Magistrate’s Orders
Start Location:
Requirements:
- Complete the Birthright companion quest.
- Speak to Magistrate Vanard in Hightown (he’s located close to the Chanter’s Board) and agree to apprehend the escaped criminal.
- Travel to the Abandoned Ruins in the Free Marches. Approach the group of guards at the center of the area to trigger a cutscene. When Elren pleads with Hawke to exact murderous justice, pick the conversational options that suit your play style – it’s not a decision that you have to make straight away.
- Enter the Ruined Passage map via the cave. You’ll encounter a variety of enemies here, predominately Giant Spiders but with an increasing number of Fade denizens later on. Be sure to collect all loot dropped by the arachnids, as one of them surrenders the Spider’s Silk Gland item required for the Herbalist’s Tasks quest. A word of warning: the chest in the northeast room has a trap in front of it, and plundering its contents will fill the room with eight-legged antagonists.
- Access the central room via the north entrance. This begins as a straightforward battle against Spiders but becomes rather more complicated as Fade creatures enter the fray. If you experience difficulties, consider pulling your party back into the previous area at the start of the fight. This may enable you to draw enemies out in small but manageable groups.
- Head through the south exit and continue until you meet Lia, Elren’s daughter. After a brief battle (be wary of the enemies spawning behind your party), you’ll reach Kelder in the next room. See the Consequences section for details on how killing him or taking him alive will affect events in the near and distant future.
- If you chose to kill Kelder, you can exit the map immediately via the door to the south. If you opt to spare him, Kelder will flee further into the ruins. You’ll need to give chase (and fight additional enemies) before you can arrest him.
- Return to Magistrate Vanard to bring the quest to its conclusion.
Consequences:
- If you spare Kelder, Elren will offer no reward. Magistrate Vanard will pay Hawke for fulfilling his requests to the letter. You can extort further coin by raising the issue of Kelder’s parentage though Aveline, if present, will react with a boost to rivalry if you do so.
- If you choose to kill Kelder, Elren will reward the player; Vanard, by contrast, will leave in disgust when you report in to end the quest. This leads to a reactive event later in the story.
Bait and Switch
Start Location:
Requirements:
- Complete A Business Discussion.
- Read the Bait and Switch letter at the Writing Desk in Gamlen’s House.
- Travel to Lowtown at night to meet Anso the Contact, then head to the Abandoned House entrance in the northeast area of the map. If you have yet to complete the Sharp Little Pinpricks side quest, you will encounter the hostile Sharps Highwaymen here. Don’t attempt to avoid these: killing them now will save time later, and it’s a good source of XP.
- Inside the Abandoned House, open the south door and kill all hostiles; further groups will spawn as the battle progresses, so be ready to move your ranged party members out of harm’s way. The Street Thugs aren’t tough but could trouble a low-level mage in numbers. Open the Smuggler’s Cargo chest, then leave.
- After the cutscene, the Tevinter forces will attack. The initial group will receive reinforcements, so try not to allow your party to become too spread out. Approach the steps to the west to be introduced to Fenris. Agree to help him during the dialogue that ensues, then travel to Hightown at night.
- Meet Fenris in the Hightown Estates area, then enter Danarius’s Manor. The elf will be locked into the party for the next section of the quest. He should also be primed to level up, so spend any available Ability Points immediately.
- Fight your way through numerous Shades (and at least one Rage Demon – a hardy opponent who should be regarded as a priority target) until you reach a room in the northeast corner of the manor. Kill the enemies here and search loot piles to obtain the Magister’s Key. Return to the large room with two staircases that lead to a mezzanine level, then save your progress and prepare your party for battle.
- Unlock the Magister’s Chambers to trigger the appearance of an Arcane Horror. This enemy type might cause low-level parties a few problems, especially when further opponents join the fray, so you may wish to micromanage the fight (and use manual party movement, perhaps, to seek refuge in the adjoining rooms) if your first attempt ends ignominiously.
- Fenris will leave the party at this point. Ensure that you have collected everything of note, then return to Hightown. After the automatic conversation with Fenris ends, the quest draws to a close.
Consequences:
- If you refuse to help Fenris in your first meeting, neglect to enlist him at the end of the quest or simply leave him standing outside Danarius’s Manor when you depart Kirkwall for the Deep Roads Expedition, you will permanently lose the option to recruit him and undertake his future companion quests.
Companion Guidance:
- Fenris has a deeply ingrained distrust of mages, so a Hawke versed in the arcane arts will need to think fast in the conversation that takes place at the end of the quest. If you wish to at least partially placate him, choose the “Survival” or “Nothing” dialogue options when challenged for low rivalry points. If you wish to antagonize him, “Is this a problem?” and “Power” lead to medium and large rivalry points respectively; select them in that order for maximum effect. There is an autosave just before the dialogue occurs, so you can refine your approach if your first attempt does not go to plan.
Fenris
Though his Lyrium-infused body may initially suggest that he is a brittle yet powerful mage, the troubled Fenris is a warrior tailor-made for diving into danger. As a practitioner of the art of wielding two-handed weapons, he’s perhaps better suited as a favored companion during playthroughs in which you choose a less conventional party build.
- The events of Bait and Switch should have provided most players with sufficient insight to appreciate that Fenris does not feel comfortable with magic or its practitioners. Though you will find instances where he will accept that mages might, in principle, be suffered if heavily monitored and controlled, he’ll generally object to any action or statement that explicitly favors them or their disputed rights to freedom in Kirkwall. He also disapproves of deals with demons of any kind.
- With the rather obvious exception of mages or magical creatures, Fenris appreciates an honorable approach to transactions with the individuals you meet on your adventures. That said, he’s also suitably well-versed in the practicalities of survival: more than any other party member, he understands the verity of the phrase “do or die”.
- A tortured soul, Fenris can derive a modicum of solace from physical intimacy… but don’t expect him to respond favorably to declarations of love or need in the short term. As with Isabela, flirting and casual enjoyment will work best if you crave his attention or affections for the immediate future. Dismissive or cruel responses will lead to large rivalrly increases and, most likely, preclude a future entanglement of limbs.
The Bone Pit
Start Location:
Requirements:
- Complete the Birthright companion quest.
- Read the letter entitled “The Bone Pit” at the Writing Desk in Gamlen’s House.
- Visit Hubert in Hightown Market during the day, then accept his offer of employment. Note that weapons and spells that cause cold damage will be of benefit on this quest. You should also stock up on potions.
- Travel to The Bone Pit in the Free Marches. Interact with the skeleton just south of the area entrance to collect “Bearded Beast” Arintal’s Remains (to start the related side quest), then continue into the main mining camp to engage groups of Looters. Explore the area for collectibles if you wish, then enter the Bone Pit Mines.
- The mines are populated by Dragonlings, with Dragons contributing additional peril on a couple of occasions.
- Approximately midway through the map, en route to the southern waypoint, you’ll encounter a sack containing the Eustice’s Pommel collectible. This begins the side quest of the same name. You should find it before your fleeting encounter with a surviving miner.
- Prepare your party and save before you take the Bone Pit Ledge exit at the waypoint marker. Try to keep your weaker ranged fighters clear of its attacks, and you’ll eventually grind this battle to a successful conclusion.
- In addition to other loot, the Mature Dragon drops the Dragon Fang, an item required for the Herbalist’s Tasks. You can collect it even if you have yet to speak to Solivitus and start his quest as it’s safely stored until the time comes to hand it over.
- Return to Hightown and report to Hubert.
Consequences:
- On completion of the quest, Get Back to Work begins immediately.
- If you choose not to complete The Bone Pit before travelling to the Deep Roads, Hawke cannot become a partner in Hubert’s business. You will miss out on the Get Back to
- Work quest, and four other secondary quests related to the mine in Act 2 (Inside Job being the most noteworthy of these).
Companion Guidance:
- Aveline will object (mild rivalry boost) if you attempt to push for additional payment; Varric, by contrast, will react with a mild friendship boost. Interestingly, an attempt to rebuff Hubert’s commercial advances causes him to assume that Hawke is playing hardball, which leads to both extra recompense and mild approval from Aveline.
Get Back to Work
Requirements:
- Begins immediately on completion of The Bone Pit.
- Speak to Jansen in Lowtown during the day. You can attempt to charm or intimidate the drunken miners into returning to gainful employ, or you can offer them a raise. There is no difference either way.
Loose Ends
Start Location:
Requirements:
- Complete Birthright.
- Read the letter entitled Loose Ends at the Writing Desk in Gamlen’s House.
- Your choice of “sponsor” during the party’s attempts to enter Kirkwall in the Prologue determines who writes the letter. If Hawke spent a year in the service of Athenril, consult the Smuggler Walkthrough; if you instead opted for indentured servitude with Meeran, refer to the Mercenary Walkthrough. These plot strands are mutually exclusive: you can only complete one during the course of a single playthrough.
Smuggler Walkthrough:
- Speak to Athenril outside The Blooming Rose in Hightown.
- Travel to the Docks and save Pryce from the Coterie thugs.
- Decide whether to send the boy away with the goods to start a new life or to complete your orders as prescribed.
- Return to Athenril in Hightown.
Mercenary Walkthrough:
- Speak to Meeran close to The Hanged Man in Lowtown.
- Enter the fray as Gustav fights the nobleman’s guards, then speak to Meeran’s lackey when the battle ends.
- Listen to Harimann’s interjection and choose whether to carry out the assassination.
- Return to Meeran in Lowtown.
Consequences:
- If you betray Athenril or Meeran, they may return in search of revenge later in the Act.
Companion Guidance:
- If you choose to allow Pryce to abscond with Athenril’s goods, most potential party members (particularly Hawke’s siblings) will approve. Aveline will purse her lips if you take them back.
Fools Rush In
Start Location:
- The Hanged Man
Requirements:
- Complete the Tranquility main plot quest.
- A cutscene will introduce Isabela when you travel to The Hanged Man to complete the short Questions and Answers companion quest. Speak to her at the bar and agree to assist her.
- Head to Hightown at night to meet with Isabela. After the ambush ends, collect Hayder’s Letter from a nearby corpse. Follow Isabela to the Chantry and brace yourself for another assault when you reach the courtyard.
- After a third and final battle inside the Chantry (we suggest that you concentrate on Hayder’s henchmen before you begin whittling away at his huge health gauge), you have the opportunity to learn more about Isabela. Once the dialogue ends, she joins Hawke’s growing circle of companions.
Consequences:
- Completing Fools Rush In is the only way to acquire Isabela as a companion and unlocks both Isabela’s Contact and Finders Keepers. If you choose not to undertake this quest before the party embarks on the Deep Roads Expedition, you cannot acquire her services. This would be a shame, as she potentially has a significant role to play in the events of Act 2.
Isabela
Some players may recall meeting Isabela in a brothel during the events of Dragon Age: Origins, where she could introduce the Warden to the Duelist specialization… among other things.
- Early impressions matter with Isabela, so don’t attempt to antagonize or entertain her without considering where you’d like your relationship to go. Once set on a path towards friendship or rivalry, even major events – such as the giving of gifts or rendering invaluable aid – will often solidify her existing feelings. For example: a simple off-the-cuff comment to a friendly Isabela could have a positive outcome, while exactly the same sentence would exacerbate a growing rivalry.
- Play as a paragon of virtue, eager to assist or sympathize with everyone you meet, and you may find it more difficult to maintain a state of friendship with Isabela. The succession of low rivalry increases that you’ll experience as an aspirant saint may shape your interactions in a more combative direction. A witty or wry approach to all dialogue choices will definitely work in your favor if you’re keen to establish yourself as a kindred spirit.
- If you wish to retain Isabela’s services in the long term, try to develop a strong rivalry or friendship with her from a very early stage. Flirting (and where it might lead) can definitely help with this.
Finders Keepers
Start Location:
- The Hanged Man
Requirements:
- Complete Fools Rush In.
- Speak to Martin in his room at The Hanged Man and agree to help.
Walkthrough Addendum:
- Travel to the Docks during the day and head to the waypoint marker. Speak to the Longshoreman, then Harbormaster Liam. After being brusquely dismissed by the latter, you’ll instead deal with his assistant, Aden. There are three ways to obtain the location of Martin’s cargo. The most immediate solutions are to bribe Aden (for two Sovereigns) or attempt to threaten him.
- For a relatively circuitous but slightly more rewarding solution, refuse to pay Aden, leave the Docks and return to the “office” area at night. Kill the Mabari guard dogs, then collect the Dockside Redirect from the table.
- Whichever approach you chose, Woodrow’s Warehouse is now marked on the Docks map. Travel there during the day and get rid of the guards to reach the Warehouse entrance. At night there is one sleeping guard. You can sneak past if you pay him a wide berth.
- The Warehouse is filled with Raider enemies, with the Reavers and Assassins worthy of your respect. When you enter the main room, you may benefit from ordering your party to hold position at the top of the ramp, then walk down to trigger the conflict and quickly return. This can enable you to reduce the number of enemies you fight at once and avoid being flanked.
- There are traps in this area, so have a rogue lead the way if you have one in your party.
- Empty the chest at the waypoint marker, then head back to the entrance. You face a further group of Raiders as you leave, so be prepared.
- When you return to Martin, you can refuse to be a part of his scheme, freely divulge the location of his cargo, or offer the information at a price (with an obvious rivalry reaction from Aveline if present).
Consequences:
- If you reveal the location of the cargo, Martin will enter into business and offer Hawke his services as a poison vendor. His shop can be accessed via his room at The Hanged Man for the rest of the game.
An Errant Letter
Start Location:
- Arthuris’s Private Dock
Requirements:
- Start the Wayward Son main plot quest.
- When you kill the Abomination, loot Thrask’s Letter from its body.
- You simply need to return the letter to Thrask in the Gallows Courtyard. Your choices in the conversation with the templar do have an effect on your future dealings with him, however.
Consequences:
- If you decide to extort money from Thrask (he pays five sovereigns), his demeanor will be different when you encounter him in the Act of Mercy quest. A more considerate approach leads to a nominal XP gain (unavailable if you opt for blackmail) but no monetary reward.
Companion Guidance:
- Expect a smattering of disapproval (particularly from Aveline) if you blackmail Thrask, but friendship boosts (with Fenris an uncompromising exception) if you decide to hand over the letter and spare the templar the gruesome truth of his daughter’s fate.
Herbalist’s Tasks
Start Location:
Requirements:
- Complete the Long Way Home main plot quest.
- Speak with Solivitus and agree to find the ingredients he seeks.
- The Spider’s Silk Gland is obtained during the Magistrate’s Orders quest: one of the outsized arachnids you fight in the Ruined Passage will relinquish it as loot even if you have yet to start Herbalist’s Tasks. Note that the Abandoned Ruins (Free Marches entrance point) and Ruined Passage (sub-area) locations are inaccessible once Magistrate’s Orders has been completed. If you neglected to diligently loot spider remains before you left, you’re sadly out of luck.
- The Dragon Fang is obtained by completing The Bone Pit and looting its final boss before you leave the mines.
- To obtain Ironbark, speak to Master Ilen in the Dalish Camp at Sundermount. This will unlock the Ironwood Clearing area on the Free Marches map. Clear the vicinity of Hurlocks and fell the Ogre that follows. Once all adversaries have fallen, a waypoint will appear to mark the location of the Pure Ironbark.
- Return to Solivitus to receive payment. Herbalist’s Tasks does not technically end here so will remain in your Current Quests log. There’s nothing more that you can accomplish in Act 1, though.
Consequences:
- If you collect and return the three specified ingredients before the end of Act 1, Solivitus’s shop will have an upgraded inventory in Act 2.
The Unbidden Rescue
Start Location:
- Variable
Requirements:
- Complete the Long Way Home main plot quest.
- Start the quest by finding a flyer posted in the city (there’s one in Hightown Square, for example, affixed to a pillar) or by approaching Viscount Dumar’s chambers in the Viscount’s Keep.
- A cutscene will begin as you approach Viscount Dumar’s office. Speak to Seneschal Bran, then head to the southernmost area of the Wounded Coast.
- The competing Winters party has found Saemus, but he has no desire to return to Kirkwall with them. No matter what you say in the dialogue that ensues on arrival, combat is unavoidable.
- After defeating Ginnis and the initial group of Mercenaries, your party will be assailed by successive waves of reinforcements. The numbers can be quite significant in places. If you experience difficulties, try ordering your party to hold position by the cliff edge and lure small groups of opponents to their location.
- Once the battle ends, select the “Wait here while I look around” option during the conversation with Saemus to pick up loot before you return to Kirkwall. Collect the Redblossom Salve from the red crate in this area to begin the Redblossom Special side quest.
- Return to Saemus and choose to go back to Kirkwall to end the quest.
Consequences:
- Successfully completing this quest will cause Saemus to regard Hawke as a friend when encountered in Act 2.
- If you leave Saemus to be captured by the Winters after accepting the quest, he is returned to the Viscount’s Keep alive and unharmed at the start of Act 2. This leads to slight reactive adjustments in dialogue with both Saemus and the viscount later in the story.
The First Sacrifice
Start Location:
- Hightown
Requirements:
- Complete Tranquility.
- Read the “Reward Offered!” poster on a pillar in Hightown Market.
- Speak with Ghyslain de Carrac in Hightown Market during the day.
- After accepting the quest from Ghyslain, visit The Blooming Rose to speak with Jethann and learn that a templar named Emeric has also enquired about Ninette’s whereabouts.
- Travel to Darktown and enter the Emeric’s Investigation area. Fight off the assortment of thugs, then converse with the templar.
- Travel to the Dark Foundry in Lowtown. After a big battle against Shades, Abominations and a Desire Demon, loot the Sack of Bones upstairs to obtain Ninette’s Ring and some human remains.
- Show the remains to Emeric in the Gallows, then return to Ghyslain in Hightown to end the quest.
- Simply give the ring to Ghyslain to claim the maximum possible reward. If you instead reveal the grizzly details of Ninette’s demise, he will panic.