Sacred Plains of the Dales. Walkthrough Dragon Age Inquisition – V Dragon Age 3 Inquisition Sacred Plain


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

Rest of the Dead: West


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

Fort Rewasan


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

Rest of the Dead: East


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

no news


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

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

Father's Instructions


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

Ring of a Friend


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

Supply Shortage


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

Victory over the Dead


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

Right to Mourning


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

For the Empire


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

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

Gilannain Grove


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

Enavouris Map


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

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


Enavouris River Sketch


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


Halinsulan Map

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


Dalish Elf Quests


Dalish view


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

Dalish Condescension


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

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

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

There is someone to lose


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

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

Equipped Camp


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

In total, Nissa needs:

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

Golden Galla


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

From the Underworld


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

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

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

Scattered Signs


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

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

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

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

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

Mystery of the Stone Hand


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

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

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

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

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

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

Regions of the Sacred Plain


Visit all 21 regions of the Sacred Plain.

Shards in the Sacred Plain


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

Holding the Holy Plain


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

Landmarks on the Sacred Plain


Find all 18 landmarks in the Sacred Plain

Breaks in the Topi


Close 3 Swamp Rifts. Computer game in the RPG genre, the third part of the series dragon age , was developed by the Canadian company BioWare. The publisher is Electronic Arts, the release took place on November 18, 2014 for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One platforms. After the events of the first part of the world Thedas plunges into the abyss internecine wars and political intrigue. In addition, unusual rifts open up in different parts of the world, allowing demons to enter Thedas. The protagonist receives a mark and after closing several faults in Temple of Sacred Ashes receives the leadership of the Inquisition to eradicate the resulting chaos.

sacred plain

With no operational information coming from the Sacred Plain, Leliana suggests sending troops to the area to investigate the situation. Previously, military clashes took place on the plain, so the main characters will often encounter various abandoned military fortifications that are filled with the undead. The scouts also report a valley elf encampment in the area. In the north, in the area of ​​\u200b\u200bthe last camp, it is worth paying attention to a small blockage, the soldiers of the Inquisition can clear it (task) to main character was able to advance further (it is necessary to open the operation and return to the command headquarters). In addition, you need to open another task ( Restoration of Port Agur), the execution of which will allow you to cross the river.


Dead men in the west

Corporal of the Inquisition reports the presence of the dead in fortifications in the west, elves may be involved in the appearance of the undead. In the designated area, we explore the area, clear the camp and complete the task.


Breaks: Old Plain

After the camp was set up trail of fire, Vestnik has to close several gaps in the area. Do not forget about the possibility of influencing the portal, after which all the demons are in the "camp" for several seconds (one of the gaps is in the old bath).


Explosions on the battlefield

After the camp was founded Battlefield, the main character needs to eliminate several gaps in different areas (one of the gaps is in the basement of the River Gate).


One Less Venatori

Doreen asks for help in eliminating a small group of Venatori spellcasters. In the designated area, the main characters will have to clear the enemy camp.


Gilannain Grove

After completing a task on the command table" Gain access to Ghilannain Grove", the main characters need to explore a new area. In the designated area, we exterminate the Gurguts and create a new Inquisition camp.


Breaks in the swamp

In the swamp scouts of the Inquisition discovered active gaps that need to be eliminated (Montevelan village, Dirtamen's grove, Crow's swamp).


no news

Previously Marshal Proulx sent soldiers to fight back river garrison. After cleaning the area from the presence of demons and eliminating the gap in the basement, you need to blow the horn (the main character at the outpost will have access to a point for fast travel).


For the empire

After completing the task at the command headquarters " Restoration of Port Agur", moving to the citadel du Corbeau and burn along the way two holes with corpses in the northern fortifications. The main characters will have to storm the fortification, as the undead have filled the fortress (in addition to the undead, you should be wary of attacks from the magical guard tower, which was activated by cornered soldiers).


After assignment Citadel du Corbeau, remove the magic protection (deactivate the magic tower and open the gate). We move to the target mark and complete the task.


Supply shortage

After completing the quest For the empire", we talk with Commander Jean, who asks to examine the designated areas and find boxes with supplies for the soldiers (you need to look for caches with provisions).


Rest of the Dead: West

Destroyed military fortifications became a place for the appearance of the undead, the dead began to rise from large mounds. The main characters, at the request of Corporal Rosselin, need to find the excavated group graves and burn them. Two defiled burials will be located in the western fortifications, after the destruction of the undead, it is necessary to eliminate the barrier and burn the corpses. In the same area, it is necessary to trumpet in horn so that the soldiers could again occupy the fortifications.


Rest of the Dead: East

The grave will be located in the eastern fortifications, the main characters will have to destroy the Dalish spellcaster Gordiana(the barrier can be destroyed with lightning). We clean the area and again give a signal with the help of a horn.


Other story

Nothing threatens the western fortifications, now the main characters can go to Fort Rewasan and meet the marshal. We move to the designated area and help the soldiers of Orlais to fight off the attack of demons. We talk with Marshal Pru, we inform the NPC about the elimination of gaps and the release of fortifications.


The right to mourn

In Fort Rewasan you can find a sergeant Meursault, we talk with the soldier and go in search of letters (it is necessary to look for letters on the bodies of dead soldiers in designated areas or at places of military clashes).






Father's instructions

In the area of ​​the Western Fortifications (outside the moat) there is a house that was destroyed as a result of military clashes. Inside the premises is letter A that contains information about a cache nearby. In the Enavuris area, you need to find a tree, under it you can find a small box.


familiar ring

In the basement of the fortifications (district hill of victory) there is a wounded Chevalier, a female soldier asks to go to the Citadel to the north and hand over the ring to Commander Jean. We take the ring to the addressee and complete the task.


Shards in the Sacred Plain

The herald continues to search for fragments of the artifact, there are also several eyepieces, which will indicate the location of the component parts.


Golden Galla

In the south of the Sacred Plain is a small Dalish camp(Halinsulan district), a local resident named Itiren asks the protagonist to find a mythical wild animal (golden gall). In the designated area we find a gall, the wild animal of the protagonist will not obey, so it is necessary to drive the target into the camp area.


From the underworld

The keeper Haven(Dalish camp) gives the Herald another additional task, you need to go to the ruins Val Bellanaris and clear the area of ​​the presence of demons.


Scattered signs

Haven (Dalian camp) informs the main character about mysterious messages in various parts of the Sacred Plain. Moving in Silais Temple and discover ancient elven inscriptions with the help of curtain fire. Further, the Bulletin will have to examine the designated areas in order to find similar inscriptions. After the successful completion of the search, the Inquisitor will have access to the task at the command headquarters (), the completion of which requires the presence of influence. The translation will allow you to get a map that indicates the location of the mysterious ancient temple.




After completing the task Study of Elvish Signs" get access to the location Temple of Dirthamen. We begin to study the areas indicated on the map, simultaneously clearing the area from the presence of the undead. In the Chamber of Suffering, we activate the statue with the help of a curtain fire and get the remains, then we engage in battle with the undead and continue to explore the ancient temple.


In the whisper room we get the tongue, clean the room and move on (in case the flow of water extinguishes the torch, there is a lever next to the passage that will turn off the water).


Next, the main character gets into Sanctuary, which is connected to several rooms. In the torture room (the main characters will be able to enter the premises through the crypt of the dead, provided there is a thief), you should pay attention to the decorated key that will allow you to move on.


With the help of a decorated key we get into the room of indifference and we get ears (a warrior can break through a wall behind which one of the runes is located).


In the room of despondency we get the heart, finally, in the room of sorrow we find the eyes. In the sanctuary, we collect parts on the altar and call on the demon, destroy the Supreme and get access to the Oracle Hall (as a reward we get a part of the mosaic, several rare items and blueprints).


Equipped camp

In the Dalish camp, we talk with Nissoy, the elf asks the main character to get a certain amount of herbs and place them in a chest next to the NPC (the big bear was found at the location of the Emerald Graves in the Nettle Pass area).


There is someone to lose

A young man from the Dalish camp named Valorin disappeared a few days ago (we take the task from Emalien), we move to the designated area and in the destroyed house we find the corpse of Valorin. We return to the camp, give Emalien the belongings of his brother and complete the task.


Show and prove

Valorin was looking for a talisman to Lindirane (an ancient elven relic), we pass the talisman to Emalien and complete the quest.

Dalish indulgence

The Dalish are extremely skeptical of the Inquisition, despite its influence. The messenger will have to seriously try to get the favor of the elves. The player needs to complete Dalish quests in order to gain influence (Quests Golden Galla, From the afterlife, Equipped camp, Show and prove, There is someone to lose). After obtaining the necessary influence, we talk with Loranil and recruit the NPC as an agent of the Inquisition.


Enavouris Map

in the fortifications Victory Hill) is the map that has the mark. The main characters need to find the marked area, in the cache you can find gold and rare items.


Enavouris river crocs

To the south of Fort Revasan, you can find a corpse with a note, the Inquisitor needs to find the area indicated on the map. We move to the Dalish camp and move south, we find the rocks that are shown in the picture and a cache nearby.


unfinished business

Cassandra asks the Inquisitor to deal with the criminals whose crimes the Seekers left unheeded. Sir Hildebrand, one of the wanted ones, is located in the Sacred Plain (Ghilannain Grove, Raven Marsh).


There is a dragon in the Ravenmarsh region ( Gamordan Bouregon), which actively uses electricity, as a result, it is perfectly protected from the attacking elements (it has a vulnerability to the magic of the spirit, water conducts electricity, so you have to keep your wards as far away from water as possible).


Halinsulan Map

In the Crow Marsh next to the dragon's lair, there is a hunting shack, inside which you can find a map. The scheme indicates a hill in the area of ​​​​the waterfall (Khalinsulan).


Service for the first sorceress

Vivien asks the Inquisitor to help the circle of magicians and find the looted books on the Sacred Plain. The documents are located in a ruined house in the area of ​​the western fortifications. This article is part of the Dragon Age: Inquisition walkthrough series.

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This trophy can be conveniently combined with killing 10 High Dragons.

When you decide that you want to deal with dragons - transgress. There are 10 dragons in the game and they can roughly be grouped in ascending order of their level:

  • Those who are afraid of the cold
  • Those who are afraid of spirits
  • Those who are afraid of fire
Accordingly, in the Solasen temple there are 3 main doors and 1 final door (will open only after passing through the three main doors). Behind each door hides a certain element, which gives resistance, belts with protection against n-type damage.

When we entered the temple, we saw 3 main doors and look at them with your face - know that the door on the right protects from fire, the central door is responsible for the cold, and the door on the left is for spirits. Behind each of the doors are several more doors. The further you advance within the same element, the greater the benefit of the loot. Therefore, I advise you not to run from "element to element", but to open the doors sequentially.

You can start from level 14-15. Just approach the doors with a large supply of shards, as there is no camp or landmark and you will have to run tediously. And yes, you will need ALL shards in the game to get the achievement.

Storm Coast

Storm Coast Operation Cost: 4 Influence.

We will be given a report upon arrival. The territory is ruled by the blades of Hessarian, and the scouts of the Inquisition are gone. Most likely, mercenaries had a hand in this. Also, we need to find traces Gray Wardens that have been here recently.

Putting things in order

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

When you first visit this location, the scout will tell you about a group of mercenaries who occupied this shore. Also, she will tell about the missing scouts of the Inquisition. Go to the place where the scouts were last seen. They will be in the house. We look at the map to find out the location of the camp and read the notes. We will have two options: we can simply enter the camp and kill everyone, or we can make a coat of arms of mercy and use it to challenge the leader of the mercenaries to a duel and take his place. To create a crest, you will need a deep hunter skin and two serpentines.

After collecting the items, go to the request table in any camp and create this amulet. Put on your clothes and go to the camp. There, defeat the mercenary captain with the hounds, and Hessarian's blades will become agents of the Inquisition.

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

coast guards

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

You will receive this task automatically. In fact, because of this task, you will need to open the Storm Coast. It is necessary to investigate the traces of the guards in this location. Go to the markers and use the pulse search (V) to find items or the Guardians' Diary. From the diaries it follows that the guards left here long ago. The task will end there.

Darkspawn Hunt

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

The game will give you this task automatically after you advance through the story, when you find yourself in Skyhold. A quest will appear on your strategy table on the Ferelden side. Darkspawn Reports. Complete it and after that you will have the opportunity to complete this task. We need to deal with the increased activity of the darkspawn on the Storm Coast. You will need a mage to complete this quest.

Go to the Storm Coast and go four marks to close the passage for the darkspawn. When all four tunnels are sealed, the mission will end.

red waters

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

You will receive this task after completing the Red Templars on the Storm Coast military task, which is done on the strategy table. After that, you can go and go through the previously sealed door. Clear the cave and fight the boss at the end. After clearing the cave, the task will end.

By the way, from here, with the help of a boat, you can get to the island with a level 19 dragon.

Brown Mire

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

The cost of the operation in the Brown Marsh: 8 influence points.

We will be given a report upon arrival. The Avvars have captured our soldiers and will not let them go until we personally report to their leader. The leader does not want a peaceful solution to the problem, so you have to fight. Also, be careful with the dead that come out of the water when you step into it.

Lost souls

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

The leader of the Avvars does not want to talk, but wants to fight. Let's arrange it for him. We go to his camp, fighting off the dead along the way and completing other side tasks in this location. On the way to their fortress, you will find a camp for the location of their agents, as well as one of the Avvar tribe named Skygazer. Open a gap next to it and kill the demons with it. This will impress him.

After the third beacon, we will finally meet ordinary Avvars as enemies. Near the castle there will be a bunch of dead people. Ignore them, run into the castle, clear it and pull the lever to open the gate to the possession of the Avvar leader. There will also be caches and good things.

Go to the boss's lair. Kill his people, and then switch to the boss. He hits hard in melee and broadcasts a barrier on himself. Throw a tank at him and hang a barrier on him, and try to hit him with the strongest skills you have. The Hand of Korth is very vulnerable to electricity.

The boss will drop a great purple ax "Gift of the Father of the Mountains" and a key. We use the key to free our soldiers, but we are not in a hurry to leave here. At the exit from the camp, Looking at the sky will be waiting for us. After the conversation, you can make him an agent of the Inquisition.

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

Lighthouses in the dark

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

The task is automatically activated when approaching the first beacon. You will need a mage in the squad to complete this task. Use the magician to light the fire and kill the dead with demons. After activating the fourth beacon, the task will end.

Behind the quagmire

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

The task is activated after you use the curtain fire near the lighthouse and examine the rune. You need to find the remaining three runes. They will also be near the remaining beacons. As a reward for learning all the runes, you will receive the recipe for Tears of the Dead.

Sly demons

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

The task is automatically activated after you read the book near the second lighthouse on the task "Lighthouses in the Darkness". Somewhere in this location is a dangerous magician named Vidris and we need to eliminate him. In order to find the magician, after the third lighthouse you will need not to climb the stairs, but go to the stone rift and close the veil with demons there. After that, go through another rift, turn right and go straight. You will come to the renegade camp. Kill him and the mission will end there. The apostate will have good armor for the magician, and there is something to profit from in the camp.

Fever

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

This task is located northwest of the fourth lighthouse. It will activate after you try to open the door. Search for the key using pulse search. Having found the key, unlock the door, kill the ghost and take all the things from the house.

sacred plain

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

Sacred Plain Operation Cost: 8 Influence. You can access this location when you go to Skyhold.

We will be given a report upon arrival. The Dalish and the Free Folk fight each other, and somewhere in the middle the dead roam. We need help imperial army strengthen your position in this location.

Dead men in the west

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

You need to explore the western fortifications and find the source of the appearance of the dead in the west. Free citizens can be involved in this. Near the ruined village, we will meet a soldier of the Orlesian army, who will ask for news about the Civil War (your answer depends on whether you figured out the conspiracy in the Winter Palace or not). He will tell you about the dead and the whole situation in this location.

We need to set fire to the north and south pits to stop the dead. We clean the guards near the pits, remove the barrier and set fire to it. After that, blow the signal horn so that the people of the Inquisition occupy this point and defend it in the future. We return to the corporal and get advice. You need to visit Fort Revasan. The assignment ends here.

Other story

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

After you have dealt with the dead in the mission "Dead in the West", go to Fort Resavan to negotiate with Marshal Gaspar. There will be demons near the fort. Help the defender fight back and talk to Marshal Pru.

Tell him about the situation in the Civil War, help recapture the River Fort and close all the curtains so that they have no problem with the demons, and then set fire to the remaining pits with corpses and blow the horn so that the marshal's fighters build fortifications.

There will no longer be demons near the eastern pit, but there will be Corypheus's Tevinter henchmen, led by Gordian. Defeat them, set fire to the pit with corpses and blow the horn so that the marshal's fighters build fortifications.

familiar ring

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

When clearing the next two holes, an exclamation mark will be displayed on your map. Jump into the trenches and break open the door. There will be a wounded chevalier who, before dying, will ask you to take the ring to Commander Jean.

To complete this task, you need to restore the Pont - Agur bridge using the command table for 5 points of influence, and then clear the citadel of demons and the dead.

For the empire

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

After rebuilding the bridge during the quest "The Ring of Familiarity", you need to visit the troops of Selina, who have been cut off from the whole world for so long, and at the same time burn two pits with corpses on the way to the citadel du Corbeau.

Demons run around the citadel along with the dead. We make our way through them to the main gate and use the switch to open them. There will be a guard behind the iron gate, who will let us through after a short dialogue. Inside will be Commander Jean. We accept thanks and tell her last news in the world.

Supply shortage

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

Commander Jean at the Selina Stronghold will complain about the lack of supplies. We need to find 10 supply crates and mark them so her soldiers can pick them up.

The right to mourn

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

Sergeant Meursault in the fort of Gaspard supporters will ask you to find 7 soldiers' letters so that they can be sent to families for mourning. Letters will be in different places. Most of them will be near the camps of the Inquisition.

Father's instructions

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

A note from father to son will be in one of the destroyed houses, not far from the place where you burned the nests of the dead on the assignment "Dead in the West". Go to the place indicated in the note and take everything from the chest under the tree.

Dalish view

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

On the way to the first veil, near Halinsulan, you will meet two Dalish who will help us fend off the dead. After that, one of them will ask you to go to their camp and tell them that the passage has become safe. It makes sense to visit the Dalish, as they know the area well and the Inquisition can come in handy if we can win their trust. Upon arrival at the camp, the task will be automatically completed. If you tell about the hunter, you will get +1 Dalish disposition.

Dalish indulgence

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

The Dalish elf clan is very skeptical of us and our Inquisition, despite its strength. You need to get the location of the elves. Complete all the tasks in the camp and you will get their location. As a token of appreciation for our services to the clan, the Keeper will allow an elf named Loranil to serve in the Inquisition.

Equipped camp

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

At the Dalish camp, talk to Nissa and offer to help. She will talk about the lack of supplies. We look into the ledger and find out what is missing. After that, put the necessary ingredients in the chest next to it. To complete this task, we need: five measures of spindle, ten elven roots, ten pieces of dog skin, five pieces of iron and three large bear skins. Grass can be picked and it is nearby; iron is also in this location; leather is obtained from wolves; and skins from bears. Completing this quest grants +8 Dalish Favor.

golden gala

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

Hunter Ichiren will ask you to find a golden gall. We go down from the camp and find it. She will run away from you, just follow her to the camp, protecting from wolves and soldiers along the way. After you bring the gall, go to the bounty hunter. As a reward, you will receive +3 to the Dalish disposition.


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

There will be graves on the grounds of Val Bellanaris. You need to break them and find three key fragments. Be careful, a demon will crawl out of each destroyed grave. After collecting the key, go to the grotto door and open it. Inside there will be a couple of blue items and a mosaic piece. Upon entering the grotto, the task will automatically end. But you will have to pay for this. Keeper Haven will tell us that we were followed and for this we will get -2 to the Dalish disposition.

There is someone to lose

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

This quest will become available after completing the quest: From the Underworld. An elf named Emalien will be in the Dalish camp and will ask you to find her brother, who thinks he is being neglected. The young man, or rather his body, will be near the place where you burned the nests of the dead on the assignment "Dead in the West." Now you will need to find the amulet to show it to the keeper. He will be in the first temple on the assignment "Scattered Signs". We return to his sister, tell the sad news and give the amulet. For this task, we get +2 to the Dalish disposition.

Scattered signs

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

This quest will become available after completing the quest: From the Underworld. The guardian will tell you about strange signs and a temple, not far from the camp. You need to go there and explore. There will be free soldiers inside. We kill them and destroy the magical barrier. Behind the barrier there will be a body with purple armor and the Lindirane talisman (needed for the task “There is someone to lose”. We light the curtain fire and examine the sign on the wall. We learn that there are three more such signs in other temples. In place of each sign there will be a curtain fire with which it will be possible to examine the sign and put everything together in the big picture.The law of this task: if there is a curtain fire nearby, then the sign is nearby.

After finding all the signs, go to the command headquarters and study them for 5 influence points. As a result, these signs will lead to the forgotten temple of Dirthamen.

god of secrets

Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain


Passage of additional tasks Dragon Age: Inquisition. Stormshore, Brown Marsh, and Sacred Plain

Important: for this task you must have a robber and a mage in the squad. Otherwise, you will not be able to get some things when completing the quest.

This task will be issued automatically after studying the signs from the task "Scattered signs". You need to explore this forgotten temple of Dirthamen. There will be very few dead in the temple until you start collecting ingredients for the altar. First you need to get a curtain fire. We open the door and take the first ingredient from the altar and fight off the awakened dead. One of them will have a decorated elven key, which will be useful to us in the future. Also, you will need to consider 7 runes from curtain fire. They're in the same place as the ingredients we need, so don't miss out. Remember we picked up the key? We go to the gate on the right side and use the key. To get to the last ingredient, you need to pull three levers: on the left side of the Sanctuary; at the end of the hall that opens with the key, the last one will need to pull the lever, which will be at the very beginning of the hall that opens with the key. Having collected all the ingredients, go to the altar and put them on the pedestals. Call the Elder and servants. Kill them, go to the Oracle Hall and take everything from the chest. The task will end there.

The Sacred Plains of the Dales are vast territories torn apart by civil war that have great potential for exploring the world in Dragon Age: Inquisition. Each area of ​​the Sacred Plains has its own complex ecosystem, and therefore creating this space in the game was a difficult task.

"The first thing we did was try to show civil war and its impact on the area and the people of this region,” says senior environment artist Andrew Farrell. “In each area, we tried to provide opportunities for the intervention of the Inquisition so that the player could leave his mark, and the locals somehow reacted to the changed conditions.”

The Inquisition appears on the Sacred Plains during the forced cessation of fighting between the warring parties. The bodies of the fallen mysteriously came back to life and drove the armies back to their castles.

Since we are talking about the Dales, one might ask, what happened to the Dalish?

“They went somewhere safer, away from the fighting,” Farrell explains. “Of course they have their own problems.”

Raven Marsh is one of the regions of the Sacred Plains. Unlike the sprawling hills next door, the Sloughs are claustrophobic and tense for anyone who wants to see what's around the corner. Farrell claims that this was where his imagination was.

Frostbite 3's capabilities have made it possible to use water in the levels, and the team is very proud of the result.

“Interactable water is one of the key innovations we've added for the next generation of technology,” says Lead Environment Artist Ben McGrath. “It has realistic reflections, waves, and splashing as you move through it.”

This is made possible by a technique known as displacement mapping. McGrath describes the improvements it adds as follows:

"Overlapping displacement maps adds new level realism to the environment. Conventional maps (in previous generation technologies) allowed for good surface detail, but the overlay of displacement maps literally pushes these details out so that you can see the silhouette. This is especially noticeable, perhaps, on the ground. Pebbles, ripples in the sand, cobblestones and other elements stand out and make the surface more detailed than ever before.”

Once the area itself is built, the ecosystem breathes life into it. Exploring the Sacred Plains, you will be able to see the galls, birds and wolves that live there. You will find drakes, dragonlings and other dragons in the Raven Marsh.

However, don't let the looming threat stifle your thirst for adventure.

"Get off the beaten track! calls Farrell. - How in real life, look under all the stones, all the bridges, into all the dark corners of the map. Choose a path that isn't traveled often and you'll find something interesting... or unexpected."

As vast as the Sacred Plains are, Farrell and McGrath advise that you should not be afraid to miss something: you can return at any time.

“Nobody will close the region from you,” says Farrell. “There’s a lot of space, you absolutely don’t have to go out of your way to see everything in one playthrough.”