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And once a area is opened up, you are free to venture to it and do quests in that zone and earn infurence and power points. Plus gear and experience of course.
Also the War Room is used to unlock new areas, access DLC campaigns and start new Inquisition's Path quest (the 'main' story), both of these have a different marker and are easy to differentiate.
One of those pins is probably the first mission that sends you there.
Not why I jumped in on this. I would like to know why I have at least 6 "quests" telling me to go to the War Room. I go into to the room, but the only thing happens is the thing wants me to chose something DIFFERENT from one of two maps. Leave room and all of the quests are STILL telling me to go to the war room. What does going to the stupid room DO? Why go there if it does not complete the quests? What is the purpose of even going there other than to launch another quest?
My question still is, why are the quests that I have completed other than going into the War Room, telling me to go there? It appears as if going into the room should trigger the journal to FINISH them, but it doesn't.
By the way, thanks for the quick reply.
You'll make yourself crazy if you try to "finish" Hinterlands before opening up any other areas. The zone runs from "noob" to 16 and arguably has more (ultimately pointless, exist just for xp/loot) sidequests than any other area of the game. If you stick to Hinterlands to the exclusion of the umpteen other areas you can probably already unlock, you'll outlevel some content, miss finding loot when it would actually be of use to you as gear or whatever, and not pick up certain companions as fast as you otherwise might have done. I learned this the hard way on my first run years ago (before it was on Steam hehe).
The War Table:
The War Table exists primarily as a tool for the writers to both slow you down (timer settings) and spur you forwards (Game Essential missions). Some missions cannot be completed (or won't show up at all) based on your choices in-game and which main quests you've progressed. You can either obsessively look all that up and try to manipulate the game, or role-play it and enjoy yourself, at your preference.
The first rule of the War Table (and every conversation with every NPC, seriously) is always at least quicksave before entering the war room, just in case you pop something you wish you hadn't.
The second rule is probably to try to do anything new that is NOT an essential "green storm cloud" mission as soon as it pops up, because as you progress the main quests, some things cannot be taken any further or even disappear off the mission table. As you only have 3 people to put on tasks at any one time, you'll have to pick and choose. ;)
The third rule is *read* the text of the mission reports when you get them AND when you complete them. They give you clues to who will grant the best rewards, solve puzzles, keep people alive (no really), etc. You've got a diplomat, a spy master who is a bit blood thirsty sometimes, and a soldier who sees many things in relatively "look I have a hammer, where's that nail" terms. The right person for the right job.... ;)
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Types of missions
1. Repeatable ops that gather power/money/crafting resources. These exist just to give you a little boost to gaining crafting materials and cash. If you pick every flower/metal you pass, you won't strictly need to do them, but whatever. All they "cost" is tying up one of your reps for however many minutes the timers take. ;)
2. Agent missions that never *really* directly affect the game (don't change *playable* content). - These are missions that add a bit of flavor and ambiance to the game. You can mess with arranged marriages, set up an assassination, deploy some agents or faction groups you may or may not recruit out on missions, etc. Sometimes you are rewarded with power, sometimes influence, sometimes loot/gear. These missions play out entirely on the war table. Pay attention to the text of those missions, as they often contain clues for the best person to pick to assign to the mission (Leliana, Cullen, or Josephine) and sometimes those decisions MATTER. People live or die based on your orders, and it absolutely can affect the story of the game epilogue. Also...talk to Krem...a lot. And Sutherland. (you'll meet them eventually, if you haven't already, though theoretically you could make choices so that you never meet either.)
3. "Pop the lock" missions - For example, Investigate the Frostback opens up the Jaws of Hakkon DLC, whether you are leveled up enough to be ready to go there or not.... Maybe you run into some kind of obstacle while exploring an area, and you need a mission to get around it, maybe you find some ancient writings that lead you to think a buried temple is in the area, whatever. Maybe you get invited to a negotiation...or even a party. Some of these open areas that "extend" what you can explore on a given map (there is no such mission for the Hinterlands, you can get everywhere in that zone from the start whether you can handle it all or not). Sometimes it opens a unique little area that you get *temporary* access to for the purpose of doing a quest or finding a thing or whatever. These show up as little circles on your world map, similar to the little circle you get when you access the Black Emporium DLC. Pop the lock missions can be added to the war table via exploration, quest progression, chatting with NPCs or companions...etc. Be cautious about leaving these to "sit" on the war table for too long, as you can progress the game out from under the ability to complete some of them.
4. Essential game progression missions - These are *always* very clearly marked with green storm clouds, and popping them will sometimes *lock* you into a specific quest or a specific unique area, and OFTEN DISABLE YOUR ABILITY TO FAST-TRAVEL BACK OUT OR CHANGE PARTY MEMBERS. Most, if not all, of those unique areas are also a one-shot experience. You will not be able to go back and "search harder" later -- so loot everything, bring a rogue to unlock doors/chests, etc. Most of them are serious about the recommended levels too, even on the most casual mode. If it says lvl 12-15 and you pop it at lvl 4....you're gonna have a really rough time of it. I give you this warning because if you obsessively do the fetch-and-carry quests from the quartermasters at your camps, you can *easily* gather enough power to pop locks you're not honestly ready to open and face hehe.