Walkthrough of the game inquisitor. Completing character quests in Graveyard Keeper. Dark Heart and Ritual

Act I

Kingdom of Ulthurst (Act I map)

1 - Hillbrandt. 2 - frontal place. 3 - Asherbalt. 4 - iron mine. 5 – Asherbalt cemetery. 6 - Hillbrandt Cemetery. 7 - Dragon Rock. 8 – road to Dragon Rock. 9 - tree of death.

The year 1223 has arrived. The Kingdom of Ulthurst is in chaos and the end of the world is getting closer and closer. In some it awakens hope, in others fear. But you have a much more mundane problem - . You have fallen into the hands of the Holy Chamber, which means only one thing - torture and death. Sure, you could try to prove your innocence, but who would listen to excuses these days?

Strangely enough, you were saved from torture and trial by two mysterious men who explained to the zealous servants of God whose campaign you were enjoying and what a miscarriage of justice meant. In the end, the bag of gold turned out to be the best proof of your innocence. The result of this seemingly simple operation was one of the very few verdicts of the Holy Inquisition for your release.

However, as it soon became clear, the price of mercy was high. At first glance, it seemed like an innocent assignment - you must go to Hillbrandt, a city in the mountains on the northern border of the kingdom, and investigate the death of the merchant Kurt Ollmer there. So you went to Hillbrandt to find Judge Vallarian, whose errand boy you must become in order to hide your real mission. Your rescuers have promised to contact you soon to assess the results of the investigation.

Main plot. The game begins with receiving this quest, but you can ask questions about the death of merchant Ollmer only after you have killed all the giant bats (see below, 1.1. Giant bats). Here's what the characters living in the city will tell you about this.

Guard soldier at the eastern gate. He did not know Kurt Ollmer personally, but he had heard that he was a strange man and prone to adventure. Ollmer spent a lot of time wandering outside the city. His murder looked horrific. Tavern owner Trutthorn found Ollmer in the room with his throat cut, and then vomited all day, remembering what he had seen.

Sheriff Contemberry. He considers the murder of Kurt Ollmer a complex case. The city watch put the case on hold because the investigation was stalled due to the fact that too little evidence had been collected regarding the murder. One morning, tavern owner Truthorn burst into the sheriff's office and dragged him to the attic of his establishment, which Ollmer was renting. The merchant lay dead on the bed. The entire attic was covered in blood. The killer slit Ollmer's throat and filled his mouth with urine. The sheriff has no suspects in this murder. There are no clues either. The killer entered the room, killed the merchant, and then left unnoticed. As for Ollmer, he was not exactly a merchant, but rather an adventurer, treasure hunter, and speculator. He had goods that could not be bought in ordinary stores: various artifacts from pagan times, which he dug up from ancient ruins and tombs; potions that normal alchemists do not brew; maps of places that no one has ever heard of, and other similar things. The sheriff is not surprised that Ollmer did not die of natural causes, because such people usually die tragically.

Herbalist Elysia Wurtenroth . You most likely already know that Ollmer was killed in a tavern in a rather twisted way. They say his manhood was put in his mouth. But what the herbalist wants to convey is not about the method of murder, but about the reason why he was killed. Although Ollmer was a tradesman, he dealt in things that were not intended for everyday use. Magic scrolls, witches' grimoires, mystical symbols, religious objects - all this was created a long time ago. Elysia is confident that Ollmer visited many ancient cemeteries, many ruins and was connected to various black markets. And this became the reason for his death. Because some secrets should remain unsolved. And if someone without authority gets to them, it could cost him his life.

Innkeeper Joseph Truthorn. Ollmer rented a room in the attic. He paid well, and Truthorn had no problems with him. He posed as a merchant, but rather he was an adventurer and treasure hunter and lived by selling all sorts of things to customers. Every morning Trutthorn brought breakfast to his room. It was quiet in Ollmer's room that morning. This seemed strange to Trutthorn, because Ollmer was an early riser and would get up from sleep as soon as it was light, no matter how long he had been drinking the night before. Truthorn thought that the guest was still sleeping and went into the room to place the tray next to the bed. But then he noticed the destruction in the room and saw the floor covered in blood. Out of fright and surprise, Truthorn dropped the tray. Ollmer lay in the middle of the room, his arms outstretched, his open eyes staring at the ceiling, and a huge puddle of drying blood spilled around his body. His throat was cut and his manhood was in his mouth. Truthorn immediately ran to the sheriff and told him everything. On the eve of the murder, Ollmer spent the entire evening in a bar. It was full of people, because that day they celebrated the feast of St. Hedwiga. Most likely he went to his room during the evening.

Elizabeth van Singier , the sister of Vice-Mayor Baron van Gallagan, will report that her daughter-in-law Linda van Gallagan is involved in the murder of merchant Ollmer. On the night of Ollmer's death, the tavern was full of people, but despite this commotion, Elizabeth noticed that Linda and Ollmer were looking at each other. They exchanged a few words and parted ways, as if they had no further joint plans. But a minute later they both left the tavern. Elizabeth then decided that they went to commit adultery in the merchant's room because her daughter-in-law liked to do it. Elizabeth doesn't know how Kurt Ollmer is related to Linda, but the way they looked at each other was suspicious, to say the least.

This quest flows into the plot of helping Master Edmont d'Arvias (see below, 1.8. Edmont d'Arvias and other heretics). After meeting with the master, return to the city and go to the church square, where you can meet the beggar Fltts. When you ask if he saw anything unusual on the night of the murder of merchant Kurt Ollmer, the beggar will refer to his bad memory. However, for 360 coins, he will remember that it was snowing that night and Flts was looking for a place where he could shelter from the weather. As he passed by the tavern, he noticed someone climbing out of the window of the part of the building where the guest rooms are located. Flitz quickly hid so as not to be noticed, but he did not recognize the one coming out, since it was dark and he was far away.

Tell Flitz he wasn't very helpful and demand your money back. Flitz will immediately remember that, having descended to the ground, that man wanted to immediately run away, but at that time soldier Millward came out of the darkness. He caught up with the man, and for some time they talked about something. Knowing Millward, Flitz believes he probably wanted the money. After bargaining a little, they parted ways, and the man disappeared into the darkness.

Go to the tavern, where you will find Millward on the first floor. Refer to the beggar Flitz, who saw a soldier talking to a man who had climbed out of a merchant's window. Millward will state that he did not see the Baroness that night. Invite Millward to tell him what he knows, or you will arrest him and torture him terribly. It turns out that on the night of the merchant's murder, Millward saw Baroness Linda van Gallaghan coming down from the window of his room in the tavern. The soldier was speechless and before he opened his mouth, the baroness thrust a purse of gold coins into his hand. And soon Millward should get even more if he remains silent about her nightly adventures, because the soldier believes that she cuckolded her husband. He could not even think that a murder had occurred in the tavern. Before parting with Millward, you can, as a sign of the soldier’s repentance, demand from him the gold that he received from the Baroness. In this case, you will receive a wallet (+1000 coins).

Next, you should find the parts of the dagger (see below, 4.1. Missing Betty and 1.5. The Risen Bishop) and the dead girl (see below, 1.7. Finding Paul). After this, go in search of Bishop Quentin (see below, 1.9. Search for Bishop Quentin).

After Bishop Quentin is rescued from the clutches of the orcs, and having a dead girl in your inventory, tell him that you found a place from Dragon Rock where the heretics held a Sabbath, about the ritual circle and the half-decomposed body of the girl. After examining the body, Bishop Quentin will say that this is the body of the young Baroness Gwen von Weil, who died not so long ago in Hillbrandt. He personally performed the funeral service for her. Having examined the body more carefully, the bishop will say that the cut on the girl’s chest was made with a sharp object, since the edges of the wound are straight and not torn. Instead, the abdominal cavity has been opened with something blunt and looks as if it was cut from the inside rather than the outside. Having examined the internal organs, the bishop will see that someone cut out the heart, and in its place are the remains of the shell of a huge black egg. Something hatched from the girl during the hellish ritual that the heretics performed over her body. It seems that some kind of hellish beast was summoned during the black mass at Dragon Rock.

Talk to Prosecutor Jeremiah, who is standing in front of the entrance to the temple, that you want to accuse Linda van Gallagan of heresy. After listening to your arguments, the prosecutor will give you permission to arrest her. For Linda van Gallagan, you will have to go to the lower tier of the orc cave (see below, 1.14. The Lost Baroness).

After you return the Baroness to her husband, charge her and arrest her. Then visit the sheriff and tell him that you have arrested Linda van Gallaghan and want to place her in custody until the end of the investigation. When you then want to visit the Baroness in her cell, the sheriff will refuse to give you permission to meet, citing the fact that the Baroness is pregnant, and the Inquisition code prohibits the torture of pregnant women and children.

Go to the temple and talk to Judge Vallarian. He will reproach you for arresting the wife of the royal vice-mayor, accusing her of heresy, and meanwhile she is pregnant. It turns out that her husband came to the judge and very strongly insisted that she be released. The judge had no choice and released the baroness, but you will have to focus your investigation in a different direction.

Go to the vice mayor's house. At the entrance to it you will meet Baroness Linda van Gallagan, who will ask you to listen to her, planning to confess, because she is very frightened. The Baroness confesses to him because she thinks he is going to kill her. For him, she is an extra witness who has fallen into your hands, and he will not allow you to find out the truth. When she spoke to him after his release from prison, he seemed strange to her. He is trying to hide some terrible secret or, perhaps, a plan.

Find out who the Baroness is talking about. She will answer that what you found out during your investigation is absolutely true. She actually killed both the merchant Kurt Ollmer and Baroness Gwen von Weil. And it was her bishop Quentin who saw her in the city cemetery when the body of the baroness was taken away. She killed Ollmer because he had a book necessary for the summoning ritual. No one was supposed to know what kind of book was received from him. And besides, the merchant wanted to blackmail the baroness. He wanted her body, but she did not give him this pleasure and killed him.

And Baroness Gwen von Weil was killed because the ritual required the body of an innocent girl, which would lie in the holy ground for thirteen days. This was something of a problem, as local girls are rarely innocent from childhood, Linda van Gallaghan knows this from her own experience. It was not difficult to poison the young baroness. On the thirteenth night after the funeral, her body was dug up and taken to the site of the ritual to summon the fallen angel. The gates of hell were opened, and the fallen angel Artamon entered this world. Soon he will walk the earth and rule the world, and no one will stop him.

Linda van Gallaghan knows that he is a demon of devastation and the Lord of Fire. His abode is the Kingdom of despair on earth. The Baroness does not know where this place is, but it is somewhere deep underground, not far from the border with hell. After being summoned, he headed there to gather his armies of hellspawn and wait for the day when he would return and sweep away everything in his path.

Next, the baroness will tell you that she committed most of her crimes together with Sam Riman. It was only suitable for the dirtiest jobs, which even the dumbest orc could have done better, but it was still useful. It was not difficult to recruit him, since he is obsessed with the idea of ​​a world ruled by fear. Judge Vallarian was also with them. He came to Hillbrandt with the idea of ​​summoning the fallen angel Artamon. He revealed to the Baroness what future awaited her if she helped him, and she succumbed to temptation. Yes, she didn’t resist, because she had been waiting for something like this all her life.

Linda van Gallaghan has no evidence that Judge Vallarian thought up and prepared everything. But you can ask Sam Rieman. He's a weakling, and if you press him, he'll spill everything. And the baroness is sure that the judge wants to kill her because he knows people well. Vallarian is not interested in anything other than his own gain. He said that the fall of God's kingdom on earth was near, and the time had come to decide which side to take. He said that if you choose the right side, you can live forever in forbidden pleasures. But they never told what would actually happen. When you arrested the Baroness and sent her to prison, the judge immediately helped her out. But he was different. He was hiding something, the Baroness saw it immediately. He regaled her with statements that there was nothing more to fear, that everything had worked out and would be settled in the near future. But the Baroness knew something was wrong. His smile filled her heart with fear. His face was so blank that she decided to tell you everything.

When you ask what she wants from you, Linda van Gallagan will offer a deal. She is ready to testify against Vallarian at the trial, and in exchange you will let her escape under strange circumstances. She can disappear quickly... Suddenly the Baroness's speech is interrupted and she groans. She will whisper that she is in pain, she is dizzy, her neck is aching and it is difficult for her to speak. And she hears Judge Vallarian, who whispers something to her. But she doesn’t want to die, and the judge put something in the wine he offered her. She's in pain, he poisoned her. With these words Linda van Gallagan will die (+500 exp).

Tell Prosecutor Jeremiah that you want to charge Sam Riman with heresy. After listening to your arguments, the prosecutor will give his permission to arrest him. Go to Riman's house and tell him that he is under arrest. Riman, of course, will rush into a fight, but in the end he will surrender, and you can take him to the sheriff so that he can place Riman under arrest.

Ask the sheriff for permission to question the prisoner. The sheriff will ask how you plan to torture him. Having chosen the method of torture, you will find yourself in a dungeon, where you can begin interrogating Riman. At first he will deny, but after two conversations with the executioner he admits that he helped Linda van Gallagen and Judge Vallarian summon the fallen angel Artamon, whose troops he was going to lead.

After this, contact the prosecutor Jeremiah with a request to bring Riman to trial. You will find yourself at the execution site, where the sentence will be carried out.

Then go to Prosecutor Jeremiah and tell him that you want to accuse Judge Vallarian. The prosecutor will warn you about what fate awaits you if your accusation turns out to be unjust - you will spend the rest of your days behind the walls of the monastery, if the tribunal shows mercy. The prosecutor will then ask what evidence you have. Having learned about Linda van Gallaghan's confession to the murders of Kurt Ollmer and Gwen von Weil, about the testimony of Sam Riman, and about the broken dagger blade you found at the dug up grave, the prosecutor will have doubts. He will object that your evidence is not very convincing. Baroness Linda van Gallaghan may have lied to you, just like Sam Ryman. The broken blade could have been deliberately planted at the robbed grave in order to accuse Judge Vallarian of this crime. However, Jeremiah will give you his permission to arrest Judge Vallarian. True, a few minutes ago Jeremiah saw Judge Vallarian leaving the church. You must find him and arrest him.

Jeremiah will add that according to the code of the Inquisition, his duty also becomes a temporary exercise of the duties of a judge with delegated rights of an inquisitor of the curia, which cannot be exercised by Judge Vallarian, as an accused of heresy, until he is found innocent (see below, 1.14. The Risen Bishop).

Travel to Dragon Rock, where you will find Judge Vallarian in the magic circle. Tell him you've come to arrest him. It turns out that the judge expected this. He closely followed your investigation and the fact that you began to collect evidence against him and were on his trail did not escape his attention. However, the judge does not consider himself a criminal. Everything he did was his assignments, and you have no idea what is coming.. Vallarian released powers that you never even dreamed of, and now nothing can be done.

The judge will tell you that Baroness Linda van Gallaghan and simpleton Sam Ryman knew nothing. They were blinded by sweet visions with which Vallarian easily persuaded them to obey him. They killed Kurt Ollmer because he had the book "Libre Daemonium", which the judge needed to perform the summoning ritual. They poisoned Baroness Gwen von Weil because Vallarian wanted her body. And finally, thanks to their greed, they helped Vallarian celebrate the black mass and summon the fallen angel Artamon. These fools thought they would rule the world with it.

When Vallarian learned that Bishop Quentin had seen them remove Gwen von Weil's body from the cemetery and that he had told Edmont d'Avias about it, the judge decided he had to act quickly. The conspirators tricked the master out of the city, and then, using dark magic, put him into a deep sleep. After that, they took the master's sword and used it to create an evil double of d'Arvias. The Doppelganger was given the task of returning to the city and being seen opening the city gates to the orcs. And then you showed up at Hillbrandt and started delving into problems that were beyond your control. That's why Vallarian decided to use you. He hoped that he would be able to mislead you so that in your ignorance you would help the judge convict Edmont d'Arvias. But to the great surprise of the judge, you managed to discern the truth.

After you charge the judge and demand that he follow you, he will refuse to comply. On the contrary, he will say that you are about to go on a long journey. No one will know about this conversation and the judge doubts that anyone will discover your body. He would return to Hillbrandt to pick up his deeds from Jeremiah and continue to wait for the day when a new order would be established and his children would rule the world. The judge will then call his dead servants and tell them to kill you.

Before you start talking to the judge, be sure to save the game, since he and the assistants he called are very serious rivals. Secondly, before talking to the judge, use magic, if you know it, to protect yourself from fire. Thirdly, be sure to have a maximum supply of healing potions with you.

The compiler of this guide managed to cope with Vallarian in the following way. Before entering into a conversation, the Crucifix spell was used on the judge, which immobilized him. The followers were then given orders to attack the judge. At the same time, the main character used attack magic and long-range weapons. The protagonist then approached Vallarian and the judge spoke to him. This was done so that the necessary script would work. The conversation ended with the call of the dead servants of the judge, who will pursue the main character. Here you need to get away from them, and at this time the followers will continue to attack the judge. In just a couple of seconds, Vallarian will announce that he is giving up.

The judge will say that he is impressed by the development of your abilities and now he really regrets that he underestimated you and tried to deceive you instead of convincing you to join his cause. And yet the judge thinks you are rejoicing too early. The day will soon come when a new order will be born and its children will rule the world. And you can't prevent it. The wheel is set in motion and no one can stop it.

After killing the dead servants summoned by Vallarian, go to Hillbrandt and place the judge in custody by talking to the sheriff. Make sure you have both parts of the dagger with you and tell Prosecutor Jeremiah that you are ready for Vallarian's trial. You will be moved to the frontal place, where you will have to answer the questions of the prosecutor Jeremiah and provide him with both parts of the dagger as one of the evidence. After the prosecutor pronounces the verdict, tell Vallarian that you absolve him of his sins, and the judge will be burned at the stake (+7500 exp).

Once you find yourself in Hillbrandt after the execution, go to the temple and talk to Bishop Quentin. It turns out that the bishop is not sure that Vallarian was the brains of the operation, despite his confession. After you say that some evidence indicates that what is happening is more complicated than you think. Quentin will ask what information we are talking about. Tell him that Judge Vallarian said a lot of strange things after his arrest. For example, that the day will soon come when a new order will be born, and its children will rule the world, as predicted.

According to Bishop Quentin, Vallarian was referring to the heretical cult of the Children of the New Order. This was a strong group of fanatics who gathered around Lucius in the 9th century. He called himself a dark prophet who came to mark the end of the kingdom of God on earth. The cult spread quickly, as its doctrine was very tempting. The heretics committed many terrible crimes in the name of their ruler - the dark prince of hell. However, in the end, the cult was destroyed and all its members were burned.

And today, it turns out, I had to face members of a cult that was destroyed four hundred years ago. In addition, those events took place outside the kingdom - in the Lochland Empire. No one was sure that the cult was completely destroyed. It is possible that some members of the cult managed to escape abroad, for example to Ulthurst, and the doctrine of the dark prophet Lucius has survived to this day.

Bishop Quentin admits that he doesn't really know everything and may have gotten it all wrong, which is just a coincidence. Vallarian may not be associated with any cults. Or he considered himself a member of a cult that does not exist. It is necessary to get to the bottom of the truth at any cost.

While searching Judge Vallarian's belongings, something alerted Bishop Quentin. Vallarian kept this item in the double-bottom hiding place of his chest, where he had set a death trap. Fortunately, Bishop Quentin is not as naive as many people think. In the hiding place he found a scroll. It's something like a map or plan. Even though he does not understand what is written on the scroll, the bishop has his worst fears. First, he is confused by the material from which the scroll is made. The bishop doesn't know what exactly a human skin scroll looks like, but he believes that's what it looks like in this case. In any case, if we can unravel the mystery of this scroll, it will be possible to move forward in the investigation. The bishop will give you the scroll and advise you to consult Edmont d'Arvias about it, and then inform him of your successes.

Go to the master, who has moved from his forest refuge to the city, and is standing at the entrance to the building of the Brotherhood of the Righteous. When you tell him that Bishop Quentin suspects Judge Vallarian of being a representative of the ancient cult of the Children of the New Order, the master will answer that this name is familiar to him. This cult of demon worshipers was founded in the empire several centuries ago by a heretic named Lucius, who proclaimed himself the dark prophet of Satan and began to predict the imminent fall of the earthly kingdom. Numerous fanatics began to worship him, believing in the approaching end of the world. In the end, they were all caught and burned, although there were very high-ranking people among them.

When you show Edmont d'Arvias the scroll found by Bishop Quentin in the cache, he will say that the contents of the scroll resemble some kind of cipher. But the master will not be able to help. But he knows someone who definitely knows more about the Children of the New Order. This is Monsignor Trevory, diocesan bishop of Glatzburg. He is a very educated man, a fierce defender of the true faith, so the master believes that he could help you with advice. Edmont d'Arvias will write a letter of recommendation in which he will ask Trevory to assist you.

The letter you receive from the master says: “Dear friend! I sincerely hope you receive this letter in good health and under favorable circumstances, despite the evil that haunts us all. I ask you, Trevory, to assist the bearer of this letter with an investigation of the greatest importance. Although my hand trembles as I write these words, I am even more afraid that you will not believe them, my old friend. There was a plot within Hillbrandt to summon the fallen angel Artamon, and I fear it has succeeded. What makes this case even more alarming is that Bishop Vallarian, whom you know well from the inquisitorial curia of Glatzburg, has been found guilty of the crime. As you can imagine, this is not a minor case of rumored heresy. Although the judge's betrayal frightens me, certain truths that have come to light have brought a chill to the depths of my soul. Although this may just be the delirium of a doomed person. Judge Vallarian left a warning for the bearer of this letter: The Children of the New Order, about whom you, of course, know more than I, walk the earth again. I ask you to provide all possible assistance to the bearer of this letter in his investigation and help him discover the truth about the betrayal of Judge Vallarian. Always yours. Edmont."

After receiving this letter, return to Bishop Quentin and talk to him. Having learned that the master could not translate the letter, but advised him to contact Bishop Trevory of Glatzburg, Bishop Quentin will answer that he is well acquainted with Trevory, who is a true servant of God. And if the master advises you to turn to him for help, then it’s worth doing. Bishop Quentin tells you to go to Glatzburg and try to uncover the secret of the scroll (see below, Act II, main quest).

1. HILLBRANDT

Inquisitor (2012, "Wooden Dragon") Beginning of Act I


Inquisitor (2012, "Wooden Dragon") Beginning of Act I

1 - beginning of the game. 2 – places where bats gather. 3 - secret hideout. 4 - hiding place. 5 - commandant's office. 6 – the home of the herbalist Elisia Würtenroth. 7 - tavern. 8 - forge. 9 - temple. 10 – central square (you can get 50 coins from the well). 11 - a stranger's house. 12 - brotherhood of the Righteous. 13 – the home of the astrologer Theil Brechgold. 14 - City Hall. 15 - house of the vice mayor. 16 - Riemann's house. 17 - Hugo de Montesquiou.

1.1. Giant bats. At the eastern gate of the city you will be stopped by one guard soldier who will offer to demonstrate his goodwill to the townspeople. He will tell you that Hillbrandt is suffering from an invasion of giant bats, and will invite you to kill them and then the city gates will open for you.

You will have to walk around the city walls, looking for places where bats gather. However, bats are quite weak opponents, and in places where they gather you can get hold of all sorts of objects that you will find next to dead bodies. These are probably the bodies of unfortunate travelers who tried to leave the city, but fell under the onslaught of bats.

Having destroyed all the flying creatures in the area, return to the guard soldier and inform him about it (+ 150 exp).

1.2. Missing Julian. When you enter the city, on the main street near the commandant's office, a soldier named Dermont will approach you and want to talk to you. It turns out that his friend, soldier Julian, has not been on duty for several days. Sheriff Cantamber noticed this absence and declared Julian a deserter. But Dermont is sure that Julian did not desert. Lately he has been very infatuated with Natalya Reichman, the daughter of the merchant Stefan Reichman. When her father found out about this affair, he became angry and told Julian not to even look at his daughter, otherwise he would kill him. Stefan Reichman is one of the richest people in the city. He owns several houses in Hillbrandt. If you want to talk to him, you will find Reichman in the local tavern, where he spends most of his time.

When you go to the commandant's office, talk to Sheriff Contemberri, who will complain to you about. Ask if you can help him with anything. It turns out that the sheriff has a problem with one of the soldiers - Julian, who has not shown up for several days, which is considered desertion. And if Julian is not found and punished, the soldiers will begin to disappear like ghosts. The sheriff will ask you to find and return the deserter. You can bargain, and the sheriff will promise you a wallet of gold for this service.

By the way, in the commandant's office you can go down to the basement where the cells for prisoners are located. In addition to the soldiers, the dungeon is guarded by a dog named Devilus. After talking to him, you can take him with you.

When you return to the city after meeting Edmont d'Arvias (see below, 1.7. Edmont d'Arvias and other heretics), for a small bribe the beggar Flitz will suggest that if Julian is still in the vicinity of Hillbrandt, then he will need housing . Therefore, it is best to look for it in the foothills of the Moonlight Mountains, where you can hide in abandoned shepherds' chalets.

The search for the fugitive should begin with a conversation with the father of the missing girl (see below, 1.9. Father's Revenge). After you meet Olfgard and talk to him (see below, 5.1. Olfgard's Innocence), go to the Cemetery location of the mining village of Asherbald.

Inquisitor (2012, "Wooden Dragon") Beginning of Act I


Inquisitor (2012, "Wooden Dragon") Beginning of Act I

Cemetery of the mining village of Asherbald

1 - church. 2 - tomb. 3 - devilish root.

When you enter an abandoned church standing in the middle of a cemetery, Julian will approach you, who tells you to stand still and asks what you need in this place. Tell him that you promised Sheriff Contemberry that he would return him. Julian will answer that something needs to be done for poor people like him to get out of the filth in which they live. That's why he became interested in this bitch - Natalia Reichman. At first he thought he would get under her skirt and get her daddy's gold. But this old ass threatened to kill him, so Julian told himself that dad would pay him well if he brought his daughter back to him alive. Of course, after messing with her a little. Julian admits that he gave some of Natalia's jewelry to Olfgard in order to divert suspicion from himself.

Next, you will have several options for the development of events. First, you can simply kill Julian to free Natalia. Secondly, you can offer him your services in negotiations with Natalia’s father with a view to receiving money for her ransom. And finally, thirdly, if you are a priest, then a line will appear in the dialogue according to which you will tell Julian that the secular code denotes kidnapping as the kidnapper’s intention to marry the girl he kidnapped. Therefore, due to his legal ignorance, instead of committing a crime, Julian took the first legal step towards marriage. By his actions, he expressed his desire to marry Natalya, and you, as a priest, endowed with the power to perform marriage rituals, declare them husband and wife. In the latter case, Julian will immediately run away, and Natalia will thank you and ask you to accompany her to Hillbrandt to her father (+150 exp).

If you kill Julian, you will receive a reward from the sheriff. If you release the deserter, then after you inform the sheriff about this, the quest will be considered cancelled.

1.3. Book about herbs. When you speak to herbalist Elysia Wurtenroth at her home, you will hear that she has been eagerly awaiting your arrival in Hillbrandt. In her dream she saw you entering the city gates. Darkness enveloped you, as did the entire city, but in your hand there was a lit torch, which signifies challenge and power. She has dreams like this from time to time, and they never lie. They always foreshadow something. Sometimes Elysia does not recognize the places or people she sees in her dreams, but then she becomes aware that everything she saw actually happened.

Ask why Elysia looks gloomy. It turns out that the alchemist Samuel del Tarquist from Ashton long ago described a rare herbarium. For a lot of money, Elisia managed to buy a copy of this famous book. But the traders who were supposed to deliver it to Hillbrandt never arrived in the city. Elysia assumes that they were victims of an orc attack and that her book is now lost. If you find and bring this book to Elysia, she will prepare one of her magic potions for you.

Inquisitor (2012, "Wooden Dragon") Beginning of Act I


Inquisitor (2012, "Wooden Dragon") Beginning of Act I

Hillbrandt iron mines

1 - Rvana camp. 2 - entrance to an iron mine. 3 – a portal to the lower tier of the orc cave (for it to be activated, you need to get to the portal on the lower tier of the cave and go through it).

It would seem that a computer game is not milk or a cutlet; it cannot deteriorate over time. We all know and love timeless classic models, for which it’s not a sin to set up a “Windows 95 emulator” from time to time.

However, in September of this year, a kind of RPG reached the world gaming community, which can only be called overdue. The original Czech version was released in 2009. She had to wait three whole years for English localization - despite the fairly high ratings of gamers who managed to touch and take communion. And if you consider that the team of not very well-known enthusiasts from Wooden Dragon before that, she perfected the game for ten years - one has to wonder: could the game, at least in theory, be worth such a “long-lasting” product?

In the name of the Father and the Son

This question does not leave us even when, having chosen one of the three available characters, we begin to plunge into the twists and turns of the plot. Nothing foreshadows the original “filling”: the planet, as usual, was overtaken by cataclysms and God’s punishments (hello, Diablo) - plague, famine, fire from heaven. In a word, evil has spread its traditional black wings, and our character is called upon to save the Universe.

Robbed graves, ghosts rising from coffins and pitch darkness around rare islands of immediate visibility - this is approximately what 90 percent of the dungeons in the game look like.

Dragged out of prison by a couple of unknown men, the hero goes to the city of Hilbrandt, where a certain merchant was recently brutally murdered. The newly minted investigator from the Holy Inquisition must find out who killed, why and why. And along the way, identify a couple of heretics, discover that the heretics have summoned one of the three Fallen Angels from the depths of the underworld, follow the trail further and get involved in a mess with the Apocalypse.

In general, we see in front of us a painfully familiar blue ball, symbolizing mana, a familiar isometric perspective, evoking nostalgia for Diablo number one and two, Divine Divinity and another "old school". Yawning, we evaluate the classic triad of classes “warrior, magician and thief” in a downright shameful way - and we don’t even suspect what a sudden surprise they have prepared for us in Wooden Dragon. A surprise that will appear as soon as you enter the starting city.

And the Holy Spirit

First of all, this whole story takes place not in a rubber-fantasy world, as one might initially think, but in an alternative historical universe. That is, the faith is completely Christian, the Inquisition is a real Inquisition, with interrogations, persecution of heretics and various tortures. True, in this reality, orcs, trolls, undead and harpies somehow coexist next to the frightened and dark medieval people, but all of them are creatures of Hell, sent down to people for their sins.

The heretics here are by no means innocent victims burned by the inquisitors just in case, but real saboteurs who dream of calling Satan into the world and do not hesitate to sacrifice young virgins in order to achieve what they want.

In this regard, our hero-inquisitor, whose desperate struggle against heretics sometimes leads random suspects to be tortured, looks not like a mad sadist, but almost a defender of the orphans and the savior of the wretched.


If you have been enthusiastically torturing the defendant for two hours, even though you received all the necessary information from him a long time ago, we have bad news for you...

From all that has been said above, one very important feature of the gameplay follows - the element of detective investigation, with which the plot is tightly connected. At first glance, side quests like “find the ring of the city holy fool, taken by thieves” or “return the village boy to the bosom of the family” turn out to be woven into the general outline of events and are mandatory to complete, if, of course, we want to move a little further along the global scenario. Because the tramp, who received his jewel back, will suddenly remember important information, and the tomboy will turn out to be an accidental witness to the real Black Mass.

Both now and forever...

Eyewitness testimony is an incredibly valuable thing. Based on someone's denunciation, it is quite possible to throw a suspect in prison and torture him for a long time, tastefully, on the rack in order to knock out a couple more pieces of information.

The evidence should not be underestimated either. A piece of fabric found near an open grave may well lead us to the trail of an evil heretic. By the way, the list of “special entertainment” here includes not only torture, but also executions. If the guilt of a Satanist is proven, he can be burned at the stake, enjoying the very naturalistic squeal of the executed man and just the smell of burning flesh. Beauty!

The need to investigate and identify hidden “enemies within” leads to an extraordinary increase in the proportion of reading in the gameplay. All NPCs can be asked the same questions, the answers to which will differ depending not only on plot necessity, but also on the position, occupation, and character of the person we are interviewing. “What do you think about the crisis that has befallen our kingdom? Do you suspect anyone of heresy?” - in general, a typical set of awkward questions to which it is important not to give answers that are convenient for the interrogator. So the local inhabitants do not answer clearly. They speak vaguely and almost always very verbosely. So you will have to work with information a lot and for a long time. Many tasks are completed without leaving the city at all.


The rack and the fire await the sinner in the local cruel reality. But if you think that righteous virgins have a better life, just admire this!

Having left the city walls, we find ourselves in very compact locations. And this is where the true “Diablo-cloneness” comes into play in all its glory. We fight with numerous giant spiders, bats, walking corpses, orcs, bandits - the harsh spirit inherent in the setting as a whole did not stop the developers from shamelessly populating these lands with the most popular, annoying monsters.

Of course, in many locations there are dungeons - quite similar in appearance, but sometimes curious in organization. For example, in the hideout of a secret pagan cult under the Colosseum, the doors to the most secret part can only be opened by solving many riddles. The riddles are voiced by dull, albeit hefty, stone faces attached to the walls - a kind of defense system.

And forever and ever

There are three basic ways to kill enemies. Fans of simple solutions can put their hero into auto-attack mode with a single click on the enemy figure with a mallet on the head or a sword. There are no special combat techniques - traditional “calling”, albeit slightly automated. Fans of ranged combat can use bows and arrows that fly to the target without any aiming - only by the will of great chance and program code. Or they fly by, if our hero initially does not have a very high chance of hitting another orc in the eye.

Magic skills are implemented somewhat more interestingly. Initially, the game has six witchcraft schools, each of which is somehow connected with faith. “Christian” magic is predominantly associated with healing and protection - not counting, however, a special inquisitorial branch, almost entirely devoted to various methods of killing enemies. Demonic witchcraft is downright harmful, and pagan rituals are capable of solving a wide variety of problems - even opening locked doors and chests.

However, if a magician, who bears the proud title of a priest, tries to work with spells alone, he will very soon be faced with deep disappointment and quick death.


You can always look at three things: how the sand pours, how the water flows, and how the heretic, whom we ourselves sent to the fire, burns.

Firstly, we initially have very few spells. To master some new magic, you need to buy or find the appropriate scroll and “pump up” the skills of one of the magic schools to the level when learning the newly acquired spell becomes available to us. Despite the fact that both a paladin and even a thief can use magic, in practice only a priest can achieve any significant success in comprehending new methods of witchcraft. Multiclassing is not a good thing here at all: each character has a certain ceiling that does not allow the development of non-core characteristics above a certain level.

Secondly, even if we have a decent amount of spells from one of the schools, we will constantly miss. Much easier and more effective to use are special magic seals - items that contain a limited number of killing and punitive charges. You can get this joy in any store; all classes can also use seals, even at the lowest level. But these “magic canned goods” cost a lot - at least for a novice adventurer, such expenses are very noticeable.

Amen

It doesn’t hide its focus on the plot - it feels like battles and clearing dungeons are secondary here. A really tightly put together and sometimes not entirely predictable scenario would have been even more captivating if not for the demonstrative unfriendliness of the interface.

It seems that the developers wanted to convey to us a message like “if you wanted old school, get it and don’t whine.” You can immediately forget about hints and tips. You have to circle around the locations multiple times so as not to accidentally miss the entrance to the cave or, worse, the lever that you need to pull to open the desired door. “Pixel hunting” ceases to be a common thing only when we seriously upgrade our “sense system” and lights appear on the screen around various hidden traps.

Only genies hidden in magical caskets are ready to give us teleportation to the city (as, indeed, any teleportation). And genie dwellings are a scarce commodity, because a freed good genius, as a reward, can help a character destroy all enemies around or provide access to a store, which is also very important in the middle of a dungeon. Equipment breaks constantly, as if our hero is wearing not multi-kilogram armor, but foil. Potions are consumed at approximately the same speed, which, in addition to your loved one, you also have to regularly feed to allied NPCs who are part of the battle group.

There is no need to talk about graphics at all. Even taking into account the three-year delay, the game looks, to put it mildly, not so hot. The lack of normal support for wide-format monitors is a shame and disgrace. Having to play at 1024 x 768 resolution is puzzling at best. At worst, the eyes simply cannot stand it.


Townspeople are usually very worried about the fact that all sorts of misfortunes and destruction do not affect the houses of those in power. But it doesn’t even occur to them to wonder why churches and cathedrals remain inviolable!


- an example that clearly illustrates the saying “a spoon is dear to dinner.” If the developers had managed to create an RPG a little faster and managed to find publishers a little earlier, today, most likely, this project would already exist in the rank of a worthy gaming classic. However, if we take into account the nostalgia for “old-school” adventures that has recently gripped the gaming community... Perhaps it is now coming out into the “big world” just in time?

Pros: voluminous plot; detective intrigue; the ability to torture and burn suspects; old school spirit.
Minuses: unfriendly interface; ordinary combat and role-playing systems; modest graphics.

At first glance, it may seem that Graveyard Keeper is a standard “sandbox” without any plot component, in which you only need to cut up corpses and decorate graves. However, in reality there are many different characters in it, ready at any time to overwhelm the player with a variety of tasks. Some of them are quite simple, while others require several hours to complete.

This guide provides a detailed walkthrough of all the character quests in Graveyard Keeper, which sometimes look quite confusing, so it is not always clear what needs to be done in a particular mission.

Note: The division is made by characters, since in fact there is no main plot in the game. Some NPCs give only small tasks, while others have entire quest chains, so we decided to divide them among ourselves.

Dealer

Where to find: He appears near the barn located south of the tavern, according to the days of the pitchfork.

Growing vegetables

  • Task: Give the merchant 12 units of beets, carrots and cabbage.

We buy the necessary seeds from the Farmer, who can be found in the wheat field (see our map review), and then plant them in our garden. We grow the required amount of vegetables and give them to the merchant.

Search for Ik-grass

  • Assignment: Give the Ik-grass to the merchant.

You can find this herb in the swamp located to the west of our main house. First of all, we repair the destroyed bridge, spending a few boards and nails, and then we go into the swamp. Ik grass grows almost everywhere there.

Getting rid of the curse

  • Task: Cure the curse.

We head to the Witch, whose hut we can find in the swamp. We take from her a recipe for creating spices on the alchemy table. Spices can be created using a solution of life and salt. The last material is obtained during the cremation of corpses.

Trade permit

  • Task: Get a permit for trading activities.

We can buy it from the mailbox next to the church for only 50 silver coins. As soon as we bring the document, the merchant will decide to open a barn and ask us to create a joint venture with him to sell vegetables.

Increasing popularity among the company

  • Task: Increase the organization's popularity indicator to 3 units and sell 7 boxes.

To increase the popularity parameter, we make exactly 20 leaflets and organize 2 advertising campaigns at once using a workbench located in the barn.

As for boxes of vegetables, they can be produced on an assembly table located in the garden. We collect boxes with pumpkins, onions or lentils that have at least a silver star. We can sell silver quality boxes for 7.5 silver, and gold boxes for 11 silver.

Golden dinners

  • Task: Get 5 dinners with a gold star.

Dinners can be created using the kitchen table in your house. One lunch includes 3 different dishes. You can make it golden by using golden dishes. If we already have a garden with golden vegetables, then there will definitely be no problems with lunches. Otherwise, we first develop our own farm.

Charmel support

  • Task: Get support from Sharmel.

The girl will ask us to give her some jewelry. To create a decoration we will need the “Gems” technology. Thanks to her, we will be able to mine diamonds in the dungeon. Then we study “Precious Little Things” and craft the item we need.

Royal ceremony

  • Task: Help the merchant take part in the ceremony organized by the king.

We wait for the corresponding task from the bishop, and then we tell the merchant about everything. He will agree to participate in the event.

Singer Sharmel

Where to find: She appears in the local village tavern on Women's Day.


We get attention

  • Task: Prove that you are worthy of the singer's attention.

The girl will pay attention to us only after we collect 5 faith points from sermons. Otherwise, she won't even talk to us.

Counterfeit coins

  • Task: Give the counterfeit coins to the Snake.

The local star will ask us to give the counterfeit coins to the Snake, and then return back. We just find the right guy and give the “money”.

Necklace from the Snake

  • Task: Deliver Charmel the necklace that the Serpent will give you.

Let us immediately note that the Serpent will begin to discuss the necklace with us only if we complete his first two tasks. After that, he will send us to the hunchback located in the fort. This structure can be found northeast of the village.

When we arrive at the fort, we will be informed that the hunchback appears here at night and stands to the west of the entrance. We talk to the hunchback and find out that the necklace was bought by the lord’s son, but he went on the run. We return to Charmel and tell her everything we have learned. She won't be angry with us, and we can complete the quest calmly.

Search for spirits

  • Task: Get the singer perfume.

We immediately go to Horadric’s wife, who is in the tavern, and ask her a question about spirits. She will ask us to deliver a basket of food to the Witch who lives in the swamp and catch 12 baby frogs.

To catch frogs in a pond or swamp, we use a regular fishing rod. It is worth preparing butterflies or moths as bait. In addition, we can purchase 10 amphibians from the Witch.

Golden story

  • Task: Get the story with the gold star.

At this stage of the game, you probably already have stories of gold level quality. If we have not yet acquired these, then we create them using the 2nd level desk.

The Farmer's Daughter and Charmel's concert

  • Assignment: Try to persuade the Farmer to allow his daughter to attend the concert at which Charmel will perform.

First we talk with the farmer, and then we talk with the miller, who is located in the north of the wheat field. We go to the astrologer and take calculations from him (he will give them if we have 60 friendship points with him - this indicator can be achieved after completing his 5th personal task).

We repair the mill, spending 6 complex iron parts, 5 beams and 1 calculation. We talk to the farmer again. Now he will happily let his daughter go. We go to Charmel and tell her the good news.

Aristocrat Certificate

Love song

  • Assignment: Give the performer a song dedicated to love.

We talk with the poet. He will ask you to bring him a fly agaric tincture. We create the desired drink using a moonshine still, spending 3 fly agarics and 1 bottle of alcohol. We give the tincture to the poet and leave him to create.

We wait all day, and then we approach the poet’s table and see a note on it in which the creator asks us to come to the fort tonight. We go to the cliff located on the right side of the fort at night. We watch the cutscene and get the text of the composition.

Wagner's Rescue

  • Task: Help Sharmel save Wagner.

We head to the astrologer and talk to him. He will tell us to bring him a silver level book. We give him the book and come to him a week later, immediately taking with us a book with a gold star, since he will ask us for it. We wait again for a week. Next time he will ask us for an aristocrat certificate. We already purchased it earlier. We watch the cutscene and get two quest items: a protractor and a necklace.

Bishop

Where to find: It stands next to the church on the days of the Sun.

Increased cemetery rating

  • Task: Increase the rating of the cemetery to 5 skulls.

There is nothing complicated about this - we simply repair all the graves and remove all debris (bushes, branches, etc.).

Making bowls

  • Task: Give the bishop 20 bowls.

First, we discover a technology called “Clay”. After this, we build a pottery wheel and begin to create bowls. Having made the required number of items, we hand them over to the quest giver and receive as a reward a scroll giving 5 blue science points.

Repairing the cemetery and cooking fish fillets

  • Task: Increase the rating of the cemetery to 30 skulls and the church to 20 crosses. Prepare and give to the bishop 4 high quality fish fillets.

To prepare high-quality fish fillets, we need bream. You can catch this fish in a river located not far from our house.

Construction permit

  • Task: Deliver the building permit to the bishop.

It can be purchased at the mailbox located near the church for 20 silver coins. We buy the required document and bring it to the clergyman.

Note: Once we bring the permit, a new church building will be created. However, the bishop will put a big screw on us. The fact is that we will be able to open a church only when we become a real citizen, and this will require another 20 silver coins. We will no longer be able to earn money from them by preaching. Therefore, first we earn 40 coins, and only then we reconstruct the building.

Improvement of the church and cemetery

  • Task: Increase the rating of the cemetery to 200 shards, and the church to 50 crosses.

Everything here is relatively simple - we bury only high-quality bodies, place flower beds everywhere, install a good fence and decorate the interior of the church.

Golden marble statues

  • Objective: Get 3 marble statues with a gold star.

For this we need marble, which can be mined in a quarry.

Aristocrat Certificate

  • Task: Get a certificate confirming that you are an aristocrat.

We buy the required document for 12 gold coins in a mailbox located near the church.

Invitation from the Inquisitor

  • Task: Get an accepted invitation from the inquisitor.

The Inquisitor will not take part, but we can invite a merchant instead. We hold a service, reuniting two brothers as a result. As a reward we will receive quest items: a fork and a mirror.

Inquisitor

Where to find: He appears on Witch Mountain in the days of a man.


Firewood and leaflets

  • Task: Give the inquisitor 10 leaflets and 20 firewood.

It’s easy to get firewood, but you’ll have to work hard with leaflets. First, we discover a technology called “Business of Faith.” After that, we create the necessary items using the desk. We will need ink and pen and paper.

Permit for the left zone of the cemetery

  • Task: Obtain permission to use the left area of ​​the cemetery.

After completing the first task, we will immediately become a trusted person with the inquisitor, so he will allow us to manage the second part of the burial ground - we just need to have a heart-to-heart talk with him.

Silver wine

  • Quest: Craft 10 bottles of silver quality wine.

The Inquisitor will allow us to use the vineyard located on the left side of the knoll. We buy the necessary seeds from the Merchant, and then plant them on the vine bed with fertilizer.

Having obtained 30 grapes with a silver star, we begin to place them in the wine press. As a result, we will get 2 buckets of grape juice. We save the game, and then add the buckets to the wine barrel. The probability of obtaining 20 bottles of wine that are of silver quality is 50 percent. If it doesn't work out for us, then we just download the game.

Construction of a snack bar

  • Quest: Create a diner in the Witch Mountain area.

To build a trade stall we will need 20 nails, 15 beams and 5 hemp ropes. We will be able to supply the diner with 5 burgers and 10 units of gold quality beer. After creating this building, we will get rid of the guards on the mountain and free the gypsy, who we will need for one of the astrologer’s tasks.

We hold several banquets to receive a new mission from the inquisitor and learn how to extract dark organs.

Dark organs

  • Task: Get 3 dark organs.

After receiving this task, from time to time, we will find dark organs in bodies. We collect three pieces and come to the inquisitor in a week. If we choose the answer option about the skull, we will get the achievement. The quest item from the inquisitor is given after completing the Snake quest chain.

Astrologer

Where to find: He comes to the lighthouse located in the far eastern corner of the map on the day of the month.


Search for a skull

  • Task: Give the astronomer the skull.

We take the corpse from the donkey cart, put it on the cutting table and take out the skull from it. Then we take the item to the astrologer.

Diary in the basement

  • Task: Find the diary in the basement.

First of all, we go through the task with the Serpent. After gaining access to the dungeon and dying, we go to the same room in which the trap was located and find a diary on the table. We take it and take it to the astronomer.

Search for acid

  • Task: Find the acid needed to read the second part of the diary.

We can purchase acid from the Witch who lives in the swamp, or create it ourselves using a level 2 alchemy table (you will need toxicity extract, chaos solution and toxicity powder).

Search for restoration tools

  • Objective: Find the restoration tools needed to read the next part of the diary.

They can be obtained from the Snake after our friendship scale with him reaches 40 points. This can be done by completing his personal tasks.

Be sure to complete the first mission of the Snake. In this case, he will give us a pass to the city. We go to the settlement and immediately die. Then we return to the NPC and discuss the problem with him. He will agree to help us when the friendship indicator with him reaches 60 points.

The Gypsy Baron and Esmeralda

  • Assignment: Find out what information the gypsy baron has about a girl named Esmeralda.

After transferring the acid, we learn a lot of interesting information about the astronomer’s early years. We go to the gypsy baron and talk to him about this topic. He will tell us to talk with the inquisitor, who recently captured a young lady.

The Inquisitor will support us if we have 60 friendship points with him. After this, the baron will tell us that Charmel is the daughter of an astrologer. The astronomer will want to talk to his daughter, but she will not do this.

Forgiveness from Charmel

  • Objective: Convince Charmel to forgive her father.

Serpent

Where to find: First, he stands next to the closed grate. When it is open, he will head towards the entrance to the dungeon. You can find him there on the days of the devil.

Gate key

  • Task: Examine the key to open the gate.

To receive this task, we talk to the Serpent and persuade him to help us by spending 5 faith points. He will give us instructions for the key. We examine it on the research table and return the key to the Snake. We go into the dungeon and die immediately - this is how it should be according to the script.

Bloody nails and blood

  • Task: Give the Snake 5 bloody nails and a bucket of blood.

To create a bucket of scarlet liquid, we use the church workbench and spend 3 boards and 10 units of blood. We can also find it in a chest on the fifth level of the dungeon. Bloody nails are obtained on the fourth floor of the dungeon - we kill monsters with two daggers.

After completing this quest, we receive a pass to the city from the Snake. We will also be able to obtain the meat seal and continue completing the quest related to the necklace for Charmel.

Search for the Necronomicon

  • Task: Get the cursed book Necronomicon.

First of all, we head to the astrologer, who will tell us that he gave the book to the lighthouse keeper. We give the keeper 5 larvae, and he will immediately give us the book. Larvae can be obtained by obtaining compost in the garden.

Carrying out the ritual

  • Task: Help carry out an important ritual.

We build various demonic structures near the entrance to the dungeon to collect 20 pentagrams. We will need to create two buildings of each type: a crucified skeleton, a skeleton crucified on the wall, a fountain of blood, and so on.

When we complete this task, the quest giver will tell us where to get the next important items.

Damascus steel sword

  • Task: Give the Snake a sword made of Damascus steel.

We can purchase it from the hunchback standing near the fort at night for 1.5 gold coins or create it ourselves at the forge. We give it to the Snake and watch how he demonstrates its amazing properties to his followers.

We go to bed, and in the morning we come across the Snake in our house. He will say that he is now being hunted. We take the beam and head to the witch mountain. We watch the cutscene, and then we get access to the 11th level of the dungeon and below.

Golden Apple

  • Task: Give the Snake an apple with a golden star.

It can be found on the 15th level of the dungeon. In addition, the Witch sells it for a fabulous 10 gold coins.

The snake will ask you to lick the apple. We did just that, receiving 100 blue points.

Dark Heart and Ritual

  • Task: Obtain the dark heart necessary for the ritual.

This item can be found after starting the Inquisitor's quest related to the dark organs. We bring the snake a heart and watch a cute cutscene. As a reward we receive a coal and a book.

Innkeeper Horadric

Where to find: in the tavern located in the village.

Search for seal for meat

  • Quest: Give the meat seal to the innkeeper and sell the first batch of meat.

We buy the required stamp in the mailbox located near the church after becoming a citizen. It can be purchased for 50 silver coins. However, we were able to get it completely free from the Snake after completing several rather simple tasks.

We do not throw away the meat, but save it until we receive the seal. Then we wrap the meat in paper on the kitchen table and take it to the innkeeper.

Gerry Skull

Where to find: He is in the morgue, and always.


Search for a beer mug

  • Task: Give the skull a mug of foamy drink.

We can receive a mug of beer completely free of charge from the innkeeper as soon as we deliver the letter to the blacksmith.

Search for silver wine

  • Objective: Give the skull a bottle of silver quality wine.

We bring him one bottle while completing the corresponding task with the inquisitor.

Lumberjack

Where to find: Lives north of the village.

Search for an iron ax

  • Task: Give the woodcutter an iron hatchet.

We create an iron ax after discovering the appropriate technologies. As a reward we will receive recipes for pasta and lasagna.

Poet Wagner

Where to find: Sits all the time at one of the tables in the tavern located in the village.


Finding paper and ink

  • Assignment: Give the poet ink and 10 pieces of paper.

Sooner or later, we will be able to create these things in our alchemical laboratory. True, to produce ink we have to build a rather complex production chain, which will take a lot of time, and therefore we buy ordinary ink from the astrologer.

However, we don’t use them for this task - we buy more feathers and create an inkwell with a feather using a church workbench. We will need it long before it becomes possible to craft ink ourselves. As for this task, you can complete it later, since it does not bring much benefit. Let's add that to create ink you need black paint, created on the alchemy table.

Search for silver wine

  • Task: Give the poet wine with a silver quality level.

Again, we get one bottle while completing the corresponding task for the inquisitor. As a reward we will receive a silver story. By the way, we can give Wagner 6 bottles and wine at once and get 6 stories as a result.

Gypsy Baron

Where to find: Northeast of the village.


Search for fish fillets

  • Task: Give the baron 4 fish fillets with a silver quality level.

On the right side of the quarry on the river there is an excellent place for fishing. There we can easily catch silver star bream without any bait. To get there, we will first have to get rid of the rubble located to the north of the house.

Bream can also be caught on the river after crossing the bridge leading to the swamp. As a reward for this quest we will receive recipes for kebab and fish. These dishes can only be cooked over a fire.

Where to find: Near the lighthouse located in the east of the map.


Search for moths

  • Task: Give the caretaker 6 moths.

To find moths, first of all we study a technology called “Insects”. They can only be found at night when picking flowers. As a reward for this quest we will receive an ordinary fishing rod.

You can sell all the fish you catch to the lighthouse keeper, which costs a lot of money.

Dig

Where to find: He lives in a giant pot located east of the village (follow the road leading to the lighthouse).


Search for honey

  • Quest: Give Dig 5 pots of honey.

We study a technology called “Beekeeping” and begin collecting honey from trees that have beehives. As a reward, we will receive a recipe for a cake that replenishes a lot of energy.

Witch

Where to find: She lives in the swamp, located west of the destroyed bridge. She can be found in the hut.


Bringing back memory

  • Task: Help the sorceress regain her memory.

We can give the witch an elixir of healing or a cauldron. There is no point in giving her the cauldron, since the necessary potion drops already at the 1st level of the dungeon. In addition, it can be created on the alchemy table in the laboratory.

After completing this task, we will be able to start trading with the witch. You can purchase many different reagents from her, as well as seedlings of fruit trees and bushes with berries.

Growing Silver Gourd

  • Task: Grow a pumpkin in your garden that has a silver quality level.

It is not necessary to grow this vegetable ourselves, since we can purchase it from a farmer who lives in a wheat field near the village. Seeds can also be bought from him at level 2. For completing this task we will receive new recipes for soups made from vegetables.

Game: Platform: PC Genre: rpg Release date: September 5, 2012 In Russia: 2012 Developer: Wooden Dragon Publisher: Cinemax Publisher in Russia: Akella / Track It would seem that a computer game is not milk or a cutlet; time cannot. We all know and love timeless traditional standards, for the sake of which it’s not a sin to set up a “Windows 95 emulator” sometimes.

But in September of this year, a typical RPG reached the world gaming community, which cannot be called otherwise than overdue. A unique Czech version was released in 2009. She had to wait three whole years for British localization - despite the rather high ratings of computer game players who managed to touch and take communion. And considering that the team of not very recognizable enthusiasts from Wooden Dragon before that, she perfected the game for 10 years - one has to wonder: could a game, at least in theory, be worth such a “long-lasting” product?

In the name of the Father and Son

This question does not leave us when we, having chosen 1 of the 3 available characters, begin to plunge into the twists and turns of the plot. Nothing predicts a unique “filling”: the planet, as usual, was overtaken by cataclysms and divine punishment (hello, Diablo) - plague, famine, fire from heaven. In short, evil has spread its classic dark wings, and our character is called upon to save the Universe.
Robbed graves, ghosts rising from coffins and pitch darkness around the rarest islands of the closest visibility - approximately 90 percent of the dungeons in the game look like this. Dragged out of prison by a couple of unknown people, the hero sets off for the city of Hilbrandt, where not long ago a brutal murder of a certain merchant was committed. The newly minted investigator from the Holy Inquisition must find out who killed, for what and why. And along the way, identify a couple of heretics, find that the heretics summoned 1 of the 3 Fallen Angels from the depths of the underworld, follow the trail further and get involved in a mess with the Apocalypse.

In general, we see in front of us a painfully familiar blue ball, symbolizing mana, the usual isometric perspective, evoking nostalgia for Diablo numbers one and two, Divine Divinity and another "old school". Yawning, we downright shamefully evaluate the traditional triad of classes “warrior, sorcerer and thief” - and we don’t even suspect what an unexpected surprise they have prepared for us in Wooden Dragon. A surprise that will appear as soon as you enter the starting city.

And the Holy Spirit

At first, this whole story unfolds not in a rubber-fantasy world, as one might think at first, but in an alternative historical universe. In other words, the faith is completely Christian, the execution is a real execution, with interrogations, persecution of heretics and various tortures. True, in this reality, orcs, trolls, undead and harpies somehow coexist next to the frightened and dark medieval people, but they are all the essence of the creatures of Hell, sent down to people for their sins.

The heretics here are not innocent victims burned by the inquisitors just in case, but the truest saboteurs who dream of calling Satan into the world and do not hesitate to sacrifice young virgins in order to achieve what they want.

In this regard, our hero-inquisitor, whose desperate struggle with heretics sometimes leads suspects to be tortured by chance, looks not like a crazy sadist, but almost a defender of the orphans and a savior of the wretched. The developers are either naturally misogynistic, or were inspired by the “Hammer of the Witches.” It is not enough that the hero can only be a man, regardless of class, but besides, the already small female NPC population is often subjected to all sorts of extermination by various methods. Women are killed to be sacrificed, girls practice witchcraft - and die at the hands of our character. And obviously, almost every Dark Mass involves a high-born lady who wants to become Satan’s mistress.
If you have been enthusiastically torturing a defendant for two hours, even though you received all the necessary information from him a long time ago, we have bad news for you... From everything said above, one very fundamental feature of the gameplay follows - the element of a detective investigation, with which the plot is tightly connected . At first glance, side quests like “find the ring of the city holy fool, taken by thieves” or “return the village boy to the bosom of the family” turn out to be woven into the general outline of events and must be completed if, of course, we want to move a little further along the global scenario Further. Since the tramp, who received his jewel back, will at one moment remember important information, and the tomboy will turn out to be an accidental eyewitness to the truest Dark Mass.

And now, and forever...

Testimony of witnesses is an indescribably valuable thing. Based on someone’s denunciation, you can completely throw the suspect in jail and torture him on the rack for a long time, tastefully, in order to knock out a couple more fragments of information.

The evidence should not be underestimated either. A piece of fabric found not far from an open grave could lead us to the trail of a malicious heretic. By the way, the list of “special entertainment” here includes not only torture, but also executions. If the Satanist's guilt is confirmed, he can be completely burned at the stake, enjoying the very naturalistic squeal of the executed man and just not the smell of burning flesh. Beauty!

The need to investigate and identify hidden “enemies within” leads to an extraordinary increase in the amount of reading in the gameplay. All NPCs can be asked the same questions, the answers to which will differ depending not only on plot necessity, but also on the position, occupation, and disposition of the person we are interviewing. “What do you think about the decline that has befallen our kingdom? Do you suspect someone of lying? - in general, the usual set of awkward questions to which it is fundamental not to give answers that are comfortable for the interrogator. It’s the locals who don’t answer correctly. They speak vaguely and almost always very verbosely. So you will have to work with information a lot and for a long time. Many tasks are carried out without leaving the boundaries of the town at all.
The rack and the fire await the sinner in the local merciless reality. But if you think that righteous virgins have a better life, just admire this! Having left the city walls, we find ourselves in very small-sized locations. And this is where the true “Diablo-cloneness” comes into play in all its glory. We fight with countless cyclopean spiders, bats, walking corpses, orcs, bandits - the formidable spirit inherent in the setting as a whole did not stop the developers from unceremoniously populating the local lands with the most popular, annoying monsters.

Obviously, almost all locations have dungeons - quite similar in appearance, but sometimes curious in organization. For example, in the hideout of a secret pagan cult under the Colosseum, the doors to the most secret part can only be opened by guessing a huge number of riddles. The riddles are voiced by dull, albeit healthy, stone faces attached to the walls - such a defense system.

And forever and ever

You can kill opponents using 3 basic methods. Fans of conventional solutions can put their own hero into auto-attack mode with a single click on the enemy figure with a mallet on the head or with a blade. There are no special combat techniques - the usual “calling”, albeit a little automatic. Fans of long-range combat can use bows and arrows that fly to the target without any aiming - only at the will of the great version and program code. Or they fly by, unless our hero initially has a very high chance of hitting the next orc in the eye.

Magic skills are implemented in a somewhat more interesting way. Initially, there are 6 schools of witchcraft in the game, each of which is connected in one way or another with faith. “Christian” mysticism is more associated with healing and protection - not counting, in general, a special inquisitorial branch, which is actually completely devoted to various methods of killing opponents. Demonic warlocks are downright harmful, and pagan rituals are capable of solving a wide variety of problems - right up to opening locked doors and chests.

But, if a sorcerer, who bears the proud title of a priest, tries to work with spells alone, he will very soon be met with deep disappointment and imminent death.
You can always look at three things: how the sand pours, how the water flows, and how the heretic, whom we ourselves sent to the stake, burns. Firstly, we have very little charm at the beginning. In order to acquire any new magic, it is necessary to purchase or find the corresponding scroll and “pump up” the abilities of one of the magical schools to the level when the study of a newly acquired spell becomes available to us. Despite the fact that a paladin and even a thief can use a miracle, in practice only a priest can achieve any significant success in comprehending new methods of warlocking. Multiclassing is generally not a good thing here: each character has a certain ceiling that does not allow the development of non-core properties above a certain level.

Secondly, even if we have a significant amount of spells from one of the schools, we will constantly miss. Even easier and more effective to use are special magic seals - items that contain a limited number of killing and punitive charges. You can get this joy in any store; all classes can also use seals, even at the lowest level. But these “magic canned goods” cost a lot - at least for a novice adventurer, such waste is very tangible.

Amen

It doesn’t hide its plot-oriented nature - one gets the feeling that battles and clearing dungeons are secondary here. Indeed, a firmly put together and in some places not entirely predictable scenario would have been even more captivating if not for the demonstrative unfriendliness of the interface.

It seems that the developers wanted to convey to us a message like “if you wanted old school, get it and don’t whine.” You can quickly forget about hints and tips. You have to repeatedly circle around the locations so as not to accidentally miss the entrance to the cave or, worse, the lever that you need to pull in order for the appropriate door to open. “Pixel hunting” ceases to be commonplace only when we seriously upgrade our “sense” and the display lights up around various hidden traps.

Only genies hidden in magic caskets are ready to give us teleportation to the city (as, in general, any teleportation). And genie dwellings are a scarce product, because a freed good genius, as a reward, can help the character kill all the enemies around or provide access to the store, which can also be very important in the dungeon. Equipment breaks all the time, as if our hero were wearing foil rather than multi-kilogram armor. Potions are consumed at approximately the same speed, with which, in addition to your beloved, you often have to feed allied NPCs who are part of the battle group.

There is no need to talk about graphics at all. Even taking into account the 3-year delay, the game does not look so great, to put it mildly. The lack of usual support for wide-format monitors is a complete shame and disgrace. Having to play at 1024 x 768 resolution is puzzling at best. At worst, the eyes simply cannot stand it.
City dwellers are usually very concerned about the fact that all sorts of chaos and destruction do not affect the houses of those in power. But it doesn’t even occur to them to inquire why churches and cathedrals remain inviolable!*** - an example that clearly illustrates the saying “a spoon is dear to dinner.” If the developers had mastered the creation of RPGs a little more quickly and had been able to find publishers some time ago, now, most likely, this project would already exist in the rank of a worthy gaming classic. In general, if we take into account the nostalgia for “old-school” adventures that has gripped the gaming community in the near future... Maybe it’s just the right time to enter the “big world” at the moment?

Pros: big plot; detective intrigue; the ability to torture and burn suspects; old school spirit.
Minuses: unfriendly interface; simple combat and role-playing systems; moderate graphics. about the game rating system

- a very big game. Just completing the main quest can take from 40 to 60 hours, and if you take into account the secondary tasks, it becomes completely scary. On the way to the final goal, difficulties may arise, which our passage will help resolve. Just to get started, let's clarify something.

. Dragon Age: Inquisition is a non-linear game. This means that a lot depends on your decisions, as well as the gender and race of the Inquisitor. BioWare's new project has enough twists and turns that will make your story different from ours.

. We are only talking about the main quest. Yes, Inquisition has a huge number of interesting tasks, but describing each of them would take an indecent amount of time. Therefore, only missions from the “Path of the Inquisitor” group.

. Dragon Age: Inquisition cannot be "quick-run". In order to advance through the story, you need to earn influence points (Power). The fastest way to do this is to complete a few side quests. So even if you are not interested in the personal affairs of your party members and quests to collect herbs and metals, sometimes you still have to do this.

. The text below contains spoilers. We'll try to avoid unnecessary plot details, but... THE KILLER IS THE BUTLER!

The Wrath of Heaven

The prologue of Dragon Age: Inquisition is absolutely linear - even if you want to, you still won’t get lost. Follow Cassandra, carefully read the clues and fight weak opponents. There shouldn't be any problems with all this. Soon the path will lead to the elf Solas and the dwarf Varric, your new companions.

After this, you will be taught how to use the tactical pause. This mode will come in handy more than once in the future, especially at a high difficulty level, so try to master it as early as possible.

Soon you will come to a gap - a place from where demons from the Shadow penetrate into the real world. To close the gap between dimensions, you must first destroy all the enemies around. After defeating the demons, you need to touch the gap and wait a few seconds, after which it will close. As you progress through the game, you will have to close such portals quite often.

After returning to the fortress, you will be given a choice: go straight to the largest gap or take a roundabout route. In the first case, you will get to the next location faster, in the second, you will be able to save the missing soldiers.

Regardless of the path you choose, you will soon find yourself at the ruins of a huge castle. Going down to the gap, you will begin the battle with the first boss - Demon of Pride.

There shouldn’t be any particular difficulties: you will be helped not only by party members, but also by soldiers of the Inquisition. In the first phase, the boss is invulnerable - note that his health bar looks different than that of previously encountered monsters. To make a demon vulnerable, you need to use rupture. Let the boss be distracted by his allies while you press the action button next to the portal. After a couple of seconds, an explosion will occur and the demon will fall to his knees - then hit him. After some time, it will become impenetrable again - you already know how to fix this. When lesser demons start appearing on the battlefield, deal with them first and then interact with the gap.

The danger is not over / The Threat Remains

After resting after the battle, go outside. Head towards the church following the sign. Go to the command headquarters and complete the prologue of the game.

After this, you will have time to get used to the headquarters. Use it to learn blacksmithing, talk to your companions, and remember the location of key NPCs. Once finished, return to the church. From here you can go to the next location - the Hinterlands, which is in the kingdom of Ferelden. To do this, you can use the command headquarters or the world map.

There are a huge number of quests waiting in the Hinterlands - you can spend up to 12 hours here! Therefore, if you don’t want to get confused, mark your priority quests in the journal - then a special beacon will tell you where to go. If you plan to progress through the main quest (“The Inquisitor’s Path”) as soon as possible, then mark it on the quest list.

Follow the sign. Soon you will stumble upon a detachment of the Inquisition, which is fighting off the rebellious magicians and templars. They will need your help. After this, you will be invited to a large camp - the main stronghold of the Inquisition in the Hinterlands. Here you need to talk to Giselle’s mother, who will direct the heroes to a new location.

You can stay in the Hinterlands and complete quests - enough of them to earn several levels. Otherwise, return to the command headquarters and go to Val Royeaux.

Here the sign will help you again - follow the beacon. There is very little to do in this location: having reached the indicated place, watch the video, meet the templars and then head to the exit. Before heading to headquarters, the enchantress, the head of the magicians, will speak to you.

Very soon you will have to choose between templars and magicians. Two quests will be available at the command headquarters: In Hushed Whispers (“In Secret”) and Champions of The Just (“Defenders of Justice”). Selecting one of them disables the execution of the second. To convince the templars to join the Inquisition, complete Champions of The Just, or if you value the help of magicians more, complete In Hushed Whispers. In our walkthrough, we chose to support wizards, but you are free to do otherwise.

In Secret / In Hushed Whispers

Travel to the Hinterlands. Here you need to get to the city of Redcliffe, located in the north of the location. There will be another gap in front of the city gates - deal with it, and you will be allowed outside the walls. In Redcliffe, find a tavern, talk to the sorceress and proceed to the new meeting place - it’s very close.

Here you will meet Dorian, one of the potential companions. Close the gap, listen to the magician and go to the command headquarters. Here you will have to talk with advisors and finally decide who will be more useful allies - magicians or templars. This is the last chance to change your mind.

If you still plan to be friends with wizards, then return to Redcliffe using the command table. Dorian will definitely be in the party, and you can allocate the remaining two slots to other heroes.

We won't tell you what happens next - it's a spoiler. Let's just say that after the cutscenes you and Dorian will find yourself in a dungeon. As soon as control is returned to you, upgrade the magician’s abilities so that he can help you with spells in battle.

Since you are alone, proceed through the dungeon with caution. There are few enemies here, but they do decent damage. It will be easiest if you play as a “tank” warrior. It’s more difficult if you play as a melee robber. Be especially careful if you are playing as an archer or mage.

Following the markers, you will soon reach a fork. Three points will be marked on the map: two of them indicate party members who need to be released from prison, and the third will lead you to the sorceress Fiona. First of all, get to the lost allies - it will be much easier with four of you. After talking with Fiona, the next part of the task will open - follow the new marker.

To replenish your supplies of health potions, look for special storage areas (they look like boxes with different bottles). New markers will appear on the map that need to be examined. You can move freely within the location and visit targets in any order. Please note that this area has multiple levels, so some areas can only be reached using stairs.

Soon you will come across a locked door. To open it, you need to collect five pieces of red lyrium. Their locations are marked on the map. Once you've collected all five, replenish your potions and get ready for the boss fight. Alexius.

Alexius uses attack spells, puts a shield on himself and teleports around the room. In general, the battle with him is simple: let the warrior distract the boss's attention while the rest of the party deals maximum damage. When he has half his health left, Alexius will disappear, but a gap will appear in the room - you already know what to do with it. As soon as you close the gap, the boss will return to the battlefield. He will repeat the trick of disappearing at a quarter of his health.

Will burn in our hearts... / In Your Heart Shall Burn

After returning to base, you will be able to communicate with allies, receive or even complete several tasks, and so on - use this time to complete things in the Shelter (Heaven). Please note that you will not return here again.

After activating the next story mission, you will see several cutscenes. Shortly after you regain control of your character, you will meet Cole, another potential party member. He will only appear if you chose the help of magicians. Otherwise, Dorian will replace him, and you will meet Cole during the mission for the Templars. Depending on the choice of sides, the opponents also change: either magicians or templars will attack you.

In this case, the tasks will be the same. Follow the markers, destroying opponents. You will need to protect one trebuchet and capture another. After this, you will be asked to return to the Vault. Along the way, you can save several characters, which will bring additional experience. When you reach the church, watch the video and return to the battlefield.

Now you need to aim the trebuchet. In this case, the heroes will be disturbed by opponents - we advise you to first kill them all and only then take up guidance. At some point a boss will appear - a knight Denam.

First, deal with his retinue - a gang of demons. After this, order your “tank” to distract the boss: the monster has quite powerful attacks that leave no chance for the squad’s magicians. Keep vulnerable allies behind the boss to minimize damage to them. At 75, 50 and 25 percent health, Denam will remove all negative effects and establish a powerful barrier. The battle can be long, but as long as the “tank” holds the line, distracts the enemy and drinks potions, there is nothing to worry about.

After defeating Denam, a long cutscene will be shown. When you can control your hero again, follow the signs - the path is absolutely linear. Soon you will be taught how to use a new ability, and then the hero will find himself in a snowy desert during a storm. Just go forward and slightly to the right.

From the Ashes

This part of the main quest is quite short. You will be invited to walk around the new fortress, explore its main premises and communicate with allies. Some sections of Skyhold will be locked and you will be able to visit them the next time you visit the castle.

After talking with Josephine and Varrick, two main quests will open: Wicked Eyes and Wicked Hearts and Here Lies the Abyss. They can be done in any order. Before setting off for one of them, we strongly recommend talking with all your party members - you will see and learn a lot of interesting things.

Here Lies the Abyss

After talking with Varric's friend, you will gain access to a new location - Crestwood. Go to a meeting with the informant. Walk along the shore until you come across a cave - that's where you want to go.

After the conversation, your path lies to another location, Western Approach. Follow the directions of the marker. On the spot you will be shown a cut-scene, followed by a battle with a horde of demons. Due to the relatively small size of the battle arena, it will be useful to use the Mark of the Rift spell here. After finishing the battle, return to Skyhold.

From the command headquarters, go to Orlais to continue the mission. Before this, we strongly recommend that you sort out the party’s equipment and free up space in your inventory, since you will not return to Skyhold soon.

The marker will guide you through the battlefield. Soon you will receive an optional task - to help the Inquisition troops in battle. It is necessary to destroy three detachments of Gray Guardians, who are helped by demons. Completing this goal will give you access to a chest containing valuable loot.

You'll soon encounter a large group of enemies led by the Demon of Pride. Deal with the small enemies first, and then take on the mini-boss. Keep vulnerable heroes away from his electric whips. The battle is complicated by a huge dragon, which periodically rains down spells on your party. Try to spread your allies around the arena to minimize damage.

The marker will not let you get lost here. We advise you to carefully monitor the radar: its glow means that somewhere nearby there is an item needed to complete the quest Fears of the Dreamers. In the northern part of the first zone, try to find a human skeleton and go into search mode - this will initiate an additional task. The remaining four items are located in other areas of the location. It can only be completed until the end of this section of the game.

To restore your memories, kill the demons and press the action button next to their bodies. To advance in this location, you will have to repeat this trick several times. The episode as a whole is linear - move forward until you encounter the boss, Nightmare.

Get ready for an intense battle. Nightmare has a lot of health and powerful attacks. From time to time he will summon spiders, which must be quickly destroyed - otherwise they will be overwhelmed by numbers. Let the “tank” keep the boss’s attention while the others deal with his minions. As soon as there is a respite from small enemies, use your most powerful abilities on the Nightmare. At 25 percent health, the boss will summon strong demons to help - this is the best moment to use the Mark of the Rift ability. After the victory, return to Skyhold.

Wicked Eyes and Wicked Hearts

In this mission, two things are more important than ever: the composition of the party and the choice of the right lines in the dialogues. We advise you to take at least one mage with the Barrier ability into your group, since health potions will be in short supply. When communicating with the nobility, try not to say anything harsh or rude - flatter and agree. And, yes: before starting the mission, save the game in a separate slot.

The specificity of this task is that you will need to temporarily turn into a socialite. Good behavior, politeness and small favors for guests increase the Inquisitor's rating. A long absence or dubious statements lower it. When it drops to zero, you will be kicked out of the ball and the mission will fail. So don't miss the opportunity to improve your rating.

There is something to do in the location besides the main mission. You can collect figurines that give access to chests with loot, look for dirt on nobles, and much more. At the very beginning of the location, you can help the lady at the gate who has lost something. The missing item is located near the fountain - use the search mode. By returning it, you will increase your rating - this will be enough for a start.

The marker will indicate the path and the characters you need to talk to. After the official presentation there will be an opportunity to communicate with allies and study the situation. Once finished, head to the lobby and proceed to the guest rooms. Find the Hall of Heroes, go through it and exit on the west side. Follow the corridor until you reach the fountain. Here you need to climb to the second floor using the net on the wall.

Once you are out of the public eye, your rating will slowly begin to decrease, so act quickly. The marker will mark the area to be searched. When finished, go down the stairs to the library and go into search mode. Having found the evidence, return to the ball. Don't miss the opportunity to increase your ranking a little: go to the ballroom only after the second ring of the bell - the nobles are always a little late, right?

You will receive the Servant Wing Key. You can get there through the lower floor of the Hall of Heroes. At the entrance you will be joined by companions - do not forget to change their formal clothes to equipment for battles. You must have at least 10 rating points: every minute you will be deducted one point, so don’t hesitate and deal with your opponents quickly. Follow the trail of blood and corpses and you'll soon encounter the killer. After the battle and cutscene, return to the ball.

The Duchess will ask you to dance. Be as polite as possible - we advise you to always choose the rightmost answer option. After talking with the duchess, you will have the last opportunity to hand over incriminating evidence to Leliana.

Soon you will come to another rift, open in the castle courtyard. First, destroy the human enemies, and then deal with the demons. The second wave of enemies will be much stronger than the first, so get ready. After this, you will be shown several cut scenes, given one important decision to make, and then sent to battle with the final boss of the location, the same duchess.

First, get rid of her minions. Let the magicians cast a shield on their party members at the first opportunity. The boss will teleport around the arena - try not to lose sight of her. When the Duchess's health drops to 50%, she will call for assistants - deal with them as quickly as possible. Otherwise, this is a fight with no surprises.

What Pride Had Wrought

As always, go on a mission through the command headquarters. In the first part of the task, you only need to follow the markers and fight off enemy units. Soon you will reach an ancient temple.

Having reached a large locked door, you will receive a task to perform a ritual. This can be done at the statue on the lower level of the hall. You need to walk across special stoves in order to light them all. You cannot step on slabs that have already been activated. There shouldn't be any problems with the first puzzle - it's quite simple. After opening the door, proceed deeper into the temple.

After the video, you will have a choice: immediately go after the enemies or follow the traditions of the elves and perform four rituals. In the first case, you will have to fight not only with the villain’s minions, but also with the temple guards. In the second case, you will be offered four puzzles with slabs: by solving them, you will receive the support of the elves and fight the alternative boss of the location.

Having made your choice, follow the marks on the mini-map. If you have completed the rituals, you will be able to team up with the guards against the invaders. In this case, you will be given a guide who will show you the way through the location to the boss. If you decide to ignore traditions, then get ready to fight both the elves and the templars. You will need to find your way through the maze yourself - watch the radar and use the search mode.

You will soon meet the boss. Depending on the past choice it will be either Samson(if you have chosen magicians as allies), or Calperia(if you preferred the templars).

Samson only attacks in close combat. He is helped by minions, which should be disposed of immediately. When the boss starts spinning, withdraw the fighters. Scatter your allies around the battlefield so that Samson's attacks don't hit multiple heroes at once. Take advantage of the tactical pause - party members do not always choose targets successfully, especially at the beginning of the battle.

Calperia often places fire runes on the floor - you need to run away from them and take your allies away from them. She loves to teleport, is immune to stun, paralysis and fear, and also has high fire resistance. Lightning and cold are your best friends in this battle.

The Final Piece

A very short mission. Go to the altar through the command headquarters. If in the last task you allowed your companion to drink from the Well of Sorrows, then you only have to talk to someone. Otherwise, you will have a dragon boss battle.

If the “tank” diverts the monster’s attention to itself, and ranged fighters do not get under the monster’s paws and tail, the battle will take place without any problems. We recommend avoiding fire attacks because they deal very little damage to the creature. Cold, on the contrary, is very effective. You need to reduce the dragon's health to half, after which a cut-scene will begin.

Marvel at the perfection / Doom Upon All the World

It's time for the final battle. We recommend making a separate save before starting the final mission. You will be able to complete some remaining quests after this, but some content will not be available. So if you plan to study Inquisition inside and out, this is your last chance.

Take at least one mage with Barrier to the battle with Corypheus, and preferably two at once. The boss deals a lot of damage, is immune to status effects, and has a huge amount of health, so be prepared for a long fight. In the first phase, the villain will summon demons, move around the arena and attack with powerful spells. Barrier and health potions will help keep the party on their feet.

After some time, Corypheus will move to a new arena - follow him. Don't forget to replenish your potions along the way. The second phase is almost no different from the first. Except that the situation is different.

When the boss has half his health left, he will be replaced by a huge lyrium dragon. As always, let the shield warrior distract the boss while ranged heroes deal damage to him. Focus fire on the monster's paws - this will slow it down. Focus on healing and protecting heroes with melee weapons: don't skimp on potions and cast Barrier on them. Let the party spread out around the arena so that the dragon's fiery breath isn't as dangerous. Don't forget about the tactical pause.

Having finished with the dragon, switch back to Corypheus. In the final stages of the battle, he will teleport much more often. Spells will appear in his arsenal that cause damage to the entire squad. "Barrier" and healing potions will help you.

Actually, this ends the main campaign of Dragon Age: Inquisition, congratulations! One last tip: don't miss the post-credits scene!



Burkozel