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Act III: Opening Quests
Dragon Age II

Act III: Opening Quests

Ready to dive into Act III of Dragon Age II? This guide breaks down the opening quests, helping you navigate the new challenges and decisions awaiting Hawke in Kirkwall.

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Ready to dive into Act III of Dragon Age II? This guide breaks down the opening quests, helping you navigate the new challenges and decisions awaiting Hawke in Kirkwall.

Alright, Hawke, it's time to kick off Act III! This is where things really start to heat up in Kirkwall, and the choices you've made so far are going to start having some serious consequences. Don't worry, I'll walk you through the initial quests so you can hit the ground running.

We'll be looking at the quests that officially get the ball rolling for this act. Think of these as the bread-and-butter missions that set the stage for the bigger events to come. Some of them are optional, but they can offer valuable insights or rewards, so it's usually worth checking them out.

Walkthrough
  1. 1
    Check in with Fenris: First up, you'll want to find Fenris. He might have something important to discuss, and this can lead into the optional quest 'Alone'. It's always a good idea to keep your companions in the loop and address any personal matters they have, as it impacts their loyalty and can unlock crucial story points.
  2. 2
    Visit Anders: Next, make your way to Anders. He's got his own set of issues to deal with, and checking on him can trigger the optional quest 'Justice'. His state of mind and the things he's involved in are central to the overarching narrative, so don't skip this.
  3. 3
    Mine Massacre & Herbalist's Tasks: Depending on your previous actions or who you've spoken to, you might get the opportunity to take on 'Mine Massacre' and 'Herbalist's Tasks'. These are optional but can be good for gathering resources, experience, and potentially uncovering more about the troubles brewing in and around Kirkwall.
  4. 4
    A Murder of Crows: Another optional quest that might pop up is 'A Murder of Crows'. This one can be pretty interesting and often involves delving into some of the shadier dealings in the city. It's a good way to earn some extra coin and XP.
  5. 5
    Gamlen's Request: You'll also want to visit your uncle, Gamlen. He usually has some sort of request or problem that needs your attention, which can lead to the optional quest 'Gamlen's Greatest Treasure'. It's a chance to tie up loose ends with your family and see what's going on in the lower parts of the city.
  6. 6
    On the Loose: This is a main quest that you'll likely encounter as you progress through the early parts of Act III. It usually involves dealing with some immediate threat or consequence stemming from events in Act II.
  7. 7
    No Rest for the Wicked: Another main quest that will push the story forward. This one often involves making significant decisions or confronting major players in Kirkwall's political landscape.
Tips
  • Keep an eye on your companion quests! Many of these opening Act III quests tie directly into their personal stories, and completing them can strengthen your bonds (or break them, if you're not careful).
  • Don't be afraid to explore the areas related to these quests. You never know what hidden loot or extra lore you might find.
  • Pay attention to the dialogue. The conversations you have now are crucial for understanding the shifting political climate and the motivations of the various factions in Kirkwall.
  • Remember that some of these quests might have prerequisites based on choices you made in Act I and Act II. If you don't see an optional quest pop up, it might be because you missed a previous step or made a choice that closed off that particular storyline for now.

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