Descent DLC review for Dragon Age Inquisition. "descent" an overview of the Chronicles of the Forgotten Wars

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 "Expeditions: Central bridge of the Heidrun teig"), 19:00 (after the completion of the operation "Expeditions: the 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 repulse 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 secrets, 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 make 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 glass of strong ale and laid-back secular 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 by 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

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" overview

"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 descend to the Deep Roads, where a group of the Legion of the Dead is waiting for 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

Most video games are revealed in the first hours, and towards the middle they begin to lose ground. In the situation with the original, everything happened exactly the opposite: the starting locations abounded in grind, so many gamers abandoned the passage.

Then the superbly staged story missions began, and the very pulp bioware saved for downloadable add-ons hated by everyone since the days of the trilogy mass effect. Now they are available as a complete edition of the game. Review DLC Descent is dedicated to a journey to the Deep Roads, familiar from the times. The story begins with the receipt of a letter in which a request for help comes from Orzammar.

Descent DLC Review: Atmosphere, Story, and Waves of Enemies

Having descended to the depths so beloved by the dwarves (unlike our Varrika who prefers to live on the surface. For this reason, I recommend taking him with you to the team, there will be a lot of funny phrases), get acquainted with Valtoy. The chronicle girl will tell you about a situation that requires our intervention.

Then the exploration of the endless catacombs and dungeons begins, as well as the setting of missions on a strategic map, which here will be unique and not duplicating the main narrative of the game. Tasks boil down to collecting gears to open massive doors, destroying the screamers, genlocks and hurlocks that filled the tunnels. References to the caves of Moria from "Fellowship of the Ring" arise instantly.

We will also meet giant ogres, each of which will take tens of minutes of battle. It is necessary to carefully work out the tactics of killing the adversary, knocking him down with magical attacks, and then hitting him with poisonous projectiles. In addition to battles, there are primitive puzzles like sequential ignition of several torches.

The created environment perfectly conveys the greatness and decline of the culture of the dwarves. Sound effects recreate an amazing atmosphere, so play with headphones. The recommended character levels are 15 and above, which is enough to get a good competitive incentive.

A spoon of tar

The disadvantages should be written down excessive hardcore in individual tasks. For example, without the ability to save, we will be required to take out several waves of opponents, and then kill their commanders. At this time, endless adversaries constantly respawn from different corners, preventing you from moving towards your goal.

After half an hour of pointless battles, I decided to lower the difficulty level in order to quickly run through this frankly stupid and annoying moment. The rest of the passage DLC Descent gives great pleasure, bringing variety to the mission Dragon Age Inquisition(as well as addition "Jaws of Hakkon", but more on that another time).