Walkthrough: Act 1
Presenting the walkthrough for the quests of Act 1. As always, don't forget about the numerous spoilers.[cut]
Main Quests
The Death of Lothering
When it is given: at the very beginning of the game.
- This is the first quest. You only need to escape from the Blight and reach Kirkwall. The only boss worth mentioning is the ogre at the end of the Blight lands.
- Upon arriving in Kirkwall, you need to approach the guard.
- The only choice will be whom to work for: the mercenaries or the smugglers. The difference later on is minor: if you choose mercenaries, some quests in Act 1 will be given by Miraan, while if you choose smugglers, it will be Athenril.
Expedition into the Deep Paths
When it is given: at the beginning of Act 1.
- The key quest of Chapter 1. The dwarf Bartrand from the Merchants Guild organizes an expedition into the Deep Paths in search of treasure. For Hawke, this is the only chance to get a lot of money at once. To participate in the expedition, you need to give Bartrand 50 gold and obtain a map of the Deep Paths.
- The money is collected by completing other quests. If at the moment of completing the other main quests you don't have 50 gold, you can take a loan in the quest "Friends in Low Places." The map is given by Anders after completing the quest "The Fade." After giving the money and completing all main quests, you can set off on the expedition.
- At the beginning of the expedition, we encounter a collapse. Therefore, we have to find another way, coming across darkspawn.
- Once we discover the way, we report back to Bartrand. After a few minutes, he betrays us by locking the door behind.
- We need to look for another exit. Along the way, we will encounter plenty of ghosts and spirit of stone. One of the spirits offers us a deal. We can either accept or refuse it; the option to kill him will still be there later.
- At the end of the location, we meet an ancient stone spirit – one of the toughest bosses in the game. After defeating him, another stone spirit will appear (if he is not killed yet), and we kill him too. We take the treasures found and return to Kirkwall. This quest concludes Act 1.
A Friend in Guard
When it is given: at the beginning of Act 1.
- Talk to Aveline at the Viscount's Keep in the Upper City. While conversing with her, you can take the quest "As It Should Be."
New Home?
When it is given: at the beginning of Act 1.
- You need to visit Gamlen's house in the Low City. After talking with the family, the quest "Family Matters" is given.
Business Talk
When it is given: at the beginning of Act 1.
- Talk to Varric at the "Hanged Man" tavern in the Low City. He will give you the quest "The Fade" and share the latest rumors (which will later become part of the main quests).
- After the conversation, a letter arrives home, starting the quest "Free Cheese" (completing it allows you to recruit Fenris).
The Long Way Home
When it is given: after leaving the Blight lands in the prologue.
- You promised Flemeth to take the amulet to the top of the Broken Mountain. We head there and find the Dalish clan (the same one that was in DAO in the backstory for the Dalish elf).
- After talking to the keeper Marethari, we learn that the amulet needs to be taken to the top of the mountain and a ritual performed over it. Along with us, the first Merrill, who has inexplicably decided to leave the clan, is sent.
- On our way to the mountain top, we encounter numerous undead and spiders. Among the dangerous monsters, the arcane horror is noteworthy.
- Upon reaching the summit, we perform the ritual and then return to the keeper. We take Merrill from the clan and bring her back to Kirkwall, to the Dalish compound. After this, the quest concludes.
The Fade
When it is given: by Varric in the Hanged Man after completing the quest "Business Talk."
- First, you need to find the grey warden Anders, who has the maps of the Deep Paths. Start the search by asking the shopkeeper Lirene in the Low City (Ferelden's goods). She will tell you that Anders has opened a clinic in the sewers.
- As you leave the shop, a group of thugs awaits, interested in your inquiries about the grey warden. If Bethany/Carver are in your party, you can resolve the matter peacefully; otherwise, the thugs will attack.
- Anders agrees to give the maps after we complete his request. You need to head to the church in the Low City at night and help Anders kidnap his friend Karl from the Circle.
- However, upon arriving at the church, we discover that Karl has been subdued and turned in Anders to the templars. The templars must be killed (the fight will be quite tough, by the way). After the battle, you have to decide how to deal with Karl: kill him or let him live.
- Then we go to the sewers and report to Anders. Anders gives the maps of the Deep Paths and joins the team. After this, Isabella appears at night in the Hanged Man.
Enemies Among Us
When it is given: in the Upper City after completing the quest "The Fade."
- We head to the Dungeons and talk to the recruit templars.
- The recruits say that Knight-Captain Cullen recently went after the apprentice Wilmot.
- We go after them and discover that the apprentice was possessed. Naturally, we kill him. Upon talking to the Knight-Captain, we find out that further searches should be conducted in the "Blooming Rose" (Upper City).
- We talk to Vivienne at the brothel, then with Idunna. The latter will attempt to take Hawke under control with blood magic during the conversation. If there is a mage in the group (or if Hawke is a mage), we can interrupt her and then interrogate her. If not, Hawke, resisting, will kill Idunna (in which case we take documents from the table in the room). We find out that a group of blood mages is trying to create chaos among the templars.
- We head to the mages' den in the Sewers. Besides blood mages, we are awaited by hordes of ghosts and possessed, as well as several demons. After clearing them out, we free the templar Keran.
- We return to the Dungeons and report to Cullen about our successful completion. At this point, we can advise the templars to keep Keran in service or dismiss him. In the latter case, the quest "Family in Debt" will appear in the next chapter.
The Prodigal Son
When it is given: in the Dalish compound (Low City) after completing the quest "The Long Way Home."
- Approach Arianne in the Dalish compound. We witness Arianne begging the templar to find his son. After talking to Trask, we learn that the apostate mages are often assisted by a former templar, Simon. He can be found in the Low City at night.
- Inquiring from Simon, we find out that he sent Fainriel to someone named Rayner. This Rayner can be found at night at the dock on Arthuris's private dock. Keep in mind that there will be a tough fight with two elite enemies: an assassin and a possessed.
- It turns out that Rayner was selling the apostate mages to slavers. Fainriel was sold to the slaver Danzik, who can be found in the Sewers.
- We arrive at Danzik's place. He, naturally, is not keen to share anything, so we’ll have to kill him. Searching the bodies, we find out that Fainriel was sent to a cave on the Torn Shore.
- We head there and find the abducted Fainriel. We can either fight the abductors or persuade them to release the hostage (Varric will help you). After freeing Fainriel, he will ask where he should go. We can send him to the Circle of Magi or the Dalish clan.
- We return to Arianne in the Dalish compound and report our successful rescue.
A Merciful Act
When it is given: a letter in Gamlen's house (Low City) after completing the quest "The Prodigal Son."
We head to the outskirts of the Torn Shore and discover our acquaintance: templar Trask. He says that the Circle of Mages from Starkhaven has burned, and all the mages were supposed to be transferred to Kirkwall. However, they fled and took refuge in the cave we are standing near. The templar offers to help him resolve the matter peacefully, avoiding bloodshed.
In the cave, the mages have reanimated the dead, which we will have to fight. At the end of the cave, the mages themselves will be present, and Decimus, the leader among them, will attack you. He will be aided by several other mages and walking dead.
After dealing with them, we talk to Grace, who offers to help the mages escape by killing the templar at the entrance. If we agree, then while pushing our way to the exit, we fight with the templars, if not – with the undead.
At the exit, we meet a group of templars led by Sir Karras. If in the dialogue with Grace you chose to distract the templars, then the matter will be resolved peacefully; if not, there will be a fight. Trask will be on our side.
After the further conversation with Trask, the quest concludes.
Gunpowder Hopes
When it is given: a random encounter on the map after completing the quest "The Long Way Home."
- Javarus desires to obtain the recipe for Qunari explosives, but Arishok refused him. The dwarf hopes that if he performs the Qunari a significant service by killing the Tal-Vashoth, the Arishok will change his mind.
- We go to the Torn Shore and kill the bandits camped there - the Tal-Vashoth. There should be no particular difficulties.
- We return to Javarus, who is already waiting for us at the Qunari camp (it will be helpful to bring Fenris with you). We converse with Arishok and Javarus. The Qunari still refuse to give the recipe to the dwarf, but they make him pay us for the work done. The quest is complete.
Wolves in Sheep's Clothing
When it is given: at night in the Low City after completing the quest "Gunpowder Hopes."
We head to the Low City at night and save Petris's sister from thugs. Afterwards, she offers us a job. For details, we go to Petris's hideout (also in the Low City).
The sister suggests that we extract a sairebase (Qunari mage) out of the city through the catacombs. We go down there.
In the catacombs, we are awaited by spiders, and at the very end, bandits.
At the exit of the city, a squad of Qunari is already waiting for us. No matter what you say, they will ultimately attack. It turns out we’ve been set up.
After dealing with them, we return to Petris for our reward and leave.
Friends in Low Places
When it is given: after completing all main quests (except "Expedition into the Deep Paths")
- In the Low City, a certain Dougal offers you a loan for the expedition (he gives you 50 gold, and you pay back 100 after the expedition). Useful in case all the money has been spent somewhere.
- Keep in mind that if you take the loan, the money in your wallet will be significantly less at the beginning of Act 2.
Side Quests
Madmen Won't Go Around
When it is given: by Isabela in the Hanged Man after completing the quest "The Fade."
- Meet with Isabela in the Upper City after sunset. She intends to settle scores with Hayder.
- Upon meeting, we find out we were expected. After dealing with them, we search the bodies and learn the whereabouts of Hayder.
- We head to the Church to face Hayder.
- After Hayder is killed, Isabela will join the party. The quest concludes here.
Free Cheese
When it is given: a letter in Gamlen's house after completing the quest "Business Talk."
- We meet Anso at night in the market in the Low City.
- After talking to him, we visit the smugglers' den in the Dalish compound at night to retrieve his goods.
- After dealing with the smugglers, we check the chest and find out that even if Anso's goods were with them, they have taken them away.
- Upon exiting, we discover we've walked into a trap. We fight our way through and exit the Dalish compound.
- It turns out the trap was set for Fenris, a runaway elf slave. He asks for our help. Therefore, we go to the estate in the Upper City at night and meet with Fenris there.
- We search the estate in an attempt to find the mage Danarius.
- After clearing the estate of ghosts and rage demons, we find out that mage Danarius has escaped. We take valuables from the estate and leave.
- After talking to Fenris, the quest concludes.
Bone Pit
When it is given: a letter in Gamlen's house after completing the quest "Family Matters."
- We head to the Upper City's market to talk to Hubert about work.
- After that, we go to the Bone Pit to search for the missing workers.
- Upon arrival, we find marauders prowling around. After dealing with them, we head into the Bone Pit.
- Inside, we will encounter several regular dragons, as well as a multitude of hatchlings.
- Eventually, we encounter a worker escaping from a large dragon. Let’s continue further and deal with the dragon.
- After that, we return to the Upper City and report back to Hubert. As a reward, he offers to make us co-owners of the mine, and he also issues the quest "Back to Work." The quest is complete.
Back to Work
When it is given: by Hubert in the Upper City after completing the quest "Bone Pit."
- Convince the remaining miners to return to work. You can find them during the day in the Low City, near the Hanged Man.
- After talking to the workers, the quest concludes.
What's Fallen from the Cart
When it is given: by Isabela after completing the quest "Understanding Isabela."
- Talk to Martin about work in his room at the Tavern Hanged Man.
- Find Martin's stolen cargo during the day at the Low City port.
- The dock workers claim not to know anything about the required cargo. Head to the port and ask the port master Liam about Martin's cargo.
- The assistant port master will demand money for information about the cargo. There are three options: pay him, intimidate him (works only with a malicious alignment), or return to the port at night and steal the needed information (then you will have to fight mabari).
- Make sure Martin's cargo is located at the Woodrow warehouse by the docks. You can approach the warehouse during the day, but then there will be guards at the entrance (you can try to trick them or kill them); or you can go at night (then there will only be a sleeping guard at the entrance).
- Inside the warehouse, a group of pirates is waiting. After clearing them out, find the cargo.
- Then return to Martin in the Hanged Man to inform him about the found cargo.
- After talking to him, the quest concludes.
The First Victim
When it is given: an announcement in the Upper City after completing the quest "Free Cheese."
- Talk to Ghislaine about his missing wife. He can be found during the day at the Upper City market.
- Ask Jithanna about Ninette. This elf works at night in the Blooming Rose in the Upper City.
- Find the templar Emeric in the Sewers and learn what he knows about Ninette.
- Upon arriving at the meeting place, we rescue Emeric from thugs. He will tell us that not only Ninette has disappeared recently and hands over the clues he found.
- After nightfall, investigate the foundry in the Low City, where the trail of Maren (another missing woman) ended.
- In the foundry, we catch a glimpse of a mage who runs away from us. We move on and fight a bunch of ghosts and a desire demon. We find a sack of bones.
- Locate Emeric in the Dungeons and show him the human remains. Also, visit Ghislaine in the Upper City to see if he recognizes the ring. After this, the quest concludes.
Uninvited Rescue
When it is given: an announcement in the Upper City after completing the quest "The Long Way Home."
- Talk to Seneschal Bran about the son of the Regent.
- After that, head to the Torn Shore and find the Regent's son, Seamus Dumar, there.
- Upon arrival, we find that the Winters, led by Jinnis, have indeed beat us to it. We deal with her and talk to Seamus.
- We then have to fend off two more attacks from the Winters.
- After that, speak to Seamus about returning to the regent's keep.
- After the regent issues you a reward, the quest concludes.
Judge's Orders
When it is given: by the judge in the Upper City after completing the quest "Free Cheese."
- Head to the old ruins outside the city and arrest the runaway criminal at the request of Judge Vanard.
- Before entering the ruins, an elf named Elren runs up to us and begs us to kill the fugitive for having kidnapped his daughter. Decide how to deal with the fugitive and proceed.
- In the ruins, there will be many spiders, and in one of the rooms, you can find lurking pirates. In the large room, among many spiders and skeletons, resides an arcane horror, so be careful.
- Next, we find Lia, who, as it turns out, is safe and sound. She asks us to spare Keldon.
- In the last room, we find Keldon, who will ask to kill him. If you fulfill his request, you exit the ruins immediately; if not, head to the exit while dealing with the spiders and undead along the way.
- At the exit, we talk to Elren and the guards. After this, we go to report everything to the judge (who is found during the day in the Upper City near the church). The quest concludes here.
Unfinished Business
When it is given: by Miraan (Low City, night) or Athenril (Upper City, day) after completing the quest "Free Cheese."
The content of this quest depends on who gave it to you.
If Miraan:
Head to the port during the day to assist Miraan's associates in dealing with Lord Harriman.
Upon arrival, Harriman's guards will attack us, and there is no other option but to kill them.
Then we talk to Gustav, Miraan's man. After a while, Lord Harriman will appear. Decide whether to kill him or let him live.
After that, return to Miraan at night in the Low City and report your progress. The quest is complete.
If Athenril:
Head to the port at night to assist Athenril's associates.
Upon arrival, we discover that thugs from the Society intend to attack a boy. We save the boy and, after this, talk to him. Decide whether to give him Athenril's goods or not.
After that, return to Athenril in the Upper City during the day and report your progress. After this, the quest will conclude.
Herbalist's Tasks
When it is given: by herbalist Solvitus in the Dungeons at the beginning of Act 1.
Find spider venom, a dragon tooth, and pure ironbark for Solvitus.
Locations of the required ingredients:
Giant spider venom – Abandoned Ruins (quest "Judge's Orders").
Dragon tooth – Bone Pit (quest "Bone Pit").
Ironbark – Ironbark Promenade (unlocked on the map after talking to Master Aileen at the Dalish camp on the Broken Mountain).
After you give all the ingredients to the herbalist, the quest will be completed.
Undelivered Letter
When it is given: a letter from the possessed's corpse at the private dock of Arthuris during the "Prodigal Son" quest.
- Take the letter found on the transformed mage to Templar Trask in the Dungeons.
- Alternatively, from the templar, you can demand a fee for silence. Either way, after conversing with him, the quest will conclude.
Companion Quests
The Debt
Companion: Sebastian.
When it is given: at the beginning of Act 1 in the Upper City at the preacher's board.
This quest is only available with the installed DLC "The Exiled Prince".
Approach the preacher's board in the Upper City and observe the dialogue between the High Priestess Elthina and Sebastian. After this, take the quest from the board.
Prince Sebastian Vale offered a reward for killing the mercenaries from the Qun, who killed his family.
The locations of the groups of killers:
At the docks of Kirkwall at night.
At the Broken Mountain (near the entrance to the location).
On the Torn Shore (a little north of the location entrance).
Once all the mercenaries from the Qun have been taken care of, return to the Church and tell Sebastian Vale that you avenged his family. After this, the quest concludes.
Questions and Answers
Companion: Varric.
When it is given: after completing the quest "The Fade."
- Talk to Varric at the Hanged Man tavern in the Low City. After chatting with him, the quest concludes.
Family Matters
When it is given: at the beginning of Act 1 in Gamlen's house (Low City).
- Talk to your mother about her disagreement with Gamlen, then with Bethany/Carver.
- Then we go to the former Amell estate to search for grandfather's will. You can access the basement of the estate through the Sewers.
- Once inside the estate, we clear it of slavers and take the will. Along the way, we find an armor upgrade for Bethany/Carver.
- We return to Gamlen's house and witness another family scene. The quest concludes here.
Portrait from the Past
Companion: Bethany.
When it is given: a gift in one of the chests in the Amell estate (during the quest "Family Matters" if the hero is a warrior or rogue).
- Bethany may be interested in the old portrait of Leandra Hawke. Show it to her when you return to Gamlen's house.
- After you give the portrait to Bethany, the quest will conclude.
Family History
Companion: Carver.
When it is given: a gift in one of the chests in the Amell estate (during the quest "Family Matters" if the hero is a mage).
- If mage Tobrius is still alive, he may be in the Dungeons. Obtain information about the letter from the father's belongings, which tells about the death of an unnamed family friend.
- After that, Carver will be quite surprised to learn who he was named after. Talk to him about it. The quest concludes here.
Talk to Anders
Companion: Anders.
When it is given: after the quest "The Fade" upon subsequent visits to the Sewers.
- Now that the matter with Karl is settled, talk to Anders in his house in the Sewers. After speaking with him, the quest concludes.
As It Should Be
Companion: Aveline.
When it is given: after conversing with Aveline at the beginning of Act 1 in the city guard barracks (Viscount's Keep, Upper City).
- Go with Aveline to the Broken Mountain and find the ambush. The location of the bandits will only open if she is with you.
- There will be several groups of bandits around the ambush site. Kill them and continue your way.
- After dealing with the ambush, we return to the barracks and report about the incident.
- As it turns out, the captain of the guard is not pleased with the discovery of the ambush, which is quite strange. Look in the barracks at the duty schedule and find out who was supposed to be on patrol near the ambush.
- After speaking with Brennan, it turns out that the patrol route of guard Donnic leads straight into the trap. Go with Aveline at night to the Low City and save the guard.
- After this, return to the barracks in the Viscount's Keep and corner Captain Jeven, who was leaking secrets to the guards.
- After Captain Jeven is disgraced, the quest concludes.
Understanding Isabela
Companion: Isabela.
When it is given: after completing the quest "Madmen Won't Go Around."
- Talk to Isabela at the Hanged Man tavern in the Low City.
- Isabela will issue a quest "What's Fallen From the Cart." The quest concludes here.
Fenris Joins the Party
Companion: Fenris.
When it is given: after completing the "Free Cheese" quest.
- Find Fenris in the abandoned estate of Danarius in the Upper City and talk to him. After the conversation, the quest concludes.
Welcome Home
Companion: Merrill.
When it is given: after completing the quest "The Long Way Home."
- Talk to Merrill at her home in the Dalish compound in the Low City. After the conversation, the quest concludes.
What a Delightful Villainy You Have Here
Companion: Merrill.
When it is given: after completing any of the quests: "The Prodigal Son," "Gunpowder Hopes," or "Herbalist's Tasks" (it's enough to find 1 ingredient).
- Speak with Merrill at her home in the Dalish compound in the Low City. After this, the quest concludes.
Author's text.