HOWTO USETHIS EGUIDE This eGuide has a custom navigation system to allow you to easily find content within the eGuide and move between sections as you choose. The main menu puts all of the eGuide sections for Dragon Age™ II: The Complete Official Guide at your fingertips. You can select the Menu button from any eGuide page to return to the main menu at any time. / Of course, you can also use the "page forward" and "return to beginning" icons to navigate through the eGuide. For any other questions about your eGuide, check out the help button. P Prima Games eGuide V INTRODUCTION Enter keywords to find a specific word or phrase. Before you continue, please take a moment to familiari^^j^rself with the structure of this guide. Despite the dizzying array of options and opportunities in a single Dragon Ag^^^aythrough, we have attempted to create a guide that doesn’t merely offer a prescribed path through the adventure, enables you to make your own decisions - to play in the manner thatyoH see fit. Within each eGuide section, all sub-sections are displayed for easy navigation. lo / 1 if of 240 * ^ C "1 II AddOookmaik j ^ HOM^ FOREWOlfD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS d Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS The Complete Official Guide to Dragon Age™ II is a Piggyback Interactive Limited production. PIGGYBACK Managing Directors: Project Manager: Creative Manager: Editorial Director: Authors: Research: Logistics: Art Directors: Designers: ENGLISH VERSION Sub-Editing: FRENCH VERSION Editors: GERMAN VERSION Editor: Review: ITALIAN VERSION Editor: Localisation Managers: SPANISH VERSION Editor: Localisation Manager: PRODUCTION Preprint: Louie Beatty Vincent Pargney Matthias Loges Carsten Ostermann Mathieu Daujam James Price, Zy Nicholson Nicolas Decerf, Klaus-Dieter Hartwig, Markus Bosebeck Kristin Riither Jeanette Killmann, Martin-Christoph Schneider (Glorienschein) Cathrin Queins, Arnie Medel, Wolfgang Bundschuh, Christian Runkel Mathieu Daujam, Claude-Olivier Eli^abe Klaus-Dieter Hartwig Barbara Bode Synthesis International srl Emanuele Scichilone, Marco Auletta Synthesis Iberia SL Gus Diaz Uli Banse, Katharina Borner, Nicole Hannowsky, f Use Hiittner, Anke Mattke, Petra Reidath, Arwed Scibba, Stefan Soltau, Torsten Wedemeier ( AlsterWerk) special Thanks to: Frank Adler, Beatriz Esteban Agusti, Thomas Altemeier, Antoine Bailly, Daniela Bartels, Marion Daujam, Oscar del Moral, Simone Dorn, Oliver Dorn, Jurgen Endres, Simone Fuller, John Holder, Martin Holder, Rishi Kartaram, Anskje Kirschner, Patricia Lopez, Marco Nuzzi, Cristina Herraiz Olivas, Alberto Moran Roa, Stephanie Sanchez, Wolfgang Schallert, Marcel Sommer. The Complete Official Guide to Dragon Age™ II is co-published in North America by Piggyback Interactive Limited and Prima Games, a division of Random House, Inc. PRIMA GAMES President: Publishing Director: Sales Director: Senior Licensing Manager: Debra Kempker Julie Asbury Mark Hughes Aaron Lockhart BIOWARE DRAGON AGE TI GUIDE TEAM LEADS SUPPORT Executive Producer and Project Director: Art Director: Lead Designer: Strategy Guide Project Manager: ART SUPPORT Art: Concept Artists: DESIGN SUPPORT Cinematic Design: Editing: Systems Design: Technical Design: Writing: AUDIO, LOCALIZATION AND EXTERNAL RESOURCES SUPPORT: PRODUCTION SUPPORT: PROGRAMMING SUPPORT: QUALITY ASSURANCE & BUILD SUPPORT: BUSINESS DEVELOPMENT: FACILITIES SUPPORT: INFORMATION SYSTEMS SUPPORT Assistant Director of Information Systems: Desktop Support: MARKETING SUPPORT Worldwide Director of Marketing: Additional Marketing: Mark Darrah Matthew Goldman Mike Laidlaw Chris Corfe Ben Carriere, Warren Heise, Nate LaMartina, Tyler Lee, Shane Hawco, Geordie Moffatt, Sheila Nash Ben Huen, Ville Kinnunen, Steve Klit, Casper Konefal, Matt Rhodes, Ramil Sunga, Nick Thornborrow John Epler, Frank Gordon, Jonathan Perry Carlo Lynch, Karin Weekes Josh Stiksma, Peter Thomas Mark Barazzuol, Ferret Baudoin, Tony Evans, Craig Graff, Jason Hill, Yaron Jakobs, Kaelin Lavallee, Antony Lynch, Grant Mackay, Cori May, David Sims, Keith Warner Sheryl Chee, Dave Gaider, Jennifer Hepler, Mary Kirby, Luke Kristjanson Jason Barlow, Melanie Faulknor Rob Bartel (DLC Team), Dan Lazin, Colleen Perman, Aidan Scanlan, Ryan Warden Bryan Derksen, Jacques Lebrun, Curtis Onuczko, Jon Thompson, Mika Uusnakki Gary Conrad, Andrew Crowe, Kristin Czarny, Chad De Wolfe, Patrick Irwin, Cody Ouimet, Edward Pollard, Matt Powell, Mark Ramsden, Tim Rideout, Joel Roy, Corey Runnals, Colin Steedman, Stanley Woo Chris Bain, Richard Iwaniuk, Jim Stadelman Kelly Wambold Lee Evanochko Dave McGruther, Shane Gaudry David S. Silverman Matthew Villeneuve Deeka Macdonald, Maria Sayans (EA Global Publishing) Important: • ^ ^ ^ Piggyback Interactive Limited has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy effectiveness, or completeness of the material in this book; nor does the publisher assume liability for ^ ' damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved. — ©2011 Electronic Arts Inc. Bio Ware, Bio Ware logo ^d Dragon Age are trademarks of ^A International (Studio and Publishing) Ltd. EA and the EA logo are trademarks of Electronic Arts Inc.-» Xbox and Xbox 360 are trademarks of the Microsoft group of companies and are used under license from' Microsoft, "PlayStation” is a registered trademark of Sony Computer Entertainment Inc, All other trademarks are the property of their respective owners. f J T tr vful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS CONTENTS Foreword Vertical Tab The vertical tab on the right-hand margin of each double-page spread is a navigational tool designed to help you find your way around the guide. The top section lists the individual chapters, while the lower section highlights the part of the chapter you are ' currently reading. Index If you would rather play with a minimum of assistance, the guides comprehensive Index can be used to jump to a topic of interest whenever you need a hint or specific piece of information. Update We have taken every step to ensure that the contents of this guide are correct at the time of going to press. However, future updates to Dragon Age II may incorporate attribute adjustments, gameplay balancing and even feature additions that we cannot anticipate at the time of writing. Primer 6 Introduction 8 Useful Features 10 Essential Gameplay Concepts 13 Walkthrough 16 User Instructions 18 Prologue 20 Actl 26 Act 2 36 Act 3 42 Quests 46 Act 1: Completion Roadmap 48 Main Plot Quests 50 Secondary Quests 56 Companion Quests 62 Side Quests 65 Premium Content 69 Act 2: Completion Roadmap 70 Main Plot Quests 72 Secondary Quests 76 Companion Quests 81 Side Quests 87 Act 3: Completion Roadmap 92 Main Plot Quests 93 Secondary Quests 96 Companion Quests 99 Side Quests 105 Miscellaneous Activities 107 Maps 108 Introduction 8C Map Index 110 Blightlands 111 Hightown 112 Lowtown 114 Docks 116 Gallows Courtyard 118 Darktown 119 Hanged Man 120 Houses 122 The Blooming Rose 123 Hawke Estate 124 The Chantry 125 Viscount's Keep 126 Merrill’s Home 127 The Deep Roads 128 Primeval Ruins 130 Ancient Crypt 131 Sundermount 132 The Wounded Coast 134 Sundermount Caverns 136 The Bone Pit 137 Caves Sc Mines 138 Dungeons 140 Sewers 141 Lairs 142 Sanctuary SC Hideouts 143 Foundries 144 Alleys 145 Warehouses 147 Caverns 148 Mansions 150 Estates Random Encounters Templar Hall The Black Emporium Gallows Prison Strategy & Analysis Dialogue System Friendship 8C Rivalry Attributes Resistances Elements Status Effects Abilities Cross-Class Combos Character Roles Party Builds Tactics Combat Strategy Threat Management Nightmare Difficulty Companion Analysis Inventory Introduction Equipment Properties Unique Weapons Unique Armor Unique Accessories Generated Equipment Special Items Crafting Shops Bestiary Chapter Structure Archetypes Ranks Enemy Identification Darkspawn Mabari Dragons Spiders Carta Coterie Mages Dalish Demons Golems Kirkwall Guards Profane Qunari Raiders Templars Tevinter Slavers Street Thugs Undead Mercenaries Bosses 8C Unique Enemies Extras Achievements 8C Trophies Dragon Age Encyclopedia Story Recap 158 188 220 240 Protected, by copyright. Unauthorized or urilawfu I copying or downloading expressly prohibited^' HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Foreword I Following the critical success of Dragon Age: Origins, we knew we had something special on our hands: the world of Thedas seemed to resonate with people, drawing them in (and in some cases hack) to fantasy. Reflecting on it, I think Origins success was a result of being both different enough to break the mould while still being familiar enough that you could recognize the pieces. It didn’t seek to alienate long-time fantasy fans so much as provoke thought: if mages could control people's minds, wouldn’t people be terrified of themf Of course! And so, as a team that I am quite Rankly honored to work alongside turned their sights to Dr^on Age II, one thing stood out to us: we didn’t want to make the sequel everyone expected. Jokingly, we used to pitch that sequel as “two archdemons stapled together to lead a super Blightl” Perhaps you can see why we wanted something different. The guide you hold in your hands — which details one regular person’s rise to an extraordinary place in history, with all the twists and turns that entails — is the end result of that team’s remarkable hard work and dedication. Fderein, you’ll find detailed quest information, str^egies for building and deploying your character and compafiions, tactics to master the new responsive combat mechanics and cross- class combos, and a number of secrets that might have slipped past you otherwise. The team at Piggyback (supported by the tireless efforts of our own Chris Corfe) have taken great pains to ensure this guide is all you need to savor the Champion of Kirkwall’s rise to power. So, as you set out to play through the most significant moments in the life of the man or woman who changed the world, good fortunes and safe travels in the dark days ahead. On behalf of the teams at both Bio Ware and Piggyback, welcome to Kirkwall, We know you’ll do us proud. Champion, Mike Laidlaw Lead Designer, Dragon Age II ^ • *• i 4 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 5 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS I hlroduction | [ Useful Features | [ ^gf,y(!gi,gS- ] PRIMER We understand that you're eager to begin playing straight away, so rest assured 1 HAT WE INTEND TO RESTRICT PREAMBLE TO A BARE MINIMUM* OvER THE FOLLOWING PAGES we'll introduce you to the structure employed by this guide (and how you might BEST USE IT), OFFER A CONCISE APPRAISAL OF USEFUL GAME FEATURES AND FUNCTIONS, AND UND WITH AN OVERVIEW OF A FEW ESSENTIAL DrAGON AgE II CONCEPTS* HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ Introduction ) [ Useful Featu^ [ 1 QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY Introduction ] [ Useful Features ] [ INTRODUCTION Before you continue, please take a moment to familiarize yourself with the structure of this guide. Despite the dizzying array of options and opportunities in a single Dragon Age II playthrough, we have attempted to create a guide that doesn't merely offer a prescribed path through the adventure, but also enables you to make your own decisions - to play in the manner that you see fit. WALKTHROUGH - mi QUESTS This chapter has information on every quest in Dragon Age II, and details the repercussions of all major actions or decisions. During a first run through the game, readers can follow page references from the Walkthrough chapter to complete optional tasks or study alternative solutions to critical main plot quests. On any subsequent playthrough, this chapter can be used for reference as you experiment with different resolutions to the many interlinked stories. The majority of quests are divided into five categories: main plot, secondary, companion, side quests and (in a few select instances) Premium Content. ♦ The Quests chapter is split into sections that correspond with Dragon Age II's three-Act structure. Each of these begins with a flowchart that offers a visual representation of how to unlock the core quests in that Act. ♦ The main plot sections act as an addendum to the Walkthrough chapter, detailing alternative approaches to situations within mandatory quests critical to the main storyline. ♦ The secondary, companion and side quest sections offer more detailed descriptions and walkthroughs for their respective quests, with guidance tailored to suit the level of assistance most players will need. Players who would like to complete optional activities will find page references to the companion Quests chapter, while those who simply wish to see the story through to its conclusion can do just that. Follow our guidance, prompts and suggestions closely, and you'll experience a successful and enjoyable first playthrough. As a general rule, left-hand pages in the Walkthrough chapter offer concise guidance on what you must accomplish in each main plot quest. Right-hand pages focus on tactics and strategies, feature introductions, analysis and optional tasks. With Dragon Age II defined by its huge number of quests, many of which have short or long- term consequences, a conventional start-to-finish walkthrough would be a sprawling jungle, crawling with bewildering caveats and qualifications. For this reason, we have instead chosen to present what we regard as a rewarding and enjoyable path through Bio Ware's absorbing and expansive adventure. In short, you can regard our walkthrough as an “optimal" Dragon Age II playthrough, charting an efficient and rewarding route through all essential main plot missions. 'otected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ l■rt^oduclion ][ Uselul Features ][ ] PRIMER i STRATEGY & ANALYSIS WALKTHROUGH QUESTS Once you are ready to understand the game on a deeper level, the Strategy 8C Analysis chapter is where we examine the mechanics that underpin the entire Dragon Age II experience. As most players will want to learn more about certain key game features (such as combat tactics, abilities, or leveling up and associated concepts) during a first playthrough without having the story ruined, we have divided this chapter into two sections: an opening “spoiler light' section, followed by a second part that covers features that are strongly linked to narrative events in Dragon Age II (such as companion relationships). We strongly advise that players leave the latter part well alone until they have finished the story at least once. i EXTRAS The Extras chapter is home to reading material only suitable for consumption after completing the game, including story recaps (for both Dragon Age II and predecessor Origins) and a glossary of major events, characters and concepts. MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS i INVENTORY This chapter not only provides details on all preset items in Dragon Age II, but also reveals where to find unique objects (including armor upgrades for companions and Backpack expansions), and a guide to how the “random" item generation system works. Extras also includes a dedicated guide to all Achievements and Trophies in Dragon Age II. Players who take pride in acquiring such accomplishments should be warned that this is also (alas, unavoidably) packed with story spoilers. We do, however, offer prompts on “missable" accomplishments of this ilk throughout the Walkthrough and Quests chapters. INTRODUCTION USEEUL FEATURES ESSENTIAL CONCEPTS — f MAPS ^ BESTIARY I ■ INDEX & GLOSSARY To save you the trouble of scouring every corner of each new environment for collectibles, the Maps chapter reveals the location of every notable container or item you can get. To find a location visited during your current quest, just refer to the tab system of the Maps chapter, or to the guide's Index. Given the sheer number of areas in Dragon Age II, and different permutations of frequently visited locales, grouping all maps together is by far the most practical and user-friendly solution to make them easy to access. Dragon Age II features a huge variety of combat situations. This chapter examines each type of enemy, offering information on their abilities, strengths and weaknesses - and how you might adapt your strategies to counter or exploit these to your advantage. As with the Strategy & Analysis chapter, all spoiler-heavy contents (story-related enemies) appear in the final section of the Bestiary. Last (but, given the need for easy reference in a tome this large, by no means least), our comprehensive Index will enable you to find the information you need in an instant. All entries are color-coded to help you to avoid spoiler-heavy sections of the guide until you are ready. We have created a short glossary for those who have yet to play Dragon Age: Origins, or are otherwise unfamiliar with RPG mainstays. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 9 QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY Introduction ] [ Useful Features ] [ USEFUL FEATURES J X WwM Current Target: This icon indicates your current target; the enemy in question will also be surrounded by a fairly subtle highlight and have its name displayed. When you use an activated ability that covers a specific area (rather than an individual opponent), all adversaries within its effect range will be emphasized in this manner. During combat, the allegiance of all participants is denoted by a circle at their feet: red for enemies, yellow for companions and blue for other allies. Minimap: This shows an outline view of your current surroundings, including significant points of interactivity. See “Maps' overleaf for further information. Sustained Abilities & Status Effects: These icons indicate which Ififl status effects or sustained abilities are affecting the currently selected party member, A red hue denotes a harmful status effect inflicted by an opponent; a clockwise fill indicates the time remaining until this effect elapses. Quickbar (PC only): Those playing the PC version can assign ■Sfl up to ten keyboard shortcuts for abilities, and have a further nine mapped to the quickbar for easy access with a mouse. From the Abilities menu, simply drag the talents or spells of your choice to the slots at the bottom of the screen. The quickbar also features shortcuts that correspond to Radial Menu options in the console releases. XP Gauge: This bar gives an approximate indication of how far the selected character has to progress until they level up. Sums of XP awarded after battles or from specific feats will appear briefly to the left of this meter. ONSCREEN DISPLAY ♦ The box highlight indicates the character currently under your direct control. ♦ The red bar is the health gauge. When this is exhausted during combat, a character is rendered unconscious and can play no further part until combat ends (or, later in the game, is revived), ♦ The bar beneath indicates a character’s current stamina (yellow) or mana reserves (blue - mages only). This is required to use the majority of abilities acquired during the course of the story, ♦ During combat, simple descriptions of each party member’s actions or reactions will appear beneath the above gauges. You can use these prompts to keep track of companions outside your field of view, ♦ If a party member is ready to level up, an animated arrow will appear within their portrait window. horized or unlawful copying or downloading expressly prohibited. CONSOLES n Party Gauges: These provide information on the status of Fdawke and his active companions. Battle Menu Shortcuts (Xbox 360 8c PS3 only): By default, this display shows the first set of three abilities that can be performed with the Battle Menu Shortcut buttons, Fdold the Shortcut button ((31/ (R^ ) to both view and activate abilities in the second set. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ l■rt^-lucli-■ ][uselul Features ][faf»;ijg;,g|„";|- 1 i 3/X ^ - - *i^-^** JL PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXlRAS INTRODUCTION USEFUL “ FEATURES ESSENTIAL CONCEPTS RADIAL MENU (XBOX 360 & PS3 ONLY) Activating the Radial Menu (]S/(L2)) offers access to a wide range of useful features and functions. It also pauses the action, which provides time to survey the field of combat and formulate strategies. Though you will rarely need to use it for this purpose during the opening few hours of play, you will find that it becomes a common occurrence during many of Dragon Age IT's more demanding battles - especially on higher difficulty levels. On PC, most icons from the Radial Menu appear on the quickbar at the bottom of the screen. The text that follows is a quick introduction to each Radial Menu option. We 11 cover these in greater detail in the Walkthrough chapter. # Quick Heal: Instantly applies the most appropriate Health Potion to the character under your direct control. This can be adjusted in the Options menu. Hold Position: Instructs selected party member(s) to remain in their current location. Very useful if you wish to carefully entice enemies to a specific position, or need to prevent overzealous companions from rushing into ruinous situations during difficult battles. Activated Spells/Talents: You will reach a point during Act 1 where you acquire more abilities than Battle Menu Shortcuts, which is where this sub-menu becomes much more relevant. Its also useful when you wish to set up commands for party members while the action is paused - for example, to unleash a simultaneous four-pronged assault on a particularly dangerous opponent. Battle Menu Shortcuts can be assigned or customized via this option. Poisons and Bombs: This enables you to coat weapons with poisons (contributing additional status effects and/ or damage), or hurl explosives at your opponents, (Not available until Act 1,) Quick Mana/ Quick Stamina: In the same manner as Quick Heal, this instantly applies a Lyrium Potion or Stamina Draught (as applicable) to the character under your control. Potions: This sub-menu provides access to all potions in your inventory. Sustained Spells/Talents: Another sub^menu, used to activate or deactivate “sustained" abilities. We 11 return to this later: its of no great consequence during the Prologue, Move to Point: This option is used to manually direct selected party member(s) to a specific position. Usually employed in conjunction with Hold Position for precision battle management. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 11 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Iiilroductioi. I [ Useful Features ) [ ^gf|,"ljg|,geTtr 12 MAPS The minimap and Map screen are invaluable tools as you navigate Dragon Age II's many locales. Press the Map button (O/ (SELECT) ) to visit the dedicated Map j Places of interest, points of interactivity and active waypoints are marked by icons. If you are unsure of what a particular symbol on the minimap represents, visit the main Map screen to study the legend. The same icons are used for both the full and truncated map. The minimap features animated icons (,A.) that direct you to waypoints in active quests . Its sometimes possible to have a few of these active at once. When you visit certain “hub” areas (particularly the major districts of Kirkwall), its usually sensible to visit the Map screen to identify which one you seek. Dragon Age IIs maps do not include markers for containers or collectibles, , , but ours do. Our dedicated Maps chapter begins on page 108, BUTTON DEFINITIONS As Xbox 360, PS3 and PC players own different control devices, we generally use the standardized terms presented in the table below to refer to each button or key in many areas of the guide. These should be easy to recognize, but you can return here to refresh your memory at any point. I c We also tend to offer slightly more assistance to Xbox 360 and PS3 players in the early sections of the guide as the console versions of Dragon Age II will be played by an audience with wildly varying levels of gaming ability and RPG experience. ■ « XBOX PS3 BUTTON DEFINITION 360 & & Movement stick ® ® Camera stick 0 0 Target Select buttons 0 ( 8 ) Interact button 0 0 @ Batde Menu Shortcut buttons (Xbox 360 8C PS3 only) 0 ® , 1 (y) (rS Party Select buttons E ED Radial Menu button (Xbox 360 8C PS3 only) 1 n ED Shortcut button (Xbox 360 8C PS3 only) V Target Lock button # Center Camera button 0 (^AffT) Pause Menu button ' 0 BACK i^ajEcf) Map button SUMMARY Move tile cliaracter tliat is under your direct control. By default, your character will target the closest enemy in the direction faced unless instructed otherwise. Used to adjust the game camera. Used to cycle through points of interactivity while free roaming (companions, containers, et al), or to pick specific targets during combat. Used to confirm decisions and ability usage, initiate conversations, collect loot, open doors and containers, and a host of other interactions. During combat, this triggers your character’s low-powered “default” attack. Performs the ability assigned to the relevant Battle Menu Shortcut slot. Also employed to cancel actions or move back one step in the user interface. Performs the ability assigned to the relevant Battle Menu Shortcut slot. Performs the ability assigned to the relevant Battle Menu Shortcut slot. Also employed to skip through lines of dialogue, or entire cutscenes. Cycle through available party members. Press both Party Select buttons simultaneously to select all party members at once. Brings up the Radial Menu. You must hold this by default; there is an option to change it to an on/ off toggle at the Options ^ Gameplay options screen. Hold to bring the second set of Battle Menu Shortcuts to the fore. Use this to ensure that all attacks will be directed at the specified target. Automatically disengaged once an enemy has been disabled. Immediately rotates the camera to face in the same direction as the character under your control. Opens the pause menu. Used to open/ close the map screen. Protected by copyright. Unauthorized or unlawful copying QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY Introduction ][ Useful Features Essential Game- ] play Concepts J ESSENTIAL GAMEPLAY CONCEPTS PRIMER WALKTHROUGH Rogue The overhauled rogue class offers an enormous amount of scope for interesting character builds, and is vastly different from the rogues in Dragon Age: Origins. The core decision with a rogue is whether to favor ranged combat (through archery) or focus on causing havoc as a melee fighter (duah wielding two daggers). Thereafter, the possibilities are astonishingly broad. The rogue's class- specific talents can enable them to flit around any given battlefield with ease, inflicting targeted harm and disappearing before any reprisals can take place. This gives the game a much more action- oriented, hack n' slash feel that some players may prefer. Rogues also have two unique abilities: they alone can pick locks and detect or disable traps. Having a rogue in your party will increase your ability to accumulate loot of all kinds (from otherwise inaccessible locked chests) and, to a lesser extent, XP (awarded for both lockpicking and disarming traps). That said, this doesn't mean that it's a class that you should feel obliged to adopt: you will recruit two companions who can fulfill this role early in Act 1. The class you choose at the beginning of Dragon Age II has a significant effect on your play experience. Your gender, however, is a primarily aesthetic concern: with the exception of minor dialogue changes and different opportunities for romantic attachments with companions, there are no specific advantages or drawbacks to either sex. Mage Perhaps the most enjoyable class to play, mages can exert greater influence (indeed, control) over combat encounters than their more melee-focused peers thanks to the sheer number of potential options at their disposal. The least robust of the three classes, mages specialize in spells that can be cast at range (particularly magical attacks). Their ability to strike or support from afar is a necessity: they will fall swiftly under a concerted assault, and must always rely on their cohorts to shield them from danger. As a player, you will find that their typical position on the periphery of each battle affords you an excellent tactical overview of proceedings. If you decide that Hawke will be a mage, it makes sense to shape him or her as a so-called “nuke", focused on debilitating magical assaults and devastating Area of Effect (AoE) attacks. That's not to say that you can't slightly customize this archetype to include less explicitly aggressive abilities. An extra Heal spell, for example, will never go amiss. QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS TRODUCTION USEEUL FEATURES ESSENTIAL CONCEPTS right. Unauthorized or unlawful copying or downloading expressly prohibited. QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY Introduction ] [ Useful Features ] [ The warrior specializes in melee combat only, wielding either a sword and shield or a massive two-handed blade or cudgel Within this class, there are two fairly distinct archetypes: ♦ The “tank”: a near-essential fixture in any party, this warrior is focused on attracting enemy attention and withstanding terrible punishment at the very heart of any given battle. They are not built to inflict heavy damage, but to survive it. Effectively, they act as a lightning rod for hostiles in range, therefore enabling their cohorts (especially weaker mages) to make decisive attacks without fear of devastating reprisal. ♦ The “damage dealer”: a less robust warrior build focused on abilities that cause greater harm. These can play a decisive role in battles against strong individual enemies, but tend to be less efficient against large groups of stock assailants. Conclusion Hawke will usually fight alongside three allies. Ifs therefore vital to remember that your character is a mechanism in a larger machine, and must possess attributes and aptitudes that complement those of his or her companions. The most practical party build for a balanced first playthrough consists of a warrior who adopts the tank role, a rogue (either ranged or close-quarters), and two mages: one concentrating on raw damage, while the other works in a support/healer capacity. We recommend using the mage class for your first playthrough: concentrating on raw damage from afar is an ideal way to build a greater appreciation of how Dragon Age II works. Our second choice would be the rogue: these dynamic and daring characters are a lot of fun to play, though they are a little more demanding to control. This may seem to belittle the warrior, but that’s not our intention: it’s just that this class is arguably a more “technical” choice than the other two in how its abilities must be used for maximum efficiency. The warrior is probably best left for a future playthrough when you have a better understanding of the game and its multifarious mechanics. Players who wish to consider every available option before committing to a decision can find a complete appraisal of character archetypes and reliable party builds in the Strategy 8C Analysis chapter. COMPANIONS Through the early stages of the adventure, Hawke can encounter individuals who become “companions” during the events of Dragon Age II. Each potential cohort has their own unique personality and a wide assortment of aptitudes and specialties. ♦ Certain companions are enlisted automatically. Others must be sought out, or acquired by completing a particular quest. We’ll let you know whenever this is possible. ♦ While you can select weapons and accessories for companions, each has a preset one-piece armor suit that cannot be unequipped. This can be improved by finding or purchasing special upgrades. ♦ Your relationship with each companion is graded on a scale that ranges between “rivalry” and “friendship” (Fig. 1). This shifts constantly as they react to your decisions and dialogue choices while they are in the active party. There is no right or wrong way to approach this feature, though there are certainly ways to manage it to achieve your desired goals. The Quests chapter features tips on which actions will lead to significant levels of approval or disapproval. ♦ Whenever a new companion is introduced, we offer a quick appraisal of key traits or attitudes that define them. You can use this advice to tailor your dealings with your party members and, perhaps more importantly, your attitude towards other people you meet while they are present. Note that, with exceptions that we will make abundantly clear in due time, a state of high rivalry is not necessarily a bad thing: it’s just a different type of relationship. 14 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY Introduction ][ Useful Features Essential Game- ] play Concepts J LOOT Dragon Age II employs a distinctive shimmering effect to highlight certain points of interactivity. In most instances, these are used to highlight sources of loot - such as containers, corpses, furniture or piles of rocks (Fig, 2), 02 Loot can take a variety of forms, though there are broadly three categories: equipment (weapons, armor and accessories), raw currency and junk. The latter exists purely to be sold, often for a modest return, so it can be regarded as essentially coin in a less convenient form. Most pieces of equipment are randomly generated in accordance with Fdawkes current level, though you will also encounter many prebuilt items of interest (or resale value). PRIMER WAIKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY Its impossible to overstate the value of diligent pillaging every last room, path and battlefield. Incremental character growth through EXTRAS attribute increases and talent acquisition is important, granted, but the most reliable way to stay ahead of the difficulty curve is through equipping the finest weapons, armor and accessories that you can find, or your appropriated Sovereigns can buy, TRODUCTION Though collecting everything you can lay your hands on is undoubtedly the path to success, your ability to do so is not unrestricted. All items (with the exception of plot' critical objects, which do not appear on the Inventory screen) have an inherent “weight one unit per slot of inventory space. In short, this means that both a piece of armor and a stack of seven potions will contribute exactly one point towards your party's collective burden. Your inventory space is initially capped at 50, but you can increase this carrying capacity by purchasing Backpack expansions (each offering additional slots) from select vendors in and around Kirkwall, As a rule, though, it’s always a good idea to stop by a vendor to offload surplus items between quests. There’s nothing more frustrating than hitting a mother lode of loot while sufficiently far from civilization to preclude a quick selling trip, and realizing that you must leave treasures or destroy existing items due to poor inventory management. ISRFUL FEATURES ESSENTIAL CONCEPTS All area maps appear in our dedicated Maps chapter, which begins on page 108, These reveal the location of all notable loot containers (including locked chests) that you can find throughout the game. Your equipment options in the Prologue are rather limited to making use of what you find, but Act 1 introduces countless possibilities. From that point forward, the Inventory chapter will reveal which weapons, armor, accessories and upgrades offer the best perks for your current level - and, in many instances, how much you will need to earn to obtain them. TERMS AND ABBREVIATIONS Whenever you encounter an unfamiliar term or abbreviation, our Glossary should provide the explanation you seek. Though we have made every effort to make the guide approachable to players of all backgrounds, readers less versed in RPG terminology and abbreviations can visit this to reveal the meaning of quizzical expressions such as “Threat” (the system that governs which party member enemies will target) and “AoE” (Area of Effect: used to describe abilities that cover a designated area rather than a specific target). Protected by copyright. Unauthorized or unlawful copyin QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY [User Instructions I Prologue WALKTHROUGH Designed to ease players through plot-critical quests on a first playthrough, this chapter CHARTS A DIRECT COURSE THROUGH DrAGON AgE II’s MAIN STORYLINE, ReADERS WHO WISH TO PLOT THEIR OWN PATH CAN USE THE WALKTHROUGH IN CONJUNCTION WITH THE QuESTS CHAPTER TO EXPERIENCE THE ADVENTURE IN THEIR OWN UNIQUE WAY, •• 16 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 PRIMER STRATEGY & ANALYSIS EXTRAS Dragon Ah 11 Protected by copyright. Unauthor' 'ul copying or downloading expressly prohibited, QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY I User Instructions I Prologue USER INSTRUCTIONS Quest Summary & Map References ^ 1. A Friend in the Guard: From Hightown (p. 112), head south to the Viscount’s Keep (p. 126) — > Talk with Aveline Visit Gamlen's House the durati contribute ^ 1. A New Home: Travel to Lowtown (p. 114) — > (p.l22) ^ 1. A Business Discussion: Return to Lowtown Man (p, 120) — > Speak with Varric ^ 2. Tranquility: Head to Lirene's Fereldan Import — > Speak with Lirene — > Meet Anders at his clinic in Darktown (p. 119) — > Go to Hightown at night (p. 113) — > Speak to the mage to automatically enter the Chantry (p. 125) ^ 3. Long Way Home: From the World Map, travel to Sundermount in the Free Marches (p. 132) — > Speak to Keeper Marethari, then meet Merrill on the sloped path — > Travel through Sundermount Caverns (p, 136) to reach the otherwise inaccessible Mountain Graveyard area of Sundermount Left-Hand Pages - Main Walkthrough: These offer anTprimal” path through all HHH mandatory quests, taking the most direct possible route through Dragon Age IL ^ Each page begins with a “Quest Summary SC Map References” section. This is a quick recap of all steps that must be followed in the quests it covers, with useful page references to the Maps chapter. ^ The core of the walkthrough is structured in numbered paragraphs. As a rule, each paragraph is dedicated to a specific “main plot” quest. Follow our step-by-step guidance and you’ll experience a successful and enjoyable first playthrough. entrance i : groum Enter The Hanged Once in ! Giant Spi progresses Corruptee n A Friend in the Guard, A New Home, A Business Discussion: Though you should feel free to explore Kirkwall, the best way to kick off Act 1 is to complete minor main plot quests to unlock further activities. Bringing Aveline into the fold is a priority: recruiting this steadfast warrior immediately swells your ranks to the maximum party of four. After visiting Gamlen's House and conversing with Varric in The Hanged Man, you will be ready to start Tranquility, the first main plot quest of note. Right-Hand Pages - Additional Information: These pages cover a wide variety of topics, with a particular focus on subjects related to your progress in the core storyline. Feature Introductions & Analysis: We offer words of wisdom on new game features and faces as you encounter them and include page references to elsewhere in the guide (particularly the Strategy SC Analysis chapter) for those who wish to understand Dragon Age II on a deeper level. We also provide occasional tips to help Achievement and Trophy hunters collect the accolades they crave. Extended Walkthroughs: For longer or more demanding quests, we offer additional guidance where it matters most - particularly when you face unique opponents. Optional Activities: To help you to complete all major optional ventures of note, we make recommendations on which ones you really should complete in each Act, with page references to the Quests chapter. H Tranquility: After conversing with Lirene in her Lowtown shop to learn about Anders, visit the mage and agree to lend your assistance. When you arrive in the Chantry, talk to Karl, In the battle that ensues, focus your energies on defeating Templars and Templar Archers before you direct your party's agression towards the more hardy Templar Lieutenant and Templar Hunter. When this confrontation ends, the party is automatically transported to Darktown. Approach can lead n a fairly hel it will gro Warrior, ( interacting entrance. "5 to Lowtov Long Way Home: After your meeting with Keeper Marethari, visit the Clan Craftmaster to sell extraneous items, then tell Merrill that Before you continue, take a few moments to familiarize yourself WITH THE STRUCTURE AND SYSTEMS USED THROUGHOUT OUR WALKTHROUGH AND ITS RELATIONSHIP TO THE QuESTS AND MaPS CHAPTERS. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Quests Chapter: Whereas the walkthrough offers one path through the game, the Quest chapter adopts a more open approach, enabling you to complete the story in the manner you see fit. This is where you will find all details on branching story paths, the long-term consequences of your choices, and much, much more. You can use both chapters in conjunction to reach 100% completion. With a game as huge as Dragon Age 11, page-mckmg through the mighty tome in front of you to find details on a quest, a map, a concept or a creature can be a thankless task. This is where our invaluable Index comes in. If you ever need to find information on a specific topic or term, just look it up in the Index. HKv Maps Chapter: All maps in this guide appear in a dedicated chapter. Whenever you need to consult one of them as you follow our walkthrough, simply look up the relevant page reference in the Quest Summary on the left-hand page. intered in Dragon Age: Origins - Awakening, Anders is mage who refuses to submit to the Circle of Magi) and s an emotional character. He won't respond well if you d him or if you are anything but committed in potential interactions. 1 is inflexibly vociferous in his opposition to the treatment of in Kirkwall. That said, he adopts a rather less compassionate towards those who dabble in blood magic or involve Ives with demonic entities. Condoning such es will anger you intend to have Hawke perform inction, Anders is the companion lited to the support healer role. See 34 for more advice on this subject. ^ USING THE WORLD MAP COMPANIONS ^ All exits marked "Leave Area” will take you to the World Map; those with an area name lead to a connected map. ¥ The World Map has three pages: Kirkwall (Day), Kirkwall (Night) and the Free Marches, AH locations where you can advance active quests are marked by an arrow ( ^ )• New destinations generally appear as you accept quests or make progress in existing ventures. Not all of these are permanent additions to the game world: certain locales disappear completely once you have satisfied all related plot requirements. ^ Certain Kirkwall locations are only available during the day or night. Some areas (such as Lowtown, Hightown and the Docks) have unique evening versions of their maps where you will encounter different loot, denizens and quest opportunities. GAMLEN’S HOUSE Varric Varric is arguably the most easygoing of Hawke's companions. You really need to be a thoroughbred bastard to invite his regular disapproval, 4^ He responds well to banter and relaxed humor. Unlike most other companions, Varric isn't defined by a personal crusade or all- pervading belief. He doesn't mind situations where individuals are seeking enrichment in ways that won't necessarily harm others. His silver tongue can be called into action to mediate peaceful solutions in a number of situations. ^ Uniquely, Varric has a fixed weapon: Bianca, a crossbow that increases in power as he gains successive levels. Functioning exclusively as an archer, he can offer a potent combination of AoE assaults and debilitating attacks that offer your party an interesting tactical edge. See page 184 for further details. ady to set off. The Dalish mage acts as a guest party member for on of this quest. Though you cannot control her directly, she will : to battles as she sees fit. The journey to the Sundermount Passage : punctuated by battles with undead foes; the presence of bodies on i is usually a sign of trouble ahead, Sundermount Caverns, try to stay close to the entrance when iders attack; more enter the fray from the ceiling as the fight i. There is a second ambush in close confines (this time featuring 1 Spiders) just before the Mountain Graveyard exit. Don't head oden steps during this battle (Fig. 1): doing so will bring further including Corpses, Shades and a dangerous Shadow Warrior) attle. Tackle these separately afterwards, claim whatever loot you hen take the nearby exit. 01 the barrier to trigger a cutscene; your reaction to Merrill's magic 3 rivalry or friendship increments. Once the way forward is clear, fty combat encounter will start. Beginning with Skeleton Archers, w to comprise such fiends as an Arcane Horror and a Shadow Dnce again, leave the latter foe until last: its high endurance will D act as a tank while its weaker cohorts inflict great damage. After ; with the altar (and the resultant conversation), return to the cave (bu will be automatically transported first to the Dalish Camp, then vn for the concluding conversation with your new companion. Though Hawke's uncle may not be the most convivial host, this hovel acts as your base of operations during the events of Act 1. Paying a visit will instantly cure any existing injuries and allow you to reselect your party members. ^ Interact with the Writing Desk to collect letters sent to Hawke. Though some missives only reflect plot developments (such as the letter that awaits you on first visit from the employer you chose at the end of the Prologue), reading many of these will trigger a quest or unlock the possibility of interaction in the game world. An animated envelope ( ) will appear next to Gamlen's House on the World Map whenever new mail arrives. ^ The chest marked Storage can be used to safely stash items for future retrieval. This is extremely useful when you wish to save powerful weapons, armor or accessories until Hawke or his companions meet the usage requirements, ^ Bethany or Carver can be found here when not travelling with your party. If you have access to Dog, you have one opportunity to rename him here. Miss it in Act 1, and you have to settle for the default monicker. OPTIONAL ACTIVITIES The Birthright companion quest (page 63), unlocked on your first visit to Gamlen's House, is a short but rewarding episode that leads to a collection of significant secondary quests. You can also acquire Bait and Switch (page 57) from the Writing Desk (see Gamlen's House) which can lead to the recruitment of a new companion. If you have access to any of the three Premium Content quests available at launch, you can attend to these short tasks straight away (see page 69). USER m INSTRUCTIONS Lest you forget, the purpose of your Act 1 adventures is to raise capital to join Bartrand's Deep Roads expedition. The funds that you acquire by completing optional quests will provide all the sovereigns you need to accomplish that - and more besides. WALKTHROUGH .VENT BESTIAR 19 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 j [ Act 2 ] [ Act 3 PROLOGUE After choosing your character s class (see page 13 for an overview of the available options) and watching the opening cinematics, you’ll be plunged straight into combat against darkspawn. You will always automatically target one enemy in the direction faced, but it’s worth noting that you can adjust this by moving the Camera stick, or using the Target Select buttons (Q) to cycle through assailants in order. On PC, you have to click on a target to select it. There’s relatively little danger in this opening fight, so it’s the perfect time to get a feel for the pace of combat. Follow the onscreen prompts to try out a selection of abilities. Some of these , require that you manually select a specific section of the battlefield. Once the targeting system activates (Fig, 1), use the Movement stick to select a \ suitable group of opponents, then unleash your assault of choice (©/ ®to \ fire; ©/@ to cancel), J All characters in Dragon Age II have two forms of attack. The first (and most important) is activated abilities. On PS3 and Xbox 360, these are selected via the Radial Menu or, more commonly, the Battle Menu Shortcuts displayed in the lower right-hand corner of the screen (Fig, 2), Use the Shortcut button to toggle between the two available sets of three. On PC, you can simply use shortcut keys or the quickbar instead. The second is a basic, standard assault with the equipped weapon, activated » with a press of the Interact button (©/ ®)* If you wish, there is an option in the Options — ► Gameplay menu that forces your selected character to perform this attack automatically while not following other instructions. 01 Unlike the infinitely replenished standard attack, the use of all activated abilities is governed by the Cooldown mechanism. It’s probably during your fight with the Ogre that this system will first become apparent. You cannot perform abilities (or repeat certain actions, such as using a potion) until the grey Cooldown transparency completes a full 360-degree refresh over the icon used to represent an ability or action (Fig, 3), As you will doubtlessly exhaust your stock of abilities before the Ogre and allies are beaten, this marks a solid introduction to Dragon Age II combat in its most rudimentary form. When enemies attack, this entry-level style of play sees you unleash every available activated ability, then switch to the standard attack while you wait for assorted Cooldowns to expire. 20 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue j [ Act 1 j [ Act 2 ] [ Act 3 The second stage of the character creation process (following the earlier choice of class) is to pick your character’s appearance and name, and select a narrative background that encompasses the events of Dragon Age: Origins. You must also select a difficulty level. Appearance, Portrait and Name These three options enable you to personalize your character, and have no bearing on Hawke’s capabilities or later development. Though you may not notice on first playthrough, your chosen portrait will actually affect the appearance of Hawke’s family members. If you have access to the Black Emporium Premium Content (see dragonage.com/da2/addons), you can change your character’s appearance, portrait and name at a later date. Events of Dragon Age: Origins Dragon Age II allows you to import information from a Dragon Age: Origins save file stored on your hard drive. The data interpreted by this feature reflects key decisions made by the Warden (the protagonist of Origins), and can influence your adventures in a number of ways. For example: ^ Some Dragon Age II quests are only available if you aligned yourself with particular factions or individuals while playing Origins or its expansions. If, hypothetically, your Warden chose to side with the Dalish elves rather than the werewolves, supported Bhelen instead of Lord Harrowmont in Orzammar, or opted to eliminate Sophia Dryden and spare Avernus in the Warden’s Keep downloadable content, you can potentially encounter side quests that reflect later consequences. The reverse, with these three instances, is also true. These are just a handful of examples. ^ You will also encounter many ambient references to the world you left behind in your save: from a barman referencing the miraculous recovery of Arl Eamon at Andraste’s apparent behest, to story summaries in the Journal that offer a precise appraisal of your adventures. If you didn’t play Dragon Age: Origins, worry not: there is a selection of three preset backgrounds that you can choose from. ^ Hero of Ferelden represents an optimal playthrough in which the Warden adopted a resolutely noble approach to any given situation. This is the classic “good guy’’. ^ The Martyr, as the name suggests, implies a path where the Warden opted to sacrifice himself at the climax of Dragon Age: Origins. This wasn’t a Warden who always favored popular or easy decisions, but Ferelden was ultimately a better place for their actions. ^ No Compromise could be described as the opposite end of the spectrum to Hero of Ferelden. It’s not that this permutation of the Warden was necessarily evil, though; merely that this particular hard'bitten bastard strode a less flower-lined path through the moral mazes of Origins. WALKTHROUGH The Hero of Ferelden preset offers access to more reactive events and side quests than The Martyr or No Compromise, and is the option we QUESTS would recommend for players who didn’t play Dragon Age: Origins. MAPS Difficulty strategy & ANALYSIS On a first playthrough, we would suggest that the Normal difficulty level is perfectly pitched for the vast majority of players. Higher settings vENTORY provide your opponents with improved health, damage output, and attack scores and increase the frequency of special ability usage. You can adjust the difficulty level at any time during play, without penalty, and EXTRAS there really is no shame in dropping down to Casual should you hit a brick wall on a particular quest. USER We would advise that all players pay the Nightmare setting a wide INSTRUCTIONS berth during their first time through the Dragon Age II story. In PROLOGUE addition to the expected array of adjustments that brutally favor your opponents, this mode also activates friendly fire, so your party members ^ can hurt each other with their attacks (particularly the AoE variety). This alteration necessitates an entirely different style of play. Only true Dragon Age masters should even consider it - and, even then, after at ACT 3 least one full playthrough. Miscellany ^ We refer to the main protagonist in Dragon Age II as Hawke throughout the guide. Though he obviously shares this surname with his siblings, this is the neatest way to sidestep the issue of millions of user-created forenames and two potential genders. ^ The way in which you approach each conversation can affect how your companions perceive you. Consult page 160 of the Strategy SC Analysis chapter to learn about Dragon Age II’s dialogue system. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 21 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 j [ Act 2 ] [ Act 3 When play resumes after the narrative interlude, save your progress via the pause menu. Move along the path to trigger the arrival of a darkspawn party Losing the stock of abilities at your disposal due to Varrics narrative “flourishes" in the opening sequence can be a shock to the system, especially if you have chosen the mage class; in this instance, save the Mind Blast spell for moments where Hawke is in genuine danger. For all classes, its vital to ensure that your character isn't surrounded. Even at this early stage, positioning matters, Hawke will level up after the battle ends: see XP 8C Level Up across the page for guidance. Fight your way along the path until you reach Aveline and Wesley, In the battles that follow this introduction, be wary of darkspawn attacking your party from behind. There is a potentially nasty confrontation as you approach the waypoint marker, in which you face an Emissary Apprentice (a darkspawn mage) along with archers and melee warriors. For this reason, you might want to save your progress before the path opens out at the south of the map. Don't climb the next slope until you have leveled up and scoured the area for collectibles (including a Codex entry - see “Miscellany" on the next spread). The locked chest here is a small reward for those who chose to be a rogue. If you opted for another class, you can sadly do naught but sigh and press forward. : * ^©1 This fight with the Ogre and assorted darkspawn is more effortful and less fanciful than Varric's original account, but don't worry: if you fail, there is an autosave just before the confrontation begins. The best strategy is to clear darkspawn when they enter the fray, then refocus your energies on the principle brute in this flashpoint. Once again, this battle underlines the importance of good positioning. If the Ogre stands poised to charge (Fig, 4), quickly move your character out of its path. Given the increased difficulty of this encounter, you may need to heal Hawke or his allies. To do so on the console versions, call up the Radial Menu, select the ailing individual and pick the Quick Heal option. This option appears on the quickbar on PC, During the closing dialogue sequence, defer to Aveline ( ^ ) during an emotional situation to cement a new friendship. 22 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue j [ Act 1 j [ Act 2 ] [ Act 3 XP & LEVEL UP Defeating enemies, completing quests and a host of other miscellaneous accomplishments (such as lockpicking and locating Codex entries) all cause Hawke and companions to accumulate experience points (XP). Once total XP reaches a preset threshold (as represented by the bar near the ability shortcuts), a character will level up. This is indicated by an animated arrow ( ) on the relevant portrait in the bottom left-hand corner of the screen. There are two distinct stages to the level up process. To begin, access the pause menu, then select the Characters option. If you would prefer to have your party members level up automatically, you can use the button command shown at the bottom of this screen to accomplish this instantly. However, we would strongly recommend that you take full responsibility. Step i: Attributes You have three attribute points to spend each time a character levels up. If you are keen to get a feel for the game before you learn more about the intricacies of the leveling system in the Strategy SC Analysis chapter, the following short guidelines will suffice for the next few levels: ^ Warrior: Invest one point in Strength (to increase fortitude and attack power), one in Cunning (to improve defense), and one in Constitution (to increase maximum health and physical resistance). ^ Rogue: Only applicable for now if you actually chose this class: you don’t encounter your first rogue companion until Act 1. We’d suggest that you place two points in Dexterity and one in Cunning. ^ Mage: Allocate two points to Magic and one to Willpower. This will enhance the raw power of a mage’s spells and offer a boost to their mana stocks. An alternative approach would be to put all three points into Magic while the number of abilities at your disposal (and, therefore, average mana expenditure) is low, then redress the Willpower imbalance during a later level-up before frequent mana shortages become an issue. Step 2: Talents Raw attributes matter, but it is your choice of talents that makes a character truly unique. There are well over 100 in total, divided into themed “trees”, with each character given access to a small selection of these. Talents are unlocked incrementally, and it’s easy to lose more minutes than you’d care to admit scouring the assorted trees while choosing a new ability. You only get one talent point for each level, though, so your decisions really matter - and doubly so at this delicate stage in your party’s development. We strongly suggest that you turn to page 166 of the Strategy 8C Analysis chapter to learn which talents might best suit Hawke and his current companions. COMPANIONS Carver A brash and headstrong young man. Carver bristles at the idea of being recognized as Hawke’s younger brother rather than being appreciated for his own merits. His best role in the party is as a warrior focused on inflicting heavy damage with two-handed weapons. ^ Unlike most other companions, Hawke’s relationship with Carver has a preexisting slant towards rivalry from the very start of the game. ^ If you want to secure a friendship with Carver, consult him whenever a suitable dialogue option arises, and just generally attempt to make him feel more than a mere passenger on Hawke’s journey. ^ The city of Kirkwall is in part defined by the tensions that exist between the powerful Order of the Templars and the mages they are charged to keep in line. As a rule. Carver tends to side with the established authorities on this issue. PRIMER WALKTHROUGH QUESTS TAPS STRATEGY & ANALYSIS JVENTORY BESTIARY EXTRAS USER INSTRUCTIONS PROLOGUE ACTl ACT 2 ACTi Bethany Hawke’s sister Bethany is a mage. Sensitive and thoughtful, she is a more approachable soul than the brash Carver - and, therefore, easier to develop a friendship with. ^ Bethany will approve if you speak out against or oppose the subjugation of mages. After a lifetime of concealing her natural gifts, she has a keen awareness of their plight. ^ Though it’s not as apparent as with Carver, Bethany fears that she lives in Hawke’s shadow, and will therefore respond favorably if her opinion is sought. ^ She will not tolerate ruthless behavior. Callous actions or words in your dealings with the people you meet will swing your relationship with her towards rivalry. / Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 23 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 j [ Act 2 ] [ Act 3 Once you arrive at the Gallows in Kirkwall, push through the throng of Fereldans to trigger a cutscene, then head for the waypoint further into the Gallows Courtyard, Ensure that all party members have leveled up and save before you approach Captain Ewald, then defeat the waves of deserters in the ensuing battle. The initial group are ripe for an AoE attack from a suitably capable mage at the start, if you wish. As the affray develops, keep an eye on individual party members to ensure they are not surrounded by opponents as the fight spreads to cover the entire courtyard. The only way to gain entry to Kirkwall is to follow Gamlens suggestion to enter indentured servitude with Athenril's smugglers (northernmost waypoint), or Meerans mercenaries. Jump to 8 if you choose Athenril, or 9 for Meeran, though it's worth reading both: there is an opportunity to gain greater rewards by betraying one of them. After honoring a task for either individual, talk to Gamlen to end the Prologue, Speak to Athenril and agree to attend to the job she offers. On reaching Merchant Cavril, you can resolve the situation in a number of ways: ^ To retrieve the money without conflict, speak to Cavril, tell him that Athenril sent you, then call on Aveline to mediate. Open the Merchant’s Chest, collect the coins, then return to Athenril, ^ The dialogue options “There’s no need for violence’’ or “You need to pay what you owe’’ both lead to conflict with Cavril’s guards. This solution leads to additional XP and the possibility of loot drops. ^ Extort money from Cavril dialogue icon), then collect the sovereigns from the chest after he departs. On your return to Athenril she will be evicted from the Gallows Courtyard, You must now deal with Meeran instead. If you have previously betrayed Meeran (see 9), this option will instead lead to a battle. Speak to Meeran and agree to deal with Friedrich and his men, who can be found in the south of the area. As with Athenril’s equivalent task, you can take a handful of different approaches: ^ Select “I came to kill you’’ to begin combat immediately. This is a difficult battle, but there is a simple way to make it easier. As soon as combat begins, highlight all three character portraits at the same time (by pressing both Party Select buttons simultaneously on the console versions, or holding the SFdIFT key on PC), then use the Move to Point option (available on the quickbar on PC, and via the Radial Menu on consoles). Select a position next to Captain Ewald at the base of the steps in the main courtyard area, Ewald and his templar allies will then lend their aid during the fight, ^ Select “I came to talk’’ then “Very well’’ to receive a substantial bribe, Friedrich will depart, but you must still fight his hirelings; use the same tactic outlined above, Fdis absence makes this battle less demanding, Meeran will not take kindly to this course of action, so you must complete Athenril’s task to gain entry to the city. ^ If you have previously betrayed Athenril, there is no option to negotiate: you must kill Friedrich and his guards. COMPANIONS Aveline For all but players who chose to make her role their own, Aveline will become a staple companion in her specialist capacity as the party’s tank, ^ As a general rule, try to stay on the right side of the law if you want to keep her friendly, and favor an honest approach in your dealings with others, ^ It’s easy to assume that Aveline has a very rigid stance on law and order, but that’s not the whole picture. She understands that sometimes the letter of the law is less important than its spirit: some people really are better dead than jailed. Needless killing or unwarranted viciousness, however, will offend her immensely, ^ Don’t shake down or pester people for additional payment. No matter how unthreatening your tone may be, this is something she consistently disapproves of (especially blatant blackmail or intimidation), A little humility will also help you to maintain a cordial relationship: she doesn’t like posturing. 24 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue j [ Act 1 j [ Act 2 ] [ Act 3 Dog For those who have access to him (visit dragonage, biowarexom for details), this faithful mabari hound can be summoned to act as an ancillary party member, ^ If Dog is not present, you can summon him by visiting the Sustained Spells/Talents section of the Radial Menu (or the Abilities menu on PC), Fde cannot “die” per se, though he will vanish if subjected to extreme punishment by strong enemies, ^ Dog acts as a form of “mini'tank”, drawing enemy attention away from Fdawke and more vital allies. Given that many battles pit you against several foes at once, this service will often come in handy, ^ Unlike your companions, the mabari cannot be restrained from leaping into battle with the Move to Point or Fdold Position commands whenever precision strategy or discretion are required. In these instances you will find that it makes sense to dismiss him. PRIMER WAIKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS USER INSTRUCTIONS PROLOGUE ACT 1 ACT 2 QUESTS The final part of the opening Destruction of Pothering quest is a typical example of the kind of quest that you will encounter in Dragon Age II: there is more than one resolution, which in turn influences a future quest in Act 1, which itself has a “reactive” consequence if you pick a particular path. Though you can play the vast majority of the main plot quests irrespective of your rok'playing decisions, there are many actions that send ripples through Dragon Age IIs three main Acts, These can range from unique follow'Up quests, to ambient details such as chance encounters with individuals who you may have helped or hindered in the past. This imbues Dragon Age II with an incredible level of replay value. Though this walkthrough must necessarily offer one path through the main story, the Quests chapter details the consequences of all key branching paths and possibilities for every mission you can undertake. Most quest start points are denoted by an exclamation mark ( ) that appears on the main map or minimap. Unless we specify otherwise, its a good idea to seek out and accept all offers of employment. Refusal may lead to a commission being withdrawn entirely, while you are under no obligation to complete active quests that don't fall into the main plot category. MISCELLANY ^ The Codex, accessed via the Journal option at the pause menu, offers insights and information on the Dragon Age II game world. Though this stock of reading material expands automatically as you explore and interact with the people you meet, some Codex entries are collectible items that can be found in preset locations (Fig, 5), Interacting with these leads to an immediate reward of 50 XP, and a pop'Up window that will offer a short text on a particular subject, ^ When you use the Inventory screen, activate the Inspect option (see button instructions at the bottom of the display) to easily consider the relative merits of new weapons, armor and accessories, ^ Ignoring automatic story milestones, the two potential “missable” Achievements/Trophies in the Prologue are relatively easy to acquire at a later date. You can unlock both “Nefarious” (choose Athenril) and “Mercenary” (choose Meeran) by creating a save file before approaching either prospective employer, then reload afterwards to complete the alternative option. 05 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 25 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 ACT 1 Quest Summary & Map References ^ 1* A Friend in the Guard: From Fiightown (p, 112), head south to the Viscounts Keep (p, 126) — ► Talk with Aveline ^ A New Home: Travel to Lowtown (p. 114) — ► Visit Gamlens House (p. 122) ^ A Business Discussion: Return to Lowtown — ► Enter The Hanged Man (p, 120) — ► Speak with Varric ^ 2* Tranquility: Head to Lirene's Fereldan Imports (p, 122) in Lowtown — ► Speak with Lirene — ► Meet Anders at his clinic in Darktown (p, 119) — ► Go to Hightown at night (p, 113) — ► Speak to the mage to automatically enter the Chantry (p, 125) ^ 3* Long Way Home: From the World Map, travel to Sundermount in the Free Marches (p, 132) — ► Speak to Keeper Marethari, then meet Merrill on the sloped path — ► Travel through Sundermount Caverns (p, 136) to reach the otherwise inaccessible Mountain Graveyard area of Sundermount A Friend in the Guard, A New Home, A Business Discussion: Though you should feel free to explore Kirkwall, the best way to kick off Act 1 is to complete minor main plot quests to unlock further activities. Bringing Aveline into the fold is a priority: recruiting this steadfast warrior immediately swells your ranks to the maximum party of four. After visiting Gamlens House and conversing with Varric in The Hanged Man, you will be ready to start Tranquility, the first main plot quest of note. Tranquility: After conversing with Lirene in her Lowtown shop to learn about Anders, visit the mage and agree to lend your assistance. When you arrive in the Chantry, talk to Karl, In the battle that ensues, focus your energies on defeating Templars and Templar Archers before you direct your party’s aggression towards the more hardy Templar Lieutenant and Templar Hunter, When this confrontation ends, the party is automatically transported to Darktown, Long Way Home: After your meeting with Keeper Marethari, visit the Clan Craftmaster to sell extraneous items, then tell Merrill that you are ready to set off. The Dalish mage acts as a guest party member for the duration of this quest. Though you cannot control her directly, she will contribute to battles as she sees fit. The journey to the Sundermount Passage entrance is punctuated by battles with undead foes; the presence of bodies on the ground is usually a sign of trouble ahead. Once in Sundermount Caverns, try to stay close to the entrance when Giant Spiders attack; more enter the fray from the ceiling as the fight progresses. There is a second ambush in close confines (this time featuring Corrupted Spiders) just before the Mountain Graveyard exit. Don’t head up the wooden steps during this battle (Fig, 1): doing so will bring further enemies (including Corpses, Shades and a dangerous Shadow Warrior) into the battle. Tackle these separately afterwards, claim whatever loot you can find, then take the nearby exit. 01 Approach the barrier to trigger a cutscene; your reaction to Merrill’s magic can lead to rivalry or friendship increments. Once the way forward is clear, a fairly hefty combat encounter will start. Beginning with Skeleton Archers, it will grow to comprise such fiends as an Arcane Horror and a Shadow Warrior, Once again, leave the latter foe until last: its high endurance will enable it to act as a tank while its weaker cohorts inflict great damage. After interacting with the altar (and the resultant conversation), return to the cave entrance. You will be automatically transported first to the Dalish Camp, then to Lowtown for the concluding conversation with your new companion. 26 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 USING THE WORLD MAP COMPANIONS = -yr ip- PRIMER ^ All exits marked “Leave Area’ will take you to the World Map; those with an area name lead to a connected map, ^ The World Map has three pages: Kirkwall (Day), Kirkwall (Night) and the Free Marches, All locations where you can advance active quests are marked by an arrow ( ^ ), New destinations generally appear as you accept quests or make progress in existing ventures. Not all of these are permanent additions to the game world: certain locales disappear completely once you have satisfied all related plot requirements, ^ Certain Kirkwall locations are only available during the day or night. Some areas (such as Lowtown, Fdightown and the Docks) have unique evening versions of their maps where you will encounter different loot, denizens and quest opportunities, V ^ _A. JW .1^ K- -A - -A ■ GAMLEN'S HOUSE ^ —y^ — - ^ -V'” ~ir- ■~ir~ 'T -y- Though Fdawke’s uncle may not be the most convivial host, this hovel acts as your base of operations during the events of Act 1, Paying a visit will instantly cure any existing injuries and allow you to reselect your party members, ^ Interact with the Writing Desk to collect letters sent to Fdawke, Though some missives only reflect plot developments (such as the letter that awaits you on first visit from the employer you chose at the end of the Prologue), reading many of these will trigger a quest or unlock the possibility of interaction in the game world. An animated envelope ( ) will appear next to Gamlen’s Fdouse on the World Map whenever new mail arrives, ^ The chest marked Storage can be used to safely stash items for future retrieval. This is extremely useful when you wish to save powerful weapons, armor or accessories until Fdawke or his companions meet the usage requirements, ^ Bethany or Carver can be found here when not travelling with your party. If you have access to Dog, you have one opportunity to rename him here. Miss it in Act 1, and you have to settle for the default monicker. Varric Varric is arguably the most easygoing of Fdawke’s companions. You really need to be a thoroughbred bastard to invite his regular disapproval. WALKTHROUGH QUESTS ^ Fde responds well to banter and relaxed humor. Unlike most other companions, Varric isn’t defined by a personal crusade or all- pervading belief Fde doesn’t mind situations where individuals are seeking enrichment in ways that won’t necessarily harm others, Fdis silver tongue can be called into action to mediate peaceful solutions in a number of situations. TAPS STRATEGY & ANALYSIS VZnORY BESTIARY ^ Uniquely, Varric has a fixed weapon: Bianca, a crossbow that increases in power as he gains successive levels. Functioning exclusively as an archer, he can offer a potent combination of AoE assaults and debilitating attacks that offer your party an interesting tactical edge. See page 184 for further details. EXTRAS USER NSTRUCTIONS PROLOGUE ' Anders First encountered in Dragon Age: Origins - Awakening, Anders is an apostate (a mage who refuses to submit to the Circle of Magi) and an erstwhile Grey Warden, ^ Anders is an emotional character, Fde won’t respond well if you reprimand him or if you are anything but committed in potential romantic interactions. The Birthright companion quest (page 63), unlocked on your first visit to Gamlen’s Fdouse, is a short but rewarding episode that leads to a collection of significant secondary quests. You can also acquire Bait and Switch (page 57) from the Writing Desk (see Gamlen’s Fdouse) which can lead to the recruitment of a new companion. If you have access to any of the three Premium Content quests available at launch, you can attend to these short tasks straight away (see page 69), Lest you forget, the purpose of your Act 1 adventures is to raise capital to join Bartrand’s Deep Roads expedition. The funds that you acquire by completing optional quests will provide all the sovereigns you need to accomplish that - and more besides. Anders is inflexibly vociferous in his opposition to the treatment of mages in Kirkwall, That said, he adopts a rather less compassionate stance towards those who dabble in blood magic or involve themselves with demonic entities. Condoning such activities will anger him. Unless you intend to have Fdawke perform this function, Anders is the companion best suited to the support healer role. See page 184 for more advice on this subject. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 27 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Quest Summary & Map References ^ 4 * Wayward Son: Speak to Arianni (Lowtowns elven alienage - page 114) — ► Speak to Thrask (Gallows - p, 118) — ► Meet with Samson (Lowtown, night - p. 113) — ► Visit the Docks at night (p. 117) — ► Retrieve the contents of the marked chest at Arthuriss Private Dock (p, 147) — ► Interrogate Danzig (Darktown) — ► Travel to the Wounded Coast (p, 134) via a detour to Dead Mans Pass (p, 155) — ► Free Feynriel in the Slaver Caverns (p. 148) — ► Return to Arianni in Lowtown Wayward Son: This lengthy multi'part quest allows you to resolve situations in different ways, and your decisions will have later repercussions. Our walkthrough here follows the most direct path, but you can consult page 53 of the Quests chapter to learn about alternative solutions. We recommend that you include Aveline and Varric in your party. After accepting the quest from Arianni, tell Thrask that you wish to help Feynriel, then have Aveline persuade him to accept your aid. The next lead, Samson, requires no special persuasion to reveal the information you seek, Arthuriss Private Dock is your next port of call. Switch to Varric and disarm the traps as soon as you enter the main room. Most of the enemies who attack here fall with little encouragement, though the Marine Enforcer is a more demanding adversary; save him until last, then immobilize him by any means at your disposal. The battle with Captain Reiner and the Abomination is much more challenging, AoE attacks work well within the tight confines of the room where it begins, but Reiner is a slippery foe. If you struggle with this fight, try manually directing your party to the main room and draw opponents to your position gradually. Collect Thrasks Letter from the remains of the Abomination (to start a secondary quest) and the F4ideout Location Map from the marked chest, then leave via the area entrance. Drop into Darktown and confront Danzig, F4is initial group of slaver allies can be disabled with a couple of simultaneous AoE attacks, but the reinforcements that arrive are made of sterner stuff. The Slaver Mage is a particular danger. Manually positioning your party at the top of the steps is a tactical approach that works well (Fig, 2), Loot Danzigs remains for the Map to the Wounded Coast, then set out for that location. You will be waylaid at Dead Mans Pass during this journey; lend aid to Javaris to begin the Blackpowder Promise quest. Be sure to collect all items on this map (you cannot return here later), then continue on to your original destination. Take the south path to reach the Slaver Caverns, If you encounter a Dalish Assassin on the way there, turn to page 107 for further details. 02 Inside the cavern you will encounter a group of slavers - again pay special attention to the Slaver Mage, When you meet Varian, the quickest and easiest solution is to immediately call on Varric to negotiate on your behalf, then resolve the flashpoint peacefully. The final step is to choose whether to send Feynriel to the Circle or (his preference) the Dalish Camp, For the purposes of this walkthrough (and related quests), we suggest you pick the latter resolution. Take the northernmost exit to return to the Wounded Coast, You must relay the news of her son's whereabouts to Arianni to complete the quest, though you can leave this final task until later if you would rather complete Blackpowder Promise (covered overleaf) while in the vicinity. 28 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY User Instructions ij [ Prologue ] [ Act 1 ] ^ PRIMER WALKTHROUGH QUESTS MAPS ' - STRATEGY & ANALYSIS TWENTORY If you did not choose the mage class for Hawke, you may find that Merrill represents your party’s best choice for destructive magical damage. For advice on possible developmental paths for the Dalish mage, turn to page 185, ^ As with Anders and Bethany, Merrill will disapprove if you condone or facilitate the oppression of mages, ^ Ruthless behavior upsets her, Merrill is a pure-hearted creature, despite her propensity for consorting with demons, so those who favor a “might makes right" approach to interactions with others will struggle to maintain a harmonious friendship, ^ Merrill does not cope well with criticism or condemnation. To establish and nurture a friendship (or, for that matter, romance), take an interest in her views and offer support whenever vou can. BESTIARY EXTRAS USER NSTRUCTIONS PROLOGUE ACTl MERRILL MERCHANTS Kirkwall’s principle shopping districts are situated in Lowtown and Hightown during daylight hours, but you will also find individual merchants in other areas. To spend your coins in the most efficient way, digest the following collection of useful tips - and then study the Inventory chapter for more in-depth guidance, ^ Though equipment can vary wildly in value between merchants and even between objects with ostensibly similar stats, all vendors offer the same level of reimbursement for the goods that you sell, ^ Before you buy anything for a party member, be sure to check attribute and level requirements beforehand. You should also study the star ratings for such items, which indicate how effective a wearable object is for your current level: three is good, five exceptional. ^ The majority of weapons, armor and accessories available in stores are “generated" items, randomly chosen from preset categories and scaled to your current level. These are often no better than objects you find on your travels. The best strategy for building a powerful party is to save for hard- coded “unique" items that offer proven long-term benefits: see the Inventory chapter on page 194 for further details, ^ On the Normal and Hard difficulty levels, equipment found or offered as quest rewards should be more than sufficient during Act 1, ! OPTIONAL ACTIVITIES The Wayward Son quest marks your first extended visits to Lowtown and the Docks in the evening, so you may wish to read up on the gangs that inhabit these areas (and, for that matter, Hightown), See page 65, Complete the Fools Rush In secondary quest to recruit Isabela (see page 59), This optional companion has an intriguing role to play in major events of Act 2 but will be lost forever if you fail to approach her before you reach the Deep Roads, While some companion quests are extensive undertakings, others are simply short cutscenes and dialogue sequences that serve to further both the story and your relationship with the individual in question. Always approach these carefully - and especially so if you intend to unlock the “Great Minds Think Alike" Achievement/Trophy (see page 242), Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 29 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Quest Summary & Map References ^ 5 * Blackpowder Promise: Travel to the Wounded Coast after meeting Javaris — ► Enter the TahVashoth Cavern (p» 148) — ► Visit the Qunari Compound (Docks - page 116) ^ 6 * Shepherding Wolves: Aid Sister Petrice in Lowtown (Night), then head to her safehouse to the north — ► Travel through the Undercity Warrens (p, 143) to reach the Vimmark Mountain Pass (p. 153) — ► Return to Sister Petrice Blackpowder Promise: At the Wounded Coast, a lone Tah Vashoth will warn of others of his kind on the path ahead before departing. Fight your way north from this position. The TahVashoth have a moderate resistance to fire and electricity but are extremely susceptible to attacks imbued with cold and nature elements (including staves used by your mages - see Maximizing Damage). Use this knowledge to cut their ambushes short, then enter the cave. The first battle inside the TahVashoth Cavern is fairly uneventful, but the encounter that follows proves rather more demanding. Try ordering your party to hold at the bottom of the steps, then entice enemies to your position. If you can create a bottleneck centered on Aveline, a mage armed with Cone of Cold (in addition to other AoE attacks) can make a commanding contribution here. Tactics of a very similar ilk work well for the final confrontation, where the open floor space of the cavern (not to mention waves of reinforcements) puts your party at a distinct disadvantage. Its advisable, then, to order your party to hold just inside the first wood'lined enclosure (or even the earlier cavern), then draw your opponents to you (Fig. 3). The TahVashoth Leader provides a boost to all his allies while he still breathes (unless briefly incapacitated), so he’s naturally a priority target; a micromanaged assault by all party members can topple him reasonably quickly. Potentially most dangerous of all, though, is the TahVashoth Saarebas (a mage). Fde can cause enormous problems if ignored (especially if your party is concentrated in a small area), so deal with this foe the instant you set eyes on him. 03 Shepherding Wolves: This quest is entirely straightforward until Sister Petrice makes her offer - just make sure you take a stock of potions to restore health, mana and stamina. The first half of the Undercity Warrens is populated by assorted spiders; note that the poisonous variety can attack from range. The Undercity Thugs fought after the cutscene assail your party in two waves, but both will perish rapidly with a quick succession of Area of Effect attacks. At the Vimmark Mountain Pass, a confrontation with Arvaarad and his fellows is unavoidable. Due to the additional rewards it brings, we suggest refusing to hand the TahVashoth Saarebas to the Qunari. As a commander (see page 222) he provides a stat boost to his peers, but focusing on him alone from the start would be ruinous. You first need to reduce the numbers ranged against you, and fast. Pause the action and direct a succession of big'hitting spells (Walking Bomb could be interesting) and abilities at the pack before they separate. Additional enemies will appear as the battle progresses; at this stage, it’s a good idea to finish off Arvaarad if he’s sufficiently injured. With a little astute micromanagement and timely application of potions, this is a tough but satisfying confrontation. Return to Sister Petrice to bring this episode to a close. 30 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 I ^ ' Most assailants in Dragon Age II have fixed resistances and vulnerabilities. Acquiring a basic understanding of how these affect combat encounters can enable you to formulate more effective strategies against each enemy type. As this feature is examined in far greater depth in the Strategy 8C Analysis chapter (with individual strengths and weaknesses revealed in the Bestiary), the following introductory guidelines are merely designed to whet your appetite for further reading, ^ Broadly speaking, enemies can possess some form of resistance or susceptibility to physical or magical damage. This explains why an opponent might wither under an arcane barrage yet stand tall in the face of whirling blades and whistling arrows, ^ There are five distinct “elements" in Dragon Age II: ® # o ® ® FIRE COLD ELECTRICITY SIMIll I NATURE Enemies can possess a resistance to elements graded on a scale of one (light resistance) to five (immunity) or a two'level susceptibility: vulnerable and highly vulnerable. If an enemy has neither, elemental attacks will cause standard damage, ^ The most obvious way to inflict elemental damage is through spells, but weapon attacks can also be imbued with the five elements. Staves almost always cause one specific type of elemental damage, though this is less common in other weapons (which tend to inflict purely physical harm). Let’s use a very simple example: the Rage Demon, As its body is a mass of flame, you might (correctly) assume that it possesses some degree of resistance to fire but continue to use such attacks regardless of that fact. However, it actually has a blanket immunity to fire attacks: you might as well be proffering pleasantries. Cold, by obvious contrast, is profoundly effective. ^ In addition to scouring areas for interesting loot, you should always keep an eye open for crafting resources. Collecting these will enable you to create runes, potions, bombs and poisons - all of which can make your party stronger in battle. You also receive 200 XP per resource found. Consult the Maps chapter to learn where ingredients can be found, ^ All locked chests in Act 1 are of Standard grade at maximum, which requires 20 in Cunning to unlock. If you have a rogue as a permanent fixture in your party, there’s profit to be had by boosting this attribute at a fairly early stage. Complex chests that require 30 Cunning appear from the start of Act 2, so you may also wish to begin investing attribute points in anticipation of this. WALKTHROUGH QUESTS TAPS STRATEGY & ANALYSIS NVENTORY STIARY EXTRAS ^ In the Xbox 360 and PS3 versions of Dragon Age II, there is a useful trick that you can employ to detect points of interactivity (especially sources of loot) in your immediate vicinity. Activate the Radial Menu and use the Camera stick to scour the environment. If there’s anything of note to investigate within range, a text description will appear above it (Fig, 4), Note that this only works with points of interactivity on your current elevation. For the PC version, press the TAB key to achieve the same result. USER INSTRUCTIONS PROLOGUE ACTl ACTz ACT 1 In difficult battles, pausing the action and directing all party members manually - even in short bursts - enables you to exploit weaknesses such as these and minimize wasteful assaults. Furthermore, if a party member is wielding a weapon that inflicts elemental damage, it makes sense to carry at least one backup to avoid situations where their default attack is mitigated by a resistance. On higher difficulty levels, you might even consider having a range of different elemental weapons (particularly staves) to exploit vulnerabilities in any given situation. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Quest Summary & Map References ^ 7* Act of Mercy: Accept the quest via a letter on Gamlen's desk — ► Speak to Thrask in the Wounded Coast Approach area (p. 154) — ► Speak to Grace in the Runaway’s Cavern (p. 148), then leave ^ 8* Enemies Among Us: Accept the quest from Macha in Hightown — ► Speak to Templar Recruit Hugh in the Gallows — ► Travel to Wilmod’s Camp (p, 155) in the Free Marches — ► Head to The Blooming Rose (p, 123) via the entrance in Hightown; speak with Viveka and Idunna in turn — ► Journey to Darktown and enter the Sanctuary (p, 143) — ► Talk with Keran, then return to the Gallows Act of Mercy: The Apostate who attacks just inside the Runaways’ Cavern is a blood mage (see page 230), Ignore other combatants at first and concentrate your party’s ire in his direction. The remaining enemies fought on the path to the waypoint are fairly inconsequential undead opponents. The confrontation with Decimus includes yet more undead and a handful of Apostates, Deal with the blood mage leader first: his ability to drain health from your party members can annihilate the weaker ones within seconds. Consider using the Move to Point command as the battle begins to position your party on the high ground at the east side of the chamber. When Grace steps forward at the end of the fight, pledge to help the mages escape, then promise to lie to Thrask, Return to the entrance (there are two further confrontations with undead on the journey back) and leave the cavern. With Varric in your party you can resolve the situation outside without bloodshed, but there’s greater reward to be had by fighting Ser Karras: choose the “I’m a friend of the mages’’ dialogue option. This battle sees your party assailed from both sides. Manually position your party further along the path (either direction will suffice) to deny your opponents this advantage. Pay attention to the Templar Hunter, As with all assassin^type opponents (see page 222), he will sneak beyond your front lines and attack your weaker party members. Enemies Among Us: After the short cutscene at Wilmod’s Camp, your party will be attacked by the hideously mutated Wilmod and waves of Abominations, The last opponent to spawn into the fray is a Rage Demon, This dangerous, fast^moving Fade creature belongs to the assassin archetype, and will cause havoc if ignored. Use cold'based spells (and, if available, suitably frosty weapons) to rapidly cool its ardor for murder. Ensure that your party includes at least one mage before you travel to The Blooming Rose, In the conversation with Idunna, select“You can’t control me’ if Hawke is a mage, or otherwise call on Anders, Merrill or Bethany to intervene. Question her, then choose to send her to the templars; you will benefit from this merciful decision later in Act 2 (see page 88, Forbidden Knowledge), Inside the Sanctuary, fight the Shades and Abominations from the small set of steps close to the entrance. This reduces their opportunities to flank your party, and forces them into a tight group ripe for AoE devastation. Once again, a Rage Demon will appear late in the fight; use the same strategy as before. The two following battles will almost certainly pass without any cause for concern, but be sure to prepare and save as you near the waypoint, Tarohne begins the battle at the centre of a pack of blood mages, so this is a good moment to pause and stack up a barrage of AoE attacks before they can separate. An intimidating wave of Abominations will swarm your position, so try to keep your party members concentrated in the east side of the room until these are defeated. You will come under fire from Tarohne and a Desire Demon (see page 231) - use potions or healing spells as required and leave these two adversaries until last. Speak to Keran, then meet with Cullen in the Gallows and insist that the young templar is fit to continue in his role (choose “Keran’s fine’^ or “Keran should keep his status’’) to bring about a happy ending. 32 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY User Instructions ij [ Prologue ] [ Act 1 ] ^ OPTIONAL ACTIVITIES If you have been following our walkthrough, completing Enemies Among Us will finally allow you to begin the Deep Roads Expedition. Before you rush to speak with Bartrand, we strongly suggest that you use the Quests chapter to identify optional activities that you may have missed - particularly secondary and companion quests. Failing to complete many of these will preclude the possibility of playing follow-up quests in Act 2, or revealed in the following table. an assortment of reactive events, as Quest Page Notes I Birthright 63 ■ Short but profitable jaunt. It offers great , rewards, and it’s the gateway to many other - secondary quests. Bait and Switch 57 Only way to recruit Fenris. Miss it, and you lose him forever. ■ The Way it Should Be 62 Aveline’s companion quest for Act 1. If ■ you don’t complete it, you cannot play her character-specific Act 3 quest. The Bone Pit 58 Has a short reactive quest in Act 1, but opens up four further quests in Act 2 - all of which are otherwise unavailable. It’s a highly profitable secondary quest strand. Magistrates Orders 56 This profitable quest leads to reactive events in later Acts. Loose Ends 59 A short quest that follows up on your choice of employer in the Prologue. ( The Unbidden Rescue i 61 : A mostly self-contained quest (with a tiny f reactive detail in Act 2), but a great source : ofXR Herbalist’s Tasks 61 This collection quest has a linked equivalent in Act 2; fail to complete both, and you’ll miss out on both Soiitivus’s extra inventory in his shop and a unique reward in Act 3. Fools Rush In ‘ 59 r Required to unlock Isabela; if you don’t complete it, you can’t recruit her to your party. ‘ Finders Keepers 60 Another self-contained quest with good rewards. Also unlocks a special merchant. ■ The First Sacrifice 62 ■ Foreshadows two main plot quests in ■ Act 2. Night Lies, Pier Pressure 8C Sharp Little Pinpricks 68 This trio of side quests sees you clear Hightown, Lowtown and the Docks of the gangs that roam their streets at night. Each Act has three of these. ESSENTIAL PURCHASES There are certain valuable items that can only be purchased during Act 1, Refer to the following table for details on where they can be found. Merchant Location Item(s) Hubert’s Fine Goods 1 Hightown Market . Tome of Technique Robes by Jean Luc Hightown Market Backpack Armor Merchant Lowtown 1 ■ Underpadding - Guardsman Pattern \ (Aveline armor upgrade) Inscribed Leather Harness Apparel Shop Lowtown Bazaar (Varric armor upgrade), Backpack ^ .A . . ACHIEVEMENTS & TROPHIES PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS USER INSTRUCTIONS PROLOGUE If you would like to unlock the “Exorcist" Achievement/Trophy, you must spare Idunna when you meet her in The Blooming Rose during the Enemies Among Us quest. See page 52 for details. Those who wish to unlock “Supplier" (find all crafting resources), “Master Craftsman" (create all items within a specific crafting category) and “I Got Your Back" (upgrade a companions armor to its maximum level) should ensure that they have collected or purchased all relevant items before they leave for the Deep Roads. Consult the Inventory chapter for further details. Collect the “History of the Chantry: Chapter 1" from the Chantry before you complete the Act. The related accomplishment (Chantry Historian) is unlocked when you find the remaining three chapters later in the game. ACTl ACT 2 ACTi Completing main plot quests only, ignoring all other opportunities, will raise in the region of 35 to 45 sovereigns (depending on how diligent you are in collecting loot), and leave your party at approximately level 7 when you depart for the Deep Roads. Finishing all potential quests, however, will see you amass from 85 to 100 sovereigns, and reach level 11 - not to mention potential earnings and XP from later follow-up quests. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Quest Summary & Map References ^ 9 * Friends in Low Places (optional): Accept the letter at the Writing Desk — ► Meet Dougal Gavorn in Lowtown (Night) ^ 10/11* The Deep Roads Expedition: Complete all main plot missions (with the possible exception of Friends in Low Places - see below) — ► Speak to Bartrand in Hightown — ► Travel through the Deep Roads (p, 128), the Primeval Ruins (p. 130) and the Ancient Crypt (p. 131) Friends in Low Places: If you cannot possibly raise sufficient funds to pay Bartrand the required 50 sovereigns, this is your only opportunity to begin the Deep Roads Expedition. Accept Dougals offer, and he will supply the necessary funds - but at the cost of reduced profits and further repercussions in Act 2. See page 55 for more information. 10 The Deep Roads Expedition: Before you go any further, ensure that you have read the Optional Activities section on the previous page. It should go without saying that a little advance preparation will make this quest far easier. A good stock of potions and injury kits, for example, will be of obvious benefit, especially on higher difficulty levels or if you do not intend to include a dedicated healer in your party. Weapons that inflict nature or spirit damage will make their users more efficient against the darkspawn you face. Note that Varric is locked into the party for the duration of this quest, but this isn't a problem: we'd actually recommend a group consisting of three ranged fighters and a single tank. After delivering the Grey Warden maps and 50 sovereigns to Bartrand, speak to the dwarf again and confirm that you are ready to depart. If you would like to know exactly why (and do not mind spoilers), refer to the Quests chapter (see page 55). 05 Agree to find Sandal when Bodahn asks, then fight your way through groups of darkspawn until you reach the waypoint. Watch out for Darkspawn Emissaries; they have the capacity to turn a simple encounter into something more fraught if you fail to notice their malignant presence. On the east side of the map, not far from Sandal's position, you will notice a dead'end to the south (Fig. 5). Though optional, you can fight a huge group of spiders here, followed by an encounter with a Monstrous Spider. Attacks that cause electricity damage will work well, and there's a good haul of loot to collect by way of recompense. After you catch up with Sandal, continue north. You will encounter a small collection of darkspawn as you walk alongside the dwarven statues but it's the larger group that appears behind your party that will cause problems. Be quick to run to the aid of your ranged fighters, or move them manually. The same ambush strategy is employed in the subsequent combat encounter. As you pass through the door to the west, an Ogre attacks: you can use the Move to Point command to help party members avoid its initial charge. 34 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 ANCIENT ROCK WRAITH ^ This opponent possesses a vast array of resistances and immunities, and its health bar will take a long time to whittle away, ^ The Ancient Rock Wraith will regularly teleport around the battleground. Pay attention to the position of your weaker cohorts when this occurs, and be ready to move them manually if required, ^ Whenever your opponent hovers in the center of the area, seek immediate refuge behind one of the pillars to avoid the ensuing attack. Your party members will dutifully follow. Once the spectacular assault ends, the Ancient Rock Wraith is temporarily disabled and becomes far more susceptible to your attacks, but he is joined by a group of Profane, Micromanage your party for the duration of these moments, dedicating three to pummeling the Rock Wraith, while a fourth attends to the Profane, ^ For more information on this powerful opponent, turn to page 233 of the Bestiary chapter. WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS USER INSTRUCTIONS PROLOGUE ACTl ACT 2 There are more Shades further south and, at the bottom of the steps, a new opponent: the Profane, These are susceptible to spirit and cold damage and have a moderate resistance to electricity. You’ll encounter two more groups \ of these enemies as the path turns east. After the second, a Fdunger Demon ‘ occupying the body of a Profane will intervene. For the best possible return in XP and loot, refuse its offer and fight the ensuing horde of Profane and Shades (and, subsequently, another multitude of the same in the corridor to the east). Stop and prepare your party as you reach the stone steps: a very i unique opponent awaits. When the battle ends, loot the chests for treasure and return to Kirkwall, Follow the path leading east to trigger a conversation and, following that, a fight with Shades and a Stone Golem: a foe with high endurance and a resistance to nature damage, but a weakness to cold and electricity. Take the Primeval Thaig exit to reach the Ancient Crypt area. Approach the Lyrium on its pedestal and, once the cinematic ends, head south. The door to the east contains a collection of chests, but is guarded by another Stone Golem and an army of Shades that are replenished at alarmingly frequent intervals. The most effective strategy here is to move everyone back to the northern corridor. Within the confines of the room, there's really no way to protect your weaker party members. --‘O Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.^' The Deep Roads Expedition (continued): In the far east of the map, your party will face a Dragon supported by waves of Dragonlings, Both are immune to fire attacks; exploit their cold vulnerability to cause maximum harm, Fdave your tank occupy the larger beast while other party members attack from distance, only breaking to deal with Dragonlings as they appear. Once the confrontation is over, approach the exit to be transported to the Primeval Ruins, You can enchant weapons or armor here, or shop with Bodahn, though he has little to sell. It's more an opportunity to offload items that you don't need. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 j [ Act 3 Quest Summary & Map References ^ 1 * Finding Home/Profit and Loss: Visit Hawke Estate in Hightown ^ 2 * Blackpowder Courtesy: Enter the Qunari Compound in the Docks during the day (p, 116), — > Travel to Darktown (p, 119) and speak with the Coterie Barker — ► Enter Smuggler’s Cut (p, 139) via the nearby entrance, then take the exit to reach the Outside Smuggler’s Cut map (p, 153) — ► Travel to the Side Alley (p, 145) in Kirkwall — ► Report to the Arishok and Viscount Dumar Finding Home/Profit and Loss: Act 2 begins with an intriguing audience with the ruler of Kirkwall Use the “Gather your Party’’ station by the door to assemble your favored companions before you leave. Outside, Bodahn will rush to greet you. The main subject of this conversation is determined by how you funded your participation in the Deep Roads adventure. If you paid Bartrand, the Finding Home quest is triggered. If you accepted Dougal’s offer of a loan. Profit and Loss begins instead. Both are completed by simply entering the Hawke Estate at the bottom of the steps. Finding Home ends at this point, but Profit and Loss has some interesting repercussions - see page 72, Blackpowder Courtesy: Opponents belonging to the Carta await you in Smuggler’s Cut, These have a high resistance to magic but are susceptible to cold attacks. Thugs are generic, melee-focused troopers, but the Assassins - as ever - necessitate special measures. After defeating the first band, visit the dead-end path to the west to fight a small group of spiders, then continue north. The second Carta battle is rather more substantial than the first. Take up position at the bottom of the wooden steps, and try not to let your party members spread out. Later fights add Mercenary Archers who have moderate resistance to cold, but quail in the face of nature attacks. Loot the area southwest of the northern exit (especially the chest close to the door - see page 72), then leave. 01 Outside, kill the assorted mercenaries and speak to Javaris, Ensure that your party is suitably prepared for battle, then set off for the Side Alley, Collect the Steel Latch from the ground (Fig, 1), then interact with the barrel directly ahead to stop it from spewing its poison into the air. This triggers a confrontation in which you kill successive waves of mercenaries to obtain further Steel Latches (marked by plot waypoint arrows) that you can use to close each barrel in turn. Each group of enemies features a notable opponent (a commander or an Assassin) before you confront a final wave led by the Elven Fanatic, 36 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY User Instructions j [ Prologue ] Q COMPANION RELATIONSHIPS As Act 2 is a fairly critical point in Hawke’s relationship with certain companions, this seems a good time to steer you in the direction of related advice elsewhere in the guide, ^ The most reliable way to develop friendships and rivalries is to make certain key dialogue choices during companion quests: see page 81, Some of these can change an individual’s opinion of Hawke quite spectacularly, with follow-up conversations offering further opportunities for friendship or rivalry gains, ^ You can find or purchase gifts for companions during the events of this Act, These offer friendship or rivalry increases - and, of course, another welcome opportunity to interact with your travelling partners. See page 86, ^ Advancing a friendship or rivalry beyond 50% completion (in addition to other conditions - such as completing a companion quest) can trigger a special “mid-stage relationship’’ dialogue, A Journal entry will appear when these have been unlocked. You can learn more about these on page 86, ^ Without wanting to be specific, you will definitely benefit from nurturing a healthy friendship or rivalry with Isabela during Act 2, ESSENTIAL PURCHASES For those seeking to invest riches accumulated during Act 1, Act 2 offers a completely new set of tempting merchant inventories. Before you begin considering the merits of expensive weapons, armor and accessories, though, we strongly advise that you make the following purchases beforehand. Once again, these valuable upgrades are only available until you begin Demands of the Qun, the closing quest of this Act, I Merchant Location Item(s) Trinkets Emporium Lowtown Greater Tome of the Mortal Vessel, Signet Ring (a gift for Varric) Apparel Shop Lowtown Rigid Boning (companion armor upgrade for Isabela) Lirenes Fereldan Imports Lowtown Armor Struts (companion armor upgrade for Anders) Armor Shop Lowtown Impact Plating - Guardsman Pattern (companion armor upgrade for Aveline) Olaf ’s Armory Hightown Reinforced Bracers (companion armor upgrade for Sebastian) Robes by Jean Luc Hightown Supportive Corselet, Samite Lining and Tevinter Spirit Symbol (companion armor upgrades for Isabela, Merrill and Fenris) Armor Shop Gallows Courtyard Enhanced Articulation (companion armor upgrade for Sebastian) Mage Goods Gallows Courtyard Backpack, Lyrium Weave (companion armor upgrade for Anders) Shady Merchandise Docks Coat Lining with Concealed Pockets, Lyrium Scales (companion armor upgrades for Varric and Fenris) Hen’s Crafts Sundermount Tome of Technique, Carved Ironwood Buttons (companion armor upgrade for Merrill) *See dragonage.com/da2/addons for further details on this Premium Content. I MISCELLANY Hawke Estate fulfils the same function as Gamlen’s House in Act 1, The Writing Desk and Storage chest are located here, but you can now also apply Runes to weapons and armor via the Enchantment Apparatus, On a related note. Act 2 marks the point at which crafting can offer distinct advantages. As you find more resources and recipes, employing new potions, bombs, poisons and runes can give your party a greater edge in combat encounters. There are many benefits to be had from dabbling in this system. For example, restorative brews acquired through crafring are treated as entirely separate to store-bought potions, and therefore have their own Cooldown timers. You can find more in-depth analysis on crafring on page 213 of the Inventory chapter. Chests and traps are upgraded for Act 2, with “complex’’ varieties (requiring that your rogue have minimum 30 Cunning) appearing regularly from the start, and a handful with top-tier “master’’ locks. On a completionist playthrough, you may wish to invest points in this Attribute category throughout this Act and seek out items that offer a bonus to lockpicking, m PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS TWVENTORY BESTIARY EXTRAS USER NSTRUCTIONS Protected by copyright. Unauthorized or unlawful copying or downloading expressly^j| 37 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Quest Summary & Map References ^ 3 * Offered and Lost: Speak to Seneschal Bran in the Viscounts Keep (p, 126) — ► Visit The Hanged Man at night (p, 121) — ► Enter the Chantry (p, 125) — ► Travel to Ser Varnells Refuge (p. 143) ^ 4 * Prime Suspect: Accept the letter from the Writing Desk — ► Speak to Emeric in the Gallows (p, 118) — ► Travel to Hightown at night (p, 113) and enter DuPuis Estate (p, 152) — ► Return to the Gallows and speak with Moira — ► Visit the Blind Alley at night (p, 145) ^ 5* All That Remains: Enter Hawke Estate — ► Speak to Gascard in Darktown — ► Ask him to perform the ritual to reach the Dark Foundry (p, 144) — ► Use the Hidden Trapdoor to enter The Killer s Lair (p. 143) assailants attacking from the rear. In the aftermath, advise the viscount to return the Qunari bodies to the Arishok in their existing state. Collect all loot in the area (especially the Shield of the Knight Herself from the crate to the right of the southeast exit - see page 72), then leave the area. Prime Suspect: If you have yet to complete the Ladies’ Lights Out side quest, you will encounter members of the Invisible Sisters gang en route to DuPuis Estate - see page 91 for details. On entering the mansion, your party will be assailed by Shades. Electricity and nature attacks work very well, but they’re immune to the spirit element. Speak to Gascard at the waypoint and offer to help him. Offered and Lost: This is a short quest, but one with interesting opportunities - see page 72 for a complete appraisal. Ensure that you have Aveline in your party when you reach The Hanged Man. Approach Orwald the Braggart and have the guard' captain question him. When you arrive at Ser Varnell’s Refuge (by way of Petrice), choose to attack Ser Varnell. Clear the area of Fanatics with an AoE barrage before you focus on the templar, then turn and brace for a second wave of devout 38 At the Blind Alley, there is a small army of Shades and a Desire Demon who shares the same elemental resistance and vulnerabilities as her cohorts. She also continually heals her allies (unless temporarily incapacitated), so target her first. When Moira arrives, answer “I don’t think so” when she asks if Hawke believes Gascard to be the killer. This allows him to return for the next quest. All That Remains. All That Remains: Even though the quest marker directs you to Lowtown (Night), seeking Gascard’s assistance in Darktown instead leads to a more interesting conclusion to this storyline. Agree to his suggestion that he perform a blood magic ritual to locate Leandra and the party will be transported instantly to the Dark Foundry. Loot the area, then go through the Hidden Trapdoor. Inside the Killer’s Lair the party will be attacked by numerous Shades and a Rage Demon. You can use the staircase in front of the area entrance to create a choke point for AoE attacks. Smart positioning can also be of service when you reach the northwest room, where further Shades, a selection of Corpses, Abominations and another Rage Demon attack. These arrive in waves, so retreating to the upper level may be prudent on higher difficulty settings (Fig. 2). 02 After the conversation with Quentin, you will face three separate Desire Demons in turn, each supported by Shades, Corpses and Abominations. The Desire Demons gradually replenish the health of their allies, so concentrate your fire on them; if possible, keep them in an incapacitated state to stall their regenerative powers. With the arrival of a fourth and final Desire Demon, Quentin will enter the fray. As a blood mage, he’s vulnerable to spirit damage, but still incredibly dangerous. You should either micromanage the fight to keep him disabled until the final Desire Demon falls, or target him first with a barrage of your most witheringly potent attacks. ited by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions ] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 OPTIONAL ACTIVITIES 1 f' y , y ^ -v V -y y y Act 2 is shorter than Act 1 in terms of mandatory main plot quests, but offers a rich wealth of other activities. These include some fairly sizable (and commensurately rewarding) companion and secondary quests. There are also plenty of short yet satisfying side quests, many of which act as follow'Ups to the events of the first Act. As with Act 1, the following table details optional quests that we would deem as being essential to a good Act 2 playthrough. The companion quests are particularly important: failing to complete these can have some major repercussions, and cause you to miss out on future opportunities. 1 Quest Page Notes I Repentance* 81 Unlocks Sebastian as a companion. t This results in many far-reaching effects for Aveline. i The Long Road 82 Take Isabela along for extra conflict and interesting dialogue. Dissent 82 A relatively short but decisive step in the development of Anders. Those seeking to enjoy everything related to the core Dragon Age II narrative will find that this contributes a great deal. Merrill’s companion quest is a great source of loot. Mirror Image 83 It’s also an essential venture for Achievement and Trophy hunters: it unlocks "That Thing Has Legs”. This develops Varric’s personal story. It’s worth it Family Matter 84 just for the fun that Bio Ware’s writers have with the in medias res narrative technique: we defy you not to snigger. A Bitter Pill 85 Failure to complete this means that you can’t play Fenris’s companion quest in Act 3. In addition to more customary rewards, this Night Terrors 76 distinctive quest offers opportunities to earn bonus attribute points or a free Talent. There are three further ingredients to obtain for Herbalist’s Tasks 78 Solivitus; complete this, and a special reward awaits you in Act 3. Raiders on the Cliffs 79 A short, action- oriented quest based in the Wounded Coast area. Take Aveline along for additional drama in the opening cutscene. Following on from The Bone Pit, this profitable Inside Job 79 secondary quest unlocks three separate smaller quests on completion. If you spared Idunna during the events of Enemies Forbidden Among Us, this is your reward. Though listed as Knowledge 88 a side quest, it actually eclipses many main plot missions in terms of size, difficulty and potential loot. Hometown Breed, The Lowdown 8C Ladies’ Lights Out 91 There are three more gangs to clear from the streets of Hightown, Lowtown and the Docks. *See dragonage.com/da2/addons for further details on this Premium Content. ACHIEVEMENTS & TROPHIES ^ To unlock the Chantry Historian Achievement/Trophy collect the History of the Chantry: Chapter 2 from the Chantry at any time during Act 2, and pick up Chapter 3 from the same location during the Following the Qun quest. The final installment is found in Act 3. You should also purchase all companion armor upgrades to work towards the unlocking of “I Got Your Back’. ^ If you would like to unlock the “Weapon Master" accomplishment, now would be a good time to plan ahead. Our suggestion would be to max out a weapon-specific talent tree (Weapon and Shield, Two- Handed, Dual Weapon or Archery) for one of your less favored companions. ^ See page 88 to learn about the “Exorcist" Achievement, and page 88 for advice on gaining the Arishoks respect to unlock “A Worthy Rival". PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS USER INSTRUCTIONS PROLOGUE ACTl ACT 2 ACT 3 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 39 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 ✓ i- , ^ *- V ■ r Y • V Quest Summary & Map References ^ 6 * Following the Qun: Read the letter at the Writing Desk — ► Speak with Viscount Dumar at the Viscount's Keep — ► Visit the Qunari Compound, by route of an ambush at the Winding Alley (p, 141) and speak to the Arishok — > Travel to the Chantry at night (p, 125) ^ 7* To Catch a Thief: Speak to Isabela at Hawke Estate — ► Travel to Lowtown at night (p, 115) — ► Enter the Lost-End Foundry (p, 144) — ► After leaving, collect Isabela's Letter in the Foundry District outside ^ 8* Demands of the Qun: Enter the Qunari Compound — ► Fight your way through Lowtown (p, 114) to the marked exit that leads to Hightown (p, 112) — > Gain entrance to the Viscount's Keep (p, 126) Following the Qun: See page 74 for more details on this story- oriented quest. The ambush in the Winding Alley and the Righteous Mob enemies at the Chantry are mere cannon fodder to a well-equipped party, though the Mob Leader is made of sterner stuff Deal with the former first, and their ringleader will soon perish once isolated. To Catch a Thief: This quest is only available if you recruited Isabela during Act 1; if not, jump straight to Q. With both Aveline and the rogue requesting your assistance, pledge to help Isabela first. Ensure that she is in your party when you leave Hawke Estate. A group of Qunari awaits your arrival as you approach the Foundry District. The Sten is the most dangerous in this group, but you should find that the small battleground lends itself to a rapid resolution with an AoE barrage. Take out the fighters employing ranged assaults first: your party members will struggle to perform if they are constantly reeling from projectile impacts. Inside the Lost-End Foundry, concentrate on the Tevinter Mages and Tevinter Enchanter before you turn to the Qunari - and, ideally, use attacks that will impede the mobility of all opponents (such as Cone of Cold) from the very outset. The Qunari Sten is a commander who continually heals his allies, so you should dispatch him once the mages have been disabled. Fighting with only three party members can be a shock to the system, especially once enemy reinforcements arrive. Destroy the Saarebas the moment he appears or disable him while you eliminate lesser foes. If you find the battle too challenging, try moving the party into the entrance room and use the doorway to create a bottleneck. Before you leave the area, visit the northeast room to collect the Lambswool Insoles - a companion armor upgrade for your erstwhile rogue. Outside, examine Wall-Eyed Sam's corpse to find a letter from Isabela. 40 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Demands of the Qun: This quest marks the point of no return for Act 2, so be sure that you are satisfied with your progression in other adventures: see Optional Activities on the previous spread for further advice. Any weapons (particularly staves) that inflict cold or nature damage will be of benefit during the forthcoming battles; you should also invest in a range of potions if your stocks are low Inside the Qunari Compound, telling the truth remains (as ever) the best policy when you address the Arishok, When play resumes in Lowtown, there is a sizable battle party lying in wait at the top of the steps. Deal with the Saarebas, spear^throwing Ashaad and melee-focused Karashok in that order, A good tactic is to get your party to hold position approximately halfway down the steps, then lure the Qunari to you (Fig, 3), You should be wary of an additional band of Karashok that arrive from behind, but making a stand here definitely makes the battle easier. Further along the path through the district, you will encounter Grey Wardens and a Qunari battle group similar to the one that you faced moments earlier. This time, pay special attention to the Saarebas and Ashaad on the raised areas. At the area exit, Elven Supporters join the Qunari for another showdown, with the latter bolstered by the presence of a Sten, Kill the weaker archers first, then concentrate fire on the commander while your tank occupies the assembled Karashok, A second wave of opponents will attack from the rear, so be ready to intervene if your ranged fighters are swarmed. PRIMER WALKTHROUGH QUESTS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS There are a number of different resolutions to Demands of the Qun, all dependant on your current party, your relationship with Isabela, and your previous dealings with the Arishok, These final tips will be of assistance in the most likely outcome (a fight with the Qunari leader and his warriors), but you can find guidance for all eventualities on page 75, ^ First things first: slay the Saarebas immediately, F3e usually starts the battle on the upper level, but can teleport around the area at will. When you reach F3ightown, slay the Saarebas when he arrives, and impede the Sten in some fashion while you bring the Ashaad under control. In the northeast area, most of the warring Carta Thugs and Karashok can be slain with a blanket of AoE attacks, though watch out for the Carta Assassin that joins in later. With the last fight south of the Viscounts Keep, consider pulling your party back into the previous area to break the battle up into more manageable segments. In the conversation with Meredith and Orsino, you have a choice between accepting a distraction to gain instant access to the Viscounts Keep, or fighting your way through the amassed Qunari, Your decision rests on whether you wish to gain the additional XP that a fight entails. Inside the Keep, occupying one of the upper balconies and drawing your opponents to your position will make the battle rather less chaotic. ^ The Arishok heals his cohorts throughout, so your second objective should be to keep him incapacitated at all times. If this entails step'by-step micromanagement, so be it - left unchecked, he will cause any party member problems, F3is ability to stab a victim and raise them aloft on his sword makes him an effective “tank-buster”. As your favored meat shield will lose the attention of all enemies that surround them during this process, this can lead to disastrous consequences for your weaker mages. Use any and every ability at your disposal to becalm his fury, no matter how briefly they may hold him, ^ Try to keep your party members in one area (preferably elevated) and not far from your tank. You will lose control of this confrontation if you have companions fighting on both the upper and lower levels of this battleground. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 41 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Quest Summary & Map References ^ 1 * On The Loose: Accept the letter from the Writing Desk at Hawke Estate — ► Travel to the Gallows and enter the Templar Hall (p, 156) to speak with Meredith — ► Speak to Elsa to learn about each apostate, then head to Hightown at night (p, 113) and enter the De Launcet Mansion (p. 150) — ► Visit The Hanged Man during the day (p. 120) and speak to Emile — ► Travel to Lowtown (p, 114) and speak with Nyssa, then leave and return to the area at night (p, 115) — ► Visit Darktown (p, 119) to speak with Walter, then enter the Sewer Passage — ► Return to Meredith in the Templar Hall these are of no consequence: just hammer the twisted elf with everything your party can direct his way. Once the conversation with Walter reveals the location of Evelina, fight your way through Shades and Rage Demons to reach the east side of the Sewer Passage, The mage takes on the form of an Abomination at first but can transform into other demonic forms as the battle progresses. Lay down suppressing AoE attacks, then concentrate your fire on Evelina, When the battle ends, open the chest next to the exit, then return to Meredith, ^ 2* Best Served Cold: Accept the letter from the Writing Desk then visit Orsino in the Templar Hall — ► Travel to Hightown (Night) and collect the Conspirators Notes from the body of the Templar Lieutenant — ► Continue on to the Docks at night (p, 117) and enter the Secret Meeting Place (p, 147) — ► Visit the Wounded Coast (p, 134) and approach the Ruins — ► Return to the Templar Hall to speak with Orsino Note: We would suggest (and will henceforth assume) that you side with Orsino in the dialogue that takes place at the start of Act 3 as supporting the mages makes things slightly easier later on. If you wish to pick a different path, the Quests chapter will - as ever - be your guide to all options and their consequences. On The Loose: After speaking with Elsa, you must track down each of the three mages in turn. Best Served Cold: The battle in Hightown pits you against templars and Circle Mages, As always, it pays to deal with the latter first. There are additional mages among the waves of reinforcements, so keep a watchful eye for these. After collecting the Conspirator s Notes, head for the Secret Meeting Place, The battle that takes place here is an expanded version of the earlier conflict, with the addition of an Enchanter (your priority target) and Templar Hunters, In this fight, concentrate on the weaker foes first to reduce the numbers against you. Leave those with larger health gauges until last. The area is also packed with traps: after the Enchanter falls at the start, consider a brief rush with your most cunning rogue to disarm those in your vicinity. Speak to Keran when the battle ends, then tell him to leave. Be sure to explore the area for loot before you do the same. At the Wounded Coast, follow the path south from the entrance. When you reach the path that leads to the ruins waypoint, there is a brief battle with templars, mages and corpses before you encounter Samson, No matter what you say to Samson or Thrask, conflict is inevitable. To locate Emile, speak to Comtesse de Launcet in her Hightown mansion. Feel free to rifle through the building after the dialogue ends. There is an ambush by Blood Mages and Apostate Mages when you leave so be ready to attack with full fury before they can unleash any spells. At The Hanged Man, convince Emile to return to the Circle - though you may permit him a small kindness if you wish. After interviewing Nyssa, your meeting with Huon is less whimsical than the first apostate. This Blood Mage will summon Shades as support, but Grace is by far the most dangerous opponent in this battle. Attack her exclusively until her health is diminished, at which point she transforms into a Pride Abomination, No matter which strategy you opt for (and we would suggest a mages > lesser enemies > Pride Abomination > Lieutenant > Hunter priority order), its vital that you position your weaker ranged fighters far from the main melee. If you really struggle in this fight, try moving your party far to the north at the outbreak of hostilities. With a little micromanagement, this will enable you to engage each wave in your own time. 42 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 j [ Act 3 RECOMMENDED PURCHASES OPTIONAL ACTIVITIES ! j-_d j _ PRIMER WALKTHROUGH QUESTS TAPS STRATEGY & ANALYSIS JVENTORY BESTIARY EXTRAS USER INSTRUCTIONS PROLOGUE ACTl ACT 2 ACTS Dragon Age Us final Act may only feature three mandatory main plot quests, but there are still many other adventures to enjoy before you If you have plenty of sovereigns to spare, the start of Act 3 is an opportune time to invest in some remarkable items that appear in the updated merchant inventories. Some items, especially those sold by the less accessible vendors, have incredible attributes,,, but with a truly awe- Unlike previous Acts, there are no companion armor upgrades or gifts to purchase. There is, however, one final Backpack that you can pick up from Robes by Jean Luc in Hightown, while the nearby Korvafs Blades sells an Arcane Tome of the Mortal Vessel, Even on the default Normal difficulty level. Act 3 presents a more challenging range of opponents than anything you have faced before. Some battles can be pitilessly difficult unless you take a more strategic approach to combat, ^ How is your “kiting”? Would you know how to lure enemies to a narrow corridor and employ Aveline as a bulwark? If either question engendered a sense of incomprehension (polite or otherwise), our Combat Strategy section will introduce and explain both (highly useful) tricks - and much more (see page 179), Party composition really matters in Act 3, If you dive into certain quests without a dedicated tank to draw enemy attention or a healer to patch up wounds, you may find certain battles hard to cope with (see page 177), If you are not using cross-class combos, you are missing out on the best way to inflict catastrophic damage on Act 3’s most deadly opponents (see page 174), Even if you are reluctant to micromanage battles, its still easy to automate the process with the in-game Tactics system (see page 177), TACTICS: FURTHER READING drive purposefully towards its dramatic conclusion. Quest Page Notes Alone, Justice, Haunted, Favor and Fault, A New Path, No Rest for the Wicked, Faith 99 A must for those who have dedicated time to similar ventures so far. Not only do most of them offer notable rewards, they are also essential if you wish to reach the final stage in each relationship, particularly romances (see page 161 for details). Mine Massacre 97 This offers an acid test of your party’s survival prospects. The loot is spectacular, too. A Murder of Crows 98 Featuring a cameo from a familiar face, this quest is a must for Dragon Age: Origins players. Gamlen’s Greatest Treasure 96 If you have been wondering what might become of Hawke’s uncle, this is your chance to determine his future. The Awiergan Scrolls: Pride Unbound 105 This side quest pits Hawke and his cohorts against an enormously powerful opponent at its conclusion. Reining it In, Red Run Streets and Kind 106 If you have been diligently clearing the streets of Kirkwall in each Act, the last three gangs of Want await - as does your final prize. j Protected by copyright. Unauthorized or inspiring price tag to match. Study the Inventory chapter to find these “aspirational” purchases or, for those on a budget, affordable equipment with bargain buffs. You can also find a selection of role-specific equipment suggestions in the Character Roles section of the Strategy 8C Analysis chapter (see page 175), ACHIEVEMENTS & TROPHIES If you have been diligently collecting all Achievements and Trophies to date, we would suggest that you create a new save file at the start of Act 3 and a second just before you begin The Last Straw, Keep these safe and you’ll be able to return to complete any that remain (including optional feats linked to siding with the templars) at your leisure. copying or downloading expressly prohibited. 43 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 ] [ Act 3 Quest Summary & Map References 3 * The Last Straw: Accept the letter at the Writing Desk — ► Travel to the Gallows; on arrival, there is an automatic transition to Hightown (p, 112) — ► Leave via the sole exit to reach the Docks at night (p, 117) — ► Continue forward to the Gallows — ► From the Gallows Dungeon, make your way to the Templar Hall (p, 156) — ► Proceed to the Gallows Courtyard (p. 118) The Last Straw: Take the time to wrap up any other quests or general activities that you wish to complete as The Last Straw marks the point of no return for the Dragon Age II storyline. Our walkthrough here follows one specific path, but rest assured that we cover all possible permutations in the Quests chapter. Before you begin, ensure that you have a full stock of potions and all other items (such as Mythals Favor and Fel Grenades) that might be of benefit in the demanding battles that lie ahead. In the face-off between Orsino and Meredith, side with the mages, then confirm your decision with “I’ve already made my choice’. Depending on the state of your relationship with Fenris and Aveline, one of the two may refuse to follow you from this point forward, Hawke is technically alone but supported by numerous allies in the brief battle that follows. The choice of what to do with Anders is a momentous decision, , , but if he is your primary party healer, it definitely makes sense to spare his life and ask him to join you for the conflict that lies ahead. This will, however, lead to Sebastian’s immediate departure if you count him among your ranks. After picking your party, proceed through the streets of Lowtown until you encounter a mage cornered by templars. You can stand back and watch the initial part of this battle unfold from a safe distance, perhaps contributing long-range AoE attacks to the fracas, but your complete involvement is assured with the arrival of additional Fade creatures. Unless they actively engage your party members, you will benefit by leaving the templars (especially the Lieutenant) alone: these will distract the more numerous Shades and Rage Demons, which will work in your favor, A mage with Mind Blast could make use of that talent to potentially redirect templar aggression whenever possible. The next fight is against a Desire Demon and an army of Abominations, with the following confrontation plunging you into a pitched brawl between templars and mages allied to your cause. Making a stand at the top of the steps will subject you to assault from both sides, so you may wish to move down the slope and draw templars to your position. On arrival at the Docks, a Blood Mage summons a daunting collection of Shades before attacking with typical venom. Smite this particular foe with everything you have, then use AoE attacks to weaken the numerous swarming hostiles as the Pride Demon enters the fray. Turn to page 231 to learn more about this beast’s strengths and weaknesses. The most important tips we can offer are to move away whenever it stands poised to charge or if you notice the blue AoE radius that appears prior to its Crushing Prison-style attack. At the Gallows Courtyard, there is an opportunity to persuade lost party members to return to the fold. Inside the Gallows Prison, you can take a moment to speak with your companions before asking Orsino to advance. Save your progress before you do so (we would recommend that you use a new slot), then make your final party selection. When the templars attack, run forward to engage them on the bridge area. Creating a bottleneck here will concentrate the battle in a confined space, which is beneficial with so many allies fighting alongside you. See the page to your right for information on the battle with Orsino, There are three simultaneous Rage Demons and even more Shades just inside the Templar Hall, Beyond the door, however, is the welcome sight of Sandal and his improvised store. Buy as many potions as you need, offload junk, then move on. Head south to fight a massive group of templars. Another multi- wave attack awaits you in the central area; in the last part of this fight, Aveline or Fenris may confront Hawke, When the dust settles, leave via the area exit to reach the final showdown with Meredith, 44 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. QUEST MAPS STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH [user Instructions] [ Prologue ] [ Act 1 ] [ Act 2 j [ Act 3 INVENTORY copying or downloading expressly prohibited. PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Fighting Meredith is much easier if you focus on survival first. With non-party companions and other allies offering assistance, your priority should be to keep health, mana and stamina gauges topped up at all times. If Meredith takes a particular interest in a weaker mage or* rogue, try using manual control to move them out of her path. Once again, this is a multi-stage battle. After you deplete her health gauge to a set level, Meredith will bring a Gate Guardian to life. The Gate Guardian employs a nasty spinning attack that hits all opponents within a circular radius, though its movement speed is ponderous. To give your party a little respite, try pulling all melee and ranged fighters back to a safe distance, order everyone to hold position, then wear down its health gauge from range. After the subsequent bout with Meredith, she will summon a second Gate Guardian; this one is slightly more resilient than the first. Complicating matters greatly, you will face the smaller and weaker Slave Statues, These are also slow-moving (occasional charges notwithstanding), so the major challenge here is exercising effective crowd control. In the penultimate part of the battle, Meredith rejoins the fray while the seemingly never-ending Slave Statues continue their assault. Use your party's AoE attacks to keep these under control. Ensure that your weaker ranged fighters maintain a safe distance from the main fracas as the knight- commander now employs a new Energy Burst attack. Diminished yet still unbowed, Meredith’s next trick is to reanimate both Gate Guardians in a new form. These scuttling monstrosities use short-range flame attacks and fireballs with a homing capacity. This is a dangerous point in the fight, as both may target mages who have managed to stay out of harm’s way so far. Focus your attention on one at a time and the immediate peril should subside when the first falls. With this last gambit successfully dismissed, just wear down the final slivers of Meredith’s health gauge. With each successive monologue, her demise grows ever closer. ACT 3 USER INSTRUCTIONS PROLOGUE AC“ 1 I j ^ ■ There are three stages to this fight. In the first, Orsino is weak and highly susceptible to spells with incapacitating side effects (such as Winter’s Grasp and Petrify), ■ Once you pass a certain damage threshold, the “head” of the abomination will leave the body and attack as a separate entity. You will also face a certain number of undead opponents. Try to gather these together and lay down AoE attacks to kill them swiftly, but don’t lose sight of your main target, • In the final stage, Orsino is restored to his full form - albeit briefly. One of his first actions is to rip off his own arm, then use it as a crude but devastating cudgel, Fde also regularly employs a Blood Drain attack, which freezes his victims in place as the creature feasts on their essence. Your opponent also has greater resistance to spells that impede his mobility during this concluding part of the battle, though that doesn’t mean that you shouldn’t still employ them for the brief respite they could offer. Preventative maintenance is vital in this final slog. Try to heal early and ensure that party members’ mana and stamina gauges are topped up with tinctures before they are exhausted. For more information on Orsino see page 239, ! ORSINO 45 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [Secondary Quests] [Companion Questj [ Side Quests ] [Premium Content) Roadmap*'°"l [Main Plot Quests) [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p*'°"] [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests j [ *^'Activft?es QUESTS This chapter covers every unique quest in Dragon Age II, with ea^-to-follow advice on w.hat YOU CAN ACCOMPLISH AND, OVER THE COURSE OF THE STORY, WHAT THE CONSEQUENCES OF YOUR ACTIONS WILL BE. Designed for easy (and, where possible, spoiler-free) referenc^jjring your first time THROUGH THE GAME, IT's ALSO TAILOR-MADE FOR LATER PLAYTHROUGHS WHERE YOI^^MIGHT CHOOSE TO TAKE AN ENTIRELY DIFFERENT PATH... V. IMPORTANT NOTE: While we have taken steps to minimize story revelations, it Should go \ WITHOUT saying THAT CASUAL BROWSING OF THE PAGES THAT FOLLOW MAY RESULT IN SPOILERSV o f-.y ccQyrinht= UnaL horized or :inla-" :r 46 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [Secondary Quests] [companion Questj [ Side Quests ] [ Premium Content) Roadmap*'°"] [Main Plot Quests) [Secondary Quests) [companion Quest^ [ Side Quests ) RoaB‘p*'°"] [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activft?es“^ HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests) [secondary Quests) [companion Questj [ Side Quests ] [Premium Content) [^*^* Roadmap^'°"l [Main Plot Quests) [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p*'°"] [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests j [ *^'Activft?es If you do not wish to follow the path set out in the Walkthrough chapter, use this diagram to plan your route through Act 1, Thu reveals the unlock order for all main plot, secondary and companion quests. Over the pages that follow we provide fact sheets for all of these ventures, plus quiJjJia* lor ?nulIor sile quests (which usualtv have their own uniqiir unicvk condiriofU;. Legend , ACT 1 ‘fr- OTIPM- ■ W Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited."^ p. QUEST MAPS STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH INVENTORY Roadmap*'°"l [Main Plot Quests) [secondary Quests] [companion Questj [ Side Quests ] [Premium Content) Roadmap*'°"] [Main Plot Quests) [Secondary Quests) Companion Quest^ [ Side Quests ) RoaB‘p*'°"] [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests Miscellaneous 1 Activities J ■■■■ The Exiled Prince* The Black Emporiu * You must have access to this Premium Content quest. For further details, visit dragonagexom/ da2/ addons. ACTl ACT 2 ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS CGMPANIC:; QUESTS SIDE QUESTS PREMIUM CONTENT optional Friends in Low Places 5^ Birthright II Jj jet Back to Work Magistrates Orders ! It Protected by copyright. Unauthorized or qnlawful copying or downloading expressly prohibited.' ^ ^ p'p#. *' ■ : . * Loose Ends HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ] [Premium Content) Roadmap^'°"l [Main Plot Quests) [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p*'°"] [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests j [ *^'Activft?es MAIN PLOT QUESTS Blightlands (Prologue) Note: Though not a part of Act 1, completing llie Destruction of Pothering (and, therefore, the Prologi:-- has a few long-term repercussions. Conseq uen ces: ^ If you choose the mage class, Bethany will die in the confrontation with the second Ogre; opt for a rogue * warrior, and Carver will fall instead, ^ The decision to work for the smugglers or mercenar r* - (see page 24) has an impact on the Loose Ends Act i secondary quest, in addition to an assortment of comments from people you meet that will acknowledge your choice, ^ The most profitable way to end the Prologue is to speak to Meeran first, accept Friedrichs bribe and fight his hired goons (thus betraying the mercenaries), then complete Athenrils task with a dialogue selection di.it leads to a battle with Cavrifs guards. In this instance Meeran will return in Act 1 seeking revenge, ^ Compan ion Guidance: For the best possible start to a friendship with Aveliue. defer to her judgment when the question of how to end Wesleys pain is raised. Performing the act of mer. y 'esiil' in a medium rivalry increase. > Lowtown (available from start of Act 1) Requirements: Visit Gamlens House in Lowtown: the quest is completed as soon as you enter. Consequences: The Birthright companion quest is unlocked on arrival. You can also interact with the Writing Desk to begin the Bait and Switch companion quest and receive a letter from the employer you chose at the conclusion of thr Prologue, If you have access to Premium Content, yoi. can attend to The Black Emporium quest here - see page 71 for further details. L* * ■* ? A Friend in,the Guard lj: Loot and Reward: > ★ ^ ^ ^ Start Location: Viscounts Keep (available from the start of Act 1) Requirements: Visit Aveline in the barracks at the Viscounts Keep, Consequences: Formally unlocks Aveline as a companion. Unless you have chosen the warrior class and intend to act as your party's tank, Aveline's qualities as a magnet for enem)" attention makes this trip a necessity at the start of Act 1, 50 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests) [secondary Quests] [companion Questj [ Side Quests ] [Premium Content) Roadmap*'°"] [Main Plot Quests) [Secondary Quests) Companion Quest^ [ Side Quests ) RoaB‘p*'°"] [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activft?es -n- ^ / 'V. - w w w vr “Kr Loot and Reward: ^ Start L ocA xyN: Blightlands (Prologue) ^ Require ments: Begins automatically during your encounter with Flemeth midway through the Prologue, Walkthrough: ^ Though some players may be keen to acquire Merrill at an early stage of Act 1, its probably better to wait until you have gained a few levels before you visit Sundermount, The battle on top of the mountain can be rather tough until your party members have built up a sufficient range of skills (particularly AoE attacks for mages), ^ After the confrontation at the altar, you can optionally continue to the top of Sundermount [ to fight additional battles and collect further loot before returning to the Dalish Camp, As Merrill functions as a bonus “guest” party member (for which, read: extra firepower) until the quest is completed, this is probably the best time to do so. Consequences: Completing Long Way Home unlocks Merrill as a companion and makes it possible to begin the Unbidden Rescue, Welcome Home, Herbalists Tasks, Wayward Son and Blackpowder Promise quests. Companion Guidance: Being a blood mage, Merrill is a figure that a number of potential party members (especially Anders, Fenris, Carver and, to a lesser extent, Isabela) may find cause to object to. This is particularly pertinent when she makes use of her dark craft, as is the case with the magical barrier beyond Sundermount Caverns, Save before you approach it; you may wish fine-tune your subsequent dialogue choices to reduce the impact on you! developing friendships and rivalries. PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES Start Location: The Hanged Man Requirements: Complete the A Business Discussion main plot quest. Note: Those seeking maximum XP gain should refrain from revealing Hawke's Fereldan origins (either through an intervention by Bethany or Carver, or the diplomacy option) when confronted by the refugee mob outside Lirene's Fereldan Imports, Consequences: Completing this quest secures the services of Anders as a companion, fulfills the second key requirement for the Deep Rcuds Expedition and unlocks other plotlines that you can 'C-iri elsewhere (including The First Sacrifice, Questions .nxl Answers, Talk to Anders and Enemies Among Us), It's a relatively short quest, so we would recommend that you deal with it at an early stage in Act 1, Companion Guidance: • Sympathize with and encourage Anders after his sr ir^ting ■transformation to nurture a burgeoning friendsliip. /Worth mentioning that he will deliver the Grey W.irvlrn m^ps (and become a companion) irrespective oi Ik'a conciliatory or damning your reaction is. lj: Loot and Reward: .'V A A ^ ^ W W Start Location: Dead Man's Pass Requirements: > Complete Long Way Home, ^ Your journey through the Free Marches (usually to Sundermount or the Wounded Coast) will be interrupi#»J by a detour to an area where a dwarven merchant, Java rin. is under attack. The quest begins during the conversation that takes place in the battle's aftermath. Walkthrough: > The brief visit to the Dead Man's Pass map (where you meet Javaris) is your only opportunity to collect the Caste Treatise item for the Caste Treatise and House Accounting side quest, >■ At the Wounded Coast, a TahVashoth warrior will greet the party as they reach the path leading north to the quest's waypoint marker. You can gain his assistance in the final battle if you have been playing an “aggressive” version of Hawke by selecting red icon choices for most dialogue opportunities. If this is the case, a bonus conversational option will appear: “You can prove you are better”. Select this to secure his future support, > After the quest ends, you can converse with the Arishok again to learn more about the Qunari in the city and related top.'i. Consequences: MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS PREMIUM CONTENT 1 %^ ► Unlocks the Shepherding Wolves and Nice Crime Yoii Have Around Here quests, ^ j ► If you persuade the lone TahVashoth to assist >'OUr * S party, he will appear in The Hanged Man during A. : * under the name of Maraas, 51 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ] [Premium Content) Roadmap^'°"l [Main Plot Quests) [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p*'°"] [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests j [ *^'Activft?es V t t Enemies Among Us Loot and Reward Start Location: Hightown (Day) Requirements: Complete the Tranquility main plot quest. Speak to Macha in front of the Chanter s Board, ^ If you return to speak to the Arishok before the end of Act 1, you can use the unique “I killed some of your qunari” line to access additional dialogue in which you discuss the conclusion of this quest. Boldly admitting this feat of arms will increase the Arishoks respect for Hawke - a step that will be of benefit later in the st( - y O Walkthrough Addendum: Unique dialogue options appear during your conversation with Idunna at The Blooming Rose if there is a mage in the party. These can be employed to resist her blood magic-augmented wiles. If Anders or Merrill are in your party a special dialogue option appears where either one can instantly establish if Keran is possessed or not when you meet him in the Sanctuary, If Carver is present, he has a special reaction to this situation. Collect the Grimoire of the Apprentice from a container close to the Sanctuary area exit to start the side quest of the same name. This is your only opportunity to do so. When you travel to Cullen at the conclusion of the quest, you can support Keran (either through a standard dialogue choice or a special option if Anders or Merrill declared him clear of possession) or condemn him. Consequences: If Keran is expelled from the Templar Order, the quest A Debt in the Family will be available in Act 2, If he retains his position. How to Frame a Templar is given instead. If you spare Idunna, you will receive a letter from hei^ at the start of Act 2, This unlocks Forbidden Knowledge,' a side quest that you can also obtain by other means, ♦ ' Companion Guidance: 1 Call on Bethany or Anders to help you 'during the confrontation with Idunna for a healthy friendship - boost with the mage in question. ^ Walkth rough Addendum: ^ You encounter a fair number of traps in this quest, so you may wish to take a rogue along to gain XP b}’ disarming them all, ^ If you admit that you have a mage in your party whtMi you encounter the Qunari group, Arvaarad and his cohorts will attack immediately, ^ Both final decisions lead to combat, but with differing narrative conclusions. Refusing to hand the Saarebas over leads to an extended dialogue with the Qunari • mage in the battles aftermath, an additional reward, and a side quest in Act 2, Consequences: Companion Guidance Handing over the Saarebas will meet with disapprc >■ • from certain party members (particularly Bethany and, ^ Anders) while defending him will lead to friendsliip f increases for all but Varric, Fenris and Isabela, QUEST MAPS STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH INVENTORY RoaXia*D*'°"] Plot Quests] [Secondary Quests] [companion Quest^ [ Side Quests ] [ Premium Content] [^‘^^ Roadma*D*'°"] ( Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaXia'o*'”"] [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests t i [ Loot and Reward W w w w w Start Location Requirements: Walkthrough: Complete the Long Way Home main plot quest. Speak to Arianni in the Elven Alienage. Hawke can actually investigate both leads given by Arianni. Speak to Thrask in the Gallows Courtyard first. You can use a diplomacy option (if possible) to learn the location of Samson or, if Aveline is in your party, call on her to convince the templar that the city guard can be of service in locating Feynriel. If you make enquiries about Vincento while speaking with Thrask, you can learn that he is due to be arrested by the city guard. This opens up an additional dialogue path when (or if) you reach Feynriel s father. Vincento runs a stall in Lowtowns bazaar. You can try to intimidate him, call on Bethany (if present) to convince him of your good intentions with a display of magic or, as a mage, perform the same feat yourself. If you have previously learned that Vincento is due to be arrested, you can inform him of that fact to discover Samsons location. Collect Thrasks Letter from the Abomination in Arthuris's Private Dock to begin the An Errant Letter secondary quest. If Fenris is in your party when you confront Danzig in Darktown, you have the option of letting him loose on the slaver for a non-violent solution... unless, that is, you decide to have the elf execute him once you secure the information you need. Sister Plinths Remains are located in this area, so be sure to collect them to begin a side quest entitled The Remains of Sister Plinth. You can resolve the stand-off in the Slaver Caverns in one of four ways: ♦ If you have Varric in your party you can call on him to fast-talk Varian, who will surrender both prisoner and purse before leaving without further hostilities. This is by far the most profitable resolution, but it comes at the expense of sacrificing potential XP gain. ♦ Buy Feynriel from Varian: unlikely, but an option nonetheless. ♦ Fight the slavers: a tough (but not insurmountable) confrontation. ♦ Rogue characters can also choose an option where they kill Varian with a single knife, removing him from the conflict that ensues. You can choose to send Feynriel to the Dalish (his preference) or to the ^ Circle. This has later repercussions. Consequences: ► This unlocks the Act of Mercy quest. ► If you send Feynriel to the Dalish, speak with the Keeper in her Sundermount camp later in the Act for a reactive event. This also triggers a potential combat encounter (with no Journal entry) at Sundermount at the start of Act 2. If you send Feynriel to the Circle, you can see him in the Gallows Courtyard later in Act 1; you will also be able to obtain the Elves at Large quest from the Chanters Board in Act 2. ► Ariannis reaction at the end of the quest also reflects your decision (she would prefer that her boy be sent to the Circle); it is referenced in the Act 2 quest. Night Terrors. Companion Guidance: PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES MAIN PLOT QUESTS SECONDARY QUESTS I COMPANION QUESTS ► Sending Feynriel to the Circle will seriously displease Anders and Bethany, but is met with approval from Fenris and Aveline. Offering to speak to the Dalish Keeper on his behalf, by contrast, will have the opposite effect. ► Allowing the boy to choose for himself will lead to friendship increases across the board with the exception of Aveline (low rivalry) and Fenris (moderate rivalry). SIDE QUESTS PREMIUM! CONTENT 53 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ] [Premium Content) Roadmap^'°"l [Main Plot Quests) [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p*'°"] [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests j [ *^'Activft?es Act of Mercy Loot and Reward: jrTART L ocation: Gamlen's House Requirements: Complete Wayward. Son, Accept the quest via the Writing Desk, Walkthrough Addendum: If you blackmailed Thrask in the An Errant Letter quest, certain aspects of your conversation will reflect this. Your dialogue choices when speaking with Grace (after slaying Decimus) play a part in determining how the quest will end, ♦ If you refuse to help, the apostates will leave the caves voluntarily - but only after Grace threatens to expose any mages in your current party (including Hawke), Certain party members have unique reactions to this. You must fight undead opponents on the return journey to the Wounded Coast Approach, This option potentially enables you to avoid conflict with Karras and his templars outside the cave. If you promise to lie to Thrask, the apostates remain in the caves. Again, you fight undead opponents as you travel back to the entrance and may be able to avoid a violent denouement. ♦ If you refused to help the mages, Grace will attempt one last appeal to Hawke, Relent, and you must fight Karras and his cohorts; remain resolute, and the mages are led away by the templars to a life in the Circle, ♦ If you chose to help the mages and agreed to kill Thrask, events will force a battle, and the oblivious templar fighting on your side, ♦ If you agreed to help Grace by lying to Thrask, players who have predominately selected humorous dialogue options have a “bonus” line to use with Karras: “Em your best friend”, Varrics silver tongue can be employed to send the templars away without combat if he is in your party, > A conclusion where Karras is killed is by far the most profitable outcome in terms of rewards. Conse que nces: ^ > If Karras is killed, a quest entitled The Midnight Meeting will occur in Act 2, ' If the mages are returned to the Circle, you can obtain the Bounty Hunter quest from the Chanter's Board in Act 2, ' If the mages go free, the Search and Rescue quest can be obtained during Act 2, You may also encounter Grace and her companions in Kirkwall in the Gallows Courtyard during the same Act, This is just a small reactive event - there are no rewards. Companion Guidance: > After killing Decimus, pick the “I'm sorry” response while speaking to Grace to win Merrill's favor, > If you agree to kill Thrask, you receive a mild friendship boost from Anders, no reaction from Bethany, and rivalry from the rest of your party members, particularly so from Aveline, If you're keen to get along with your cohorts, the best approach is to pledge to assist the mages but not at the cost of Thrask's life (low friendship boost or no reaction) or by lying to Thrask (no reaction or friendship boosts with the exception of Fenris), > If you tell Grace that you intend to turn the mages over to the templars, Bethany, Merrill and Anders will strongly disapprove, Aveline, Carver and Fenris will approve. Outside the cave, ignoring Grace's final attempt at supplication leads to rivalry increases with Anders and Bethany and friendship boosts for Carver and Fenris; should you have a change of heart, the order is reversed. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activft?es < >' - A 1 Friends in Low Places Loot and Reward: ir i After accepting the quest from Ghyslain, visit The Blooming Rose to speak with Jethann and learn that a templar named Emeric has also enquired about Ninettes whereabouts, > Travel to Darktown and enter the Emeries Investigation area. Fight off the assortment of thugs, then converse with the templar, ' Travel to the Dark Foundry in Lowtown, After a big battle against Shades, Abominations and a Desire Demon, loot the Sack of Bones upstairs to obtain Ninette's Ring and some human remains. Show the remains to Emeric in the Gallows, then return to Ghyslain in Hightown to end the quest. Simply give the ring to Ghyslain to claim the maximum possible reward. If you instead reveal the grizzly details of Ninette's demise, he will panic. COMPANION QUESTS Hightown Requirements ■ You must have access to the Premium Content entitled The Exiled Prince and have completed the quest of the same name, ■ Unlike many other companion quests, this can be completed during Act 1 or Act 2, Walkthrough: • The Flint Company Mercenary groups can be found in the Docks at night, close to the main Sundermount entrance, and in the northeast corner of the Wounded Coast, We would suggest that you deal with them when other quests lead you to these locations, ■ Once all three groups have been defeated, return to the Chantry and speak with Sebastian to complete the quest. Consequences: Completing Duty leads to the Repentance companion quest, which is available from the start of Act 2, If you have already reached Act 2, Repentance should be playable immediately. I j Viscount's Keep Requirements: ■ Complete the A Friend in the Guard main plot quest by visiting Aveline in the Viscount's Keep barracks, • Aveline must be in your party when you visit the Sundermount Ambush Site location and for all subsequent stages of this quest. Walkthrough: • On arrival at the Sundermount Ambush Site, fight your way through Raiders until you reach the southwest corner of the map. This area cannot be accessed again once you leave, so you may wish to be thorough in collecting loot (there is a crafting ingredient here), • When the main ambush begins, try to draw enemies to your party's position: there are traps situated around the rocks. Once all hostiles have been disabled, leave the area and return to the Viscount's Keep barracks. Interact with the marked door, then check the duty roster, ■ Travel to Lowtown at night. On arrival at the waypoint* kill Guardsman Donnie's attackers; be mindful of ad(titiCKnI foes that arrive at the alley entrance. Finally, return CO the Viscount's Keep for the quest's closing cutscenes. Conseq uen ces: If you do not complete The Way It Should Be befete )’oii j leave for the Deep Roads Expedition (and, therefore, •- -n* 1‘ivioii '1 yVet 1), Aveline's Act 3 companion quest iJ'jvof 4ml l-Juli) will not take place. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests) [secondary Quests) [companion Questj [ Side Quests ] [Premium Content) Roadmap^'°"] [Main Plot Quests) [Secondary Quests) Companion Quest^ [ Side Quests ) RoaB‘p*'°"] [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activft?es“^ i Gamlen's House Requirements: Complete the A New Home? main plot quest by visiting Gamlehs hovel in Lowtown for the first time. Walkthrough: • Talk to Mother in Gamlens House, then speak with Bethany or Carver as applicable. • Travel to Darktown, then head to the Amell Estate Cellar. Hawkes surviving sibling is locked into the party once you enter. ■ If Carver is present, visit the store room area to loot the chest for Tobrius's Documents or, with Bethany at your side, the Portrait of Your Mother item. This begins a companion quest related to your sibling: see Consequences. You must collect either item before you depart as it isnt possible to return at a later date. ■ This quest may be your first encounter with the Assassin and Mage enemy types. See pages 223 and 230 of the Bestiary chapter for more information on these adversaries. ■ Collect the Vault Key from the Master Slaver s remains after the battle in the anteroom, then enter the estate vault to pick up Grandfather Amell s Will and Testament from the chest. If you haven’t fully reconnoitered the area for loot, decline your siblings suggestion that you leave immediately: doing so will automatically transport you to Gamlens House, and there’s no way to return here. ■ The chest also contains the Fereldan Girded Plating companion armor upgrade for Carver or the Heirloom Amell Protective Sigils equivalent for Bethany. Consequences: ■ Completing this quest and looting the chests in the store room unlocks Family History if Carver is alive or Portrait of the Past if Bethany survived the Prologue. You can have conversations that reflect on the quest’s conclusion with each family member in Gamlen’s House afterwards. ■ The conclusion of this quest also triggers Magistrate Vanard’s appearance in Hightown (he provides the Magistrate’s Orders secondary quest), and a letter at Gamlen’s House that leads to The Bone Pit: a venture with profitable follow-up quests in Act 1 and (predominately) Act 2. 1 f Amell Estate Cellar (during Birthright quest only) Requirements: ^ Carver must have survived the Prologue. ^ The Tobrius’s Documents item was collected from a chest in the Amell Family Cellar storeroom during the Birthright quest. Walkthrough: ■ Travel to the Gallows and speak with Tobrius. ■ Return to Gamlen’s House to speak to Carver. Your dialogue choices govern his reaction, but a pleasant tone should yield a sizable shift towards friendship. I J Amell Estate Cellar (during Birthright quest only) Requirements: ’ Bethany must have survived the Prologue. ■ The Portrait of Your Mother item was collected from a chest in the Amell Family Cellar storeroom during the Birthright quest. Walkthrough: Visit Bethany at Gamlen’s House after having collea»' J the Portrait of Your Mother during the Birthright qu* •. Speak to her, and Hawke will offer it as a gift for a high boost to friendship. J PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS PREMIUM CONTENT tA Questions AND Answers Loot and Reward: Requirements: w w Begins automatically on completion of the Tranquility main plot quest. Travel to The Hanged Man during the day. The quest ends once you have converse.l v^iih Varric. Speak to Isabela at the bar before you Ir jv." to Kcgin the Fools Rush In quest. - <>- Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests Isabela s Contact Loot and Reward Requirements: Begins automatically on completion of Fools Rush In. Travel to The Flanged Man and speak with Isabela; as is her wont, you'll find her propping up the bar. This short conversation formally unlocks the Finders Keepers secondary quest. Talk to Anders To obtain this mini- quest (actually just a simple bus amusing conversation with Merrill at her home in Lowtown), you must fulfill at least one of the following conditions: O Give Solivitus any of the three ingredients required for the Fderbalist's Tasks secondary quest. O Complete Blackpowder Promise, Wayward Son or Thi Unbidden Rescue. LJ: Loot and Reward: > if if \ .1 jrTART L oCA TyN: Darktown Requirements: Complete Tranquility and return to Darktown to visit Anders. Walkthrough: If Anders is in your current party, you'll still need to enter his clinic in the north of the map to initiate dialogue. ■ This is a simple conversation, but it provides the first opportunity to establish a friendship or rivalry and take the initial steps on the road to forging a more intimate relationship with the troublous mage. Companion Guidance: ■ The first aggressive option (“Don't do it again'') precludes future relationship opportunities and leads to a high rivalry increase. In general, rebuffing his advances (or otherwise disregarding his feelings) in a cruel or dismissive way will have a similar effect. For the highest possible friendship boost with Anders, pick: ♦ “It happens a lot.'' ♦ “You did the right thing." ♦ When he asks if he is making you uncomfortable: “No". ♦ Male characters only should follow that with: “I'm sorry". I ^ Complete the Long Way Fdome main plot quest. ^ Visit Merrill's Fdome - it's in Lowtown's Elven Alienage district - and speak with her there. As with other such follow'Up conversations, rh^ q ends once the dialog! gue IS over. Visit Fenris's Mansion (previously Danarius's Manor) and speak with the elf to complete the quest. Ideally, you should do this immediately after the conclusion of Bait and Switch, which leaves you standing right outside his front door. This conversation provides the first opportunity to establish a sexual relationship with Fenris through flirting or to quell the flickering embers of romance before they ever burst into flames. 64 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activft?es “^ ^ SIDE QUESTS r r r K ''Find and Deliver ' Side Quests r r > r V r y > v' r p ^ r- V’ Name Start Location Requirements j 1 Bottled Scar 5i34 Exalted j j Viscount’s Keep ♦ Find the Bottled Scar 5:34 Exalted collectible in the unlocked northwest office in the Viscount’s Keep. ♦ Deliver it to the Elven Vintner in Lowtown to claim your reward. Shawl of Dalesdottir The Hanged Man ♦ Loot the chest in the room south of Varric’s quarters in The Hanged Man during daylight hours. ' ♦ Deliver the shawl to Mais Dalesdottir in The Blooming Rose. ♦ You can also collect the Stone Toe during your stay at The Blooming Rose to begin The Paragons Toe. The Remains of Sister Plinth Darktown (Day) ♦ Collect the Sister Plinth’s Remains item from southeast Darktown. (There’s actually no need to make a special journey - you’ll visit this general locale during the mandatory Wayward Son main plot quest.) ♦ Deliver it to Brother Plinth the Archivist in the Chantry. Collect the Locks of the Golden Fool tome from the table in the north of the map to begin the side quest of the same name. The Paragons Toe The Blooming Rose ♦ Collect the Stone Toe item from The Blooming Rose. It’s inside a crate partially concealed beside a wardrobe in the northeast room. ♦ Deliver the item to the New Surfacer in Lowtown’s bazaar. Locks of the Golden Fool i ( The Chantry ' ♦ Collect the Locks of the Golden Fool tome from the table in the north of the map. It will only appear during the daytime. ♦ Deliver it to the Elven Radicalise on the west side of Darktown. Remains of the Outlaw “Half-Braid” Silsam Disused Passage (Docks) ♦ Collect “Half-Braid” Silsam’s Remains from a small room in the south of the Disused Passage area. You can reach this location via one of two sewer entrances in the Docks area during night hours (one in the northwest “office” visited during Finders Keepers, a second in the far west of the district). ♦ Interact with Eb Silsam in Sundermount’s Dalish Camp to claim your reward. Map of Occupied Kirkwall ' ' Sundermount ♦ Collect the Map of Occupied Kirkwall item from a crate in the Dalish Camp. It’s to the left of the Clan Craftsmaster. ♦ Take the map to Record Keeper Teryn in the Gallows Courtyard. The Seal of House Talwain Sundermount Caverns ♦ Collect the Seal of House Talwain item from a crate directly south of the Mountain Graveyard exit. You will pass it during the Long Way Home main plot quest. ♦ Deliver the seal to Sareth Talwain in Hightown Market. 1 Caste Treatise and House ^ J Accounting Dead Man’s Pass ♦ You will meet a dwarf, Javaris Tintop, during a scripted encounter while travelling between locations during Act 1. This will only occur after you complete Long Way Home. Javaris is the source of the Blackpowder Promise main plot quest. This brief and irreproducible visit to the Dead Man’s Pass map is your only opportunity to collect the Caste Treatise item. ♦ Deliver the Caste Treatise to the Traditionalist Envoy in northeast Hightown. Remains of the Outlaw “Bearded Beast" The Bone Pit ♦ Unlock The Bone Pit secondary quest. ♦ Collect “Bearded Beast” Arintal’s Remains from The Bone Pit - they’re just south of the area entrance. ♦ Deliver them to Arintal the Lesser in the Docks. Eustice’s Pommel 1 Bone Pit Mines i ♦ Unlock The Bone Pit secondary quest. ♦ Collect Eustice’s Pommel from a sack situated approximately midway through the winding tunnels if you are travelling to the south exit. ♦ Deliver the item to Guardsman Eustice in the Viscount’s Keep barracks. 1 Redblossom Special The Wounded Coast ♦ Collect the Redblossom Salve from a red crate in the southernmost area of the Wounded Coast. , ♦ Deliver it to Dalian Shaw in Darktown. i Grimoire of the Apprentice , ! . Sanctuary 1 ♦ Start the Enemies Among Us main plot quest, and play through until you reach the Sanctuary. The Grimoire of the Apprentice collectible can be found close to the area exit. Be sure to pick it up before ' you return to Darktown: this location cannot be revisited. i 1 1 ♦ Deliver the book to Bonwald in Lowtown’s bazaar. ■ """ ’ ^ r ^ PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS PREMIUM CONTENT • ; ■ U, In Act 1, all “find and deliver” side quests lead to a reward of 50 silver and 250 XR J -n ' > Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 65 -V,> HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests) [secondary Quests) [companion Questj [ Side Quests ] [Premium Content) Roadmap^'°"l [Main Plot Quests) [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p*'°"] [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests j [ *^'Activft?es The Conspirators* Loot and Reward: ^ Tk Tk Kf Start Location: Lowtown (Day) Requirements: Available if you import a save file in which the Silver Order was formed and your character chose to save Vigils Keep in Dragon Age: Origins - Awakening, Walkthrough: ■ Speak to Sergeant Joanna, who is situated close to The Hanged Man, to accept the task of slaying Amaranthine conspirators. If you start this quest on your first visit to Lowtown, you can fulfill the requirements of her commission while completing other objectives, ■ The four groups are located in Hightown, The Blooming Rose (accessed via Hightown), the Docks and the west side of Sundermount, After clearing all four, return to Sergeant Joanna in Lowtown to turn in the quest. The Wounded Coast Require me nts: • Only appears if you are using an imported Dragon Age: Origins save file where you played the Wardens Keep expansion and chose to spare Sophia Dryden, ■ Walk along the path leading west from the main Wounded Coast entrance. The quest will begin as you fight the Giant Spiders, Walkthrough: ■ Sophia Dryden can be found further west from the quest start location. Prepare your party before you approach her: she's supported by Mabari and Apostate Mages, ■ Given that its a short walk from the quest start point to its bloody conclusion, the rewards are rather fine: Dryden relinquishes the Robe of Hidden Pockets (an interesting armor choice for mages) and a reasonable sum of coin. The Wounded Coast Requirements: ^ Only appears if you are using an imported Dragon Age: Origins save file where you played the Wardens Keep expansion and chose to spare Avernus, ► Walk along the path leading west from the main Wounded Coast entrance until you are attacked by Bandits close to a camp site. Loot the Dead Messenger to begin the quest. Walkthrough: ^ Use the Avernuss Experimental Draught porion immediately: this welcome bonus grants two Inv attribute points, ► As you leave the camp site, additional Bandits will attack. You may wish to save after collecting the (irry Warden Documents, ► Visit Lowtown during the day to find the dead drop, where Mercenaries await your arrival. Defeat them (watch out for attacks from behind), then interact wuh the marked barrel, ^ Travel to Gamlens House and read the letter at ihe Writing Desk to complete the quest. 9 j The Hanged Man (Night) Requirements: • Only available if you are playing Dragon Age II with an imported save file in which you chose to save Amaranthine in Dragon Age: Origins - Awakening or if you opted for the Hero of Ferelden or The Martyr background options during initial character creation. Complete the Fools Rush In secondary quest, • Speak to the Suspicious Lady in The Hanged Man at night. Walkthrough: • Travel to the Docks at night and head for the Warehouse district. To obtain the bonus for eavesdropping on the meeting, stand on the steps above and wait for the conversation to end. You should be automatically detected at this point, • Kill all hostiles in the area; you may find it useful to order your party to hold at the top of the steps as this will force your opponents to come to your position and reduce the risk of being surrounded, • Return to The Hanged Man at night and report to the^ Suspicious Lady, ~ 66 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. QUEST MAPS STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH INVENTORY RoaB‘p*'°"l [Main Plot Quests) [secondary Quests] [companion Questj [ Side Quests ] [Premium Content) Roadmap*'°"] [Main Plot Quests) [Secondary Quests) Companion Quest^ [ Side Quests ) RoaB‘p*'°"] [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests Miscellaneous 1 Activities J ^ You must have imported a Dragon Age: Origins save where you chose to reveal the existence of Andrastes ashes during the Urn of Sacred Ashes quest or, alternatively, selected The Martyr as your background option during the character creation process, ^ Visit Lowtown and find a crowd gathered around a salesman in the bazaar. Wait for a while, and a guardsman will arrive to break up the mob. Speak to Sergeant Melindra to begin the quest. ^ ^ Head for the waypoint and speak to the individual named simply as “Swindler", This will initiate combat, , • The ringleader is an Assassin, but all other enemies are easily silenced Carta Thugs, ^ Once all enemies have been killed, return to Sergeant ■ Melindra to complete the quest. Last Of His Line Loot and Reward: ^ Start L oca t^ n: Docks (Day) ^ Require ments: You must have imported a Dragon Age: Origins save where Bhelen was crowned king of Orzammar or, alternatively, selected The Martyr as your background option during the character creation process, ^ Walkth rough: ^ Agree to help Harrowmont on the east side of the Docks, then approach the Carta Lieutenant at the top of the steps. He will make a counter-offer: kill the lord in return for a larger reward. This offers a better short- term gain, but lower overall profit: see Consequences, If you agree to side with the Carta, simply return and attack Harrowmont, After he and his Dwarven Bodyguards are dead, return to the Lieutenant to receive your payment, ^ If you refuse the offer, the Carta representatives will attack immediately. They will be reinforced partway through the battle, but this is nothing you cant handle. Travel to the west side of the Docks and kill all Carta groups that you encounter, then return to Harrowmont, Consequences: Choosing to side with the Carta will pay three sovereigns as opposed to Harrowmonts one, but the exiled noble will keep his promise to deliver additional coin to Hawke at a later date (you will receive five sovereigns and a piece of armor with a letter at the start of Act 2), Fighting on Renvifs behalf will also lead to a higher XP gain. Ik it ^ Loot and Reward Start Location Sundermount j ^ Require ments: ^ You must have imported a Dragon Age: Origins save where you chose to side with the werewolves during the Nature of the Beast quest or, alternatively, selected No Compromise as your background option during the character creation process, O Speak to Clara at the Dalish Camp, Walkthrough: o li makes sense to complete this quest at the same time as Long Way Home, which leads you to the northern area of Sundermount, After collecting all four items, return to Clara to receive payment, ^ The chest containing Purified Deathroot is directly ' opposite Clara, ^ The Alchemically Sealed Flask is on the far west side of Sundermount in a ruined building, just north of the area exit, ^ ^ The Twice- Distilled Quicksilver is hidden behind a wall 1 just south of the Sundermount Caverns entrance, ■ The Ebon Rathleek chest is in plain view east of the Elven Graveyard, on the other side of Sundermount C»vv rriv. PRIMER WALKTHROUGH QUESTS iTEGY & ISIS ■NTORY BESTIARY EXTRAS V T 1 ACT 2 V T 3 ■ 'lYITIES VIPLETION =:.I-)MAP ■ - JPLOT ;ts INDARY i^bbSTS COMPANION QUESTS SIDE QUESTS PREMIUM CONTENT Requirements Walkthrough: Loot and Reward: Start Location: Lowtown 1k it it I HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests < >- Gangs Visiting Hightown, Lowtown or the Docks at night will lead to combat with groups of assailants. Though these skirmishes may seem random at first, they are actually an integral part of a major set of side quests in which Hawke and cohorts can strike a decisive blow to Kirkwall’s criminal underworld, ♦ Gangs encountered on the streets usually consist of a mixture of ranged and melee fighters. The initial group is always bolstered by reinforcements, often arriving from two directions simultaneously. Try to identify defensible positions and lure your opponents to you. Above all else, ensure that your ranged fighters are not surrounded as new adversaries enter the fray, ♦ You may need to visit the area on more than one occasion to kill a sufficient number of gang members. When you pass the required threshold, a pop-up message will mark the formal beginning of the side quest, A Journal entry will appear, and the faction hideout will be marked on the map. Refer to the appropriate side quest entry for further details, ♦ After killing your first gang leader and leaving their base, your party will be approached by a stranger who promises rewards for your continued efforts in ridding Kirkwall of organized crime. You can visit this individual in The Hanged Man to claim your payment after each gang has been neutralized, ♦ New gangs will appear during Act 2 and Act 3: same locales, same time, but different opponents. You must defeat all nine across the three Acts to claim the optimum reward. Start Location: Hightown (Night) Requirements: Visit Hightown at night and kill the groups of enemies l^nown as Guardsman Pretenders until the quest is awarded in a pop-up message. Walkth ro ugh: The Shallowguard Base is accessed via the marked entrance in northeast Hightown, As further Shallowguard opponents arrive via the main entrance once the battle begins, you may profit by manually stationing your party on the upper level of the main room before or after you engage “Captain” Qerth, I J Docks (Night) Requirements: Visit the Docks at night and kill the gangs of Redwater Raiders that appear until the quest is awarded in a pop-up message, ^ Walkth rough: ^ Once the side quest has been awarded, head to the Warehouse entrance in the southwest of the Docks, ^ The Redwater Teeth gang is led by a miscreant named Leech: a blood mage. Make him your absolute priority in this fight, practically ignoring all other opponents until he falls. Depending on your difficulty setting, you may need to micromanage this battle very carefully, using a considered sequence of debilitating attacks (to prevent or curtail his most damaging assaults), high- impact single target Talents and Spells for maximum health drain, and showers of AoE attacks that also encompass Leech should his cohorts arrive in numbers. See page 230 for more advice on fighting the blood mage enemy type, ^ Further enemies will spawn during the battle, so you may wish to move everyone to the top of the slope (or, safer still, the room beyond it) once Leech has been dispatched in order to reduce the number of foes you face simultaneously. ^ Sharp Little Pinpricks ^ Loot and Reward: -V -V ^ ^ ★ ★ ^ Start L ocation: Lowtown (Night) ^ Require ments: Visit Lowtown at night and kill the gangs of Sharps Highwaymen that appear until the quest is awarded in a pop-up message, ^ Walkth rough: ^ Enter the Sharps base via the entrance marked Hovel on the east side of Lowtown, ^ This fight involves fewer enemies than you have seen in other gang-related quests, but takes place in a very confined space. Use this to your advantage, Ignacio Strand is an Assassin, so intelligent use of AoE attacks will enable you to keep him in plain view. .-dl .w- J •< > 68 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests) [secondary Quests] [companion Questj [ Side Quests ] [Premium Content) Roadmap*'°"] [Main Plot Quests) [Secondary Quests) Companion Quest^ [ Side Quests ) RoaB‘p*'°"] [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activft?es“^ The Exiled Prince L L_: Loot and Reward: it it it it it Start Location: Hightown Requirements: You must have access to this Premium Content quest. For further details, visit dragonagexom/ da2/ addons. Walkthrough: This is less “quest” per se and more of a formal introduction to Sebastian, Approach the wayppint marker close to the Chantry in Fdightown to trigger a cutscene. Once this ends, approach the Chanters Board and accept the Duty companion quest to wrap up The Exiled Prince, Consequences: Unlocks Sebastian Vael as a potential companion in Act 2 and his related quests. The first of these. Duty, is available immediately. The Black Emporiu Loot and Reward: Requirements: You must have access to this Premium Content quest. For further details, visit dragonage,com/ da2/ addons. Read the letter at Gamlens Fdouse to receive a formal j j invitation to the Black Emporium, Walkthrough: Simply enter the Black Emporium via the main Kirkwall map to complete this quest. Again, like The Exiled Prince, it's merely an exercise in guiding you to a particular location. The Black Emporium features several Codex entries, two shops that contain interesting items (many of which will be wildly beyond your financial reach) and, of greater import on your first visit, a collectible marked Discarded Weapons and Armor, This contains free equipment that will give your character a considerable boost during the early stages of Act 1, We suggest that you outfit Fdawke with items suitable for your chosen class, keep weapons that you don't need for companions (future or present), then sell unneeded armor at one of the stores to generate funds, • , The Mirror of Transformation can be used to change Fdawke's appearance, thumbnail portrait or name. Using it may cause your character to remove their current headgear, so be sure to reequip it before you head out. PRIMER WALKTHROUGH QUESTS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Protected by copyright. Unauthorized or unlawful copying pr d.ow MAPS ACTl ACT 3 MISC. ACTiVIliL CGMi’LtliON ROACMAP MAIN PI OT C'JESTS J 9- SECCi::'A?Y quests W CGM?Ai.i;;i, QUESTS SIDE QUESTS PREMIUM CONTENT HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties ACT 2 COMPLETION ROADMAP This diagram will help you plan your route through Act 2, b)' revealing the unlock progression for all main plot, secondary and companion quests. You will find fact sheets for all of these ventures over the pages that follow, plus guidance for smaller side quests (which usually h,,vi* llifir own :jniquf i nlock conditions). Legend Main Plot Qiiciit * Secondary Quest k Companion Quest HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ) [Premium Content) RoaS‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p^'°") [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activfties PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS Demands of the Qun Night Terrors Reactivity Quests If Consoling Words ii Fools Gold Herbalist’s Tasks ! Raiders on the Cliffs ir .■ I To Catch a Thief All That Remains Following the Q un *w The Captains Condolences " 'vwi ■ ^ i / ■k-V"'-- m 1 ; 1^.' Li ,■ -I ; ^ Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS^ SECONDARY QUESTS COMPAi:..:: QUESTS ^ SIDE QUESTS HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content] Ladmff'°"l [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests ] RoaSp*'°"] [Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties “^ % Z fc fc k ^ k k ^ k h lb k k k. MAIN PLOT QUESTS Complete Blackpowder Courtesy. Walkthrough Addendum: Hightown ^ Consequ enc es^ ^ If you accepted Dougafs loan in the Friends in Low Places quest, he returns here in an attempt to extort additional payment from Fdawke. This replaces Finding Fdome as the opening “quest" of Act 2 and unlocks Blackpowder Courtesy and Prime Suspect on completion. If you scoff at Dougafs attempt at intimidation and send him packing (and you inevitably will), he will later ambush Fdawke in a random encounter during your travels through Kirkwall. I Qunari Compound in the Docks Note: Don’t forget to collect the Ship in a Bottle fro^ii a chest near the north exit in Smuggler’s Cut. This is * for Isabela - see page 86. Consequences: Unlocks the Offered and Lost main plot quest, ani rhr Dissent, Mirror Image, An Update and The Long Tixid companion quests. Certain actions in the Blackpowder Courtesy, Offered and Lost and Following the Qun quests can increase or reduce the Arishok’s respect for Fdawke. These actions are flagged throughout this chapter. Gaining a sufficient level of respect has an effect on the climax of Act 2, and will also unlock a reactive side quest in Act 3. Companion Guidance: After speaking with Seneschal Bran, you can make an optional visit to the Arishok to inform him that the Qunari delegates have disappeared. Fde deeply respects this decision. There are a few potential outcomes to the meeting with Orwald the Braggart in The Fdanged Man: ♦ If you have Aveline in your party, you can call on her to resolve the situation without bloodshed (and gain a medium friendship boost). ♦ Choose to question Orwald yourself, and a fight will start. Fdaving Aveline, Varric or Isabela in your party will reduce the number of opponents you face: their faces are well known at the inn, and so fewer patrons will be foolish enough to join the melee. ♦ If Isabela is not in your current party and is propping up the bar, she will join the fight as soon as it breaks out. If the Forbidden Knowledge side quest is active, an Evil Tome can be found in the south area of the Chantry. Refer to page 88 to learn more about the Tomes before you interact with it. You can only fight the Qunari at Ser Varnell’s Refuge if you have been playing as an “aggressive" Fdawke (see page 160) and pick the “Fdere’s your proof" bonus dialogue line. This path influences your future options in Following the Qun. In the conversation with Viscount Dumar, select the “Do not hide it. Fde’ll know" response to gain maximum respect from the Arishok when you return to him. Burning the bodies, however, leads to an optional side quest - see Consequences. Collect the Shield of the Knight Fderself from the crate in the southeast of the map. This is a gift for Aveline, and will begin the companion quest of the same name. Consequences: > Only fighting the Qunari (rather than Ser Varnell) will enable you to side with the fanatics who so revile them later in the Act. Both Aveline and Sebastian will disapprove if you choose to kill the hapless Javaris. > There are optional follow-up conversations to be had with Petrice and the Arishok if you visit the Chantry or Qunari Compound after the quest ends. The meeting with the Arishok can feature optional reactions based on your earlier decisions. ♦ If you sided with Varnell, attempting to lie to the Arishok when he asks about the fate of the soldiers he sent to find the delegates will disappoint him. The bald truth, by contrast, will increase his respect for Fdawke. ♦ If you advised the viscount to burn the bodies of the delegates, the Qunari leader will have specific words to say on this subject. Only returning the delegates in a state that does nothing to conceal the tortures they endured (and doing nothing to deny this salient fact) will engender his respect. ' Choosing to burn the bodies before they are sent to the Qunari unlocks a side quest called The Fixer in Act 3. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. ^ HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaS‘p*'°"l [Main Plot Quests) [secondary Quests] [companion Questj [ Side Quests ) [Premium Content) RoaS‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p^'°") [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activfties Hawke Estate Requirements: Complete Finding Home/Profit and Loss* Accept the letter from the Writing Desk* Walkthrough Addendum: ^ Aveline makes a sizable contribution to the opening conversation with Emetic if included in your party* ^ The DuPuis Estate features a collection of plot “clues some of which are Codex entries* If Merrill or Anders are present as you explore, they will offer an insight on the Vials of Blood that you find* ^ When you meet Gascard, there are two paths you can choose from* ♦ If you offer to help, he can potentially play a rather significant role in the All That Remains quest* ♦ If you refuse to believe his explanation, you will be forced to kill him* ^ When Moira asks if Gascard is responsible for Emeries death, confirming her suspicions will forestall his involvement in All That Remains* Selecting"! don’t think so’’ is the best choice in terms of story development* Consequences: Unlocks Inside Job, An Update and (with Offered and Lost completed at a prior date) the All That Remains main plot quest* . l Complete Prime Suspect and Offered and Lost* Walkthrough Addendum: > You can optionally report Leandra’s disappearance to Moira in the Gallows, though doing so has no lasting effect* ’ There are two ways to gain entrance to the Dark Foundry: ♦ If Gascard is alive, you can find him in Darktown* Tell him to perform the ritual* Perhaps reflecting the gravity of the situation, companions who usually respond badly to blood magic will let this one instance pass without comment or consequence* After the instant transition to the Dark Foundry, Gascard will accompany your party through the area* ♦ An alternative solution (and the only available path if Gascard was killed during Prime Suspect, or hunted by a vengeful Moira in its aftermath) is to meet Gamlen in Lowtown at night* Speak to the Urchin and either pay or intimidate him to obtain information* Follow the blood trail to the Dark Foundry entrance* ' If Gascard is with you in the Killer’s Lair for the meeting with Quentin, there are three possible outcomes: ♦ If Varric is in your party, he has a very interesting reaction* ♦ Without Varric, you can attempt to persuade Gascard to turn away from his current path via a diplomacy option* If successful, he will fight alongside you in the battle with Quentin* Having this blood mage on your side should make the confrontation easier* ♦ If Gascard feels disinclined to assist Hawke, he will join Quentin for the final battle* In this instance, target him immediately with everything your party has: you do not want him alive when the first Desire Demon spawns* Consequences: Unlocks Following the Qun on completion, and The Captain’s Condolences companion quest* Gascard can be found in the south of Darktown if he survived the quest* You can opt to let him go (via a little light retribution from Aveline if present) or exact instant revenge* There is a reward at the start of Act 3 if you spare him* 1 PRIMER WALKTHROUGH QUESTS '.TKaEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS Protected by copyright. Unai pying or’clov!mloading expressly prohibited HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content] [^*^* LaS‘p*'°"l [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests ] Roadmap*'°"] [Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties“^ ^Following the Qun Loot and Reward: Start Location Hawke Estate Requirements: Complete All That Remains. Read the letter at the Writing Desk. Walkthrough Addendum: Loot and Reward Requirements: After speaking to the Arishok, you can optionally return to the Viscounts Keep to update the increasingly despondent Dumar. In the Chantry, the events that unfold are determined bv your actions in Offered and Lost: ♦ If you fought Ser Varnell, Petrices mob will attack immediately. ♦ If you sided with Varnell and fought the Qunari, you have the opportunity to side with Petrice. In this eventuality, you will fight Qunari warriors until the Grand Cleric arrives. This is the only path in which Petrice can survive the battle. ♦ If you sided with Varnell but refuse to support Petrice at this juncture, her Righteous Mob will attack: it's the same outcome as if Varnell were dead. If you are attempting to unlock the related Achievement or Trophy, don't forget to pick up the “History of the Chantry: Chapter 3'' codex item before you leave the Chantry: this is your sole chance to do so. Run straight over to collect it as soon as you arrive in the area. If you cannot pick it up during a lull in the combat (starj^ing right next to it provides this opportunity), load the iiidr recent autosave and try again before the battle ends. Consequences: Unlocks the “optional'' To Catch a Thief main plot quest if Isabela was recruited in Act 1. If not. Demands of the Qun will begin. You must have recruited Isabela by completing Fools Rush In during Act 1. Complete Following the Qun. Walkthrough Addendum: If you choose not to help Isabela first when you arrive at Hawke Estate, she will leave and no longer be available as a companion. The quest will end immediately. Collect the Lambswool Insoles armor upgrade for Isabela from the northwest room before you leave the Lost'End Foundry. Consequences: Even if you say all the right things, Isabela will leave the party after you enter the Lost-End Foundry. If she is a favored companion and you still have other quests that you wish to complete, it would obviously make sensi; M' leave this part of the story until later. ♦ Companion Guidance: Promising Isabela that you will help her reclaim the iv ini for her outside the Lost-End Foundry leads tcf a Isff^ friendship boost. Aveline, Merrill and Varric will :4li approve. If you insist that she return it to the Qun4n. the reverse applies. a y prohibited. ■ Protected by copyright HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaS‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ) [Premium Content) RoaS‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p^'°") [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activfties 1 i QUESTS MAPS STRATEGY & ' ANALYSIS INVENTORY Loot and Reward: W W W W IT t BESTIARY Requirements: Finish To Catch a Thief; if Isabela was not recruited in Act 1, completing Following the Qun will suffice. Walkthrough Addendum: A reminder: entering the Qunari Compound really is the point of no return for Act 2, If you have anything else you wish to attend to, do so | beforehand. the brief aside where you fight the Qunari, there are two possibilities: either Isabela makes a timely return to the fold (which is only possible if you have completed her mid-stage relationship quest: see page 86), or she remains " " conspicuously absent, > If Isabela returns, you have two options: defend her, or hand her to the Arishok, EXTRAS ACT i ACT 2 On arrival in Lowtown, the Change Party screen will appear. This is your last opportunity to select your party for the rest of the Act, If you have not sought to gain the Arishok's respect up to this point, including Fenris in the party is the only way to engineer one of the three possible resolutions. You will encounter a party of Grey Wardens while travelling through Lowtown, If you are using an imported save game or preset world background where Alistair remained a Warden in Dragon Age: Origins, he will be the leader of this party; if not, Stroud will greet you. If Fdawkes surviving sibling joined the Grey Wardens at the conclusion of the Deep Roads Expedition, you will also meet them here. Rather than going straight for the marked exit in Lowtown, continue south to fight against an army of Looters, The majority of these are pitifully weak, but the Coterie Rogue (an Assassin) that joins partway through the battle is a more noteworthy threat. If Bethany joined the Circle, or Carver signed up with the templars, you will cross paths with them in Fdightown, When you approach the Viscounts Keep, you have a choice on how to gain entrance: ♦ If you accept the offer of a distraction, you are transported to the Keep without further conflict. ♦ If you choose to stand by the wayward rogue, you must confront the Arishok - either in a duel, or alongside his Qunari, ♦ Allowing the Arishok to take Isabela back to his homeland enables you to end this Act without further violence,,, but at the expense of losing her as a companion, ■ If Isabela is not present, or if you opt to defend her, you can resolve the situation in one of two ways, ♦ If you have gained the Arishoks respect, select the “On the battlefield” option when he asks how Fdawke would resolve the conflict, to begin a one-on-one duel. I ACT 3 MISC. ' ACTIVITIES COMPLETION ROADMAP , MAIN PLOT “ QUESTS All other dialogue options lead to a more conventional fight against the Arishok and his entourage, Fdowever, if Fenris is present, he will put forward a case for a duel. Accept this, and you can battle the Qunari leader alone; refusal leads to the more conventional brawl. SECONDARY QUESTS COMPANION QUESTS i SIDE QUESTS ' If you choose the duel, note that this is by far the most difficult conclusion to the Act, Make gradual use of abilities or spells that might incapacitate the Arishok throughout the battle; anything that impedes his mobility is a blessing. Weave around the pillars to avoid his assaults until you are ready to renew your aggression. Another tactic that works well is to wait for him to perform his “rushing” attack (note the distinctive change in stance that foreshadows this), dodge, then attack as he passes. Fie will periodically heal throughout the confrontation, so be prepared for an extended encounter. Consequences: ^ The manner in which you defeat the Arishok has an effect on the closing cutscene of the Act, ■ If Isabela does not return at the eleventh hour, or is taken away by the Qunari, she really is gone for good. Companion Guidance: If you choose to fight, there is an additional battle with the Qunari warriors assembled in front of the entrance. The Arishoks address to the terrified nobility is where things really become interesting. After ' If you disagree with Avelines comment (“That doesn't excuse murder”) during the opening dialogue with the Arishok, you will experience a rivalry increase with her (and, if present, Sebastian as well), ' Allowing Isabela to be taken by the Arishok will lead to rivalry increases with Aveline, Merrill and Varric, Defending her will, naturally, lead to friendship boosts, Isabela's reaction to the latter depends on how your relationship has developed: anger for a rivalry, and gratitude in a friendship, ^ There is a moderate rivalry increase with Fenris if he intervenes to arrange a duel and you refuse the offer; the opposite applies if you accept. iM r :k • > Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. ■ I ! HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content] [^*^* LaS‘p*'°"l [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests ] RoaSp*'°"] [Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties“^ You can complete three “puzzles' to gain a total of four attribute points for Hawke before you continue with the quest. See the diagrams below for a step-by-step guide, ♦ Puzzle #1: In the room that you arrive in, interact with the floating book to gain a single attribute point. In true Space Invaders tradition, focus on where the book will be - not where it actually is - to catch it, ♦ Puzzle #2 (Diagram 1): In the corridor to the east you will find the first of two “barrel puzzles”, where you must rearrange the containers into a specific order within a limited number of moves. If you fail, you lose the attribute point(s) on offer, and must fight a group of enemies. In this first instance you must rearrange the barrels so that the large ones are at the bottom, small ones at the top - and all within 18 moves, ♦ Puzzle #3 (Diagram 2): There is another puzzle in a room to the east. The objective here is hinted at by the drums on either side of the room. You must rearrange the containers to have a block of four red barrels in the center. You have 18 moves to achieve this, with two attribute points given if you succeed - and a fight if you fail. Having claimed the available rewards, proceed into the central room. You will be greeted by the Sloth Demon (Torpor), who has a proposal: if Hawke can help him to possess Feynriel, he will offer a large reward. If Anders is in your party, he will object to any prospective deal with this demon. If you choose the “Back off, Anders!” option (in order to take the demon's offer), you must fight him; his death expels him from the Fade, reducing your party by one (and with future repercussions - see Consequences), ♦ If you choose to negotiate, the demon can fulfill one of three potential desires: power (four Attribute Points), knowledge (one Talent Point) or magic (the unique Torpor's Barrier Rune, which offers notable magic resistance when applied to armor). However, these rewards will only be delivered should Torpor actually take control of the elf Your choice of payment is irreversible; the decision to sacrifice Feynriel is not. If you intend to go through with this betrayal, note that the Rune is a fine addition to companion armor, ♦ If you refuse the Sloth Demon's advance, you must fight him and his cohorts immediately. Your actions within this shadowy realm influence Feynriel's mental state; too * much disharmony will destabilize his mind. The goal is to ensure that he suffers as little anguish as possible. Note that Feynriel's mental state must be healthy to complete any deal with Torpor: again, see Consequences, Save your progress, then head into the east room first, via the door marked Feynriel's Desires, In the scene that follows, there are three resolutions: ♦ If you attempt to persuade Feynriel to go with his father (in reality, the Desire Demon, Caress), his instability will increase dramatically, ♦ If you try to convince Feynriel that the scene isn't real, his instability will increase marginally, ♦ To avoid an instability increase entirely, convince Feynriel to reject his father. In the aftermath of this dialogue, the furious Caress will remonstrate with Hawke, ♦ If Isabela is in your party, she will succumb to the Desire Demon's promise and turn on Hawke, Killing her will expel her from the Fade, ♦ If Isabela is not in your party but Aveline is, she will turn on Hawke instead. I Diagram 1: Puzzle #2 can be solved in 14 moves* Diagram 2: Puzzle #3 can be solved in 16 moves* .J II ^ lllll 76 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ^Main Plot Quests] ^Secondary Questsj Companion Quest^ ^ Side Quests j You must defeat Pride (and Isabela or Aveline, if either are present) to continue. Take the initiative quickly, especially if you have been reduced to a single companion: strike with your most effective attacks and aim to at least incapacitate your opponents from the moment combat begins. Once the battle ends, travel through the main room to reach the Feynriefs Pride door. Save, then enter. As with the earlier scene, the lines you choose in this second charade will affect Feynriel's state of mind, ♦ If you play along with the Pride Demons attempt to make Feynriel accept his destiny as a Dreamer, and as prospective savior of the elves, his instability will greatly increase, ♦ Attempting to reveal the true nature of the situation will lead to a small instability hike, ♦ Encourage Feynriel to reject his ‘destiny’ and raise concerns over what being a Dreamer could represent for no instability increase at all. The demon will not take kindly to Fiawke's interference, and will seek a very personal form of retribution before conventional combat ensues. This plays out in the same way as the equivalent situation with the Pride Demon (Wryme), ♦ If Merrill is in the party, she will accept the demon’s offer, ♦ If Fenris is in the party but Merrill is not, he will succumb to Wryme’s promises instead, ♦ If Varric is in the party but Merrill and Fenris are not, the storyteller will turn on Fdawke, As with the battle with Caress, strike hard and fast to bring down Wryme before he can inflict any damage of note. On your return to the central room, the scene that greets you is dependant on your j^iGHT T errors Re activ ity Depending on your selection of companions during the Night Terrors quest and your choices during your time in the Fade, certain companions may wish to talk to you once you return to Kirkwall, ♦ With Anders, there is a big friendship increase if you select “It was a ruse’’ having saved Feynriel at the end; you will meet with unavoidably massive disapproval if you did not. The latter eventuality will also end any ongoing romance. choices throughout the quest. If you made a deal with Torpor, there are three possibilities: ♦ If Feynriel’s mind has been twisted and wrought by Fdawke’s malevolent or clumsy interference. Torpor will be incapable of possessing the elf It will attack Fdawke, furious at his inability to complete his part of the deal, ♦ If Feynriel's mental state is good, select the “You’re safe’’ option to allow Torpor to take control of the Dreamer and deliver your desired boon, ♦ You can renege on the deal to save Feynriel, but that means fighting the demon and forgoing the reward it promised you earlier, ' If Feynriel is not possessed by Torpor, he will leave the Fade immediately. If his instability is high, he will beg Fdawke to kill him. Agreeing will make him Tranquil, Consequences: ^ If Feynriel emerges unscathed by his journey through the Fade, a small reactive quest may be unlocked at the start of Act 3, ^ If Torpor possesses Feynriel, you get a very different concluding cutscene and * will have access to a reactive event in Act 3, ► A third narrative wrap-up is available if Feynriel is made Tranquil, This leads to no follow-up events of note and is the least profitable outcome. Companion Guidance: j ' Striking a deal with Torpor will cause a large rivalry increase with Anders, Picking the “Quiet, Anders!’’ option during the conversation with Keeper Marethari at the end of the quest will also annoy him severely. Accepting the blame, by contrast, meets with surprised (albeit slight) approval, ' Any companion beguiled by a demon (or, in Anders’ case, enraged by proxy) in the Fade will wish to speak to Fdawke at their home or hangout when the quest ends. The possible results of these short companion quests are detailed below. For Isabela, forgive her and flirt (or pick the diplomacy option) for +10 friendship, Lambast her as a backstabber for the same in rivalry points. With all other companions, friendship and rivalry increases are very minor - and the result of each conversational choice is fairly obvious. Interestingly, Sebastian is incorruptible in the Fade, which is very useful on the Nightmare difficulty. PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 77 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ^Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties “^ Only available if Nathaniel died or wasnt recruited in Dragon Age: Origins - Awakening, or if you chose the Hero of Ferelden character background during the Prologue, Speak to Yevhen and agree to help. Walkthrough: • After accepting the quest, set out for the Deep Roads via the World Map, Ideally, try to equip your mages with weapons that inflict spirit or nature damage: the darkspawn await,,, ■ When you reach Emrys you are given a choice between saving Merin or going to Iwans aid in order to obtain an apparently powerful weapon. There is only time to complete one objective: rescue one brother, and the other will die, (Note that the area south of Emrys features two waves of assorted spider enemies: a potentially tricky battle, but certainly worth the XP and loot,) ♦ If you choose Merin, he can be found a short walk to the north. There are two Darkspawn Emissaries here, powerful mages who can tear through a welhprepared ♦ If you choose Iwan, head straight to his position to the northeast. On arrival, you’ll find him fighting a much smaller collection of darkspawn. In the conversation that follows you can either pay him for the Golem Control Rod, attempt to threaten him or have Varric step in to negotiate if present. The latter solution is the neatest of the three. You can optionally return to fight the collection of enemies that attacked Merin (see above) for additional XP before you continue, > At this point, both paths converge. Interact with the Golem when you reach it to acquire a new ally, then fight your way past its less governable peers: cold and electricity attacks work best. There’s a nasty battle with darkspawn just beyond this point that features an Emissary and an Ogre, You may find it prudent to pull back up the steps behind your position when they appear. The contents of the Treasure Cache depend on which brother you save. For noble Merin, you get a sizable sum of sovereigns; if you saved the conniving, heartless Iwan, there’s substantially less currency but two unique weapons and a selection of loot. > Whichever brother you save, collect the Lyrium-Laced Bilge Hoop from the treasure room at the end of the map to begin the side quest of the same name. Return to Hightown and speak with Yevhen, Consequences: > Those who save Iwan have the option of revealing his betrayal to his father, > If you accept Fool’s Gold, you cannot undertake the Finding Nathaniel quest in Act 3, It is only possible to play one of these two quests in a given playthrough. 78 it ^ ^ Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaS‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ) [Premium Content) RoaS‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p^'°") [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activfties - > Start Location: The Wounded Coast Start Location: Hawke Estate > ^ Require ments: I This quest is triggered by walking along the path i: leads to the southernmost section of the WouiKi-d Coast area. ^ Require ments: ^ You must have completed The Bone Pit in Act 1, ^ Complete Prime Suspect, MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY If you complete this quest, the leader of Evets Marauders may attempt to exact revenge during a visit to the ■Wounded Coast in Act 3, ,• a Walkthrough: ^Approach Lieutenant Harley to hear an appraisal of the situation. Both Aveline and Isabela have interesting reactions to this quest, so it might be worth bringing them along. You have three choices: ♦ You can offer to fight alongside the guardsmen, [ Players who favor diplomatic or aggressive speech responses can use a unique dialogue option to inspire these allies before the battle begins. This is definitely the easier option, ♦ Walk away. You can return to complete the quest later, but Aveline will express mild disapproval if present, ♦ Mount an attack on the gang without any support from the guardsmen. This is tough, but by no means insurmountable. Once again, Aveline will be a little irked by this: why cant her guards contribute to the fight:* ^ The area is littered with traps, with some being the complex variety (requiring 30 Cunning to disarm). Having your rogue lead the way can keep your party safe and act as a good source of XP, If you carefully micromanage this battle and head straight to the center of the roughly pretzel- shaped area (where most enemies are concentrated), you can actually disarm most of these afterwards, ^ The most deadly opponent in this battle is Fell Orden, J J a blood mage. As is traditional in these instances,^ concentrate your party's fire on him to remove his m baneful presence as soon as you can, Orden drops Swatch of the Jackyard (which begins the related ^ quest), and the Flex-Chain - Guardsman Pattern arr' -'r upgrade for Aveline, Visit the Viscount's Keep and speak with Jelden to be reimbursed for your labors. ' Read the letter at the Writing Desk, Walkthrough: , ^ ’ Speak to Hubert in Hightown, Accepting the quest will automatically transport you to a location where Hubert has a man accused of theft tied to a chair. Pick diplomatic t options (and promise to look after the miner's family) to , ; learn the location of his stolen goods. After you decide the ^ prisoner's fate, there is another automatic area transition, O Ori arrival at the Outside Kirkwall map there is a short ambush by mercenaries. Scour the small area for collectibles, then travel to Darktown, Head to Lilley's waypoint marker. In the dialogue that follows, you can either persuade the Coterie representatives of your innocence, or fight them (via aggressive options) for additional XP, > A small group of thugs await just inside Brekker's Hideaway, but these can be dismissed with ease. The second group features a Coterie Alchemist, Disable him immediately; if you don't, he will likely teleport to the upper level and rain destruction upon your party. The battle against Brekker at the waypoint starts slowly, but soon picks up momentum as three Coterie Rogues enter the fray. If you're quick, you can kill your principle target before they arrive, ' Leave the area via the nearby exit and return to Hubert, Companion Guidance: ’ Accepting the letter from the Writing Desk also cauf.t- Hubert's Fine Goods to reopen in Hightown, ' Unlocks a linear sequence of quests based around *Ii.* Bone Pit Mines, This begins with Cave Crawling, If )ou took pity on Sabin and treated him with nothing b:i'. kindness, you will find Sabin's Stash in a crate when you next visit the Bone Pit, Consequences: TV*' EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS ul copying dr downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content] [^*^* LaS‘p*'°"l [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests ] RoaSp*'°"] [Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties“^ Cave Crawling Loot and Reward: Start Location: f The Bone Pit Requirements: Complete Inside Job, Visit the Bone Pit and approach Jansen, Walkthrough: After speaking with Jansen, collect the Petrified Human Finger from a sack south of the mine entrance to bfgtu the Wentworths Sixth Finger side quest. Enter the Bone Pit Mines, The Queen Spider is lusi inside the entrance and is supported by a few wavei her smaller kin. Anything that causes electricity dani-y^- will shorten this battle considerably. Scavenge the for loot, then leave and return to Jansen, Consequences: Unlocks Cavern of Dead, ^ Start L ocation: The Bone Pit ^ Require ments: ^ ^ Complete Cave Crawling, ^ Speak to Jansen, Walkth rough: ^ If you have only just completed Cave Crawling, u that you must leave the Bone Pit for another area jikI return to activate this quest, ^ Access the Bone Pit Mines through a new entrance further east. As you face undead opponents throughout this short quest, weapons or attacks that cause spirit or electricity damage will be something of a boon, ^ You can reach the central area where the Arcane Horror awaits by taking the north or east corridors. Both have traps placed across the first doorway that you reach, with a small but solid group of undead foes poised to take advantage of those caught unawares, ^ The Arcane Horror is supported by a Revenant and other undead troops, with the Skeleton Archers being a particular headache for weaker mages. Retreating to the small chamber to the west will enable you to draw your opponents out gradually, and turn the access corridor into an avenue of easy slaughter, ^ Pillage to your hearts desire, then report back to Jansen, Consequences: Unlocks Pick Up Pickaxes, Pick Up Pickaxes r- Start Location: The Bone Pit I* Requirements: ' ■ Complete Cavern of Dead, • Speak to Jansen, Walkthrough: ■ If you have only just completed Cavern of Dead, you must leave the Bone Pit and return to activate this quest, ■ After agreeing to help, travel to Lowtown and visit the Smith standing next to the Armor Stand, The pickaxes cost a hefty 15 sovereigns, but this expense is the only way to complete the quest. Consequences: Hubert has short reactions to Cave Crawling, Cavern of Dead and Pick Up Pickaxes, The latter will confirm the sinking feeling that you may be experiencing after paying such an exorbitant sum for a relatively minor 1,000 XP,,, ’v. 80 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ^Main Plot Quests] ^Secondary Questsj Companion Quest^ ^ Side Quests j COMPANION QUESTS Socia l ^LLS There are six small companion quests to complete at the start of Act 2. These provide an opportunity to further friendships and rivalries through dialogue choices and advance potentially intimate relationships. 1 Quest Location I Plans for the Future The FTanged Man Visit Anders Darktown Clinic Calling on the Captain Viscount’s Keep Barracks Speak to Fenris Fenris’s Mansion Isabela’s Ongoing Search The FTanged Man Consoling Words Merrill’s FTut I- f Start Location: Chantry Requirements: You must have access to the Exiled Prince downloadable content (see dragonagexom/ da2/addons). Complete Duty: see page 62 for details. Walkthrough: Speak to Sebastian in the Chantry and agree to help, then travel to Hightown and enter the Harimann Estate, Sebastian will be locked into the party from this point forward. There are three chests with complex locks in this quest, Sebastians automatically assigned Cunning attribute will not be sufficiently high to open these so bring your customary locksmith along as well. Your journey through the mansion will pass without incident until you reach a cutscene. Collect the Mail Undertunic from the nearby chest: this is an armor upgrade for Sebastian, You can find the Starkhaven Longbow, a gift for Sebastian that can be equipped, in the bedroom slightly north of the waypoint marker. Before you continue, take an (optional) detour to the east section of the mansion to forage for collectibles and view an amusing cutscene. ' On arrival at the waypoint, you will encounter Shades and two Desire Demons, Dispatch these, then enter the Underground Passage, As you will soon realize, the further you progress through this map, the more fraught the encounters will become. The first battle features a Rage Demon and numerous Shades, Its easy to get surrounded here: consider pulling back to the long staircase at the start of the fight. The next encounter is with a Revenant (a dangerous undead Commander weak against electricity and spirit damage) and a selection of Corpses, Beyond that, a confrontation with two Rage Demons awaits: anything that inflicts cold-based harm will make a big difference here. The final confrontation before the waypoint features a Revenant and an Arcane Horror (highly vulnerable to nature and cold) in quick succession with Corpses further complicating matters, ► Allure is a Desire Demon, while Lady Harimann is a powerful blood mage: a challenging combination. We would suggest that unleashing a fourfold storm of abilities in the direction of the mage would make sense here. Disable and destroy her before she can employ her more potent attacks, ^ Return to the Chantry and speak with Sebastian to end the quest, Consequences: Sebastian joins as a permanent companion; you also unlock the Faith quest in Act 3, r Companion Guidance: ► In the opening quest dialogue, select the “You re not subtle,,,” option to score a high rivalry increase, A diplomatic approach will lead to a slight friendship increase, ^ Attempting to secure a deal with the demon at the conclusion of the quest will not please Aveline, Anders or (especially) Sebastian, Diving straight into the battle with the “Die, fiend!” option when it appears will lead to friendship increases with most companions. PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS Sebastian Devoted to the Chantry yet tormented by the demands of his lineage, this rogue archer pledges his support to Hawke after the completion of Repentance, ♦ Sebastian is morally upright in the most conventional sense. Ruthless killing will engender his ire, and mercy will solidify a friendship. While his vow of chastity precludes any romantic involvement, he 11 enjoy the attention if a female Hawke flatters him with light flirting. Advising Sebastian to take back his lands at all costs, or insisting that he will be a good and just ruler, will only move your relationship along the rivalry path. This companion can only be recruited if you have the Exiled Prince downloadable content. For more details, see dragonage,com/ da2/ addons. di Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 81 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ^Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties “^ -O- ^ Speak to Aveline in the Viscounts Keep barracks and agree to assist hen Make the delivery to Guardsman Donnie, interact with the Duty Roster, then speak to Donnie to arrange a meeting at The Hanged Man, Travel to The Hanged Man at night and speak with Donnie, If you restored Aveline to your party before travelling here, she will make an excuse and depart. > Your next destination is the Wounded Coast, Follow the path marked by waypoints, clearing all hostiles you encounter before interacting with each Signal Fire, After the third, Aveline and Donnie will approach. When the dialogue ends, return to the Viscounts Keep and speak with the captain to bring this quest to a close. Consequences: May unlock the Questioning Beliefs companion quest: see the “Mid-Stage Relationship Quests ' section on page 86 for further details. Companion Guidance: For friendship increases, go easy on Aveline: take the most sensitive and least confrontational approach during those awkward conversations. Complete Blackpowder Courtesy, Walkthrough: Speak to Anders in his Darktown clinic and agree to help. With the mage in your party, head to the south of the district and enter the Gallows Dungeon, With the exception of a reasonably tough battle in the north of the map, the journey through this area is rather uneventful. Collect the Fine Dwarven Trousers collectible from a loot pile after this one notable encounter to begin The One True Pantaloons side quest, Lyrium Smuggler Foremen take time to kill, so temporarily disable them while you deal with their less resilient allies. ' If you refuse to help Anders, the quest ends immediately (and with a large rivalry increase to express his bitter disappointment), ■ The final battle with Ser Alrik and his assembled templars can be demanding. Fighting in such close confines makes AoE attacks extremely effective (except on Nightmare difficulty of course), but definitely leaves your ranged fighters vulnerable to the attentions of the Templar Hunters, If you can keep your opponents in front of you, the tight corridors work in your favor as you brutalize adversaries during their approach, ■ Your dialogue choices in the aftermath of this battle can have serious repercussions - see Consequences, ■ Collect Ser Alrik's papers from his corpse, then collect the Spirit Essence item (an armor ' There are two ways to deal with the flashpoint after the templar battle: ♦ Calm Anders down with the special diplomacy option (green hue) that appears. He will flee the scene and return to his Darktown clinic, ♦ Any other dialogue choice will lead to Ellas death, > If Anders asks if you wish for him to leave, agreement really will remove him as a companion for the rest of the story, ' This may unlock the Questioning Beliefs companion quest for Anders: see the “Mid-Stage Relationship Quests' section on page 86 for further details. Companion Guidance: ' There's a large friendship boost from Anders for simply accepting this quest, and another for preventing Ella's death by his hand (albeit at the behest of Justice), > In the closing dialogue, pick “Anders, calm down'' followed by green diplomatic responses only for a huge (+30) approval increase. If you'd prefer tough love and a shift towards rivalry, start with “What happened in there:*'', then select red aggressive responses at each stage of the conversation with the exception of those where he suggests that he leave. For these, insist that he stays. The consequence^* A trifling +55 tilt in the direction of rivalry,,, ' If you are attempting to develop a friendship with Sebastian, it's better to leave him out of the party for this quest: many conversational choices that make Anders happy will displease the prince. It's perhaps telling that, if you dismiss the mage from your party at this crisis point, Sebastian will express moderate approval. - < 82 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaS‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ) [Premium Content) RoaS‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p^'°") [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activfties lj: Loot and Reward: ^ ^ ^ ^ ^ Require me nts: Complete Blackpowder Courtesy* Walkthrough: Speak with Merrill at her home and agree to help* She must be in your active party for this quest, so bring her into the fold before you leave for Sundermount* Note that Anders, Aveline and, to a lesser extent, Fenris and Sebastian all object if you support Merrill wholeheartedly throughout this quest* There is a small reactive event for those who sent Feynriel to live among the Dalish on arrival at Sundermount - see page 107 for details* You can also loot a chest just inside the camp to find the Dalish Tattoo Ink ingredient for the Herbalist’s Tasks* Talk to Keeper Marethari to begin the Honoring the Fallen side quest* This is essentially the core of the Mirror Image quest so, rather than sending you elsewhere in the chapter, we’ll continue the walkthrough here* Don’t head up the mountainside - the waypoint marker you seek is actually accessed via the path to the left of the Keeper* Inside the Varterral Hunting Ground, a large group of spiders attacks when you head down the stone steps* These include the Wasp Spider: an especially hardy and vicious variant of the Poison Spider* Try to concentrate your party’s fire (or, better still, lightning - their Back from Sundermount specific weakness) on one of these at a time, ideally incapacitating the others as you dispatch them in turn* After the battle, interact with Hunter Radha’s corpse to collect the first amulet for Keeper Marethari* ' Further north, take the adjacent path leading south to find the body of Hunter Harshal* Continue deeper into the cavern to fight another group of spiders then, in the open area just beyond, look to the northeast to find the remains of Hunter Chandan* ' After the cutscene with Pol, a massive Varterral will attack* The speed and ferocity of this unique enemy is quite staggering, so it’s vital that you curb such tendencies with spells and abilities that impede its chances to attack (and, indeed, move)* When it employs a distinctive AoE assault, you may wish to manually reposition your companions away from the (rapidly deadly) effect radius* ' When the beast falls, scour the area for rewards: you should find a wealth of coin and assorted loot* Don’t forget to rifle through the remains of the Varterral itself: this relinquishes the Varterral Heart, an ingredient required for Herbalist’s Tasks* There is no shortcut back to the surface, so you’ll need to fight your way through two groups of undead en route to the area exit* When you reach the second of these, locate and target the Frost Horror first* ^ Companion Guidance: ^ Taking on this quest leads to a high friendship increase with Merrill* Refusing it will still enable you to change your mind at a later date, but there’s an attendant rivalry increase that might be of interest to those seeking a more adversarial relationship with the Dalish mage* ► After the Varterral falls, the “Why did you run?’’ and “Don’t waste your tears’’ lines lead to high and medium rivalry increases respectively* “Do you want some time?’’ and “Don’t blame yourself” evoke equivalent boosts to friendship* ' Giving the Arulin’holm to Merrill leads to a large friendship increase with her, but rivalry increments with Anders, Aveline, Sebastian and Fenris; withholding it has the opposite effect* MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS Loot and Reward: -h Requirements: ^ Complete Mirror Image* ^ Speak to Merrill at her home* Companion Guidance: This short conversation follows on from Mirror Image, and shows Merrill reflecting on the outcome of the quest* For those seeking to woo the Dalish mage, it offers another opportunity to flirt with her* Protectecfoy copyright. Unauthorized or unlawful copying or downloading expressly prohibited HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ^Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties “^ Unlocked after you complete your first main plot in Act 2, p’ Visit The Hanged Man and speak with Varric, Consequences: This conversation unlocks Varrics companion quesi f. .• Act 2: Family Matter. Companion Guidance: Select the “Lets go get some drinks' option and thn; agree to help find Bartrand to score a massive boou : . • friendship. f—t •T f The Hanged Man Requirements: ■ Complete An Update. ■ Varric must be in your party. Walkthrough: ■ Head to Hightown (Night) and enter Bartrand's Estate. This triggers a very interesting battle where Varric must fight alone against large waves of opponents. Employ AoE attacks to disable the larger groups, and you will find that default attacks will suffice to keep all other opponents under control. ■ After the intermission, the Crazed Guards offer a more demanding test of your tactical prowess, especially when you face them in more threatening numbers as you progress through the mansion. The large central room pits you against two Crazed Commanders and an army of their subordinates; on higher difficulty levels, it could pay to station your party in a room outside, then draw successive waves to this position rather than engaging in a mass brawl. ■ The small room just south of the waypoint marker has a chest that contains the Silverite^Reinforced Buckles - an armor upgrade for Varric. ■ As you enter the final room, Bartrand fights alongside a final wave of Crazed Guards. Being of the Assassin archetype, it makes sense to keep him incapacitated as you chip away at his health gauge. ■ In the post'fight dialogue with Bartrand, calling on Anders to intervene can provide a different narrative conclusion. Either way, you must help Varric make the decision on whether to let Bartrand live or die. See Companion Guidance for further information. Consequences: ■ Failing to complete this quest during Act 2 will cause Varric to reveal how he dealt with the situation himself in an Act 3 conversation. If you spare Bartrand, Varric will also have a few words to say on the subject during Act 3. ■ May unlock the A Story Being Told companion quest: see the “Mid-Stage Relationship Quests" section on page 86 for further details. Companion Guidance: ■ Without the optional contribution from Anders, allowing Varric to kill Bartrand leads to a high friendship increase (and a nod of validation from Aveline). Insisting that he spare his brother leads to high rivalry (and a shake of the head from the guard captain, if present). ■ If Anders steps in, you'll gain a friendship boost for sparing Bartrand, and a rivalry increase for his death. ■ If Bartrand dies, dialogue choices that help to absolve Varric of guilt in the conversation outside will lead to high approval. Allowing him to kill his brother, then, is a great way to max out the friendship gauge. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ) [Premium Content) RoaS‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p^'°") [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activfties Loot and Reward: ^ ^ X I Require me nts: Complete the Speak to Fenris companion quest (see page 81), Travel to a destination in the Free Marches with the elf in your active party. Walkthrough: Your party will be waylaid on the Outside Kirkwall map by a Tevinter Magister, Tevinter Mercenary and a number of slavers. Direct your aggression at the Magister: this mage is far more dangerous than his allies. The next stage of the quest unlocks irrespective of your response in the conversation with Fenris - but naturally, don't expect refusal or a lack of understanding to please him. Optional: When you leave the area, you will notice that the Holding Caves location appears on the Free Marches map. Rather than heading directly for this location, you can travel between destinations in Kirkwall to experience a second ambush on the Wrong Way map, Fenris must, of course, be in your active party for this to take place. After an opening cutscene, the battle that unfolds initially pits you against a Tevinter Mage and assorted henchmen. However, this confrontation matures into a fairly epic melee comprising undead, slavers, further mages and an Arcane Horror, Add traps into the mix, and you have a challenging aside, Fenris will react angrily in the battle's aftermath: see Consequences for details. At the Holding Caves, there are two battles with assorted slavers and Mercenary Archers in which your party will be assailed from both front and back. In the second fight, watch for the arrival of the Slaver Mage: it's easy to miss him until the harm he causes compels you to seek him out, so an early intervention is best here, Reconnoiter the area for loot, then enter the cave. The Abandoned Slaver Den is populated by a combination of slavers and undead that should be familiar by now. Watch out for pressure pads on the floor (these activate traps every time they are depressed, and cannot be disarmed) as you fight your way to the map marker. ► After speaking to the terrified elf, collect the Tevinter Chantry Amulet from the chest in the corner of the central room. This is a gift for Anders: see page 86, In the room that follows to the west, collect the Reinforced Straps - ^ ii a timely armor upgrade for Fenris, ^ In the final battle, defeat Magister Hadriana first: she's too powerful to leave unchecked while you contend with her bodyguards (or the Fade denizens and Corpses who arrive shortly afterwards), Fenris will leave after the closing dialogue, and remain unavailable for party selection until you next return to Hawke Estate, Take the nearby exit to return to the World Map, Consequences: ► Failing to complete A Bitter Pill during Act 2 will mean that you cannot undertake Fenris's companion quest in Act 3, or advance his relationship with Hawke to its final stage, ► If you trigger the second Tevinter ambush, Fenris will rage at the player for not dealing with the situation earlier. He presents a choice: “We go now, or I do''. Agree, and you will be automatically transported to the Holding Caves map when you exit the ambush area. Refusal will cause Fenris to leave the party permanently, ' It's possible to start this quest, then substitute Fenris from the party to prevent the second ambush from occurring. After a certain time, the furious elf may confront Hawke and leave the party for good, ► The scene on your return to Hawke Estate is an opportunity to begin a romance with Fenris if you have been fanning the flames up until now. If you prefer a platonic resolution, the responses that will engender his admiration and ire should be pretty self-evident, ► If you offered to employ Orana, she will become a permanent resident at Hawke Estate, There are a number of dialogue options to choose from while speaking to her: we'll leave your choices purely to your conscience,,. Companion Guidance: ' In the first encounter, “He's not a slave!'' leads to a small friendship boost with Fenris, while “Let's work out a deal!'' leads to a small rivalry increase, ► You can offer to employ the elf you encounter in the Abandoned Slaver Den at the Hawke Estate, The “Come work for me" and “Slaves are useful" dialogue choices lead to significant rivalry increases; you can mitigate the effect of the first choice and gain a slight friendship boost with “I will pay her" as your second response, “Take this coin and go" leads to medium friendship, while sending her away empty-handed has no effect, ' When the time comes to question the Magister, let Fenris take charge with the green companion dialogue option and then insist that you can still find his sister for a friendship increase. Other paths (including a diplomacy option in which you ask him to calm down) generally lead to antagonism - though the romance option may be of interest to some. ACTl ACT 2 ACTS MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS J T Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 85 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ^Main Plot Quests] ^Secondary Questsj ^Companion Quest^ ^ Side Quests j [ *^'Activfties “^ - The Captain's Condolences Loot and Reward: ***** I Requirements: Complete the All That Remains main plot quest. Companion Guidance: In this short conversation, Aveline will express her sorrow at Hawke's loss. Blaming the captain or refusing to listen to her tale of her father both lead to rivalry increases. Mid-Stage Relationship Quests Completing major companion quests and reaching 50% friendship or rivalry with a companion will unlock a special conversation that marks the next stage in that individual’s relationship with Hawke, The accompanying table details these minor quests, with tips on how you might react. See page 182 for further details. Companion Quest Name Guidance I Anders i 1 Questioning Beliefs ^ Flirting with Anders can lead to a ■ romance (unless you’ve already rebuffed an advance from him). Questioning his sanity, casting doubt on Hawke’s dedication to the friendship or dismissing his amorous advances will lead to rivalry increases and may end , any prospect of future love. Aveline Questioning Beliefs Select “You complain while helping me’’ followed by “You’d be bored” for a large friendship increase. Select from “Like they stabilize mages?”, ‘A stupid provocation”, “I need what I need” and “You’re whining about yourself” for a shift towards rivalry. Fenris Questioning Beliefs To flirt, select “Tell me anything you like”. To start a romance, pick “I’m willing” or “This is a little sudden”. To freeze any imminent ardor, pick “Stop right there”. Isabela Questioning Beliefs If you are on the friendship path with Isabela, pick “It all worked out”, “Don’t dwell on the past” or “I wouldn’t bet on it” to please her. On the rivalry path, pick “You’re not free” or “Helping others is rewarding/benefits me” to annoy her. Merrill Questioning Beliefs If you have developed a friendship with Merrill, most options give a low boost in that direction. On the rivalry path, “Just making sure you’re all right”, “I’m here for you” and “She pays by the lecture” ' will all anger the mage. Sebastian Questioning Beliefs Pick “You belong in the Chantry” for a high friendship increase, or “You must take Starkhaven!” for rivalry. Varric A Story Being Told The easygoing Varric has no objections to anything Hawke might say in this conversation. ^Compa nio ^ G^if t s There is a unique 'gift” to find for each companion during Act 2, with each one unlocking a short companion quest where you visit the individual in question at home. You can learn more about how these items can be used to develop relationships on page 182, Companion Quest Name Item Required I Anders Tevinter Chantry Amulet Collect this gift from the Abandoned Slaver Den during Fenris’s companion quest (A Bitter Pill). Aveline The Shield of the Knight Herself Found in a container near the exit to Ser Varnell’s Refuge during the Offered and Lost main plot quest. Fenris The Book of Shartan During a visit to Hightown at night, collect the A Slave’s Life item from a sack in the elven alienage. Isabela A Ship for Isabela Collect the Ship in a Bottle from a chest in Smuggler’s Cut during the Blackpowder Courtesy quest. Merrill Wooden Halla Purchase the Wooden Halla Carving from Master Hen’s Shop at Sundermount’s Dalish Camp. Sebastian The Starkhaven Longbow Collected during the Repentance quest. Varric The Tethras Signet Ring Purchase the Signet Ring from the Trinkets Emporium in Lowtown. 86 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaS‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content) RoaS‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p^'°") [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activfties SIDE QUESTS 'Find and Deliver ' Side Quests 1 Name Start Location Requirements | Lyrium-Laced Bilge Hoop Deep Roads ■ ♦ Find the Lyrium-Laced Bilge Hoop next to the Treasure Cache during the Fool’s Gold quest. ♦ Hand it to the Whiskey Master in Darktown. Swatch of the Jackyard The Wounded Coast ♦ Retrieve the item of the same name from the remains of Fell Orden during the Raiders on the Cliffs secondary quest. ♦ Deliver it to the Ship Spotter in the Docks. The One True Pantaloons Gallows Dungeon ♦ After a battle with Lyrium Smugglers and Dwarf Mercenaries in the Dissent companion quest, collect the Fine Dwarven Trousers from a loot pile. + Present the garment to the Impeccable Bulf in Hightown. Wentworths Sixth Finger The Bone Pit ♦ Collect the Petrified Human Finger from a sack south of the mine entrance. ♦ Deliver it to Sister Phylias in front of the Chantry in Hightown. Waxler’s Hat Disused Passage ♦ Collect Waxler’s Hat from a sack beside a door on the east side of the Disused Passage - accessed via the Docks (Night). ♦ Return it to Waxier in The Hanged Man at night. Seal of the Old God Dumat Disused Passage ♦ Retrieve the Seal of Dumat from a crate in a tiny room in the south of the Disused Passage - accessed via the Docks (Night). ♦ Present it to Bolund the Amateur Annalist in Hightown. The Eyes of Azure Jamos Sundermount ♦ Defeat the Crazed Loner on the upper section of Sundermount - the mountain graveyard visited with Merrill during Act 1 - and collect this item from his corpse. ♦ Deliver the item to Azure Jamos in the Gallows. “South-Song” Gerralt’s Corpse Abandoned Thaig ♦ Collect “South-Song” Gerralt’s Corpse from the Abandoned Thaig dungeon at Sundermount: see page 88 for details. ♦ Return it to “East-Wise” Gerralt in Lowtown. Ream-Rot Knife Sundermount Caverns ♦ Pick up the Ream-Rot Knife from a sack close to the east exit. ♦ Deliver it to Faj in Lowtown. Goosegirl Cameo Wounded Coast ♦ Only available if you have unlocked the Bounty Hunter quest - see page 90. ♦ Collect the item from the corpse of Heborah de Soliere after you kill him at the Wounded Coast during the events of the Bounty Hunter side quest. ♦ Return it to Vorse de Soliere in Lowtown. PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACT 3 MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS Note: These quests generally lead to a reward of one sovereign and 750 XP in Act 2. ^^NDER MOLmT Two tiny find'and' deliver tasks aside, there are no quests that lead you to explore the full Sundermount area in Act 2, However, those who travel the winding path to its upper reaches will find it a fair source of XP and loot. There are also crafting resources to find, ♦ There is a Monstrous Spider just inside the Caverns, supported by smaller spiders. After a second arachnid attack, the final area by the exit to upper Sundermount features two unusually hardy Corpses and a Skeleton Archer, Collect the Ream-Rot Knife from the nearby sack to begin the side quest of the same name, ♦ Back outside, and closer to the peak, collect the Mighty Offense Potion recipe from a pile of bones a short walk west from the cave. On arrival at the graveyard you will encounter the Crazed Loner and a variety of undead. This is complicated by the later arrival of two Shadow Assassins and an Arcane Horror, The Crazed Loner drops an item called The Eyes of Azure Jamos; collect this to begin the side quest of the same name. Higher up the mountain, a pack of Dragonlings attacks. The reason for this sudden switch in local denizens becomes apparent when you reach the top to encounter a Mature Dragon, If you’ve been following advice set out by our Strategy 8C Analysis chapter, a mage armed with a cold'infused staff and the Elemental Weapons spell activated will shorten this battle considerably. Collect the Silver^Threaded Dalish Embroidery item (an armor upgrade for Merrill) before you head back down the slope. There is a final ambush by a Revenant and an Arcane Horror as you approach the Sundermount Caverns, s Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 87 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaB‘p*'°"] [Main Plot Quests] [secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content] [^*^* RoaS‘p*'°"l [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests ] Roadmap*'°"] [Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties“^ V' 1. . f Requirements: If you spared Idunnas life during Enemies Among Us, this quest is formally introduced by a letter at the Writing Desk. If Idunna died, you can start it by interacting with an Evil Tome in the Chantry or Viscounts Keep. Walkthrough: • It may be placed in the side quest category, but completing Forbidden Knowledge is an undertaking that eclipses many main plot quests in terms of size and reward. Tarohnes letter mforms Fdawke of books (known as Evil Tomes) that can be found in and around Kirkwall. When you find these, you presented with three options: ♦ Destroy the book: Choose this option for every book you find, with no exceptions. This is the only way to see the quest through to its conclusion. ♦ Read the book: If you accept the books deal, you will gain two free attribute points. This option is only available with a single Tome: for those that remain, only the “destroy” or “take” options are offered - thus preventing you from completing the quest. (You can claim these attribute points later, so don't feel at all tempted to accept them now.) ♦ Take the book: Ignore this option - it offers no rewards. ^ Regardless of your choice, interacting with each Tome leads to a fight with a group of enemies. ► There are two Evil Tomes in Kirkwall, and three in the Free Marches. The latter Tomes are potentially much harder to obtain. ► Collecting the Tome in the Chantry spawns a Desire Demon and Abominations. ^ An Arcane Fdorror and Abominations will spawn when you interact with the Tome in the Viscount s Keep. ^ The first of the “hidden” Evil Tomes is found on a map named, simply. Cave. The entrance is on the far east side of the Bone Pit. There are no enemies to fight beforehand: you can just stroll over to the book and do with it what you will. A Desire Demon and a handful of undead will appear to remonstrate afterwards. The second Evil Tome is located in the Dank Cave, an unmarked dungeon in the Wounded Coast. This can be found by heading west from the main area entrance, then taking the first path that leads south (excluding dead-ends). '11 see the entrance on your left. You may scoff at the small group of spiders just inside, but the opponent that follows should curb your mirth: a full-grown Dragon. Naturally, cold and constant incapacitation are called for here. You can collect a quite phenomenal cache of treasure once its fires have been quenched, and, of course, pick up the Tome. This spawns a Revenant, Abominations and Corpses. The fifth and final Evil Tome is situated in the Abandoned Thaig. This is accessed via the Recently Opened Passage entrance situated next to the western Sundermount exit. This dungeon is packed with Stone Golems, undead, and Fade creatures of all varieties. The room to the west of the entrance is a dead-end, but features the oppressive combination of a Stone Golem and a Revenant, - the target of priority - in addition to other troops. The important thijrg here is to avoid a situation where your party is divided between battles^ in the corridor and room itself. • The room to the north features a similar battle, but adds a Rage Demon. Direct your aggression at the deadly Revenant first, ideally while, keeping the flaming Assassin quiet with Cone of Cold and Winter's Grasp. Through the east door, interact with “South-Song” Gerralt's Corpse tcf start a side quest. The confrontation in the central room is epic, with waves of ever more powerful Fade creatures joining the engagement as it develops. The Desire Demon, Revenant and Arcane Fdorror are all opponents that you should eliminate with great haste. Even on the normal difficulty setting, some players may find this battle maddeningly difficult. The solution is to order your party to hold position in the room to the west, then lure your opponents back through in discrete groups. ♦ The Nexus Golem is a special merchant who sells a few very interesting items. ♦ Interacting with the Evil Tome will spawn a Revenant supported by Corpses. If you selected any option other than “Destroy the book”, this is the end of the line. If all five books have been pulped, however, the quest will be updated. Ensure that you have a rogue in your party, then travel to Darktown and take the Evil Pit entrance. Inside the Forgotten Lair, pull the Disarming Switch then fight the Stone Golem. The door to the east is locked, which is where your rogue steps in. Fdave them lead the way in the corridor beyond to disarm the numerous traps; order the rest of your party to hold their position to avoid them being drawn forward by the handful of enemies you fight here. At the waypoint, prepare your party then collect the Fell Grimoire. This presents the same options as the other Tomes. ♦ Destroy the book offers no additional reward. ♦ Read the book gives you two attribute points. ♦ Take the book allows you to obtain the Book of Forbidden Lore junk item. As this is sold for a little less than a single sovereign, it's safe to surmise that it's better to opt for the stat boost. At this point, Xebenkeck and three Rage Demons will attack. Xebenkeck is a Desire Demon, weak against nature and electricity elements (but immune to spirit damage on Nightmare difficulty). She imbues her allies with magic resistance, so do everything within your power to slay her quickly. Later in the battle, a Revenant, more Rage Demons and assorted Abominations join the melee. This is the time to refresh your party with Stamina Draughts and Lyrium Potions, then pummel your amassed opponents with a barrage of every AoE attack you can muster. Focus on the Revenant until it falls, and the final hurdle of any significance is over. , Collect the (quite remarkable) selection of loot from the room, then leave via ’ the nearby exit to bring this astonishingly rewarding side quest to a close. 88 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS RoaS‘p*'°"l [Main Plot Quests] [secondary Quests] [companion Questj [ Side Quests ) [Premium Content) RoaS‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaB‘p^'°") [Main Plot Quests] [secondary Questsj Companion Quest^ [ Side Quests j [ *^'Activfties > You must have gained a modicum of respect through your.- dealings with the Arishok during Act 1 (see Blackpowder Courtesy, page 72), - Speak to the Qunari just inside the main Docks entrance. Walkthrough: Head to the Wounded Coast and take the path that leads southwest from the area entrance. When you reach the waypoint marker, an Abomination and a handful of Shades will attack. Kill them, - Report to the Qunari in the Docks to end this quest. However, you may first wish to continue to the southernmost area of the Wounded Coast to complete the Raiders on the Cliffs quest - see page 79, Honoring the Fallen Loot and Reward: > Start Location: Sundermount Requirements: Accept Merrill's companion quest. Mirror Image, then *j>eak to Keeper Marethari with the elf in your party. 1 1 -k The Docks Requirements: Only available if you chose to let Grace and her fellow apostates go free at the conclusion of Act of Mercy in Act 1, Accept the quest from Mistress Selby's Board - see The Underground Railroad for details. Walkthrough: > Visit the Wounded Coast and head to the Bounty Hunter Getaway entrance, ^ Collect the Harlot's Blush Flower just in front of the cave entrance. This is required for the Herbalist's Tasks secondary quest, ^ Inside the Bounty Hunter Getaway, dispatch the first two groups of enemies. The battle that follows features a handful of Bounty Hunter Assassins and a Bounty Hunter Commander, There is a particularly nasty trap just inside the room, so have a rogue take point and disarm it before combat begins. You may find it efficient to have your party make a stand on the raised area on the east side of the cavern, > Speak to the Captured Apostate, Don't neglect to explore the room east of her position - rh'^v'-’ i. f<^sonable cache of treasures inside. Return to M. k - . Selby to claim your reward. MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS I J Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 89 QUEST MAPS STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH INVENTORY * RoaB‘p*'°^ [Main Plot Quests] [secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content] RoaS‘p*'°"l [Main Plot Quests] [secondary Quests] Companion Quest^ [ Side Quests ] RoaSp*'°"] [Main Plot Quests] [secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties “^ Hawke Estate Requirements ^ You must have killed Set Karras during the Act of Mercy quest in Act 1, ^ After completing Blackpowder Courtesy accept the letter that arrives at the Writing Desk. Hawke Estate Requirements: ■ In Offered and Lost, you must have advised VisiLHint Dumar to burn the tortured Qunari. ■ Accept the letter at the Writing Desk. V Walkthrough: Travel to Hightown at night and approach the templars in the Merchants Guild area. Your dialogue choice doesn't matter; they will attack regardless. Focus your party’s aggression on the Templar Lieutenant: if you can kill her quickly, the rest of the battle will be much easier. Templar Archers and Hunters join the altercation after a short time, so it’s better to deprive all hostiles of her beneficial presence. ^ Hightown Requirements Only available if Grace and her fellow apostates were retun Circle of Magi at the conclusion of Act of Mercy. Accept the quest from the Chanter’s Board. Walkthrough: I ^ Walkt hrough: ^ This quest challenges you to locate and dispose of corpses. On arrival at the first two locations, you have a choice of either helping without comment, or attacking the murderers at the scene of the crime. If you opt for a fight, there is no way to complete the quest, though the enemies you slay in the Docks and Lowtown do drop a couple ofj fine items. If you decide to help, the next step is to dispose of the evidence at the waypoint marker. ^ The first body is located in the Docks (Night). EnterT the Habormaster’s Office and speak to one of the Street’ Thugs. The next body is in Lowtown (Night). Speak to the Street Thug in the Residential District. The third corpse is found in the southwest end of Darktown. Simply collect and dispose of the body. ^ Finally, travel to the Wounded Coast: this stage is only available if you have offloaded all three corpses so far. The final body is in the far southwest of the map. The Street Thugs there will attack immediately. O ( ivlect the final body and convey it to the Disposal Point, return to Hawke Estate to claim your reward. ► Jake the Black is located in Darktown. After speaking to him, he summons Shades and a Rage Demon before transforming into a resilient Pride Abomination - a trick duplicated by all primary targets in this quest. ^ Innley of Starkhaven can be found at the top of Sundermount. He will summon assorted Fade creatures. A second wave includes a Desire Demon. If you activate this quest before defeating the Mature Dragon on top of Sundermount (see page 87), Innley replaces this optional adversary (and the Dragonlings on the path) on your first visit. If you wish to fight these, head back to the Sundermount Caverns, then revisit the upper area. ^ Heborah de Soliere can be found at the Wounded Coast. After summoning a company of undead to defend himself (including a Revenant), he will make his transformation into a Pride Abomination. Loot and Reward: Start Location: The Gallows Requirements: Keran must have been expelled from the Order of the Templar^ j after the events of Enemies Among Us. # , j Speak to Templar Recruit Margitte. Walkthrough: Wt, 0 the Docks at night and approach Senestra. She and .... ; . -tchmen will attack with no provocation. This small . :ids after the last hostile has been killed. L_: Loot and Reward: Start Location: The Docks Requirements: ■ You must have persuaded Cullen to retain Keran’s Sirmcra at the end of the Enemies Among Us quest. ■ Accept the quest from Mistress Selby’s Board - see The Underground Railroad for details. Walkthrough: ^ Travel to The Hanged Man during daylight hours and speak with Ser Roderick. Pick any one of the available lies to cast aspersions on your victim, then head to the Gallows. Listen to the Harbormaster’s Assistant, then interact with the Delivery Order. Choose to write in Conrad’s name, then deliver the letter to the nearby Dockworker. O rL'turn to Mistress Selby. The letter that arrives at her , ha'.rd will explain the consequences of your actions. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij [ ^Secondary Questsj Companion Quest^ Q i \ Loot and Reward Start Location: Hightown ^ Requir em ents : ^ Feynriel must have been sent to the Circle at the conclusion of the Wayward Son quest. ^ Accept the quest from the Hightown Chanter s Board. ^ Walkt hrough: ^ Travel to the Wounded Coast and speak to the Mercenary Captain. You have three options to choose from: ♦ The “Mages need training' and “We share the bounty, then” responses both lead you to fight alongside the mercenaries. There are blood mages here so having companions who can enable you to brutalize all present with a barrage of AoE attacks will be of service. The Blood Mage Controller and Blood Mage Hypnotist are the most dangerous of the opponents you face, and should bear the full brunt of your aggression. ♦ Choose the “Let the elves go” option to fight the mercenaries instead. This leads to a slightly lower final reward, but potentially better loot drops. I Hometown Breed ^ I i i Loot and Reward: Start Location: Lowtown (Night) ^ R equirem ents: kill Dog Lords gang members (and their attack hounds) in I * *“wtown at night until a pop-up message appears. Repeat visits may be required. Walkt hr ough: The Dog Lords have a mix of archers and melee fighters in their ranks, supported by ferocious Mabari. Less physically robust mages should be mindful of the danger that their archers can represent in numbers - but then, you should be entirely familiar with this by now. ► Once the notification appears, enter the Decrepit Alley. The gang leader (the wonderfully named Cor “The Bastard” Blimey) is an archer, so you'll want to silence him straight i'.5-ay. Hold position on the stairs to clear only the Dog Lords «Sat detect you immediately, then push forward into the area lo face the rest. Once the last hounds and handlers fall, leave Via the marked exit. PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACTS MISC. ACTIVITIES Start Location: Hightown (Night) Requir ements: Fight the Invisible Sisters in Hightown until a pop-up message appears. Repeat visits may be required. Walkthrough: ■ Though usually very weak. Invisible Sisters armed with dual daggers will exhibit Assassin-type behaviors. This gang has no ranged fighters when encountered on the streets; it's very melee-focused, which makes them vulnerable to AoE attacks. ^ Once the quest formally begins, enter the Suspicious House. Ensure that all party members enter the main : ®om, then set about killing the initial group of Invisible Sisters. Their leader, “Gracious” Gillian Winger, is actually iU archer. She's not astonishingly tough, so try to dispose * f her at an early stage in the fight. Ensure that you kill i**^ery last gang member to receive the quest completion i 1 Dtification, then return to Hightown. Consequences: As a reminder: if all nine gangs are eliminated across the three Acts, you can claim a special reward. Enter the Docks at night and kill Undercut Thrifters until a pop-up message appears. Repeat visits may be required. Walkthrough: As with the Invisible Sisters, certain Undercut Thrifters have very low health but exhibit Assassin behaviors. They also have no ranged fighters. ^ Once your labors on the streets unlock the hideout, enter the Run Down Alley to fight the gang leader: “Kanky” Hammertoe. Dispatch him quickly to avoid the nuisance value • Lhis backstabs (and propensity for disappearing) while you d ' /astate his cohorts. Explore the area to locate any stragglers, tl'»^n depart once the quest is marked as complete. T/ Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 91 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests) [secondary Quests) [companion Questj [ Side Quests ) [Premium Content] LaB‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] RoaS‘p*'°"l [Main Plot Quests] [Secondary Questsj [companion Quest^ [ Side Quests j [ Activities'^ The Last Straw ACT 3 COMPLETION ROADMAP This diagram will help you plan your route through Act 3 by revealing the unlock progression for all main plot, secondary and companion quests. You will find fact sheets for these in the pag:'s thit follow, plus guidance for smaller side quests and rimr uni. - c conditions. Legend Main Plot (^uest * Secondary Quest Companion Quest Act Opening/ N/ risiL«/iiiig Quest Closure ^ Haunted No Rest for the Wicked L 1 1 ^ A Small Problem ^ ^ — 1 i . .. ^ Favor and Fault ' Tr-y- 1 r^~ ■ ■ ^'i» Best Served Cold ! On The Loose Gamlens Greatest Treasure A New Path Justice ^ Alone Visit Gamlen ! ^ A Talking To ! Check on Anders Speak Fenris : ' Herbalist s Tasks Isabela's Regret A Murder of Crows Faith V I The Storm and What Came Before It Champ and Mine Massacre I Finding Nathaniel I npions ains Capt [Available from the start of Act 3 must have access to this Premium Content quest. For further details, visit dragonage.com/ da2/ addons. ^Prot^ct^by copyright Unauthorized or unlawful coi^ing.ox.tjttyvrrloading expressly-prphib^tedj HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij ^Secondary Questsj [ Companion Quest^ Q Miscellaneous 1 Activities J Accept the letter from the Writing Desk, Walkthrough Addendum: ^ If you have started The Lost Swords (see page 106), you will find one of the ten Qunari blades in the northeast room of the De Launcet Mansion, Even if he's not a regular travelling partner, it's worth taking Varric along just to see his brief reaction to the Comtesse, ^ When you meet Emile, you can actually let him go free. This counts towards the “Arcane Defender'' Achievement and Trophy, The other options are to insist that he returns immediately or to first permit him the night of passion he craves, ^ If you chose the option to give money to Walter, it will cost five sovereigns. You can find the Rune of Devastation design in the chest next to the Sewer Passage exit, ^ Those who opted to let Emile go free can brazenly admit this to Meredith at the end of the quest for a furious reaction or claim that they killed the misguided mage. Consequences: If you encouraged Emile to return to the Circle, the Comte de Launcet will send gold tokens of his appreciation via a letter at the Writing Desk, Emile will then make a cameo in a later quest. Companion Guidance: If Anders is in your party, he will take umbrage at the knight' commander during the closing conversation. Supporting his argument leads to a moderate friendship increase; telling him to be quiel increment in rivalry. The quest giver depends on your choices in the Act's opening set-piece squabble. See Showdown for further information. In all other respects, the actions you perform are identical, L he Templar Lieutenant you fight in Hightown inquishes Protection of the Faith, the final armor iq grade for Sebastian, After discovering which hostage the conspirators have taken, you can free Keran, threaten to report him, or kill him on the spot. Collect the Blade of Mercy from the nearby chest (a gift for Fenris - see page 104) and the Sigil of the Mage Underground armor upgrade for Anders from the northwest room before you leave, ^ The party member who is kidnapped is chosen in the following order of priority: ♦ If Bethany or Carver survived, they are the conspirators' primary target, ♦ If Bethany or Carver died in the Deep Roads, the conspirators will kidnap Anders or Merrill if you are in an active romance with either - but only if they are not in the current party, ♦ If you are in a romance with Isabela or Fenris, they will be taken if left at home for this quest, ♦ If none of the above conditions are met, the kidnappers will simply snatch the companion with the highest friendship rating who is not accompanying Hawke when you speak to Keran, ^ If you completed the Raiders on the Cliffs quest during Act 2 and the trip to the Wounded Coast is your first of Act 3, -ui individual named Evets will attack when you arrive, ^ ,\il conversations with Thrask lead to the same narrative Jrstination, How you get there is purely a matter of playing the role of Hawke as you see fit, ^ Cullen will ask if Hawke has a recommendation for Meredith, “Be merciful'' will lead to no further deaths, while “Kill them all'' will see the conspirators executed, “Give Samson another chance'' will lead to the Fereldan being restored to his position as a templar. If you choose this option, he will appear in a later quest. MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS ■■■ ■ S V ' , r- -J - , ^ ^ ^ ■ - Protected by 9op^right. JnautHon^ unlawful cdi^Vlng or downloading expresslyprohibited.'^ ' ' ^ HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ^Main Plot Quests] ^Secondary Questsj [ Companion Quest^ ^ Side Quests j [ Activities'^ ] ^ Complete Best Served Cold, ^ Accept the letter from the Writing Desk, Walkthrough Addendum: Be sure to wrap up any outstanding quests before you read the letter as there's no going back once you arrive at the Gallows, You should also note that any items stashed in the Storage chest at the Hawke Estate can be retrieved at a key stage in this quest. If you are playing on higher difficulty levels, placing extra potions inside may be useful. There is a lot of notable loot (including some valuable weapons, armor and accessories) in this quest, so don't assume that there's no need to forage for treasures. You may find them useful in future downloadable content, for The heated confrontation between Meredith and Orsino in Lowtown places you at a crossroads: no matter which dialogue options you choose, you must commit Hawke to one side or the other. Your decision determines how the next section of the quest will play out and may cause one or more companions to leave Hawke's side. If you side with the mages, Fenris will leave immediately unless you have completed all companion quests and his finahstage relationship conversation. Questioning Beliefs, If Fenris leaves, Aveline will stay no matter what happens. If Fenris stays, Aveline will only depart if her friendship level is below 50%, ♦ If you set Anders free, those siding with the mages will have an opportunity, to ask him to rejoin later in the quest. Players who favor the templar path will have a very different encounter, ♦ If you kill Anders, he plays no further part in the story, ► If Bethany or Carver joined the Grey Wardens and you completed the Finding Nathaniel quest during this Act, they will arrive as you make your way east through Lowtown, You can either let the surviving sibling join up or send them away; in the latter instance, they're gone for good, ' If you side with the templars, you take the same path through Lowtown and the Docks as you would if you sided with the mages, but templars will be your allies, not your foes. This makes the first fight in Lowtown rather easier, ► When you reach the Gallows, there is one last opportunity to persuade companions to stand by you in the final battles, ♦ Aveline will rejoin if you are on the friendship path, but only if she didn't resign as captain after the events of Favor and Fault, ♦ Fenris or Merrill can be swayed to come back if you are on the friendship path, ► After you've regrouped with whichever side you are supporting, you have one last chance to speak with Hawke's friends and rivals before the last part of the quest. If you are in a romance, this is the opportunity to “complete" it by speaking to them (and, if all conditions have been met, unlock the “Romantic” Achievement or Trophy), If Anders was set free earlier, he appears in the Gallows Prison and can be invited to rejoin the party. If Bethany survived the Prologue and joined the Circle, she will also be in attendance (in a pro-templar playthrough, you can then have her killed by Meredith in a special scene after the battle against Orsino), ^ There is a special dialogue option available if you side with the templars and Aveline remains captain of the guard after Favor and Fault, Speak to her in the Gallows Courtyard after Meredith has addressed those assembled and select “The guards must fight with us”. This will lead to additional help from allies in battles ahead. ♦ If you side with the templars, Anders will leave the party. After choosing a side, you must either ask Anders to come with the party, set him free or execute him on the spot, ♦ Unless you execute Anders, Sebastian will leave permanently. There is no further negotiation on this issue. ^ Mage sympathizers must battle from the Gallows Dungeon to reach the Gallows Courtyard, as detailed in the Walkthrough chapter. If you side with the templars, you must instead fight through the Templar Hall to reach the Gallows Dungeon, where Orsino awaits, ♦ The first area of the Gallows Dungeon is lined with Circle Mages who snipe at your party from raised vantage points as you fight numerous Fade creatures. Unless you reduce the number of mages quickly, this becomes one of the most difficult battles in the game - far harder than the equivalent confrontation if you sided with Orsino, ♦ After the confrontation ends, you can choose to kill or spare certain mages. Even on a pro-Meredith playthrough, it's worth allowing these to live just to see the look in her eyes,,, ♦ There are more Circle Mages, Blood mages and Fade denizens in the east room, though the confined area makes this an ^sier fight, ' n Protected by copyright. UnauthMS HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests) [secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content) LaB‘p*'°"l [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] Roadmap^'°"l [Main Plot Quests] [Secondary Questsj [companion Quest^ [ Side Quests j [ *^'Activfties“^ — ^ No matter which side you pick, the Templar Hall has a selection of optional battles. The two small rooms on the east side of the map both contain enemies to fight; the one to the north is a trap. To escape, have 3 rof^ue pick the lock on the door or defeat the Rage The area on the west of the map has two discretionary battles, including one where you face two Pride Drrmmi simultaneously. You can collect some very fine rewards in these areas. jllONSEQU EN CES: After the final credits. Dragon Age II creates a “Post- Campaign” autosave. If you have just completed an optimal playthrough, it may be a good idea to load this and save a manual backup in anticipation of future downloadable content adventures. ^ You can also be confronted by Fenris, Aveline, Merrill or Anders at the Templar Hall if they left the party earlier. Though Aveline will leave, unwilling to draw her blade in anger, the others will attack, ^ On a templar playthrough, Orsino is a more demanding foe. Unlike a mage playthrough, you have fewer allies to keep him occupied, so you'll need to micromanage your party and keep them in good working order. Also pay more attention to the Corpses that appear: they're more than a mere nuisance here, and dispatching them swiftly is essential. Perhaps acknowledging the greater challenge that this fight poses, you can shop with Sandal before you return to the Gallows, ^ You can have up to eight allies active in the final battle against Meredith: ♦ Hawke and the three members of the active party, plus Cullen: a mandatory fixture, ♦ Dog counts towards the total, so you might wish to send him away in order to see other cameos, ♦ As Meredith's health falls throughout the battle, additional companions can join the fray. In order of priority, these are Bethany, Carver, Varric, Anders, Aveline, Fenris, Isabela and Sebastian, Finally, there are three additional cameos that can occur if you have completed specific quests: Donnie (if you completed The Long Road and have Aveline in the party), Zevran (A Murder of Crows) and Nathaniel (Finding Nathaniel), PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACT 3 MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests) [Secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content) LaB‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] Roadmap^'"") [Main Plot Quests] [Secondary Questsj Companion Quest^ [ Side Quests j [ Activities'^ Loot and Reward: Start Location: Gamlen's House Requirements: Read the Crumpled Note in Gamlens House. Walkthrough: Speak to Gamlen, then head for Darktown and approach MekeL This unsavory fellow and his henchmen will attack no matter which dialogue choices you favor. Rifle through Mekefs remains to find a note entitled The Wallop Mallet. Return to Gamlen's House. Speak to Hawke's uncle, then examine the Wallop Mallet on the north wall. Leave the house and head to the elven alienage, then interact with the tree. Travel to the Docks at night and enter Smetty's Fish Guttery. The container you seek, a red crate marked Shipment 1023, is on the raised area directly opposite the entrance. After the trap has been sprung, move your party out of the affected area, then slay the Mercenary Commander and his cohorts. Collect the Note for Gamlen item from the leader's corpse, then leave the area and journey to The Sink a new location in the Free Marches. On arrival at The Sink (see map on page 139), you are ambushed by Corpses, Skeleton Archers ► When Veld attacks, deal with him first: removing him from the conflict swiftly will deprive his allies of his buff effect. The benefits of doing so will become apparent as the battle progresses, with successive waves of enemies (including Mabari and a Mercenary Assassin) arriving in an attempt to grind your party down. ^ In the post'battle dialogue, your decision in the final set of conversation options determines the conclusion of the quest: ♦ “You should meet your father" is the diplomatic answer and the choice to make if you'd like to wrap this quest up with a heartwarming finale. ♦ Selecting the“Give me the gem" or“I don't care" options will anger Charade, who will leave in disgust after relinquishing the Gem of Keroshek. ^ Return to Gamlen to end the quest. Consequences: ' If you told Charade to speak to Gamlen, she will be present on your arrival at his house. In this conclusion, the happy ending should be its own reward. You will also find a letter from Charade when you next return to the Hawke Estate. ► For those who prefer a more tangible payment for their labors, engineering immediate estrangement with the long-lost cousin will allow you to keep the mildly interesting Gem of Keroshek (see page 207) when Gamlen later decides that he does not want it. Choosing whether to tell him how you obtained the amulet or not is at your discretion: the end result is the same. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij ^Secondary Questsj Companion Quest^ Q Miscellaneous 1 Activities J PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 iNE Massacre -S— Loot and Reward: W W W W W t Start Location: Hightown/The Bone Pit Requirements: If you completed The Bone Pit and Inside Job in previous Acts, speak to Hubert in the market area. Alternatively, the quest begins automatically if you arrive at the Bone Pit area. Walkthrough: ^ First things first: preparation is key for this battle, especially for those playing on the Hard or (heaven forefend) Nightmare difficulty levels. Stock up on Potions, draft in Anders to act as a healer (unless you adopt that role yourself), and consider applying poisons to all weapons. It also makes sense to take a tank along. If you have a mage with the Elemental Weapons spell, equipping a staff that inflicts cold damage will make a real difference (see page 199 to find out how to obtain Cold- Blooded or Mutiny for example). ► Jump headlong into the battle and see how it develops. If your first foray is humiliatingly truncated, thats probably the time to think about backtracking to invest in specialist equipment (such as armor, accessories or Runes that offer fire resistance). ► The High Dragon (see page 227) attacks the moment you reach the open space in the lower portion of the map. This is a multi' stage confrontation against an opponent with extremely high endurance and some truly vicious attacks; ' - ♦ The battle begins with the High Dragon facing your party on the ground. Keep ranged fighters well clear of the beast and spread out. If you brought a tank along, this character (most probably Aveline) can maintain its attention throughout this stage. Having to heal one character at a time is much less difficult than addressing an assortment of wounds. ♦ The High Dragon will change position suddenly throughout this fight. When it lands on a perch overlooking the basin, successive waves of Dragonlings will enter the battle. These are not particularly challenging: the danger lies in the High Dragons tendency to snipe at party members with homing fireball attacks. These inflict splash damage, so be sure to keep everyone spread out. This is the point where vigilance is everything and where having high fire resistance (for example thanks to a Rune of Fire Warding) makes a huge difference. Be ready to use Potions and healing spells at a moment's notice, especially when weaker mages are targeted. An efficient strategy in these instances is to have two party members (especially melee fighters) focus on the smaller enemies while the other pair continue to bombard the main target. ♦ Once the Dragonlings have been defeated, the High Dragon returns to the lower level, and the cycle returns to the beginning. However, future Dragonling waves can also feature at least one Dragon. When these appear, it makes sense to direct all your aggression at them immediately. ^ When the High Dragon eventually falls, its valediction is an incredible haul of loot - more than adequate recompense for the grind you have just (probably barely) survived. Of particular interest are the Dragon's Blood (a unique ingredient for crafting Runes - see page 214), the Enchanted Resin armor upgrade for Fenris, the Champion chestpiece, and the High Dragon Fire Gland. ' If you accepted this commission from Hubert, return to him now; otherwise, the quest ends here. No matter your choices in the final dialogue, if applicable, there is no further reward other than a final XP increase. Consequences: Collecting the High Dragon Fire Gland unlocks the final short stage of the Herbalist's Tasks quest. ACT 3 MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests) [Secondary Quests) [companion Quest^ [ Side Quests ) [Premium Content) LaB‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] [^*^* Roadmap [Main Plot Quests] [Secondary Questsj Companion Quest^ [ Side Quests j [ Activities'^ Loot and Reward: W W W W Start Location: Hightown Requirements: ^ If you have imported a Dragon Age: Origins save game, Zevran must still be alive, ^ We strongly advise that you complete A Murder of Crows before you embark on ^ Merrill's Act 3 companion quest, A New Path, If you choose to kill the Dalish before they tell * you where to find Zevran, the A Murder of Crows quest cannot be completed, ^ Speak to Nuncio outside The Blooming Rose, Walkthrough: If you can still count on Isabela's support, bring her along for this quest: her presence makes a big difference. Travel to Sundermount, If this is your first visit to the area in Act 3, you are ambushed by thieves shortly after you arrive. Plunder the Thief Leader's remains to obtain the Sylvanwood Ring, a gift for Merrill, You can also collect the Awiergan Scroll from the path that leads to the Dalish Camp to start The Awiergan Scrolls: Third Aspect, Speak to Variel and select the “I'm here for the Antivan'' option, then head for the Mountain Cave via the path that leads northwest from the Dalish Camp, There is an Ogre supported by Hurlock Bolters near the Recently Opened Passage entrance, and a ferocious collection of Wasp Spiders outside your destination. Collect the Rune of Valiance Design from the pile of bones as you journey between th^^ two battles, * Inside the Mountain Cave, there is a multiple-wave attack by assorted spiders; pull back to the top of the wooden staircase to force them to approach in single file. Once the last arachnid has expired, loot the pile of bones to obtain the Boiled Leather Plates armor upgrade for Isabela, ^ At the far north of the cave (up on the map), a Varterral will attack. You should be familiar with this opponent from your visit during Merrill's Act 2 companion quest but, if not, consult pages 83 and 228 for further details, ^ In the conversation with Zevran, you can choose to take him back as a prisoner to Nuncio or let him go free (see Consequences), If Isabela is in your party, she and Zevran will engage in coquettish banter; Zevran may also playfully engage with Hawke, However, if you are using an imported world state from Dragon Age: Origins in which the Hero of Ferelden ended the game in a relationship with Zevran, his approach will be rather less flirtatious, ^ After making your decision, loot the nearby treasure piles and leave. Travel to the Antivan Camp, After the cutscene, the Antivan Crows will attack. Deal with Nuncio first, or at least disable him while you reduce the number of blades and bows ranged against you. This battle is rather tough at the outset (and more so if you chose to take Zevran captive), but settles down after an initial difficulty spike. When the dust settles, speak with Zevran to conclude the quest. Consequences: ^ If you allow Zevran to leave the Mountain Cave, he will return to fight alongside Hawke when you reach the Antivan Camp, He also offers the player a rather fine dagger as an additional reward. Bind and deliver him to Nuncio, though, and he cannot participate in the combat that ensues. He is not particularly offended by this outcome but offers no additional expression of his gratitude, ' On the strict proviso that Zevran was not in a relationship with the Warden (living or dead) in an imported Dragon Age: Origins world state, there's additional fun to be had. If Isabela is in your party, she will proposition Zevran, Select the “All right. I'm game'' option if you are currently romancing the Rivaini to initiate a threesome. ERBALIST S TaSKS L2 Loot and Reward: Start Location: Bone Pit Mines Requirements: Slay the High Dragon to complete the Mine Masi *. ^ quest and claim the High Dragon Fire Gland, Visit Solivitus at the Gallows to claim a unique prize: Urzara's Tooth, a very powerful amulet. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij ^Secondary Questsj [ Companion Quest^ ^ Sii SidePuestTn i "toti'S" I Finding Nathaniel PRIMER WALKTHROUGH Loot and Reward , ^ Start L ocation: Hightown Requirements: , To play this quest, you must be using an imported Dragon Age: Origins world state in L which you played the Awakening expansion, V recruited Nathaniel, and he was not killed in the siege on Vigils Keep, This is also available if you selected the Martyr preset world state during the initial character creation process. Walkthrough: Agree to help Delilah Howe near the Chantry in Hightown, then set off for the Deep Roads. Ensure that you have an adequate supply of useful potions before you depart as this quest has a demanding finale. You will encounter Nathaniel Howe besieged by darkspawn. Nathaniel will accompany you as a guest party member for the duration of this quest. If he and Anders were acquainted from your Awakening playthrough, there are additional scenes and snatches of banter to enjoy as you progress through the area - so its definitely worth bringing the brooding mage along. ' After speaking with Temmerin Glavonak, continue forward to trigger a battle with assorted darkspawn and an Ogre. The piles of rubble in this area make it easier to avoid the latter s charges, so be sure to take advantage of them. Pull the lever to open the way forward, then continue to the lower level. ♦ If Bethany or Carver joined the Grey Wardens during the Deep Roads Expedition, they will be waiting here and will join in the ensuing battle. ♦ If not, Nathaniel laments that his companions were killed; after this, its straight into conflict. ' The climactic confrontation begins with waves of darkspawn attacking from multiple directions. Dont be too quick to congratulate yourself as they fall with little effort. After this easy start, two Ogres arrive and a third follows when these two have been dispatched. Direct most of your party's fire at one Ogre while using your tank and AoE attacks to suppress the surrounding darkspawn. If all else fails (including causing explosions with the levers), retreating to Temmerins position at the start of the battle will enable you to face the waves of enemies in a more controlled manner. ► The battle over, Nathaniel (and Hawkes surviving sibling, if present) will bid the party farewell. Search the area for treasures (in particular the Drakeskin Leg Straps - the final armor upgrade for Varric), then depart via the door to the west. Consequences: If Carver or Bethany joined the Grey Wardens, completing this quest means that they can make a further (and more substantial) appearance later in the Act. QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACT 3 MISC. ACTIVITIES MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS Social Calls As with the start of Act 2, this new chapter in Hawkes rise to prominence begins with a selection of short companion quests that enable you to catch up with Hawkes allies. Quest Location The Storm and What Came Before It The Hanged Man (Varric) ( Check on Anders Darktown Clinic | 1 Champions and Captains Viscount’s Keep Barracks (Aveline) Speak to Fenris Fenris’s Mansion A Talking To * Merrill’s Hut 1 Isabela’s Regret The Hanged Man Notes ♦ If you have satisfied the conditions, speaking to Fenris will begin his Act 3 companion quest immediately. ♦ If you completed Avelines Act 2 companion quest, she and Guardsman Donnie will be married. ♦ Any ongoing romantic relationship with Anders or Merrill may have led to them moving in with Hawke between Acts 2 and 3. If this is the case, there will be an opportunity to interact with the appropriate squeeze at the start of this Act. ♦ If you have Dog (see dragonage.com/ da2/ addons), a quest notification (Beware of Dog) will pop up when you first visit the Hawke Estate. To complete this, interact with Hawkes hound in the bedroom. 99 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests) [secondary Quests) [companion Quest^ [ Side Quests ) [Premium Content) LaB‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] Roadmap^'"") [Main Plot Quests] [Secondary Questsj [companion Quest^ [ Side Quests j [ Activities'^ Travel to Hightown at night and enter the Viscounts Keep, Approach the Throne Room and go through the door, A Blood Mage and a collection of Apostates will attack; deal with the former first. Note that Sebastian has the key to the locked door. After speaking with Leliana, return to the grand cleric in the Chantry, Companion Guidance: There is a big friendship increase from Sebastian purely for accepting this quest. Return to Elthina and say “You wont leave j*” followed by “Please reconsider” for a high friendship increase with the Starkhaven exile. Pick “You must be safe” followed by “Fine, But don't think you're my priority” for a large rivalry boost. Fenris must be an active companion, and you must have completed A Bitter Pill in Act 2, Demon, When the Corpses crawl in, Danarius will enter the fray. Ignore all other targets and direct your party to attack him immediately. In the closing dialogue, you can intervene and prevent Fenris from killing his sister. This determines how the quest ends and is very much a matter of personal preference. Companion Guidance: J Complete Speak to Fenris, Walkthrough Addendum: During the conversation with Danarius, there are a handful of options to choose from. If you select “Take him”, a horrified Fenris will question Hawke's response. Confirm the choice, and he will be led away by Danarius, You will receive a payment in coin immediately and a further reward in a letter at the Writing Desk, All other options lead to combat. ^ If you choose to fight, the first wave of Slavers are soon replaced by Shades and a Rage Betraying Fenris leads to large rivalry increases with Aveline and Sebastian, with moderate ire from Merrill and Varric, Anders, if present, will express mild friendship feelings. If you intend to keep Fenris but wish to max out rivalry, ^ initially refusing to support him, then changing your mind, will leave him utterly furious. The “He's no one's slave” option will please Aveline and Fenris, Fxpect a large# rivalry boost from the elf if you attempt to negotiate with Danarius, Selecting “You deserve to die” when Fenris is poised to execute Varania leads to a large friendship boost. If you persuade him to spare her, note that the “She's not responsible” argument will lead to a rivalry increase - as will the “You're blaming magic:’” dialogue choice in the aftermath. w w ir TT ir ; t Anders must be an active companion. Complete Check on Anders, Walkthrough: Speak to Anders at his clinic. Agree to help him if you wish to undertake this quest, as refusal will end it immediately - see Consequences, The next area you visit has several traps, so you may wish to bring a rogue along. ^ Take a stroll to the south of Darktown and enter the Sewers, The objective here is to interact with all Sela Petrae deposits. The area just inside the entrance is populated by Lyrium Smugglers (with the Foreman variety being the most formidable) and Dwarven Mercenaries, To the south, a Raider Reaver and Apostate Mages offer a slightly sterner test. The biggest battle is in the north of the Sewers, where a larger group of the enemy types encountered at the start are joined by a Pit Boss - an Assassin, Collect the final two deposits, then depart through the nearby exit, ^ Your next port of call is the Bone Pit, Head to the far east of the map and enter the Drakestone Mines, As with the Sewers, you must fight your way through an assortment of opponents while retrieving the Drakestone 100 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij ^Secondary Questsj [ Companion Quest^ Q Miscellaneous 1 Activities J 4 i Justice (Continued) deposits. The mines are infested with spiders of the Corrupted, Giant and Poisonous varieties, so electricity damage in any form will serve you well The Monstrous Spider that awaits to the south is particularly vicious. Its movement and attack speed make it a relentless foe, so use everything in your power to grind it into submission rapidly and keep the spiders attention on your tank. After collecting the final deposit, return to Anders's Clinic in Darktown. If you pledge to help him in one last task, travel to the Chantry. Anders will leave as soon as you arrive; if present, Sebastian will also depart. Speak to the grand cleric on any topic that takes your fancy. After Anders intervenes, you are automatically returned to Darktown. Speak to the mage to end the quest. Consequences: Refusing to help Anders at two pivotal points in this quest (the start and the point when you return to the clinic after collecting the ingredients) will end it immediately. Companion Guidance: ► In the opening dialogue, agreeing to help Anders leads to a moderate rivalry increase with Fenris; expect a friendship boost if you turn the mage down. ► If you aspire to friendship with both Anders and Sebastian, it's advisable to leave the Starkhaven noble behind for the final section of this quest. Agreeing to help Anders enter the Chantry by distracting the grand cleric will please the mage and perplex the pious prince. The reverse will lead to massive . increases in rivalry with Anders and friendship with Sebastian. Start Location: The Fdanged Man Requirements: ^ Complete A Small Problem. ^ Walkth rough: You must have Varric in your active party to begin this quest. On arrival at Bartrand's Estate, visit the room in the northeast of the mansion to view a cutscene. This unlocks all nearby doors. Fdead into the central area and enter the bedroom to the east. Manually position your party in the lower area of the room when the Ethereal Golem attacks. This will allow your ranged fighters to maintain a discrete distance from your opponent. The Golem will disappear on the first two instances where its health gauge is depleted by one third, and a wave of Shades will attack in its stead. Use a couple of AoE attacks to banish these, then resume your assault. The Ethereal Golem is a heavy hitter, but is easily transfixed by a capable tank; this gives ranged fighters the luxury of bombarding it with near impunity. ^ With the Golem dispatched, advising Varric to get rid of the shard leads to the best reward (see Consequences). All areas of the mansion are unlocked at this stage. Fdead into the bedroom in the southeast of the building to find a chest with a Master lock and a book marked Ledger, which triggers an optional cutscene. Once you are sure you have cleared the mansion of all valuables, return to Fdightown. Consequences: If Varric keeps the Lyrium Shard, his weapon Bianca receives three additional Rune slots; the quest ends once you leave the mansion. If the shard falls into Fdawke's possession, there is one final step to complete the quest: visit the Fdawke Estate to consult Sandal. Rather than destroy it, Fdawke's resident savant will create a Primeval Lyrium Rune. When applied to a weapon, this unique item will bless its user with a significant attack speed increase. Think long and hard before installing this irreplaceable Rune on an item that might be rendered obsolete in the not too distant future. If you have a soft spot for - Varric as a key party member, Bianca might just be an appropriate place for it.' Then again, just think about what Isabela might accomplish with it placed on a top'tier dagger... Companion Guidance: Varric's reaction to Fdawke's counsel at the end of the quest depends on your \ relationship: a crystallized friendship will beget further friendship and so ' forth. Sebastian will approve if Fdawke advises the dwarf to get rid of the Lyrium Shard. ★ ★ ★ ★ ^ Loot axd Reward: Requirements: Complete On The Loose. Speak to Varric at The Fdanged Man. This conversation acts as a lead-in to his Act 3 companion quest, Fdaunted. ★ ★ ★ ★ ★ Loot and Reward: Requirements: This quest is an epilogue to Fdaunted, in wIik Ii A reflects on recent events. t PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACT 3 MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 101 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests) [Secondary Quests] [companion Quest^ [ Side Quests ) [Premium Content) LaB‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] Roadmap^'"") [Main Plot Quests] [Secondary Questsj [companion Quest^ [ Side Quests j [ Activities'^ ’' i Favor and Fault lj: Loot and Reward: w vr w ir tt L I Start Location: Hawke Estate Requirements: You must have completed Avelines Act 1 companion quest, The Way it Should Be. Finish On The Loose. Accept the letter from the Writing Desk. Walkthrough: Speak to Aveline at the Viscounts Keep barracks, then travel to the Docks at night with the guard-captain in your party. Your rendezvous with Guardsman Donnie sees him in the midst of a fracas with Coterie Thugs. After this first wave has been defeated, a second arrives just behind your position. These generic thugs are simple cannon fodder, though be careful not to miss the Coterie Alchemist and Coterie Rogue in their midst. Travel to the Gallows to speak with Cullen, then continue on to Lowtown at night. As with Donnie, Guardsman Brennans contribution to the story is tailored to address whether Aveline married or not. (The impression, for those who cannot bear to miss a quest on a subsequent playthrough, is that Aveline is a harder individual who inspires less loyalty without the softening effect of her relationship with Donnie. Indeed, in this * alternative plot strand, he is one of her most vocal critics.) On arrival at Darktown, Street Thugs and Mercenaries litter the streets before you reach the disgraced Jeven. Your first dialogue line with this embittered opportunist has a profound effect on how this quest ends: If you completed Avelines Act 2 storyline, no guardsmen will stand alongside Jeven: just a mob of insurrectionists. The best solution is to let Aveline take over with the companion dialogue option. This is the only way to keep the captain happy; it also has the effect of reducing the number of enemies you face by half If you make a personal response to Jeven, expect increased rivalry: this isn't Hawke's battle to fight. If you did not complete The Long Road, you can remove the assembled guardsmen from the fight ahead by suggesting that Aveline should bear partial responsibility for being so hard on her subordinates. This will piss her off mightily but make the resultant fight easier. The alternative is to comment that the guardsmen present have made their choice; Aveline will concur, which leads to combat with all in attendance. However, this last option will cause Aveline to resign as guard' captain: a development that will affect her loyalty to Hawke in a future crisis. ' Jeven is an Assassin with a colossal health gauge, so your best bet will be to keep him quiet while you deal with his angry mob. This will take a little micromanagement, but should be no great challenge at this stage in the game. Reinforcements arrive from behind your position on the staircase, so you may wish to greet them with AoE attacks and reposition any exposed ranged fighters. After the fight ends, collect the Deflecting Joints - Guardsman Pattern companion armor upgrade from Jeven's remains. Return to the Viscount's Keep to receive the captain's gratitude or admonishment. ^ * 102 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij ^Secondary Questsj [ Companion Quest^ Q Miscellaneous 1 Activities J Start Location: Merrill's Hut Requirements: Complete A Talking To and On The Loose. Visit Merrill Walkthrough: After speaking to Merrill and travelling to Sundermount, you can have an optional conversation with Keeper Marethari before you begin your climb to the Pride's End cave entrance. To cut down on travel time, we suggest that you complete two of the Awiergan Scrolls side quests during this visit to the area: see page 103. There is a battle against spiders, Shades and a Shadow Warrior near the Sundermount Caverns exit. Destroy them in that exact order. At the graveyard, you can interact with graves. Three contain loot, two are empty and one spawns a wave of enemies when you interact with it. Expect Corpses, Skeleton Archers, a Shadow Warrior and, finally, a deadly Shadow Assassin. Clear the first three enemy types before the last arrives, then disable the Shadow Assassin with a concerted assault. After a profitable bout of graverobbing, interact with the shrine for an optional cutscene before you continue. There are Dragonlings and a Dragon as you approach the upper reaches, while Corpses and another Shadow Assassin await outside the cave entrance. Once again, try to keep the latter incapacitated at all times, as he may be capable of killing a slightly weakened mage with a single attack. Once inside Pride's End, collect the Felandaris (a rare crafting ingredient), then interact with ♦ When the Pride Demon appears, brace yourself for a demanding confrontation. This opponent can alternate between two forms, each with distinct strengths and weaknesses: see page 231 to study these. In the first part of the battle, it favors melee attacks that have an AoE range. Keep your party spread out to minimize collateral damage. ♦ This malevolent entity summons cruel facsimiles of Merrill's former Dalish clan that taunt her throughout the first stage of the fight. These are a distraction, nothing more: focus purely on the Pride Demon. (As an aside, killing the Dalish apparitions does marginally increase the XP that you gain from this fight.) ♦ In the second stage, the Pride Demon favors its Crushing Prison attack. This is telegraphed by the appearance of an effect radius, so briefly pause your assault to move party members out of the danger zone before you resume hostilities. ’ Once the Pride Demon falls, select the “You said you had to die' option to bring the battle to a close. Picking the “I'm glad that's over'' dialogue choice leads to an additional third section of the fight, albeit with the creature damned to fairly swift destruction by a vastly diminished health gauge. ■ When the confrontation ends, respectfully purloin items from the Keeper's corpse, including the Halla Horn Buckles - Merrill's final armor upgrade - before you leave the cavern. ■ The remaining Dalish meet the party with escalating suspicion and hostility as you step out onto Sundermount. If Hawke takes responsibility for Merrill they will grudgingly allow the party to leave. The other two dialogue options lead to a challenging battle with minimal rewards. Consequences: J 1 ■ If you do not complete this quest, you cannot reach the final stage in a romance with Merrill. ■ Should you avoid conflict with the Dalish after defeating the Pride Demon, returning to Sundermount with Merrill in your party will cause the entire clan to attack without further provocation. Companion Guidance: After Marethari's death, blame the Keeper to gain friendship with Merrill - but annoy Aveline, Anders and Fenris. For maximum rivalry, pick: “You weren't listening' then follow with “That's not up to you'' or “Merrill you were being crazy". If you chose to withhold the Arulin'holm at the end of her Act 2 quest, this will lead Merrill to give up the mirror. For the same outcome but with reduced rivalry, choose “She J MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACT 3 MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 103 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Roadmap*'°"l [Main Plot Quests) [secondary Quests) [companion Questj [ Side Quests ) [Premium Content] LaB‘p^'°") [Main Plot Quests] [Secondary Quests] Companion Quest^ [ Side Quests ] Roadmap^'"") [Main Plot Quests] [Secondary Questsj [companion Quest^ [ Side Quests j [ Activities'^ No Rest for the Wicked ^ ^ Only available if Isabela was recruited in Act 1, returned to the fold at the climax of Act 2, and was not surrendered to the Arishok, ^ Speak to Isabela in The Hanged Man, Complete On the Loose, then visit the Hawke Estate to find Isabela standing at the Writing Desk, Speak to her to begin the quest. If she is not there, return at a later date. After speaking with Isabela at the Hawke Estate, travel to The Blooming Rose via Hightown with the Rivaini in your party. Approach the waypoint to trigger a brief conversation, then enter the room and feign a betrayal. Any dialogue options will suffice, V though the two aggressive options lead to the most interesting conclusion,,. Use the Gather Your Party point to recruit a replacement companion, then leave the brothel. Walk over each Isabelas Trail marker to activate those that follow until you reach the northwest area exit. Set off for Lowtown (Night), Once again, follow the trail markers in turn to reach the east area exit. From here, depart for the Docks (Night) where a final trail leads to the Castillons Landing entrance. After entering the area, head through the north door and use the Disarming Switch, Wait for the trap sequence to end, then forage for some (rather nice) rewards. Enter the main room to trigger a battle with Velasco and his men. Loot Velascos remains to collect the Office Key, Enter the northeast room to collect Ambrosia (the rarest of all potion ingredients), then Companion Gifts loot the chest in the storeroom to the south to find the Incriminating Documents, ► Return to the main room to meet Castillon, At this point, you have two paths to pick from: ♦ Agree with Isabelas plan (“If that's the way you want it”), and Castillon will walk free. The quest ends immediately, ♦ Kill Castillon, * If you opt to fight Isabela's nemesis against her wishes, kill the Raider Archer on the raised walkway to the south: he is standing on a pressure pad that activates the jets of flames that erupt on the lower level. Moving the entire party to the upper area (and, ideally, the room where the entrance is located) makes this fight much, much easier. Deal with Castillon first: he's a dangerous foe if left unchecked. Companion Guidance: ^ During the conversation with Isabela at the Hawke Estate, use humorous or witty dialogue options and suggest that Isabela be used as bait for a large friendship increase, ^ If you make a deal with Castillon, the results of the final conversation with Isabela make you score more of the approval type that defines your relationship, ^ If you kill Castillon, expect a large rivalry boost. Tell Isabela to stop whining for additional rivalry. Other options lead to friendship increases. There are a trio of additional gifts to find in Act 3, These are necessary to take romances with Merrill, Fenris and Isabela to their optimum conclusion. B Companion Quest Name Gift Required I Merrill ■ Memento of the : Dalish Sylvanwood Ring found in the remains of the Thief Leader in j ! Sundermount during A Murder of Crows. ^ Fenris Blade of Mercy Blade of Mercy found in a chest in the Secret Meeting Place map during Best Served Cold. . ^ Isabela A Rivaini Rivaini Talisman found inside the 1 , 1 ■ Talisman Disused Passage, accessed via the Docks at night. Final-Stage Relationship Quests If you have completed all quests for a particular companion and have also reached a full 100% friendship or rivalry, the following quests will unlock to acknowledge the final stage in Hawke's relationship with that character. This guarantees the loyalty of most allies during Dragon Age II's epic denouement. 1 Companion Quest Name I Fenris Questioning Beliefs Anders Questioning Beliefs Varric An Anniversary Aveline Questioning Beliefs Isabela Questioning Beliefs Merrill Merrill, Friend or Foe Sebastian Questioning Beliefs <>■ 104 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij ^Secondary Questsj [ Companion Quest^ ^ Side Quests j [^ Miscellaneous 1 Activities J SIDE QUESTS Loot and Reward: w _ w w Kr [ Start Location: The Wounded Coast Requirements: Collect the Awiergan Scroll from the dead end just south of the main Wounded Coast entrance. Second Aspect j Loot and Reward: U w It Hr I Start Location: Sundermount Requirements: Collect the Awiergan Scroll hidden behind a wall just south of the Sundermount Caverns entrance. Third Aspect . Loot and Reward: X ir ( Start Location: Sundermount Requirements: Collect the Awiergan Scroll from the path leading from the main entrance to the Dalish Camp. After collecting the scroll, continue along the path to reach the far western side of the area. When Corpses suddenly rise from the ground, you'll know that you’ve found the right spot. Proceed up the coast slowly and defeat each successive wave until Medan (an Arcane Horror) appears, then spread out and devote your energies to slaying this creature straight away. Consequences: If this is the last Aspect completed, you can embark on the main Pride Unbound quest. Walkthrough: > Travel through the caves to the upper section of the mountain area. > The party is attacked by a Corpse named Bysmor and two Revenants: Gifre and Beacon. Dispatch Bysmor first - with a careful approach, you may be able to lure it down the slope before its allies notice you - then direct your aggression at a single Revenant at a time. Do everything you can to impede their movement and attack capabilities, favoring electricity and spirit damage whenever possible. On Nightmare difficulty, they are immune to nature and cold, though you can still ensnare or impede them temporarily with Winter’s Grasp and Cone of Cold. Consequences: If this is the last Aspect completed, you can embark on the main Pride Unbound quest. Walkthrough: ► After collecting this scroll, head for Sundermount Caverns. You will encounter an Arcane Horror on the path just before the cave entrance. Though initially alone, it will be joined by a huge number of Shades as the battle progresses. Keep these under control with a blanket of suppressing AoE attacks while you direct the majority of your firepower at the primary target. The battle will not last long once it falls. ► The Second Aspect scroll can be found just behind a low wall after the battle ends. Consequences: PRIMER WALKTHROUGH ] STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACT 3 MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS I ^ - SECONDARY ■' QUESTS COMPANION QUESTS If this is the last Aspect completed, you can embark on the main Pride Unbound quest. i SIDE QUESTS The Awiergan Scrolls: Pride Unbound ! I Loot and Reward: 1 Requirements: The Journal entry for this quest is unlocked by completing The Awiergan Scrolls: First Aspect, Second Aspect or Third Aspect. However, you cannot access the Hidden Dungeon in Darktown until you have completed all three. Walkthrough: > Enter the Hidden Dungeon via the door (marked on the map as “Hidden Lair’’) in the northeast of Darktown, just south of the clinic. > Hybris is a resilient and highly dangerous Pride Demon (see page 231). Though it initially J fights alone, it is joined by Shades and Rage Demons as the battle progresses. Crowd control, i then, is a mandatory task until Hybris is reduced to his final slivers of health. At this point, it’s better to pour everything into finishing him ofl^, then deal with his minions afterwards. > Beating Hybris unlocks the “Demon Slayer’’ Achievement and Trophy. Loot and Reward: Start Location: [ j. i Hawke Estate Requirements: ^ Only available if you chose the Hero of Ferelden or The Martyr world state options during initial character creation or imported a Dragon Age: Origins save in which Alistair became king. ► Complete On The Loose, then accept the letter from the Writing Desk. Walkthrough: Travel to the Viscount’s Keep to meet with King Alistair. The more devoted Dragon Age: Origins players will enjoy the references to Ferelden and events past. The quest ends once the interview with the king is complete. Both Aveline and Anders have short reactions to Alistair if they are present. _ ^ T 'Bt. .|>2 .. , I, _ , 105 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij ^Secondary Questsj [ Companion Quest^ ^ Side Quests j [^ Miscellaneous 1 Activities J I Hightown Requirements: You must have gained the Arishok's respect during Act 2 (see Blackpowcier Courtesy on page 72 for details). • Speak to Taarbas outside the Hawke Estate. Walkthrough: Taarbas asks Hawke to retrieve ten Qunari Swords from locations throughout Kirkwall and the Free Marches. Use the table below to find each one. ^ You can turn in swords to Tarbaas at any time. He will ask if you require gold for your services. Unless you have no intention of collecting all ten, you should refuse this: the payments are nominal. However, handing ::-^er the entire collection without a reward in coin will lead him to give a ii lique gift, the Bassrath-Kata. This is an extraordinary weapon tailored t i Hawke’s class. ^ 1 he XP reward for collecting the Qunari Swords is bestowed on a per-sword basis, not as a final quest award - so those without a master lockpicker (or the dedication to find all ten) can still profit from this venture. Qunari Sword Locations Area Location Hightown * Purchase from Korval’s Blades. Lowtown Purchase from Weaponsmithy. Lowtown (Night) J Hidden in a pile of rubble in the Foundry 1 District. The Gallows ■ Purchase from the Weapon Shop. Darktown f Inside a crate at Anders’s Clinic. Docks (Night) Found in a pile of bones in the Harbormaster’s ‘ Office area. Docks (Night) 1 Inside a chest with a Master-grade lock in the 1 Warehouse District. De Launcet Mansion Found in the northeast room of the building (Hightown) during your visit for the On the Loose main plot quest. The Wounded Coast ' Travel west from the main entrance until 1 you can proceed no further, then head south S (through a campsite) to a dead end. The sword 1 is hidden in a pile of bones. The Wounded Coast Found among a pile of bones in the northwest J of the region - you should remember this area as being the Tal-Vashoth camp from Act 1. L Loot and Reward: Start Location: Docks (Night) Requirements: Fight the Slave Hunters in the Docks until a pop-up message appears. Repeat visits may be required. Walkthrough: Slave Hunter groups consist of melee fighters and archers, though the i -tter tend to be less efficient than usual in the narrow streets and piers the Docks - they're usually in range of the main pack if you lay down o AoE attack. ^ .•'■fter the pop-up notification, enter the Run Down Alley area. The gang If-ader (Jess'Teashmaster” Varvel) is a mage, so deal with her immediately after dispatching the initial group of Slave Hunters from the safety of the steps. Start Location: Lowtown (Night) Requirements: Fight the gang members in Lowtown at night until a pop-up message appears. Repeat visits may be required. Walkthrough: This gang boasts melee fighters and numerous archers, with an occasional Assassin popping up when you least expect it. After the quest notification appears, enter the Decrepit Alley. Fight from the top of the stairs until gang leader Hanker appears, then run down to kill her immediately. Consequences: Once you have dealt with the three gangs lii .Lr 3 . ntturn to The Hanged Man to claim your final priz!. lU-'d . special bonus if you have eliminated all nine. ^ You must have sided with Meredith during the Showdown conversation at the start of Act 3. ^ Talk to the Barmaid in The Hanged Man at night, then speak to Ser Mettin and agree to help. ^ ^ Walkth rough: ^ Travel to Darktown and enter the Hidden Sewer. Always deal with the Blood Mages first and the other enemies will put up very little resistance. Once you’ve defeated all hostiles, collect the four Blood Mage Dispatches, then journey to the Hawke Estate and accept the new letter from the Writing Desk. ^ Take a locksmith to Sundermount as your destination features a locked chest with a worthwhile reward inside. Travel through Sundermount Caverns to reach the Blood Mage Base entrance. Ser Mettin and Ser Agatha fight alongside the party for the first two battles in this area. Head north to face Bancroft and a h.indful of Apostate Mages. Bancroft is a vicious Blood Mage, II ‘capacitate him instantly. You can ignore the other mages iintj'. le dies. When the combat ends, you have a choice: • H you attempt to persuade Ser Mettin to show mercy to the Mii^es (“Mettin, stop’’) or express ambivalence (“Not my prrblem’’), he will attack immediately; Ser Agatha will fight ■■ jli-wigside the party. ♦ If you support the templar (“Mettin is right’’), you must fight Ser Agatha and her supporters. Mettin is grateful, though he offers no additional reward. J 106 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Main Plot Quests ij ^Secondary Questsj [ Companion Quest^ ^ Side Quests j [^ Miscellaneous 1 Activities J Return to the Hawke Estate to collect a letter detailing the next step, then head back to Lowtown at night. Approach Marlein, then fight off the templar ambush. This is a tough battle, so have a tank present and keep your weaker party members at a safe distance. Neutralize the dangerous Ser Edgert the Hound, the Templar Hunter and the Templar Lieutenant immeduitdy A subsequent wave of enemies features two more ol f|»<^ 1 iuri enemy type, so aim for survival over aggression if yon i. r difficulties (and don’t skimp on Potion use). ^ 'A Noble Agenda ★ ★ ★ Loot and Reward: Start Location: Loot and Reward Requirements: You must have sided with Orsino during the Showdown conversation at the start of Act 3. Speak to Ser Marlein Selbrech in Hightown and agree to help. Walkthrough: Travel to Darktown, taking your favored locksmith with you as there are two secured chests with noteworthy loot, and enter the Hidden Supply Depot. Defeat the mercenaries that lie in wait when you arrive and the templars on the west side of the map. Visit Lowtown and approach Ser Mettin. Once he acknowledges the arrival of Hawke, he and his archer allies will attack. Try to kill Mettin quickly before a small wave of reinforcements (including a hunter) arrive. I. Hightown (Night) Requirements: Fight the Bloodrager Thrall enemies in Hightown at night until a pop-up message appears. Repeat visits may be required. Walkthrough: This gang is possibly the most challenging so far, as each group also features a mage (known simply as Bloodrager) in addition to archers and melee fighters. As their title suggests, these individuals employ blood magic - and should, therefore, be your exclusive target at the start of each fight. Once the final quest stage has unlocked, enter the Suspicious House. Jakeson “The Bleeder’’ Hall is the gang leader; launch the most vicious offensive you can muster to neutralize him before the blood magic begins. In addition to the rank and file, another Bloodrager mage arrives near the end of the battle, so keep a watchful eye on proceedings and act swiftly. . * .MISCELLANEOUS ACTIVITIES PRIMER WALKTHROUGH QUESTS MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS ACTl ACT 2 ACT 3 MISC. ACTIVITIES COMPLETION ROADMAP MAIN PLOT QUESTS SECONDARY QUESTS COMPANION QUESTS SIDE QUESTS T F — F r F r r r f 'ip f f ' f f f w — f w The following section details a small assortment of optional cutscenes, conversations, events and activities that you can encounter during the three main Acts. Act 1 ^ There is a special reactive event at the Wounded Coast that only occurs if you play with an imported Dragon Age: Origins save file in which you sided with the elves in the Nature of the Beast quest, or if you chose the Hero of Ferelden or The Martyr world states during the Prologue, On arrival in the area, take the south path to meet a Dalish Assassin remonstrating with a human. ^ Corff the Bartender has news to share if you speak with him in The Hanged Man. Certain lines will reflect decisions you made in Dragon Age: Origins if you imported a save file. ^ There is a Donation Box inside Lirenes Fereldan Imports. Placing money inside leads to a small XP reward: 50 XP for 50 silver, 100 XP for one sovereign and 200 XP for five sovereigns. Act 2 ^ You can hire a prostitute in The Blooming Rose... with amusing results. If you are in an active romance and they are in the active party when you do this, there is a rivalry increase. ^ If you sent Feynriel to live with the Dalish in the Wayward Son quest, there is a reactive event when you visit Sundermount for the first time in Act 2. You will encounter templars arguing with Dalish warriors. You can intervene and resolve the situation in many ways. Act 3 ^ If you completed Magistrate's Orders and chose to kill Kelder, pay a visit to the elven alienage during the day to meet Lia, the young elf you saved. This brief cutscene is extended if Aveline is in your current party. ^ Visit Sundermount at any time in Act 3 to explore the Hidden Dungeon. This “optional" map is not part of any quests and features a small selection of undead and high-rank Fade creatures to fight en route to the central area. On arrival you can shop with the Nexus Golem, who has a handful of remarkable items to sell. Use the nearby door to return to Sundermount. ^ If Feynriel was possessed at the end of Night Terrors (the automatic conclusion if you did not undertake the quest), you will encounter an unusual scene in Lowtown’s market area if you visit at night, where Feynriel appears to have become a Dream Stalker. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 107 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS r Introduction & 1 1 Map Index J [ Blightlands ] [ Hightown ] [ Lowtown j [ Docks ] r Gallows 1 1 1 Courtyard J [ Darktown j 1 ^ Hanged Man j [ Houses ][ The Blooming Rose ][ Hawke Estate ][ The Chantry | [ Viscounts Keep ] [ Merrill's Home ] [ The Deep Roads ] ^ Primeval Ruins j [ Ancient Crypt j ^ Sundermount | f The Wounded 1 1 Coast j 1 f Sundermount 1 1 [ Caverns J [ The Bone Pit ][ Caves & Mines ][ Dungeons ][ Sewers Lairs 1 f Sanctuary & ] Li Hideouts U Foundries Alleys Warehouses IJ Caverns Mansions [J Estates Random , Encounters il Templar Hall 1 The Black Emporium 1 Gallows Prison While navigation is rarely an issue in Dragon Age II, plundering its COUNTLESS LOCALES OF THEIR FINEST TREASURES CAN BE A DEMANDING TASK, HeLP IS AT HAND, This chapter reveals the locations of all noteworthy collectibles, INCLUDING RARE AND UNIQUE ITEMS, LOCKED CHESTS AND CODEX ENTRIES, ■i’ Protected by copyright. Unauthorized or unlawful :;opyinci uir 108 Blightlands Hightown Lowtown Docks Hanged Man Houses Hawke Estate I I The Chantry Map Index Courtyard [ Viscounts Keep ] [ Merrill's Home j ^ The Deep Roads j ^ Primeval Ruins j ^ Ancient Crypt j ^ Sundermount Sundermount Caves & Mines 1 1 Dungeons Sewers Caverns Sanctuary & Foundries Warehouses Caverns Mansions Templar Hall Gallows Prison Encounters STRATEGY & ANALYSIS EXTRAS HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Map Index Hightown D[ D[ Viscount's Keep Merrill's Home f Sanctuary & ] J I Hideoufs J L DC Alleys Courtyard Darktown j ^ Hanged Man j ^ Houses J ^ The Deep Roads j ^ Primeval Ruins j ^ Ancient Crypt j Sundermount The Wounded Coast DC DC ]C DC Sundermount Caverns ]C The Blooming Rose ^C Dungeons Random Encounters Templar Hall ]C II Gallows Prison I Introduction & Map Index Before you continue, take a moment to familiarize yourself with the icons we will use throughout this chapter. As many points of interactivity (such as area exits and merchants) appear on the in-game maps, we instead focus exclusively on the countless collectibles that do not - which will make the process of tracking down treasures much easier. Icon Meaning Notes I O Standard container These can be opened by any character and include things like regular chests, but also piles of bones, corpses, furniture and so forth - in other words, any possible source of loot. Locked chest Locked chests can only be opened by a rogue. There are 4 types of locks (basic, standard, complex and master), each requiring the rogue to have a minimum amount of points in the Cunning attribute (respectively 10, 20, 30 and 40). ❖ Rare item Rare items include gifts, armor upgrades for companions. Codex collectibles, side quest items, and crafting ingredients or recipes. Note that some Codex collectibles are available in several areas: picking one up will deactivate the others that appear in different locations. As a rule, all collectibles are removed from maps and replaced by new items at the beginning of each act. There are also certain collectibles that will only appear during a specific quest. Make sure you do not miss these items during the corresponding window of opportunity, as you will not be able to collect them later on. For maximum clarity, all collectibles are represented in color- coded sets on our maps, with their availability conditions (such as act or quest restrictions) clearly stated on each maps legend. Most maps in the game are unique and used only for a given location. For example, the Fdightown map is only ever used for the Fdightown district. Fdowever there are a few “generic" maps that can appear on multiple occasions in different quests, each time with a new description. When this occurs, you will always find the name of each instance of a map clearly labeled. If in doubt, simply refer to the following map index. It lists all locales in Dragon Age II, with a page reference leading you to the corresponding map. FIO'* Map Name Page I 1 Map Name Page Abandoned Ruins 153 Hightown (Day) 112 Abandoned Slaver Den 142 Hightown (Night) 113 Abandoned Thaig 140 Holding Caves 155 Amell Estate Cellar 152 Hovel 122 Ancient Crypt 131 Ironwood Clearing 153 Antivan Camp 154 Killer’s Lair, The 143 Arthuriss Private Dock 147 Lirene’s Fereldan Imports 122 Bartrand’s Estate 150 Lost-End Foundry 144 Black Emporium, The 157 Lowtown (Day) 114 Blightlands 111 Lowtown (Night) 115 Blind Alley 145 Merrill’s Home 127 Blood Mage Refuge 149 Mountain Cave 139 Blooming Rose, The 123 Outside Kirkwall 153 Bone Pit, The 137 Outside Smuggler’s Cut 153 Bone Pit Mines 138-140 Pride’s End 149 Bounty Hunter Getaway 148 Primeval Ruins 130 Brekker’s Hideaway 143 Ruined Passage 140 Castillon's Landing 147 Run Down Alley 146 Cave 149 Runaways’ Cavern 148 Chantry, The 125 Sanctuary 143 Danarius’s Manor 151 Secret Meeting Place 147 Dank Cave 149 Ser Varnell’s Refuge 143 Dark Foundry 144 Sewer Passage 143 Darktown 119 Sewers, The 141 De Launcet Mansion 150 Shallowguard Base 150 Dead Man’s Pass 155 Side Alley 145 Decrepit Alley 146 Sink, The 139 Deep Roads, The 128 Slaver Caverns 148 Disused Passage 141 Smetty’s Fish Guttery 147 Docks (Day) 116 Smuggler’s Cut 138 Docks (Night) 117 Sundermount 132 Drakestone Mines 139 Sundermount Ambush Site 154 DuPuis Estate 152 Sundermount Caverns 136 Emetic’s Investigation 141 Suspicious House 150, 152 Fenris’s Mansion 151 Tal-Vashoth Cavern 148 Forgotten Lair, The 142 Templar Hall 156 Gallows Courtyard 118 Undercity Warrens 143 Gallows Dungeon 138 Varterral Hunting Ground 139 Gallows Prison 157 Vimmark Mountain Pass 153 Gamlen’s House 122 Viscount’s Keep 126 Hanged Man (Day), The 120 Warehouse 147 Hanged Man (Night), The 121 Wilmod’s Camp 155 Harimann Estate 152 Winding Alley 141 Hawke Estate 124 Woodrow’s Warehouse 147 Hidden Dungeon 140 Wounded Coast, The 134 Hidden Sewer 141 Wounded Coast Approach 154 Hidden Supply Depot 143 Protected by copyrigTlWn^^prized or.uHwfuljcopying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS Docks ] [ CoSvard 1 [ Darktown ] [ Hanged Man ] [ Houses ) [ nliy ) [ Hawke Estate ) [ The Chantry [ Viscount's Keep ] [ Merrill's Home ] [ The Deep Roads ] [ Primeval Ruins ) [ Ancient Crypt ) [ Sundermount ) [ ^ast ) [ ^“cavems”"* ) [ The Bone Pit ] [ Caves & Mines ] [ Dungeons ] [ Sewers ^ [ ^Hide“o^ujs^ ] [ Foundries j ^ Alleys j [ Warehouses ] [ Caverns ] [ Mansions ] [ Estates ] [ ^^coan^rs ^ ^ Tpmniar Mali 1 f The Black Lairs Templar Hall Gallows Prison Emporium •.BLIGHTLANDS PRIMER WALKTHROUGH QUESTS MAPS STRATEGY ANALYSIS INVENTORY \r Legend: ♦ Proiogu BESTIARY EXTRAS INTRODUCTION & MAP INDEX BLIGHTLANDS HIGHTOWN LOWTOWN DOCKS GALLOWS COURTYARD DARKTOWN THE HANGED MAN HOUSES THE BLOOMING ROSE HAWKE ESTATE THE CHANTRY VISCOUNT'S KEEP MERRILL'S HOME THE DEEP ROADS PRIMEVAL RUINS ANCIENT CRYPT SUNDERMOUNT Protected by copyright. Unauthorized or unlawful copying or downloading expressjy prohibited: HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ *"MapTndex^ ] [ Blightlands ] [ Hightown ] [ Lowtown ] [ Docks ] [ C^u’rtyard ] [ Darktown ] [ Hanged Man ] [ Houses ] [ Ro°se^'"^ ] [ Hawke Estate ] [ The Chantry ] [ Viscount's Keep ] [ Merrill's Home ] [ The Deep Roads ] [ Primeval Ruins ] [ Ancient Crypt ) [ Sundermount ] [ Siast ] [ ^“cavertis”"* ] [ The Bone Pit ) [ Caves & Mines ] [ Dungeons ] [ Sewers ] Legend: ♦Acti ♦Act2 ♦acib 112 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS Hanged Man ] [ Houses ] [ R[)°s*e^'”^ ] [ Hawke Estate ] [ The Chantry Legends ^ Act l ^ Act 2 ^ Act 3 ^ Demands of the Qun quest (Act 2 ) iilt J- m te i ' 1^1 * ■/ 's . X KKft ! ' ' ' ■ ■ i A ' f ■ H IN i KfimifiiOr: MAP INii-X ;ds HIGHTOWN DIKKS (.Al M('.VS COGKTi^RD DARKlo.',r; THE ha:;ged HOUSES HAWKE ESiATE THE CHANTRY VISCOUNT S KEEP MTkRIU'S THE ROAOS PF^'^i-VAL RUr.^ ANCiEiiT CRYPT SU::JLK:, 1 C;jNT THE vVOUNeED COAST sunutkmc::;t CAvFPNS THE BONE PIT CAYFS E s SE’VJiRS LAIRS SANCTUARY ^ Hinroris All! vs lAAiVSIONs ESTA^FS RA:;DCiA Fr;::iiT;' : TEMPI AR r BLAFT E V GA^T-iAS; Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 113 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ ] [ Blightlands ] [ Hightown ] [ Lowtown ] [ Docks ] [ C^u’rtyard ] [ Darktown ] [ Hanged Man ] [ Houses ] [ Ro°s*e^'"^ ] [ Hawke Estate ] [ The Chantry ] [ Viscount's Keep ] [ Merrill's Home ] [ The Deep Roads ] [ Primeval Ruins ] [ Ancient Crypt ) [ Sundermount ] [ Siast ] [ ^“cavertis”"* ] [ The Bone Pit ) [ Caves & Mines ] [ Dungeons ] [ Sewers ] r r r I- • ■ I- '■ I r i ■ r ■ . V . -^7 E? ^ Legend: ♦Acti ♦Acti ♦Acts n'-^i-L*?5Tn 114 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS Introductions 1 f Rii„htianHc Map lndex J [ Blightlands Hightown ] D[ Courtyard Darktown ] [ Hanged Man ] [ Houses ] [ ] [ Hawke Estate ] [ The Chantry Viscount's Ke^ [ Merrill's Home ) [ The Deep Roads ) [ Primeval Ruins ) [ Ancient Crypt ) [ Sundermount ) [ ^ast ) [ ^“cavems”"* ) [ The Bone Pit ] [ Caves & Mines ] [ Dungeons ] [ Sewers LeGENDI ^ Act 1 ^ Act 2 ^ Act 3 ^ Demands of the Qun quest (Act 2) ^ The Last Straw quest (Act 3) ■XTRAS INTRODiii TiOi: ^ ‘.MiS HK.lll !)'•,!, LOWTOWN IJDUvS ' 'I ! _ ■: -.A', ROUSES KAWKE ESTATE THE CHANTRY VISCOUAT S SFEp iirKKiu.'s THE DEEP ROADS PRIf'! VAL RUIAS ANElFfri' CRYPT SUNDEKAi::r;T THE y:::.ded COAST SUNDE;(”CU:iT lAVFRAS THE bONE PiT CAVES i VIN; S S^'AER;. I.AiK^ SANCTUARY A: HIDEDHTS EOiruTRiiS All! VS rVAKSlOAS E: ta:;d(;!a it;::::/ HAS T'EMPTAR rAAI. h Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 115 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ ] [ Blightlands ] [ Hightown ] [ Lowtown ] [ Docks ] [ C^urty^rd ] [ Darktown ] [ Hanged Man ] [ Houses ] [ Ro°se^'"^ ] [ Hawke Estate ] [ The Chantry ] [ Viscount's Keep ] [ Merrill's Home ] [ The Deep Roads ] [ Primeval Ruins ] [ Ancient Crypt ) [ Sundermount ] [ Sjast ] [ ^“cavertis”"* ] [ The Bone Pit ) [ Caves & Mines ] [ Dungeons ] [ Sewers ] Legend: ♦Acti ♦Acti ♦Acts 116 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS Hanged Man ] [ Houses ] [ R[)°s*e^'”^ ] [ Hawke Estate ] [ The Chantry STRATEGY & ANALYSIS INVENTORY Legend t ^Actl ^Actl ^Act3 ^ The Last straw quest (Act 3 ) BESTIARY EXTRAS INTROTiTiriiC" MAP INDEX BLIGHTLANDS HIGHTOWt; LOWTOV'X DOCKS GALLOWS COURTYARD DARKTOWN THE HANGED MA!' HOUSES THE BLOOMING ROSE HAWKE ESTATE THE CHANTRY VISCOUNT'S KFSP MERRILL'S HOME HIE DEEP ROADS rXIMEVAL RUINS AiNCIENT CRYPT SUNDERfACUNT THE WOUNDED COAST CAVERNS THE BONE PIT CAVES & Mine s FCUNDRfES ALLEYS WAREHOUSIs CAVERNS ■MANSIONS estates RA::uaM FUruUA.T .S TEMPI -Hr GAl.ij„S . 117 Protected by copyright. Unauthorized or unlawful copying or downioading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ ] [ Blightlands ] [ Hightown ] [ Lowtown ] [ Docks ] [ C^urty^rd ] [ Darktown ] [ Hanged Man ] [ Houses ] [ Ro°se^'"^ ] [ Hawke Estate ] [ The Chantry ] [ Viscounts Keep ] [ Merrill s Home ] [ The Deep Roads ] [ Primeval Ruins ] [ Ancient Crypt ] [ Sundermount ] [ ^ast ] [ ^“cavems”"* ] [ The Bone Pit ] [ Caves & Mines ] [ Dungeons ] [ Sewers ] Legend: ♦Acti ♦Acti ♦Acts HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS Introductions 1 f Rii„htianHc Map lndex J [ Blightlands Hightown ] D[ Courtyard Darktown ] [ Hanged Man ] [ Houses ] [ ] [ Hawke Estate ] [ The Chantry [ Viscount's Keep ) [ Merrill's Home ) [ The Deep Roads ) [ Primeval Ruins ) [ Ancient Crypt ) [ Sundermount ) [ ) [ ^“cavems”"* ) [ The Bone Pit ] [ Caves & Mines ] [ Dungeons ] [ Sewers Legend: ♦Acti ♦Acti ♦Acts rXTRAS INikOijiii iiOrl ^ MAP INii-X BLlGHTI AM'S HIGHTO’VA LOWTOAi: DOCKS GALLOWS COURTYARD DARKTOWN liii; iia:,gn) nousLS THE PJnovj';!; KdSh HAWM ESiAIL THE chantry viscou:,! s MEkkILI.'S II0iV,i, THE DEEP ROADS PF''^! VAL RUr.^ ANCIEIiT CRYPT SU;!JER:.:uli;T THk vVMMED COAST SUNDTkMCUNT CAVFK.S THE BONE PIT CAVES i VIHSS SiAVERS LAIRS S,,„; TIiA^’Y a: uinrocTS KOliM'RlIS All! vs WAREH(;:::,:;s CAVERNS MAKMnSS ESTATES RANDCM TEMPTAR 1. A. I bTAcA -ViJU J', GAM. 0 ;Vs ??l-r ? .■ Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited."' 119 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ ] [ Blightlands ] [ Hightown ] [ Lowtown ] [ Docks ] [ C^u’rtyard ] [ Darktown ] [ Hanged Man ] [ Houses ] [ Ro°s*e^'"^ ] [ Hawke Estate ] [ The Chantry ] [ Viscount's Keep ] [ Merrill's Home ] [ The Deep Roads ] [ Primeval Ruins ] [ Ancient Crypt ) [ Sundermount ] [ Siast ] [ ^“cavertis”"* ] [ The Bone Pit ) [ Caves & Mines ] [ Dungeons ] [ Sewers ] Legend: ♦Acti ♦Acti ♦Acts 120 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS C^urt°va»l ] [ Darktown j [ Hanged Man ] [ Houses ] [ ] [ Hawke Estate ] [ The Chantry Viscount's Ke^ [ Merrill's Home ) [ The Deep Roads ) [ Primeval Ruins ) [ Ancient Crypt ) [ Sundermount ) [ ^ast ) [ ^“cavems”"* ) [ The Bone Pit ] [ Caves & Mines ] [ Dungeons ] [ Sewers ] Ka n Gallows Prison I Legend: ♦Acti ♦Acti ♦Acts L PRIMER L WALKTHROUGH QUESTS * MAPS - STRATEGY & ANALYSIS J INVENTORY BESTIARY EXTRAS KT-mifliOi: i blightla:;ds HlGHTUWri LCmT0\Ai; GALLCAVS CUlKrv‘.!!U DAKllnJ,.;: THE HANGED MAN HOUSES THE DI QOMING ROSE HAWKE ESTATE THE CHANTRY VISCCUTT S EEEp rTITRILU'S II 0 \m. THE I;: HP ROADS PRIMEVAL RUr.^ ArruniT CRYPT SUNDhiCC^i^T THE ENDED COAST SUNDEiCCUNT CAVT.RNS THE BONE PIT CAVES ^ MIN; S DrHGw.NS SEV/ERS LAIRS SANCTUARY ^ HiDpOIiTS AIITVS CAViKNs I MANSIONS PbTAiiS PvALi.-,-:.; 1 Ni OHN i 'j| "iT A;-: i A : H>Aa EAirCTA"" lAii Ov;s fi: a: Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 121 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS Map Index I Viscount's Keep I Hightown Docks ) [ S{y?rd 1 [ Darktown ] [ Hanged Man Merrill's Home”^ ^ The Deep Roads j ^ Primeval Ruins j ^ Ancient Crypt j ^ Sundermount )C Legend: GaMLEN S House: ^ Actl ^ Act 2 ^ Acts ^ Premium Content Lirene's Fereldan Imports: ♦ Acti ♦ Act 2 ♦ Acts Hovel: ^ Sharp Little Pinpricks quest (Act 1) Gamlehs House Lirenes Fereldan Imports 122 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS Hanged Man ] [ Houses ] [ Rl)°s*e^'”^ ] [ Hawke Estate ] [ The Chantry MAPS STRATEGY & ANALYSIS INVENTORY Legend: ♦Acti ♦Acti ♦Acts BESTIARY EXTRAS r u — 1 1 1 - INTRODlifliOr: HAP INDEX eli(,htla:;ds hightu;va LOWTCV.'i: DOCKS CAIiO’VS COOUTYARD TiiE llAAGtu HOUSES THE BLOOMING ROSE hAAKL I:MA;E THE CHANTRY YlSCOlAT S KEEP MEkkILI.'S IIOHt, ANCIEKT CRYPT SUNDEiCC^AT IHE WOUADED COAST SHNDEICICUAT CAVERNS THE BONE PIT ^ cavis SE'Yl:R^ I,A1P^ <;a:.ctuary ^ HlDmiiTS EOIIADRli.S AIJIV:, nREHOUb!!^ CAVERAS AAAKSKUiS Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.^ 123 HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS LeGENDI ^ Act 2 ^ Act 3 ^ Premium Content 124 ' Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS Hanged Man ] [ Houses ] [ R[)°s*e^'”^ ] [ Hawke Estate ] [ The Chantry STRATEGY & ANALYSIS INVENTORY Legends ^Actl ^Actl ^Act3 ^ Tranquility quest (Act l) BESTIARY EXTRAS I /- INTRODiii TiOi: ^ MAP INii-X BLlGHTLAEDS HlGHTuWr; GAUO’VS CGGKTiARU DAkmu.'.H HOUSES THE ni-n-v.i-,;, RUje HAWKE ESTATE THE CHANTRY VlSCUlXi's khhk MFkkm I'^ liwV,; THE DEFi- FOAOS Pr"'!.VAL Rur.^ ANCIEirr CRYPT SUNJEKMC.AT THE vVUUNDEl) COAST THE BONE PIT CAVES ^ MIN; S Si’VERS LAIRS sa:;c:uavy ^ iiiororTs Al l ! V:, warfhdl .::s ( V,i v,s ESTATES RA:jDCii Fn: 0 TP;'M;S 'S ; Si' ' Miss-r (A 125 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY BESTIARY EXTRAS [ ] [ Blightlands ] [ Hightown ] [ Lowtown ] [ Docks ] [ C^u’rtyard ] [ Darktown ] [ Hanged Man ] [ Houses ] [ Ro°se^'"^ ] [ Hawke Estate ] [ The Chantry ] [ Viscount's Keep ] [ Merrill's Home ] [ The Deep Roads ] [ Primeval Ruins ] [ Ancient Crypt ) [ Sundermount ] [ Siast ] [ ^“cavertis”"* ] [ The Bone Pit ) [ Caves & Mines ] [ Dungeons ] [ Sewers ] Legends ^ Act l ^ Act 2 ^ Act 3 ^ Demands of the Qun quest (Act 2 ) ' ' liid t r * j&ii V 126 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HOME FOREWORD PRIMER WALKTHROUGH QUEST MAPS STRATEGY & ANALYSIS INVENTORY j BESTIARY EXTRAS M°apTniex^l [ Blightlands ] [ Hightown ] [ Lowtown ] [ Docks ) [ CoSvard 1 [ Darktown ] [ Hanged Man ] [ Houses ) [ ) [ Hawke Estate ) [ The Chantry [ Viscount's Keep ] [ Merrill's Home ) [ The Deep Roads ) [ Primeval Ruins ) [ Ancient Crypt ) [ Sundermount ) [ ^ast ) [ ^“cavems”"* ) [ The Bone Pit ] [ Caves & Mines ] [ Dungeons ] [ Sewers Legend: ♦Acti ♦Acti ♦Acts blightla:^ds HIGHTOW:; LOWTOV.'i: DOCKS GAIiOV/S COOKTYAPvD DARmuV.H THE HANGED .'.'Jl HOUSES THE BL00"r:!; ROSE HAWKE ESiATE THE CHANTRY VISCOUNT'S KEEP MERRILL'S HOME THE DEEP ROADS PRIMi VAL RUINS ANCIEiiT CRYPT SUNDERMCUi^T THE WOUNDED COAST SUNDEkMOUNT caverns THE BONE PIT CAVES A MINUS DUNGEONS SEWERS LAIRS 127 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. QUEST STRATEGY & ANALYSIS BESTIARY EXTRAS HOME FOREWORD PRIMER WALKTHROUGH MAPS INVENTORY r Introduction & ] [ Map Index J [ Blightlands ] [ Hightown j [ Lowtown ] [ Docks ] r Gallows 1 1 Courtyard J [ Darktown ] ^ Hanged Man j [ Houses j 1 f The Blooming ] 1 1 Rose J [ Hawke Estate ] [ The Chantry ] [ Viscounts Keep ] [ Merrill's Home ] [ The Deep Roads j ^ Primeval Ruins | [ Ancient Crypt j ^ Sundermount | f The Wounded 1 1 Coast J f Sundermount 1 [ Caverns J [ The Bone Pit j [ Caves & Mines ] [ Dungeons ] ^ Sewers j Alleys ] [ Warehouses ) [ Caverns ) [ Mansions ) [ Estates ) [ En^^o"unters ] [ Templar Hall ] [ Emporfum ] [ Gallows Prison ] Legend: ♦ The Deep Roads Expedition quest (Act 1) ^ Fool's Gold quest (Act 2) ^ Finding Nathaniel quest (Act 3) ^ A^ ^ ^ ^ ^ ^ ik . THE DEEP ROADS Blightlands Hightown Lowtown Docks Hanged Man Houses Hawke Estate I I The Chantry Map Index Courtyard The Deep Roads j [ Primeval Ruins j [ Ancient Crypt ] ^ Sundermount Sundermount Viscounts Caves & Mines 1 1 Dungeons Sewers Caverns Sanctuary & ] C Hideouts J [_ Foundries Warehouses Mansions Templar Hall Gallows Prison Encounters STRATEGY & ANALYSIS EXTRAS HAYKE ESTATE ■Jifc.— \ascoi:,i s K>r