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Dragon Age Inquisition eGuide
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Contents

  • Bestiary
    • Introduction
    • Wildlife
    • Common Foes
    • Demons
    • Red Templars
    • Undead
    • Darkspawn
  • Introduction
    • Foreword
    • Timeline of the World
  • Crafting
    • Introduction
    • Crafting Weapons and Armor
    • Potion Craft
    • Crafting Materials
  • Exploration
    • Introduction
    • Side Quests
    • Agents
    • Collections
    • Haven
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Requisitions
      • Party Members
      • Side Quests (Recommended Level 1-4)
    • The Hinterlands
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Party Members
      • Agents
      • Side Quests (Recommended Level 4-7, 8-11, and 12+)
    • Val Royeaux
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Party Members
      • Agents
      • Side Quests (Recommended Level 4-6)
    • The Fallow Mire
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 8-10 and 12-15)
    • The Storm Coast
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Requisitions
      • Party Members
      • Agents
      • Side Quests (Recommended Level 7-11 and 13-15+)
    • Forbidden Oasis
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Requisitions
      • Side Quests (Recommended Level 8-12, 5-15, and 18-20)
    • Skyhold
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Agents
      • Side Quests (Recommended Level 10-12)
      • Specializations
      • Skyhold Customization
    • Crestwood
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-12 and 13+)
    • The Western Approach
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-13 and 14+)
    • The Exalted Plains
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-13 and 13-16)
    • Emerald Graves
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 14-16 and 16-20)
    • Emprise du Lion
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 16-19 and 19-22)
    • The Hissing Wastes
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Side Quests (Recommended Level 19-23)
    • The Arbor Wilds
      • Introduction
      • Locale Map
      • The Temple of Mythal
    • Inner Circle Quests
      • Inner Circle Quests
  • Behind the Scenes at BioWare
    • Behind the Scenes at BioWare
    • Dragon Age: Dawn of the Seeker
    • Inquisitors Edition for Dragon Age: Inquisition
  • Jaws of Hakkon DLC
    • Frostback Basin
    • Locale Map
    • Astrarium Solutions
    • Fade Rifts
    • Merchants
    • Agents
    • Side Quests (Recommended Level 20-24, 24+)
  • The Inquisitors Path
    • The Inquisitors Path
    • The Wrath of Heaven
      • Frostback Mountains
    • The Threat Remains
      • Haven 1
      • The Hinterlands 1
      • Haven 2
      • Val Royeaux
      • Haven 3
      • The Hinterlands 2
    • In Hushed Whispers
      • The Hinterlands
      • Haven 1
      • Redcliffe Castle
      • Haven 2
    • Champions of the Just
      • Haven
      • Therinfal Redoubt
      • Haven/New Recruit: Cole
    • In Your Heart Shall Burn
      • Haven
    • From the Ashes
      • Skyhold
    • Here Lies the Abyss
      • Skyhold 1
      • Crestwood
      • Skyhold 2
      • The Western Approach
      • Skyhold 3
      • Adamant 1
      • The Fade
      • Adamant 2
    • Wicked Eyes and Wicked Hearts
      • Skyhold
      • Halamshiral: The Winter Palace
    • What Pride Had Wrought
      • Skyhold
      • The Arbor Wilds
    • The Final Piece
      • Skyhold
      • Altar of Mythal
    • Doom Upon All the World
      • Skyhold 1
      • Temple of Sacred Ashes
      • Skyhold 2
      • Epilogue
  • Multiplayer
    • Introduction
    • Introduction to Multiplayer: What Is different?
    • The Character Classes
    • Warriors
    • Mages
    • Rogues
    • Preparing for Battle
    • To the Field
    • The Operations
    • Combat Tips
  • Videos
    • Class Combo Example
    • Dead Hand Dungeon
    • Dragons
    • Treasure Maps
  • Compendium
    • War Table Operations
    • Character Race Operations
    • Inquisitors Path Operations
    • General Operations
    • Inner Circle Operations
    • Miscellaneous Operations
    • Achievements and Trophies
  • Getting Started
    • Introduction
    • Dragon Age Keep
    • Character Generation
    • Conversation Hub
    • Hero Menu
    • Combat Primer
    • Mounts
    • Beginner Tips
  • Classes and Abilities
    • Rogue
    • Warrior
    • Mage
    • Specialization Quests
    • Advanced Combat Tactics
    • Class Builds: Our Favorites
  • Party Members
    • Introduction
    • Varric Tethras
    • Cassandra Pentaghast
    • Solas
    • Vivienne
    • Sera
    • Blackwall
    • The Iron Bull
    • Dorian
    • Cole
  • The War Council
    • Introduction
    • Advisors
    • The War Table
    • Inquisition Rank
    • Agents

Dragon Age Inquisition Guide › The Inquisitors Path › The Threat Remains

The Hinterlands 1

When you’ve completed all the side quests in Haven, travel to the Hinterlands using the quest map. Upon arrival, the Inquisition scout, Harding, greets you and your party while filling you in on the current situation in the Hinterlands. The conflict between the templars and rebel mages has spread to the Crossroads, where Mother Giselle is tending to the refugees—Harding suggests getting there soon. Corporal Vale and his soldiers are defending the area, but they won’t hold out for long.

Inquisition Camps

After you perform a scouting operation on the war table, an Inquisition camp is automatically established, serving as your entry point into the locale. At camps you can rest, fill requisitions, equip potions, and change companions. Camps also serve as fast travel points. Establish more camps throughout the Hinterlands and other locales. One power is rewarded for each new camp you establish—this is by far the easiest method to gain power. Camps can only be established at predetermined locations. View the quest map to see these campsites—you can establish five additional camps in the Hinterlands.

Note

Speak to the lead scout at the Inquisition camp to unlock a requisition quest. Requisition quests are available in every locale, each requiring you to collect a set number of raw materials. The requisition quest you get in each locale is randomized. So there’s a chance you may get the same quest more than once. For more information on the requisition quests available in each locale, reference the Exploration chapter.

Secure the Crossroads

Lead your party to the Crossroads, moving along the trail to the north. As you approach the Crossroads, Corporal Vale and his Inquisition soldiers are under attack by a group of three templar knights. Immediately engage the tactical camera and take a moment to plan your attack. Templar knights perform similar to shades, relying solely on melee attacks to dish out damage. But unlike shades, they have the ability to block incoming melee attacks. Use Cassandra’s Challenge to taunt them, then attack from a distance with Solas and Varric.

After you defeat the templars, rebel mages approach from the east. The group consists of two sellswords and two rebel spellbinders. Target and eliminate the charging sellswords first, using Cassandra to taunt them. The rebel spellbinders are a bit more dangerous, casting spells from a distance. These enemies are vulnerable to cold-based attacks but resistant to fire. Therefore, focus on using cold-based attacks to inflict bonus damage. Also, watch out for the fiery circular glyphs the rebel spellbinders cast on the ground. Think of these fiery glyphs as landmines—if any friendly character steps on one, the glyph explodes and deals heavy fire damage. Rebel spellbinders also have the ability to teleport in an effort to avoid incoming melee attacks. Your party members with ranged attacks have the best chance of taking these guys down.

Caution

Beware of flames during the fight at the Crossroads. Walking through or standing in flames will cause your party members to take damage.

The third and final wave consists of three templar knights and one templar defender. Focus on the templar knights first, picking them off one by one. The templar defender is the most durable enemy you’ve faced yet. Equipped with a massive shield, the templar defender can block all frontal attacks. You need to find a way to flank him. Try to draw his attention with Cassandra’s Challenge, initiating it while she’s standing behind him—otherwise it will be blocked. Once Cassandra has taunted the templar defender, position the rest of your party so they can strike him from the back or sides, preferably forming a circular formation around him. While Cassandra’s attacks may cause no damage, any hits from the side or rear get through and inflict damage. Occasionally the templar defender will charge forward, knocking down anyone in his path. Don’t let these aggressive displays deter you. Keep taunting him and repositioning your party as necessary so they can score flanking strikes. Knockdown attacks are particularly effective, as the templar knight cannot deploy his shield while on the ground—hammer away at him from all angles as he struggles to get back on his feet.

Tip

If you’re playing as a mage or rogue archer, consider equipping Varric with a pair of daggers in an attempt to better balance your party—daggers can either be found as loot or purchased from a merchant. Giving Varric daggers allows him to charge forward with Cassandra and perform melee attacks while you and Solas hang back and cast spells or fire arrows. If Cassandra is the only melee member of your party, battles like the one at the Crossroads can be a bit more challenging than they need to be.

Mother Giselle

After defeating the templars and rebel mages at the Crossroads, your character strikes up a conversation with Mother Giselle. Despite her position as a Chantry cleric, Mother Giselle does not agree with the Chantry’s denouncement of you. She suggests seeking an audience with the remaining clerics and convincing them that you’re not a threat. In the meantime, Mother Giselle will go to Haven and supply Leliana with the names of Chantry clerics who will agree to meet with you.

Landmarks

After speaking to Mother Giselle, claim the landmark (Saga of Tyrdda Bright-Axe, Avvar-Mother) nearby by planting an Inquisition banner. There are 17 landmarks in the Hinterlands. Each landmark unlocks a codex entry, providing more information on each area. Claiming all landmarks in a locale gives the Inquisition power.

Corporal Vale

Next, seek out Corporal Vale—his position is marked on the compass and quest map. Corporal Vale is overseeing the Inquisition’s efforts in the Hinterlands. He’s grateful for your assistance at the Crossroads, but there’s more work to be done. The templars and rebel mages aren’t the only threat. Bandits have blocked the nearby road, making it difficult to deliver aid to the refugees.

Gaining Power

In an effort to stabilize the Hinterlands, you must acquire power and expand the reach of the Inquisition. A total of four power must be earned before you can address the chantry in Val Royeaux. How you gain power is entirely up to you. Establishing camps is the easiest way to gain power, earning you one power for each camp. There are also Fade rifts scattered throughout the Hinterlands—closing each rift earns you power. You can also complete quests to gain power. Once you’ve acquired at least four power, return to Haven.

Recommended Quests
Quest/Activity Locale Power
Requisition for Weapons Haven 1
Rifts on the Outskirts The Hinterlands 2
Establish Upper Lake Camp The Hinterlands 1

Note

For details on completing each quest in the Hinterlands, reference the Exploration chapter.

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