Passage of dragon age inquisition sand and ruins. Boat trip to the island of Gramvousa (Crete, Greece)

In the seventh task of the second act, we will have to find the blood of Zoltun Kull, since one head is clearly not enough to revive the Horadrim.

This time we receive the task from Zoltun Kull himself, this wizard can now quite successfully communicate with us in the form of a spirit, because in the task of the traitor Horadrim we found his head in the endless sands of Caldeum. But the Horadrim is not only difficult to kill, but also very problematic to bring back to life, so we go on a campaign for his blood.

We need to find the entrance to the ancient drain in this location, this is the old part of the city's sewerage.







We will actually explore the oasis, relying on our own luck and knowledge of the features of the game Diablo 3, where often the necessary quest locations are located in some way across the isthmus. One way or another, but we approach the large gate that hides an ancient drain. Zoltun Kull himself will help open this castle.

It is necessary to tell a little more about the current sewer system, although nothing is complicated and this time the passage of this computer game does not offer. The passage we need is flooded, so in order to continue the path, it will be necessary to eliminate the cause of the flood. To do this, it will be necessary to close the valves in the western and eastern wings of the system.

Along the way, we will meet a projection of our beloved Emperor Hakkan II on the site, who will again help with good advice and tell a couple of legends about Belial. Allegedly, the boy managed to get to the bottom of the guise under which the lord of lies is now hiding. Although this has nothing to do with the current task, the second act of Diablo 3 will not end at this meeting.

We start from the western channel, although, of course, there is no difference. You can go through diablo 3 in any order here, you can start from the eastern channel, there will be no difference, because the sewer branches are symmetrical in their functions.

After a small cleaning of the site, we pass, respectively, to the western flow regulator.

We pull the lever, a cross appears near the task point, and part of the waterfall is blocked, although it is still impossible to go through the flooded passage in the center, you still need to deal with the eastern stream.



We repeat our trip this time in the eastern channel, looking intently and carefully for the eastern flow regulator.



And here it is, also activate the lever ..

We return to the ancient drain.

Despite the fact that you already want to set off, you need to listen to the parting words of Zoltun Kull. By the way, this character is quite a good conversationalist, it is a pity that the hero in Diablo III does not have even a shadow of freedom of choice, otherwise it would be interesting to stand on the gray side of the Nephalems.

We descend into the flooded passage.

And almost immediately we come across a barrel that can talk. Naturally, the monsters in the game are the usual environment, so I don’t dwell on their destruction in detail. But in the barrel sits our future jeweler and a funny old man all rolled into one.

We get acquainted with Shen the Miser, he will soon join our caravan, although for this we will have to complete one of his tasks.





We need to find the crucible that Shen the Miser is looking for. Naturally, there will be many enemies along the way, and at the end of the path, the thief Gavin awaits us, who stole this jeweler's tool. But the crucible was not simple, but cursed, so the unfortunate thief turned into a ghoul and must be destroyed. We get not only a crucible, but also a jeweler in the team. Shen will be able to improve stones for us, extract them from objects, in general, it will be very useful in the team.

Now in the bowels of the aqueducts we need to find ancient way, this location will be somewhat reminiscent of the Dalgur oasis. Next, you will need to reach the endless sands and find two artifacts there.

We need to find not just the blood of Zoltun Kull, but two whole vials of this liquid. Naturally, these items are hidden in different catacombs: the traitor's cave and the mercenary's tomb. By the way, in the same way, we opened the way to the flooded temple of the Nephalem in the first act, which we have already successfully completed. So we walk along the endless night sands and try to find the right entrances. Meanwhile, the task of blood in the sands is already starting to get boring.

I met the tomb of the mercenary earlier, without thinking twice we go into the cave, or rather the tomb.





We are waiting for the cleaning of this small location almost completely, for which we will be rewarded with a vial of red liquid, which is the blood of a traitor Horadrim. There are no special difficulties during the passage of diablo 3 at all, although mortal heroes need to avoid mistakes and inattention.

And again in the desert, and again on the road. We continue to explore the yellow space in a twilight that will never end. Perhaps this is the real night. Remember, in diablo 2 they also stole the sun in the second act, as in all known children's work.

The traitor's cave has been found, but the signature "level 1" does not inspire optimism. After all, this clearly indicates that there will be several levels, and our goal will be at the very bottom of the pyramid. But there is still nothing to do, so, gritting our hearts, we descend into the traitor's cave.



We clean the first level, our local goal is to find a way out to the second level as quickly as possible. If you are already tired of going through this quest, and the strength of the character allows, then you can not destroy all the enemies, but collect them in groups. The main thing here is not to overdo it and not get into an environment with a sad outcome.



Actually, we repeat everything on the second level of the traitor's caves, only now we are looking for Kull's own blood, and not the exit to the third level.

The coveted vial with a cloudy liquid is in our hands, which means that the “blood and sand” task has been completed. Immediately we will receive a new quest about the black soul stone, its passage is also available on the website www .. The same story ends, ends with the happy laughter of Zoltun Kull.

The very idea of ​​collecting the Horadrim in parts is not new, but Zoltun Kull himself diversifies the gameplay a little, first of all, with an original and true outlook on life. After all, angels are little better than demons for the people of Sanctuary, so Cull's position is clear. But the fact of the matter is that our nephalem does not have the right to vote, we can only follow the intent of the developers.

Description of the location, as well as maps of the area with astrariums, eyepieces, fragments of mosaics and much more can be viewed on the corresponding page:

You can get to the location after completing the task "Suppress Venatori activity in the west" at the headquarters for 20 influence points.

Fairel's Tomb

So, we need to collect five parts of the key. We focus on the caves, painted blue on the map above.

Near the camp "Four pillars". It is necessary to light on the columns with fragments of the text four lamps with curtain fire in a certain sequence. Standing facing the entrance to the tomb - far left, near right, near left, far right. Inside we find a fragment of the mosaic, in the chest part of the key.

Grave in the Canyon with a merchant. We light the lamps in the order that corresponds to the meaning of the story carved on the columns (which is written: near left, near right, far right, far left). We take part of the key from the chest.

On the Burial grounds we light the lamps according to the same principle, standing facing the tomb, left, then a little back, then right, then closer to the tomb. Inside we find a fragment of the mosaic, in the chest part of the key.

At the Nest of the Sun, the main entrance is littered, we go up the road to the left of the entrance. There will be a descent. Inside is part of a gnome diary. Before descending lower on the wall, we draw a rune. Further down. Don't miss the mosaic piece in the room with the elven artifact (strengthening the veil). We go to the tomb (far right, near left, near right, far left). Inside we find a fragment of the mosaic, in the chest part of the key.

The fifth tomb at the Orlesian colossus near the upper camp. We light the lamps: far left, near right, far right, near left. Inside we find a fragment of the mosaic, in the chest part of the key.

Fairel's tomb itself is located in the east of the map. There is also a dragon's lair, while he sleeps, you can go around it. Pick up the drawing of the rune and this mission is over.

Sand and ruins

We search the Venatori camps indicated by the markers. We focus on the green dots on the map above. After clearing the camp with the leader, we take a letter from the table to the masters, in which they talk about some dwarf drawings that they are looking for in the dwarf tomb (quest Fairel's Tomb).


DESERT RUINS this is a new combat location, which was introduced by the developers in March 2018. This location has considerable utility, for any level of players, thanks to the rewards that allow you to pump the skills of the heroes faster. Of course, the rewards themselves and their size depend on the depth of the passage of the desert ruins, as well as on the strength of your account. This is exactly what we will talk about in today's article.

Desert ruins are in the Battle tab:


After clicking the icon, the Desert Ruins interface opens


Let's take a closer look at this interface:
  1. Location Help Desert Ruins
  2. Desert Ruins Rewards
  3. Passage of the Desert Ruins with the help of a team of friends or guildmates and with a random team
  4. Team creation button

1. Help on the Desert Ruins location

When you press "?" the following help will appear:


RULES
1. Choose 10 different Heroes and 1 spell. Conquer the Desert Ruins with your comrades.
2. Each round has 5 levels. Each level has a fixed number of enemies and buildings in 3 random locations. Plan an attack with your teammates to destroy enemies and buildings before time runs out.
3. Desert ruins are available all day without any limit.

AWARDS
1. After each round, you will receive chests: an elite chest (up to 5 times a day) or a regular chest. If the daily limit of elite chests is reached, you will only receive regular chests. Complete more levels in each round to get better rewards.
2. Elite chests contain 6 cards. Flip cards for a chance to win Hero Shards and Stones of Destiny. The limit for receiving elite chests is reset daily at 00:00 server time.
3. Normal chests contain Tomes of different levels. There is no daily limit for regular chests. 4. Rewards in the form of items arrive in the game mailbox. Other rewards are credited immediately to the account.

2. Rewards in Desert Ruins

AWARDS INELITE CHESTS LOCATIONS DESERT RUINS

AWARDS IN REGULAR CHESTS LOCATIONS DESERT RUINS

AWARDS AND THEIR NUMBER IN DESERT RUINS LOCATION

(DEPENDING ON THE STRENGTH AND LEVEL OF THE DESERT RUINS DUNGEON)







3. Buttons for passing the Desert Ruins with the help of a team of friends or guildmates and with a random team

If you want to go through the Desert Ruins with friends or guild members, you select the appropriate icon


and enter the next menu


Where, after creating a team, selecting a specific friend or guild member (the "Invite" button), you send an invitation, and as soon as your friend or guild member accepts it, you press the "start" button (it will become active).

If you don't have friends or a guild, or for some other reason, you can complete Desert Ruins with a random team. You just need to click the corresponding icon and the corresponding command will be automatically selected for you.



If you do not like the selected team, you can always press the back button

4. Team creation button

Before starting a battle in the Desert Ruins, you need to create a team, for this we press the "Create Team" button

Then you get to the interface for creating a team

Also, don't forget to choose a spell for the desert ruins, as the outcome of the battle depends on it (by default, you will always have the "Renew" magic)


SPELLS FOR DESERT RUINS

1. Update

2. Awakening


Computer game in the RPG genre, the third part of the series dragon age, was developed by the Canadian company BioWare. The publisher is Electronic Arts, the release took place on November 18, 2014 for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One platforms. After the events of the first part of the world Thedas plunges into the abyss of internecine wars and political intrigues. In addition, unusual rifts open up in different parts of the world, allowing demons to enter Thedas. The protagonist receives a mark and after closing several faults in Temple of Sacred Ashes receives the leadership of the Inquisition to eradicate the resulting chaos.

Whistling wastelands

At this location, the Inquisitor needs to find out the reason for being in the Venatori deserts (Task Sand and Ruins) and then find and examine the abandoned tombs and the tomb.

Breaks near the bay

Inquisition scouts have noticed an active gap in the area of ​​​​the camp in the bay, which the Herald must eliminate.


Sand and ruins

Venatori discovered in the Whistling Wastes. The Inquisitor needs to search two hostile camps (near the canyon and north of the cove) to find out why Venatori is in the area. It is necessary to pay attention to documentation, which will be located in hostile camps (cards are needed to complete the Fairel's Tomb quest).


After receiving the information, the protagonist must go to the north of the Wastes to explore the place that the Venatori call watchtower. Climbing up mountain range and we capture the next camp, also the main character receives information about the tomb near the statue and the Venatori camp in the east in the mountains.


During the study of the last camp, the Inquisitor discovers a letter for the masters of Venatori (after clearing the area and reading the letter, the task will be completed).


Breaks: canyons

After creating a camp in the canyon, the main character will have to close the active gaps in the Veil.


Breaks: Sand Cliffs

After establishing a camp in the Sand Cliffs (Quest Sand and ruins, a camp site will be discovered during a survey of the Venatori base in the east), the Herald will have to close the gaps in the area.


bone fields

In Camp Venatori in the west of the Whistling Wastes, you can find a letter containing information about a missing patrol in the Bonefields. In the designated area, we find an abandoned wagon, clean up the area and complete the task.


Breaks: Nest of the Sun

After establishing a camp on Mount Sun's Eyrie, the Inquisitor needs to close active rifts in the Veil.


Fairel's Tomb

The main characters will have to find the abandoned tombs, which maps from the camps of the Red Templars will allow to find (there are only 5 graves). In order to gain access to the tomb, the Inquisitor must activate braziers with curtain fire, in case of choosing an incorrect sequence, the main characters are attacked by demons (below are given with quotes from the tablets in the required sequence).


In the grave next to the camp on the Sandy Cliffs (at 4 stobles), the order of activation of the curtain fire is as follows: 1 - "This is the story of Fairel ...", 2 - "which is contrary to the will of the father ...", 3 - "For with the halls were built with pride...", 4 - "And with sorrow the halls were built...". Further, the Herald enters the tomb and receives part of the key to the Tomb of Fairel.


The order of activation of curtain fire in tomb at the Burial Grounds(the tomb is located in the Southwest of the Whistling Wastes): 1 - "The sons of Fairel erected a monument ...", 2 - "and they worked side by side ...", 3 - "but each ruled in his own way ...", 4 - "And where one brother fell...". Again we get information about the tomb of Fairel and the component of the key.


Grave in the canyon (the entrance to the canyon can be found in the corresponding camp): 1 - "After many years, Fairel ...", 2 - "And the burden was heavy ...", 3 - "Forced both sons ...", 4 - "and the brothers swore ...".


Passage to the grave in a mountain fortress(at the Nest of the Sun) will be littered, but there is a workaround (you need to climb the mountain and go a little south to the Venatori camp). The order is as follows: 1 - "The sun burned the sandy ocean...", 2 - "But there was a stone in the sand...", 3 - "Fairel took the Stone...", 4 - "His teig grew and prospered... ".


Tomb near the statue (located in the north of the Wastes, under the large statue of Kolos): 1 - "Fairel, the Perfect ...", 2 - "enmity that destroyed the teigi ...", 3 - "His own clan ...", 4 - "upper world...".


After receiving the components of the key, we go to the east of the Whistling Wastes, next to the entrance to the tomb there is a lair dragon(however, it can be bypassed since your opponent is sleeping). The sandy scavenger has a vulnerability to cold, is protected from fire magic (otherwise, the dragon's tactics are no different from others). We get a sketch of the rune against demons and complete the task.


This article is part of the Dragon Age: Inquisition walkthrough series.

Keywords: dragon age inquisition, inquisition, herald, mark, rifts, cassandra pentagast, solas, varric, leliana, whistling wastes, rifts near the bay, sand and ruins, rifts: canyons, rifts: sand cliffs, bonefields, rifts: sun nest, firel's tomb

I heard about the confluence of three seas in Crete and the island of Gramvousu from many tourists who have been here. And so, when I was vacationing in Crete, the first thing I bought was an excursion to the island of Gramvousu, which is also called the confluence of three seas. Gramvousa Island is truly a paradise. Here you will discover the azure sea, pink sand and a lot of legends.

If you are on vacation in Crete, be sure to buy an excursion to the island of Gramvousa. Why should you see Gramvousa Island? You can find out more about this in my post. Boat trip to the island of Gramvousa.

About the island of Gramvousa

What is Gramvusa? Gramvousa is an island off the northwestern tip of Crete where three seas meet: the Ionian, the Cretan and the Mediterranean.

Gramvousa Island is legendary place. For example, the action of Homer's poem "The Odyssey" takes place on the island.

A long time ago, the island of Gramvousa and the Bay of Balos were a haven for pirates, Venetian sailors and fighters for the independence of Crete. Gramvousa Island is also famous for the Venetian fortress and the ruins of buildings built by pirates and Cretan rebels. In the bay of Balos, which washes the shores of the island of Gramvousa, in the early 80s of the 20th century, the Britannia yacht anchored, on which they spent their Honeymoon Prince Charles and Princess Diana.

In general, Gramvousu Island and Balos Bay are worth seeing at least once in your life!

Start of the excursion to the island of Gramvusu

My trip to Gramvousu Island started at my hotel LefkonikoBeach in Rethymnon. On a good air-conditioned bus we passed the famous resort places Crete: Rethymnon, Plaka, Chania, Platanias and many others. Finally, our bus arrived at the port of Kissamos, from where our ship was supposed to sail to the island of Gramvousa.

Port of Kissamos - very a nice place. Especially charming is the church that stands right next to the pier. The huge sea ferry Gramvousa was already waiting for us at a layup. The ferry is quite comfortable. There are toilets and bars. By the way, the cost of the excursion to the island of Gramvousa, which is 71 euros, includes lunch, which is given to you on the Gramvousa sea ferry.

Travel time from the port of Kissamos to the island of Gramvousa is about 45-50 minutes. During this time you will enjoy beautiful views northwestern tip of Crete.

The ruins of the Venetian fortress on the island of Gramvousa

Your first stop on the excursion to the island of Gramvousa will be at the foot of the mountain, where the ruins of the Venetian fortress have been preserved. I note that getting to the fortress is not easy. You need to climb the slope of the mountain, which consists of sand and stones. Therefore, on an excursion to the island of Gramvousa, be sure to take comfortable sports shoes with you. Climbing, of course, is hard, especially when the sun is hot from above. But having reached the fortress, you will forget about your torment on the rise.

There is a legend that the famous pirate Barbarossa visited this fortress. There are a lot of interesting things in the fortress: these are real fortress walls, a church built by Russians and a stunning view of the confluence of three seas! Of course, you will not see where it is at the very confluence of the three seas in Crete. On the entire horizon you will see the most beautiful sea.

From the fortress you will also see the Gramvousa sea ferry, which soars in the azure sea. In addition, inside the fortress you will make great photos. If you find it difficult to climb uphill, you can stay down and relax on the beach.

Then our journey continued. The Gramvousa sea ferry blew horns for a very long time, unfortunately, tourists of all countries and peoples are not punctual. After 10-15 minutes of a boat trip, we ended up in Balos Bay with its famous pink sand.

Bay of Balos

There is a 2-hour swimming stop at Balos Bay. Here you can even rent umbrellas and sun loungers. From myself, I note that yes, on the beach of Balos Bay it is very beautiful. The pink sand is very impressive, which is obtained due to the fact that the sea sharpens the surrounding reddish rocks. There is a white sand beach in Balos Bay, as well as natural pool with water temperature sometimes reaching up to 30-32 degrees.