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|name = [[Keeping the Darkspawn Down]]
 
|name = [[Keeping the Darkspawn Down]]
 
|icon = Quest icon DAI.png
 
|icon = Quest icon DAI.png
|image = placeholder
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|image = Keeping the Darkspawn Down Quest image DAI.png
 
|px = 270x360px
 
|px = 270x360px
 
|previous = [[Reports of Darkspawn Activity]]
 
|previous = [[Reports of Darkspawn Activity]]
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'''Keeping the Darkspawn Down''' is a [[Side quests (Inquisition)|side quest]] in ''[[Dragon Age: Inquisition]]''.
 
'''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 the [[war table]] operation [[Reports of Darkspawn Activity]].
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The quest is given after completing the [[war table]] operation [[Reports of Darkspawn Activity]].
   
 
== Walkthrough ==
 
== Walkthrough ==
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Proceed to the [[Storm Coast]].
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 gains. There are four caves in total to close, to halt the darkspawn activity.
 
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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 ==
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== Approval ==
 
== Approval ==
* {{Approval3|Blackwall Slightly Approves}} upon approaching each of the four tunnel entrances.
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* {{Approval3|Blackwall slightly approves}} upon approaching each of the four tunnel entrances.
* {{Approval3|Blackwall Slightly Approves}} whenever a group of darkspawn is killed if he is in the active party. This applies when you are in the Storm Coast even if you don't have this quest. There are little groups of darkspawn throughout the area.
 
   
 
== Notes ==
 
== Notes ==
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* At some locations the groups of darkspawn respawn, though without the hurlock alpha. <!-- Waterfall Cave! -->
* Extra approval from Blackwall can be gained in the Waterfall Cave (the most southern quest mark, up Long River). Whenever you kill darkspawn '''without''' sealing the tunnel and move far enough away from tunnel entrance a few darkspawn will respawn. Head to the back of the cave and return to the original location to kill them repeatedly for extra approval.
 
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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.
* Unrelated to this quest, {{Approval3|Blackwall Slightly Approves}} also if you find and close a tunnel entrance in the lower section of [[Valammar]], in the [[Hinterlands]].
 
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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]].
* The quest marker for the northernmost cave is somewhat deceptive as the cave entrance and energize point are both further north than the marker which is out on the beach.
 
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* If you complete the quest section in [[Valammar]] and return to the marker point, there will be another [[Hurlock alpha]] and the Inquisitor will still comment about closing off the tunnel even though it is already closed.
 
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== Bugs ==
 
* 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:Storm Coast side quests]]
 
[[Category:Storm Coast side quests]]

Revision as of 00:30, 15 May 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

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

Walkthrough

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

  • 512 XP
  • 200 Influence
  • 2 Power

Approval

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

Notes

  • 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

  • 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.