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Dragon Age: Inquisition

Side Quests

By
Claire Farnworth
&
Scott Peers

The Tomb of Fairel

Quest Giver : Scout Harding
Requirement : Travel to The Hissing Wastes
Reward : 200 Influence, +3 Power, MANY unique items.

This is one of the quests you get by coming to the area. In fact, this is THE quest of the area: it is not only long, but very rewarding and will take us everywhere on this map. Harding will mention that there are Venatori in the area looking for something… which means we have to beat them to it. She also found a map and gives us this particular quest, titled Sketch of Four Pillar Tomb .

Now, this quest DOES NOT hold our hand at all, you get a bunch of sketches and have to explore the Wastes yourself to find where they lead. This quest is all about tomb raiding! We are going to locate and solve several puzzles that allow us into tombs, and by doing this we will eventually get into the “Tomb of Fairel”, which is what our ultimate goal is.

The sketch we got… the sketch of four pillars… doesn’t really help us out at all. That being said, BEFORE YOU WORRY ABOUT THIS QUEST, you should instead focus on the rifts and camps of this area. This quest is best reference while exploring. Alternatively, you can follow this quest and take time outs to do other things in the areas we lead you to. Up to you.

Like Scout Harding mentions, our first step for this quest should be to head to the Sand Crags Camp. This is to the north (although we recommend going to the Logging Camp to the northwest first). Once you get to Sand Crags Camp and kill the Venatori here, examine the tables nearby. You will find some notes that will give you the Demons of the Stone codex / warning (this is a serious warning, just so you know!) and the Sketch of Suntop Mountain Tomb . That sketch is again not going to help us anytime soon…

Head down into the tomb here and we’ll have our first puzzle room. These are pretty simple: four glyphs to read with four lanterns nearby. We must light the lanterns in the right order to make the four story glyphs make sense as one story. Pretty simple, right? Light one out of order and Demons pop up. Lovely

Go ahead and light the lanterns here in this order:

  • This is the tale of Fairel, Paragon among Paragons, father of two sons,
  • Who, against their father’s wishes, fought from foolish words and foolish pride.
  • For pride these halls were made - to honor a father’s deeds, and grieve his loss.
  • And for loss these halls were made, to honor a brother mourned.

Completing the puzzle unlocks the Dwarven Inscriptions: Hissing Wastes codex entries. As we find more tombs, the codex will be updated. The nearby vault door will open up now, leading to a room with a Mosaic Piece (The Sacrifice Set) and a Chest . This particular chest gives us a torn paper that turns into the Map of Tomb Fairel codex, Key Fragment 1/5 , and the "Superb Ring of Attack" iconSuperb Ring of Attack .

See that key? Yep, we have to find four more of them. The Tomb of Fairel itself is to the far east of the Sand Crags Camp, just so you know. We will head there once we have all five keys.

Next up let us explore the the “Graveyard”. This isn’t marked on the map for us at all, but it is fairly closeby! The Graveyard area is just south of the Logging Camp. There are some giant Dwarven Statues and a set of stairs leading up to it proper, although you can find it by climbing up the hills and mountains as well. We’ll also note that the “Sketch of Burial Grounds Tomb” codex (the “map” for this tomb“) is in the Venatori Camp just to the southwest of The Canyon Camp.

Here, you will find sets of pillars scattered around. The story glyphs here are spread out as well. There is a central campfire here though, which you should search around to find a Bottle of Thedas . There is also a landmark nearby called “The Empty Square”.

Find the veil fire and light the torches in this order:

  • Fariel’s songs built monuments to their father, locking away his great works,
  • And worked together, for a time, side by side. Each ruled half of the thaig,
  • But each ruled differently. They argued, and heated words made the brothers duel,
  • And where one brother fell, the other raised bloodied axe in hand, alone.

The nearby vault will open. Enter to find another Mosaic Piece and a Chest . This particular chest has the Dwarven Banner Crown , Key Fragment 2/5 , and the unique "Superb Ring of Critical Damage" iconSuperb Ring of Critical Damage .

The next closest tomb is in the canyon. Yep, IN the canyon, near the absentee merchant shop. Head over there and kill the massive amount of spiders at the entrance. In the back you’ll find our third puzzle:

  • After many years Fairel, greatest of Paragons, could not bear life’s burden.
  • And with the burden growing, he called his sons to his bedside.
  • He bade each son swear he would take care of his brother,
  • And the brothers swore, and mourned when their father returned to the stone.

Once you put that together the vault will open up. We’ll get another Mosaic Piece of course, as well as another Chest . This chest will give us a Dwarven Banner , Key Fragment 3/5 , and the unique "Superb Ring of Guard Penetration" iconSuperb Ring of Guard Penetration . Good stuff.

Next up is the Mountain Fortress tomb. This requires some exploration to the north, so we recommend you have at least the southern rifts defeated and are ready to head north. It is the camp north of the Sand Crags Camp and is of course named the Mountain Fortress Camp.

There is an entrance to a ruin nearby, but it has collapsed in. Read the note to see excavation has begun from above, meaning we need to head UP the mountain to the top. Follow the path and head up there, kill the Venatori you find and you’ll see a ladder heading down into the ruins like we were told.

Head down and take the veil fire with you. You will find a journal down here for the “Notes on the Waste” quest that you may as well grab (although we cover that quest down below in its own area). In the next large room though, BEFORE you go down another ladder, search the walls to find the hidden "Superb Fire Rune" iconSuperb Fire Rune . Head down the ladder now.

In this lower area, loot what you can and check the corners for a Mosaic Piece from the Sacrifice set. There is also an elven relic down here you should activate. Head through the door you find to come to the puzzle room:

  • The sun burned above oceans of sand,
  • But in the sand was stone, strong and true.
  • Fairel hewed the stone, and built - as great as any thaig in the deep.
  • And with his sons’ help, he ensured the thaig prospered and grew.

Once the vault opens up, grab the Mosaic Piece and then open the Chest . This one has Key Fragment 4/5 and the unique "Superb Belt of Melee Defense" iconSuperb Belt of Melee Defense . Good for your tank, if you want. Only one key left to find!

From here you should explore to the north (the Sunstop Mountains Camp) and finish the “Sand and Ruin” quest. You should also wipe up the rifts and get every camp in this area at this point, as well as the “Let’s Slay the Beast” quest. This is a good time to do all of that.

Once you are ready for the last tomb, head to The Statue Camp and head north. North to the giant colossus, which has the tomb at the bottom of it. Kill all of the spiders you find, pick up the veil fire and head inward to the final puzzle room:

  • Fairel, Paragon, fled from the strife his brilliance created,
  • The strife that destroyed thaigs, sundered houses, from weapons that clan used against clan.
  • His own clan and his two sons followed Fairel to the pitiless surface,
  • The surface where they would hide from the war that took their home.

This opens up the last vault. Claim the Mosaic Piece and open the Chest .

This one has Key Fragment 5/5 and the unique "Superb Ring of Bleeding" iconSuperb Ring of Bleeding .

Now, to locate the actual Tomb of Fairel. From the Sand Crags Camp, head east. It is quite a ways away, but you’ll know you are close once you pass through a ravine guarded by dwarven statues. You’ll get the pop-up notification for the “Tomb of Fairel” area as well.

Once you get that, your party will note the obvious guttural sounds nearby… yes, there is a Dragon here. Fitting, right? All that work has to be guarded by SOMETHING! Before you worry about that though, nearby there is a crumbing dwarven structure. The pillars nearby. Head over to them and ping your search ability to see something respond. This is one of the journal pages for the “Notes on the Waste” quest. May as well grab it now. The door for the tomb is beyond the dragon. She is sleeping, so you don’t have to fight her right now if you don’t feel prepared. Simply walk around around to the tomb entrance.

Open it up with the key you have assembled. Inside is a Mosaic Piece and a Chest . This chest has the unique dagger "Promise of the Storm" iconPromise of the Storm , the "Superb Ring of Barrier Penetration" iconSuperb Ring of Barrier Penetration and the Superb Demon Slaying Rune . The rune is the Paragon’s treasure… which we have now acquired.

With that the quest will be complete, giving you 2000 Influence and +3 Power.

BOSS - Sandy Howler

**Name** **Stats**
Health 226254
Defense 62
Vulnerability Cold
Resistance Greater Fire Resistance
Immunity All Disabling Effects, Slowed
Ability Perceptive

You just had to poke a sleeping dragon.

Sandy Howler is a fire-breathing dragon, meaning she’ll be vulnerable to cold attacks. Sandy Howler features almost every move we’ve ever seen a dragon do. This of course includes swiping at you with all four claws depending on where you are and doing a tail sweep; flap its wings to draw you in; buff herself with guard multiple times; unleash a shriek that stuns the party and summons dragonlings. These dragonlings can come in from any area around the fight, so be ready for them and try to take them out as soon as you can.

Sandy Howler will also use various fire attacks from time to time. This is mainly through a stream of fire breath that he will spread back and forth, but she can also shoot out fireballs. She will take pot shots at ranged characters with those.

Like always, keep your fighters spread out, use potions wisely and use cold attacks when you can. Use your most powerful skills and focus attacks. Warriors can do a lot of damage when she flaps her wings to pull the party in. Remember to use your focus attacks! Once you take her down you will get the loot below.

Loot : 3,854 Experience, 3000 Influence, +4 Power, "Robes of the High Keeper" iconRobes of the High Keeper, "Superb Stamina Amulet" iconSuperb Stamina Amulet, "Armor of the Knights-Divine" iconArmor of the Knights-Divine, "Amulet of Power" iconAmulet of Power (Varric ONLY), "Frost Rune" iconFrost Rune, "Pure Dragon Blood" iconPure Dragon Blood x8, "Dragon's Tooth" iconDragon’s Tooth x4, "Dragon Webbing" iconDragon Webbing x14, "Dragon Scales" iconDragon Scales x20, "Dragon Bone" iconDragon Bone x18

Sand and Ruin

Quest Giver : Scout Harding
Requirement : Travel to The Hissing Wastes
Reward : 1500 Influence, +6 Power, "Bloodwake" iconBloodwake, Amulet of Power

This quest isn’t really the “main” quest in the area… it’s more of an attempt by the Inquisitor to learn what the heck the Venatori are doing out in this wasteland… you do get a good tour a decent trek of the area by following this quest and besides, all of the Venatori you will undoubtedly kill you’ll also get map pieces and codex entries that WILL help you with the “The Tomb of Fairel” quest.

The first real step of this quest is to head north to the Sand Crags Camp, which is the first real camp after The Cove Camp and a great place to pick up a handful of quests. There are tables nearby here that have items on them, such as the Folded Letter codex. Just reading this gets you 600 Influence and +2 power as well as spreads the quest out a bit by giving you two more places to visit. Check the ruins nearby for a Mosaic Piece .

Next, let us head to The Canyon Camp, which is to the west. Best to set up camp and then worry about this quest (you can also do the “Let’s Slay the Beast” quest easily from here).

To the southwest is another ruin. More venatori, but you can slaughter them easily enough. There are more notes and books in the camps here, including the Sketch of Canyon Tomb map and the Sketch of Burial Grounds Tomb , both of which are map codex entries. You get 150 Influence here too. Tack it onto the reward!

The next objective on this quest is near the camp to the very north. It is best to do whatever you wish in the southern part of this area before heading up there, just because it is easy. Once you do head up there you will want to focus on taking over the camp, which turns into the “Sunstop Mountains Camp”. Near the camp construction marker is a table with some books on it. Inspect them for the Sketch of Colossus Tomb map / codex and the “Venatori Orders”, which helps a lot in figuring out what they are up to. You will get a whopping 600 Influence and +2 Power for reading these.

The marker will now be to the east! There is a rift out there as well you may as well take care of, but further out that way is a BIG venatori camp! You can battle quite a few of them here! There are a couple of things worth pointing out at the big camp: look around the main areas for a Mosaic Piece on a stool, and also look for a Bottle of Thedas near the campfire. Both are pretty easy to find once you clear the place out.

In the back of the camp is an Elite “Overseer” mob. Basically the boss of all these goons. He is a lightning mage, and like all mages you should watch out for his mines. He has some melee companions, so take them out quickly and then incapacitate him to limit the damage he can do. Watch your feet and you’ll be OK. As a plus, once you kill him you can find the unique staff Bloodwake on his corpse as well as an Amulet of Power , for Dorian.

Nearby on a table is a note with the Draft of Letter to Venatori Magisters , which cements once and for all what they are doing here. And for who! And who all may be involved. Go figure. With that said, the main quest “The Tomb of Fairel” is all the more important. You will get 150 Influence and +2 Power at this point, which we add to the grand total above.

Rifts Near the Cove

Quest Giver : Scout Harding
Requirement : Travel to The Hissing Wastes
Reward : 1324 Experience, 600 Influence, +2 Power (Per Rift)

Our initial rifts mission! These rifts are fairly close, up to the north. Three of them. This is in fact a great quest to start off the area with, as it takes you north and lets you explore a bit.

The western rift has a Pride and Rage Demon. Take them out and prepare for wave two, which is the same thing but with Wraiths added in as well.

The eastern rift has Wraiths and a Despair Demon for you. If he flees, just stun him. The second wave is THREE Despair Demons. Man, we hate these things. Some will likely flee, so stay close to the rift so you can stun.

Finally the northern rift. You will likely run into Venatori on your way up there. Once you get there it will be a Pride Demon with some Greater Terrors. Wave two has a Pride Demon and Lesser Terrors but two Despair Demons as well. Take them all out to complete the quest.

Rifts Near the Canyon

Quest Giver : Exploration
Requirement : None
Reward : 1324 Experience, 600 Influence, +2 Power (Per Rift)

You will get this quest when you get to The Canyon Camp… or when you tackle one of the rifts. Three more rifts to tackle. Let’s do this!

The western rift had three Greater Terrors. Easy enough, especially when they are on fire! The second wave has only one, but two Pride Demons! Yikes! Fire and Cold area attacks work well here. Try to group them up in it and hit them together.

The northern rift has a Rage and a Pride Demon. Very easy. The second wave is the same but just adds Wraiths. This is similar to one of the Cove rifts, really.

The southern rife near the hunter has a TON of Greater Shades. Hit them with area skills and be wary of them overwheming your AI companions. The second wave adds in some Terrors. Keep to the area skills and magics to wipe them out and complete this quest.

Rifts Near the Sand Crags

Quest Giver : Exploration
Requirement : None
Reward : 1324 Experience, 600 Influence, +2 Power (Per Rift)

This quest comes with the Sand Crags Camp. There are three more rifts for us to take down.

The northern one (which is relatively close to a logging camp to the west, so be sure to find it) has a Despair Demon and Wraiths. No biggie. The second wave is three Despair Demons, so try to incapacitate them so they don’t all move around on you.

The southwest rift has a Rage Demon / Pride Demon combo. Two enemies, really easy. The second wave adds Wraiths. Much like one of the Canyon rifts (exactly the same, really). Take them out.

Finally the southeast rift starts with three Greater Terrors. Take them out and then face the Greater Terror with two Pride Demons. Focus one at a time and you’ll be ok. They spawn a ways apart, giving you time to put down area effects as they come up and time to kill one before they are both on you.

Rifts at the Sunstop Mountains

Quest Giver : Exploration
Requirement : None
Reward : 1324 Experience, 600 Influence, +2 Power (Per Rift)

The final rift quest! This is unlocked once you get to the Sunstop Mountains

Camp, in the northeast section of the map!

The first rift is to the east. It is best got while going for the “Sand and Ruin” quest, which finishes up further to the east over there. You’ll face three Greater Terrors here and then a single Terror and two Pride Demons, which is a repeat of an earlier rift. The other two rifts are honestly closer to The Statue Camp… for some unknown reason.

Head there though to make them easy. To the east is a rift with a TON of Shades! Try to funnel them into an area attack like usual and then burn them in it (some of the geography coming from the west makes this easy). The second wave adds in some Greater Terrors, but it is more of the same.

Finally to the northwest, down in the sand valley, is some Greater Terrors with a Pride Demon. Take them out and wave two will throw the same enemies at you only this time they add in two Despair Demons.

Holding the Hissing Wastes

Quest Giver : Scout Harding
Requirement: Travel to The Hissing Wastes
Reward : 200 Influence, +1 Power (Per Camp), 500 Influence when complete.

Occupy all the camps! The first one is to the northwest, and is called the Logging Camp. Aptly named since there is a logging stand nearby and even two quarries relatively close. Kill the Venatori nearby and claim it!

Next up are two camps to the north. One to the east and one to the west. The order you get them doesn’t really matter, but one (the west one) is on the other side of a canyon (go around it to the west to get there easiest). The west one is aptly titled The Canyon Camp while the east one is the Sand Crags Camp.

From there the next camps you get to are honestly based on what quests you decide to persue. As an example: we did the “Let’s Slay the Beast” quest and found it easy to just travel north to “The Statue Camp”, which is the camp far to the northwest. Following Sand and Ruin quest though will likely take you to the “Mountain Fortress Camp”. Get both of those next in whatever order you wish.

Last but not least is the camp north of the Mountain Fortress Camp, best saved for when you are ready for the Sand and Ruin quest. It is past the mountain pass and down all of the construction equipment, and is called the “Sunstop Mountain Camp”. This is an important camp for another rift quest and makes a good hub for the “Sand and Ruin” quest as well.

Once you have established those six camps in the area, this quest will be considered complete. You get a 500 Influence bonus for completing it.

Notes on the Wastes

Quest Giver : Journal
Requirement : None
Reward : 150 Influence

This quest can be “found” once you find one of the hidden journal pages related to it. There are eight in total spread out over the Wastes. We’ll detail them here. None of these pages are marked ANYWHERE on the map, making this a fairly hard quest to try and do on your own. Also note that while other quests in this section will mention this quest or note these papers, this section is all you need to find them all. The codes entry for all of these are A Journal on Dwarven Ruins .

#1: Found northwest of the “Lonely Light” landmark, down by a tree.

#2: Found northwest of the “Lonely Light landmark, by a tent on a table (just pick this one up manually and enjoy the chest nearby).

#3: Found southwest of the Sand Crags Camp, by the Dwarven Statue.

#4: Found near the ruin southwest of The Canyon Camp (IN the Venatori Camp).

#5: Found in the Golden Oasis area (northwest of The Canyon Camp). Ideally done when doing the quest “Let’s Slay the Beast”.

#6: Found to the east of the Sand Crags Camp. There is a hunter out here and just to his east stone ruins. The note is near one of these, by a lootable dwarven jug.

#7: Found in the Mountain Fortress Dwarven Ruin. Inside the ruin that can be accessed from the ladder up above to the east of the Mountain Fortress Camp. Likely found when you do the “The Tomb of Fairel” quest.

#8: Once you enter the Tomb of Fariel location (to the far east of The Sand Crags camp), look in the corner of the nearby broken pillar area (the broken pillars on the west side of this area where you entered at) to find it.

Lets Slay the Beast

Quest Giver : Hunter
Requirement : None
Reward : 600 Influence, +2 Power

You can get this quest from the hunters on the map (we got it from a hunter to the southeast of the Canyon Camp by going through their limited dialog tree). Talking with them will let them share the story of a legendary beast nearby that the Inquisitor can happily hunt down.

The inspection / search area for this quest is north of the Canyon Camp, but it is also huge. To be more specific and help you, it is to the northeast, about halfway between The Canyon Camp and The Statue Camp (the camp which is even further to the north). What you are looking for is “The Golden Oasis”, an area of the map that leads down into a bowl with some Dwarven Ruins. Down here there are a number of Wyvern enemies. There is also a huge Chest in the middle. While you are here, be sure to claim “The Oasis” landmark, a Mosaic Piece and find one of the pages to the “Notes on the Wastes” quest by following the search ping.

Now… onto why we are here. There are a ton of Wyverns here. A ton… they also have a tendency to re-spawn quickly. Slay a few of them and soon a level 19 Elite Varghest will spawn. This thing is very similar to the Wyverns, but is a bit bigger and a brighter color. HE is your legendary beast! Go ahead and slay him to complete the quest.

Field of Bones

Quest Giver : Note
Requirement : None
Reward : 334 Experience, 150 Influence

You can get this quest near the Sand Crags Camp by reading a note on a table just to the west. Sounds like a patrol is missing. This likely isn’t going to end well…

The marker for the quest will than show up to the southwest (near the Logging Camp, actually). Head to the area and you’ll soon find a swarm of spiders. A rather large group of Poison Spiders along with a few Giant Spiders. Take them all out, then look for the corpses nearby the wagon. There is a chest here as well. Once you loot the chest, the quest will be considered finished.

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Guide Information
  • Publisher
    Electronic Arts
  • Platforms,
    PC, PS3, PS4, Steam, XB 360, XB One
  • Genre
    RPG
  • Guide Release
    18 December 2014
  • Last Updated
    24 January 2021
    Version History
  • Guide Author
    Greg Boccia, Greg Wright, Claire Farnworth

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This guide for Dragon Age: Inquisition offers a detailed walkthrough of the main story and all side quests associated with each region, detailing easily missed features and hidden lore secrets along the way. The guide also covers all three main DLC: Jaws of Hakkon, The Descent, and Trespasser, and all dialogue choices throughout the game.

Inside this guide you will find:

  • Coming Soon! A detailed Character Builds section with coverage of all classes, skill trees, recommended armor, weapons, consumables, and much more!

  • A Walkthrough for all main story quests, detailing the consequences of your choices along the way.

  • Walkthrough for all DLC content, covering Jaws of Hakkon, The Descent, and Trespasser.

  • Exploration sections for each region, including side quests, requisitions, collections and companion quests.

  • Comprehensive section on Dialogue Choices, covering both approval and romance options for companions.

  • Breakdown of Specialization Trainers, including where to find them and how to complete their missions.

  • Crafting section covering key locations for potions, tonics, grenades, and other materials.

  • An Equipment section, detailing where to find some of the best weapons and armor.

  • A Mounts section with descriptions of how to acquire them and when they become available.

  • Overview of Multiplayer including basic starting tips, coverage of characters, challenges, and loot.

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