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