Act Of Mercy Dragon Age 2 Quest Walkthrough And Choices

Act of Mercy is one of the most compelling Act 1 side quests in Dragon Age 2, forcing players to navigate the tense political divide between Kirkwall's Templars and rogue apostate mages. In this mission, Hawke receives a request to help a group of runaway mages hiding outside the city, setting off a chain of moral decisions. Navigating this quest efficiently requires an understanding of combat encounters and party approval dynamics.
Starting the Act of Mercy Quest
To initiate Act of Mercy, Hawke must check the writing desk inside the Amell Estate after completing several major Act 1 main quests. You will receive a letter from a mage named Grace requesting urgent assistance at the Wounded Coast. Accepting this task adds the quest to your journal and opens the relevant location on your regional map.
Before setting out, assemble a balanced party that can handle both heavy physical damage and hostile spellcasters. Bringing companions like Anders or Fenris will significantly influence dialogue options and approval ratings throughout the mission. Prepare your team with adequate potions and crowd control abilities before entering the cavern area.
Exploring the Wounded Coast Cavern
Upon arriving at the Wounded Coast, follow the quest marker leading into the secluded cave hideout where the apostates are taking shelter. Inside, you will encounter multiple waves of hostile enemies, including dragonlings and blood mages who defend the encampment. Clearing these threats step by step ensures your party avoids getting overwhelmed in narrow corridors.
Proceed cautiously through the cave chambers to avoid triggering multiple traps hidden along the main pathways. Disarming these hazards with a high-cunning rogue grants extra experience points while securing safe movement for your companions. Once the path is clear, you will finally come face-to-face with the leader of the mages, Decimus.
Confronting Decimus and Grace
When you encounter Decimus, a cutscene triggers where he reveals his intent to use blood magic to defend his group from Templar capture. Regardless of your dialogue choices, Decimus refuses to yield and initiates a challenging boss battle against Hawke's party. Focus your high-damage attacks directly on Decimus to stop his powerful area-of-effect spells quickly.
After defeating Decimus, Grace assumes leadership of the remaining peaceful apostates and thanks Hawke for neutralizing the dangerous leader. She asks Hawke to help them escape safely without turning them over to the Templars searching nearby. Your decision at this junction determines the final outcome of the quest and alters companion relationships.
Final Choices and Consequences
As you exit the cave, Knight-Captain Thrask leads a squad of Templars to intercept the fleeing apostates. You can choose to convince Thrask to spare the mages, lie about their location, or side with the Templars to arrest them immediately. Persuading Thrask allows Grace and her companions to escape safely while preserving a peaceful resolution.
Choosing to protect the mages yields positive approval from companions who favor mage freedom, such as Anders and Merrill. Conversely, handing the apostates over to the Templars pleases strict companions like Fenris and Carver. Weighing these narrative consequences helps align the quest outcome with your specific roleplay goals for Hawke.