On broken legs dragon age. "descent" overview

You can start this quest back in Lothering by talking to the Knight of Redcliffe in the village church. You will receive information about Brother Genitivi by searching the body of a dead knight on the highway (where the robbers attack you). If you did not pay attention to this conversation, then Isolde and Tegan will send you for the Urn in Redcliffe, after you repulse the night attack on the village.


So, you have to go to Denerim to find a certain brother Genitivi, who devoted his whole life to studying the legends about the dust of Andraste and searching for his whereabouts. Brother Genitivi's house is located in the market area in its southern part. You will not find Genitivi himself there, but you will find his assistant Waylon.

The conversation with Waylon can go a number of ways. First: after some hesitation, he will tell you that Brother Genitivi seems to have gone to Lake Calenhad. If you go there, a very nervous innkeeper, after the appropriate use of Persuasion, admits that some suspicious individuals are hanging around, threatening him with self-mutilation and forcing him to lie about not seeing or hearing anyone. Upon exiting the tavern, you will be attacked, and after dealing with them, you can head back to Denerim to sort things out with Waylon.

Path number two: when talking with Waylon, your GG will feel that everything is not okay in his story (this happens if you have a sufficiently high Cunning) and will demand an explanation, as a result of which Waylon will immediately attack you and you will no longer need to travel to Calenhad Lake.

Path number three - search the house, and Waylon will intervene, forbidding you from inspecting the rooms. If you insist, he will attack you.

Search the house after Waylon's death and you'll find Brother Genitivi's journal, which mentions a certain village called Haven. You will also find the corpse of the real Waylon (no wonder he did not want to let you in there!) - although at this stage you most likely already suspected that you were dealing with an impostor.


Go to the Vault. The inhabitants of this village are distinguished by downright rare inhospitality - almost everyone with whom you talk will tell you in person that strangers have nothing to do here. I recommend that you first of all visit a local trading shop - in case you need any of their goods, otherwise they will not be available to you later.

The residents of the Vault will not have patience for strangers for a long time. They will attack you if you: enter the local Church and question the local leader, Eric, about Brother Genitivi; examine the blood-stained altar in one of the houses; insist on having a look at the back room in the trading shop.

After that, you will have no choice but to kill them all.

In the Church building, behind a false stone wall, you will find Brother Genitivi. He will tell you that in order to enter the ruined temple that leads to the ashes of Andraste, you need the medallion of the cult leader Erik. If you haven't already searched his corpse, return to him and take the medallion.

If you like, you can tell Brother Genitivi that you want to secure the village before going to the temple - then you can go outside and finish off those who have not yet been finished off before. If you don't, you will automatically be transported to the temple. In principle, you don’t have to take Brother Genitivi with you, only Eric’s medallion is required, which will open the entrance for you.

The Ruined Temple consists of two tiers, and they are literally packed with cultists of various stripes. The traps here are also quite numerous, so having a rogue with you is a good idea. Also beware of the numerous ambushes from both the cultists and the Shadows, which from time to time will appear behind you in an already cleared or seemingly empty space.

You will soon find that the doors leading north are locked. In order to open them, you first need to get the key to the southeast rooms. It lies in the Patterned Chest in the western part of the map, marked as the Chambers of the Cultists. The mentioned cultists are just an incredible amount, so if you have spells of mass destruction, then they can be very useful. After taking the key, open the southeast rooms, and in one of the chests you will find the key to the north doors.

The next closed doors to the north can be opened by lighting a fire on the sacrificial altar (although in some versions this is not necessary, for some reason they are open anyway).

After passing all the doors, you will stumble upon an ambush - the Ash Ghost and the cultists will attack you near the fork. After you deal with them, choose whether you go to the western or eastern corridor. Both lead to stairs to the next level, so your choice doesn't matter. Of the other notable corridors, I note that if you go west, you will find four chests in one of the rooms. The locked chest contains normal loot, while the other three summon ghosts when you open them.

After clearing the corridor (or both), go to the next tier - Lair of the Wyrmlings. Baby dragons are called wyrmlings. They are not very strong, but quite numerous, and quite often attack you from ambush, appearing behind your back. Of course, there are enough cultists there too. Unlike the first tier, here you will stumble upon elite enemies.

Your goal is to break through the superior enemy forces into the northwesternmost cave. Considering that ambushes are waiting for you in many places, it is best not to attack the enemy headlong, but to lure them one or two from afar. (Although, of course, it all depends on the level, tactics and equipment - it is likely that by this point your group is already so powerful that no crowds of enemies are afraid of it.) In any case, it is a good idea to have preliminary reconnaissance with a robber, who at the same time can disarm traps so that they do not get in the way at the most crucial moment. Sometimes a rogue can activate a pending ambush himself - and sometimes you need to walk through the "meeting point" in the open so that the enemy reveals himself.

After making your way through a myriad of enemies, the leader of the cultists, Kolgrim, will greet you in the northwestern cave. He will have a very unexpected offer for you. Accepting it or not is up to you, but some members of your group will be so upset that you sided with the cultists that they will either attack you or leave your group forever (if they were not with you at the time of your decision). True, in the latter case, with the help of Persuasion, you can convince someone to stay, assuring that you are not to blame for the act.

If you rejected Kolgrim's offer, then you will have to fight him and his assistants. From his body, in addition to other loot, you can remove the Horn of Kolgrim - an item that allows you to challenge the High Dragon to battle. (Although, if you try hard, you can lure the dragon without it.)

After killing Kolgrim or agreeing with him, go to the top of the mountain. You may not pay attention to the dragon - he himself will not fly up to you. In order to challenge him to battle, you need to either use the Horn of Kolgrim, or try to hit the dragon with an arrow or spell from a fairly long distance, while he is basking on a snowy peak. His death is not required to complete this quest.

Enter the Labyrinth. You will be greeted by a Guardian who can be questioned about the cultists, himself, and even Andraste herself. You can answer the Guardian's question as you like, after which he will torture your companions a bit and send you to win the honor of seeing the ashes of Andraste. You didn't think it would be shown to you so easily, did you? Not at all - first you need to pass several tests in order to be considered worthy of such an award. There are four of these tests.

For the first test, you need to correctly answer the questions of the ghosts of Andraste's friends and enemies that are waiting for you at closed door. If you answer incorrectly, the ghost becomes hostile and attacks, but the death of the ghost is still counted in your favor, so even if you could not answer a single question, but defeated all the ghosts, the door will open.

Answers on questions:

Elisai - Melody

Armor - Dreams

Lady Basil - Revenge

Havard - Mountains

Maferat - Jealousy

Katair - Hunger

Shartan - House

Hessarian - Mercy

Having dealt with the first riddle, go to the next room. Who exactly you meet there depends on who the GG is (for example, a magician will meet Jovan, a Dali will meet Tamlin, a nobleman will meet his father, etc.). The ghost will talk to you and, regardless of your answers, you will be able to go further, where you have to fight the ghosts of your group. (They are not 100% replicas and may have skills and spells that your characters do not have.)

First, take one of the characters across all the tiles to find out which plate activates which part of the bridge. You will notice that some slabs will only activate one piece, while others will activate two. In order to make part of the bridge stable, you must activate two plates on opposite sides. But that's only part of the task, as you'll need to move forward after that.

In short, you need to put two characters to activate the same part of the bridge on opposite sides of the cliff, and the third one to activate the same and the next part of the bridge. After that, rearrange your characters so that the two that activate the cell with the character on the bridge are always on opposite sides, and the third one will move in such a way as to activate the next one.

The order of activation of the plates:

Second on the right, third on the left.

Go to the first part of the bridge.

The remaining character goes to the sixth slab from the left.

Go to the second part of the bridge.

The character from the third slab on the left goes to the fourth slab on the right.

The character from the second plate on the right goes to the first one on the left.

Go to the third part of the bridge.

The character from the sixth slab on the left goes to the fifth one on the right.

The character from the fourth plate on the right goes to the fifth one on the left.

Go to the fourth part of the bridge and cross it. After that, the bridge will harden completely and your comrades-in-arms will be able to join you.

The last test remains - go ahead and you will see a wall of fire. Activate the altar and agree to take off all your gear, then go through the flames. The Guardian will appear and announce that you have shown yourself worthy and you can go to the urn with the ashes of Andraste. If you did not accept Kolgrim's offer, then take a pinch of dust and leave (the doors in this room will take you to the top of the mountain so that you do not have to go through the whole Labyrinth again).

If you accepted Kolgrim's offer, then pour the dragon's blood into the urn, after which you will have to fight the Guardian (and, depending on who is in your group, possibly your own allies. Wynn and Leliana will not forgive you for defiling the shrine.)

The guardian can also attack you if you decide to go through the fire in armor before you desecrate the urn.

In any case, after that, all that's left for you is to go to Radcliffe Castle and present the ashes to Bann Teegan. The relic will do its job and Earl Eamon will instantly recover. His reaction to your actions may be extremely grateful or not very much depending on whether you saved his family or not, but in any case, if you have not yet gathered all possible allies, then you will be advised to do so. When you have gathered everyone and report this to Earl Eamon, your quest will be completed.

Note: if brother Genitivi accompanied you to the temple, then after finding the ashes of Andraste (or defiling it), he will declare his desire to tell the rest of the world about it. If you want, you can kill him. If you have not desecrated the ashes of Andraste and released brother Genitivi in ​​peace, then you can visit him at his house in Denerim and receive an additional reward from him for your labors.

If you did not accept Kolgrim's offer, then saving Earl Eamon will unlock the Champion (Knight) specialization for you. If you accepted it, then instead of "Champion" you will receive the "Ripper" specialization. (If you wish, you can first defile the urn, and then kill Kolgrim and thus get both. Perhaps a glitch ... or a reward for especially sophisticated deceit.)


Bugs:
After "visiting" the urn when moving from the Mountaintop location to the Gauntlet location and back, as well as when moving from the Mountaintop to the Ruined Temple and back, party members receive 750 experience points. Confirmed for version 1.04 (presumably fixed with patch 1.02, but there is a bug in version 1.03).

The add-on is activated by performing a reconnaissance operation at the command headquarters "Misfortune in the Deep Roads" for 16 influence points. After the opening of a new territory, you can hit the road. We have not yet managed to move away from the battle with the enraged Avvar god, to heal wounds from frostbite, as a new misfortune falls on our heads. We quickly grab our disturbing suitcase and rush headlong to help, in search of new adventures and troubles, to hunt for ancient secrets and secrets forgotten and hidden for centuries.

Mugs from the Deep Roads

  • Part 2 - 5:09
  • Part 6 - 5:12
  • Part 7 - 4:25
  • Part 8 - 9:20
  • Part 9 - 20:08 (after completing Operation Bridge at Bastion of the Unsullied)
  • Part 10 - 16:37
  • Part 13 - 05:45 (after completion of Operation Excavate at Bastion of the Unsullied)
  • Part 13 - 9:10 (after the completion of Operation Underground Sea Bridge)
  • Part 15 - 21:35, 21:55

Gears in the Deep Roads

For the convenience of finding, a part of the video walkthrough and an approximate time are indicated:

Darkspawn Habitats - 8 pieces

  • Part 2 - 16:56, 17:09, 17:23, 17:33
  • Part 3 - 2:27, 14:01
  • Part 6 - 20:50 (after the completion of the operation "Expedition: Upper bridge of the Heidrun teig"), 23:25 (after the completion of the operation "Expedition: Upper bridge of the teig Heidrun")

The ruins of Heidrun teig - 22 pieces(some gears are buggy, there are more of them in the location than necessary, but the “extra” ones are not counted)

  • Part 3 - 16:50, 17:37, 19:06, 21:15, 21:24, 22:02
  • Part 4 - 00:09, 7:35, 10:45, 13:29, 14:35, 14:42, 14:50
  • Part 6 - 1:10, 4:55, 5:12, 7:32, 7:50
  • Part 7 - 9:00 (4 pieces), 15:20 (after the completion of the operation "Expedition: Central bridge of the Heidrun teig"), 19:00 (after the completion of the operation "Expedition: Lower bridge of the teig Heidrun")
  • Part 9 - 11:14, 13:10, 16:09

Forgotten caves - 12 pieces

  • Part 8 - 23:45
  • Part 9 - 1:40, 5:14, 5:25, 5:45, 6:15, 6:30, 6:40
  • Part 10 - 1:00, 1:30, 17:10, 17:19

Bastion of the Unsullied - 12 pieces

  • Part 10 - 7:30, 15:25, 16:07
  • Part 11 - 11:10, 18:25, 23:45, 24:35
  • Part 12 - 3:35, 13:10
  • Part 13 – 4:15 (after completion of Operation "Bridge at the Bastion of the Unsullied"), 4:30 (after completion of Operation "Bridge at the Bastion of the Unsullied"), 7:30 (after completion of Operation "Excavation at the Bastion of the Unsullied")

Chronicles of the Forgotten Wars

For the convenience of finding, a part of the video walkthrough and an approximate time are indicated:

  • Part 8 - 24:15
  • Part 10 - 1:18
  • Part 10 - 16:22
  • Part 11 - 17:49
  • Part 13 - 05:53 (after the completion of Operation Excavate at the Bastion of the Unsullied)

Underground

The quest is activated automatically upon arrival at the rift in the Storm Coast. And as usual, the scout Harding meets us there, listen to her report, find out the details and start a long descent into the fault on the built lift. The chronicler Valta is waiting for us below, we get to know each other and talk nicely about pressing problems. In the course of the conversation, we find out that apart from us, simply no one is able to help Orzammar with a disaster of this magnitude, and it turns out that this is also vital for us. There is nothing to do, we follow Valta to the camp of the Legion of the Dead, located next to the seal split by the earthquake, which once locked the creatures of darkness on the deep paths. Having reached the camp, we find that the Legion is besieged and is hardly holding back the onslaught of pestilence creatures. Headlong, we recklessly rush into the thick of the battle and help the soldiers of the Legion of the Dead repel the attack, then we activate lyrium charges at the entrance to the tunnel and rush at full speed for cover so that the blown-up tunnel does not collapse on our heads.

And now, with a sense of accomplishment, you can set up camp, set up tents, make a fire and by the fire with a cup of tea in a casual conversation get to know new comrades who will accompany us on our further journey to the deep trails. After an entertaining conversation about unknown miracles and mysteries, having hastily put ourselves in order and patched up our armor, we gather our team and, grabbing a couple of miner's lanterns and self-rescuers, head towards the lift to descend even deeper into the stone abyss. After descending on the gnome elevator through the darkness of the stone bag, having slightly restored our peace of mind and calming the stomach, we set off in search of another trouble for our evil head in the form of creatures of darkness and their habitats. Moving forward along the paths, we come across a sealed gate. That's bad luck, now you still need to contrive to open them. (Quest "Gate of Segrummar").

And now the gates are finally open, and we, pleased with ourselves and led by the heightened sense of the Stone of the chronicler Valta, joyfully rush forward to the place of origin of earthquakes through the dwellings of the creatures of darkness, while deftly dodging and fighting off their fangs and claws. Having cleared another lair and found in its center the desecrated bodies of the Legion of the Dead warriors, we render them the last honors. After that, with a slight sadness and thoughts about the frailty of this world, we hasten further to another lift to go down to the ruins of the Heidrun teig. Moving along the majestic ruins of this long-abandoned teig, we come to the central nest of pestilence creatures. (Quest "Second sealed gate"). However, we will be able to continue our way further only after carrying out a general cleaning, started in order to sweep away all this dirt and evil spirits. Blazing with righteous anger and headlong rush into battle for the possession of these territories.

After a rather exhausting battle, pretty rumpled and grimy, we build a fire and set up our camp in order to take a breath, put ourselves in order and have a little rest before further descent into the very abyss, and also pass the evening by the fire with a mug of strong ale and casual social chatter. But now the rest is coming to an end, and the problem of earthquakes has not gone away and we need to move on. We collect our squad, stuff our backpack to the top with medicines and various supplies and head towards the ancient lift with thoughts: "What awaits us there?" Having completed the next descent, we find ourselves in the Forgotten Caves in complete darkness and suspense. Carefully moving forward, we stumble upon another trouble in the form of an unknown silent enemy. We try our best to save our skin and get out of trouble with minimal injuries. After the brawl, we pay last respects to the dead and hobble further through unknown caves.

Having passed the bridge and the network of caves, we come to another bridge over the gorge. But here's the bad luck - some fans to play with explosive materials in front of our very nose bring down it. You will have to look for a detour around the gorge and at the same time try not to fall off the narrow path into the abyss. After a short ordeal, our path leads us to the bastion of the Unsullied, only to again fall into another brawl, and then to be surprised to find that some bad representatives of intelligent life have built an unknown barrier here with the sole purpose of not letting us go further. It remains only to linger and look around to find a way to destroy this barrier. Literally two steps away we find a very entertaining object, with the help of which we break the barrier into small crumbs. We continue our way forward, at the same time fighting off the attacks of a silent enemy and picking up strange artifacts that destroy barriers on our already difficult path.

The closer we get to the goal of our expedition, the more violent the enemy’s attacks become, and now we can see the last barrier blocking our path, to destroy which you must first break through the crowd of defenders, and then, seizing the moment, use five earthquakes. Finally, the path is free, behind the opened gates we have the last opportunity to rest by the fire before the final rush to our soul-stirring secret. What awaits us next, what ancient secrets will we discover, will we find answers to our questions or will there be even more of these questions? So, having collected the last supplies and having a quick snack, we set off forward into the unknown. And now an incredible picture opens up to our eyes, and in the center we see the goal of our entire long descent into these unknown depths. But we have yet to fight our way to this "Thing" through the ranks of fanatical sha-brithols. The last push and the goal is close. The heart of everything, the Sanctuary, here it is. However, it was not there, this place is guarded and reliable. There is no turning back, there is only one thing left - to fight for your life, and after a deadly duel, find out everything that is possible. During the battle, we try not to fall under the distribution of cuffs from stone processes both from below and from above, and also to avoid lyrium mines, which will be periodically placed by the guard.

Warm welcome

As soon as we decide to politely knock on the door and ask permission to enter the Deep Roads, as the enraged rug with the inscription "Welcome" turns into a horned Ogre. To go forward, we need to somehow calm him down and put him in place, and then, having wiped his shoes on him, move on in a given direction.

Exploring the Deep Roads

Activates automatically immediately after setting up the base camp of the Legion of the Dead in the Deep Roads. To complete this quest, you need to perform a special strategic operation on the expedition table in the camp - an expedition to improve the base camp. After improvement, additional features will appear in it.

Gate of Segrummar

Activates automatically when a locked gate is detected. Some prankster pulled some parts from the lock on the door, probably sold it for scrap. You will have to run and look for the missing parts in order to open the sealed gates and proceed forward. After finding the missing parts, we return back to the door and install the gears in place. Now you can look behind the door: what interesting things await us in Papa Carlo's closet?

Builder Towers

The quest is activated automatically when reading a book in one of the surveyed rooms. The book contains clues to solve the puzzle. After we cope with this task, we can, with a clear conscience, take the reward from the nearby chest and move on with a proud look. (For those who are too smart to strain their brains, the solution to the riddle can be viewed from about 11 minutes).

Kill me Softly

The quest is activated automatically when you find a page from the diary of a crazed dwarf, a lover of experiments with raw raw lyrium. To complete this quest, you simply need to collect the remaining pages of the diary, which are scattered throughout the dwellings of the creatures of darkness and the ruins of Heidrun teig.

Sacrificial Gate of Segrummar

The quest is activated automatically when a locked gate is found. Although, as Valta says, we do not need to go there, but curiosity killed the cat. And we are very curious by nature and love to climb into all unfamiliar doors. But again, some crazy mechanic took apart the locking mechanism and scattered the gears wherever possible. And if we want to satisfy our idle curiosity, then we will have to run around a lot to collect the missing parts. So, we arm ourselves with a metal detector, take a powerful magnet with us and go on searching and collecting scrap metal. By the way, do not forget to grab a trolley as well, because there will be a lot of doors, and even more gears. Do not carry them all the way on your own. After opening the last door, the quest will be completed.

On broken legs

The quest will activate itself at the moment when we find the diary of the Guardian woman Ailsa on the deep paths. On her last journey, she scouted the area and drew a map. After finding this place, the quest will be completed. (Searched as a treasure using the letter V).

Second sealed gate

In the ruins of the Heidrun teig, our only path to the goal is blocked by the second sealed gate with a dismantled locking mechanism. The task is clear - to collect the missing gears, repair the mechanism and open this gate. The quest will be completed automatically.

Chronicles of the Forgotten Wars

The quest is activated automatically when you find the first ancient combat report. To complete the quest, you simply need to collect all the reports scattered around this section of the Deep Roads.

Video walkthrough

Even before Harding saw the Bull and Varric, she heard the Inquisitor's choice curse, a bizarre mixture of Ferelden, Marchan, Tevinter, Elven and Qunari curses. Not that Trevelian had a passion for learning languages, she just spent a lot of time with people who preferred to acquaint the Herald with the everyday riches of their language in the first place. - Everyone, put me down already! Evelina snarled, spitting out the vile taste of the painkiller and pounding the Bull on the back with her fist. - I'll go myself! ‘Don’t be ridiculous, Inquisitor,’ the kossite grunted, carefully holding the Herald lying on his shoulder by the hips. “Your leg is broken, so you won’t be able to walk on your own.” "And we don't have a mage with us," Varric concluded gloomily as he followed. “Dorian had things to do,” snapped Evelina. “Solas is boring and I can’t stand Vivien the bitch,” Varric mimicked her. "I didn't mean to break my legs!" “If you hadn’t climbed that cliff for the cursed shard…” the dwarf made a significant pause. There was no point in finishing the sentence, since everyone present, and not only them, knew the Inquisitor's strange craving to jump from steep slopes, climb dangerous cliffs and crawl along mountain paths washed out by rain. Varric considered this change to be natural. It had to happen someday, it was just that Trevelian had been lucky before. "Ahem," Harding decided to draw attention. - Who's there? Evelyn asked. “Harding, Your Grace,” said the scout. “Oh, hello, how are you?” came the voice of the Inquisitor from behind the Bull. Kossit was in no hurry to put Trevelian on solid ground, only turned his back to the scout so that it would be more convenient for the dwarf to talk to Evelina. “Not very much, milady,” the scout admitted. We're here on a search mission. – What have you lost? Evelina tried to position herself so she could see Harding, but she couldn't. “Let me down, you horny horned one!” “Umm…” Harding hesitated, unsure how to break the news to the Inquisitor. While the Iron Bull carefully, like a porcelain doll, placed the Herald on the ground, trying not to hurt her, the scout scrolled various options , but, as before, it did not work out very well. Apparently it's better to report it as it is. “Mage Pavus showed up at the camp this morning, told the quartermaster that he needed some minerals. When he and his two escorts didn’t return for dinner, the quartermaster sent to check what was holding them back…” Harding caught her breath, glancing furtively at the Inquisitor, who winced in pain, hissed, tried not to move her injured limb, but clenched her teeth, listened and did not interrupt. “They were not found at the specified location. When the soldiers returned and reported this, the quartermaster sent a raven to Sister Leliana. - What about him? Trevelian asked grimly. “I think the Venatori took them. Near the place where the imperial collected stones, two corpses of these sectarians were found. Right now my squad is combing the area looking for traces. "I'll tear them to shreds!" Evelyn hissed, rushing forward. She did not fall only thanks to the huge paw of the Bull, which intercepted her by the waist. Trevelian hung on the Cossite's arm, swearing at the top of her lungs. The Venatori got it, and the Bull, and the leg that broke so inopportunely, and Dorian, and Harding, and ... "My dear," Vivien sang, leaving the portal that opened, "it is not proper for a lady to behave like that." - The lady did not fit, but I - very much! Trevelian snapped. – Rather than read notations, it is better to cure me! Vivien shook her head, unfastened the case from her belt, took out a miniature mirror and lipstick, and put on lipstick. Only then did she fish a vial from the folds of her robe and, taking the Inquisitor by the chin, dripped a few drops onto her lips. After that, she busily gave instructions to make a splint from sticks and strips of fabric. Evelyn wanted to be indignant, but she couldn't. Her voice did not obey, her arms and legs hung like whips. It's good that the Bull is so big and strong. Now she was not porcelain, but a rag doll. Bitch Vivienne! The messenger was laid on a spruce branch, and her injured leg was placed in a splint. “Don't worry, we'll find him,” Varrick reassured Evelina. She could only silently curse Vivienne, promise her all sorts of punishments, and watch the rest of her friends come out of the opening portals. Solas led a dozen mages, Blackwall led a small force of militia, and Cullen gathered a group of templars. After a short meeting, the commander approached Evelina, knelt down, and gently squeezing her limp hand, promised: - I will find him. Of course, Evelina believed Cullen, but how to explain that she can't just lie there like a forgotten doll while everyone is busy saving Dorian? Will they be late? Or even worse, everyone will die trying to rescue the Imperial? And how can she wait out this eternity, remaining in the dark? Unable to get a word out, Evelina hoped that Cullen would read her concern from the look in her eyes. The councilor smiled faintly and was about to say something, but Solas approached him and touched him on the shoulder. Cullen got up and made way for the elf. “Don't worry, Inquisitor,” said the magician, drawing some kind of rune over Trevelian, who lay motionless. Evelina began to fall asleep. Through the hazy veil, she saw how the detachment went into the thickets of the forest, leaving her in the camp under the protection of a dozen soldiers, Sera and Krem. The two stood on either side of the Inquisitor, like statues in an elven ruin guarding the entrance.

The party moved into the woods, following Harding and her scouts as they moved like shadows through the trees and bushes. Cullen initially tried to follow them, but quickly realized it was useless. The scout would appear for a moment, make a sign to Harding, and disappear into the forest. The dwarf confidently led a small army along some inconspicuous other signs. Although some traces could not be overlooked. For example, the corpse of a soldier of the Inquisition. Apparently, the poor fellow decided to run, but failed. “Mage Pavus is very smart,” Harding announced after one of the scouts brought her something. - He throws the fragments of stones that he managed to collect. “Well then,” Vivienne said. At least he's alive. “And saves us time,” said Solas. Cullen couldn't help but agree. Dorian is alive and leaving signs so that he can be found faster. It's worth hurrying up. You never know what they can do with the captives of the Venatori? If Dorian dies, everyone will mourn, but only he, Cullen, will have to bring bad news to the one he loves and who is so attached to the eccentric magician. - Forward! the commander commanded resolutely and added a step. At that moment, he was glad that Evelina remained in the camp, because she would go crazy with every delay, she would rush forward without thinking about any dangers. She never calculated actions, for all occasions she had one plan - to act according to the situation, but when it came to the lives of her friends, Trevelian seemed to lose her head. So it was comforting for Cullen to know that she wouldn't be cutting into the Venatori squad in the front ranks. “There's a mansion ahead,” Harding said. “We'll break through,” Cullen decided. “We don't know how many opponents await us,” Vivienne remarked, looking disapprovingly at the smack of dirt on her boot. “No matter how much, we are stronger,” Cullen said decisively. “We won’t let our comrades be torn to pieces by those vile bastards!”

It seems that Trevelian did fall asleep, although she struggled with drowsiness with all her might. She dreamed of the sea. She lay on the sandy shore and watched the distant top of Cullen's darkened from the water flicker in the waves, how sometimes his muscular shoulders and arms showed out of the water. At times, she was distracted from watching her beloved and switched to Dorian, who was sitting next to her and drawing some signs on the wet sand with a twig. "That vine hat doesn't suit you," the mage said, turning to Evelina. Trevelian laughed, broke off a bunch of grapes with purple elastic berries hanging from the brim of her hat and handed it to him. “They will boil it in gold,” Dorian said with a smile in the voice of Sera, sending a juicy grape into his mouth. “I heard the Venatori love golden statues. - What? Evelyn asked. “No, rather, they are used for experiments,” Cullen said confidently, climbing ashore. He had the voice of Krem. – Experiments with living objects they like more. Evelina glanced from Cullen to Dorian in bewilderment and did not immediately notice that the picture of the seashore was melting. Trevelian woke up. “Maybe they’ll send you back to Tevinter?” Sera asked. Evelina heard hope in her voice. The elf disliked Dorian and was afraid of him, but Trevelian never thought that Serah would be glad to be rid of the Imperial. “It would be better if they returned it,” Krem chuckled. - Why is this? Sarah asked suspiciously. “Because our Inquisitor is nervous and vindictive. You'd be better off feigning concern over the disappearance of a mage as well. And you know yourself. - And why so much fuss about which magician to raise? - the elf did not let up, which, most likely, was just bored, so she started this conversation. But in her question, Evelina seemed jealous. Because he is one of us. “So if I was captured by those nasty magicians, they would also send a small army after me?” - Behind you? No. They would have paid more for you. And this Altus will cost the Venatori dearly. Evelina imagined the smirk on Cram's face and Sera biting her lip in annoyance. Krem, apparently, never forgave the elf for bandages smeared with glue on fish bones, with which he ... she pulled her chest. Sir this trick seemed funny, however, like her other dirty tricks. “Yes,” Evelina said, opening her dry lips with difficulty. “I am not responsible for myself. I’ll just come to myself a little and I’ll tear and throw. Trevelian opened her eyes. Through a hole in the canopy stretched over it, one could see the dark sky in the stars. It's already night. Sera's face broke into a happy smile as she bent over Trevelian. Cream just chuckled again. - They didn't come back? the Messenger asked, knowing perfectly well that she was asking in vain. The camp is quiet, no fuss. If the squad returned, there would not be such silence here. The Bull would surely recount deafeningly how he personally smashed two Venatori head-on so that the damned cultists flew in all directions in bloody shards. Cossit found such stories amusing. And the smoke from Blackwall's pipe would tickle your nose. And nearby, Cullen would have quietly scolded Dorian, and he would have stood with an absent look. - Vishante kaffas! An angry yell sounded in the distance. “Let me go, animal!” Trevelian almost jumped in surprise. Apparently, she has not yet fully woken up and the remnants of Solas's spell are making themselves felt. No, though, Dorian wouldn't have yelled at Cullen that he was an animal. Rather, it would refer to the Bull. But in Evelina's mind, the Bull sat by the fire and did not approach Dorian. Cram helped Evelina sit up, noticing that the Herald herself was exhausted. "I'll scatter your ashes in the wind!" “All right, just stop pounding me on the back with your boots,” Iron Bull agreed phlegmatically, stepping out onto the path leading to the camp. “I was already beaten on her with fists. "Stop yelling," Cullen grimaced. “Evie… The Inquisitor is probably still resting. “Why couldn’t you just transfer to Skyhold right away?” asked Dorian indignantly, hanging on the shoulder of the kossite. "Because Vivien said we should wait for her at camp," Cullen explained patiently. “They need to figure out what this interrupted ritual threatens us with. “Vivienne said,” repeated Dorian irritably. She had a lot to say. And an interrupted ritual is more troublesome for those who started it. If they were alive... Let me down already! I'm quite capable of walking on my own! “He won’t let go,” Evelina said, clearing her throat. “It’s his standard mode of transportation today. - Trevelian! Dorian beamed, and as soon as he was on the ground, he took a few unsteady steps towards the tent. The magician still could not stay on his feet and Cullen had to catch him so that he would not fall on the injured leg of the Inquisitor. “How dare you disappear just when I lost the opportunity to cut your throat out for you?” said Evelina, when Dorian sat down beside her. She briefly examined her friend for injuries, but found nothing worth panicking and angering about. Disheveled hair, blood hastily wiped off her face, red drops smeared on her cloak - all this only spoke of the fact that they were trying to hastily put the magician in order so as not to excite the already worried Evelina. - Don't worry, the guys did it well too. Worse, of course, than yours, but you don’t have to choose, the magician joked. - What was there? Trevelian asked either Dorian or Cullen, who was standing next to her. - Yes, rubbish. The Venatori settled in an abandoned estate, it was not difficult to take it, ”the Tevinter quickly answered, obviously hiding something. No heroic deeds. “Well, okay,” Evelina muttered, offended, turning away. - The bull will tell you better, in detail, with all the details. More interesting than it was. It's always colorful and has dragons. There must have been a dragon. Or at least a demon. Dorian and Cullen looked at each other, but said nothing. It wasn't until he stepped back that Cullen said, "Lucky she didn't notice." “Nothing to notice,” said Dorian irritably. - I'm fine. Think a few scratches. “From these scratches,” Cullen patiently pointed out, “the Venatori intended to drain your blood, all of it, without a trace.” - But it didn't work out. And hopefully the Inquisitor doesn't find out. “Not from me,” the commander said firmly. In the end, the magician is right, everything ended and ended happily. Who needs details? Is that the Bull, but he has his own views on the details.

On August 11, 2015, a new story addition for the Inquisition appeared. "Descent" tells us about the events taking place in the Deep Roads and about the past of the children of stone.

It all starts with the fact that a letter from Orzamar comes to the Inquisition asking for help. Of course, we immediately rush to help. To get to the deep paths, we need to complete the task on the table on the side of Ferelden:

"Descent" short review

"Descent" overview

As soon as we arrive at the scene, we get acquainted with the chronicler Valta, who asked for help with strange earthquakes. And together with a new acquaintance we go down to Deep Roads, where a group of the Legion of the Dead awaits us.

Who can we meet underground? Naturally creatures of darkness. In addition to the usual genlocks and hurlocks, we will again meet screamers. Gradually cutting out the creatures in the company of the leader of the Legion of the Dead and Valta, we will descend deeper and deeper. In total, we have to go down 6 levels:

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview

Some levels have their own initially hidden places, which can only be accessed by completing tasks on the expedition table. This table will appear on the first level, there will also be a shop with resources, a rack for making and improving weapons and armor. In general, such a small camp that has everything. You can return here at any time to heal, sell yourself, replenish stocks of potions / bombs, if you need to change the squad and go back to the dark depths.

You need to move carefully and carefully. Everywhere cliffs, abysses. So you have to jump and fight carefully so as not to fall down.

In addition to the usual killing of enemies, we are offered to collect rusty gears. There are a number of mechanical gates on the trails that hide artifacts that need to be returned to Orzamar. Gears are lying around in different nooks and crannies. To collect them all, and to open all the doors, you need to complete several tasks on the table. In the meantime, we will collect rusty trash, along the way we will come across collectible mugs.

There will also be two logical riddles, though they are so primitive that it's just ridiculous.

In one room, you need to extinguish the correct torches in order to open the sarcophagus: the two distant ones are lit, the two central ones are extinguished.

"Descent" overview


"Descent" overview

And the game rearrange the pyramid for children of three years old:

"Descent" overview


"Descent" overview

Going down and down, killing the creatures of darkness, simultaneously removing unique items from them (more on them below), we will get to the old lyrium mine. This is where the story starts to clear up. Valta will talk about the titans. But in the depths of the mine we will meet strange gnomes - shabritolls. How they survive here is a mystery. Yes, and they themselves are a complete mystery. The armor is one with the body. In addition to strange gnomes, there will be kretals that were considered extinct.

"Descent" overview


"Descent" overview

As a result, we will descend to an amazing place where it is not just light, but where the real sunlight is.

"Descent" overview


"Descent" overview

Here is the source of all troubles - the heart of the titan. As it turns out, titans are living beings. In fact, mountains, and lyrium is their blood. As soon as we get close to the heart, the Defender will attack us. The final boss is in one place. A huge accumulation of stones reminiscent of the familiar spirit of the stone. With his "hands" he strikes at the outer circle. Inside, he beats with processes "legs". Also, from time to time, stone spikes crawl out of the ground along the outer circle, so it’s better to stay close to the tentacles-legs.

"Descent" overview


"Descent" overview

After defeating the Defender, watch the final video. How it all ended is not clear in essence, whether another "luminary" is waiting for us, or who knows.

Unique things that met:

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview

"Descent" overview


"Descent" overview