Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (2024)

I liked the game" Dragon Age 2". After it, I became fascinated with the series, read comics and books (even in English!). I was looking forward to the third game. After all, if Bioware managed to make a great thing in a year and a half, then what masterpiece will they turn out in three and a half? Eighteenth November. Driver update. Launch. "Dragon Age: Inquisition" is beautiful. I'll say this once so I don't come back again. Beautiful in everything, starting from the start menu. I was not attracted to the light brown color scheme of DAO, nor the black and burgundy of DA2 "Inquisition" captivates at the first glance at the endless rows of wandering magicians and templars. Further - more. Even those locations that, in theory, should evoke melancholy and disgust, like the Swamp of Sorrows and the Whistling Wastes, are beautiful. Yes, they are scary, frightening - and bewitching. What can we say about the Emerald Graves or Emprise du Lyon. DAI is beautiful. Let's note this and move on. At the first launch, I said... Strictly speaking, at the second: the game presented a serious scam by confusing the gender of the character. Well, yes, Mital is with him, with a bug, what else can you expect from the game on release day? When I first started the game I said "Wow!" And I thought: “This is it.” The Mark and the Breach, Cassandra and Varric, Leliana and Cullen, Solas and m!Lavellan. And lyrium, huge druses of red lyrium, one single piece of which drove Meridith crazy. This world could clearly use some salvation. The first hours were spent running around the Shelter, talking with everyone we met and admiring the views. It was beautiful even in the first part, but here... rarely in any game have I simply climbed to the highest point of a location and enjoyed the view that opened up. Then there was the Hinterlands, and it was great. A terrible, devastating war in such a peaceful and paradisiacal place seemed extremely absurd and terribly realistic. The scale of the map was frightening: how much interesting stuff is there? The first day was pure delight. The second one too. True, the bells rang, but I ignored them. On the third day I came to the Crossroads. Uh... so what? Completed a few basic quests - that's all? Time to go to Val Royeaux? What about the rest of the Hinterlands? The bells turned into a piano, cheerfully playing Oginsky's Polonaise. Maybe I don't understand something? Maybe this is the only location like this, and the others are much better and of higher quality? Well, I was given a quest for a fragment. For a mad messenger, a thousand miles is not a detour; you can run to the Forbidden Oasis! A? What? What is this 3D puzzle? Where, Fen "Harel", are there normal quests? ! Okay, no big deal. It's okay, I said! The most relish, the most interesting thing will be when I open all the doors. A Monstrous Monster is definitely waiting for me there, guarding the Main Secret of the Universe! Otherwise, why were these fragments introduced into the game? The piano turned into an alarm bell, inviting everyone to flee this game. Then there was the Storm Coast. And the Swamp of Sorrows. The pace of the plot was lost - forever. I spat, remembered the unfinished fanfic, vented my soul on the forum and continued playing. He said only a word and recruited the rest of his companions into the detachment. I visited Redcliffe in secret and was impressed. The time travel idea is brilliant. Is it true. I worked as a counterweight and met an old friend. Following a tip from Solas, he settled in Skyhold. And gained access to Crestwood, the Western Reach, the Sacred Plains, the Emerald Graves, Emrys-du-Lion and the Whistling Wastes. Paragraph. Finish. Repin's painting "They have sailed". Hm. Let's get started, I guess. Point one. Dear biovars, you are not making an MMO. I will repeat in capital letters: YOU ARE NOT DOING mmo. Why, oh why in single player need enemies to respawn? Always and everywhere in an RPG, territory has been covered = safe territory. Whoever clears it: Revan, the Exile, Kalak Cha, the Monk of the Spirit, Commander Shepard, the Hero of Ferelden, Hawk... Yes, in the cleared territory there may appear beeches, beeches and other evil heffalumps and ominous topoelephants. But their appearance is always plot-based. Yes, areas with infinite respawn are possible, but they are plot-driven and mean MAJOR TROUBLES. And so, on an ongoing basis... biovars, you are not making an MMO. Someone may object to me: in the game, any respawn can be stopped. But, firstly, for this, any respawn must be stopped. Get another, excuse the definition, quest, visit the lair and kill everyone. While you are wandering around the location, be so kind as to transfer the endless hordes of enemies to humus. Secondly: not just anyone. Try to leave Valamar and return to it. Try it, try it, return to the cleared area. Or better yet, stay in Waterfall Cave on the Storm Coast. You don't even have to run anywhere, just turn the enemies from respawning. Yeah, anyone. It may be objected to me: biovars created a Living World Living According to the Living Laws of Life. The realism of such a living world, in my opinion, is assessed by a purely negative number. DA2 was once criticized for hordes of enemies “appearing out of thin air.” Although reinforcements almost always jumped from rooftops/came running from doors, etc. And it was fun, great, exciting and adrenaline-filled. It was cool. Apparently, one of the biovars was offended by the fans and gave us real endless hordes of enemies. So: it was in vain that he did it. Point two. Endless hordes of enemies are annoying even on high levels character. Simply because you have to be distracted by the underdogs that you have already killed. But at low levels it’s even worse: you have to waste your health. Although it’s okay, it is restored over time. What?! Not recovering? Hardcore, however. Although it's okay, you can stock up on enough potions. What?! Is the number of potions limited? Strictly limited? The Messenger can pull at least fifty heavy armor, but can't lift more than thirteen (8+5) bubbles? Kisa, this is congenial. Although it's okay, you can always be cured with magic. What?! Doesn't magic heal? Completely, that is, completely? Spirit Wynn looks at the developers with a feeling of deep and painful bewilderment, and Anders is clearly thinking about new sources of saltpeter. Healers don’t heal, my Elgarkhan... Although it’s okay, you can just return to the camp for potions and still close the obsessive rift... Stop! I have already defeated this bear! Where did it materialize from?.. ...in general, see point 1. No, I even believe that the developers did not want to do it, like Chernomyrdin. They wanted the best. Link area exploration to camps. But it turned out what happened. And you can do it differently, you can! A great example is The Pillars of Eternity. I mean, "Pillars of Eternity". A limited number of spell uses, instant stamina recovery and no health regeneration, accumulation of the fatigue parameter (and fatigue can be influenced by “Athletics”). Sweetie. It is difficult to describe in censorship terms what the biovars achieved. Point two and a half (I’ll tell you why and a half later). Fights. They are too simple. It may seem that there are mutually exclusive paragraphs here. How is it so “simple” when I just complained about the lack of treatment? And like this. Moving around the map causes nothing but irritation. Small wounds and joints tend to accumulate. And every single battle is simple. Sometimes it’s simple to the point of disgrace. I remember how things were in DA2. Every fight there was a feat. Even the initial ogre let him have a light there. There, surviving a fight with any thugs is not easy in itself. There, some battles were replayed dozens of times and polished to a shine. And if you come to the lair of the false guards (the first act, the Upper City)... Candy! True hardcore! I dream of completing DA2 for the fourth time, without any free DLC items. Already tried it. I finished one of the battles in Danarius’s mansion on the last crumbs of the GG’s health... probably after the fifth time. This is really interesting. And DAI... We shoot, they shoot. Sometimes we control it, depending on the mood. Sometimes the enemy is thick, and then you have to shoot more. Sometimes it breaks through, you have to drink a regeneration potion. That's all. Sometimes difficult battles The breaks are pleasing, but they are also... simple-minded, honestly. That's all. Boring. Oh yes, I play on "Nightmare", if anyone is interested. Why "and a half"? But because there is one exception. Dragons. These are not simple creatures at all. You can’t stand under the muzzle - you’ll be scorched by your breath. You can’t stand by the tail or under your feet - he’ll trample you. Well, these are standard abilities for dragons from any worlds, but the whirlwind... it defies logic. Well, with what force does the dragon flap its wings that attracts heroes from the other end of the site? How can he do so much damage? So you have to stand close... but not under the muzzle, legs and tail. Now keep in mind that the beast spits on the laws of inertia, flutters from one end of the arena to the other and spins like a propeller - and you can feel the full depth of the fun. Flight, runes, dragons, spitting, and defense are classified under the “other problems” category. No, I'm not complaining, not at all. For real interesting fights . The Fereldan hellebore drank a fair amount of blood. I especially remember the wipe at 15 thousand HP. It was easier with the others; I came to them pumped up and ready. He defeated the Nagorny Destroyer on the first try. Dragons are cool, yes. But they are too... chaotic, that's the right word. I was expecting bosses like the Stone Spirit, Corypheus, and Duke of Montfort from DA2. With such advanced tactics. It's a shame the biovars introduced dragons instead. Apart from the dragons... yes, there was only one memorable fight. Around level 16, I came to the Emerald Graves and, following Cullen’s quest, cleared out a group of smugglers in the north of the location. More precisely, a couple of giants cleared them out before me. And I ran into the winners. At level 16. It was cool, yes. That's all. Point three. Much despised biovars, you are not making an MMO. I will repeat in capital letters: YOU ARE NOT DOING mmo. Why did you introduce resource respawn into the game? Well, why? Collected means collected. That's it, we've passed, the location is clean, nothing else rings under our feet! No, this nonsense is being reborn, distracting from really interesting things, filling up the backpack. Yes, in this case the mechanics of potions would have to be reworked. Let's say, you can only improve them for herbs, and order them for gold, as was the case in the second part. With metals and leather it’s even simpler: spent means spent. Fortunately, the improvements are being removed. But nooo... Always ring, ring everywhere, until the last days! This point also includes the idiotic, endless and unnecessary tasks of the quartermaster. No, if all tasks were repeated once, that would be normal. But they go on forever. Nonsense. However, I quickly gave up on them. Point four. Biovars, if you decide to make Tomb Raider, then please make jumping physics like in Tomb Raider. What's in the game now... meh. When I couldn’t get one fragment on the Sacred Plains for about twenty minutes, I wanted to delete the game. When in Empriza I couldn’t get to a chest stuck somewhere at the top, I quit the game for several months. Never got there, by the way. Oh yeah, the game doesn't keep the character's vertical position. Wrong? Jump again. And again. And again. Nasty. In a word: IMHO, the introduction of the third dimension did not benefit the game. It only did harm. It delays the passage and generates a bunch of negative emotions. Point five. Biovars, your religion doesn’t allow you to save an auto-attack? I suppose they've joined the pantheon of the Forgotten, right? Well, here it is: the entertainment “call your enemies to death” is very doubtful. Very, very. However, as far as I understand, I was lucky: I played as an archer. As far as I understand, everything is completely sour with hand-to-hand combat. And it’s easier to do this. But no, nooo... Point six. Tactical camera. Yes, in DA2 there was sometimes a lack of it. So, occasionally, until they introduced the “shift” key to cast AOE spells. In DAI, the expressions “tactical camera” and “convenience” are antonyms. And you can only send a character to a given point using a tactical camera, yes. Point seven. Maybe this will be a revelation for biovars, but in games, vehicles are needed for fast movement. Well, also as an indicator of status, yes (mainly in MMOs). In DAI, horses cope with the latter task. But not with the first one. To “move quickly” you have to constantly spam the shift key. Constantly. Otherwise, he will not go into a gallop, he will begin to deflate with a sedate Estonian step. And the Gauls scream disgustingly, get stuck wherever possible, and to jump you need to show a strong stretch of your fingers. Eh, it would be better if I returned to WoW instead of “Inquisition”... And they’re constantly getting carried away, yes. I understand, realism. But horses are needed not for realism, but for fast movement! Point eight. Approval of fellow party members. The fact that biovars took a step back after taking a step forward in DA2 is not so bad. The friendship/rivalry system is too good for such a disgusting game. But they took two steps back: now you can’t see the level of approval in the game. At all. This is the level of the game "Neverwinter Nights 2". Moreover, the original one, before the addition “Mask of Betrayal”. In 2006, you couldn't look at approval levels. In 2014 the situation returned to its original point. No, this is forgivable for Obsidians. In the end, they introduced this system (in the second KOTOR, it seems). Obsidians in 2006 are forgivable. Biovars in 2014 - no. It may be objected: looking at the level of relationships is terribly unrealistic! Yeah, I agree. Completely. Unrealistic. As well as character levels, health scales, abilities, characteristics... Let's remove them too, shall we? Point nine. Map. Biowares and maps are needed for one single purpose: to navigate the terrain. Not for admiration. Not for exclamations of “Wow, what a masterpiece of abstract art we have sculpted here!” For orientation on the terrain. In DAI they fulfill their role with great difficulty. Eh, how many more times will I sigh sadly over the second part? Point nine point one. In the first days I had to constantly solve the problem “in which ear is my ringing?” Oh yes, don't forget about point three! Then they introduced radar. Why couldn't this be done in the release? There was some sediment left. Point nine point two. Storage of things. The Hero of Ferelden had it, Hawke had it. The Herald (for a moment, the head of the most powerful organization in Thedas) has a blast. Marasmus. Then they introduced it. Why couldn't this be done in the release? There was some sediment left. Point ten. The softest. Yes, the gameplay is crooked and glitchy, yes, playing is pure torture. But still, still, still. The main thing is the plot! Bioware games have always been famous for their plot! They didn't make a mistake, right? Yes? Set up n camps. Close m gaps. Collect l fragments. Visit j landmarks and i regions. Collect h mosaic pieces. Oh yes, the most important thing. Don't forget about g bottles. Uh... where's the plot? Where's the plot? So. By force of will, we threw out all of the above. They threw it away, I said! It's all tinsel, nothing more! The main thing is in the quests! That's true, right? Yes? Well, let's go over the main quests of the locations. Briefly. Inner Lands: help the residents of Crossroads and Redcliffe. Kill the mages, kill the templars, kill the smugglers and representatives of the Charter. Make an agreement with the driver, to do this, check several points. Variability is at the level of “who to invite to be an agent” after acquiring the necessary skills. Eh? Where are there a bunch of options for resolving the same situation, where are the moral dilemmas, where are the interesting stories, finally? Storm Coast. Run through parking lots Gray Wardens , collect codex pages. For what purpose is unclear; as I collected them, I didn’t come up with anything worthwhile for myself. On the way, destroy or recruit the Blades of Ghissarian, you yourself understand which option is more profitable. Much later - clear the fortress of the Red Templars. E-2? Where are there a bunch of options for resolving the same situation, where are the moral dilemmas, where are the interesting stories, finally? Swamp of sadness. Free the soldiers of the Inquisition from Avvar captivity. There are no options at all. On the way, clear out several lighthouses and, it seems, deal with the legacy of some hermit. E-3? Where are there a bunch of options for resolving the same situation, where are the moral dilemmas, where are the interesting stories, finally? Crestwood. Here it is done! - we will finally be given an interesting story. Well, more or less interesting. I have serious questions about hardware, but when did game makers care about hardware? Moral dilemmas and a bunch of options for the development of the same situation, however, still were not introduced. What can you do, hyphen. Western Reach. Occupy the Griffin Wings fortress, deal with the thief master and complete quests for the dragon. Lo and behold, the story continues to remain... well, good, or something. At least related to the main plot. This is not DA2 or PoE, this situation is already an achievement! Here. Sacred Plains. Burn the dead in Gaspard's camp, repeat. Burn the dead in Selina's camp, repeat. Along the way, find out that Corypheus is to blame for this. Well, who would have thought! In the game with the Chief Villain Corypheus, Corypheus is to blame for the plight of the armies! Tell us about a bunch of options for resolving the same situation, about moral dilemmas and interesting stories, or can you guess it yourself? E-4. Oh, I completely forgot! After all, there is an elven clan there with a whole pack of elven quests in the give-and-fetch style and the opportunity to recruit a Dalish agent! And also - mysterious runes that even the Guardian doesn’t know about! Come on, come on, what's there? The Forgotten Temple of Dirthamen? Wow. Really wow. A temple from an era when the elven gods had just left. Now they will tell us... well, at least something. This is the god of secrets, after all! They told me. That the chief priest was planning something bad, and the younger priests decided to dismember him and imprison him. And having collected the remains, we... that’s right, we’ll fight this priest! And then we’ll get... well, at least we’ll get something, after all, this is the god of secrets! Well, at least tell me some secret, huh? Are you daydreaming? Get over it. Take an epic that no one needs and shut up. It's not "eh?" anymore. This, pardon the expression, is an epic fail. Emerald Graves. It is necessary to help the refugees cope with the free citizens of Dolov, behind whom stand, who would have thought, the Red Templars. Even the Moral Dilemma appeared: whether to tell the City and the World about the noble origin of Fairbanks. But guess what? Somehow this “dilemma” doesn’t seem worth a damn to me. "E-5", full "e-5". Emprise du Lyon. Another location, somehow connected with the main plot. Another story in which there are at least some plot twists and at least some choices. OK. By the standards of the Inquisition, it will do. By the standards of the Inquisition. The Whistling Wastes. Stop the activities of the Venatori who are looking for... what? The Tomb of the Perfect One, that's what! Perfect, who lived on the surface! Well he lived, so what? You never know who was expelled to where. If it turned out that the gnomes originally lived on the surface, it would be a bomb. And so... Stop? Why was he expelled? What was special about what he was researching? Why do the Venatori dig sand with their noses like scalded ones? After all, there must be something unusual lying there. Must! Well, please, please, please... A drawing of an excellent rune against demons. Drawing. Excellent. Runes. Against. Demons. Which you can buy in the store. E-6? About the many decisions and moral choices... I won’t say anything, okay? It seems that everything... No, not everything! There is also a Forbidden Oasis! A kind of three-dimensional puzzle. Even if there is, in fact, no main quest (shouldn’t we consider a mining company that has closed its activities as such)? Well, it's nothing, it's nothing! There, inside, there is such a creature imprisoned, SUCH a creature... After all, otherwise why all this collection of fragments? Collected. We've arrived. There, inside is the demon of pride. An ordinary demon of pride. Do not misunderstand me. Demons of pride are funny guys. In the DAO, one of these has set an entire tower of magicians on edge. In DA2, the possessed Meretari was epic (although she was killed quite easily). In the prologue of DAI, the demon of pride at least pretended to be epic. And here... Slag. OK. Even if the battle was simple, but... But at least there should be an exciting story!!! A figure bound in chains is carved on the stone with shallow strokes. The other two figures are depicted turning away from the central one. The inscription under the image is ancient, howeverSolascan partially translate it:"Pride is in our accomplishments and in our hearts. The samepride(the word used means "distorted" or "changed") in it. He decided to demand (untranslatable), lost favor and was bound.INDeath lurks within, hidden from mortal eyes." For it. We picked up the pieces for this. Untranslatable. Epic fail 2. Yes, in reality everything is not so bad. It's even worse. After all, these are only the main quests... Bottom line: six locations evoke a feeling of deep and painful bewilderment and are garbage that only spoils the game. Two places are even worse: “What’s left is to just swear!” (C) And only three are “okay, that’ll do.” You can say - I didn’t understand, didn’t appreciate the depth of the plan, didn’t go through everything, didn’t collect everything, etc. Nope. All quests, all regions, all landmarks, all mosaics, all bottles, "Stargazer", "Keymaster", Dragonslayer, "Inquisitor". If I'm not mistaken, 216 hours. I declare responsibly: the game is disgusting. You can say - why go through this if everything is so disgusting? Well, no, I complete games completely or not at all. Also, I was hoping that complete walkthrough will affect the ending. Well, why did they start all this?!! You could say the main plot, the characters. Well, yes: the main plot is good, the characters are good. How long does it take to complete the main story? I think about twenty hours will be enough if you don’t get too stuck. But other? One might say - courts, command headquarters. I could answer: yes, the courts and quests of the command headquarters are good, but not enough. But I won't answer. Point eleven. Our dear Inquisition. IN Mass Effect 3 system was very clear. Commander Shepard roamed the galaxy and collected all the resources he could get his hands on. All resources were displayed on a special terminal. The result influenced the ending. Or it didn’t, it doesn’t matter at all. The main thing is that the player had motivation. It was clear why he was tearing his veins. This is not the case in Inquisition. Absolutely. There is the level of the Inquisition, there is the number of power points, or influence, or whatever they call them. This is all good, and it’s all completely, absolutely unnecessary. Yes, points are needed to discover new areas and advance through the plot. By the end I had a little less than three hundred of them. A little less than three hundred, piss off the developers of Fen "Harel! Why should I salt them, or what? The level is even worse. Apart from a couple of tasks of the command headquarters, it does not affect anything at all. No, the first 4 levels influence - they give the necessary perks. Here the following ones do not give. Yes, you can buy some gameplay improvements for them, but they do not affect the plot in any way. And the influence that the completion of tasks brings... interesting tasks, I admit, with tricks and the ability to choose... it is in this emptiness and goes away. Well, it could have been done differently. It could have been. You don’t need super-duper-super-resources for this. Just a small window, with the simplest, stylized drawing. And there it is written in detail who exactly supports the Inquisition, who does not support, who is hostile. And let it change as the game progresses. Closed the gaps, stopped the magicians and templars? Get more recruits! Chose the right beauty of the Hunter's Hill? Get the Hunter's Hill. Sent a goat-thrower to the border with Tevinter? Get the support of the Avvars and lose his influence in Tevinter. Completed the quest "Shadows over Denerim"? Get Denerim's support. Captured the fortress? Generally great, plus five hundred to the number of troops. Etc. and so on. The idea, I think, is clear. Reduce the amount of grind to reasonable limits. Depending on the collected resources, you can organize an assault on the Admant fortress and the Arbor Wasteland in different ways. That's all. There is no need to even make different variations of the plot (although it would be better, of course, to do so, but God bless them) - just Cullen will sadly talk about huge losses / joyfully report on a crushing victory. The experience of the game is completely different. The idea is on the surface. Did religion not allow its biovars to be introduced? So there is no need to pray to the Forgotten. The true Gods are elven. Yes, and influence points could be spent not only to open areas, but also in dialogues. Or to perform the tasks of advisers. Eh, dreams, dreams... Point twelve. I calmly accepted the plot about the Chosen One and “saving the world” (C). Fortunately, the world would really be in trouble - see the quest “In Secret”. But if you’re going to save, then save. To the limit, to the point of erased calluses, to a bloody nose. Don't run to victory - crawl, pulling yourself up on your hands and dragging your broken legs. Only such a victory is true. The main plot, as I said, is not bad. And there are difficult elections. In the Mital temple and further on, we are bombarded with information. In my version of the story, Kieran appeared with the soul of Urthemiel, and Flemeth’s confession was epic (the second luxurious moment of DAI, the first was time travel). Then there was the ending. “This is not a fish. Not a jellied fish. This is some kind of strychnine.” What do you expect from the ending of such a game? But what is described above. Checking the hero's achievements for fracture and stretching. Devastation of Skyhold. Bravely sacrificing party members left and right (and it is absolutely not necessary that at least someone die... if, of course, the player made the right decisions. See KotOR, NWN2, ME2, DA2 and so on). I expected Corypheus to "pull the dragon out of his ass", pardon my gnomish. He will grin and say, “It was a minor trouble.” Will thank the hero for the impeccable execution of his plans. Whether a carefully nurtured army of demons, or creatures of darkness, or Tal-Vashoths, or alien bats will be unleashed on us - it doesn’t matter. I got...anyone guess what I got? Many players (by the way, I was not one of them) criticized the ending of ME3 for being a “traffic light”. They say that three possible solutions are not cool. Here we also have three options: go and defeat Corypheus, go and defeat Corypheus, go and defeat Corypheus. There is no other option. In the end, I truly felt sorry for Corypheus. And further. During the final battle, I kept finding myself thinking that the fight in Legacy was... no, not more difficult: they're both easy. More epic. At least there was some kind of tactics there. The resulting fun seems fake and forced. The final slideshow is a scanty scrap (they could at least put some consequences in there! Bummer, sir). The final post-credit twist can no longer improve or change anything. I bought "Jaws of Hakkon" purely out of inertia. I'll go and evaluate it. I'll read the reviews about the next DLC. Maybe I'll buy it. May be. After DA2 I even bought sets of items. The overall rating of the game "Dragon Age: Inquisition" on a scale of one hundred is thirty-five points, no more. Failure of the year.

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (1) 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 Holy Ashes receives leadership of the Inquisition to eradicate the chaos that has arisen.

Stormy Coast

Inquisition scouts report the presence of a small group on the northern coast of Ferelden Gray Guardians. The appearance of the secret order coincided with the opening of the breach; perhaps representatives of the guards have important information at their disposal.

Putting things in order

The Inquisition soldiers went to meet the robbers, but the NPCs disappeared before reaching the place. We move to the mark on the map and in the area of ​​​​the Big Bay we find a small abandoned hut, on your way your squad will have to fight with members of the Blades of Hessarian.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (2)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (3)
Inside the room we find the bodies of Inquisition soldiers and map the area where the location of the Blades camp is marked. We go to the target mark and engage in battle with a group of robbers, clear the area and complete the task.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (4)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (5)

Rips on the coast

After establishing a camp on the Storm Coast, the Herald will have to close several ruptures in this area. Do not forget about the possibility of influencing the portal, after which all the demons are in the “camp” for several seconds.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (6)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (7)
On the way to the portal in the Big Bay area, you can watch a battle between a giant and a dragon. You can wait until the representatives of the local fauna sort things out; after the dragon escapes, we attack the giant (you should be careful of being hit by a boulder).
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (8)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (9)

Guardians of the Coast

Inquisition scouts report presence Gray Guardians in the coastal area, it is necessary to examine several areas for traces of a secret order in the area of ​​the camp in a small bay. As soon as the Herald is in the target area, you must use search to discover clues (the pointer under the main character will indicate the direction the main character is interested in diaries members of the order).
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (10)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (11)

Coastal hold

The Herald must find more places for camps, this will strengthen the influence of the Inquisition in the area (you can also quickly move between camps). As you open new transshipment bases, you receive tasks to destroy gaps in a new area.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (12)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (13)

Gaps near the cascade

After creating a camp on the driftwood bank, scouts will report on gaps that need to be closed (the shadow portal is located in the waterfall cave).
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (14)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (15)

Shards on a stormy shore

The main characters continue to search for fragments of the artifact; there are also several Ocularum, which will indicate the location of the components.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (16)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (17)

Iron: Storm Coast

The University of Orlais asks the Inquisition to find samples of metals from the Storm Coast for study ( coil is an ore that can be found on large boulders).

Applications for rescue

Ships washed ashore can be restored to normal condition and used for the needs of the Inquisition; the main character’s task is to find resources for repairs ( deep hunter- this is a small lizard that can be found in the caves in this location).
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (18)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (19)
In the future, you will have to return to this location, since on the shore there is a fortress of the red Templars, deposits of red lyrium and the Dragon’s lair, but go further to at this stage it won't work.

In memory of the guards

Blackwall is interested in the artifacts of the Gray Wardens that may have remained at the old camps. There are two destroyed Order camps on the Storm Coast.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (20)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (21)

Red waters

After completing the task "Templars on the Storm Coast" a passage will be cleared for the main characters to the old dwarf fort on the shore. Now the Inquisitor and his squad will have to suppress the resistance of the Red Templars and clear the old fort.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (22)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (23)
Next, the player can go to the island where the Dragon lives. Vinsomer uses electricity as his main element; a level 19 dragon is vulnerable to spirit magic.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (24)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (25)

Forbidden oasis

The investigation of a mysterious artifact led the Inquisition to the Forbidden Oasis, in the center of which there is an ancient elven temple.

Rips in the oasis

Inquisition scouts noticed active explosions in the area Dust fall and in the valley next to the road Du Lac. The Herald and his squad must suppress the resistance of the demons and close the shadow portals.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (26)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (27)

Breaks high and low

After creating a camp in the oasis main character receives information about the presence of two gaps in the area; to increase the influence of the Inquisition, the portals must be closed.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (28)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (29)

Serpentine: Forbidden Oasis

The University of Orlais has requested metal samples from the Inquisition for study from the Forbidden Oasis location ( lustrin- ore that can be found on large boulders).
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (30)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (31)

Shards in the forbidden oasis

The Herald continues to search for fragments of the artifact; there are also several Ocularums at the oasis location, which will indicate the location of the components.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (32)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (33)

Temple of Pride

The collected artifact fragments have a connection with the ancient elven Temple Solasan. The entrance to the mysterious structure is located in the center of the Forbidden Oasis under the waterfall. The door will open if there are 6 fragments.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (34)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (35)
After completing the task " Temple of Pride", the main characters have to complete several side quests (Calm the Spirit, Endure the Cold, Conquer the Fire), the reward is resistance to various elements. Doors will open if there are fragments, which can be collected at various locations.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (36)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (37)

Val Royeaux

Rumors of the Inquisition's activities in the Hinterlands spread beyond the kingdom of Ferendel. Priestesses The churches are ready to meet with representatives of the new order. Residents Val Royeaux and the Church, fearing the Messenger, turned to Templars for the purpose of protection from the Inquisition. We move towards the target mark and enter into a verbal altercation with representatives of the Church. Next, the Lord Seeker appears Lucius Corin, who leads the Templars out of the city, leaving Val Royeaux unprotected.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (38)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (39)
At the exit from the city, the main characters are met by a sorceress Fiona, the head of the rebel magicians, who proposes to enter into an alliance (Task In Secret,). The meeting should take place at Redcliffe, which in turn will allow penetration into a previously closed settlement.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (40)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (41)
On the upper level of the city there is a merchant who offers to purchase a “pig in a poke” for 10,000 gold. Purchasing (animal statue) gives access to the task " Big?» on the global map.

Red Jenny's Friend

After meeting with the Templars in the central square, the Herald receives an arrow with a message in which the main character is advised to examine several places in different areas of the city (market, eatery and pier). Need to search red scarves, the collected clues point to a place nearby Val Royeaux.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (42)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (43)
Let's go to global map and go to the location " Secluded courtyard" Next, we enter into battle with the mercenaries and meet the archer Sir, which will join the Inquisition (will become available for selection when creating a squad).
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (44)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (45)

Imperial Sorceress

In Val Royeaux, the main characters are met by a messenger who conveys an invitation to the Herald to the Ghislain estate. We go to the global map and go to a new location, after a short dialogue the sorceress Vivien will join the ranks of the Inquisition (available as a squad member).
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (46)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (47)

Josephine is trying to correct the sad financial situation of her family; messengers were sent for this purpose, but the recipient did not receive the documents sent. The Inquisitor needs to go to Val Royeaux and visit Count Boisvert, as he claims to have information that will allow him to find the bandits. During the meeting, it turns out that the Orlais League of Assassins has a contract according to which the Montilier family must not return to Val Royeaux under any circ*mstances. However, the people who entered into this contract are long dead. We return to the Skyhold fortress, Josephine offers to find the descendants of the du Parquette family and assign them a title so that they, in turn, can cancel the contract. Leliana offers to enter the lair of the House of Rest and destroy the document.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (48)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (49)
At command headquarters we carry out a search task receiver, then we return to Val Royeaux and talk with Countess Dionne. We return to Skyhold and perform a service for Judge Val Royeaux.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (50)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (51)
After which, we again go to the command headquarters and complete the task “Talk with the Minister of Belize.” The Inquisitor will have to convince the minister to restore the title. Finally, we meet Josephine in Val Royeaux and complete the task.

Close attention

The Inquisition turned its attention to its closest associates Coryphea. Calpernia leads the Venatori, you need to go to Val Royeaux and find a merchant who has information. In the house of Vicinius, the main characters will have to face the Venatori, who have already managed to kill the merchant.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (52)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (53)
We search the house for crystal fragments, return to Skyhold and talk with Leliana. Inquisition scouts are tracking down the slaves who were handed over to Calpernia. At this stage, we go to the forge and talk with Dagna. The found memory crystal was restored, moreover, Dagna was able to extract the recorded memories.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (54)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (55)
The task will become available at the command headquarters - install a crystal at the Venatori headquarters. We talk with Leliana, the Inquisitor again witnesses a conversation between Corypheus and Calpernia.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (56)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (57)
At this stage, the main character needs to give instructions to Leliana; the Inquisition intelligence officers will have to find information that will allow us to establish the location of the temple Dumat. During the examination new location The Inquisitor awaits a meeting with the Tevinterian Master Erasthenes, a specialist in the ancient gods, whom Corypheus imprisoned in the temple. It is also worth paying attention to memory crystals.
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (58)
Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (59)

Returning to the shelter, the Herald will have to make a choice between two factions - the rebel magicians and the templars (The task “The Danger Has Not Passed” will be completed). Leliana will also report on the Gray Guardian, who was spotted in the Hinterlands of Ferendel.

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varrick, leliana, imperial sorceress, red jenny's friend, sir, val royeaux, lucius corin, forbidden oasis, rifts in the oasis, rifts high and low , temple of pride, calm the spirit, endure the cold, conquer fire, stormy shore, restoring order, gray guards, ruptures on the coast, ruptures near the cascade, requests for rescue

Dragon Age has such a sonorous name for a reason - the most interesting and memorable creatures in this game are, without a doubt, dragons. In the first part of the game, we remember Flemeth, the High Dragon on the Mountain Top and the Archdemon, besides them there were also smaller dragons. In the second part there was only one high dragon. The battles with these creatures were interesting and exciting, but in the third part it completely resembles a boss from some MMORPG.

Just the appearance of a dragon somewhere in the distance is an unforgettable sight, it’s done so well (unlike everything else). The behavior of the dragon and in general everything connected with it is done somehow vividly and realistically - they will let us know in advance where the dragon’s lair is, we will understand its approach by the mighty flapping of its wings, and finally the baby dragons will convince us of the correct path.

Yes, you can go at the dragon and die from one blow, or you can go too late and take this lizard to the lungs. When the difficulty and level match the required level, then the battle itself becomes truly interesting. The dragon doesn't just bite and flap its wings, it kicks with its hind legs, beats with its tail, recoils from too violent attacks, and sometimes uses its special abilities.

IN Dragon game Age: Inquisition will give us as many as 10 High Dragons to be torn to pieces. For their genocide you can get a lot of influence points, experience and loot (purple things fall from the dragons, not just one at a time, but several at a time). When fighting with dragons, you should remember that sometimes they will bomb from the air with their breath, causing quite a lot of damage when hit, and it will not necessarily be fire. It’s quite easy to dodge a flying projectile... with the character we’re playing for, but our nearby comrades will constantly come under fire.

All flying lizards can use the whirlwind ability (they begin to flap their wings and suck the entire group towards them). At the same time, the dragon does not do much damage, but it spoils the location quite a bit; it is better to retreat further away with your lightly equipped damage dealers. Well, let's say the archer has a wonderful rebound. In close combat, a dragon can painfully bite, hit with its paw or kick a cunning hero standing behind him; don’t forget about the tail, which the dragon also does not hesitate to use. In addition, when the dragon’s health is brought to a certain state, this same dragon can fly into the air, turn on protection, or use another of its abilities, depending on the type of dragon.

You can also attack individual parts of the dragon, but directing the damage of the entire group to a certain point is quite problematic. Despite this, having knocked out a limb, the dragon will lose some of its maneuvers, despite the fact that its overall life will also decrease,

Types of dragons

Fereldan hellebore

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (60)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (61)

Level 12
Where to find: Hinterlands, we go from the camp near Sunset to the northeast into the passage between the rocks.
Element and resistance: Fire
Vulnerability: Cold

Tips: Frosty uses a mass stun for a short time, summons cubs running with different sides(I lured them towards me and shot them with a bow). Periodically it takes off, bombarding a large area with fire; it is difficult to dodge this, because the earth will burn for quite some time. If you really get confused, it’s better to go downstairs, where there will be more space. The dragon has no defense, so when it lands, we take out the change and insert everything we can. The dragon will also sit on the ledges, where archers and magicians are useful, and when finished, it will sit on the large ledge in the north. The biggest danger is fire bombardment and small dragons, but if you dress against fire, take magicians' staves on the ice and take out the change in time, then the dragon is quite easy.

Northern hunter

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (62)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (63)

Level 13
Where to find: Crestwood, southwest of the Three Trout Farm camp. Along the way, you will come across a manor at the top of the slope - from there you can see the ruins in which the dragon lives.

Vulnerability: Spirit Magic

Tips: The Northern Hunter attacks with lightning. There is no defense, it does not fly away. Distinctive ability: knows how to create an electrical “storm” on the field, which is attached to each of the party members and lasts for some time, periodically activating “chain lightning”.

Deep High Dragon

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (64)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (65)

Level 14
Where to find: Western limit, southwest. To summon this beast, you need to complete the quest of the dragon master Frederick, who stands near the camp at the Nazer Pass. Having dealt with the bandits, we will have to find the Tevinter tome about dragons (this lies in the Windless Ruins in the left room on the pedestal). After translating the tome, you will need to place bait on the plateau south of the camp and the dragon will come to meet you.
Element and resistance: Fire
Vulnerability: Cold

Tips: The dragon loves her fiery breath very much and is not going to fly away from you anywhere. Sometimes uses defense, but is generally inactive.

Gamordan Buregon

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (66)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (67)

Level 15
Where to find: Sacred Plain, go northeast. To open a passage to the desired area, you need to complete the operation at the headquarters to clear the passage. The dragon lives and enjoys life in the farthest part of the swamps.
Element and sustainability: Electricity
Vulnerability: Spirit Magic

Tips: He really likes to throw electric bombs, and if it hits the water, little damage will be done to you, even if you are standing at a sufficient distance from it, but in the same body of water (laws of physics about electrical conductivity, yeah). It also flies into the air at least three times to try to “fry” you with bombs from a distance. Doesn't use defense.

Great Mistral

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (68)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (69)

Level 17
Where to find: Emerald graves, go north from the camp in Kamenzhuti to the cliff (landmark - a large white tree and ruins)
Element and resistance: Cold
Vulnerability: Fire

Tips: Our Mistral is a fan of flying. Ice bombs will fly at us from above, but they won’t do so much damage that we should be very afraid of them, and the small cubs won’t attack us, so we can run around a little. He uses defense, although rarely. Particularly dangerous is the ice breath, which can easily kill a dead archer, and a fairly simple dragon.

Winsomer

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (70)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (71)

Level 17
Where to find: Storm Coast, first of all you need to storm the fortress of Derwin Mouth in the west. There will be a boat at the far pier that will take you to Dragon Island
Element and sustainability: Electricity
Vulnerability: Spirit Magic

Tips: He often engages defenses and generally behaves quite agile. Doesn't like to fly, there's no mass stunning either, instead there are electric bombs and breath. Can create an electrical storm on the field.

Sand Mourner

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (72)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (73)

Level 20
Where to find: Whistling Wastes, west of the Sand Cliffs camp. The dragon sleeps peacefully in front of the entrance to Fairel's tomb. If you are completing a quest, it will be difficult to miss such an attraction.
Element and resistance: Fire
Vulnerability: Cold

Tips: The dragon does not fly away, but behaves very mobile. He actively engages the defense and often calls on his cubs. Uses fire breath and sets the area on fire with bombs.

Hivernal

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (74)

(English) Village of Haven) - a small village in frosty mountains ah in Ferelden. Once upon a time, pilgrims who went on a pilgrimage to the Temple of the Sacred Ashes, located in the depths of the Frost Mountains, stopped to rest in the Vault. After the explosion at the Conclave, the Inquisition set up camp in this village.

Location maps

Resources

Iron, elven root.

(English) Val Royeaux listen)) is the capital of Orlais and one of the largest cities in Thedas. Many consider it the center of the world. Here the High Priestess gives orders to the Church's flock from the Great Council, and the Emperor or Empress rules amidst a treacherous and intrigue-filled Imperial Court.
The Inquisitor will visit this city in connection with political affairs.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (75)

(English) Skyhold) - Inquisition Base. After the destruction of the Vault, the Inquisition found shelter in this abandoned castle in the Dales. Skyhold is the main fortress of the Inquisition, here you will find merchants (the range is being updated), stables, workshops (including rune workshops), headquarters, command, your advisers and companions. You can find out more about Skyhold.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (76)

Halamshiral (Winter Palace)

Halamshiral(English) Halamshiral) - was originally the capital of Dolov, the second elven state, but was devastated during the sacred campaign of people. This is one of the few cities where the main population is elves, and people live separately, albeit in the most luxurious quarter.
The Winter Palace of Empress Selina is located here.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (77)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (78)

Resources

Brocade, woven wool, fine velvet, glossy cotton.

Hinterlands(English) The Hinterlands) - one of the most extensive locations in the game, located between Redcliffe and Ostagar. After the uprising of the magicians, some of the apostates tried to hide here, but the templars tracked them down, and the once peaceful territories became a field of real war. Many civilians were forced to leave their home, demons began to appear, and some unusual magic hung over Redcliffe.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (79)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (80)

Resources

Iron, obsidian, dragonstone, onyx, veridium.
Elven root, crystal grace, royal elven root, spindle, blood lotus, embryo, deep mushroom.
Baby Dragon Scales, Ram Hide, Bear Hide, Big Bear Hide, Dog Hide, Fennec Hide, Augusta Ram Hide (from bags), Druffalo Hide.
Semi-velvet, poyarok, checkered fabric, glazed.

(English) Storm Coast) - lands located in the north of Ferelden. Recently, suspicious activity of the Spawns of Darkness, and with it the Gray Guardians, has been noticed here.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (81)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (82)

Resources

Spindle, Elfroot, Black Lotus, Blood Lotus, Deep Mushroom, Prophetic Laurel (for example, at the Lyrium Cascade),
Serpentine, summer stone.
Ram skin, dog skin, skin fur, bear skin, deep hunter skin.
Higher linen, cotton, woven wool, poyark, checkered linen.

Brown Mire(English) The Fallow World listen)) is a long stretch of swamps in southwest Ferelden. The settlement of Fisherman's Reach, which once stood in the swamps, was wiped out by the plague several years ago. Currently, the Avars have settled here and captured your scouts, thereby challenging the Inquisitor himself.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (83)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (84)

Resources

Blood lotus, dawn lotus.
Copper sulfate, summer stone.
Semi-velvet, checkered fabric, bright, glazed.
Affected tissue (resource for the quartermaster task).
Bear skin (in bags).

(English) Krestwood Village) is a small village located on the road leading from Val Royeaux to Denerim. Its inhabitants grow bread, raise animals and trade with travelers. Unfortunately, this idyll is disturbed by wyverns and robbers, and more recently by a dragon that has settled nearby. During the Fifth Blight, Crestwood suffered greatly - first the surrounding area was flooded with refugees and then the Spawn of Darkness came after them. As a result, someone opened the dam and washed away the village along with the sick refugees and the Spawn of Darkness.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (85)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (86)

Resources

Embryum, spindle, bloody lotus, deep mushroom, elven root.
Iron, Everite, Obsidian.
Deep Stalker Hide, Druffalo Hide, Wyvern Hide, Naked Fur, Dog Hide.
Semi-velvet, glazed, hyver linen, woven wool.

(English) The Western Approach listen)) is a vast wasteland in the southwest of Orlais. The western limit is an endless and deserted desert inhabited by monsters. In the south of the desert, on the edge of a huge chasm, stands Adamant, the fortress of the Gray Wardens. It is one of the few surviving monuments from the times when the Second Blight raged here.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (87)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (88)

Resources

Death root, deep mushroom, elven root, bloody lotus, spindle, dragon thorn, ghoul beard, dry stem.
Serpentine, lapis lazuli, lustre perfect, everite.
Gallia leather, fennec skin, dog skin, needleback skin, warghest scales, phoenix scales.
Silk, staring.

(English) The Exalted Plains) - part of Dol, which was once an independent elven state of the Orlais region. Several centuries ago, the last stronghold of the Dalish elves fell here, and now the Orlesian war is raging Civil War. But even centuries of turmoil and tragedy could not rob Dirtavaren (as the elves call this region) of its beauty.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (89)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (90)

Resources

Embryum, climbing vine, deep mushroom, spindle, elvenroot, royal elvenroot, black lotus, blood lotus, creeping nettle.
Iron, serpentine, obsidian, veridium, bloodstone, pyrophyte (in bags).
Galya leather, dog leather, snuffler leather.
Wool braid, cotton, fine velvet, plush weft velvet, Dalish rough cloth.

(English) The Emerald Graves) - a forest in Doly, formerly known as the Emerald System. A tree grows here for every elven knight who died in the Dales, defending the region from the people who came here on the Sacred Campaign.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (91)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (92)

Resources

Deep Mushroom, Spindle, Elvenroot, Royal Elvenroot, Embryum, Climbing Vine, Prophetic Laurel, Blood Lotus, Creeping Nettle, Arbor Blessing.
Iron, obsidian, bloodstone, pyrophyte, everite, stormstone, dawnstone.
Live fur, bronto skin, Augusta ram skin.

(English) Emprise Du Lion) - an ancient fortress in Orlais. Now it has been inhabited by the Red Templars. In the highlands of Emprise du Lyon, the ancient and the modern coexist. Among the bustling human settlements you can find traces of a bygone elven civilization. In the hills is the village of Sarnia, famous for its quarry where excellent azure granite is mined. There are also three high dragons.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (93)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (94)

Resources

Arbor Blessing, Elfroot, Phelandris, Climbing Vine, Black Lotus, Creeping Nettle.
Dawn, silverite, bloodstone.
Plush weft velvet, rough Dalish cloth.

A large location inhabited by aggressive nature. The area itself is a desert, occupying the entire territory in which the Venatori and Red Templars camps are located. There are also many statues depicting gnomes installed here, and a very long time ago an ancient road was built connecting the gnome settlements with each other. It was all built, most likely, by the teig of the Perfect Fairel. In the north are the Sun's Nest Mountains, where the main headquarters of the Venatori in this area and the Orlesian colossus depicting Emperor Florian are located.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (95)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (96)

Resources

Elven root, dragon thorn, death root, vandal aria, dead stem, ghoul beard, vessel of immortality.
Volcanic gold, lapis lazuli, nevarrite, serpentine.
Fennec Hide, Rugged Hide, Augusta Ram Skin, Wyvern Scales.
Glazet, thin velvet, blackened brocade.

(English: Forbidden Oasis) - a deserted daytime location in the west of Orlais. Lately Mining was in full swing here, but due to the abundance of mysterious and inexplicable accidents, the mine had to be closed. It was here that the Inquisitor's investigation of the mysterious shards found throughout Orlais and Frelden led him.

Location maps

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (97)

Dragon age inquisition storm shore walkthrough. Walkthrough of Dragon Age Inquisition – Season II (98)

Resources

Elven root, deep mushroom, dry stem, dragon thorn, bloody lotus, spindle.
Perfect chandelier, coil.
Live fur, dog skin, fennec skin, lamb skin.
Dalish coarse cloth.


The Storm Coast, like almost every area in the game other than the main story maps, opens up after you complete a reconnaissance mission on your military operations table. This will cost you 4 influence points.

The passage through the red cave in the southwestern part of the map and the associated quests will only open after you have completed a certain part of the main story.

Restoring Order

Automatically given by Scout Harding the very first time you visit the Storm Coast. Some robbers are rampant in this area. Several of your men went to negotiate with their leader, and nothing was heard from them after that. Head to the meeting point. In an abandoned hut you will find the bodies of missing soldiers, and from the papers scattered around you will learn a couple of interesting things - the bandits who killed them belong to a certain sect called the “Blades of Hessarian”, and they mention a certain “cross of mercy” with which you can come to him for negotiations. If Iron Bull is in your group, he will offer to challenge the bandit leader to a duel, and if Blackwall is present in your group, he will offer to recruit bandits to help the Inquisition.

If recruiting a sect is not interesting to you, then all you need to do is just go to the camp and kill everyone there. All sect members will be hostile by default.

If you like the ideas of Bull and Blackwall, you need to first craft the Cross of Mercy on your order table (you need to find 2 Serpentines and one Deep Hunter skin for this), put it on (it takes up an amulet slot) and come to the camp in this form Blades of Hessarian. In this case, you will be greeted peacefully, taken to the leader, and if you manage to defeat him in a fair fight - your group against him and his hunting dogs - then the rest of the Blades will swear allegiance to you and will henceforth be considered agents of the Inquisition.

Guardians on the Coast

Given automatically after you visit the Storm Coast. Gray Guardians were seen here, but no one knows what exactly they were doing here. Visit four sites where Gray Wardens were seen and look for traces of their presence. You need to use the search function to find their letters and diaries. From the records found, it will become clear that the Guardians were looking for someone, apparently - their fellow Guardian - but who exactly and why will remain a mystery. Bye.

Hunting the Spawn of Darkness

Given after you arrive in Skyhold and complete the mission to scout Darkspawn sightings on the Storm Coast at your desk at Command Headquarters.
You should close the gaps from which the Spawn of Darkness appear. There are four of them in total. It's good to take Blackwall on this mission, as he gives you approval every time you kill the Spawn of Darkness. You will also need a magician, since only he can close the gaps.

One of the gaps is in a cave at the northern end of the map, the second is in a cave to the south of it (although the icon points to a place near the astrarium, the tunnel in question is actually underground. The third tunnel, south of the previous one, is on the surface. The last one is in a cave near the lyrium waterfall.
Usually, several Spawns of Darkness, led by a garlock leader, walk around each gap. (Although for some reason I didn’t have them at all in my northernmost cave. We went out to breathe fresh air, whether?)

The quest automatically ends when you close the fourth gap.

Red Waters

Received after completing the Templar Command Headquarters mission on the Storm Coast, which appears after some time has passed after your arrival in Skyhold.

It’s good to take Varrick for this mission - not only because in the cave where you will need to go there are 4 deposits of red lyrium (after all, you can always return to them later), but also because he will give you get easy approval every time after a battle with the red templars.

Go to the southwestern cave, which was previously inaccessible. A pair of red templar knights wanders around her. In the cave itself you will find remains from which you can remove the Red Templar Key. Alternatively, the key may fall from one of the templars you personally killed. Go further, go ashore and follow into the second cave. After the next battle with a group of red templars, which will include a Shadow using stealth and backstabs, you will see that the bridge leading further has collapsed. Go back a little. In the left wall (if you stand with your back to the bridge) there is a break near the skull painted on the wall, which is sometimes difficult to notice. Go there.

You will emerge into a large two-tiered hall with two groups of red templars on each. Clear them and go through the bottom one in the only direction available to you. You will need the Red Templar's Key to open the door leading further. Behind it you will come across a destroyed bridge, and next to it is an elven artifact for Solas. The path will be closed further.

Return to the very beginning of the two-tiered hall, go to the second tier. In one of the small treasure rooms there will be a hole in the wall that leads through a cave and bridge to another treasure room. Go down the stairs from it, where a couple of red templars, including the Shadow, will be waiting for you. If you turn left from the stairs, you will see that you are just on the other side of the destroyed bridge. You don't need to go there now, so turn right. At the exit of the cave you will see a group of two red templar knights and a Shadow. When you deal with them, it will complete this quest and will give you a new mission for your command headquarters.

After completing the quest, a quick jump point will appear in the former lair of the Red Templars in case you decide to return here.

The boat at the cave near the site of your final fight will take you to the island where the local dragon lives.

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Updated: 10/13/2021

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