Dragon Age Inquisition Hinterlands Side Quests

Dragon Age Inquisition Hinterlands Side Quests

Complete all of the side quests across all the locales Dragon Age: Inquisition.

Hinterlands Side Quests

The Hinterlands is Dragon Age Inquisition's largest area. There are 43 side quests in the Hinterlands alone! Complete all of the side quests in the area to challenge the High Dragon.

1. Holding the Hinterlands

Quest Contact: Scout Harding
Description: Establish camps to help hold the Hinterlands, supporting Inquisition activity in the region.
Requirements: Quest available as soon as you enter the Hinterlands.
Reward: 50 Influence and 1 Power per camp, with the exception of the starting camp.

Objectives

  • Establish six camps

Actively tracking this quest will show the location of six campsites on your Hinterlands map. Each one that you establish will provide you with Influence and Power, meaning there is simply no reason why this shouldn't be a priority. Your primary challenge will be to reach the location of each campsite, but once you do this quest should be no trouble at all.

2. In the Elements

Quest Contact: Recruit Whittle
Description: Apostate mages have supply caches hidden in the area, and the supplies could help to protect the refugees from the elements.
Requirements: Speak to the recruit to the west of the Crossroads after securing it from the templar-mage fighting, or explore to the southeast of the Hinterlands. After finding and claiming a cache you'll prompt small talk among your party, deciding that the supplies could benefit the refugees. A waypoint will direct you to speak with Whittle
Reward: 177 XP, 80 Influence, 1 Power

Objectives

  • Report the cache locations to Whittle

This quest is all about traveling to the various supply cache locations, then laying claim to them. While they are a decent ways south from the Crossroads, most of them are fairly out in the open, and the map is very helpful in pointing you in the right direction. One cache, however, requires you to defeat a magical ice barrier, so be sure to bring Solas (or any other mage) on your journey. This is of course assuming you are not a mage yourself. Once you've located and claimed all five caches, return to Whittle and report their locations to complete the quest.

3. East Road Bandits

Quest Contact: Recruit Bellette
Description: Bandits are attacking refugees along the King's Highway that lies to the east of the Crossroads.
Requirements: Available as soon as you enter the Hinterlands.
Reward: 177 XP, 80 Influence, 1 Power

Objectives

  • Neutralize the bandits on the road to the east

After speaking with Bellette, follow the trails to the east to stumble upon your first bandit ambush. Take out the two archers first, then focus on the two footmen. Continue east to find your second ambush, taking note of how one attacker flees to the north. As you move in that direction and to your third waypoint, the final battle will take place, featuring up to five archers and an outlaw enforcer, also known as a bruiser. Take out the archers first, having one member of your party trying to distract the bruiser. When the archers are down, loot the bodies to find a mysterious letter and complete the quest.

4. Hunger Pangs

Quest Contact: Refugee Hunter, Crossroads
Description: Wild rams live in the hills near the crossroads, and their meat could be the difference between life and death for the refugees.
Requirements: Available after securing the Crossroads.
Reward: 177 XP, 80 Influence, 1 Power

Objectives

  • Deliver 10 pieces of ram meat

After accepting this quest, the location of where rams can be found will be marked on your map. Head that way, then take down 10 rams. This is only complicated by the fact rams will run away if they spot danger, however it should be fairly straightforward.

5. A Healing Hand

  • Quest Contact: Corporal Vale
  • Description: Refugees at the Crossroads would benefit from the services of a healer.
  • Requirements: Available at the Crossroads after it is secured from the templars and mages.
  • Reward: 177 XP, 80 Influence, 1 Power

Objectives

  • Convince a healer to help the Crossroads refugees.

After the fighting around the Crossroads, speak to Corporal Vale about the problems the villagers face, one of which is the lack of an experienced healer. Of course, Corporal Vale has heard of such a healer in the village of Redcliffe that can be found to the north. The gate into Redcliffe is barred, however, as you must address the Chantry in Val Royeaux.

When you've dealt with the situation at Val Royeaux, you can enter Redcliffe and speak with the medic. She's an elf, and isn't too keen on moving to the Crossroads. If you're an elf as well, you can convince her yourself, otherwise Cassandra or Solas should be able to do the trick.

5. A Common Treatment

Quest Contact: Corporal Vale, the Crossroads
Description: The healer needs certain herbs to treat the patients.
Requirements: Available at after addressing the Chantry at Val Royeaux.
Reward: 44 XP, 40 Influence

Objectives

  • Convince a healer to help the Crossroads refugees.
  • Find four elfroots and two spindleweeds.
  • Bring the herbs to the healer.

This side quest kind of blends with the previous one (that's why they are both labeled with the number five), which if you've completed will make this quite simple. You should easily find elfroot, which grows just about everywhere. If you're struggling to locate some spindleweed, focus your search near the lakes, ponds and rivers of the Hinterlands.

6. An Advanced Treatment

  • Quest Contact: Healer, Redcliffe
  • Description: The healer needs certain herbs to treat the patients.
  • Requirements: Complete A Common Treatment.
  • Reward: 44 XP, 40 Influence
  • Objectives

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

    You already know where to find elfroot (see the side quest above), and Royal elfroot can be found growing on the small farm near the starting Hinterlands camp, where you'll also find the Blood Brothers quest. Take the supplies back to the healer to complete side quest.

    7. A Rare Treatment

    Quest Contact: Healer, Redcliffe
    Description: The healer needs certain herbs to treat the patients.
    Requirements: Complete An Advanced Treatment.
    Reward: 44 XP, 40 Influence

    Objectives

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

    Remember that spindleweed can be found near the lakes, ponds and rivers of the Hinterlands, making it easy enough to find. It's the crystal grace that you need to worry about, which is found in the southwest. The problem is, this area contains some formidable foes, so don't go poking around if you aren't ready to hunt bears, or heavily armed mercenaries.

    8. Apostates in the Witchwood

    Quest Contact: This quest can be triggered by find the dead body of an apostate to the southeast of the Outskirts map. You can also start it by finding a note that is located in a house on the road to Redcliffe from the Crossroads, or in a cave that is found on the edge of Witchwood.
    Description: The fighting between apostate mages and rogue templars has driven refugees from their homes and threatened everyone in the area.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 354 XP, 200 Influence, 2 Power

    Objectives

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

    Just to the southeast of the first camp established by the Inquisition is a battle between the apostates and Inquisition. Intervene after speaking with Scout Harding, then loot a letter from the dead when the battle is over. It will tell of a larger apostate stronghold in the Witchwood, north from the Crossroads.

    Continue to follow the waypoints, dealing with each battle that you encounter on a case by case basis. This will be some tough fighting, so don't be afraid to let the combatants weaken each other before you intervene. Also, make sure to thoroughly loot each area when the fighting has ceased to snag any useful loot that was left behind.

    This quest will eventually lead you to a camp just outside of a cave, and it's guarded by two mages and more footmen. Try to deal with the footmen first, saving the mages for the end. When they're down, break into the cave that's guarded by a fire, then deal with one last group of apostates. When the final foe has fallen, the quest will be complete. Again, don't forget to loot the cave before you leave.

    9. Templars to the West

    Quest Contact: This quest is started by finding a letter on the corpse of a templar, or in Fort Connor. A third location is found at a camp just outside and along the road.
    Description: The fighting between apostate mages and rogue templars has driven refugees from their homes and threatened everyone in the area.
    Requirements: Kill the templars holding onto the Dalish ring for the Agrarian Apostate quest. You'll find the letter on one of their corpses.
    Reward: 354 XP, 200 Influence, 2 Power

    Objectives

    • Locate the templar camp along the western road.
    • Deal with the templars.

    The letter will point to templar encampments that block the western road, and as you make your way along this road you'll start to run into small camps with supplies that you can loot. The templars might take exception with you along the way, and your first fight will be with a templar defender and three templar knights. After you finish them all off, loot the camp and continue on.

    When you reach a broken bridge that spans the river, claim the landmark, then turn to the south. On the eastern side of the river will be a small side path that leads up the cliffs. Head that way to kick off your next fight, this time against two templar defenders. When they're out of the way, work your way south until you discover the Templar Encampment.

    There's quite a bit of fighting to do here, so drawing individual enemies away from the camp is a solid way to approach this. If your actions stir up all the adversaries in the area, be prepared to use potions to keep the weaker members of your party healed up. When everyone is down and the camp is clear, loot the treasure chests that the templars left behind.

    10. Praise the Herald of Andraste

    Quest Contact: Speaker Anais
    Description: Cultists are looking for a sign that the rifts in the veil can be controlled.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 177 XP, 80 Influence, 1 Power

    Objectives

    • Seal the Fade rift
    • Speak with Anais

    Approach the rift at the back of the enclave to trigger an ambush. The enemies will start off weaker, then ramp up in intensity with each additional wave. When you're all done, go back and speak with Anais, who will declare her loyalty to you and offers the services of the cult to the Inquisition. You can now choose to have the cult help the refugees in the Hinterlands, spread word of the Inquisition across the continent, or act as spies for you.

    11. Shallow Breaths

    Quest Contact: Refugee, Crossroads
    Description: A refugee at the Crossroads is having problems breathing, and without a specific potion she will likely die.
    Requirements: Secure the Crossroads from the templar and apostate aggression and you will be able to speak with the elf.
    Reward: 44 XP, 40 Influence
    Objectives
    • Get the potion from the refugee's son.
    • Bring the potion to the refugee's husband.

    Hyndel, the refugee's son, can be found in an enclave far south from the Crossroads. He can make a potion that will allow his mother to breathe, and she needs it quickly. After obtaining the potion from Hyndel, return it to the refugee's husband to complete the quest.

    12. In the Saddle

    Quest Contact: Seanna, Redcliffe Farms
    Description: A wealthy young landowner's daughter, Seanna, has built a course for racing horses.
    Requirements: Available after earning a horse from Horsemaster Dennet.
    Reward: Gold

    Objectives

    • Complete Seanna's first race.
    • Complete Seanna's second race.
    • Complete Seanna's final race.

    You simply need to complete all three races, each of which is tougher than the last. When all three are done you will be rewarded with some Gold.

    13. Master of Horses

    Quest Contact: Scout Harding
    Description: Horsemaster Dennet might be able to provide horses for the Inquisition, and it's your job to convince him.
    Requirements: Enter the Hinterlands for the first time.
    Reward: 177 XP, 80 Influence, 1 Power

    Objectives

    • Speak with Dennet.
    • Mount the horse at the stables.

    Make your way to Redcliffe Farms to speak with Dennet, something that Scout Harding was not able to do himself. When you arrive, Dennet will inform you he can't simply give you the horses, but does ask that you see his wife and servant to see if they have any tasks that need completing. On a more positive note, he does give you a horse to keep for yourself.

    14. Horses for the Inquisition

    Quest Contact: Dennet
    Description: Convince Horsemaster Dennet to leave his farm and join the Inquisition.
    Requirements: Complete the quests, The Trouble with Wolves and Farmland Security.
    Reward: Dennet joins the Inquisition. 177 XP, 80 Influence, 1 Power

    Objectives

    • Speak with Dennet.

    After you complete the requirements that are listed above, The Trouble with Wolves and Farmland Security, Dennet will provide horses for your cause, and you can convince him to join the Inquisition as horsemaster. Cassandra should be able to convince him to take the leap.

    15. Farmland Security

    Quest Contact: Bron, Redcliffe Farms
    Description: Bron believes that building watchtowers in the area would warn farmers of potential attacks.
    Requirements: Speak with Horsemaster Dennet.
    Reward: 177 XP, 80 Influence, 1 Power

    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.

    Ride out to the locations marked on your map and claim them. They aren't hard to get to, but you'll definitely be glad to have your horse to make the trip. When all three locations are claimed, return to Haven's war table to handle the special Watchtowers in the Farms mission. This will require two power and can take up to three hours to accomplish, although Cullen's forces can get it done in less time.

    16. Trouble with Wolves

    Quest Contact: Elaina, Redcliffe Farms
    Description: Elaina has agreed to bring the farmers back once the area is clear of wolves.
    Requirements: Speak with the master of Redcliffe Farms to be directed to Elaina, who will advise you on how to solve the problems that the farmers face.
    Reward: 177 XP, 80 Influence, 1 Power

    Objectives

    • Ask Elaina how to make the farmers safe again.
    • Deal with the wolves.
    • Tell Elaina the wolves are no longer an issue.

    Travel to the east, dealing with the first pack of wolves as you approach their den. When they're down, enter the Wolf Hollow, then clear it out as well. There will be one wolf that towers above the rest, and that's the one you need to neutralize, rewarding you with the Token of the Packmaster when you loot its corpse. This will make all wolves in the universe friendly towards your party, and possibly even cause them to aid you in certain circumstances. (See also: 28. Safeguards Against Looters)

    17. Sketch of Calenhad's Foothold

    Quest Contact: A corpse near the starting camp in the Hinterlands
    Description: A sketch of a castle on a rocky ridge marks a spot along a broken wall.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence, rock armor schematic

    Objectives

    • Find the spot marked on the sketch.

    After recovering the sketch from a body, head to the west from the camp, up the mountain and towards the castle ruins. To reach the point indicated, climb the broken-down wall using a small bit of rubble nearby. Make this climb by jumping repeatedly, then move along the wall until you reach the tower. Climb the ladder to the blocked-off antechamber, then open the chest and claim the armor schematic.

    18. Map to Waterfall

    Quest Contact: A scroll west of the Upper Lake camp
    Description: This map shows a bridge with four pillars and a waterfall under a tree.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence

    Objectives

    • Find the spot marked on the map.

    The river to the west of the templar camp you cleared out in Templars to the West can be followed further south, and you'll find the treasure tucked away behind a waterfall.

    19. Blood Brothers

    Quest Contact: A note in a hut just to the south of the Outskirts camp.
    Description: A templar has left a note for his apostate brother, challenging him to a fight.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence, mercenary lord blade

    Objectives

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

    This quest is a fairly easy one. After you begin, follow the waypoint on your map to find the corpse of one of the brothers. Loot his body to recover the templar's sword and complete the quest.

    20. Stone Dreams

    Quest Contact: Note found inside of an abandoned home north of the Crossroads.
    Description: A diary has been found, describing a man's troubling dreams and his plans to find peace in a cave in the hills.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence

    Objectives

    • Search the cave in the hills.
    • Kill the apostate.

    When you reach the cave the apostate will attack you. Take him out, then loot the cave for any goodies that he might have been hoarding. This quest is as simple as that.

    21. Love Waits

    Quest Contact: Letter on a corpse to the east of Dwarfson's Pass, or speak with Lord Berand inside the enclave at Dwarfson's pass.
    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.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 177 XP, 80 Influence, 1 Power

    Objectives

    • Inform Berand of Vellina's death.
    • Alternative: Find Vellina (only possible if you speak to Berand to start the quest).
    • Offer Berand guidance (only possible if Vellina dies, but do not invite him to the Inquisition or send him home).

    The quickest way to do this is get the letter first. You can find the corpse with the letter near the templars that must be killed for the Agrarian Apostate side quest. When the quest is complete, you can send the man home, or invite him to join the Inquisition. If you choose the latter, he'll bring a small contingent of troops to help beef up your army.

    22. Open a Vein

    Quest Contact: A note found next to an apostate cache.
    Description: A letter found on the dwarven corpse suggests that a cave in the hills has a valuable vein of lyrium waiting to be mined.
    Requirements: Available as soon as you enter the Hinterlands and find the note.
    Reward: 44 XP, 40 Influence

    Objectives

    • Locate the vein of lyrium.

    The body that the letter can be found on is in a cave to the southeast of the starting Outskirts camp. After recovering it, you'll be given a waypoint deeper in the Hinterlands. Bring a mage armed with a fire-damage staff to make breaking through the ice barrier blocking the mine entrance much easier. If you don't have one, check nearby chests.

    23. My Lover's Phylactery

    Quest Contact: A fallen templar in the Winterwatch Tower region.
    Description: A phylactery found on a dead templar belongs to his mage lover, Ellendra, and for various reasons she would very much like to have it back.
    Requirements: Available as soon as you enter the Hinterlands and find the note.
    Reward: 44 XP, 40 Influence

    Objectives

    • Return the phylactery to Ellendra.

    Return the phylactery to Ellendra by fast traveling to the Crossroads. She is hiding in a cave at the northern part of the settlement. You can use Cassandra to convince her to join the Inquisition.

    24. Agrarian Apostate

    Quest Contact: Widow Maura, or the ring on a templar you kill
    Description: Templars killed an elven farmer after suspecting he was an apostate They took his wedding ring as a prize.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence

    Objectives

    • Recover the farmer's ring from the templars.
    • Return the ring to the elven widow.

    An easy way to complete this quest is to locate the templars to the east of Dwarfson's Pass, killing them and looting their bodies. When you have the ring you can return it to the widow.

    25. Conscientious Objector

    Quest Contact: Dead corpse in the southeast of the Hinterlands
    Description: A cabin in Witchwood is locked.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence

    Objectives

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

    The key is found on a corpse next to the landmark that grants you the fourth stanza of the Saga of Tyrdda Bright-Ax, Avvar-Mother. The cabin's location will now be marked on your map, allowing you to travel there and unlock it.

    26. Strange Bedfellows

    Quest Contact: Inquisition scout, just north of the White Pass Camp
    Description: A scout is worried that something has happened to his partner, Ritts.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 177 XP, 80 Influence, 1 Power

    Objectives

    • Search for the missing scout.
    • Update the worried scout about his partner's status.

    You'll find Ritts on top of a hill, under attack from some Templars. They can kill her, so don't waste time before jumping in to give her a helping hand. When the battle is over, use your Search ability to locate a dead mage lying on a picnic spread. This will reveal the reason Ritts was attacked, giving you the option of either condemning her actions, or supporting them. You can also have Varric provide Ritts with some advice about what to do next.

    27. A Spirit in the Lake

    Quest Contact: Storyteller near the fast travel stone in Redcliffe
    Description: A storyteller mentioned a spirit in a nearby lake.
    Requirements: Gain access to Redcliffe Village during Hushed Whispers.
    Reward: 44 XP, 40 Influence, warlord greatsword

    Objectives

    • Take a blood lotus to the lake.

    You can find the blood lotus in the Follow Mire, but also sometimes in item caches hidden around Redcliffe. Take one to Lake Luthias, putting it in the offering bowl by the docks. This will cause the sword to rise up out of the water, completing the quest.

    28. Safeguards Against Looters

    Quest Contact: A letter on a farmer's corpse in the Redcliffe Farms region.
    Description: A man named Hessle fled the fighting, moving to a cave in the northern hills with a secret project in tow.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 128 XP, 80 Influence

    Objectives

    • Search the northern hills.

    This quest takes place in the same place as The Trouble with Wolves, and in fact can be completed at the same time. Once all the wolves are dead, loot the area to find the farmer's goods in the process.

    29. Letter from a Lover

    Quest Contact: A letter found in an abandoned campsite in Dead Ram Gorge.
    Description: The letter you found instructs a young man to bring felandaris to a tree where a stone lady stands.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence

    Objectives

    • Bring felandaris to a tree on the hill.

    If you're very lucky, you'll be able to find this rare plant in a loot stash in the Hinterlands, but if not, you'll have to wait until near the end of the game. Typically it's only found in Emprise du Lion, a locale that won't be available for some time. Once you have the herb, take it to the hill marked on your quest map and place it at the altar.

    30. Failure to Deliver

    Quest Contact: A note lying next to a corpse and an overturned cart.
    Description: A letter found on a dwarven corpse speaks of a package lost somewhere near the river north of the farms.
    Requirements: Available after securing the Crossroads.
    Reward: 44 XP, 40 Influence, Carta coat

    Objectives

    • Search the river for the package.

    Travel to the waypoint on your map, using your Search ability to locate the package. You're looking for a crate that's bundled in canvas lying on the shore next to the river. The Carta coat will be inside.

    31. Business Arrangements

    Quest Contact: A note on a dead body north of the Crossroads, next to Old Fennick's place.
    Description: A letter found on a templar's corpse indicates someone by the name of Tanner is secretly doing business with the templars.
    Requirements: Available entering the Hinterlands, but you cannot access Redcliffe Village until after Hushed Whispers.
    Reward: 44 XP, 40 Influence

    Objectives

    • Confront Tanner in Redcliffe Village.

    You'll find Tanner at the far rear of the village, and this lady of the Chantry will try to deny the charges against her. Confront her, then choose whether to condemn her, or forgive her. If you choose the latter you can invite her into the Inquisition. Cassandra and Varric can help you with this if need be.

    32. The Ballad of Lord Woolsley

    Quest Contact: One-Eyed Jimmy, Redcliffe
    Description: A young man is upset that his family's special ram has wandered off.
    Requirements: Deal with the Chantry in Val Royeaux, then gain access to Redcliff by sealing the Fade rift that opens before its gates.
    Reward: 177 XP, 80 Influence, 1 Power

    Objectives

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

    Travel to the waypoint near Lake Luthias, spotting a uniquely colored ram. That is Lord Woolsley. Call out to him and he will return home. Visit his owner to claim your reward.

    33. Where the Duffalo Roam

    Quest Contact: Notice Board, Redcliffe Farms
    Description: A farmer's druffalo ran off after being spooked by demons.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence

    Objectives

    • Rescue a farmer's druffalo.
    • Lead the druffalo back to the pasture.
    • Tell the farmer that his druffalo is safe.

    You'll find the druffalo in a ravine to the west of Redcliffe Farms, not far from a Fade rift, depending on whether you've previously taken care of it. Kill the wolves that are attacking the druffalo, then return it to Redcliffe Farms.

    34. Playing with Fire

    Quest Contact: Letter on a corpse, Avvar Blade Valley
    Description: A letter found on a corpse outlines how someone's grandfather can be brought back.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 44 XP, 40 Influence, master demon-slaying rune

    Objectives

    • Bring the grandfather back.
    • Defeat the demon.

    The letter can be found near the landmark containing the third stanza of the Saga of Tyrdda Bright-Ax. Walk around the statue in the way that the letter outlined, summoning a demon that will possess the corpse. Once you slay the demon you'll complete the quest. Don't forget to loot the corpse for a useful rune.

    35. The Mercenary Fortress

    Quest Contact: Orders found on or near mercenaries in Hafter's Woods or Avvar Blade Valley.
    Description: Mercenaries are causing problems in the Hinterlands and have occupied an old fort in the woods.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 128 XP, 80 Influence

    Objectives

    • Find the mercenary fortress.
    • Defeat the mercenary leader.

    You need to access the Grand Forest Villa, but the bridge that leads there is guarded by mercenaries. The real battle doesn't begin until you enter the villa's courtyard, causing you to face off against two brutes. Go with ranged attacks from rogues and mages to take them out in the most effective manner possible. When you're done, explore the villa to find a ladder in a guard tower, taking you to a bridge that is guarded by another brute. When you push past and across the bridge, you'll be ready for the final battle against the mercenary leader. When everyone is dead the quest will be complete, but you should take some time to search for and pick up the key to Valammar.

    36. Map of a Farmland Cave

    Quest Contact: Map found in Hafter's Woods
    Description: The map shows a farmhouse that sits near a cave.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 128 XP, 80 Influence

    Objectives

    • Find the spot marked on the map.

    The cave is found to the northeast of Dennet's home in Redcliffe Farms. When you arrive, use your Search ability to reveal the hidden treasure.

    37. Return Policy

    Quest Contact: Note found on a corpse just to the west of the Broken Bridge
    Description: A thief took something of value from a fortress to the west. A note on the thief's body indicates whoever it belonged to wants it back.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 128 XP, 80 Influence

    Objectives

    • Return the stolen treasure to the western fortress.

    When you find the dead thief with the undelivered treasure, head to the southwestern portion of the Hinterlands. Hopefully you're doing these quests in order, since many of the foes in this area are of a fairly high level and can mess you up in a hurry.

    Across the bridge to the villa where you took out the mercenaries is a path that forks left and right. Take the right fork, passing under a wooden bridge and up a trail on the western side of the villa. You'll find a field where an altar awaits the return of the treasure.

    38. Flowers for Senna

    Quest Contact: Widower in Redcliffe
    Description: An elderly widower visits his wife's shrine each year, but the fighting between the mage and templars has stopped him for making the trip.
    Requirements: Gain access to Redcliffe after addressing the Chantry in Val Royeaux.
    Reward: 128 XP, 80 Influence

    Objectives

    • Take flowers to Senna's shrine.
    • Return to the widower.

    If you've established the Forest camp in Hafter's Woods, fast travel to the camp south of Redcliffe Farms. The grave isn't far from the campsite, but be careful of bears or mabari hounds. Return to the old elf to report that you were successful.

    39. Bergrit's Claws

    Quest Contact: Note found on a corpse, Dead Ram Gorge
    Description: A hunter was collecting bear claws, and it's in your best interest to continue his quest.
    Requirements: Gain access to Redcliffe after addressing the Chantry in Val Royeaux.
    Reward: 128 XP, 80 Influence, 3 great bear claws

    Objectives

    • Find three great bear claws.

    You'll find the bears in the southwestern part of the Hinterlands, near the forest camp. When you find three you'll complete the quest, improving your chances at masterwork crafting.

    40. Hinterlands Who's Who

    Quest Contact: Letter found on a corpse, Old Simeon's Cave
    Description: A hunter looks to have been mauled by a bear and died at its cave. Continue his quest.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 128 XP, 80 Influence

    Objectives

    • Take the hunter's letter back to his family.

    Make your way through bear country to find the cave where the hunter died, then head to the waypoint back at Redcliffe Farms to deliver the letter.

    41. Deep Trouble

    Quest Contact: Search the hidden alcove behind the waterfall south of Lake Luthias, eliminating the men guarding it. Inspecting the door prompts you to find a key and starts the quest.
    Description: With the assistance of local mercenaries, The Carta are starting up a red lyrium mining gig in the Hinterlands.
    Requirements: Available as soon as you enter the Hinterlands.
    Reward: 1,025 XP, 400 Influence, 3 Power

    Objectives

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

    If you've completed The Mercenary Fortress quest and found the key to Valammar, you're nearly done this one as soon as you begin. Just use the key to open the door. if you're not done The Mercenary Fortress, complete that quest and then open the door.

    42. Dungeon: Valammar

    This quest begins when you open the door to Valammar, and doesn't follow the same formula as the previous ones in that you won't have a quest contact or description. In fact, it's basically an extension of Deep Trouble.

    Make sure you are fully stocked up on potions and gear before you enter Valammar, as all of the enemies inside will respawn if you leave the area. In fact, bring a Rogue to ensure that you can snag up all of the available loot, and be prepared to encounter quite a few adversaries. As long as you're level seven or higher, however, you should have no trouble making your way through the dungeon.

    Your ultimate goal will be to make your way to the Vat Room, killing off all the Carta inside, including the leader. Their location will be marked by a waypoint on your map, and you'll want to make sure to loot the place thoroughly when you're done.

    43. The Vault of Valammar

    Quest Contact: Investigate the sealed vault door in the vat room inside Valammar.
    Description: These gears should fit the lock on the large door clearly made to keep out thieves.
    Requirements: Available after completing the Deep Trouble quest.
    Reward: 512 XP, 80 Influence, 2 Power

    Objectives

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

    The first gear you're looking for is located in the room where you killed the Carta leader, and the second one is outside and across a bridge. Make sure you have a Rogue with you to unlock the door, finding the second gear inside.

    Make your way back to the room where you killed the Carta leader and place both of the gears at the vault door. Enter, then defeat all of the enemies inside to complete the quest. As always, make sure to loot the area before you leave.

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