Dragon age inquisition champions of the just

Champions of the Just

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Champions of the Just is triggered automatically after viewing the first major cut scene in Val Royeaux. You can head back to Haven at your leisure to continue it. It's likely you will continue this quest in-line with The Threat Remains and In Hushed Whispers.

The next step of the quest is to run a mission called from the war table. However, if you run this mission, you will permanently be unable to bring the mages into the inquisition, so you may want to hold off until you complete the first part of In Hushed Whispers so you gain access to Redcliffe Village.

After that, back in the Haven war room, you'll have a choice. Both Champions of the Lost and In Hushed Whispers will be possible missions on the war map. However, choosing either one will permanently lock out the other. When you talk to your advisors, they will weigh the pros and cons of the plan you initially choose, and you can then cancel it if you change your mind. Once you commit however, there is no going back.

If you choose Champions of the Just, you'll find yourself at the Therinfal Redoubt after a cut scene. Speak to the marked NPC, and you'll have another cut scene. You can then perform a ritual to show off how much you think of the people, the Maker, and the templars; or you can refuse and force your foot through the door, so to speak.

After another cut scene, you'll engage some enemies. They look intimidating, but they're weak. Kill them, then move through the encampment while engaging all the hostiles. It's unlikely you'll have any battles that grossly challenge you, unless you have ignored Side Quests to this point and are under-leveled.

The building you are in is linear but eventually goes to the courtyard. Follow the trail of enemies and the quest marker to find your way. The path gets a little winding, but it generally ascends, so if you can ever climb some stairs or ladders, do so to keep going up. When you reach the top, you'll find the Lord Seeker, and he'll give you a little surprise.

In the next area, simply walk forward and ignore what's happening around you. At the far end, you'll have another cut scene.

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After that, you'll need to make your way through a hallway comprised of several rooms. Some of them are trapped, and you'll need to watch the patterns of the green poison-like fluid. If you're hit, you can still use your potions, so keep your finger over that button.

At the end of the hall, you'll come to an impassible pair of those poison “fountains,” which are spewing in front of a closed door. Ignore it; look right instead, and you'll see an open door. Enter the room. The door will close behind you. Open the door again, and you'll trigger another cut scene.

Follow the new character to the aforementioned impassible fountains. Wait a moment, and the obstacle will clear. Continue forward toward the quest marker. Soon, you'll come to an intersection. The quest marker is to the left; go right instead and you'll find the new character again. Speak to him, then go toward the quest marker. In the next room, you'll see a brazier on the wall. Energize it by interacting with it, and you'll create a torch of magical fire. There are four rooms nearby that all have those braziers, though the first one doesn't count. Light them all, and a final one will appear at the intersection where you made your initial right turn. Light it, and a new path will be opened forward.

It's a linear path from there to the next quest marker. Reach it, and you'll wind up in another multi-room hallway. Don't stop following the marker. You'll encounter some enemies soon, but they're all at Level 1, so they'll die in just one or two hits. Around the time where enemies appear, the quest marker will disappear.

Right where you attack the enemies, you may notice that you're standing in an alternate version of the courtyard from before. Once again, turn into the building (it'll be to the right as you come to the courtyard), then keep ascending. Head up the stairs, both wooden and stone, as you pass through the building. Constantly ascend, and don't bother searching for loot. You may see a marker that implies a fast travel point, but you want to ignore this too. There will be no marker to show you where need to go for just this part; keep ascending, following your path from before.

When you reach the top of the stairs where you had initially encountered the Lord Seeker, you'll snap back into reality. After a cut scene, you'll start the next phase of the quest, and you'll start this in the area called the Great Hall.

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You'll be on a time limit here, though the quest tracker will keep you informed. Doors are on the walls of the Great Hall, and it doesn't matter what order you take them in. Move quickly, and ignore loot. It's likely that you'll need to rescue only two, then return to the Great Hall to reset the time. There is no immediate downside to returning to the Great Hall, so you'll have the best chance of winning if you do so. However, each time you return to the Great Hall, though the timer may reset, it actually ticks down faster, so you can't constantly keep returning.

The north exit of the Great Hall leads to the officers' quarters. There, you'll find the storage room to the lyrium just off a courtyard, but the door to the storage room requires a key owned by the Lord Seeker. The Lord Seeker's office is near the lyrium storage room as well. Enter and you'll talk with the new character from earlier. Once he leaves, you'll find the key in question on the far side of the room. Grab it, loot the lyrium from storage, then head back to the Great Hall.

Speak to Barris once you can to trigger a cut scene. The templars will then be occupied, and you must defend the Great Hall without additional backup. You'll face down a couple dozen enemies in a seemingly endless wave, though they're half your level and will easily fall. Still, that doesn't mean you're not at risk, so keep and eye on your health.

Once the templars work their magic on the barrier, you'll be able to ascend beyond the Great Hall to engage a boss.

Boss: Envy Demon

The Envy Demon attacks you by himself, but he's tricky. Like some of the terrors you fight when closing rifts, he enjoys digging underground and popping up to knock down your party. His attack radius for this is quite large, so the moment you see him dive, scatter your team and be ready with the Tactical Camera and instant pause to reorder everyone to get out of the way.

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The demon hits for moderate damage and has a lot of health, but his main weapon is his status ailments. He'll often cast area slow spells around him, so be sure your team is spread out. Don't keep your ranged attackers in once place. While any warriors must engage him close (and thus risk being slowed), your ranged attackers should be surrounding him at the edges of the courtyard. Not only will this give you flanking damage, but it will minimize the chance that the demon affects multiple party members with status ailments. This also gives a moment to organize when he dives underground.

When the demon falls to about 70% health, he'll hide and summon some low-level minions to attack you. They'll fall fast without much strategy on your part. Take them down, and the demon will reveal himself once more. Several stragglers will likely fight alongside him, and you need to prioritize the minions before attacking him. This will prevent you from being hit with flank damage, allowing you to maintain battlefield control.

The demon will change forms and appear to heal here when he returns. When he drops to about 50% of his new health bar, he'll drop the disguise, and the damage will be taken from his original health bar. All told, by the time he changes back to his original form, it's likely he'll be down to about 30% of his health.

As he drops lower in health, he'll start summoning pulsing green spikes on the battlefield. You've likely seen these before as you've closed rifts, but they are more numerous and pulse faster. Watch your feet and keep moving, especially as he starts to dive again. He will not summon any more minions, so lay into him with your strongest skills.

Once he's down, return to the Great Hall. Here you'll have to make a couple of choices which can significantly affect how the story progresses. See below for the options.

Cut scenes follow, which will also allow you to recruit Cole if you want. Once the meeting with your war council concludes, this quest and In Hushed Whispers will resolve in tandem. You will then automatically trigger the next major story quest, In Your Heart Shall Burn.

Following the cutscene the player can choose to either...

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Up Next: In Hushed Whispers

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Dragon age inquisition champions of the just

Dragon age inquisition champions of the just

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Can you do both champions of the just and in hushed whispers?

Both Champions of the Lost and In Hushed Whispers will be possible missions on the war map. However, choosing either one will permanently lock out the other.

Who should I bring to hushed whispers?

In Hushed Whispers No companion really stands out for this quest—they all have things to say. Though it might be worth noting that your conversation with Blackwall is the longest out of all of them. If you want gloom, Cassandra, Vivienne, Blackwall, and Solas can provide that.

How do you get Templar specialization in Dragon Age: Inquisition?

Additionally, it can be obtained from the repeatable war table operation Emerald Graves Resources with Josephine or Leliana. Craft the philter using any requisition table and return to Ser to complete the quest and learn the Templar specialization.

What happens to the mages if you side with the Templars?

7 Templars: Save Ser Delrin Barris He's a lot like Cullen in some ways, the Inquisition version at least. So, he's a cool character. However, if the player chooses Mages, then he will die. The only way to save him is to choose the Templars.