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Dragon Age Inquisition eGuide
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Contents

  • Bestiary
    • Introduction
    • Wildlife
    • Common Foes
    • Demons
    • Red Templars
    • Undead
    • Darkspawn
  • Introduction
    • Foreword
    • Timeline of the World
  • Crafting
    • Introduction
    • Crafting Weapons and Armor
    • Potion Craft
    • Crafting Materials
  • Exploration
    • Introduction
    • Side Quests
    • Agents
    • Collections
    • Haven
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Requisitions
      • Party Members
      • Side Quests (Recommended Level 1-4)
    • The Hinterlands
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Party Members
      • Agents
      • Side Quests (Recommended Level 4-7, 8-11, and 12+)
    • Val Royeaux
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Party Members
      • Agents
      • Side Quests (Recommended Level 4-6)
    • The Fallow Mire
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 8-10 and 12-15)
    • The Storm Coast
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Requisitions
      • Party Members
      • Agents
      • Side Quests (Recommended Level 7-11 and 13-15+)
    • Forbidden Oasis
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Requisitions
      • Side Quests (Recommended Level 8-12, 5-15, and 18-20)
    • Skyhold
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Agents
      • Side Quests (Recommended Level 10-12)
      • Specializations
      • Skyhold Customization
    • Crestwood
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-12 and 13+)
    • The Western Approach
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-13 and 14+)
    • The Exalted Plains
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-13 and 13-16)
    • Emerald Graves
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 14-16 and 16-20)
    • Emprise du Lion
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 16-19 and 19-22)
    • The Hissing Wastes
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Side Quests (Recommended Level 19-23)
    • The Arbor Wilds
      • Introduction
      • Locale Map
      • The Temple of Mythal
    • Inner Circle Quests
      • Inner Circle Quests
  • Behind the Scenes at BioWare
    • Behind the Scenes at BioWare
    • Dragon Age: Dawn of the Seeker
    • Inquisitors Edition for Dragon Age: Inquisition
  • Jaws of Hakkon DLC
    • Frostback Basin
    • Locale Map
    • Astrarium Solutions
    • Fade Rifts
    • Merchants
    • Agents
    • Side Quests (Recommended Level 20-24, 24+)
  • The Inquisitors Path
    • The Inquisitors Path
    • The Wrath of Heaven
      • Frostback Mountains
    • The Threat Remains
      • Haven 1
      • The Hinterlands 1
      • Haven 2
      • Val Royeaux
      • Haven 3
      • The Hinterlands 2
    • In Hushed Whispers
      • The Hinterlands
      • Haven 1
      • Redcliffe Castle
      • Haven 2
    • Champions of the Just
      • Haven
      • Therinfal Redoubt
      • Haven/New Recruit: Cole
    • In Your Heart Shall Burn
      • Haven
    • From the Ashes
      • Skyhold
    • Here Lies the Abyss
      • Skyhold 1
      • Crestwood
      • Skyhold 2
      • The Western Approach
      • Skyhold 3
      • Adamant 1
      • The Fade
      • Adamant 2
    • Wicked Eyes and Wicked Hearts
      • Skyhold
      • Halamshiral: The Winter Palace
    • What Pride Had Wrought
      • Skyhold
      • The Arbor Wilds
    • The Final Piece
      • Skyhold
      • Altar of Mythal
    • Doom Upon All the World
      • Skyhold 1
      • Temple of Sacred Ashes
      • Skyhold 2
      • Epilogue
  • Multiplayer
    • Introduction
    • Introduction to Multiplayer: What Is different?
    • The Character Classes
    • Warriors
    • Mages
    • Rogues
    • Preparing for Battle
    • To the Field
    • The Operations
    • Combat Tips
  • Videos
    • Class Combo Example
    • Dead Hand Dungeon
    • Dragons
    • Treasure Maps
  • Compendium
    • War Table Operations
    • Character Race Operations
    • Inquisitors Path Operations
    • General Operations
    • Inner Circle Operations
    • Miscellaneous Operations
    • Achievements and Trophies
  • Getting Started
    • Introduction
    • Dragon Age Keep
    • Character Generation
    • Conversation Hub
    • Hero Menu
    • Combat Primer
    • Mounts
    • Beginner Tips
  • Classes and Abilities
    • Rogue
    • Warrior
    • Mage
    • Specialization Quests
    • Advanced Combat Tactics
    • Class Builds: Our Favorites
  • Party Members
    • Introduction
    • Varric Tethras
    • Cassandra Pentaghast
    • Solas
    • Vivienne
    • Sera
    • Blackwall
    • The Iron Bull
    • Dorian
    • Cole
  • The War Council
    • Introduction
    • Advisors
    • The War Table
    • Inquisition Rank
    • Agents

Dragon Age Inquisition Guide › Exploration › The Fallow Mire

Side Quests (Recommended Level 8-10 and 12-15)

1: Holding the Mire

Description: Establish camps to hold the Fallow Mire and support Inquisition activity in the region.

Quest Giver: Scout Harding

Requirements: Started as soon as you arrive in the Fallow Mire

Reward: 50 Influence and 1 Power per camp, except for the starting camp

Objectives:

Establish two camps.

There are only two camps to establish in the Mire, and one of those you start with right away. You’ll likely take care of this objective after taking care of the the second monument on the Beacons in the Dark side quest. Head for the second camp as early as you can, so you can set up a forward base much closer to your final objective.

Tip

The house close to the first camp contains one of the bottles of Thedas: Garbolg’s Backcountry Reserve. Don’t miss it!

2: Lost Souls

Quest Giver: War table

Description: Inquisition soldiers are missing in the uncharted marshes of southern Ferelden.

Requirements: You will hear about soldiers gone missing in the Fallow Mire when you return to Haven after your first expedition to the Hinterlands. Investigate the mire from the war table by expending eight power to unlock the Fallow Mire for exploration, and you will be able to personally see to the rescue of the soldiers.

Reward: 3 Power, 1,025 XP, 400 Influence

Objectives:

Go to the war table to locate the soldiers.

Travel to the Fallow Mire.

Locate the Avvar outpost.

Open the gates.

Defeat the Avvar leader.

Release the Inquisition hostages.

The path to the Avvar outpost is fraught with danger and holds a number of side quests. So long as you follow the main road south, through all the veilfire beacons, you’ll easily make your way to the castle outpost while accomplishing nearly every major side quest in the Mire.

Things get very exciting as you approach the castle far to the south of the first Inquisition camp. You encounter a horde of undead near the front gates, and more keep coming once you start fighting them. Listen to your party members when they tell you to run: The undead will not stop coming until you enter the dilapidated castle.

As you enter Hargrave Keep, the Avvars shout that the Herald has arrived, and the fight for the Inquisition soldiers begins, with an Avvar defender and bowman as your first obstacles. Take out all the Avvars beyond the front gate, then climb up the wooden ramps to the castle walls so you can use a switch to open the gate to the next section of the keep. Beyond the newly opened gate is another group of Avvar warriors. They are the last line of defense between you and the Avvar leader.

Tip

There is a door near the gate lever that requires the Deft Hands, Fine Tools Inquisition perk to open. Beyond it are many treasures to loot and a mosaic piece. You’ll also come back to that room later to handle a quest for Blackwall, so don’t forget it!

The Avvar leader announces himself as the Hand of Korth as soon as you climb up the final staircase into the Avvar base camp. The Hand fights like the enforcers you may have faced in the Hinterlands, and his massive axe hits for very high damage. Get a warrior to keep his attention while the rest of the party silences the Avvar defender and two bowmen that support their leader in this fight. Killing the Hand earns you his axe: the Gift of the Mountain Father. After you have negotiated the Avvar’s permanent leave of this world, release the hostages from their prison cell. Your work in Fallow Mire is complete.

3: Beacons in the Dark

Quest Giver: Approach a beacon in the Fallow Mire

Description: The Fallow Mire is plagued with demons. Lighting veilfire beacons should draw them out. Defeat the demons to make the area safer.

Requirements: Available as soon as you enter the Fallow Mire

Reward: 967 XP, 200 Influence, 2 Power

Objectives:

Clear four beacons.

Light the beacons and defeat the demons.

There are four stone beacons placed around the Fallow Mire, and their locations are revealed on the quest map when you approach one of them. Have a mage in your party light the veilfire torches mounted to the beacons. This triggers an ambush of undead, led by demonic terrors. Killing the terrors at each beacon will cause the undead to die along with them, so if you want to end these fights quickly, focus your party on the demons!

The beacons become more challenging to clear the farther you progress toward the fortress where the Inquisition soldiers are being held, with more undead coming out to try to distract you from the demons. Focus on the terrors to put an end to the fights as quickly as possible.

Note

You can fast-travel to the stone beacons, making it easy to get around the Fallow Mire quickly.

4: Beneath the Mire

Quest Giver: A rune planted on the stone beacons scattered in the mire

Description: Mysterious veilfire runes are inscribed on rocks and ruins in the mire. Perhaps they can be deciphered.

Requirements: Available as soon as you enter the Fallow Mire

Reward: 2 Power, 512 XP, 200 Influence

Objectives:

Find all four veilfire runes.

Recover the apostate’s journal.

This quest is taken on simultaneously with the Beacons in the Dark side quest. Using a veilfire torch from one of the beacons, look for the runes on the beacons themselves. The first one you inspect begins the side quest. Each rune you light up with the veilfire will reveal more lore about the Fallow Mire. Finding all four runes will grant you a recipe that allows you to make the Tears of the Dead tonic.

Note

The second beacon with one of the veilfire runes has a journal left behind by an apostate named Widris. She is clearly not in a positive mental state. The journal begins These Demons Are Clever.

5: Cabin Fever

Quest Giver: A lost cabin key buried in the marsh

Description: Explore the Fallow Mire to find a way inside the locked cabin.

Requirements: Available as soon as you enter the Fallow Mire

Reward: 128 XP, 80 Influence

Objectives:

Unlock the cabin door.

As you travel down the road from the third beacon on your way to the fourth, your Search ability will begin pinging at a point to the west of the path. This search takes you through deep water, so be sure to deal with the undead threat as you look for the hidden item. It turns out to be a cabin key, and it’s very close to a cabin that conveniently can only be unlocked with that key.

6: These Demons Are Clever

Quest Giver: A journal left on the ground near one of the veilfire beacons

Description: A journal recovered in the mire suggests a rather unstable apostate is roaming about somewhere. The apostate, apparently named Widris, seems to be mixed up with some demons and could be dangerous.

Requirements: Available as soon as you enter the Fallow Mire

Reward: 967 XP, 200 Influence, 2 Power

Objectives:

Find Widris.

Kill Widris.

After you recover Widris’s journal, a search area is revealed on your quest map, to the west of the veilfire beacon at Misty Grove. Enter the circular stone formation where the Granite Point landmark waits to be claimed; you can close down one of the Fade rifts in the mire on your way to Widris. Be sure to search the area around Granite Point thoroughly for resources.

Note

Taking out this Fade rift counts toward the Rifts in the Mire side quest.

On the west side of the Granite Point clearing, a passage leads out into a side area that will take you through water toward another clearing where the hidden apostate’s camp awaits. As at all other bodies of deep water in the Fallow Mire, undead will attack when you disturb it. Make sure you clear the undead as best you can before proceeding to the camp. Widris awaits, and she’s not friendly.

Apostate Widris can be a bit of a shock for players entering the mire early in the game. She’s level 15, well above the average threat in the Fallow Mire, and she’s got the support of a pack of wraiths, also level 15. Poorly prepared parties can find themselves dead very fast. Remember; the wraiths don’t have much in the way of health or defenses, so you can destroy them pretty quickly if you’re well geared, making it easier to focus on taking down Widris. Her campsite is very well stocked with loot, an additional reward for the trouble.

Tip

One of the elven artifacts that Solas has a keen interest in can be found near Widris’s camp. If he’s in your party, you can gain some approval from Solas when you activate it.

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