Roadmap guide to all Achievements/Trophies in Act II
Below you’ll find which achievements can be obtained in Act II or which need actions performed in Act II to be unlocked at a later stage. All of these achievements are missable so be careful when going on a new quest as most areas will be inaccessible after leaving. Below are some extra bits to bear in mind and, if you've not yet looked at my guide for Act I yet you can check it out here.
Note – Later on in this Act, after 'Following the Qun' you’ll go to the Hawke Estate at night and find both Aveline and Isabela there, both requesting help. You should help Isabela first or else she’ll leave your party permanently and void the Supplier and Master Craftsman achievements/trophies. Agree to help Isabela and, later on, when given the option to hand her over you should refuse.
Note– Anders may leave the party during the quest ‘Night Terrors’ and ‘Dissent’ so keep him. If Anders leaves you’ll void the Supplier achievement/trophy. Highlight for extra info but spoilers: In Dissent he will ask if he should go and you should keep him, in Night Terrors he will attack you if you side with the demon and you’ll be forced to kill him.
Act II Completionist guide
Exorcist – You should do this as soon as possible because it will be inaccessible later on. You’ll either start this quest (‘Forbidden Knowledge’) by reading a letter on your writing desk or by interacting with the evil tome at the Chantry or Viscount Keep. You need to find 5 evil tomes and destroy them all – do not read them. I recommend not taking Merrill with you if you want to be friends with her as she will gain +10 rivalry for each book destroyed. Each tome will be guarded by various creatures so be prepared for a battle.
1. The Chantry – Upper level, left side, on the table.
2. Viscount’s Keep – Back of the keep on a bench to the left side of a large room.
3. Wounded Coast – Inside the Dank Cave. Take the western path upon entering the Wounded Coast then take the third Southern path to find the entrance to the Dank Cave.
4. Sundermount – In the Abandoned Thaig. Head past the Dalish Camp and take the left path until you see the ‘Recently Opened Passage’ follow the quest marker once inside to find this tome.
5. Bone Pits – Inside the Rotting Cave whose entrance is on the far east side of the Bone Pit.
After destroying all 5 tomes you should travel to Darktown and enter the Evil Pit that is located to the immediate left after entering the area. Bring a rogue with you to unlock the door and progress through the pit until you find the Fell Grimoire. Prepare for a very difficult fight and then destroy the grimoire. After winning the battle you will unlock this achievement/trophy.
Supplier – Thankfully there’s a lot fewer crafting resources in Act II than there was in Act I, to find the complete list and their locations check my Supplier guide here.
By the end of Act II your books should say you have the following resources:
Poisons and Bombs: Deep Mushroom 8/9, Deathroot 5/6, Glitterdust 5/6, Felandaris 0/1
Runes: Lyrium 8/9, Silverite 6/6, Orichalcum 5/6, Dragon's Blood 0/1
Potions: Elfroot 8/9, Spindleweed 5/6, Embrium 5/6, Ambrosia 0/1
Chantry historian – There are two more Chantry papers to pick up in Act II.
‘The History of the Chantry: Chapter 2’ – This paper is located on the podium where the Grand Cleric is standing on the ground floor of the Chantry.
‘The History of the Chantry: Chapter 3’ – This paper is difficult to obtain and it’s recommended to make a save before entering the Chantry during the quest ‘Following the Qun’ because if you miss the small window of opportunity then there is no way of getting it again. This paper is also located on the same podium as the last one but is only there during the quest ‘Following the Qun’. You can try getting it before and after combat but I recommend that you bring up the radial wheel during a battle whilst standing at the podium. You’ll be able to target the podium and select the paper, picking it up despite still being in combat. If it doesn’t work the first time then try again and make sure you’re hovering over the paper. You can use this tactic to also get crafting ingredients.
Archaeologist – Like in the first Act you need to grab at least 3 of these 4 entries. They are all Codex's called 'The Enigma of Kirkwall' and to check which ones you have you can check in the lore section.
Entry 5- In the Kirkwall Chantry on the upper level, you’ll find the entry inside a book on top of a table near the fireplace. This is the same location as where you find ‘Chapter 1’ of a History of the Chantry during Act 1.
Entry 6 – In the Quanari Compound in the Docks. Go up the stairs on the left to find it between the rocks on the ground.
Entry 7 – Gallows Dungeon – this dungeon can only be accessed during Anders’ Dissent companion quest. The entry is located in the northern dead end clearing, west of the exit just after the battle with Ser Alrik.
Entry 8 – Located in Darktown (day or night) under some rubble in the corner that’s closest to the west exit of the area. Just past the exit that’s close to the poison shop.
Master Craftsman – Following on from part I of this guide you’ll be collecting the potions recipes since there’s only 6 required. The last 4 recipes are all in Act II. The recipes required are:
Lift Ward Potion – After completing the Herbalist Tasks in Act I you can buy this recipe from the shop.
Mighty Offense Potion – Located in Sundermount. Go back to where the Mountain Graveyard is, where you returned the amulet in Act I, and go to the right to find the recipe in a pile of bones.
Rock Armour Potion – At night, go to Lowton and then to Gamlen’s House. The recipe is found in a pile of rubbish to the left.
Elixir of Heroism – Found during the quest ‘Demanding the Qun’. In Hightown, after Commander Meredith saves you, it is located on a corpse that is in a corner to the right after heading south after a large battle.
(Requires Ambrosia which is only obtained in Act III by completing Isabela’s companion quest.)
Mage Hunter/Arcane defender – If you followed my advice in the Act I guide then you would have sided with the Templars twice and the mages once. If this is the case then during ‘Night Terrors’ you should encourage Feynriel to control his abilities and not harm him in any way. If you sided with the mages twice in the first Act then you should opt to turn him Tranquill.
Note: Straight after 'Demands of the Qun' there will be an option to side with the mages or the templars at the very beginning of Act III. You'll want to make a save just prior to the Arishok fight so you can grab both achievements/trophies with minimal backtracking. This means you'll have to fight him again but this is the only way of getting both in one playthrough as Act III has exactly three more decisions to make.
Romantic – You need to complete a romance with one of your companions, the achievement/trophy is gained in Act III but in Act II there are things to do. All romance companions (Merrill, Fenris, Anders and Isabela) will romance either a male or female Hawke. You should focus on one party member to increase chances of success and have at least 50% approval or rivalry with them.
Flirt when given the chance to and complete their companion quests by visiting them in their home. If you travel to your estate at night you’ll be able to get additional chances to flirt and romance them, provided they hint for you to meet them there. When given the chance to, invite them to live with you at the estate. There are quest chances to have certain companions leave, do not pick these and keep them with you.
Flirtatious – Though you may have already flirted with one of your party members you won’t be able to unlock this achievement/trophy until after you’ve completed their companion quest in Act II. Once you have completed it you should select any option that has a heart icon, indicating a flirtatious option.
I Got Your Back – You need to fully upgrade the armour of one of your companions. I’ve listed companions whose available upgrades are all available in Acts later than Act I but you can find a full list here:
Isabela –
Act 2: Rigid Boning (Apparel Shop, Lowtown)
Act 2: Supportive Corselet (Robes by Jean Luc, Hightown)
Act 2: Lambswool Insoles (Found in the ‘Lost-End Foundry’ during ‘To Catch a Thief’)
Act 3: Boiled Leather Plates (Found in a pile of bones in the Mountain Cave during ‘A Murder of Crows’)
Anders –
Act 2: Armor Struts (Lirene's Ferelden Imports, Lowtown)
Act 2: Lyrium Weave (Mage Goods, Gallows Courtyard)
Act 2: Spirit Essence (In a crate west of the Gallows Dungeon exit during ‘Dissent’)
Act 3: Sigil of the Mage Underground (Found in a chest in the Docks warehouse during ‘Best Served Cold’)
Merrill –
Act 2: Samite Lining (Robes by Jean Luc, Hightown)
Act 2: Carved Ironwood Buttons (Ilen's Crafts, Sundermount)
Act 2: Silver-Threaded Dalish Embroidery (Found in a pile of bones, east of the graveyard at the top of Sundermount)
Act 3: Halla Horn Buckles (Found on a pride demon in Pride’s End during ‘A New Path’)
Fenris –
Act 2: Tevinter Spirit Symbol (Robes by Jean Luc, Hightown)
Act 2: Lyrium Scales (Shady Merchandise, Docks)
Act 2: Reinforced Straps (In a chest in the Abandoned Slaver Den during ‘A Bitter Pill’)
Act 3: Enchanted Resin (Found on the High Dragon at The Bone Pit during ‘Mine Massacre’)
A Worthy Rival – During the main quest ‘Offered and Lost’, inform the Arishok that the Qunari envoy is missing before doing anything else. At the end of this quest, do not burn the bodies and when the quest is finished go back to the Arishok and inform him about their deaths. This should give you three additional points. The achievement/trophy should unlock at this point.
If the achievement/trophy does not unlock then you should complete the quest ‘To Catch a Thief’ first. By going to the Hawke estate late at night later on in the Act you’ll find both Aveline and Isabela there, both requesting help. You should help Isabela first or else she’ll leave your party permanently and void the Supplier and Master Craftsman achievements/trophies.
After the quest ‘To Catch a Thief’ go to the Arishok with Aveline during the mission ‘Demands of the Qun’ and inform the Arishok of Isabela’s involvement and disagree with Aveline, saying that the elves were right to enforce vigilante justice. Tell him you wouldn’t hand them over and instead keep them. This is the last chance to get ‘A Worthy Rival’.
That Thing Has Legs – After the quest ‘Blackpowder Courtesy’ start the quest ‘Mirror Image’ found on your desk at the estate. This is Merrill’s companion quest so speak to her at her home then have her in the party. Travel to Sundermount, speak with the keeper to start the quest ‘Honouring the Fallen’ then enter the Varterral Hunting Grounds (3 supplier ingredients here). Find the creature and kill it to unlock this achievement/trophy.
Mogul – Have at least 100 gold sovereigns. You may already have this from Act I but, if not, you’ll be able to easily get this in Act II with your profits from the Deep Roads Expedition.
Weapon Master – Unlock all upgrades for a weapon talent tree. This doesn’t count for mages so if you’re playing a mage you can still get this achievement by unlocking all talents in one tree for a warrior or rogue companion. You need all weapon upgrades (smaller icons) and the main ones. The trees that count are: Duel Weilding, Archery, Weapon and Shield or Two Handed.
Great Minds Think Alike – If you haven’t yet already unlocked this, you need to have 4 party members as your friends or rivals.
When you're finished with Act II achievements and trophies be sure to check out the follow up guide that covers Act III, you can get there here.