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|previous = [[On Ameridan's Trail]]
|previous = [[On Ameridan's Trail]]
|next = [[Hakkon Wintersbreath]]<br>[[Where Once We Walked]]
|next = [[Hakkon Wintersbreath (quest)|Hakkon Wintersbreath]]<br>[[Where Once We Walked]]
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Revision as of 22:01, December 11, 2015

Ameridan's End is a side quest in the Jaws of Hakkon DLC for Dragon Age: Inquisition.

Preparations are in place to wage assault on the Jaws of Hakkon and search for Inquisitor Ameridan


Complete On Ameridan's Trail and then speak to Thane Svarah Sun-Hair at Stone-Bear Hold,


Joined by the Stone-Bear Avvar, the Inquisitor launches a raid on the gate to the Tevinter ruin where the Jaws of Hakkon are attempting to call forth Hakkon WintersBreath, while Inquisition forces lure the bulk of the Jaws of Hakkon's forces to Razikale's reach with the hope of re-engaging the magical barrier.

The Avvar will climb the wall and open the gate, however a level 26 Hakkonite Bruiser will drop down from the walkway and attack directly. Storvacker will aid in the battle. Once through the gate, several Hakkonite Bowmen and a Hakkonite Spellbinder will attack. Past them a party of 4 Hakkonite Spies will Stealth and ambush the Inquisitor's party for an easy critical hit. Using Barrier can be very effective here in keeping the friendly Avvar alive to assist. The Spies are immune to sleep and slow, so abilities which induce knock down can be very useful here also.

The gate on the right will shatter and a Hakkonite Champion, an enhanced Bruiser, will attack. The Champion has a high level of Guard so abilities which erode Guard quickly, such as shield bash can be helpful here. At the base of the path, there are a number of 'Winter Shards', magical wards which when destroyed, freeze anything nearby in place. At the entrance to the Temple, a final group of Hakkonites will attempt to bar access. An Avvar Bruiser and two Bowmen will attack from the left, while two other Bowmen flank from the right. Once they are disposed of, enter the Temple.

The Old Temple is rife with Ice magic and will freeze the party to death if left alone long enough. There is a campfire in the room at the end of the hall on the first left after entering as well as a potions equipping stand. There is a codex entry in this room also. There is also a Supply Cache with healing potions just inside the main entrance. A veilfire brazier in the left room will allow the acquisition of the Hakkon's Mercy Schematic from a veilfire rune in the room off the first right from the main hall.

Further down the hall, past the first ward, climbing the rubble on right will lead to some loot and a glyph for the Hakkon's Wrath Schematic.

Open the northernmost door to access the inner chamber. A journal entry by Gurd Harofsen can be found here on the left, along with several loot containers. Beyond this flight of stairs, a Hakkonite Bruiser and two Hakkonite Defenders with tower shields are on patrol. The Defenders can be knocked off the balcony to their deaths with any knock-down ability for a quick disposal. To the right a Hakkonite Spellbinder and two Bowmen are waiting. There is a Veilfire Rune here for the Hakkon's Honor Schematic and another for Hakkon's Wisdom Schematic beyond a Rogue locked door. This room also contains a Veilfire Brazier. Beyond this another Hakkonite patrol guards the magical barrier leading to the ritual chamber which consists of three Hakkonite Spellbinders and a Hakkonite Bruiser. There is also a Veilfire rune for the Hakkon's Valor Schematic.

Once you enter the Frozen Altar, the battle will begin. Two Hakkonite Bruisers and 4 Spellbinders protect Gurd Harofsen while he summons Hakkon's spirit. The Bruisers will immediately charge the party as soon as you enter the Altar area, however the Spellbinders will only engage once attacked. This provides a useful opportunity to dispose of the Bruisers by themselves. The Spellbinders are clustered close together and can be dealt significant damage with area of effect spells. Once all the Hakkonites have fallen, Gurd will transform into a monstrous Revenant and attack the party.

The Gurd Harofsen Revenant is a devastating foe. At least two mages capable of casting barrier is recommended. Unlike usual revenants who pull targets towards them, Gurd will warp to his current target, also inflicting frozen on them at the same time preventing escape. Fade Step can be useful for evading this attack, otherwise use a barrier to mitigate the damage. Aegis of the Rift is invaluable here as it blocks Gurd's grappling attack entirely.

Be wary of the Temple freezing effect, which will sap health from all party members once the meter drops to 0. There are several braziers around the frozen altar so positioning as many party members as possible can help avoid this damage, as only the controlled party member is measured for a drop in temperature. However, Gurd will freeze one of these braziers every 25% of health he loses.

Aside from this, Gurd fights like any other Revenant. At 75% HP Gurd will use an area of effect spell damaging the whole party and summons two Undead Archers to aid him. Gurd will also max out his current guard when using this spell. Gurd will repeat this process at 50%, where Gurd will be joined by an undead archer and two Hakkonite warriors and again at 25% where he will call forth two Hakkonite Bruisers. Finally slaying Gurd will complete the quest. Afterwards, there will be a class specific armour set in the nearby chest.


Unlocking the door to the Inner Sanctuary yields:

  • 1,316 XP
  • 150 Influence
Vestment-of-the-Dragon-Hunter-icon Vestments of the Dragon Hunter
Vestment-of-the-Dragon-Hunter-icon Armor of the Dragon Hunter
Vestment-of-the-Dragon-Hunter-icon Plate Mail of the Dragon Hunter


  • After completing this quest, the Frostback Basin region goes from Day to night.
  • You can speak to Professor Kenric after the quest, and either tell him the truth about Ameridan, or say that Ameridan was human
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