Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.

Dragon Age: Inquisition – The Hinterlands Side Quests

Complete every quest in the Hinterlands, including the Mercenary Fortress and Valammar.
This article is over 9 years old and may contain outdated information

Most of the quests in the Hinterlands area can be done as soon as you enter the area. It’s best to keep a rogue and mage in your party so you don’t have to go back to a camp site and shuffle your party configuration when you need either one for specific quests.

Recommended Videos

Some of the harder quests are more difficult to complete with a party below level seven, but if you’re skilled you can still do it. Some quests also require you to have completed the “In Hushed Whispers” main story quest.

Holding the Hinterlands

Description: Establish camps to hold the Hinterlands and support Inquisition activity in the region.
Starting NPC: Scout Harding
Requirements: None
Reward: +250 Influence (total); +5 Power Level (total)

Quest Objective:

  • Establish six camps

Many areas in Dragon Age: Inquisition have quests that require you to erect camp sites throughout the region. In the Hinterlands you are required to erect six total camp sites. All camp sites are marked on your map when you prioritize the quest. When you reach a potential camp site, interact with the marker on the ground to create the new camp site. You receive XP, Influence and additional power levels for each camp that you establish with the exception of the first camp.

A Healing Hand

Description: The refugees at the Crossroads would benefit from the services of an experienced healer.
Starting NPC: Corporal Vale
Requirements: Complete the quest “In Hushed Whispers” main story quest
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objective:

  • Convince a healer to help the Crossroads refugees.

Speak to Corporal Vale after defeating the Templars and mages in Crossroads. You need to head north to Redcliffe, but the path is barred until you have begun your ventures in the Val Royeaux area. If you haven’t been there yet, hold off on this quest until you’ve done that.

Head to Redcliffe and speak with the healer there. If you’re an elf you can convince her to go to the Crossroads to help. If you’re not playing as an elf, Cassandra or Solas can convince her. If you decide she should not go to the Crossroads, you will have to begin the “A Common Treatment,” “An Advanced Treatment,” and “A Rare Treatment” side quests in the Redcliffe area instead of in Crossroads.

A Common Treatment

Description: The healer needs certain herbs to treat the injured patients.
Starting NPC: Corporal Vale
Requirements: Complete the quest “In Hushed Whispers” main story quest and begin the quest “A Healing Hand”
Reward: +44 XP, +40 Influence

Quest Objectives:

  • Convince the healer to help the Crossroads refugees
  • Find four elfroots and two spindleweeds
  • Find four elfroots and two spindleweeds

During the quest, “A Healing Hand” you will come across the healer in Redcliffe. Speak to her, then gather eight elfroot and four spindleweeds. Elfroot are found all over the Hinterlands as it’s the most common plant. Spindleweed is found in the Hinterlands near water. Look for lakes and rivers on the map and search around them to find the spindleweed. Look at the plants required for “An Advanced Treatment” and “A Rare Treatment” as well so you can complete all three quests at the same time. Once you have gathered all of the supplies speak to the healer again.

An Advanced Treatment

Description: The healer needs certain herbs to treat the injured patients.
Starting NPC: Healer
Requirements: Complete the quest “A Common Treatment”
Reward: +44 XP, +40 Influence

Quest Objectives:

  • Find six elfroots and one royal elfroot
  • Bring the herbs to the healer

Just like “A Common Treatment” you need to gather specific herbs and plants for the healer. You need six elfroot and one royal elfroot. The elfroot are found all around the Hinterlands, while royal elfroot is located near the farm close to the camp where your journey in the Hinterlands first began. While you’re at the farm, begin the “Blood Brothers” quest, collect the necessary plants, then speak with the healer again to complete the quest.

A Rare Treatment

Description: The healer needs certain herbs to treat the injured patients.
Starting NPC: Healer
Requirements: Complete the quest “An Advanced Treatment”
Reward: +44 XP, +40 Influence

Quest Objectives:

  • Find five spindleweeds and two bunches of crystal grace
  • Bring the herbs to the healer

This is the third quest given to you by the healer in Redcliffe. This time you need to collect five spindleweeds and two crystal grace. The spindleweeds are located around the various water sources in the Hinterlands, such as lakes and rivers. Crystal grace is found in the southwestern part of the map. If you venture into that area, be prepared to face enemies that are much deadlier than many of the other enemies in the area. If you’re still fairly low level (below level seven), avoid engaging enemies, find the plants and get out of the area as quickly as you can. Collect all of the items, then speak with the healer once again.

Blood Brothers

Description: A templar has left a note for his apostate brother, challenging him to a fight.
Starting NPC: Examine the note in a house south of the Outskirts camp
Requirements: None
Reward: Mercenary Lord Blade, +44 XP, +40 Influence

Quest Objectives:

  • Go to the location mentioned in the letter
  • Loot the body

There’s a small house between the Outskirts camp and the Crossroads. Inside is a note that begins this quest. To the north of the house is the dead body you need to find to begin the “Business Arrangements” quest. Head to the new waypoint on your map and examine the dead body at the location to complete the quest.

Business Arrangements

Description: A letter found on a templar corpse suggests that someone named Tanner is secretly doing business with templars.
Starting NPC: A note on a dead body by Old Fennick’s place, north of the Crossroads
Requirements: Complete the quest “In Hushed Whispers” main story quest
Reward: +44 XP, +40 Influence

Quest Objective:

  • Confront Tanner in Redcliffe village

The easiest way to find the dead body is by starting the “Blood Brothers” quest. When you go to the house for that quest, search the area to the north to find the body. Defeat the enemies around the body, then loot it to start the quest.

Put Varric or Cassandra in your party, then enter Redcliffe and speak to Tanner at the far end of the village. Varric and Cassandra can convince Tanner to assist the Inquisition. Either way, speaking to Tanner completes the quest.

In the Elements

Description: Apostate mages have supply caches hidden in the area. The supplies could help protect refugees from the elements.
Starting NPC: Soldier Recruit Whittle
Requirements: Defeat the Templars and mages near the Crossroads area, then speak with the soldier recruit west of the Crossroads.
Reward: +177 XP; +80 Influence; +1 Power Level

Quest Objective:

  • Report the cache locations to Whittle

Before you set out to find the supply caches, you need a mage in your party. If you’re not playing as a mage, make sure you have Solas, Dorian or Vivienne with you during this quest. All of the cache locations are marked on the map, but one is blocked by a magical barrier that can only be removed by a mage. Collect all of the supply caches, then speak with Whittle again.

Open a Vein

Description: A letter found on a dwarven corpse suggests that a cave in the hills has a valuable vein of lyrium waiting to be mined.
Starting NPC: A corpse in a cave southeast of the starting camp.
Requirements: None
Reward: +44 XP, +40 Influence

Quest Objective:

  • Locate the vein of lyrium

Search the cave southeast of the Hinterlands camp you start at to find a body that contains a letter. Loot the body to begin the quest. A new waypoint appears to the south. Put a mage in your party, then go to the waypoint to find a cave. You need a fire staff to get through the barrier blocking the cave, but one can be found in the chest nearby if your mage doesn’t already have one. Head inside the cave to find the lyrium vein and complete the quest.

East Road Bandits

Description: Bandits are attacking refugees along the King’s Highway to the east of the Crossroads.
Starting NPC: Soldier Recruit Bellette
Requirements: None
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objective:

  • Dispense with the bandits on the road to the east.

Find Bellette east of the Crossroads, informing travelers of the dangers ahead. Speak with Bellette to start the quest, which creates waypoints as you encounter the bandits so you know where to go. There are three groups of bandits that must be defeated before you can complete the quest. With a solid warrior tank you don’t have too much to worry about when facing off against the bandits. Make sure the warrior grabs the attention of the archers so they don’t target any other party members. Loot all of the bodies once the bandits are defeated.

Hunger Pangs

Description: Wild rams live in the hills near the Crossroads. Their meat could mean the difference between comfort and starvation for the refugees.
Starting NPC: Refugee hunter
Requirements: Defeat the Templars and mages at the Crossroads
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objective:

  • Deliver 10 pieces of ram meat

Find Corporal Vale at the Crossroads, then look behind the house across the path from Vale to find the refugee hunter. Speak with the NPC to begin the quest. To complete the quest you need to bring the refugee 10 pieces of ram meat. Once you have begun the quest, a waypoint is added to your map which indicates the location of the rams. The rams make for easy prey, so travel to the new waypoint marker and defeat rams, collecting the loot they drop, until you have obtained 10 pieces of ram meat. Deliver the meat back to the refugee to complete the quest.

Apostates in the Witchwood

Description: Fighting between apostate mages and rogue templars has driven refugees from their homes and endangered everyone in the area.
Starting NPC: The dead body southeast of the Outskirts camp location or read the note in the house on the path from the Crossroads to Redcliffe.
Requirements: None
Reward: +354 XP, +200 Influence, +2 Power Level

Quest Objectives:

  • Search the Witchwood for the apostate stronghold
  • Deal with the apostates

Southeast of the camp where you began your adventures in the Hinterlands you come across a battle between Inquisition soldiers and apostates. Defeat the apostates, then loot their bodies to find the note that begins this quest.

Head west from the Crossroads until you reach the tunnel that leads north. Continue to the north to find a series of battles between the mages and Templars. Follow the waypoint as you take down the mages and Templars on your way north. When you reach a cave, defeat the enemies waiting outside, then use a mage to clear the barrier and make your way into the cave. Clear out the enemies within the cave to complete the quest.

Agrarian Apostate

Description: Templars killed an elven farmer, suspecting he was an apostate, and took his wedding ring as a prize. The farmer’s widow wants them killed and the ring returned.
Starting NPC: Widow Maura
Requirements: None
Reward: +44 XP, +40 Influence

Quest Objectives:

  • Recover the farmer’s ring from the Templars
  • Return the ring to the elven widow

From the camp where you first entered the Hinterlands, head southwest to find a house where the Widow Maura waits inside. Speak to the NPC, then look on the map to find Dwarfson’s Pass. To the east of that area are a small group of Templars. Kill them, then loot their bodies to find the ring and the note you need to begin the “Templars to the West” quest. Speak to the widow again to complete the quest.

Templars to the West

Description: Fighting between apostate mages and rogue templars has driven refugees from their homes and endangered everyone in the area.
Starting NPC: Read a letter on the corpse of a Templar.
Requirements: Kill the Templars featured in the “Agrarian Apostate” quest, then loot the corpses to find the letter.
Reward: +354 XP, +200 Influence, +2 Power Level

Quest Objectives:

  • Locate the templar camp along the western road
  • Deal with the Templars

If you haven’t already, start the “Agrarian Apostate” quest. The main targets in that quest drop the item you need to begin this quest. Once you have the item in-hand, proceed west from the Crossroads and take down any Templars that attack along the way. When you reach the river, head into the cliffs around the southeast side.

Continue along the southern path until you reach the Templar encampment where the final battle takes place. If you have multiple mages and a good warrior tank in your party there isn’t much to this battle. If not, move slowly through the camp so you don’t have to fight all of the Templars at once. Clear out the camp to complete the quest.

Praise the Herald of Andraste

Description: Cultists are looking for a sign that the rifts in the Veil can be controlled.
Starting NPC: Speaker Anais
Requirements: None
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objectives:

  • Seal the Fade rift
  • Speak with Anais

Head to the southeastern part of the Hinterlands to find Lornan’s Exile. As soon as you get close, Speaker Anais stops you. Speak with her, then head to the far side of the Exile to find a rift. Defeat the enemies around the rift, then seal it and speak to Anais again to complete the quest.

Shallow Breaths

Description: A refugee at the Crossroads is having trouble breathing. Without a specific potion, she is likely to die.
Starting NPC: Refugee
Requirements: Defeat the Templars and mages at the Crossroads
Reward: +44 XP, +40 Influence

Quest Objectives:

  • Get the potion from the refugee’s son
  • Bring the potion to the refugee’s husband

Once you’ve defeated the enemies in the Crossroads area, head toward the point where you can claim the landmark for the area. As you approach the refugee will speak to you. Head to the fountain in the middle of the enclave to find the refugee’s son. Speak with him to obtain the potion you need, then return to the refugee and speak with him again to complete the quest.

Master of Horses

Description: Horsemaster Dennet may be able to provide horses for the Inquisition. He just needs to be convinced.
Starting NPC: Scout Harding
Requirements: None
Reward: Horse, +177 XP, +80 Influence, +1 Power Level

Quest Objectives:

  • Speak with Dennet
  • Mount the horse at the stables

Speak to Scout Harding near Crossroads, then head up to the Redcliffe Farms and speak to Dennet. This conversation starts the “Farmland Security” and “Trouble with Wolves” quests. Head down to the stable and mount your new horse and complete the quest. You can also start the “In the Saddle” quest here.

In the Saddle

Description: A wealthy young landowner’s daughter, Seanna, has built a course for racing horses.
Starting NPC: Seanna
Requirements: Start “Master of Horses” to obtain a horse
Reward: Gold

Quest Objectives:

  • Complete Seanna’s first race
  • Complete Seanna’s second race
  • Complete Seanna’s final race

Head to the Redcliffe Farms to find Seanna near the stables. Speak with her to begin the quest. Mount your horse, then move to the starting point. As soon as you cross through the first set of parallel wooden pillars the race begins. You must run your horse through a series of wooden pillars, ending at the same set of pillars where the race began.

After each race speak with Seanna to move on to the next race. As long as you sprint with your horse through most of the races you won’t have much trouble completing them in the desired time. If you happen to fail, speak with Seanna again to restart the race. Once you know each race course, it should be very simple to complete the race. Once all three are completed, speak with Seanna to finish the quest.

Farmland Security

Description: Bron believes building a series of watchtowers in the area would warn farmers and refugees of incoming attacks.
Starting NPC: Bron
Requirements: Begin the “Master of Horses” quest.
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objectives:

  • Speak with Bron
  • Mark three watchtower locations
  • Complete the Watchtowers in the Farms operation at the war table
  • Inform Bron that the watchtowers have been built

Speak with Dennet to begin the quest, then talk to Bron at the Redcliffe Farms. Your first task is to claim locations at the three new waypoint markers on your map. Once this has been done, travel back to Haven and head to the war room in the main chantry building with a power level of two or more. Assign one of your advisors to the Watchtowers in the Farms mission (near the Hinterlands). After the advisor reports back (requiring you to go back to the war room), speak with Bron again to complete the quest.

Trouble with Wolves

Description: Elaina has agreed to bring the farmers back once the area has been rid of wolves.
Starting NPC: Elaina
Requirements: Begin the “Master of Horses” quest.
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objectives:

  • Ask Elaina how to make the farmers safe again
  • Deal with the wolves
  • Tell Elaina the wolves are no longer a problem

Speak with Dennet to begin the quest, then talk to Elaina at the Redcliffe Farms. If you haven’t already begun the “Safeguards Against Looters” quest, start that before you continue as both quests send you to the same location.

You need to defeat a number of wolves to the east (marked on your map). Take down the first set of wolves you encounter, then head deeper into their den to find more. Clear out all of the wolves, then speak to Elaina again to complete the quest.

Horses of the Inquisition

Description: Convince Horsemaster Dennet to leave behind the farm and join the ranks of the Inquisition.
Starting NPC: Dennet
Requirements: Complete the quests “The Trouble with Wolves” and “Farmland Security”
Reward: Dennet joins the Inquisition. +177 XP, +80 Influence, +1 Power Level

Quest Objective:

  • Speak with Dennet

Put Cassandra in your party and speak to Dennet once again. With Cassandra you can convince him to join the Inquisition. Once he does, the quest is complete.

Safeguards Against Looters

Description: A man named Hessle fled the fighting to a cave in the northern hills with a secret project in tow.
Starting NPC: A letter on a corpse near the Redcliffe Farms
Requirements: None
Reward: +128 XP, +80 Influence

Quest Objectives:

  • Search the northern hills

If you haven’t already begun the “Trouble with Wolves” quest, start that after starting this quest. Both quests require you to travel to the same location, allowing you to easily finish both quests at once. Head east from Redcliffe Farms to find the pack of wolves. Clear out the wolves, then head inside the wolf den to find even more beasts. Kill all of them, then search the middle area of the den to find all of the loot. Once you’ve picked up everything the quest is complete.

Sketch of Calenhad’s Foothold

Description: This sketch of a castle on a rocky ridge marks a spot along a broken wall.
Starting NPC: Corpse south of the Hinterlands starting camp
Requirements: None
Reward: Rock Armor schematic, +44 XP, +40 Influence

Quest Objective:

  • Find the spot marked on the sketch

Head south from the camp where you first entered the Hinterlands to find a dead body on the ground. Loot the body to discover a sketch. Make your way west of the camp, toward the ruins of the castle at the top of the mountain. On the west side of the ruins is a room that holds the item you need, but the main entrance is blocked off. Move over to the crumbling wall south of the room. You can use the broken pieces of stone here to climb up to the top. Climb down the ladder, then open the chest to complete the quest.

Map to a Waterfall

Description: This map depicts a bridge with four pillars and a waterfall under a tree.
Starting NPC: A scroll west of the Upper Lake camp
Requirements: None
Reward: +44 XP, +40 Influence

Quest Objective:

  • Find the spot marked on the map

Head to the Upper Lake camp, then look to the west to find a scroll that begins the quest. Follow the river south to find the treasure behind a waterfall. Collect the treasure to complete the quest.

Some Dreams

Description: A diary has been found, describing a man’s troubling dreams and his plans to find peace in a cave in the hills.
Starting NPC: Note inside an house north of the Crossroads
Requirements: None
Reward: +44 XP, +40 Influence

Quest Objectives:

  • Search the cave in the hills
  • Kill the apostate

Read the note in the house north of the Crossroads to begin the quest. Head to the new waypoint on your map to find a single enemy inside the cave. Kill the enemy to complete the quest.

Love Waits

Description: A young noble named Berand joined the cult in the hills. He is worried that his lover, Vellina, has not yet arrived to join him.
Starting NPC: Letter on a dead body east of Dwarfson’s Pass.
Requirements: None
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objective:

  • Inform Berand of Vellina’s death

East of Dwarfson’s Pass you’ll find a dead body. Search the body to find a letter and begin the quest. You can also start the quest by speaking to Lord Berand in Dwarfson’s Pass. Once you’ve started the quest, head to Lornan’s Exile and search the rooms to the right once you enter. One of the NPCs will speak to you and the conversation will create a new waypoint on your map. Search the area around the waypoint to find an item, then report back to the NPC.

My Lover’s Phylactery

Description: A phylactery found on a dead templar belongs to his mage lover, Ellendra. The phylactery could point other Templars to Ellendra, and she may welcome its safe return, along with news of her lover.
Starting NPC: A dead body near Winterwatch Tower.
Requirements: None
Reward: +44 XP, +40 Influence

Quest Objective:

  • Return the phylactery to Ellendra

Find the dead body in the Winterwatch Tower region of the Hinterlands, then head back to the Crossroads. Speak with Ellendra on the north side of the camp to complete the quest.

Conscientious Objector

Description: A cabin in Witchwood is locked.
Starting NPC: Dead body in the southeastern Hinterlands
Requirements: None
Reward: +44 XP, +40 Influence

Quest Objectives:

  • Find a key to the cabin
  • Go to the cabin in the highlands

The corpse that begins this quest is found in the southeast region of Hinterlands, near one of the landmark sites. You need to head to a cabin northwest of the Crossroads, which is marked on your map. Go inside the cabin and defeat the enemy that appears to complete the quest. The enemy is a standard demon that you would generally fight by a rift.

Strange Bedfellows

Description: A scout on duty is worried something’s happened to a fellow scout named Ritts, who was tasked with investigating apostates in the area.
Starting NPC: Inquisition scout north of White Pass camp
Requirements: None
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objectives:

  • Search for the missing Inquisition scout
  • Update the worried scout on the status of Ritts

From the Crossroads, take the main path to the south to encounter an Inquisition scout north of the White Pass camp. Speak with the scout to begin the quest, then add Varric to your party and head to the new waypoint on your map to find a member of the Inquisition in a battle at the top of a hill. Quickly take down the enemies your comrade is fighting, then search the area to find a dead body. Examine the body and speak to the soldier again. With Varric in your party you can convince her to help you. Once that’s done speak to the first Inquisition scout to complete the quest.

A Spirit in the Lake

Description: A storyteller mentioned a spirit in a nearby lake. If offered a blood lotus, the spirit apparently gives a favor in return.
Starting NPC: Storyteller near the fast travel point in Redcliffe
Requirements: Gain access to Redcliffe Village during the “In Hushed Whispers” main story quest.
Reward: Warlord Greatsword, +44 XP, +40 Influence

Quest Objective:

  • Take a blood lotus to the lake

Head to Redcliffe and speak with the storytller NPC near the fast travel point to begin the quest. Search the Fallow Mire area to find a blood lotus if you don’t already have one, then head to Lake Luthias, south of the Upper Lake camp. Examine the bowl on the dock to complete the quest, then pick up the weapon that appears in the process.

Letter from a Lover

Description: You found a letter at an abandoned campsite. It instructs a young man to bring felandaris to a tree where a stone lady stands.
Starting NPC: A letter from a campsite in Dead Ram Gorge
Requirements: None
Reward: +44 XP, +40 Influence

Quest Objective:

  • Bring felandaris to the tree on the hill

While it’s possible to find the felandaris plant by randomly looting, the plant is most commonly found in the Emprise du Lion area, far away from the Hinterlands. Once you have access to that region and obtain the felandaris head to the waypoint on your map and examine the altar. Kill the enemy that spawns to complete the quest.

Failure to Deliver

Description: A letter found on a dwarven corpse speaks of a package lost somewhere near the river north of the farms.
Starting NPC: Note lying next to a corpse and overturned cart
Requirements: Defeat the Templars and mages at the Crossroads
Reward: Carta Coat, +44 XP, +40 Influence

Quest Objective:

  • Search the river for the package

Once you’ve started the quest head to the new waypoint on the match and search the area to find the item you’re looking for next to the river. Obtain the item to complete the quest.

The Ballad of Lord Woolsley

Description: A young man is distraught that his family’s special ram, Lord Woolsley, has wandered off. He is offering a reward for the ram’s return.
Starting NPC: One-Eyed Jimmy
Requirements: Complete the quest “In Hushed Whispers” main story quest
Reward: +177 XP, +80 Influence, +1 Power Level

Quest Objectives:

  • Locate Lord Woolsley and send him home
  • Return to Woolsley’s owner for a reward

Head to Redcliffe and speak to One-Eyed Jimmy to begin this quest. Head to the new waypoint on your map and look around the area for a ram. It is uniquely colored compared to the other rams, so make sure you don’t attack it (of you do you will not be able to complete the quest). Approach the ram until it acknowledges your presence, then speak to One-Eyed Jimmy again to complete the quest.

Where the Druffalo Roam

Description: A farmer’s druffalo ran off, spooked by demons, and was last seen in the ravine.
Starting NPC: Notice Board
Requirements: None
Reward: +44 XP, +40 Influence

Quest Objectives:

  • Rescue the farmer’s druffalo
  • Lead the druffalo back to the pasture
  • Tell the farmer that his druffalo is safe

Head to Redcliffe Farms and examine the notice board to begin the quest. Go west of the farm to find the druffalo you’re looking for just beyond the river. Kill the wolves to save the animal from death, then slowly make your way back to the farm as the druffalo follows you. If you move too quickly it only slows down the druffalo, so make sure you don’t get too far ahead of it. Once the druffalo is back at the farm, speak to the NPC at the new waypoint to complete the quest.

Playing with Fire

Description: A letter found on a corpse said: “Three times around the crowned statue, right hand close enough to brush the stone itself, and the spirits will listen.” Doing so will apparently bring back someone’s grandfather. The letter writer must really miss him.
Starting NPC: Letter on a corpse near Avvar Blade Valley
Requirements: None
Reward: Master Demon-Slaying Rune, +44 XP, +40 Influence

Quest Objectives:

  • Bring the grandfather back
  • Defeat the demon

Search the landmark in the Avvar Blade Valley to find a dead body. Loot the body to begin the quest. Walk around the nearby statue with your character’s right arm as close to the statue as possible. You don’t have to keep it in constant contact with the statue, but try to keep it close. Circle around the statue a few times to spawn an enemy. Kill the enemy to complete the quest, then loot the fallen prey to find the rune.

The Mercenary Fortress

Description: Mercenaries are stirring unrest in the Hinterlands. They have occupied an old fort in the woods.
Starting NPC: Orders found on or near soldiers in Hafter’s Woods or Avvar Blade Valley
Requirements: None
Reward: +128 XP, +80 Influence

Quest Objectives:

  • Find the mercenary fortress
  • Defeat the mercenary leader

Move around Hafter’s Woods or Avvar Blade Valley to find groups of enemy soldiers. Defeat the soldiers, then loot their bodies and search their camp sites until you loot the orders needed to begin this quest. This is not an easy quest, so if you’re below level seven you may have a hard time with it unless you have a party consisting of three mages (all with Barrier spells) and a shield and sword warrior.

Once you have the orders, head to the waypoint on the map to engage the small army that holds the base here. Make your way through the horde of enemies, up to the second floor of the hideout, toward the waypoint that marks the location of the Mercenary Leader. If you’re low on potions, head back to the closest camp site to replenish them before you engage him. As long as you don’t leave the Hinterlands the enemies you killed will not respawn.

When you’re ready to engage the Mercenary Leader, make sure you have a sword and shield warrior to tank. The Mercenary Leader hits very hard and will drain the life of your tank in a flash if they’re not well-equipped for tanking. Your mages should keep Barrier up as often as possible, but be ready to raise fallen party members, especially if you’re below level seven. If you keep your distance, the boss rarely uses attacks that hit any party members outside of his immediate range. This is the easiest way to defeat him.

Loot the balcony behind the Mercenary Leader’s position to find the Valammar key, then finish off any remaining enemies in the hideout to complete the quest.

Map of the Farmland Cave

Description: This map depicts a farmhouse near a cave.
Starting NPC: Map located east of the mercenary hideout, in Hafter’s Woods
Requirements: None
Reward: +128 XP, +80 Influence

Quest Objective:

  • Find the spot marked on the map

Once you have the map in-hand, head to the waypoint northeast of the Redcliffe Farms. If you have trouble reaching the waypoint, start at the astrarium nearby (marked on your map) and work your way to the west until you reach the cave you need to find. Go inside the cave and search the area to find the hidden treasure and complete the quest.

Return Policy

Description: A thief stole something important from a fortress to the west. A threatening note found on the thief’s body suggests that whoever he stole it from very much wants it back.
Starting NPC: Note found on a dead body west of the Broken Bridge
Requirements: None
Reward: +128 XP, +80 Influence

Quest Objective:

  • Return the stolen treasure to the western fortress

If you haven’t already, begin the “Mercenary Fortress” quest so you can knock out two birds with one stone. Cross the bridge to the fortress then make your way up the hill, following the path. When you reach the fork head right and continue to follow the path. Access the altar at the end of the path to spawn an enemy. Kill the enemy to complete the quest.

Flowers for Senna

Description: An elderly widower visits his wife’s shrine each year, but the fighting between the mages and templars has prevented him from making the trip.
Starting NPC: Widower
Requirements: Complete the quest “In Hushed Whispers” main story quest
Reward: +128 XP, +80 Influence

Quest Objectives:

  • Take flowers to Senna’s shrine
  • Return to the widower

Speak to the old man in Redcliffe to begin this quest. Travel to the grave site marked on the map by a new waypoint. Examine the site to drop off the flowers, then speak to the widower again to complete the quest.

Bergrit’s Claws

Description: A hunter named Bergrit was out looking for large bears to collect their claws, which appear to be of considerable value. It may be wise to pick up where he left off.
Starting NPC: Note found on a corpse near Dead Ram Gorge
Requirements: None
Reward: 3 Great Bear Claws, +128 XP, +80 Influence

Quest Objective:

  • Find three great bear claws

You need to obtain three great bear claws to complete this quest. The bears in question are generally found in the southwest region of the Hinterlands. While the bears can be difficult opponents if you’re below level seven, stick close to the Forest camp site so you can replenish your potions after very encounter and you should be okay. Defeat bears and loot their bodies until you have obtained three great bear claws to complete the quest.

Hinterlands Who’s Who

Description: A hunter appears to have been mauled by a bear and died in its cave. According to his letter, he was trying to get enough of something to help. He must have been desperate.
Starting NPC: Letter found on a corpse in Old Simeon’s Cave
Requirements: None
Reward: +128 XP, +80 Influence

Quest Objective:

  • Take the hunter’s letter back to his family

The cave where the letter is found is in the the southwest region of the Hinterlands. Find the letter, head to Redcliffe Farms and examine the mailbox marked by a waypoint on the map to complete the quest.

Deep Trouble

Description: The Carta are setting up a red lyrium mining operation in the Hinterlands with the help of local mercenaries.
Starting NPC: Inspect the door in the hidden alcove behind near Lake Luthias.
Requirements: None
Reward: +1,025 XP, +400 Influence, +3 Power Level

Quest Objectives:

  • Find a key to the door
  • Seek out and eliminate the Carta leader in Valammar

There are two ways to start this quest. You can examine look behind the waterfall south of Lake Luthias to find a hidden alcove behind the waterfall, or you can pick up the Valammar key on the balcony behind the initial position of the Mercenary Leader you fought during the “Mercenary Fortress” quest. Both options require you to face off against a group of enemies, but there are far more guarding their hideout compared to the number of enemies behind the waterfall.

If you find the hidden alcove first, start the “Mercenary “Fortress quest because you need the key you obtain after defeating the Mercenary Leader during the quest. Once you have the key in-hand the entrance to Valammar is marked on your map.

Make sure your potions are fully stocked and have a rogue in your party before you enter Valammar so you can obtain all of the available loot. If you leave the area to replenish them all of the enemies within will respawn. There are a number of enemies inside Valammar, but if you’re level seven or higher you shouldn’t have too much trouble with them so long as you take your time moving through the dungeon.

Follow the path until you reach the waypoint, which marks the location of your target. If you have a rogue with you there are multiple locked doors along the way that give way to loot-filled rooms. Loot every room you come across so you’re prepared for the next quest, which starts as soon as the present quest comes to an end.

When you reach the room where your target waits, be prepared to battle against a number of enemies all at once. It’s best to have a sword and shield warrior to draw the attention of the enemies away from any party members with lighter armor. Focus on the lesser enemies before you target the Carta leader. Once the additional enemies are down it’s much easier to quickly finish off the leader and complete the quest.

The Vault of Valammar

Description: These gears should fit the lock on a large door clearly made to keep out thieves.
Starting NPC: Investigate the sealed vault door in the vat room inside Valammar.
Requirements: Complete the “Deep Trouble” quest.
Reward: +512 XP, +80 Influence, +2 Power Level

Quest Objectives:

  • Find two gears
  • Use the gears to open the vault

Loot the room where you fought the Carta leader to find one of the two gears you need to continue the quest. Head outside and cross the bridge. The first locked door you find needs to be unlocked with a rogue. Inside you’ll find the second gear.

Head back to the room where you fought the Carta leader and place both gears at the vault door. Defeat all of the enemies inside the vault and loot the area to complete the quest.

Return to the Dragon Age: Inquisition Walkthrough.


Get amazingly detailed maps with all collectables labled plus how to influence character relationships in this 350+ page, 100% complete, official strategy guide.

Plus, the Collector’s Edition guide includes the following 3 digital in-game items – Mount, Ring, and Multiplayer Chest! Get your copy today!


Prima Games is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy
Author
Image of Bryan Dawson
Bryan Dawson
Bryan Dawson has an extensive background in the gaming industry, having worked as a journalist for various publications for nearly 20 years and participating in a multitude of competitive fighting game events. He has authored over a dozen strategy guides for Prima Games, worked as a consultant on numerous gaming-related TV and web shows and was the Operations Manager for the fighting game division of the IGN Pro League.