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<onlyinclude>{{QuestTransformer
 
<onlyinclude>{{QuestTransformer
 
|style = {{{style|}}}
 
|style = {{{style|}}}
 
|name = [[Keeping the Darkspawn Down]]
 
|name = [[Keeping the Darkspawn Down]]
 
|icon = Quest icon DAI.png
 
|icon = Quest icon DAI.png
|image =
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|image = Keeping the Darkspawn Down Quest image DAI.png
 
|px = 270x360px
 
|px = 270x360px
|location = [[The Storm Coast]]
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|previous = [[Reports of Darkspawn Activity]]
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|location = [[Storm Coast]]
 
|appearances = [[Dragon Age: Inquisition]]
 
|appearances = [[Dragon Age: Inquisition]]
 
}}</onlyinclude>
 
}}</onlyinclude>
   
'''Keeping the Darkspawn Down''' is a [[Sidequests|sidequest]] in the [[Storm Coast]].
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'''Keeping the Darkspawn Down''' is a [[Side quests (Inquisition)|side quest]] in ''[[Dragon Age: Inquisition]]''.
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{{Blockquote|A surprising number of [[darkspawn]] are surfacing on the [[Storm Coast]] and it's up to the [[Inquisition]] to put them down. They appear to be surfacing through tunnels. If these tunnels are sealed, it should keep the darkspawn [[Deep Roads|underground]] where they belong.}}
   
 
== Acquisition ==
 
== Acquisition ==
The quest is started by completing a war table operation called Reports of Darkspawn Activity.
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The quest is given after completing the [[war table]] operation [[Reports of Darkspawn Activity]].
   
 
== Walkthrough ==
 
== Walkthrough ==
Proceed to the Storm Coast with a mage, unless you are a mage yourself; it's also best to bring along Blackwall for some easy approval for each tunnel you block off. There are 4 caves in total to close, to halt the darkspawn activity.
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Proceed to the [[Storm Coast]].
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A [[Mage (Inquisition)|mage]] is needed to ''energize'' the debris and seal the four tunnels again, which can be found
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* in the northernmost cave in [[Storm's Solitude]],
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* in the cave beneath the [[astrarium]] in the [[Great Cove]],
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* a few steps west to the mouth of the [[Long River]], and at its end,
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* in the [[Waterfall Cave]], with a [[Rift at the Falls|rift]] further south.
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It makes sense to bring [[Blackwall]] along, because he not only {{Approval3|slightly approves}} every time the party's nearing such a tunnel, but also for the small groups of [[darkspawn]] guarding them, each led by a [[hurlock alpha]] [[Codex entry: Bruiser|bruiser]].
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As three of these tunnels are found inside caves and one at a good hunting ground, the common [[Storm Coast#Enemies|Storm Coast creatures]], like [[giant spider]]s and [[bear]]s, might unintentionally assist the [[Inquisition]] in removing these threats – or complicate the matter, if [[the Inquisitor]] rushes in too quickly.
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Considering the cold and electricity vulnerability of the [[deepstalker]]s, but the electricity resistance of the spiders to be met, might help in choosing the mage for the party. The darkspawn don't respond to elemental damage in a specific way.
   
 
== Reward ==
 
== Reward ==
* 521 XP
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* 512 XP
* 200 influence
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* 200 Influence
* 2 power
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* 2 Power
   
 
== Approval ==
 
== Approval ==
* 4 slight approvals for Blackwall upon approaching each tunnel entrance as there are 4 tunnels to seal.
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* {{Approval3|Blackwall slightly approves}} upon approaching each of the four tunnel entrances.
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== Notes ==
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* At some locations the groups of darkspawn respawn, though without the hurlock alpha. <!-- Waterfall Cave! -->
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* If the [[Fade rift]] in the Waterfall Cave shall be closed on the same trip: there's a [[despair demon]] waiting, with cold resistance but fire vulnerability; however, [[Solas]] would {{Approval3|slightly approve}} upon finding the [[Elven artifact (Inquisition)|elven artifact]] close to that rift.
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* The Waterfall Cave is also home of an [[ocularum]] and three shards, a [[Landmarks on the Coast|landmark]] and a [[veilfire]] glyph for the [[Lightning Rune Schematic]].
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== Bugs ==
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* The quest marker for the tunnel in the northernmost cave is placed too far south on the map. Nevertheless the ''energize'' point can be found inside the cave.
 
[[Category:Dragon Age: Inquisition side quests]]
 
[[Category:Dragon Age: Inquisition side quests]]
[[Category:The Storm Coast side quests]]
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[[Category:Storm Coast side quests]]

Latest revision as of 00:30, May 15, 2019


Keeping the Darkspawn Down is a side quest in Dragon Age: Inquisition.

A surprising number of darkspawn are surfacing on the Storm Coast and it's up to the Inquisition to put them down. They appear to be surfacing through tunnels. If these tunnels are sealed, it should keep the darkspawn underground where they belong.

Acquisition Edit

The quest is given after completing the war table operation Reports of Darkspawn Activity.

Walkthrough Edit

Proceed to the Storm Coast.

A mage is needed to energize the debris and seal the four tunnels again, which can be found

It makes sense to bring Blackwall along, because he not only DAIApproval slightly approves every time the party's nearing such a tunnel, but also for the small groups of darkspawn guarding them, each led by a hurlock alpha bruiser.

As three of these tunnels are found inside caves and one at a good hunting ground, the common Storm Coast creatures, like giant spiders and bears, might unintentionally assist the Inquisition in removing these threats – or complicate the matter, if the Inquisitor rushes in too quickly.

Considering the cold and electricity vulnerability of the deepstalkers, but the electricity resistance of the spiders to be met, might help in choosing the mage for the party. The darkspawn don't respond to elemental damage in a specific way.

Reward Edit

  • 512 XP
  • 200 Influence
  • 2 Power

Approval Edit

  • DAIApproval Blackwall slightly approves upon approaching each of the four tunnel entrances.

Notes Edit

  • At some locations the groups of darkspawn respawn, though without the hurlock alpha.
  • If the Fade rift in the Waterfall Cave shall be closed on the same trip: there's a despair demon waiting, with cold resistance but fire vulnerability; however, Solas would DAIApproval slightly approve upon finding the elven artifact close to that rift.
  • The Waterfall Cave is also home of an ocularum and three shards, a landmark and a veilfire glyph for the Lightning Rune Schematic.

Bugs Edit

  • The quest marker for the tunnel in the northernmost cave is placed too far south on the map. Nevertheless the energize point can be found inside the cave.
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