The whistling wastelands. Walkthrough of Dragon Age: Inquisition. The Whistling Wastes To the Western Reach

Way to unlock: Unlocked automatically after setting up one of the camps (M16.2), or after discovering one of three Rifts (M16.2a)(M16.2d)(M16.2g).

Quest giver: - (M16.2) or (M16.2a) or (M16.2d)or (M16.2g)

This quest can be unlocked in two ways - either by setting up one of the camps in the Hissing Wastes (M16.2) or by approaching one of the three Rifts (M16.2a)(M16.2d)(M16.2g).

This mission concerns closing three Rifts that connect this world with the Fade, located on the farm. The first one (M16.2a) can be found in the Western part of the map. It is guarded by high level Greater Shades, so remember about preparing your team properly before the battle. The second Rift can be found in the Western part of the map, on the desert (M16.2d). You have to be prepared for a fight with Pride Demons. Focus your team's attention on eliminating these enemies and avoid using attacks based on electricity or paralyzing ones. The third Rift is located in the central part of the map (M16.2g). Just like in the case of the second Rift, you will have to fight a group of demons led by several Pride Demons.



(Often the paths and passages in this region are blocked or destroyed, and only a magician can restore them.)

To the Western Reach


A mission for your command headquarters that you must complete to unlock this card. Send your scouts to the Western Reach to find out why the Venatori suddenly began to actively appear there.

Venatori


Continuation of the mission that revealed this map to you. Find out what the Venatori are doing in the Western Reach.

Follow the path from your first camp to the southwest until you come across the remains of a destroyed caravan, near which there will be two caves. Go to the western one. To enter the Abandoned Mine that is located there, your mage needs to repair the wooden flooring at the entrance to the cave. Go through the tunnel and in the first cave you will find a letter on the table, which orders the Venatori to curtail all their local operations and move to Emprise du Lyon. This will complete this quest.

On the trail of the Church


There are strange writings on stones scattered throughout the Western Reach. Find them all and find out where they lead. The quest begins when you find the first entry, after which the location of the next ones will be marked on the map. The entries will lead you to a cave with a magical Spirit barrier. Once you destroy the barrier and enter the cave, this will complete this quest.
In the cave you will find a piece of the mosaic, random loot and several entries for the codex, which will be especially interesting to those who have read the book The Shattering.

Frederick's quests:


Dragonology


The quest begins when you find stolen supplies in a looted caravan just south of Sandstone Cave or loot them from one of the White Claw bandits. Return the property to the owner - explorer-scientist Frederick of Serolt, who is located a few steps from your southern camp.

Frederikovo Life


Continuation of the previous quest. You need to find all five pieces of stolen explorer equipment. The equipment drops from White Claw gang members who roam the desert in abundance. Apparently, it drops quite randomly - with luck, you can collect all the missing parts from just one group of bandits, but this does not always happen. In any case, when you find all five pieces, report to Frederic.

How to Lure a Dragon


This quest is given to you by the scientist Frederick after you find his stolen equipment from the previous quest. He wants to create bait for the dragon, and for this he needs the insides of a needleback and a feather from the tail of a phoenix. Get the necessary ingredients and bring them to Frederick.

Hunting Habits


This quest is given to you by Frederic if you ask him to talk about dragons after completing the quest "Frederic's Life". The scientist is eager to study the hunting habits of dragons and will ask you to examine the remains of the Gurns if you come across them. You will need to use the search function for this. After you have examined all four corpses, return to Frederick with a report.

Authoritative Source


Frederic gives you this quest after completing the quest "How to Lure a Dragon." You need to find an ancient Tevinter manuscript about dragons for the scientist. The manuscript is located in the Windless Ruins, in one of the side rooms from the hall where the Venatori and Luthanos were located (see the Mysterious Gap quest for details). Take the manuscript to Frederick. He will be very happy, but, unfortunately, the manuscript is written in some ancient Tevinter dialect that he does not know. This will give you a small subquest for your command headquarters to translate the manuscript and at the same time complete this task.

Translation of the Manuscript


Complete the mission to translate the Tevinter Manuscript at your command headquarters (it will cost you 5 influence points) and give it to Frederick.

Break off the White Claws


After completing the Hunting Habits quest, Frederick will complain to you that the local gang is scattering a dragon trap everywhere and generally preventing him from doing research. Find all five traps and destroy them. After this, the bandits themselves, led by their chieftain, will attack you. True, they will run up from afar, so you will have some time to prepare. Kill them and return to Frederick.

Deep High Dragon


This quest is given to you by Frederick only if you have completed all of his above tasks. He will give you five baits for the high dragon living in the area. When you place all five in the same area where you destroyed the White Claw decoys earlier, you will have a battle with the Deep Dragon.
When, at the end of the battle, you report to Frederick about what happened, you will have the opportunity to recruit him as an agent of the Inquisition. This will complete his quest chain.

Mysterious Gap


Subquests: Hunt for the Relic, Heart of the Windless Ruins

You receive this quest automatically when you enter the Windless Ruins and approach the Rift in the main hall. A strange magic (though you may already be familiar with it if you've formed an alliance with mages) has frozen the interior of the Windless Ruins in time, including the Rift and numerous demons. You need to destroy the magic and return the flow of time to normal.

Go further to a small hall-crossing, where there is a group of Venatori led by their leader Luthanos. After you deal with them, remove the activation stone from Luthanos' body. Another similar stone lies nearby on the steps. You need to collect five of these stones. They are all scattered around in side rooms. Once you've collected all five, open the northern door. Take your time to pick up the staff - this will immediately return time to its normal flow, thereby unfreezing all those less than friendly creatures you saw along the way. Collect the loot around, activate the rune behind the staff (it gives you the recipe for the Spirit rune), and when you are completely ready, pick up the staff.

Fight your way back to the Gap in the first hall. Kill the demons and close it. This will complete this quest and give you a mission for your War Operations table to "explore the ancient laboratory" when you emerge from the ruins.

Assault on the Griffin Wings Fortress


The Venatori settled in an abandoned fortress that previously belonged to the Gray Wardens. Knock them out and you can make the fortress the property of the Inquisition.

The following three quests are given by Knight-Captain Raylen after capturing the Griffin Wings Fortress.

This Water Tastes Funny


The fortress lacks fresh water, and a warghest has settled at the spring in the Lonely Spring and has already maimed several soldiers. Kill the Varghest to provide drinking water for your people.

Trouble with the Spawn of Darkness


Look for traces of the Spawn of Darkness that have begun to appear around the fortress lately. When you get to the quest mark indicated on the map, you will not be able to go further due to the toxic fumes of the sulfur pits. At the borders of the vapors you will find an “open operation” marker and, if you activate it, then in Skyhold on your military operations table you can send soldiers to build a bridge to get into a previously inaccessible part of the Western Reach. This will cost you 5 influence points.

After this, cross the constructed bridge, climb the stairs and go along the gorge, destroying the Spawn of Darkness you meet along the way (Blackwall will give partial approval every time you kill a garlock or goul leader). Eventually you will find ancient Teventir ruins. Get down there.

At the southern end of the corridor you will find a gap from which the Spawn of Darkness are climbing (along with a group of Spawn of Darkness to boot). Close the gap with the help of one of your mages.
This task was completed, but the question remained - who is responsible for what happened? Obviously, someone was excavating in the ruins and accidentally opened this gap, but who?

Continue moving south, dealing with the remaining Spawn of Darkness along the way. When you go out into the courtyard, a battle with a giant awaits you. After it, approximately in the middle of the courtyard, you will find a letter from which it will become clear that the Venatori who carried out excavations here were led by a certain Servius.

Exit through the southern gate, which will open up previously inaccessible territory to you. Literally a couple of steps from the door to the ruins, a camp site awaits you. Rest - if you need it - and move on. Servius sits with several Venatori in the dilapidated Fort Echo a little to the south. After you deal with them, you will have a choice - leave Servius to die or take him prisoner. If you choose the second option, you can try him in Skyhold and even recruit him as an agent of the Inquisition if you want.
Clearing Fort Echo completes this quest.

The Fortress and Its Occupants


Knight-Captain Raylen gives you this task only after you meet with Magister Erimond during the story quest There Lies the Abyss. Kill the bandits who have settled in the abandoned fortress of the Gray Wardens. There are very few robbers there. Destroying them will complete this quest.

Rips in the Canyons


Close 2 Canyon Gaps.

Gaps near the Passage


Close the 2 Gaps in the southern part of the map.

Rips in Echoes


Close two gaps near Echo Canyon.

Regions of the Western Reach


Visit all 25 regions of the Western Reach

Landmarks in the Western Reach


Find all 15 landmarks in the Western Reach. You will need to complete an operation at Command Headquarters to build a bridge over the sulfur pits (this will cost you 5 influence points) to complete this quest.

Shards in the Western Reach.


Find all 14 shards in the Western Reach. Keep in mind that some of them are behind broken bridges that will require a mage to repair.

Astrariums in the Western Reach


Solve the puzzles of all three astrariums and take the treasure in the cave, which is located just a few steps from one of your western camps. In addition to the usual loot, it contains Solas's Elven Artifact, a mosaic piece, and an Elven Rune that will give you the recipe for a Master Fire Rune. 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 the platforms Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One. After the events of the first part, the world Thedasa plunges into the abyss of internecine wars and political intrigues. In addition, unusual rifts are opening up in different parts of the world, allowing demons to enter Thedas. The main character receives a mark and after closing several faults in Temple of the Sacred Ashes receives leadership of the Inquisition to eradicate the chaos that has arisen.

The Whistling Wastes

At this location, the Inquisitor needs to find out the reason for being in the deserts of Venatori (Task Sand and Ruins) and after that, find and examine abandoned tombs and a tomb.

Gaps near the bay

Inquisition scouts noticed active gaps in the area of ​​the camp in the bay, which the Herald must eliminate.


Sand and ruins

Venatori have been discovered in the Whistling Wastes. The Inquisitor needs to search two hostile camps (near the canyon and north of the bay) to find out the reason for the Venatori's presence in the area. It is necessary to pay attention to documentation, which will be located in hostile camps (cards are needed to complete the task Tomb of Firel).


After receiving information, the main character must go to the north of the Wasteland to explore a place that the Venatori call Watchtower. We climb the mountain ridge and capture the next camp, and the main character also receives information about the tomb at the statue and the Venatori camp in the east in the mountains.


While exploring the last camp, the Inquisitor discovers a letter for the Venatori masters (after clearing the area and reading the letter, the task will be completed).


Gaps: Canyons

After creating a camp in the canyon, the main character will have to close the active gaps in the Veil.


Rips: Sand Cliffs

After establishing a camp at Sand Cliffs (Quest Sand and ruins, the site for the camp will be discovered during the survey of the Venatori base in the east), the Herald will have to close the gaps in the area.


Bone fields

In the Venatori camp in the western Whistling Wastes, you can find a letter containing information about the missing patrol in the Bone Fields. In the designated area we find an abandoned cart, clear the area and complete the task.


Breaks: Sun's Nest

After establishing a camp on Mount Sun's Nest, the Inquisitor needs to close the active gaps in the Veil.


Fairel's Tomb

The main characters will have to find abandoned tombs, which maps from the camps of the Red Templars will allow you to find (there are only 5 graves). In order to gain access to the tomb, the Inquisitor must activate the braziers with curtain fire, if the incorrect sequence is chosen, the main characters are attacked by demons (given below with quotes from the tablets in the required sequence).


In the grave next to the camp on the Sandy Cliffs (at 4 pillars), the order of activating the curtain fire is as follows: 1 - “This is the story of Fairel...”, 2 - “which is contrary to the will of the father...”, 3 - “For with the halls were built with pride...", 4 - "And with sorrow the halls were built...". Next, the Messenger enters the tomb and receives part of the key to the Tomb of Fairel.


The procedure for activating the curtain fire in tomb at Mogilniki(the tomb is located in the South-West of the Whistling Wastes): 1 - "The sons of Fairel erected a monument...", 2 - "and they worked side by side...", 3 - "but each ruled in his own way...", 4 - "And where one brother fell...". We again receive information about Fairel’s tomb and a component of the key.


Grave in the canyon (the entrance to the canyon can be found in the corresponding camp): 1 - "After many years of Fairel...", 2 - "And the burden grew heavy...", 3 - "Forced both sons...", 4 - "and the brothers swore..."


Passage to the grave in a mountain fortress(at the Sun's Nest) will be blocked, but there is a workaround (you need to climb the mountain and go a little south to the Venatori camp). The order is as follows: 1 - "The sun scorched the sandy ocean...", 2 - "But there was a stone in the sand...", 3 - "Fairel took the Stone...", 4 - "His teig grew and flourished... ".


Tomb at the statue (located in the north of the Wasteland, under the large statue of the Spike): 1 - "Fairel, the Perfect...", 2 - "the enmity that destroyed the taigi...", 3 - "His own clan...", 4 - "upper world...".


After receiving the components of the key, we go to the east of the Whistling Wastes, next to the entrance to the tomb there is a lair dragon(however, it can be bypassed since your opponent is sleeping). The sand scavenger is vulnerable to cold and protected from fire magic (otherwise, the dragon's tactics are no different from others). We receive a sketch of a rune against demons and complete the task.


The article is part of a series Walkthrough of Dragon Age: Inquisition

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varric, leliana, whistling wastes, rifts near the bay, sand and ruins, rifts: canyons, rifts: sand cliffs, bone fields, rifts: nest sun, tomb of fairel



What else to read