurs you into a frenzy, driving you to move faster and giving you a better chance of striking deadly blows. Range: 10 Meters Health Threshold: 35% Speed Bonus: 50% Critical Hit Chance Bonus: 10% Constitution on Unlock: +3 7. Devour ��������� Blood is life. You rip into your enemy, doing damage based on how badly you're wounded and healing yourself. Ring of Pain significantly increases the effect. Damage: 100% Weapon Damage Health Restored: 0.2% for every 1% health lost Damage Bonus: 2% for each 1% missing health Cooldown Time: 12 Seconds Cost: 65 Stamina Ring of Pain Bonus Health Restored: 0.4% for every 1% health lost A. Consume ���������� After you attack with Devour, your next use of Dragon-Rage has a better chance of ripping deeply into your target for a critical strike. Critical Hit Chance Bonus: 25% 8. Dragon-Rage �������������� You launch an attack fueled by your fury, ripping into foes for damage that increases as your own wounds deepen. Ring of Pain significantly increases the effect. You take damage with each swing. Damage: 150% Weapon Damage Damage Bonus: 1% for each 1% missing health Cost: 2% Health Ring of Pain Bonus Damage Bonus: 50% A. Ravage ����������������� For some, Dragon-Rage is a dangerous ability. For you, it's the only way to fight. You now hit harder and reduce the cooldown time for Devour with every attack. Damage Bonus: 50% Cooldown Reduction: 2 Seconds ________________________________________ [ T E M P L A R ] ���������������������������������������� These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power. [A] * * [A] * * * * * 1 * * 2 * * * * * * * . . . . *** *** * * * * * 3 * * 4 * * * * * *** . . *** . . * . . . * * . . * 5 * . . * * . . * . *** *** * * * * * 6 * * 7 * * * * * *** . . *** . * . * * * 8 * * * * [A] 1. Spell Purge �������������� Through faith and will, you dispel all hostile magic from the area around you. Area of Effect: 5 Meters Cooldown Time: 24 Seconds Cost: 35 Stamina Eldritch Detonator Ability: Use on incapacitated foes for a combo. A. Spell Shatter ���������������� Spell Purge now deals massive area damage when dispelling barriers and other beneficial effects on enemies. Damage: 600% Weapon Damage 2. Blessed Blades ����������������� You rally all of your nearby allies to fight with greater strength, especially when facing demons. Damage Bonus: 15% Duration: 24 Seconds Cooldown Time: 24 Seconds Cost: 10 Stamina A. Lights in the Shadow ����������������������� Attacking enemies while you're affected by Blessed Blades reduces the cooldown times of Spell Purge and Wrath of Heaven. Cooldown Reduction: 0.5 Seconds 3. Champions of the Just ������������������������ Your righteous fervor inspires the entire party to fight harder against demons. Damage Bonus: 10% Strength On Unlock: +3 4. Maker's Will ��������������� Your party's attacks have a chance to weaken their targets. Weaken Chance: 5% Weakened Duration: 6 Seconds Willpower On Unlock: +3 5. Rally �������� You inspire your allies to fight harder. Your party's guard, stamina, and mana build over time, and all party members gain damage resistance against incoming attacks. This ability consumes and is powered by focus. Duration: 15 Seconds Tier 1: 10% Guard Generation and Stamina/Mana Regeneration Per Second / 10% Damage Resistance. Tier 1: 20% Guard Generation and Stamina/Mana Regeneration Per Second / 20% Damage Resistance. Tier 1: 30% Guard Generation and Stamina/Mana Regeneration Per Second / 30% Damage Resistance. 6. The Last Sacrifice ��������������������� Even should you fall, you give your allies the strength to fight on harder in your name. Health Amount: 100% Damage Bonus: 50% Duration: 10 Seconds Cooldown Time: 60 Seconds Constitution on Unlock: +3 7. There Is No Darkness ����������������������� Your faith is your protection against the elements, and not for you alone. The entire party gains increased resistance to fire, ice, electric and spirit damage. Damage Resistance: 10% Willpower On Unlock: +3 8. Wrath of Heaven ������������������ You summon a blinding pillar of light that stuns nearby enemies and damages demons. Damage: 400% Weapon Damage Area of Effect: 4 Meters Stun Duration: 4 Seconds Cooldown Time: 24 Seconds Cost: 65 Stamina A. Embrace the Light �������������������� Wrath of Heaven does even more damage to demons and leaves enemies stunned for longer. Danage Bonus: 300% Stun Duration Bonus: 2 Seconds ________________________________________ [ C H A M P I O N ] ���������������������������������������� These powerful defenders protect their allies from harm, standing strong against devastating blows with expert training and fierce determination. Enemies can't kill them - and usually can't survive them. [A] * * * * 1 * * * . * . *** . . *** * * * * * 2 * * 3 * * * * * *** . . *** . . * . . . * * . . * 4 * . . * * . . * . . . *** *** * * * * * 5 * * 6 * * * * * *** *** . . . . * * * * * * * 7 * * 8 * * * * * [A] * * [A] 1. Line in the Sand ������������������� You call upon the legacy of the greatest champions in history, defying enemies as you hold your position. This stops enemies from moving past you and enables you to block choke points. Size: 6 Meters Duration: 12 Seconds Cooldown Time: 20 Seconds Cost: 35 Stamina A. And No Further ����������������� Your protected area increases, making it even harder for enemies to pass by. Size Bonus: 3 Meters 2. Bulwark ���������� You stand all the stronger to finish the fight, gaining a bonus to your maximum guard. Maximum Guard Bonus: 25% Constitution On Unlock: +3 3. Resilience ������������� You don't flinch, don't blink, and don't back down. Enemies that hit you with melee attacks are staggered by recoil. Stun Chance: 5% Stun Duration: 2 Seconds Constitution On Unlock: +3 4. Counterstrike ���������������� You push yourself to the limit, gaining full guard and taunting all nearby enemies. While the ability is active, you automatically counter all melee attacks. This ability consumes and is powered by focus. Tier 1: Duration: 6 Seconds Tier 2: Duration: 12 Seconds Tier 3: Duration: 20 Seconds Guard provides protection from incoming attacks by granting additional health. Guard must be broken before a target will take damage. 5. Adamant ���������� You've trained hard, and you know how to make the most of whatever armor you're wearing. Armor Bonus: 20% Constitution On Unlock: +3 6. Unyielding ������������� An attack that would bring you down instead leaves you with a small amount of health, and you are immune to all damage for a short time. Invulnerability Duration: 5 Seconds Health Threshold: 5% Cooldown Time: 60 Seconds Constitution On Unlock: +3 7. To the Death ��������������� You taunt an enemy into a frenzy. Their damage output increases over time, but so does the amount of damage they take. The effect ends if you get out of range of the enemy. Range: 15 Meters Enemy Damage Output: 5% Increase Per Second Enemy Damage Taken: 5% Increase Per Second Cooldown Time: 32 Seconds Cost: 35 Stamina A. En Garde ����������� While To the Death is active, your guard improves as your target takes damage and you correct weaknesses of your own. Guard Amount: 25% 8. Walking Fortress ������������������� You may not be able to hold them off forever, but right now, nothing can touch you. You have complete immunity to damage for a short time. Duration: 8 Seconds Cooldown Time: 32 Seconds A. Siege-Breaker ���������������� Every attack that strikes you reduces your cooldown time and increases your Guard. Cooldown Reduction: 1 Second Guard Amount: 10% | | /\ | |__/ �|� |__| |��) /��\ | | |��_ |__| |/\| /��\ |___ | \ | | | |��\ \__/ |__| |__/ | | ����������������������������������������������������� Preface ������� The Walkthrough is written for Nightmare difficulty so the strategies included are for the hardest mode. Some things might not seem necessary on lower levels of difficulty, often things that are not heavy damage in Normal can destroy your party in Nightmare. Most items are random in the game. Rare Schematics and Unique (Purple) items seem to be static, but Rare Armor and Weapons are random in nature. They will be noted as such when you loot the container, so if you wanted it's possible to save, open the chest, decide whether you like the Rare Weapon/Armor or not and reload if you don't. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE WRATH OF HEAVEN [0401] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] Figurine of Maferath the Betrayer [ ] Lifeward Amulet [ ] Elfroot [ ] Iron ENEMIES ������� � Shade � Wraith � Lesser Shade � Greater Shade � Lesser Terror * Pride Demon CODEX ENTRIES ������������� [ ] The Conclave [ ] The Breach [ ] The Qunari [ ] Adaar, The Vashoth [ ] Divine Justinia V [ ] Cassandra Pentaghast [ ] Shade [ ] Vitaar [ ] Wraith [ ] Solas [ ] Varric Tethras Get to the Rift with Cassandra ������������������������������ At the start of the game you'll be able to choose your race and class then you can customize the looks of your character. Some scenes will take place at this point and you can answer however you wish. Once you gain control head through the gate and turn left. The path is fairly linear, just navigate over the bridge where it gets taken out and you are forced into battle. You'll pick up a weapon that is suited to the class you chose at the start, ie; an Archer will find a bow, Mages will find a Staff, Two-Hand Warriors will find a Greatsword. The two Shades are simple enough to defeat, if you lure the one focusing on you over to Cassandra she can use Taunt to allow you flanking and distance if you are ranged. Ahead you'll find a lootable [CORPSE] then two more Shades. Send Cassandra down into the lower levels to get their attention then follow up with your own arsenal. Turn around go near the trees to find some [IRON] then jump back to the frozen river. Go left to find some loot and [ELFROOT] then climb up the cliff to the left by jumping. You'll find more loot near the wagons as you head back to the bridge. Loot the [ELFROOT] then head back to the frozen stream. Continue down the frozen stream to find a Shade and up the stairs a Wraith -- this enemy strikes from a distance so take it out first. Check the corner to the right of the ramp for some [ELFROOT] then head over the hill and look right to find a Lesser Shade and Wraith, easily wrangled up by Cassandra. There is some fire nearby, look from it across the ice to find two more Wraiths and a Lesser Shade. Head to the right of the staircase infront of you to find some [IRON] and [ELFROOT] then ascend. A number of Shades infest this area, but you have some help. Quickly dispatch these foes to trigger a scene where you'll meet Solas and Varric Tethras. From here you'll receive a new task. Reach the Forward Camp ���������������������� Go down the ramp and button hook right to the corner. Loot the corpse to find a [FIGURINE OF MAFERATH THE BETRAYER] and some [IRON]. Move down the path to an open area in the ice. Numerous Shades and Wraiths appear, so focus on the Wraiths first to allow your party to focus on the Greater Shade all at once. You can actually do a little exploring at this point. Turn right and go past the house for now, you'll find some [IRON] up the hill. Go back down the hill and right of the trees, you'll find more [IRON] and then [ELFROOT] behind the rock. Enter the house and loot the few things inside. Go straight down the river, bypassing the steps to your right. Search the burning house for some loot, behind it is another [ELFROOT]. Continue along the path, more [ELFROOT] along the way up the hill where you'll find a Greater Shade and two Lesser Shades in a camp. Defeat them and loot the [IRON] then the [LIFEWARD AMULET]. Make your way back to center then head up the staircase. Another Greater Shade is accompanied by Lesser Shades and Wraiths, remember to take out the Wraiths first! Up the hill to right is more [IRON], if you follow the path you'll find more [ELFROOT] amidst the trees before the Rift. Your objective here is to clear out the area and seal the Rift. Use your Action command to seal it, you will gain enough experience to level up at this point so assign your points carefully. Don't proceed just yet, turn left and go slightly down the cliff to find yet another [ELFROOT]. At the Forward Camp you can replenish your potions and loot a [STRONGBOX]. You will find Leliana and be forced to make a decision on how to reach the Temple of Sacred Ashes. Reach the Temple through the Mountain Path ������������������������������������������ Climb up aways, when you reach the tunnel you'll find a Greater Shade and two Wraiths waiting for you. Proceed up the stairs and down the path a little until you reach a small room. Light the torch and loot the [CHEST] before continuing on. Ahead you can loot some smaller items, up the stairs is a Greater Shade, Lesser Shade, and two Wraiths waiting to ambush you. Loot the [SACK] on the balcony and head outside. Veer off the path to the left to spot more [IRON] and [ELFROOT], ahead is another Rift Like last time defeat the wave of demons but be prepared for a new enemy, the Lesser Terror, after you defeat the initial wave. Seal the Rift then head down the ladder. Charge with the Soldiers ������������������������ Head up to a small encampment. Plenty of dead bodies to the left, but more importantly a [STRONGBOX] to the right with assorted gear and loot. Continue past the gate and join the soldiers already fighting the Wraiths and Shades. As you get to the rift in the distance, two new enemies, the Lesser Terrors, will show up. Take them out and then seal the Rift. You'll get a cut-scene here as you push onward to the temple. Find a Way Down to the Rift ��������������������������� Loot the body here then descend for a quick cutscene. Afterwards, progress around and drop down to the Breach for another scene. �������������������������������������������������������������������������������� BOSS: Pride Demon Level 4 ________________________________________________________________________________ Health: 16565 Defense: 34 Resistance: Electricity Immunity: Asleep, Frozen, Paralyzed, Physical Effects Ability: Perceptive Strategy �������� The Pride Demon has some nasty little abilities, one of which is an electric whip that reaches quite a distance. The best practice for this battle is to have Cassandra use Challenge then move her towards a wall with her back to it. This way the Pride Demon has his back to the rest of the party and you can utilize Solas and Varric's ranged attacks. Use your Inquisitor to disrupt the Fade Rift, this will stun the Pride Demon and weaken it temporarily allowing for a chunk of damage to be dealt. Be careful at this point, Lesser Shades will join the fray when you interrupt the Fade Rift. Do your best to keep Barrier on Cassandra and have her use Challenge and Shield Wall to mitigate as much damage as possible. When the Lesser Shades come you should change your focus to them then back to the Pride Demon. When it uses Guard you can disrupt the Fade Rift again to break it then stun and weaken the foe. Repeat this a few times and you'll come out victorious. ________________________________________________________________________________ __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE THREAT REMAINS [0402] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] Elfroot ENEMIES ������� � Templar Archer � Templar Defender � Templar Knight CODEX ENTRIES ������������� [ ] Letters & Notes #57 - Patient Observations [ ] Tales #19 - Andraste's Mabari [ ] Tales #5 - "Nightingale's Eyes" [ ] Places #30 - The Fade [ ] History #1 - A Chant for the Departed [ ] Chantry Hierarchy [ ] Founding of the Chantry [ ] The Children of Andraste [ ] The Maker Find Cassandra in the Chantry ����������������������������� After the short scene you can loot an item from the middle of the floor. Check the paper on the desk for [PATIENT OBSERVATIONS]. You'll also find some special items in the box nearby. Head outside when you are ready. From where you awaken head behind the building to the northwest. Here you'll find two [ELFROOT] and a [CHEST]. Continue behind the house you came from for another [ELFROOT]. Continue to the left of the starting place to find more [ELFROOT] and a [POT] that can be looted. Head up the steps to find a note on the left pillar, [ANDRASTE'S MABARI]. Check the pot to your left then go behind the house to find two [ELFROOT]. Inside the house you'll find a note that updates the [PATIENT OBSERVATIONS]. There's plenty to loot in the tent area, including a [CHEST] that gives some [SONG LYRICS] for Patron of the Arts. To the right of the Chantry you'll find two [ELFROOT] and on the left another with a sack and pot as well. There are a number of houses to the right of the chantry, as well as loot. Inside the houses over here is another [PATIENT OBSERVATIONS] as well as [THE RANDY DOWAGER QUARTERLY]. You can also fing two [ELFROOT] around the houses if you look. After nabbing these things head to the chantry. Head inside to the left to spot a sack and a note on the counter that is [THE FADE]. Check the scroll on the barrel nearby for [A CHANT FOR THE DEPARTED], then take the first door on the left. Down the hallway you'll find a pot and two notes, [CHANTRY HIERARCHY] and [FOUNDING OF THE CHANTRY]. At the end of the hall you'll find prison cells that a Rogue can open and a [SMALL CHEST] that has something good. Head back up and into the next room on the left. Here you'll find a note covering [THE CHILDREN OF ANDRASTE] as well as a Research Station and Minaeve. Go across the hall and read the book on the bed for [THE MAKER] then head into the main door for a cutscene. Report to Haven's Chantry ������������������������� Feel free to explore Haven a little bit, there's quite a few things you can do before you head to the Chantry. Visit the Chantry to trigger a cutscene where you'll have plenty of chances to respond. From here you'll enter the War Table where you can pick Orlais or Ferelden. You'll need to choose Ferelden and then Scout the Hinterlands. From here you must spend 1 Power by using Secrets. You should start by sending some people out to locations in Ferelden, most of them are on a pretty short timer. War Table - The Fallow Mire (Lost Soul) - The Storm Coast (Vigilance on the Coast) Travel to the Hinterlands to Speak with Mother Giselle ������������������������������������������������������ Head to the Crossroads at the Hinterlands when you are ready to proceed. Do take some time to set up camps and the like. Here you'll need to defeat a few apostates. Take the time to claim the landmark here, [SAGA OF TYRDDA BRIGHT- AXE, AVVAR-MOTHER], then focus on taking out the mages. Once you do this you will have a wave of 4 Templars come in from the west so take some cover. The Defender and Knight can be brutal. Try to keep one of the Feared or Frozen so you can take out the Templar Archers quickly. Once you defeat them you'll gain control of the Crossroads. Travel to Val Royeaux ��������������������� Talk to Corporal Vale, he asks for help along with a myriad of other activities. These will gain Power allowing you to travel to Val Royeaux, you will need at least 4 Power to do this. You enter in the Main level, check out all the plaques along the way to the center to gain [THE AVENUE OF HER REFLECTIVE THOUGHT]. Turn left to find another plaque then check the bulletin board. You'll want to inspect the numerous plaques around the central pillar, it's a lot of experience. Address the Templars in the central area to advance the plot. You'll want to return to the Chantry in Haven to progress the story but Val Royeaux offers new companions and lots of exploration! As you move around Grand Enchanter Fiona will address you at some point, you now have two paths -- [CHAMPIONS OF THE JUST] and [IN HUSHED WHISPERS]. When you return to the Chantry at Haven you'll have to speak with the group. DIALOGUE CHOICE ��������������� |���������������������������������������������������������������������| | You think the mage rebellion is more united? It could be ten times | | worse! | | | | - We should meet the mages (Cassandra -1) | | - We should find the templars (Cassandra +1) | | - You must choose soon. (Cassandra +5) | |_____________________________________________________________________| __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > IN HUSHED WHISPERS [0403] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] Prison Key [ ] Rare Weapon [ ] Rare Armor [ ] Bleeder of Souls [ ] Bianca Arms III [ ] Circle of Magi Banner [ ] Rare Weapon [ ] Staff of Stasis [ ] Cooldown Amulet ENEMIES ������� � Lesser Terror � Venatori Zealot � Venatori Spellbinder � Wraith * Alexius CODEX ENTRIES ������������� [ ] A Prayer to the New God [ ] A Guard's Journal [ ] Alexius's Journal [ ] Spellbinder's Journal [ ] Studies on the Blight Travel to Redcliffe and Make Contact with the Mages ��������������������������������������������������� Head to the Chantry at Haven, you don't have to make a decision right now so you can say whatever you want during the scene. From here you'll want to go to the Crossroads in the Hinterlands and head north. It should be a pretty quiet run until you get almost there. The objective will change and a Fade Rift can be seen in the distance. Defeat the few Lesser Terrors that attack then close the Fade Rift and go through the gate. Go to the Gull & Lantern to Meet Fiona �������������������������������������� There's a lot to do in Redcliffe. Go around and shop, start some quests by speaking to the people around town, and break into some houses if you can. There are plenty of codex entries to find as well for quick experience gain. You can even find Connor, son of the previous Arl of Redcliffe, down by the docks pending he is still alive in your game. Head to the Gull & Lantern tavern when you are done running around. You'll meet Grand Enchanter Fiona, but oddly enough she thinks is the first time you've met. Something is definitely going on and just when you thought you'd never get an answer, it comes barging through the door. Magister Alexius of the Tevinter Imperium walks in with his son Felix. You need to deal with Alexius because Fiona has no negotiation powers anymore. Answer how you wish, Felix eventually feigns illness and casually drops a note for you. The note warns about Alexius and asks you to meet in the Chantry. Before doing so, talk with people in the tavern. Clemence will ask to join the Inquisition after your conversation with him, he aids Cullen in completing operations 5% faster. In the Chantry you'll meet Dorian and he needs your assistance closing a Fade Rift. The enemies include Wraiths and Terrors, be sure to freeze them in place so you can defeat the Wraiths more easily. Close the Fade Rift and talk to Dorian. He breaks the news on what Alexius is trying to do and asks to be there if you are going after him. NOTE: You can break into the two homes that are locked tight with the Deft Hands Perk. Inside the Wheelhouse you'll find a [CHEST] with a [MASTERWORK SCHEMATIC] and a [BOTTLE OF THEDAS] on the table. The other house has the [LYRIUM] codex and a [CHEST] Head back to Haven, it's time to make a decision. To stay on this path just choose "In Hushed Whispers" -- it still costs 15 Power. Dorian is forced to come along, there are some objects that require a Warrior to bash and a Rogue to lockpick so bring at least one of each class. Starting the mission triggers a long cutscene at the Redcliffe Castle. Redcliffe Castle ���������������� You are warped after the cutscene and two Venatori Zealots will attack. Loot the [PRISON KEY] and head up the left stairs to find a [POT] and on the other side is a [SNAKE BOX]. Go up the other set of stairs and loot the objects in the cell before advancing to the door. There are more objects to loot along the way, but in the end you need to climb the staircase. Here you'll find more Venatori Zealots. Defeat them and descend the left path, taking the left door to a chest. The central door leads to Fiona, she's in a bit of a rutt. After listening to what happened go back up the central room then down to the right side. Here you'll find your two companions that were with you, you'll need to convince them you aren't dead. Return to upper cells and your met by four Venatori Zealots and a Venatori Spellbinder, be sure he goes down first. Up the steps to the Guard Barracks, there's plenty to loot. Be sure to grab the note on the table, [A PRAYER TO THE NEW GOD] and the [REINFORCED DEFENDER ARMOR] and [MINDLEECH STAFF] from the pot in the corner. Open the locked door with a Rogue and the one opposite it to find [A GUARD'S JOURNAL]. Find a Way Back to Alexius's Throne Room ���������������������������������������� Continue up to the torture area, the side room has some loot. Up the stairs you can open the door to find Hanley and two Venatori Zealots. Loot the bodies for the [BLEEDER OF SOULS] and [BIANCA ARMS II]. Continue up to the next room, door on the left, to find Leliana. Pay attention to the dialogue, it's rather unique and interesting. Proceed down the hall and across the bridge into the Torture Chambers. Time to seal a Fade Rift, be sure to deal with the Wraiths first. Use the wheel to raise the portcullis and enter the docks. Clear out the two Lesser Shades then loot the area, the [SUPPLIES CACHE] included to refill your Potions. Climb up to the Courtyard, another Fade Rift with plenty of Lesser Shades to deal with. Shortly ahead is another, so deal with the demons and get to closing it. Head to the Upper Royal Wing, searching the left room for [ALEXIUS'S JOURNAL] and right for the [SPELLBINDER'S JOURNAL]. Ahead you'll find some loot, a [CIRCLE OF MAGI BANNER], and another [SUPPLIES CACHE]. In the open room you'll need to fight off Spellbinders and Shades while you close the Fade Rift, stick to cover if you need it. Loot the corpses for a [RED LYRIUM SHARD], you'll need 5 of these. Go through the southeast door and up the steps. In the room here you'll find another Spellbinder and Venatori Zealots. Kill the Spellbinder and drop some heavy area of effect near the steps for a quick win. Loot the 2nd [RED LYRIUM SHARD] and the [PUNISHER] from the chest in the back. Loop around the hallway to a large room, another Spellbinder and cronies. Grab the third [RED LYRIUM SHARD] from their bodies then head into the next room. Check the [SUPPLY CACHE] and [LOCKBOX] while you're in here for loot. Have a Rogue open the door here then open the door across to find a Spellbinder, the fourth [RED LYRIUM SHARD] on him. Read up on the [STUDIES ON THE BLIGHT] then bash the northern wall down with a Warrior. Loot the pot for the [APOSTATE STAFF] schematic. Break the other wall down to surprise two Zealots, kill them and head out. Check both doors on the way out, at the bottom of the staircase is another [SUPPLY CACHE], use it then go across from here through the door. Defeat the Spellbinder and the Gladiators to obtain the last [RED LYRIUM SHARD]. Take them back to the main hall and place them in the door to trigger a cutscene and boss fight. �������������������������������������������������������������������������������� BOSS: Alexius Level 7 ________________________________________________________________________________ Health: 25134 Defense: 13 Resistance: N/A Immunity: All Disabling Effects Ability: Perceptive Strategy �������� The first thing you should notice is that Alexius has no resistances or vulnerabilities. This means all your physical and magical attacks will do full damage but you lack the ability to combo since you cannot incapacitate him. He has the ability to teleport far away so you'll want to focus on ranged attacks. His arsenal of spells is fairly limited, the battle gets rough when you drop Alexius's health below 50%. He summons a Fade Rift and you'll need to contend with demons during this phase. Alexius isn't targetable here so Disrupt the Rift and take out the small fry, closing the Fade Rift afterward. Focus on building Guard and placing Barrier on your Warrior, you'll be able to mitigate nearly all of the damage this way. At 25% health Alexius will summon a second Fade Rift with even more demons. Like last time, focus on the demons. You can cast Dispel on the location they are going to spawn to stop them from spawning completely and placing runes or traps on the spawn location is fairly useful for a lot of quick damage. At this point Alexius can be targeted down and defeated. Loot: Staff of Stasis, Cooldown Amulet ________________________________________________________________________________ The scene that takes place afterward is pretty amazing. With everything restored head back to the Chantry in Haven. Here you'll be given an opportunity to recruit Dorian into the Inquisition. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > CHAMPIONS OF THE JUST [0404] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] Amulet of Power [ ] Lord Seeker's Key ENEMIES ������� � Red Templar � Red Templar Marksman � Red Templar Horror � Knight-Templar Denam CODEX ENTRIES ������������� [ ] Tales #116 - To Be Corrupted [ ] Letters #29 - Envy's Dogma [ ] Tales #68 - Majestic Bastards [ ] Tales #16 - A Nutty Affair [ ] Tales #55 - Her Perfumed Sanctuary Head to the Inquisition's War Room ���������������������������������� Taking the path of reaching out to the Templars will bar you from working with the mages. But who better to fight against this magic than those trained to do so? To start down this path, you must visit the Inquisition's War Room and send an agent out, which will cost 15 Power total. A small price if you have been exploring additional areas. Doing so will take you to a meeting with the Lord Seeker immediately with a host of Orlesian Nobles at your back. Meet with the Templar Contact ����������������������������� After speaking to the Nobles you will be free to move. You can find some minor loot down the road you came from (minor money), but we must press on to our contact. In the stable area search both stables for loot and be sure to read the [FOLDED LETTER], then talk to Knight-Templar Barris. Raise the flags in order of importance �������������������������������������� Next, you will be asked to undergo a ritual: raise the flags shown to you in the order you value them. A very... personal objective. You can also side with the noble and demand to see the Lord Seeker if you wish. The choice is of course yours, but we may as well accommodate our guests. You can find some loot around the courtyard before raising the flags. Raise the flags in the order you wish. You will have a chance to explain your actions afterwards. Be sure to read the [CREASED NOTE]. Andraste Highest - Cassandra +1, Solas -1 People Highest - Varric +1, Sera +1, Vivienne -1 Templar Highest - Blackwall -1, Sera -1, Vivienne +1 Talk to Knight-Templar Barris - I let faith guide me. (Solas -1, Sera -1) - I decided based on politics (Blackwall -1, Sera -1, Vivienne +2, Iron Bull +1) - My reasons are my own. (Solas +2, Blackwall +1) - I picked at random. (Solas -1, Blackwall +1, Sera +1) Meet the Lord Seeker �������������������� Head into the next door/objective to start a meeting. Your replies don't matter here, as the knights have a sinister purpose. Once the fighting breaks out, have your tank taunt the front knights while you take out the archers, then clean up. Barris will help out here. Loot and go through the next door. Kill the soldiers in the hall and nab the nearby loot, then head right. There is an open room here with a [CHEST] and some loot, amongst them the [SEALED ORDERS], but there is also a door nearby that a Rogue can unlock with two [CHESTS]. Once you have them, head to the other end of the hall and up the stairs. There is another door someone can pick with more loot. Head outside when you are done. A fight is waiting for you. There are three templars facing you from the front while some archers are on a roof to your upper right. A ladder behind you offers a tactical view for ranged characters. After you deal with these first enemies, a door to the dining hall opens to the left with more enemies. Use the doorway as a chokepoint to lay down area of effect abilities and let the enemies roast in it. Head inside and search the tables to the far left for the [TO BE CORRUPTED] codex, then head upstairs for a [CHEST]. You can jump the barricade here for some loot, another [CHEST], and up on the third floor a note that explains what is happening if you didn't already guess. Red for a reason, right? Head back and go through the second floor door. This leads to more fighting, only this time you'll have more normal allies. Numbers rule here, so help them overwhelm the red templars. Once they are dead, head to the top of the stairs you came from and open the door against the left wall. This uncovers the Knight-Vigilant's body. Yikes! Read the letter here for some context, then open the [CHEST]. This chest in particular has a [AMULET OF POWER; CASSANDRA], so be sure to get it. Continue ascending onward, looking for loot as you go. You will soon meet with the Lord Seeker, which turns into something... odd. Escape the Prison ����������������� Well then... Head forward and enjoy the scenes. Answer as you will. Soon you will have free reign again. Run to the marker to be in a room with pillars pouring out spirit magic. Here head to the left and right lower rooms for dialog and a way to get further. Time the pillars and run to the left and right rooms for more dialog. Getting hit DOES hurt here, for the record. At the end, go through the unmoving pillars to continue (take the hit). You'll be in a room with an object your class can counter (a wall that can be bashed, a door that can be lockpicked) to the left. Inside you can find an object to examine for the [ENVY'S DOGMA] codex, as well as a boost of [CUNNING +1]. This is part of a side-quest for this area called "Demonic Dogma". We'll cover it in here though. Head to the right and meet up with Cole. Ask for his help to get an idea of what to do. He will then go open the way forward for you. Continue on and watch the scenes. Once you are near "Cassandra", go search the open right cell for a [PRISON KEY]. Now, head forward and examine what is going on in the rooms to the left and right. Bad, innit? (Sera is rubbing off...). Head forward and take a right, then talk to Cole He'll gift you with another task and some Veilfire. We will have to light four Braziers. Head back to the rooms with the prisoners for Brazier #1 and Brazier #2. Half-way done already! This causes the demon to be quite angry... Head to the end of the hallway and left. Cullen is locked up here, but Brazier #3 is here as well. Light it and then out in the hallway Brazier #4 will appear. Lighting this pushes the hallway down. Follow it and head into the right room. Light the brazier (which no longer needs numbered, apparently) and then go back to the hallway and light the next one you find. This opens the door and lets you into a secret room. Read the inscription here for an updated [ENVY'S DOGMA] codex and a sweet boost of [CONSTITUTION +2]. We'll take it! Continue on to the last door and you will be swept to a forest next... Escape the Forest ����������������� Head through the forest, noting that staying still is dangerous: a spirit geyser will erupt at your feet and explode. Continue onward and upward when you can, ignoring the wraiths. Pull a lever near Cole when you can and then you'll be in the main courtyard. From here, find your way to the dining hall area and head up the stairs. Head back to the second level (vice leaving) to find the third and final "Demonic Dogma" inscription. Read it for an updated [ENVY'S DOGMA] codex and a sweet [STRENGTH +3] boost. Very nice. Continue on to where the Lord Seeker was for a scene. Answer how you wish after that to move onto the next part of this section. The next section consists of us finding Templar Veterans and lyrium. While we are out searching though, the Great Hall will be held by the Templars, which means its strength is on a limited timer... Maintain a Hold on the Great Hall - The Templars will hold the Great Hall, but their strength will wane over time! - Returning to help the Templars re-secure the Great Hall will restore their strength. - If the Templars are overwhelmed, the battle will be lost. We must be quick in our upcoming exploration. First, go outside where the Lord Seeker cut-scene took place for a [CHEST]. Up at the front of the hall you can also read an inscription to update the [THERINFAL REDOUBT] codex. After that, take note of the two doors in the Great Hall we can use. Let's start with the door on the left to head to the Upper Barracks. Upper Barracks �������������� Gather the loot in the hallway and go out to the courtyard. There are new enemies here called Templar Horrors. There are two of them with two archers. Really nothing harder than you've fought before. They are found of shooting spikes out of their back at you, which will home in. Take them out and then be sure to search the shack they came out of for the [MAJESTIC BASTARDS] codex. From there head to the archway and have a warrior bust open the wall at the end for a room with [CHEST x3] in it, then go through the nearby door. Head to the left first and assist the Templar. He will go to the hall (1/3). Head back and up the steps and assist the Templar up here. She too will go to the hall (2/3). Now, there is a rogue-locked door here that leads down to the prison. You can find [THE PRISONERS OF THERINFAL] here. Head across the narrow walkway to a room leading back to the Great Hall. Drop the ladder to the left and then pick up the [A NUTTY AFFAIR] codex from a bench to the right. There are three other ladders to drop up here as well as [CHEST x2] in the back and another mysterious note. Go help the Templars kill off the threat and get ready for the second door. Officer's Quarters ������������������ Head out to the courtyard and kill the horrors and archers that await you. After that, head to the door across from where you came from to find the Lord Seeker's office. A scene with Cole occurs here. Afterward, loot the [CHEST] (which likely has a rare item) and read the notes. Pick up the [LORD SEEKER'S KEY]. Head outside and hang a right, opening the door to the lyrium cache room. You can get some commentary on the red lyrium here. Loot the [CHEST x3] in the room and pick up the [LYRIUM CACHE] from up above. At this point, go help out the Great Hall, just to be safe. Next, from the Lord Seeker's office head right (facing his office, head right) to find a door in the corner. Head up the stairs in here and assist the Templar you find fighting on the roof. He'll head off to assist Barris. Nab all the loot up here and in the room beyond. Head back to where the Templar was. See the rampart near the entrance to the stairwell? Head over there and have one of your warriors bust down the far wall. This leads to a drop and a sealed room with a [CHEST]. Unbar the door and make your way back to the Great Hall. Great Hall ���������� Talk to Barris to perform the ritual. Well... to have him do it. You will fend off Red Templars and Horrors as the Templars bring down the barrier. They will come from the sides, so use the chokepoints on either side to hold them off and watch your back. Have your teammates strangle-hold one side while you watch their back for them. Once the barrier has fallen, head up the steps. You can refill potions up here with the cache near the railing (heal first!) and nab a [CHEST] off to the left. There is also the [HER PERFUMED SANCTUARY] codex on a bench to the right. Continue on to face the demon. �������������������������������������������������������������������������������� BOSS: Envy Demon Level 8 ________________________________________________________________________________ Health: 31115 Defense: 14 Immunity: All Disabling Effects Strategy �������� If you have been exploring side areas and buffing up, this will be a pretty easy fight. The Envy Demon has a TON of hit-points, but very little defense and poor evasion. When it comes to attack, the Envy Demon can dive into the fade and appear underneath you, much like the Lesser Terror enemies. It can also let out a scream in an area around itself that causes anyone caught up in the screech to have FEAR, which stuns you in-place. This gives ranged attackers the biggest advantage, as they'll never have to worry about getting stunned. Beware of standing too still during this fight as spirit geysers will erupt underneath you, much like the memories you had earlier in this chapter. Once you take off about a third of its health, it will go into "hiding", as Cole points out. Several Red Templars and Archers will appear during this phase and need to be put down. Cole has had enough watching though, and will join in the battle. After clearing the riff-raff out, the Demon will appear to mimic you. In Bkstunt's game, the demon came out as a human warrior, using two-handed skills and a weapon. It is also 10 times the size of your characters. Keep laying into him and watch out for his attacks. For the last third of the fight, the demon will revert back to its normal self. Keep killing reinforcements as they show up and slay the demon for good. Loot: Audacity, Essences ________________________________________________________________________________ Head back towards the Great Hall to meet up with what is left of the Templar Order. You will have a dialog choice here. Do we want the Templars to concede and join the Inquisition as they are, or rebuild and become allies? This choice will affect what your companions think of you: DISBAND: Blackwall Disapproves Cassandra Disapproves The Iron Bull Disapproves Sera Greatly Approves Solas Greatly Approves Vivienne Disapproves Dorian Disapproves Cole Greatly Approves ALLIANCE: Solas Greatly Disapproves Cassandra Greatly Approves Blackwall Approves Sera Greatly Disapproves Vivienne Approves The Iron Bull Greatly Approves Dorian Disapproves Cole Greatly Disapproves Varric Slightly Approves Enjoy the dialog afterward. In the War Room, you will have the chance to recruit Cole, although Cassandra slightly disapproves doing so. Heh. He can permanently join the party though, so we suggest you take him. And with that, this quest is complete. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > IN YOUR HEART SHALL BURN [0405] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] Rare Weapon [ ] Rare Ring [ ] Masterwork Hilted One-Handed Shaft [ ] Rare Accessory ENEMIES ������� � Red Templar � Red Templar Horror � Red Templar Guard � Red Templar Marksman � Knight-Templar Denam � Venatori Gladiator � Venatori Marksman � Venatori Zealot � Spellbinder Sealing the Breach ������������������ At the War Table choose this mission, it costs 1 Power. Set up your party and you'll trigger a cutscene. The Breach has been closed and Haven is celebrating, but that comes all too soon. Head for the gates where you'll meet either Dorian or Cole, whichever you haven't met yet. Cole warns of the Templars coming, Dorian warns of the Mages coming, they both warn of The Elder One. Defending the North Trebuchet - Templars ���������������������������������������� Waves of Red Templars attack from both sides of the trebuchet. Focus down the Templar Horrors and then the foot soldiers. The second wave comes from the right and has Marksman and Guards, you'll want to defeat the ranged enemies first but if you can get them grouped up then some area of effects attacks can be devastating. From these first two waves you should find a [RARE WEAPON] and [RARE RING] from the dead. The final wave is small and comes from the left, just defeat the horrors. Defending the North Trebuchet - Mages ������������������������������������� You'll have to contend with Spellbinders, Marksman, and Zealots. Focus on the Spellbinders, they will cast Barrier on the Zealots and that creates problems for quickly defeating them. Take out the Marksman last, it's not a common strategy but the Zealots can overwhelm. Reinforces will bring a Gladiator, in this wave focus the Marksman first then the Zealots, the Gladiator is a hassle and it's shield requires the entire party to focus on his weak spot. Next, from the left are more Spellbinders and Zealots -- defeat them. Retake the South Trebuchet - Templars ������������������������������������� There are several Red Templar, two Marksman, and a Guard defending this trebuchet. Focus on the Marksman to quickly take them out and move the Guard away. Move enemies come from behind trying to retake the weapon, you'll need to fend them off like the first go around. There are two Horrors, two Red Templar, and one Marksman in this wave. Defeat them and crank the trebuchet to fire, causing an avalanche to wipe out most of the forces. It's all too soon to celebrate again, a dragon emerges to destroy the trebuchet. Use the [SUPPLY CACHE] then head back to Haven. Retake the South Trebuchet - Mages ���������������������������������� Head up to the southern trebuchet to find two Marksman, several Zealots, and a Gladiator. Like usual, focus on the ranged attackers to quickly take them out then begin to whittle down the Zealots. Reinforcements include two Spellbinders for you to deal with, they come from the hill behind the trebuchet like an ambush. Once you take them out crank the trebuchet to trigger an avalanche. Evacuate Haven �������������� Note - For each person you save you'll receive 128 Experience and 80 Influence On your way back you'll find Harritt, help him out with a Warrior then loot the blacksmith area before going inside the gates. Turn right as you enter to find Lysette being attacked, defeat the Foot Soldiers here to save her. Go up the staircase now to find more Foot Soldiers accompanied by Marksmen. Break the door to your left to save Seggrit then loot the chest for a [RARE ITEM]. Head to the tavern where you'll find three Red Templars and a Horror, defeat them then enter and rescue Flissa. Quickly run up the apothecary area to save Adan and Minaeve, you really need to be quick because the nearby flames will trigger an explosion shortly. Approach the Chantry entrance to find Threnn battling more enemies -- four Foot Soldiers. Enter the Chantry now to trigger a scene. DIALOGUE CHOICE ��������������� |���������������������������������������������������������������������| | There has been no communication, no demands. Only advance after | | advance. | | | | - I'd give myself to save Haven. (Solas -5) | | - Why? Why does he want me? (Solas +1) | | - How do I stop him? | |_____________________________________________________________________| Retake the Trebuchet �������������������� There is a certain sense of urgency at this point but you can slowly progress down the path to the final trebuchet. The packs of enemies are small until the final one at the trebuchet. Aim it little by little until it reaches about 50% where you'll be forced to battle a boss depending on who you sided with. If you sided with the Mages you'll fight Knight-Templar Denam, if you sided with the Templars you'll fight Grand Enchanter Fiona. �������������������������������������������������������������������������������� BOSS: Knight-Templar Denam Level 8 ________________________________________________________________________________ Health: 11840 Defense: 46 Resistance: Fire Vulnerable: Cold Immunity: All Physical Effects, Fear, Asleep, Paralyzed Strategy �������� The Knight-Templar is weak to Cold so a Mage with an Ice staff is useful, especially with Energy Barrage. Move this monster away from your ranged companions and take down the weaker Templars first. Watch out for the walls of red lyrium that Denam can create, it could separate the group too much. The wall can be destroyed, but it's likely simpler to just defeat Denam. Defeating the Behemoth will destroy the rest of the attacking Templars. You can also win this fight by cranking the trebuchet fully. Loot: Rare Accessory ________________________________________________________________________________ �������������������������������������������������������������������������������� BOSS: Fiona Level 11 ________________________________________________________________________________ Health: 13406 Defense: 18 Resistance: Electricity Vulnerable: None Immunity: Asleep, Paralyzed Strategy �������� Fiona has been completely brainwashed and leads the Venatori against the Inquisition. She can take dish out some heavy damage but she takes a lot in the form of physical attacks. Stay away from Electric attacks and instead use Fire and Ice to freeze her (Winter's Grasp works very well). Freezing her then combo with Shatter to deal massive damage and take her out. You can always just turn the trebuchet completely but that's probably more difficult. Loot: Rare Accessory ________________________________________________________________________________ The Dawn Will Come ������������������ You are alone, but not dead. Move forward to obtain "Mark of the Rift" then use it to defeat the Wraiths. Head outside and continue the trek through the blizzard until you are found by Cullen and Cassandra. The story opens up at this point, you understand much more after a few scenes. The Inquisition marches to Skyhold and you are no longer the Herald of Andraste, but the Inquisitor. DIALOGUE CHOICE ��������������� |���������������������������������������������������������������������| | I do not yet know how Corypheus survived... Nor am I certain how | | people will react when they learn of the orb's origin. | | | | - How do you know this? (Solas +1) | | - You're right to be worried. | | - Lost here, it won't matter. | | - So prove yourself. | |_____________________________________________________________________| __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > FROM THE ASHES [0406] '..' __________________________________________________________________________ �������������������������������������������������������������������������� A New Home ���������� Survivors of Haven and people from all over Thedas flock to Skyhold. Cassandra addresses you and decides to name you the leader, the Inquisitor! Your choice here greatly effects approval for most companions. |�����������������|�����|�����|�����|�����|�����|�����|�����|�����|�����| | Dialogue Choice | BLW | CAS | COL | DOR | IRB | SER | SOL | VAR | VIV | |=================|=====|=====|=====|=====|=====|=====|=====|=====|=====| | Faith | --- | +20 | --- | -1 | --- | -5 | -5 | --- | +5 | | Order | --- | +5 | --- | --- | --- | +5 | --- | +1 | --- | | It's Right | +5 | --- | --- | --- | +1 | +5 | +1 | +1 | --- | | Kill Corypheus | +1 | --- | --- | +3 | +1 | +5 | --- | --- | --- | | Own Power | -20 | -20 | --- | -5 | --- | -5 | -20 | -20 | --- | | Vengeance | --- | -1 | --- | --- | -1 | +5 | -1 | -5 | --- | | Dwarf | --- | --- | --- | --- | --- | +5 | --- | --- | --- | | Elf | --- | --- | --- | --- | --- | -5 | +1 | --- | --- | | Qunari | --- | --- | --- | --- | +5 | +5 | --- | --- | --- | | Mage | --- | --- | --- | +5 | --- | +1 | --- | --- | +20 | |_________________|_____|_____|_____|_____|_____|_____|_____|_____|_____| The Champion of Kirkwall ������������������������ You'll have a conversation with the group and Varric mentions a friend. This friend is Hawke, the Champion of Kirkwall, and he would like you to meet Hawke on the battlements. In short, Hawke has a Warden friend (Stroud, Loghain, or Alistair) in Crestwood and that's good because you can find out if the Grey Wardens have truly gone missing and where. If you speak with Cassandra she'll blow up on Varric, you can try to work it out later. Recruit Dorian/Cole ������������������� You had the chance to recruit one of them earlier based on your choices, but the other should be hanging around Skyhold. Be sure to talk to him and recruit him if you want. Specializations for the Inquisitor ���������������������������������� Be sure to visit the War Table and start this mission. You'll have three advisers come to Skyhold allowing you to pick one Specialization. All of your companions have taken on their Specialization at this point. Also, pick up the Arcanist so you can craft runes. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > HERE LIES THE ABYSS [0407] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] Shield of the Anointed ENEMIES ������� � Corpse Archer � Shade � Lesser Shade � Red Templar Knight � Red Templar Guard � Highwayman Guardsman � Higwayman Archer � Highwayman Foot Soldier � Rage Demon � Warden Spellbinder � Warden � Warden Archer � Senior Warden � Despair Demon � Pride Demon � Greater Terror � Greater Shade � Gibbering Horror CODEX ENTRIES ������������� [ ] Regarding the Calling The Warden Contact ������������������ You need to spend 8 Power to unlock Crestwood. It's pretty bleak right now, but it has to be looked into. Make your way east, fighting off some Corpse Archers. As you near Crestwood you'll have to fight through some more undead. You can stop here if you want, there's plenty to do in Crestwood. To continue, press forward due east sticking to the road. You'll pass a lot of Red Lyrium Veins, just follow the road going south of them. Meet up with Hawke and press on through the cave. Here you'll meet the Warden and a scene takes place to shed some light on the situation. Grab the codex for [REGARDING THE CALLING] before heading out then go to the Western Approach. It's a nice little trek out to where Hawke and the Warden are located, once you get there a scene takes over. You can question Erimond all you want, in the end you'll have to fight. Use the Mark of the Rift to end the battle instantly then another scene takes over. Assault on Adamant ������������������ Before you head back, seek out the [BOTTLE OF THEDAS] in the corner and you may as well head down the steps to claim the Landmark. Head back to the War Table and choose "Here Lies the Abyss" to spend 20 Power and begin the assault. You'll want to bring Blackwall if you normally don't, he has some unique speech for this mission in particular. After the scene you'll gain control at the Lower Bailey. The first wave of enemies is Shades and Warden Spellbinder. They group up so hit them with area attacks. Head up the steps to find a group of Wardens, the Senior should be your initial focus, he should drop a [RARE ACCESSORY]. Check the northeast corner for a [CHEST] then cross the bridge. Two Shades try to stop you but that's not nearly enough. Quickly head down the steps to help the Wardens fight the Spellbinder and Shades. You can ask them to "Surrender" or "Fall Back", the former initiates a fight while the latter sends them away. Battlements ����������� Loot the [CHEST] here and continue onward to another one. Open the door and climb the staircase to find a [CHEST] in the corner. Turn around from here to see the right way to go. Clear out the Warden Archer and two Shades then step outside the wall to spot a [CHEST]. Climb up to the Battlements now and defeat the Wardens preventing the Inquisition soldiers from climbing up. More Wardens come from down the way, one can drop a [RARE ARMOR]. Inside you'll find another [SUPPLY CACHE], be sure to use it after you've healed yourself. Open the [CHEST] in this room then head back out to the battlefield. There are two Despair Demons, a Pride Demon, and some Warden Spellbinders. Try to hit the demons with an incapacitating attack then defeat the Spellbinders. Loot the [CHEST] for the [GREY WARDEN BANNER] and grab the codex for [AN UNSIGNED LETTER] before pressing on. A [CHEST] on the north side can hold a [RARE ACCESSORY]. Cross over the bridge to have a similar fight as the previous one. Finding the Warden-Commander ���������������������������� Loot the Pride Demon for a [RARE RUNE] then the nearby chest for a [RARE HELM]. Restock at the [SUPPLY CACHE] and grab the codex [A LETTER FROM WARDEN-COMMANDER CLAREL] as you return to center. Some Shades try to ambush you, defeat them and go down the steps to find some [LOOT] with [SHIELD OF THE ANOINTED] inside. Go through the doors until you reach the far side of the walls where a Shade and Rage Demon are attacking. There is another [SUPPLY CACHE] at this point, use it then head through the doorway. Loot the [CHEST] here for a [RARE ARMOR] then press on to trigger a scene. If you have Blackwall you get a special dialogue to win over the remaining Wardens and bring back the ones you may have let live when the battle started. Another scene takes place and if you turned the Wardens you'll only have a few demons and the Spellbinders to fight. Clear them out and head up the stairs to find a bunch of Shades. Continue to follow Clarel past the Greater Shade and up more stairs. An interesting scene takes place and the Inquisitor winds up in the Fade. The Fade �������� Use the [SUPPLY CACHE] then head to the right to find [FEARS OF THE DREAMERS] on the table. Search to find a [CANDLE] through the water, loot the crystal on the way for a [RARE ACCESSORY]. Place the candle on the table then collect the [MAGIC +1]. Examine the statue for [A PLEA FROM THE WARRIOR TO THE SPIRITS] then check another crystal for a [RARE ACCESSORY]. Back to your left is [A LETTER BY A BURNING CANDLE]. Go up the central stairs now to find Divine Justinia... This creature is here to help and wants to show you your memories. Defeat the Wraiths then collect your memories to trigger a scene. Go back down the steps and turn right. Loot the crystal for a [RARE ACCESSORY] then defeat three Wraiths down the way. Turn left to find a book, [WALKING THE FADE: FROZEN MOMENTS], then loot a crystal on your way to an Eluvian that grants [MAGIC +1]. Go back up the stairs where you met the creature acting as Justinia. Loot the crystal ahead for a [RARE ACCESSORY], turn right to find a Greater Shade. Examine the structure for [A LETTER WRITTEN IN A SHAKING HAND] and loot the crystal here. Ahead is another crystal, loot it and descend the stairs. Deal with the Shades and start searching to find some [FLOWERS]. Overcoming Fears ���������������� The south end has a crystal, the middle can be inspected for [THE CLAWS OF DUMAT] codex. Examine the pots on the east side, place the flowers, then claim the [CONSTITUTION +1]. Loot another crystal for a [RARE ACCESSORY] then climb the steps to another with a [RARE ACCESSORY]. Down the steps is another Eluvian, this one grants [DEXTERITY +1]. The path splits ahead, stay left to find a crystal and an [EXCERPT FROM A JOURNAL] that spawns a Rage Demon. Head up the steps to find a crystal with a [RARE ACCESSORY], if you inspect the corpse you will spawn two Rage Demons and three Wraiths but you can check the Eluvian after you kill them for [CUNNING +1]. Head back to the split and go down the steps now. Read the [EXCERPT FROM A JOURNAL] then continue facing off against Spiders that are aptly named fears. March on to find "Justinia" and more Wraiths, defeat them to gain some more memories. Pick up the [LETTER IN A CHILD'S SIMPLE WRITING], [A NOTE LEFT BY A BURNING CANDLE], and the crystal here. Turn the corner and search the skeleton for the [TAROT CARD], put it in the pot to get [STRENGTH +1]. The Eluvian ahead gives [WILLPOWER +1], grab it then continue towards the "Divine" ahead. Escape the Fade ��������������� At this split go left up the stairs. You'll encounter two Pride Demons as you reach the top. Begin searching up here to find a [STUFFED ANIMAL], place it on the nearby bed and grab the [WILLPOWER +1]. You will come back to where the fork reconnects, so button hook back around at the bottom of the steps. Use the Eluvian for {STRENGTH +1] and go back to the original split point to find [THE LAWS OF NATURE IN THE FADE]. Go back and towards the right to a graveyard, search for the [VIAL OF DARKSPAWN BLOOD] then take it to the vial where you can claim [CUNNING +1]. Continue to the Divine to be faced with "The Maker" and a slew of demons. Fight them until the barrier goes down then march on, completing the quest by looting the pile on the left. Use the [SUPPLY CACHE] then head forward for a cool scene that results in a boss battle. �������������������������������������������������������������������������������� BOSS: Aspect of the Nightmare Level 15 ________________________________________________________________________________ Health: 70267 Defense: 46 Resistance: Spirit Vulnerable: Electricity Immunity: All Physical Effects, Fear, Asleep, Frozen Ability: Perceptive Strategy �������� This Aspect isn't as difficult as it may seem. The thing you need to focus on the most is positioning because you'll have to face Fearlings and Wraiths from time to time and being able to quickly kill them without taking damage is the biggest trick. It functions like a Terror, able to warp around the battlefield and spring up on your ranged characters, be sure to keep them spread out! Start the battle with Mark of the Rift to quickly get in a large amount of damage and remove the additional demons then focus on high damage single attacks like Full Draw. The Barrier can be removed with Dispel and the Aspect will replenish it often so take it down before wasting attacks into the Barrier. It's a hard boss to effectively control but the attacks it deals won't do too much damage, just keep pummeling it. ________________________________________________________________________________ __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > WICKED EYES AND WICKED HEARTS [0408] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] Montbelliard's Ring ENEMIES ������� � Venatori Zealot � Venatori Mage � Venatori Spellbinder � Venatori Marksman � Greater Terror � Despair Demon � Harlequin CODEX ENTRIES ������������� [ ] Winter Palace Gaining Approval ���������������� After the scene you'll notice that you have 50 Court Approval, at least you could have that much. You lose 10 for being an Elf or a Mage, 20 if both. Search the southwest corner for [MONTBELLIARD'S RING], return it the Noblewoman nearby for 5 Court Approval. Read the plaque at the fountain for [WINTER PALACE] codex then climb the steps to the mid tier and again up the right set to the Upper Level. Search here for a [HALLA STATUETTE], head along the back wall to the left for a [CHEST]. NOTE - Do not use any Halla Statuettes until the Royal Wing is accessed. This lets you get the most out of the story options and the best loot. Cross over to the left Upper Level, here you can eavesdrop on some nobles but you want to go down the back wall to find a [STORAGE KEY]. Drop down one level and unlock the Storage Room. Inside you'll find a [SCANADOLOUS SECRET], a hidden [CAPRICE] coin, and a [CHEST]. Go to the other side and use your Halla Statuette to open the door here. Inside you'll find two loot stashes with [RARE WEAPONS]. You can now open the gate and head inside. Finding Secrets and Statuettes ������������������������������ Up the stairs you can turn right and listen to nobles for a [SCANDALOUS SECRET]. There isn't much else to do so enter the Ballroom. Proceed to Celene, be polite to gain 10 Court Approval. Head down the right side to find Josephine, further down is [A COMPENDIUM OF ORLESIAN THEATER] on the couch. Vivienne is on the other side of the room if you brought her. Head back to the Vestibule when you're done talking, the eavesdrop spot towards the back that failed should work this time. You can also find Cassandra here if she was brought along. Head through the door to the west, you'll be able eavesdrop on some elves in the back. Down the steps you'll find Blackwall if you brought him, you can also search for a [CAPRICE]. Head down the hall and speak with Duke Germann, tell him "Phillipe is a jerk!" to gain 10 Court Approval. You can find [A COMPENDIUM OF ORLESIAN THEATER] in a side room, a [CAPRICE COIN] right next to it, as well as an eavesdrop location to obtain another [SCANDALOUS SECRET] for Leliana. Speak to the Duke again here and ask about Gaspard to gain 5 Court Approval. In the next room down you can go to the balcony, search here for a [CYLINDER SEAL] then go right through the hall and out into the Guest Garden. Dorian will be standing here if you bring him. You can gain two [SCANDALOUS SECRETS] by eavesdropping at the left and another one on the right locations. Loot the two [SACKS] on the left end then climb up to the balcony. Here you'll lose approval so move fast. Grab the [HALLA STATUETTE] on the right end and the [SCANDALOUS SECRET] then open the door at the left end using it. Loot the [CHEST] in here and pick up [HALAMSHIRAL INVESTIGATION: CLUES]. Enter the Grand Library and search the back left for a secret, pulling the book reveals a hidden room. Inside loot the [CHEST] and read the letter. Light the veilfire then the urns outside in the following order: Etienne I, Reville, Etienne II, Judicael I, Judicael II, Florian. This will remove the floor and lead to a secret area. Loot the room for [CONFUSION GRENADE RECIPE], a [RARE BELT], [MASTERWORK MAGISTER STAFF BLADE] schematic, and more various items. Exit through the side doors then go down the steps. Search the bookshelf for an update in the Halamshirl Investigation: Clues. In the left room is a [SCANDALOUS SECRET] and a [SAFE], you'll find the same as you go down the hall. Cole will be here if you brought him along. Exit back to the Vestibule at this point and into the Ballroom, the bells will ring so don't be slow or you'll lose 10 Court Approval. Here you bump into Morrigan and she wants your help. The Servants' Quarters ���������������������� After talking to Morrigan head back towards the Court Garden, the two eavesdrop locations should provide a [SCANDALOUS SECRET] now. Head down to the Servants' Quarters now. First things first, re-equip your gear because you're bound to fight in this area. Head into the bedroom to find a [DIARY OF A NOSY SERVANT] then into the kitchen after looting the [CHEST]. You can grab the [WINTER PALACE] codex and the [HALLA STATUETTE] above by jumping. Now move to the courtyard and make a hard left to the corner, search to find a [HALLA STATUETTE] here. Leap down and you'll have to fight some Venatori Zealots after a scene. Go north to find more Venatori, this time including a Mage. Climb the steps and search the corner of the balcony for a [CAPRICE]. On the other side of the wall is another [HALLA STATUETTE] and [SAFE]. Go to the south side and defeat the Venatori then enter the Grand Apartments. Read [A COMPENDIUM OF ORLESIAN THEATER] on the table and into the next room to find more Venatori and [JESHAVIS, MOTHER OF ORLAIS]. In the large room are some Marksman and a codex for [THE LION OF ORLAIS]. Loot the [SNAKE CHEST] and search the southern wall to find a [CAPRICE] on a table. Head north into the bedrooms, there is a [CHEST] along the way, and search the beds to find a [CAPRICE]. Now head upstairs, turning north to find a [MAD EMPEROR REVILLE] codex. Turn the corner and defeat the Venatori here to trigger a scene with Briala. Note - You do not need to open the locked room here, in fact it's best to leave it alone unless you want to put Briala in charge. Pick up the [HALLA STATUETTE] now and head to the bedroom to find an update to [WINTER PALACE]. Open the door here and loot the room, you'll find a [RARE WEAPON], [RARE SCHEMATIC], an [AMULET OF POWER] for Vivienne, and an [ELVEN LOCKET]. You can head out now, hopefully you didn't lose too much Court Approval in the process. Continuing the Dance �������������������� As you return to the main level look right and search the bench to find a [SCANDALOUS SECRET]. Talk to the men guarding the Trophy Room, if you have the perk you can tell them to talk with Commander Cullen and they'll leave. This earns 10 Court Approval and grants access to the Trophy Room. Search the corner for a [SCANDALOUS SECRET] and the left side for a [CAPRICE]. Enter the next room to find a [HALLA STATUETTE]. Now head to the Ballroom to meet Grand Duchess Florianne de Chalons. To earn the maximum Court Approval, choose the following options: � May I help you? � Let's dance (10 Court Approval) � Why don't you educate me? � Is that what we both want? (10 Court Approval) � Which am I to you? (5 Court Approval) � Who do you trust? (5 Court Approval) � Isn't everyone? Check the northwest corner of the Ballroom for a hidden [CAPRICE]. Talk to the "Ladies in Waiting" now and if you have the Elven Locket let them know if you want Briala to be reunited with Celene. You can speak with the Dowager, should you have the right perk you can ask her for a dance gaining 5 Court Approval and a mission at the War Table. Talk to Ambassador Briala and make note of the Elven Locket, you'll gain 10 Court Approval for it. Secrets and Caprice Hunt ������������������������ Go down the east side of the Ballroom and search the railing for another [CAPRICE] then return to the Vestibule. Search the north side of the Vestibule for a [CAPRICE] on the ground. Go down the steps to the Lower Level and search the left side for a [SCANDALOUS SECRET]. Head back to the Guest Wing (west from the Vestibule) and search the long hallway for a [SCANDALOUS SECRET]. Go into the side room where the Duke is to find another [SCANDALOUS SECRET] in the corner. Back in the hall is a [SCANDALOUS SECRET] on the table and another one is next to the couch. Enter the room at the end to find a [CAPRICE] and [SCANDALOUS SECRET] on and near the couch. Leap out the window here to find another [SCANDALOUS SECRET] and then onto the balcony to eavesdrop for a point. Pick up the [SCANDALOUS SECRET] on the nearby chair then head into the Garden. Check the northwest corner for a [SCANDALOUS SECRET]. Toss some of your Caprice Coins into the fountain if you need some approval, if you are at 100 then hold off until a little later. Note - If you have been saving some Halla Statuettes then use 3 to enter the Lower Level. Varric is down here but you can also snag the [ORLESIAN BANNER] from a chest. There is also a [CAPRICE] on the bench at the bottom. In addition, talk to the man you were eavesdropping on in the Garden. Pick a side and you can recruit him. Climb up the wall and turn left to find a [CAPRICE]. Head through the doors here and down the hallway. Search as you go to find a [SCANDALOUS SECRET] on the table. Approach the Royal Wing and eavesdrop to gain another [SCANDALOUS SECRET]. Time to go to the Royal Wing. The Royal Wing �������������� Change your equipment after entering and search the table for a [SCANDALOUS SECRET]. Move across the middle area to the east where you'll be able to stop an Elven servant from meeting her end. Pick up the [HALLA STATUETTE] and loot the two [CHESTS] before going back west across the middle area, entering the south western door. Grab the [HALLA STATUETTE] in plain site, then the [CHEST], and finally search the corner for a [SCANDALOUS SECRET]. Head south and go past the room with the quest marker for now. Down the steps you'll find another [HALLA STATUETTE]. Open the western area via the door and into the northern room. Search the left side for a [HALLA STATUETTE] and a [CAPRICE]. You have at least 5 Halla Statues now so go all the way north and open the door here. Search the left table for a [SCANDALOUS SECRET]. Loot the right [CHEST] and go up the steps, here you'll find an awkward situation. Let the man go and tell him to hush up or get him information to blackmail Celene, either way you gain 10 Court Approval. Check the table on the right of the bed for a [CAPRICE] and loot the [FOOTLOCKER]. Note - This is the last chance you have to finish the two quests. With the Secret and Caprice you pick up in here you'll have them all. This is only possible if you opened the Lower Level and this room. Jardin de Reverie ����������������� Head back south to the room on the eastern end, the Jardin de Reverie. It turns out to be an ambush set up by the Duchess. Kill the Venatori then focus on the Despair Demons. Disrupt the Rift to stun the demons and take them out, the Greater Terrors should be frozen to buy you some time. Afterwards, speak with Mercenary Captin. You can do what you will with him, but if you have the right perk you can recruit him into the Inquisition. The eastern balcony has some loot, but you need to go south and slay more Venatori. Go downstairs to find a Harlequinn, defeat her and go north to a side room with a [CHEST]. Read [A COMPENDIUM OF ORLESIAN THEATER] at the north bookshelf then into La Serrure. You can only pick one door because they cost 5 Halla Statues each, you may have spent the ones you had already. They each just have a single [CHEST] behind with random loot so don't fret over it too much. Head west to the Kitchens for a [SUPPLY CACHE] then into the Dining Room for two [CHESTS]. Exit south then check up the stairs for a [CHEST]. Return to the Ballroom and make your decision. Talk to Florianne - With at least 85 Court Approval you can have Florianne arrested. Wait for Florianne to attack - Celene will die and you must fight Florianne. Detain the duchess - Celene will be saved and you must fight Florianne. �������������������������������������������������������������������������������� BOSS: Grand Duchess Level 16 ________________________________________________________________________________ Health: 40570 Defense: 24 Immunity: All Disabling Effects, Poisoned, Slowed, Knocked Down Strategy �������� Ranged fighters will have an advantage in this battle because the Grand Duchess fights from above around the Courtyard and moves quickly. You have to contend with Venatori Zealots throughout the battle, try to use a Focus ability to take them out when they are near Florianne so everyone takes damage. Using Grappling Chain for this battle is definitely one of the best things you can do since you can pull Florianne down into the frey and across runes, if you have them set up, for massive damage. As you lower her health, Florianne will head to the left and right sides of the courtyard and more Venatori will emerge. Defeat the lesser foes first and bring Florianne back to the middle ground so you can pummel her. During this phase you'll have to contend with being put to sleep and the Grand Duchess raising a Guard. Abilities that deal more damage to Guard are obviously useful at this point, Haste seems to be one of the more useful Focus abilities for this fight. Loot: 7654 Experience, The Trepanner's Requital, Rare Ring ________________________________________________________________________________ After the battle you get to make your decision on who will rule, pending Celene isn't alive, and of course this doesn't come without consequences. If Empress Celene is alive then you can implicate either Briala or Gaspard as the traitor whom can be sentenced to death. Likewise, you can make everyone work together or just Celene and Briala if you initiated this using the Elven Locket. |�����������������|����|����|����|����|����|����|����|����|����| | EVENT | BW | CA | CO | DO | IB | SE | SO | VA | VI | |=================|====|====|====|====|====|====|====|====|====| | Support Gaspard | -3 | +3 | -3 | -2 | +3 | +1 | -- | -- | -1 | | Support Briala | -2 | -2 | +3 | +1 | -- | -2 | +1 | -- | -3 | | Support Celene | -- | -- | -- | -- | +2 | -- | -- | -- | -- | | Celene & Briala | -- | +2 | +3 | +3 | -- | -- | -- | -- | -- | | All three live | +1 | -1 | +3 | -- | -- | +2 | -- | -- | -- | | Arrest Duchess | +2 | -- | -- | +3 | +2 | -- | +3 | -- | -- | | Save Celene | +2 | -- | +3 | -- | -- | +2 | -- | -- | -- | | Celene Dies | -3 | +2 | -2 | +2 | +2 | -3 | -- | -- | -- | |_________________|____|____|____|____|____|____|____|____|____| __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > WHAT PRIDE HAD WROUGHT [0409] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] ENEMIES ������� � Red Templar � Red Templar Marksman � Red Templar Horror � Red Templar Knight � Warden � Sentinel Shadow � Red Templar Behemoth � Senior Warden CODEX ENTRIES ������������� [ ] Breaking through the Blockade ����������������������������� This is the first and last time you'll enter the Arbor Wilds so keep your eyes peeled for Stormheart and Silverite as you travel. The trip to the first blockade is relatively smooth, just a few Red Templars and Horrors along the road and split up at that. At the blockade is a Knight with some Marksman, just take out the ranged attackers first. Continue to the bottom of the waterfall and aid the Inquisition members against the Horrors. Turn south to find a Red Templar Forward Camp. Clear out the camp and loot the [CHEST] for a [MASTER DRAGON-SLAYING RUNE] and [BIANCA ARMS VI], next to it is a note and [SUPPLY CACHE]. Continue through the jungle to the water where you'll find a Sentinel Shadow and Red Templar. This foe is much tougher than others, so focus it first. Cross the river to find two Behemoths, focus one at a time. If you go south from here you'll find a small camp with a note and a chest containing [MHEMET'S WAR HAMMER]. Past the camp you'll find a clearing with an elvhen chest holding a [DRAGON STAFF BLADE] Schematic and nearby some [FELANDARIS]. Light the Veilfire here and examine the walls to find some Old Elven Writing. Return to the second blockade and go north up the river. Defeat some Horrors and turn east to find Leliana and a nearby [FOOTLOCKER] and [SUPPLY CACHE]. Trek north into the clearing where the Temple Gates and the final blockade are located. There are a number of Red Templar Horrors and Senior Wardens here, focus on the Horrors first. The Temple of Mythal �������������������� With the blockades broken through, enter the Temple. Here you'll have a scene with Corypheus and his general (Calpernia or Samson). You learn about how Corypheus is able to pass his will onto blighted creatures and survive. Head up to the first platform for a scene, you'll need to perform a ritual to open the door and that means walking in a specific order. Follow the diagram below TEMPLE RITUAL ������������� |����| |����| |����| |����| | 10 | | 09 | | 06 | | 05 | |____| |____| |____| |____| |����| |����| |����| |����| | 11 | | 08 | | 07 | | 04 | |____| |____| |____| |____| |����| |����| |����| |����| | 12 | | \\ | | // | | 03 | |____| |____| |____| |____| |����| |����| |����| |����| | 13 | | 14 | | 01 | | 02 | |____| |____| |____| |____| Head up the stairs after solving the puzzle but go all the way around the left past the door instead of through it. Here is another elvhen chest with a [TIER 3 SCHEMATIC] inside. Further in you can obtain the codex [THE REBEL GOD]. Enter the chamber where you are ambushed, just defeat the Horrors and Templars for another scene. You have a choice, you can follow the General or go though the rituals which is much more rewarding. Head over to the Western Ritual first, on the way check out the [SONG TO FALON'DIN] and down the steps [THE MYSTERY OF JUNE]. This is split into two sections, easier to start on the north. The diagram is shown facing east since that's the way you enter. WESTERN RITUAL PART 1 ��������������������� EAST |����| |����| |����| |����| |����| |����| | 26 | | 25 | | // | | // | | 18 | | 17 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 27 | | 24 | | // | | // | | 19 | | 16 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 28 | | 23 | | 22 | | 21 | | 20 | | 15 | |____| |____| |____| |____| |____| |____| SOUTH NORTH |����| |����| |����| |����| |����| |����| | // | | // | | 08 | | 09 | | // | | // | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 05 | | 06 | | 07 | | 10 | | 11 | | 14 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 04 | | 03 | | 02 | | 01 | | 12 | | 13 | |____| |____| |____| |____| |____| |____| WEST WESTERN RITUAL PART 2 ��������������������� EAST |����| |����| |����| |����| |����| |����| | 40 | | 39 | | // | | // | | 32 | | 31 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 41 | | 38 | | // | | // | | 33 | | 30 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 42 | | 37 | | 36 | | 35 | | 34 | | 29 | |____| |____| |____| |____| |____| |____| SOUTH NORTH |����| |����| |����| |����| |����| |����| | // | | // | | 48 | | 49 | | // | | // | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 43 | | 46 | | 47 | | 50 | | 51 | | 52 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 44 | | 45 | | 56 | | 55 | | 54 | | 53 | |____| |____| |____| |____| |____| |____| WEST Head to the Northeast Ritual and Southeast Ritual across the courtyard. Don't miss the [ELVEN GOD ANDRUIL] near the Southeast Ritual. NORTHEAST RITUAL ���������������� NORTH |����| |����| |����| |����| | 20 | | 21 | | 08 | | 07 | |____| |____| |____| |____| |����| |����| |����| |����| | 19 | | 22 | | 09 | | 06 | |____| |____| |____| |____| |����| |����| |����| |����| | 18 | | \\ | | 10 | | 05 | |____| |____| |____| |____| WEST EAST |����| |����| |����| |����| | 17 | | 12 | | 11 | | 04 | |____| |____| |____| |____| |����| |����| |����| |����| | 16 | | 13 | | // | | 03 | |____| |____| |____| |____| |����| |����| |����| |����| | 15 | | 14 | | 01 | | 02 | |____| |____| |____| |____| SOUTH To complete this puzzle go up to Tile 10 then move to the middle platform and use the switch. Then proceed from Tile 11 all the way to Tile 30. Stop and use the switch once more then complete from Tile 31 to Tile 40. SOUTHEAST RITUAL PART ��������������������� EAST |����| |����| |����| |����| |����| |����| | // | | 18 | | 19 | | 22 | | 23 | | // | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 16 | | 17 | | 20 | | 21 | | 24 | | 25 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 15 | | // | | // | | // | | // | | 26 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 14 | | // | | // | | // | | // | | 27 | |____| |____| |____| |____| |____| |____| SWITCH |����| |����| |����| |����| |����| |����| | 13 | | 12 | | // | | // | | 29 | | 28 | |____| |____| |____| |____| |____| |____| SOUTH NORTH |����| |����| |����| |����| |����| |����| | // | | 11 | | // | | // | | 30 | | // | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 07 | | 08 | | // | | // | | 33 | | 34 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 06 | | 09 | | 10 | | 31 | | 32 | | 35 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 05 | | // | | // | | // | | // | | 36 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | 04 | | 03 | | 02 | | 39 | | 38 | | 37 | |____| |____| |____| |____| |____| |____| |����| |����| |����| |����| |����| |����| | // | | // | | 01 | | 40 | | // | | // | |____| |____| |____| |____| |____| |____| WEST Rituals Complete ���������������� Head to the Inner Sanctum to meet Abelas. He offers an alliance, if you accept then you don't have to fight him or the Sentinels any longer. Refuse or jump down the hole from earlier and you will contend with them. Follow the guide to a pot with an [AMULET OF POWER] (SOLAS) and the [LONGBOW OF THE GRIFFON], not to mention the [JUDGMENT OF MYTHAL] codex. In the next room check out the [SONG TO ELGARN'NAN], [TWINS IN SHADOW], and [THE ASCENSION OF GHILAN'NAIN] codices. Light the Veilfire and check the southwestern wall for Unreadable Elven Writing. Head up the steps and search another wall with veilfire for Untranslatable Elven Writing, open the door nearby after finding the [SONG TO SYLAISE]. Plenty of fighting goes on here and it can wrap around where you are going anyways, so just follow the guide. There is an [ELVHEN CHEST] down the tunnel where the Sentinel Guide goes. Loot the [ELVHEN CHEST] here at the top of the stairs then go into the next room and into the Well of Sorrows. Here you'll meet the General of Corypheus's army depending on who you sided with earlier in the game. You'll have the chance to weaken them if you did those respective quests as well. �������������������������������������������������������������������������������� BOSS: Samson Level 18 ________________________________________________________________________________ Health: 80709 Defense: 68 Immunity: All Physical Effects, Frozen, Paralyzed, Panicked, Slowed Ability: Perceptive Strategy �������� Whether you weaken Samson or not, you'll still have to contend with the Templars at his side and his flurry of attacks. Use an area of effect attack at the start to destroy the Templars, Mark of the Rift works well. Samson will use fullspins to knock down your companions and build Guard so that you aren't actually hurting him. Use War Horn and Shield Bash to break through this and keep Samson taunted away from your ranged attackers. It will take some time, but this is a battle against a single man so it isn't that difficult. Loot: Certainty ________________________________________________________________________________ After the battle you must make a decision, will Morrigan or the Inquisitor drink from the Well of Sorrows? After your decision, a scene takes place and you are returned to Skyhold. |�����������������|����|����|����|����|����|����|����|����|����| | WHO DRINKS? | BW | CA | CO | DO | IB | SE | SO | VA | VI | |=================|====|====|====|====|====|====|====|====|====| | Inquisitor | +2 | +2 | -- | -1 | +2 | -3 | -2 | -- | +3 | | Morrigan | +2 | -2 | -- | +2 | -2 | +2 | +2 | -- | -3 | |_________________|____|____|____|____|____|____|____|____|____| *Note - Dorian is -2 if in Romance and Inquisitor drinks. He is +3 if in Romance and Morrigan drinks. Blackwall only has approval if Inquisitor drinks and isn't in a Romance or if Morrigan drinks and he is in Romance. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE FINAL PIECE [0410] '..' __________________________________________________________________________ �������������������������������������������������������������������������� Speak with Morrigan ������������������� If Morrigan drank from the well and has the child named Kieran you must chase her through the eluvian into the Fade. Find Morrigan and then Kieran who is with Flemeth. You'll uncover quite a bit of story between these characters, in the end Flemeth will take the soul of the Old God from Kieran and leaves. Morrigan understands what to do now, all that's left is to find Corypheus. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > DOOM UPON ALL THE WORLD [0411] '..' __________________________________________________________________________ �������������������������������������������������������������������������� ITEMS ����� [ ] ENEMIES ������� � CODEX ENTRIES ������������� [ ] The Final Battle ���������������� The end of the game is nigh, be sure to close up any Inner Circle quests and romances at this point. When ready, head to the War Table and start this operation. �������������������������������������������������������������������������������� BOSS: Corypheus Level 19 ________________________________________________________________________________ Health: 136512 Defense: 88 Immunity: All Disabling Effects Ability: Perceptive Strategy �������� You'll want to use Cold attacks against Corypheus to slow him down, allowing your melee attackers to get in range and taunt him. Keep your team spread out so that the group attacks that Corypheus uses don't damage everyone and hit him with everything you have. Watch out for the walls of red lyrium that Corypheus can summon to split the group a lot and block ranged characters from being able to see and attack him. After some damage Corypheus will retreat to the balcony so chase him up the steps. Maintain the same strategy and drop his health to 50% to trigger the second part of the battle. ________________________________________________________________________________ �������������������������������������������������������������������������������� BOSS: Red Lyrium Dragon Level 19 ________________________________________________________________________________ Health: 226288 (Starts at 113144) Defense: 59 Strategy �������� Focus on the front legs with area of effect attacks aimed just under the Red Lyrium Dragon's head, this will get all three in the damage. Keep up Barrier and quickly drop the front two legs so you can flank the dragon much more easily. This dragon is like most, using fireballs and breath to deal heavy damage and has a nasty tail whip if you stand behind it. The Red Lyrium Dragon can use Guard so break through that with Shield Bash. It starts at half health and you must drain it completely in order to win this fight. ________________________________________________________________________________ �������������������������������������������������������������������������������� BOSS: Corypheus Level 19 ________________________________________________________________________________ Health: 136512 Defense: 88 Immunity: All Disabling Effects Ability: Perceptive Strategy �������� You get a chance to restock at the [SUPPLY CACHE] on your way up. As you approach keep an eye out for the area of effect attacks Corypheus will unleash, taking cover is usually the best option. This is similar to the first phase except you'll win when you drain him to 0 health remaining, so use everything you have to take him down. ________________________________________________________________________________ At Skyhold you make speak with your many companions, but to trigger the ending you'll need to retire to your quarters. Be sure to watch the scene after the credits and you'll be returned to Skyhold with a post-completion save. ___ |__ \_/ |��) | /��\ |��) /\ �|� | /��\ |\ | |___ /�\ |�� |___ \__/ |��\ /��\ | | \__/ | \| ������������������������������������������������� __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > HAVEN [0501] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� Haven is located in the Frostback Mountains and leads to the Temple of Sacred Ashes. You'll find this as a decent starting point for the Inquisition as it supplies all the basic amenities -- a Smith, Alchemist, and a makeshift War Table in the Chantry. Your companions and followers will fill the village when you aren't out quelling the rebel mages and templars in other lands. Crafting Materials ������������������ Common Rare Unique - Elfroot - Iron - Fennec Fur - Ram Leather R E Q U I S I T I O N S ����������������������� Requisition for Weapons ����������������������� Start: Quartermaster Reward: 1 Power, 200 Influence Materials: 5 Iron, 1 Logging Stand Lotus and Root �������������� Start: Mother Giselle Reward: 1 Power, 200 Influence Materials: 5 Blood Lotus, 5 Elfroot C O L L E C T I O N S ��������������������� Song Lyrics ����������� 1. Once We Were - Acquire from the Bard at the Tavern 2. Sera was Never - Acquire from the Bard at the Tavern 3. Enchanters Codex Entries ������������� [ ] History #3 - A Study of the Fifth Blight, Vol. One - Talk to the Quartermaster. [ ] History #4 - A Study of the Fifth Blight. Vol. Two - Speak with the Blacksmith. [ ] Letters & Notes #57 - Patient Observations - In the Apothecary. [ ] Places #1 - A Tale of the Frostbacks - Inside the Tavern. [ ] Places #37 - The Penitent's Crossing - Far west on the bridge. [ ] Tales #1 - "Empress of Fire" - Acquire from the Bard at the Tavern [ ] Tales #2 - "Enchanters" - Acquire from the Bard at the Tavern [ ] Tales #3 - "I Am The One" - Acquire from the Bard at the Tavern [ ] Tales #4 - "Maker" - Acquire from the Bard at the Tavern [ ] Tales #5 - "Nightingale's Eyes" - Acquire from the Bard at the Tavern [ ] Tales #7 - "Once We Were" - Acquire from the Bard at the Tavern [ ] Tales #8 - "Rise" - Acquire from the Bard at the Tavern [ ] Tales #10 - "Sera Was Never" - Acquire from the Bard at the Tavern [ ] Tales #19 - Andraste's Mabari - Pinned to the fence near the steps leading to the Tavern. [ ] Tales #108 - The Randy Dowager Quarterly - In the house next to Solas. [ ] Tales #110 - The Singing Maiden - Pinned to the Tavern. S I D E Q U E S T S ��������������������� Haven's Best and Brightest �������������������������� Quest Giver: N/A Requirement: Meet at War Table Reward: 50 Experience You'll need to speak with a few people to get started. Find the Quartermaster, Threnn, just outside the Chantry. If you ask her enough questions you'll unlock [A STUDY OF THE FIFTH BLIGHT, VOL. ONE]. Speak with Adan at the Apothecary, talk to him enough to start [PASSING NOTES] and [MIXING POTIONS]. Head outside the walls to find Harrit the Smith. Ask him and you'll get a schematic for [APPRENTICE COAT] and [A STUDY OF THE FIFTH BLIGHT, VOL. TWO]. You also unlock the quests [THE RIGHT ARMOR] and [PIECE BY PIECE]. The Right Armor ��������������� Quest Giver: Harritt Requirement: Complete "Haven's Best and Brightest" Reward: New Armor Loot the nearby crate to gather some materials then craft a new piece of armor. Be sure to equip it, it's likely better than what you're wearing. Piece by Piece �������������� Quest Giver: Harritt Requirement: Complete "Haven's Best and Brightest" Reward: Modified Armor Loot another crate to get more materials then upgrade the armor you just made. You can pull upgrades out at any time, so keep that in mind before you go on a selling spree. Passing Notes ������������� Quest Giver: Adan Requirement: Scout the Hinterlands Reward: 100 Experience, Lyrium Potion Recipe Go into the building where Taigen's Notes can be found. You must search the table in the back right. Lots of [IRON] behind his house. Take these back to Apothecary. Mixing Potions �������������� Quest Giver: Adan Requirement: Complete "Passing Notes" Reward: 50 Experience This is a simple quest, just check out the nearby potion station. Know Thy Enemy �������������� Quest Giver: N/A Requirement: Scout the Hinterlands Reward: 50 Experience While fighting in the Hinterlands your enemies will drop items that can be turned in to Minaeve, the researcher, to aid in defeating these foes. S O L A S D I A L O G U E C H O I C E S ������������������������������������������� 1. Talk to Solas in Haven ������������������������� The Chosen of Andraste, a blessed hero sent to save us all. - I hope to be one. - Sounds dashing. (Solas +1) - I'm not a hero. Every great war has its heroes. I'm just curious what kind you'll be. - You study ancient ruins (Solas +1) - That's impressive. (Solas +1) - How can you sleep there? - That's valuable. - That's dangerous. - A good one. (Solas +1) - A smart and happy hero. - Unstoppable Cassandra has been accommodating, but you understand my caution. - Cassandra will protect you. (Solas +1) - We have bigger problems. - Your fears don't matter (Solas -1) 2. Talk to Solas after initial conversation ������������������������������������������� Any artifact of such power is dangerous. The destruction of the conclave proves that much. - You think it survived? (Solas +1) - I agree. - It will turn up. - It's not a priority. (Solas -1) Tell me about the Fade. - Tell me about the Breach (Solas +1) - Tell me about the Veil (Solas +1) - That sounds marvelous (Solas +1) - That sounds strange. (Solas -1) - That sounds dangerous. (Solas -5) - Tell me about demons - Can we change that? (Solas +1) - I don't believe that. (Solas -1) - I don't care. (Solas -5) Tell me about yourself - I respect you. - Do I need a reason? (Solas -1) - I must know I can trust you. - Why study the Fade? - That sounds dangerous. - Clearly, you woke up. - Is that why you're here? (Solas +1) - I hope that works. - Weird, but good for you. (Solas -1) - That's unnatural. (Solas -5) - Where have you studied? (Solas +1) - Which battlefields? (Solas +1) - Tell me what happened! - Do you work with anyone? - Wisdom and Purpose? (Solas +1) - Those are demon names. - That's amazing. (Solas +1) - Can they be your friends? - Spirits are not your friends. (Solas -5) - Yes. Spirits are people (Solas +5) - You need a body to be real. (Solas -1) - I'm not arguing this. (Solas -5) - Spirits lack free will. (Solas -1) 3. Talk to Solas after Champions of the Just �������������������������������������������� Any group corrupted by a demon must be watched carefully. At least they know how to fight. - Don't underestimate them. (Solas -1) - Beggars can't be choosers. (Solas +1) - They have their uses. (Solas -5) V A R I C D I A L O G U E C H O I C E S ������������������������������������������� 1. Talk to Varric in Haven �������������������������� Most people would have spread that out over more than one day - Glad to be alive (Varric +1) - Too many people died up there. (Varric +1) - I'm fine. (Varric -1) - This is all bullshit. (Varric +1) - I can barely keep up. (Varric +1) "Bad for morale" would be an understatement. I still can't believe anyone was in there and lived. - Why did you stay? - It hasn't sunk in yet. - I was fortunate. - I can't believe it, either. - We need to close the Breach. 2. Talk to Varric after initial conversation �������������������������������������������� I have questions about Hawke. - Orsino's fate made no sense. (Varric -1) - You made up the Arishok fight. - Where are Hawke's friends? I have a personal question. - How do you know Cassandra? - Where are you from? - Tell me about the crossbow. - What do you do? - Could you do Leliana's job? - What books do you write? - What shops do you own? Tell me about red lyrium. - What is it, exactly? - What can it do? - Why was it in the temple? - You have a piece of it? - Isn't that dangerous? 3. Talk to Varric after Champions of the Just ��������������������������������������������� Finding more of it really punches a hole in my "red lyrium at the temple was a coincidence" theory. - How fast does it spread? - Don't worry. - Let's keep hoping. - We need to eliminate it. - Anything but celebrate. - Plan for what's next. - Have a party. (Varric +1) - Catch my breath. (Varric +1) C A S S A N D R A D I A L O G U E C H O I C E S ��������������������������������������������������� 1. Talk to Cassandra in Haven ����������������������������� (Disgusted Noise.) - You're impressive. (Cassandra +1, Romance) - Are you all right? - You need stronger dummies. (Cassandra +1) - Was that supposed to be me? One day, they may write about me as a traitor, a madwoman, a fool. And they may be right. - You had to do it. - It's too late to turn back. - It was foolish. (Cassandra -5) - What do you believe? -> You don't think I'm chosen? - What happens next? I cannot afford to be so careless again. - You had cause. (Cassandra +5) - Glad to hear it. (Cassandra +1) - No, you can't. (Cassandra -1) You've said you believe you're chosen. Does that mean... you believe in the Maker? - I don't know. - Yes. (Cassandra +5) - No. (Cassandra -5) 2. Talk to Cassandra after initial conversation ����������������������������������������������� I'm... not sure. Where are you from? - [Tell her.] - Home is wherever I am. (Cassandra +1) - I hated it. (Cassandra +5) - None of your business. (Cassandra -5) - I'd go now, if I had a choice. (Cassandra -1) - Eventually, perhaps. - [Make something up.] (Cassandra -5) - You don't know? Tell me about yourself (* requires 35 Approval) * Such modesty! (Romance) * I'm not trying to pry. * That can't be true. * Just tell me something. - I'd like us to be closer. (Cassandra -1, Romance) - Just being friendly. (Cassandra +5) - Suspicious, aren't you? (Cassandra -1) - Just tell me. - You're Nevarran royalty? - Is that why you left Nevarra? - So you're not on good terms. - Others would be thankful. (Cassandra -1) - Tell me about Nevarra. - What about your parents? -> "Mortalitasi"? - What happened to your brother? (Must have high enough Approval) - I shouldn't have asked. - That's awful. - How did he die? - I understand (Cassandra +1) - You blamed all mages? - You didn't let it go. (Cassandra -1) - You worked for the Divine? -> What is a Right Hand? -> You believed in her. - How did you become Right Hand? - You're being modest. - That's how stories work. - So what happened? - You're delightful. (Cassandra +1, Romance) - You're still a hero. - Impressive! - Typical of the Chantry - What became of the mages? - That's all for now. Tell me about the Seekers - But what are Seekers? - They did a bad job. (Cassandra -1) - Then who watched you? - So you led the templars? - Could that be fixed? - What abilities do you have? - What are your gifts? - Why did the Seekers rebel? - You disagree? - I agree with you. (Cassandra +1) - It was inevitable. - You care deeply about it. - Mages should be free. (Cassandra -5) - How do you become a Seeker? - What is the vigil? - It does sound wonderful. (Cassandra +5) - Was it magic? - You were delirious. (Cassandra -5) - Enough talk for now. Let's talk about the Chantry - Should the Chantry be saved? - What new purpose? - You sound like an idealist. - Will there be a new Divine? - What if they don't agree? - Would you serve a new Divine? - Why did you leave the Chantry? - Who is Chancellor Roderick? - Will he be a problem? - That's all for now. 3. Talk to Cassandra after Champions of the Just ������������������������������������������������ It never ends, evidently. - Is there a problem? - That's the truth. - Arguing just makes them worse. - I hope it will work out. - I did my best. - You're blaming me? - Flatterer. (Romance) - You got us here. - I am pretty clever. - Just remember that. S E R A D I A L O G U E C H O I C E S ����������������������������������������� 1. Talk to Sera in Haven ������������������������ Another reason the templars and mages need to be sat down. - There's more going on. - The Conclave tried and failed - Which side are you on? They're too busy to look up where the real questions are. - We'll help them all see. - You think it should be easy? (Sera +1) - What questions are those? Sound good to you, all chosen Lord Herald? - You staying sounds very good. (Romance only if Female) - We'll succeed. We have to. (Sera +1) - Sounds good to me. (Sera +1) - I only care about stopping it. (Sera +1) 2. Talk to Sera after initial conversation ������������������������������������������ - You don't fit the Inquisition. - Tell me about your background. - Who trained you? - Not typically. - Only when I'm boasting. - Are you serious? - Where are you from? - No ties worth mentioning? - I can make evasive jokes, too. - Don't keep secrets. (Sera -1) - You're different for an elf. - There's no value in tradition? - You're saying "get over it"? - Just throw it all away? - Tell me about your "friends." - Was there ever a "Red Jenny"? - Do you share the blame, too? - That seems too casual. - Someone must be in charge. - What does your group do? - You pretend that's moral? (Sera -1) - Good to know. - So you're also killers. - I expected people from you. - Do they even know what you do? - So it's strength in numbers. - How do you get anything done? - Well, as long as it works. (Sera +1) - I still don't get it. (Sera -1) - Sounds like a con. (Sera -1) - Any opinions about our allies? - Cassandra, Solas, Varric, Vivienne, Advisors - Thoughts on the Inquistion? 3. Talk to Sera after Champions of the Just ������������������������������������������� Good partners, I suppose, if they decide to stay and do what they're told. Seem to have a problem with that. - There are none more useful. - The best tools for the job. - Do you like templars or not? V I V I E N N E D I A L O G U E C H O I C E S ������������������������������������������������� 1. Talk to Vivienne in Haven ���������������������������� Tell me: why were you at the Divine Conclave? - This chaos harms everyone. (Vivienne +20) - The rebels are apostates. (Vivienne +20) - Justice is all that matters. (Vivienne -1) - We need the Circle restored. (Vivienne +20) - The templars made their beds. (Vivienne +1) - Mages should be free. (Vivienne -1) Mages, templars, innocent people of all kinds now look to the Inquisition to decide their fate. - I'll do all I can. - And you'll help decide. - Their fate is in their hands. And now many believe you are the agent of His will. Whatever the truth is, that belief gives you power. - I'll use it to change things. (Vivienne -1) - The Chantry will be restored. (Vivienne +5) - No one should have that power. - Andraste chose me. 2. Talk to Vivienne after initial conversation ���������������������������������������������� I want to help the Circle. - I'll find them. (Starts "Favors the First Enchanter") Tell me about the Circle. - Tell me about the templars. - Wasn't the Circle disbanded? - Shouldn't you replace Fiona? - What was Circle life like? - What about your experience? - Was confinement hard? - How did the rebellion start? - Do you know Fiona? - Were they justified? - Mages are fighting mages? Tell me about yourself. - Where are you from? - How did you become a courtier? - You married a duke? - What does his wife think? - What is a court enchanter? Any chance we might... 3. Talk to Vivienne after Champions of the Just ����������������������������������������������� We also need to increase our lyrium supplies considerably. The Chantry may still have stockpiles we can use. - We're not feeding addictions. (Vivienne -1) - That may not be enough. (Vivienne +1) - Cullen can handle that. Before this crisis is over, you may find that templars, flawed as they may be, are all that stand between us and chaos. - I'm not as confident in them. - You're probably right. - You don't trust mages. - Do you pose a risk? - Templars aren't the solution. (Vivienne +1) - That's just Chantry rhetoric. (Vivienne -5) - I agree with you. (Vivienne +5) - Tevinter doesn't think so. You told me that you'd see the Chantry restored. What about the Circle? - Mages should be free. (Vivienne -20) - We need the Circle back. (Vivienne +20) - We need mages in the Chantry. (Vivienne +20) I R O N B U L L D I A L O G U E C H O I C E S ��������������������������������������������������� 1. Talk to Iron Bull in Haven ����������������������������� They've got good form. Cullen's putting his templar training to good use. - How'd you know he's a templar? - Yes, he is. - You could always help. - I'd rather discuss your men. You've got no leader. No Inquisitor. - Leliana is our leader. - We've got Cassandra. (Iron Bull +1) - Cullen commands the troops - Do we need one? - Perhaps I should lead. (Iron Bull +1) - I was chosen by the Maker. - I can seal rifts. - Someone should. I'm willing. (Iron Bull +1) 2. Talk to Iron Bull after initial conversation ����������������������������������������������� Tell me of the Ben-Hassrath - Re-educators? - Your job is spying. - None sound like you. - Sounds difficult. - Sounds impossible. - Sounds fun for you. - Even knowing what they did? - It worked out well enough. - That was brave. - It means I got to meet you. (Romance) - You've had a hard time. - Wow. - Interesting story. Tell me about the Qunari - I want to know more about you. (Romance) - They sound interesting. - They're a potential threat. - What does "Qunari" mean? - And those who predate the Qun? - How do they govern? - Is there much dissent? - How is it growing up? - So no families? - You didn't choose your job? - You must have been proud. (Iron Bull +1) - Do you not marry? - What, really? - You don't know true passion? - I don't know what to say. - Sounds great. (Iron Bull +1) - That's bizarre. - Day-to-day life. - Except that baker isn't free. - And if Thedas fell to the Qun? Why the name "Iron Bull"? - Why that name, though? Tell me about Seheron. - Tell me about Seheron natives. - What happened? - Tell me of the fog warriors. - You sound impressed. - Tell me of the Tal-Vashoth - Then aren't you Tal-Vashoth? - Tell me about Tevinter. - What's so bad about Tevinter? 3. Talk to Iron Bull after Champions of the Just ������������������������������������������������ Getting into your head. Messing around... (Grunts.) - I'll protect you. - It was worth the risk. - Maybe it never stopped! (Iron Bull -1) - We killed it. (Iron Bull +1) B L A C K W A L L D I A L O G U E C H O I C E S ��������������������������������������������������� 1. Talk to Blackwall in Haven ����������������������������� And to actually walk out of it, to be that close... - I was lucky - You could get closer. - It was nothing. The Breach, the Divine's death, the Wardens... it doesn't make sense. There's so much we don't know. - Your help will be invaluable. - Is it "we" already? - Just follow our lead. Just one question, then. How do you think you fit in with all this? - I want peace. (Blackwall +5) - I'm not sure yet. (Blackwall +1) - Some worship me. I like that. (Blackwall -5) 2. Talk to Blackwall after initial conversation ����������������������������������������������� Tell me about the Wardens. - What do Wardens do? - Your role in the Blight? - Why were you traveling alone? - Where have the Wardens gone? Let's talk about you. - Where are you from? - So you have a past. - You weren't always a Warden. - Why'd you become a Warden? Thoughts on the Inquisition? - Why war at all? (Blackwall +1) - Wars are won in many ways. (Blackwall +1) - That's obvious. (Blackwall -1) - Your thoughts on the war? - Thoughts on my inner circle? ( If you are flirting with Cassandra ) - Any advice? - A little? - Don't gossip. - What about Haven? - Thoughts on my advisors? ( In reference to Leliana ) - You're afraid of her! - No one's watching. - Spymasters aren't "nice." - What about our cause? 3. Talk to Blackwall after Champions of the Just ������������������������������������������������ I imagine it makes trusting others risky. - Trust is important. (Blackwall +1) - What's life without risk? (Blackwall +1) - I don't trust anyone. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE HINTERLANDS [0502] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� The Hinterlands is located in Ferelden outside of Redcliffe. The conflict between Rebel Mages and Templars is evident here as the two sides often battle across the hilly terrain. This is one of the largest areas available for exploration in Thedas with plenty for the Inquisitor to do. The Crossroads and Redcliffe Farm highlight the mainstays of civilization not wrought with conflict but with commerce and stability. There is High Dragon in this zone and the Carta base dungeon of Valammar. Personnel ��������� Companions: Blackwall Agents: 1. Clemence - Meet with Alexius in the Gull & Lantern and talk to Clemence. 2. Corporal Vale - Complete all the quests for the refugees then tell him you want to grow the Inquisition's reputation. 3. Enchanter Ellendra - Complete "My Lover's Phylactery" and either have Vivienne in the party, the Arcane perk, or be a mage to recruit her. 4. Horsemaster Dennet - Complete "Horses for the Inquisition" and have Cassandra or Vivienne convince him to join the Inquisition. 5. Lord Berand - Complete "Love Waits" and ask him to join. 6. Ritts - Complete "Strange Bedfellows" and have Varric recruit her. You can also be a dwarven Inquisitor. 7. Speaker Anais - Complete "Praise the Herald of Andraste" and talk to Anais once more. 8. Tanner - Complete Business Arrangement and have Cassandra strong arm Tanner into joining the Inquisition. Crafting Materials ������������������ Common Rare Unique - Elfroot - Royal Elfroot - Crystal Grace - Embrium - Deep Mushroom - Drakestone - Spindleweed - Obsidian - Onyx - Iron - Bear Hide - Fennec Fur - Ram Leather - Nugskin - Canine Leather Enemies ������� � August Ram � Hurlock � Rebel Mage � Bear � Hurlock Alpha � Rebel Spellbinder � Black Wolf � Large Bear � Red Templar � Carta Assassin � Lesser Terror � Red Templar Knight � Carta Bowman � Lyrium Smuggler Lurker � Sellsword � Carta Grunt � Mabari � Templar Archer � Carta Leader � Outlaw � Templar Defender � Despair Demon � Outlaw Archer � Templar Knight � Fennec � Outlaw Enforcer � Venatori Spellbinder * Ferelden Frostback � Outlaw Lurker � Venatori Zealot � Giant Spider � Rage Demon � Wraith � Greater Terror � Ram Codex Entries ������������� [ ] Groups #13 - The Carta - In Redcliffe Village next to the shop near the docks on a bookshelf. [ ] Groups #14 - The Circle of Magi - In the Redcliffe Village Chantry. [ ] Groups #16 - The Dwarven Merchants Guild - In Redcliffe Village on the docks. [ ] History #33 - Queen Asha of Antiva - On a table to the left of the entrance inside Winterwatch Tower. [ ] Letters & Notes #7 - A Letter from the Carta - Top level of the Grand Forest Villa. [ ] Letters & Notes #12 - A Page from a Journal, Edges Scorched - Near an apostate cache in a burning house that's locked. [ ] Letters & Notes #17 - An Unsigned Letter - Bottom level of the Grand Forest Villa. - Top level of the Grand Forest Villa. [ ] Letters & Notes #18 - An Unsigned Letter in the Hinterlands - In the Dusklight Camp. [ ] Letters & Notes #23 - Construction Orders - Lying on the ground at the bandit camp along the East Road. [ ] Letters & Notes #35 - Healer's Notes at Redcliffe Crossroads - Above the Refugee Hunter's house in a round abode on the table. [ ] Letters & Notes #39 - Letter Found in a Redcliffe Home - In Hyndel's fathers home in the Crossroads. [ ] Letters & Notes #62 - Stronghold of the Apostate Mages - In the cave in the East Road during Measuring the Veil. - In an empty shack on Redcliffe Road. [ ] Letters & Notes #65 - Templar Encampment - On a table inside Fort Connor. - At an abandoned camp on a bench to the west of Fort Connor. - On the templars in the quest "Agrarian Apostate" [ ] Magic #4 - Lyrium - In the locked shack in the center of Redcliffe Village. [ ] Magic #6 - Phylacteries - Outside of Winterwatch Tower near some statues. [ ] Places #36 - The Orlesian Empire - In the shack where Blackwall is located. [ ] Places #42 - The Tevinter Imperium - Inside the Druffalo shack at Redcliffe Farm. [ ] Tales #21 - Astrariums - On a table near Constellation: Judex [ ] Tales #42 - Darktown's Deal - In Valammar with the Carta Leader. [ ] Tales #54 - Hard in Hightown: Chapter One - Second story of Dennet's House on Redcliffe Farm. [ ] Tales #56 - Hero in Every Port (Ballad of Nuggins) - In the house next to the Gull and Lantern. [ ] Tales #77 - Seers and the Allsmet - On the second floor of the Gull and Lantern. [ ] Tales #87 - The Annulment at Dairsmuid - On the second floor of the Gull and Lantern. [ ] Tales #92 - The Crows and Queen Madrigal - First floor of the Gull and Lantern, atop a barrel. [ ] Tales #114 - The Troubles of a Chantry Scholar - In the Redcliffe Village Chantry. Random Entries �������������� [ ] A Heartfelt Request - Pinned to the fence of the Druffalo pen in Redcliffe Farm. [ ] A Note Found on a Corpse - In Dead Ram Grove near a Shard. [ ] A Letter Found on a Corpse - In an alcove of Old Simeon's Cave. [ ] A List of Supplies - On a barrel at the docks in the Blood Cliffs. [ ] Charred Paper - On the bandits that attack Blackwall when you recruit him. [ ] Dwarven Runecraft - Inside a burning building east of Fort Connor. On a barrel. [ ] A Letter to Revered Mother Giselle - On a table in the healing house in the Crossroads. [ ] Carta Note on Security - In Valammar on a table. [ ] An Angry Note - In Valammar behind a locked door. [ ] Defaced Carta Notice - In Valammar behind a locked door. [ ] Order for Lake Operations - In Valammar with the Carta Leader. [ ] Report on Activity in the Hinterlands - In Valammar with the Carta Leader. [ ] Personal Note Scrawled in a Ledger - In Valammar with the Carta Leader. [ ] Fereldan Culture - In one of Redcliffe Villages shops. [ ] An Unsigned Letter on a Bandit Body - Corpse of bandits outside of the Rebel Queen's Ravine. [ ] Hunter's View of the Mage-Templar War - On the nightstand of the Refugee Hunter's house in the Crossroads. [ ] A Letter Found on a Dead Body - Across the bridge from West Road to Redcliffe Farm. [ ] A Letter Found on a Dead Dwarf - West and up the hill from the letter on the dead body at West Road. [ ] A Letter in an Empty Home - The eastern shack on the Redcliffe Farms near the Redcliffe Farm Camp. C O L L E C T I O N S ��������������������� Astrariums ���������� 1. Constellation: Judex - Location: - Solve Order: 1, 2, 3, 4, 5, 2, 4, 6 3 2 4 1 6 5 2. Constellation: Draconis - Location: North of the Forest Camp atop a hill - Solve Order: 1, 2, 3, 4, 5, 6, 8, 7, 4, 9, 10, 11, 12, 13, 14, 8, 15, 16, 17 16 17 2 15 5 6 3 1 8 4 7 14 9 13 10 12 11 3. Constellation: Peraquialis - Location: North of Redcliffe Farms in Dead Ram Grove - Solve Order: 3, 5, 1, 2, 3, 7, 4, 8, 6, 7 1 2 4 3 5 6 7 8 With all three Astrarium's solved head to Witchwood through the Mage's Camp. Loot the [CHEST] in the back for a [RARE WEAPON]. Bottles of Thedas ����������������� 1. Vint-9 Rowan's Rose - Inside Dennet's House on the shelf. 2. Carnal, 8:69 Blessed - In Winterwatch Tower, second floor of tavern. 3. Butterbile 7:84 - In the house during the "Blood Brothers" Side Quest. 4. Grey Whiskey/Ritewine/Conscription Ale "Vintage: Warden Steed. Joining Juice." - In the Wheelhouse at Redcliffe. Need Deft Hands to unlock. Glyphs ������ 1. Northwest corner of the map, a dungeon in Dead Rams Gorge. Light some Veilfire and go in. Defeat some Outlaw Archers, one drops a [RARE RING]. Grab the [MOSAIC PIECE] then go down the steps, [FERELDAN MEDALLION OF SERVICE]. Head down the way into the larger open area and examine the wall to learn [FROST RUNE] Schematic. 2. East side of map above the Astrarium in the Dungeon Cave. You can pick this up when doing "Measuring the Veil" with Solas. The glyph is the [FIRE RUNE] schematic. High Dragons ������������ 1. Ferelden Frostback Landmarks ��������� Finding all Landmarks nets 500 Influence and 2 Power. 1. The Gull and Lantern 2. The Hero of Ferelden 3. Redcliffe Windmill 4. Dragon Nest 5. Maferath Repentant 6. Tyrdda's Lover 7. Hendir, Dwarf-Prince, Friend to Tyrdda 8. The Burial of the Beast 9. Fort Connor 10. Broken Bridge 11. The Departure of Her Lover 12. Templar Camp 13. Thelm Gold-Handed, the Dreamer 14. Tyrdda Bright-Axe, Avvar Mother 15. Tyrdda Flying to Her Lover 16. Thelm Gold-Handed, the Tempter 17. Grand Forest Villa 18. Lornan's Exile 19. The Tempter Burns Mosaic Pieces ������������� The Fall 1. Inside the ruins of Fort Connor. 2. Leaning against the shack where you find Blackwall. 3. Inside the Druffalo shack at the Redcliffe Farm. 4. Inside the Dungeon in Dead Ram Grove. 5. At the highest point of the western tower in the Grand Forest Villa. 6. Atop the highest point in Winterwatch Tower, across from Hyndel. 7. Atop a tower on the Redcliffe Road north of the Crossroads, there is a Fade Rift at this location. 8. In Valammar's Hall of the Elders, must lockpick to enter this room. 9. In Valammar's Vaults along the wall. 10. In one of the burned down homes along the West Road, east of Fort Connor. 11. 12. Oculara and Shards ������������������ Oculara near Redcliffe Farm 1. Near haystack outside of Bron's hut. 2. On a hill north of the Redcliffe Farms Camp. 3. Near Constellation: Peraquialis 4. Through Dead Ram Grove near a note for "Bergrit's Claws" 5. West side of Redcliffe Farms. Grand Forest Villa Oculara 6. Atop a hill between the Grand Forest Villa and Forest Camp 7. Near a single tree in the river outside the Grand Forest Villa 8. Cliff to the north of the Grand Forest Villa 9. On a large rock east of the Grand Forest Villa 10. Off the side of a tower in the Grand Forest Villa. Upper Lake Camp Oculara 11. East of Fort Connor inside a burning building. 12. North along the West Road, east of Fort Connor. Upon a hill. 13. Just south of a Fade Rift on the edge of Witchwood from the West Road. 14. Amidst the ruins of Fort Connor, right of the interior entrance. Lady Shayna's Valley Oculara 15. At the entrance 16. Up the cliff to the south 17. Climb the rock pillar at the entrance 18. Atop a cliff to the north of the entrance The Outskirts Oculara 19. Northeast of the Crossroads along the way to the East Road. 20. Just south of the Outskirts Camp along the cliffside in some bushes. 21. South of the Outskirts Camp on the ledge of an abandoned home. 22. Broken bridge at Calenhad's Foothold. Treasure Maps ������������� 1. Map to a Waterfall - Just outside of Upper Lake Camp 2. Sketch of Calenhad's Foothold - Just south of the Outskirts Camp 3. Map of a Farmland Cave - In Hafter's Woods, east of the mercenary fortress Logging Stands �������������� 1. Just south of the Forest Camp. 2. East of the Forest Camp along the way to the Upper Lake Camp. Song Lyrics ����������� 1. From the Tyrdda Flying to Her Lover Landmark. 2. From the codex in Redcliffe. R E Q U I S I T I O N S ����������������������� Hinterlands Drakestone Survey ����������������������������� Start: Requisition Officer Reward: 1 Power, 200 Influence Materials: 2 Onyx, 5 Drakestone Hinterlands Tapestry Requisition �������������������������������� Start: Requisition Officer Reward: 1 Power, 200 Influence Materials: 5 Velveteen, 4 Decorative Gems Hinterlands Cage Requisition ���������������������������� Start: Requisition Officer Reward: 1 Power, 200 Influence Materials: 5 Fereldan Locks, 10 Iron S I D E Q U E S T S ��������������������� Holding the Hinterlands ����������������������� Quest Giver: Scout Harding Requirement: Enter the Hinterlands Reward: 50 Influence, 1 Power (Total: 250 Influence, 5 Power) There are 5 additional camps other than the one you start in, top-left and bottom-left, top-right and bottom-right, and then center from your current location at the Outskirts Camp. Dwarfson's Camp is at the bottom-right and has a [CHEST] on a ledge. On the way here you should find a Worried Scout, he can start the "Strange Bedfellows" quest. The Upper Lake Camp is central and has an Oculura nearby. The Redcliffe Farms Camps is at the top-left near the Redcliffe Farms. The Forest Camp is out to the southwest. In the northeast you'll find the Dusklight Camp, don't go too far past it unless you're trying to fight a High Dragon. In the Elements ��������������� Quest Giver: Recruit Whittle Requirement: Secure the Crossroads. Reward: 177 Experience, 80 Influence, 1 Power You need to mark five Apostate Caches. The first one is found outside of Dwarfson's Camp, another is west of here up a hill. In Smuggler's Cave to the east you'll find the third cache. Head to the Ashe Warrior's Refuge in the southeast to spot the fourth cache. The final cache is just outside Winterwatch, mark it then return to Whittle. East Road Bandits ����������������� Quest Giver: Recruit Bellette Requirement: Enter the Hinterlands Reward: 177 Experience, 80 Influence, 1 Power Go east of the Crossroads and you'll find Recruit Bellette guarding a stone arch. Ask about the bandits to trigger the quest. Follow the trail until you find some of the bandits, two Footmen and two Archers. Like most scenarios, have your Warrior charge in and gain their attention while everyone else takes out the Archers. Further east you'll find yourself in the Rebel Queen's Ravine, a scout usually can be seen running back at this point. The camp has five Archers and an Enforcer guarding it, you'll need to check his resistances and tank him away from the other party members. The Archers all stand close enough to be taken out quickly with some Area of Effect attacks like Immolate and Explosive Arrow. Focus down the Enforcer, keeping up your Guard as much as possible and then Barrier. Loot the bodies for [LETTER ON A BANDIT IN THE HINTERLANDS] and [AN UNSIGNED LETTER ON A BANDIT BODY]. This can become the Dusklight Camp, so be sure to set up here. Avoid going too far north into the valley, there are Dragons and an unskilled and underleveled party would get decimated. Hunger Pangs ������������ Quest Giver: Refugee Hunter Requirement: Secure the Crossroads Reward: 177 Experience, 80 Influence, 1 Power For this quest you'll need to assist the Refugee Hunter by collecting 10 pieces of Ram Meat. It's not too difficult to go to Dwarfson's Camp and just start picking off the Rams, use an ability that can Freeze or Paralyze to avoid having to chase it down since it will flee. A Healing Hand �������������� Quest Giver: Corporal Vale Requirement: Secure the Crossroads Reward: 177 Experience, 80 Influence, 1 Power You can start this once you've secured the Crossroads, but the healer you need is in Redcliffe so you must advance the story past "The Threat Remains" before you can complete it. A Common Treatment ������������������ Quest Giver: Corporal Vale Requirement: Advance the Inquisition's Path past "The Threat Remains" Reward: 44 Experience, 40 Influence An Advanced Treatment ��������������������� Quest Giver: Healer from Redcliffe Requirement: Complete "A Common Treatment" Reward: 44 Experience, 40 Influence A Rare Treament ��������������� Quest Giver: Healer from Redcliffe Requirement: Complete "An Advanced Treatment" Reward: 44 Experience, 40 Influence Apostates in the Witchwood �������������������������� Quest Giver: Dead body of an apostate. This is found southeast of the Outskirts Camp. A note in a house from the Crossroads to Redcliffe or the one in the caves near Witchwood also starts the quest. Requirement: Enter the Hinterlands Reward: 354 Experience, 200 Influence, 2 Power The [STRONGHOLD OF THE APOSTATE MAGES] note can be obtained near the Outskirts Camp where some apostates and templars are fighting. Head over to Witchwood and take out the magical barrier with a Mage. You'll need to fight off some of the Spellbinders that are around the cave that leads to the stronghold first though. The apostates will try to cut you off with runes, just plow through and get in their faces where they will fall easily. The Rebel Mage drops the [WRATH OF LOVIAS]. Templars to the West �������������������� Quest Giver: Letter on the corpse of a Templar. Can also trigger this quest by finding a letter in Fort Connor. Requirement: Defeat the templars holding the "Dalish Ring" during the "Agrarian Apostate" quest to find the letter. Reward: 354 Experience, 200 Influence, 2 Power You'll want to start at the Upper Lake Camp so you are full on supplies. From here just head west along the road towards the Redcliffe Farm. You'll encounter a Templar Defender and three Templar Knights. The Templar Defender can be a bit of a challenging foe, so grab his attention and defeat the rest of the Templar Knights first. Head south of the bridge when you reach it to spot a pair of Templar Defenders. Continuing along this path you'll find the entrance to the Templar Encampment. It's guarded by a Templar Archer who will retreat a bit to three more Templar Archers and a Templar Knight. They are grouped tightly so a group attack would be best to take them out, Immolate or Explosive Arrow works wonders as does Chain Lightning. Hopefully these guys don't attract the remaining three Templar Knights and the Templar Defender that are further back or you'll have 9 foes to contend with at once. Loot the area once you're done, there is a schematic for [TEMPLAR GREATSWORD] in a chest at the back and some [ROYAL ELFROOT]. The Templar Defender drops [THE SWEETISH FINGERS]. Praise the Herald of Andraste ����������������������������� Quest Giver: Speaker Anais Requirement: Speak with Speaker Anais infront of Lornan's Exile Reward: 177 Experience, 80 Influence, 1 Power Speak with the Speaker to gain access to Lornan's Exile then head to the back of the area to find a Fade Rift. Defeat the Wraiths that are summoned and use the Fade Rift to disrupt the demons that are spawned. You can use Dispel when they are being summoned to completely stop them from being spawned at all, if you're lucky you'll guess the tougher enemy that joins (usually a Rage Demon). Return to Speaker Anais after closing the Fade Rift and she'll pledge her loyalty to the Inquisition. Shallow Breaths ��������������� Quest Giver: Refugee Requirement: Secure the Crossroads Reward: 44 Experience, 40 Influence Speak with this villager in the Crossroads, he needs a potion that only his son Hyndel can make. Visit Hyndel in Lornan's Exile, he's on the second tier to the left. Take the potion back to the villager in the Crossroads to complete the quest, but if you go back to Hyndel with Solas you can convince him to go back to the Crossroads. Just below this area, near the ladder, is a book called [QUEEN ASHA OF ANTIVA]. Go across from here and climb up to find a [MOSAIC PIECE] and if you go inside on the bottom right you'll find the tavern. A [CHEST] can be found on the lower level, loot it and go upstairs from here. Search on the table for a [BOTTLE OF THEDAS]. Master of Horses ���������������� Quest Giver: Scout Harding Requirement: Enter the Hinterlands Reward: 177 Experience, 80 Influence, 1 Power Head to the Redcliffe Farms to find Dennet. Ignore him for a second and go upstairs. Search for the book [HARD IN HIGHTOWN: CHAPTER ONE] and the [FREE MARCHES BANNER] in a chest. Back downstairs you'll find a [BOTTLE OF THEDAL] on a shelf in the back room, it's a hidden object so you'll need to get close before you can actually pick it up. Speak with Dennet who suggests talking to his wife and servant before he can give you a horse. In addition, one of the huts near the rift has [THE TEVINTER IMPERIUM]. In the Saddle ������������� Quest Giver: Seanna Requirement: Obtain a Horse Reward: Gold This is a simple challenge, you'll just need to be quick with the horse to navigate three courses with increasing length and difficulty. Farmland Security ����������������� Quest Giver: Bron Requirement: Speak with Dennet Reward: 177 Experience, 80 Influence, 1 Power Riding out and marking the locations that Bron wants to build the watchtowers isn't that hard, there any really any enemies nearby so you can just ride there and place the marker. You'll have to use the War Table from here and use the "Watchtowers in the Farms" mission which can take some time to complete. Once done, return to Bron. Trouble with Wolves ������������������� Quest Giver: Elaina Requirement: Speak with Dennet Reward: 177 Experience, 80 Influence, 1 Power The wolves around the Redcliffe Farm are causing all kinds of problems and need to be dealt with. Head to the Wolf Hollow where you'll find some aggressive Wolves and close quarters, try to lure them back and avoid the open area until you are forced to. Here you'll find a Lesser Terror that must be defeated. Loot the [TOKEN OF THE PACKMASTER] and equip it to make all Wolves friendly to your party. Likewise, kill all of the Wolves for the experience and their pelts. Return to Elaina with the good news once completed. Horses of the Inquisition ������������������������� Quest Giver: Dennet Requirement: Complete "Farmland Security" and "Trouble with Wolves" Reward: Dennet joins the Inquisition, 177 Experience, 80 Influence, 1 Power Complete the two prerequisites to gain support and horses. If you have Cassandra Vivienne, or are intimidating enough, Dennet can become the Horsemaster of the Inquisition if persuaded. If you break into the house nearby there is a [CHEST] with a [RARE ARMOR] inside. Sketch of Calenhad's Foothold ����������������������������� Quest Giver: Corpse south of Outskirts Camp Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence, Rock Armor Schematic After collecting the map go west up the mountain to some castle ruins. There is a nearby Fade Rift if you didn't take it out yet. There are some rocks that are piled up like steps, just jump up them or likewise walk around and take the ladder down. Open the chest here to receive the [ROCK ARMOR] schematic. Map to a Waterfall ������������������ Quest Giver: Scroll west of the Upper Lake Camp Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence After grabbing the map head west towards the Redcliffe Farms then follow the large river south. At the end of the river you'll find a waterfall with the chest tucked in it. You need to go through the Templar Encampment to be high enough. Map of a Farmland Cave ���������������������� Quest Giver: Map in Hafter's Woods Requirement: Enter the Hinterlands Reward: 128 Experience, 80 Influence The cave you are looking for is northeast of the Redcliffe Farms. There is an Astrarium nearby, if you go west from here you'll find the cave on the map and can search to find the hidden object. Blood Brothers �������������� Quest Giver: Note in a hut south of Outskirts Camp Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence, Mercenary Lord Blade From the Outskirts Camp to the Crossroads you'll find the hut with this note inside. It tells the tale of two brothers, one an apostate and the other a templar. Head to the location on your map marked for their battle to find the corpse with the [MERCENARY LORD BLADE] on it. The hut here is locked but if you open it you'll find a [BOTTLE OF THEDAS] inside. Stone Dreams ������������ Quest Giver: Note inside abandoned home Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence North of the Crossroads you'll find this abandoned home. Head to the cave at the Ash Warrior's Refuge and defeat this apostate then loot his area, this quest is fairly simple and straightforward. Love Waits ���������� Quest Giver: Letter on corpse east of Dwarfson's Pass. Can also start by talking to Lord Berand at Dwarfson's Pass enclave. Requirement: Enter the Hinterlands Reward: 177 Experience, 80 Influence, 1 Power You'll find the letter you need on a few cultists in Lornan's Exile, they are part of a "Shallow Breaths" and "Praise the Herald of Andraste" as well if you have them. Give the letter to Lord Berand and you'll get an opportunity to recruit him into the Inquisition. Search the table nearby for a [BOTTLE OF THEDAS] if you didn't grab it already. Open a Vein ����������� Quest Giver: Note next to an apostate cache Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence This quest is best completed alongside "Elements" since they are in the same location. Head to the Ash Warrior Refuge in the far southeast and break the magic barrier. Loot the [CHEST] nearby then the corpse for [BIANCA ARMS I (ENHANCED)] then check the lyrium vein to complete this quest. My Lover's Phylactery ��������������������� Quest Giver: Dead Templar in the Winterwatch Tower region Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence Once you recover the phylactery and start the quest all you need to do is return it to Ellendra. She's in the cave to the north by herself. With Cassandra in the party you can convince her to join the Inquisition. Agrarian Apostate ����������������� Quest Giver: Widow Maura Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence You'll find the hut of the Widow Maura near a Fade Rift around the Outskirt's Camp. Talk to her then head east of Dwarfson's Pass and defeat the Templars to recover the ring. Return it to Maura to complete the quest. Conscientious Objector ���������������������� Quest Giver: Dead corpse in the southeast of Hinterlands Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence At the southeast of the Hinterlands you'll find a dead body with a letter and [GRANDMA'S KEY]. The story is about an apostate that was a Circle Mage and just wanted to head to his grandmother's cabin. With the key in hand, head to the northwest of the Crossroads to find a Terror. Kill it and loot the cabin. Strange Bedfellows ������������������ Quest Giver: Inquisition Scout Requirement: Enter the Hinterlands Reward: 177 Experience, 80 Influence, 1 Power Along the way is a tower. Loot a [CHEST] inside and climb to the top. A [CHEST] on the right has [RARE ARMOR], the [CHEST] on the left has [RARE WEAPON]. Save the Scout Ritts then search the camp for two hidden objects. If Varric is in the party you can enlist her into the Inquisition. A Spirit in the Lake �������������������� Quest Giver: Storyteller in Redcliffe Requirement: Enter Redcliffe Village during "In Hushed Whispers" Reward: 44 Experience, 40 Influence, Warlord Greatsword From the Upper Lake Camp go south and place the Blood Lotus on the pier. A sword will rise up and you can loot it for the [WARLORD GREATSWORD]. Safeguards Against Looters �������������������������� Quest Giver: Letter on a farmer's corpse in Redcliffe Farms Requirement: Enter the Hinterlands Reward: 128 Experience, 80 Influence Head up the river past the Redcliffe Farm to reach this area. Into the Wolf Hollow you'll need to ascend and cross the little bridge to find the crate. Letter from a Lover ������������������� Quest Giver: Letter in abandoned campsite in Dead Ram Gorge Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence You need to take some Felandaris up to this location, an herb you won't be able to get for awhile. When you do, head atop the hill at Dead Ram Gorge and place the Felandaris. You'll be attacked by two Black Wolves and a Wraith. Failure to Deliver ������������������ Quest Giver: Not near overturned cart Requirement: Secure the Crossroads Reward: 44 Experience, 40 Influence, Carta Coat You'll have to make a little trek from where you find this note but it's worth it. The Carta Coat is limited to Dwarf Rogues, perfect for Varric. Business Arrangements ��������������������� Quest Giver: A note on a dead body north of the Crossroads Requirement: Have access to Redcliffe Village Reward: 44 Experience, 40 Influence The Ballad of Lord Woolsley ��������������������������� Quest Giver: One-Eyed Jimmy Requirement: Have access to Redcliffe Village Reward: 177 Experience, 80 Influence, 1 Power From the Upper Lake Camp go south a little bit to find a different colored Ram. You can send it back to Redcliffe, but if you attack it you'll discover it was a Rage Demon. Where the Druffalo Roam ����������������������� Quest Giver: Notice Board Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence This quest starts on the notice board at the Redcliffe Farms. Find the Druffalo and defeat the enmies along the way as you head back west. You'll want to have cleared the Fade Rift in the river, it's the reason the Druffalo ran away in the first place! Playing with Fire ����������������� Quest Giver: Letter on a corpse in Avvar Blade Valley Requirement: Enter the Hinterlands Reward: 44 Experience, 40 Influence, Master Demon-Slaying Rune You'll find this note near a landmark in the Avvar Blade Valley. Go to the statue and spin in three clockwise circles to summon the Grandfather who can be defeated quite easily. The Mercenary Fortress ���������������������� Quest Giver: Orders on mercenaries at Avvar Blade Valley Requirement: Enter the Hinterlands Reward: 128 Experience, 80 Influence You can also simply head to the Grand Forest Villa. Your objective is to kill everything. Once all the Mercenaries are taken out you'll complete the mission. Return Policy ������������� Quest Giver: Note on corpse west of Broken Bridge Requirement: Enter the Hinterlands Reward: 128 Experience, 80 Influence Finding the note isn't that hard, but you'll have to go past the Mercenary Fortress to reach the altar. Complete the ritual to summon a Rage Demon, defeat it to complete the quest. Flowers for Senna ����������������� Quest Giver: Widower Requirement: Have access to Redcliffe Village Reward: 128 Experience, 80 Influence Talk to the Widower near the docks in Redcliffe Village then travel to the Forest Camp. Just up the hill you'll find the grave, place the flowers then return for your reward. Bergrit's Claws ��������������� Quest Giver: Note on corpse in Dead Ram Gorge Requirement: Enter the Hinterlands Reward: 128 Experience, 80 Influence, 3 Great Bear Claws The bears you need to defeat are around the Forest Camp in the southwest. They can be a bit of a challenge, though Fear works wonders on them. Defeat enough to collect three Great Bear Claws, you can use them in Masterwork Crafting. Hinterlands Who's Who ��������������������� Quest Giver: Corpse in Old Simeon's Cave Requirement: Enter the Hinterlands Reward: 128 Experience, 80 Influence Getting through the bears to reach the cave is the hard part. Collect the letter and go back to the Redcliffe Farms where you can mail the letter. Deep Trouble ������������ Quest Giver: Hidden alcove south of Lake Luthias or find the Key of Valammar in the Mercenary Fortress Requirement: Enter the Hinterlands Reward: 1,025 Experience, 400 Influence, 3 Power A Mercenary Leader guards the key when you get to the Mercenary Fortress and he is a tough guy. An [UNSIGNED LETTER] can be found behind it. Snag the Mosaic at the top of this place and a chest. Above the shard here you'll find two [CHESTS]. Head to the camp then into the door. Valammar is a dungeon so you'll go to a loading screen. There is a Carta Bowman at the entrance and another atop the steps. The path is split, you can go left through the cave or right up the steps. The left path can't be opened yet so go right. Enter the first room to the left, the door is open. Grab the [CARTA NOTE ON SECURITY] and use a Warrior to bash the rock in the back. Loot the containers inside for the [PITCH GRENADE RECIPE] then go to the next door. You'll need a Rogue to pick the lock. Once inside read the [DEFACED CARTA NOTICE] and an [ANGRY NOTE]. Continue further to the staircase where you'll begin to encounter Darkspawn. Enter the room behind you to find the Carta Leader. The battle can be tough but use the door as a choke point and you'll be fine. Here you'll find a [REPORT ON ACTIVITY IN THE HINTERLANDS], [PERSONAL NOTE SCRAWLED IN A LEDGER], [DWARVEN GEAR], [ORDERS FOR LAKE OPERATIONS], and [DARKTOWN'S DEAL]. The Vault of Valammar ��������������������� Quest Giver: Sealed Vault Door in Valammar Requirement: Complete "Deep Trouble" Reward: 512 Experience, 80 Influence, 2 Power Since you're here and have 1 of the 2 gears, continue across the bridge. To the right is a huge door, use a Rogue to unlock it. Inside, loot the pot and grab the nearby [MOSAIC PIECE]. Grab the second [DWARVEN GEAR] and loot the other pot. If you exit and go down the steps to the left you'll find a Hurlock Alpha, be careful with this foe! Use a Mage at this level to block off the Darkspawn. Continue down the bridge and around, back to the area with the lever so you can open the vault. In the vault room you'll have to fight another Hurlock Alpha and some Hurlocks firing arrows from the back. Loot the area to find a [DWARVEN BANNER], [MOSAIC PIECE], [BIANCA ARMS III], and an [AMULET OF POWER]. With that settled, head on out with your great rewards. �������������������������������������������������������������������������������� BOSS: Ferelden Frostback Level 12 ________________________________________________________________________________ Health: 105261 Defense: 38 Resistance: Greater Fire Vulnerable: Cold Immunity: All Disabling Effects, Slowed Ability: Perceptive Strategy �������� The battle starts almost as soon as you enter Lady Shayna's Valley. The High Dragon will not land at this point, you'll need to defeat the Dragonlings and move to the Blood Cliffs to the north. Use the rock pillar to shield yourself from fireballs as you defeat the Dragonlings. Ice attacks are definitely your best attacks against these foes, so bring Mages with Ice Staves and toss Frost Runes on your physical attackers if you have it. As you enter the Blood Cliffs the Ferelden Frostback will land in the center. From a melee perspective, a Warrior can get up close and use Shield Wall easily since the leg strikes and bites are telegraphed. It's a great way to build up some Guard in addition to a Barrier you should have going. You need to be ready to avoid the flame breath at all times, do your best to keep everyone but your Warrior behind this High Dragon. The sign for this is when she rears back with the flames in her mouth. You'll also have to contend with the wing flap that pushes party members away that are too close. From a ranged perspective, you'll need to watch for fireballs and focus on doing a lot of damage. Archers can really put some good damage out there, couple it with an Assassin's Mark of Death (bring Cole with this setup if you can) and you can deal a lot of damage then trigger the mark for upwards of 5,000 damage to really put a dent in the Frostback. Mages should use Energy Barrage with an Ice Staff or general Ice Magic for the most effect, though a Mage with Barrier will certainly aid in staying alive. At times you'll have to deal with the Ferelden Frostback stunning the party and flying away. At this moment Dragonlings will appear from around the arena, just focus them down and bring the High Dragon back. Keep the Frostback taunted and away from your ranged attackers, don't shy away from using Potions and Focus abilities. Reward: 1600 Influence, 4 Power, Superior Belt of Focus, Grand Enchanter's Staff Super Amulet of Constitution, Dragon's Tooth, Intense Dragon Blood Dragon Webbing, Dragon Scales, Dragon Bone ________________________________________________________________________________ Loot the area after that war. On the east side raise a bridge to gain acces to more stuff. You'll get quite a bit of [OBSIDIAN] and [VERIDIUM]. There are a few [CHESTS] up north, don't pass those up. You can also find the final Landmark if you've obtained all the other ones. S H O P S ��������� Cross Roads ����������� Stormbreak ........................ 439 Mercenary Lord Blade ............... 78 Sturdy Bianca Grip ................. 28 Aiming Module I .................... 28 Bianca Arms I ...................... 19 Antivan Fire Grenade Recipe ........ 53 Spindleweed ........................ 20 Ram Leather ........................ 20 Nugskin ............................ 20 Fennec Fur ......................... 20 Elfroot ............................ 20 Druffalo Hide ...................... 20 Dragonling Scales .................. 20 Canine Leather ..................... 20 Bronto Hide ........................ 20 Blood Lotus ........................ 20 Redcliffe (Weapons) ������������������� Ambush Dagger ..................... 102 Dagger of Faith .................... 78 Masterwork Firm Dagger Grip ........ 70 Masterwork Hilted One-Handed Haft .. 70 Redcliffe (Armor) ����������������� Masterwork Battlemaster Mail .... 14212 Masterwork Scout Armor ........... 1161 Superior Vanguard Coat Legs ........ 70 Superior Vanguard Coat Arms ........ 70 Superior Hunter Coat Legs .......... 70 Superior Hunter Coat Arms .......... 70 Redcliffe (Schematics) ���������������������� Templar Greatsword ................ 129 Pointed Maul ...................... 129 Keeper Staff ...................... 129 Double-Bearded Axe ................ 129 Raider Hatchet ..................... 64 Leaf Mace .......................... 64 Kite Shield ........................ 64 Thick Greatsword Grip .............. 20 Rugged Two-Handed Haft ............. 20 Rugged Staff Grip .................. 20 Rugged Bow Grip .................... 20 Pointed Dagger Grip ................ 20 Jeweled Staff Blade ................ 20 Hilted One-Handed Haft ............. 20 Firm Bow Grip ...................... 20 Dense Two-Handed Haft .............. 20 Curved Staff Grip .................. 20 Curved Longsword Grip .............. 20 Bulky One-Handed Haft .............. 20 Blunt Pommel ....................... 20 Balanced Dagger Grip ............... 20 Army Longsword Grip ................ 20 Acolyte Staff Blade ................ 20 Medium Adventurer Armor ........... 176 Light Adventurer Armor ............ 176 Heavy Adventurer Armor ............ 176 Sturdy Scout Coat ................. 159 Sturdy Scout Armor ................ 159 Sturdy Defender Coat .............. 159 Sturdy Defender Armor ............. 159 Sturdy Apprentice Armor ........... 159 Templar Helmet ..................... 28 Templar Scribe Cowl ................ 20 Scout Hat .......................... 20 Scout Coat Legs .................... 20 Scout Coat Arms .................... 20 Scout Armor Legs ................... 20 Scout Armor Arms ................... 20 Defender Coat Legs ................. 20 Defender Armor Legs ................ 20 Defender Armor Arms ................ 20 Apprentice Coat Arms ............... 20 Apprentice Armor Legs .............. 20 Apprentice Armor Arms .............. 20 __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > VAL ROYEAUX [0503] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� Val Royeaux is the capital of Orlais and is the fashion design central of Thedas. There is rich commerce, culture, and a strange form of popularity. The people here wear masks to cover their true selves and become what the mask represents instead. People here enjoy the Game and the scene is generally that of Renaissance France. Personnel ��������� Companions: Sera, Vivienne Agents: Barter by Belle (Ask Cassandra for +1 Approval) Codex Entries ������������� [ ] History #14 - Emperor Florian - Northeast side of the Main Level on a table. [ ] History #25 - Not of Heroes: Division and Distance - North ledge in the southwest portion of the Upper Level [ ] History #26 - Not of Heroes: Maferath and Sacrifice - Note on a table in Le Masque du Lion [ ] History #27 - Not of Heroes: The Death of Diversity - On a bench on the second floor of the Main Level [ ] History #28 - Not of Heroes: United in Hatred - Near top-left merchant on a barrel [ ] Places #18 - Miroir de la Mere, Reville's Folly - On the Docks atop a crate. [ ] Tales #18 - A Season of the Four Afoul - Window on the southwest side of the Upper Level [ ] Tales #64 - La Pomme Vie et Morte - Examine a tree in the north side of the Main Level [ ] Tales #79 - She of the Highwaymen Repents - North side of the Main Level under a hangman's station. [ ] Tales #97 - The Folly of General Not-Sheritan - Note on the table next to Deraboam in the Upper Level [ ] Tales #99 - The Head of Madame Snapp-Snips - The head of a Nevarran Dragon in Le Masque du Lion [ ] Tales #105 - The Lovers' Alcove - Alcove on the second floor of the Main Level [ ] Tales #108 - The Randy Dowager Quarterly - Behind the barrels in the corner at the Docks. - Near some pots on the southwest side of the Upper Level. - On a ledge in the northeast of the outer ring in the Upper Level Random Entries �������������� [ ] The Mystery and Meaning of Eight Silks - Examine the balcony ledge on center of the inner ring in the Upper Level [ ] The Waiting Alcove - Plaque on the west side of inner ring in the Upper Level [ ] Pillars of Her Everlasting Flame - Plaque on the west side of inner ring in the Upper Level [ ] The Summer Home of Messere Glubs - Ledge of the fountain near Le Masque du Lion [ ] Victory and Shade - Large tree in the second floor of the Main Level [ ] Longing and the Upper Court - Bench in the southwest of the outer ring in the Upper Level [ ] Difficult Time For Those Who Have Lost - Along the wall on the way to the Docks. [ ] Le Masque du Lion - On a stand as you enter the southern end of the Main Level S H O P S ��������� Havel's Shop ������������ Bloodied Wings ................... 5598 Punisher ......................... 1371 Lifetaker Staff .................. 3428 Seeker Shield ..................... 528 Masterwork Scout Coat ............ 2320 Superior Vanguard Armor .......... 1714 Superior Hunter Armor ............ 1714 Superior Enchanter Armor ......... 1714 Intense Elfsnake Vitaar ........... 343 Sten Sword Grip ................... 738 Narrow Greatsword Grip ............ 738 Masterwork Wrapped One-Handed Haft 738 Masterwork Engraved Two-Handed Haft 738 Masterwork Battlemage Staff Grip .. 738 Masterwork Battlemage Staff Blade . 738 Superior Enchanter Staff Blade .... 211 Masterwork Spiked Pommel .......... 211 Masterwork Bound Dagger Grip ...... 211 Balanced Two-Handed Grip .......... 211 Blank Runestone .................... 71 Pierre-Marie's Shop ������������������� Fadewalker Staff .................. 154 Dreamweaver Staff ................. 154 Intense Deathroot Vitaar ........... 39 Superior Enchanter Coat ........... 298 Furniture Shop �������������� Qunari Glass ..................... 1568 Orlesian Glass ................... 1568 Fereldan Glass ................... 1568 Dwarven Glass .................... 1568 Dalish Glass ..................... 1568 Andrastian Glass ................. 1568 Orlesian Bed II ................... 713 Orlesian Bed I .................... 713 Free Marches Bed II ............... 713 Dwarven Bed ....................... 713 Tevinter Drapery .................. 356 Templar Drapery ................... 356 Qunari Drapery .................... 356 Orlesian Drapery .................. 356 Mage Circle Drapery ............... 356 Inquisition Drapery ............... 356 Grey Warden Drapery ............... 356 Free Marches Drapery .............. 356 Fereldan Drapery .................. 356 Elven Drapery ..................... 356 Dwarven Drapery ................... 356 Dalish Drapery .................... 356 Chasind Drapery ................... 356 Chantry Drapery ................... 356 Wilvan's Recipe Shop �������������������� Spirit Resistance Tonic Recipe ..... 53 Lightning Resistance Tonic Recipe .. 53 Fire Resistance Tonic Recipe ....... 53 Cold Resistance Tonic Recipe ....... 53 Schematic Shop �������������� Dwarven Maul ...................... 755 Thrusting Longsword ............... 380 Ornate Pommel ..................... 223 Firm Pommel ....................... 223 Notched Two-Handed Haft ........... 223 Superior Hunter Coat ............. 2288 Orlesian Army Warrior Armor ...... 3075 Orlesian Army Scout Armor ........ 3075 Orlesian Army Battlemage Armor ... 3075 Vanguard Coat ..................... 945 Enchanter Coat .................... 945 Hunter Coat ....................... 945 Vanguard Coat Arms ................ 223 Hunter Coat Arms .................. 223 Elven Cowl ........................ 223 Saphi's Shop ������������ Superior Battlemage Mail ......... 3691 Intense Felandaris Vitaar ........ 2953 Intense Elfsnake Vitaar ........... 343 Superior Prowler Mail Arms ........ 738 Superior Prowler Coat Legs ........ 738 Superior Battlemaster Mail Legs ... 738 Superior Battlemaster Mail Arms ... 738 Superior Battlemage Mail Legs ..... 738 Superior Battlemage Mail Arms ..... 738 Deraboam's Shop ��������������� Golden Nug Statue ............... 10000 __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE FALLOW MIRE [0504] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� The Fallow Mire can be unlocked from the War Table once you have 8 Inquisition Power. It is exactly what it sounds like: a bog in the southern section of Fereleden. As for what we are doing here, well... it seems that some of our men have been captured by Avvar Barbarians, who wish to fight the great "Herald of Andraste". Fame has its price, my friends... Personnel ��������� Agents: 1. Sky Watcher - Open and then close the Fade Rift near Sky Watcher. After you defeat the Avvar and free the captured patrol, look outside of the keep to find Sky Watcher. You must recruit him at this point, if you leave the zone he will disappear. Crafting Materials ������������������ Common Rare Unique - Blood Lotus - Dawn Lotus - Blue Vitriol - Summer Stone Enemies ������� � Corpse � Corpse Archer � Lesser Terror � Wraith � Avvar Bowmen � Avvar Warrior � Avvar Defender � Bear � Revenant � Apostate Widris � Bogfisher Codex Entries ������������� [ ] Letters #74 - Waterlogged Diary - Found during the "Cabin Fever" quest. [ ] Notes #19 - Apostate Widris's Journal - Found near the third "Beacon in the Dark" beacon. On the ground. [ ] Notes #52 - Notes on the Stars - Found north of the third "Beacon in the Dark" beacon. In a campground area on the ground. - Another can be found just northwest of the one in the open. [ ] Place #30 - Rivian - Found in a house in Fisher's End, by a corpse. [ ] Tales #23 - Before Andrastianism: Forgotten Faiths - To the north-west of the initial camp is a house. Search inside to find this letter. [ ] Tales #25 - Caspar the Magnificent - To the northwest of the fourth beacon. Follow the path to a house and read the book inside. [ ] Tales #103 - The Lost City of Barindur - In a house, south of the third beacon of the area. It is the book on the floor. [ ] The Daughters of Song - Near the eastern Fade Rift in a house where Skywatcher is located. [ ] The Lady of the Skies - North of the third beacon (at the west end of the mire) you'll find a small island with this book atop a barrel. [ ] Hargrave Keep - Behind the locked door in Hargrave Keep. [ ] The Gardner Diary - Northwest of the first beacon is a small house. Break the barrels in front of it to gain entry and find this book. [ ] The Empty Ones - Northwest of the first beacon is a small house. Break the barrels in front of it to gain entry and find this book. C O L L E C T I O N S ��������������������� Bottles of Thedas ����������������� 1. Garbolg's Backcountry Reserve - To the north-west of the initial camp is a house. Search inside to find this hidden cache by the bed. 2. Dragon Piss - To the northwest of the fourth beacon. Follow the path to a house and find it hidden by a table. Mosaics ������� Freed Are Slaves 1. In Hargrave Keep behind the locked door on the second level. Glyphs ������ 1. Behind the Veilfire of the first beacon. 2. Behind the Veilfire of the second beacon. 3. Behind the Veilfire of the third becon. 4. Behind the Veilfire of the fourth beacon. After collecting all four Glyphs you receive the {TEARS OF THE DEAD RECIPE]. Landmarks ��������� 1. The Light of Andraste (Near Fisher's End) 2. The Den (near second rift) 3. Old Windmill (southeast of the 4th beacon) 4. Granite Point (at Granite Point, south of Old Thoroughfare Camp) Song Lyrics ����������� 1. Pick up the Grey Warden Artifact in Hargrave Keep for Shred of Blue. R E Q U I S I T I O N S ����������������������� Blue Vitriol Survey in the Mire ������������������������������� Start: Requisition Officer Reward: 1 Power, 200 Influence Materials: 20 Blue Vitriol, 10 Summer Stones Depending on the amount of exploration you've been doing up to now, this may be very easy. 20 Summer Stones and 10 Blue Vitriol are needed here. Summer Stones are found near The Den landmark as well as pretty much everywhere (you can find them in Sword Coast as well). Blue Vitriol is throughout the Mire and really can't be missed. Artifact Requisition in the Mire �������������������������������� This request hinges upon us finding one "Fereldan Medallion of Service" and one "Fereldan Tome". "Where the heck are these?" you may ask. Fair question! Corpse enemies have a rare chance of dropping both of these. This is likely added to their drop list once you have the quest, so head out and keep killing those corpses, but be sure to check what they leave behind. After 20-30 kills you will very likely have this quest completed. You will get the "Summer Stone Survey in the Mire" quest after this one. Elixir Requisition in the Mire ������������������������������ Start: Requisition Officer Reward: 1 Power, 200 Influence Materials: 5 Elfroot, 5 Diseased Tissue Well, seems like we need elixirs to combat the plague! Elfroot is easy enough of course, but what about the diseased tissue? That is found out on corpses that are floating in the bog. Looting them will likely give you what you need. Of course, the catch is that out in the bog you will likely be attacked by corpses, so be sure to clear out any enemies after looting. Once you have five pieces of flesh you can turn this in. Note that you will likely get the "Artifact Requisition in the Mire" quest after turning this in. S I D E Q U E S T S ��������������������� Lost Souls ���������� Quest Giver: War Table Requirement: Venture to the Hinterlands once. Reward: 1,025 Experience, 400 Influence, 3 Power While we will do this main quest, it is ideal to go ahead and head towards the nearby town of Fisher's End. In the houses around this area (including up to the northwest) you can find several codex's, including [BEFORE ANDRASTIANISM: FORGOTTEN FAITHS], [BOTTLES OF THEDSAS] (this is an updated codex entry and hidden in the northwest house by the bed), and the "Place" codex [RIVAIN] (down in the village). You can also find "The Light of Andastre" landmark nearby. Corpses will likely come greet you here. Lovely. Take some time to explore the bog and get used to the corpses. Many of them are ranged, so you will want your warriors to set up defenses and close in quickly. They are also ice-resistant, so Solus is likely a poor option here. Consider knocking them down and/or stunning and sleeping them. Head to the central landmass to the southeast to find a beacon. You can energize this for the "Beacons in the Dark" quest, which you should do now. After that, stock up if you have to and press further south to the second beacon of that quest chain. Once you reach that point, it is a short journey south again to the unclaimed camp, which should be your next objective. From there we can regroup as we claim the "Old Thoroughfare Camp". From here it is wise to mop up ever side quest you have. Rifts, beacons, and anything else you get along the way. We will really need the level (or levels) that come. Plus, this main quest is the last thing on the map. Once you are ready, head south and you'll come to a castle in the distance. Here you will have dozens of undead pop up. Your party encourages you to run, which is honestly the smart thing to do. If you are capable though, you can put everything here to the sword. Fire AoE attacks (Earthshaking Strike) are godly here. Despite the "They are endless!" screams from your companions, these undead are indeed limited. Watch any range fighter's back as more come up and kill until you are content. Only do this if you are comfortable fighting them, but feel free to use up as many health potions as you wish... Once you enter the castle, kill the Avvar and go up the ramp. You will find a [CHEST x2] up here as well as a potion cache (the reason we could use so many potions earlier). Hit the gate lever to open the way forward. You'll have to battle a few Avvar warriors, but soon you'll be in a ruined keep where the leader, the "Hand of Korth" will face you. �������������������������������������������������������������������������������� BOSS: Hand of Korth Level 9 ________________________________________________________________________________ Health: 9867 Defense: 46 Electricity Vulnerability Immunity: All Disabling Effects Immunity: paralyzed Guard Immunity: Slowed, Stunned, Taunted Rampage The Avvar leader is not alone. In the middle of the area will be a Defender unit while up the steps in the very back are three archers. Let Cassandra challenge the "Hand" to keep him busy. From there, either stun or run by the defender and take out the three archers first. The last thing we need is them raining fire from their advantageous position. This is where your archers should be, once it is clear. After that, take out the defender and focus on the leader. Ranged units should have no problem providing support as there are no reinforcements after you take out his allies. The Hand of Korth is a two-handed fighter, and as such he has large, sweeping blows that will hit any melee fighters. He can also re-apply his armor in the middle of the fight and will occasionally (and stupidly) stand and cheer at times. With him challenged, he will focus solely on Cassandra, which lets you lay down AoE traps and effects to great effect. If you are melee, keep your guard up and/or use your excellent Block and Slash ability to avoid damage and hurt him as well. Ranged characters have it easy here as long as they tank can stay up-right. Once you fall this beast of a man, claim his treasure (likely a two-handed rare weapon) and his cell key. Your allies are close by. Open the door and let them out, gaining +200 Influence and a [CHEST]. Near the entrance is the Sky Warrior who helped us out on our first rift. Talk to him and ask him to join your efforts for the [SKY WARRIOR AGENT] and some power. Extremely good to have this barbarian on our side. Rifts in the Mire ����������������� There are two rifts to worry about here. The first can be tackled after setting up the second camp. It is similar to your last rift at the Storm Coast. Remember, the one by the waterfall? Expect normal enemies (Wraiths) at first, but on the second wave there will be a Despair Demon. If you can, light it on fire (which is tough without a fire-specialized mage). You can always thin out the lesser enemies and disrupt it, which helps. As an added bonus, an Avvar warrior will be helping us out here. Feel free to talk to him before hand to learn that at least he is honorable. He is a beast of a warrior, so no need to worry about him at all as he will help greatly. The second rift is the hardest one yet. It is to the north of the last one. Be sure to bring regen potions for everyone. The first wave isn't bad, to be honest. Wraiths and a single Despair Demon. Take them out, as you've had some practice. The second wave will be tough. Here we fact TWO Despair Demons and a Revenant. Everything here is weak to fire, so use it if you can and have everyone drink a regen potion at the first scratch. Put the fire on the Revenant as he is not likely to zoom away like the Despair Demons. Don't bother with the disrupt this time: it only effects the Revenant for about a second. Slay them all and seal the rift. With any look you got some good drops from these enemies. With that the rifts in the mire are clear. Good job! Holding the Mire ���������������� Quest Giver: Scout Harding Requirement: Enter the Fallow Mire Reward: 50 Influence and 1 Power per camp. This isn't much of a challenge as there is only one other camp in the Mire. It is located south of the second beacon area, past a small set of stone archways. Be sure to search nearby for loot and the remains of a scout. This is a good location to take on the challenges that lie to the east and further to the south. Beacons in the Dark ������������������� Quest Giver: Find a Beacon in the Fallow Mire Requirement: Enter the Fallow Mire Reward: 967 Experience, 200 Influence, 2 Power This quest is a four-part quest to light beacons on the way to the "Lost Souls" main quest. May as well do something on your long march! It also goes hand in hand with the "Beneath the Mire" quest. The first beacon is a taste of what this is about: have a mage energize the beacon and get ready to defend it. You will always have the high ground on every beacon, and there will always be an elite Lesser Terror that acts as the mini-boss. He will usually come in first, followed by corpses. This is the same set-up as every other beacon. On the first one, knock down the terror as it appears from the ramp and get ready for two sets of corpses to come up two different hills. Set traps for them and use fire if you can (Earthshaking Strike is a beautiful thing here). Take out the corpses and then the terror. Once you are done, light the veilfire nearby and examine the runes on the pillar for the "Beneath the Mire" quest, then continue on. At the second beacon, be SURE you grab the [APOSTATE WIDRIS'S JOURNAL] item laying on the ground. This gives you the "These Demons are Clever" quest, which we will want to do later. Now, here the set-up is the same as the first beacon. Defend the high ground, set traps when you can and take out the elite terror enemy. The numbers are the same as the first beacon, so take them out like before. Kill it with fire! Don't forget the "Beneath the Mire" quest! The third beacon will likely come after you play around with the last rift and Widris. It is a bit harder than the last one, but the set-up is the same. You will be facing two Terror enemies here. Have Cassandra taunt them both so you have a good chance of setting them on fire. There will be more corpse enemies coming in as long as the Terror enemies show up, so kill them as you wish and slay the Terrors to end the third round. Don't forget the "Beneath the Mire" quest! The fourth and last beacon is likely your last objective before the Lost Souls quest. It is similar to the third beacon, with two Terror enemies and ramps up to the middle area. Trap the ramps, use some regen potions and fire, and take out those enemies! It should be a good time. Once they are dead, you can bask in the knowledge that you made the path south safer. That and the +200 Influence doesn't hurt. You will also be able to complete the "Beneath the Mire" quest! Beneath the Mire ���������������� Quest Giver: Rune in Stone Beacons Requirement: Enter the Fallow Mire Reward: 512 Experience, 200 Influence, 2 Power This quest really goes hand in hand with the "Beacons in the Dark" quest. Completing it is all about remembering it is there! Do the "Beacons in the Dark" quest and every time you defend a beacon, light a torch with the Veil Fire that remains and examine the rune on the pillar. This tells a bit of story about what the crazed apostate Widris is up to. After the fourth beacon, his work will be made clear and you will get his research as a reward, which nets you the [TEARS OF THE DEAD RECIPE]. Very nice! These Demons Are Clever ����������������������� Quest Giver: Journal near Veilfire Beacon Requirement: Enter the Fallow Mire Reward: 967 Experience, 200 Influence, 2 Power This quest should be yours after reading the journal near the second beacon in the mire. Sounds like an Apostate is going mad out here. Best to deal with him now. This quest will be on hold until you finish the Rift quests, as the apostate is protected by his location. Once you do finish the rift sealing in this area, go heal up (rest!) and re-visit "The Den". From there, take the west exit out and head northeast. This leads to the "Hidden Apostate Camp", where Widris is hiding. He isn't happy to see us and will summon 4 level 12 Wraiths. He himself is a level 12 Elite Mage. Have Cassandra get his focus and Solus should barrier her up to ensure she lives. Varric and you should then focus on taking out the wraiths as fast as possible. Their ranged support can wipe us out if we don't hurry. Without the wraiths, Widris is doomed. He hits hard, but it is nothing Solus's barrier can't handle. Keep him knocked down or stunned if you can and back him into the walls here. Once you finish him (+200 Influence), be sure to loot his body for some rare gear, then open the [CHEST x2] in the area and turn on the elven ward for +40 Influence. Also note that there is a rare Dawn Lotus just to the northwest of his camp, past the log and surrounded by Blood Lotus. Cabin Fever ����������� Quest Giver: Lost Cabin Key Requirement: Enter the Fallow Mire Reward: 128 Experience, 80 Influence South of the third beacon in the area, past the Avvar Archer checkpoints you will find a cabin. A locked cabin. Being the curious sort, we MUST get in! To do that, we have to find the key. This starts a hot/cold hunt with your investigation button. The key can be found to the northeast, on the edge of the bog water. Kill whatever pops up and grab it, then back to the cabin. Just opening this nets us +80 Influence. Just because. Search the [CHEST] here, loot what you can, and claim the [WATERLOGGED DIARY] on the table. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE STORM COAST [0505] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� The Storm Coast is unlocked once you have 4 Power in the Inquisition and can be researched from the War Table. 4 Power is very easy to acquire if you spend some time in the Hinterlands doing the main quest, side quests, and closing rifts. With that power you can unlock this area. It should be noted that the Storm Coast is the first optional area you can unlock. Personnel ��������� Companions: The Iron Bull Agents: The Blades of Hessarian Crafting Materials ������������������ Common Rare Unique - Spindleweed - Black Lotus - Blood Lotus - Prophet's Laurel - Serpentstone - Summer Stone - Iron - Deep Mushroom Enemies ������� � Hessarian Blade � Hessarian Archer � Hessarian Hound � Deepstalker � Giant Spider � Giant � Dragonling � Bear � Hessarian Shield � Hessarian Leader � Mabari Codex Entries ������������� [ ] History #18 - From the Canticle of Transigurations - Found in a small cave, by a statue, south of the southern Astrarium. [ ] History #60 - The Qun - Found near beach, by the boats. [ ] Letters #1 - A Challenge! - Found on a table near the Morrin's Outlook Rift, near the sea. [ ] Letters #4 - A Grey Warden's Journal - Found while doing "Warden's of the Coast". [ ] Letters #66 - The Conversion of Hessarian - Found in the Hessarian Camp. [ ] Tales #27 - Constellation: Bellitanus - Found by doing the Astrarium. [ ] Tales #32 - Constellation: Fervenial - Found by doing the Astrarium. [ ] Tales #37 - Constellation: Servani - Found by doing the Astrarium. [ ] Tales #45 - Grey Whiskey/Ritewine/Conscription Ale - Found while doing the main quest in the area, "Wardens on the Coast". [ ] Tales #54 - Hard in Hightown: Chapter 2 - Found in the Hessarian Camp. [ ] Tales #112 - The Stone Tree - Claim "The Stone Tree" landmark. Near the sourth Astrarium. [ ] What Discpline Achieves - Along the coast near a Shard. [ ] Par Vollen: The Occupied North - In a large house at the top of a cliff, northeast of the Small Grove Camp. [ ] Journal Found on the Storm Coast - Through West Ridge towards the Rift at the Falls along the southern wall. [ ] Notes Found in a Mage's Hut - Mages hut in the Apostate's Landing [ ] Bandit Notes - In the shack during "Cleaning House" [ ] Initiation for the Blades of Hessarian - In the Hessarian Camp. [ ] A Bitter Note - In the Hessarian Camp. [ ] In the Mists: A Torn Sky - On a ridge in Small Grove that overlooks the Long River. There is a camp where there is located. [ ] The Blades of Hessarian - Between the Driftwood Margin Camp and Lyrium Falls atop a cliff in a camp. Astrariums ���������� 1. Constellation: Servani - Location: On the Great Cove. Search on top of the cliffs. - Solve Order: Start at #2, then: 1, 3, 2, 4, 3, 7, 4, 5, 6, 7, 8, 6 1 2 3 4 5 7 6 8 2. Constellation: Fervenial - Location: Morin's Outlook. On top of the cliffs by the statue. - Solve Order: Start at #7, then: 7, 5, 4, 2, 5, 1, 3, 5, 6 (Top Triangles made) 8, 11, 13, 10, 8, 5, 9, (Half of bottom made, middle upwards point made) 12, 14, 10, 9, 7, 10, 6 (Bottom finished, middle downwards point made) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 3. Constellation: Bellitanus - Location: Near The Stone Tree. Southern part of the map. - Solve Order: Start at #5, then: 7, 4, 5, 2, 1, 5, 3, 6, 5, 8, 12, 9, 5 (Making the top bows and lower diamond). 12, 11, 9, 8, 10, 12 (Finishing the middle area / letting us focus on the bottom part last). 13, 16, 12, 14, 15, 18, 17, 16, 15, 12 (Finishing out the bottom). 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Now that we have done all three Astrarium's, we can explore a cave! Yes! The cave in question is to the south, and is built into the cliff side. It is near the cliffs over-looking the sea as well, and has a dwarven statue by it. Head down and fight the spiders you find to claim two [CHESTS] that will have some rare (blue or higher) gear. Here's hoping you get something you can use! Bottles of Thedas ����������������� 1. Grey Whiskey/Ritewine/Conscription Ale "Vintage: Warden Riordan. Serve Yourself." - Found while doing a side quest in the area, "Wardens on the Coast" in the Westridge, east of the Driftwood Margin Camp. 2. Grey Whiskey/Ritewine/Conscription Ale "Vintage: Warden Anras. Bottled Whimsy" - On a ridge in Small Grove that overlooks the Long River. There is a camp where there is located. High Dragons ������������ 1. Vinsomer Landmarks ��������� 1. Morrin's Steps 2. Morrin's Outlook 3. The Stone Tree 4. Lyrium Falls 5. Daerwin's Mouth Glyphs ������ 1. At the southeastern portion of the map. There is one of Solas' Orbs here and the Lyrium Falls. Light a Veilfire Torch and go north toward the exit, hugging the right wall to illuminate the green glyph, the schematic for [LIGHTNING RUNE]. Oculara and Shards ������������������ West of Storm's Solitude 1. To the left, on the mountains. 2. Down on the beach. 3. Across from the beach (between the two rock on the left, in the distance). Near Morrin's Outlook 4. To the right, in the valley. 5. Below number 1, down on the beach. 6. To the right of number 2, on the cliff-side of the peninsula. Near Lyrium Falls 7. To the left of the trees in the distance, on the ground. 8. Between the second and third tree, up in the distance. 9. To the right, on some of the rocks nearby. Near Small Grove Camp 10. Underneath a fallen tree near the camp. 11. On the hill south of the camp. 12. Westridge up on the hill, east of the Driftwood Margin Camp. 13. North of the Driftwood Margin Camp on the beach near a washed up tree. Logging Stands �������������� 1. West of the Driftwood Margin Camp 2. South of the Hessarian Camp, literally on the other side of the southern wall Quarries �������� 1. North of Lyrium Falls entrance. (Stick to mountain on the right) R E Q U I S I T I O N S ����������������������� Iron Survey on the Coast ������������������������ The iron is likely no big deal to you, but Serpentstone is the new thing here. You can find it right outside of camp, actually, to the south and again on a rock on your way west to the coast. Just two examples of close locations. It is not as common as iron, but can be found while exploring. Serpentstone shows up more often the further south you go. Once you do complete this quest, +1 Power is yours. You will also get the "Antivenom Requisition on the Coast" quest after you complete this one. NOTE: This quest can be repeated, provided you have the resources. An easy source of power. Antivenom Requisition on the Coast ���������������������������������� Elfroot is likely no big deal to you, but Spider Glands can be. They are of course gotten off of Giant Spider corpses, which you are likely to find in the caves on Storm Coast. These aren't guaranteed drops, but you can find five of them by the time you finish this area for sure. You can also find a TON of spiders near Lyrium Falls, in the south of the map (they show up after clearing out the rift in this area, which you should be level 8+ before trying). NOTE: This quest can be repeated, provided you have the resources. An easy source of power. S I D E Q U E S T S ��������������������� Wardens of the Coast �������������������� Quest Giver: War Table Requirement: Arrive at the Storm Coast Reward: 177 Experience, 80 Influence, 1 Power This is the main quest of this area (and the reason we came here), but it should be noted that the side-quests "Cleaning House", "Rifts of the Coast", and "Holding the Storm Coast" all appear once we first arrive in the area. Talking to the Requisition Officer will add "Iron Survey on the Coast" to that list as well. We recommend doing the "Cleaning House" quest first, as well as the "Rifts of the Coast" quest and even pursue the Astrariums before doing this. All of those things are nearby, whereas the warden clues are to the south. Plus you will likely gain a level or two. Once you are ready, head south for the top two warden markers. They are near the southern astrarium. It should be noted you are looking for stacks of papers here. One is on a trail by a tree and a second is by a tent. Very hard to miss. Further to the south are the other two (near Westridge). The third you can find inside a building on a cliff. More notes. There is a [CHEST] nearby as well as a hidden [GREY WHISKEY/RITEWINE/CONSCRIPTION ALE] bottle inside the house. The final notes are just to the southwest. Near a small campfire. It seems that the wardens have moved on, after talking a fisherman out of joining. We won't be talking to them on the Storm Coast... Cleaning House �������������� Quest Giver: Scout Harding Requirement: Enter the Storm Coast Reward: 177 Experience, 80 Influence, 1 Power Scout Harden will bring this quest to your attention as soon as you enter the Storm Coast. Soliders went to go talk to some bandits... not very smart. Head south to the objective point and up the cliffs. A small path takes you to a higher opening. You will likely encounter a bear or Hessarian foes along the way. At the top is a house. Kill the foes here (on harder difficulties you can put an archer on the roof for the damage bonus) and loot the house fora [CHEST] and two pots. The next house is shut, but contains the corpses of the soldiers. As we suspected. However, there is a map and a note here. Read them to get the [MERCY'S CREST RECIPE] and get an optional objective to this quest: OPTIONAL: Requisition Mercy's Crest to challenge the Bandit Leader. This optional objective requires some crafting though. You need to get two Serpentstones (not too hard) and one Deepstalker Hide. You can find some Deepstalkers in the dungeons to the far left and right sides of the coast by going into the two dungeons (there are a number of chests in there too, but not many enemies: just some Deepstalkers and Spiders, both of which aren't threats to you). Once you have the items, visit the camp and forge (and equip!) the item. You can now peacefully visit the Hessarian camp to the south. Go ahead and enter and talk to the leader. This will start a fight no matter what you say. Naturally. NOTE: You can actually get the same rewards AFTER beating the Hessarian Leader, despite not having the crest equipped. You MUST have it at least crafted though, otherwise you will face the same fight below with the leader's men thrown in as well. You also face missing the agent here, so be sure to craft that accessory! Time for a fight! This isn't a particularly tough battle. You'll face the Hessarian Leader and two Hessarian Hounds. These are Elite foes, however. Have your tank challenge and Solus freeze the leader so you can shatter him. Traps and area of effect skills can be put in the central area, as the hounds will move through there quite a bit. Earthshaking Strike's upgrade is lovely here as well. Focus down a target as they get close to death and keep barrier effects going. An archer with Full Draw can help a ton here too. Keep at it and you'll take him out. Afterwards enjoy the +330 Influence and talk to the Hessarian Soldier that comes to speak to you. He'll claim to serve you now, which nets you +1 Power and the [HESSARIAN AGENT]. Very nice! See, it is worth making the charm! Inspect the house here for the [HARD IN HIGHTOWN: CHAPTER 2] book as well as [THE CONVERSION OF HESSARIAN] note. There's a [CHEST] as well. There are some notes to read outside as well, but we are done with this quest. NOTE: You will now randomly see soldiers out patrolling. They are no longer hostile, and will in fact fight against the beasts and enemies in the area, which helps us out. Thanks, Hessarian Swords! Rifts of the Coast ������������������ Reward: 1 Power per Rift It is recommended to do "Cleaning House" before you do this. There are only two rifts on the coast. The first one is west of the Hessarian Camp, down on the beach. There is a special event on the way though: you will see a Giant fighting a Dragon. Now, we can join in this fight, but the Dragon will actually fly off, leaving us with the giant. The giant's attacks are powerful, and should be avoided by anyone who isn't the tank! It will slam its fists down as well as pick up boulders to throw. During the start of the fight, it will also jump at party members and land powerfully. Aim for his legs and lay what traps you can. Ranged fighters excel here, but warriors need to watch his attacks extra carefully and attack his flank. Once his legs lose half their health, he will kneel down in pain. This is the time to put up your AoE attacks and hit him hard. He stays like this for several seconds, but will get up soon. He relaxs the jumping attacks from here, but can still pack a punch so stay on him to fell him for good. Once he is down you can (safely) access the rift beyond him. Normal rift demons come out of here. Take them out and disrupt when you can, then get ready for the second wave. Close the rift once you drive the demons back. The second rift is located out at Morrin's Outlook. Head over there and explore the area if you haven't already. You'll be treated with dragonlings you can actually kill, which is fun. The rift is at the dock, below the point, and is nothing you haven't faced before. The big challenge here is the Rage Demon that comes out in the second wave, so be ready for him and try to clear out his allies so you can disrupt him and take him out easier. Seal the rife once he is dead. Rift at the Falls ����������������� Reward: 1 Power This quest appears after you close the other rifts. This rift is located near Lyrium Falls, which is up Long River. It is a Level 12 Rift, meaning you should stay away until you are 8 or higher (on normal, at least), and have a full potion stock. Once you do decide to take it, head into the cave and head to the back. This place is pretty neat. At the back is the rift. Regular Wraith will compose the first wave, ready to send a salvo of shots at you. Barrier up and charge. Take them out and get ready for the much harder second wave, which is even more Wraiths and a Despair Demon. Note there is a rock pillar to the left you can use to to draw the demon behind. Divide and conquer. Or let Cassandra handle the aggro while you thin out the Wraith numbers. That will let you disrupt the demon to take it out quicker. Once you are done, close the rift. Be sure to get the Chest and Landmark nearby and use the Ocalarum. Holding the Storm Coast ����������������������� Quest Giver: Scout Harding Requirement: Enter the Storm Coast Reward: 50 Influence and 1 Power per camp This is a pretty standard "set up all your camps" quest. Nothing really challenging here. You will set these up as you head further south in your pursuit of the Grey Warden notes. One is down on a beach after leaving a short cave (the "Small Grove" camp) while the other is in a clearing even further to the south (the "Driftwood Margin" camp). Small Grove is best done after Clearing House while you are exploring. Driftwood Margin is best done after collecting the Grey Warden notes, as it is nearby. A Glowing Key ������������� Head to an abandoned house east of the Small Grove Camp and west of the Astrarium, it's about inbetween them and by itself. Check the notes and loot then attempt to open the door, it will not open. Defeated an Elite Rebel Mage west of Driftwood Margin Camp. Picked up the key and started the quest. Leads to a [CHEST] with [MIGHTY OFFENSE TONIC RECIPE]. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > FORBIDDEN OASIS [0506] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� Ah, the Forbidden Oasis. Forbidden for a reason, perhaps? Once the site of a bustling mining organization, all you will find here nowadays is sand... and plenty of it. The oasis is a welcome life-spring in an otherwise inhospitable desert, but also holds its share of secrets and of course tears in the veil. Crafting Materials ������������������ Common Rare Unique - Elfroot - Dragonthorn - Spindleweed - Wither Stalk - Blood Lotus - Paragon's Luster - Deep Mushroom - Serpentstone Enemies ������� � Hyena � Corrupted Spider � Corpse � Corpse Archer Codex Entries ������������� [ ] Letters & Notes #68 - The Marker - Claim "The Marker" landmark to the south of the Desert Camp. [ ] Letters & Notes #11 A Miner's Journal - To the left of the Desert Camp, when you run into the stone wall, in a small camp. [ ] Letters & Notes #70 - The Weight of War - Gained when claiming "The Weight of War" landmark, to the east of Desert Camp. [ ] History #79 - Worn Pillars - Gained when claiming the "Worn Pillars" landmark. [ ] Letters & Notes #61 - Spiral Mine - Found by claiming the "Spiral Mine" landmark. [ ] Letters & Notes #48 - Mysterious Book - Found while exploring the highest reaches of the area (likely while shard hunting) between the two camps. You will need to energize a walkway between two cliff-tops at one point and can find this book on the second cliff-top past the newly formed walkway. [ ] Letters & Notes #71 - Tracing from Temple Doors - Found while doing the main quest in this area, "The Temple of Pride". [ ] Oculara - Found in Solasan. Use the Veilfire then backtrack across the hall to find the Glyph. [ ] An Apostate's Message - This is a Glyph found in the Spiral Mine, you'll need to enter at the west end of the bottom layer to reach it. The place is dark with lots of braziers along the way. [ ] The Journal of Paulette Deschant - This is found in Envers Mining Camp on a crate. C O L L E C T I O N S ��������������������� Bottles of Thedas ����������������� 1. Golden Scythe 4:90 Black - On the west side at the bottom of the Spiral Mine near a Fade Rift. Glyphs ������ 1. This is found in Solasan just outside the three doors. 2. This Glyph is found in the Spiral Mine, you'll need to enter at the west end of the bottom layer to reach it. The place is dark with lots of braziers along the way. Landmarks ��������� 1. The Marker 2. Wooden Bridge 3. The Weight of War 4. Worn Pillars 5. Upper Walkways 6. Intrinsic Pool 7. Spiral Mine 8. Enver's Mining Company Mosaic Pieces ������������� Free Are Slaves 1. East of Solasan in the cave, it sits by itself. Oculara and Shards ������������������ Near the Desert Camp 1. Just left of the chain, on the cliff. 2. To the right of the central wooden structure, on the ground. 3. To the left, in the distance, under the rock bridge. 4. To the right, above the wooden bridge, in the gap in the distance. 5. To the far right, past the leaning lumber, above the nearby rock formation. Near the Worn Pillar Landmark 1. In the waterfall area in front of you. 2. To the right, near the pillar in the foreground. 3. To the left slightly, on the flat area by the tree. 4. Above the stone arch, just to the upper right on top of the rock. 5. To the right, on the flat piece of land close to you. Near the Upper Walkways 1. Under the stone arch in front of you. 2. To the lower right, just out of the water and up the slope to the right. 3. To the right, near the landmark pole. 4. To the left, admist the campsite. In Solasan, right of the Oasis Camp 1. To the lower left, above the tree in the distance. 2. To the upper right, just right of the ladder. S I D E Q U E S T S ��������������������� The Temple of Pride ������������������� This is the main quest of the area, but it is best put off until you finish up everything else you can. Once reason for this is that shards are needed to open the temple door. Five of them, in fact. Five isn't alot, especially if you have been exploring. The Oasis area has 15 in total, for example. Once you ARE ready to go on with this quest, head to the northwest tunnel from the Oasis ccamp and up through the tunnel as it leads higher up. This leads to the Upper Walkways, where you can follow the objective to the temple door. Pay the tool and enter the temple. Technically this completes the quest. It does, however, lead to three doors further on in the temple, all of which are listed below. Not that you should activate the relic down here for experience and can also light some veilfire and see a rune directly across from the brazier you light. Check the next sections for info on what comes next! The Fire Captured ����������������� NOTE: To do this quest, we need shards. A lot of them. For that reason this quest along with the Cold and Spirit doors are best saved until you explore a ton of areas and collect a ton of shards. First Door (6 Shard Door): You'll kill some corpses here. Avoid any fire mines in the room and take them out. Loot the place afterward. The big tomb here has some fire-related items in it (nothing too special), but more importantly [+4 FIRE RESISTANCE]. Permanently! Very nice! You also get 177 Experience, 80 Influence and +1 Power. Second Door (12 Shard Door): More corpses. This area is bigger with more mines though, so be careful. Take them all out and loot the place. Once again the tomb here is the big reward. It has some more fire-related items in it (again, nothing really worth noting), but more importantly [+6 FIRE RESISTANCE]. Another permanent boost! You also get 512 Experience, 200 Influence, +2 Power for opening the door. Third Door (18 Shard Door): The last door. There are more corpses here but there is also a Rage Demon. The "boss" of the area, I suppose. Take him out with all of the corpses and loot the area. The big prize is the tomb of course. Open it for fire-related items, but also some other notable items like the Superb Belt of Fire Resistance, the Master Fire Rune and [+10 FIRE RESISTANCE]. Very nice! You also get 967 Experience, 200 Influence, +2 Power for opening the door. That is all for the fire doors. Get out there and get more shards so you can open the other doors! The Cold Endured ���������������� NOTE: To do this quest, we need shards. A lot of them. For that reason this quest along with the Fire and Spirit doors are best saved until you explore a ton of areas and collect a ton of shards. First Door (6 Shard Door): You'll kill some corpses here. Avoid any ice mines in the room and take them out. Loot the place afterward. The big tomb here has some ice-related items in it (nothing too special), but more importantly [+4 COLD RESISTANCE]. Permanently! Very nice! You also get 177 Experience, 80 Influence and +1 Power. Second Door (12 Shard Door): More corpses. This area is bigger with more mines though, so be careful. Take them all out and loot the place. Once again the tomb here is the big reward. It has some more cold-related items in it (again, nothing really worth noting), but more importantly [+6 COLD RESISTANCE]. Another permanent boost! You also get 512 Experience, 200 Influence, +2 Power for opening the door. Third Door (18 Shard Door): The third and final door. This time you face a Revenant, along with a bunch of corpses of course. Take them all out while avoiding the ice mines. Shouldn't be too hard. Loot the area afterward of course. The big prize is the tomb, and contains cold-related items, a Superb Belt of Cold Resistance, and an Amulet of Power (Main Character ONLY), and a [+10 COLD RESISTANCE] boost! Lovely! You also get 967 Experience, 200 Influence, +2 Power for opening the door. That is all for the cold doors. Get out there and get more shards so you can open the other doors! The Spirit Calmed ����������������� NOTE: To do this quest, we need shards. A lot of them. For that reason this quest along with the Cold and Fire doors are best saved until you explore a ton of areas and collect a ton of shards. First Door (6 Shard Door): Corpses, Always corpses. Take them out and loot the area. The tomb is of course the big prize, with minor spirit items and [+4 SPIRIT RESISTANCE]. Can't complain about that! You also get 177 Experience, 80 Influence and +1 Power. Second Door (12 Shard Door): Even more corpses. You know the drill: take them out and loot the area. The tomb here has more minor spirit items and [+6 SPIRIT RESISTANCE]. Very nice! You also get 512 Experience, 200 Influence, +2 Power for opening the door. Third Door (18 Shard Door): Rifts in the Oasis ������������������ Our normal "Close the Rifts" quest... although the numbers here aren't normal. The quest will state there are three rifts to be closed, and that is true. This is actually an easy-to-get-to quest, and can be done early in your visit. The south rift is out in the open, by a landmark. Each wave of this rift has a Rage Demon, but shouldn't prove too much of a challenge. Take care of them. Also note that there is a special treasure nearby. It should be noted that this large southern area is all sand (we took the pain to find out... manually), but there is one hidden secret. To the southeast is a large dune. Climb up to it for the viewpoint, then look around to find a wooden structure to the southeast of you. Go break this structure for a [CHEST] in a pit (and thankfully a ladder to get back up). Enjoy your new unique weapon. Onto the other rifts. There is one to the northeast of the initial camp that you can get to easily. There is a Lesser Terror in the first wave and the third wave is three Lesser Terrors. Nothing to be feared, of course. The final rift is to the west, located in the valley and rather close to the second camp. This one is really no challenge and has only Shades and Wraiths. Since you are nearby, you may as well go get the Oasis Camp! Once you are done with these three rifts, the quest "Rifts High and Low" will show up. Depending on how you tackle the rifts, of course. Rifts High and Low ������������������ You may stumble upon this quest, depending on the order you encounter rifts in. This quest has two rifts in it: one in the south and one in the north. The south one is relatively close to the Oasis Camp, and is located west, in the tunnels. This one is a bit harder with Rage Demons and a more enclosed area (meaning ranged attackers need to watch their back more). Take it out to clear the tunnels. Note: On this first rift, be sure to visit the dead-end nearby to find a hidden [BOTTLE OF THEDAS; GOLDEN SCYTHE 4:90 BLACK] on the table. The northern rift is at the far northwest edge of the map (going further north will lead you to the world map). Head north of Enver's Mining Camp to this rift and take out the numerous Wraiths. Some are up on a rock to the northeast: a tactical position for your archers. Once you have the first wave dealt with, prepare for a Despair Demon in the second wave. He comes with numerous Wraiths that should be your first priority due to their relentless ranged attack. Once the Despair Demon falls, close up the rift and be done with this quest. Holding the Oasis ����������������� This quest is easy to do. Very easy. Still, the rifts are a bit closer. You can get this camp out of the way when going after the northern rifts. It is down in the valley, near the Oasis and aptly named the "Oasis Camp". With it under your control you will be done with this quest, as it is the only other camp in the area. Serpentstone Survey in the Oasis �������������������������������� You likely already have plenty of Serpentstone in your inventory from your time on the Storm Coast. That makes the "Paragon's Luster" the stone that you'll need. To the west of the Desert Camp (stay high!) you will run into Enver's Mining Camp. Around here you will find plenty of the stuff. You can also find it naturally while exploring the valleys and oasis area to the north. As you only need two chunks, this quest will be done in a heartbeat. You will unlock the "Mining Requisition in the Oasis" quest once you complete this one. What It's Worth ��������������� To get this quest, go unlock the Oasis Camp and then wandering around nearby (more than likely slightly to the east, up the hill) is a wandering miner. go talk to her and she'll tell you about leaving her ring in a cave nearby... a cave full of spiders. Hearing about that gives us this quest. The cave in question is actually "Par'as Cavern", and is on the northern part of the map. Still, it isn't far away and can be reached by heading northeast from the Oasis Camp, up the hill. You can find a note near a body outside the cave. Poke your head in and retreat to tempt a couple spiders to come out, so you can deal with them outside. The cave itself is absolutely packed. In fact, it isn't a bad idea to go in and draw a few more out if you wish. There are easily 6-8 more in there after all. On Normal and below, it is easy to charge in without much though (maybe a regen drink), but on higher difficulties we will need to be more strategic by drawing the spiders into a chokepoint, having a tank hold them, and then use traps and area of effects spells to cull their numbers. Once you are done, nab the [CHEST] in the middle and go down the left tunnel. It also has a [CHEST] with the [WEDDING RING] inside it, which is what the miner wanted. While you are here, check the right path for yet another [CHEST] and the middle door to start the "The Door in Par'as Cavern" quest, which we will do directly after this one. Go talk to the miner now and return the ring. As a reward, you will get a key to the door that you found. Hopefully her marriage will be alright! The Door in Par'as Cavern ������������������������� You will get this quest while doing the "What It's Worth" quest, and as a result for finishing that quest you'll get the key to the door in question! Everything just ties together so nicely! Go open the door with the key and open the [CHEST] inside for random goodies. And with that you are done. Yep, that's it! Mining Requisition in the Oasis ������������������������������� This requisition is laughable. Seriously. All they want out of you is 5 Iron and 5 Nugskins. These can be found in the tunnels, but you very likely already have these items naturally, and can likely turn the quest in as soon as you get is. A very easy quest. This will unlock the "Alloy Requisition in the Oasis" quest once you complete it. Which, honestly, is another very easy one. Alloy Requisition in the Oasis ������������������������������ This time you are tasked to get 4 Serpentstones and 4 Paragon's Luster. Again, the only challenge here is the Paragon's Luster, which is native to this area, and once again the best place for it is to the north and to the west (Oasis area and Enver's Mining Camp). Once you have four pieces you can likely turn this in to complete the quest. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > SKYHOLD [0507] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� After the destruction of Haven the group moves to this castle in the Dales. It's pretty beat up but it's massive and some repairs will make it a formidable fortress to defend against Corypheus. You can customize this area and talk to your companions, craft, purchase from more merchants, and judge prisoners all in this massive castle. Personnel: Alexius, Servis, Florianne Codex Entries ������������� [ ] The Undercroft - Undercroft: Note on the barrel [ ] The Veil - Next to Dorian. [ ] The Folly of General Not-Sheritan - Next to Dorian [ ] On the Condition of your Charges - Next to Leliana [ ] Note found in Skyhold's Rookery - Near Leliana [ ] A Fine Time to Close a Border - Near Leliana [ ] Request for Resources on the Fade - Next to Solas [ ] The Rotunda and the Fresco - Climb the ladder near Solas [ ] News from Thedas - On the Courtyard steps [ ] Fallen Chandelier - In the Throne Room before Skyhold is cured. [ ] Sera's Cabinet of Wonder Whose It Was - Outside of Sera's place in the Tavern [ ] A Letter Home - Second floor of the Quartermasters. [ ] Pamphlet: Lift Your Voices - Third floor of the Quartermasters. [ ] Hard in Hightown: Chapter Five - Tower along the southwest wall. [ ] Bride of the Maker - Statue in the Chantry Garden. North room. [ ] A Note from the Skyhold Kitchens - In the Kitchen [ ] Another Note from the Skyhold Kitchens - In the Kitchen [ ] Yet Another Note from the Kitchens - In the Kitchen [ ] Note from the Skyhold Kitchens, Again - In the Kitchen [ ] Construction Report: Request to Fight - In the throne room. [ ] How to Act Fereldan - In the Library [ ] The First Blight: Chapter Two - In the Library [ ] The Folly of General Not-Sheritan - In the Library [ ] What is Green? - In the Library [ ] The Pyramids of Par Vollen - In the Library [ ] Take Back the Sky: A Tavern Cheer - In the Tavern near the steps. [ ] Letter to an Inquisition Agent - In the Chantry Garden on a bench. S I D E Q U E S T S ��������������������� Welcome to Skyhold ������������������ Quest Giver: N/A Requirement: Enter Skyhold Reward: 50 Experience This is a simple welcome to Skyhold. Visit the War Room and the Blacksmith in the Undercroft. Inquisition Trappings ��������������������� Quest Giver: N/A Requirement: Enter Skyhold Reward: Customize Skyhold While you are finding your way around Skyhold you'll enter the Undercroft. Here you can customize the appearance of the castle to your liking. A Greener Garden ���������������� Quest Giver: N/A Requirement: Construction in Skyhold is complete Reward: Garden You may choose Chantry Garden, for more resources and gold, or the Herb Garden which allows many more herbs to be harvested. Both of these require 30 Spindle- weed, 30 Elfroot, 30 Blood Lotus, and 1 Logging Stand -- you may only choose one of these upgrades. A Better Courtyard ������������������ Quest Giver: N/A Requirement: Construction in Skyhold is complete Reward: Improved Courtyard You may choose to prepare an area for training or medical triage station. This requires 30 Elfroot, 2 Quarry, and 2 Logging Stands -- you may only choose one of these upgrades. A Superior Tower ���������������� Quest Giver: N/A Requirement: Construction in Skyhold is complete Reward: Improved Tower This upgrade requires 10 Spirit Essence, 3 Quarry, and 3 Logging Stand -- you may only choose of these upgrades. Your choices are the Templar Tower which yields the Templar Banner and shows strength and prepartion, or the Mage Tower which yields the Mage Banner and shows cunning and influence. Promoting Barris ���������������� Quest Giver: N/A Requirement: Complete Champions of the Just Reward: Barris is Knight-Commander Once the upgrades to Skyhold are complete you may sit on the throne to promote Barris to Knight-Commander. Scattered in Skyhold �������������������� Quest Giver: Man on floor near Dorian Requirement: Construction in Skyhold is complete Reward: 200 Influence per book You need to find copies of the Hard in Hightown series. Talk to the mage on same floor as Dorian to start. You can find the books in the following locations, just be aware you can leave Skyhold and most of these will respawn: - In the same area as Leliana in a corner. - On the couch of Solas' room. - Balcony of the Inquisitor's Quarters. - 3 are grouped together in the hallway to the Inquisitor's Room. - Behind Cabot in the Tavern. - 3 more in Sera's part of the Tavern. - Behind the Inquisitor's Throne. - 3 are near Vivienne on her balcony. - Cullen's Tower, climb the ladder. - Along the blockades there is a book amidst the rubble of one on the east. - High shelf in the kitchen. - Table in the secret library near the kitchen. - In Josephine's room. - In the wine cellar - Second story of the barn house where Blackwall is located. - Right of the main gate. Go in through the side door. - Next to Cole in the Tavern. - In the tower connected to the Tavern. - 3 in the third floor of the northern tower. - 3 in the Chantry room with the statue of Andraste. - Chantry Garden near the steps, on a barrel. - In the gazebo of the Chantry Garden. - In the prison. - In the Blacksmiths on a table. - 3 on the second floor of the Quartermasters. - Top floor of the Quartermasters. - Behind the tavern and infirmary is a tree, behind the tree is a book. - On the bridge out of Skyhold. J U D G M E N T ��������������� Alexius ������� - Make him harmless. A tranquil - I'm executing him myself - Imprison him - I want him researching magic - He'll serve Redcliffe's mages. Avaar Tribesman ��������������� Judge him after you complete "The Lost Souls" Drive them out of my lands. - Result: Solas -1, Iron Bull -1, Sera +1, Cole -5 Is it called a... "gibbet"? - Result: Solas -1, Iron Bull -1, Cole -1 Arm and exile him to Tevinter. - Reward: Dorian +1, Iron Bull +3, Blackwall +1, Sera +1, Cole +1, Vivienne +1, "Judgment: Movran's Arrived!" Operation Available, Gain Agent Knight-Captain Denam �������������������� Traditionally he's exiled (Requires Perk) - Result: Cassandra +5, Iron Bull +5, Blackwall +1, Sera +1, Cole +1 He dies for this. - Result: Solas +1, Cassandra +1, Iron Bull +5, Sera +5, Cole +5 Question and then jail him. - Result: Solas +1, Iron Bull +1 Let the templars judge him. - Result: Cassandra +1, Iron Bull +5, Blackwall +1, Sera +1, Cole +5, Vivienne +1 S O L A S D I A L O G U E C H O I C E S ������������������������������������������� 1. Talk to Solas in Skyhold ��������������������������� Tell me more about yourself. "I sat beside you while you slept, studying the Anchor." - Thank you. - That must have been quick. - We're not here for me. (Solas -1) - I wouldn't allow that. - Of course she did. - It got results. (Solas -1) - You didn't. - Where to? (Solas -1) - You were smart not to. - This mattered to you? - I'm glad you stayed. - This isn't how it happened. Tell me about Corypheus - I respect you. (Solas +1, Hidden) - I'll ask them, too. (Solas -1) - I'm asking you. (Solas -1, Hidden) 2. Speak to Solas after the Fade Dream �������������������������������������� Sleep well? - That was incredible. - That was... I don't know. - That was strange. 3. Follow up with Solas ����������������������� But this morning, I need to shake the dreasm from my mind. I may also need a favor. (This sequence triggers "All New, Faded for Her") - Name it. - Really? You? - Get on with it. - We'll rescue your friend. - How did you hear the cry? - You have friends? - Why didn't it want in? - Why would they summon it? - I'll help. - I can go along with it. - I'm not saving a spirit. (Solas -5) Tell me about your journeys. - Tell me about old ruins. - Tell me about spirits. - Tell me about old memories. Tell me about Corypheus. V A R I C D I A L O G U E C H O I C E S ������������������������������������������� 1. Talk to Varric after argument with Cassandra ����������������������������������������������� - Are you all right? (Varric +1) - She's calmed down. (Varric +1) - No more secrets. (Varric -1) - You knew about Corypheus. (Varric -1) - I believe you. (Varric +5) - Hawke should've joined sooner. (Varric -1) - Talk to Cassandra. - Choose a side. (Varric -1) 2. Talk to Varric in Skyhold ���������������������������� Corypheus is back... Well, shit. - What is he? - You beat him before. - It's not that bad! - We need a battle plan. - How did you find the prison? - We'll find a way to kill him. - I hope you're wrong. - Everything dies. - This isn't your fault. (Varric +1) - I think you're confused. (Varric +5) - It doesn't matter. 3. Talk to Varric after initial conversation �������������������������������������������� (Varric is writing, paying bills apparently) - I can come back later. - Fighting a losing battle? - Take a break. - I'm just like you. (Varric +1) - Make it up as you go. (Varric +1) - Just be my friend. (Varric +5) - Just do what I do. (Varric -1) - What am I to them? - What am I to you? - I can't be bigger than myself. - I'm still me, though. - Please don't sing. (Varric +1) - This is giving me a headache. (Varric -1) 4. Question Varric at Skyhold ����������������������������� I have a personal question. Tell me about red lyrium. Tell me about Corypheus. [Special.] - Cassandra wants a book. (Only if you started "Guilty Pleasures") - You sound surprised. - She's a big fan. (Varric +1) - I did say that. - Cassandra seems to like it. (Varric +5) - It can't be that bad. (Varric +1) - No wonder she was embarrased. (Varric -1) - I need it as a gift. - I have questions about Hawke. - Do you believe I'm the Herald? - That's no reason to believe. - Could be both. - You believe in Andraste? - Are those my only options? - So I have divine bad luck? - I'm not the chosen one. - I see your point. C A S S A N D R A D I A L O G U E C H O I C E S ��������������������������������������������������� 1. Talk to Cassandra in Skyhold after meeting Hawke ��������������������������������������������������� You kidnapped me! You interrogated me! What did you expect? - [Stay out of it.] (Varric -5) - Stop this fighting! (Cassandra -1) - This is funny. (Cassandra -5) - Leave me out of this. (Cassandra +1, Varric -1) - [Intervene.] (Varric +5) - Varric's not at fault. (Varric +5) - Cassandra, back off! (Cassandra -5) - Varric, you bastard. (Varric -20) - What's done is done. - That's unfair, Cassandra. (Cassandra -5, Varric +5) - We need to work together. (Varric +1) - I'm well aware. (Cassandra +5, Varric -5) - Varric's earned his place. (Cassandra -5, Varric +5) I am such a fool. - I still like you. (Romance, Cassandra +1) - Don't blame yourself. (Cassandra +5) - We're all fools, Cassandra. (Cassandra +5) - We need to do better. (Cassandra -5) - What if it had been different? (Makes the Romance option disappear) 2. Talk to Cassandra at Skyhold ������������������������������� As for what will come next... I cannot guess the Maker's plan. - We make things better. - You can't guess? - There is no plan. - I don't want the same things. - Those are admirable goals. - You're too idealistic. - You guide me. (Romance) - I obey my conscience. - I make it up as I go. - I do what must be done. - You admire me? - I hope we're friends. - Thank you. - I don't deserve that. 3. Talk to Cassandra to start "Guilty Pleasures" ������������������������������������������������ I don't know what you're talking about. - Are you embarrased? - Of course you don't. - What are you hiding? - You don't need to hide it. (Cassandra +1) - So you've read them all? - Why waste your time? (Cassandra -1) - I should read it. (Romance, Cassandra +1) - He'd be pleased. - Wouldn't dream of it? - Seriously? 4. Talk to Cassandra to give her the book ����������������������������������������� This is your doing. - I hoped you'd like it. (Cassandra +20) - None other! (Cassandra +20) - Stop pretending. (Cassandra +20) - Thank Varric. - No, thank you. - That wasn't hard, was it? 5. Talk to Cassandra after giving her the book ���������������������������������������������� So you're a romantic? - I like that you like it. (Cassandra +1) - Nothing at all. (Cassandra +1) - It's just unexpected. - You're wasting time. (Cassandra -5) 6. Talk to Cassandra to start "Unfinished Business" ��������������������������������������������������� No one is dealing with these matters. I was hoping we might, before they get worse. - Of course. - It's not our job. (Cassandra -1) - We have a lot to do. (Cassandra -5) S E R A D I A L O G U E C H O I C E S ����������������������������������������� 1. Talk to Sera in Skyhold �������������������������� Andraste, what'd I step in? - I didn't expect it, either. - If she answers, let me know. - You knew this'd be strange. - Calm down and explain. - Corypheus seems real enough. - What is your issue? - I need hope, not selfishness. (Sera -1) - Pick whatever cause you want. - Do you believe or not? - I need doubters like you. (Sera +1) - Faith may decide much of this. - Just follow orders, crazy. - That almost makes sense. - I hope there's more you want. Why did you really join me? - Seems like there's more to it. (Sera +1) - Are you really sure of that? - I don't believe you. (Sera -1) 2. Talk to Sera to start "The Verchiel March" ��������������������������������������������� Just a little thing, really. A little march-around for some of your people. It's nothing for you, right? - Resources are precious. - I'm listening. - Details first. - I'll have people take a look. - I can't do this now. - Who told you about this? - Who would I be working for? - What's in it for me? 3. Talk to Sera in the Tavern ����������������������������� I'm thinking pranks. Set a few up. Knock a few down. You in or not? - I want them at their best. - Should the Inquisitor do this? - How will that help? - Time with you sounds like fun. (Romance, Rejected if Male) - Yes, I'm in. (Sera +1) - No, grow up. (Sera -5) - You go ahead without me. Search Cullen's Desk. - I won't diminish my general. (Sera -1) - Great, so what do we do? (Sera +1) Search Josephine's door. - Can't mock my diplomat. (Sera -1) - All right, what do we do? (Sera +1) Search the Locked Box in Leliana's area. - It's the Inquisitor and Sera. (Sera -1) - Run! (Sera +1) Back at the Tavern - I should appear respectable - It's just not me. (Available if you choose not to prank)[Sera -1] - Anything to keep us inspired. (Available if you do the pranks)[Sera +1] - You don't make a lot of sense. 4. Talk to Sera again in the Tavern ����������������������������������� I've got something I want to do for you. Just come, you won't need your gear and stuff. - I'm ready for anything. (Romance) - I don't have time for games. - What are you getting me into? - They're fine, but this is odd. - This is not what I expected. - Why are we eating cookies? - I like you, but not cookies. - Once was enough. - I look forward to it. (Sera +5) - Baking sounds nice, but here? - I am laughing, but it's good. (Sera +1) - Throwing them sounds like fun! (Sera +5) - You don't need this. Nor do I. - Emmald was nice. Why hate her? - That is stupid, and immature! - I'm annoyed but also grateful. (Sera +1) - Hold on, let's calm down! (Sera +1) - I need allies, not brats! (Sera -5) - I think that's a great idea. - Once was enough. - I look forward to it. (Sera +5) 5. Talk to Sera after the rooftop conversation ���������������������������������������������� Ready to talk about yourself? - So, where'd you hate cookies? - Is that who trained you? - How'd you get to Orlais? - Where are they now? - Any memories of a real family? - Thanks for trusting me. (Sera +1) - I get why you're an odd elf. - All right. I'll drop it. - We all represent our kind. V I V I E N N E D I A L O G U E C H O I C E S ������������������������������������������������� 1. Talk to Vivienne in Skyhold ������������������������������ Are you all right, my dear? Were you hurt? You look dreadful. - I'm fine. (Vivienne +1) - I've looked worse. - We have bigger problems. - Mind your own business. (Vivienne +1) - It worked in our favor. (Vivienne -1) - Corypheus will pay for this. (Vivienne +1) - So much depends on me... - I couldn't save them all. (Vivienne +1) I R O N B U L L D I A L O G U E C H O I C E S ��������������������������������������������������� 1. Talk to Iron Bull in Skyhold ������������������������������� He doesn't talk much. - Nice to meet you. - How's it going? - [Say little.] - The Inquisitor's helping. - The Inquisitor's just a man. - [Say little.] 2. Talk to Iron Bull in Tavern with 35+ Approval ������������������������������������������������ You wanted to get drinks? - What should I call you? - "Krem" isn't too bad. - Does he ever stop? - Why pass as a man? - Are you a woman? - And the rest of your crew? - When did you know? Crazy bunch of assholes, but they're mine. - I'm impressed. - This is quite a group. - Are they any good? - How'd you get here, Skinner? - Grim, what's your story? - Where are you from, Rocky? - Why leave your clan, Dalish? - You're a healer, Stitches? 3. Talk to Iron Bull after speaking with Bulls' Chargers �������������������������������������������������������� Tell me about the chargers - Tell me about Krem. - But you hate Tevinter. - Him being her isn't an issue? - How did you start? - What about Fisher? - You must have crazy stories. - Giant-baiting? - You let it chase you? - Your group is diverse. 4. Talk to Iron Bull after slaying a Higher Dragon �������������������������������������������������� To killing a high dragon like warriors of legend! - [Drink.] (Iron Bull +5) - I'm not drinking that. - What is this? - [Drink.] (Iron Bull +5) - I'm done drinking. - What was that Qunari phrase? - Why are dragons sacred? - I'm sorry we had to kill it. - Now I feel awkward. - They're just beasts. (Iron Bull -1) - I'm really done. - [Drink.] (Iron Bull +5) - To you. (Romance, Iron Bull +1) - To good fights. (Iron Bull +1) - To bad drinks. (Iron Bull +1) - To bringing order. (Iron Bull +1) B L A C K W A L L D I A L O G U E C H O I C E S ��������������������������������������������������� 1. Talk to Blackwall in Skyhold ������������������������������� We'll be able to see Corypheus coming from miles away. - We're safe for now. - If we see him, he sees us. - And we'll be ready for him. - Thank you. (Blackwall +1) - You're taking this hard. (Blackwall -1) - You're no good to me dead. (Blackwall -1) - Yes - I'm not. - I don't know. Are Wardens being corrupted? - We need to find them. - How's your state of mind? - All, but you. (Blackwall -1) Tell me about the Wardens. - How do you kill an Archdemon? - I suppose you'd know. (Blackwall +1) - It can't be that simple. - Fine, keep your secrets. (Blackwall +1) Know much about Corypheus? - Why didn't you know? - It's odd that Corypheus lives? - Are there more like Corypheus? Thoughts on the Inquisition? 2. Talk to Blackwall in the barn �������������������������������� It's good to be part of something so important, something that could change things. - I'm glad. (Blackwall +1) - What about the Wardens? - So we have your loyalty? - Wise words. (Blackwall +1) - Isn't it obvious? (Blackwall -1) - Why follow at all? (Blackwall -1) - A generous act. - Why'd he help you? - You couldn't win on your own? (Blackwall -1) - Grand Tourney? - What happened? - It all turned out. - Not necessarily better. - Regret is useless. (Blackwall -1) C O L E D I A L O G U E C H O I C E S ����������������������������������������� 1. Talk to Cole after Champions of the Just ������������������������������������������� You should prepare. It's already getting louder. - What is? - I'm not sure what you are. - You're fine as you are. - Try to act normally. - This is hurting my head. Let's discuss templars. - What do you think of them? - Explain how templars feel. - What about red templars? Let's discuss the Inquisition. 2. Talk to Cole in Skyhold �������������������������� Tell me about your past. - You went to Adamant? - Tell me of Seeker Lambert. - Why go to the Seeker fortress? - You were at the rebellion? - Rhys was your friend? - I could find them. (Starts "Locate Rhys and Evangeline" operation) - You killed mages? - You made a mistake. (Cole +1) - You set them free. (Cole -1) - You're a murderer. (Cole +1) Talk about how you think. - It seems a sad way to be. - Explain the helping process. - You think about our friends. - What do you see in me? 3. Talk to Cole in the Tavern ����������������������������� Tin jangle as the blood spills. Pierre's wrapped body on the wagon to the Chantry. Five more minutes. My fault. - Do you hear everything? - Can you help her? (Cole +1) - What was that? - Don't harm her. (Cole -1) - [Wait and watch.] - They don't remember you? - Nice work. (Cole +1) - No, don't do that. - Just talk to her, Cole. - Apologize, Cole. - It's not your fault, healer. - She will be. (Cole +1) - This isn't about her. - Wait, what? You've done odd things. - You left plums by the windows? - You burned turnips? - You stole cheese and mint? - You're making the cats play. - Stop these activities. (Cole -5) D O R I A N D I A L O G U E C H O I C E S ��������������������������������������������� 1. Talk to Dorian in Skyhold after Champions of the Just �������������������������������������������������������� You know he died, I assume. Got us as far as the camp, and then... that was it. - That's too bad. - I'm surprised he helped. - I never liked him. (Dorian -1) - He was a good man. (Dorian +1) - He judged me too quickly. (Dorian -1) - Thanks for telling me. (Dorian +1) - I'm glad he saw the light. 2. Talk to Dorian (Human Only) ������������������������������ Perhaps he was even the one who ventured to Ostwick to establish the branch? We are talking long ago, of course. - Can we still flirt? (Romance, Dorian +1) - Nice to know. - How do you even know that? - Is that a good thing? - I don't care about that. 3. Talk to Dorian after initial conversation �������������������������������������������� Tell me about yourself. - It's obvious to me. (Romance, Dorian +1) - If you say so. - I hadn't noticed. - Don't push your luck. (Dorian -1) - "Careful breeding"? - You don't like Tevinter? - But why do you care? - Your family is angry with you? - That's enough for now. - Why not go back? Tell me about the Imperium. - Corypheus was a magister. (Requires Perk) - But it's not a story. - Is blood magic common? - What do you call it? - No templar intervention? - No one disagrees? - What about slavery? - You're saying they like it? - It's not like that here. - That's a terrible attitude. (Dorian -1) - At least they have a choice. (Dorian -1) - I suppose not. (Dorian +1) - "Treated poorly"? - Do mages truly rule there? - The Magisterium? - What are you, then? - And an altus is... - What about the Archon? - But mages do rule. - Is that true? - Is that bad? - The Imperium has a Chantry? - Is it really that different? - You have Circles? - The Black Divine? - A disagreement? - Your Divine is male? - Are you religious? - I agree with you. - The Chantry has its place. - Others might object, yes. - I'm surprised you think that. - I don't know. (Dorian +1) - You are a fool. (Dorian -5) - I agree. (Dorian -1) - Could Tevinter be an ally? - Is that smart of them? - But we're not! Tell me about Alexius. (Requires 35 Approval) - Why? - I'm sorry. (Dorian +1) - You mean you argued. - You both gave up. - Did you miss him? - I think you felt guilty. - But you followed him. 4. Talk to Dorian with 35+ Approval ����������������������������������� - I could say the same of you. (Dorian +1) - Thank you? - It's so true. (Dorian +1) - Don't flirt with me. 5. Talk to Dorian (Went to Redcliffe) ������������������������������������� I think the Venatori found out he was helping me. I think they killed him. - I'm sorry for your loss. (Dorian +5) - That's not surprising. - They'll pay. (Dorian +1) - What about yourself? - You might be idealizing him. - Follow his example. (Dorian +5) - Were you two involved? __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > CRESTWOOD [05??] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� Crestwood has seen better days... the Blight had hit Crestwood hard and caused the city to drown (leading to Crestwood and "Old Crestwood"), but the city still stands. However, now thanks to the rifts, the dead are coming forth and from the fade and terrorizing the land. Add to that the bandits taking advantage of the situation and reports of a dragon nearby and this area sorely needs someone to come and assist... Personnel ��������� Companions: None Agents: Jana Crafting Materials ������������������ Common Rare Unique - Elfroot - Obsidian - Spindleweed - Iron - Deep Mushroom - Embrium - Veridium - Stormheart - Paragon's Luster - Blood Lotus Enemies ������� � Corpse � Corpse Archer � Shade � Terror � Armored Mabari � Highwayman Archer � Highwayman Foot Soldier � Highwayman Guardsman � Highwayman Prowler � Highwayman Lieutenant � Highwayman Chief � Poison Spider � Rage Demon � Despair Demon � Lesser Shade � Deepstalker � Giant Spider � Venatori Zealot � Venatori Brute � Venatori Spellbinder � Venatori Gladiator � Wyvern Codex Entries ������������� [ ] History #44 - The First Blight: Chapter One - Located in the same building with the dam controls. Upstairs. [ ] Letters #24 - Crumpled Letter - Found inside a house in Crestwood. [ ] Places #5 - Caer Bronach - Found in the top spy-room after taking over Caer Bronach. You need to unlock the door with a rogue. [ ] Places #25 - The Anderfels - Found inside the mayor's house in Crestwood. [ ] Tales #14 - A Magister's Needs - Found in the top spy-room after taking over Caer Bronach. You need to unlock the door with a rogue. [ ] Tales #34 - Constellation: Kios - Found after duing the Kios Astrarium. [ ] Tales #38 - Constellation: Silentir - Found after duing the Silentir Astrarium. [ ] Tales #40 - Constellation: Tenebrium - Found after duing the Tenebrium Astrarium. [ ] Tales #47 - Hard In Hightown: Chapter Four - Found after taking over Caer Bronach. Up on the third floor. [ ] Tales #73 - Paragons Known and Lesser Known - Found while doing the quest "Still Waters". Bring a rogue! [ ] Tales #74 - Plants vs. Corpses - Found south of Three Trout Farm, up on the farmhouse roof (this is a direct parody of "Plants vs. Zombies", you guys MUST read this one!). C O L L E C T I O N S ��������������������� Astrariums ���������� 1. Constellation: Tenebrium - Location: South of the North Gate Camp, on the cape overlooking old Crestwood. - Solve Order: Start at #5, then: 4, 2, 6, 4, 3, 1, 5, 7, 8, 6 1. 2. 3. 4. 5. 6. 7. 8. 2. Constellation: Kios - Location: Northwest of Three Trout Camp (Up in the Hills). - Solve Order: Start at #3, then: 1, 2, 3, 4, 5, 2, 6, 5 1. 2. 3. 4. 5. 6. 3. Constellation: Silentir - Location: South of the Three Trout Camp, by Judith's House. - Solve Order: Start at #1, then: 2, 3, 4, 5, 6, 7, 4, 8, 9, 10, 11, 8, 12, 13, 14, 15, 12, 16, 2 1. 5. 2. 3. 16. 15. 12. 4. 8. 13. 14. 7. 10. 6. 9. 11. Once you have completed all three Astrarium's, the cave located in the pass between Caer Bronach and Three Trout Camp will open. Head to it and go inside, where you will find a chest with the [SUPERB BELT OF FIRE RESISTANCE]. Great for most dragon-hunting expeditions. Tally-ho! Bottles of Thedas ����������������� 1. "Bottles of Thedas" (Silent Plains Piquette) - Found inside the main Venatori Camp located to the east of the Sunstop Mountains Camp. 2. "Grey Whiskey/Ritewine/Conscriptions Ale" (Vintage: Warden Daedalam.) - Found inside one of the destroyed houses in old Crestwood. On the southern side. 3. "Bottles of Thedas" (Hirol's Lava Burst) - Found inside a house in old Crestwood, on a table. Just south of the Wraith that gives you a quest. 4. "Grey Whiskey/Ritewine/Conscriptions Ale" (Vintage: Warden Gibbins.) - Found inside one of the destroyed houses in old Crestwood. Near the western docks. 5. "Bottles of Thedas" (Antivan Sip-Sip) - Found inside the cave nearby the "Kios" Astrarium. High Dragons ������������ 1. Northern Hunter Landmarks ��������� 1. Memory of the Drowned (Northeast of Crestwood). 2. Hidden Cave (South of Crestwood). 3. Mayor's Old Home (Found in old Crestwood, after draining the lake). 4. Fisherman's Hut (South of the North Gate Camp, on the cape overlooking old Crestwood). 5. The Gallows of Caer Bronach (Near Caer Bronach, outside). 6. Wyvern Watch (southeast of Caer Bronach). 7. Pit in the Pond (North of the eastern "Map Icon" , by the dock on the lake). 8. The Guide of Falon 'Din (Northwest of Three Trout Camp, up the hill). 9. Fereldan Wyvern Statues (In the castle ruins near the Northern Hunter). 10. Lawspeaker's Assembly (West of the castle ruins near the Northern Hunter). Mosaics ������� 1. 1 Piece of the "Freed Are Slaves" set. - Found inside the "Hidden Cave", south of Crestwood, in the back by the refugees. 2. 1 Piece of the "Freed Are Slaves" set. - Found inside a door after capture Caer Bronach. 3. 1 Piece of the "Freed Are Slaves" set. - Found during the "Still Waters" quest. 4. 1 Piece of the "Freed Are Slaves" set. - Found during the "Still Waters" quest. 5. 1 Piece of the "Freed Are Slaves" set. - Found during the "Still Waters" quest. Glyphs ������ 1. Master Lightning Rune (Located south of the castle ruins you fight the Northern Hunter at. Look for a cave, light the Veil Fire, and keep your eyes on the right-hand wall.). Oculara and Shards ������������������ None. Logging Stands �������������� 1. Located Northeast of Crestwood, by a landmark and funeral pyre. Quarries �������� 1. Located west of the castle ruins near the Northern Hunter. R E Q U I S I T I O N S ����������������������� Caravan Requisition in Crestwood �������������������������������� Quest Giver: Requisition Officer Requirement: Be in Crestwood Reward: Influence, +1 Power Our first requisition quest asks for 10 Iron and 5 Plaideweave. The iron is very easy to find throughout the Hinterlands and Crestwood. Very, very common. Plaideweave less so, but it is still tier 1 and you may already have five of it from enemy drops in the Hinterlands, but you can find it in loot bags as you explore the area. Once you have these common drops, craft the item to complete the quest. Longbow Requisition in Crestwood �������������������������������� Quest Giver: Requisition Officer Requirement: Be in Crestwood Reward: Influence, +1 Power This quest asks for more iron and two Druffalo Hides. The Druffalo can be found on the eastern part of the map, past the fort, out roaming the plains and farmland. Take two of them down and then acquire the iron you need to finish this quest. Truth Requisition in Crestwood ������������������������������ Quest Giver: Requisition Officer Requirement: Be in Crestwood Reward: Influence, +1 Power Time for some propaganda! Hahaha! We covered the Druffalo already, and Embrium is a very common plant. You likely already have a ton of them already, but if you want more you can find them scattered throughout the farmlands, east of the fort. That is the most common area to find them in Crestwood. Gather up what you need and craft the item to complete this quest. S I D E Q U E S T S ��������������������� A Change of Heart ����������������� Quest Giver: None Requirement: None Reward: 80 Influence, Agent Jana NOTE: This is not a named quest in the game. While this isn't really a quest in the game, it IS important to do! From the road north of the initial camp you will come across some Wardens fighting some corpses. Kill them off and talk to the Wardens. Note the woman who runs off. After that, go talk to the woman in the house. She will express her admiration for the Wardens and wants to join them. Ask her "Why now?" and she will thne recognize you as the Inquisitor (heh). You can than convince her not to join the Wardens, which turns her into one of your agents. If you happen to have Solas with you, he can do this as well, but he isn't needed by any means. And with that you've recruited Jana into the inquisition. She will work under Leliana's forces. Still Waters ������������ Quest Giver: Scout Harding Requirement: Travel to Crestwood Reward: 2446 Experience, 500 Influence, +5 Power Besides looking for the Grey Warden, one of the main reasons we are here is due to reports of corpses walking the land. Turns out the reports are right. Follow the road from the initial camp east (doing the quest above) and then south to the village of Crestwood. Once you arrive, help the front guards drive off the Corpses and enter the town. A man inside will tell you to talk to the mayor (probably a good idea). One of the houses on the right (the far one) has the [CRUMPLED LETTER] codex inside it. There's also a house boarded up near that (again, probably smart). The house to the left has a man you should talk to to get the "The Naturalist" quest, which we'll cover later. Onto the mayor's house! It is up the hill, the highest house in the small village. Enter and talk to the mayor to see what you can do. Convince him you are here to help and he'll mention the fort (occupied by bandits... go figure) that has the dam controls. We'll have to fight our way to it, but he gives us the key we need. While you are in the house, grab [THE ANDERFELS] codex from the corner. While we are close to Crestwood, you should make time to head northeast a bit to a plaza with the "Memories of the Drowned" landmark, a Logging Stand, and a woman who will give you the "Homecoming" quest. That quest goes with this one, so we may as well be efficient! "Capturing Caer Bronach" NOTE: Capturing this keep is considered a separate quest in this area... but it is needed to do this quest. We're doing it here. The keep is to the south of Crestwood. Very hard to miss. Head to the old Marketplace Road and follow it southeast to the keep. Let's take the subtly approach here and bust the front door in... You'll be greeted warmly by two armored Mabari and archers on the roof. Take out the pups and you can either use the stairs nearby to jump over to the roof or just use the ladder. The fighting will draw down two foot soldiers, so be ready for them. Move further in to a courtyard. Ignore the ladders to the left for now and charge the stairs. A shielded guardsman is up here, but beyond him are some archers. Foot soldiers and Prowlers will join the fight as it goes on. Kill them all. At the top head left through the door to the upper area (this is where the left ladders go to). The doors here are locked, so ignore them and head through the archway ahead, going right. You can replenish potions here. Head up above and kill the two lieutenants and archers you find. Up ahead is the Highwayman Chief. He'll come at you on the narrow battlement, meaning you can have your tank easily block him off and lay down death on him. He is a two-handed warrior and functions just like the brute enemies you've seen before. Be sure to loot him once you kill him for the unique two-handed weapon [THE LAST STAND]. Once you kill him, go past him to the flag pole and raise it for the Inquisition to complete the quest "Capturing Caer Bronach". You will get 1934 Experience, 1600 Influence, and +5 Power. Note: Taking over the Fort also gives you the "Escape routes for agents in Crestwood" War Table Operation and the quest "Rift at Caer Bronach". While we are here, talk to the new castle care-taker, Charter, for the quest "High Stakes". We can sell stuff and craft stuff here too. Nearby the craft weapon station is a door. Inside of it is a [MOSIAC PIECE] you should definitely nab now. There is also a ladder leading down to a small cave area. Head down there and kill the spiders you find (including an elite spider named "Snowball") to also acquire the [HEALING MIST GRENADE RECIPE] off of Snowball's corpse. Ah, poor Snowball! This cave leads to a door by the lake, by the way. Good for some sort of secret escape! We should also explore the upper level of the keep while we are here. You can find [HARD IN HIGHTOWN: CHAPTER FOUR] up on top level laying around. Varric will be pleased! You can also talk to a guard by the flagpole for the "Weeding Out Bandits" quest, which you may as well pick up. Lastly, there is a staircase up to the spy room nearby you can unlock with a rogue. Do so and grab the [CAER BRONACH] codex and the [A MAGISTER'S NEEDS] codex. You can even chastise the spies for locking you out if you want! Ha! With all that done let's focus on the task at hand. Head through the marked door by the merchant to be led outside to the dam. At the end is a tavern you will have to load into (this is so the game doesn't have to SHOW the lake going down and can do it in the loading screen). Inside are some teenagers who we are totally catching red-handed. Heh... head upstairs really quick and grab the [THE FIRST BLIGHT: CHAPTER ONE] codex, and then go hit the dam controls for a scene. Head outside when you are done. The water has lowered. We can access a part of old Crestwood now (and you can do the "Rift at Caer Bronach" quest easily now. Head back to see a dragon come tease us with his presence. Soon, my lovely... Explore Old Crestwood for the many chests and Bottles of Thedas you can find (see our collection list). You can also get the "Burdens of Command" quest from a Wraith here and find the Mayor's Old Home. North of all of that though you can find the entrance to The Flooded Caves. That is our goal here. Take some time to do the quest "Homecoming" and search for loot and bottles in the flooded village though, by all means. Enter the caves when you are ready. We're in a cave now, but there are lanterns EVERYWHERE. Behind the platform you arrive on is a [CHEST]. Follow the path down lighting lanterns. At the big open room and can move around the sides of the area to fight some corpses in the back and find another [CHEST], then you must go down. At the bottom of the wood walkway you can once again move around the side of the area (away from the obvious tunnel) to find a third [CHEST]. Now, follow the tunnel to another wide-open area. Up ahead is a Despair Demon and some Corpses. Kill them all. Before you go down the slope nearby, check out the tunnel on the right for a [CHEST] and a pile of bodies you can examine. If you can't tell, people were LIVING here when the flood came... Take the slope down to the bottom area on the left. Down here look to the left as you go to find a door a rogue can open. Inside is the [PARAGONS KNOWN AND LESSER KNOWN] codex (great read!), and a [CHEST]. Up ahead is a Rage Demon you can kill for the "Burden of Command" quest. Easy enough. He is a bit stronger but not much... Continue forward until you come to an area with a door, an open door to the rift, and a smashable wall. Smash the wall and drop down to find [CHEST x2] in a tomb-area, as well as a [MOSIAC PIECE], then climb back up. Now, BEFORE you go tackle the rift, take the nearby door. This leads to a VERY wide-open dwarven area. Explore it to find a [MOSIAC PIECE] near the central throne area and a [CHEST] near an elven relic. Activate it and head further in, checking near the doorways for another [CHEST]. This area further in will lead to some nugs and, finally, to a ladder leading OUT of the Flooded Caves. We want to explore this. Trust us! Go ahead and exit the caves. Once you are out, climb the ladder and make your way to a door, where you can find a [CHEST] and [MOSIAC PIECE] nearby. Hit the lever to open the door. This leads to the cave on the northeast portion of the map. A shortcut! Y'know, in case you ever want to visit some flooded caves... Go ahead and head back to the doorway with the rift now. Head inside and fight the rift. Unlike most rifts, this rift will have FOUR phases before you can shut it. Still, the monsters here are weak. Wraiths and Shades, Lesser Terrors and Rage Demons. All easy to kill, so go wild and shut the rift when you can. Note that you can find the unique [AXE OF GREEN EDGES] among the loot on the rift, as well as a [CHEST] in this room along the walls. We need to go tell the mayor what happened. Head back to Crestwood now (you may as well turn in the "Burden of Command" quest while you are at it) and you'll find the mayor is gone. He left a note though. Read it to add the [LETTER OF CONFESSION] to the codex and add the "Find Crestwood Mayor" operation to the War Table. And with that done, this quest is complete. NOTE: The boarded-up house is not un-boarded. Be sure you visit it for the [CHEST] inside but also loot that gives you an [AMULET OF POWER] for the MAIN CHARACTER! What a reward! Rift Near the North Gate ������������������������ Quest Giver: Scout Harding Requirement: Travel to Crestwood Reward: 512 Experience, 200 Influence, +2 Power This rift is fairly close to your starting camp. We only have to destroy the one rift, so this will be easy. On your way up there, be sure you do the "A Change of Heart" quest above! Another recruit / agent is always welcome! After that, there is little else in your way! Once you get to the rift, kill the Corpses and Arcane Horror that come out. The second wave will feature a Rage Demon, Corpses and Wraiths. Kill them all and shut the rift to complete the quest. Rift at Caer Bronach �������������������� Quest Giver: None Requirement: Take over Caer Bronach Reward: 512 Experience, 200 Influence, +2 Power After you lower the water for the "Still Waters" quest, we can access this. Once you do that, you can find this rift in Old Crestwood. The rift WAS under water, but we can reach it now. Once you get close, kill the Corpse Archers and Wraiths you find, then wait for round two. Next up is a Rage Demon and more Corpses and Wraiths. Slaughter them all to close the rift and complete the quest. Rifts at Three Trout Farm ������������������������� Quest Giver: None Requirement: Find the Three Trout Farm Camp Reward: 512 Experience, 200 Influence, +2 Power Once you find the Three Trout Farm Camp to the east of Caer Bronach, you will get this quest. Two rifts, both to the south. One is near the camp, one is further south. The rift near the camp is easy to get to. Head there and take out the Shades and Corpses in the first wave and be ready for an Arcane Horror, Wraiths and Corpses in the second. The rift to the south is... very much down there. In fact, it is very likey that you will encounter the dragon of this zone on your way down there, which is good and we highly recommend fighting it! Check out our quest for him down below (it is titled "Northern Hunter".). Once you have access to the rift, head down there and fight the Shades that show up. The hill is a good place for an archer and their height attack bonus. The second wave will feature a Despair Demon and Wraiths. Take them all out and shut the rift to complete the quest. Holding Crestwood ����������������� Quest Giver: Scout Harding Requirement: Travel to Crestwood Reward: 100 Influence, +1 Power Only one camp! I know, right?! This is mainly due to the large landmarks in the area. For example, from the starting camp, you can find the village of Crestwood to the east. This has a fast travel point and (later) a shop, so it is a good camp substitute! Then, to the south, is Caer Bronach. This is a fort that we will take over at some point during out stay here. Another camp replacement. Even better, really, since you can craft and upgrade things here. Once you are done taking over the fort, focus on the "Still Waters" quest. It is all on the western side of the map and means we don't quite need this extra camp yet. Once that is done, head to Caer Bronach and head east, aiming for this camp. It isn't a terribly far ways away, and is easy to find. Once you settle it (the "Three Trout Farm" camp), this quest will be complete. The Naturalist �������������� Quest Giver: Gauld Requirement: None Reward: "Wyrm Hole" quest. After entering Crestwood, visit the first house on the left and talk to a man named Gauld. He'll mention his friend, Judith, who refused to come to town when the corpses started rising and wants someone to check on her (us). This quest will have to wait a bit. We recommend you carry on and complete the "Still Waters" quest first, and then at least the "Holding Crestwood" quest so you can use the second camp out east, Three Trout Camp. Once that is done, you can travel south from Three Trout Camp and find Judith's house fairly easily (be sure to check out the first farm building on the way for the [PLANTS VS. CORPSES] codex on the room and the familiar scene in the garden. BK actually did a guide for Plants vs. Zombies! So good!). Judith is alive and well in here home and as soon as you talk to her the quest will be complete. Be sure to ask her about Wyverns in the area to get the "Wyrm Hole" quest. Homecoming ���������� Quest Giver: Sister Vaughn Requirement: None Reward: Experience, Influence, Power You can find Sister Vaughn northeast of Crestwood. Go visit here after you talk to the mayor and she'll mention the bodies in the lake. You will get this quest afterwards. You can do this quest once you have followed the quest "Still Waters" to the point of draining the lake and uncovering old Crestwood. Once that has happened go ahead and spend some time exploring it. To the north you will find the "Mayor's House" landmark. We will base our body discovery from here. NOTE: There are a LOT of chests and hidden items in old Crestwood. It would be good to explore and find them while you are here. On the northeast part of town, east of the Mayor's House, you can find the first [BODIES 1/3]. They are in a house, with a chest. Now, head south of the Mayor's House and enter the first house on your left that is on the same elevation to find [BODIES 2/3]. Finally, west of the Mayor's House, in the house up the embankment, you can find [BODIES 3/3]. Once you have them all, return to Sister Vaughn to complete the quest. You can also talk to the Mayor about his house, but we can't seem to confront him about why it was so empty or any of the notes we found in the village. Capturing Caer Bronach ���������������������� Quest Giver: Exploration Requirement: None Reward: 1934 Experience, 1600 Influence, +5 Power You get this quest while doing the quest "Still Waters". Well, more precisely, you get this quest when you approach the Caer Bronach fort. A bit weird, but there you go. This quest covers taking over the fort itself, and is covered in our "Still Waters" quest (due to it being a necessity to complete the Still Waters quest), meaning having it here is redundant. Check the "Still Waters" quest if you want info on this quest. High Stakes ����������� Quest Giver: Charter Requirement: Capture Caer Bronach Reward: Unlock "Expose the Double Agent" operation. Talk to Charter (the leader) after taking over Caer Bronach to learn that a spy named Butcher hasn't reported in yet. This of course means we have a job to do. Before you do this, go get the camp out to the east. The Three Trout Camp location. Good to have that. Now, from there to the southeast is the South Road and a Highwayman Camp. Go find it and kill the bandits. Just north of these bandits, near the rocky spire, is Butcher's corpse... Read the letter he has on him and then kill the Venatori that attack. Seems SOMEONE knew he was coming with valuable information. Go report this to Charter to complete the quest and unlock the "Expose the Double Agent" operation at the War Table. Weeding Out Bandits ������������������� Quest Giver: Soldier Requirement: Capture Caer Bronach Reward: 80 Influence After taking over Caer Bronach, head to the flagpole again and talk to a soldier there. They will tell you the remains of the Highwaymen are now ambushing people on the roads, giving us this quest. Time to mop up! Head east from Caer Bronach. you can find bandits just about anywhere out here in the farmlands. They usually roam around in groups of two, but will sometimes be in groups of three. They even have a camp near the lake to the far east. Once you kill eight bandits in total, this quest will be considered complete. No talking to anyone required. There are more than eight bandits out here, so you may wind up killing even more. No biggie! Burdens of Command ������������������ Quest Giver: Wraith Requirement: Drain lake to Old Crestwood Reward: Experience, 200 Influence, +2 Power, Amulet of Power This quest is gotten after you drain the lake near old Crestwood. Do so and then while you are exploring the northern part you will run into a Wraith who is NOT hostile! You can actually talk to it and agree to help it pass on by following a command! Ha! Thankfully the command is to kill a Rage Demon in the Flooded Caves nearby. This coincides with the "Still Waters" quest though, and is done on the way to do that quest, so just do it then. We cover this in our section for "Still Waters". Once you are done, return to the Wraith to report and help it move on. Besides the power and influence rewards, it will also give you an [AMULET OF POWER] that only COLE can use. Very nice! With that the quest is done. Wyrm Hole ��������� Quest Giver: Judith Requirement: Complete "The Naturalist" Reward: 80 Influence, Warden Scout Armor Schematic The Wyverns Judith is talking about are north of the Three Trout Camp. From the camp head west a bit and then north up into the hills. You will find a Venatori Camp that you should take out, as well as an Astrarium you should solve. More on point though, there is a cave nearby that is the path we need. While in the cave, be sure to ping your search bar for a hit as you go along. You can find a [BOTTLE OF THEDAS] along the left-hand wall this way. At the end, the cave opens up to a small shallow lake area that has THREE Wyverns. Two small ones and one big one. They are level 15, and are elite mobs. Focus on one at a time to reduce their numbers, use potions as you need to, and try to debilitate them with freezing effects. Once you slaughter them, return to Judith to let her know. You'll get an influence bump but also the [WARDEN SCOUT ARMOR SCHEMATIC]. Very nice. Northern Hunter ��������������� Quest Giver: None Requirement: None Reward: See Loot table below. NOTE: This is not a named quest in the game. You can find the Northern Hunter south of the Three Trout Camp, past Judith's house. He will be chilling near some castle ruins. You can fight him there and he won't run away. It's also likely that you will encounter him on your way to do the "Rifts at Three Trout Farm" quest. Either way, we're here for you. Let's do this! �������������������������������������������������������������������������������� BOSS: Northern Hunter Level 13 ________________________________________________________________________________ Northern Hunter Health: 108496 Defense: 41 Vulnerability: Spirit Immunity: All Disabling Effects Immunity: Slowed Perceptive Greater Electricity Resistance Strategy �������� The Northern Hunter is an Electricity-based dragon, and is weak to spirit attacks. Neutral to cold and fire. Very good things for most mages. This is a rather easy fight if you've done some of the Orlais exploration content ahead of Crestwood, but as always you want to be at or near this beast's levle to stand a chance. Full potion stock, etc. The Northern Hunter has all of the normal Dragon-type moves. He'll rear his legs up and swipe at you with them (hitting whoever is nearby), as well as sweep his tail around. He is fond of jumping about to and fro and will very likley destroy some of the walls near the castle ruins you fight him at. He also whips his wings up and draws everyone in, just like all dragons do, which is an annoyance for mages and other ranged characters but is actually beneficial for warriors as they can attack during this time without worry. In place of fire, the Northern Hunter uses electricty streams for his attack. He will also shoot out electric balls. Finally, his only other note-worthy attack is to charge the sky up with electricity. This makes everyone in your party glow purple, and puts a ring around them. By itself this ring does nothing, but if you get a party member inside that ring they will take shock damage. And yes, it is cumulative, meaning everyone close together can kill you all quickly. Stay spread out during this fight, mostly due to the shock-ring move that the Northern Hunter does (and ESPECIALLY stay spread out when he does that!). Other than that, use your strongest attacks and lay into him. Take advantage of his wing-flap move and his normal attacks with your allies spread out. You can do some major damage during these times. The Norther Hunter does NOT fly away and bombard you with electric balls during the fight, so keep at him and he will soon fall. Enjoy your rewards down below! Loot: 1,934 Experience, 1600 Influence, +4 Power, In Death, Sacrifice (Medium Armor), Enhanced Guard Belt, Inquisitor Hat Schematic, Amulet of Power (Iron Bull ONLY), Superb Ring of Life-Drain, Intense Dragon Blood x6, Dragon's Tooth, Dragon Webbing x2, Dragon Scales x4, Dragon Bone __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE WESTERN APPROACH [0509] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� The Western Approach is desolate and crawling with monsters. The dunes and sand in this area make it possible to see for quite a distance into the open. The Grey Warden fortress of Adamant is found in this area, a defensive structure from the Second Blight. There's a lot of work to be done in this area and near everything doesn't want you around, it's time change that. Personnel ��������� Agents: Frederic Crafting Materials ������������������ Common Rare Unique - Elfroot - Dragonthorn - Spindleweed - Witherstalk - Blood Lotus - Ghoul's Beard - Deathroot - Lazurite - Deep Mushroom - Everite - Serpentstone - Paragon's Luster Enemies ������� � Hyena � White Claw Raider � White Claw Escort � White Claw Raider Footpad � Poison Spider � Venatori Gladiator � Venatori Spellbinder � Venatori Marksman � Venatori Zealot � Venatori Brute � Phoenix � Quillback � Varghest � Ghoul � Hurlock Alpha � Hurlock � Giant Codex Entries ������������� [ ] History #29 - Old Chantry Trail Signs - Found while doing the side quest "On the Chantry Trail". [ ] Places #7 - Coracavus - Found when doing "The Trouble with Darkspawn" quest. [ ] History #62 - The Secret Tongue of Slaves - Found in the lower prison area while doing "The Trouble with Darkspawn" quest. Search all the cells for the scroll. [ ] Tales #15 - A Missing Slave - Found when doing "The Trouble with Darkspawn" quest. Past the energized gate, in the left alcove. [ ] Tales #85 - Surviving the Western Approach - South of Echoback Fort. Search the left wall of the area (the left cliff wall, facing south) to find a corpse with this note nearby. [ ] History #46 - The First Blight: Chapter Two - Found inside a cave after clearing out the first area of poison gas (the cave is on the east edge of the poison area. C O L L E C T I O N S ��������������������� Astrariums ���������� 1. Constellation: Toth - Location: Griffon Wing Fortress - Solve Order: Start at #4, then: 5, 3, 6, 7, 3, 1, 2, 4, 3, 2 1 2 3 4 5 6 7 2. Constellation: Fenrir - Location: Prison Ruins (On the battlement, hard to miss!) - Solve Order: Start at #1, then: 3, 4, 1, 2, 4, 6, 2, 5, 6, 3 1 2 3 4 5 6 3. Constellation: Satinalis - Location: Echo Back Fort (take the cave at the bottom up to it). - Solve Order: Start at #2, then: 1, 3, 4, 5, 6, 8, 7, 6, 3, 2, 7. 1 2 3 4 5 6 7 8 After you have completed all of the astrariums, a cave will open up near Craggy Ridge Camp. Head inside and light the veil fire you find. Take it with you. At the bottom of the cave you will find a chest with the unique [MASTERWORK ENCHANTER MAIL], an elven rune to activate, and at the back wall with the veil fire out the [MASTER FIRE RUNE SCHEMATIC]. Good stuff. Once you have the armor this quest will be complete. Bottles of Thedas ����������������� 1. 2. 3. Glyphs ������ 1. 2. 3. 4. High Dragons ������������ 1. Abyssal Dragon Landmarks ��������� 1. Zhores Tower 2. Lamarr Tower 3. Griffon's Monument 4. Shimmer Stone Mine 5. The Surveyor 6. Shortcut 7. Lost Idol 8. Tesoro Tower 9. Hidden Stairway 10. The Old Well 11. The Last Step 12. Gates of Andoral 13. Gates of Toth 14. The Thing in the Dark Mosaic Pieces ������������� 1. One found in Sand Rock Mine. 2. One found at the end of On the Chantry Trail. 3. One found near "Lost Idol" landmark 4. One found near the landmark "Hidden Stairway", just to the northwest of the Craggy Ridge Camp, at the bottom of the ramp area. 5. One found near the tents in Echoback Fort. 6. One found in the cave the astrarium opens up. 7. One found in a Tevinter Camp south/southwest of Echo Back Canyon Camp 8. One Found inside a cave after clearing out the first area of poison gas (the cave is on the east edge of the poison area. 9. 10. 11. 12. 13. 14. Oculara and Shards ������������������ Just North of the Lost Spring Canyon Camp 1. Just left of the middle rock formation, up and in the distance. 2. To the right, on the right edge of the nearby rock formation, behind it. 3. To the FAR left, up on the cliff nearby, on the wooden platform. Near Lamarr Tower (North of the Nazaire's Pass Camp) 1. Just to the left, on the cliffside. 2. To the right, on the cliffs above the wooden fence. 3. To the left, above a wooden fence in the distance (below the left arm of the archway). Southwest of the Nazaire's Pass Camp 1. Just to the left, amongst the ruins. 2. To the far right, on top of the crumbling wall. 3. To the far left, on top of a rock poking out of a cliff. North of Griffon Wing Keep (must do the "Find the Source of Darkspawn" War Room objective). 1. On the keep itself, to the right. 2. Even further right, on the edge of the cliffs Southwest of Echoback Fort 1. In the ruins of the fort straight ahead (in the tower) 2. To the left, look to the right of the camp, up on the side of the cliff. 3. To the right, on the cliffs sticking out of the sand. Logging Stands �������������� 1. Northeast of the Lost Spring Camp 2. North of Oasis cave (east of Craggy Ridge Camp, in the valley) Quarries �������� 1. South of the Nazaire's Pass Camp 2. South of Echo Back Fort, in a small doorway, near an Ocularum S I D E Q U E S T S ��������������������� Rifts in the Canyon ������������������� This quest is an excellent place to start in this area. Two rifts, both of which are very close by, a good test to make sure you are READY to be in this area. Start with the south rift first. The first wave is level 11-ish Wraiths and Shades. Pretty standard stuff. A Rage Demon comes out on the second wave, so freeze and shatter him if you can and clean up. Potions are free as we pass the camp to the next rift. Up north is the second rift, in the middle of the sands. The first wave is only two enemies, believe it or not. A Rage Demon and a Terror. Not a Lesser Terror! Still, the operate the same way. The second wave will really introduce you to them as there is a Rage Demons and THREE Terrors. Try to line them up in an Earthshaking Strike or some other area of effect skill to thin them out a bit, then disrupt the rift. Mop up from there and this quest will be done. Rifts in Sand and Dust ���������������������� These rifts are based around the Craggy Ridge Camp site, which is on the western side of the map. One is north of it and one is to the south. To the south you have a fairly standard rift. Wraiths accompany one Rage Demon and one Terror. Ice and Fire help out here. The second wave pits you against one Rage Demon and three terrors, much like the Canyon rifts. With the camp nearby, heal freely. The rift to the north is a tad different, but not much. The first wave is the same demons you are used to, but the second wave has two Rage Demons and two Terrors, which balances things out a bit more. They are slow though, so get those area effects down and take them out to complete this quest. Rifts off the Pass ������������������ These rifts are to the southwest portion of the map, and this quest will activate once you get to the area or start taking them out (the game is a bit buggy about that!). There are two rifts here, one in the north and one in the south. The northern one is pretty easy. The first wave is a Terror and Rage Demon. We've seen this before, The second wave is THREE Terrors and one Rage Demon, which we've also seen before. Remember to get those Terrors lined up in fire or area effects and try to stun the second wave. The southern rift is a bit harder. It is past a wall. The first wave isn't really tough: a Rage Demon and a Despair demon, with some Wraiths but the second wave is rough. TWO Rage Demons, TWO Despair Demons and a handful of Wraiths. The real challenge here is the Despair Demon. If you have a two handed warrior, get Earthshaking Strike on one and try to keep them in it to take them out fast. Thin out the Wraiths and then disrupt the rift and mop up. With that you'll be done with this quest. NOTE: You can find a hidden [GREY WHISKEY/RITEWINE/CONSCRIPTION ALE] codex item up one of the wooden watchtowers. May as well grab it while you are here. Rifts in Echoback ����������������� Once you get to the Echo Back Canyon camp you will get this quest. Two rifts nearby we must close. Not a tall order! The one to the east has a Despair Demon and a Greater Terror (they like to scream like the Envy Demon). The second wave has two of each! Yikes. The Despair Demons are the most annoying things, so take them out fast and hard if you can. The rift to the south has a Rage Demon and some Terrors. Not too hard. The second wave has three Terrors and a single Rage Demon, which we've seen a couple of times by now. Take them all out and seal up the rift to finish this quest (which is likely your last rift in the Western Approach... good job!). Holding the Western Approach ���������������������������� This quest is going to take AWHILE to complete. Mainly because getting to the fourth and final camp is just plain time consuming. Still, three camps to find isn't too bad! Just don't prioritize this quest. The first camp you'll get to is the Craggy Ridge Camp, which is to the east, past the Silent Ruins. A good base of operations. Quests and/or exploring will eventually lead you south, down to the Nazaire's Pass Camp. Our third camp of the area. After talking and working with the researcher down there, you will be able to assault the keep up north. This isn't a "camp" really, as it doesn't count towards this quest, but it is a gigantic base of operations that will greatly benefit us. We'll need to do some operations to cross the poison pits and head further north, which requires some power. You should also make sure you take the fort and get the darkspawn quest before going north. May as well do what you can in order... While doing the quest "The Trouble with Darkspawn" you will end up heading north and making your way to the fourth and final camp: Echo Back Canyon Camp. Once you establish that camp, this quest will be done. As you can see, it all ties into other quests, so don't go out scouting and trying to set up bases ahead of time... at least not in The Western Approach. The Venatori ������������ This quest starts out with a report in the camp, secured by our scouts. Go read it to learn that there is some sort of mining operation going on nearby. "Summoning?!"... Doesn't sound good! To do this quest (which is, by the way, beyond easy), head south. A rift will be in your way, so destroy it. You'll then come to an area with two mines. The one to the south is the one we want. Head inside and read the book on the table after you kill off the numerous spiders in the area. Looks like our coming was known, and The Venatori have withdrew to Emprise Du Lion. This completes this quest. Luster Survey in the Approach ����������������������������� This is a pretty standard "go out there and get stuff" quest. We'll need Paragon's Luster (10 of it), which can be found just about anywhere. It is in high supply if you search along the canyon ridges (it was also at the Forbidden Oasis, if you've been there). The Lazurite is a bit harder, however you can find plenty of it in the mines to the south (enough to fill this order, if you get a good harvest drop). Once you have the materials, turn them in to complete the quest. You will also unlock the next one, "Lazurite Survey in the Approach". Lazurite Survey in the Approach ������������������������������� This quest is another standard "go get stuff" quest. Lazurite is the hard ingredient here, yet again, but you only need 10 of it. It is found in the caves and in the mountains in the southwest of the area (Shimmer Stone Mine). Paragon's Luster is everywhere, which is good since they want 20 of it this time. Yikes... Once you have the materials, turn it in to complete the quest. NOTE: This quest can be repeated, provided you have the resources. An easy source of power. Given the amount of materials though, it isn't advised unless you have nothing better to do. Draconology ����������� This quest can be obtained by killing and then looting White Claw Raiders. They will have messages on their corpses that start this quest. You can often find White Claw operatives to the north of the initial Lost Spring camp, after you have cleared the rift out of course. Frederic is an Orlesian Scholar who is out in this Maker-Forsaken place studying Dragons. Lovely, right? You can find him near the Nazaire's Pass Camp, which is in the southwest portion of the map. Once you find him, this quest is considered complete. NOTE: This quest has a tendency to be bugged. If you run across other items that Frederic wants on your way to him (which is likely), there is a chance you may not be able to complete this quest. This seems to pop up if you are able to complete his other quests... so for those who can't stand broken quest prompts, head to him straight-away while being as much of a pacifist as you can! Talking to Frederic leads to several other quests. See the below THREE quests to keep up with the prolific dragon researcher. Frederic's Livelihood ��������������������� White Claw Raiders have taken Frederic's supplies, leading to this quest. You can find the Raiders randomly while running across this zone, but be sure to loot them after you kill them to recover Frederic's supplies. How to Lure a Dragon �������������������� Frederic wishes to make dragon bait! Well, that sounds like a bad idea! But we'll help him of course! To make his bait, we will require some monster guts! Specifically, one Quillback Intestine and one Phoenix Tail Feather. These items of course drop from their namesakes, who can be found out in the sands. It isn't a guaranteed drop, but they are both very common. So common that you may well have these items before you even meet Frederic (see our note of warning in the "Draconology" quest). Return to Frederic with the items to complete the quest. One step closer to that dragon... Hunting Patterns ���������������� This quest is given to you after meeting Frederic and doing the "How to Lure a Dragon" quest. In it, we are asked to find signs of the dragon's hunting pattern. Four of them, to be precise. Every one of these hunting remains is to the north, and there are more than four to choose from. Which ones you choose doesn't matter, as long as you get to four of them. What we are looking for is corpses. Quillback Corpses. They are torn up good. Most of them are out in the open, although some of them are hidden near bushes and other minor obstacles. You can use your search button to ping their exact location, which you'll have to do when you are near them to get the "examine" prompt to show up. Head north and examine four of these corpses to satisfy the quest requirements, then head back and report to Frederic. This will unlock the "Sharper White Claws" quest. A Manuscript of Some Authority ������������������������������ Once you have the manuscript, deliver it to Frederic. He will be overjoyed, but cannot read it. We'll offer the Inquisition's help though, which adds a new objective to the War Table titled "Translate the Dragon Text". It costs 5 power, but is instant. Easily done! Once you have completed that quest, you can return to Frederic and show him the Manuscript. Sharper White Claws ������������������� So, the dragon will likely visit the Wastes next, huh? Frederic will notify us that the White Claw raiders have been setting traps in the area and would like us to destroy them. You may have already seen them as you were running around. There are five in total, and while the map area for this search is huge, they are all essentially in the pillar area. This is still a big area though. Note that some are on the outskirts of the pillar area (by the rocks), so do a few laps around the pillar area and slowly circle your was inward to find them all. They look like bear traps with rocks in the, and when you see them you will have the option to destroy them manually. Once you are done, a group of White Claw Raiders will show up to fight. The first group is just a couple bowmen and an escort, but soon their leader will join as well, a "White Claw Poacher Leader". Quite the name. He is an elite enemy, so he has more health than the rest of these scrubs and can't be put to sleep or made afraid. He can be taunted though, so have your tank take him and wear him down. He is a rogue / dual-wield class, so prepare to wait for him to come out of stealth at times. Still, not too hard. The Abyssal High Dragon ����������������������� BEFORE you go set the bait for this quest, note that you will be FIGHTING A FRICKIN' DRAGON at the end... so preparation is VERY important. We recommend reading the boss portion ahead to get ready for this very tough fight. Frederic is ready to lure the dragon out! To do so, you need to go around the Waste area and put the bait in the traps. This is pretty much you revisiting all of the traps in the previous quest and baiting them. Once they are all baited the fight will commence (after the dragon takes a few laps that is!). �������������������������������������������������������������������������������� BOSS: Abyssal High Dragon Level 14 ________________________________________________________________________________ Health: 124659 Defense: 44 (Head: 28) Vulnerable: Cold Immunity: All Disabling Effects Immunity: Slowed Perceptive Greater Fire Resistance Strategy �������� Oh man... As a special note, this should NOT be your first dragon fight. The dragon in the Hinterlands is a lower level and easier, so go face him down if you haven't yet. Are you ready for this? I sure hope so! The key to this fight, as I mentioned earlier, is PREPARATION! Cold vulnerability is the key here, so it's an excellent idea to have a mage equipped with an ice-element staff and even some ice skills (although that is less important). Having some spirit magic is great as well, as Barrier is absolutely indispensable. Having a reliable tank is also a MUST, as they can capture the attention of the dragon and keep it. Vanguard and some shield skills are fantastic. Blackwell is an excellent choice with his advanced defensive options as a Champion (if you have the levels and abilities that is). Also be sure to equip any fire-resistance items you may have as well as stock your potions up! As far as your main character goes, ranged and mage players will have an easier time than warriors, just due to the proximity required to attack the dragon. Unfortunately for Bkstunt (who is writing this...), he is playing a two-handed warrior. This means even more preparation is necessary. For this fight, my warrior character brought two mages and a tank. Blackwell held the Dragon's attention throughout the fight, but the mages were the main reason he (and everyone else) was kept upright. They both had ice staves as well as barrier magic (one even had the revival skill in the Spirit Magic tree). Be sure to set your tactics to have Barrier preferred. It will save your life. Warriors are forced to attack the dragon head-on, so they must be extra careful. Let's go over the dragon's attacks. First up, he will use his arms and/or legs to attack in a sweeping motion if his target is near them. These are wide sweeps and can hit multiple characters if they are close enough (one reason ranged characters have it easy). The dragon can also sweep its tail around in an even bigger range. All that being said, if you can position yourself away from where he is aiming (opposite legs / opposite end of the body) you will be safe and can keep on hurting him. The dragon will move around quite a bit during the fight, destroying pillars and re-positioning himself. When he does this you will likely see his fire based attacks. He will either shoot a fireball at his main target (meaning warrior DO NOT run in at him with your tank!) or he will spit out a stream of fire and move it back and forth. These both hurt of course and will set you on fire as well. Ouch! His last moves are a real pain. At times he will stop and flap his wings up, causing a whirlwind that draws the party in. The wind is what will hurt you here: you can actually stand near him and be OK. Warriors have it easy here as they can attack uninterrupted. This is a fantastic time to use a skill like Whirlwind. You can use it non-stop and really rack up damage. Another special warrior tip: if you are getting sucked into the wind, you can use Earthshaking Strike to get by the wind without taking any damage (although the move does NOTHING to the fire-resistant dragon). The very last move is the worst. The High Abyssal Dragon (notice how formal we are getting up in here!) will use GUARD, granting itself several thousand HP worth of armor. It will do this multiple times throughout the fight and make you eat through it to hurt it again. Keep your barriers up, have your tank on point and use your regen potions when you can get away with it. Always be ready to revive, especially your mages. Keep at this beast and don't let up and you'll be victorious. Loot: Nameless Blade, Amulet of Power (SOLAS ONLY), Superb Ring of Armor Penetration, various rare loot and crafting material. ________________________________________________________________________________ The quest isn't officially done yet. After all, we need to report back to Frederic! He will be pleased regardless of the dead dragon, and will even offer to join the Inquisition! Say yes to get [AGENT: FREDERIC]! A job well done! A Tevinter Relic Hunt ��������������������� To the west (norhtwest) of the initial Lost Springs camp is the Still Ruins. A very picturesque place, but polluted with Venatori agents. They have put up a magical barrier blocking access to the ruins. Kill the agents out front (watch out for ice runes / mines from their spellweavers!) and then take out the magical barrier with your mage. Kill the agents you find beyond the barrier and then loot the nearby [CHEST x2] in the corners of this place and read the notes. You will have this quest show up in your list at this time. What could they be looking for in the ruins? Only one way to find out! After entering the ruins you can go down a flight of stairs and find a [CHEST] to the right. Go kill the Venatori and search the left wall of this lower area for another [CHEST]. Now, go check out the rift that is... frozen? This is very peculiar. It starts the "A Strange Rift in the Ruins" quest, in fact. SOMEONE has to disable this time magic... Up the stairs to the right is another [CHEST]. You can also find a [CHEST] by going up the left path and doubling back to the third story. Now, in the back is an open doorway. There is a locked door to the right that unless you have the correct Inquisition Perk (deft hands) you won't be able to open. Head through the doorway and hand a left. Search by the door for a [CHEST], then continue on to an open chamber. Quite impressive! Now, up above is some more enemies, but one of them is an elite. Not quite a "boss", but a hardened soldier named Lucanus. Head down and beat them all up. Keep Lucanus ties up with stuns and other debilitating effects to take him out quickly (Mighty Blow is so powerful). Once he is dead, loot him to discover a Keystone (1/5). This completes our quest but also starts a new quest called "The Heart of the Still Ruins". Let's move onto it now! The Heart of the Still Ruins ���������������������������� One keystone down, four to go. Thankfully, all four Keystones are close by, in the four corners of this area. To the upper left and right are Keystone (2/5) and Keystone (3/5). To the lower left and right (up the stairs) are two rooms, each with a keystone for Keystone (4/5) and Keystone (5/5). There are also some notes to read and a [CHEST]. One of the rooms even lets you energize Veilfire, so have a mage do so and take it along with you (or have an ally take it along, which is less work on you). Once you have all the keystones, approach the central sealed chamber. It will now open up, finishing this quest. Loot the [CHEST x2] in the room and then move BEYOND the staff. The far wall has a hidden [SPIRIT RUNE SCHEMATIC] that you can see with the veil-fire. Read the note nearby for some insight and then take the staff. We will continue this area and it's remaining quest in the section down below ("A Strange Rift in the Ruins"), as you can imagine what happens once you take the staff... This staff is also a named unique piece, called [TEMPEST]. Enjoy it. Now, onto that rift... A Strange Rift in the Ruins ��������������������������� Well, time has resumed. Wonderful. Time to fight our way back to the entrance. You will encounter Shades, Lesser Terrors and Wraiths on your journey back. Be sure to clear the rooms out as well on your way to the rift... Back at the entrance you'll be pitted against the rift right away. This first wave has a Greater Terror (a stronger version of what you are used to) and a Despair demon. Use the stairs nearby as a choke-point for the Greater Terror and take him out, then focus on the Wraiths and Despair Demon. You can hang back and disrupt them easily while your allies move in. The second wave is less stressful with merely a handful of Wraiths and a single Despair Demon. Take them out and seal the rift for a whopping +400 Influence. Very nice! Don't forget to activate the Elven Artifact on your way out, located just past the rift towards the exit. With that done, our business in the ruins is complete. On the Chantry Trail �������������������� You can start (find) this quest to the west of the Silent Ruins. Head out that way and examine the rock nearby, where the "New Quest" marker is. This nets you the [OLD CHANTRY TRAIL SIGNS] codex unlock and starts the quest. We will need to follow the markers. Head north to the first one. You will see a dragon on your way, but he flies off. Still, good to know Harding isn't crazy. Near the marker up north is "Death Drink Springs". Plant a marker here to unlock an operation for the War Room (the air is poisonous, and we can't continue). Thankfully, the marker for this quest is just shy of the poison air, so examine it and you'll see the next marker is off to the south. Make your way south to the objective (there's a lot of open area here) and once you reach the third marker it will point you south again. This fourth marker is near Nazire's Pass Camp. Head there, get the marker, and head south a short way to a fifth marker (very short). This leads to the sixth marker... shoot, this trail is a long one. The sixth marker is south / slightly southwest. Head over to it to have it point you to the FINAL marker in the south. Head there to find a small camp and a cave. Nab the [CHEST] nearby, read the disturbing note, and then use one of your mage characters to break down the barrier. Technically this is the end of the quest. So you know, down in the cave you can find [CHEST x2] as well as some reading material, including a codex that is titled [THE CREATION OF A PHLACTERY]. There is also a [THE ARCHDEMON MOSIAC] piece nearby. Gather everything up and tackle another quest. Assault on Griffon Wing Keep ���������������������������� You can get this quest after you find the Nazaire's Pass Camp. Just south of there is a researcher. Talk to him and ask him about this area and himself. Explore all of the "?" dialog, and he will mention the Venatori have taken a keep nearby. That will spawn this quest. The keep in question is far to the north. Capturing it isn't too hard, truth be told. It's crazy to think you can take a keep with a party of four, but that is what we are about to do! Approach from the northeast side of the keep and kill the Venatori guard. These are regular gladiators, marksmen and other foes you've been fighting out in the sands. There is a door nearby that you can break down to get into the keep proper. You can search around if you wish, although there is plenty of time to do that once the keep is yours (for the record, there is an Elven Relic nearby up the right stairs, a [CHEST] nearby as well, and up the ladder leading to the battlements [CHEST x2] on either end of the walkway). Continue up the central steps (there is a [CHEST] to the left) and kill the foes here. Watch out for archers up high and any mages that might be around. Press on to the left (your AI companions will likely automatically go, so you should be aware) and clear out the enemies here. Once all the enemies out in this second area are dead, the gate nearby will raise up, allowing you access to the roof (WHY would they let these guys go further!?). Up on the roof are two soldiers, two marksman and an ELITE mob named Macrinus. While he is just shy of a proper boss, Macrinus is deadly. He is an elite fire mage, and will zip around when cornered, lay down multiple mines at a time and is quite powerful. Take out his assistants first and then close in on him. Knock him down and combo him if you can, and be especially careful of his mines. Note that once he is dead you can loot him for the unique [COWL OF THE OVERSEER] and an [AMULET OF POWER] (Dorian ONLY). Use the flagpole nearby to claim the keep for the Inquisition, and turn this place into a stronghold. Note that once you do claim the place, you can treat it as a base of operations for the area. Seriously, you can craft armor, weapons, upgrade potions... the place will treat you well. In addition, be sure to check out the nearby Astrarium and talk to the Knight Commander for the "This Water Tastes Funny" and "The Trouble with Darkspawn" quests. NOTE: You may be wondering about the Landmark nearby. This is obtained by approaching the keep from the south and going to the old well cave (use fire on the barrier). The landmark is "The Old Well". This Water Tastes Funny ����������������������� You can get this quest from the Knight-Commander after taking the Griffon Wing Keep. May as well help out! This quest is actually really easy. It literally consists of going to the oasis and killing a single monster. A Varghest, to be exact. The oasis is down to the south / southeast, so head down there and take this petty monster out to finish this quest. The Trouble with Darkspawn �������������������������� You can get this quest from the Knight-Commander after taking the Griffon Wing Keep. We need to stop the Darkspawn from showing up. The quest objective for this is to the north, however another poisonous gas area blocks our passage! This means it is time for another War Room Operation! Go inspect the problem to have the "Find the Source of Darkspawn" operation added to the War Room. It will cost 5 Power to accomplish, but takes up NO time. Like the other poisonous area, this will build a bridge to the north for us. Once you can cross, do so. Hit up the shard viewer if you wish and continue north. You will fight your way through plenty of Ghouls and Hyenas to the old Prison Ruins. Plenty of darkspawn up here. Climb up to the top, kill whoever awaits you, and note the Astrarium. We will now have to enter a dungeon up here to find where the Darkspawn are coming from, so inspect the nearby hole in the structure and enter Coracavus. For the record, this gives you the [CORACAVUS] codex entry. "North Prisoner Entrance" Lovely. Makes you wonder if there is an access to the Deep Roads down here. Loot the [CHEST] and push inward, killing the enemies around the corner. Head back and go down to the cell area. Down here is a dead-end, but there are enemies to kill and loot to be had! Particularly, [CHEST x3] and even some [CORPSES x3]. Just search around. Note the corpse in the room across from the stairs though. Of important note down here is the [THE SECRET TONGUE OF SLAVES] codex entry from a scroll in one of the cells. There is also some veil fire down here. Light it up and go into the cell room across from the initial stairs to find the [MASTER SPIRIT RUNE]. Head back up to the hallway now and continue. There is a ghoul in the hallway, but past him you'll find a real group of darkspawn and a giant hole in the wall! Well then! Look around for the Vandal Aria shrub (we normally don't list crafting items, but this stuff only shows up here in this zone) and then use one of your mages to energize the hole and seal it up. That should cut off the darkspawn for awhile, but the quest isn't over yet as we are tasked to find the people who were responsible in the first place. Nab the [CHEST] that was behind the gate and continue to the left. In the next big room is more aria. Nab it and check the area to the left for some notes and [CHEST x3]. One of the notes unlocks the [A MISSING SLAVE] codex. Head over the bridge and take on the Hurlock Alpha and his band (the archers by the railing are grouped close together). Once they are dead, loot the [CHEST x2] here. The door here requires the "Deft Hands" Inquisition Perk to open. Open it if you can and continue down the slope by the bridge. Kill the enemies you encounter and examine the corpse at the end of the path. We will get a key from him, along with a note. This Servis character that has been doing everything behind the scenes is now our target. Heh. About damn time. Open the nearby door and... well, that's what was causing the shaking! A level 14 Elite Giant will be facing us now. If you faced the giant at the Storm Coast, you know what to expect here: lots of wide swings and jumping around. Ranged characters will have an easy time of it, but warriors should be careful of the sweeping attacks. Gang up on the thing and it will fall soon. This area has [CHEST x3] in it around the walls, so take a quick lap and round them up. There is also a note in the middle of the area by a corpse that gives some more Servis info. Follow the marker now to get back to the Western Approach proper. We are still on Servis' tail, so we'll keep this quest up. Found the "Echo Back Canyon Camp" (which likely completes your "Holding the Western Approach" questline) and heal up. Right outside is another giant. Have fun with him and go heavy on potions if needed: the camp is right behind us. He fights just like the last giant, but also has a tendency to throw boulders at you. Servis is in a fort to the southeast, but to get there we must circle around it and enter from the northeast! Here you will face a Brute down below and Servis himself is up above with some archers. Ignore the Brute and head up to Servis. With some speed you can knock him down right away and start wailing on him. Never even give him a chance to fight if you can help it. You can have your tank block off the stairs and let everyone else wail on him for an easy victory. Servis is only an elite monster surprisingly, much like Macrinus. Even more surprising is the fact that we DO NOT kill Servis right away. Instead, we have the chance to talk to him and judge him at Skyhold (which we recommend doing). With that the quest is complete. NOTE: There are [CHEST x3] on the ramparts and down below as well as an [ARCHDEMON MOSIAC] piece nearby. Be sure to grab them all! You can also find a cave nearby that leads up to an astrarium. Before you go up it, light the nearby veil fire to see the [MASTER FROST RUNE SCHEMATIC] inside the cave! __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE EXALTED PLAINS [0510] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� The Exalted Plains are rich with conflict from the Orlesian Civil War. These lands, called "Dirthavaren" by the elves, were once host to the final battle of the elves from the Dales and the land reeks of it. This is area is fairly massive and while some places seem quaint, others are ravaged and have demonic presence. There is an underground temple in this area though it requires some work to reach it. Personnel ��������� Companions: None Agents: Ithiren (Complete "By the Grace of the Dalish") Crafting Materials ������������������ Common Rare Unique - Dragonthorn - Royal Elfroot - Witherstalk - Black Lotus - Ghoul's Beard - Rashvine Nettle - Lazurite - Obsidian - Everite Enemies ������� � Freemen Soldier � Freemen Archer � Freeman Guardsman � Shade � Rage Demon � Corpse � Arcane Horror � Black Wolf � Freeman Prowler � Lesser Shade � Corpse Archer � Venatori Zealot � Venatori Spellbinder � Venatori Gladiator � Freeman Captain � Freeman Sniper � Freeman Veteran � Freeman Infiltrator � Gurgut Codex Entries ������������� [ ] Groups #`5 - The Dalish Elves. - Talk to Olafin during the quest "A Dalish Perspective". [ ] History #11 - Dirthamen: Keeper of Secrets - Found after solving the puzzle inside "The Dead Hand". Check the quest with the same name (Dirthamen) for further in-depth help. [ ] History #13 - Elgar'nan: The All-Father - Found near Emalien in the Dalish Camp, leaning up against a crate. [ ] History #15 - Falon'Din: Friend of the Dead, Guide - Found inside the Dead Hand, just past the initial barrier, on the right. [ ] History #19 - Ghilan'nain: Mother of the Halla - Found in the Fens, northeast of the Fens Camp, near a statue of an Elk creature at the beginning of the marshy area. [ ] History #21 - June: God of Craft - Found in the Dalish Camp in the Exalted Plains. It is near Nissa. [ ] History #23 - Memorials of the Second Exalted March - Right outside the Path of Flame Camp, inspect the landmarks. [ ] History #23 - Memorials of the Second Exalted March (Updated) - Off the main road to the west of the Western Ramparts. [ ] History #37 - Sylaise: The Hearthkeeper - Found in the "Shrine to Sylaise" cave, down the river from the Dalish Camp. [ ] History #67 - Ville Montevelan - This is the village to the northeast of Fort Revasan. [ ] Letters #25 - Crumpled Missive - Found in a house south of the Riverwatch Camp. Next to a chest. [ ] Letters #55 - Old Journal - Found in the Ville Montevelan, in the ruins of a yellow house. [ ] Letters #59 - Scattered Notes - Found in the partially-hidden camp in the northeast of The Crow Fens. [ ] Maps #2 - Map of Enavurls - Found in a storeroom during the quest "Calming Victory Rise". [ ] Maps #4 - Map of Halin'sulahn - Found in the partially-hidden camp in the northeast of The Crow Fens. [ ] Maps #16 - Sketch of Enavuris River - Found on a corpse, see the quest of the same name for info. [ ] Tales #20 - Andruil's Messenger - Locate the "Andruil's Messenger" landmark northwest of the Western Ramparts [ ] Tales #48 - Hard in Hightown: Chapter Seven - Found while doing the very long "Scattered Glyphs" quest, located inside the "Lost Temple of Dirthamen". [ ] Tales #65 - Legend of the Three Sisters: Book 1 - Found in a storeroom during the quest "Calming Victory Rise". [ ] Tales #67 - Legend of the Three Sisters: Book 3 - Found in a tower during the quest "Lay Rest the Eastern Ramparts". [ ] Tales #104 - The Lost Temple of Dirthamen - Found while doing the very long "Scattered Glyphs" quest, located inside the "Lost Temple of Dirthamen". This codex has MANY updates, so be sure to reference the quest if needed. [ ] Tales #111 - The Soul Canto - Found in a storeroom during the quest "Calming Victory Rise". C O L L E C T I O N S ��������������������� Bottles of Thedas ����������������� 1. "Grey Whiskey/Ritewine/Conscription Ale" (Vintage: Warden Tontiv. Home.) - Found in a house south of the Riverwatch Camp. Hidden next to a chest. 2. "Bottles of Thedas" (Alvarado's Bathtub Boot Screech) - Found inside a tower on the northern edge of the Eastern Ramparts. Look for it in the back on the ground floor. 3. "Grey Whiskey/Ritewine/Conscription Ale" (Vintage: Warden Korenic. Notes of Fruit and Anger.). - Found in the Ville Montevelan, in the ruins of a yellow house. 4. "Bottles of Thedas" (Finale by Massad) - Found while doing the "No Word Back" quest. Search after destroying the rift. High Dragons ������������ 1. Gamordan Stormrider Landmarks ��������� 1. Guardians of the Path (Right outside the Path of Flame Camp). 2. Memorials of the Second Exalted March (Right outside the Path of Flame Camp). 3. Guardians of the Path (Number 2! Right outside the Path of Flame Camp). 4. Memorials of the Second Exalted March (Number 2! Off the main road to the west of the Western Ramparts). 5. Ruined Arches (Climb up to this landmark at the top of the arches west of the Western Ramparts). 6. Val Bellanaris (South of the Dalish Camp, it is on the way to the "From the Beyond" quest). 7. Memorials of the Second Exalted March (Number 3! North of the Western Ramparts). 8. Andruil's Messenger (Northwest of the Western Ramparts, in the valleys). 9. Fort Revasan (Find this at the fort itself). 10. Ville Montevelan (The village to the northwest of Fort Revasan). 11. Memorials of the Second Exalted March (Number 4! In the village of Ville Montevelan, to the northwest of Fort Revasan). 12. Pont Agur (North of Ville Montevelan, by the bridge). 13. Riverside Garrison (Found during the quest "No Word Back"). 14. The Dead Hand (Southeast part of The Fens) 15. Broken Dog (Found in The Crow Fens) 16. Offering to the Dread Wolf (Found in the northern part of The Crow Fens) 17. Mosaics ������� 1. 1 Piece of the "Freed Are Slaves" set. - Found while doing the very long "Scattered Glyphs" quest, located inside the "Lost Temple of Dirthamen". 2. 1 Piece of the "Freed Are Slaves" set. - Found while doing the very long "Scattered Glyphs" quest, located inside the "Lost Temple of Dirthamen". 3. 1 Piece of the "Invasion" set. - Found north of the Oculara north of the Western Ramparts. By a small campsite up in the mountains. 4. 1 Piece of the "Invasion" set. - Found near "The Dead Hand" landmark... IN THE HAND! 5. 1 Piece of the "Invasion" set. - Found inside The Dead Hand crypt, in the main room, along the left wall. 6. 1 Piece of the "Invasion" set. - Found while doing the quest "The Spoils of Desecration". 7. Oculara and Shards ������������������ South of the Western Ramparts, near the forest. 1. Directly below you, on the arches. 2. To the left, below the wolf/dog statue. 3. To the left, past the archway (by the tree branch). 4. To the right, between the branch and the cliff, in the distance. 5. Barely to the right, at the base of the tree trunk on the right. 6. To the far left, at the base of the rocky spires. North of the Western Ramparts, in the mountains. 1. Down and slightly to the right, in the house. 2. A bit northeast of the house above, on a rock. 3. To the far right, just past the tree, in the distance (below the leaves). 4. To the far left, in a tower. 5. To the left, at the base of one of the trees. On the Northern Edge of the Eastern Ramparts. 1. To the right, in the foggy distance by a tree (above the cross on the hill). 2. To the left, at the bottom of a dead tree. 3. To the left, on the side of the nearby mountain. 4. To the left of #3, perfectly to the left and off in the fog. 5. To the left of #4, again perfectly to the left. It is to the right of some stacked lumber, but off in the distance. Logging Stands �������������� 1. Locate Olafin and the Dalish outpost southwest of the Western Ramparts. Head south from him and past the arch turn left to find the stacked wood. 2. From the Dalish Camp, head north across the river and slightly northeast. You can find it by a tree. Quarries �������� 1. Northeast of the main Dalish Camp. Look north of the river. 2. In the northern part of The Crow Fens. Best done after taking care of the very large enemy nearby! R E Q U I S I T I O N S ����������������������� Lore Requisition on the Plains ������������������������������ Quest Giver: Requisition Officer Requirement: Be in The Exalted Plains Reward: For this quest we are tasked with collecting 3 Ancient Writings and 5 Orlesian Tomes. Apparently we are historians now (better than resource gathering!). The tomes can be found on the corpses of Freeman enemies. The writings can be found on Vinatori enemies, but are far rarer. Still, by doing the quests down below you will find them all in time. NOTE: This quest is buggy, and will likely reset on you if you don't hand in the exact number of requested items. This includes no reward... S I D E Q U E S T S ��������������������� Undead Ramparts to the West ��������������������������� Quest Giver: War Table Requirement: Enter the Exalted Plains Reward: 80 Influence This is our "primary quest" in this area. Sounds like something is going down to the west. Head out that way (claim the three landmarks close by) and kill the enemies you encounter (likely Freemen and even some demons... who aren't near a rift). Note the broken cart, the note, and all the fish as well! Ha! Just to the west is the Western Ramparts. You can find one of the imperial soldiers fighting a corpse here. Take out the corpse and you'll finish this quest. Lay Rest the Western Ramparts ����������������������������� Quest Giver: Corporal Rosselin Requirement: Finish "Undead Ramparts to the West", talk to the Corporal. Reward: 200 Influence, +2 Power Rosselin has an idea of where the undead are coming from. Piles of bodies in pits, to the north and south. We'll have to burn them! Head into the ramparts and take out the undead as you go. You will soon come to a path split. Head left first and you'll face an Arcane Horror. These things are somewhat similar to Despair Demons and are essentially the "Guardians" of these pits. They have a fire weakness and can teleport around, making them very annoying. All this is done while corpses attack, so try and focus on the horror, then clean up the scrubs. Nearby is the pit, which has a magical enchantment over it. Have your mage destroy it and then burn the bodies. One more pit left. Head back to the path split and go forward this time for another pitched battle with corpses and an Arcane Horror. Take them out like before, break the magical barrier and burn the bodies. Return to the path split again and sound the horn there. This prompts the soldiers to return to the ramparts, which are now full of people. Head back and report to Corporal Rosselin to finish the quest. You'll start the next quest in the chain after that. Another Side, Another Story ��������������������������� Quest Giver: Corporal Rosselin Requirement: Finish "Lay Rest the Western Ramparts", talk to the Corporal. Reward: 200 Influence, +3 Power We're off to go talk to the Marshal at Fort Revasan, which is to the north quite a ways. A good little explorative journey. On your way you'll head through some valleys and eventually see s checkpoint where you'll help some soldiers fight off Freemen. Note that there is a Freemen base nearby to th west (it has some pillars by it), do NOT go in there quite yet. Trust us! Continue north from that checkpoint and you'll have to fight off some demons with more soldiers in front of the fort proper. Fight them off and enter the fort. Just entering the fort gives you some influence and power. Here talk to the Marshal and here his woes. Let him know you cleared the Western Ramparts of the dead. You will get some new quests here, including: "Lay Rest the Eastern Ramparts", "Calming Victory Rise" and "No Word Back". You can also claim a landmark here and talk to a Sergeant Meursault nearby for the "Left to Grieve" quest. We have our work cut out for us! NOTE: There are two locked doors to the north that require the "Deft Hands" Inquisition upgrade to open. The right one has [CHEST x2] in it and the left one has [CHEST x2] as well, but one has the [SUPERB BELT OF STAGGERING] in it. Lay Rest the Eastern Ramparts ����������������������������� Quest Giver: Marshal Proulx Requirement: Find and talk to Marshal Proulx at Fort Revasan, complete "Another Side, Another Story". Reward: 512 Experience, 400 Influence, +4 Power This quest isn't quite like the Western One (That is more of the "Calming Victory Rise" quest), but instead we'll be storming the Freeman outpost just south of Fort Revasan. Everything in here is level 15 by the way, just so you know. These guys are slightly tougher than previous Freeman enemies. The front of the fort has some snipers on the battlements and some guards out front. Take them all out (pulling a sniper down with a chain is a blast). You can use the narrow area here if you wish, but its better to rush in and climb up to the snipers. Continue on through some doors and take out another group of soldiers. This place really is a mess! The guards are the biggest pain, but Mighty Blow takes them out pretty fast (alone with area damage). Continue on to the objective using the narrow pathway on the left to come to the body pit. It is guarded by a boss though! �������������������������������������������������������������������������������� BOSS: Gordian Level 15 ________________________________________________________________________________ Gordian Health: 46488 Defense: 0 Cold Resistant Immunity: Frozen Strategy �������� Hey, Bioware calls this guy a boss! Not us. He's more of an... elite soldier, but he can kill you if you aren't careful! Gordian is an ice mage, and as such his biggest, most dangerous ability is his ice mines. They are DANGEROUS, and can easily kill multiple people if they are caught in them. For this reason you should NOT have too many melee attacks fight near him, as he can lay them at his feet and wreck you if you do that. Aside from that, Gordian isn't too much of a threat. You can slow him, knock him down, burn him... he'll go down fairly fast with the right combos. Beware his ice mines and his barriers, as well as his teleportation at times, and you'll have free access to the body pit before you know it. ________________________________________________________________________________ Despite not giving us any loot, you can go up the tower nearby and at the top you'll find a [LEGEND OF THE THREE SISTERS: BOOK 3] codex entry, a pole for the [CHANTRY BANNER] item, and a [CHEST]. Go back down and burn the body pit once your mage gives you access to it for a 200 Influence, +2 Power reward. We now need to blow on the horn nearby for another 200 Influence, +2 Power reward. Kind-of weird, but we'll take it! Like the Western Ramparts, soldiers will come claim this area once you blow the horn. Easy stuff. Calming Victory Rise �������������������� Quest Giver: Marshal Proulx Requirement: Find and talk to Marshal Proulx at Fort Revasan, complete "Another Side, Another Story". Reward: 200 Influence, +2 Power This quest is much like our fight at the Western Ramparts: two body pits need to be burned. Each is guarded by an Arcane Horror. There are more corpses to fight here than down south, but we like it that way! Visit each in turn, kill the defenders, use your mage to take down the barrier and then light the body pits. Once you are done you'll have to use the horn to signal the place is once again safe. Like before, soldiers will now move in and occupy the place once you have finished. NOTE: A special note here. There is a storeroom located on the northern side of these ramparts. It has a huge door underneath the fortifications, so it easy to spot. Inside are documents that unlock some codex entries, which include [LEGEND OF THE THREE SISTERS: BOOK I], [THE SOUL CANTO] and the [MAP OF ENAVURLS]. That last one is also a quest of the same name. Be sure to nab them all. No Word Back ������������ Quest Giver: Marshal Proulx Requirement: Find and talk to Marshal Proulx at Fort Revasan, complete "Another Side, Another Story". Reward: Experience, 80 Influence All contact has been lost with the River Garrison, to the north. We have to go see what's up. Naturally. The garrison is actually a very large building that would make a fantastic base of operations. Head up there and enter from the southwest side (not much of a choice). Help the soldiers you encounter kill the demons. Turns out THAT is why they haven't been in communication... What we need to do here is go to the bottom of the garrison where you will find a crypt and a RIFT. Oh wow... take out the rift (which counts towards the "Rifts on the Battlefield" quest) and then search to the north down here for a [BOTTLES OF THEDAS]. Very nice. Head back up the ladder and blow on the war horn to hand back control to the soldiers. You will also get this garrison as a fast travel spot on the map now. Too bad there isn't a fricking shop... Left to Grieve �������������� Quest Giver: Sergeant Meursault Requirement: Find and talk to her at Fort Revasan Reward: Experience, 80 Influence Sergeant Meursault wishes us to find letters of fallen soldiers, so we can send them on to their families. Awfully nice of her. In total we have to find SEVEN letters. No small task. It is recommended you do the "Calming Victory Rise" and "Lay Rest the Eastern Ramparts" quests before you tackle this, just to make things go smoother. Since there are so many, give some guide writers a break and humor us as we number them for you. From the map there are three "northern" markers which we will call letters 1-3 (left to right), a central marker due west of Fort Revasan which will be letter 4, and then three letters to the south, which we'll call letter 5 (the northwest one), letter 6 (the northeast one) and letter 7 (the one furthest to the south). Letter 1: The unfortunate bearer of this letter is just to the northeast of the Riverwatch Camp. Just off the road you can find a cart and animal that were slaughtered. UNDERNEATH the animal is the soldier, who has the letter on him. Your party may even comment on how he died... Letter 2: This letter is found inside the Eastern Ramparts. On the northern side there is a tower and an Ocularum. Just to the south of that Ocularum is a charred corpse. Examine it to find this letter. Letter 3: To the northeast of Fort Revasan, along the roads, is another destroyed cart. These soldiers really like to die by carts it seems. The cart is off of the main road. Examine the corpse to find the letter. Letter 4: You can find this letter to the west of the "Eastern Ramparts". It is near a dead body, by a cart. Some of your inquisition troops may be nearby, just to the north. Letter 5: Head to the Western Ramparts and in the big central area with the two giant arrow launchers, find the stairs to the south. This letter is on the left side of those stairs. Letter 6: This one is south of the "Andruil's Messenger" landmark, on the road that leads up to Fort Revasan. Along the way look for a group of corpses near some sandbags. The letter is nearby, on a barrel. Letter 7: This one is a note in the Western Ramparts. It is located by the highest trebuchet, near a [CHEST]. Sketch of Enavuris River ������������������������ Quest Giver: Dead Body Requirement: None Reward: 242 Experience, 80 Influence, 207 Gold, Masterwork Scour Armor Southwest of Fort Revasan, you will find an exclamation mark begging your attention. The mark is showing you to a corpse in the area, near a rocky dead-end. Examine the corpse to get the sketch and this quest. To find the hidden location, head to the "Ancient Baths" location, which is of course southwest of the Dalish Camp. From there, head south to the river outlet and then start following the coast east. Ping your search along the way and you'll run into it. It is a patch of sand at the river's edge. Map of Enavuris ��������������� Quest Giver: Note in the storeroom at Victory Rise. Requirement: None Reward: 242 Experience, 80 Influence, 247 Gold, Cleave You can find this quest / map while doing the quest "Calming Victory Rise" fairly easily. After you take out the body pits, stop by the storeroom on the northern side of the area (easily seen by its big doors under the main fortifications) and search everything inside to find this map and this quest. The ruins to the southwest of Victory Rise have the windows from the map (these are the same ruins with the veil fire lanterns in them that gave us one of the elven glyphs from the "Scattered Glyphs" quest). Head over there and look through the window, then head north to the nearby rock formation. Ping around here with your search to find the hidden loot on top of the rock formation (and easy to get to as well!). Map of Halin'sulahn ������������������� Quest Giver: Note in the small camp in the northeast part of The Crow Fens Requirement: None Reward: 242 Experience, 80 Influence, 213 Gold, Masterwork Firm Bianca Grip, Fire Rune After you fight the Stormrider (or before, if you are doing a hit and run... but seriously, fight the Stormrider!) look for a small camp to the east / northeast. Not only does it have a great note in it, it has this map as well. Looking at it will give you this quest. To find this stash, head to the Dalish Camp and take the river east. Head to the waterfall and take the south side up. You'll find a letter here to a lover, along with a [CHEST], but to get to the stash head up the rocks and get to the top. Use your search ping to find the patch of sand up here with the stash items up above. Holding the Exalted Plains �������������������������� Quest Giver: Scout Harding Requirement: Enter the Exalted Plains Reward: 512 Experience, 100 Influence, +1 Power (Per Camp) This quest will actually take some time. Mostly because one of the camps (the northeast one) is locked behind a War Table operation. No matter though. Once you do start to quest to the north, you will unlock the Riverwatch camp on the west side of the map. The last camp is northwest of Fort Revasan. Head along the road and try to go to it. You'll encounter a collapsed tunnel, but can start a War Table operation to clear the path to Ghilan'nain's Grove. That quest also includes a fight with a bunch of pissed-off Gurgut creatures, but once you slay them all you can set up the Fens Camp and be done with this quest. Rifts in the Old Plains ����������������������� Quest Giver: War Table Requirement: Enter the Exalted Plains Reward: 512 Experience, 200 Influence, 2 Power (PER Rift) This is a pretty big quest for rifts... FOUR in total they are giving us for this quest. That's cool though, the rewards are pretty good. The rifts here are split up pretty good. The closest one is to the east, in the forest area. It's pretty easy and doesn't really contain any surprises. The first wave is a Rage Demon with some Wraiths while the second wave is the same thing but adds in some corpses. Yes, we are fighting corpses in these rifts now apparently. There is a lot of quests and exploring you can do between that rift and the others, especially since the Dalish Camp is to the south (and they have a LOT of quests). But the southern rift has more of the same: Rage Demons and Wraiths. They add in two Shades in the second wave to mix things up. The western rift is exactly the same as the southern one. No mixing things up this time. Rage Demons, Wraiths and Shades. This is the rift you should do when you are out there for the Elven Glyphs quest. Finally we have the northern rift, which is honestly the hardest one of the four. Why? Well, it starts off pretty easy with corpses and terrors, but the second wave adds in some rough stuff! An Arcane Horror AND a Revenant both make an appearance here. You've likely fought the Revenant before (from The Fallow Mire), but you may be new to the Arcane Horror. They are very similar to the Despair Demon with their vulnerability, but have a tendency to teleport away when they are in danger, making you track them down again. Take out every rift here and seal them for good to complete this quest and make the plains a much safer place. Rifts on the Battlefield ������������������������ Quest Giver: None Requirement: Complete "Calming Victory Rise", "Lay Rest the Eastern Ramparts". Reward: 512 Experience, 200 Influence, 2 Power (PER Rift, some are 967 XP) Four more rifts to take out. Go figure, right. Most of these are in the north, but one is in the south, southwest of Fort Revasan. It has Shades for the first wave and Shades and a Rage Demon for the second wave. Pretty easy stuff, honestly. Now, onto the northern ones. The closest one is in the village (the destroyed village) of Ville Motevelan. Get past the rubble and take the demons on! The first wave is a Rage and Despair demon. Not too bad. The second wave is a bit tougher with TWO Despair Demons (I hate how they move around!) and a Revenant. Take them all out to close the rift. There are a LOT of landmarks here so get them all. Also, check in the ruined yellow house for a hidden [BOTTLE OF THEDAS] while you are here. May as well! Also note that this rift gives you more experience than normal. We'll take it! The third rift is actually part of a quest called "No Word Back". It is mainly Corpses (archers, mostly), Wraiths and an Arcane Horror. Not too bad. Defeat both waves and secure the garrison afterwards. There is another [BOTTLE OF THEDAS] down here you should nab once it is safe. The final rift is to the northwest of the garrison, out on the riverbank. It is a bit harder than the last one, and features a Greater Terror/Despair duo to start with and then THREE Despair Demons and a Revenant. Yikes. After taking them out, check the tent to the north for the unique [FARSLAYER] bow. Note that this rift is the other one that gives you increased experience. And with it gone, you've saved the plains from the rift menace. Good job! Rifts in the Fens ����������������� Quest Giver: None Requirement: Complete "Ghilan'nain's Grove", set up Fens Camp. Reward: 967 Experience, 200 Influence, +2 Power (Per Rift) Three more rifts to test us. These are the last ones, I swear! The southern rift is fairly weak. Wraiths. Tons of them. Both waves. That's it! Seems impressively mild for this much experience... The two northern rifts are a bit better, with Despair Demons and Rage Demons thrown in. Both of them are really nothing you haven't see before, but before you take them on make sure you kill any of the roaming Gurgut in the area. We don't need them joining the fun. Slaughter these remaining demons and seal up the rifts. Don't go too far east when you are fighting the northern rift, either. Hehe.... A Father's Guidance ������������������� Quest Giver: Note in abandoned house. Requirement: Search the house just to the west of the Western Ramparts, and read the note left on the table. Reward: Gold, Fire Agate x3, 80 Influence A sad quest. You get this by reading a note in the abandoned (destroyed) house to the west of the Western Ramparts. A father has left items behind... but they are not likely needed anymore. We are then tasked with finding them. To the northwest, out in the open plains is where the tree in question is. It is the tree that is growing sideways out of the ground. Near the base is a box that you can loot with some gold and fire agate x3 in it. Once you retrieve the items, the quest is complete. A Dalish Perspective �������������������� Quest Giver: Olafin Requirement: Find Olafin to the southwest of the Western Rampart, talk to him. Reward: 80 Influence You can find Olafin off in a valley to the southwest of the Western Rampats. Note that when you talk to him, a group of corpses will attack you all! Help him fend them off and then talk to him to get this quest. We also get a new codex entry: [THE DALISH ELVES]. He will ask us to seek out his encampment, which is just to the west. Not very hard to get to at all, just head through the forest and press westward. These elves aren't hiding and you'll soon find them. Once you find their camp, this quest will be over. Be sure to talk to the keeper and mention the hunger sent you to report for [+1 DALISH FAVOR]. It should be noted that you can gain a number of additional quests here, including "By the Grace of the Dalish", "From the Beyond", "The Golden Halla", "A Well-Stocked Camp" and "Someone to Lose". The most important one is the Grace of the Dalish, as we will need to earn favor (like above) to gain their trust. Nothing comes easy! Now get to work! By the Grace of the Dalish �������������������������� Quest Giver: Keeper Hawen Requirement: Complete "A Dalish Perspective" Reward: 300 Influence, +3 Power, Experience, Ability to use Dalish Merchant, Agent: Ithiren To complete this quest, you must gain the Dalish's favor. Doing that means completing quests around the camp. These quests are: From the Beyond: +3 Dalish Favor The Golden Halla+: 3 Dalish Favor A Well-Stocked Camp: +1 Dalish Favor (per stock) Someone to Lose: +2 Dalish Favor Something to Prove: +3 Dalish Favor All together you need about 15 Dalish Favor to "complete" this quest. We have all the quests layed out down below, so it should be an easy thing to do (most of them are quite easy as well). The rewards are quite worth it as you get another agent AND the ability to trade with the Dalish. The trader here specializes in magic staves, but also has quite a few schematics to look through, including some masterwork items. He also has the [HIGH KEEPER ROBES], but those will cost you a pretty penny (or 15,000+ pretty pennies) and they are ELF/MAGE ONLY. Eh, if you like Solas THAT much... From the Beyond ��������������� Quest Giver: Keeper Hawen Requirement: Complete "A Dalish Perspective", offer to help at Var Bellanaris. Reward: 200 Influence, +2 Power, +3 Dalish Favor This quest is very easy. Var Bellanaris is a holy place to the Dalish, but it has been overrun with demons so volunteer to go help out. It is to the south, not too far away, and "overrun" with demons means you'll slay 2-3 Wraiths and a handful of Lesser Shades. Really, no big deal. Return to the Keeper when you are done to report you success for the rewards listed above. The Golden Halla ���������������� Quest Giver: Ithiren Requirement: Talk to Ithiren at the Dalish camp and ask about the Halla. Reward: Experience, +2 Power, +3 Dalish Favor This is another pretty easy quest. We are tasked with finding a "Golden Halla". It isn't really golden, though. Well, not fully. It is out in the plains to the south. Go out there and find it, then you will be tasked with herding it back to the Dalish. "Herding" this thing is getting behind it and driving it upwards. Not too hard. Moving left will make it go right and vice versa. It is going to run away from you no matter what. Once you get it near the camp (not IN, just near) this part will be done. Now, talk to Ithiren to get your rewards and complete this quest. A Well-Stocked Camp ������������������� Quest Giver: Nissa Requirement: Talk to Nissa at the Dalish camp and ask what troubles her. Reward: 128 Experience, 80 Influence, +1 Dalish Favor (Per Item) It appears the Dalish stores are low. Well, we're ready to win their favor, aren't we!? Read her ledger nearby to discover that they are getting low on Spindleweed, requiring 5 bushels of it. You may already have these items of course, but if not the river nearby has plenty of it. PLENTY. The worst part it that Nissa can't seem to walk 20 steps to pick the stuff up herself! Regardless, go get it and bring it back to her. You get 128 Experience, 80 Influence, +1 Dalish Favor for this (you get the same for everything you get and bring back). Next up is 10 Elfroot. You likely have this already, but if not do other quests and obtain it, then bring it back for your reward. Next up is 10 Canine Leather. Again, good chance you have this already. It drops from wolves in the area. Kill them to obtain it and bring it back for your reward. Now we have five iron. There is no way you DON'T have this unless you just straight up hate gathering things. Turn it in for your reward. Lastly we have 3 Great Bear Pelts. Now, this does NOT come from this area. Great Bears just aren't in this map. They ARE in the Emprise Du Lion map though, so save this for when you head there (or if you already have them, turn them in). Once you do that last favor, you will have completed this quest. NOTE: The [JUNE,: GOD OF THE CRAFT] codex is near Nissa, resting against the nearby supplies. There is also the [ELGAR'NAN: THE ALL-FATHER] codex by Emalien. Be sure to nab them both. Someone to Lose ��������������� Quest Giver: Emalien Requirement: Talk to Emalien at the Dalish camp and ask who (or what) Valorin is. Reward: +2 Dalish Favor Valorin is, according to the map, up north. Not too far away, really. Head up there and in his search area look for a large destroyed red house. His charred remains will be in the middle of it, amongst the rubble. Examine him and loot the [CHEST] nearby, then return to Emalien to report on her brother. Damned idiot. Being nice here to her earns you Cole's approval, but Solas and Dorian with both slightly disapprove. You will now start the "Something to Prove" quest. NOTE: The [JUNE,: GOD OF THE CRAFT] codex is near Nissa, resting against the nearby supplies. There is also the [ELGAR'NAN: THE ALL-FATHER] codex by Emalien. Be sure to nab them both. Something to Prove ������������������ Quest Giver: Emalien Requirement: Complete the quest "Someone to Lose". Reward: +3 Dalish Favor Since Valorin went and killed himself, it is up to us. To complete this quest we have to find and return "Lindiranae's Talisman", a Dalish Relic. If you wish, you can find this while doing the quest "Scattered Glyphs" below. You may as well knock out two birds with one stone. If you just want to focus on this quest though (can't blame you, that other one is LONG), follow the river southeast of the Dalish Camp. You'll come to a cave mark on the map titled "Shrine to Sylaise". Break down the barrier in here for an [ANCIENT ELVEN ROBES] and [LIDIRANAE'S TALISMAN]. With it in hand, go back and give it to Emalien for a nice jump in Dalish favor. The Spoils of Desecration ������������������������� Quest Giver: Exploration Requirement: None Reward: 256 Experience, 160 Influence NOTE: This quest isn't given to you... directly. You have to destroy the tombs at Var Bellanaris (the graveyard southwest of the Dalish Camp) to get this quest. In the northern section of the graveyard destroy the two graves on the hill near the entrance. You will spawn a Wraith by doing this with each grave, so kill them off and any shades that come. One of these two graves will have a [KEY SHAFT 1/3]. The hill across from you has no keys, but two graves with items if you want to keep killing (and you do, right!?). Head to the center area now and two more hills await us. To the left is a hill with three graves. One has another [KEY SHAFT 2/3] and two minor graves. The hill on the right has the last [KEY SHAFT 3/3] somewhere in the two graves. Next open up the door to the tomb nearby. This officially completes the quest, but let's explore inside! There are [CHEST x3] in the two rooms in here, along with plenty of Deep Mushrooms and some minor loot barrels. In the back you can find the main chest... vase... thing, which honestly has crap loot, but there is also a [MOSAIC PIECE] to the left. Once you loot the main vase you'll be attacked by two Corpses and an Arcane Horror. Kill them off and now the quest will be complete! Scattered Glyphs ���������������� Quest Giver: Exploration Requirement: None Reward: Access to "Investigate the Elven Glyphs", unlocks the "Lost Temple of Dirthamen" area. Further treasures and influence. You can get this quest from starting it. That is to say, lighting some veil fire and finding one of the four glyphs needed! To start you out (and to show how we got it), just south of Olafin (the Dalish archer southeast of the Western Ramparts; the man who gives you the "A Dalish Perspective" quest) is a broken archway. Light the veil fire there and take it down the hill to the collapsed mine to find [GLYPH 1/4]. That will get you this quest. Now, to find the others! A second glyph can be found to the northwest, out of the forest. You will come across a campground and a small ruin. There will be a veil fire spot on the wall of the ruin you can light. Do so and then search the small walls of the inner rectangle area to find [GLYPH 2/4]. Two more to go. A third is southeast of the Dalish Camp, south of the forest. Follow the river until you come across the "Shrine to Sylaise" and enter. Inside you will find some Freemen enemies. Slay them, light the veil fire, and examine the rune on the opposite side of the area for [GLYPH 3/4]. Also note that you can find the [SYLAISE: THE HEARTHKEEPER] codex here and can even break a barrier down nearby with a mage for some [ANCIENT ELVEN ROBES] and [LIDIRANAE'S TALISMAN]. NOTE: The talisman here is important to another quest in the area, named "Something to Prove". Get it now or get it later, but just get it when you can! The fourth and final one is out in some ruins to the west. Near the western rift, actually (it is advised you destroy the rift before searching for it!). There is a wall in these ruins your warrior can smash for easy access to the rift and ruins. Once you clear the area of danger, have your mage find and light the veil fire and then go west to the open courtyard (past the destroyable wall) and search the northern wall for [GLYPH 4/4]. Finding all of the glyphs enables you to do the "Investigate the Elven Glyphs" operation at the War Table. This costs 5 Power, but you should have that easily. Go back to the base and do this operation when you can. It takes up no time either, which is a bonus. Once you are done, you will unlock the new area "Lost Temple of Dirthamen". NOTE: Due to this being a fairly self-contained area, we are going to continue this quest in this section. You may as well head there and do it now, so you don't get lost in the game afterwards. "Lost Temple of Dirthamen" NOTE: This is technically the "God of Secrets" quest at this point, but really doesn't deserve its own section as noted above. Carry on! Head down into the crypt and read the book. Push onward and kill the corpses at the intersection (or nearby) and then light the nearby veil fire. We will be using this veil fire a bit here, so get used to it. We recommend having your main character take up the torch, as the AI has a tendency not to fight if they are carrying it (which isn't good if you rely on the AI at all). With the torch examine the dog nearby for the [THE LOST TEMPLE OF DIRTHAMEN] codes, the quest "Runes in the Lost Temple" and, naturally, [RUNE 1/7]. Funny how that works. Cool statue. NOTE: This starts the "Runes in the Lost Temple" quest, which we aren't really tracking here formally. Turn left now and into the room of misery. In the back here is a statue you can examine for the [HEART OF MISERY] if you have the veil fire. Pick it up for [SECRET 1/6] and an ambush by corpses and corpse archers. Kill them all and head back to the intersection. Head right now and into the room on the right. Note the gate here. We'll be back for this, but you know of it now. Head back and continue down the waterway. Head to the very end and pull the lever, then head into the Chamber of Whispers. Inside look for [RUNE 2/7] which updates the area codex, and then pick up the [TONGUE OF WHISPERS], which is [SECRET 2/6]. Another ambush. You can use the doorway as a killing zone. Head back to the waterway and down the left path. Further down we go! When you get to a path on the left, note that you can break down a magical barrier and find a note, some loot, and a [MOSIAC PIECE] from the "Freed Are Slaves" set. Nice. Continue down to the Sanctuary, where we can go a number of ways. Let's head left first. Skip over the waterfall door and examine the corpse. Head into the next door on the left. Read the note here and loot the [CHEST]. There is a [RUNE 3/7] here, as well as another veil fire torch. Have a rogue pick the door and you'll be in the Chamber of Torment. Before going into the room on the right with the secret, look into the back room (by the waterfall) for [RUNE 4/7] on the far wall. After that, go into the secret room and pick up the [HANDS OF TORMENT], which is of course [SECRET 3/6]. And yes, another corpse attack. Go figure. One of them actually has a key item though, so be sure to loot THESE guys for the [ORNATE ELVEN KEY]. Head back out to the Sanctuary and then to the south side of this area (past the door that is magically sealed). Open up the locked door here with your key and head in. A bit in to the left is a lever that opens another door. Do so and then look for the breakable wall here. Have your warrior do the honors and search around for a [CHEST] and [RUNE 5/7]. Exit the room and continue left, jumping over the rubble. There is a secret in the back here. Go look at the dead end to find the [EARS OF UNHEEDING], which is our [SECRET 4/6]. We get to fight TWO Arcane Horrors now, which is way better than corpses. Take them out! From here, head through the archway/door across from the broken wall and keep the torch out of the water. In the back you'll find an elven relic you should activate for some experience and minor influence. Keep going and search the next room for [RUNE 6/7]. Head back to the broken-wall area and left out the gate we opened up with the switch. To the left is a door a rogue can unlock that leads to [CHEST x2]. Continue straight and up to a new room. On the left is some Rashvine Nettle, a gathering ingredient that, at the very least Bkstunt has never seen before, so be sure to grab it. Right next to it is [RUNE 7/7]. NOTE: This completes the "Runes in the Lost Temple" quest, which we aren't really tracking here formally. You do get 200 Influence at this point though, so that is good! Continue on through the path behind you and you'll come to the "Chamber of Despondency". Loot the bag here and open up the door with the lever. This door leads to the initial start of the temple (told you we'd be back!). More importantly, take the [HEART OF DESPONDENCY] which is [SECRET 5/6], and kill the Arcane Horrors that attack! Almost done! Head back down to the sanctuary (you may fight another horror on the way) and head right this time. Inside the door is the [HARD IN HIGHTOWN: CHAPTER SEVEN] codex. How or why this is here is beyond me. You can also find the last secret here, the [EYES OF SECRETS] which is [SECRET 6/6]. Finally! Now, take all of these body parts to the middle area and go down into the middle water area. Here you will find stone pedestals you can place them all on. Not a good idea, right? Heh. Do it anyways (NOTHING stops the Herald of Andraste!) and soon you'll summon up... �������������������������������������������������������������������������������� BOSS: The Highest One Level 15 ________________________________________________________________________________ Health: 46488 Defense: 0 Vulnerable: Fire Cold Resistant Immunity: Asleep Immunity: Frozen Strategy �������� Of COURSE it is aggressive to us. Naturally... The Highest One is the old leader of this place, and is an ice mage. As such, he has a vulnerability to fire, so use that to your advantage (Earthshaking Strike is lovely here, and I'm sure any fire mages will have an excellent time as well). The Highest One has several attacks you've likely seen before, such as shooting a stream of ice at you (which can leave you chilled), causing icicle spires to show up at your feet and knock you down, and he'll even summon corpses to provide you some distraction. His most annoying move however is that fact that he can put up a barrier on himself, which honestly he needs as he is really weak and has NO defense. Despite his barrier, this is an easy fight. This is mostly due to the fact that The Highest One does NOT move around alot, so you can set traps up easily on him. Be sure to get him burning! He is also not immune to being knocked down or stunned, so use that to your advantage. The only real nuisance is that barrier, which you'll either have to dispel or eat through. Still, this is a pretty easy fight considering you can have your warrior keep his ass on the floor while you roast him alive. Poor Highest One... he just revived and he's going to die so soon! ________________________________________________________________________________ I take back what I said, The Highest One can rot. No loot? Bah. That's OK though, the experience was good and we still have the quest to finish up. The magically sealed door is not open. Enter to find a supply cache to the left, a [MOSIAC PIECE] in the middle ("Freed are Slaves") and [CHEST x2]. The big reward in the chests (that isn't random) is the [DIRTHAMEN'S WISDOM] shield. Enjoy if you are a warrior, or let your tank enjoy. With that, this quest is (finally) done! Head back out to the exit and kill the Venatori that show up. Ghilan'nain's Grove ������������������� Quest Giver: None Requirement: Investigate collapsed tunnel northwest of Fort Revasan, and then complete the "Gain Access to Ghilan'nain's Grove" operation at the War Table. Reward: Influence, Access to "The Fens Camp". After you complete the "Gain Access to Ghilan'nain's Grove" operation at the War Table you can access the area right near the third and final camp. However, it has been overrun with Gurgut! We need to take them out in order to set up camp. These creatures should pose no problem to you (if they do, we're in trouble for what else I want you to do in this area!), but if it helps use area attacks as they are grouped up. Feel free to use as many potions as you want too. We are about to set up camp after all! Slay them all and set up The Fens Camp, which will serve as a good outpost to this area. For the Empire �������������� Quest Giver: None Requirement: Investigate broken bridge northwest of Fort Revasan, and then complete the "Repair Pont Agur" operation at the War Table. Reward: 200 Influence, +2 Power, Dalish Banner Crown This is a fairly long quest that takes place after you do the "Repair Pont Agur" War Table operation. After you do that, the bridge in the northwest part of the map will be fixed, giving you access to the northwest part of the map. We are tasked to "Go to Citadelle Du Corbeau", but getting there is no walk in the park! For starters, this entire area has been overrun with the undead and demons. Your first clue to this is the fact that we have to burn body pits! Head northwest to the "Northern Ramparts" and fight your way to the two body pits. There's one to the south and one to the north, each guarded by an Elite Arcane Horror. Take them down to stop the corpses, mop up the enemy, break the magical barrier and burn the pit. We've done this twice before, so you are in expert now, right? Once you get both pits burned, head north to the door. An elite Revenant will break through. He's a bit tougher than normal, but fairly easy to take down. Be sure to loot him though, as he has the unique [RENDOR'S BLADE] on him. Now, further in there is something you should know: this castle has AUTOMATED DEFENSES. That means a giant ray of death will sweep through certain portions of the upcoming area and severely damage anything that it touches. The first time BK went through here, he was hoping it was a dragon! No such luck though! In this first small courtyard, be sure to hit up the nearby [THE RAVEN] landmark and press onward to safety. You'll see a dying soldier here who will explain the defenses somewhat before he goes. Hit the lever and continue. The ladder here has a [CHEST] on the top (of the hill), but we DO NOT recommend using this height advantage to get away from the Laser 'O Death... the AI isn't smart enough to follow you and may get caught up in the nearby slope. Instead, suck it up and dash through the area to the back, where it is safe, and then fight the corpses. Continue on through the rubble and follow the walkways. You'll get to an even bigger courtyard soon, with multiple openings. Tons of undead here of course. Note that one of the nearby ladders on the right side has a [CHEST] at the top. In the courtyard itself another "Laser o' Death" will roam around, so be careful. Instead of following the obvious path onward, head LEFT to the tree and find an area where you can drop down onto a wooden walkway. Follow this walkway and jump the gap to a [CHEST] with some nice schematics. Keep following this path to the battlements where a Rage Demon waits below. You can find another [CHEST] on a ledge to the right before you drop down and face him. Kill him off and note the path to the left and the path onward. To the left is a dead end, but there are [CHEST x2] down that way. Nab them and go back, taking the path onward. You will eventually end up fighting a ton of corpses at the top of a flight of stairs. Use any area skills you have here and once you are done, get the [CITADELLE DU CORBEAU] landmark. Next we have to shut down the defenses. Either use the ladder or the steps in the back and you'll find the gear to shut the defenses down. Turn the wooden wheel and the door down below will open. Go down there and talk to the guard to finish up this quest. Besides the influence and power, you also get the [DALISH BANNER CROWN]. Since you are here, be sure to go talk to the commander down below to hear her story and get the "Pressed for Cache" quest. Pressed for Cache ����������������� Quest Giver: Commander Jehan Requirement: Complete the "For the Empire" quest. Reward: 967 Experience Points, 200 Influence Get it? Because "Cache" sounds like Cas.. ah, nevermind... Another fetch quest... we really should make these people help themselves. Here we are tasked with recovering TEN supply caches, all down south in areas we have already been in. These are pretty easy to find given the narrow search areas, but we'll go over them quickly: Supply Cache #1: Located near the bridge. Supply Cache #2: South of #1, in a blue house. Supply Cache #3: South of #1, in a red house, near a ton of corpses. Supply Cache #4: North of the Riverside Camp, by a house. Supply Cache #5: North of the Riverside Camp, on the dock. Supply Cache #6: South of the Riverside Camp, by the large boulder. Supply Cache #7: South of the Western Ramparts, along the road. Supply Cache #8: South of the Western Ramparts, along the road. Supply Cache #9: Near where the Dalish Outpost was, at the start of the forest area. Supply Cache #10: Inside the Dalish camp. Once you collect (or mark) all of these supplies the quest will be complete. You can go back to the Commander if you wish, but she won't say anything to you. Not even a thanks... Dirthamen: Keeper of Secrets ���������������������������� Quest Giver: None Requirement: Investigate collapsed tunnel northwest of Fort Revasan, and then complete the "Gain Access to Ghilan'nain's Grove" operation at the War Table. Reward: Superb Amulet of Cunning, Shortcut through The Dead Hand. NOTE: This is not a named quest in the game. To get to this "quest", we must have access to Ghilan'nain's Grove and the "Fens Camp". We'll assume that you have access, so let's uncover a well-kept secret in this area (at least more well-kept than most of the hand-holding the game does...). As you head east from the camp you will inevitably hit a path split. The left path leads to the fens while the right path leads to the "The Dead Hand", which is a landmark. That's not all that is over there though: a ladder leads down into a crypt. Now, down here you can find a number of codex items and the rare lootable bag or other minor thing, but by all appearances this crypt just leads to a large room and a locked gate at the end. In the middle is a statue of an archer and four orbs around her. The game doesn't come out and say it, but there is a puzzle to be solved here! The objective here is to get the archer to SHOOT all four orbs. The problem with that is that three of the orbs are blocked by pillars. That's where we come in! Let's go over how to shoot each orb. NOTE: All directions are relative to entering the room as you initially did. i.e. "North" leads to the locked gate and "South" is where you entered from. NORTHERN ORB: There is a lever to the northwest thats sole purpose is to rotate the archer and make her shoot. The northern orb is the only orb that is unguarded, so it makes sense we start here. Rotate the lever until the archer shoots this orb. One Down. It is a good idea (not just good... do this!) to have one of your party members HOLD THEIR POSITION at this lever. SOUTHERN ORB: This is the next target. Just northwest of the northwest lever is a panel on the floor. Have a second party member who ISN'T the archer lever operator go stand on it and make them hold their position. This lowers the southern orb barrier. Now, have your archer lever person shoot the southern orb. Two down. WESTERN ORB: This one is a little trickier. Keep your person at the northwest lever and have a second person move to the northeast corner and stand by the lamp. DO NOT light it yet. Have them hold their position. Next, have the remaining two party member go to the southeast lever. This lever lowers a nearby gate. That's all it does. Have someone pull it and then move THROUGH the open gate to a second lantern. Don't light it. Hold your position. Finally, the last party member who is not holding their position needs to go to the southwest corner. There is a [MOSIAC PIECE] over here you should nab. Get it and stand by the lantern.. Ready? Have them light it, and then quickly switch to the other two lantern party members and have them light their lanterns. This lowers the barrier on the eastern side. Quickly have your archer lever guy shoot it. Three down. EASTERN ORB: The last one. This is tricky, but easier than the last one. First, one party member needs to get TRAPPED in the southeast room. Have them hold position by the lantern and trap them in there, then switch to them. There is a lever to the north they need to pull. This opens a gate on the western side. Have your archer guy get the archer ready to fire on the last orb, then send someone to the west side where they will find a crank. Have them use it, then quickly switch to your archer and shoot the last orb. Once you are done, follow the lights as they light up the locked gate and let you in! Search the tomb for the [SUPERB AMULET OF CUNNING] (which BK suspects is a nod to figuring out this unnamed puzzle) and then examine the nearby statue for the [DIRTHAMEN: KEEPER OF SECRETS] codex. From here you can continue in, loot what you can, and fight off an Arcane Horror and some corpses. This crypt leads to the southern part of the fens, right near a camp where one of Cassandra's personal Templar Hunts occurs, but you will have to manually unlock the gate to get out (providing you a shortcut through the area). With that our small section on this puzzle is complete. If you haven't already, be sure to go play with the huge, over-grown lizard up north! Enjoy! Gamordan Stormrider ������������������� Quest Giver: None Requirement: Investigate collapsed tunnel northwest of Fort Revasan, and then complete the "Gain Access to Ghilan'nain's Grove" operation at the War Table. Reward: See Loot table below. NOTE: This is not a named quest in the game. This is the High Dragon of The Exalted Plains. You can get to him anytime after you do the operation noted above. He is located in the very northern part of The Crow Fens. Your party should be level 12 or higher (the higher the better of course - class specializations are helpful), any electricity resistance items you have should be worn, and everyone should be stocked to the brim with potions before you take him on. Are you ready? We are! Let's go slay us another dragon! �������������������������������������������������������������������������������� BOSS: Gamordan Stormrider Level 15 ________________________________________________________________________________ Gamordan Stormrider Health: 138534 Defense: 46 Vulnerability: Spirit Immunity: All Disabling Effects Immunity: Slowed Perceptive Greater Electricity Resistance Strategy �������� Are you ready for this! BK is pumped! This thing is an electric dragon, and as such is in a very advantageous position for one reason: water. There's pools of water all around us. Water and electricity are definitely bad for our health, so the number one thing you want to be aware of going into this is that the water here WILL get electrified and if you stand in it so will you! The Gamordan Stormrider has many "High-Dragon" attacks that we've already seen before. These include swiping any one of its four claws at us (and anyone who happens to be nearby), swinging its tail in a large arc, and flapping its wings to bring us in closer and damage us with the wind (mostly annoying for ranged and/or mage characters as warriors can stay in the middle with the dragon and be safe). You've likely seen these attacks before, as this shouldn't be your first dragon by any means (The Hinterland Dragon is easier, for example). This is still a good second or third dragon to tackle. The biggest threat is of course the water and electricity. The Stormrider will breathe electricity like other dragon's breathe fire, moving the sparks back and forth. He will also shoot out larger electric balls that will stay on the battlefield for a short while, shocking anything that gets near them (it should be noted though that these larger electric "traps" somehow DO NOT turn the water into a death-trap). At certain points in the battle the Stormrider will take to the skies and shoot down his electric mine bolts at us. Other than that, a good time to heal and revive if need be. Keep your forces spread out due to the large radius of his electric mine attack and watch how deep into the water you go... you don't want to be in the water if you can help it. Other than that use Spirit Magic if you can (note his weakness) and your strongest attacks to take him down. Enjoy the massive haul of loot once the fight is over. Loot: 3,652 Experience, 1600 Influence, +4 Power, Bianca Aiming II (Enhanced), Lady Jocasta's Revenge, Superb Amulet of Dexterity, Dragon Gland, Intense Dragon Blood x10, Dragon's Tooth x2, Dragon Webbing x4, Dragon Scales, Dragon Bone x3 ________________________________________________________________________________ Also, we will note here that there is a camp to the east that a dragon researcher used to stay at. It has the [SCATTERED NOTES] codex (which is absolutely hilarious), various loot, and the [MAP OF HALIN'SULAHN], which of course turns into a quest. Also don't forget the "Offering to the Dread Wolf" landmark to the north as well as the Quarry Landmark to the north. Both very nice. Congrats on the kill, Dragonslayer! __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > EMERALD GRAVES [0511] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� Despite its ominous-sounding name, Emerald Graves is picturesque beauty. Forests as far as the eye can see. Canyons, rivers and waterfalls abound. However, the land is dangerous as deserters of the Orlesian Civil War have put their foot down and are trying to claim the area by force. A mysterious contact named Fairbanks asks for the inquisitions help with the menace. Be particularly aware of the dangerous lands to the north, which are home to dangers much larger than a pack of human deserters... Personnel ��������� Companions: None Agents: Fairbanks Crafting Materials ������������������ Common Rare Unique - Elfroot - Prophet's Laurel - Rashvine - Everite - Deep Mushroom - Stormheart - Pyrophite - Arbor Blessing - Bloodstone - Obsidian - Embrium - Blood Lotus - Rashvine Nettle - Crystal Grace o Prophets Laurel: By the Villa Maurel o Everite: Under waterfalls and on the northeast cliffs. o Stormheart: Found in caves. o Arbor Blessing: On the northeast cliffs. Enemies ������� � Freeman Sniper � Freeman Veteran � Freeman Captain � Red Templar Marksman � Freemen Enchanter � Red Templar Shadow � Red Templar Guard � Red Templar � Red Templar Horror � Great Bear � Black Wolf � Giant Spider � Red Templar Behemoth � Giant � Red Templar Knight � Corpse � Arcane Horror Codex Entries ������������� [ ] History #17 - From the Canticle of Threnodies - Found inside Chateau d'Onterre. [ ] History #42 - The Exalted March of the Dales - Found inside the Villa Maurel. [ ] History #50 - The Long Walk to Halamshiral - Found inside the Villa Maurel. [ ] History #59 - The Perendale War - Found outside the cabin / small fortress west of the Briathos' Steps Camp. In one of the outside shacks, locked behind a door (Bring a Rogue!). [ ] Letters #15 - A Torn Diary - Found inside Chateau d'Onterre. [ ] Letters #20 - Blood-Splattered Notes - Found on a corpse just to the west of a Red Templar Camp. The camp in question is to the north of Southfinger Tower. [ ] Letters #45 - Maliphant's Journals - Found inside the Villa Maurel. [ ] Letters #60 - Scrap of Paper - Found when doing the "Rifts at the Reach" quest, near a logging stand. [ ] Letters #64 - Superstition - Found inside Chateau d'Onterre. [ ] Letters #67 - The Diary of Troilus Hertubise - Found while doing the quest "Observing the Menace". [ ] Maps #7 - Map of Elgar'nan's Bastion - Found nearby the Gracevine Camp. [ ] Maps #8 - Sketch I of Chateau d'Onterre Interior - Found inside Chateau d'Onterre. [ ] Maps #9 - Sketch II of Chateau d'Onterre Interior - Found inside Chateau d'Onterre. [ ] Maps #10 - Sketch III of Chateau d'Onterre Interior - Found inside Chateau d'Onterre. [ ] Maps #12 - Map of Watcher's Pass - Found inside of Fairbanks' Camp, in a wooden shack. [ ] Maps #14 - Sketch of Chateau Courtyard - Found on Chevalier Auguste when doing the "A Deluded Chevalier" quest. [ ] Tales #22 - Battleground State - Found inside of Fairbanks' Camp, in a wooden shack. [ ] Tales #29 - Constellation: Eluvia - From the Astrarium north of Fairbanks' Camp. [ ] Tales #30 - Constellation: Equinor - From the Astrarium southwest of the Briathos' Steps Camp. [ ] Tales #39 - Constellation: Solium - From the Astrarium south of the Direstone Camp. [ ] Tales #63 - Knight's Guardian - Found at the Hill Camp. [ ] Tales #98 - Of Gods and Doubt - Found inside Chateau d'Onterre. [ ] Tales #78 - Sexuality in Thedas - Found inside the Villa Maurel. [ ] Tales #98 - The Girl in Red Crossing - Found inside Chateau d'Onterre. [ ] Tales #120 - Vallasdahlen - Found when claiming one of the several "Vallasdahlen" landmarks, north of the Direstone Camp. Lots of updates on this one. C O L L E C T I O N S ��������������������� Astrariums ���������� 1. Constellation: Eluvia - Location: North of Fairbanks' Camp - Solve Order: Start at #10, then: 9, 6, 4, 1, 5, 6, 10, 8, 5, 3, 4, 8, 9 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 2. Constellation: Equinor - Location: Southwest of the Briathos' Steps Camp - Solve Order: Start at #7, then: 4, 5, 9, 6, 5, 3, 2, 1, 6, 11, 16, 13, 15, 18, 17, 14, 12, 9, 8, 10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 3. Constellation: Solium - Location: South of the Direstone Camp - Solve Order: Start at #5, then: 4, 2, 3, 11, 10, 7, 4, 6, 10, 9, 5, 2, 1, 3, 8, 11, 12, 10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. After you have all three Astraium's done, head to the Briathos' Steps camp and south to the marker on the cave. It is at the end of the valley, to the south (easy to find this time). Inside are three pyramid boxes to loot with random stuff in them, but the big prize here is the unique staff [DEATHWARD]. Enjoy! Bottles of Thedas ����������������� 1. "Bottles of Thedas" (Sun Blonde Vint-1) - Found north of the Silver Falls landmark, off the right bank of the river. 2. "Bottles of Thedas" (Absence) - Found inside the cabin / small fortress west of the Briathos' Steps Camp. 3. "Bottles of Thedas" (Mackay's Epic Single Malt) - Found in a cave north of Chateau d'Onterre (likely guarded by a giant). 4. "Bottles of Thedas" (Chasind Sack Mead) - Found in a Red Templar Camp north of Southfinger Tower. High Dragons ������������ 1. Greater Mistral Landmarks ��������� 1. Knight's Guardian (At the Hill Camp). 2. The Watcher (At Fairbanks' Camp). 3. Wolf Falls (At Fairbanks' Camp). 4. Andraste's Light (Northeast of the Hill Camp). 5. Andraste's Promise (To the east of Fairbanks' Camp, in the woods). 6. The Guide (Northeat of Fairbanks' Camp, in the woods, near a turn in the road). 7. The Betrayer (Near Villa Maurel). 8. Andraste's Mercy (Northwest of the Veridium Mine). 9. Silver Falls (North of Villa Maurel, near the river's waterfall). 10. Andraste's Strength (Northwest of the Briathos' Steps Camp). 11. Whiteshadow (Northwest of the Aragon Lodge). 12. The Lion's Pavilion (Found on the "Devotion" quest). 13. Vallasdahlen (North of Direstone Camp, in the Firewater Garden). 14. Vallasdahlen (#2, North of Direstone Camp, in the Firewater Garden). 15. Vallasdahlen (#3, North of Direstone Camp, in the Firewater Garden). 16. Vallasdahlen (#4, North of Direstone Camp, in the Firewater Garden). 17. Vallasdahlen (#5, North of Direstone Camp, in the Firewater Garden). 18. Vallasdahlen (#6, North of Direstone Camp, in the Firewater Garden). 19. Vallasdahlen (#7, North of Direstone Camp, in the Firewater Garden). 20. Vallasdahlen (#8, North of Direstone Camp, in the Firewater Garden). 21. Vallasdahlen (#9, North of Direstone Camp, in the Firewater Garden). 22. Twisted Tree (North of the Greater Mistral, must beat it first). Mosaics ������� 1. 1 Piece of the "Invasion" Set - Found inside the Villa Maurel. 2. 1 Piece of the "Invasion" Set - Found inside the Veridium Mines. 3. 1 Piece of the "Invasion" Set - Found inside the cabin / small fortress west of the Briathos' Steps Camp. 4. 1 Piece of the "Invasion" Set - Found inside Chateau d'Onterre. Glyphs ������ 1. Lightning Rune (Use the Veil Fire in Fairbanks' Camp and then head up the left canyon. You will find it on the right rocky wall on your way up). Oculara and Shards ������������������ Northeast of the Hill Camp. 1. Barely to the left, by the base of the tree near the statue. 2. To the far left, on top of the rock to the right of the tree branches. 3. Perfectly straigt to the right of number 2. 4. To the right of number 3, in the arches. 5. To the right of the closest tree in the center (through the leaves). 6. To the right of number 5, between the rocks in the distance (and just to the right of at tree). 7. To the far right, just right of the tree (through the leaves). North of The Lion's Pavilion 1. Just south of your starting position, in the valley. 2. To the far left, on the ledge under the tree. 3. To the left, past the tree in the foreground and just to the right of thee tree on the left. In the distance. 4. Just to the lower right, nearby on the ground past the ledge. 5. To the north of #4, in the distance. 6. To the right, on the hill in the distance. Logging Stands �������������� 1. To the east of Fairbanks' Camp, in the woods. Near the "Andraste's Promise" landmark. Quarries �������� 1. To the northwest of the Gracevine Camp. Up the hill, very hard to miss. 2. Just north of the Direstone Camp. R E Q U I S I T I O N S ����������������������� Remedy Requisition in the Graves �������������������������������� Quest Giver: Requisition Officer Requirement: Be in the Emerald Graves Reward: +1 Power For this quest you will need 10 Rashvine plants and 5 pieces of Nugskin. There's a good chance you already have these, depending on the order you are visiting places... Nugs have been showing up since the start of the game, and Rashvine is everywhere here. Seriously, very easy to find. Once you have these ingredients, turn them in to complete the quest. Pyrophite Survey in the Graves ������������������������������ Quest Giver: Requisition Officer Requirement: Be in the Emerald Graves Reward: +1 Power This quest mainly has you digging up Pyrophite for the turn-in, but you also need to find a single piece of Everite! Gah... one piece! You can imagine the stuff isn't everywhere since they only want on piece. Good thing you have a guide! To find this piece of Everite, head northeast of Briathos' Steps camp, to the Silver Falls landmark. This is a waterfall, of course, but it is also where the Everite is. Search under the waterfall here to find the elusive metal, and then turn this quest in when you can to complete it. S I D E Q U E S T S ��������������������� Watcher's Reach Refugees ������������������������ Quest Giver: Scout Harding Requirement: Be in the Emerald Graves Reward: 80 Influence, Experience This is our initial "story" quest for this area. First we must find Fairbanks. He isn't very far away actually, just head north and go down the slope when you get a chance. His guards will let you through. Talk to him when you can and he'll tell you about the Red Templars and offer his intel. His intel is in the nearby room, but you can climb the stairs here to get to a landmark before you head to it. Once you check out the intel, read all three pieces nearby. Nothing really damning here, honestly, but it completes this quest and starts the next one titled "A Fallen Sister". NOTE: Search nearby (this little settlement area) to find the following: the [BATTLEGROUND STATE] codex, the Wolf Falls landmark, the [MAP OF WATCHER'S PASS], and finally a Veil Fire brazier. There is a rune nearby, so light the fire and take it out to the canyon to the left (the way you came from) and keep your eye on the right wall for the [LIGHTNING RUNE]. A Fallen Sister ��������������� Quest Giver: Fairbanks Requirement: Complete "Watcher's Reach Refugees" Reward: 80 Influence, Experience To the north is the Veridium Mine, where the "Fallen Sister" is. "Fallen" of course means we have to kill her. On your way there you will likely face a few patrols of Freemen, but nothing you haven't fought before. Once you get to the mine itself you'll find another group of Freeman, but this time Sister Costeau is among them (or nearby... she'll come out to fight once you start fighting). She is a warrior, sword and shield type. Only an elite mob though, so you can knock her down and take her out of the fight pretty quick. Be sure to loot her afterwards for the unique mace [SOULKISSER], which steals a small amount oh HP with every hit. It has low DPS though, so it probably isn't worth it to your tank. Once you've killed the sister, the quest is officially complete. You can look around this area though for a [MOSIAC PIECE] (the invasion set), and a note that gives the quest "A Vicious Thug" (although if you already visited the villa and took out Duhaime, you will just complete this quest... otherwise, just do it whenever). There is also a [CHEST] nearby and the [CELL KEY]. Note that picking up this cell key gives us the quest "Not Everyone's Free" and also 80 Influence... for some reason. Oh well, we'll take it! Also be sure to check the back room by the cell to find a [CHEST] and a note that starts the "A Deluded Chevalier" quest. Not Everyone's Free ������������������� Quest Giver: Cell Key! Requirement: Complete "A Fallen Sister", find nearby key. Reward: 242 Experience, 80 Influence This is a short and easy "quest". There are prisoners trapped in the cell at Veridium Mine. The key is nearby. Deal with Sister Costeau in the above quest "A Fallen Sister" and then search around for the key. Let the prisoners go to complete the quest. Rifts at the Cove ����������������� Quest Giver: Scout Harding Requirement: Be in the Emerald Graves Reward: 967 Experience, 200 Influence, +2 Power (Per Rift) Your standard "shut the rifts" quest. Only two in this quest, one to the south and one to the north. The southern rift has a ton of Wraiths and a Rage/Despair Demon combo, while the northern rift has a ton of Wraiths on the the first phase and a ton on the second with a Despair Demon. You've faced worse by now, so take them out and enjoy the rewards. Rifts at the Pavilion ��������������������� Quest Giver: Exploration / Briathos' Steps Camp Requirement: None Reward: 1324 Experience, 600 Influence, +2 Power (2 Rifts) 967 Experience, 200 Influence, +2 Power (2 Rifts) Four more rifts for us to shut down. This quest shows up easily once you get to the "Briathos' Steps" camp, which is northeast of the Villa (head north past the villa, climb up to it through a valley). The rifts here were honestly a surprise to me, considering what we've faced so far. They are a step up in difficulty! The one to the south starts of pretty easy with some Wriaths and a Despair Demon, but the second wave has Wraiths, a Rage Demon, and a PRIDE DEMON! You may not remember the Pride Demon, but we have fought him. Remember the first real boss of the game? Yep, this is him. Again. To re-cap, he has a lightning whip and a lightning orb attack, which can slow you. He is also lightning resistant, if that matters to you. He is tougher than the Rage and Despair Demons (just not as annoying as the Despair Demons...). Take him out to seal the rift. The 2nd one is to the further south, in a dead-end grove. There are Great Bears nearby, so be sure to take them out separately. This one starts off pretty easy with two Greater Terrors but the 2nd wave adds in some Wraiths, a Rage Demon, and another Pride Demon. Yikes! Do what you did before to seal up the rift, and check to the south for an Elven Artifact you can activate. Note that these first two rifts give more experience than the last two... The last two northern rifts are easy compared to the bottom two (and that fact shows in the reduced experience). The northwest one has you facing off against some Greater Terrors and a Despair Demon (who is as annoying as ever), while the northern one is all Wraiths and Despair Demons. Very easy stuff. Defeat the enemies and seal these rifts to wrap up this quest. Note that once you finish this quest, you should get a new operation notification titled "Support from Nevarra". Weird, but oh well... Rifts at the Reach ������������������ Quest Giver: Exploration / Gracevine Camp Requirement: None Reward: 1324 Experience, 600 Influence, +2 Power (Per Rift) You will get this quest once you discover the Gracevine Camp, which is north of the lodge and Briathos' Steps Camp. Two rifts this time, both to the north. Should be easy, right? The southern one by the river is fairly easy. Despair Demons are annoying and the second wave includes a Pride Demon, but you've fought these things enough by now to know what he'll do. The one just to the north (go around to the right to reach it) has a ton of Wraiths and a Rage Demon / Pride Demon combo on the second wave. Again, pretty much the same stuff you've been dealing with. I will not that there is a logging stand nearby you should definitely claim, as well as the [SCRAP OF PAPER] codex entry sitting on a table near the logging stand. Rifts at the Sighs ������������������ Quest Giver: Exploration / Direstone Camp Requirement: None Reward: 967 Experience, 200 Influence, +2 Power (2 Rifts) After you get to the Direstone Camp you'll get three more rifts to close. Hey, why not!? As you can see, one is in the north, one is in the center, and one is to the south. From the camp, go north to access them all, but be careful of any roaming giants! The central one is easiest to get to from camp, but is fairly average. You have a Greater Terror and Despair Demon combo here that doubles on the second wave. That's why there's less XP here. The southern rift isn't any better, boasting some Wraiths and a Rage Demon while throwing in a Despair Demon in the second phase. Still lower XP, as you can see. Finally we have the northern rift, which is... a surprise! Not a puny, weak rift! The first wave is pretty weak. Wraiths and a Despair Demon, but the second wave. Oh boy. We get Greater Shades (no biggie), TWO Despair Demons (annoying) and a FEAR DEMON. This is our (or at least this writer's) first Fear Demon, so its good to see some progression. Fear demons are electric and spirit vulnerable, but immune to (surprise!) fear and cold resistant. They can also spawn their own minions called Fear Underlings and use ice attacks. Fun. Take them out with fire if you can (like the Despair Demons) and try to get the Despair Demons in the crossfire. I still think the Despair Demons are more annoying, but they don't hit as hard so you may want to focus on the less mobile and more dangerous Fear Demon. Note that the third rift here gives enhanced experience when you close it as well as 600 Influence. Holding the Emerald Graves �������������������������� Quest Giver: Scout Harding Requirement: Be in the Emerald Graves Reward: 100/200 Influence, +1 Power (Per Camp) We have three more camps that we need to find and claim to complete this quest. As usual, let your quests guide you near these camps and then go claim them when the are close to you. The lowest one is the "Briathos' Steps" Camp, and is northwest of Villa Maurel. This camp will serve you well for the rifts nearby and for helping out Fairbanks in your last push to rid the area of the Freemen. The next two are equally apart and can be gotten to at your leisure, really. To the west is the Gracevine Camp which is easy to get to while to the east is the Direstone Camp. Each of them has their own small set of rifts nearby. NOTE: Be sure to get the [MAP OF ELGAR'NAN'S BASION] near the Gracevine camp. Once you get them all this quest will be considered complete. Devotion �������� Quest Giver: Random Letter by the "Andraste's Light" landmark. Requirement: None Reward: 242 Experience, 80 Influence You will discover this quest near the "Andraste's Light" landmark, which is just to the north of the first camp. A grieving mother wants someone to light a candle for her. Sad. The chantry she references is to the north quite aways, and there are a ton of quests to do between here and there. With that in mind, I wouldn't worry about this quest until you help out Fairbanks and win his support. Then when you are ready head toward the marker on the map. There's no special obstacles on the way here, aside from maybe a pack of Black Wolves that like to hang out south of your destination, but once you reach the "chantry" (more of a landmark), place the candle and you'll be done with the quest. You may as well claim "The Lion's Pavilion" landmark and nab the note behind the awesome statue up above for the "A Lover's Promise" quest while you are here. A Vicious Thug �������������� Quest Giver: Note at the Veridium Mines Requirement: None Reward: 200 Influence, Experience, +2 Power This quest is gained when you examine a note at the Veridium Mines, although you may just do it out of order if you visit the Villa Maurel first. This quest is all about killing off the elite mob over there, the thug known as Duhaime. You can find him at the Villa Maurel, north of Fairbanks' Camp. Kill him off to access the Villa itself as he has the [VILLA MAUREL KEY]. Be sure that you do go to the Veridium Mines and examine the notes there to get this quest as well (you will complete it if you visit the Villa before the Mines). Either way, take him out. He is an elite enemy, with several Freeman troops around him. He is a two-handed warrior and can knock you down easily (if he gets near you) and can hit multiple people with his swings if they are close enough. Not much of a threat. Take him out and loot his corpse for the unique axe [GLITTERING DARMALLON]. A Corrupt General ����������������� Quest Giver: Exploration Requirement: None Reward: +2 Power To get this quest, try to enter the "Villa Maurel" north of Fairbank's Camp. Pretty hard to miss the place, it is huge and guarded by the Freemen. Once you try the front door, you'll get this quest. We need a key to get in. Thankfully, a gentleman just to the north will kindly accommodate us... over his dead body. Just to the north is Commander Duhaime, who has some letters in this area. He is an elite enemy, with several Freeman troops around him. He is a two-handed warrior and can knock you down easily (if he gets near you) and can hit multiple people with his swings if they are close enough. Not much of a threat. Take him out and loot his corpse for the [VILLA MAUREL KEY] and the unique axe [GLITTERING DARMALLON]. NOTE: You may do this out of order, but killing Duhaime also completes the quest "A Vicious Thug". If you kill him without that quest active, be sure to go to the Veridium Mines and examine the documents there to find (and complete) that quest. NOTE: To the right up the hill, behind the tree, is some Prophet's Laurel. Rare to see, so snatch it up. Loot the area and with the key now in hand enter the villa! This villa is pretty small, but does have an elite fight in it and another small quest to do, as well as LOOT! We're not going to bother pointing out all the chests here... there are a lot. But this place isn't big by any means to you'll find them. There are quite a few Freemen enemies scattered out here and there. The elite is to the north, so take out the side enemies, then go north and face him (we can save looting for later). The leader's name here is Maliphat. You may have seen his name on notes here and there. He is a dual-wielding rogue, but isn't too rough. Knock him down and have at him. He doesn't even really drop anything of note... Once he is dead let's work on getting the loot in this place. And codex's, plenty of those. From the courtyard (where I'll be giving directions relative to), search the east side of the villa to find the dining hall. Here you can find some notes that unlock the [MALIPHANT'S JOURNALS] codex. There's more updates to this here as well. Now, head into the next room and search the table with the pickaxe on it to find a secret rune. This actually starts the "Safe Keeping" quest, but we are going to go over it here (it is down below, but merely for completions sake). We will call this [RUNE 1/3]. After you loot the west chambers, head over to the east side. Head past the "Private Chambers" and search for [RUNE 2/3] near the knocked-over bookcase. There are several bedrooms nearby, with plenty of notes. In particular, you want to get the [SEXUALITY IN THEDAS] codex, in the east bedroom. Once you are done here, head back to the courtyard and head north, to the Study. There are quite a few notes in here, but [RUNE 3/3] is just to the left, by the candle. Among the codex's you can find here (which are all very interesting reads) are the [THE EXALTED MARCH OF THE DALES], the [THE LONG WALK TO HALAMSHIRAL], and an update to [MALIPHANT'S JOURNALS]. Now, break the nearby wall with a warrior and you'll find the hidden stash! This room has a [MOSIAC PIECE], part of the Invasion set and an update to the [MALIPHANT'S JOURNALS]. There is also a contraption here in the middle that we'll need to use. Put the rune pieces on it and then have your mage power it up. Take the completed [RUNE KEY] when you are done. This unlocks the door next to the desk outside and finishes the "Safe Keeping" quest. Inside the treasure room is [CHEST x2] and some various other loot, but the real treasures are the ORLESIAN BANNER CROWN] and the [AMULET OF POWER] for Vivienne ONLY. And with that we are done! Congrats! Safe Keeping ������������ Quest Giver: Find a rune during the quest "A Corrupt General" Requirement: None Reward: 242 Experience, 80 Influence This quest is found while exploring the Villa Maurel during the quest "A Corrupt General". Specifically, finding 3 runes in the rather small villa. We cover this quest thoroughly under "A Corrupt General" (up above), so if you need help finding those rune pieces, please consult that quest for help. Motherly Encouragment ��������������������� Quest Giver: Find a body in the river northwest of the Veridium Mine. Requirement: None Reward: This is an odd quest. Here we'll look into why this body is here, or what could have made her fall. To do this though, we'll have to get up on the ledge where a body could have fallen from... If you haven't explored up north awhile, this quest will be put on the back burner. Other quests to the south and camps to the north need te be done and found first. Once you get to the Direstone Camp though you can go north, then east and south to get to the area we need to be at. From there, it is a simple matter of following the objective. Wow... silly girl. Read the book nearby to officially finish the quest, and harvest what she could not if you wish. Don't fall! A Deluded Chevalier ������������������� Quest Giver: Read a note in The Veridium Mine. Requirement: None Reward: 200 Influence, +2 Power To get this quest, read a note regarding the chevalier working for the Freemans at Veridium Mine. This is best done when doing the quest "A Fallen Sister", as she is in the area. To complete the quest, we have to visit the lodge located west of Briathos' Steps (the camp to the northwest of the Villa). There are quite a few Freemen here (it is a Freeman base!), but before assaulting the main camp, take care of the outlying enemies (it is easiest to approach from the north). There are also a few shacks outside the main camp, one of which needs a rogue to unlock you. Inside these shacks you can find loot of course (and a [CHEST]), but also the [DALISH BANNER] and a book on [THE PERENDALE WAR], which is a codex entry. Once you have that stuff, it is time to assault the main camp. It has a few Freemen enemies in it of course, but also Chevalier Auguste, who is actually a two-handed weapon user. Much like Duhaime, if you've fought him. Put combos and status effects on him and watch out for his wide attacks. Slay all of his support and he'll be no big deal at all. Once he is dead loot him for some rare loot and the [SKETCH OF CHATEAU COURTYARD] map, which is a hidden map codex and gives you something to search for at the Chateau (look for the quest of the same name later in this exploration section). There are a lot of doors here as well you can unlock that have a lot of loot behind them and even some notes to and from Auguste. Notable loot however is a [BOTTLE OF THEDAS] hiding in one of the shacks (use your search bar) and a [MOSIAC PIECE] from the "Invasion" set hiding out in another one of the shacks. Now that you've looted the place thoroughly, we are done with this quest. Victims of War �������������� Quest Giver: Kill all three Freeman Leaders Requirement: Kill all three Freeman Leaders Reward: Experience, 230 Influence, +1 Power, Fairbanks Agent You would think Fairbanks would give you this quest BEFORE you kill off the people, but nope... either that or the game is being buggy again (which is hard to tell, sometimes...). Anyway, this quest is about killing the three Freeman Leaders in the area, but doesn't show up in your quest log until you actually KILL them all. The three leaders are: o Sister Costeau (Killed during the quest "A Fallen Sister"). o Maliphat (Killed during the quest "A Corrupt General"). o Chevalier Auguste (Killed during the quest "A Deluded Chevalier"). Once you have done all the quests above, return to Fairbanks' Camp and report your success to him. You'll complete the quest now and gain [FAIRBANKS] as an agent. WHEE! Last Wishes ����������� Quest Giver: Exploration Requirement: None Reward: 242 Experience, 80 Influence You can find this quest by examining the pot next to the "Andraste's Strength" landmark, whish is northwest of the Briathos' Steps Camp. There is a large urn near the landmark that the widow wishes for some kind soul to help spread the ashes. It's so big, I'm not surprised she needs help! THIS quest will be on the backburner for quite a time. The location we need to travel to is far to the north, so this may very well be one of the last quests you accomplish in this area (which is funny since it is one of the first quests you can get). Once you have done most of the quests in this area and have started exploring the northern reaches of this area, set your objective back up for this quest. The area we want is at the edge of a cliff, so head there and spread the ashes to end this quest. Rest in peace... Noble Deeds, Noble Heart ������������������������ Quest Giver: Clara Requirement: Complete "Victims of War", Rest in Camp Reward: Experience, 500 Influence, +2 Power, "Manage Stolen Freeman Property" (possible) After you complete the "Victims of War" quest, members of Fairbanks' Camp will move into the lodge where you killed Auguste. I guess it is a better place? I dunno, I kinda liked their canyon place to be honest. Regardless, after they move go check out their new digs and talk to Clara to get this quest. So, Fairbanks might be nobility huh? I suppose we'll investigate. First, go check out the shacks nearby the lodge (in the room the rogue had to unlock) to find a hidden book on Orlesian Nobility for [PROOF 1/3]. Heh. The next two are down by the Villa Maurel. On the northern side, in the gazebo area, you will find an old painting in the corner for [PROOF 2/3]. Whatever works! In the southern area head into the locked room (that you probably unlocked a long time ago) and then search the corners of the area for an old Midwife's Journal and [PROOF 3/3]. Let's head back to the lodge now. From here we can give the information to either Clara or Fairbanks! Fairbanks, as it turns out, already knows what (who) he is, but doesn't want to be caught up in it at all. So, who do we choose? Well, choosing either one completes the quest. Choosing Clara will make Blackwell slightly disapprove, but if we listen to Fairbanks Blackwell will slightly approve AND we will get a new operation called "Manage Stolen Freeman Property". Its your call on whether or not to expose Fairbanks, but the operation alone should make you pause... Observing the Menace �������������������� Quest Giver: Exploration / Notes Requirement: None Reward: 242 Experience, 80 Influence This quest we will obtain by reading some notes (which actually become the [THE DIARY OF TROILUS HERTUBISE] codex entry) that are located sought of the camp, up on a hill. They are near a rift, the most northern rift in the "Rifts of the Pavilion" quest. The menace is down below, to the north, by the river. Part of the "Rifts at the Reach" quest. The camp the scout is using is just to the south, on top of the rock (approach from the southwest, climb around). You'll find a journal here. Read it (good story) and then you'll be tasked to find the next camp to the east. This camp is near Direstone Camp, but up on the hill (go north and around to get to it - watch out for giants in the area around here). It is at the bottom of the rocky outcrop. You'll see what happened to the poor scout. Loot the body and read the final journal to end the quest. At least he tried to help. A Lover's Promise ����������������� Quest Giver: Exploration / Notes Requirement: None Reward: 242 Experience, 80 Influence You can find this quest while doing the quest "Devotion". It is gained from reading a note by The Lion's Pavilion landmark. We're going to meddle in some peoples affairs... again... 'cause that's what we do! The place we are going to is just north of the Gracevine Camp. Someone has set up a camp here. Once you examine the camp the quest is complete, but you aren't done! A Giant Spider will attack now, so be ready to take it down and loot it afterward to see what likely became of the lovers (or at least one of them...). Map of Watcher's Pass ��������������������� Quest Giver: Map Requirement: None Reward: 242 Experience, 80 Influence, 279 Gold, Bianca Arms IV, Superb Belt of Health This is one of the documents you can find at Fairbank's Camp in Watcher's Pass. However, despite the map saying "Map of Watcher's Pass", this hidden treasure location is NOWHERE NEAR that area. To find it, we must first go to Direstone Camp. That is way to the north, so this quest can go to the backburner until then. Once you are there though we can go find this. Head north to the river and follow it east and south. You will get to a bridge sooner or later. This is the key spot! From the bridge look around for a rock with the painting on it and head over there to get your search ping going. Follow the ping up the rocks to find the hidden treasure cache and end this quest. Sketch of Chateau Courtyard? 777 Note: is this a hidden treasure map? Doesn't pop up in quest list. Map of Elgar'nan's Bastion �������������������������� Quest Giver: Map Requirement: None Reward: 242 Experience, 80 Influence, Amulet of Power (Solas), 244 Gold, Frost Rune x10 You can find this map at the Gracevine Camp. Once you take it over, look around and you'll find it fairly easily. The treasure is near the self-titled Elgar'nan's Bastion, which is quite a ways away. Best saved for after you explore further north. Once you have the Direstone Camp and have explored to the north and northeast of it you will know where the bastion is. Once you are there among the ruins, head to the area that has stairs and, to the north, two arches (putting the stairs on your left). From there, go up the stairs and north to the tree, where your search beacon will begin to assist you on finding the treasure. With the beacon you can find it easily, so loot it for the loot above, the best of which is the [AMULET OF POWER] for Solas. Lucky Solas. And with that we are done! A Bear to Cross ��������������� Quest Giver: Johnson Requirement: ??? Reward: 80 Influence NOTE: This quest was found while randomly heading back to the initial camp, which means we aren't 100% sure (yet) what triggers it... A troop named Johnson located at Hill Camp will tell us of a local bear problem and ask our help with it. The bear in question is territorial and attacking people to the northeast. Head there to find a cave with several Bear Pups and the elite bear Johnson was talking about. Try to draw out the pups first and slaughter them before taking on the main enemy. When you do draw out the elite bear, try to keep him taunted and at the front of the cave: a good place to lay down traps and other area effects. Keep your health up here as the bear hits non-tanks HARD and can kill quickly. Chip it down and slay it to complete the quest. Gamordan Stormrider ������������������� Quest Giver: None Requirement: None Reward: See Loot table below. NOTE: This is not a named quest in the game. This is the High Dragon of The Emerald Grave. Unlike other dragons in the game, you don't need to do any quests or War Table activities to get to him: you just need to head to the very northern part of the map. As always, your party should be around the dragons level before you attempt this (the higher the better of course - class specializations are helpful). Any ice resistance items you have should be worn, and everyone should be stocked to the brim with potions before you take him on. Are you ready? We are! Let's go slay us another dragon! �������������������������������������������������������������������������������� BOSS: Greater Mistral Level 17 ________________________________________________________________________________ Greater Mistral Health: 173472 Defense: 52 Vulnerability: Fire Immunity: All Disabling Effects Immunity: Slowed Perceptive Greater Cold Resistance Strategy �������� The Greater Mistral is an ice-based dragon, and as such he will have many of the same "breath attacks" that we've seen other dragons do, just in ice form. He is also vulnerable to fire, which helps a ton if you have a mage with fire skills and a fire staff (equip before you go it!). Warriors with Earthshaking Strike will also appreciate this (which is BK!). The Greater Mistral has many "High-Dragon" attacks that we've already seen before. These include swiping any one of its four claws at us (and anyone who happens to be nearby), swinging its tail in a large arc, and flapping its wings to bring us in closer and damage us with the wind (mostly annoying for ranged and/or mage characters as warriors can stay in the middle with the dragon and be safe). I will note that unlike most dragons you have probably fought until now, the Greater Mistral doesn't really jump and fly away short distances to move around... he does more of a twirling motion... which is a bit weird, but hey, that's what he does. The motion is useful (to him) to get him out of any area effects, so try to save launching those for after he, um... twirls... Being chilled and frozen in this fight is very possible if you get caught up in the ice attacks, but this shouldn't be too hard to avoid if you space out your fighters. At certain points in the fight the Greater Mistral will take to the skies to fly around for awhile, shooting ice balls down at us before returning to land again. Normal dragon behavior it seems. The last thing you should note here is that the Greater Mistral will give himself armor, much like the Abyssal High Dragon. This is of course annoying as it is several thousand extra damage you must do to eat your way through it, and of course he will put his armor up at multiple times throughout the fight. Keep your fighters spread out, use potions smartly and use fire attacks when you can. Use your most powerful skills and focus attacks. No need to hold back here! Once you take him down you will be handsomely rewarded! Good job on killing another one of these massive beasts! Loot: 4,138 Experience, 2000 Influence, +5 Power, In War, Victory (Armor), Gift of the Talons, Helm of the Inquisitor, Amulet of Power (Sera Only), Pure Dragon Blood x5, Dragon's Tooth, Dragon Webbing x8, Dragon Scales x5, Dragon Bone x10 Be sure to collect all the Arbor Blessing plants around this area as well as claim the "Twisted Tree" landmark to the north (which, at least for this writer, didn't allow him to claim it until AFTER the dragon had been slain). Again, congrats! Chateau d'Onterre ����������������� Quest Giver: None Requirement: None Reward: 967 Experience, 200 Influence, +2 Power NOTE: This is a named quest, but not until you head into the Chateau and start seeing weird stuff... no one gives you this quest before that. While not a named quest, there is a dungeon in the Emerald Graves that is worth typing about here: Chateau d'Onterre. This is the dungeon (Cheateau) near the end of the "Motherly Encouragement" quest and can be entered at any time you wish. We'll describe what is going on here below. After you enter you find yourself in the very dark foyer (players who have Cole in the party will get lots of good dialog here). The portraits in the hallway are named and the door to the right is locked. Head left and read the [A TORN DIARY] codex/note on the floor. Between that and the candles you know we are in trouble... Head through the door into the galley. From here, take the close hallway and have your rogue unlock the door here out to the courtyard. Explore out here using your search ability to find a hidden [SKETCH I OF CHATEAU D'ONTERRE INTERIOR] codex by the steps of the pond. ON the steps. A bit weird, but there it is. After picking it up be aware that corpses are patrolling the chateau. Usually only one at a time though, so not much of a threat. Now, let us explore the rest of the downstairs area. You will find the Servant's Quarters, the Kitchen and a Ballroom. Items of note include loot in the kitchen, a [CHEST] in one of the many hallways connecting these rooms, [CHEST x2] in the ballroom, an update to the [A TORN DIARY] in the ballroom, a room off the ballroom with an elven relic to activate and another [CHEST], and finally a journal in the bedroom of the Servant's Quarters. Go ahead and explore this downstairs area and find those items, then return to the gallery and head upstairs, to the Library. Up here use your ping and head around the stairs to the back. It will lead you to a statue on the rail that you can move for [SKETCH II OF CHATEAU D'ONTERRE INTERIOR]. Interesting. Nearby is a room with [CHEST x2] and another room that leads to a locked door (we need the Balcony Key... which we don't have yet). Head back to the library and revel in the vast amount of readable material here. Seriously, you get four codes entries here by reading everything you can: [THE GIRL IN RED CROSSING] codex, [OF GODS AND DOUBT] codex, the [SUPERSTITIONS] codex and finally the [FROM THE CANTICLE OF THRENODIES] codex. There are also [CHEST x3] in various corners of the library, so loot them all. At the end enter the door on the right to find the bedchambers. Here check the first bedroom for [CHEST x2] and a note on one of the tables. The second bedroom is a bit more interesting. Your search ping will show up again, so follow it to above the fireplace for [SKETCH III OF CHATEAU D'ONTERRE INTERIOR]. Loot everything in here and then back out to the bedroom hallway. This next part is a little tricky, and may very well be the reason you are checking this guide out. We have to jump out the window! Nearby is an open window. Use it to go outside and drop down to the balcony to find a [MOSIAC PIECE], then drop down to the pond. Climb back up to the Bed-Chambers now and go back out the window but STAY on the blue ledge and move around to the other side. You can drop down and open the door here now (or go in the other window) to be in the Antechamber. From here loot the [CHEST x2] and open the door to the bedchambers to have a shortcut. Note that this area also has stairs leading down to the Servant's Quarters you can open a shortcut to and find a [CHEST] along the way. Continue on to come to the upper area of the Ballroom. Here you will find a giant dragon strung up. Head over to its head and explore the statue nearby to have it move its tail. Go read the note that shows up on the tail. Very ominous. Explore this area for loot and another note, then open the door out to the balcony. Kill the dead here and then open the far door at the end to connect the place to the library, then go back to the balcony. Well... no choice now but to interact with the cube. Do so to gain a whopping [+10 CUNNING] and spawn an Arcane Horror down below. Yikes! Head down using the broken railing nearby and take it out to end this quest. Note that the real rewards are on the corpse. These include the [D'ONTERRE CREST RING], an [AMULET OF POWER] for Cole Only, some other rare gear, and the unique [SUPERB COOLDOWN AMULET], which cools down all of your skills by a very respectable 15%. Very nice! __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > EMPRISE DU LION [0511] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� Personnel ��������� Companions: None Agents: Michel de Chevin Crafting Materials ������������������ Common Rare Unique - Arbor Blessing - Felandaris - Rashvine - Rashvine Nettle - Bloodstone - Black Lotus - Elfsroot - Everite - Silverite - Dawnstone - o Felandaris is in Suledin Keep. Enemies ������� � Black Wolf � Great Bear � Red Templar � Red Templar Guard � Red Templar Marksman � Red Templar Shadow � Red Templar Behemoth � Ghoul � Hurlock � Hurlock Alpha � Red Templar Horror � Infected Giant � Red Templar Lieutenant Codex Entries ������������� [ ] History #43 - The First Blight: Chapter Four - Found during the quest "Taking Suledin Keep". [ ] Letters #37 - In Death - Located at a Grey Warden camp east of the Drakon's Rise Camp. [ ] Letters #38 - Letter About Lyrium - Found while doing the "Rocky Rescue" quest. [ ] Letters #41 - Letter of Confirmation - Found while doing the "Rocky Rescue" quest. [ ] Letters #63 - Suledin Keep Documents - Found during the quest "Taking Suledin Keep". [ ] Letters #72 - Valeska's Watch - Northwest of Drako's Rise Camp (Do the quest of the same name). [ ] Letters #73 - Vir Tanadhal: The Way of Three Trees - Found during the "Ruined Blade" quest. [ ] Tales #26 - Common Curses - Found inside a house at Sahrnia [ ] Tales #62 - Judicael's Crossing - Found with the "Judicael's Crossing" landmark near Tower Camp. [ ] Tales #69 - Marcher Misconceptions - Found at the first camp (Sahrnia Camp). [ ] Tales #117 - Tower of Bone - Found at the first Tower Camp. [ ] Tales #118 - Trading with Kal-Sharok - Found near the Baron after taking Suledin Keep. C O L L E C T I O N S ��������������������� Astrariums ���������� 1. None Bottles of Thedas ����������������� 1. "Bottles of Thedas" (Abyssal Peach) - Located during the quest "Capturing Suledin Keep". 2. "Bottles of Thedas" (Legacy White Shear) - Found while doing the quest "Rocky Rescue". High Dragons ������������ 1. Hivernal 2. Kaltenzahn 3. Highland Ravager Landmarks ��������� 1. Crystal Cascade, Frozen (Southwest of initial Sahrnia Camp). 2. Dalish Wolf Carving (Southwest of Highgrove Camp). 3. Ruined Highway (North of the Drakon's Rise Camp). 4. Valeska's Watch (Inside Valeska's Watch). 5. Deep Roads Entrance (Inside Valeska's Watch). 6. Tower of Bone (At the Tower Camp). 7. Sahrnia Quarry (Found doing the Rocky Rescue quest). 8. Judicael's Crossing (Found near Tower Camp). 9. Hector (Found after you repair Judicael's Crossing). 10. Pools of the Sun (Found near Hivernal, past Judicael's Crossing). 11. Leotine's Steward (Found after you repair Judicael's Crossing, to the north). Mosaics ������� 1. 1 Piece of the "Freed Are Slaves" set. - Found during the quest "Ruined Blade". Glyphs ������ 1. Superb Frost Rune - From Tower Camp head south to the quarry, then keep right along the cliff. You'll come to a cave system that at the end has a Veil Fire Brazier you can light. Light it and trail back, keeping your eye on the left-hand wall to find the rune in a cubby. 2. Superb Spirit Ruin - Found during the quest "Ruined Blade". Oculara and Shards ������������������ Near the Tower Camp. 1. Just south of the starting position (at the base of the red lyrium). 2. To the right, on the right side of the left watchtower. 3. To the far right, to the left of the left watchtower, down in the gap. 4. To the far right, between the watchtowers, on the far side of the bridge. 5. To the left, on top of the watchtower. 6. To the right, up in the castle's tower in the distance (took forever to find this one!). Near the Kaltenzahn fight. 1. Just to the south of the starting position, near the far cliff. 2. To the left, just to the right of the bridge, on the far side. 3. To the far left, on the rock to the left of the tower. 4. To the left, in the pond to the right of the tower. 5. Just to the right, north of the close statue, by the tree near the cliff. 6. To the right, northeast of the close statue, near the base of a tree. 7. To the left, to the southwest of the tower, west of the pond below it. Logging Stands �������������� 1. Northwest of the initial Sahrnia Camp, by Elfsblood Tower. 2. Southwest of the Highgrove Camp. Quarries �������� None. R E Q U I S I T I O N S ����������������������� Shelter Requisition in the Emprise ���������������������������������� Quest Giver: Requisition Officer Requirement: Be in Emprise Du Lion Reward: Influence, +1 Power KILL ALL OF THE ANIMALS! We kid of course, but for this quest you'll need to slay the adorable little Snoufleur's and some Rams. Not too hard to do and shouldn't take too long since they can drop multiple skins. Turn them in to get the quest down below. Bloodstone Survey in the Emprise �������������������������������� Quest Giver: Requisition Officer Requirement: Be in Emprise Du Lion Reward: +1 Power Bloodstone is the easy mineral here, as you may already have several of them. Dawnstone is plentiful as well, especially as you push south and get to the Tower Camp. Collect all you can (you'll want extra) and turn in this quest when you can for the minor power bump and, um... quest completion satisfaction! Brazier Requisition in the Emprise ���������������������������������� Quest Giver: Requisition Officer Requirement: Be in Emprise Du Lion Reward: +1 Power, 500 Influence Another gathering quest. Silverite you likely have already, but can be found in this area here and there. Dawnstone is found as you push further south and uncover Tower Camp. Between this quest and the last one, you will have to hit the Dawnstone hard to have enough for both. Bother. S I D E Q U E S T S ��������������������� The Corruption of Sahrnia ������������������������� Quest Giver: Scout Harding Requirement: Be in Emprise Du Lion Reward: None This is really just the "intro" quest to the area. Head down from the camp and talk to the townspeople. Simple enough. The first person is Mistress Poulin, in the yellow house on the left. She'll tell you how she sold the quarry to the Templars. Lovely. The next person to talk to is just beyond the houses, out on the outskirts of town. Michel. Despite being disgraced, he is here to track down a demon named Imshael. He's not about to do it along, though. Talk to these two people and this quest will be complete. Take Back the Lion ������������������ Quest Giver: Scout Harding Requirement: Be in Emprise Du Lion Reward: Experience, 2200 Influence, +4 Power INSTEAD of a "Holding the Emprise" quest, we have this quest! Which is to say, instead of finding camps and claiming them, we are wiping out groups of Red Templars and taking their camps! Drive out your enemy before you! Our first target is to drive away the templars from Highgrove, which is just southwest of our starting camp. Easy enough to do: you will encounter a group of templar by the frozen falls to the west (look for Red Lyrium to smash here, chests, and the Crystal Cascade Landmark), then head southeast and find the steps leading to the main camp. Kill the guards here and take over the camp when you are done. Next out objective will change to Drakon's Rise, to the east. Follow the path out of camp to the southwest and follow it as it winds around, leading up and east. You'll have to kill templars along the way, but you'll also come across a lot of Dawnstone, so pick that up as you go. Once you get to the cliffs overlooking the valley, look for a ton of elfroot and a journal on a body by the cliffs (loot it as well... he won't need that ring). You'll be at Drakon's Rise soon. Slaughter the templars there. Pretty much more of the same, but they do have a Behemoth this go around, so be ready for him. Once you have killed them, take the camp and the objective will change to killing the enemy at the Tower of Bone. Heh... NOTE: There is a secret operation nearby. Head northeast of Drakon's Rise Camp and search for a journal near the body of a dead elf. He is a bit out of the way, but after reading the journal you will unlock the "Rumors of the Sulevin Blade" operation at the War Table. Worth doing. This is actually the last location we'll be taking over (for this quest anyways). Head east and then south down the slope when you can. There is a small opening on your right-hand side through the rocks you can get through that leads to a small area with tons of elfroot and a ramp leading to the Tower of Bone camp. Defeat the Red Templar Behemoth here. You could claim the camp now, but we'd advise continuing on and scouting the area. There are some Red Templar Horrors down below with some normal enemies. May as well wipe them all out (Archers can benefit from the range on the ramps here). Once you are done go ahead and claim the camp to complete this quest. You will get the "Capturing Suledin Keep" and "Rocky Rescue" quests after you complete this one. We aren't done exploring this area after all! Also, don't forget to clime the nearby ladders around the tower for the Ocularum and the "Tower of Bone" landmark! Rift on Frozen Water �������������������� Quest Giver: Scout Harding Requirement: Be in Emprise Du Lion Reward: 1324 Experience, 600 Influence, +2 Power ONE rift? Really? Well, okay! This quest is to close the rift on the frozen river nearby, and is complete after a single rift. I'm still amazed by that. Still, this rift is close to the city and has been causing trouble. Approach it and be ready for a ton of Greater Shades. Six of them will charge at you, so have some area effects and attacks ready for them. The second wave will also have Greater Shades, but will throw in two Greater Terrors as well. All in all not bad. Take them out and close this rift to help out the local town. Rift at Drakon's Cleft ���������������������� Quest Giver: Exploration Requirement: None Reward: 1324 Experience, 600 Influence, +2 Power (Per Rift) Once you take over Drakon's Rise during the "Taking back the Lion" quest, you will get this quest. Two more rifts to close nearby. Expect to find Greater Terrors here as well as Pride Demons. You may even face off against multiple Pride Demons, so be sure to burn one down before the other to save yourself time and hassle. Clear both rifts to complete this quest. Rifts in the Springs �������������������� Quest Giver: None Requirement: Take over Suledin Keep Reward: 5076 Experience, 600 Influence, +2 Power (Per Rift) Once you take over Suledin Keep you'll get this quest, but you can't complete it until you fix the bridge by Tower Camp (Judicael's Crossing). Two more rifts to take out, but a nice bump in experience. The western one has a ton of Greater Shades and at the end a Fear Demon. You have likely fought this thing before, so not really a big deal. Take the shades out first so you can stun the fear demon. The eastern one has a Pride Demon, a Despair Demon and some Wraiths. The second wave adds in two Pride Demons. Watch out for their lightning whips and burn the Despair Demon when you can. Stun the Pride Demons. Once you have sealed both rifts this quest will be done. Mama's Ring ����������� Quest Giver: Ring Box Requirement: None Reward: 332 Experience, 300 Influence Once you enter the area for the first time head down into Sahrnia and enter the house on the left. A woman will be talking to herself about a ring here. Examine the ring box once she's done and BAM, there's a quest for you. While you are here, be sure to read the nearby [COMMON CURSES] note as well for a codex entry. This quest will then wait awhile until we push further south. Once you take over the Tower Camp you can head west across the bridge into the town. Here look for a broken blue house where your search scan will start beeping. There are notes in the house, and in the corner nearby is the ring. Once you search the corner you'll get it automatically and some influence. Now, head back to Sahrnia and give the ring to the owner to complete the quest. Stalker ������� Quest Giver: Journal Requirement: None Reward: 150 Influence Another instance where we must look into other people's lives! This quest starts when you find a journal near a camp to the northwest of Sahrnia (nearby is a logging stand and Elfsblood Tower, for reference). Read the book on the ground and the quest will start. A hunter is after some elusive prey. We of course have to follow. We want to go southwest from here, but once you are on the ice the small rocks will be enough to block a straight shot, so head further south and climb the rocks when you can and head north. You will very likely find Black Wolfs and Great Bears in this area. Fight through them to the Elven Ruins and search by the statue to find another journal. Hmmm, the most dangerous game? Once you read the journal the quest will be over. Valeska's Watch ��������������� Quest Giver: Exploration Requirement: None Reward: East of the Drakon's Rise camp is a Grey Warden camp. Near red lyrium, you can find charred bodies and even a codex titled [IN DEATH], which has the Warden motto on it. Around here though your search beeper will send you to a bit east to find the Valeska's Watch key, which gives you this quest. NOTE: By "find the key" we mean follow the search beeper ping. You don't have to pick up a key to get to get this quest. Or at least BK didn't. We presume it belonged to one of these bodies? Enter the tower door nearby to complete the "quest". Pfft.. Head further in to claim the "Valeska's Watch" landmark and the [VALESKA'S WATCH] codex entry as well. Inside you'll find Darkspawn to kill, which is always nice. Where in the hell did the warden's go? There is a locked door down here that requires the "Deft Hands" perk, but you can still go deeper in to fight more darkspawn at a giant breach, claim the "Deep Road's Entrance" landmark, and even seal the breach up with a mage. In War, Victory. Capturing Suledin Keep ���������������������� Quest Giver: None Requirement: Complete "Take Back the Lion". Reward: Experience, Suledin Keep Suledin Keep is fairly close from the Tower Camp, which is where you'll be once you get this quest. Travel west over the bridge to the nearby town and head beyond it to the front of the keep. Here you will find Michel battling the demons (don't worry about his health). Help him kill the enemies out here and talk to him. He'll give you a new quest called "Call Me Imshael" (Moby Dick reference!) and head off to protect Sahrnia. Bust down the door and enter the keep. Slay the guards you find and move away from the objective, up to some giant (literally) cages. Kill the guards here. Once they are dead you can read a note nearby. Note that they only lost ONE giant... yeah. Search around for some rare foliage called "Felandaris". You can get some by the giant cage and another by going through the broken wall nearby and looking around the open area there. Up ahead is (as you can likely see), a giant... an "Infected Giant". Yikes... he has a good guard of Red Templar too. This is a good time to use any special skills you may have saved up as well as area of effect magicks. Heck, even both. Try and take out the templar escort so you can focus on the giant, then take him down. He isn't much different than a normal giant when it comes to his attacks, so treat him as you would any other giant. Continue to the left and stick to the right hand side of this area. You'll discover a small corner with some knocked-down trees and your search beeper will begin beeping. It leads to a wall. Funny right? Well, this is actually where you need to use the nearby tree leaning against the wall to climb up to it. This is a bit tricky actually, but once you get on the tree go slow and stead and get up to the broken wall for a [BOTTLE OF THEDAS]. Heh. Nearby are some red tents. Be sure to check inside them for the [SULEDIN KEEP DOCUMENTS]. Head past the arch and get ready for another fight with a group of Red Templars and a giant. You'll only fight templars for a short while but the giant will soon jump in. Lay out the templars quickly so you can focus on him. We are near the keep itself now: nearby you can enter the lower part of the keep where they keep provisions. Here look around for books including updates to the keep documents and [THE FIRST BLIGHT: CHAPTER FOUR]. There are also [CHEST x2] down here: one that is easy to get by the stairs and one up on the higher shelves. You can reach it with some tricky jumping by using the railing by the first chest. Don't fall! Head up the stairs further into the keep to find some Templar Horrors in the courtyard. Take them out. The narrow space here may seem ideal to holding, but they pose a big ranged threat, so rush them and thin their numbers. Loot the [CHEST] in the corner nearby and press on. Several doors later you'll find a Red Templar Behemoth with some horrors and templars. This IS a good spot to use the narrow paths and stairways to corral and protect weaker team-mates, especially as the behemoth starts up the stairs when you find him. Separate and challenge him with your tank while everyone else slaughters the other enemies, then focus on the behemoth. Easy. Continue to the right now and you'll run into Imshael. Here Imshael will tempt you into making a deal rather than continuing all of this tasteless violence. You wouldn't make a deal with a demon... would you...? �������������������������������������������������������������������������������� BOSS: Imshael Level 19 ________________________________________________________________________________ Imshael Health: 87021 Defense: 59 Vulnerability: Varies Immunity: Varies Strategy �������� Imshael is a rather shifty demo...er, SPIRIT who having failed to bribe you will no attempt to destroy you> Good luck with that, Imshael! Still, Imshael can put a hurt on you. At the start of the fight there are two Red Templar Horrors to your left and right which we recommend you take out as soon as possible. Let your tank challenge Imshael and hold him while you take them out (we don't need them bombarding us while we fight). Imshael himself will spawn Fearlings to pester us and has a tendency to warp around attacking people. Aside from the burst damage (which is easily covered with a barrier) this form isn't much of a threat. Note that he has no resistance or vulnerability here, so go wild. After chipping away about a third of his life (or less), he will switch forms to a gigantic Rage Demon. This form inherits the vulnerabilities and strengths of a normal Rage Demon, so if you can freeze and shatter him for major damage. Watch out for his fire attacks here and stat spread out. He will use a barrier move in this form as well that dispel won't work on, so attack through it. After you've gone through roughly another third of his life he'll move onto his last form: a Pride Demon. Again, this form inherits all of the Pride Demon's traits, so cut out any lightning attacks. He has all of the Pride Demon moves here including the whip and lightning orbs. However, he can also give himself a full bar of guard, so you'll have to eat through that before you can finally get to his last remaining bit of health and put him down. Not a big challenge with a good tank as you can keep him occupied the whole time, but the guard guarantees he lives for a little while at least! Once he is dead your "Call me Imshael" quest will be updated to talk to Michel and report back to him. Also be sure to loot him for [PURE SPIRIT ESSENCE x3], an [AMULET OF POWER] for Cole, and the unique shield [MARCH OF THE EVERLASTING]. Very nice. Back to the quest! Continue on up the stairs after your battle to meet a dying Red Templar. You can learn a bit about Imshael here, if you wish. After that, plant the flag to claim Suledin Keep for the Inquisition and finish this quest. NOTE: Be sure to talk to the Baron here afterward (kind-of like the captain in charge of the keep) for the "They Shall Not Pass" quest. You'll also get the "Rifts in the Springs" quest automatically. Nearby the Baron is a book with the [TRADING WITH KAL-SHAROK] codex as well. Rocky Rescue ������������ Quest Giver: None Requirement: Complete "Take Back the Lion". Reward: 1324 Experience, 600 Influence From the Tower Camp, head south to find the quarry. You will soon see that the Red Templars are on guard here. Just seeing this gives you the "Red Captors" quest down below, which we'll be doing with this quest since we are of course going to be liberating villagers while killing their captors. Kill the guards at the front of the quarry and then head in. The first villagers are in a cart just ahead here. You'll have to use a rogue to pick the lock here to free Villagers 1/7 (we are numbering these). Note that to the right is a white tower. Pay it a visit and look around with your search bar as the corner here has a [BOTTLE OF THEDAS]. There's a note nearby and a [CHEST] at the top. Head back out and from here take the right path leading up. We're going to take a small detour. Follow the cliff wall as it leads down to a cave opening, then follow the cave to the end to find a Veil Fire Brazier. Light this and take the fire back through the cave keeping an eye on the left hand wall and you'll find the [SUPERB FROST RUNE] on the way. Sweet. Head back to the entrance and then keep going downhill to find the first (our first) Red Templar Lieutenant. Kill him and his cronies for Lieutenant 1/5 (we will number these too, for the "Red Captors" quest). Be sure to hit up the [CHEST] nearby and then continue down the path to reach another open area with another lieutenant. Kill him off. Watch for the archer up above. Once Lieutenant 2/5 is done, free Villagers 2/7 from the nearby cage. There is also a [CHEST] nearby. From here, climb the ladder to the right and enter the hut. Your search beeper will be active! Use it when you are close to the table to find some notes to read. This actually gives us the quest "Quarry Quandary". We'll handle that later though. Grab the [CHEST] here. Don't worry about climbing further up as there is nothing there. Head down and continue on. At the path split head left to find Villagers 3/7 as well as a dying woman. Talk to here to get the "Words Not Hollow" quest before she passes, the loot the [CHEST]. From the cage, head right, but down the path (not up). This leads to another quarry work area, but you are above the guards and Lieutenant 3/5 this time. You can lay traps for them as they climb up to you if you wish, or use this height to your advantage. Kill them off and free the Villagers 4/7 here. Now, nearby is another secret note. Or at least a note with secrets! Head east up the hill and once you get past the wooden door, turn around and use the rock to jump onto the roof. Follow it back the way you came to reach a set of boxes with a note on them. This gives you the "Caged Confession" quest, which again we'll handle once we're done with the quarry (so many quests!). Head back east and follow the path to another group of templars. Kill them all for Lieutenant 4/5 and then you can free Villagers 5/7. Getting close to being done here! East there is a boarded walkway to the last lieutenant, but head north a bit and aim for the landmark nearby, up on the rocks overlooking the quarry, to get the "Sahrnia Quarry" landmark (may as well while we are here). You can also fight some templar trash to the north if you wish. They are guarding a [CHEST] up there. Head back to the last cage and east to the wooden walkway. Drop down here and fight the templars and kill the last Lieutenant 5/5. That will complete the "Red Captors" quest. You can free Villagers 6/7 here too. Also, climb the ladder you came from and your search beeper will go active. Look up the ramp here to find a hidden note for the [LETTER ABOUT LYRIUM] codex entry. Head north now through the ravine to some more enemies. Take them out and then free the Villagers 7/7. This officially completes this quest, but before you head off climb the eastern ladder and your search ping will go off. There is a note nearby, but we're not done. Go up the ladder and follow the ramp to the end to find the [LETTER OF CONFIRMATION] codex at the very end. Red Captors ����������� Quest Giver: None Requirement: Start "Rocky Rescue" Reward: 600 Influence, +2 Power This quest is done in conjunction with the quest "Rocky Rescue", up above. In it, you have to kill off five Red Templar Lieutenants. We cover where they are in the Rocky Rescue quest though, to streamline things for you, so follow that quest and you'll finish this one as well. Sifting Through Rubble ���������������������� Quest Giver: Note Requirement: None Reward: Superb Lifeward Amulet, 150 Influence After you take the Tower Camp, head west to the town. Here, look inside the nearby yellow house on the left to find a note. Read it to get this quest. Seems like we're going to go treasure hunting. This is going to have to wait a bit though... or at least until we repair the bridge with the Judicael's Crossing operation. Once you have repaired the bridge, cross it and at the end, explore the left side. Your search beeper will be active here. Use it near the rubble to find the Superb Lifeward Amulet and complete the quest. Turning the Tables ������������������ Quest Giver: Note Requirement: None Reward: Experience, 150 Influence Once you take over the Tower Camp, you can get to this quest. From the camp head west over the bridge and into the nearby town. Just after the bridge, take a right and go to the boulders. Jump over them and search for a note by a tree, overlooking the gorge. You will get this quest after reading what the poor huntress is enduring... The second location we need to visit is near the quarry. Best held off until you decide to do Rocky Rescue. Once you do, be sure to stop by and do this quest as well. Right past the entrance head right, like you are going to the nearby white tower, then head south. Look for the huntress' camp among the trees out here to find a second note. Reading this ends the quest and lets you know what happened. Call Me Imshael ��������������� Quest Giver: Michel Requirement: Talk to Michel about Imshael at the Sahrnia Camp. Reward: Agent: Michel, 150 Influence, +3 Power This quest is important to get for the Agent waiting at the end of it, but most of it is done during the quest "Capturing Suledin Keep". So, to best serve you, make sure you get this quest by talking to Michel when you do that quest and carry on with that quest until Imshael is taken care of. Once he is gone, head back to Michel and report his passing. In doing so you will gain an agent and a small little cutscene, as well as some minor power and influence. Whee! They Shall Not Pass ������������������� Quest Giver: Baron Desiardins Requirement: Take over Suledin Keep. Reward: Access to new area. Talk to the Baron after taking over the keep and explore all of his dialog options to get this quest. A nearby bridge called Judicael's Crossing has been destroyed, restricting our access to the area. Lovely. This bridge is just to the east of the Tower Camp. Go inspect it to get an operation in the War Table room to repair it. It will cost 10 power to do, but takes no time and can be done ASAP. Once it is done this quest is over. Quarry Quandary ��������������� Quest Giver: Note Requirement: None Reward: 150 Influence. This quest is gotten by finding a certain note in the quest "Rocky Rescue". It... makes a certain someone look bad. Once you find the note, hold off on the quest until you are done at the quarry. Once you are done there head back to Sahrnia and talk to Mistress Poulin. Here you can choose the dialog you wish. Whatever sounds right to you. Your current companions may or may not agree (Blackwall and Cole at the very least will slightly approve the "how dare you!" / "nothing makes that right!" reply). Once you are done talking to her, this quest will be complete. Words Not Hollow ���������������� Quest Giver: Infected Woman Requirement: None Reward: 331 Experience, 150 Influence This quest is also gotten when doing the quest "Rocky Rescue". Once you are done with everything in the quarry, head back to Sahrnia and head outside the town into the wilderness. Just to the west, on the edge of the frozen lake, is a dead tree. Go place the woman's letter here to keep your promise and complete this quest. Caged Confession ���������������� Quest Giver: Note Requirement: None Reward: None This quest is found when doing the quest "Rocky Rescue"... just like the two quests up above were... Once you are done playing around at the quarry, head bach to Sahrnia. Here you will find Louis and Linette, both chilling at a campfire, glad to be freed. You have a choice here: give Louis back his confession or tell Linette what really became of her brother. Either way the quest will be complete, so what you do in the end is really up to you. Which is more important to you? Your current companions may either disagree or agree with you (Blackwall at the very least slightly disapproves if you tell Linette but slightly approves if you give the letter back to Louis). Choose what you feel like to complete this quest. Hivernal �������� Quest Giver: None Requirement: None Reward: See Loot table below. NOTE: This is not a named quest in the game. This is a High Dragon of Emprise du Lion. It is found easily after repairing the bridge near Towers Camp. In fact, it is on top of the coliseum-looking building and you can climb your way up to it. Much like the Greater Mistral, the Hivernal is an ice dragon. As always, your party should be around the dragons level before you attempt this (the higher the better of course - class specializations are helpful). Any ice resistance items you have should be worn, and everyone should be stocked to the brim with potions before you take him on. Are you ready? We are! Let's go slay us another dragon! �������������������������������������������������������������������������������� BOSS: Hivernal Level 19 ________________________________________________________________________________ Hivernal Health: 207873 Defense: 59 Vulnerability: Fire Immunity: All Disabling Effects Immunity: Slowed Perceptive Greater Cold Resistance Strategy �������� The Hivernal is an ice-based dragon, and as such he will have many of the same "breath attacks" that we've seen other dragons do, just in ice form. He is also vulnerable to fire, which helps a ton if you have a mage with fire skills and a fire staff (equip before you go it!). Warriors with Earthshaking Strike will also appreciate this (which is BK!). This dragon is very similar to the Greater Mistral Dragon that you may have already fought (or if not, you will find it will be similar). Hivernal has many dragon attacks (other than the breath) that you have likely seen. These include swiping any one of its four claws at us (and anyone who happens to be nearby), swinging its tail in a large arc, and flapping its wings to bring us in closer and damage us with the wind (mostly annoying for ranged and/or mage characters as warriors can stay in the middle with the dragon and be safe). The previous two paragraphs up above are rather bland "dragon" descriptions and to be perfectly honest that is because Hivernal is quite bland. Most dragons have guard and/or special tricks to their arena... not Hivernal. He will use his breath and claw/tail attacks on you like any other dragon but that is it. He is fairly unremarkable! Like other dragons he will often leap around the arena when he takes a spike of damage, which will make you chase him and waste good area of effect abilities. he will also fly off when at certain points in the battle and shoot ice balls at you before landing to continue the fight. Again, very normal things for a dragon... Like we've said before: Keep your fighters spread out, use potions smartly and use fire attacks when you can. Use your most powerful skills and focus attacks. Despite his increased level, Hivernal should pose less of a problem than any dragon you've fought with up to now (Provided you are dragon-experienced and of a comparable level! This is even proven given the reduced XP amount below!). As a side note, we were disappointed that the small like here didn't freeze over whenever Hivernal breathed on it. That seemed like a wasted opportunity to make the fight and area that much cooler... Loot: 1,324 Experience, 3600 Influence, +5 Power, Superior Grenades Belt, Amulet of Power (Iron Bull Only), Staff of the Void, Emerald x2, Masterwork Battlemaster Armor, Pure Dragon Blood x7, Dragon's Tooth x2, Dragon Webbing x18, Dragon Scales x14, Dragon Bone x14 Kaltenzahn ���������� Quest Giver: None Requirement: None Reward: See Loot table below. NOTE: This is not a named quest in the game. This is a High Dragon of Emprise du Lion. Yes there is more than one. Exciting, I know! After Hivernal, head north and you can find this dragon on top of the second coliseum-looking building. As always, your party should be around the dragons level before you attempt this (the higher the better of course - class specializations are helpful). Any ice resistance items you have should be worn, and everyone should be stocked to the brim with potions before you take him on. The usual! Here we go! �������������������������������������������������������������������������������� BOSS: Kaltenzahn Level 21 ________________________________________________________________________________ Kaltenzahn Health: 245457 Defense: 65 Vulnerability: Fire Immunity: All Disabling Effects Immunity: Slowed Perceptive Greater Cold Resistance Strategy �������� Whereas Hivernal was, well... a disappointment, Kaltenzahn does his best to make up for it (he is an ice dragon too, after all... someone has to make up over Hivernal!). Kaltenzahn not only looks way cooler, but is also quite a bit tougher. To start off with, he has all of the basic dragon attacks: he will swipe at you with his legs and tail, hitting anyone that happens to be nearby. He also has the wind attack that sucks ranged characters in (warriors still love this attack). And of course there is the breath attack. Kaltenzahn will of course use ice breath and spit ice balls, but his ice breath attack is longer and more impressive than Hivernals... What really sets Kaltenzahn apart are his extra moves. Like other dragons we have run across, Kaltenzahn will use guard to give himself a huge chunk of extra life to wear down, and of course he'll do it multiple times throughout the fight. The other thing that caught us off guard (that we've seen before, but not often) was that Kaltenzahn will actually screech during the fight and summon several Dragonlings to come assist him. The screech will stun the party for a few seconds... just long enough for the dragonlings to appear. Assuming you are playing a non-tank character, you should immediately focus on the dragonlings and kill them as soon as you can, only going back to Kaltenzahn once they are dead. The last thing we need is a Dragonling killing someone when we aren't aware! Other than that this fight is pretty standard. Kaltenzahn doesn't do a lot of leaping around, preferring to do the twist-motion that we've seen some other dragons do before (which is still rather odd... but works to get him out of area of effect spells and abilities easily enough). He will also leave and fly around the area at certain points during the fight, but that is farily normal. The biggest thing to watch out for is his dragonlings. As long as you can keep yoru fighters spread out and take the dragonlings down fast, you will triumph over Kaltenzahn eventually. Once again we were disappointed that the small like here didn't freeze over whenever ice attacks hit it. We'll give Kaltenzahn props for using the archway nearby to land on once during the fight though. Very classy! Loot: Experience, 3600 Influence, +5 Power, Caliban, Superior Potions Belt, Amulet of Power (Varric Only), Pearl x3, Masterwork Prowler Armor, Pure Dragon Blood x8, Dragon's Tooth x2, Dragon Webbing x17, Dragon Scales x18, Dragon Bone x14 Highland Ravager ���������������� Quest Giver: None Requirement: None Reward: See Loot table below. NOTE: This is not a named quest in the game. This is the THIRD High Dragon of Emprise du Lion. Don't worry, this is the last one. Still, dragons are a great thing, right? Right!? To find this dragon, head to the very northern (northeastern part of the map, north of the 2nd coliseum, up to the third! You may be tempted to go through the easy-to-reach archs but it is quite the drop! You are fighting down below, so do yourself a favor and go counter-clockwise around the structure to find the ground entrance. As always, your party should be around the dragons level before you attempt this (the higher the better of course - class specializations are helpful). Any ice resistance items you have should be worn, and everyone should be stocked to the brim with potions before you take him on. The usual! Third time's the charm! �������������������������������������������������������������������������������� BOSS: Highland Ravager Level 23 ________________________________________________________________________________ Highland Ravager Health: 286187 Defense: 72 Vulnerability: Cold Immunity: All Disabling Effects Immunity: Slowed Perceptive Greater Fire Resistance Strategy �������� If you barely lived through Kaltenzahn, Highland Ravager will destroy you. Just a friendly heads-up. If you got through Kaltenzahn fairly easily, this should be a good challenge. The Ravager switches things up by being a proper fire-breathing dragon. Weird! Ravager has (surprise!) every move you'd expect out of a dragon. EVERY move. The basics are of course all in place: swiping with all four paws with long, sweeping strokes. Well-telegraphed ahead of time. Tail lashing. Wing flapping. You know the basics by now of course. Ravager also doesn't care about either twisting or jumping around. He'll do both to get out of trouble if he has to. One thing Ravager won't do that you may be used to is leaving. Usually dragons tend to fly away during a part of the fight but not Ravager. It may be because he really has nowhere to go! The Ravager will also use guard during the fight. Of course he does! This is rough to eat through, but do-able. He'll do it multiple times of course. The Ravager also has a special (NEW!) move: multiple circles of fire (let's just call these fire rings!). Throughout the fight, you'll see the Ravager rear its head up and three good-sized circles appear on the ground. After a few seconds those circles will become engulfed in flames! They actually don't hurt very much, but will burn you and knock you down. Best to move when you see it coming of course. Later on in the fight, once its health gets low, three circles will turn into four circles, so be ready! One last trick the Ravager has up its sleeve, as if everything above wasn't enough, is to call its minions to the battle, much like Kaltenzahn. These minions will always show up from the entrance, and if not met will do ranged attacks for a little while before engaging. Since you know where they are going to show up every time, it is wise to go meet and kill them when you can. This fight is undoubtedly the hardest of all three here. Due to the increased level / HP / defense, it may be wise to bring two mages to this fight. Speaking from experience, double mages with barrier/revive and ice attacks can make all the difference here. The barrier and revive overlapping alone can really buff up your group. This is especially potent if you are playing casually and not micro-managing every move. Like always, keep your fighters spread out, use potions wisely and use cold attacks when you can. Use your most powerful skills and focus attacks. No need to hold back here! Once you take him down you will get the loot below. Congrats on slaying the toughest dragon in this map zone! Loot: Experience, 3600 Influence, +7 Power, Duke's Mane, Keeper Robe Schematic, Superior Guard Belt, Walking Death, Masterwork Battlemage Armor, Pure Dragon Blood x10, Dragon's Tooth x2, Dragon Webbing x19, Dragon Scales x19, Dragon Bone x15 Ruined Blade ������������ Quest Giver: Journal Requirement: None Reward: 10152 Experience, 2500 Influence, +3 Power, Sulevin Blade This quest will guide you through the area called the "Cradle of Sulevin". You get this quest (and new area) by doing the "Rumors of the Sulevin Blade" operation at the War Table, which unlocks this area. This this area is all for this quest, we are adding it to this section. NOTE: If you need to get the above operation, see our "Taking back the Lion" quest up above to find the journal you need to access the operation. The quest we are doing here is called Ruined Blade, and we need to find four pieces of it. Head forward and examine the statue. Need Veil Fire. Continue forward to the back of the area (watch out for the holes!). You may need to kill a poison spider on the way. At the back is some loot, [CHEST x2] to the left, and Veil Fire! Light it up and light up the nearby statue! A Revenant will attack here. Kill it off and loot it for [SWORD PIECE 1/4]. Now, head back to the beginning and light up the first similar statue you ran across. Yep, another Revenant, this time with corpses! Take them all out for [SWORD PIECE 2/4]. Next up head to the left-side of this area where you'll find some stairs that lead down to the "Hall of the Dead". Take the Veil Fire with you and light the brazier down here (this area looks SO cool). Down below are corpses wandering around, so kill them all and search around for various loot, then head to the area you lit up to find a third statue. Light it up and take out the Revenant and corpses for [SWORD PIECE 3/4]. Head back up to the main area now and then up the stairs nearby in the middle. On the wall is something you can read for the [VIR TAANDHAL: THE WAY OF THREE TREES] codes entry. There are more entries to be had up here, as well as loot. Grab them all and go across the way, to the other side. This is the Sunlit Chamber area. Up above is loot, but down below is much more loot and another statue. Hold off on the statue for now and explore the edges of this lower area with your Veil Fire to find a TON of rooms with loot and chests. Seriously, a ton (we aren't even going to list the chests here). There is one room that does require a rogue to unlock, and it is the most important room. This is because it has the [SUPERB SPIRIT RUNE] inside of it as well as a [MOSIAC PIECE] from the "Freed Are Slaves" set. Be sure to visit THAT room at the very least. Once you area ready, go hit the statue with the fire and take down the fourth Revenant. Easy as pie. He drops [SWORD PIECE 4/4]. So... what do we do with all of these pieces? Take them to someone who can use them of course! From here you will get a 500 Influence reward, but we need to travel back to Skyhold and go see Dagna. Talk with here to officially finish the quest and collect your rewards, including the awesome Sulevin Blade. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE HISSING WASTES [05??] '..' __________________________________________________________________________ �������������������������������������������������������������������������� O V E R V I E W ��������������� Space... Vast amounts of space is probably the best description for The Hissing Wastes. Still... there is treasure to be found for the dedicate. Once the site of a very unique Dwarven Thaig, the Venatori forces are combing this space for artifacts that can help The Old One's cause. We must make sure these items fall to the inquisition, but finding anything of worth in these sands will be quite the challenge. Personnel ��������� Companions: None Agents: None Crafting Materials ������������������ Common Rare Unique - Deathroot - Nevarrite - Vandal Aria - Lazurite - Elfroot - Amrita Vein - Volcanic Aurum - Ghoul's Beard Enemies ������� � Venatori Marksman � Venatori Gladiator � Venatori Mage � Wyvern � Venatori Spellbinder � Venatori Brute � Venatori Zealot � Red Templar Guard � Red Templar Shadow � Venatori Stalker � Poison Spider � Giant Spider � Red Templar Behemoth � Lurker � Varghest � Burning Tomb Guardian � Ancient Tomb Guardian � Codex Entries ������������� [ ] History #2 - A Journal on Dwarven Ruins - Found during the quest "Notes on the Wastes". Found and updated multiple times. [ ] History #12 - Dwarven Inscriptions: Hissing Wastes - Found multiple times during the "The Tomb of Fairel" quest. [ ] History #38 - The Colossus of Orlais - Found by locating "The Colossus of Orlais" landmark north of The Statue Camp. [ ] Letters #13 - A Sand-Covered Note - Found near the Sand Crags Camp. [ ] Letters #16 - A Worn Diary - Found near a dead body northeast of the Sand Crags Camp. The body is laying near a log. Poor guy. [ ] Letters #27 - Demons of the Stone - Found near the Sand Crags Camp, on a table. [ ] Letters #28 - Draft of Letter to Venatori Magisters - Found inside the main Venatori Camp located to the east of the Sunstop Mountains Camp. Part of the "Sand and Ruins" quest. [ ] Letters #32 - Folded Letter - Found near the Sand Crags Camp. Part of the "Sand and Ruins" quest. [ ] Letters #51 - Note From the Silent Quarter - Found in a Venatori Camp, to the east of The Mountain Fortress Camp. Under one of the tents, near a corpse. [ ] Maps #5 - Map of Tomb of Fairel - Found during the quest "The Tomb of Fairel". [ ] Maps #11 - Sketch of Burial Grounds Tomb - Found during the quest "Sand and Ruin". [ ] Maps #13 - Sketch of Canyon Tomb. - Found during the quest "Sand and Ruin". [ ] Maps #15 - Sketch of Colossus Tomb. - Found during the quest "Sand and Ruin". [ ] Maps #17 - Sketch of Four Pillar Tomb. - Given to you by Scout Harding when you enter this area. [ ] Maps #18 - Sketch of Sunstop Mountain Tomb. - Found near the Sand Crags Camp, on a table. C O L L E C T I O N S ��������������������� Astrariums ���������� 1. None Bottles of Thedas ����������������� 1. "Bottles of Thedas" (Silent Plains Piquette) - Found inside the main Venatori Camp located to the east of the Sunstop Mountains Camp. 2. "Bottles of Thedas" (Flames of Our Lady) - Located amongst the scaffolding to the west of the Sunstop Mountain Camp, on a table. 3. "Bottles of Thedas" (Aqua Magus) - Found during the quest "The Tomb of Fairel", in the Graveyard section of the map, by a campfire. High Dragons ������������ 1. Sandy Howler Landmarks ��������� 1. Lonely Light (North of the Cove Camp, by an Ocularum). 2. The Four Pillars (Near the Sand Crags Camp). 3. The Oasis (Northeast of The Canyon Camp. Also found during the quest "Let's Slay the Beast"). 4. A Blocked Doorway (just east of the Mountain Fortress Camp). 5. Stone Over Sky (south of the Sunstop Mountain Camp). 6. Canyon Overlook (approach by going west from the Sand Crags Camp). 7. The Colossus of Orlais (North of The Statue Camp). 8. The Empty Square (Located in "The Graveyard, south of the Logging Camp). Mosaics ������� 1. 1 Piece of the "The Sacrifice" set. - Found during the quest "Let's Slay the Beast". 2. 1 Piece of the "The Sacrifice" set. - Found near the Oculara that is located southwest of the Sunstop Mountain Camp. 3. 1 Piece of the "The Sacrifice" set. - Found inside the ruins near the Sand Crags Camp. 4. 1 Piece of the "The Sacrifice" set. - Found inside the main Venatori Camp located to the east of the Sunstop Mountains Camp. 5. 1 Piece of the "The Sacrifice" set. - Found during "The Tomb of Fairel" quest. One of Seven pieces in that quest! 6. 1 Piece of the "The Sacrifice" set. - Found during "The Tomb of Fairel" quest. Two of Seven pieces in that quest! 7. 1 Piece of the "The Sacrifice" set. - Found during "The Tomb of Fairel" quest. Three of Seven pieces in that quest! 8. 1 Piece of the "The Sacrifice" set. - Found during "The Tomb of Fairel" quest. Four of Seven pieces in that quest! 9. 1 Piece of the "The Sacrifice" set. - Found during "The Tomb of Fairel" quest. Five of Seven pieces in that quest! 10. 1 Piece of the "The Sacrifice" set. - Found during "The Tomb of Fairel" quest. Six of Seven pieces in that quest! 11. 1 Piece of the "The Sacrifice" set. - Found during "The Tomb of Fairel" quest. Seven of Seven pieces in that quest! Glyphs ������ 1. Superb Fire Rune - Found while doing the quest "The Tomb of Fairel". You can find it in the ruins to the east of the Mountain Fortress Camp, in the large room before going down the second ladder. Oculara and Shards ������������������ Northwest of the Cove Camp. 1. To the left, on the lower ridge. South of the small rock bridge. 2. To the right, on the cliffs nearby, on the left side of them. Near the Lonely Light landmark (north of the Cove Camp). 1. Right near your starting position, just to the right (seriously, this is the closest we've seen to the starting position ever!). 2. To the southeast of the first shard, in the valley. East of the Mountain Fortress Camp 1. To the lower left, just northwest of your camp past the rubble). 2. To the right, up on one of the cliffs (up high on the middle cliff). 3. North (and slightly east) of number 2, on the cliff-face in the distance. Southwest of the Sunstop Mountain Camp. 1. Just south of the starting position, on the sand dune. Logging Stands �������������� 1. Just north of the Logging Camp (Go figure!). 2. North of the Sand Crags Camp (by a Venatori Camp). Quarries �������� 1. East of the Logging Camp, under the rocky tables. Look for the stones! 2. South of the Logging Camp. Near a group of trees and by a large boulder structure. R E Q U I S I T I O N S ����������������������� Artifact Requisition in the Wastes ���������������������������������� Quest Giver: Requisition Officer Requirement: Be in The Hissing Wastes Reward: Influence, +1 Power This one is a bit different, and when it comes to requisitions, different is good! We need to find Dwarven items in the wastes. This includes one of the following: Dwarven Toy Soldier, Dwarven Dragon Statuette, Dwarven Vace, and a Dwarven Plate. These actually aren't too hard to find (we found them before establishing our third camp in the area, for example). Enemies have a chance and dropping each of these, as well as getting them from loot in the area. Just visit a few Venatori camps and you'll have them soon enough. Lazurite Survey in in the Wastes �������������������������������� Quest Giver: Requisition Officer Requirement: Be in The Hissing Wastes Reward: Influence, +1 Power Lazurite is VERY easy to find, and you only need 10 of them. The stuff is everywhere. Volcanic Aurum can be found in the canyons, by The Canyon Camp (or south of it, anyways... its fairly easy to find in that area). Once you have the required amount, turn it in to complete the quest. Shelter Requisition in in the Wastes ������������������������������������ Quest Giver: Requisition Officer Requirement: Be in The Hissing Wastes Reward: Influence, +1 Power This quest is mainly accomplished by killing the local wildlife! Ram leather, Fennec Fur and Gurn Hides all come from the local game, so kill away! Ghoul's Beard you may likely have already, but if not you can often find some growing on the dead trees in this zone. It can be pretty rare to spot down south, although there is some to the east of the logging camp (and you only need one). After killing enough local wildlife and finding one Ghoul's Beard, turn this in to complete the quest. Nevarrite Survey in in the Wastes ��������������������������������� Quest Giver: Requisition Officer Requirement: Be in The Hissing Wastes Reward: Influence, +1 Power Nevarrite is pretty easy to find here in the rocky / mountainous areas of this map, never mind the fact that you may already have some of it. Both of these things are good as you need 20 to complete this quest (and by the way, it is very surprising to see FOUR requisition quests in one area!). Volcanic Aurum can be found in the canyons, by The Canyon Camp (or south of it, anyways... its fairly easy to find in that area). Once you have the required amount, turn it in to complete the quest. S I D E Q U E S T S ��������������������� The Tomb of Fairel ������������������ Quest Giver: Scout Harding Requirement: Travel to The Hissing Wastes Reward: 200 Influence, +3 Power, MANY unique items. This is one of the quests you get by coming to the area. In fact, this is THE quest of the area: it is not only long, but very rewarding and will take us everywhere on this map. Harding will mention that there are Venatori in the area looking for something... which means we have to beat them to it. She also found a map and gives us this particular quest, titled [SKETCH OF FOUR PILLAR TOMB]. Now, this quest DOES NOT hold our hand at all... but that's OK, because you have BK and Noz3r0 here to help you! This quest is all about tomb raiding! We are going to locate and solve several puzzles that allow us into tombs, and by doing this we will eventually get into the "Tomb of Fairel", which is what our ultimate goal is. The sketch we got... the sketch of four pillars... doesn't really help us out at all. That being said, BEFORE YOU WORRY ABOUT THIS QUEST, you should instead focus on the rifts and camps of this area. This quest is best reference while exploring. Alternatively, you can follow this quest and take time-outs to do other things in the areas we lead you to. Up to you. Like Scout Harding mentions, our first step for this quest should be to head to the Sand Crags Camp. This is to the north (although we recommend going to the Logging Camp to the northwest first). Once you get to Sand Crags Camp and kill the Venatori here, examine the tables nearby. You will find some notes that will give you the [DEMONS OF THE STONE] codex / warning (this is a serious warning, just so you know!) and the [SKETCH OF SUNTOP MOUNTAIN TOMB]. That sketch is again not going to help us anytime soon... Head down into the tomb here now and we'll have our first puzzle room. These are pretty simple: four glyphs to read with four lanterns nearby. We must light the lanterns in the right order to make the four story glyphs make sense as one story. Pretty simple, right? Go ahead and light the lanterns here in this order: 1. This is the tale of Fairel, Paragon among Paragons, father of two sons, 2. Who, against their father's wishes, fought from foolish words and foolish pride. 3. For pride these halls were made - to honor a father's deeds, and grieve his loss. 4. And for loss these halls were made, to honor a brother mourned. NOTE: Completing the puzzle unlocks the [DWARVEN INSCRIPTIONS: HISSING WASTES] codex entries. As we go through this quest, we will update this codex quite a bit. Just be aware. NOTE: Doing any of these glyphs (or any upcoming glyphs) in the wrong order will spawn "Tomb Guardians". "Burning Tomb Guardian" and "Ancient Tomb Guardian" (Basically Rage Demons and Shades). This goes for upcoming puzzles as well. The nearby vault door will open up now, leading to a room with a [MOSIAC PIECE] (The Sacrifice Set... we'll see a lot of these throughout this quest) and a [CHEST]. This particular chest gives us a torn paper that turns into the [MAP OF TOMB OF FAIREL] codex, [KEY FRAGMENT 1/5], and the [SUPERB RING OF ATTACK]. See that key? Yep, we have to find four more of them. The Tomb of Fairel itself is to the far east of the Sand Crags Camp, just so you know. We will head there once we have all five keys. Next up let us explore the the "Graveyard". This isn't marked on the map for us at all (BK actually explored this last, but the order doesn't matter), but it is pretty closeby! The Graveyard area is just south of the Logging Camp. There are some giant Dwarven Statues and a set of stairs leading up to it proper, although you can find it by climbing up the hills and mountains as well. We'll also note that the "Sketch of Burial Grounds Tomb" codex (the "map" for this tomb") is in the Venatori Camp just to the southwest of The Canyon Camp. Here, you will find sets of pillars scattered around. The story glyphs here are spread out as well. There is a central campfire here though, which you should search around to find a [BOTTLE OF THEDAS]. There is also a landmark nearby called "The Empty Square". Now, for the puzzle! Find the veil fire from the tomb to the west, then... 1. Fariel's sons built monuments to their father, locking away his great works, 2. And worked together, for a time, side by side. Each ruled half the thaig, 3. But each ruled differently. They argued, and heated words made the brothers duel, 4. And where one brother fell, the other raised bloodied axe in hand, alone. The nearby vault will open. Enter to find another [MOSIAC PIECE] and a [CHEST]. This particular chest has the [DWARVEN BANNER CROWN], [KEY FRAGMENT 2/5], and the unique [SUPERB RING OF CRITICAL DAMAGE]. The next closest tomb is in the canyon. Yep, IN the canyon, near the absentee merchant shop. Head over there and kill the massive amount of spiders at the entrance. In the back you'll find our third puzzle: 1. After many years Fairel, greatest of Paragons, could not bear life's burden. 2. And with the burden growing, he called his sons to his bedside. 3. He bade each son swear he would take care of his brother, 4. And the brothers swore, and mourned when their father returned to the stone. Once you put that together the vault will open up. We'll get another [MOSIAC PIECE] of course, as well as another [CHEST]. This chest will give us a [DWARVEN BANNER], [KEY FRAGMENT 3/5], and the unique [SUPERB RING OF GUARD PENETRATION]. Good stuff. Next up is the Mountain Fortress tomb. This requires some exploration to the north, so we recommend you have at least the southern rifts defeated and are ready to head north. It is the camp north of the Sand Crags Camp and is of course named the Mountain Fortress Camp. There is an entrance to a ruin nearby, but it has collapsed in. Read the note to see excavation has begun from above, meaning we need to head UP the mountain to the top. Follow the path and head up there, kill the Venatori you find and you'll see a ladder heading down into the ruins like we were told. Head down and take the veil fire with you. You will find a journal down here for the "Notes on the Waste" quest that you may as well grab (although we cover that quest down below in its own area). In the next large room though, BEFORE you go down another ladder, search the walls to find the hidden [SUPERB FIRE RUNE]. Head down the ladder now. In this lower area, loot what you can and check the corners for a [MOSIAC PIECE] from the Sacrifice set. There is also an elven relic down here you should activate. Head through the door you find to come to the puzzle room: 1. The sun burned above oceans of sand, 2. But in the sand was stone, strong and true. 3. Fairel hewed the stone, and built - as great as any thaig in the deep. 4. And with his sons' help, he ensured the thaig prospered and grew. Once the vault opens up, grab the [MOSIAC PIECE] and then open the [CHEST]. This one has [KEY FRAGMENT 4/5] and the unique [SUPERB BELT OF MELEE DEFENSE]. Good for your tank, if you want. Only one key left to find! From here you should explore to the north (the Sunstop Mountains Camp) and finish the "Sand and Ruin" quest. You should also wipe up the rifts and get every camp in this area at this point, as well as the "Let's Slay the Beast" quest. This is a good time to do all of that. Once you are ready for the last tomb, head to The Statue Camp and head north. North to the giant colossus, which has the tomb at the bottom of it. Kill all of the spiders you find, pick up the veil fire and head inward to the final puzzle room: 1. Fairel, Paragon, fled from the strife his brilliance created, 2. The strife that destroyed thaigs, sundered houses, from weapons that clan used against clan. 3. His own clan and his two sons followed Fairel to the pitiless surface, 4. The surface where they would hide from the war that took their home. This opens up the last vault. Claim the [MOSIAC PIECE] and open the [CHEST]. This one has [KEY FRAGMENT 5/5] and the unique [SUPERB RING OF BLEEDING]. Now, to locate the actual Tomb of Fairel. From the Sand Crags Camp, head east. It is quite a ways away, but you'll know you are close once you pass through a tunnel guarded by dwarven statues (or, well, a passage... not really a tunnel). You'll get the pop-up notification for the "Tomb of Fairel" area as well. Once you get that, your party will note the obvious guttural sounds nearby... yes, there is a Dragon here. Fitting, right? All that work has to be guarded by SOMETHING! Before you worry about that though, nearby there is a crumbing dwarven structure. The pillars nearby. Head over to them and ping your search ability to see something respond. This is one of the journal pages for the "Notes on the Waste" quest. May as well grab it now. Now... to reach the tomb we are going to have to go through the dragon. You want to kill him anyways, right? Good... let's do this! �������������������������������������������������������������������������������� BOSS: Sandy Howler Level 20 ________________________________________________________________________________ Sandy Howler Health: 226254 Defense: 62 Vulnerability: Cold Immunity: All Disabling Effects Immunity: Slowed Perceptive Greater Fire Resistance Strategy �������� So, you want to get to the tomb of Fariel, huh? Well... Sandy Howler may have something to say about that. To be honest, Sandy Howler is a fairly average dragon, in comparison to what we have been fighting up to now. For example, if you have cleared the dragons at Emprise Du Lion, you shouldn't have any problem here. Sandy Howler is a fire-breathing dragon, and so he is also vulnerable to cold attacks, a fact your mage can take advantage of. Sandy Howler features almost every move we've ever seen a dragon do. This of course includes swiping at you with all four claws depending on where you are and doing a tail sweep. It will also flap its wings to draw you in, which is of course a boon for warrior characters and an annoyance for anyone else. Sandy Howler will buff himself up with armor throughout the fight, forcing you to break through it periodically. One quirk with him though is that he WILL NOT fly off when he loses health, which is weird since he has a ton of air space that he leaves unused. Oh well. Once he drops below 50% health, Sandy Howler will begin to add in a screech-attack. This stuns everyone and calls in several dragonlings to cause havoc. These can come in from any area around the fight, so be ready for them and try to take them out as soon as you can. Sandy Howler will also use various fire attacks from time to time. This is mainly through a stream of fire breath that he will spread back and forth, but he can also shoot out fireballs. Like always, keep your fighters spread out, use potions wisely and use cold attacks when you can. Use your most powerful skills and focus attacks, especially when he is flapping and/or using his fire breath. Remember to use your focus attacks! Once you take him down you will get the loot below. Loot: 3,854 Experience, 3000 Influence, +4 Power, Robes of the High Keeper, Superb Stamina Amulet, Armor of the Knights-Divine, Amulet of Power (Varric ONLY), Frost Rune, Pure Dragon Blood x8, Dragon's Tooth x4, Dragon Webbing x14, Dragon Scales x20, Dragon Bone x18 Once the dragon is dead, head east to the tomb door. Open it up with the key you have assembled. Inside is a [MOSIAC PIECE] and a [CHEST]. Yep, one chest. This chest has the unique dagger [PROMISE OF THE STORM], the [SUPERB RING OF BARRIER PENETRATION] and the [SUPERB DEMON SLAYING RUNE]. The rune is the Paragon's treasure... which we have now acquired. With that the quest will be complete, giving you 2000 Influence and +3 Power. Congrats on uncovering the paragon's secret. Sand and Ruin ������������� Quest Giver: Scout Harding Requirement: Travel to The Hissing Wastes Reward: 1500 Influence, +6 Power, Bloodwake, Amulet of Power This quest isn't really the "main" quest in the area... it's more of an attempt by the inquisitor to learn what the heck the Venatori are doing out in this god-forsaken wasteland... however, you do get a good tour a decent trek of the area by following this quest and besides all of the Venatori you will undoubtedly kill you'll also get map pieces and codex entries that WILL help you with the "main quest" of this area (the main quest being the quest "The Tomb of Fairel", of course. The first real step of this quest is to head north to the Sand Crags Camp, which is the first real camp after The Cove Camp and a great place to pick up a handful of quests. There are tables nearby here that have items on them, such as the [FOLDED LETTER] codex. Just reading this gets you 600 Influence and +2 power as well as spreads the quest out a bit by giving you two more places to visit. NOTE: Be sure you check out the ruins nearby for a [MOSIAC PIECE], part of The Sacrifice set. Next, let us head to The Canyon Camp, which is to the west. Best to set up camp and then worry about this quest (you can also do the "Let's Slay the Beast" quest easily from here). To the southwest is another ruin. More venatori, but you can slaughter them easily enough. There are more notes and books in the camps here, including the [SKETCH OF CANYON TOMB] map and the [SKETCH OF BURIAL GROUNDS TOMB], both of which are map codex entries. You get 150 Influence here too. Tack it onto the reward! The next objective on this quest is near the camp to the very north. It is best to do whatever you wish in the southern part of this area before heading up there, just because it is easy. Once you do head up there you will want to focus on taking over the camp, which turns into the "Sunstop Mountains Camp". Near the camp construction marker is a table with some books on it. Inspect them for the [SKETCH OF COLOSSUS TOMB] map / codex and the "Venatori Orders", which helps a lot in figuring out what they are up to. You will get a whopping 600 Influence and +2 Power for reading these. The marker will now be to the east! There is a rift out there as well you may as well take care of, but further out that way is a BIG venatori camp! You can battle quite a few of them here! There are a couple of things worth pointing out at the big camp: look around the main areas for a [MOSIAC PIECE] (another one of the sacrifice series) on a stool, and also look for a [BOTTLE OF THEDAS] near the campfire (you have to find this with your search ping). Both are pretty easy to find once you clear the place out. In the back of the camp is an Elite "Overseer" mob. Basically the boss of all these goons. He is a lightning mage, and like all mages you should watch out for his mines. He has some melee companions, so take them out quickly and then incapacitate him to limit the damage he can do. Watch your feet and you'll be OK. As a plus, once you kill him you can find the unique staff [BLOODWAKE] on his corpse as well as an [AMULET OF POWER], for Dorian ONLY. Nearby on a table is a note with the [DRAFT OF LETTER TO VENATORI MAGISTERS], which cements once and for all what they are doing here. And for who! And who all may be involved. Go figure. With that said, the main quest "The Tomb of Fairel" is all the more important. You will get 150 Influence and +2 Power at this point, which we add to the grand total above. With all of that done, this quest is complete. Rifts Near the Cove ������������������� Quest Giver: Scout Harding Requirement: Travel to The Hissing Wastes Reward: 1324 Experience, 600 Influence, +2 Power (Per Rift) Our initial rifts mission! These rifts are fairly close, up to the north. Three of them. Not too bad! This is in fact a great quest to start off the area with, as it takes you north and lets you explore a bit. The western rift has a Pride and Rage Demon. Two targets! Not bad. Take them out and prepare for wave two, which is the same thing but with Wraiths added in as well. The eastern rift has Wraiths and a Despair Demon for you. If he flees, just stun him. The second wave is THREE Despair Demons. Man, we hate these things. Some will likely flee, so stay close to the rift so you can stun. Finally the northern rift. You will likely run into Venatori on your way up there. Once you get there it will be a Pride Demon with some Greater Terrors. Wave two has a Pride Demon and Lesser Terrors but two Despair Demons as well. Take them all out to complete the quest. Rifts Near the Canyon ��������������������� Quest Giver: Exploration Requirement: None Reward: 1324 Experience, 600 Influence, +2 Power (Per Rift) You will get this quest when you get to The Canyon Camp... or when you tackle one of the rifts (ideally). Three more rifts to tackle. Let's get to it! The western rift had three Greater Terrors. Easy enough, especially when they are on fire! The second wave has only one, but two Pride Demons! Yikes! Fire and Cold area attacks work well here. Try to group them up in it and hit them together. The northern rift has a Rage and a Pride Demon. Very easy. The second wave is the same but just adds Wraiths. This is similar to one of the Cove rifts, really. The southern rife near the hunter has a TON of Greater Shades. Hit them with area skills and be wary of them overwheming your AI companions. The second wave adds in some Terrors. Keep to the area skills and magics to wipe them out and complete this quest. Rifts Near the Sand Crags ������������������������� Quest Giver: Exploration Requirement: None Reward: 1324 Experience, 600 Influence, +2 Power (Per Rift) This quest comes with the Sand Crags Camp, as the name, well... implies. Three more rifts for us to take down. Good experience and influence, so bring it on! The northern one (which is relatively close to a logging camp to the west, so be sure to find it) has a Despair Demon and Wraiths. No biggie. The second wave is three Despair Demons, so try to incapacitate them so they don't all move around on you. The southwest rift has a Rage Demon / Pride Demon combo. Two enemies, really easy. The second wave adds Wraiths. Much like one of the Canyon rifts (exactly the same, really). Take them out. Finally the southeast rift starts with three Greater Terrors. Take them out and then face the Greater Terror with two Pride Demons. Focus one at a time and you'll be ok (they spawn a ways apart, giving you time to put down area effects as they come up and time to kill one before they are both on you). Once all three rifts are closed this quest is complete. Rifts at the Sunstop Mountains ������������������������������ Quest Giver: Exploration Requirement: None Reward: 1324 Experience, 600 Influence, +2 Power (Per Rift) The final rift quest! This is unlocked once you get to the Sunstop Mountains Camp, in the northeast section of the map! The first rift is to the east. It is best got while going for the "Sand and Ruin" quest, which finishes up further to the east over there. You'll face three Greater Terrors here and then a single Terror and two Pride Demons, which is a repeat of an earlier rift. The other two rifts are honestly closer to The Statue Camp... for some unknown reason. Head there though to make them easy. To the east is a rift with a TON of Shades! Try to funnel them into an area attack like usual and then burn them in it (some of the geography coming from the west makes this easy). The second wave adds in some Greater Terrors, but it is more of the same. Finally to the northwest, down in the sand valley, is some Greater Terrors with a Pride Demon. Take them out and wave two will throw the same enemies at you only this time they add in two Despair Demons. Once you take them out and close this last rift the quest will be complete. Holding the Hissing Wastes �������������������������� Quest Giver: Scout Harding Requirement: Travel to The Hissing Wastes Reward: 200 Influence, +1 Power (Per Camp), 500 Influence when complete. Your standard "Capture all the camps!" quest. Six of them this time, due to how massive this area is! The first one is to the northwest, and is called the Logging Camp. Aptly named since there is a logging stand nearby and even two quarries relatively close. Kill the Venatori nearby and claim it! Next up are two camps to the north. One to the east and one to the west. The order you get them doesn't really matter, but one (the west one) is on the other side of a canyon (go around it to the west to get there easiest). The west one is aptly titled The Canyon Camp while the east one is the Sand Crags Camp. From there the next camps you get to are honestly based on what quests you decide to persue. As an example: we did the "Let's Slay the Beast" quest and found it easy to just travel north to "The Statue Camp", which is the camp far to the northwest. Following Sand and Ruin quest though will likely take you to the "Mountain Fortress Camp". Get both of those next in whatever order you wish. Last but not least is the camp north of the Mountain Fortress Camp, best saved for when you are ready for the Sand and Ruin quest. It is past the mountain pass and down all of the construction equipment, and is called the "Sunstop Mountain Camp". This is an important camp for another rift quest and makes a good hub for the "Sand and Ruin" quest as well. Once you have established those six camps in the area, this quest will be considered complete. You get a 500 Influence bonus for completing it. Not too shabby. Notes on the Wastes ������������������� Quest Giver: Journal Requirement: None Reward: 150 Influence This quest can be "found" once you find one of the hidden journal pages related to it. There are eight in total. We'll detail them here. Not that none of these pages are marked ANYWHERE on the map, making this a fairly hard quest to try and do on your own. Also note that while other quests in this section will mention this quest or note these papers, this section is all you need to find them all. NOTE: The codes entry for all of these are [A JOURNAL ON DWARVEN RUINS]. #1: Found northwest of the "Lonely Light" landmark, down by a tree. #2: Found northwest of the "Lonely Light landmark, by a tent on a table (just pick this one up manually and enjoy the chest nearby). #3: Found southwest of the Sand Crags Camp, by the Dwarven Statue. #4: Found near the ruin southwest of The Canyon Camp (IN the Venatori Camp). #5: Found in the Golden Oasis area (northwest of The Canyon Camp). Ideally done when doing the quest "Let's Slay the Beast". #6: Found to the east of the Sand Crags Camp. There is a hunter out here and just to his east stone ruins. The note is near one of these, by a lootable dwarven jug. #7: Found in the Mountain Fortress Dwarven Ruin. Inside the ruin that can be accessed from the ladder up above to the east of the Mountain Fortress Camp. Likely found when you do the "The Tomb of Fairel" quest. #8: Once you enter the Tomb of Fariel location (to the far east of The Sand Crags camp), look in the corner of the nearby broken pillar area (the broken pillars on the west side of this area where you entered at) to find it. Let's Slay the Beast �������������������� Quest Giver: Hunter Requirement: None Reward: 600 Influence, +2 Power You can get this quest from the hunters on the map (we got it from a hunter to the southeast of the Canyon Camp by going through their limited dialog tree). Talking with them will let them share the story of a legendary beast nearby that the Inquisitor (who has nothing better to do) will happily hunt down. The inspection / search area for this quest is north of the Canyon Camp, but it is also huge. To be more specific and help you, it is to the northeast, about halfway between The Canyon Camp and The Statue Camp (the camp which is even further to the north). What you are looking for is "The Golden Oasis", an area of the map that leads down into a bowl with some Dwarven Ruins. Down here there are a number of Wyvern enemies. There is also a huge [CHEST] in the middle. While you are here, be sure to claim "The Oasis" landmark, a [MOSIAC PIECE] (one of "The Sacrifice" set) and find one of the pages to the "Notes on the Wastes" quest by following the search ping. Now... onto why we are here. There are a ton of Wyverns here. A ton... they also have a tendency to re-spawn quickly. Slay a few of them and soon a level 19 Elite Varghest will spawn. This thing is very similar to the Wyverns, but is a bit bigger and a brighter color. HE is your legendary beast! Go ahead and slay him to complete the quest. Not really legendary if you ask us... we killed so many of these things in The Wesern Approach... Field of Bones �������������� Quest Giver: Note Requirement: None Reward: 334 Experience, 150 Influence You can get this quest near the Sand Crags Camp by reading a note on a table just to the west. Sounds like a patrol is missing. This likely isn't going to end well... The marker for the quest will than show up to the southwest (near the Logging Camp, actually). Head to the area and you'll soon find a swarm of spiders. A rather large group of Poison Spiders along with a few Giant Spiders. Take them all out, then look for the corpses nearby the wagon. There is a chest here as well. Once you loot the chest, the quest will be considered finished. __________________________________________________________________________ .''. �������������������������������������������������������������������������� < () > THE INNER CIRCLE [0514] '..' __________________________________________________________________________ �������������������������������������������������������������������������� C A S S A N D R A ����������������� Unfinished Business ������������������� Quest Giver: Cassandra Requirement: Talk to Cassandra at Skyhold Reward: 2,025 Experience, 910 Influence, 2 Power 1. Ser Rebenger Torn can be found east of the Forest Camp in the Hinterlands. He is a Rogue and often goes into Stealth. 2. Gordon the Frank is near the large tower near the town in Emprise du Lion. He is a mage and is accompanied by such. 3. Ser Hildebrandt is in the northeast of the Exalted Plains. He is a Knight and thus has a shield. Defeat his two archers first. 4. Jepier the Unbound can be found in Hopwood at the north portion of the Emerald Grave. He is accompanied by Freemen of the Dales. 5. Leo of Lucien Bay is south of the Echoback Fort in the Western Approach and will take some effort to reach. Fortunately, he's a simple target. Promise of Destruction ���������������������� Quest Giver: Cassandra Requirement: Talk to Cassandra at Skyhold Reward: 1,025 Experience, 400 Influence, 3 Power After talking to Cassandra about the missing Seekers of Truth you can choose the "Locate the Missing Seekers" operation at the War Table. S O L A S ��������� Measuring the Veil ������������������ Quest Giver: Solas Requirement: Talk to Solas in Haven Reward: Approval for Solas, Amulet of Power (Solas) Head down the East Road with Solas and you'll meet Mihris. Help her defeat the demons and head inside. Use the Veilfire Torch to enter the ruins where you'll need to fight more demons. Check the left side of the large room for the Glyph that gives the [FIRE RUNE] schematic. Talk to Mihris after the quest is completed and ask for the [AMULET OF POWER] to receive it. Completing this quest gives Solas +1 Approval but getting the Amulet of Power too gains another +2 Approval. You can find more of these at the following locations: The Hinterlands 1. In the empty shack at the south end of the Redcliffe Farm. 2. Atop the highest tower in Winterwatch Tower. Fallow Mire 2. In the Hidden Apostate's Camp. Storm Coast 1. In the Lyrium Falls at the southeast corner of the map. Forbidden Oasis 1. Atop Ritual Rock to the southeast of the Oasis Camp at the highest point. 2. In Solasan near the area with the three locked doors. All New, Faded for Her ���������������������� Quest Giver: Solas Head to the Exalted Plains and start heading west through Halin'sulahn with Solas in the group. Once you find the Spirit you'll quickly see it has become a Pride Demon. Use your power to break the summoning circle and free the Spirit only to have it ask to die. Solas does as it asks, then you must either let Solas kill the mages who corrupted the Spirit or have him stop. Either way, Solas leaves and you'll have to return to Skyhold to get him back. V A R R I C ����������� Seeing Red ���������� Quest Giver: Varric You gain +1 Approval for each red lyrium vein you break when Varric isn't in the party, it becomes +2 Approval if he is in the party. 1. In the Emerald Graves near the Villa Maurel. 2. In the Emerald Graves, Veridium Mine to the east. 3. In the Emerald Graves, head to the very north to find a camp nearby. 4. In the Hinterlands, Lady Shayna's Valley 5. In the Hinterlands, check inside the ruins of Fort Connor. 6. In the Hinterlands, at the back of the Ash Warrior's Refuge. 7. In Emprise du Lion, north of the Highgrove Camp. 8. In Emprise du Lion, through Highgrove's nearby cave on a ledge to the east. 9. In Emprise du Lion, atop Drakon's Rise near the Behemoth. 10. In Emprise du Lion, east of Drakon's Rise next to a Fade Rift. 11. In Emprise du Lion, atop the structures in the second area of Sahria Quarry 12. In the Western Approach, inside the Sand Rock Mine. 13. In the Western Approach, inside the Forgotten Mine. Must use Energize. 14. In the Western Approach, just above the Shimmer Stone Mine landmark. Well, Shit ���������� Quest Giver: Varric Requirement: Speak with Varric after the quest "Here Lies the Abyss" Reward: 400 Influence, +3 Power Varric's friend Bianca, who is totally not a crossbow, has visited him to share her knowledge on where Corypheus is getting his Red Lyrium from. We have the option to shut down his operation. Choose to do so for this quest. Once you have the quest, put Varric in your part with two others and head to the Upper Lake Camp in the Hinterlands. Travel south from there to the door behind the waterfall... Valammar, and enter. We'll have a scene here. Answer however you like and push onward, killing the Carta members on your way to the Upper Terrace. Take a right there and then down to find Carta fighting Darkspawn. Fairly usual. You've likely seen this already if this is your second trip in here. What is unusual though is Bianca! Nearby is our objective: a door we couldn't open last time we were here. Turns out Bianca built them. Wow... enter in and slay the Carta members. Loot what you can and grab the [A DIFFERENT DARKSPAWN] codex from the book nearby. Continue to the next door to reach the final fight here... several Carta thugs, enforcers, bowmen and an elite Warden Mage. Kill them all. The mage is the strongest here and poses a serious threat with the mines he can put up, so watch your approach to him when you fight your way to him. Afterward gather up all the loot and head forward. Save the key in the middle for last, as when you pick it up a scene starts. You'll find out the source of the info soon enough (you can say "It's not your fault" here for a Slight Approval from Varric). Exit Valammar after you are done. Talk to Varric again at Skyhold to complete the quest. For approval points be sure to use the top remarks (No one does. Of course you have.). Once the talk is done so is the quest. S E R A ������� A Friend of Red Jenny ��������������������� Quest Giver: Arrow in the market Requirement: After speaking with the Clerics in Val Royeaux Reward: Sera joins the Inquisition This starts right after the meeting with the Templars. Check the Mysterious Arrow to gain three new objectives. Go to the east side and examine the wall then read the note at the end of the docks, [MIROIR DE LA MERE, REVILLE'S FOLLY]. Search the [RED HANDKERCHIEF], it's a hidden object. Go into the Cafe to find a note on the stand, [LE MASQUE DU LION]. Check the dragon-head for [THE HEAD OF MADAME SNAPPY-SNIPS] and read the note for [NOT OF HEROES: MAFERATH AND SACRIFICE]. Underneath the table to the left is another hidden [RED HANDKERCHIEF]. Read the note near the fountain for [THE SUMMER HOME OF MESSERE GLUBS] then head up the stairs, examining the tree for [VICTORY AND SHADE]. Read the book for [NOT OF HEROES: THE DEATH OF DIVERSITY] and the plaque behind it. Inside the little alcove is a plaque, properly named. Use a staircase to reach the upper market at the southwest end. Examine the window for [A SEASON OF THE FOUR AFOUL] then search behind the plant for the hidden [RED HANDKERCHIEF]. Opposite this is a book, [NOT OF HEROES: DIVISION AND DISTANCE], below it is another book, [THE RANDY DOWAGER QUARTERLY]. Head to the Secluded Courtyard. There are three Mercenaries, not too much of a problem. Open the door and head inside to trigger a scene. Here you meet Sera, who notes that the incoming Mercenaries have no breeches. They go down fairly easily too and you'll have the option to recruit Sera. The Verchiel March ������������������ Quest Giver: Sera Requirement: Talk to Sera in Skyhold Reward: 1,025 Experience, 400 Influence, 3 Power Talk to Sera then run her mission at the War Table. Return to her to be taken out to the stash location, which doesn't seem right at all. You'll have to deal with a Mercenary Warmaster and his cronies, focus on the ranged enemies first. You'll get to speak with Lord Pel Harmond after the battle. You have numerous options but if you have the dialogue perk for it, you can choose to have him join the Inquisition and take all of his land -- by far the best option. Talk to Sera back at Skyhold when you are done. V I V I E N N E ��������������� The Imperial Enchanter ���������������������� Quest Giver: Circle Mage Requirement: After speaking with the Clerics in Val Royeaux Reward: Vivienne joins the Inquisition Speak with the Circle Mage to start this quest. Simply attend the party at the ch�teau of Duke Bastien de Ghyslain. Here you'll meet Vivienne, either accept or deny her request to join the Inquisition. Favors the First Enchanter �������������������������� Quest Giver: Vivienne Requirement: Talk to Vivienne at Skyhold Reward: 286 Experience, 120 Influence Head to the Hinterlands Crossroads and go north using the East Road. As you go under the battlements ruins climb up and cross the bridge. Climb the ladder to find the first Circle Mage Tome. Head north of the Path of Flame Camp in the Exalted Plains. There is an Oculara just to the left of the Circle Mage Tome amidst the rubble of a building. The third Circle Mage Tome is in the Western Approach at the Shimmer Stone Mine, south of Nazaire's Pass Camp -- it's large and on the table. Return to Vivienne when you've collected all three. Bring Me the Heart of Snow White �������������������������������� Quest Giver: Vivienne Requirement: Talk to Vivienne at Skyhold Reward: 1,025 Experience, 400 Influence, 3 Power I R O N B U L L ����������������� The Captain of the Chargers ��������������������������� Quest Giver: Krem Requirement: Return to Haven after speaking with the Clerics in Val Royeaux Reward: Iron Bull joins the Inquisition Head to the Storm Coast and down the hill to find a bunch of the Chargers fighting off some enemies. After you've won the battle the Iron Bull will approach you. He tells you that he is a spy, but at least he's up front. You must choose to allow the Iron Bull into the party or not. B L A C K W A L L ����������������� The Lone Warden ��������������� Quest Giver: Leliana in Haven Requirement: Return to Haven after speaking with the Clerics in Val Royeaux Reward: Blackwall joins the Inquisition Best to go to the Upper Lake Camp. Head to the house across the lake and assist Blackwall in defeating some bandits. You can now recruit or dismiss Blackwall. Be sure to gain the [MOSAIC PIECE] near the [CHEST], inside is a book on [THE ORLESIAN EMPIRE]. Memories of the Grey �������������������� Quest Giver: Blackwall Requirement: Blackwall has been recruited Reward: 503 Experience, 270 Influence At the Storm Coast you can find the Grey Warden Treaties near one of the Signs of the Wardens, southwest of Astrarium Bellitanus at a camp. Another can be found with a Sign of the Wardens in Westridge just east of the Driftwood Margin Camp. Head through Valeska's Watch and collect the Joining Chalice. Go further in where the ground is severely opened up and search against the wall for some Grey Warden Armor. Out in the Western Approach, southwest of the Nazaire's Pass Camp, is a Fade Rift that must be destroyed. Once completed, search the area to find a [BOTTLE OF THEDAS] and a Grey Warden's Sword atop the watch points. To get to the other artifact in the Western Approach you'll have to do some work. You need to clear the sulfur pits so you must complete the operation at the War Table first. Cross through Caracavus to establish the Echo Back Canyon Camp then head into the Echoback Fort, searching the table on the lower level for the Vial of Archdemon Blood. In the Fallow Mire you need to reach Hargrave Keep to the southwest and go to the battlements. Unlock the door here to find the Grey Warden Tome. Just a bit further at the Avvar Leader's Base Camp you can locate the final artifact, the Grey Warden Banner. Explanations ������������ Quest Giver: Blackwall Requirement: Flirt with Blackwall before Skyhold then be rebuffed by him. Reward: 128 Experience, 80 Influence Head to the Storm Coast with Blackwall and venture to the Small Grove Camp. Just south of here you can climb the hill and find the Warden-Constable's Badge. He explains his life before he met the Inquisitor, talk to him back at Skyhold to complete the romance. C O L E ������� The Forgotten Boy ����������������� Quest Giver: Cole Requirement: Reach Skyhold Reward: Cole joins the Inquisition Solas, Vivienne, and Cassandra are debating about who Cole could be. It turns out that he is a spirit and he has deep ties to the Fade. You can choose to recruit him, this will gain approval with Solas and disapproval with Vivienne. If you prefer, although the truth is somewhat more complex. - He helped us. (Solas +1, Vivienne -1) - How complex? - If he's a demon, he's gone. (Solas -1, Vivienne +5) - Explain more of possession. - What of demons at the Breach? (Solas +1) - I'll talk with him. - I'll get rid of him. (Solas -1, Vivienne +5) Recruit Cole (Solas +5, Vivienne -5) Make Cole Leave (Solas -20, Vivienne +5) D O R I A N ����������� One Less Venatori ����������������� Quest Giver: Dorian You need to find and defeat a few small groups of Venatori for Dorian. 1. North of the Redcliffe Farms Camp in the Hinterlands 2. South of the Forest Camp in the Hinterlands 3. South of the Riverside Garrison in Exalted Plains J O S E P H I N E ����������������� Of Somewhat Fallen Fortune �������������������������� Quest Giver: Josephine Requirement: Speak with Josephine in Skyhold Reward: 1,025 Experience, 400 Influence, 3 Power Meet with Josephine in Val Royeaux to deal with the deaths of her messengers. The Comte turns out to be a man from the Repose, but Josephine thinks she can get this contract annulled by a Du Paraquette if they were elevated to nobility once more. Return to Skyhold and talk to Josephine and Leliana. Josephine wants to work it out, Leliana offers an assassination. It's your choice, but we'll assume you are setting up a deal with Du Paraquette's. Meet with Countess Dionne in Val Royeaux then return to Josephine. NOTE: Doing the "Destroying House of Repose's Contract" quest with Leliana will accomplish the quest as well, with the same rewards. Choose whichever path you wish here as the end result is the same. The House of Repose paid a visit, time to set up a favor for Judge Auld. Go to the War Table to set this up. After this completes speak with Josephine once more than back to the War Table to set up a meeting with Bellise. Head to the World Map and look for this mission outside of Val Royeaux. It should be a quick meeting, just tell Bellise you'll help her. Back and forth, talk to Josephine then go back to Val Royeaux. Speak to Josephine here to complete the quest. C U L L E N ����������� Before the Dawn ��������������� Quest Giver: Cullen Requirement: Allied with Mages. Completed "Red Water" Reward: 1,025 Experience, 400 Influence, 3 Power You'll need to go to the Emerald Graves and find three smuggler letters first: 1. Outside Villa Maurel near the "Andraste's Mercy" Landmark. 2. At the edge of Stonewolf Green to the west of Briathos' Steps Camp. 3. There are several giants around this letter in the north. With them collect return to Cullen. He determines that you need to raid Sahrnia Quarry. Head to Emprise du Lion and begin your march south from the Tower Camp. Your objective is to enter the three highlighted camps and defeat the Templars at the locations. You may as well be doing "Rocky Rescue" as well since the majority of these captives are in these locations too. Be sure to search the area for letters about Samson, you need them to clear the area. With all three areas secure and letters in hand, return to Cullen. He wants you to speak with Dagna to question her about Samson's armor. Turns out she just needs some time and resources, to the War Table it is to complete the operation "Find Samson's Weakness" for Dagna. With it complete, return to Cullen to gain information on Maddox. You need to do another operation called "Track Down Samson" then return to Cullen. From here you must travel to the Shrine of Dumat where Samson is located. In the initial area you'll find numerous Red Templar Guard and Red Templar Horrors, focus on the latter first. Once they are defeated you'll have to face a Behemoth, at least it's alone. Don't be afraid to use Potions, there is a [SUPPLY CACHE] just through the doors ahead. Knights and Horrors flank the left and right sides, take one out at a time so you don't get sandwiched. Further in are two more Guards and Shadows, the Shadows join late. Loot the left side pile on the table to find [SUPERB CORRUPTING RUNE] schematic. Head through the door to find Maddox. After he slumps over you'll need to locate the [BOTTLES] and the [LETTER] on the table. Head into the next room and pick up the [TOOLS] off the table. With the information obtained, return to Cullen at Skyhold to complete this lengthy quest. __ ___ | | /\ |��) �|� /\ |__) | |__ |/\| /��\ |��\ | /��\ |__) |___ |___ ����������������������������������������� The War Table lets you pick objectives for Cullen, Leliana, and Josephine to complete with varying rewards. This is also the only way to unlock new zones, so gain power and come to the War Table to gain access to them. You can also choose Inquisition Perks from gaining enough influence here. F E R E L D E N ��������������� A Memorial for Haven - Unlock: Must reach Skyhold - Reward: Edgy Dagger Grip A Missing Assassin - Cannot use Josephine - Reward: Wooden Crow Figure, Unlocks "Word from Zevran Arainai" Acquire the Arcanist - Reward: Dagna the Runecrafter Address a Nobleman's Concerns - Reward: 60 Influence Aiding Kirkwall - Reward: 60 Influence An Ally from Starkhaven - Reward: Gold An Offer from the Blades of Hessarian - Reward: Engraved Pommel An Offer from the Crows - Reward: Unlocks "A Missing Assassin" Answer a Request from Hasmal - 30 Influence Break - REAVER special operation. - Reward: (Josephine) 10 Ring Velvet Build Watchtowers - Cannot use Leliana - Reward: Advance "Build the Towers" Quest Celebrate the Dragonslaying - Cannot use Leliana - Reward: Superb Amulet of Willpower Confront Mages in the Wending Wood - Unlock: Complete "False Accusations" - Cullen ONLY - Reward: Templar Shield Conscript for the Inquisition - Reward: Round Pommel Contact Clan Lavellan - Reward: 30 Influence Continuing Her Predecessor's Work - Reward: Corrupting Rune Crestwood Resources - Reward: 3 Obsidian, 3 Embrium (Josephine) 6 Embrium (Leliana) 6 Embirum (Cullen) Deal with Relatives of the Trevelyans - Reward: 40 Influence Deal with Venatori Ally - Unlock: Talk to Crem about investigating Redcliffe - Reward: 30 Influence, 93 Gold (Josephine) ??? (Leliana) ??? (Cullen) Delicate Negotiations - Must use Josephine - Reward: 60 Influence, Avenger Deploy Rhys and Evangeline - Unlock: Complete "Locate Rhys and Evangeline" - Reward: 30 Influence Dorian's Request - Reward: 30 Influence Escape Routes for Agents in Crestwood - Must use Leliana - Unlock: Capture Caer Bronach in Crestwood - Reward: 156 Gold Expose the Double Agent - Unlock: Complete "High Stakes" in Crestwood - Reward: 30 Influence Fallow Mire Resources - Reward: 3 Summer Stone, 3 Blood Lotus (Josephine) 1 Chasin Throne Accessory (Josephine - Rare) 6 Blood Lotus (Leliana) 3 Summer Stone, 3 Blue Vitriol (Cullen) False Accusations - Unlock: Complete "Rumors of Maleficarum" - Reward: ??? (Josephine) 60 Influence, Unlocks "Confront Mages in the Wending Wood" (Leliana) Find Crestwood's Mayor - Unlock: Complete the quest "Still Waters" in Crestwood. - Reward: Gold, Judge Mayor Find Samson's Weakness - Must use Josephine - Reward: 30 Influence Find the Warden - Power Cost: 8 - Unlock: Talk to Hawke in Skyhold, explore dialog tree about the Warden he knows. - Reward: Gain Orzammar's Friendship - Reward: 60 Influence - Must use Josephine Gather Coin - Reward: Gold, Inquisitor's Throne Accessory I (Cullen) Hard in Hightown: A Worthy Dwarf - Cannot use Cullen - Reward: Unknown. Likely unlocks more of this story. Hard in Hightown 3: Varric's Revenge - Reward: Amulet of Power, Varric +2 Hard in Hightown: Trouble in Skyhold - Cannot use Josephine - Reward: Unlocks "Revenge of the Merchants Guild" Hard in Hightown: Unsavory Parallels - Reward: Amulet of Power (Varric) Harvest of History - Reward: Gold Hinterlands Resources - Reward: 6 Elfroot (Leliana) 6 Onyx (Cullen) 3 Onyx, 3 Elfroot (Josephine) Improved Stability - Reward: 60 Influence Investigate Lord Enzo of Antiva - Cannot use Cullen - Reward: Masterwork Imbued Staff Grip, Unlocks "An Offer from the Crows" Investigate Redcliffe Castle - Reward: 60 Influence Judgment: How Could You - Unlocked if you make someone Tranquil during Judgment - Reward: 60 Influence Locate Weapon of Tyrdda Bright-Axe - Unlock: Find all Landmarks in the Hinterlands - Reward: Tyrdda's Staff (Unique Staff) Mediate Between Ostwick Noble Families - Reward: 30 Influence New to the Crew: A Young Hopeful - Reward: Gold Power for a Price - Reward: 30 Influence Reclaiming the Mage Rebellion - Reward: Enhanced Amulet of Magic Red Jenny: Inquisition Needs Beeees! - Reward: Jar of Bees Grenade Recipe Red Templars on the Storm Coast - Reward: New Area (Unlocks Reparations for Redcliffe - Cannot use Leliana - Reward: Gold, Unlocks "The Arl's Invitation" Reports of Darkspawn Activity - Reward: Unlocks the quest "Keeping the Darkspawn Down" for Storm Coast Revenge of the Merchants Guild - Requires Josephine - Reward: Unlocks "Hard in Hightown: A Worthy Dwarf" Rescue Soldiers Missing in Ferelden - Power Cost: 8 - Reward: Unlocks the Fallow Mire Rumors of Maleficarum - Unlock: Ally with Templars - Reward: Corrupting Rune, False Accusations Operation (Leliana) ??? (Cullen) Scout the Storm Coast - Requires 4 Power - Reward: Unlocks the Storm Coast Secure a Route through the Frostbacks - Reward: 60 Influence Shadows over Denerim - Reward: 60 Influence, Fereldan Medallion of Service Specialization for the Inquisitor - Unlocked upon reaching Skyhold - Must use Cullen if a Warrior, Josephine if a Mage, and Leliana if a Rogue. - Reward: Three Specialists appear in Skyhold Strike a Bargain with Merchant Princes - Reward: 30 Influence, 112 Gold - Must use Josephine The Arl of Redcliffe - Reward: 10 Obsidian - Must use Cullen The Arl's Invitation - Cannot use Leliana - Reward: 30 Influence The Big One? - Reward: Nug Mounts The "Bog Unicorn" - Grants Bog Unicorn Mount The Cult of Andraste - Reward: Lifeward Amulet The Search for the Hack Writer - Reward: New Operation: Hard in Hightown: Unsavory Parallels The Secrets of Andraste - Reward: Gold The Teyrn of Highever - Reward: Fereldan Captain Longsword Truth or Dare: See and Be Seen - Reward: Gold Upon the Waking Sea - Reward: Figurine of Armored Andraste Word from Zevran Arainai - Reward: Unlocks "Evading the Crows" O R L E S I A N ��������������� A Battalion for Sera and Verchiel - Must use Cullen - Reward: 30 Influence A Favor Returned - Must use Josephine - Reward: 60 Influence A Friend in Qarinus - Unlock: Must recruit Dorian - Reward: Apostate Staff Blade A Golden Opportunity - Must use Josephine - Unlock: Capture Suledin Keep in Emprise Du Lion - Reward: Anderfels Cleaver A Present for Bianca - Must use Leliana - Reward: Aiming Module II Address the Chantry in Val Royeaux - Power Cost: 4 Aid those Impacted by the Civil War - Reward: 60 Influence All That Glitters - Must use Cullen - Reward: Wide Greatsword Alliances: Forging a Way Forward - Reward: 30 Influence, Unlocks "Alliances: Reaching Ever Upward" - Cannot use Cullen Alliances: Getting Things Moving - Cannot use Leliana - Reward: 30 Influence, Unlocks "Alliances: Forging a Way Forward" Alliances: Observing the Deadlock - Reward: 165 Gold Alliances: Reaching Ever Upward - Reward: Amulet of Power (Vivienne) Alliances: With Angered Eyes - Reward: Ornamented Brooch An Offer of Help, on Their Terms - Reward: Aiming Module III Assigning Michel de Chevin - Unlock: Acquire Michel (Agent) during the quest "Call me Imshael" in Emprise Du Lion. - Reward: Enchanter Staff (Cullen) ??? (Leliana) ??? (Josephine) Choose Successor in Lydes - Josephine is fastest. - Reward: Gold (60 Influence - Second Time) Continue Investigation - Unlock: Must complete "Investigate Hunter Fell" - Reward: 60 Influence, Identify Venatori Agent Crossing the Sulphur Pits - Power Cost: 5 - Reward: Bridge built in The Western Approach Dance with the Dowager: The Allenmande - Cannot use Leliana - Unlocks "Dance with the Dowager: The Courante" - Reward: 50 Influence, Ruby Dance with the Dowager: The Courante - Reward: Gold Deal with Lord Basile Maron - Unlock: Capture Sulemin Keep in Emprise Du Lion - Reward: ??? (Cullen) 30 Influence (Josephine) Deal with the Angry Varghests - Unlock: Complete "Secure a Source of Water for Outpost" objective. - Reward: 60 Influence (Leliana) Defeat Marquise Bouffon - Reward: Song of the Marshes Destroying House of Repose's Contract - Unlock: Choose to use Leliana's way of dealing with "Of Somewhat Fallen Fortune" quest. - Reward: Draw Out the Red Templar Lieutenant - Unlock: Complete "Victims of War" in the Emerald Graves - Reward: ??? (Cullen) ??? (Leliana) Dwarven Slaves in Venatori Hands - Reward: Gold, Unlocks "An Offer to Help, on Their Terms" Emerald Graves Resources - Reward: 6 Embrium (Leliana) 6 Pyrophite (Cullen) 3 Embirum, 3 Pyrophite (Josephine) Emprise du Lion Resources - Reward: 3 Bloodstone, 3 Arbor Blessing (Josephine) 6 Arbor Blessing , Orlesian throne Accessory I (Rare) (Leliana) 6 Bloodstone (Cullen) Evading the Crows - Reward: Raven Totem Exalted Plains Resources - Reward: 6 Veridium (Cullen) 6 Rashvine (Leliana) 3 Veridium, 3 Rashvine (Josephine) Eyes of the Maker - Reward: Gold Bracelet Find a Sponsor for the Du Paraquettes - Reward: 60 Influence Find Source of Darkspawn Attacks - Reward: 30 Influence Find the Source of Darkspawn Cost: 5 Power - Reward: Bridge built in The Western Approach Gain Access to Ghilan'nain's Grove - Power Cost: 5 - Unlock: Investigate collapsed path in The Exalted Plains (Northwest of Fort Revasan). - Reward: Unlock New Area in The Exalted Plains Gather Cloth - Capture Suledin Keep in Emprise Du Lion - Reward: Velveteen x6 (Cullen) Plush Fustian Velvet x6 (Leliana) Velveteen x4, Ring Velvet x2 (Josephine) Gather Leather - Unlock: Visit Emprise Du Lion - Reward: Nugskin x3, Canine Leather x3 (Cullen) Great Bear Hide x6 (Leliana) August Ram Leather x6 (Josephine) Gather Metals - Unlock: Take over Griffon Wing Fortress in The Western Approach - Reward: 6 Paragon's Luster (Cullen) 6 Everite (Leliana) 4 Paragon's Luster, 2 Everite (Josephine) Grand Cleric Iona - Reward: Amulet of Power Hissing Wastes Resources - Reward: 6 Lazurite (Cullen) 3 Vandal Aria, 3 Deathroot (Leliana) 3 Lazurite, 3 Vandal Aria (Josephine) Identify Venatori Agent - Unlock: Must complete "Continue Investigation" - Reward: 60 Influence Improving Morale - Unlock: Take over Griffon Wing Fortress in The Western Approach - Reward: 60 Influence Investigate Ancient Laboratory - Unlock: Take over Griffon Wing Fortress in The Western Approach - Reward: Magister Ice Staff (Leliana) ??? (Josephine) Investigate Elven Ruins - Power Cost: 5 - Must use Forces Investigate the Exalted Plains - Power Cost: 8 - Reward: Unlocks the Exalted Plains Investigate Hunter Fell - Reward: Gold, Continue Investigation Investigate Serault - Reward: 47 Gold Investigate the Shards - Power Cost: 4 - Reward: Unlocks the Forbidden Oasis. Investigate the Western Approach - Power Cost: 8 - Rewards: Unlocks the Western Approach Judgement: Help the People of Sahrnia - Unlock: Judge Mistress Poulin (Have her help Sahrnia) - Reward: 30 Influence Judgment: The Magic Used in Redcliffe - Reward: Enhanced Cooldown Amulet Learn More about Dragons - Unlock: Kill The Ravager in Emprise Du Lion??? Recruit Frederic from The Wesern Approach??? Both??? - Reward: Gold Liberate Emprise du Lion - Power Cost: 20 - Reward: Unlocks Emprise du Lion Locate Rhys and Evangeline - Cole Special Operation - Reward: New Operation: Deploy Rhys and Evangeline, 30 Influence Locate Rhys and Evangeline - Reward: 30 Influence, Deploy Rhys and Evangeline Make Contact in the Emerald Graves - Power Cost: 8 - Reward: Unlocks the Emerald Graves Manage Stolen Freemen Property - Unlock: Complete "Noble Deeds, Noble Heart" in The Emerald Graves and choose to side with Fairbanks. - Reward: ??? (Cullen) ??? (Leliana) 30 Influence (Josephine) Negotiate a Deal for Weapon Plans - Cannot use Cullen - Reward: Anderfels Cleaver Nobility and Casualty - Unlock: Complete "Champions of the Just" (Templar Route) - Reward: ??? (Cullen) 30 Influence, Amulet of Power (Blackwall) (Leliana) ??? (Josephine) Protect Val Gamord from Darkspawn - Unlock: Complete "Here Lies the Abyss", recruit Grey Wardens. - Reward: "Find Source of Darkspawn Attacks" is unlocked Pursue Marquise Bouffon - Reward: 30 Influence, Unlocks "Defeat Marquise Bouffon" Quell Unrest in Serault - Reward: Gold, Serault Glass Red Jenny and the Bad Goods - Amulet of Power (Sera) Red Jenny Attends a Party - Reward: Gold Red Jenny says "Drop and Grab" - Reward: Repair Pont Agur - Power Cost: 5 - Unlock: Investigate brige in The Exalted Plains (Northwest of Fort Revasan). - Reward: Unlock New Area in The Exalted Plains Restore Judicael's Crossing - Power Cost: 10 - Unlock: "They Shall Not Pass" quest from Emprise Du Lion. - Reward: Unlock additional area in Emprise Du Lion. Revere - Reward: 30 Influence Rumors of the Sulevin Blade - Unlock: Find from a journal of a dead elf in Emprise Du Lion. See the quest "Taking back the Lion" for more info. - Reward: Unlocks the Cradle of Sulevin Secure a Source of Water for Outpost - Unlock: Take over Griffon Wing Fortress in The Western Approach - Reward: 60 Influence, Operation: Deal with the Angry Varghests Speak with Minister Bellise at Party - Must use Josephine Stop Venatori Activity in the West - Power Cost: 20 - Reward: Unlocks the Hissing Wastes Stop War Between Nevarra and Tevinter - Must use Josephine - Reward: 120 Influence Support from Nevarra - Unlock: Complete "Rifts at the Pavilion" in Emerald Graves - Reward: ??? (Cullen) ??? (Leliana) Nevarran Toy Soldier (Josephine) The Chantry Remains - Reward: 30 Influence The College of Magi - Reward: 30 Influence, Enhanced Lifeward Amulet The Hunter Shade Dracolisk - Reward: Hunter Shade Dracolisk The Order's Obligations - Unlock: ??? Ally with Templars - Reward: 60 Influence (Cullen) ??? (Leliana) ??? (Josephine) The Red Hart - Reward: Red Hart Mount The Serpent of Nevarra - Reward: Magister Ice Staff, 20 Influence (Josephine) The Tevinter Resistance - Reward: Enhanced Chain Lightning Ring Track Down Samson - Must use Cullen - Reward: Advances "Before the Dawn" Translate the Dragon Text Cost: 5 Power - Reward: Translated Manuscript for the quest "A Manuscript of Some Authority" Truth or Dare: Lake Celestine - Reward: 30 Influence Truth or Dare: The End Game - Cannot use Cullen - Amulet of Power Truth or Dare: The Imperial Court - Reward: 30 Influence Utilize the Grey Warden Treaties - Must use Josephine - Reward: Gold and Iron Watcher in the Wings - Cannot use Josephine - Reward: Crow Dual-Blade Western Approach Resources - Reward: 6 Deep Mushroom (Leliana) 6 Paragon's Luster (Cullen) 3 Deep Mushroom, 3 Paragon's Luster (Josephine) I N Q U I S I T I O N P E R K S ��������������������������������� Forces ������ Underworld Knowledge - Unlock: 1 Inquisition Perk - New Dialogue for criminal activities - +50% Experience for each Codex entry unlocked Massache's Method - Unlock: 1 Inquisition Perk - Grants 5% increase in experience for killing foes Rider's Posture - Unlock: 1 Inquisition Perk - Makes it harder to be knocked off mount Antivan-Stitched Saddle - Unlock: 1 Inquisition Perk - Requirement: Rider's Posture - Makes it even hard to be knocked off mount Advanced Focus - Unlock: 1 Inquisition Perk - Increases Focus from 100 to 200 Master Focus - Unlock: 1 Inquisition Perk - Requirement: Advanced Focus - Increases Focus from 200 to 300 True Grit - Unlock: 1 Inquisition Perk - Requirement: Capture a Keep - 10% increase to all defenses for the party More Healing Potions - Unlock: 1 Inquisition Perk - +4 Potions for the party Mage Schematics - Unlock: 1 Inquisition Perk - Provides schematics for robes and staves Rogue Schematics - Unlock: 1 Inquisition Perk - Provides schematics for Rogues Warrior Schematics - Unlock: 1 Inquisition Perk - Provides schematics for armor Secrets ������� Arcane Knowledge - Unlock: 1 Inquisition Perk - New Dialogue for the Fade and Arcane - +50% Experience for each Codex entry unlocked Optimal Cutting - Unlock: 1 Inquisition Perk - 10% chance to receive extra herbs when harvesting Eagle-Eyed - Unlock: 1 Inquisition Perk - Increase to discovery range when searching Enhanced Studies - Unlock: 1 Inquisition Perk - +50% Experience for each foe studied. Applied retroactively. Deft Hands, Fine Tools - Unlock: 1 Inquisition Perk - Requirement: 4 Points in this Category - Allows Rogues to open Masterwork Locks Forward Scouts - Unlock: 1 Inquisition Perk - Requirement: Capture a Keep - Reveals additional Landmarks and Points of Interest Trainee Herbalists - Unlock: 1 Inquisition Perk - Gain Tier 1 Herbs Veteran Herbalists - Unlock: 1 Inquisition Perk - Requirement: Trainee Herbalists - Gain Tier 2 Herbs Master Herbalists - Unlock: 1 Inquisition Perk - Requirement: Veteran Herbalists - Gain Tier 3 Herbs Connections ����������� Nobility Knowledge - Unlock: 1 Inquisition Perk - New Dialogue for Nobles and Politics - +50% Experience for each Codex entry unlocked Sterling Reputation - Unlock: 1 Inquisition Perk - Earn 10% more gold when selling to merchants A Favor for a Favor - Unlock: 1 Inquisition Perk - 10% discount at all merchants Elite Clientele - Unlock: 1 Inquisition Perk - Requirement: Sterling Reputation, A Favor for a Favor - Shops Buy/Sell for 15% better prices The Rare Stocks - Unlock: 1 Inquisition Perk - Purchase shipment of rare crafting materials Exacting Buyers - Unlock: 1 Inquisition Perk - Requirement: The Rare Stocks - Purchase shipment of high-quality crafting materials Only the Finest - Unlock: 1 Inquisition Perk - Requirement: Exacting Buyers - Purchase shipment of rare, high-quality crafting materials The Short List - Unlock: 1 Inquisition Perk - Requirement: 5 Points in this Category - Access rare inventory Friends in High Places - Unlock: 1 Inquisition Perk - Requirement: Capture a Keep - Receives messages on sales Inquisition ����������� History Knowledge - Unlock: 1 Inquisition Perk - New Dialogue for History and Chantry - +50% Experience for each Codex entry found Antivan Tailoring - Unlock: 1 Inquisition Perk - Increase inventory capacity by 15 Imperial Court Tailoring - Unlock: 1 Inquisition Perk - Requirement: Antivan Tailoring - Increase inventory capacity by 15 Tempered Glass Flasks - Unlock: 1 Inquisition Perk - Adds one potion slot for all party members Exclusive Training - Unlock: 1 Inquisition Perk - Requirement: 4 Points in this Category - Gain 1 Ability Point for the Inquisitor __ ___ __ |__) |__ /__` �|� | /\ |��) \ / |__) |___ .__/ | | /��\ |��\ | ���������������������������������� Introduction to the Bestiary ���������������������������� - Physical Effects refers to Stun, Knockdown, Interrupt, and Knockback. - Health Modifier is based on health of basic creatures at that level, e.g.; an Archer has only 75% of the health that a Foot Soldier would have and a Bruiser has 175% of the health a Foot Soldier has because a Foot Soldier is the standard for global health. H U M A N O I D ��������������� Archer ������ Location: All Level Range: 4-30 Health Modifier: 0.75 Armor: Low Resistance: None Vulnerable: None Immunities: None - Archers can deal some heavy damage from range over time so it's usually best to attack them first. Bring them into melee combat and they become ineffective and fall easily. Bruiser ������� Location: All Level Range: 8-30 Health Modifier: 1.75 Armor: Very High Resistance: None Vulnerable: Electricity Immunities: Physical Effects. Fear/Paralyze/Freeze/Sleep/Taunt/Snare on Enrage - Bruisers use Guard and have a large two-handed weapon. You'll need to time your defense against this foe and use Shield Bash (or similar abilities) to break down the Guard quickly and focus on the Bruisers massive Health. Foot Soldier ������������ Location: All Level Range: 4-30 Health Modifier: 1 Armor: Average Resistance: None Vulnerable: None Immunities: None - Foot Soldiers are the most basic unit you'll encounter. They generally swarm in number but have average Health and damage output. Controlling them with Fear, Sleep, or Freeze is always useful though they are easy to defend against even in number so simply Taunting them works well too. Guardsman ��������� Location: All Level Range: 4-30 Health Modifier: 1.25 Armor: High Resistance: None Vulnerable: Electricity Immunities: None - The challenge with Guardsman is that their shield blocks basically in front of them so it is essential to flank them or cast spells that land directly on top of them. Have a Warrior Taunt the Guardsman then face it away from the rest of the group for easy flanking and damage. Mage ���� Location: All Level Range: 8-30 Health Modifier: 1 Armor: Low Resistance: Fire Mage - Fire, Ice Mage - Cold, Lighting Mage - Electricity Vulnerable: None Immunities: Fire Mage - Fear/Burn, Ice Mage - Freeze/Chill, Lightning Mage - Paralyze/Shocked - Mages specialize in ranged damage with spells that can hit pretty hard. You'll want to engage in close combat since Mages have low Armor and Health, just watch out for Glyphs that are laid on the ground to prevent you from closing. A Warrior with Grappling Chain is particularly useful against Mages. Prowler ������� Location: All Level Range: 4-30 Health Modifier: 1 Armor: Average Resistance: None Vulnerable: None Immunities: Fear/Sleep/Snare - Prowlers are essentially Dual Wield Rogues with Stealth capability. That means you'll need to protect your ranged attacks from these foes as they can sneak into the back ranks of your party and deal massive damage then Stealth away after a few seconds. Freeze them in place and Shatter them. Spellbinder ����������� Location: All Level Range: 4-30 Health Modifier: 1 Armor: Very Low Resistance: Fire Spellbinder - Fire, Ice Spellbinder - Cold, Lighting Spellbinder - Electricity Vulnerable: None Immunities: Fire Spellbinder - Fear/Burn, Ice Spellbinder - Freeze/Chill, Lightning Spellbinder - Paralyze/Shocked - Spellbinders are much like Mages but primarily buff up their allies with Barrier and other beneficial spells. Spellbinders can also teleport around the battlefield so you'll want to lock them in place with Paralyze/Freeze pending their resistances. D E M O N S ����������� Despair Demon ������������� Location: All Level Range: 12-30 Health Modifier: 1 Armor: Very Low Resistance: Cold Vulnerable: Fire Immunities: Freeze/Sleep/Chill Elemental Attack: Cold - Despair Demons are common to Fade Rifts and will attack from range using their icy projectiles to deal damage while putting up a Barrier of their own. Use Fire spells like Immolate to set them ablaze and Fear them. Fear Demon ���������� Location: Many Level Range: 12-30 Health Modifier: 1.75 Armor: Average Resistance: None Vulnerable: Electricity/Spirit Immunities: Fear/Freeze/Sleep/Weaken Elemental Attack: Spirit - Pride Demon ����������� Location: Many Level Range: 12-30 Health Modifier: 2 Armor: Very High Resistance: Electricity Vulnerable: None Immunities: Physical Effect/Freeze/Sleep/Paralyze/Shock Elemental Attack: Electricity - Pride Demons are usually part of the second wave at Fade Rifts. You can prevent them from spawning by using Dispel on the summoning locations. If you must face a Pride Demon try using Fear to keep it away while you focus on the lesser demons. Rage Demon ���������� Location: All Level Range: 8-30 Health Modifier: 1.5 Armor: High Resistance: Fire Vulnerable: Cold Immunities: Burning. Physical Effects/Fear/Paralyze/Sleep/Taunt when enraged. Elemental Attack: Fire - Rage Demons inflict heavy Fire Damage upon their enemies and are some of the more powerful demons you'll encounter. Freeze them in place and pour on the Cold attacks to really set them back. Dispel their Barrier if they put one up. Shade ����� Location: All Level Range: 1-30 Health Modifier: 1.1 Armor: Low Resistance: None Vulnerable: None Immunities: None - Shades essentially the Foot Soldiers/Prowlers of the demon army. They will break rank and attempt to reach your Archers and Mages. Lock them in place then take them out, they lack any ability to avoid the damage. Terror ������ Location: All Level Range: 1-30 Health Modifier: 1.5 Armor: Low Resistance: None Vulnerable: Spirit Immunities: Fear - Terrors have a nasty ability to dive into the ground and emerge near your ranged allies. This causes a knockdown and is followed up by a slowing area of effect spell that inflicts damage. It's a tough thing to deal with so you need to Freeze/Paralyze the Terror when it appears. Wraith ������ Location: All Level Range: 1-30 Health Modifier: 0.35 Armor: Very Low Resistance: Fire if Rage Demon nearby. Cold if Despair Demon nearby. Electricity if Pride Demon nearby. Vulnerable: None Immunities: Physical Effects/Poison. Weaken if Fear Demon nearby. Burn if Rage Demon nearby. Chill if Despair Demon nearby. Shock if Pride Demon nearby. Elemental Attack: Spirit - Wraiths are like the Archers of the demon army. They sit in the back and fire projectiles that can whittle your health. Some Wraiths can cast Barrier and have resistances based on the other demons around. Take them out first when encountered in groups of other demons, they die fast. R E D T E M P L A R S ����������������������� Behemoth �������� Location: Many Level Range: 12-30 Health Modifier: 1.5 Armor: Very High Resistance: Fire Vulnerable: Cold Immunities: Physical Effects/Fear/Paralyze/Sleep/Weaken/Burning - Horror ������ Location: Many Level Range: 4-30 Health Modifier: 1 Armor: High Resistance: Electricity Vulnerable: Spirit Immunities: Shock. Fear/Paralyze/Freeze/Sleep when enraged. - Red Templar Archer ������������������ Location: Many Level Range: 4-30 Health Modifier: 0.75 Armor: Low Resistance: None Vulnerable: None Immunities: None - Treat the Red Templar Archer like you would a regular archer. Red Templar Foot Soldier ������������������������ Location: Many Level Range: 4-30 Health Modifier: 1 Armor: Average Resistance: None Vulnerable: None Immunities: None - The Red Templar Foot Soldier functions like a standard Foot Soldier and should be combated in the same manner. Red Templar Guardsman ��������������������� Location: Many Level Range: 8-30 Health Modifier: 1.25 Armor: High Resistance: None Vulnerable: Electricity Immunities: None - Wielding a shield and defending against most attacks, the Red Templar Guardsman should be dispatched like a standard Guardsman. Red Templar Knight ������������������ Location: Many Level Range: 8-30 Health Modifier: 1.25 Armor: Very High Resistance: Cold Vulnerable: Fire Immunities: Physical Effect/Paralyze/Freeze/Chill - Red Templar Knights are similar to Bruisers, hulking around and dealing lots of damage with massive armor. Freeze them in place and shatter them for the best results. Shadow ������ Location: Many Level Range: 12-30 Health Modifier: 1.2 Armor: Average Resistance: None Vulnerable: None Immunities: Fear/Freeze/Sleep/Snare - U N D E A D ����������� Arcane Horror ������������� Location: Many Level Range: 8-30 Health Modifier: 5 Armor: Low Resistance: Cold Vulnerable: Fire/Spirit Immunities: Physical Effects/Fear/Paralyze/Sleep/Chill/Poison Elemental Attack: Spirit - Arcane Horrors are powerful magic users that can warp around the battlefield. Take advantage of their low armor and light them on fire for the best results when fighting them. They are usually in the middle of a group, leading other Undead so focus on them first. Corpse ������ Location: Many Level Range: 4-30 Health Modifier: 0.7 Armor: Very Low Resistance: Cold Vulnerable: Fire/Spirit Immunities: Fear/Sleep/Chill/Poison - Corpses don't pose much of a threat by themselves but often come in large number. Be sure to defeat them at a distance before they get too close, Fire is your best bet since they can be inflicted with Burning. Revenant �������� Location: Many Level Range: 12-30 Health Modifier: 6 Armor: Very High Resistance: Cold Vulnerable: Fire/Spirit Immunities: Physical Effect/Fear/Freeze/Sleep/Chill/Poison - Revenants have the ability to pull you in from range and then smash you with their massive shield and sword. Unlike the other Undead, the Revenant has a large health pool and very high armor so you'll need to use Fire to really burn them down but more than that, you require sustainability to outlast them. D A R K S P A W N ����������������� Ghoul ����� Location: Emprise du Lion, Storm Coast, Western Approach Level Range: 4-19 Health Modifier: 0.5 Armor: Average Resistance: None Vulnerable: None Immunities: None - These are people who died from the corruption of the Blight. Treat them as Foot Soldiers without weapons when you encounter them. Hurlock ������� Location: Deep Roads, Emprise du Lion, Storm Coast, Western Approach Level Range: 8-19 Health Modifier: 1.25 Armor: High Resistance: None Vulnerable: None Immunities: None - Most Hurlock wield a one-handed sword without a shield, some are ranged archers. Do your best to treat them as just Foot Soldiers and Archers with more health and armor. Hurlock Alpha ������������� Location: Emprise du Lion, Storm Coast, Western Approach Level Range: 8-19 Health Modifier: 1.75 Armor: Very High Resistance: None Vulnerable: Electricity Immunities: Physical Effects. Fear/Paralyze/Freeze/Sleep/Taunt/Snare on Enrage. - The Alphas are larger than the standard Hurlock and always wield a two-handed sword or axe that can deal massive damage. Freeze or Paralyze them before they enrage to get a large amount of damage in. W I L D L I F E ��������������� Armored Mabari �������������� Location: Crestwood, Storm Coast Level Range: 4-11 Health Modifier: 1.5 Armor: High Resistance: Cold Vulnerable: Fire Immunities: Physical Effects Crafting Material: Canine Leather August Ram ���������� Location: Hissing Wastes, Emerald Graves, Emprise du Lion Level Range: 12-15 Health Modifier: 0.25 Armor: Very Low Resistance: Cold Vulnerable: None Immunities: None Crafting Material: August Ram Leather Bear ���� Location: Emerald Graves, The Hinterlands, Storm Coast Level Range: 8-12 Health Modifier: 3 Armor: High Resistance: Cold Vulnerable: Fire Immunities: Physical Effects/Paralyze/Freeze Crafting Material: Bear Hide Black Wolf ���������� Location: Crestwood, Emerald Graves, Emprise du Lion, Exalted Plains, The Hinterlands Level Range: 4-19 Health Modifier: 1.5 Armor: Low Resistance: Cold Vulnerable: Fire Immunities: None Crafting Material: Canine Leather Bronto ������ Location: Crestwood, Emerald Graves Level Range: 16-19 Health Modifier: 2 Armor: Very High Resistance: Cold Vulnerable: Fire Immunities: Physical Effects, Paralyze, Freeze Crafting Material: Bronto Hide Deepstalker ����������� Location: Crestwood, Storm Coast Level Range: 8-15 Health Modifier: 0.5 Armor: Very Low Resistance: None Vulnerable: Electricity Immunities: None Crafting Material: Deepstalker Hide Dragonlings ����������� Location: Emprise du Lion, The Hinterlands, Hissing Wastes, Storm Coast Level Range: 8-21 Health Modifier: 1 Armor: Low Resistance: Fire Vulnerable: Electricity Immunities: Physical Effects Crafting Material: Dragon Blood, Dragon's Tooth, Dragonling Scales Druffalo �������� Location: Crestwood, Frostback Mountains, The Hinterlands Level Range: 1-11 Health Modifier: 2 Armor: Very High Resistance: Cold Vulnerable: Fire Immunities: Physical Effects/Paralyze/Freeze Crafting Material: Druffalo Hide Fennec ������ Location: Crestwood, Forbidden Oasis, Hissing Wastes, The Hinterlands, Western Approach Level Range: 1-15 Health Modifier: 0.15 Armor: Very Low Resistance: None Vulnerable: None Immunities: None Crafting Material: Fennec Fur Giant ����� Location: Emerald Graves, Emprise du Lion, Forbidden Oasis, Storm Coast, Western Approach Level Range: 8-19 Health Modifier: 3 Armor: Very High Resistance: None Vulnerable: Electricity Immunities: Physical Effects/Fear/Paralyze/Freeze/Sleep/Weakness/Snare Giant Spider ������������ Location: Crestwood, Emerald Graves, Forbidden Oasis, Hissing Wastes, The Hinterlands, Revenant Church, Storm Coast, Western Approach Level Range: 8-19 Health Modifier: 1 Armor: Very Low Resistance: Electricity Vulnerable: None Immunities: None Crafting Material: Giant Spider Glands Giant Bear ���������� Location: Emerald Graves, Emprise du Lion Level Range: 11-19 Health Modifier: 3 Armor: High Resistance: Cold Vulnerable: Fire Immunities: Physical Effects/Paralyze/Freeze Crafting Material: Great bear Hide Gurgut ������ Location: Exalted Plains Level Range: 12-15 Health Modifier: 3 Armor: Low Resistance: Fire Vulnerable: Electricity Immunities: Physical Effects Crafting Material: Craggy Skin Gurn ���� Location: Hissing Wastes, Western Approach Level Range: 8-19 Health Modifier: 2 Armor: Very High Resistance: Cold Vulnerable: Fire Immunities: Physical Effects/Paralyze/Freeze Crafting Material: Gurn Hide, Hardened Gurn Hide Halla ����� Location: The Exalted Plains Level Range: 8-19 Health Modifier: 0.25 Armor: Very Low Resistance: None Vulnerable: None Immunities: None Crafting Material: Halla Leather High Dragon ����������� Location: Crestwood, Emerald Graves, Emprise du Lion, Hissing Wastes, The Hinterlands, Storm Coast, Western Approach Level Range: 13-23 Health Modifier: 36 Armor: Average Resistance: Varies Vulnerable: Varies Immunities: Physical Effects/Fear/Paralyze/Freeze/Sleep/Snare/Confuse Crafting Material: Intense Dragon Blood, Dragon's Tooth, Dragon Webbing Dragon Scales, Dragon Bone ABILITIES - Armored: Dragon can use Guard - Berserk: A 40 meter AoE attack based on the dragon's element - Cold: Inflicts Cold damage. Dragon is vulnerable to Fire. - Electricity: Inflicts Electric damage. Dragon is vulnerable to Spirit - Fire: Inflicts Fire damage. Dragon is vulnerable to Cold. - Matriarch: Dragon can summon Dragonlings. - Red Lyrium: Dragon uses Red Lyrium damage. |�������������������������|��������������������|�������������������������������| | DRAGON | LOCATION | ABILITIES | |-------------------------|--------------------|-------------------------------| | Ancient Dragon | Arbor Wilds | Fire | | Ferelden Frostback | The Hinterlands | Matriarch, Fire | | Gamoran Stormrider | The Exalted Plains | Electricity | | Greater Mistral | Emerald Graves | Armored, Cold | | Highland Ravager | Emprise du Lion | Armored, Berserk, Matriarch | | | | Fire | | Hivernal | Emprise du Lion | Berserk, Cold | | Kaltenzahn | Emprise du Lion | Armored, Cold, Matriarch | | Northern Hunter | Crestwood | Berserk, Electricity | | Red Lyrium Dragon | Finale | Armored, Red Lyrium | | Sandy Howler | Hissing Wastes | Armored, Matriarch, Fire | | The Abyssal High Dragon | Western Approach | Armored, Fire | | Vinsomer | Storm Coast | Armored, Berserk, Electricity | |_________________________|____________________|_______________________________| Hyena ����� Location: Forbidden Oasis, Western Approach Level Range: 8-11 Health Modifier: 2 Armor: Low Resistance: Cold Vulnerable: Fire Immunities: None Crafting Material: Canine Leather Lurker ������ Location: Hissing Wastes Level Range: 16-19 Health Modifier: 1 Armor: High Resistance: None Vulnerable: Electricity Immunities: None Crafting Material: Craggy Skin Mabari ������ Location: Hissing Wastes, The Hinterlands, Storm Coast Level Range: 8-11 Health Modifier: 1 Armor: Low Resistance: Cold Vulnerable: Fire Immunities: None Crafting Material: Canine Leather Nug ��� Location: Crestwood, Emerald Graves, Exalted Plains, Frostback Mountains Forbidden Oasis, The Hinterlands, Storm Coast Level Range: 1-15 Health Modifier: 0.05 Armor: Very Low Resistance: None Vulnerable: None Immunities: None Crafting Material: Nugskin Phoenix ������� Location: The Western Approach Level Range: 8-11 Health Modifier: 1.5 Armor: Average Resistance: Fire Vulnerable: Electricity Immunities: None Crafting Material: Phoenix Scales Poison Spider ������������� Location: Crestwood, Hissing Wastes, Revenant Church, Western Approach Level Range: 8-19 Health Modifier: 1 Armor: Very Low Resistance: Electricity Vulnerable: None Immunities: Poison Crafting Material: Poison Spider Glands Quillback ��������� Location: Western Approach Level Range: 8-11 Health Modifier: 3 Armor: High Resistance: Cold Vulnerable: Fire Immunities: Physicall Effects/Paralyze/Freeze Crafting Material: Ram ��� Location: Crestwood, Frostback Mountains, The Hinterlands, Skyhold, Storm Coast Level Range: 1-7 Health Modifier: 0.25 Armor: Very Low Resistance: None Vulnerable: None Immunities: None Crafting Material: Ram Leather Snoufleur ��������� Location: Emprise du Lion, Exalted Plains Level Range: 8-15 Health Modifier: 0.05 Armor: Very Low Resistance: None Vulnerable: None Immunities: None Crafting Material: Snoufleur Fur Tusket ������ Location: Forbidden Oasis, Storm Coast Level Range: 12-15 Health Modifier: 0.05 Armor: Very Low Resistance: None Vulnerable: None Immunities: None Crafting Material: Varghest �������� Location: The Western Approach Level Range: 12-15 Health Modifier: 3 Armor: Low Resistance: Fire Vulnerable: Electricity Immunities: Physical Effects Crafting Material: Varghest Scales Wyvern ������ Location: Crestwood, Hissing Wastes Level Range: 8-19 Health Modifier: 3 Armor: Low Resistance: Fire Vulnerable: Electricity Immunities: Physical Effects Crafting Material: Wyvern Scales __ /��` | /��\ /__` | |\ | /��_ \__, |___ \__/ .__/ | | \| \__/ ������������������������������� Thanks ������ - Bkstunt_31 - /r/DragonAge - GamerGuides Legal ����� This document is Copyright �2014 Greg Boccia (noz3r0) and Gregory Wright (Bkstunt_31) and is the intellectual property of the authors. 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