"Descent" brief overview. Descent On Broken Legs Dragon Age

The addition is activated by performing a reconnaissance operation on the command headquarters table “Misfortune on the Deep Paths” for 16 influence points. After opening new territory you can hit the road. Before we had time to move away from the battle with the enraged Avvar god and to heal our wounds from frostbite, a new attack befell us. We quickly grab our emergency suitcase and rush headlong to help, in search of new adventures and troubles, on the hunt for ancient mysteries and secrets, forgotten and hidden for centuries.

Mugs from the Deep Paths

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

Gears in the Deep Roads

For ease of reference, part of the video walkthrough and approximate time are indicated:

Habitats of the creatures of darkness - 8 pieces

  • Part 2 – 16:56, 17:09, 17:23, 17:33
  • Part 3 – 2:27, 14:01
  • Part 6 – 20:50 (after completion of the operation “Expedition: Upper Bridge of the Heydrun Teig”), 23:25 (after completion of the operation “Expedition: Upper Bridge of the Heydrun Teig”)

Ruins of the Heydrun 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 completion of the operation “Expedition: Central Bridge of the Heydrun Teig”), 19:00 (after completion of the operation “Expedition: Lower Bridge of the Heydrun Teig”)
  • 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 completing Operation Unsullied Bastion Bridge), 4:30 (after completing Operation Immaculate Bastion Bridge), 7:30 (after completing Operation Unsullied Bastion Excavation)

Chronicles of Forgotten Wars

For ease of reference, part of the video walkthrough and approximate time are indicated:

  • Part 8 – 24:15
  • Part 10 – 1:18
  • Part 10 - 16:22
  • Part 11 - 17:49
  • Part 13 – 5:53 (after the completion of the operation “Excavation at the Bastion of the Unsullied”)

Underground

The quest is activated automatically upon arrival at the rift on the Storm Coast. And as usual, scout Harding meets us there, we listen to her report, learn the details and begin the long descent into the fault on the built lift. The chronicler Valta is waiting for us below, we get to know each other and have a nice conversation about pressing problems. During the conversation, we find out that besides 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 ourselves. 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 with difficulty holding back the onslaught of pestilent 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 at the entrance to the tunnel we activate lyrium charges and rush as fast as we can 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, light a fire and, by the fire, over a glass of tea in a casual conversation, get to know new comrades who will accompany us on our further journey to the deep paths. After an entertaining conversation about unknown wonders and secrets, having quickly cleaned ourselves up and patched up our armor, we gather our team and, grabbing a couple of miner’s flashlights and self-rescuers, we head towards the lift to descend even deeper into the stone abyss. After descending on the dwarf elevator through the darkness of the stone bag, having slightly restored his peace of mind and having calmed our stomachs, we go in search of the next troubles 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 "The Gates of Segrummar").

And now the gates are finally open, and we, pleased with ourselves and guided 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 the next lair and discovered in its center the desecrated bodies of warriors of the Legion of the Dead, we show them our final honors. After this, with slight sadness and thoughts about the frailty of this world, we hurry further to another lift to go down to the ruins of the Heydrun teig. Moving through the majestic ruins of this long-abandoned taiga, we come to the central nest of pestilent creatures. (Quest "The Second Sealed Gate"). However, we will be able to continue our journey further only after carrying out a general cleaning, started in order to sweep away all this dirt and evil spirits. Burning with righteous anger and headlong, we rush into battle for the possession of these territories.

After a rather grueling battle, fairly rumpled and grimy, we make a fire and set up our camp in order to take a breath, get ourselves in order and rest a little before further descent into the abyss, and also while away the evening by the fire with a glass of strong ale and relaxed social life chatter. But the holiday is coming to an end, but the problem of earthquakes has not gone away and we need to move on. We gather our squad, fill our backpack to the brim with medicines and various supplies and head towards the ancient lift with the thoughts: “What awaits us there?” Having completed the next descent, we find ourselves in the Forgotten Caves in complete darkness and uncertainty. Carefully moving forward, we come across yet 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 our last respects to the dead and hobble further through unknown caves.

Having passed the bridge and a network of caves, we come to another bridge over the gorge. But bad luck - some people who like to play with explosive materials are bringing it down right in front of our very noses. You will have to look for a workaround 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 get into another brawl, and then be surprised to discover that some bad representatives of intelligent life here have built an unknown barrier with one sole purpose - not to let us in further. All that remains is to pause and look around to find a way to destroy this barrier. Literally two steps away we find a very interesting object, with the help of which we smash the obstacle into small pieces. We continue our way forward, simultaneously fighting off the attacks of the 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 furious the enemy attacks become, and now we can see the last barrier blocking our path, to destroy which we must first break through the crowd of defenders, and then, seizing the moment, use five earthquakes. Finally, the path is clear, behind the opened gates we have the last opportunity to rest by the fire before the final leap 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 had a quick snack, we set off 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 uncharted depths. But we still have to fight our way to this “Something” through the ranks of fanatical Sha-Britols. The last push and the goal is close. The heart of it all, the Sanctuary, is here. However, that was not the case, this place is guarded and secure. There is no turning back, there is only one thing left - to fight for your life, and after a mortal duel, find out everything that is possible. During the battle, we try not to get hit by stone shoots from both below and above, and also avoid lyrium mines, which will be periodically placed by the guard.

Warm welcome

Just when we decide to politely knock on the door and ask permission to enter the Deep Roads, the crazy rug with the inscription "Welcome" turns into a horned Ogre. In order to move forward, we need to somehow calm him down and put him in his place, and then, after wiping our shoes on him, we need to move further in the given direction.

Exploring the Deep Paths

Activates automatically immediately after establishing the Legion of the Dead base camp in the Deep Roads. To complete this quest, it is necessary to carry out a special strategic operation at the expedition table in the camp - an expedition to improve the base camp. After improvement, it will have additional features.

Gate of Segrummar

Activates automatically when a locked gate is detected. Some joker took some spare parts from the lock on the door, probably sold them for scrap metal. You'll have to run around and look for the missing parts to open the sealed gate and move forward. After finding the missing parts, we return back to the door and install the gears in place. Now we 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 hints for solving the puzzle. After we have completed this task, we can, with a clear conscience, take the reward from the nearby chest and proudly move on. (For those who don’t want to strain their brains, the solution to the riddle can be seen at about 11 minutes).

Kill me Softly

The quest is activated automatically when you find a page from the diary of a distraught gnome who loves experimenting with raw, unprocessed 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 the Heydrun teig.

Segrummar's Sacrificial Gate

The quest is activated automatically when a locked gate is detected. Although, as Valta says, we don’t need to go there, curiosity killed the cat. And we are very curious by nature and love to climb into all unfamiliar doors. But again, some crazy mechanic dismantled 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 ahead to search and collect scrap metal. By the way, don’t forget to take a cart as well, because there will be a lot of doors, and even more gears. You can’t carry them all the way. After opening the last door the quest will be completed.

On broken legs

The quest activates itself the moment we discover the diary of the female Guardian Ailsa on the deep paths. On her last trip, she scouted the area and drew a map. Once this location is found, the quest will be completed. (Searched as treasure using the letter V).

Second sealed gate

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

Chronicles of Forgotten Wars

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

Video walkthrough

Even before Harding saw Bull and Varric, she heard the Inquisitor's choice curses, a bizarre mixture of Fereldan, Marchan, Tevinter, Elvish and Qunari curses. It’s not that Trevelian had a passion for learning languages, she just spent a lot of time with people who preferred first of all to acquaint the Messenger with the everyday riches of their language. - That's it, put me down already! – Evelina growled, spitting from the vile taste of the painkiller and pounding Bull on the back with her fist. – I’ll go myself! “Don’t be ridiculous, Inquisitor,” chuckled the Kossit, carefully holding the Messenger lying on his shoulder by her hips. “Your leg is broken, so you won’t be able to walk on your own.” “And we don’t have a magician with us,” Varrick, who was walking behind him, concluded gloomily. “Dorian had things to do,” Evelina snapped. “Solas is boring, and I can’t stand the bitch Vivien,” Varrick mimicked her. – I didn’t plan to break my legs! “If you hadn’t climbed up that cliff for the damned fragment...” 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 desire 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 was bound to happen someday, Trevelian had just been lucky in the past. “Ahem,” Harding decided to attract attention. - Who's there? – asked Evelina. “Harding, your honor,” the scout responded. - Oh, hi, how are you? – the Inquisitor’s voice came from behind the Bull. Cossit was in no hurry to put Trevelian on solid ground, he only turned his back to the scout so that the gnome would be more comfortable talking with Evelina. “Not very much, my lady,” the scout admitted. “We’re here on a search mission.” - What did you lose? – Evelina tried to take a position so that she could see Harding, but she couldn’t. - Let me go, you horned oryasina! “Ummm...” Harding hesitated, not knowing how to break the news to the Inquisitor. While the Iron Bull carefully, like a porcelain doll, placed the Messenger on the ground, trying not to hurt her, the scout scrolled various options , but, as before, it didn’t work out very well. Apparently it's better to report it as it is. “In the morning, the magician Pavus appeared in the camp and told the quartermaster that he needed some minerals. When he and his two accompanying persons did not return by lunchtime, the quartermaster sent to check what had delayed them... - Harding took a breath, sneaking a glance at the Inquisitor, who winced in pain, hissed, trying not to move the wounded limb, but, gritting her teeth, listened and didn't interrupt. – They were not found in the indicated location. When the soldiers returned and reported this, the quartermaster sent a raven to Sister Leliana. - What about him? – Trevelian asked gloomily. “I think they were captured by the Venatori.” Near the place where the imperial collected stones, two corpses of these sectarians were found. Now my squad is combing the area in search of traces. - I'll tear them to shreds! – Evelina hissed, rushing forward. She did not fall only thanks to the Bull's huge paw, which grabbed her around the waist. Trevelian hung onto 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 opened portal, “a lady should not behave like that.” “It’s not appropriate for a lady, but it’s very bad for me!” – Trevelian barked. - Rather than lecture me, heal me! Vivien shook her head, unfastened the case from her belt, took out a miniature mirror and lipstick, and touched up her lips. Only after this did she fish out a bottle from the folds of her robe and, taking the Inquisitor by the chin, dripped a few drops onto her lips. After which she busily gave instructions to make a splint from sticks and strips of fabric. Evelina wanted to be indignant, but could not. Her voice did not obey, her arms and legs hung like lashes. It's good that the Bull is so big and strong. Now she was not a porcelain doll, but a rag doll. Bitch Vivien! The messenger was laid on a spruce tree and her injured leg was placed in a splint. “Don’t worry, we’ll find him,” Varrick reassured Evelina. She could only silently curse Vivien, promise her all kinds of punishment, and watch as the rest of her friends came out of the opening portals. Solas led a dozen mages, Blackwall led a small detachment of militia, and Cullen gathered a group of templars. After a short meeting, the commander approached Evelina, knelt down, and gently squeezing her limp palm, promised: “I will find him.” Of course, Evelina believed Cullen, but how to explain that she couldn’t just lie there like a forgotten doll while everyone was busy rescuing Dorian? What if they are late? Or worse, will everyone die trying to rescue the Imperial? And how can she wait out this eternity, remaining in the dark? Unable to squeeze out a word, Evelina hoped that Callen would understand her concern by her gaze. The adviser smiled barely and wanted to say something, but Solas approached him on the shoulder. Cullen stood up and gave way to the elf. “Don’t worry, Inquisitor,” said the magician, drawing some kind of rune over Trevelian lying motionless. Evelina began to fall asleep. Through a foggy veil, she saw the detachment go into the thickets of the forest, leaving her in the camp under the guard of a dozen soldiers, Sera and Kram. The two stood on either side of the Inquisitor, like statues in an elven ruin guarding the entrance.

The squad went into the forest, following Harding and her scouts, scurrying among the trees and bushes like shadows. Callen tried to keep an eye on them at first, but quickly realized that it was useless. The scout appeared for a moment, made a sign to Harding and disappeared into the forest. The gnome confidently led the small army following some other imperceptible signs. Although some traces could not be ignored. For example, the corpse of an Inquisition soldier. Apparently, the poor guy decided to escape, but failed. “Mage Pavus is very smart,” Harding announced after one of the scouts brought her something. – He throws fragments of stones that he managed to collect. “Well,” said Vivien. - At least he's alive. “And saves us time,” Solas noted. Callen couldn't agree more. Dorian is alive and leaves signs so that he can be found faster. It's worth hurrying. You never know what the Venatori can do with prisoners? 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 decisively commanded and increased his pace. At that moment, he was glad that Evelina remained in the camp, because she would have gone crazy with every delay, she would have rushed forward, not thinking about any dangers. She never calculated her actions, she had one plan for all occasions - to act according to the situation, but when it came to the lives of her friends, Trevelian seemed to lose her head. So Cullen felt better knowing that she wouldn't be at the forefront of cutting into the Venatori squad. “There’s a mansion ahead,” Harding said. “We’ll break through,” Cullen decided. “We don’t know how many opponents await us,” Vivien noted, displeasedly examining the slap of mud on her boot. “No matter how much it is, we are stronger,” Cullen said decisively. “We will not let our comrades be torn to pieces by these vile bastards!”

Trevelian seemed to have fallen asleep after all, although she struggled against drowsiness. She dreamed of the sea. She lay on the sandy shore and watched how the top of Cullen’s head, darkened by the water, flashed in the distance in the waves, and how his muscular shoulders and arms sometimes appeared from the water. At times she was distracted from watching her beloved and switched to Dorian, who was sitting nearby and drawing some signs on the wet sand with a twig. “This grape hat doesn’t suit you,” said the magician, 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 Sera’s voice, popping a juicy grape into his mouth. “I heard the Venatori love golden statues.” - What? – asked Evelina. “No, rather, they are used for experiments,” Cullen said confidently, getting ashore. He had Cram's voice. – They love experiments with living objects more. Evelina looked from Cullen to Dorian in bewilderment and did not immediately notice that the picture of the seashore was melting. Trevelian was waking up. – Or maybe they’ll send you back to Tevinter? – asked Sera. Evelyn heard hope in her voice. The elf did not like Dorian and was afraid of him, but Trevelian never thought that Sera would be glad to get rid of the imperial. “It would be better if they returned him,” Kram chuckled. - Why is this? – Sera asked suspiciously. – Because our Inquisitor is nervous and vindictive. You'd better also pretend to be concerned about the magician's disappearance. Because you know it yourself. – And why make so much fuss about which magician? – the elf did not let up, who, most likely, was just bored, so she started this conversation. But Evelina sensed jealousy in her question. - Because he is one of us. “So, if I were captured by those vile magicians, they would send a small army after me too?” - Behind you? No. They would have paid extra for you. And this altus will cost the Venatori dearly. Evelina imagined the grin on Kram’s face and Seru biting her lip in annoyance. Kram, apparently, never forgave the elf for the bandages smeared with glue on the fish bones, with which he... she tightened her chest. Sira found this prank funny, just 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 my senses a little and I’ll tear and throw. Trevelian opened her eyes. Through a hole in the canopy stretched over her, a dark sky filled with stars could be seen. It's already night. Sera's face, bending over Trevelian, broke into a happy smile. Cram just chuckled again. – They didn’t come back? – the Messenger asked, knowing full well that she was asking in vain. The camp is quiet, no fuss. If the detachment had returned, there would not be such silence here. The bull would definitely tell a deafening story about how he personally pushed two Venatori head-on so that the damned sectarians scattered in all directions in bloody pieces. Cossitt found such stories amusing. And the smoke from Blackwall's pipe would tickle your nose. And nearby, Cullen would quietly scold Dorian, and he would stand with an absent look. – Vishante kaffas! – a furious scream was heard in the distance. - Let me go, you animal! Trevelian almost jumped in surprise. Apparently, she has not yet fully woken up and the remnants of Solas’ spell are making themselves felt. Although no, Dorian would not have yelled at Cullen that he was an animal. Rather, it would apply to the Bull. But in Evelina’s thoughts, the Bull sat by the fire and did not approach Dorian. Kram helped Evelina sit up, noticing that the Messenger herself was exhausted. - I will scatter your ashes to the wind! “Okay, just stop hitting me on the back with your boots,” Iron Bull agreed phlegmatically, going out onto the path leading to the camp. “They’ve already hit me with their fists.” “Stop yelling,” Callen winced. – Evi... The Inquisitor is probably still resting. – Why couldn’t you immediately transfer to Skyhold? – Dorian asked indignantly, hanging on the Cossite’s shoulder. “Because Vivien said that we need to wait for her at the camp,” Cullen explained patiently. “They must figure out what this interrupted ritual threatens us with.” “Vivien said,” Dorian repeated annoyedly. “She could say a lot of things.” And an interrupted ritual threatens more trouble for those who started it. If only they were alive... Let me go already! I'm quite capable of walking on my own! “He won’t let me go,” Evelina said, clearing her throat. – This is his daily mode of transportation today. - Trevelian! – Dorian beamed and, as soon as he was on the ground, he took several 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 Inquisitor’s injured leg. “How dare you disappear just when I lost the opportunity to rip my throat out for you?” – Evelina was indignant when Dorian sat down next to her. She quickly examined her friend for injuries, but did not find anything that would be worth panicking and angering. Disheveled hair, blood hastily wiped from his face, red drops smeared on his cloak - all this only indicated that they were trying to hastily put the magician in order so as not to worry 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 nearby. - Yes, nothing. The Venatori settled in an abandoned estate, it was not difficult to take it,” the Tevinter answered quickly, clearly hiding something. - No heroic deeds. “Well, okay,” Evelina muttered offendedly, 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. Surely there was a dragon there. Or at least a demon. Dorian and Cullen looked at each other, but remained silent. Only after moving away did Callen say: “It’s lucky that she didn’t notice.” “There’s nothing to notice,” Dorian waved it off irritably. - I'm fine. Just think, a few scratches. “From these scratches,” Cullen reminded patiently, “the Venatori intended to drain your blood, all of it, without a trace.” - But it didn’t work out. And I hope the Inquisitor won't find out about this. “Not from me,” the commander said firmly. In the end, the magician is right, everything ended and ended well. Who needs details? Maybe the Bull, but he has his own views on details.

You can start this quest back in Lothering by talking to the Redcliffe Knight 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 in Redcliffe will send you to get the Urn after you have repelled a night attack on the village.


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

The conversation with Waylon can go in several ways. First: after some hesitation, he will tell you that Brother Genitivi seemed to be going to Lake Calenhad. If you go there, a very nervous innkeeper, after the appropriate use of Persuasion, will admit that some suspicious characters are hanging around, threatening him with self-harm and forcing him to lie about the fact that he did not see or hear anyone. As you leave the tavern, you will be attacked, and after dealing with them, you can go back to Denerim to sort things out with Veylon.

Path number two: when talking with Waylon, your GG will feel that there is something wrong with his story (this happens if you have a high enough 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 Lake Calenhad.

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

Search the house after Waylon's death and you will find Genitivi's brother's journal, which mentions a certain village called Haven. You will also find the corpse of the real Waylon (no wonder he didn’t 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 a downright rare inhospitality - almost everyone you talk to will tell you to your face that strangers have nothing to do here. I recommend that you first visit a local retail store in case you need any of their products, otherwise they will not be available to you later.

The residents of the Vault will not have enough patience for strangers for long. They will attack you if you: enter the local Church and ask local leader Eric about Brother Genitivi; explore the blood-stained altar in one of the houses; insist on looking around the back room of the trading post.

After which 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 Andraste's ashes, you need the medallion of the cultist leader Eric. If you haven't already searched his corpse, return to him and take the medallion.

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

The destroyed Temple consists of two tiers, and they are literally filled with cultists of all kinds. The traps here are also quite numerous, so having a rogue with you would be a good idea. Also beware of numerous ambushes from both cultists and Shadows that will appear behind you from time to time in an already cleared or seemingly empty space.

You'll soon discover that the doors leading north are locked. In order to open them, you first need to get the key to the southeastern rooms. It's in a Patterned Chest in the western part of the map, marked Cultist Chambers. There are simply an incredible number of said cultists, so if you have mass destruction spells, they can be very useful. After taking the key, open the southeastern rooms, and in one of the chests you will find the key to the northern 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).

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

Having cleared the corridor (or both), go to the next level - the Wyrmling Lair. Wyrmlings are dragon cubs. They are not very strong, but they are quite numerous, and quite often they will ambush you, appearing behind your back. Of course, there are plenty of cultists there too. Unlike the first tier, here you will come across elite enemies.

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

After fighting your way through a myriad of enemies, the cult leader Kolgrim will greet you in the northwestern cave. He will have a very unexpected proposal for you. Whether you accept it or not is up to you, but some members of your party will be so upset that you sided with the cultists that they will either attack you or leave your party forever (if they weren't 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 summon the High Dragon to battle. (Although, if you try, you can lure the dragon without it.)

After killing Kolgrim or agreeing with him, go to the top of the mountain. You don’t have to pay attention to the dragon; it won’t 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 large distance while he is basking on a snowy peak. His death is not necessary to complete this quest.

Enter the Labyrinth. You will be greeted by the Guardian, who you can ask about the cultists, himself, and even about Andraste herself. You can answer the Guardian’s question as you wish, after which he will torture your companions a little and send you to win the honor of seeing Andraste’s ashes. You didn’t think that they would just show it to you like that? 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 in total.

For the first test, you need to correctly answer the questions of the ghosts of Andraste's friends and enemies, who are waiting for you at the closed door. If you answer incorrectly, the ghost becomes hostile and attacks, but the ghost's death still counts in your favor, so even if you failed to answer any questions, but defeated all the ghosts, the door will open.

Answers on questions:

Elisai – Melody

Brona – Dreams

Lady Vasily – Revenge

Havard - Mountains

Maferat – Jealousy

Kathair - Hunger

Shartan – House

Hessarian - Mercy

Having solved the first riddle, go to the next room. Who exactly you meet there depends on who the VA is (for example, a magician will meet Jovan, a Dalian will meet Tamlin, a noble will meet his father, etc.). The ghost will talk to you and, regardless of your answers, you will be able to move on, where you will have to fight the ghost doubles of your group. (They are not 100% copies and may have skills and spells that your characters do not have.)

To begin, guide one of your characters across all the slabs to find out which slab activates which part of the bridge. You will notice that some plates only activate one part, while others activate two. In order to make the bridge part stable, you must activate two plates on opposite sides. But this is only part of the task, since you will need to move forward after this.

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

The order of activating the plates:

Second from the right, third from 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 from the left goes to the fourth slab from the right.

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

Go to the third part of the bridge.

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

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

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

There is one last test left - go forward and you will see a wall of fire. Activate the altar and agree to take off all your equipment, then walk through the flames. The Guardian will appear and announce that you have proven yourself worthy and you can approach the urn with Andraste's ashes. If you did not accept Kolgrim's offer, then take a pinch of dust and leave (the doors in this room will lead 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 comrades. Wynn and Leliana will not forgive you for desecrating the shrine. )

The Guardian may also attack you if you decide to walk through the fire in armor before you desecrate the urn.

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

Note: If Brother Genitivi accompanied you to the temple, then after finding Andraste's ashes (or desecrating them), he will declare his desire to tell the rest of the world about it. If you want, you can kill him. If you did not desecrate Andraste’s ashes and released Brother Genitivi in ​​peace, then you can visit him at his home in Denerim and receive an additional reward from him for your efforts.

If you did not accept Kolgrim's offer, then rescuing Earl Eamon will unlock the Champion specialization. If you accepted it, then instead of “Champion” you will receive the “Ripper” specialization. (If you wish, you can desecrate the urn first, and then kill Kolgrim and thus get both. Possibly a glitch... or a reward for particularly sophisticated cunning.)


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, group members receive 750 experience points. Confirmed for version 1.04 (supposedly fixed with patch 1.02, but the bug is present in version 1.03).

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

It all starts when a letter from Orzamar arrives at 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 Ferelden side:

"Descent" short review

"The Descent" overview

As soon as we arrive at the scene of events, we meet the chronicler Valta, who asked for help with strange earthquakes. And together with a new friend we go down to Deep Paths, 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 garlocks, we will again meet with 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:

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

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

You need to move carefully and cautiously. There are cliffs and abysses everywhere. 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. Along the paths there are a number of mechanical gates, behind which are hidden artifacts that need to be returned to Orzamar. The 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, although they are so primitive that they are simply funny.

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

"The Descent" overview


"The Descent" overview

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

"The Descent" overview


"The Descent" overview

Descending lower and lower, 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 begins to become clearer. Valta will tell you about the titans. But in the depths of the mine we will meet strange gnomes - shabritolls. How they survive here is a mystery. And they themselves are a complete mystery. The armor forms a single whole with the body. In addition to strange gnomes, you will also encounter creatals that were considered extinct.

"The Descent" overview


"The Descent" overview

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

"The Descent" overview


"The Descent" overview

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

"The Descent" overview


"The 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 the hell knows.

Unique things we came across:

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview
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