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Dragon Age II Game Guide & Walkthrough

This enormous guide to Dragon Age II contains a walkthrough of all the missions in the game - Dragon Age II - Game Guide and Walkthrough

This enormous guide to Dragon Age II contains a walkthrough of all the missions in the game. The description of each quest consists of consecutive steps which you will have to complete during it, including the possible endings. Numerous hints suggest how to behave during conversations with NPCs and how to win battles.

The quests in the game as well as in the guide have been divided into 5 main categories:

1) Main plot quests are those which you have to complete for the story to move forward. It's worth to mention at this point that the campaign consists of a prologue and 3 long acts. Upon completing the last main quest in a given act, you will be automatically moved to the next part of the campaign.

2) Rumours are small mission connected with unlocking main and secondary quests.

3) Secondary quests are of second-rate meaning. They are usually highly complicated, however completing them isn't required for advancing in the campaign.

4) Companion quests are all sorts of mission connected with the individuals joining Hawke's team. These can be both long trips with certain characters as well as easy missions consisting of talking and delivering presents.

5) Side quests are mainly small errands, consisting of finding and delivering items or eliminating a given group of enemies.

Guide is enriched by over 90 location maps, helpful in finding important places, characters or items.

Short manual on how to use the guide:

1) Each quest contains detailed information on who requests it, what you need to do, the decisions you have to make and the prizes.

2) In order to find the desired quest, you first have to choose the proper quest type (for example side quest) and then go to the chapter connected with the given act (Act I, Act II or Act III).

3) The #1 and #2 symbols found in the guide inform that the given fragment is illustrated by the left or right screen above it.

4) Additional symbols like (M20, 7) are references to maps found at the very end of the guide. In this given case, you should look at map M20 and find point number 5.

5) Colour labels have been used in the guide. Red refers to NPCs and monsters, blue to locations, green to items and interactive objects and orange to given quests.

Translated to English by Jakub "cilgan" Lasota

Received from: Automatically upon launching the game [Blightlands]

Step 1: Dealing with the Hurlocks

1 - Prologue - Dragon Age II - Game Guide and WalkthroughYou will be thrown into the game after choosing the class and sex of your hero (the full creator will be unlocked later on) - Prologue - Dragon Age II - Game Guide and Walkthrough

You will be thrown into the game after choosing the class and sex of your hero (the full creator will be unlocked later on). If you choose to play as a warrior or a rogue (man or woman), you will be assisted by Bethany #1 during the fight, while if you choose the mage (man or woman), it will be Carver #2. During the prologue the only playable character will be Hawke, but upon finishing it you will gain control over a team of a couple characters.

2 - Prologue - Dragon Age II - Game Guide and WalkthroughAs the prologue is an over-coloured story of the interrogated dwarf, the main hero as well as his companions will be very developed, so eliminating the Hurlocks shouldn't cause you any trouble - Prologue - Dragon Age II - Game Guide and Walkthrough

As the prologue is an over-coloured story of the interrogated dwarf, the main hero as well as his companions will be very developed, so eliminating the Hurlocks shouldn't cause you any trouble. Take your time to familiarize with the basics of fighting. You can attack monster with the right mouse button #1 and additionally it's worth to pause the battle from time to time with SPACE #2.

3 - Prologue - Dragon Age II - Game Guide and WalkthroughThe game will soon start presenting you with various skills reserved for the chose hero class and it's a good time to try at least some of them in action #1 - Prologue - Dragon Age II - Game Guide and Walkthrough

The game will soon start presenting you with various skills reserved for the chose hero class and it's a good time to try at least some of them in action #1. You can activate the given skill by pressing its icon at the bottom of the screen or pressing the corresponding button on the num pad. Try to not only deal with the normal Hurlocks, but also with the Hurlock Bolters #2. They will of course only attack you from a distance.

4 - Prologue - Dragon Age II - Game Guide and WalkthroughAfter defeating the first group of enemies, there will be short conversation - Prologue - Dragon Age II - Game Guide and Walkthrough

After defeating the first group of enemies, there will be short conversation. You can let your companion attack the second Hurlock group or do it yourself #1. It doesn't matter really which you choose, as you will join in the fight either way #2. Use the unlocked skill for easier kills.

Step 2: Dealing with the Ogre

5 - Prologue - Dragon Age II - Game Guide and WalkthroughThe fight with the Ogre #1 will begin only after eliminating the second Hurlock group - Prologue - Dragon Age II - Game Guide and Walkthrough

The fight with the Ogre #1 will begin only after eliminating the second Hurlock group. You don't have to make any serious preparations here really, as your attacks will do considerable damage #2 and additionally you will be aided by your companion. Focus only on the Ogre, as killing it will let you move on.

6 - Prologue - Dragon Age II - Game Guide and WalkthroughYou have to keep fighting until you kill the Ogre #1 and a dragon will enter the scene - Prologue - Dragon Age II - Game Guide and Walkthrough

You have to keep fighting until you kill the Ogre #1 and a dragon will enter the scene. The interrogated dwarf will be then "asked" to present the real version of the events and you will end this rather uncommon introduction. The game will eventually let you use the creator #2 to change the character's appearance, name and other details referring to the game world. In the last case, you can either choose one of the three versions or import a save from Dragon Age: Origins. If you don't have any saves, the best choice will be the default Hero of Ferelden. It assumes that the hero from the first game was a Causland noble, defeated the Archdemon himself and chose Alistair for the king of Ferelden.

Main quest unlocked: The Destruction of Lothering

Received from: Mother [Blightlands]

Step 1: Passing through the Blightlands

1 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughThe quest will begin with a conversation with Leandra, Bethany and Carver #1 (M1, 1) - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

The quest will begin with a conversation with Leandra, Bethany and Carver #1 (M1, 1). Your first task will be to pass the lands to avoid the Darkspawns. Note that Bethany and Carver became members of your team, so you will be able to control them. Start exploring the area. Nearby the starting point you will come across dead refugees #2. It's always worth to check the bodies of the dead, as you can find more or less valuable items.

2 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughYou soon will be attacked by a big group of Hurlocks #1 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

You soon will be attacked by a big group of Hurlocks #1. As your characters are no longer as strong, you will have to keep your eyes open. I'd suggest pausing the game often and giving direct orders to the team members. After the fight, the main hero will gain a level. The easiest way of leveling up is to press ESC and going into the proper section #2. Note that you can distribute the stat points and unlock a new, chosen ability. It's worth to remember about levelling up your team members and doing it every time an arrow icon appears by their avatars.

3 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughChoose the only possible path and talk with your team on getting to Kirkwall #1 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

Choose the only possible path and talk with your team on getting to Kirkwall #1. Right after the conversation you will be attacked by enemies, this time including the slightly stronger Hurlock Grunts #2.

Step 2: Helping Aveline and Wesley

4 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughSoon enough a new cutscene will start, showing two characters defending from darkspawns - Aveline Vallen and her husband, sir Wesley #1 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

Soon enough a new cutscene will start, showing two characters defending from darkspawns - Aveline Vallen and her husband, sir Wesley #1. Go help them #2 (M1, 2), but keep in mind that you don't have to worry about them dying prematurely. Attack the Hurlocks.

5 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughAfter the fight you will have a talk with Aveline and Wesley - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

After the fight you will have a talk with Aveline and Wesley. Note that you can ask them additional questions by choosing the additional dialogue option #1. Choosing one of the three main ones will influence the relations with the team members:

  • middle dialogue option (wings icon): +10 to friendship with Bethany
  • middle dialogue option (mask icon): +5 to friendship with Carver and +10 to friendship with Bethany
  • lower dialogue option (fist icon): +15 to friendship with Bethany and +5 to friendship with Carver

Eventually Aveline will join your team. Wesley will stay an inactive character just like Leandra (the hero's mother). You can head south #2.

Step 3: Moving on through the Blightlands

6 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughStay alerted, as you will be soon attacked by a group of Hurlocks #1 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

Stay alerted, as you will be soon attacked by a group of Hurlocks #1. The monsters will income from two sides (including the already secured area), so look after the less-armoured members of your team. After the fight search the area for another dead refugee and head south-east. The next team will include a few Hurlock Bolters #2 (M1, 3). Be sure to send at least one warrior to get rid of the beasts standing on high ground.

7 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughAfter eliminating all the monsters, look around for another dead refugee and look around where the bolters were standing and you will find rubble #1 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

After eliminating all the monsters, look around for another dead refugee and look around where the bolters were standing and you will find rubble #1. Searching it will result in gaining, inter alia, a valuable ring. Go south-east and on your way to will come across one more dead refugee. After getting to a big area, new monster will appear in the distance #2 (M1, 4).

8 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughDuring this specific battle, your priority should be to kill the Emissary Apprentice #1 as soon as possible - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

During this specific battle, your priority should be to kill the Emissary Apprentice #1 as soon as possible. Additionally at least one warrior should take care of eliminating the bolters #2. Look after the health of the team members, but try to refrain from using any potions as they will come in handy in just a while.

9 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughDon't leave your mages unattended, as at some point Hurlocks will come from the already investigated part of the path #1 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

Don't leave your mages unattended, as at some point Hurlocks will come from the already investigated part of the path #1. After the fight, you can take a look around to find two dead refugees, a note on Korcari Wilds and a chest #2. Opening it requires a rogue, so if your hero doesn't have such class (the other team members are a warrior and a mage) you won't be able to do anything. To cheer you up, I may add that the chest doesn't contain any unique items.

10 - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and WalkthroughYou can no follow the path leading onto the nearby hill #1 (M1, 5) - The Destruction of Lothering - p. 1 - Prologue - Dragon Age II - Game Guide and Walkthrough

You can no follow the path leading onto the nearby hill #1 (M1, 5). Save your game before getting there, as you're in for a difficult fight. The already known Ogre will soon enter the scene #2. Defeating the beast will be much harder than last time, especially considering that the beast will start off by mortally wounding one of your team members. If the main hero is a warrior or a rogue, Carver will die. In case you're playing as a mage, it will be Bethany.

Step 4: Dealing with the Ogre and Hurlocks

1 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughThe basic difficulty of this battle is that only three characters take part in it - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

The basic difficulty of this battle is that only three characters take part in it. You will have it a bit easier if you're playing as a warrior. If on the other hand you're a rogue or a mage, the fight might turn out to be quite tricky. First of all you should make yourself familiar with the Ogre's two main attacks, which are a charge #1 and a stomp #2. In both cases you have to remember that your team can be knocked down to the ground and lose lots of health at the same time. It's worth to avoid such situations, pausing the game often to give adequate orders and controlling given characters if needed.

2 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughYou should send at least one warrior to attack the Ogre #1 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

You should send at least one warrior to attack the Ogre #1. It would be good to also back him up with a mage. Winter's Grasp might prove very useful, slowing down the Ogre for a short period of time. Eliminating the Hurlocks should be a second priority and include only those who approach the weaker party members #2.

3 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughDon't try to save on potions during the fight, use them whenever the health of any character reaches a critical point - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

Don't try to save on potions during the fight, use them whenever the health of any character reaches a critical point. Focus mainly on eliminating the Ogre #1, through its death won't end the battle. Start eliminating the Hurlocks #2. If some of your characters are already dead at this point, you should especially take care of the health of the remaining ones, as losing everyone is equivalent to dying.

4 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughAfterwards there will be another conversation cutscene #1, during which you will be able to choose how to react to Carver's or Bethany's death - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

Afterwards there will be another conversation cutscene #1, during which you will be able to choose how to react to Carver's or Bethany's death. Fighting the Hurlocks will soon begin all over again, but luckily this time it won't last long or bring any surprises. Soon enough another cutscene will start, during which a dragon will eliminate all the darkspawns and land only to morph into... Flemeth!

Step 5: Talking with Flemeth and leaving for Kirkwall

5 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughDuring a rather long conversation with Flemeth you will be asked to deliver a certain amulet to Keeper Marethari - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

During a rather long conversation with Flemeth you will be asked to deliver a certain amulet to Keeper Marethari. You can either agree at once or ask the rest of your team for opinion and ask the witch a couple additional questions #1. Afterwards the conversation will move to sir Wesley, who has been mortally poisoned. In this case you will have a choice #2:

  • leaving the decision to Aveline (middle left dialogue option): +15 to friendship with Aveline
  • deciding for Aveline (upper right or lower dialogue option): +15 to rivalry with Aveline

Main quest unlocked: Long Way Home

Step 6: Finding a way to get to the main part of Kirkwall

6 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughAfter watching a new cutscene showing the ship trip, you will end up in [Kirkwall - The Gallows] (M2, 1) - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

After watching a new cutscene showing the ship trip, you will end up in [Kirkwall - The Gallows] (M2, 1). Start by listening to the conversation #1 and start exploring the area. Try to leave the docks and you will be stopped by Guardsman Wright #2 (M2, 2). You can ask him a few additional questions, through irrespectively of the chosen options you will be sent to Captain Ewald.

7 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughChoose the passage behind the Guardsman and eventually you will reach a much bigger courtyard #1 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

Choose the passage behind the Guardsman and eventually you will reach a much bigger courtyard #1. You can of course take a look around and check the offer of a local merchant. Captain Ewald (M2, 3) is standing by the big stairs #2 and you have to talk with him.

8 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughChoosing the dialogue options in this conversation won't have a big influence as well #1 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

Choosing the dialogue options in this conversation won't have a big influence as well #1. Captain Ewald sooner or later will find out that Gamlen is a relative of the main hero and will offer his help in solving the problem. It will irritate the deserters and you'll have to fight them #2.

9 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughCaptain Ewald and his men will accompany you in this fight, which will be a large convenience - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

Captain Ewald and his men will accompany you in this fight, which will be a large convenience. I'd recommend firstly taking care of the common Deserters and Deserter Archers #1. Only after eliminating them should you attack the Deserter Leader #2, who should be busy with attacking Ewald.

10 - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and WalkthroughUnfortunately you have to reckon with the fact that more Deserters will arrive during the further part of the battle - The Destruction of Lothering - p. 2 - Prologue - Dragon Age II - Game Guide and Walkthrough

Unfortunately you have to reckon with the fact that more Deserters will arrive during the further part of the battle. Send your characters especially to eliminate the new archers #1 and take care of their health level, especially that you probably don't have too much potions after the Ogre fight. After the battle there will be a series of cutscenes, with the most important being the conversation with Gamlen #2. He will have only bad news for you. You will learn that the family property has been lost and entering the city requires a year-long service. It's not all, as finding a job will require seeking help at Athenril or Meeran. At the end you can ask Bethany or Carver for their opinion and learn a bit more about each employer.

You will have to choose your ally:

  • If you wish to ask Athenril for help, you will have to head to this smuggler who resides in the northern part of the courtyard. The description of this option can be found in Step 7, Option A.
  • If you with to ask Meeran for help, you will have to head to the mercenary who resides in the middle part of the courtyard. The description of this option can be found in Step 7, Option B.

A little hint: if above all you want to make money, approach option B and choose a solution which will lead to failing it and gaining two sovereigns. Afterwards buy whatever you want and approach option A.

Step 7, Option A: Asking Athenril for help

1 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughAthenril resides at the northern part of the location [Kirkwall - The Gallows] #1 (M2, 4) - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

Athenril resides at the northern part of the location [Kirkwall - The Gallows] #1 (M2, 4). During the conversation you can ask her a couple additional questions or express the will to help at once. The smuggler will send you to merchant Cavril to recover the money he owns. The merchant can be found in the middle part of the courtyard #2 (M2, 5).

2 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughDuring the conversation, choose the lower left dialogue option thanks to which you will inform Cavril that Athenril sent you - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

During the conversation, choose the lower left dialogue option thanks to which you will inform Cavril that Athenril sent you. You can solve the case in four ways:

  • Asking Aveline to join the action (middle left dialogue option) #1. The advantage of this option is that it won't lead to a fight; +10 to friendship with Aveline.
  • Suggesting the lack of need for bloodshed (middle right dialogue option). As a result you will have to fight Cavril's bodyguards, but you will also have the chance to gain experience for defeating them.
  • Trying to force a bribe (middle right dialogue option). Cavril can behave in two ways here. If you haven't spoken with Meeran, he will offer you the bribe #2 and there won't be any need to fight, but if you have already failed the mission from Meeran, Cavril will refuse and you'll have to fight; +5 to rivalry with Aveline.
  • Forcing him to pay the debt (lower right dialogue option). As a result you will have to fight Cavril's bodyguards, but you will be able to gain experience for defeating them.
3 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughIf you've chosen one of the options which included fighting, you have to remember that apart from the merchant's guards you will also have to fight mercenaries #1 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

If you've chosen one of the options which included fighting, you have to remember that apart from the merchant's guards you will also have to fight mercenaries #1. The enemies are luckily rather easy and additionally Captain Ewald can come to aid you #2. If he doesn't do so at once, back off to the stairs which should encourage him to join the fight.

4 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughIrrespectively of the chosen solution you will get the key, which you'll have to use to open the merchant's chest #1 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

Irrespectively of the chosen solution you will get the key, which you'll have to use to open the merchant's chest #1. Take 1 sovereign and return to Athenril with it #2 (M2, 4).

5 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughThe conversation with Athenril can take two courses - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

The conversation with Athenril can take two courses. If Aveline made Cavril hand over the sovereign or if you defeated him in a fight, the smuggler will thank you for help and will assure that she will intercede for you #1. The description of the next steps can be found in Step 8 (it's common for both option). If you made Cavril bribe you and accepted it, Athenril will get arrested #2. It will make completing this option impossible and you will have to ask Meeran for help.

Step 7, Option B: Asking Meeran for help

6 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughMeeran resides at the central part of [Kirkwall - The Gallows] #1 (M2, 7) - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

Meeran resides at the central part of [Kirkwall - The Gallows] #1 (M2, 7). During the conversation you can ask him a couple additional questions or accept to help him at once. The mercenary will ask you to kill Lord Friedrich, who you can find in assistance of guards at the southern part of the courtyard #2 (M2, 8).

7 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughA longer conversation with Friedrich will only happen if you didn't yet fail Athenril's mission - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

A longer conversation with Friedrich will only happen if you didn't yet fail Athenril's mission. If you have and working with her is no longer possible, the battle will begin at once, without being able to choose any conversation options.

After the cutscene begins, you can act in two ways. You can either express the will to talk (middle right dialogue option) or start the fight at once (lower right dialogue option; +5 to rivalry with Aveline). If you choose the "peaceful" option, apart from learning about the fraud which Friedrich has made, you will also be able to choose one of the three options:

  • Trying to extort bribe (middle right dialogue option) #1. Choosing this will render completing Meeran's mission impossible, as he only cares for Friedrich's death. In such case you will have to approach option A, which is cooperating with Athenril. Friedrich will give you 2 sovereigns and leave #2, but you will have to defeat his men either way.
  • Asking for help in getting into the city (middle right dialogue option). As a result you will have to fight Friedrich and his guards.
  • Refuse to solve the case peacefully (lower right dialogue option). As an effect you will have to fight Friedrich and his guards; +5 to rivalry with Aveline.
8 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughIrrespectively of the chosen solution, you will have to fight here - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

Irrespectively of the chosen solution, you will have to fight here. The only difference is whether Friedrich will take part in it or not. Apart from the Lord, you will also have to kill his guards #1. Unfortunately more enemies are sure to appear in the further part of the battle. It's worth to use the stairs trick, which will cause Captain Ewald and his men to join the battle #2, thanks to which defeating the enemies will be much easier.

9 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughIf Friedrich took part in the fight, search for his corpse #1, as you can get some previous weapons - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

If Friedrich took part in the fight, search for his corpse #1, as you can get some previous weapons. Now you can return to Meeran #2 (M2, 7) and inform him about killing Friedrich (if you let him go, you'll have to use option A). the mercenary will promise to intercede for you The description of the next steps can be found in Step 8 (it's common for both option).

Step 8: Completing the yearly service in Kirkwall

10 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughFind Gamlen in the middle part of the courtyard #1 (M2, 6) and talk with him - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

Find Gamlen in the middle part of the courtyard #1 (M2, 6) and talk with him. The action will move forward a whole year, to the moment when you finish your service. Your next interlocutor will be a dwarf named Bartrand #2, who won't be too fond of a journey to Deep Roads.

11 - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and WalkthroughThe main hero will soon get robbed #1, but Bartrand's brother - Varric - will come to his rescue #2 (M3, 5) - The Destruction of Lothering - p. 3 - Prologue - Dragon Age II - Game Guide and Walkthrough

The main hero will soon get robbed #1, but Bartrand's brother - Varric - will come to his rescue #2 (M3, 5). He will be more willing to cooperate and additionally you will be able to ask him many questions. The whole thing will end up with the need to obtain a map of Deep Roads and raising 50 sovereigns, so that Bartrand can treat you as a trusty companion and head out with you. You will also receive multiple new main quests and Varric himself will join your party.

Main quest unlocked: A New Home?

Main quest unlocked: A Friend in the Guard

Main quest unlocked: The Deep Roads Expedition

Main quest unlocked: A Business Discussion

Received from: Flemeth [Blightlands]

Step 1: Delivering the amulet to Keeper Marethari

1 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou will automatically receive this mission from Flemeth, who you will meet not long after defeating the Ogre during the main quest The Destruction of Lothering (M1, 5) - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You will automatically receive this mission from Flemeth, who you will meet not long after defeating the Ogre during the main quest The Destruction of Lothering (M1, 5). You cannot reject her offer, but you can behave more or less eagerly #1. You will be able to approach this quest only after completing The Destruction of Lothering, that is after arriving at [Hightown] for the first time #2 (M3, 5).

2 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughLeave Hightown using one of the routes and choose the third bookmark in the world map (lower right corner of the screen) - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Leave Hightown using one of the routes and choose the third bookmark in the world map (lower right corner of the screen). Confirm the will to go to [Sundermount] #1 (M25, 1). Stay alert, as upon approaching the first glade you will be attacked by a group of Giant Spiders, Poisonous Spiders and Corrupted Spiders #2.

3 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughDuring the fight, you should use AoE spells and abilities #1 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

During the fight, you should use AoE spells and abilities #1. It's also good to keep an eye on the health of your team, especially that spiders can poison you with their venom. After the battle head west and you should shortly reach the Dalish camp #2.

4 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughApproach the two Dalish Hunters standing beside the camp entrance #1 (M25, 2) - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Approach the two Dalish Hunters standing beside the camp entrance #1 (M25, 2). They will stop you at first, but change their after hearing who you are and take you to Keeper Marethari #2 (M25, 3). During the conversation with the Dalish elves leader, you will learn that in order to even the score with Flemeth you will have to complete once more mission, that is taking the amulet to the altar located at the top of the Sundermount. Merrill, who you will meet in just a moment, will help you in the ceremony.

Step 2: Taking the amulet to the altar

5 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou can leave the camp following the path leading north #1 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You can leave the camp following the path leading north #1. After a bit you should reach the spot where you will meet Merrill, mentioned before #2 (M25, 6). Unfortunately you won't have a big influence on the course of this conversation as well, but there will be a chance to ask Merrill a few questions. Eventually confirm the will to head to the mountain top and ask her for a moment to gather supplies. Merrill won't officially join your team now, but she will follow you and take part in battles.

6 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughMove forward - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Move forward. Soon enough you will come across a group of Corpses, which will come back to life #1. Winning this battle won't be hard, but try not to let any of your team members get surrounded by too many enemies. Afterwards you will have a short talk with Merrill #2, though it won't be of much relevance.

7 - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou can move on - Long Way Home - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You can move on. At the spot where you will come across another group of corpses, you will additionally have to look out for a simple trap (it's worth to use a rogue to disarm it) #1 and Skeleton Archers that will soon join the battle #2. I'd recommend taking care of the archers in the first place and moving on to the corpses afterwards.

1 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughKeep moving up and eventually you will reach a small camp #1 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Keep moving up and eventually you will reach a small camp #1. Talk with the Dalish Hunter and Merrill. Also look around for a sack and an elfroot. Use this chance to examine the rock rubble #2 to learn that you cannot pass through there.

2 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughChoose the only available path and soon you should reach a cave entrance #1 (M25, 7) - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Choose the only available path and soon you should reach a cave entrance #1 (M25, 7). Listen to one more conversation with Merrill and head to [Sundermount - Sundermount Caverns] (M26, 1). Begin exploring the cave and be ready to deal with Giant Spiders which will attack you as soon as in the first chamber #2.

3 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter the fight, use the passage leading south-east #1 and go down the stairs to the lower level - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After the fight, use the passage leading south-east #1 and go down the stairs to the lower level. At this spot you will only have to defeat a Corrupted Spider #2, through it will be more resistant than the beasts you have met until now.

4 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughGo through the new narrow passage and turn right #1 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Go through the new narrow passage and turn right #1. Unfortunately, before you will be able to leave the caverns, you will have to deal with a big group of Corrupter Spiders #2. Take care of the less armoured members of your party, don't let the monsters surround you and try to attack the spiders one at a time if possible.

5 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIf you decide to explore the caves further, you will have to deal with Corpses, Shades and Shadow Warriors #1 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

If you decide to explore the caves further, you will have to deal with Corpses, Shades and Shadow Warriors #1. The later ones should be eliminated first. The reward for your trials will be access to many treasures, including a locked chest. After researching the caves, head to the mentioned exit (M26, 2) which will lead you to an inaccessible until now part of [Sundermount] #2 (M25, 8).

6 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughApproach the magic barrier on the left #1 (M25, 9) and try to interact with it - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Approach the magic barrier on the left #1 (M25, 9) and try to interact with it. Merrill will step in, using blood magic to locate the obstacle. You can react to that in three ways:

  • admit that blood magic might be useful sometimes (middle right dialogue option)
  • state that the help is short-lived and not profitable (middle right dialogue option)
  • strongly deject the idea of using blood magic (lower right dialogue option): it's the best option if you don't want to damage your relations with the party members who don't approve the use of blood magic

Irrespectively of the chosen option, there will be some weak Skeleton Archers in the new location #2. You will be able to find many useful items in the area as well, including a Deep Mushroom.

7 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughABSOLUTELY be sure to save your game before approaching the altar #1 (M25, 10) - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

ABSOLUTELY be sure to save your game before approaching the altar #1 (M25, 10). By doing so, you will summon a powerful Arcane Horror. Start attacking the monster, using your mage's spells most of all #2.

8 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughOnly after eliminating the Arcane Horror should you move on to eliminating the Corpses and Shadow Warriors #1 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Only after eliminating the Arcane Horror should you move on to eliminating the Corpses and Shadow Warriors #1. After the fight you should examine the Horror's corpse to find, inter alia, the Ring of the Magister. Now you can interact with the altar, which will lead to the appearance of Flemeth #2. Unfortunately you won't be able to influence the course of the conversation too much, but you will be able to ask the witch a couple additional questions. The meeting will end with gaining as much as 8 sovereigns.

Step 3: Bringing the amulet back to Keeper Marethari

9 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughThink twice before deciding to explore the eastern part of this location #1, as if your team isn't experienced enough, winning the fights there can be very hard - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Think twice before deciding to explore the eastern part of this location #1, as if your team isn't experienced enough, winning the fights there can be very hard. On the other hand you can use the fact that Merrill is following your party and in fact you have not three, but four members. In order to end the quest, return to the entrance of [Sundermount - Sundermount Caverns] #2 (M25, 8).

10 - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughLuckily you don't have to go through the caverns again, as you will be automatically move to [Sundermount - Dalish Camp], where you will give the amulet to Keeper Marethari #1 (M25, 3) and Merrill will join your party for good - Long Way Home - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Luckily you don't have to go through the caverns again, as you will be automatically move to [Sundermount - Dalish Camp], where you will give the amulet to Keeper Marethari #1 (M25, 3) and Merrill will join your party for good. Another jump is waiting for you, this time to [Lowtown - The Elven Alienage] (M12, 9). Talk with Merrill here. Irrespectively of whether you promise to visit her #2 or not, you will ultimately end this quest. Additionally you will be able to start an easy quest connected with Merrill.

Companion quest unlocked: Welcome Home

Received from: Varric [Hightown]

Step 1: Reaching Gamlen's house

1 - A New Home? - Act I - Dragon Age II - Game Guide and WalkthroughYou will receive this task automatically after talking with Varric (M3, 5) for the first time - A New Home? - Act I - Dragon Age II - Game Guide and Walkthrough

You will receive this task automatically after talking with Varric (M3, 5) for the first time. You will meet the dwarf after completing The Destruction of Lothering and arriving at for the first time [Hightown]. The target of this mission is reaching the house of Gamlen, the main hero's uncle. In order to do that, start by heading to [Lowtown]. From there, head north from The Hanged Man entrance and you will reach the residential district. Use the stairs there #1. Entering Gamlen's home #2 (M12, 4) will end this quest and activate a new one.

Companion quest unlocked: Birthright

Received from: Varric [Hightown]

Step 1: Meet Aveline

1 - A Friend in the Guard - Act I - Dragon Age II - Game Guide and WalkthroughYou will receive this mission automatically after speaking with Varric (M3, 5) for the first time - A Friend in the Guard - Act I - Dragon Age II - Game Guide and Walkthrough

You will receive this mission automatically after speaking with Varric (M3, 5) for the first time. You will meet the dwarf after completing The Destruction of Lothering main quest and reaching [Hightown] for the first time. The task in this mission is to meet with Aveline, who has been working as a guard for the past year. Head off to [Hightown - Hightown Plaza] and choose the path leading south (the Viscount's track) #1. Go up the stairs and you will reach a gate leading to [Hightown - Viscount's Keep] #2. Notice! The location is only available during daylight!

2 - A Friend in the Guard - Act I - Dragon Age II - Game Guide and WalkthroughAveline can be found inside one of the southern corridors #1 (M9, 3) - A Friend in the Guard - Act I - Dragon Age II - Game Guide and Walkthrough

Aveline can be found inside one of the southern corridors #1 (M9, 3). You will be able to ask her lots of additional questions and you will be asked to help her deal with a group of bandits preparing for an attack #2. You can either agree, unlocking a companion quest or refuse. Either way, the mission will come to an end and Aveline will join your party irrespectively of your decision (you can choose your party by the Keep exit).

Companion quest unlocked: The Way It Should Be

Received from: Varric [Hightown]

Step 1: Discuss the plan with Varric

1 - A Business Discussion - Act I - Dragon Age II - Game Guide and WalkthroughYou will receive this mission automatically after speaking with Varric (M3, 5) - A Business Discussion - Act I - Dragon Age II - Game Guide and Walkthrough

You will receive this mission automatically after speaking with Varric (M3, 5). You will meet the dwarf after completing The Destruction of Lothering main quest and reaching [Hightown] for the first time. Your task here will be to head to The Hanged Man to talk business with Varric. The inn can be found in the middle part of [Lowtown] #1. After getting inside, click on Varric to initiate the conversation #2. It's worth to mention that if Varric isn't a member of the active party, you will have to head to his place in the north-west part of the inn (M15, 2). It stays true for every other conversation you will have with him here in the further part of the game.

2 - A Business Discussion - Act I - Dragon Age II - Game Guide and WalkthroughNote that you were automatically moved to Varric's

Note that you were automatically moved to Varric's "apartment" inside the inn #1. Overall, the whole conversation will lead to activating a new quest connected with finding the Gray Warden and asking him to join the expedition. Also note that your journal has been updates by rumours heard by Varric #2. As for the dialogue options, you choice will influence his attitude towards the main hero:

  • upper dialogue options (blue icons): +5 to friendship with Varric
  • middle dialogue options(purple icons): +15 to friendship with Varric
  • lower dialogue options (red icons): +15 to rivalry with Varric

Main quest unlocked: Tranquility

Rumour unlocked: Wayward Son

Rumour unlocked: Act of Mercy

Rumour unlocked: Enemies Among Us

Rumour unlocked: Blackpowder Promise

Rumour unlocked: Shepherding Wolves

Received from: Varric [Lowtown - The Hanged Man]

Step 1: Find the Grey Warden

1 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughYou will automatically receive this task from Varric during the conversation during the A Business Discussion main quest #1 (M15, 2) - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

You will automatically receive this task from Varric during the conversation during the A Business Discussion main quest #1 (M15, 2). Your task in this quest is to find the Grey Warden and ask him to join your expedition to Deep Roads. Go out of the inn and during daylight head to [Lowtown - Lirene's Ferelden Imports]. The entrance can be found on the bazaar #2 (M12, 2).

2 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughInside the shop, search for Lirene #1 (M14, 5) - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

Inside the shop, search for Lirene #1 (M14, 5). During the conversation, choose the upper dialogue option #2 to ask her about the whereabouts of the Grey Warden. Irrespectively of the course of the conversation, you will learn that he's inside the clinic in Darktown.

3 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughI'd recommend saving your game now, as once you exit the shop you will be accosted by a group of deserters, who won't like that you're searching for the Grey Warden (M12, 8) - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

I'd recommend saving your game now, as once you exit the shop you will be accosted by a group of deserters, who won't like that you're searching for the Grey Warden (M12, 8). You can react in two ways:

  • peaceful option: ask Bethany or Carver to join in (middle left dialogue option) or convince the refugees about your good intents (lower left dialogue option) #1
  • aggressive option: choosing whichever right dialogue option (upper, middle or lower) will lead to a fight with the refugees #2
4 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughIf you have chosen the peaceful option, you will be able to continue the game at once - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

If you have chosen the peaceful option, you will be able to continue the game at once. In the other case, you will have to eliminate the group of Deserters #1 and Deserter Archers. The enemies won't be too hard, but nevertheless you should keep an eye on your health level and eliminate the archers in the first place. Irrespectively from whether you fought the deserters or not, leave this area and head to [Darktown]. After you get there, head east #2.

5 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughStay alert, as on your way you will be attacked by Looters and Mercenaries #1 and they won't be only warriors, but also archers and rogues - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

Stay alert, as on your way you will be attacked by Looters and Mercenaries #1 and they won't be only warriors, but also archers and rogues. Especially look out for the last ones and don't let them use surprise attacks. After getting to the eastern part of the Darktown, turn to the north #2.

Step 2: Convincing the Grey Warden to cooperate

6 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughYou have to get to the next area and open the door in the front #1 (M23, 5) leading to [Darktown - Ander's Clinic] - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

You have to get to the next area and open the door in the front #1 (M23, 5) leading to [Darktown - Ander's Clinic]. A conversation with the Grey Warden Anders will automatically begin. Unfortunately you won't have any influence on it. Anders cannot be bribed or cow into giving the maps needed for The Deep Roads Expedition. The only way is to offer help in freeing Karl, who's being held by the Templars #2. It's worth to add that during the conversation with Anders you might be asked for your opinion of the mage's rights. I'd suggest choosing the answers carefully, so that you won't offend any mages in your party.

Step 3: Finding Karl

7 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughYou can now leave this area and during the night head to [Hightown] - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

You can now leave this area and during the night head to [Hightown]. Anders can be found nearby the entrance to the Order in the western part of the area #1 (M4, 7). Confirm the will to begin the action and you will be automatically moved to [Hightown - Chantry] (M8, 1). Go forward and then turn to the right #2. Use the stairs to reach the upper balconies.

8 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughCheck one of the northern rooms and you should find Karl #1 (M8, 2) - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

Check one of the northern rooms and you should find Karl #1 (M8, 2). Try to talk with him and it will turn out that he's undergone so called tranquility. It's not the end of trouble, as Templars will appear #2. You will have to fight them and you will also learn Ander's secret.

Step 4: Defeating the Templars

9 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughStart by attacking the Templars and Templar Archers #1, who should die rather quick - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

Start by attacking the Templars and Templar Archers #1, who should die rather quick. You shouldn't also worry about Anders, as you won't control him. Stay alert, as pretty soon a Templar Hunter will enter the scene #2. Take care of him quick, as his surprise attacks might cause large damage.

10 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughIn the end take care of the Templar Lieutenant #1, as he's considerably stronger than his colleagues - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

In the end take care of the Templar Lieutenant #1, as he's considerably stronger than his colleagues. Right after the fight a cutscene will start, during which Karl will regain consciousness for a moment and ask Anders to execute him. Irrespectively of the chosen dialogue option #2 the execution will happen.

Step 5: Talking with Anders

11 - Tranquility - Act I - Dragon Age II - Game Guide and WalkthroughAfter finishing the affairs at the Order, you will be automatically moved back to [Darktown - Ander's Clinic] #1 (M23, 2) - Tranquility - Act I - Dragon Age II - Game Guide and Walkthrough

After finishing the affairs at the Order, you will be automatically moved back to [Darktown - Ander's Clinic] #1 (M23, 2). You can ask the Grey Warden about the Spirit of Justice and make foundations for a new affair #2. Irrespectively of the chosen dialogue options, Ander will give you the Deep Roads map (needed for The Deep Roads Expedition) and will join your party for good. You will also unlock a new quest.

Companion quest unlocked: Questions and Answers

Received from: Arianni [Lowtown - The Elven Alienage]

Step 1: Talk with Arianni

1 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou will receive this quest automatically after completing Gossip: Wayward Son, so after gaining information from Arianni #1 (M12, 10) on her son Feynriel, who's being searched by the Templars - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You will receive this quest automatically after completing Gossip: Wayward Son, so after gaining information from Arianni #1 (M12, 10) on her son Feynriel, who's being searched by the Templars. During the conversation Arianni will suggest asking Thrask from The Gallows and Vincent from Lowtown about her son's whereabouts. If you want to, you can learn more about each of these characters during the conversation #2.

You will have to choose who to ask about Feynriel's whereabouts:

  • If you want to talk with Thrask, you have to head to The Gallows. The description of this option can be found in Step 2, Option A.
  • If you want to talk with Vincento, you have to head to Lowtown. The description of this option can be found in Step 2, Option B.

Step 2, Option A: Talking with Thrask

2 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIn order to get to Thrask you will have to go to [The Gallows] - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

In order to get to Thrask you will have to go to [The Gallows]. Thrask will be standing by the stairs #1 (M33, 5). During the conversation, you can most of all ask Thrask about Feynriel and Vincento. As for choosing the dialogue options, I'd recommend the upper right or middle right answers. Selecting the lower right might hurt Thrask and you will have to head to Vincent. Curiously, if Aveline is in your party, you can ask her to join the conversation #2. If you properly "complete" the conversation, Thrask will send you to Samson who seems to know where Feynriel is.

Step 2, Option B: Talking with Vincento

3 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIn order to talk with Vincent, you will have to go to [Lowtown] during the day and head to the marketplace - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

In order to talk with Vincent, you will have to go to [Lowtown] during the day and head to the marketplace. Vincento will be standing beside the western entrance to Lowtown #1 (M12, 13). Getting information on Feynriel's whereabouts will unfortunately turn out to be more difficult than in Thrask's case. The only chance here is having a mage in the party. If it's the main hero, things will get easier. Otherwise you'll have to ask one of the mages from the party to join in (middle left dialogue option) #2. Choosing any other dialogue option will end with failure and you will have to go to Thrask. If you properly "complete" the conversation, Vincenti will send you to Samson, who seems to know something about Feynriel's whereabouts.

Step 3: Talking with Samson

4 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIn order to talk with Samson you will have to head to [Lowtown] during the night - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

In order to talk with Samson you will have to head to [Lowtown] during the night. Head to the back of The Hanged Man (M13, 10) and you should find the man without problems #1. You can ask Samson a few additional questions. As for the main aim of the conversation, you will get all the needed information if only you stay polite. I wouldn't recommend trying to bribe him #2, as it's completely unnecessary and you would lose 1 sovereign. Samson will send you to Reiner, residing at one of the dock warehouses.

Step 4: Examining the dock warehouse

5 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughDuring the night, head to [Docks] - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

During the night, head to [Docks]. Once there, head to the eastern warehouses district and find the entrance to [Docks - Arthuris' Private Dock] #1 (M20, 5). Afterwards (M35, 1) save you game, as you're in for some hard fight. Go inside the next location (M35, 2), where you will have to fight with Sailors commanded by a Marine #2.

6 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughI'd suggest fighting inside the small room in which you began exploring the warehouse #1 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

I'd suggest fighting inside the small room in which you began exploring the warehouse #1. Most of all it will let you avoid being attacked by the archers. Inside the main warehouse room you could additionally fall into some traps #2, taking unnecessary damage.

7 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughThe absolute priority in this battle is getting rid of the Marine #1 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

The absolute priority in this battle is getting rid of the Marine #1. His sudden attacks can cause lots of damage. Eliminating him will take some time, but luckily the common Sailors are much easier. Aim at the enemy archers in the first place #2.

8 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter the fight take a look around and head towards the balconies in the eastern part of the warehouse #1 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After the fight take a look around and head towards the balconies in the eastern part of the warehouse #1. Here, go inside the eastern room. BEFORE opening the door to the northern room #2 (M35, 3), be sure to save your game as another uneasy battle is waiting for you.

9 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughOnce you enter the northern room a cutscene will start #1, during which a young woman will transform into an Abomination - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Once you enter the northern room a cutscene will start #1, during which a young woman will transform into an Abomination. Once the fight begins (M35, 4), ignore the demon and start attacking Captain Reiner #2, as he's also an assassin. At the same time keep an eye for any traps in the area and try to disarm them.

10 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughOnly after eliminating Reiner should you attack the Abomination #1, while looking out for the powerful spells it uses - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Only after eliminating Reiner should you attack the Abomination #1, while looking out for the powerful spells it uses. Just like with any other fight of this type, it's worth to freeze the monster or at least slow his moves. In the end take care of the Corpses and a few Skeleton Archers #2, which won't be too hard at this point.

11 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter the fight, be sure to examine the bodies of Captain Reiner and the Abomination #1 - Wayward Son - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After the fight, be sure to examine the bodies of Captain Reiner and the Abomination #1. In the second case, apart from precious treasures you will also find an item which will activate a new quest. Now check out the chest #2 (M35, 5). Take the hideout location map, which suggests that it might be worth to pay a visit to Danzig, residing in Darktown.

Secondary quest unlocked: An Errant Letter

Step 5: Talking with Danzig

1 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughYou can now leave the warehouse and the Docks and go to [Darktown] - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

You can now leave the warehouse and the Docks and go to [Darktown]. Danzig can be found in the southern part of the area (M23, 8) and you will have to go down the stairs to reach him #1. During the conversation with Danzig, you will be able to choose the dialogue options, but all the basic choices lead to a fight with him and his bodyguards. The only exception is when you have Fenris in your party (middle left dialogue option), who you can ask to join in #2 and solve the problem peacefully (or attack Danzig after collecting all the important information).

2 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughSince Danzig is a mage, you should attack him first - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Since Danzig is a mage, you should attack him first. At the same time try to freeze or slow him down or he might surround himself with a barrier #1 which will make damaging him much harder. Only after eliminating Danzig should you attack the Slavers and Slaver Archers #2.

3 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIn the further part of the fight a Slaver Mage will join in #1 and once he does, he should be the one you focus on - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

In the further part of the fight a Slaver Mage will join in #1 and once he does, he should be the one you focus on. Luckily he will be easier than Danzig. After the fight, search Danzig's body #2 and you will find, inter alia, the Map to the Wounded Coast, suggesting that Feynriel is being held there.

Step 6: Finding Feynriel at the Wounded Coast

4 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughLeave Darktown and choose [Wounded Coast] from the world map - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Leave Darktown and choose [Wounded Coast] from the world map. Look out, as upon arriving you might be attacked by a group of bandits #1. If it happens so, firstly kill the archers, then take care of their leader #2 and in the end take care of plain warriors.

5 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughStart exploring the southern part of this area - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Start exploring the southern part of this area. Go west #1, taking part in an optional scene with a Dalish assassin. Stop where the road turn to the south #2. Eventually you should reach a passage (M28, 8) leading to [Wounded Coast - Slaver Caverns] (M36, 1).

6 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughHead east - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Head east. You will bump into first enemies after using the narrow passage #1 and they will be Slavers (warriors and a mage) and Slaver Archers. Just like before, I'd suggest waiting for the enemies to come to you #2, thanks to which you will avoid traps and a mass archers attack.

7 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughEliminating the enemies shouldn't cause you many problems - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Eliminating the enemies shouldn't cause you many problems. After the fight, head back into the big location once again. You can explore the caves or head to the northern huts at once #1. Find a narrow passage here #2, which will lead you to a new cave. It's worth to save the game here, as the most important part of the quest is waiting for you.

Step 7: Meeting Varian Ilithis

8 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughOnce you enter the new location (M36, 2), a cutscene with Varian Ilithis, the Slavers' leader who's holding Feynriel captive, will start - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Once you enter the new location (M36, 2), a cutscene with Varian Ilithis, the Slavers' leader who's holding Feynriel captive, will start. You can behave in four ways:

  • ask Varric to step in (upper left dialogue option) #1: the dwarf will explain Varian who he has kidnapped, encouraging him not only to let him free, but also give away 5 sovereigns; +5 to friendship with Varric
  • take the risk of eliminating Varian (lower left dialogue option) #2: it will succeed only if the main hero is a rogue; besides even if you manage to surprise and kill Varian, you will still have to defeat the Slavers in a normal fight
  • start a normal fight (upper right dialogue option): unlike the upper option, Varian will take part in the fight
  • bribe Varian for freeing Feynriel (lower right dialogue option): I wouldn't recommend this option, as you'd have to give away as much as 10 sovereigns
9 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIf you chose the second or third option, the fight will begin as soon as the conversation ends - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

If you chose the second or third option, the fight will begin as soon as the conversation ends. At the very beginning, attack the Slaver Mage #1. At the same time try to "ground" him, as otherwise he'll keep on teleporting from one point to another. If Varian is taking part in the fight, attack him right after taking care of the mage #2. Otherwise continue attacking the Slavers and Slaver Archers.

Step 8: Talking with Feynriel and Arianni

10 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIrrespectively of whether you've fought the Slavers of not, the conversation with Feynriel will start once you free him #1 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Irrespectively of whether you've fought the Slavers of not, the conversation with Feynriel will start once you free him #1. The most important is its end #2, where you will be able to make in important choice:

  • convince Feynriel to join the Dalish Elves (upper right dialogue option)
  • convince Feynriel to return to the Circle (lower right dialogue option): Feynriel won't be happy of the turn of events, but he won't refuse
11 - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughThe cave exit can be found in the northern part of the area #1 (M36, 3) through you can of course take a look around first - Wayward Son - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

The cave exit can be found in the northern part of the area #1 (M36, 3) through you can of course take a look around first. Return to [Lowtown] and find Arianni at the Elven Alienage #2 (M12, 10). In return for saving her son, you will receive the Runed Silverite Ring. You can also have two optional conversations. If you made Feynriel join the Dalish Elves, you can find him at their camp at Sundermount to receive 1 sovereign from Keeper Marethari. If on the other hand you convinced him to return to the Circle, you will receive thanks from Thrask at The Gallows (Feynriel will be standing beside, but you won't be able to talk with him).

Received from: reading the message by the desk in [Lowtown - Gamlen's House]

Step 1: Exploring the road to Wounded Coast

1 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou will receive this quest automatically after completing Rumour: Act of Mercy, that is after reading the Act of Mercy message at Gamlen's House (M14, 3) and accepting taking on the new task #1 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You will receive this quest automatically after completing Rumour: Act of Mercy, that is after reading the Act of Mercy message at Gamlen's House (M14, 3) and accepting taking on the new task #1. You can leave the area and choose to go to [Wounded Coast Approach] from the world map #2 (M37, 1).

2 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAlmost immediately after getting there you will be attacked by a group of Dragonlings #1 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Almost immediately after getting there you will be attacked by a group of Dragonlings #1. During the fight here, it's worth to use spells which freeze monsters #2 and additionally strengthen your party's fire resistance. Stay cautious, as some Dragonlings will appear later on. Additionally you will come across a second group after beginning to explore the location.

3 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating all monsters, head east and turn south at the first opportunity #1 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating all monsters, head east and turn south at the first opportunity #1. Luckily you won't meet any monsters here. Instead you should reach an entrance to a cave, where Thrask will be standing #2 (M37, 2). During the conversation you can ask him and additional question on the Apostates hiding inside the caves. Offer help with solving the problem (choosing the dialogue options has a minimum influence on the relations, for example with Aveline). Afterwards you will be able to use the passage leading to [Wounded Coast Approach - Runaways' Cavern] (M38, 1).

Step 2: Getting to the Apostates' leader

4 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughBe sure to save your game, as after a few steps you will bump into a powerful Apostate #1 (M38, 2), who will summon a group of Corpses to help - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Be sure to save your game, as after a few steps you will bump into a powerful Apostate #1 (M38, 2), who will summon a group of Corpses to help. The basic difficulty of this fight is that the Apostate uses blood magic #2. It means that he can suck health out of your party and use it to heal his own wounds.

5 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughI'd definitely recommend equipping weapons and spells which will let you freeze or paralyze the Apostate #1 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

I'd definitely recommend equipping weapons and spells which will let you freeze or paralyze the Apostate #1. It's when you should start attacking him. Once the effect wears off, quickly move your warriors away. It's also worth to place your party members far from each other, so that the Apostate's spells don't hit multiple targets at once. Only after eliminating the mage should you begin attacking the Corpses #2, as unfortunately they won't die with him.

6 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughHead south - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Head south. On your way it will be worth to explore the area, though it's optional. A small group of Corpses will attack you at a slightly bigger location #1. As they won't be assisted by any mage, defeating them should be easy. Continue moving south. You have to reach as spot where apart from Corpses, you will be attacked also by Skeleton Archers #2 and those monsters should be the first to attack.

7 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter the fight the game will automatically start a conversation with one of the hiding Apostates #1 (M38, 3) - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After the fight the game will automatically start a conversation with one of the hiding Apostates #1 (M38, 3). He will want to surrender. Before you let him go (dialogue options won't have a big influence here), it's worth to ask about the leader, Decimus. Head south #2.

8 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter a while you should get to the biggest room of the underground caves complex - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After a while you should get to the biggest room of the underground caves complex. Head to where Decimus is standing #1 (M38, 4). Unfortunately you won't be able to talk with him, as the Apostate will attack you at once, summoning a group of Corpses #2.

Step 3: Defeating Decimus

9 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughFighting Decimus will be very similar to the one right after entering the cave, with the obvious difference that the enemy will be more difficult to kill - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Fighting Decimus will be very similar to the one right after entering the cave, with the obvious difference that the enemy will be more difficult to kill. Focus all your attacks on him #1. You have to rely on paralysis, freezing and other such methods, not allowing Decimus to use blood magic too often #2.

10 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughDon't hope for the fight to get easier once you defeat Decimus #1, as you still have a long way to go - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Don't hope for the fight to get easier once you defeat Decimus #1, as you still have a long way to go. After eliminating the main mage, start attacking the Apostates who will appear in the area #2. Luckily they will be less resistant than the one met at the beginning of the cave.

11 - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughLeave the Corpses and Skeleton Archers for the end #1, even a very weakened party should be able to take care of them - Act of Mercy - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Leave the Corpses and Skeleton Archers for the end #1, even a very weakened party should be able to take care of them. Defeating all the monsters will launch a conversation with Grace #2. Here you will have to make the first of many decisions regarding the further fate of the apostates. Even though the possibilities overlay to some degree, they can be divided into three solutions, described precisely in the further part:

  • Refusing to help the apostates in escaping. The description of this option can be found in Step 4, Option A.
  • Promising to help the apostates get out using a trick. The description of this option can be found in Step 4, Option B.
  • Promising to help the apostates get out at all costs. The description of this option can be found in Step 4, Option C.

Step 4, Option A: Refusing to help the apostates in escaping

1 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIf you don't intend to help the apostates in getting away but want to escort them to the cave entrance and hand over to the Templars, you should choose the upper right option at the end of the conversation with Grace #1 (it will result in, inter alia, improving your relations with Aveline) - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

If you don't intend to help the apostates in getting away but want to escort them to the cave entrance and hand over to the Templars, you should choose the upper right option at the end of the conversation with Grace #1 (it will result in, inter alia, improving your relations with Aveline). Curiously, Grace will threat you with exposing any mages in your party, but you don't have to fear any complications. Don't leave this location at once. It's worth to explore the caves as well as check the corpse of Decimus #2, beside whom you will find a couple precious items.

2 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughOn your way back to the surface you will be attacked by two groups of Corpses - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

On your way back to the surface you will be attacked by two groups of Corpses. The first will take place where you met the escaping apostate #1 and the second beside the exit #2. Deal with the monsters and go out of the caves (M38, 1), returning to [Wounded Coast Approach] (M37, 2).

3 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter getting out to the surface, a conversation between Thrask and Karras will automatically start #1 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After getting out to the surface, a conversation between Thrask and Karras will automatically start #1. At the end you will have to make an important decision #2:

  • hand the apostates over to Karras (upper right dialogue option): they will be arrested and escorted to the Circle
  • attacking Karras in defence of the apostates (lower right dialogue option): it will lead to a fight with Karras and his Templar subordinates
4 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIf you choose to attack the Templars, you should know that defeating Karras #1 and his men won't be easy - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

If you choose to attack the Templars, you should know that defeating Karras #1 and his men won't be easy. I'd suggest eliminating the leader in the first place, though if the Slaver will bother you #2 you can devote some time to get rid of him.

5 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughOnly after eliminating Karras should you take care of the Templars and Templar Archers #1, occupying both paths leading to the caves - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Only after eliminating Karras should you take care of the Templars and Templar Archers #1, occupying both paths leading to the caves. After the battle the game will automatically switch to a conversation with Grace and Thrask #2. Irrespectively of the chosen dialogue option you will receive thanks from Grace together with Alchemist's Protective Handguards. Don't forget to examine Karras' corpse, as he was using an excellent sword, shield and mail.

Step 4, Option B: Promising to help the apostates get out using a trick

6 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIf you intend to use a trick to guarantee the apostates safety, you should choose the middle right dialogue option at the end of the conversation with Grace #1 (it will result in, inter alia, improving your relations with Aveline and Varric) - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

If you intend to use a trick to guarantee the apostates safety, you should choose the middle right dialogue option at the end of the conversation with Grace #1 (it will result in, inter alia, improving your relations with Aveline and Varric). Don't leave this location at once. It's worth to explore the caves as well as check the corpse of Decimus #2, beside whom you will find a couple precious items.

7 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughOn your way back to the surface you will be attacked by two groups of Corpses - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

On your way back to the surface you will be attacked by two groups of Corpses. The first will take place where you met the escaping apostate #1 and the second beside the exit #2. Deal with the monsters and go out of the caves (M38, 1), returning to [Wounded Coast Approach] (M37, 2).

8 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter getting out to the surface, a conversation between Thrask and Karras will automatically start #1 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After getting out to the surface, a conversation between Thrask and Karras will automatically start #1. You can act in four ways here:

  • ask Varric to step in (upper left dialogue option) #2: together you can lie to Karras (three different lies to choose from), leading to the Templars to leave the area and keeping all the characters alive; +5 to friendship with Varric
  • try to lie yourself (upper right dialogue option): unfortunately Karras won't believe to you and as a consequence you will have to fight him and his men
  • support Thrask (upper right dialogue option): it will lead to a fight with Karras and his men
  • support the mages (lower right dialogue option): it will lead to a fight with Karras and his men
9 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIf you choose to attack the Templars, you should know that defeating Karras #1 and his men won't be easy - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

If you choose to attack the Templars, you should know that defeating Karras #1 and his men won't be easy. I'd suggest eliminating the leader in the first place, though if the Slaver will bother you #2 you can devote some time to get rid of him.

10 - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughOnly after eliminating Karras should you take care of the Templars and Templar Archers #1, occupying both paths leading to the caves - Act of Mercy - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Only after eliminating Karras should you take care of the Templars and Templar Archers #1, occupying both paths leading to the caves. After the battle the game will automatically switch to a conversation with Grace and Thrask #2. Irrespectively of the chosen dialogue option you will receive thanks from Grace together with Alchemist's Protective Handguards. Don't forget to examine Karras' corpse, as he was using an excellent sword, shield and mail.

Step 4, Option C: Promise to help the apostates get out at all costs

1 - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughIf you intend to guarantee safety to the apostates at all costs, you should choose the lower right dialogue option at the end of the conversation with Grace #1 (it will result in, inter alia, worsening the relations with Aveline and Varric) - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

If you intend to guarantee safety to the apostates at all costs, you should choose the lower right dialogue option at the end of the conversation with Grace #1 (it will result in, inter alia, worsening the relations with Aveline and Varric). Luckily you don't have to worry about Thrask dying, as even in the worst case scenario nothing will happen to him. Don't leave this location at once. It's worth to explore the caves as well as check the corpse of Decimus #2, beside whom you will find a couple precious items.

2 - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughDuring the way back to the surface there will be two fights, but unlike the two other options you won't be fighting Corpses but a bit harder Templars and Templar Archers - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

During the way back to the surface there will be two fights, but unlike the two other options you won't be fighting Corpses but a bit harder Templars and Templar Archers. The first fight will take place where you met the running apostate #1 and the second beside the exit #2 and this time you will also have to face a Templar Lieutenant. After taking care of the enemies, go out of the cave (M38, 1) and return to [Wounded Coast Approach] (M37, 2)

3 - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughAfter getting out to the surface, a conversation between Thrask and Karras will automatically start #1 - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

After getting out to the surface, a conversation between Thrask and Karras will automatically start #1. Unfortunately you won't be able to choose any dialogue options, as the fight with Karras and his men will begin immediately #2.

4 - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughDefeating Karras isn't easy, but I'd suggest taking care of him in the first place #1 - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

Defeating Karras isn't easy, but I'd suggest taking care of him in the first place #1. If the Slaver will bother you #2 you can devote some time to get rid of him.

5 - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughOnly after eliminating Karras should you take care of the Templars and Templar Archers #1, occupying both paths leading to the caves - Act of Mercy - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

Only after eliminating Karras should you take care of the Templars and Templar Archers #1, occupying both paths leading to the caves. After the battle the game will automatically switch to a conversation with Grace and Thrask #2. Irrespectively of the chosen dialogue option you will receive thanks from Grace together with Alchemist's Protective Handguards. Don't forget to examine Karras' corpse, as he was using an excellent sword, shield and mail.

Received from: Javaris [Wounded Coast]

Step 1: Getting to the bandits' camp

1 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughYou will receive this quest automatically after completing Rumour: Blackpowder Promise, so after talking with dwarf Javaris #1 (M27, 2) and learning of the Tal Vashoth bandits - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

You will receive this quest automatically after completing Rumour: Blackpowder Promise, so after talking with dwarf Javaris #1 (M27, 2) and learning of the Tal Vashoth bandits. After the conversation, choose [Wounded Coast] from the world map (M28, 1). Go along the southern path #2.

2 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughMove to the west #1 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

Move to the west #1. On your way you will be able to take part in an optional scene with a Dalish assassin and also explore the whole area. Stop only after reaching the second path leading north #2. Head that way.

3 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughAfter a bit you will have to turn right and follow the path leading to the nearby hill #1 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

After a bit you will have to turn right and follow the path leading to the nearby hill #1. There you will be stopped by one of the Tal Vashoth #2 (M28, 6), who won't want to fight but will warn of others of his kind, who hunt down travellers. You will be able to try and persuade him to cooperate by choosing the lower right dialogue options, but don't hope he's going to help you get to the bandits leader in any way

4 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughYou will come across hostile bandits in just a while - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

You will come across hostile bandits in just a while. I wouldn't recommend entering the area they control at once, as you would end up being attacked from different sides. It's better to stay at the narrow path and wait for them to come #1. You will have to eliminate two more groups before getting to the top #2. The fights don't stand out too much.

Step 2: Finding and eliminating the Tal Vashoth leader

5 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating all the enemies, look around the area in search of any valuable items and use the passage (M28, 7) leading to [Wounded Coast - Tal Vashoth Caverns] #1 (M39, 1) - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating all the enemies, look around the area in search of any valuable items and use the passage (M28, 7) leading to [Wounded Coast - Tal Vashoth Caverns] #1 (M39, 1). Keep heading to the south. You will bump into Tal Vashoth after reaching the first bigger room #2. It won't be really hard, especially that there won't be any more enemies appearing.

6 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughIt's worth to explore all the side rooms of the cave, while in order to continue the mission you have to choose the southern door #1 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

It's worth to explore all the side rooms of the cave, while in order to continue the mission you have to choose the southern door #1. Keep cautious, as there is another bandit group to the south of there (M39, 2). It'd recommend leaving your party behind and luring a few enemies into coming to you #2.

7 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughOnly after eliminating them should you attack the rest - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

Only after eliminating them should you attack the rest. It's important to eliminate the Tal Vashoth Officer #1, as he can buff his subordinates, increasing their power. Also look out for a trap set where the officer is #2, avoiding it during the fight or disarming beforehand.

8 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughAfter the fight, explore the whole area and choose another door leading south #1 (M39, 3) - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

After the fight, explore the whole area and choose another door leading south #1 (M39, 3). I'd recommend saving your game here, as soon you will reach the biggest room of the caves #2, where the Tal Vashoth Leader will be (M39, 4).

9 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughAs you've noticed, the leader will be supporting the bandits from the upper balcony #1, so fighting all the enemies in this location isn't the best idea - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

As you've noticed, the leader will be supporting the bandits from the upper balcony #1, so fighting all the enemies in this location isn't the best idea. I'd recommend using the previously described trick of luring some of the enemies into the previous location #2. Defeating them without the Leader around will be much easier.

10 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughAlong with the common bandits, the Tal Vashoth Saarebas should also come here #1 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

Along with the common bandits, the Tal Vashoth Saarebas should also come here #1. He's not only more resistant, but can also cast spells, so getting rid of him quickly would be a good idea. However don't hope for the Leader to come here as well. Return to the main room and start off by eliminating the bandit survivors. Attack the Leader only when he will be the last enemy standing #2. He's able to cure, but nevertheless he shouldn't be a challenge for your team.

Step 3: Returning to Javaris

11 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughIt's worth to devote some time to examine the last room of the caves - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

It's worth to devote some time to examine the last room of the caves. Luckily you don't have to return to the starting point. Instead, open the nearby door #1 and after a bit you will reach the surface (M39, 5). Confirm the will to head to [Docks] during daytime. After getting there, head to the previously inaccessible Qunari Compound (M19, 7), located in the north-east part of this area. You will be stopped by a guard by the gate #2, but he will let you in after a short talk.

12 - Blackpowder Promise - Act I - Dragon Age II - Game Guide and WalkthroughGo to where Javaris is standings #1 and a conversation between him and Arishok (M19, 8) will automatically start - Blackpowder Promise - Act I - Dragon Age II - Game Guide and Walkthrough

Go to where Javaris is standings #1 and a conversation between him and Arishok (M19, 8) will automatically start. You won't have to worry about starting a fight with the Qunari, but you will be able to act in three different ways at the end of the conversation #2:

  • suggest Javaris to leave without a fight (upper right dialogue option)
  • express the will to receive payment (middle right dialogue option): 4 sovereigns
  • note, that Javaris is in your debt (lower right dialogue option): 3 sovereigns

It's worth to add that after this quest you will be able to carry out a new conversation with Arishok, learning more on the Qunari and exchanging views.

Received from: Macha [Hightown - Chantry Courtyard]

Step 1: Asking the Templars for details on Keran's disappearance

1 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou will receive this quest automatically after completing Rumour: Enemies Among Us, so after talking with Macha #1 (M3, 14) - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You will receive this quest automatically after completing Rumour: Enemies Among Us, so after talking with Macha #1 (M3, 14). You can leave Hightown and head to [The Gallows]. After getting there, explore the middle part of the courtyard and talk with Templar Recruit Hugh (M33, 6) and other characters standing beside him #2. During the conversation you will be able to ask the recruits about the initiation details and the other lost Templar named Wilmod. Irrespectively of the chosen dialogue options, High will direct you to Captain Cullen, who supposedly went to Wilmod's camp.

Step 2: Finding Wilmod and Knight-Captain Cullen

2 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughLeave The Gallows and choose [Wilmod's Camp] from the world map (M42, 1) - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Leave The Gallows and choose [Wilmod's Camp] from the world map (M42, 1). Head forward and choose whichever path after getting to the branching #1. I'd recommend saving your game on your way, as there's a difficult battle coming. You must get to the small camp in which you will meet Knight-Captain Cullen and Wilmod #2 (M42, 2). Once again the dialogue options won't have a big influence on the course of the conversation, as Wilmod will soon change into an Abomination.

Step 3: Eliminating the monsters

3 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughRight after the battle begins, I'd recommend you start attacking Wilmod #1, as he's able to buff the other Abominations - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Right after the battle begins, I'd recommend you start attacking Wilmod #1, as he's able to buff the other Abominations. Help yourself with abilities and spells which will allow you to paralyze, slow down or freeze monsters #2. At the same time be sure to keep an eye on the health of your team members, as the battle will last for quite a bit. However you don't have to worry about Cullen, is he's going to do just fine without your help.

4 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughStart attacking the

Start attacking the "common" Abominations after you defeat Wilmod #1. They will be a little simpler to kill, which of course doesn't mean that they will easy overall. Unfortunately a couple Abominations will replace the ones you killed further into the battle #2.

5 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIn the end a powerful Desire Demon will join the battle #1 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

In the end a powerful Desire Demon will join the battle #1. It'd be good to buff your party's fire resistance even before the battle, as those are the attacks you will be facing most of the time. After the fight, talk with Cullen. As him about Wilmod and Keran #2. Irrespectively of the chosen dialogue options, the Knight-Captain will tell you to go to the Blooming Rose. Before leaving this location, be sure to examine the corpses of monsters and the nearby objects, including a chest with valuable items inside.

Step 4: Heading to the Blooming Rose

6 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughReturn to the world map and choose [Hightown] - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Return to the world map and choose [Hightown]. There, head to the south-east part of the map and use the well-known passage to [Hightown - Blooming Rose] #1 (M4, 2). Go inside the main room and talk with Viveka #2 (M6, 2). Fortunately you don't have to bribe her, as by choosing one of the other two dialogue options (middle right or lower right) you will learn that Wilmod used to meet often with Idunna.

Step 5: Getting information from Idunna

7 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughGo up the stairs and open the right door #1 (M6, 3) to reach Idunna's room - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Go up the stairs and open the right door #1 (M6, 3) to reach Idunna's room. During the conversation, pay special attention to the moment when she will want to ask the hero two questions #2. Irrespectively of the given answer, Idunna will use her "skills" to force the hero into saying who told him about her.

8 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughTrouble doesn't end there, as Idunna will try to force the hero into committing suicide - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Trouble doesn't end there, as Idunna will try to force the hero into committing suicide. You can get out of trouble in two ways:

  • if you're a mage or have a mage in your party, you will be able to break Idunna's spell (upper left dialogue option) #1
  • if you don't have any mages in your party, you will have to use the dagger to kill Idunna (upper right or lower right dialogue option) #2
9 - Enemies Among Us - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIf Idunna survives the

If Idunna survives the "interrogation", you will be able to ask her about the blood mages sanctuary #1 and afterwards hand her over to the Templars or kill her. If Idunna doesn't survive or if you killed her prematurely, you will have to look around her room. In such a case, investigate the documents lying on the desk #2 (M6, 4) and you will learn about the Sanctuary.

Step 6: Exploring the Blood Mages Sanctuary

1 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughYou can now leave Hightown and head to [Darktown] - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

You can now leave Hightown and head to [Darktown]. Examine the middle part of the area and you will find a poorly visible passage leading to [Darktown - Sanctuary] #1 (M23, 9). Once there (M43, 1), start off by disarming the trap by the stairs #2. Afterwards get ready for a fight with a big number of monsters.

2 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughI'd recommend attacking the Shades first, especially that they will be appearing nearby your party #1 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

I'd recommend attacking the Shades first, especially that they will be appearing nearby your party #1. Attack the Abominations afterwards #2. They will be more powerful now, but you have fought stronger enemies before.

3 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIn the end a new Rage Demon will join the fight #1, so you will have to stay cautious - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

In the end a new Rage Demon will join the fight #1, so you will have to stay cautious. Luckily the other monster should be dead by then, so they won't interrupt you in attacking the Demon. Afterwards explore the area. There are many precious items to be found in the Sanctuary, so be sure to check every corner. Your target is a place with a couple narrow passages #2.

4 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughHere you will be forced to fight #1 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Here you will be forced to fight #1. In the first place you should take care of the Shades and then move on to attacking the Skeleton Archers. Look out for the Corpses which will unexpectedly return to life and surprise your team #2.

5 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughMove towards the western room - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Move towards the western room. Here you should note the new corpses, so don't be surprised to see monsters coming back to life #1. If you want to make things easier, you can fight them by the stairs, there it will be harder to surround you. Also be ready to eliminate a few Skeleton Archers #2 that will join the battle after a bit.

6 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter securing the exploring the area, head south - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After securing the exploring the area, head south. Keep cautious here, as there will be a trap to disarm #1. Your target is to reach the southern room in which you will see Keran hanging in the air #2 (M43, 2). Save your game and approach him, which will automatically initiate a cutscene with Tarohne. Irrespectively of the dialogues chosen, you will have to fight.

Step 7: Defeating the Blood Mages

7 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIf you haven't fought Blood Mages yet, it's worth to know that they are not only capable of casting common spells, but can also suck life force from the members of your team, regenerating themselves as an effect - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

If you haven't fought Blood Mages yet, it's worth to know that they are not only capable of casting common spells, but can also suck life force from the members of your team, regenerating themselves as an effect. As a result it's very important to deal with them fast, making the further part of the battle easier. Start attacking Tarohne #1 band the Blood Mages #2 at once. Try to eliminate the Mages one by one, while keeping an eye on the health of your party. If needed, you can spread them throughout the battlefield a bit.

8 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughStart attacking the other monsters (Abominations) only after eliminating the mages #1 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Start attacking the other monsters (Abominations) only after eliminating the mages #1. Try not to get surrounded and attack them one at a time. In the end take care of the Desire Demon #2. He won't pose too much of a threat without the Abominations around. After the fight explore the whole room to find, inter alia, a Last Descent Helmet by Tarohne's corpse and a book which will activate a side quest (M43, 3).

Side quest unlocked: Grimoire of the Apprentice

Step 8: Freeing Keran

9 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughNow you can click on Keran #1 to free him - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can click on Keran #1 to free him. If Ander or Merrill is in the party, you will be able to ask them for their opinion on Keran's state. That way you will learn that he is not possessed. Keran will eventually decide to give himself to the Templars #2.

Step 9: Talking with Captain Cullen

10 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughNow you can use the exit in the room #1 (M43, 4) - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can use the exit in the room #1 (M43, 4). Return to the world map and head back to [The Gallows]. Approach Cullen who's standing on the courtyard #2 (M33, 7). It will start a cutscene involving the Knight-Captain, Keran and his mother Macha.

11 - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughDuring the conversation with Cullen, you can express your views by favouring the mages or Templars - Enemies Among Us - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

During the conversation with Cullen, you can express your views by favouring the mages or Templars. The most important decision is that regarding Keran's future, which you will have to make in the end. The possible options are:

  • Asking Cullen to keep Keran in exchange for a ten year trial period (upper right dialogue option) #1. You can back yourself up with Ander's or Merrill's expertise, but only if you heard it at the Sanctuary.
  • Asking Cullen to expel Keran because of the fear that he might be possessed by a demon (lower right dialogue option) #2.

Irrespectively of the chosen option you will receive 4 sovereigns from Cullen and the quest will come to an end.

Received from: automatically after meeting Sister Petrice [Lowtown]

Step 1: Dealing with the thugs

1 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou will receive this quest automatically after completing Rumour: Shepherding Wolves, that is after finding Sister Petrice at Lowtown during the night (M13, 11) and watching a cutscene in which a thug will try to make her follow him into a back alley #1 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You will receive this quest automatically after completing Rumour: Shepherding Wolves, that is after finding Sister Petrice at Lowtown during the night (M13, 11) and watching a cutscene in which a thug will try to make her follow him into a back alley #1. Immediately go there, that is to the foundry district. After getting there, you will be automatically attacked by bandits #2 (M13, 12).

2 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou will have to eliminate a small group of Undercity Thugs and Street Thugs #1 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You will have to eliminate a small group of Undercity Thugs and Street Thugs #1. Defeating them all will be rather easy and additionally there won't be any more appearing in their place. After the fight you will have a short conversation with Petrice #2. Irrespectively of the chosen dialogue options, you will be asked to visit her in a nearby house.

Step 2: Meeting with Sister Petrice

3 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughStay in Lowtown and head to the residential district located in the northern part - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Stay in Lowtown and head to the residential district located in the northern part. Find the entrance to [Lowtown - Petrice's Safehouse] #1 (M13, 13). Upon entering (M14, 9) a conversation will automatically start and Petrice will ask you to escort Ketojan through Undercity. You can of course ask additional questions and say that you know Arishok (Blackpowder Promise main quest), but it won't influence the conversation too much. The meeting can end in two ways #2:

  • agreeing to escort the Qunari mage (upper right dialogue option)
  • expressing unwillingness to the idea of escorting the mage (lower right dialogue option): this option unfortunately isn't too different, as eventually the hero will agree to complete the errand either way

Step 3: Escorting the Qunari mage through Undercity

4 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughStay inside the safehouse and go to the next room to use the hatch (M14, 10) leading to [Undercity Streets] #1 (M40, 1) - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Stay inside the safehouse and go to the next room to use the hatch (M14, 10) leading to [Undercity Streets] #1 (M40, 1). Move forward. In the distance a group of spiders should appear eventually #2. I wouldn't recommend running to them at once, as you could run into a trap on your way (unfortunately there are lots of them inside this location).

5 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIt's better to wait for the spiders to approach the party, activating the mentioned trap on their way #1 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

It's better to wait for the spiders to approach the party, activating the mentioned trap on their way #1. Apart from Giant Spiders you will also meet Poisonous Spiders #2 and it's worth to look out for the venom they spit, as it can poison your team members.

6 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter disarming the trap, go up the stairs but look out for another unpleasant surprise #1 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After disarming the trap, go up the stairs but look out for another unpleasant surprise #1. Be sure to disarm this common trap, as otherwise you will get caught in a spider-web. More spiders are waiting around the corner #2 and it would be best to retreat to the lower level and wait for them to come.

7 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughReturn upstairs after the fight and look out for a new common trap around the corner #1 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Return upstairs after the fight and look out for a new common trap around the corner #1. Disarm it and head to another room with spiders #2. In this case you don't have to wait for them to come to you, however it would be of course possible.

8 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughCarefully approach the stairs, as another trap has been set on them #1 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Carefully approach the stairs, as another trap has been set on them #1. Disarm it and head upstairs, where there's yet another trap #2, so try to disarm it fast if you want to fight the spiders here.

9 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughFollow the only possible path until you reach a bigger area #1 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Follow the only possible path until you reach a bigger area #1. Make a few steps forward here and you will be stopped by a group of Thugs #2 (M40, 2). Irrespectively of the chosen dialogue option the Qunari mage will strike them down and you will have to fight them.

10 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughThere will be two thug groups to eliminate in total - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

There will be two thug groups to eliminate in total. Try to attack the thugs from the first group as fast as possible #1. Luckily they will be lightly-armoured warriors. Be ready for the second group to appear soon behind your party #2. However also in this case you shouldn't have big problems.

11 - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter the fight you will be able to talk with the mage #1 and try to persuade him to refrain from such aggressive actions in the future, but choices you make won't influence the conversation too much - Shepherding Wolves - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After the fight you will be able to talk with the mage #1 and try to persuade him to refrain from such aggressive actions in the future, but choices you make won't influence the conversation too much. Search the area, including a chest inside which you will find the Last Descent Boots. In the end head to the passage leading to [Vimmark Mountain Pass] #2 (M40, 3).

Step 4: Meeting the other Qunaris

1 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughRight after reaching the surface (M41, 1), a cutscene with a group of Qunari led by Arvaarad will automatically start #1 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Right after reaching the surface (M41, 1), a cutscene with a group of Qunari led by Arvaarad will automatically start #1. In the beginning you will be asked about the dead karataam members #2 and then you will have the chance to ask some question yourself. You will also have to decide the future of Ketojan. There are two basic options:

  • Handing over the mage to Arvaarad. The description of this option can be found in Step 5, Option A.
  • Protecting the Qunari mage. The description of this option can be found in Step 5, Option B.

Step 5, Option A: Handing over the mage to Arvaarad

2 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIf you don't want to cause any trouble and hand over Ketojan to Arvaarad, you should choose the upper right dialogue option at the end of the conversation #1 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

If you don't want to cause any trouble and hand over Ketojan to Arvaarad, you should choose the upper right dialogue option at the end of the conversation #1. Arvaarad will execute him #2, but it won't solve the problem, as you will learn that you party also has to be eliminated. As a result, you will have to fight a rather hard battle.

3 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughDuring this fight you will not only have to have Arvaarad (Qunari group leader) #1, but also with Karashok, Karasaad and Ashaad - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

During this fight you will not only have to have Arvaarad (Qunari group leader) #1, but also with Karashok, Karasaad and Ashaad. I'd recommend eliminating the archers in the first place #2, as they're definitely the weakest and won't be able to pose too much of a threat even while aided by the leader.

4 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughYou should focus on Arvaarad only after eliminating the archers #1 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

You should focus on Arvaarad only after eliminating the archers #1. As you have probably noticed, he's able to buff his companions, so it's rather important that he dies fast. Unfortunately you also have to be ready for a new Qunari group to appear in the area sooner or later #2. With Arvaarad dead, things will get easier. In the other case it will be a bit harder, but nevertheless it's still worth to attack him as he might regenerate in the meantime. The further description can be found in Step 6.

Step 5, Option B: Protecting the Qunari mage

5 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughThere are two ways which can lead to this variant - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

There are two ways which can lead to this variant. The first is stating that you want Ketojan set free. In order to do that, you should choose the lower right dialogue option at the end of the conversation #1. Alternatively, if you're a mage or will tell Arvaarad that one of the party members is one #2, you will be attacked by the Qunari as well. Get ready for a rather hard fight.

6 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughDuring this fight you will not only have to have Arvaarad (Qunari group leader) #1, but also with Karashok, Karasaad and Ashaad - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

During this fight you will not only have to have Arvaarad (Qunari group leader) #1, but also with Karashok, Karasaad and Ashaad. I'd recommend eliminating the archers in the first place #2, as they're definitely the weakest and won't be able to pose too much of a threat even while aided by the leader.

7 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughYou should focus on Arvaarad only after eliminating the archers #1 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

You should focus on Arvaarad only after eliminating the archers #1. As you have probably noticed, he's able to buff his companions, so it's rather important that he dies fast. Unfortunately you also have to be ready for a new Qunari group to appear in the area sooner or later #2. If Arvaarad is dead, things will get easier. In the other case it will be a bit harder, but nevertheless it's still worth to attack him as he might regenerate in the meantime.

8 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter the fight a cutscene will automatically start #1 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After the fight a cutscene will automatically start #1. During the conversation the Qunari mage will tell you that he wants himself to die. Irrespectively of whether you give him a free hand or disagree #2, the outcome will be the same. However it's worth to mention that Ketojan will give you a very valuable gift in the form of a Talisman of Saarebas. Further description can be found in Step 6.

Step 6: Returning Sister Petrice

9 - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughTake a look around the area and afterwards return to (M41, 2) [Lowtown - Petrice's Safehouse] during the night #1 (M14, 9) - Shepherding Wolves - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Take a look around the area and afterwards return to (M41, 2) [Lowtown - Petrice's Safehouse] during the night #1 (M14, 9). After entering, a new cutscene will start. Irrespectively of how strongly you show your anger of being sent to die #2, you will receive a prize of 7 sovereigns and the quest will come to an end. If you want, you might visit Arishok in the Qunari camp and tell him about the events.

Received from: reading the note by the desk [Lowtown - Gamlen's House]

Step 1: Heading out to meet with Dougal

1 - Friends in Low Places - Act I - Dragon Age II - Game Guide and WalkthroughYou should get the chance to complete this quest after completing a few main quests in Kirkwall - Friends in Low Places - Act I - Dragon Age II - Game Guide and Walkthrough

You should get the chance to complete this quest after completing a few main quests in Kirkwall. It will however happen only if you don't give Bartrand all 50 sovereigns needed to complete The Deep Roads Expedition too early. Head to [Lowtown - Gamlen's House] and read the Friends in Low Places note by the desk (M14, 3) #1. Accept the offer to meet with Dougal and go to the Lowtown bazaar during the night. The dwarf can be found by the entrance to Lirene's Ferelden Imports #2 (M13, 2).

2 - Friends in Low Places - Act I - Dragon Age II - Game Guide and WalkthroughDuring the conversation with Dougal (Varric can give you the details #1) you will learn that he's interested in financing the expedition, but Bartrand didn't want to cooperate with him - Friends in Low Places - Act I - Dragon Age II - Game Guide and Walkthrough

During the conversation with Dougal (Varric can give you the details #1) you will learn that he's interested in financing the expedition, but Bartrand didn't want to cooperate with him. Dougal will offer to give you the sovereigns need to participate in the trip, but he will want double the amount after your return. You can accept his proposition #2 or reject it and collect the 50 sovereigns yourself. Luckily the refusal isn't final, as you will be able to return to the dwarf if needed.

Received from: Varric [Hightown]

Step 1: Preparing for the expedition

1 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou will automatically receive this mission from Varric (M3, 5), who you will meet after completing the The Destruction of Lothering main quest and reaching [Hightown] for the first time - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You will automatically receive this mission from Varric (M3, 5), who you will meet after completing the The Destruction of Lothering main quest and reaching [Hightown] for the first time. The task in this quest is to bring Bartrand 50 sovereigns. The dwarf can be found in [Hightown - Merchants' Guild] #1 (M3, 6) and if you go there before rising the funds, you will only have a short talk with him. The expedition is also connected with talking to Varric, who can be found during the A Business Discussion quest #2 (M15, 2). You will learn in order to ensure a safe trip, apart from the gold, you will also have to obtain a map of the Deep Roads.

2 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughMeeting Bartrand's requirements - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Meeting Bartrand's requirements:

  • 50 sovereigns needed to finance the expedition can be gained most of all by completing quests. Completing many of them carries a chance to earn a prize in gold. You can also sell items which won't be useful for anyone in team. Alternatively you can accept the proposition made by Dougal, which can be done during Friends in Low Places #1.
  • In order to get the Deep Roads Map, you have to complete the Tranquility main quest. The Map will be given to you during the final conversation with Grey Warden Anders #2, after returning from the Order's building. I'd also recommend completing the secondary quest Questions and Answers, which will let you learn more from Varric on Bartrand and the expedition.

Step 2: Heading out for the Deep Roads expedition

3 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIf you have the required amount of sovereigns (private or received from Dougal) and the map, talk with Bartrand #1 and hand him all the items required to begin the expedition - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

If you have the required amount of sovereigns (private or received from Dougal) and the map, talk with Bartrand #1 and hand him all the items required to begin the expedition. In accordance with what the dwarf says, it's a good moment to finish other quests. It's very important, as after returning from Deep Roads you will advance to Act II and the unfinished quests will disappear from your journal, depriving you of the chance to finish them. If you're ready, talk with Bartrand again and confirm the will to head out (Varric has to be an active party member) #2.

4 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter hearing out what Bartrand has to say (different options aren't important here), Leandra, the hero's mother, will appear in the shopping district - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After hearing out what Bartrand has to say (different options aren't important here), Leandra, the hero's mother, will appear in the shopping district. During the conversation you can confirm the will to take Bethany/Carver with you (upper right dialogue option) #1, refuse to give a straight answer (middle right dialogue option) or decide to leave Bethany/Carver in Kirkwall (lower right dialogue option). You will be also asked to choose the party members #2 which is important, as it will stay the same throughout the expedition. Note that Varric has to be taken obligatorily. You have a free choice regarding the other members.

Notice! If you want to learn what influence taking (or not) Bethany or Carver on the expedition will have, check the description of the last part of this quest.

5 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter a few cutscene you will reach [Deep Roads] (M44, 1) - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After a few cutscene you will reach [Deep Roads] (M44, 1). Start off by expressing the will to find an alternative route around the blocked tunnel in one of three ways #1. Afterwards you will be accosted by Bodahn, who will ask you to find his lost son Sandal #2. Theoretically you could refuse (in such case you would save Bodahn during the exploration of Deep Roads), but in the end all the variant lead to the need of exploring the newly accessible location.

Step 3: Exploring the Deep Roads side corridors

6 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughHead east - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Head east. For some time you won't meet any monster or run into any traps. Turn north and afterwards again to the east #1. Here you will bump into a group of Hurlocks and Hurlock Bolters #2. Eliminate the later ones first. Luckily the monsters are weak enough to not pose too much of a threat.

7 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou have to keep in mind that after eliminating the first group, more monsters will appear - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You have to keep in mind that after eliminating the first group, more monsters will appear. In this case also a bit stronger Hurlock Grunts #1 will appear, but overall it won't be hard. After the fight, go down the stairs #2. It's worth to look around for hidden items here. In fact it's true for the whole area.

8 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughNow head north and be ready to eliminate another group of Hurlocks and Hurlock Bolters #1 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Now head north and be ready to eliminate another group of Hurlocks and Hurlock Bolters #1. Now head east, opening a door on your way. After reaching the new location you will meet Hurlock Grunts, but you should start off by eliminating the Darkspawn Emissary accompanying them #2. Stay cautious, as the creature is capable of casting powerful spell and also teleporting.

9 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughHead further to the east - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Head further to the east. After a while you should reach a spot where you will be able to explore an area to the south #1. A couple chests can be found there, but upon reaching the small eastern room you will get attacked by Giant Spiders and Poisonous Spiders #2 (M44, 2).

10 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIt's not the end of problems, as after eliminating the standard spiders a very powerful Monstrous Spider will appear #1 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

It's not the end of problems, as after eliminating the standard spiders a very powerful Monstrous Spider will appear #1. Pay attention to the less armoured party members, as the monster likes to dash onto its victims. Quickly take of the Giant Spider accompanying him as well. If you don't want to fight him or if you already defeated him, choose the road leading east #2.

11 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter a while turn to the north and get ready for Hurlock Bolters that will appear in the new room #1 - The Deep Roads Expedition - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After a while turn to the north and get ready for Hurlock Bolters that will appear in the new room #1. Keep cautious, as in a bit Hurlock Grunts will appear behind your party. After the fight head north again #2 and eventually you will bump into Sandal (M44, 3).

1 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughDuring the conversation you will learn that he was able to neutralize all the darkspawns, including a... large Ogre #1 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

During the conversation you will learn that he was able to neutralize all the darkspawns, including a... large Ogre #1! The dwarf will also give you the powerful Stone Breath. Luckily you don't have to escort him to the exit, but can continue the exploration of Deep Roads. Head further to the east #2.

2 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughSoon you should turn to the north - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Soon you should turn to the north. You have to stay cautious, as you will be attacked by a group of Hurlocks and Hurlock Grunts #1. Traditionally some of them will appear behind the party, trying a surprise attack. Just like before, first eliminate the Darkspawn Emissary #2 and take care of the other creatures afterwards.

3 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughHead north and afterwards turn west, going down - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Head north and afterwards turn west, going down. Before you there's another fight with Hurlock Bolters and Hurlock Grunts that will appear behind you party later on #1. After the fight, explore the area and use the western stairs #2. It'd be wise to save your game, as you're in for a hard fight.

4 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIn the next room you will meet an Ogre #1 (M44, 4), but I'd STRONGLY dissuade you from fighting him here, as there are lots of traps in the area - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

In the next room you will meet an Ogre #1 (M44, 4), but I'd STRONGLY dissuade you from fighting him here, as there are lots of traps in the area. It's much easier to retreat to the previous room and wait for the monster to come #2. Additionally note that you will be able to use the nearby pillars to avoid his charges. Also don't forget about healing your party members and freezing or paralyzing the Ogre as often as possible.

5 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter the fight return to the room in which the Ogre originally was - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After the fight return to the room in which the Ogre originally was. There are six complicated traps here #1 which you won't even notice if none of your rogues has high enough Cunning. Luckily if one of your team members falls into a trap, he or she will only be immobilized for a bit instead of losing lots of health. In the end use the western door #2.

6 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughHead south and then west and north #1 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Head south and then west and north #1. After a bit you will turn to the west and it would be good to save your game, as you're in for an even harder battle. Namely, once you enter the room, a giant Dragon will appear #2 (M44, 5)!

7 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughStart attacking the Dragon, of course aiming at temporarily slow or stop his movements #1 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Start attacking the Dragon, of course aiming at temporarily slow or stop his movements #1. Unfortunately the monster has an ability which can stun your party members, but luckily it doesn't last long. Dragonlings will soon join the battle. You can't completely ignore them, so it's worth to use AoE spells #2, trying to attack the large Dragon at the same time.

8 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughTry to keep your party alive till the end of the battle, as a second Dragonling group might appear in the further part of the battle #1, which will of course make defeating the larger one harder - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Try to keep your party alive till the end of the battle, as a second Dragonling group might appear in the further part of the battle #1, which will of course make defeating the larger one harder. After the fight, be sure to check the Dragon's corpse #2 to find, inter alia, the Winter-Weight shield, Last Descent Armour (a set element) and the Nevarran Lancer bow.

9 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughHead to the platform and choose the western passage #1, leading to [Primeval Thaig] (M44, 6) - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Head to the platform and choose the western passage #1, leading to [Primeval Thaig] (M44, 6). There will be a couple cutscenes, the most important showing the arrival at an old and unknown to Bartrand part of the ruins #2 (M45, 1).

Step 4: Exploring the Primeval Thaig

10 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughHead north - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Head north. If you want, you can talk with Bartrand on your way #1 and ask him if he recognizes the Thaig. Turn to the east and eventually you will reach Bodahn and Sandal #2 (M45, 2). Bodahn will thank you for finding his son. It's a good moment to sell unneeded items and make some free space, as you will find lots of new items during the exploration.

11 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughKeep heading east, having a short talk with Varric on your way - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Keep heading east, having a short talk with Varric on your way. Get ready, as you will be attacked by monsters in a while. Start off by quickly eliminating the Shades #1. Afterwards attack the very resistant Stone Golem #2. Look out for the charged attack and use the fact that Golems move slowly.

12 - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfterwards use the nearby door #1 (M45, 3) leading to [Ancient Crypt] (M46, 1) - The Deep Roads Expedition - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Afterwards use the nearby door #1 (M45, 3) leading to [Ancient Crypt] (M46, 1). Move forward. After reaching a new location, go up the stairs #2 towards the altar where a Lyrium Idol stands (M46, 2). There will be a cutscene, which will end with Bartrand betraying the party. Your new priority will be to find an alternative route out of the crypt.

Step 5: Finding another exit from the dwarven crypt

1 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughReturn to the altar and head towards the southern door #1 (M46, 3) - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

Return to the altar and head towards the southern door #1 (M46, 3). Soon you will reach a fork in the road and in case you want to explore the eastern room, you will have to keep in mind that a very numerous group of Shades aided by a Stone Golem is going to attack you #2.

2 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughI'd suggest luring our a few Shades to the corridor #1 or the altar room, thanks to which you won't have to fight all of them at once - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

I'd suggest luring our a few Shades to the corridor #1 or the altar room, thanks to which you won't have to fight all of them at once. If the Stone Golem will fall for your trick as well, it's even better. Return to the eastern corridor and start attacking the remaining monsters #2. I'd recommend starting with the Shades which have shorter health bars.

3 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughUnfortunately, for some time, new Shades will keep on coming in the place of the ones you defeat - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

Unfortunately, for some time, new Shades will keep on coming in the place of the ones you defeat. The first bigger group will appear in the same room #1 and the second probably beside the branching #2. In return for defeating all the Shades (apart from the experience of course) you will be able to open as much as four chests.

4 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughReturn to the fork and this time choose the western corridor #1 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

Return to the fork and this time choose the western corridor #1. Afterwards head south and you will reach a bigger room. Here you will have to eliminate more Shades #2. If you don't want to attack multiple groups at the same time, think about retreating to the north.

5 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughIn the southern part of the hall you will come across Profanes for the first time #1 and I definitely wouldn't recommend trying to attack them from distance, as it's when their attacks are most effective - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

In the southern part of the hall you will come across Profanes for the first time #1 and I definitely wouldn't recommend trying to attack them from distance, as it's when their attacks are most effective. Instead treat them like archers, attacking at close range #2.

6 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughHead south - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

Head south. After getting to the spot where the path twists to the east, you will be attacked by a new group of Shades and Profanes #1. I'd strongly recommend eliminating the later ones first. Also look out for new Shades appearing behind you after a while #2.

7 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughHead east - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

Head east. Open the door and start attacking the monsters. Also in this case I'd recommend eliminating the Profanes visible in the distance first #1 and taking care of others afterwards. Killing all the monsters will initiate a cutscene with the Rock Wraith Abomination #2 (M46, 4).

Step 6: Talking with the Rock Wraith Abomination

8 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughThe Rock Wraith Abomination will want you to kill the crypt guardian in return for the exit key - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

The Rock Wraith Abomination will want you to kill the crypt guardian in return for the exit key. You can agree (upper right dialogue option) #1 ore refuse the offer (lower right dialogue option). The second option will lead to a fight #2. Paradoxically the choice isn't really all that important, as even if you cooperate with the Wraith, you will only put off the fight a bit.

9 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughIf you decide to attack the Rock Wraith Abomination, you should start off by eliminating exactly him #1 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

If you decide to attack the Rock Wraith Abomination, you should start off by eliminating exactly him #1. Afterwards take care of the whole masses of other monsters. Starting off by killing the Profanes seems logical #2.

10 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and WalkthroughOnly after eliminating the Wraith and Profanes should you attack the Shades #1 - The Deep Roads Expedition - p. 3 - Act I - Dragon Age II - Game Guide and Walkthrough

Only after eliminating the Wraith and Profanes should you attack the Shades #1. After a bit Abominations #2 will join the fun and you have to keep in mind that they are quite resistant. Try not to use all potions you have during this battle, as you will REALLY need them in just a while.

Step 7: Fighting the Ancient Stone Wraith

1 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and WalkthroughIrrespectively of whether you decided to cooperate with the Stone Abomination or eliminated it, you should go through the door leading east #1 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and Walkthrough

Irrespectively of whether you decided to cooperate with the Stone Abomination or eliminated it, you should go through the door leading east #1. After reaching a big room, the Ancient Rock Wraith #2 will appear (M46, 5), serving as the main boss of this quest.

The fight will have a slightly different course than the ones you had until now. Performing normal attacks won't be enough, as in some situations you will have to act in a very specific way to keep your party alive.

2 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and WalkthroughAs the fight begins, I'd suggest dedicating some time to learn the most common attacks of the boss - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and Walkthrough

As the fight begins, I'd suggest dedicating some time to learn the most common attacks of the boss. The Ancient Wraith will be able to teleport from one place to another #1. He can also deal considerable damage in direct combat #2 and in such situations you should look out for the lesser armoured party members, keeping them away from the boss and quickly healing if needed.

3 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and WalkthroughAttack the boss until he shrinks into a sphere and start to charge #1 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and Walkthrough

Attack the boss until he shrinks into a sphere and start to charge #1. You have to act QUICK if you want to avoid problems. Place your party behind one of the pillars located in the corners of the arena and wait through the attack #2. It's extremely important to block the other party members from moving during that time (H), as otherwise they might ignore your orders and exit the cover, which will probably result death on the spot.

4 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and WalkthroughOnce the boss ends his charges attack, get out of the cover and start attacking him in a scattered formation #1 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and Walkthrough

Once the boss ends his charges attack, get out of the cover and start attacking him in a scattered formation #1. You however can't send all party members to do that, as around five Profanes will appear #2. It's best to send two characters to eliminate them. If you won't make it fast, the Profanes can cause considerable damage to your mages and rogues.

5 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and WalkthroughKeep attacking the Ancient Wraith until you see that it's trying to reassemble itself#1 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and Walkthrough

Keep attacking the Ancient Wraith until you see that it's trying to reassemble itself#1. I'd recommend retreating then, as the boss is likely to use a new attack, trying to pull your party members closer #2. If you won't make it, try to keep them away from the monster at all costs, as they can lose quite a lot of health.

6 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and WalkthroughAfterwards return to attacking the boss #1, while looking out for not only the already knows attacks, but also new ones - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and Walkthrough

Afterwards return to attacking the boss #1, while looking out for not only the already knows attacks, but also new ones. In one of them the Wraith will turn into a large rolling boulder #2 - also in this case the pillars will be useful, providing cover.

7 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and WalkthroughKeep attacking the boss until he starts charging again #1 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and Walkthrough

Keep attacking the boss until he starts charging again #1. Now you have to repeat the previous steps, that is hiding behind the pillar, waiting for the energy attack to end and head back, ordering part of the party to take care of the lesser Abominations #2.

8 - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and WalkthroughIn the further part of the battle, you will just need to repeat the actions described above and look after the health of your party members, as losing anyone will put you in a very uncomfortable position - The Deep Roads Expedition - p. 4 - Act I - Dragon Age II - Game Guide and Walkthrough

In the further part of the battle, you will just need to repeat the actions described above and look after the health of your party members, as losing anyone will put you in a very uncomfortable position. Keep fighting until you drain the boss' whole health bar #1. You won't have to defeat the Abominations, as they will die together with the Ancient Wraith #2.

Step 8: Getting out of the crypt

1 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughIf you already eliminated the Stone Abomination, you will be able to start plunder the vault at once #1 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

If you already eliminated the Stone Abomination, you will be able to start plunder the vault at once #1. Otherwise the monster will appear #2 and another conversation will start. Unfortunately there's no way to solve this peacefully, as even if you inform the monster that you're only searching for the key (lower right dialogue option), you will be attacked either way.

2 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughIt's best to end the conversation by choosing the upper left dialogue option #1, thanks to which you will ask Varric to perform a surprise attack - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

It's best to end the conversation by choosing the upper left dialogue option #1, thanks to which you will ask Varric to perform a surprise attack. He will eliminate the Abomination #2 and you will earn 10 points in friendship with him. Unfortunately it doesn't mean the end of trouble, as other monster will soon start appearing.

3 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughStart off by eliminating the Abominations #1 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

Start off by eliminating the Abominations #1. Only after eliminating the Stone Abomination and Profanes should you move to attacking the massive amounts of Shades #2. Use potions if you must, as there won't be any fight in the nearest future.

4 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughIrrespectively of whether you eliminated the monster before or after the boss fight, you should start exploring the area - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

Irrespectively of whether you eliminated the monster before or after the boss fight, you should start exploring the area. Of course be sure to check all the corpses and then go into the vault. The needed Crypt Key can be found in the Crypt Treasure #1 (M46, 6). It also contains many other valuable items, like Valdasine, Hands of Stone, Brass Nug Charm, Lifestone and Belt of Unknowing. Additionally there are also three different chests with lesser treasures. In the end head to the crypt exit #2 (M46, 7).

Step 9: Returning to Kirkwall

5 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughThere will be a whole series of cutscenes - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

There will be a whole series of cutscenes. If you took Bethany or Carver with you, the first cutscene will concern them. Bethany or Carver will become a victim of the plague #1. If Anders isn't in the party, you will unfortunately have to accept your brother's or sister's death #2.

6 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughIf Anders is in the party, you will have a chance of saving Bethany or Carver - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

If Anders is in the party, you will have a chance of saving Bethany or Carver. He will tell you that the infected must be turned into a Grey Warden #1. You can ask Anders a few questions regarding it and then make the decision #2. If you accept his proposition, choose the upper right dialogue option and if you disagree, choose the lower right. However keep in mind that refusing will end up with Bethany or Carver dead.

7 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughAccepting Ander's plan will transport the party to the starting location of [Deep Roads] (M44, 14) - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

Accepting Ander's plan will transport the party to the starting location of [Deep Roads] (M44, 14). There will be two groups of monsters to eliminate here #1. Especially look out for the second one, as it will be led by a Darkspawn Emissary #2.

8 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughDefeating all the monsters will lead to Grey Warden Stroud to appear #1 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

Defeating all the monsters will lead to Grey Warden Stroud to appear #1. Irrespectively of the chosen dialogue options #2, you will be able to convince him to take Bethany or Carver with him and prepare them for the initiation.

If Bethany or Carver didn't go with you, all the above scenes will be of course skipped and no one from your party will end up infected.

9 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughAfter returning to Kirkwall you will have a rather unimportant conversation with Varric and then the action will move to Gamlen's house (M14, 4) - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

After returning to Kirkwall you will have a rather unimportant conversation with Varric and then the action will move to Gamlen's house (M14, 4). If Bethany or Carver died in Deep Roads or have been taken by the Grey Wardens, the main hero will share the sad news with Leandra. If Bethany stayed at Kirkwall, she will get arrested by the Templars for being an apostate #1. If Carver stayed at Kirkwall, you will learn that he joined the Templars #2. In any of the two last options you will have to remember that the given family member will become inactive and you won't be able to join you in the future events.

10 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and WalkthroughThe action will move forward a couple years and you will end up in [Hightown - Viscount's Keep] - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II - Game Guide and Walkthrough

The action will move forward a couple years and you will end up in [Hightown - Viscount's Keep]. Here you will have to talk with Viscount Marlow Dumar #1, who will tell you that the Qunari leader Arishok wants to meet you. You can ask the Viscount a few questions about the Qunari. The choice at the end of the conversation won't have too much of an influence #2 as you will be sent to meet Arishok either way. Also note that you gained Ghillie Brogues.

Main quest unlocked: Demands of the Qun

Main quest unlocked: Blackpowder Courtesy

Companion quest unlocked: Plans for the Future

Companion quest unlocked: Visit Anders

Companion quest unlocked: Calling on the Captain

Companion quest unlocked: Speak to Fenris

Companion quest unlocked: Isabela's Ongoing Search

Companion quest unlocked: Consoling Words

Companion quest unlocked: Repentance

Received from: Viscount Marlow Dumar [Hightown - Viscount's Keep]

You will receive this mission automatically from Viscount Marlow Dumar, with whom you will talk after returning from the Deep Roads and thus finishing the The Deep Roads Expedition. At start it will serve as the primary quest, updated as you complete the other main quests. Those quests are:

  • Blackpowder Courtesy - finding the poisonous gas
  • Prime Suspect- exploring DuPuis' estate
  • Offered and Lost- investigating the Qunari procession disappearance
  • All That Remains - tracking down a serial killer
  • Following the Qun - finding Seamus

Step 1: Meeting at the Hawke Estate

1 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou will be able to move on to the proper actions after completing Following the Qun - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You will be able to move on to the proper actions after completing Following the Qun. The game should update the quest right after exiting the Order building #1. With accordance with the received information, head to [Hightown - Hawke Estate] #2 (M4, 9).

2 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAveline and Isabela #1 (M14, 13) will be waiting here for you - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Aveline and Isabela #1 (M14, 13) will be waiting here for you. Aveline will want to go to the Qunari camp as fast as possible to soothe the conflict. Isabela will ask you for help in obtaining a relic as part of To Catch a Thief, suggesting that her life might be in danger. Note that you will be able to ask both ladies a few questions #2.

3 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIn the end you will have to decide which case should be the priority - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

In the end you will have to decide which case should be the priority. The possible options are:

  • Stating that helping Isabela is more important (upper right dialogue option) #1. IT will maintain the To Catch a Thief quest. In the meantime Aveline will try to buy time in the Qunari camp.
  • Stating that taking care of the problems with Arishok is more important (lower right dialogue option) #2. It will deactivate To Catch a Thief and you won't be able to return to it later on. Additionally Isabela will leave the party, heading out to find the relic on her own.

Personally I'd recommend completing To Catch a Thief, as it won't influence the meeting with Arishok in any way.

Step 2: Meeting with Arishok

4 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou will have to meet with Arishok irrespectively of whether you ignored Isabela's request regarding To Catch a Thief went with her in search of the relic - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You will have to meet with Arishok irrespectively of whether you ignored Isabela's request regarding To Catch a Thief went with her in search of the relic. It's also worth mentioning that the conversation with Arishok will only differ a little. In accordance with the received hint, it's worth to COMPLETE all the side quests of Act II, as it won't be possible after visiting the Qunari camp. In the meantime you should also supply on potions and clean out the inventory, as the next chance to use the manor deposit will be after advancing to Act III. It's also worth to take Fenris, which will let you complete an alternative version of the final battle. Choose [Docks] from the world map during daytime and click on the gate leading to the Qunari camp #1 (M19, 7). If you finished everything, confirm the will to meet Arishok during the conversation with Aveline #2 (M19, 8).

5 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughUnfortunately you won't have any influence on the course and effect of the conversation with Arishok - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Unfortunately you won't have any influence on the course and effect of the conversation with Arishok. However if you did search for the relic with Isabela, the first question will concern it #1. Otherwise this part will be skipped. In the end Arishok will ask you what you would do with the Elves if you were him #2, but each choice will have the same effect.

6 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughA very interesting cutscene will start, during which Qunari will attack the guardians and your party #1 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

A very interesting cutscene will start, during which Qunari will attack the guardians and your party #1. The action will then move forward a couple hours and you will find yourself in [Lowtown], which is burning and under attack of the Qunari. #2 (M13, 21). Note that Aveline has to accompany during this part of the quest. After a short talk you will be able to move through the city.

Step 3: Getting to the Viscount's Keep

7 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughGo up the stairs - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Go up the stairs. You will bump into Qunari on the upper level and it's definitely worth to attack Saarebas first #1, as he's capable of casting powerful spells. Be ready for searching for the mage, as he's capable of teleporting around the area. Only after eliminating this enemy should you move to attacking Karashoks and Ashaads #2.

8 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughLook out for the next Qunari group which will probably appear suddenly beside the stairs which you used just a moment ago to get here #1 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Look out for the next Qunari group which will probably appear suddenly beside the stairs which you used just a moment ago to get here #1. Luckily there won't be any mage amongst them. Unfortunately however, many of the Lowtown streets are blocked and you will get a taste of it right now. You can't go south after the battle, so head to the north #2.

9 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThe gate leading to the elven camp will also be closed, so you have to go west towards the residential district #1 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

The gate leading to the elven camp will also be closed, so you have to go west towards the residential district #1. Here you will have to fight more Qunari, however Templars will help you. Basically they will be commanded by Grey Warden Stroud #2 (M13, 22). However if during creating your hero you chose No Compromise, you will meet the well-known Alistair and if during the Deep Roads Expedition you were forced to give Carver or Bethany to the Grey Wardens, you will be able to meet with your brother or sister again.

10 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughJust like last time, I'd recommend finding and eliminating the Saarebas as fast as possible #1 - Demands of the Qun - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Just like last time, I'd recommend finding and eliminating the Saarebas as fast as possible #1. Only after killing him should you move to the other Qunaris. Be ready to deal with the reinforcements which will probably come from two different sides #2.

1 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the battle you will have a short conversation with the Grey Warden, who will thank you for help - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After the battle you will have a short conversation with the Grey Warden, who will thank you for help. Irrespectively of the chosen dialogue option #1 you will be on your own again, but as a reward you will receive the Warden's Promise ring. Head towards The Hanged Man entrance #2.

2 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter reaching the blocked inn entrance, you can act in two basic ways - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After reaching the blocked inn entrance, you can act in two basic ways. Exploring the southern part of Lowcity is optional, but will let you deal with a few groups of Looters #1 commanded by the Coterie Rogue #2.

3 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe second option is going to the bazaar #1 and you can do it immediately after eliminating all the looter groups - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The second option is going to the bazaar #1 and you can do it immediately after eliminating all the looter groups. Here you will be also attacked by enemy forces spread throughout the main square of the marketplace #2.

4 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughNo enemy mage will participate in this battle, but it doesn't necessarily mean that it will be easy - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

No enemy mage will participate in this battle, but it doesn't necessarily mean that it will be easy. Start off by eliminating Sten #1, though at the same time it would be good to attack the Elven Supporters as fast as possible #2. They use bows, so they pose a rather big threat. On the other hand their short health bar will cause them to die rather easily. In the end take care of the "standard" types of Qunari warriors.

5 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou also have to consider that two more enemy groups will join the fight, appearing nearby the inn stairs #1 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You also have to consider that two more enemy groups will join the fight, appearing nearby the inn stairs #1. In both cases you should focus on eliminating the Elven Supporters first #2, leaving the Qunari warriors for the end.

6 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fight, take a look around the bazaar and head towards the exit #1 (M13, 1) - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After the fight, take a look around the bazaar and head towards the exit #1 (M13, 1). The game will automatically move you to [Hightown] (M4, 1). Here after a short cutscene #2 you will be forced to fight a new group of Qunari.

7 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughBegin this battle with attacking Sten #1 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Begin this battle with attacking Sten #1. In the further part look for Saarebas #2 and try to eliminate him from the battle before he does too much damage. Luckily you won't have to worry about any reinforcements to arrive.

8 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fight you will watch a spectacular cutscene and meet Meredith for the first time #1 (M4, 14) - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After the fight you will watch a spectacular cutscene and meet Meredith for the first time #1 (M4, 14). The dialogue choices made by the end #2 won't influence the quest in any way, as fighting your way to the Viscount's Keep is still priority.

9 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughHead west - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Head west. Note that you won't be able to head south at once, so you will have to pass through the Merchants Guild #1. Another fight awaits you there, but the good news is that the Qunari and Carta Thugs will be at first busy with fighting among themselves. Attack them only once they notice your party #2. It's worth to fight each side proportionally, so that none wins prematurely and focuses attention on you.

10 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughUnfortunately you have to consider that a few more groups will join the battle - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Unfortunately you have to consider that a few more groups will join the battle. Especially look out for the Carta Assassins #1, eliminate them as fast as possible. After the fight head to the south #2 and afterwards turn to the west, towards the main square of Hightown.

11 - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAs you have probably guessed, there will be more Qunaris waiting for you here - Demands of the Qun - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

As you have probably guessed, there will be more Qunaris waiting for you here. Just like before, try to locate and eliminate Saarebas #1, so that his powerful spells won't damage you too much. Afterwards move to attacking Sten #2 so that he stops buffing the Qunari warriors.

Step 4: Getting inside the Viscount's Keep

1 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughA cutscene with the save First Enchanter Orsino will play (M4, 15) - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

A cutscene with the save First Enchanter Orsino will play (M4, 15). Interestingly, if you didn't take Bethany to Deep Roads and therefore she got arrested, you will have the chance to meet and talk with her. The hero's friend will be brought back to life by the Enchanter #1. If, on the other hand, you didn't take Carver, he will accompany Meredith #2. In this case you will be also able to talk with him for a short while.

2 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughSoon Meredith will join the conversation and both sides will start arguing on what to do next - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Soon Meredith will join the conversation and both sides will start arguing on what to do next. You will have as much as four dialogue options to choose from #1, but irrespectively of whether you let someone else speak or point yourself as the leader, the action will move to nearby the Keep #2. Here you will have to make the proper decision regarding how to get inside.

3 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughThe first option is supporting Meredith's plan, which assumes a frontal attack #1 (M4, 16) - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

The first option is supporting Meredith's plan, which assumes a frontal attack #1 (M4, 16). As it begins, immediately disarm the two standard traps by the stairs #2, thanks to which no party member will lose health because of them.

4 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughOnly after disarming the traps should you head up and start attacking the Qunari - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Only after disarming the traps should you head up and start attacking the Qunari. Eliminate Sten as fast as possible #1 and move to the "standard" warriors afterwards. A major facilitation of this battle will be the presence of not only the Templars, but also Meredith herself. It should lead to a rather easy victory. A short cutscene with Orsino and Meredith will start #2. They will hold off the further Qunari attacks and you should explore the Keep in the meantime (M10, 1).

5 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughThe second options is supporting Orsino's plan #1 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

The second options is supporting Orsino's plan #1. Curiously, you won't have to fight with anyone, as the First Enchanter will successfully draw the Qunari's attention #2, thanks to which your party will be able to enter the Keep without being noticed (M10, 1).

Step 5: Finding Viscount Dumar

6 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIrrespectively of whether you have chosen Meredith's or Orsino's plan, you will end up in [Hightown - Viscount's Keep] #1 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Irrespectively of whether you have chosen Meredith's or Orsino's plan, you will end up in [Hightown - Viscount's Keep] #1. I'd strongly recommend creating a new save here, as after a few steps a large and strong Qunari group will appear #2.

7 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughAs only the fight begins, it would be wise to attack the Saarebas from a distance,

As only the fight begins, it would be wise to attack the Saarebas from a distance, "motivating" him to come downstairs #1. I wouldn't however recommend trying to fight your way onto the balconies at all costs, as there are traps in the area #2 and your party members might trigger them during the fight.

8 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughEliminate the mage and move to neutralising the Qunari #1 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Eliminate the mage and move to neutralising the Qunari #1. Try to locate and quickly eliminate Sten #2, thanks to which the enemies won't have any buffs.

9 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fights, check the area (especially the corpse by the stairs) and head east - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

After the fights, check the area (especially the corpse by the stairs) and head east. Your target is the door leading to the eastern part of the Keep #1 (M10, 2). Once you open it a cutscene will start #2, during which you will learn that Arishok has brutally murdered the Viscount.

Step 6: Meeting Arishok

10 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughThe first conversation with Arishok (M10, 3) will be short and you won't have to make any important decisions #1 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

The first conversation with Arishok (M10, 3) will be short and you won't have to make any important decisions #1. The Qunari leader will put you to a small test, sending a team of four Qunaris #2. Eliminating them shouldn't be really hard, as long as you remember to attack them one at a time.

11 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughAs you defeat them, there will be another conversation with Arishok and it can end in the ways - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

As you defeat them, there will be another conversation with Arishok and it can end in the ways. The first is an unsuccessful attempt to talk sense into the Qunari leader #1, which will lead to a fight (more on that in the description of both variants of Step 7). IT can also happen that Isabela will appear #2 and return Arishok the book. However for that to happen, there are two requirements to be met:

  • Being good enough friends with Isabela. You can be sure you got it if you received the Questioning Beliefs (Isabela) companion quest during the II act.
  • Completing the To Catch a Thief main quest. It's worth to add that whether you promised Isabela to give her the relic or asked her to give it back to the Qunari doesn't matter.
12 - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIf Isabela does show up and give back the relic, you will learn that the Qunari want to take her with them - Demands of the Qun - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

If Isabela does show up and give back the relic, you will learn that the Qunari want to take her with them. You can react to that in three ways #1:

  • Agree to hand over Isabela to Arishok (upper right dialogue option). Isabela will be furious and of course will leave the party for good, BUT choosing this option will let you complete the quest without having to fight anymore, as Qunari will immediately leave Kirkwall #2.
  • Try to convince Arishok that Isabela will be punished according to Kirkwall law (middle right dialogue option). Arishok won't agree and as a result you will have to fight (more on that in the description of both variants of Step 7).
  • Refuse handing over Isabela to Arishok (lower right dialogue option). Also in this case the only solution is to fight (more on that in the description of both variants of Step 7).

As you can see, every option apart from handing Isabela over to Arishok will lead to more fights. The battle with the Qunari can have two courses:

  • An honourable battle with Arishok himself. The description of this option can be found in Step 7, Option A.
  • Fighting all the Qunaris. The description of this option can be found in Step 7, Option B.

Step 7, Option A: Defeating Arishok in a honourable fight

1 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughThis option is much harder to unlock as it has some requirements - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

This option is much harder to unlock as it has some requirements. You would have to impress Arishok enough during all the previous conversations. The easiest way to do that is choosing the aggressive dialogue options, marked with the fist icon. The alternative way is having Fenris in the party, as he would come out with the proposition of a duel himself. In both cases the game will let you make a choice #1 between fighting one on one (upper right dialogue option) and attempting a battle with all the present characters (lower right dialogue option). If you agree for a duel, you will control only the hero in a fight against Arishok #2.

2 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughThe fight is easiest with a mage or a rogue preferring ranged attacks - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

The fight is easiest with a mage or a rogue preferring ranged attacks. In such a case you will be able to freeze or paralyse in different ways #1, which will let you perform attacks #2. You of course have to consider that his health will be depleting very slowly. You can of course cut the duration of this fight by using potions to increase the frequency at which you're able to use skills and spells.

3 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughDodging Arishok's attacks is a very important case, as they will cause large damage - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

Dodging Arishok's attacks is a very important case, as they will cause large damage. Especially be sure to dodge his deadly charges #1. A good method in such a case is hiding behind the local pillars #2. You have to keep fighting until Arishok loses the whole health bar.

Step 7, Option B: Defeating all the Qunaris

4 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughThis option is the default one and if you haven't impressed Arishok and won't use Fenris' reaction, it will be also the only possible - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

This option is the default one and if you haven't impressed Arishok and won't use Fenris' reaction, it will be also the only possible. It's worth to mention that the game will allow you to resign from fighting (option A) if only you will choose the lower right dialogue option during the conversation with Arishok #1. Be ready for a really big fight #2, in which apart from Arishok you will also have to defeat his minions.

5 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughThe basic information you should have is that killing Arishok will end the battle - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

The basic information you should have is that killing Arishok will end the battle. Don't hope to defeat him fast, as the Qunari leader will successfully defend. Right after the fight begins you should eliminate the nearest Qunaris #1 #2, which will allow you to reduce the enemy's numerical superiority.

6 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughAs you clear out the area a bit, start attacking the nearby Saarebases #1 #2 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

As you clear out the area a bit, start attacking the nearby Saarebases #1 #2. Just like before, it's worth to attack the mages from a distance, forcing them to teleport and hoping for them to appear on the ground floor. Keep an eye on your party's health, mana and stamina throughout the whole fight. In case you will need to, use potions and spells to revive the fallen party members.

7 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughStart attacking Arishok #1 only once most of the Qunaris are dead and only the weakest units remain - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

Start attacking Arishok #1 only once most of the Qunaris are dead and only the weakest units remain. I'd recommend slowing down, paralyzing or freezing in any possible ways and also dodging his very treacherous attack in which he impales your party members, making them completely defenceless #2.

8 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughIf Arishok surrounds himself with the well-knows protective barrier #1, it's a sign that you still haven't eliminated enough Qunaris - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

If Arishok surrounds himself with the well-knows protective barrier #1, it's a sign that you still haven't eliminated enough Qunaris. In such situations you should attack the other enemies and wait until damaging Arishok is possible again. As I have already mentioned, you need to fight him until his health drops to zero #2.

Step 8: Final issues

9 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughIrrespectively of whether you defeated Arishok in a duel or won the whole battle, you will watch a cutscene during which the Qunari leader will die #1 and the action will jump 3 years forward - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

Irrespectively of whether you defeated Arishok in a duel or won the whole battle, you will watch a cutscene during which the Qunari leader will die #1 and the action will jump 3 years forward. At the champion of Kirkwall, you will be chosen to mitigate a new conflict #2. First Enchanter Orsino is aiming to deprive Meredith of her authority in Kirkwall.

10 - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and WalkthroughA new cutscene will take place in [Hightown - Hightown Plaza] (M3, 22) - Demands of the Qun - p. 4 - Act II - Dragon Age II - Game Guide and Walkthrough

A new cutscene will take place in [Hightown - Hightown Plaza] (M3, 22). It's worth to ask the series of additional questions #1 to both sides. In the end you will be able to declare your support to either of the sides or express dissatisfaction of both of them #2. However the choice of dialogues won't have a large influence here. Grand Cleric Elthina will also join in, but so breakthrough will be caused by that.

Note that you have advanced to Act III and obtained two precious items - Gauntlets of the Champion and the Sataareth sword. In your journal, apart from the main quest, a lot of side quests will appear as well.

Main quest unlocked: The Last Straw

Companion quest unlocked: A Talking To

Companion quest unlocked: The Storm and What Came Before It

Companion quest unlocked: Check on Anders

Companion quest unlocked: Champions and Captains

Companion quest unlocked: Speak to Fenris

Companion quest unlocked: Isabela's Regret

Companion quest unlocked: A New Path

Secondary quest unlocked: Visit Gamlen

Received from: Viscount Marlow Dumar [Hightown - Viscount's Keep]

Step 1: Talking with Arishok

1 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou will receive this mission automatically from Viscount Marlow Dumar, with whom you will speak after returning from the Deep Roads and therefore ending The Deep Roads Expedition quest - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You will receive this mission automatically from Viscount Marlow Dumar, with whom you will speak after returning from the Deep Roads and therefore ending The Deep Roads Expedition quest. Go to [Docks] during daytime and enter the Qunari camp. Head to where Arishok is #1 (M19, 8) to initiate a talk. From him you will learn that Javaris, the dwarf with who you have worked during Blackpowder Promise is suspected of stealing a poisonous gas. If you have Varric if your team, you can ask him if he knows where Javaris might be #2. However it's not necessary, as even without him you will be sent to Darktown.

Step 2: Finding Javaris

2 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow head to [Darktown] and examine its central part, paying a visit to Coterie Barker #1 (M23, 12) - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now head to [Darktown] and examine its central part, paying a visit to Coterie Barker #1 (M23, 12). Dialogue options don't pay have any relevance here, as either way you will learn that Javaris left town. Stay in Darktown and go to its southern part. Find a low-visible hatch (M23, 13) leading to [Smuggler's Cut] #2 (M63, 1).

3 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIt's a good idea to command your party members to stay by the starting point - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

It's a good idea to command your party members to stay by the starting point. Go down yourself and encourage the enemies to follow you to the very top. Attack the Carta Thugs #1, but look out for the Carta Assassin, who will soon join the battle #2. Exterminating him quickly should be a priority.

4 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThe first enemy group can be also surprised in a different way - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

The first enemy group can be also surprised in a different way. You would have to go to the lower level and choose the passage leading to the south #1. It would let you get to a location with Poisonous and Corrupter Spiders. After eliminating the monsters you would be able to stand on a pressure plate, which would cause flames to appear #2. In my opinion it's completely unnecessary, so it's better to stick to the previous option (of course exploring the whole area is suggested).

5 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter eliminating the first Carta group, use the passage leading north #1 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After eliminating the first Carta group, use the passage leading north #1. As you have probably noticed, there are more enemies below. Unfortunately you can't attack them from where you are, so head to the western door #2. Use the stairs to get to the lower level.

6 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughI'd suggest stopping the team once again and attracting single enemies (M63, 2) - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

I'd suggest stopping the team once again and attracting single enemies (M63, 2). Defeating them here will be easier #1 and you won't have to fear being surrounded. Try to eliminate all the enemies using this method, looking out for the assassins #2.

7 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter eliminating the enemies go inside the main room which was previously occupied by them and head to the north-east #1 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After eliminating the enemies go inside the main room which was previously occupied by them and head to the north-east #1. Keep going north, eliminating single enemies (inter alia Mercenary Archers) that will cross your way. However look out for a big group which is going to surprise you by the cave exit #2.

8 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fight it's worth to take a look around, opening a chest (M63, 3) with an item connected with a new quest #1 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After the fight it's worth to take a look around, opening a chest (M63, 3) with an item connected with a new quest #1. In the end head north and choose the passage (M63, 4) leading to [Smuggler's Cut - Outside Smuggler's Cut] #2 (M64, 1).

Companion quest unlocked: A Ship for Isabela

9 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughRight after getting to the surface you will be forced into a new fight - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Right after getting to the surface you will be forced into a new fight. Start off by attacking the Mercenaries and Mercenary Archers (M64, 2), remembering that some of them will run out of the cave #1. Additionally stay cautious as there will also be a Mercenary Assassin #2 and of course it's best to eliminate him as fast as possible.

Step 3: Meeting with Javaris

10 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou will meet with Javaris right after dealing with the mercenaries #1 - Blackpowder Courtesy - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You will meet with Javaris right after dealing with the mercenaries #1. The dwarf will ensure you that he doesn't have the gas, which is in possession of a certain elf who tried to kill him. In the end you will have to decide what to do with Javaris. You can:

  • Let him go (upper right dialogue option)
  • Kill him (lower right dialogue option) #2

Step 4: Exploring the Side Alley

1 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughLeave the area (M64, 3) - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Leave the area (M64, 3). Be sure that you have a supply of health potions and a mage capable of healing in the party. Only after wards should you head to [Side Alley] #1. After getting there (M65, 1) you will be able to have a short conversation with Maecon (it's worth to have Aveline in the party, as she will recognize him) #2. As you have probably already noticed, the gas has already been let loose and your task will be to stop it from spreading any further (M65, 2).

Step 5: Closing the gas barrels

2 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe basic difficulty of this part of the quest is that you character will gradually lose health because of the gas - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The basic difficulty of this part of the quest is that you character will gradually lose health because of the gas. Of course it will be possible to cure them using a mage or potions, but more complications will soon appear. At first quickly locate and pick up the latch #1 (M65, 3). Use it on one of the Gas Barrels found in this location #2 (M65, 4), which will plug it.

3 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughMercenaries and Mercenary Archers will start appearing - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Mercenaries and Mercenary Archers will start appearing. Unfortunately you can't ignore them, as their defeat is necessary for another latch to appear. Start attacking the enemies #1. Stay especially cautious during the fight with a clearly stronger Mercenary Commander #2.

4 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAs you attack the Mercenaries, pay a bigger that normal attention to the health bars of your party members - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

As you attack the Mercenaries, pay a bigger that normal attention to the health bars of your party members. Eliminating one of the last enemies will cause another latch to appear #1. Just like before, you have to pick it up fast enough and use it on one of the barrels #2.

5 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe process of plugging in the two other barrels will have to same course, however instead of a Commander, Mercenary Assassins #1 and a Crazed Woman will appear #2 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The process of plugging in the two other barrels will have to same course, however instead of a Commander, Mercenary Assassins #1 and a Crazed Woman will appear #2. Save your game between the phases if possible, so that you won't have to start from the beginning in case being defeated.

Step 6: Eliminating the Elven Fanatic

6 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter obtaining the last latch, immediately use it on the last barrel as it will end the fights and cause the Elven Fanatic to appear #1 (M65, 5) - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After obtaining the last latch, immediately use it on the last barrel as it will end the fights and cause the Elven Fanatic to appear #1 (M65, 5). The conversation with the woman won't last too long #2 and you won't have a big influence on its course.

7 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAs only the fight begins, it would be wise to eliminate the Elven Fanatic #1 and moving on to the normal Mercenaries afterwards - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

As only the fight begins, it would be wise to eliminate the Elven Fanatic #1 and moving on to the normal Mercenaries afterwards. Stay cautious, as new enemies might appear in other places of the battlefield #2. Keep fighting until all the enemies die.

Step 7: Returning to Arishok

8 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughI'd definitely recommend examining the Elven Fanatic corpse #1, which will let you obtain, inter alia, a Formula and the Brothers' End sword - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

I'd definitely recommend examining the Elven Fanatic corpse #1, which will let you obtain, inter alia, a Formula and the Brothers' End sword. Use the stairs, open the gate #2 (M65, 6) and head to the exit from this location (M65, 7).

9 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughNow you have to once more head to [Docks] during the day - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you have to once more head to [Docks] during the day. Once again head to the Qunari camp to talk with Arishok #1 (M19, 8). You don't have a big influence on it #2. Note that the quest hasn't come to an end yet and new ones have been unlocked.

Companion quest unlocked: The Long Road

Companion quest unlocked: Dissent

Companion quest unlocked: Mirror Image

Step 8: Reporting to the Viscount

10 - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now leave the Qunari camp and return to [Hightown - Viscount's Keep] during the day - Blackpowder Courtesy - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now leave the Qunari camp and return to [Hightown - Viscount's Keep] during the day. Head to Viscount Dumar's chamber (M9, 7) and talk with him #1. He will tell you about a new problem - the lost Qunari delegates #2. You will take care of investigating this case in the next main quest, but will receive 3 sovereigns right away.

Main quest unlocked: Offered and Lost

Received from: Bodahn [Hightown - Viscount Track]

Step 1: Getting to the family estate

1 - Finding Home - Act II - Dragon Age II - Game Guide and WalkthroughYou will be able to approach this mission if you founded the Deep Roads expedition yourself, that means you DIDN'T cooperate with Dougal during the Friends in Low Places quest - Finding Home - Act II - Dragon Age II - Game Guide and Walkthrough

You will be able to approach this mission if you founded the Deep Roads expedition yourself, that means you DIDN'T cooperate with Dougal during the Friends in Low Places quest. As you try to leave the keep, you will be stopped by Bodahn #1 (M3, 4). The dwarf will inform you of the Varric's successful transaction and invite you to check the new family estate. Head to the main square of Hightown and find the entrance to [Hightown - Hawke Estate] #2 (M3, 15).

Received from: Bodahn [Hightown - Viscount Track]

Step 1: Meeting with Dougal

1 - Profit and Loss - Act II - Dragon Age II - Game Guide and WalkthroughYou will be able to attempt this mission if you complete Friends in Low Places before heading to the Deep Roads, that is you borrowed money needed for the expedition from Dougal - Profit and Loss - Act II - Dragon Age II - Game Guide and Walkthrough

You will be able to attempt this mission if you complete Friends in Low Places before heading to the Deep Roads, that is you borrowed money needed for the expedition from Dougal. As you try to leave the keep, you will be stopped by Bodahn #1 (M3, 4). The dwarf will tell you that Dougal wants to meet and is waiting at your family's new estate. Head to the main square of Hightown and find the entrance to [Hightown - Hawke Estate] #2 (M3, 15).

2 - Profit and Loss - Act II - Dragon Age II - Game Guide and WalkthroughThe conversation with Dougal (M14, 14) will happen probably right after you talk with Aveline as a part of Prime Suspect#1 - Profit and Loss - Act II - Dragon Age II - Game Guide and Walkthrough

The conversation with Dougal (M14, 14) will happen probably right after you talk with Aveline as a part of Prime Suspect#1. The dwarf will see that you've been quite successful over the last year and will want to receive an additional payment of as much as 100 sovereigns. You can act in two ways here:

  • Give Dougal the 100 sovereigns (upper right dialogue option) #2: naturally this option will be available only if you have the required amount
  • Refuse and ignore Dougal's threats (lower right dialogue option): the dwarf will promise that it's not the end of your problems and will leave the estate

Step 2: Epilogue

3 - Profit and Loss - Act II - Dragon Age II - Game Guide and WalkthroughIf you chose to give Dougal the sovereigns, the case will be solved - Profit and Loss - Act II - Dragon Age II - Game Guide and Walkthrough

If you chose to give Dougal the sovereigns, the case will be solved. Otherwise during one of the trips between different spots on Kirkwall map, you will be moved to [Backstreet] #1 (M47, 1). Make a few steps forward and you will be automatically stopped by Dougal and the Carta Thugs accompanying him #2 (M47, 2). Irrespectively of the chosen dialogue option, you will have to fight.

4 - Profit and Loss - Act II - Dragon Age II - Game Guide and WalkthroughI wouldn't recommend waiting with eliminating Dougal too long #1, as he can cause some serious damage and at the same time he's not very resistant and can be killed rather quickly - Profit and Loss - Act II - Dragon Age II - Game Guide and Walkthrough

I wouldn't recommend waiting with eliminating Dougal too long #1, as he can cause some serious damage and at the same time he's not very resistant and can be killed rather quickly. After eliminating him move on to attacking the other Carta Thugs, including enemies in other parts of the area #2. Dougal won't leave behind any precious items, so your only reward will be experience point and satisfaction of getting rid of the dwarf.

Received from: Aveline [Hightown - Hawke Estate]

Step 1: Talking with Aveline

1 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThe conversation with Aveline should start automatically once you enter [Hightown - Hawke Estate] for the first time #1 (M14, 13) - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

The conversation with Aveline should start automatically once you enter [Hightown - Hawke Estate] for the first time #1 (M14, 13). Miss captain will ask you to talk with Emeric, who's running an insistent investigation on a supposed murder series. You could have met this Templar before during The First Sacrifice. Of course it's worth to ask Aveline additional questions regarding this case #2.

Step 2: Meeting with Emeric

2 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow you can leave the estate and choose [The Gallows] from the world map - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can leave the estate and choose [The Gallows] from the world map. Emeric can be found on the main courtyard of The Gallows #1 (M33, 8). During the conversation you will learn that the Templar suspects someone named Gascard DuPuis of kidnapping and murdering several women. Of course it's worth to ask Emeric a few additional questions on that certain man #2. Irrespectively of the chosen dialogue option, in the end you will agree to Emeric's request of creeping into DuPuis' estate to gain incriminating evidence.

Step 3: Exploring DuPuis estate

3 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can leave the Gallows and head to [Hightown] during the night - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can leave the Gallows and head to [Hightown] during the night. From here head to the estate district, however if you haven't yet taken care of the Sisters, you might be attacked by at least one group of Invisible Sisters #1. Keep cautious if they do attack, as many of the sisters are assassins. After defeating them, find the entrance to [Hightown - DuPuis Estate] #2 (M4, 12).

4 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter entering the estate (M52, 1), you will be quite surprisingly attacked by monsters - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After entering the estate (M52, 1), you will be quite surprisingly attacked by monsters. Attack the incoming Shades #1 while remembering to eliminate them one at a time. It's not the end of trouble, as a Rage Demon will also eventually appear #2. Look out for its fire attacks, increasing the party's resistance to this element if possible.

5 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughKeep fighting until you eliminate all the monsters - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Keep fighting until you eliminate all the monsters. Search the nearby desk on which you will find A Thank You Note #1 (M52, 2). Now you can check the southern room or use the stairs and head east. Here you will also come across a small southern storage room. In the end open any of the eastern doors #2, leading to the dining room.

6 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughBe ready for fighting the group of Shades found here #1 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Be ready for fighting the group of Shades found here #1. The fight here will be however much easier, thanks to the smaller health bars of many monsters. After the fight search the area and on one of the tables you will find A Reply from Starkhaven #2 (M52, 3).

7 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughOnce again head to the eastern door - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Once again head to the eastern door. From here I'd suggest first heading to one of the southern rooms #1. Inside you will find a chest with precious treasures and also you will be able to research the blood phial #2 (M52, 4), which will rise suspicions that DuPuis might be into blood magic.

8 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughReturn to the previous corridor and this time choose the middle eastern door #1 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Return to the previous corridor and this time choose the middle eastern door #1. Go up the stairs. After getting there, examine one of the nearby tables to find Meredith's Apology #2 (M52, 5).

9 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughI'd now suggest entering the southern room and examining the chest #1 (M52, 6), once more listening to the party's comments - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

I'd now suggest entering the southern room and examining the chest #1 (M52, 6), once more listening to the party's comments. Go out of the room and head to the northern door #2 (M52, 7). Save your game, as you're about to meet with DuPuis and will have to make an important decision.

Step 4: Talking with Gascard DuPuis

10 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughUpon entering the new room you will meet Gascard DuPuis in a very uncomfortable situation, together with Alessa who he's keeping with him #1 - Prime Suspect - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Upon entering the new room you will meet Gascard DuPuis in a very uncomfortable situation, together with Alessa who he's keeping with him #1. DuPuis will ensure you that he's not a murdered and is looking for the serial killer, responsible for the death of his sister, amongst others. You will be of course able to ask the man additional questions #2, learning that he's been trying blood magic to trace down the criminal. You can act in two ways:

  • Believe Gascard that he's innocent. The description of this option can be found in Step 5, Option A.
  • Attack Gascard, taking him as the murderer. The description of this option can be found in Step 5, Option B.

Step 5, Option A: Believing in Gascard's innocence

1 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughIf you believe Gascard, you will have to let him go by choosing the upper right dialogue option at the end of the conversation #1 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

If you believe Gascard, you will have to let him go by choosing the upper right dialogue option at the end of the conversation #1. Afterwards you can return to the estate #2 (M52, 1). Further description can be found in Step 6.

Step 5, Option B: Killing Gascard

2 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughIf Gascard's story doesn't convince you and you still think he's the murderer, choose the lower right dialogue option at the end of the conversation #1 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

If Gascard's story doesn't convince you and you still think he's the murderer, choose the lower right dialogue option at the end of the conversation #1. It will of course lead to a battle #2 with Gascard and the Shades he calls in.

3 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughI'd recommend attacking Gascard from the very beginning #1 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

I'd recommend attacking Gascard from the very beginning #1. He will soon teleport to another room and start running away. It will let you focus on the Shades #2, without having to worry about DuPuis' magic.

4 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou will be able to exit the room only after defeating all the monsters - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You will be able to exit the room only after defeating all the monsters. Look out, as you will be attacked by Shades by the stairs as well #1, but luckily the group won't be very big. Note that the western door is blocked and as a result you will have to go to the previously inaccessible northern door #2 (M52, 8).

5 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughHead north and after a while you should reach a rather big library - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Head north and after a while you should reach a rather big library. Start attacking the new Shades inside the room #1. After the fight look around for a locked chest behind the shelves #2 and afterwards choose the northern exit.

6 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughRun west - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Run west. Ignore DuPuis, as you won't be able to get him here. Instead, start attacking the monsters inside the room. I'd recommend starting off with the Desire Demon #1 (M52, 9). Only after eliminating that monster should you focus on the Shades #2.

7 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou will have to be quick with eliminating the Shades, as soon Abominations will start appearing #1 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You will have to be quick with eliminating the Shades, as soon Abominations will start appearing #1. They pose a big threat, so in case you haven't yet eliminated all the Shades, ignore them for a bit and take care of the Abominations. Try to kill them one at a time, keeping an eye on the weaker party members. After the fight use the same exit which Gascard used #2.

8 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou don't have to examine the door downstairs, there's nothing there - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You don't have to examine the door downstairs, there's nothing there. Instead go through the southern door #1. You should return to dining room, where the main fight with Gascard will take place #2 (M52, 10).

9 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughEven though very strong Abominations will join the fight, Gascard should be the first one to eliminate #1 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Even though very strong Abominations will join the fight, Gascard should be the first one to eliminate #1. As you probably remember, blood mages are capable of sucking out life force from living creatures, so he would pose a big threat. DuPuis will unfortunately keep teleporting throughout the whole room #2, but don't give up and keep attacking him until he dies.

10 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughOnly after eliminating Gascard should you move to the Abominations #1 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Only after eliminating Gascard should you move to the Abominations #1. Don't forget to keep an eye on the health of your party, as you will be probably exhausted after the blood mage fight. Keep the Shades for the end #2. In their case, most of all focus on quickly eliminating monsters with short health bars.

11 - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the battle, I'd recommend searching Gascard's corpse #1 to find, amongst other, the very precious Gascard DuPuis's Favourite Hat - Prime Suspect - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After the battle, I'd recommend searching Gascard's corpse #1 to find, amongst other, the very precious Gascard DuPuis's Favourite Hat. You can now go out of the estate #2 (M52, 1). Further description can be found in Step 6.

Step 6: Returning to The Gallows

1 - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughLeave Hightown and head to [The Gallows] - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Leave Hightown and head to [The Gallows]. Curiously, where Emeric was standing before, you will now meet Moira #1. The Templar will be surprised to hear that you won't know anything about the planned meeting with Emeric #2. It is to take place during the night, nearby Darktown.

Step 7: Heading out for the meeting in a street by Darktown

2 - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughLeave The Gallows and choose the newly unlocked [Blind Alley] from the world map #1 - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Leave The Gallows and choose the newly unlocked [Blind Alley] from the world map #1. Once you get there, you will witness a Desire Demon killing Emeric #2. As you might have guessed, you're in for a very hard fight.

3 - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughThe basic impediment of this battle will be the necessity to eliminate a very large group of Shades - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

The basic impediment of this battle will be the necessity to eliminate a very large group of Shades. If you don't want to get surrounded by too many of them, return onto the stairs after Emeric's death. Wait for the Shades #1 and the Desire Demon to come here #2.

4 - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughYou can attract more monsters to come to the stairs or move on to more direct attacks #1 - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

You can attract more monsters to come to the stairs or move on to more direct attacks #1. As I have mentioned, you would probably get surrounded by a big group of Shades #2, but many of them have short health bars and they wouldn't have any support from the Desire Demon. You have to keep fighting until you eliminate them all. If despite that nothing happened, explore the area to find out if some Shade didn't get "lost".

Step 8: Talking with Moira

5 - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughMoira will appear here automatically after the battle ends and will demand explanations - Prime Suspect - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Moira will appear here automatically after the battle ends and will demand explanations. If you let Gascard free, there will be three dialogue options #1:

  • Confirming that he is the killer (upper right dialogue option). I definitely DON'T recommend this option, as it will allow the Templar to track Gascard down and the blood mage won't appear in the last quest connected with the serial killer.
  • Explaining Moira that the case is more complicated than it looks (middle right dialogue option). In this case you will also be able to tell her that DuPuis headed out for Darktown or leave her without that knowledge (it's the better choice).
  • Rejecting the idea that Gascard is the killer (lower right dialogue option). I recommend this option, as it will guarantee that Gascard will participate in the last quest connected with the serial killer.

If you have already killer Gascard, there will be two options available #2:

  • Informing Moira of Dupuis's death (upper right dialogue option)
  • Rejecting the idea that Gascard is the killer (lower right dialogue option)

Irrelevant of the chosen option, you will receive 1 sovereign and the quest will end.

Received from: Viscount Marlow Dumar [Hightown - Viscount's Keep]

Step 1: Speaking with Seneschal Bran

1 - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou will receive this mission from Viscount Dumar (M9, 7) after finishing the Blackpowder Courtesy main quest - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You will receive this mission from Viscount Dumar (M9, 7) after finishing the Blackpowder Courtesy main quest. Go out of the Viscount's office and talk with Seneschal Bran standing beside #1 (M9, 10). You can ask him on the details of the disappearance and if Arishok knows of the case #2. Bran will send you to the guards, who probably have captured the Qunari.

Step 2: Meeting with the guards

2 - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can go out of the keep and behave in two ways - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can go out of the keep and behave in two ways. You can head to [Docks] during the day and personally ask Arishok about the disappearance, or head to [Lowtown - The Hanged Man] during the night. Talk with Orwald the Braggart (M16, 8), who will be standing by the bar #1. The conversation can have two basic courses. If Aveline is in the active party, you can ask her to step in by choosing the upper left dialogue option #2. As the guards are subject to her, there won't be any problems with getting the information.

3 - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughExceptionally, I wouldn't recommend using Aveline's help, as you would miss the chance for a very precious item - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Exceptionally, I wouldn't recommend using Aveline's help, as you would miss the chance for a very precious item. It's much better to choose one of the options on the right #1, which will lead to a fight with Orwald and a couple other inn clients #2. A small hint: it's worth to have Isabela outside the active party, as she will join the party either way and you will have five characters fighting on your side.

4 - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughFirst it's of course worth to attack Orwald #1, even despite the fact that his companions are archers - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

First it's of course worth to attack Orwald #1, even despite the fact that his companions are archers. After the fight a cutscene will start #2, during which you will gain the same information as when asking Aveline for help. You will learn that Grand Cleric Elthina might be involved in this. If you fought with the guards, be sure to afterwards check the corpses to find the Guardian of Enasalin, a part of a set.

Step 3: Heading to the Order

5 - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow you can go out of the inn and head to [Hightown - Chantry] during the day - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can go out of the inn and head to [Hightown - Chantry] during the day. Here you will once again meet Petrice, who is now a Mother #1 (M7, 4). Unfortunately you won't have big influence on the course of the conversation #2. Petrice will clearly be trying to hide information from you, but will tell you of the whereabouts of sir Varnell, who is against Qunaris' stay in the city.

Step 4: Getting to the whereabouts of sir Varnell

6 - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughGet out of the Chantry and go to the newly unlocked [Sir Varnell's Refuge] #1 (M70, 1) - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Get out of the Chantry and go to the newly unlocked [Sir Varnell's Refuge] #1 (M70, 1). After getting there, head to the east. You have to get to a big room #2, where Varnell himself and his Fanatics have gathered.

Step 5: Meeting with Ser Varnell

7 - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter getting to the place (M70, 2) you should note that Ser Varnell is holding the Qunaris hostage and is planning to execute them #1 - Offered and Lost - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After getting to the place (M70, 2) you should note that Ser Varnell is holding the Qunaris hostage and is planning to execute them #1. Soon Petrice will appear and support you #2. The conversation can then take two courses:

  • Supporting Ser Varnell and the other fanatics. The description of this option can be found in Step 6, Option A.
  • Opposing Ser Varnell and the other fanatics. The description of this option can be found in Step 6, Option B.

Step 6, Option A: Supporting Ser Varnell and the other fanatics

1 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughIf up until now you used to be hostile towards Qunari and choose aggressive dialogue options, you will have a chance to support Varnell - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

If up until now you used to be hostile towards Qunari and choose aggressive dialogue options, you will have a chance to support Varnell. To do it, you would have to choose the lower left dialogue option #1. Lack of such option means that you weren't aggressive enough towards Qunari and other characters. After choosing this dialogue option, the hero will use a knife to eliminate one of the Qunaris #2, leading to a fight with the rest.

2 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughPetrice will run away right before the fight, so you will be on your own - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Petrice will run away right before the fight, so you will be on your own. Start attacking the first Qunari group #1. Sir Varnell will help you, but that's not too much a relief considering the Qunari strength. Be ready for a next group to appear #2, consisting, inter alia, of Karashoks and Ashaads. Also try to quickly kill the commanding Sten.

3 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe last, third group, should appear beside the corridor you used to get here #1 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The last, third group, should appear beside the corridor you used to get here #1. In the last part of the battle you should most of all look for the Saarebas #2, eliminating him when only it's possible. Continue fighting until all the Qunaris are dead. After the fight you will have a short conversation with Ser Varnell, however the dialogue choices won't have a big influence. Further description can be found in Step 7.

Step 6, Option B: Opposing Ser Varnell and the other fanatics

4 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughIf you weren't able or didn't want to support Ser Varnell and the other fanatics, Ser Varnell will eliminate the Qunari #2 irrespectively of the dialogue options chosen #1 #2 and you will be forced to fight him and his followers - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

If you weren't able or didn't want to support Ser Varnell and the other fanatics, Ser Varnell will eliminate the Qunari #2 irrespectively of the dialogue options chosen #1 #2 and you will be forced to fight him and his followers.

5 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughUnfortunately Petrice will run away right before the fight, so you will be on your own - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Unfortunately Petrice will run away right before the fight, so you will be on your own. Of course start by attacking Ser Varnell #1, as he's able to affect the others. Only after he dies should you move on to attacking the fanatics #2. They should die rather quickly, but nevertheless you shouldn't ignore their large number.

6 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughDuring the fight with the fanatics you should especially focus on those equipped with bows - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

During the fight with the fanatics you should especially focus on those equipped with bows. Also be ready for a few more groups to appear during the fight, also nearby the path you used to get here #1 and beside the stairs in the distance #2. The further description can be found in Step 7.

Step 7: Talking with Viscount Dumar

7 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter you defeat the Qunaris of Fanatics, a cutscene with Viscount Dumar who will appear to assess the situation will start #1 - Offered and Lost - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After you defeat the Qunaris of Fanatics, a cutscene with Viscount Dumar who will appear to assess the situation will start #1. In the end you will be able to act in two ways #2:

  • Suggest burning the Qunari bodies to hide the fact they were tortured (upper right dialogue option)
  • Recognize that burning the bodies is senseless, as Arishok will find out about everything anyway (lower right dialogue option)

Irrespectively of the chosen option you will receive 3 sovereigns and a new main quest connected with Qunaris will appear in your journal. While you're here, it's worth to examine Ser Varnell's corpse to collect a great shield - River's Wave. Additionally you can check the crate beside the exit (M70, 3) to activate an additional quest. It's also worth to return to the Chantry to talk with Petrice and to the Qunari camp to have an optional conversation with Arishok.

Main quest unlocked: All That Remains

Companion quest unlocked: Shield of the Knight Herself

Received from: automatically upon finishing Offered and Lost [Ser Varnell's refuge]

Step 1: Meeting with Gamlen

1 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou should receive this quest automatically after completing the Offered and Lost main quest, but only if you have previously completed Prime Suspect - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You should receive this quest automatically after completing the Offered and Lost main quest, but only if you have previously completed Prime Suspect. Return to [Hightown - Hawke Estate]. Head to the main room of the estate #1, where Gamlen will be already waiting for you (M14, 16). During the conversation you will learn that Leandra - the main hero's mother - didn't show up on the arranged meeting. Gamlen will also inform you that she has been sent lilies. In the end you will be able to act in two ways #2:

  • Connect the lilies with the serial killer (upper right dialogue option): you have been already tracking down this person during Prime Suspect, but weren't able to catch or identify her
  • Downplay the case (lower right dialogue option)

Irrespectively of the chosen dialogues, you will have to find out where Leandra is. You can get information on her whereabouts in two ways:

  • Taking a look around Lowtown. The description of this option can be found in Step 2, Option A.
  • Asking Gascard DuPuis for help. The description of this option can be found in Step 2, Option B.

Step 2, Option A: Taking a look around Lowtown

2 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThe characteristic feature of this option is that it's available irrespectively of the choices made previously in the game - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

The characteristic feature of this option is that it's available irrespectively of the choices made previously in the game. Therefore if you can't choose option B, you will have to go with A. go out of the estate and head to [Lowtown] during the night. Head to the marketplace, find the Urchin (M13, 18) and have Gamlen talk with him #1. The boy will want something in return for information on the events that he was a witness of. You can act in two ways #2:

  • Pay the Urchin (upper right dialogue option)
  • Try to intimidate the boy or refuse to pay (middle right and lower right dialogue option): in both cases Gamlen will step in and pay the boy
3 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIrrespectively of the chosen option, you will learn the details of the incident and will have to follow the blood trail - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Irrespectively of the chosen option, you will learn the details of the incident and will have to follow the blood trail. The first blood trace can be found nearby #1 and you will keep finding new ones as you go (it's worth to click on each of them just to be sure). At first you will be heading towards The Hanged Man #2.

4 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter getting to the inn, turn to the south #1 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After getting to the inn, turn to the south #1. This time you will be moving towards the foundry district. From there you will have to use the passage (M13, 19) leading to [Lowtown - Dark Foundry] #2 (M71, 1).

5 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughOnce inside the building, keep following the blood trails onto the upper balconies #1 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Once inside the building, keep following the blood trails onto the upper balconies #1. You can take a look around here or head to the place marked by the blood at once. It will be a hidden hatch in the north-east corner of the building #2 (M71, 2), leading to [Killer's Lair] (M72, 1). The further description can be found in Step 3.

Step 2, Option B: Asking Gascard DuPuis for help

6 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThe characteristic feature of this option is that it's available only if you meet some specific requirements - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

The characteristic feature of this option is that it's available only if you meet some specific requirements. To be exact, during Prime Suspect you should have let Gascard DuPuis go free and then, during the meeting with Moira, dissuade her from the thought that he might be the killer. If you made other decision, this option will be unavailable and you will have to choose option A. Go out of the estate and head to [Darktown]. Go to the south part of the location and you should find Gascard #1 (M23, 20). During the conversation you will learn that he will be able to use his blood magic to track down Alessa, one of the kidnapped women. It's also worth to ask him additional questions connected with this topic #2.

7 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIn the end of the conversation with Gascard you can act in two ways - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

In the end of the conversation with Gascard you can act in two ways. If you agree to the use of blood magic (upper right dialogue option) #1, you will discourage some of the party members, but thanks to the ritual #2 Gascard will be able to track down the woman. If you refuse (lower right dialogue option), the conversation will come to an end and you will either have to go with option A and talk with Gascard again in order to change your attitude.

8 - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughA successful ritual will lead to the party automatically getting moved to [Lowtown - Dark Foundry] (M71, 1) - All That Remains - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

A successful ritual will lead to the party automatically getting moved to [Lowtown - Dark Foundry] (M71, 1). Once inside the building, keep following the blood trails onto the upper balconies #1. You can take a look around here or head to the place marked by the blood at once. It will be a hidden hatch in the north-east corner of the building #2 (M71, 2), leading to [Killer's Lair] (M72, 1). The further description can be found in Step 3.

Step 3: Exploring the killer's lair

1 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughGet ready for a fight right after entering the new location - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Get ready for a fight right after entering the new location. Firstly it's worth to attack the Shades #1, especially that many of them will have a very short life bar. Leave the clearly stronger Rage Demon for the end #2.

2 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fight there will be a cutscene involving the found woman #1 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After the fight there will be a cutscene involving the found woman #1. Unfortunately she will turn out to be Alessa (M72, 2) and not Leandra. Take a look around the area and pick up, inter alia, the Scribbled Note #2 (M72, 3) which is of course worth reading.

3 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughHead north and then west, picking up another Scribbled Note #1 (M72, 4) and finding (automatically) Leandra's locket on your way - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Head north and then west, picking up another Scribbled Note #1 (M72, 4) and finding (automatically) Leandra's locket on your way. Keep heading west until you reach a room with a bed and something resembling an altar #2 (M72, 5). There also will be further monsters to eliminate here.

4 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughIn this case it's not worth to put off eliminating the Rage Demon #1, as other stronger monsters are due to come - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

In this case it's not worth to put off eliminating the Rage Demon #1, as other stronger monsters are due to come. As only the Demon is dead, start attacking the Abominations #2. Leave Shades, Corpses and Skeleton Archers for the end. During the fight it's of course worth to look after the health of your party, but don't use all of your potions as there is still one fight waiting for you in this quest.

5 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fight there will be a short cutscene, during which the party members will notice that the woman from the painting is strikingly similar to Leandra - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After the fight there will be a short cutscene, during which the party members will notice that the woman from the painting is strikingly similar to Leandra. Devote a while to explore the location, check the book, open the chests, pick up the Letter from the Circle #1 and the last Scribbled Note #2.

6 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughNow you have to head south - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you have to head south. On your way it'd be good to save the game and check the chest for Gloves of Enasalin #1. Once you reach the new location, a cutscene will begin and you will meet the killer - Quentin #2 (M72, 6).

Step 4: Talking with Quentin

7 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe conversation can have two courses - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The conversation can have two courses. If you didn't cooperate with Gascard, the dialogue options won't have any influence #1. You will almost immediately learn that Quentin has turned Leandra into a terrible thing. Things will get a bit more interesting if Gascard is accompanying you. Quentin will recognize him and additionally during the conversation with Gascard you will learn that in fact he's not searching for his wife murderer, but only wants to possess the necromantic powers #2.

8 - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe conversation with Gascard and Quentin can end in two ways - All That Remains - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The conversation with Gascard and Quentin can end in two ways. If Varric is a member of the party, he will at some point pierce Gascard with an arrow #1, seeing potential danger in him. If Varric is not in the party, you will be left with three choices #2:

  • Convincing Gascard that what Quentin is doing is wrong (lower left dialogue option): it will cause Gascard to support you and help in defeating Quentin
  • Deciding that both mages need to be killed (upper right dialogue option): you will need to defeat both Quentin and Gascard
  • Ask Gascard to change his mind (lower right dialogue option): the attempt will fail and you will have to defeat both Quentin and Gascard

All the above variants will lead to a long fight with Quentin. The only difference is whether Gascard will also participate and on whose side.

Step 5: Defeating Quentin

1 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughThe fight consists of as much as five parts, but Quentin will become an active participant only after you advance to the last part - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

The fight consists of as much as five parts, but Quentin will become an active participant only after you advance to the last part. Until then he will be hiding inside a protective barrier #1 and won't interfere with your fights. In the first part you will have to face only a couple Corpses and one Shade #2.

2 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIf Gascard came to you to Quentin's lair and hasn't been killed by Varric, the course of battle will change a bit - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

If Gascard came to you to Quentin's lair and hasn't been killed by Varric, the course of battle will change a bit. Successfully convincing Gascard to your side will cause him to help you in all five stages #1. A failure will lead him to attacking your party. ABSOLUTELY eliminate him #2 before taking care of the Corpses and Shade, as he uses powerful blood magic.

3 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughThe second part of the battle is much more demanding - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

The second part of the battle is much more demanding. At the start you will have to quickly eliminate Possession of Ninette #1, as the monster has similar abilities to those of a Desire Demon. Next is line should be the Abominations and Shades #2, which shouldn't be really hard considering their short life bars. Put off the Corpses and Skeleton archers for the end.

4 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughYou will advance to the third stage after killing all the monsters - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

You will advance to the third stage after killing all the monsters. This time it's also worth to start by attacking the main demon, which is the Possession of Alessa #1. Attack the other monsters in the same order, but note that some Abominations and Shades have extended life bars #2.

5 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughThe fourth stage will most of make you face Possession of Leandra #1 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

The fourth stage will most of make you face Possession of Leandra #1. Only after eliminating it should you move to attacking the other monsters #2. This time even more of them will have extended health bars, so you will have to try harder this time.

6 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughAs you advance to the last part of the battle, immediately start attacking Quentin, now without the protective barrier around him #1 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

As you advance to the last part of the battle, immediately start attacking Quentin, now without the protective barrier around him #1. It's crucial for winning, as you can't let him cast any more spells. After eliminating Quentin, you can move on to the last group of Shades #2.

7 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughA cutscene will start, showing the last moments of Leandra #1, who up until now was kept alive only with Quentin's magic - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

A cutscene will start, showing the last moments of Leandra #1, who up until now was kept alive only with Quentin's magic. You can depart with her in a couple different ways #2, but it won't have influence on the further events and the relations with your party members.

8 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughThe game will jump to [Hightown - Hawke Estate] - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

The game will jump to [Hightown - Hawke Estate]. Here there are two more conversations waiting for you. First you will talk with Gamlen #1, who you can tell about the killer's motives or leave them for yourself. Afterwards you will probably have a short conversation with one of the party members #2. In the end you should be rewarded with 1 sovereign and the Tine dagger and also one main and one companion quest will be unlocked.

Main quest unlocked: Following the Qun

Companion quest unlocked: The Captain's Condolences

9 - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIf Gascard helped you in the fight with Quentin, you will be able to do one more thing - All That Remains - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

If Gascard helped you in the fight with Quentin, you will be able to do one more thing. Head to [Darktown] (M23, 20). You will have the chance to use Fenris' special action to inflict pain to Gascard #1. At the end of the conversation you will have to decide #2 if the blood mage should be left free (upper right dialogue option) or executed (lower right dialogue option). You won't have to fight in the second case, as only a short cutscene picturing Gascard's death will play.

Received from: automatically after completing All That Remains [Hightown - Hawke Estate]

Step 1: Meeting with Viscount Dumar

1 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughYou should receive this mission automatically after completing the Offered and Lost main quest, so after eliminating the serial killer responsible for killing Leanra - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

You should receive this mission automatically after completing the Offered and Lost main quest, so after eliminating the serial killer responsible for killing Leanra. You will be informed about receiving an important letter from the Viscount. Stay in [Hightown - Hawke Estate] and read the Following the Qun letter by the desk #1 (M14, 12). From it #2 you will learn that the Viscount wants to discuss something important in private with you.

2 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughNow you can head to [Hightown - Viscount's Keep] by daylight - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can head to [Hightown - Viscount's Keep] by daylight. After getting there, go into Viscount Dumar's office (M9, 7) and click on him #1 to initiate a conversation. The Viscount will tell you that his son Seamus decided to join the Qun #2. Dumar will ask you to make sure whether his decision was made out of free will.

Step 2: Heading out to meet with Arishok

3 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughYou can now leave the keep and head to [Docks] during daytime - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

You can now leave the keep and head to [Docks] during daytime. Curiously, you won't be taken directly there. Explore [Winding Alley] #1 (M73, 1). Look out for thugs hiding nearby. Before ordering an attack, try to disarm the trap between you and the enemy forces #2.

4 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughDuring the fight you should first take care of quickly eliminating the Thug Leader #1 - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

During the fight you should first take care of quickly eliminating the Thug Leader #1. Only after his death should you move to attacking the normal Thugs. At the same time be ready to quickly eliminate the group of Mercenaries and Mercenary Archers, who will soon start appearing in the area #2. After the fight I'd definitely recommend searching the Thug Leader's corpse, thanks to which you will gain the Helm of Enasalin.

5 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughNow you can use one of the two exits from this location (M73, 2) - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can use one of the two exits from this location (M73, 2). After landing in the Docks, head to where Arishok is #1 (M19, 8). From the Qunari leader you will learn that Seamus really did join the Qun out of his free will and he headed out for the Chantry to speak with his father #2. You will be able to return to [Hightown - Viscount's Keep] to tell Viscount Dumar about it, but it's not obligatory.

Step 3: Going to the Chantry

6 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughHead to [Hightown - Chantry] during the night #1 - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

Head to [Hightown - Chantry] during the night #1. After getting there (M8, 3) a cutscene will play #2, during which you will learn that Seamus has been killed as part of a plan of Mother Petrice.

7 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughThe conversation with Mother Petrice can have two courses - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

The conversation with Mother Petrice can have two courses. If during Offered and Lost you killed Ser Varnell and the other fanatics, Petrice will want to frame you for the death of Seamus. As a result, be ready for a rather easy fight with a bunch of enemies. Calmly wait for the enemies to come (M8, 4) and start off by killing the Mob Leader #1, as he's able to influence the others. Afterwards move on to eliminating the Righteous Mob #2. You will have to eliminate two groups of very weak enemies in total (the second will appear as you go down).

8 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughIf during Offered and Lost you joined forces with Ser Varnell and the other fanatics, sister Petrice's attitude will be much more friendly - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

If during Offered and Lost you joined forces with Ser Varnell and the other fanatics, sister Petrice's attitude will be much more friendly. At the end of the conversation you would have to choose the lower dialogue option #1, as choosing the upper one would mean defying her actions and have the same result as killing Ser Varnell (fighting a bunch of people). Joining forces with Petrice would mean having to eliminate two groups of Qunari. Wait until the enemies come to you (M8, 4) and during the fight look for stronger Ashaads #2. There will be two groups to eliminate in total (the second will appear as you go down).

9 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughIf you didn't join forces with Petrice, you will see a cutscene during which she will be executed #1 by one of the Qunari warriors - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

If you didn't join forces with Petrice, you will see a cutscene during which she will be executed #1 by one of the Qunari warriors. One the other side, if you fought alongside her, she will stay alive and a short cutscene with her and Grand Cleric Elthina will play #2.

Step 4: Leaving the Chantry

10 - Following the Qun - Act II - Dragon Age II - Game Guide and WalkthroughIrrelevant of Petrice's fate, one last cutscene involving Dumar will play at the end of the quest #1 - Following the Qun - Act II - Dragon Age II - Game Guide and Walkthrough

Irrelevant of Petrice's fate, one last cutscene involving Dumar will play at the end of the quest #1. He will want to say goodbye to his murdered son. Also in this case the choice of dialogues #2 won't play a big part. Soon you will be moved to [Hightown], where you will receive 3 sovereigns and the mission will end. Additionally, if you cooperated with Petrice, you will have a short and irrelevant conversation with her.

The game will add a new main quest to your journal and also update Demands of the Qun, which was on the list from the start of Act II.

Main quest unlocked: To Catch a Thief

Received from: automatically after completing Following the Qun [Hightown]

Step 1: Heading for the meeting in Hawke Estate

1 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughYou will receive this mission automatically after finishing Following the Qun - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

You will receive this mission automatically after finishing Following the Qun. You will be informed that Isabela wants to meet with you #1. In accordance with the received info, go to [Hightown - Hawke Estate] #2 (M4, 9).

2 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughAveline and Isabela #1 (M14, 13) will be waiting here for you - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

Aveline and Isabela #1 (M14, 13) will be waiting here for you. Aveline will want to go to the Qunari camp as fast as a part of Demands of the Qun. Isabela will ask you for help in obtaining a relic as part of To Catch a Thief, suggesting that her life might be in danger. Note that you will be able to ask both ladies a few questions #2.

3 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughIn the end you will have to decide which case should be the priority - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

In the end you will have to decide which case should be the priority. The possible options are:

  • Stating that helping Isabela is more important (upper right dialogue option) #1. IT will maintain the To Catch a Thief quest. In the meantime Aveline will try to buy time in the Qunari camp.
  • Stating that taking care of the problems with Arishok is more important (lower right dialogue option) #2. It will deactivate To Catch a Thief and you won't be able to return to it later on. Additionally Isabela will leave the party, heading out to find the relic on her own.

Personally I'd recommend completing To Catch a Thief, as it won't influence the meeting with Arishok in any way.

Step 2: Exploring the Lost-End Foundry

4 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughAs it has been stated, you only will be able to attempt this quest if you chose to help Isabela - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

As it has been stated, you only will be able to attempt this quest if you chose to help Isabela. Make sure that she's an active party member, go out of the estate and head to [Lowtown] by night. Head to the foundries and you should a group of Qunari in a backstreet #1 (M13, 12). Approach them and listen to a short conversation, after which you will be forced to fight them #2.

5 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughStart off by attacking the strongest one - Sten #1 - as he's able to buff his companions making them more effective - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

Start off by attacking the strongest one - Sten #1 - as he's able to buff his companions making them more effective. Only after eliminating him should you focus on Karashoks and Ashaads #2. Eliminate the later ones first, as their ranged attacks can cause significant damage.

6 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fight you will be forced to speak with Isabela #1 - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

After the fight you will be forced to speak with Isabela #1. She will tell you that she's been deceiving you up until now and she knows exactly what the relic is. In the end you will be able to choose out of two options #2, one of which is recognizing that the relic should be handed over to the Qunari (upper right dialogue option) or promising to give the relic to Isabela, so that she can get out of the tricky situation (upper right dialogue option). Paradoxically you don't have to think it over too much. By supporting Isabela you will receive 15 friendship points and by refusing to give her the relic you will get 15 rivalry points. That's the only difference, as both options will lead to the problem being solved the same way.

7 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughIrrespectively of the chosen dialogue option the action will move to [Lowtown - Lost-End Foundry] (M74, 1) - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

Irrespectively of the chosen dialogue option the action will move to [Lowtown - Lost-End Foundry] (M74, 1). Isabela will start chasing Wall-Eyed Sam #1, which will complicate things by making you fight with only three characters. On the bright side, the Qunaris and Tevinters will be focused on themselves in the beginning #2 (M74, 2).

8 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughOnce you join the fight, I'd recommend gradually attacking each side - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

Once you join the fight, I'd recommend gradually attacking each side. Try not to kill any of them too early, as then the whole other side would focus their attention solely on your party. As for the mages, you should eliminate the Tevinter Enchanter #1 and as for the Qunari, kill Sten as soon as you can #2.

9 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughOnly after eliminating the leaders of both groups should you move to attacking the common enemies, amongst who you will find Tevinter Mages #1, Karashoks and Ashaads - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

Only after eliminating the leaders of both groups should you move to attacking the common enemies, amongst who you will find Tevinter Mages #1, Karashoks and Ashaads. Qunari will probably survive longer, as some of them will be hiding on the upper balconies #2.

Step 3: Following Isabela

10 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fight it would be wise to look around the foundry - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

After the fight it would be wise to look around the foundry. I'd especially recommend finding the chest #1 with an armour improvement for Isabela. Look out for the numerous traps on the upper floor, avoid or disarm them (manually or with a lever). Use the chance to search the corpses of fallen enemies to find, inter alia, the precious Gauntlets of the Ashaad #2.

11 - To Catch a Thief - Act II - Dragon Age II - Game Guide and WalkthroughYou can head to the foundry exit #1 (M74, 3), which will take you back to [Lowtown] - To Catch a Thief - Act II - Dragon Age II - Game Guide and Walkthrough

You can head to the foundry exit #1 (M74, 3), which will take you back to [Lowtown]. Once outside, be sure to examine Wall-Eyed Sam's corpse #2 (M13, 20) to find Isabela's Letter. The letter will be similar irrespectively of whether you promised to help Isabela or not. It turns out your companion has ran away with the relic. Further events can be found in the description of Demands of the Qun.

Received from: Meredith or First Enchanter Orsino [Hightown - Hightown Plaza]

1 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou will receive this quest automatically from Meredith or First Enchanter Orsino after talking with them on the Hightown Market (M3, 22) - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You will receive this quest automatically from Meredith or First Enchanter Orsino after talking with them on the Hightown Market (M3, 22). The meeting will happen right after solving the Qunari situation, that is after finishing Demands of the Qun. In accordance with the received information, head to [Hightown - Hawke Estate], use the reading desk #1 (M14, 12) and read On the Loose #2. It will lead to a new main quest appearing, while this one will still stay active.

Main quest unlocked: On the Loose

Just like in Act II, the described quest will at first play a superior role, being updated as you complete the other main quests, which are:

  • On the Loose - tracking down the apostates
  • Best Served Cold - investigating the mysterious Mages and Templar meetings

Step 1: Reading the note by the desk

2 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou will be able to attempt further steps after completing the Best Served Cold quest, that is after dealing with the conspirators and giving a report at the Templar Halls - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You will be able to attempt further steps after completing the Best Served Cold quest, that is after dealing with the conspirators and giving a report at the Templar Halls. In accordance with the received information, return to [Hightown - Hawke Estate] and read The Last Straw (M14, 12) by the desk #1. Once you think you're ready, choose [The Gallows] from the Kirkwall map #2.

Notice! Heading to The Gallows will mean starting the main part of this quest. As a result, I'd recommend COMPLETING any outstanding side quests, as it won't be possible after meeting with Meredith and Orsino. It's also worth to buy lots of healing potions and clear out the inventory, even though you will be allowed to use the stash and visit a merchant before the last battle of the game.

Step 2: Meeting with Meredith and First Enchanter Orsino

3 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter getting to The Gallows you will meet a mage from the Circle, with whom you will go to [Lowtown] (M13, 26), where you will be a witness of a harsh argue between Meredith and Orsino #1 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After getting to The Gallows you will meet a mage from the Circle, with whom you will go to [Lowtown] (M13, 26), where you will be a witness of a harsh argue between Meredith and Orsino #1. The game will let you agree with one of the sides or try to stay neutral #2. Luckily you don't have to worry about your decisions yet, as it's not yet the final choice of allies.

4 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughSoon Anders will step in #1 and he will do it irrespectively of whether you have him in the active party or not - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Soon Anders will step in #1 and he will do it irrespectively of whether you have him in the active party or not. In fact all Hawke's companions will come to the meeting. The Grey Warden will lead to the Chantry building to explode #2, killing everyone inside including Grand Cleric Elthina. As you have probably guessed, Justice hasn't left Ander's body and the visit to the Chantry was only a pretext to prepare the attack.

5 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThis will of course heat up the situation #1 and now you will have to make a FINAL decision on whom you want to side with - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

This will of course heat up the situation #1 and now you will have to make a FINAL decision on whom you want to side with. Think twice before making a decision, as it will lead to one of the two endings.

The possible options are #2:

  • If you want to side with the mages, you will have to choose the upper right dialogue option. The description of this option can be found in Step 3, Option A.
  • If you want to side with the Templars, you will have to choose the lower right dialogue option. The description of this option can be found in Step 3, Option B.

In both cases you will have to confirm your decision. You won't be allowed to stay neutral (middle right dialogue option), the game will keep repeating the question.

Step 3, Option A: Siding with the mages

6 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughRight before choosing the side you will learn the opinion of some of your party members #1 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Right before choosing the side you will learn the opinion of some of your party members #1. It's worth to add that you will be able to hope for support from:

  • Bethany - Only if she accompanied you and didn't die in Deep Roads. If on the other hand Bethany became a Grey Warden with Anders' help, she will join you once you move to the exploration of Lowtown.
  • Varric
  • Isabela
  • Merrill
  • Fenris - only if your friendship with him is maxed out and you completed all of his quests.
  • Aveline - only if you are average friends. Except the situation when Fenris refuses to help you. Aveline will be then more eager to join your party.

Anders' attack will be brought to the topic later. Meredith will leave the location #2, ordering her Templars to take care of the mages.

7 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughNote that during this battle you will be only controlling the main hero #1, but you don't have any reasons to worry as the characters mentioned above will also join the fight and so will First Enchanter Orsino, doing quite fine without your help - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Note that during this battle you will be only controlling the main hero #1, but you don't have any reasons to worry as the characters mentioned above will also join the fight and so will First Enchanter Orsino, doing quite fine without your help. Proceed with eliminating the Templars #2.

8 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughDefeating them shouldn't take you too long - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Defeating them shouldn't take you too long. Afterwards you will have to make a decision regarding Anders. You will be able to ask the other party members for their opinion, but the final decision is yours. You can #1:

  • Ask Anders to rejoin your party (upper right dialogue option). The Grey Warden will agree to that and as a result will accompany you in the further events.
  • Force Anders to leave the party (middle right dialogue option). The Grey Warden won't die, but you won't be able to add him to your party. He won't however disappear forever and will appear in the further part of the game.
  • Execute Anders (lower right dialogue option). The main hero will kill him without a fight and your participation #2.
9 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughIrrespectively of your decision regarding Anders, you will be now asked to choose your party #1 - The Last Straw - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Irrespectively of your decision regarding Anders, you will be now asked to choose your party #1. Think twice before making a decision, as you will be able to make a change only after getting to The Gallows. Of course it's worth to choose one character from each class. Your new task is to get to the Docks. Start off by heading east, towards The Hanged Man #2. From here head south, towards the foundries.

1 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughRight after using the stairs you will see a cutscene with Templars surrounding one of the mages #1 (M13, 12) - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Right after using the stairs you will see a cutscene with Templars surrounding one of the mages #1 (M13, 12). The woman will change into an Abomination and you will have to join the fight. Note that the Abomination will start off by summoning Shades to its help #2, so you can say that both sides will have equal chances.

2 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughI'd recommend starting by attacking the Abomination #1, as he's the biggest threat - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

I'd recommend starting by attacking the Abomination #1, as he's the biggest threat. After eliminating the beast, for a change, it would be good to attack the Templars #2. Afterwards move to the Shades, which luckily won't be as hard as the Abomination.

3 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughOnce the Shades are gone, start attacking the Templar Lieutenant #1 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Once the Shades are gone, start attacking the Templar Lieutenant #1. He must die rather fast, as Rage Demons will soon appear #2. Don' forget to increase your party's fire resistance early enough and attack the monsters one at a time.

4 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughHead north-east - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Head north-east. Here get ready for fighting some more Abominations heading your way #1, which luckily will be easier than the previous one. If it's possible, try to quickly locate and kill the Desire Demon #2 (M13, 27) and only then deal with the other monsters.

5 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou will be forced to head north and use the western stairs #1, thanks to which you will get to the back of the inn - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You will be forced to head north and use the western stairs #1, thanks to which you will get to the back of the inn. Quickly head north, as mages are starting to fight with the Templars there #2 (M13, 28). You will of course have to aid your allies.

6 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughTry to firstly take care of the Templars that are standing directly by the mages #1, so that your allies don't die too quick - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Try to firstly take care of the Templars that are standing directly by the mages #1, so that your allies don't die too quick. Be ready to deal with new Templar groups that will come from the north and south. Quickly eliminating the Templar Lieutenant would be a good idea #2.

7 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNow head to the eastern #1, go down and get to the passage (M13, 1), which will automatically take you to [Docks] (M20, 1) - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Now head to the eastern #1, go down and get to the passage (M13, 1), which will automatically take you to [Docks] (M20, 1). Here it would be good to save your game, as there's a rather hard battle waiting for you. Head north. Once the enemies appear, start off by quickly eliminating the Blood Mage who should be standing by the statue #2.

8 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughStart killing the Shades #1 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Start killing the Shades #1. You have to be quick about it, as there's a Pride Demon in the area #2 (M20, 17) and he will start attacking your party in just a while. I wouldn't recommend attacking the demon at once, as then your party would easily get surrounded by Shades and massacred.

9 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAs you exterminate the Shades, look out for the Pride Demon attacks, especially for his charges and light beams #1 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

As you exterminate the Shades, look out for the Pride Demon attacks, especially for his charges and light beams #1. Remember that you should try to avoid them at all costs, moving away to a safe distance. Proceed to attacking the Pride Demon only after eliminating the Shades #2. Try not to use all of your potions during this fight, as they will be very useful in just a minute.

10 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughThe road leading to the northern part of the warehouse district is inaccessible, so head north-east #1 and then east - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

The road leading to the northern part of the warehouse district is inaccessible, so head north-east #1 and then east. You have to reach the harbour #2. Be sure to save your game here and only afterwards click near the water (M20, 18), confirming the will to head to [The Gallows].

11 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter getting there you will watch a cutscene showing a battle between mages and Templars #1 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After getting there you will watch a cutscene showing a battle between mages and Templars #1. A conversation will soon begin and the main point of it will be the attempt to draw one of the ex-party members to your side (only if not everyone supported the hero in the first place) #2. Afterwards you will be moved to [The Gallows - Gallows Prison] together with your companions.

12 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughFollow Orsino's suggestions (M92, 1) and make final preparations before the battle - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Follow Orsino's suggestions (M92, 1) and make final preparations before the battle. I'd recommend checking out the nearby chests #1 and talk with the party members you have with you #2. It's also worth to note that if you asked Anders to leave the party, the Grey Warden will return once again and you will have the chance to change your mind regarding him. In the end click on Orsino again.

13 - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughRight at the beginning of the conversation you will have to express your readiness (upper right dialogue option) #1 and of course it would be wise to save our game earlier - The Last Straw - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Right at the beginning of the conversation you will have to express your readiness (upper right dialogue option) #1 and of course it would be wise to save our game earlier. Additionally the game will let you choose the party members again, including the character that you could have convinced to your side recently. A cutscene showing the Templar attack will start #2.

1 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughNote that all your allies will take part in this battle #1, though of course you will be able to control only those in your active party - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

Note that all your allies will take part in this battle #1, though of course you will be able to control only those in your active party. Proceed with attacking the Templars by the prison entrance #2. The first to die should be the ones attacking your allies and not those who are just heading towards them.

2 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughApart from the normal Templars, Templar Hunters will also take part on this battle, so look around for them #1 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

Apart from the normal Templars, Templar Hunters will also take part on this battle, so look around for them #1. I'd recommend leaving the Templar Lieutenant for the end #2, considering your large numerical superiority you shouldn't have problems defeating him.

3 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughA very important cutscene - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

A very important cutscene. Any attempts of calming Orsino down will fail, the First Enchanter will decide to use blood magic #1 and change into an enormous beast #2. Unfortunately the beast won't only attack the Templars, but everyone around. As a result you will have to defeat him in direct combat.

4 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughIt's worth to notice that there are still Templars in the area #1, but the shouldn't interrupt you in attacking Orsino too much - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

It's worth to notice that there are still Templars in the area #1, but the shouldn't interrupt you in attacking Orsino too much. If they do, quickly take care of them, attacking the Hunters in the first place. Overall you should however focus all your attention on damaging the boss #2.

5 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughYou have to keep cautious, as Orsino will not only perform efficient direct attacks, but also use blood magic, grabbing random characters and sucking out their life #1 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

You have to keep cautious, as Orsino will not only perform efficient direct attacks, but also use blood magic, grabbing random characters and sucking out their life #1. Unfortunately it cannot be avoided and all you can do is make sure that everyone has enough health points and heal immediately after they get free again. Fight until Orsino loses nearly all of his health #2.

6 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughBoss will undergo a transformation, changing from a large and slow beast into a small and very agile one #1 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

Boss will undergo a transformation, changing from a large and slow beast into a small and very agile one #1. Corpses will also keep appearing #2, both warriors and archers.

7 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughYou have to reckon with Orsino jumping from one place to another #1, however he's the ones you should focus your attacks on - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

You have to reckon with Orsino jumping from one place to another #1, however he's the ones you should focus your attacks on. The corpses don't need to be attacked at all costs #2. You should focus on eliminating them only if you get surrounded by a big group or when Orsino disappear for a longer period of time.

8 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughIt's VERY important to look for Pride Abominations - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

It's VERY important to look for Pride Abominations. If you notice such a monster #1, take care of him immediately. You can't let them cast their powerful spells, as they can easily kill your party members #2.

9 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughKeep attacking Orsino in his jumpy form until he loses almost all of his health #1 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

Keep attacking Orsino in his jumpy form until he loses almost all of his health #1. It will lead to another metamorphosis, back to the well-known large beast #2. Not much will change, so you will still have to take care of your party's health and heal fast if anyone gets caught by the boss.

10 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughDepriving Orsino of health completely will start a cutscene showing his death #1 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

Depriving Orsino of health completely will start a cutscene showing his death #1. I'd DEFINITELY recommend checking his corpse, as you will find, inter alia, the Staff of Violation and Orsino's Signet Ring. With accordance with the received information, head towards the passage (M92, 2) leading to [The Gallows - Templar Hall] #2 (M87, 5).

11 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughYou will have to get through another location, this time in order to reach a passage leading to the courtyard of The Gallows - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

You will have to get through another location, this time in order to reach a passage leading to the courtyard of The Gallows. You will be attacked right before reaching the Templar Hall, firstly by weak Shades #1, but soon three Rage Demons will join them #2. Remember about attacking those monsters one at a time and take care of the health of your party members.

12 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughAfter the fight choose the eastern door - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

After the fight choose the eastern door. In the corridor you will meet Sandal #1 (M87, 6). I'd very much recommend using his services, getting rid of unnecessary items and buying new healing potions. You can also ask Sandal to enchant items and use the stash. Once you settle everything, head south #2.

13 - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and WalkthroughTurn to the east once again - The Last Straw - p. 3 - Act III - Dragon Age II - Game Guide and Walkthrough

Turn to the east once again. There are two rooms in the area and exploring them isn't obligatory. In the northern room you would come across traps and a Rage Demon #1. It's best to enter with a rogue, as you will need to quickly open the lock once the Demon appears #2. Return to the main corridor and take care of the Demon with the help of the rest of your team.

1 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughInside the eastern room you will come across Templars and mages possessed by Desire Demons #1 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

Inside the eastern room you will come across Templars and mages possessed by Desire Demons #1. Try to eliminate the demon as fast as possible and move to the other enemies afterwards #2. The first to die should be the mages, especially that they have a few blood magic users amongst them.

2 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughYou will unfortunately have to reckon with enemies incoming from the yet unexplored south room #1 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

You will unfortunately have to reckon with enemies incoming from the yet unexplored south room #1. Try to avoid Templars surrounding your party. Look out for the Hunters and the Lieutenant #2, who should die in the last part of the battle.

3 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughAfterwards head to the mentioned south room - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

Afterwards head to the mentioned south room. Take care of eliminating the possible survivors #1 and then head west, thanks to which you will reach the main part of the location (M87, 7). If someone from your party refused to follow the hero, you will meet her here and will have to defeat her in a direct fight. Otherwise you will move on to the next battle at once. Place your party members by the stairs #2, but don't let them move towards the incoming Templars visible in the distance.

4 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughIt would be best to fight the Templars around the passage you used recently #1 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

It would be best to fight the Templars around the passage you used recently #1. However I wouldn't recommend moving to the south, as it might lead to more monsters appearing prematurely. Look for Templar Hunters during the battle and the Lieutenant by the end #2.

5 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughIf you want, you can head south at once (M87, 1) and leave the location #1 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

If you want, you can head south at once (M87, 1) and leave the location #1. I'd recommend exploring the western part of the Templar Halls, that is the area where Meredith's and Orsino's offices were. Be sure to save your game before opening the door leading to the western corridor #2, as there are difficult battles waiting for you there.

6 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughThe closest to the door are Abominations - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

The closest to the door are Abominations. IT would be good to retreat a bit and wait for the monsters to get here on their own #1. Only after eliminating the Abominations should you step into the western corridor. It's worth to use to rogue's skills here, as the area is filled with traps #2.

7 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughInitially ignore the Skeleton Archers and focus on the Abomination,

Initially ignore the Skeleton Archers and focus on the Abomination, "encouraging" it to come closer to where it will be an easy target #1. Take care of the skeletons in the end #2. Fortunately they shouldn't pose too much of a threat.

8 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughIt would be now good to devote some time to exploring the whole area - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

It would be now good to devote some time to exploring the whole area. Inside Orsino's office you will find a chest #1 containing, inter alia, Dreamcatcher amulet and Mark of the Fallen ring, and inside the chest in Meredith's office #2 there's a Templar Ceremonial Cummerbund. Eventually go to the second northern room to find two additional chests inside.

9 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughAs you try to investigate the room furthest to the west you will note that it's guarded by two Pride Abominations #1 (M87, 8) - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

As you try to investigate the room furthest to the west you will note that it's guarded by two Pride Abominations #1 (M87, 8). Luckily you can get rid of those monsters with a trick. Retreat your party to the previous corridor, which the beasts cannot enter because of their size. Now all you have to do is attack them from a distance #2, looking out only for the blue light pillars which they emit.

10 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughApart from Pride Abominations you will also have to eliminate Shades, but they won't pose too much of a threat - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

Apart from Pride Abominations you will also have to eliminate Shades, but they won't pose too much of a threat. Curiously, the Demons won't leave any precious items. Instead look around for a pile of bones #1, beside which you will find the great Shield of Resolute. You can now return to the main location and choose the southern passage (M87, 1), leading to [The Gallows] #2. Don't forget to save your game here!

11 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughAfter getting to the destination (M33, 16) there will be another cutscene from which you will learn that Meredith has ordered a sword been made from the lyrium statue found in the Deep Roads #1 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

After getting to the destination (M33, 16) there will be another cutscene from which you will learn that Meredith has ordered a sword been made from the lyrium statue found in the Deep Roads #1. As it's easy to guess, it's responsible for her unclear state of mind. The other Templars will also come to that conclusion and they won't fight together with Meredith, so you will have to battle "only" her #2.

12 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughRight after the battle starts, order your men to attack Meredith #1 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

Right after the battle starts, order your men to attack Meredith #1. Just like in the fight with Orsino there will be NPCs helping you in the battle. Look after the health of those attacking Meredith, as her attack will cause massive damage. At the same time look out for her other attack, including a charge that knocks down anyone on her path #2.

13 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and WalkthroughAs you deprive Meredith of around 1 of her health, a short cutscene will play #1 - The Last Straw - p. 4 - Act III - Dragon Age II - Game Guide and Walkthrough

As you deprive Meredith of around 1 of her health, a short cutscene will play #1. Meredith will jump onto a platform where you won't be able to attack her. It doesn't mean the end of trouble, as she will summon a Gate Guardian to help #2.

1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughThe Guardian is best fought from a distance #1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

The Guardian is best fought from a distance #1. If you plan on direct combat, you must remember that his attacks will take lots of health from your warrior and rogues #2. In such situations you must quickly react, as you cannot allow anyone from your team to die.

2 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughDefeating the Gate Guardian will lead Meredith to return onto the courtyard #1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

Defeating the Gate Guardian will lead Meredith to return onto the courtyard #1. Start attacking her again. This time Meredith will run from the courtyard after losing around half of her total health. Be ready to fight another Gate Guardian #2. Just like before, be very cautious and try to attack him most of all from distance.

3 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughDefeating the Gate Guardian will let you advance to the hardest part of the battle, as apart from Meredith, lesser Stone Statues will also keep appearing #1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

Defeating the Gate Guardian will let you advance to the hardest part of the battle, as apart from Meredith, lesser Stone Statues will also keep appearing #1. I'd definitely recommend focusing on them #2. Meredith in the meantime should be focused on fighting the NPCs and you can't allow too many Statues to appear.

4 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughThe Statues will be coming from various sides, so it's worth to stay cautious and keep checking the map #1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

The Statues will be coming from various sides, so it's worth to stay cautious and keep checking the map #1. Attack Meredith only during short breaks between fighting the Statues. Eventually there should be no Statues left. Only then should you focus fully on damaging Meredith #2.

5 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughAfter depriving Meredith of another part of her health bar, two new Gate Guardians will appear at the same time #1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

After depriving Meredith of another part of her health bar, two new Gate Guardians will appear at the same time #1. This time the monster will be very good at attacking from a distance, so try to fight them directly #2. Of course attack one at a time, keeping an eye on your party's health.

6 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughEliminating both Guardians will let you advance to the last part of the fight with Meredith #1, which shouldn't be interrupted by any cutscenes with new monsters - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

Eliminating both Guardians will let you advance to the last part of the fight with Meredith #1, which shouldn't be interrupted by any cutscenes with new monsters. Keep attacking Meredith until her health bar is almost empty #2.

7 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughA cutscene showing Meredith's death should play #1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

A cutscene showing Meredith's death should play #1. You can sit back and enjoy the game ending #2. Congratulations!

Step 3, Option B: Siding with the Templars

8 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughRight before choosing the side you will learn the opinion of some of your party members #1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

Right before choosing the side you will learn the opinion of some of your party members #1. It's worth to add that you will be able to hope for support from:

  • Carver - Only if he accompanied you and didn't die in Deep Roads. If on the other hand Carver became a Grey Warden with Anders' help, she will join you once you move to Lowtown.
  • Fenris
  • Varric
  • Isabela
  • Merrill
  • Aveline

Anders' attack will be brought to the topic later. First Enchanter Orsino will leave the location #2, ordering his mages to take care of the Templars.

9 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughNote that during this battle you will be only controlling the main hero #1, but you don't have any reasons to worry as the characters mentioned above will also join the fight and so will Meredith doing quite fine without your help - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

Note that during this battle you will be only controlling the main hero #1, but you don't have any reasons to worry as the characters mentioned above will also join the fight and so will Meredith doing quite fine without your help. Proceed with eliminating the mages #2.

10 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughDefeating them shouldn't take you too long - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

Defeating them shouldn't take you too long. Afterwards you will have to make a decision regarding Anders. You will be able to ask the other party members for their opinion, but the final decision is yours. You can #1:

  • Ask Anders to rejoin your party (upper right dialogue option). The Grey Warden will agree to that and as a result will accompany you in the further events.
  • Force Anders to leave the party (middle right dialogue option). The Grey Warden won't die, but you won't be able to add him to your party. He won't however disappear forever and will appear in the further part of the game.
  • Execute Anders (lower right dialogue option). The main hero will kill him without a fight and your participation #2.
11 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and WalkthroughIrrespectively of your decision regarding Anders, you will be now asked to choose your party #1 - The Last Straw - p. 5 - Act III - Dragon Age II - Game Guide and Walkthrough

Irrespectively of your decision regarding Anders, you will be now asked to choose your party #1. Think twice before making a decision, as you will be able to make a change only after getting to The Gallows. Of course it's worth to choose one character from each class. Your new task is to get to the Docks. Start off by heading east, towards The Hanged Man #2. From here head south, towards the foundries.

1 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughRight after using the stairs you will see a cutscene with Templars surrounding one of the mages #1 (M13, 12) - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

Right after using the stairs you will see a cutscene with Templars surrounding one of the mages #1 (M13, 12). The woman will change into an Abomination and you will have to join the fight. Note that the Abomination will start off by summoning Shades to its help #2, so you can say that both sides will have equal chances.

2 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughI'd recommend starting by attacking the Abomination #1, as he's the biggest threat - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

I'd recommend starting by attacking the Abomination #1, as he's the biggest threat. After eliminating the beast, for a change, it would be good to attack the Templars #2. Afterwards move to the Shades, which luckily won't be as hard as the Abomination.

3 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughOnce the Shades are gone, start attacking the Templar Lieutenant #1 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

Once the Shades are gone, start attacking the Templar Lieutenant #1. He must die rather fast, as Rage Demons will soon appear #2. Don' forget to increase your party's fire resistance early enough and attack the monsters one at a time.

4 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughHead north-east - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

Head north-east. Here get ready for fighting some more Abominations heading your way #1, which luckily will be easier than the previous one. If it's possible, try to quickly locate and kill the Desire Demon #2 (M13, 27) and only then deal with the other monsters.

5 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughYou will be forced to head north and use the western stairs #1, thanks to which you will get to the back of the inn - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

You will be forced to head north and use the western stairs #1, thanks to which you will get to the back of the inn. Quickly head north, as mages are starting to fight with the Templars there #2 (M13, 28). You will of course have to aid your allies.

6 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughStart attacking the mages and note that at least one is surrounded by a protective barrier #1 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

Start attacking the mages and note that at least one is surrounded by a protective barrier #1. It's worth to wait until it disappears and then quickly deal with him. Be ready to fight new groups of mages which will be coming from the north #2 and south. Shades might also join the battle #2, but there shouldn't be too many of them.

7 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughNow head to the eastern #1, go down and get to the passage (M13, 1), which will automatically take you to [Docks] (M20, 1) - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

Now head to the eastern #1, go down and get to the passage (M13, 1), which will automatically take you to [Docks] (M20, 1). Here it would be good to save your game, as there's a rather hard battle waiting for you. Head north. Once the enemies appear, start off by quickly eliminating the Blood Mage who should be standing by the statue #2.

8 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughStart killing the Shades #1 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

Start killing the Shades #1. You have to be quick about it, as there's a Pride Demon in the area #2 (M20, 17) and he will start attacking your party in just a while. I wouldn't recommend attacking the demon at once, as then your party would easily get surrounded by Shades and massacred.

9 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughAs you exterminate the Shades, look out for the Pride Demon attacks, especially for his charges and light beams #1 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

As you exterminate the Shades, look out for the Pride Demon attacks, especially for his charges and light beams #1. Remember that you should try to avoid them at all costs, moving away to a safe distance. Proceed to attacking the Pride Demon only after eliminating the Shades #2. Try not to use all of your potions during this fight, as they will be very useful in just a minute.

10 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughThe road leading to the northern part of the warehouse district is inaccessible, so head north-east #1 and then east - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

The road leading to the northern part of the warehouse district is inaccessible, so head north-east #1 and then east. You have to reach the harbour #2. Be sure to save your game here and only afterwards click near the water (M20, 18), confirming the will to head to [The Gallows].

11 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughAfter getting there you will watch a cutscene showing a battle between mages and Templars #1 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

After getting there you will watch a cutscene showing a battle between mages and Templars #1. A conversation will soon begin and the main point of it will be the attempt to draw one of the ex-party members to your side (only if not everyone supported the hero in the first place) #2.

12 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughHear out Meredith's speech and make final preparations before the battle - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

Hear out Meredith's speech and make final preparations before the battle. I'd suggest having optional conversation with the party members present #1. In the end once more click on Meredith and confirm the will to head into battle (upper right dialogue option) #2. Additionally you will be able to choose party members, including the person who you might have convinced to your side moments ago. Don't forget to save your game early on, as there's a series of hard battles waiting for you.

13 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and WalkthroughWait for the action to move to [The Gallows - Templar Halls] #1 - The Last Straw - p. 6 - Act III - Dragon Age II - Game Guide and Walkthrough

Wait for the action to move to [The Gallows - Templar Halls] #1. Mages will attack you at once (M87, 7). There are three enemy groups in the area and unfortunately getting to them is made harder because of the burning objects in the area. Start off by going straight and attacking the group commanded by an Enchanter #2.

1 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughOnce you eliminate the mages in the main group, move to attacking the enemies on the left #1 and right balcony #2 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

Once you eliminate the mages in the main group, move to attacking the enemies on the left #1 and right balcony #2. Take care of the health of your party members, so that they don't die prematurely.

2 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughUnfortunately you have to consider that monsters will also participate in the fights - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

Unfortunately you have to consider that monsters will also participate in the fights. While the Shades aren't too problematic, the Shades need to be taken care of rather quickly #1 and the same applies to the Rage Demons #2. Look out for weaker members of your party and keep fighting until you eliminate all enemies.

3 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughIf someone from your party refused to follow the main hero, he will appear and you'll have to defeat him in a fight - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

If someone from your party refused to follow the main hero, he will appear and you'll have to defeat him in a fight. It probably will be Anders #1, but if you already eliminated him (during the conversation cutscene), someone else might appear in his place. Start attacking your ex-party member at once #2, however you will also have to deal with two mages on the side balconies. If you haven't discouraged anyone, you will have to "only" eliminate the mentioned mages.

4 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughA cutscene showing Meredith's arrival will start #1 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

A cutscene showing Meredith's arrival will start #1. You will be able to talk with the capture apostates and also ask captain Cullen for his opinion. In the end you will have to decide what to do with the mages. The possible options are #2:

  • Asking Meredith to spare the mages (upper right dialogue option)
  • Leaving the decision to Meredith (middle right dialogue option): the mages will be executed
  • Ordering an executions, as Meredith wants (lower right dialogue option): the mages will be executed
5 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughNow you can act in two ways - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

Now you can act in two ways. If you want to get to Orsino as fast as possible, choose the eastern door #1. Otherwise head with your team to the western door #2, towards the wing of the building where Orsino and Meredith had their offices. Be sure to save you game before opening the door, as hard fights await you.

6 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughThe closest to the door are Abominations - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

The closest to the door are Abominations. It would be good to retreat a bit and wait for the monsters to get here on their own #1. Only after eliminating the Abominations should you step into the western corridor. It's worth to use to rogue's skills here, as the area is filled with traps #2.

7 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughInitially ignore the Skeleton Archers and focus on the Abomination,

Initially ignore the Skeleton Archers and focus on the Abomination, "encouraging" it to come closer to where it will be an easy target #1. Take care of the skeletons in the end #2. Fortunately they shouldn't pose too much of a threat.

8 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughIt would be now good to devote some time to exploring the whole area - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

It would be now good to devote some time to exploring the whole area. Inside Orsino's office you will find a chest #1 containing, inter alia, Dreamcatcher amulet and Mark of the Fallen ring, and inside the chest in Meredith's office #2 there's a Templar Ceremonial Cummerbund. Eventually go to the second northern room to find two additional chests inside.

9 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughAs you try to investigate the room furthest to the west you will note that it's guarded by two Pride Abominations #1 (M87, 8) - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

As you try to investigate the room furthest to the west you will note that it's guarded by two Pride Abominations #1 (M87, 8). Luckily you can get rid of those monsters with a trick. Retreat your party to the previous corridor, which the beasts cannot enter because of their size. Now all you have to do is attack them from a distance #2, looking out only for the blue light pillars which they emit.

10 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughApart from Pride Abominations you will also have to eliminate Shades, but they won't pose too much of a threat - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

Apart from Pride Abominations you will also have to eliminate Shades, but they won't pose too much of a threat. Curiously, the Demons won't leave any precious items. Instead look around for a pile of bones #1, beside which you will find the great Shield of Resolute. You can now return to the main location and head to the eastern part of the Templar Halls. After getting there you will have to eliminate a new group of mages, led by an Enchanter #2. He should be the first one to die.

11 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughEliminating the first group won't be the end, as new enemies will start appearing - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

Eliminating the first group won't be the end, as new enemies will start appearing. Especially look out for the Blood Mages and Rage Demons #1, leaving the Shades for later. It's also worth to use the rogue's skills to quickly disarm the traps #2, so that no one from your party steps on them during the fight.

12 - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and WalkthroughYou can now head north - The Last Straw - p. 7 - Act III - Dragon Age II - Game Guide and Walkthrough

You can now head north. There are two rooms in the area and exploring them isn't obligatory. In the northern room you would come across traps and a Rage Demon #1. It's best to enter with a rogue, as you will need to quickly open the lock once the Demon appears #2. Return to the main corridor and take care of the Demon with the help of the rest of your team.

1 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughInside the eastern room you will come across Templars and mages possessed by Desire Demons #1 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

Inside the eastern room you will come across Templars and mages possessed by Desire Demons #1. Try to eliminate the demon as fast as possible and move to the other enemies afterwards #2. The first to die should be the mages, especially that they have a few blood magic users amongst them.

2 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughHead west and turn north again - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

Head west and turn north again. In the corridor you will meet Sandal #1 (M87, 6). I'd very much recommend using his services, getting rid of unnecessary items and buying new healing potions. You can also ask Sandal to enchant items and use the stash. Once you settle everything, head west #2.

3 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughRight after entering the last room you will be attacked by Shades and while at start there will be just Shades, three Rage Demons will appear in a bit #1 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

Right after entering the last room you will be attacked by Shades and while at start there will be just Shades, three Rage Demons will appear in a bit #1. Remember about attacking them one by one and look after the health of your party members. After eliminating all the monsters, open the northern door #2 (M87, 5), which will take you to [The Gallows - Gallows Prison]. Once again, I'd recommend saving your game here!!

4 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the new location you will be joined by Meredith and you will both meet First Enchanter Orsino #1 (M92, 1) - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the new location you will be joined by Meredith and you will both meet First Enchanter Orsino #1 (M92, 1). Curiously, if Bethany supported him before, you will be able to convince her to you side now #2. You'd have to mention Quentin's responsibility for the death of the hero's mother and that Orsino knew what he was up to.

5 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughA very important cutscene - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

A very important cutscene. The First Enchanter will decide to use blood magic #1 and change into an enormous beast #2. Unfortunately the beast won't only attack the Templars, but everyone around. As a result you will have to defeat him in direct combat, which won't be easy.

6 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughIt's worth to mention that you will be accompanied by characters not in your party, including Meredith #1 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

It's worth to mention that you will be accompanied by characters not in your party, including Meredith #1. Unfortunately it won't make the battle much easier. Start attacking the boss at once #2.

7 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughYou have to keep cautious, as Orsino will not only perform efficient direct attacks, but also use blood magic, grabbing random characters and sucking out their life #1 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

You have to keep cautious, as Orsino will not only perform efficient direct attacks, but also use blood magic, grabbing random characters and sucking out their life #1. Unfortunately it cannot be avoided and all you can do is make sure that everyone has enough health points and heal immediately after they get free again. Fight until Orsino loses nearly all of his health #2.

8 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughThe boss will undergo a transformation, changing from a large and slow beast into a small and very agile one #1 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

The boss will undergo a transformation, changing from a large and slow beast into a small and very agile one #1. Corpses will also keep appearing #2, both warriors and archers.

9 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughYou have to reckon with Orsino jumping from one place to another #1, however he's the ones you should focus your attacks on - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

You have to reckon with Orsino jumping from one place to another #1, however he's the ones you should focus your attacks on. The corpses don't need to be attacked at all costs #2. You should focus on eliminating them only if you get surrounded by a big group or when Orsino disappear for a longer period of time.

10 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughIt's VERY important to look for Pride Abominations - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

It's VERY important to look for Pride Abominations. If you notice such a monster #1, take care of him immediately. You can't let them cast their powerful spells, as they can easily kill your party members #2.

11 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughKeep attacking Orsino in his jumpy form until he loses almost all of his health #1 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

Keep attacking Orsino in his jumpy form until he loses almost all of his health #1. It will lead to another metamorphosis, back to the well-known large beast #2. Not much will change, so you will still have to take care of your party's health and heal fast if anyone gets caught by the boss.

12 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and WalkthroughDepriving Orsino of health completely will start a cutscene showing his death #1 - The Last Straw - p. 8 - Act III - Dragon Age II - Game Guide and Walkthrough

Depriving Orsino of health completely will start a cutscene showing his death #1. If Bethany is still alive, you will have to deice her fait now #2. The possible options are:

  • Defending Bethany (upper right dialogue option): Bethany won't die and will be able to join the party
  • Wanting Bethany to die (lower right dialogue option): Meredith will execute her

1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughI'd DEFINITELY recommend checking his corpse, as you will find, inter alia, the Staff of Violation and Orsino's Signet Ring - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

I'd DEFINITELY recommend checking his corpse, as you will find, inter alia, the Staff of Violation and Orsino's Signet Ring. Additionally you will meet Sandal again by the prison exit #2 (M92, 3) and will be able to do the same things as before. Save you game and use the passage (M92, 2) leading to [The Gallows].

2 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughOnce you get there (M33, 16), Meredith will start acting strange and won't want to believe your good intentions #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

Once you get there (M33, 16), Meredith will start acting strange and won't want to believe your good intentions #1. It will turn out that it's caused by the sword made of the lyrium statue found in the Deep Roads #2. The other Templars will also come to that conclusion and they won't fight together with Meredith, so you will have to battle "only" her.

3 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughRight after the battle starts, order your men to attack Meredith #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

Right after the battle starts, order your men to attack Meredith #1. Just like in the fight with Orsino there will be NPCs helping you in the battle. Look after the health of those attacking Meredith, as her attack will cause massive damage. At the same time look out for her other attack, including a charge that knocks down anyone on her path #2.

4 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughAs you deprive Meredith of around 1 of her health, a short cutscene will play #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

As you deprive Meredith of around 1 of her health, a short cutscene will play #1. Meredith will jump onto a platform where you won't be able to attack her. It doesn't mean the end of trouble, as she will summon a Gate Guardian to help #2.

5 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughThe Guardian is best fought from a distance #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

The Guardian is best fought from a distance #1. If you plan on direct combat, you must remember that his attacks will take lots of health from your warrior and rogues #2. In such situations you must quickly react, as you cannot allow anyone from your team to die.

6 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughDefeating the Gate Guardian will lead Meredith to return onto the courtyard #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

Defeating the Gate Guardian will lead Meredith to return onto the courtyard #1. Start attacking her again. This time Meredith will run from the courtyard after losing around half of her total health. Be ready to fight another Gate Guardian #2. Just like before, be very cautious and try to attack him most of all from distance.

7 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughDefeating the Gate Guardian will let you advance to the hardest part of the battle, as apart from Meredith, lesser Stone Statues will also keep appearing #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

Defeating the Gate Guardian will let you advance to the hardest part of the battle, as apart from Meredith, lesser Stone Statues will also keep appearing #1. I'd definitely recommend focusing on them #2. Meredith in the meantime should be focused on fighting the NPCs and you can't allow too many Statues to appear.

8 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughThe Statues will be coming from various sides, so it's worth to stay cautious and keep checking the map #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

The Statues will be coming from various sides, so it's worth to stay cautious and keep checking the map #1. Attack Meredith only during short breaks between fighting the Statues. Eventually there should be no Statues left. Only then should you focus fully on damaging Meredith #2.

9 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughAfter depriving Meredith of another part of her health bar, two new Gate Guardians will appear at the same time #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

After depriving Meredith of another part of her health bar, two new Gate Guardians will appear at the same time #1. This time the monster will be very good at attacking from a distance, so try to fight them directly #2. Of course attack one at a time, keeping an eye on your party's health.

10 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughEliminating both Guardians will let you advance to the last part of the fight with Meredith #1, which shouldn't be interrupted by any cutscenes with new monsters - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

Eliminating both Guardians will let you advance to the last part of the fight with Meredith #1, which shouldn't be interrupted by any cutscenes with new monsters. Keep attacking Meredith until her health bar is almost empty #2.

11 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and WalkthroughA cutscene showing Meredith's death should play #1 - The Last Straw - p. 9 - Act III - Dragon Age II - Game Guide and Walkthrough

A cutscene showing Meredith's death should play #1. You can sit back and enjoy the game ending #2. Congratulations!

The quest giver: reading a note at the writing desk [Hightown - Hawke Estate]

Step 1: Meet Meredith

1 - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest just after beginning of the third Act - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest just after beginning of the third Act. While completing the main quest, Showdown, go to the [Hightown - Hawke Estate] location and read a note entitled On the loose #1 at the writing desk (M14, 12). You are asked to go to the Templar Hall. In order to do this, leave the estate and being on the world map choose a travel to [Gallows Courtyard] location. Now head to the southern part of the courtyard and take a passage (M33, 13) leading to the [Gallows Courtyard - Templar Hall] location #2 (M87, 1).

2 - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughOpen the door leading to the western part of the templar chambers and then click on the door of the Knight-Commander Meredith headquarters #1 (M87, 2) - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Open the door leading to the western part of the templar chambers and then click on the door of the Knight-Commander Meredith headquarters #1 (M87, 2). During the conversation you'll learn that few apostates have fled from the Order and you'll be asked to find them. Unfortunately, regardless of whether you agree to arrest them or regret to do so, you won't be able to change a result of this conversation #2. In the worst case you'll be a little bit frighten by Meredith while she can call Bethany (if she is imprisoned along with other apostates) or Anders for help.

Step 2: Talk to Elsa

3 - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughKnight-Commander Meredith will order you to talk to Elsa who is located in the templar chambers - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Knight-Commander Meredith will order you to talk to Elsa who is located in the templar chambers. She has information about each of the runaway mages (M87, 4). You'll find Elsa in western part of this location #1. During conversation you can mention that she herself has been muted and also ask her in details about all of the apostates #2. You can look for them in any order, but to make it easier, the process of locating them is described in accordance with the list that appears in the journal of the main character.

Step 3: Find Emil de Launcet

4 - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughEmil de Launcet is first person to be found - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Emil de Launcet is first person to be found. Leave the Templar Hall (M87, 1) and go to the [Hightown] location during the night. Now head to the estates district and find the door (M4, 17) leading to the [Hightown - De Launcet Mansion] location #1. Once you're inside you will be welcomed by Comtesse de Launcet #2, who is mother of wanted Emil.

5 - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThe way you act during conversation with Comtesse #1 doesnt matter - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

The way you act during conversation with Comtesse #1 doesn't matter. After a while Count #2 joins your conversation. You'll learn that Comtesse gave her son some gold and that the most likely place he stays is At The Hanged Man inn.

6 - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughI strongly recommend not leaving the mansion right away - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

I strongly recommend not leaving the mansion right away. It is much better to explore all of its chambers, and that's because in one of them you'll find a chest with qunari blade #1 (M88, 1), which is an item needed to complete a side quest The Lost Swords. Watch yourself after leaving the mansion (M88, 2), because you can be attacked by a group of apostates and blood mages #2. You should kill blood mages first of course, so they won't be able to drain to much life energy from your party members.

7 - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughNow you can go to the [Lowtown - At The Hanged Man] location during the day - On the Loose - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Now you can go to the [Lowtown - At The Hanged Man] location during the day. Emil sits there at one of the tables #1 (M15, 8) and you have to talk to him of course. During the conversation he will assure you that he is no threat and what he only wanted was to see how it is to live beyond the Circle. At the end of conversation you can act in two ways #2:

  • Persuade Emil to give up (upper right dialog option). The mage will ask you then to postpone the arrest, because he would like to spend some intimate moments with one of the waitresses. You can dissuade him from this idea (bottom left dialog option) or agree (bottom right dialog option).
  • Let Emil free (bottom right dialog option). This leads to the automatically end of conversation. You do not have to worry though, that this choice will result in very negative Meredith reaction.

Step 4: Find Evelina

1 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughEvelina is second missing person and in order to find her go to the [Darktown] location - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Evelina is second missing person and in order to find her go to the [Darktown] location. Explore the central part of this area and find Walter #1 (M23, 19). Then talk to him. You can of course ask him several questions about living in the Darktown or about Evelina #2. Regardless of the selected dialog options, you'll learn at the end of conversation that Evelina has a hideout under the Darktown.

2 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou can now explore northwestern part of Darktown by finding a passage (M23, 15) leading to the [Darktown - Sewer Passage] location #1 (M89, 1) - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You can now explore northwestern part of Darktown by finding a passage (M23, 15) leading to the [Darktown - Sewer Passage] location #1 (M89, 1). Now head west and prepare to deal with a group of monsters. First get rid of all shades #2 and then kill a rage demon.

3 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNow head north, but watch out for the trigger trap - youll come up with it before reaching a larger chamber #1 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Now head north, but watch out for the trigger trap - you'll come up with it before reaching a larger chamber #1. But this is not the end of "attractions" as the emergence of a new group of monsters activates a fire trap #2 and the only thing you can do is to wait until enemies leave push tiles.

4 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAlso in this chamber you have to eliminate shades #1 and rage demons #2, but this time there are more of them - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Also in this chamber you have to eliminate shades #1 and rage demons #2, but this time there are more of them. Do not let the monsters to surround your party and use any medical assistance you have if needed.

5 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the battle use the stairs, but be careful, because there is one more trap #1 at the top of it - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the battle use the stairs, but be careful, because there is one more trap #1 at the top of it. Now you can head east. After reaching the place you'll see a cut-scene in which you meet Evelina #2 (M89, 2).

6 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughRegardless of selected dialog option #1 Evelina will turn you into a monster and you have to fight her - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Regardless of selected dialog option #1 Evelina will turn you into a monster and you have to fight her. Shortly after the battle begins, attack Evelina #2 first. Try to eliminate her as soon as possible watching out for spells cast by her (an exploding energy burst for example).

7 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter killing Evelina you can deal with shades #1 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After killing Evelina you can deal with shades #1. It shouldn't be a big problem for you, especially since many of them have very low HP now. After the battle you have to talk to Walter #2 again. Now you can act in two ways: you can give boys 5 sovereigns (upper right dialog option) or encourage them to take the initiative (bottom right dialog option).

Step 5: Find Huon

8 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughElf Huon is third missing character and in order to find him you have to go to the [Lowtown - Elven alienage] location during the day - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Elf Huon is third missing character and in order to find him you have to go to the [Lowtown - Elven alienage] location during the day. Upon arrival find Huon's wife, Nyssa #1 (M12, 24) and talk to her. She'll tell you that her husband has changed and she is afraid of him. Nyssa will tell you also that Huon is planning to meet her in the evening #2.

9 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughLeave the elven alienage for now (you can enter Merrills house for example) and return there during the night #1 (M13, 24) - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Leave the elven alienage for now (you can enter Merrill's house for example) and return there during the night #1 (M13, 24). This time you'll meet Huon, who murders his wife right in front of you #2. As you can guess all dialog options don't play any role in this moment while you have to confront elf and defeat him in a direct combat

10 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughHuon will summon quite a group of monster to help him, but you should attack him in the first place #1 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Huon will summon quite a group of monster to help him, but you should attack him in the first place #1. Remember that he is a Blood Mage so be ready to heal your party members if he drains their life energy. After dealing with Huon kill all shades #2 in the area - they shouldn't be a big challenge. After the battle, examine the Houn's corpse - you'll find a recipe and Boots of the Champion, which are part of a set.

Step 6: Return to Knight-Commander Meredith

11 - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou can return to Meredith only after finding all three apostates - On the Loose - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You can return to Meredith only after finding all three apostates. Go back to the [Gallows Courtyard - Templar Hall] location and click on the door of the Knight-Commander Meredith headquarters #1 (M87, 2). If you released Emil, you can act in two ways now #2: lie that he has died (upper right dialog option) or tell the truth (bottom right dialog option). If you have Anders in your party, he can join the conversation and tell Meredith that he is against her actions. What's interesting, regardless of whether you agree with Anders opinion or not, your relations won't change. The quest will be completed after the conversation is over. Now you have to return to the Hawke Estate, because in order to activate the next quest, you have to read a note at the writing desk (M14, 12).

It is worth noting that if you released Emil, you'll find at the writing desk a note from Count who rewards you with 5 sovereigns and if you have gave Walter money, he sends you his thanks. In addition it is also good to read a message from Elsa in order to get next 5 sovereigns.

Unlocked companion quest: A small problem

The quest giver: reading a note at the writing desk [Hightown - Hawke Estate]

Step 1: Go to the meeting to the Templar Hall

1 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou can start this quest after completing the main quest - On the loose, so after youve found all apostates and reported back to Knight-Commander Meredith - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You can start this quest after completing the main quest - On the loose, so after you've found all apostates and reported back to Knight-Commander Meredith. Go to the [Hightown - Hawke Estate] location and read a note entitled Best Served Cold #1 at the writing desk (M14, 12). You're asked to meet Orsin or Knight-Commander Meredith in order to discuss some important matter. Leave the estate and use the already well-known passage leading to the [Gallows Courtyard - Templar Hall] location #2 (M33, 13).

2 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the place, once again head to the western part of templar chambers - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the place, once again head to the western part of templar chambers. If this quest was given to you by Meredith, then you should know where to find her (M87, 2). First Enchanter Orsino's headquarters is located in the southern chamber #1 (M87, 3). When you agree to assist in resolving the dispute, you'll be sent to investigate a secret meeting of mages and templars #2.

Step 2: Investigate a secret meeting of mages and templars

3 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughLeave the Gallows Courtyard and go to the [Hightown] location during the night - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Leave the Gallows Courtyard and go to the [Hightown] location during the night. Being there head to northern part of the estate district #1. After reaching the destination (M4, 18), you'll see a short cut-scene with all meeting participants #2. When it is over, you have to get rid of all of them.

Step 3: Kill all meeting participants

4 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughShortly after the fight begins, I suggest focusing your attention on Circle mages #1 and killing them first - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Shortly after the fight begins, I suggest focusing your attention on Circle mages #1 and killing them first. Note that only one of them has a slightly longer health bar, so eliminating them should be easy. But be aware, while next wave of opponents will join the fight shortly. When it happens, kill the mages #2 first too.

5 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter eliminating all mages you can focus you attention on regular templars #1 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After eliminating all mages you can focus you attention on regular templars #1. Leave the templar lieutenant #2 for a "dessert" and that's because he is very tough and elimination of him takes some time. After winning the battle examine his body and collect the conspirator's notes. These readings will point you to the conspirators' recruitment post located in Docks.

Step 4: Go to the conspirators' recruitment post

6 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughLeave the Hightown and confirm that you want to go the [Docks] location during the night - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Leave the Hightown and confirm that you want to go the [Docks] location during the night. Being there head to the western warehouse district and find the door (M20, 16) leading to the [Docks - Secret Meeting Place] #1 (M91, 1). Once you're inside you can look around a little. Note, that using eastern #2 or northern (M91, 2) door leads to a new cut-scene.

Step 5: Deal with the conspirators

7 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThere are again no dialog options this time, and after a short conversation #1 youll have to attack a new group of mages and templars - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

There are again no dialog options this time, and after a short conversation #1 you'll have to attack a new group of mages and templars. As first target you should take an enchanter who commands mages and casts very powerful spells #2.

8 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter killing an enchanter, order your warriors to kill weaker Circle mages #1 and templars - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After killing an enchanter, order your warriors to kill weaker Circle mages #1 and templars. Your rouge should take care of the surrounding traps #2, especially that this battle is not easy to win and can last long.

9 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughUnfortunately you have to expect new waves of opponents who will appear mostly on upper balconies #1 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Unfortunately you have to expect new waves of opponents who will appear mostly on upper balconies #1. I suggest taking care of them, while templar archers and Circle mages are not willing to fight hand-to-hand. Also look out for templar hunters who will join the fight with one of the following enemy waves #2 and attack them as soon as they revels theirs positions.

10 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughSame as with previous battle, leave the templar lieutenant for the very end, because he is very tough #1 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Same as with previous battle, leave the templar lieutenant for the very end, because he is very tough #1. After winning the battle, the next cut-scene begins and you will talk to Keran #2 or another templar (M91, 3).

11 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYoull learn two important things from your interlocutor - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You'll learn two important things from your interlocutor. One thing is that conspirators held a hostage and second - a templar named Thrask is their leader. Now you can act in three ways #1:

  • let templar go (upper right dialog option)
  • tell templar that you'll pass him to colleagues (middle right dialog option): it won't happen because your interlocutor will flee
  • kill templar (bottom right dialog option): you won't have to fight him and the whole situation will be displayed in a short cut-scene #2
12 - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughWhatever option you choose, your next task will be to reach the conspirators base, which is located at the Wounded Coast - Best Served Cold - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Whatever option you choose, your next task will be to reach the conspirators' base, which is located at the Wounded Coast. But before you leave the warehouse, examine the bodies - you can find the valuable Three Wolf Boon ring among others. There is also a chest on the first floor where you can find armor upgrade for Anders #1. On the ground floor there is a chest (M91, 4) with a gift #2 inside - this will activate a side quest.

Unlocked companion quest: Fenris: Blade of Mercy

Step 6: Reach the main conspirators' base

1 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughLeave the warehouse and continue your trip to the [Wounded Coast] location - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Leave the warehouse and continue your trip to the [Wounded Coast] location. After reaching the place, choose southern path and follow it until you can turn south #1. Get ready because you'll be attacked there by a new group of templars and mages. Kill the latter #2 first of course.

2 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYoull have to eliminate the templar lieutenant #1 in this fight too, but there is no point to wait until all other enemies are dead - just eliminate him when you can - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You'll have to eliminate the templar lieutenant #1 in this fight too, but there is no point to wait until all other enemies are dead - just eliminate him when you can. After winning the battle you'll talk to Samson (M28, 25), who you've already met in Lowtown. This meeting is in fact not so important - you'll just share your plans with Samson at the end of the conversation #2.

3 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNow you can head south - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Now you can head south. There will be no enemies for the moment; neither will you fall into any traps. Your ultimate target is a larger camp #1 (M28, 26). Head towards people visible in the distance #2 in order to start the conversation with Grace (you should remember her from the main quest Act of Mercy) and sir Thrask.

4 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughUnfortunately you do not have any influence on this meeting - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Unfortunately you do not have any influence on this meeting. Grace not only won't release the hostage despite Thrask's objections but also wants to kill him. Depending on decisions made in earlier phases of the game, the hostage is:

  • Bethany - only if she didn't die in the Deep Roads
  • Carver - only if he didn't die in the Deep Roads
  • Anders - only if Bethany/Carver are dead and you have an affair with Anders
  • Fenris - only if Bethany/Carver are dead and you have an affair with Fenris
  • Isabela - only if Bethany/Carver are dead and you have an affair with Isabela
  • Merrill - only if Bethany/Carver are dead and you have an affair with Merrill
  • Another member of your party. If all of these people are not good "candidates to be kidnapped", then the abducted person is a party member who is a best friend of you. The game will however choose him (or her) among those who weren't with you at the conspirators' recruitment post.

Fortunately Alain #1 won't agree to execute the hostage. At the end of the conversation, Grace will transform #2, kill Thrask and turn against your party.

Step 7: Kill Grace and her subordinates

5 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughOnce the battle starts, focus on eliminating Grace as soon as possible #1, because otherwise she would be able to cast powerful spells, being a major threat to your party - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Once the battle starts, focus on eliminating Grace as soon as possible #1, because otherwise she would be able to cast powerful spells, being a major threat to your party. After killing her, attack apostates #2 and renegade templars.

6 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou need to hurry and thats because new enemies will join the fight soon - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You need to hurry and that's because new enemies will join the fight soon. I suggest killing quite tough pride abomination #1 first, using skills of all your party members. Be prepared also to eliminate new templars who appear at the entrance to the camp #2.

7 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIn the final phase of the battle you have to watch out for templar hunter #1 and templar lieutenant #2, whom you should attack after dealing with the majority of his subordinates - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

In the final phase of the battle you have to watch out for templar hunter #1 and templar lieutenant #2, whom you should attack after dealing with the majority of his subordinates. After winning the battle you'll see another cut-scene with Alain who didn't take active part in fights.

Step 8: Talk to captain Cullen

8 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughCaptain Cullen will be here soon and youll have to make two decisions - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Captain Cullen will be here soon and you'll have to make two decisions. One concerns Alain #1 and you can ask Cullen to treat him leniently (upper right dialog option) or treat him the same as other mages (bottom right dialog option) #2.

9 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughSecond decision must be made at the end of conversation #1 and you can - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Second decision must be made at the end of conversation #1 and you can:

  • ask Cullen to show mages mercy (upper right dialog option)
  • stand up for Samson (middle right dialog option) - this will make Samson a templar again #2
  • judge that there is no reason to show Mages mercy (bottom right dialog option)

Examine Grace's body before leaving this location - you'll find the Tiger's Tail staff and the Helm of the Champion which is part of a set among others.

Step 9: Report back

10 - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNow you can leave the coast and return to the [Gallows Courtyard - Templar Hall] location (M33, 13) - Best Served Cold - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Now you can leave the coast and return to the [Gallows Courtyard - Templar Hall] location (M33, 13). Depending on who gave you this quest go to the Knight-Commander Meredith's office (M87, 2) or to First Enchanter Orsino #1 (M87, 3) and report back. Dialog options are not important #2. In both cases you'll be awarded with the Cumberland Circle Robes and you can continue with the main quest Showdown.

Wayward Son

The quest giver: Varric [Lowtown - At The Hanged Man]

1 - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and WalkthroughThis rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2) - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and Walkthrough

This rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2). You can start this quest only when new entries about this rumor appear in the journal and this will happen probably after completing the quest Long Way Home. Go then to the [Lowtown - Elven alienage] location. Find there elven mother Arianni (M12, 10), whose son is sought after by templars #2. During a conversation you can ask her many additional questions about Feynriel. Arianna will send you to Thrask and Vincent, but next steps will be taken along with the new main quest.

Unlocked main quest: Wayward Son

Act of Mercy

The quest giver: Varric [Lowtown - At The Hanged Man]

2 - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and WalkthroughThis rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2) - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and Walkthrough

This rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2). You can start this quest only after examining a writing desk in the [Lowtown - Gamlen's House] (M14, 3), when you will get a note entitled Act of Mercy #2. This will happen probably after completing the quest Wayward Son. After reading a note, be sure to click Accept button. Next steps will be taken along with the new quest, but you'll receive 1 sovereign now as an encouragement.

Unlocked secondary quest: Act of Mercy

Enemies Among Us

The quest giver: Varric [Lowtown - At The Hanged Man]

3 - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and WalkthroughThis rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2) - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and Walkthrough

This rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2). You can start this quest only when new entries about this rumor appear in the journal and this will happen probably after completing the quest Tranquility. Go then to the [Hightown - The Gallows Courtyard]. Find here a woman name Macha #2 (M3, 14) and talk to her. You'll learn that she is looking for her missing brother. Whether you immediately agree to help her, ask for extra payment or temporarily decline, a new main quest appears in your journal.

Unlocked main quest: Enemies Among Us

Blackpowder Promise

The quest giver: Varric [Lowtown - At The Hanged Man]

4 - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and WalkthroughThis rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2) - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and Walkthrough

This rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2). You can start this quest only when new entries about this rumor appear in the journal and this will happen probably after completing the quest Long Way Home. The idea of this quest is to find merchant named Javaris, who is looking for helpers. Take a look at the world map and choose The Soundermount #2 or The Wounded Cost. What's interesting, you won't reach the destination. Instead, you'll stop in a completely new location, marked as [Dead Man's Pass] (M27, 1).

5 - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and WalkthroughGo ahead - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and Walkthrough

Go ahead. When you reach the fork, choose the right path. Start killing the giant spiders #1, who are fighting Javaris and his bodyguards (M27, 2). Do not count on easy win because the spiders quickly will focus their attacks on your party. After winning the battle a cut-scene will start automatically and you'll talk with Javaris #2. It appears that the dwarf needs someone to attack a group of bandits Tal Vashoth, who possess gunpowder. You can complete this quest in three ways:

  • agree to eliminate bandits for an appropriate payment (upper right dialog option)
  • do not show great interest in his problem (middle right dialog option): you won't give up completing this quest but on the other hand you won't clearly undertake to eliminate bandit
  • say that you only want to eliminate bandits (bottom right dialog option)

Whatever option you choose, this quest will be completed and there will be a new main quest in your journal. Note! Do not leave this location immediately but first take a look around searching for a document "Caste Treatise and House Accounting" (M27, 3). This will launch a new side quest.

Unlocked main quest: Blackpowder Promise

Unlocked side quest: Caste Treatise and House Accounting

Shepherding Wolves

The quest giver: Varric [Lowtown - At The Hanged Man]

6 - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and WalkthroughThis rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2) - Wayward Son; Act of Mercy; Enemies Among Us; Blackpowder Promise; Shepherding Wolves - Rumors - Dragon Age II - Game Guide and Walkthrough

This rumor will be added to your journal after completing the main quest A Business Discussion, thus after conversation with Varric in At The Hanged Man inn #1 (M15, 2). You can start this quest only when new entries about this rumor appear in the journal and this will happen probably after completing the main quest Blackpowder Promise. Go then to the [Lowtown] location during the night. Explore the area south of the At The Hanged Man inn and you should find Sister Petrice #2 (M13, 11). Try to approach her and a cut-scene with a thug will start and a new quest will be unlocked.

Unlocked main quest: Shepherding Wolves

The quest giver: Automatically after finding Thrask's letter [Docks - Arthuris's Private Dock]

1 - An Errant Letter - Act I - Dragon Age II - Game Guide and WalkthroughFinding a letter will be possible during the main quest Wayward Son - An Errant Letter - Act I - Dragon Age II - Game Guide and Walkthrough

Finding a letter will be possible during the main quest Wayward Son. Right after reaching the [Docks - Arthuris's Private Dock] location (M35, 1), you'll get to the room where you have to fight the abomination #1 (M35, 4) among others. After the fight explore the monster's body and you'll find Thrask's letter #2. It was written by Olivia, a young woman who has turned into the abomination when the battle started.

2 - An Errant Letter - Act I - Dragon Age II - Game Guide and WalkthroughYou can now leave this area and go to the [Gallows Courtyard] location - An Errant Letter - Act I - Dragon Age II - Game Guide and Walkthrough

You can now leave this area and go to the [Gallows Courtyard] location. If you have spoken with Thrask (M33, 5) already, you should know where to find him. Otherwise explore the surroundings of large stairway #1. After giving Thrask the letter you can act in two ways #2:

  • promise him to keep a secret (upper right dialog option)
  • request money to keep a secret (bottom right dialog option): 5 sovereigns

The quest giver: Martin [Lowtown - At The Hanged Man]

Step 1: Go to the docks to collect Martin's cargo

1 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughYou can activate this quest by finding Martin in At The Hanged Man inn - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

You can activate this quest by finding Martin in At The Hanged Man inn. He is located in the southern room (M15, 5) and a conversation scene with this character will start right after opening the door #1. Whether you are polite or harsh to Martin, you'll learn that Raiders have stolen his cargo and they keep in the Docks. After asking him optional questions you can agree to help him #2 or refuse to do it. In the second case you won't lose the opportunity to complete this quest.

Step 2: Locate the cargo

2 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughLeave the inn and head to the [Docks] location during the day - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

Leave the inn and head to the [Docks] location during the day. Now you can act in two ways. If you want to talk to the longshoreman (M19, 2) you will find him on the way to the western warehouse district #1. You won't learn anything specific from this person, because regardless of the dialog options he will send you to harbormaster Liam (M19, 3). So you can skip conversation with the Longshoreman and start this step from finding Liam. His headquarters is located in the port authority (west of the qunari camp) #2.

3 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughAfter short conversation with Liam he will be replaced by Aden, who clearly demands bribe - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

After short conversation with Liam he will be replaced by Aden, who clearly demands bribe. Giving him 2 sovereigns is a fastest but not only solution to complete this quest (after receiving a bribe, Aden will suggest to explore Woodrow's warehouse) #1. Note that he can't be intimidated #2, so if you don't want to bribe him, refuse temporarily to pay him and end the conversation.

4 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughAn alternative way to locate the cargo is to visit the [Docks] location by night - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

An alternative way to locate the cargo is to visit the [Docks] location by night. It is important to do so AFTER talking to Aden. Head to the port authority again and note that there is a group of mabari guard dogs #1 to eliminate. Attack them one by one and heal your party members when needed because dogs can strike them down. After winning the fight look around for the Dockside Redirect - Woodrow's Warehouse, east #2 (M20, 8).

Step 3: Find the cargo

5 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughA building youre looking for is located in the eastern warehouse district - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

A building you're looking for is located in the eastern warehouse district. If you go there during the day, you'll find a group of raiders and guards (M19, 4). Start a conversation with one of the guards #1. Unfortunately he won't be too communicative and even asking him additional questions you won't learn anything specific. The only solution is to choose bottom right dialog option, which initiates the fight #2. Defeating opponents shouldn't be a big problem, especially that there are any reinforcements. Only remember to kill archers first.

6 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughIf you go to the eastern warehouse district during the night, you wont have to fight raiders and guards - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

If you go to the eastern warehouse district during the night, you won't have to fight raiders and guards. You'll find only one sleeping Guard there #1 (M20, 19). You can sneak past him or wake him up and eliminate him. Whichever time of the day you'll choose you must reach the door leading to the [Docks - Woodrow's Warehouse] location #2 (M19, 5) (M20, 7).

7 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughAt the beginning (M21, 1) walk to the door leading to the main part of the warehouse but be careful because there is a standard trap on it #1 (M21, 2) - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

At the beginning (M21, 1) walk to the door leading to the main part of the warehouse but be careful because there is a standard trap on it #1 (M21, 2). After entering the warehouse you should notice, that there are many raiders, archers, reavers and assassins #2.

8 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughI definitely DO NOT ADVISE to fight raiders in the main part of the warehouse, and thats because you would become an easy target for archers - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

I definitely DO NOT ADVISE to fight raiders in the main part of the warehouse, and that's because you would become an easy target for archers. You could also step into one of the traps - one of them is located near the descent to the lower level #1. It is much better to retreat to the preceding room and wait until enemies appear here #2.

9 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughDuring the fights fought here you should particularly watch out for assassins #1 - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

During the fights fought here you should particularly watch out for assassins #1. If you haven't fought them yet, then you should know that they are not only very resilient, but they can also perform very treacherous attacks by surprise. As a result it is important to eliminate them as soon as possible. Reavers #2 are also stronger than the rest of raiders, but they are not as dangerous as assassins.

10 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughAfter winning the battle return to the central part of the warehouse, disarm the trap and go to the lower level #1 - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

After winning the battle return to the central part of the warehouse, disarm the trap and go to the lower level #1. Go ahead and after a few moments you'll reach a chest with the cargo you're looking for #2 (M21, 3). Disarm a trap in front of the chest (once again you need a rogue) and take a sample out of the Martin's cargo. Interestingly, it appears that this is a very strong poison. Before you leave the warehouse, it is good to examine the whole are carefully, and this is because you'll find many chests and barrels with more or less valuable items.

Step 4: Return to Martin

11 - Finders Keepers - Act I - Dragon Age II - Game Guide and WalkthroughNow you can exit the warehouse (M21, 1) and leave the docks - Finders Keepers - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can exit the warehouse (M21, 1) and leave the docks. Return to the [Lowtown - At The Hanged Man] location and go again to the room, where Martin #1 (M15, 5) stays. You can complete this quest in three different ways:

  • tell Martin where his cargo is located (upper right dialog option): you'll get 5 sovereigns as a reward
  • force Martin to pay you more for the information about cargo location (bottom right dialog option and then upper right dialog option) #2: you'll get 7 sovereigns as a reward
  • refuse to tell him where his cargo is (bottom right dialog option twice)

If you choose to tell him where his cargo is, Martin will open his shop in the inn in further phase of the game.

The quest giver: reading a received note at the writing desk [Lowtown - Gamlen's House]

Step 1: Meet Anso the Contact

1 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughFind the writing desk in main characters house #1 (M14, 3) and interact with it - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Find the writing desk in main character's house #1 (M14, 3) and interact with it. You should receive a note titled Bait and Switch #2 and addressed by a person, with whom you've collaborated when completing the main quest The Destruction of Lothering. Click on Accept button to take up a mission to help a man named Anso. Exit the house, and then leave this area and being on the world map return to the [Lowtown] location, but during the night.

2 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAnso stays at the bazaar in the western part of Lowtown, but youll probably have to face Sharps highwaymen first #1 before you reach him - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Anso stays at the bazaar in the western part of Lowtown, but you'll probably have to face Sharps highwaymen first #1 before you reach him. Keep an eye on your party members and eliminate archers first. Be ready also to get rid of any opponents who appear after a few moments. After winning the battle find Anso the Contact and talk to him #2 (M13, 5).

3 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughDuring the conversation you will learn that some people had to deliver Anso a cargo, but they eventually withdrew its transfer - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

During the conversation you will learn that some people had to deliver Anso a cargo, but they eventually withdrew its transfer. If you're curious enough #1, you'll find out that it refers to illegal lyrium transport. You can act in three ways now:

  • assure him that you'll help him to get the cargo back (upper right dialog option)
  • suggest him to pay you for your help (middle right dialog option)
  • refuse to help him (bottom right dialog option): it leads to ending the quest but at any time you can return to Anso and resume it #2

Step 2: Go to the smugglers hideout to recover the cargo

4 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIf youve agreed to help Anso, you have to go to the elven alienage located in the north-eastern part of this area - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

If you've agreed to help Anso, you have to go to the elven alienage located in the north-eastern part of this area. On your way there you'll be probably attacked by at least one group of Sharps highwaymen. Enemies will also wait for you in the alienage #1, but the fights are no different than previous one. After winning the battle find in the alienage a door leading to the [Lowtown - Abandoned House] location #2 (M13, 8).

5 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter you reach the location, examine carefully an entrance to the southern room - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After you reach the location, examine carefully an entrance to the southern room. There is a hidden trap (standard level), which can be noted and disarmed only by a rogue #1. Only after disarming a trap rush to the next room and start eliminating street thugs waiting inside #2.

6 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou have to be prepared that after few moments new enemies will appear #1, so do not leave your mages unattended - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You have to be prepared that after few moments new enemies will appear #1, so do not leave your mages unattended. After fights examine the smugglers cargo in the southern room #2 (M14, 7) but it will turn out that this is empty. I suggest saving a game here because a very difficult battle awaits you.

Step 3: Leave the smugglers hideout

7 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter leaving the smugglers hideout (M13, 8), youll be surprised by a group of tevinter hunters #1 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After leaving the smugglers hideout (M13, 8), you'll be surprised by a group of tevinter hunters #1. Your enemies are very highly trained warriors, so it won't be easy to eliminate them. I suggest focusing your attacks on single characters and often using your abilities and area spells #2.

8 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou have to reckon the fact, that slavers #1 will join the fight after few moments - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You have to reckon the fact, that slavers #1 will join the fight after few moments. They are not very tough opponents but one of them is a mage #2. So try to remove his protective barrier as soon as possible and freeze or slow him down using spells. If it is not possible, try to quickly eliminate hunters and then get rid of the mage.

9 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter winning the battle examine the bodies and head toward the stairs leading to the exit out of the Elven alienage - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After winning the battle examine the bodies and head toward the stairs leading to the exit out of the Elven alienage. You'll see a new cut-scene #1 and meet elf Fenris (M13, 9). During the conversation you'll learn that the mission to find smugglers cargo was only an intrigue intended to kill a certain Magister, who follows Fenris for some time. You can ask him few additional questions and then make an important decision #2. Here are possible options:

  • Say that you'll help him to eliminate the Magister (upper right dialog option).
  • Promise your help and ask a reward for it (middle right dialog option).
  • Refuse to help Fenris (bottom right dialog option). Consequently the quest will be ended and you'll get 3 sovereigns as a reward. I DEFINITELY do not recommend this option because you will throw away a chance to win new party member.

Step 4: Break into Magister's manor

10 - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIf youve chosen to help Fenris, you must leave this area and go to the [Hightown] location during the night - Bait and Switch - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

If you've chosen to help Fenris, you must leave this area and go to the [Hightown] location during the night. The entrance to Danarius's Manor is located in the southern part of this area, in the estates district (M4, 5). Since you travel by night I suggest acting very carefully, because you can run into the guardsman pretenders #1. After reaching the target place, ignore Fenris standing at the entrance and click on the door #2.

Step 5: Reach the Magister's chamber

1 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughThere will be now a short cut-scene - a conversation with Fenris #1, where you can ask him about Magister - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

There will be now a short cut-scene - a conversation with Fenris #1, where you can ask him about Magister. Note that elf has joined your party. What's more, he'll be its mandatory member for this quest. Be sure to take at least one mage for this mission. Also increase resistance of your party members against injuries connected with fire element and that's because the greatest threat inside the manor are rage demons. Once you're inside the [Hightown - Danarius's Manor] location (M18, 2), go to the only door there #2. Ignore all closed passages on your way, because you can't enter most of them unfortunately.

2 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughThere is a first group of shades #1 (M18, 3) in the next room - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

There is a first group of shades #1 (M18, 3) in the next room. Fortunately you can kill them easily, but you have to be careful because there are plenty of them. I suggest fighting them in the first room because there is a fire trap difficult to disarm at the entrance to the second room. Other monsters are located in the north-central room of the mansion #2 (M18, 4).

3 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughYou have to be very careful, because there will be few rage demons in the group of monsters attacking you #1 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

You have to be very careful, because there will be few rage demons in the group of monsters attacking you #1. These monsters are not only tougher than shades, but also can inflict substantial based on fire element #2.

4 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughIt is good to fight shades and rage demons in one of the previously explored rooms, so not all of the nearby monsters will join the battle - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

It is good to fight shades and rage demons in one of the previously explored rooms, so not all of the nearby monsters will join the battle. After winning the fight go to the main manor's room and deal with the group of shades near the stairs #1. Magister's chamber is located to the east from this place, but you can't go there right away because you need a key. So select the only door leading to the northern part of the manor #2 (M18, 5).

5 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughOnce you get to the new room start with disarming or bypassing a standard trap #1 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Once you get to the new room start with disarming or bypassing a standard trap #1. Exploring a room to the north is optional. You will be attacked by shades there and you'll find a chest. In order to reach a monster that possesses a key, you need to go east #2.

6 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughA second northern room is worth of being explored - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

A second northern room is worth of being explored. It is not guarded by any monsters #1 and you can find two chests there. At the end, go to the eastern room (M18, 6). You have to eliminate new shades and rage demons there #2. As before it is good to get rid of weaker shades first and leave more powerful creatures for later.

7 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter killing all monsters examine the remains of one of the rage demons and you should notice that he has Magisters key #1 among others - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After killing all monsters examine the remains of one of the rage demons and you should notice that he has Magister's key #1 among others. Take the opportunity and open the nearby chest and return to the manor's central room. Use the stairs and go up #2. If you want you can explore the two nearby smaller rooms. In the northern room you'll find a locked trunk and in the southern room you'll find a chest.

Step 6: Defeat an Arcane Horror

8 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughYou can now use the newly obtained Magisters key to open the eastern door leading to the Danariuss chamber #1 (M18, 7) - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

You can now use the newly obtained Magister's key to open the eastern door leading to the Danarius's chamber #1 (M18, 7). Unfortunately you won't find a man wanted by Fenris there. Instead of that you have to fight shades, rage demons and a mini-boss - an arcane horror #2.

9 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughI suggest eliminating shades #1 first - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

I suggest eliminating shades #1 first. As previously mentioned they are not too strong, so they should die quickly. After dealing with all shades (or at least with majority of them), start attacking an arcane horror #2 and that's because this monster is able to cast very powerful spells. At the end get rid of the rage demons.

10 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughThese fights can be carried out in two main locations - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

These fights can be carried out in two main locations. One possibility is to retreat to the manor's central chamber #1. You can also fight in the Magister's chamber or at the door leading to it. The second alternative is particularly interesting when fighting an arcane horror #2 while it can block the way and other monsters can't attack you.

11 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughDefeating all monsters will be awarded with a short cut-scene involving Fenris, who is very disappointed with the absence of Magister in the manor - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Defeating all monsters will be awarded with a short cut-scene involving Fenris, who is very disappointed with the absence of Magister in the manor. Take a moment and examine monsters' bodies #1 and open three different chests #2.

Step 7: Leave the manor

12 - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughTake the same path to the exit from the manor #1 (M18, 2) - Bait and Switch - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Take the same path to the exit from the manor #1 (M18, 2). Once you're outside the manor (M4, 5) the game will automatically launch yet another cut-scene and conversation with Fenris. You can talk with him about Danarius and also flirt with him. This conversation will end with decision whether to invite him for further adventures with your party #2 or to thank him for cooperation. If you choose the first option, a new quest connected with Fenris will be activated. Additional dialog options will be available if you have any mage (e.g. Bethany) in your actual party, because elf has clearly negative attitude against this class. In this situation you can act in few ways, but generally when you stand up for mages it will improve your relationships with them but worsen it with Fenris. On the other hand, standing up for Fenris has an opposite result. If you do not want unnecessary conflicts, please choose neutral answers or remove all mages from your active party before leaving the manor.

Unlocked companion quest: Fenris Recruited

The quest giver: reading a received note at the writing desk [Lowtown - Gamlen's House]

Step 1: Go to meet Hubert

1 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughStart with interacting with the writing desk #1 (M14, 3) in the Gamlens House - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

Start with interacting with the writing desk #1 (M14, 3) in the Gamlen's House. If you've already completed the quest Birthright, you should receive a note entitled The Bone Pit #2 and addressed by a person, with whom you've collaborated when completing the main quest The Destruction of Lothering. Click Accept button to take up a mission to help Hubert. Exit the house; leave this area and being on the world map select the [Hightown] location, which you have to visit during the day.

2 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughYoull find Hubert at the marketplace in the northern part of Hightown #1 (M3, 9) and during a conversation with him youll learn about his problem with miners disappearing in the mine - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

You'll find Hubert at the marketplace in the northern part of Hightown #1 (M3, 9) and during a conversation with him you'll learn about his problem with miners disappearing in the mine. You can of course ask him additional questions on this subject, and at the very end promise him your help #2 or refuse to help him. If you've agreed to help him and go to the mine, leave this area and being on the world map select the [Bone Pit] location (M31, 1).

Step 2: Reach the entrance to the mines

3 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughAfter reaching the destination head south and then turn east - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

After reaching the destination head south and then turn east. A quite long fight awaits you here (M31, 3) - you'll have to face many hostile looters #1. These opponents are not a big challenge but do not let them to surround your party members. After winning the battle you can explore an area east from here #2, but this is completely optional.

Step 3: Explore the mines

4 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughIn order to continue with this quest you need to go north from the central miners camp and use a passage (M31, 4) leading to the [Bone Pit - Bone Pit Mines] location #1 (M32, 1) - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

In order to continue with this quest you need to go north from the central miners camp and use a passage (M31, 4) leading to the [Bone Pit - Bone Pit Mines] location #1 (M32, 1). Save your game before entering the mines because once you get inside you'll have to fight ... dragons #2 (M32, 2)!

5 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughYou have to be very careful because in addition to relatively weak dragonlings #1 youll have to eliminate far more powerful standard-size dragon - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

You have to be very careful because in addition to relatively weak dragonlings #1 you'll have to eliminate far more powerful standard-size dragon. Try to kill them one by one. It would be good to use ice spells #2 and increase you party members' defense against fire element.

6 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughI suggest fighting the dragon at the very end #1 because eliminating this creature will take you much longer - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

I suggest fighting the dragon at the very end #1 because eliminating this creature will take you much longer. Exploring an area to the east is not required, but you could find some interesting items there. In order to continue with the quest, head to the southern stairs and prepare to eliminate a new group of dragonlings #2.

7 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughHead south and then to the east - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

Head south and then to the east. Save your game here, because you have to fight a dragon and more dragonlings #1 (M32, 3). I suggest making a use of nearby narrow passages and standing in such places so dragons can't surround your party members #2.

8 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughNow head east and then to the south using a very narrow passage #1 - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

Now head east and then to the south using a very narrow passage #1. Prepare to fight yet another battle (M32, 4). Now you have to face only dragonlings #2, so winning the battle shouldn't be a problem. Look around and search for a Eustice's Pommel which activates a side quest (M32, 5).

Unlocked side quest: Eustice's Pommel.

9 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughUse the stairs, go up #1 and head south - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

Use the stairs, go up #1 and head south. In one of the rooms you'll find a miner named Jansen #2 (M32, 6). You can have a little chat with him, asking him questions about how dragons appeared in the mines. He will tell you also, that there is a huge dragon nearby.

Step 4: Defeat the Mature Dragon

10 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughGo upstairs and head to the passage leading to the [Bone Pit - Bone Pit Ledge] #1 (M32, 7) - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

Go upstairs and head to the passage leading to the [Bone Pit - Bone Pit Ledge] #1 (M32, 7). ABSOLUTELY save your game here, because Jansen didn't lie - you'll have to fight far greater dragon now #2 (M31, 5).

11 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughA key to victory in this battle is to stun, slow or freeze the dragon #1, so you warriors are able to attack it without any problems - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

A key to victory in this battle is to stun, slow or freeze the dragon #1, so you warriors are able to attack it without any problems. I do not advise to eliminate a fully fit dragon, because then it may very easily strike down nearby characters #2. Do not spare healing potions and try not to lose any of your mages and after several dozen seconds you should win a victory. I strongly advise to examine the dragon's body and take the Dragon Fang (required for the secondary quest Herbalist's Tasks), magic runic staff and the March of Thunder boots.

Step 5: Return to Hubert

12 - The Bone Pit - Act I - Dragon Age II - Game Guide and WalkthroughYou can leave this area #1 (M31, 6) now - The Bone Pit - Act I - Dragon Age II - Game Guide and Walkthrough

You can leave this area #1 (M31, 6) now. Luckily you do not have go through the mines again, because you will return to the world map. Select again the [Hightown] location in order to report back to Hubert located at the marketplace #2 (M3, 9). You can complete this quest in two ways:

  • refuse to become a mine co-owner (upper left dialog option): 3 sovereigns
  • agree to a proposal to become a mine co-owner (right dialog options): 3 sovereigns, profits from the mine

If you have chosen a second option then you can also choose whether this agreement is unconditional (upper right dialog option) or require payment in advance (middle right dialog option) or show your concern for workers (bottom right dialog option).

Whether you become a mine co-owner or not, Hubert will ask you to persuade miners to return to work, but this will be done in the new secondary quest.

Unlocked secondary quest: Get Back to Work

The quest giver: Magistrate Vanard [Hightown]

Step 1: Talk to Magistrate Vanard

1 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest after you meet Magistrate Vanard in the Hightown - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest after you meet Magistrate Vanard in the Hightown. This person will appear there probably after completing the companion quest Birthright. An exact location of Vanard is stairs leading to the Chantry #1 (M3, 12). Magistrate wants you to go to the abandoned ruins in order to capture the escaped criminal. The problem is that there are monsters in these ruins - you can ask Magistrate about them. At the end of the conversation you have to decide if you want to help him #2 or not. Luckily if you refuse to help him, Magistrate will stay there giving you a chance to change your mind.

Step 2: Go to the abandoned ruins

2 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughLeave the Hightown and being on the world map select a trip to the [Abandoned Ruins] location - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Leave the Hightown and being on the world map select a trip to the [Abandoned Ruins] location. Once you are there (M29, 1), go to the guard named Nabil and talk to him #1 (M29, 2). An elf Elren will soon join the conversation and you will learn that the escaped criminal has kidnapped his daughter. At this point you can plan your further actions and tell your interlocutors whether you intend to capture the criminal or to kill him. Fortunately it is not a binding decision because you will make one only after you catch him. You can use a passage (M29, 3) leading to the [Abandoned Ruins - Ruined Passage] location #2 (M30, 1).

Step 3: Find the escaped criminal

3 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughGet ready because when you get to the fork (M30, 2) a group of giant spiders #1 will appear - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Get ready because when you get to the fork (M30, 2) a group of giant spiders #1 will appear. Defeating them shouldn't be difficult but do not let them to surround your weaker party members. Examining a room to the east is optional. You would meet hostile raiders there #2 but also could open a chest.

4 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIn order to continue the exploration of this underground structure, you need to go back to the place where youve fought spiders and open a door leading to the northern chamber #1 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

In order to continue the exploration of this underground structure, you need to go back to the place where you've fought spiders and open a door leading to the northern chamber #1. A bigger group of Giant Spiders awaits you here #2 so you have to be very careful, especially that some creatures appear after a few moments.

5 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughDeal with the definitely stronger poisonous spider #1 (M30, 3) at the end of fight - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Deal with the definitely stronger poisonous spider #1 (M30, 3) at the end of fight. After winning the battle it is worth to examine his body and take spider silk gland (required for the Herbalist's Tasks secondary quest #1). There is also a chest nearby. Unfortunately you can't go east again, so head to the northern door #2.

6 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughHead north and then turn east - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Head north and then turn east. You do not have to necessarily explore the last chamber #1, because there is only a new chest there. More important is to turn south at the first opportunity and take stairs leading up #2. ABSOLUTELY save your game here, because in few moments you'll fight a creature which can be described as mini-boss.

7 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughIn the biggest chamber of the underground structure (M30, 4) youll have to defeat an arcane horror mainly #1, but there will be also corpses, corrupted spiders and giant spiders #2 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

In the biggest chamber of the underground structure (M30, 4) you'll have to defeat an arcane horror mainly #1, but there will be also corpses, corrupted spiders and giant spiders #2. I suggest using a tactics of retreating to the one of previously explored chambers. The advantage of this solution is that not all of enemies follow you plus some of them can get lost on their way.

8 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughWhen you reach the desired chamber, deal as quickly as possible with faster monsters which followed you here #1 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

When you reach the desired chamber, deal as quickly as possible with faster monsters which followed you here #1. Attack them until an arcane horror appears and then focus all your party members' actions on attacking it #2. Aid yourself with potions you have, but try not to use them all because they might be useful at the end of this quest.

9 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughOnly after defeating an arcane horror return to the main hall and deal with all monsters that were not following you #1 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Only after defeating an arcane horror return to the main hall and deal with all monsters that were not following you #1. Take some time to explore the main hall and then choose the door leading south #2.

10 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter a few moments youll find kidnapped Lia, Elrens daughter #1 (M30, 5) - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

After a few moments you'll find kidnapped Lia, Elren's daughter #1 (M30, 5). She'll tell you that Kelder's (escaped criminal) actions are driven by demons. Generally you do not have much choice, because the only way is to send a woman to the surface. Head south and then turn east. Watch out though because after a few moments you'll run into two standard traps #2. They are not blocking the whole way, so if you can't disarm them, you can bypass them.

11 - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and WalkthroughTurn north and open the door leading to the room where escaped criminal Kelder #1 (M30, 6) stays - Magistrates Orders - p. 1 - Act I - Dragon Age II - Game Guide and Walkthrough

Turn north and open the door leading to the room where escaped criminal Kelder #1 (M30, 6) stays. Get closer to him and a conversation cut-scene with Kelder will be initiated #2. During the conversation you'll learn that he is a Magistrate's Vanard son. Now you have to make a very important decision, namely whether to arrest Kelder or to execute him as a punishment for all his crimes. Since both options vary considerably, each of them is described separately:

  • If you want to arrest Kelder then take a look at the section Step 4, Variant A.
  • If you want to execute Kelder then take a look at the section Step 4, Variant B.

Step 4, Variant A: Arrest Kelder

1 - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughBe warned, that this variant is more difficult to complete, because youll have to fight very tough battle later - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Be warned, that this variant is more difficult to complete, because you'll have to fight very tough battle later. During the conversation with Kelder you'll learn that he wishes to die, so he'll be inconsolable knowing that you are going to arrest him. In order to confirm your choice, you have to select upper right dialog option at the end of the conversation #1. Note that for example Aveline won't like such behavior. Also arresting Kelder won't be easy, since he will flee to the main hall (M30, 4). Follow him there #2 but SAVE your game before you enter the hall.

2 - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAs you probably noticed, a powerful revenant #1 commanding a group of corpses has appeared in the room - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

As you probably noticed, a powerful revenant #1 commanding a group of corpses has appeared in the room. Focus all your attack on the revenant, slowing him down or freezing him if possible #2. Fight until the beast is finally defeated.

3 - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughOnly after defeating the revenant start attacking corpses in the hall #1, which luckily is much easier - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

Only after defeating the revenant start attacking corpses in the hall #1, which luckily is much easier. After eliminating all enemies head towards northern exit from this hall #2 (M30, 7) and you'll be automatically transferred to the camp in the [Abandoned Ruins] location.

4 - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter you get there, youll have to face rather unpleasant scene involving Elren #1 (M29, 2) who is very mad at you because you didnt kill Kelder - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After you get there, you'll have to face rather unpleasant scene involving Elren #1 (M29, 2) who is very mad at you because you didn't kill Kelder. Nabil will take the prisoner and will send you to the Magistrate Vanard. Now you can leave this area and go to the [Hightown] location. You'll find Vanard in the same place as previously (M3, 12). Mind your dialog options choices #2, while there are three different ways to complete this quest:

  • request additional payment for keeping in secret information that Kelder is Vanard's son (upper right dialog option): 2 sovereigns
  • refuse to take a payment for completing the quest (middle right dialog option)
  • say that the truth will go out sooner or later (bottom right dialog option): 4 sovereigns

Step 4, Variant B: Execute Kelder

5 - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAt the very end of the conversation with Kelder you can choose bottom right dialog option #1 confirming that you want to kill him as a punishment for his crimes - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

At the very end of the conversation with Kelder you can choose bottom right dialog option #1 confirming that you want to kill him as a punishment for his crimes. You should know that Aveline and Varric will like this kind of behavior. What's interesting, Kelder doesn't want to defend himself. Now you leave this room #2 (M30, 7) being automatically transferred to the camp in the [Abandoned Ruins] location.

6 - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and WalkthroughAfter reaching the destination, youll be welcome by happy Elren and his daughter Lia (M29, 2) - Magistrates Orders - p. 2 - Act I - Dragon Age II - Game Guide and Walkthrough

After reaching the destination, you'll be welcome by happy Elren and his daughter Lia (M29, 2). Normally you'll be rewarded with 2 sovereigns but during the conversation with elf you can ask for more money #1. A guard Nabil will send you to the Magistrate Vanard. You can now leave this area and go to the [Hightown] location. You'll find Vanard in the same place as previously #2 (M3, 12). The Magistrate will be angry that you've murdered his son and he promises to get revenge.

The quest giver: reading a received note at the writing desk [Lowtown - Gamlen's House]

Step 1: Read a note

1 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughStart with interacting with the writing desk #1 in the Gamlens House (M14, 3) - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

Start with interacting with the writing desk #1 in the Gamlen's House (M14, 3). If you've already complete the main quest Tranquility and the companion quest Birthright, you should receive a note entitled Loose Ends #2 and addressed by a person, with whom you've collaborated when completing the main quest The Destruction of Lothering, so by Athenril or Meeran. Click Accept button to take up a mission. It is worth noting that depending on the client you'll perform different actions:

  • If you've received a note from Athenril, take a look at description in section Step 2, Variant A.
  • If you've received a note from Meeran, take a look at description in section Step 2, Variant B.

Step 2, Variant A: Cooperate with Athenril

2 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughExit the house, leave the area and being on the world map select the [Hightown] location, which has to be visited during the day - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

Exit the house, leave the area and being on the world map select the [Hightown] location, which has to be visited during the day. You'll find Athenril in the south-eastern part of the Hightown, near the entrance to The Blooming Rose # 1 (M3, 13). You can refuse to do the job right away from the beginning of the conversation but it is better to inquire an elf about some details. You would learn that Athenril needs someone to find her men and goods. Only now you can decide whether to help an elf #2 or not. My advice is, of course, to take up the job.

3 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughYou can now leave this area and go to the [Docks] location during the night - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

You can now leave this area and go to the [Docks] location during the night. Once you reach the destination go to the central part of this are. You'll notice that a young boy is attacked by bandits #1 (M20, 4). Start fighting the Coterie thugs and Coterie archers but be careful because there is also Coterie assassin who will join the fight a little bit later #2. Once he enters the fight focus your attacks on him keeping him away from your party members.

4 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughAfter winning the battle the game will automatically start a conversation scene with a saved boy - Pryce - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

After winning the battle the game will automatically start a conversation scene with a saved boy - Pryce. After asking him a question about Coterie, you can act in two ways:

  • let him keep all goods (upper right dialog option) #1
  • force Pryce to give you the goods (bottom right dialog option) #2
5 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughWhether option you choose, return to the [Hightown] location and talk again to Athenril (M3, 13) - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

Whether option you choose, return to the [Hightown] location and talk again to Athenril (M3, 13). If you gave Pryce the goods also in this case you'll have two options to choose #1:

  • lie that the goods were stolen (upper right dialog option)
  • tell the truth that you gave away the goods (bottom right dialog option): Athenril will be furious and she'll no longer work with you ever

If you earlier took the goods then during the conversation with Athenril you'll automatically receive a reward of 5 sovereigns #2.

Step 2, Variant B: Cooperate with Meeran

6 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughExit the house, leave the area and being on the world map select the [Lowtown] location, which has to be visited during the night - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

Exit the house, leave the area and being on the world map select the [Lowtown] location, which has to be visited during the night. Be careful because on your way there you can be attacked by thugs. You'll find Meeran in the alley south of the entrance to the At The Hanged Man inn #1 (M13, 29). At the beginning of the conversation choose upper right dialog option. Take the opportunity to ask Meeran additional questions and you'll learn that he wants someone to kill lord Harimann for him. You can take up the job (upper right dialog option) #2 or refuse to help him (bottom right dialog option). In the latter case you can return to Meeran if you change your mind.

7 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughYou can now leave this area and go to the [Docks] location - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

You can now leave this area and go to the [Docks] location. Head to the eastern part of the warehouse district and you'll notice that Gustav who works for Meeran (M19, 12) has been surrounded by a group of guards #1. Approach them to initiate the fight. Focus on eliminating hostile archers first #2 during the battle.

8 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughUnfortunately a new group of guards will join the fight after few moments - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

Unfortunately a new group of guards will join the fight after few moments. At the end of the battle deal with the guard commander #1, who is much tougher than normal opponents. After winning the battle you'll be able to talk to Gustav #2, but dialog options you choose do not matter.

9 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughLord Harimann #1 will appear soon - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

Lord Harimann #1 will appear soon. You can act in two main ways now:

  • free lord Harimann after you learn who he is and what he does (upper right dialog options)
  • execute lord Harimann (bottom right dialog option) #2: you can do it at once or after you learn why he is a target
10 - Loose Ends - Act I - Dragon Age II - Game Guide and WalkthroughWhatever option you choose, go to the [Lowtown] location during the night and talk again to Meeran (M13, 29) - Loose Ends - Act I - Dragon Age II - Game Guide and Walkthrough

Whatever option you choose, go to the [Lowtown] location during the night and talk again to Meeran (M13, 29). If you've freed lord Harimann you can act now in two ways #1:

  • lie that he was not among killed persons (upper right dialog option): 1 sovereign
  • tell him the truth about releasing lord Harimann (bottom right dialog option): Meeran will be furious and she'll no longer work with you ever

If you have done everything according to a plan then during the conversation with Meeran you'll automatically receive a reward of 3 sovereigns #2.

The quest giver: Hubert [Hightown - Marketplace]

Step 1: Go and meet the miners

1 - Get Back to Work - Act I - Dragon Age II - Game Guide and WalkthroughYoull obtain this quest automatically after completing the secondary quest The Bone Pit and more specifically after your last conversation with Hubert #1 (M3, 9) - Get Back to Work - Act I - Dragon Age II - Game Guide and Walkthrough

You'll obtain this quest automatically after completing the secondary quest The Bone Pit and more specifically after your last conversation with Hubert #1 (M3, 9). Whether you've became the mine co-owner or not, you will be asked to convince the miners to get back to work. In order to do it go to the [Lowtown] location during the day. You'll find the miners on the back of The Hanged Man inn #2 and you have to talk to Jansen (M12, 12). You can ensure the miners that the mine is safe now, bribe them (if you're a mine co-owner then you'll offer them a raise) or intimidate them to get back to work. Generally there should be no problems and after a while the quest will be completed.

The quest giver: Isabela [Lowtown - At The Hanged Man]

Step 1: Talk to Isabela

1 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest only then when after visiting the At The Hanged Man inn youll see a cut-scene with Isabela dealing with some thugs #1 - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest only then when after visiting the At The Hanged Man inn you'll see a cut-scene with Isabela dealing with some thugs #1. This may happen when you've completed the main quest Tranquility. Wait till the end of the scene and find Isabela at the bar in order to talk to her #2 (M15, 3). Ask her many additional questions. You'll learn that she needs someone to support her during a meeting with Hayder. Then you can agree to assist her or turn her away. In both cases however this quest will be added to your journal.

Step 2: Meet Isabela in the Hightown

2 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughNow you can leave the inn and go to the [Hightown] location during the night - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can leave the inn and go to the [Hightown] location during the night. You'll find Isabela on the central square of the Hightown #1 (M4, 8). Unfortunately you will not have a chance to chat with her because you'll be attacked by raiders sent by Hayder #2.

Step 3: Find Hayder

3 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughAs usual start the battle with attacking weaker raider warriors and raider archers #1 - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

As usual start the battle with attacking weaker raider warriors and raider archers #1. These enemies should die fast and there will be too many new opponents replacing them. Only after elimination of all archers and most of the warriors start attacking a woman being in charge of the thugs. She is s raider assassin #2 so this fight will take a little longer but still you have nothing to fear.

4 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughAfter winning the battle, as instructed by Isabela, examine the assassins body #1 and youll find Hayders Letter - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

After winning the battle, as instructed by Isabela, examine the assassin's body #1 and you'll find Hayder's Letter. It suggests that Hayder stays in the Chantry. Follow Isabela to the west. Beware though because after reaching the Order courtyard you'll be attacked by new opponents #2.

5 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughThis group of raiders has no leader but for some time new enemies will be replacing defeated ones - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

This group of raiders has no leader but for some time new enemies will be replacing defeated ones. You should check the map often - many archers appear in little visible places #1. After winning the battle go upstairs. Save the game before using the door leading to the [Hightown - Chantry] location #2 (M4, 3).

Step 4: Deal with Hayder

6 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughOnce youre inside (M8, 1) the game will automatically start a cut-scene where you meet Hayder #1 (M8, 3) - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

Once you're inside (M8, 1) the game will automatically start a cut-scene where you meet Hayder #1 (M8, 3). You can ask him about details of situation you're in but it won't affect the conversation. Whether dialog option you choose, Isabela will use her blade to eliminate Hayder's helper #2 and then the fight begins.

7 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughIn the initial phase of the battle I suggest to focus on eliminating raider archers #1 and also a little bit tougher raider assassin #2 - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

In the initial phase of the battle I suggest to focus on eliminating raider archers #1 and also a little bit tougher raider assassin #2. Keep an eye on your party members because this fight can last long and a premature loss of one of your allies greatly reduces your chances of winning. You do not have to protect Isabela though because she can perfectly make it on her own.

8 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughUnfortunately you have to reckon with the fact that during the battle two new groups of opponents will appear near the castle gate #1 - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

Unfortunately you have to reckon with the fact that during the battle two new groups of opponents will appear near the castle gate #1. Same as with the earlier groups, it is good to deal with archers first #2.

9 - Fools Rush In - Act I - Dragon Age II - Game Guide and WalkthroughNow it is time to deal with Hayder #1 - Fools Rush In - Act I - Dragon Age II - Game Guide and Walkthrough

Now it is time to deal with Hayder #1. The good news is that he is a warrior so you do not have to worry about spells or attacks by surprise. The bad news is that he is very tough. After defeating Hayder a new cut-scene - conversation with Isabela - will start #2. You can ask her many questions (also about the relic). Regardless of dialog option you chose, a new quest will be unlocked at the end of the conversation and Isabela will join your party permanently. Before you leave this location, examine Hayder's body. You'll find the Bodice Ripper dagger and Sailors' Rope Belt among others.

Unlocked companion quest: Isabela's Contact

The quest giver: Solivitus [Gallows Courtyard]

1 - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest only after unlocking the [Gallows Courtyard] location - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest only after unlocking the [Gallows Courtyard] location. Go to the southern part of the courtyard and find herbalist Solivitus #1 (M33, 4). During the conversation you can offer him your help #2 with gathering herbal resources he is looking for. It is worth noting that if you show your interest at the beginning, you'll get 1 sovereign as an incentive.

2 - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and WalkthroughThe Spider's Silk Gland is a first object to find and it can be obtained from a poisonous spider - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and Walkthrough

The Spider's Silk Gland is a first object to find and it can be obtained from a poisonous spider. In order to do it just start completing the secondary quest Magistrate's Orders. Once you reach the [Abandoned Ruins - Ruined Passage] location (M30, 1) you have to go to the first big hall where you'll be attacked but a large group of spiders #1. One of the monsters is a poisonous spider. Examine its corpse (M30, 3) after winning the battle #2 and you can take the silk gland with you.

3 - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and WalkthroughThe second object on your list is a dragon fang which can be obtained from the Mature Dragon - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and Walkthrough

The second object on your list is a dragon fang which can be obtained from the Mature Dragon. In order to do it start completing the secondary quest The Bone Pit. At the end of this mission you'll fight the Mature Dragon #1 in the [Bone Pit - Bone Pit Ledge] location (M31, 5). After you defeat the dragon examine its corpse #2 and take the fang.

4 - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and WalkthroughThe last object on your list is the pure ironbark and in order to find it you have to go to the [Sundermount] location - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and Walkthrough

The last object on your list is the pure ironbark and in order to find it you have to go to the [Sundermount] location. You have to reach the Dalish camp #1 and this is covered in details in the description of the main quest Long Way Home. After reaching the destination find master Ilen (M25, 11) and talk to him #2. Ask the elf for few tips where to find the pure ironbark. Regardless of chosen dialog options master Ilen will mark a new location on your world map.

5 - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and WalkthroughNow you can leave this area and go to the [Ironwood Clearing] location (M34, 1) - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can leave this area and go to the [Ironwood Clearing] location (M34, 1). After reaching the destination head north. After few moments you'll meet a group of hurlocks and hurlock bolters #1, but defeating all these monsters shouldn't be a big problem. Head to the central part of this location now #2. This will result in more monsters appearing in the area. This time hurlocks will attack you in larger groups and from few sides.

6 - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and WalkthroughRight after defeating a second group of hurlocks an ogre should appear nearby #1 - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and Walkthrough

Right after defeating a second group of hurlocks an ogre should appear nearby #1. Start attacking this beast watching out for its strong stomps and rams. Fortunately this ogre is easier to defeat that the one from the initial part of the game. There will be probably one more, small group of hurlocks to defeat #2 at the end of this battle.

7 - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating all monsters the game will show you a place where you can find the pure ironbark #1 (M34, 2) - Herbalists Tasks #1 - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating all monsters the game will show you a place where you can find the pure ironbark #1 (M34, 2). Take it, return to the [Gallows Courtyard] location and give Solivitus (M33, 4) all three resources #2. You'll receive 5 sovereigns as a reward.

Note! You can search for other resources for Solivitus only after you come back from the Deep Roads, so in the second act of the campaign (after completing the main quest The Deep Roads Expedition). These steps are discussed in the description of the secondary quest Herbalist's Tasks #2

The quest giver: automatically after reading a note Reward Offered! [Hightown - Market]

Step 1: Talk to Ghyslain

1 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest after finishing the main quest Tranquility - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest after finishing the main quest Tranquility. Go then to the [Hightown - Market] location during the day and find a poster "Reward Offered!" on one of the pillars #1 (M3, 27). You'll learn that a man named Ghyslain de Carrac wants to hire someone to find his missing wife. Ghyslain can be found on the Market and you can meet him at one of the upper balconies #2 (M3, 28).

2 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughAfter starting the conversation you can of course ask Ghyslain few additional question #1 - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

After starting the conversation you can of course ask Ghyslain few additional question #1. Ask him about disappearance details for example. It will come to light that he doesn't want to find his wife but more to clear his name being connected with her disappearance. As a result at the end of the conversation you can offer him you help (upper right dialog option) #2 or temporarily decline it (bottom right dialog option). However in both cases the quest will be added to your journal.

Step 2: Question Jethann

3 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughA first trail leads to Jethann who had an affair with missing Ninette - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

A first trail leads to Jethann who had an affair with missing Ninette. Leave the Hightown and return to the same location but during the night. Go to the south-eastern part of the map watching out the bandits on your way #1. Now locate the door leading to the [Hightown - Blooming Rose] location #2 (M4, 2).

4 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughOnce youre inside the brothel head upstairs and enter the northern room where youll find Jethann #1 (M6, 5) - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

Once you're inside the brothel head upstairs and enter the northern room where you'll find Jethann #1 (M6, 5). You can ask an elf few additional questions and then try to locate where Ninette is #2. Whichever dialog option you choose, Jethann will send you to a templar named Emeric who also searches for the woman.

Step 3: Find Emeric

5 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughNow you can leave the Blooming Rose and go to the [Darktown] location - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can leave the Blooming Rose and go to the [Darktown] location. Then head south. Watch out for bandits and Coterie thugs #1. After reaching the southern part of the Darktown locate a passage (M23, 14) leading to the [Darktown - Emeric's Investigation] location #2 (M93, 1).

6 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughHead north and prepare to fight a group of street thugs #1 - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

Head north and prepare to fight a group of street thugs #1. Defeating them shouldn't be difficult, especially that there will be reinforcement. After winning the battle a conversation cut-scene with Emeric #2 (M93, 2) starts. From the templar you'll learn that he was ordered to stop the investigation but you can continue it on your own. Note, that you've received Emeric's notes and thanks to them you know that your next destination is the Dark Foundry.

Step 4: Explore the Dark Foundry

7 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughNow you can leave the Darktown and go to the [Lowtown] location during the night - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can leave the Darktown and go to the [Lowtown] location during the night. Here head south from the entrance to the At the Hanged Man inn, and specifically to the foundry district #1. Here locate the door (M13, 19) leading to the [Lowtown - Dark Foundry] location #2 (M71, 1). After reaching the destination you'll watch a short cut-scene with fleeing person.

8 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughI suggest saving your game here and thats because after you enter a main foundry room (M71, 3), monsters will appear in the area - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

I suggest saving your game here and that's because after you enter a main foundry room (M71, 3), monsters will appear in the area. You should kill a desire demon first #1, since this creature can influence other monsters. Then start eliminating shades #2.

9 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughWatch out for new monsters appearing on upper balconies especially that there will be abominations among them #1 - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

Watch out for new monsters appearing on upper balconies especially that there will be abominations among them #1. It is worth to eliminate them as fast as possible; otherwise they can inflict huge damages. After winning the battle, head to the balconies. In the place where you have previously seen a fleeing person, you'll find a sack of bones #2 (M71, 4). Examine it and you'll obtain a Ninette's ring among other things.

Step 5: Inform Emeric and Ghyslain about investigation results

10 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughIf you want you can check this area - youll find a locked chest - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

If you want you can check this area - you'll find a locked chest. Otherwise exit the foundry and go to the [Gallows Courtyard] location. You can find Emeric at the main courtyard stairs #1 (M33, 17). Tell him about your investigation results #2. Regardless of dialog options you choose, a templar will give you 3 sovereigns.

11 - The First Sacrifice - Act I - Dragon Age II - Game Guide and WalkthroughDespite the fact that the quest is officially completed, it is worth to return to the [Hightown - Market] location and talk to Ghyslain #1 (M3, 28) - The First Sacrifice - Act I - Dragon Age II - Game Guide and Walkthrough

Despite the fact that the quest is officially completed, it is worth to return to the [Hightown - Market] location and talk to Ghyslain #1 (M3, 28). Now you can choose if you want to tell him the details about finding the ring or not #2. Interestingly he will be just glad that he is free of charges and regardless of chosen dialog option he will give you 1 sovereign.

The quest giver: automatically after reading a note Reward - rescue the viscount's son [Hightown - Market] or Seneschal Bran [Hightown - Viscount's Keep]

Step 1: Talk to Seneschal Bran

1 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughYou can start this quest after completing the main quest Long Way Home and it can be activated in two ways - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

You can start this quest after completing the main quest Long Way Home and it can be activated in two ways. You can go to the [Hightown - Market] location during the day. You should find here a note on the pillar with information about a reward for rescuing the viscount's son #1 (M3, 29). But better way to activate this quest is to go to the [Hightown - Viscount's Keep] location (also during the day), because you would have to go there anyway. Head to the northern part of the keep and you'll watch a short cut-scene #2 (M9, 13).

2 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughDuring the conversation with Seneschal Bran you can ask him few additional questions #1 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

During the conversation with Seneschal Bran you can ask him few additional questions #1. You'll learn that Seamus Dumar was lost somewhere in the Wounded Coast. At the end of this conversation you'll have to choose #2 if you want to go and rescue a boy (upper right dialog option) or ignore this topic for a moment (bottom right dialog option). In both cases however this quest will be added to your journal.

Step 2: Find Seamus Dumar

3 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughYou can now leave the keep and being on the world map travel to the [Wounded Coast] location - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

You can now leave the keep and being on the world map travel to the [Wounded Coast] location. After reaching the destination choose the southern path #1. Watch out because on your way you might run into Tal-Vashoth mercenaries among others. Turn south #2 when it is possible and head towards the island visible in the distance.

4 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughHead south all the time and after few moments you should get to the larger camp #1 (M28, 26) - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

Head south all the time and after few moments you should get to the larger camp #1 (M28, 26). You'll meet Seamus Dumar there and by the way you'll learn that Ginnis, who were sent to find a boy, has brutally murdered Qunari in the camp. Regardless of the dialog option you choose #2 you'll also have to fight her and her subordinates.

Step 3: Defeat Ginnis and her men

5 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughShortly after the battle beginning, proceed to attack mercenaries and mercenary archers #1 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

Shortly after the battle beginning, proceed to attack mercenaries and mercenary archers #1. They have very short health bars so you can kill then very quickly. Only after you clean the area a little, focus your attack on Ginnis #2. She is an assassin so be aware of her stealth attack.

6 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating Ginnis, start attacking new waves of enemies which will appear at the entrance to the camp - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating Ginnis, start attacking new waves of enemies which will appear at the entrance to the camp. When this battle is over, you'll watch a short conversation cut-scene with Seamus. Unfortunately it will be very short conversation because next group of mercenaries #1 will arrive shortly. Try to locate and kill their leader #2 as soon as possible.

7 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughWinning this battle results in next conversation cut-scene #1 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

Winning this battle results in next conversation cut-scene #1. And this is not over yet, because third wave of enemies will attack you in few moments. Again you'll have to kill as fast as possible not only their leader, but also mercenary assassin #2.

8 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughThis was the last battle - all Ginnis' men are dead - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

This was the last battle - all Ginnis' men are dead. Talk to Seamus #1 again. But do not return to the keep yet (upper right dialog option) #2, because it is good to look around the camp and examine the bodies. After exploration the area go to Seamus and tell him that you're ready to return.

Step 4: return to the Viscount's Keep

9 - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and WalkthroughThe action moves now automatically to the [Hightown - Viscounts Keep] location #1 (M9, 7) - The Unbidden Rescue - Act I - Dragon Age II - Game Guide and Walkthrough

The action moves now automatically to the [Hightown - Viscount's Keep] location #1 (M9, 7). At the end of the conversation with viscount Dumar you will be able to select dialog option #2. Regardless of whether you remain impartial (upper left dialog option) or you agree with someone, the quest will be completed and you'll receive 5 sovereigns.

The quest giver: Yevhen [Hightown - Merchants' Guild]

Step 1: Talk to Yevhen

1 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNote - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Note! This quest is available only if you've chosen an option the Hero of Ferelden during creating your hero in the Dragon Age: Origins - Awakening tab! You'll find a dwarf named Yevhen after your return from the Deep Roads in the [Hightown - Merchants' Guild] location (of course only during the day) #1 (M3, 16). Talk to him and you'll learn that he is mad at you because his three sons decided to follow your steps and went to the same place. You can ask a dwarf about each brother and at the end of the conversation offer him your help in finding them (upper right dialog option) #2 or refuse it temporarily (bottom right dialog option). If you choose the second option you'll be able to take this quest next time you visit Yevhen.

Step 2: Save Emrys

2 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow you can leave this area and being on the world map select a trip to the [Deep Roads] location #1 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can leave this area and being on the world map select a trip to the [Deep Roads] location #1. After reaching the destination (M44, 7) you should notice that you're in the well known place but this time you do not have to explore it again. Head north and then turn east. After few moments you'll be attacked by hurlocks and hurlock bolters #2. Your priority is to eliminate the latter, especially that their distance attack will deal more damage than before.

3 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow head north and then turn east again #1 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now head north and then turn east again #1. In the new location you'll meet the first of three brothers, Emrys #2 (M44, 8). The dwarf will tell you that Iwan went in search of some mythical sword, locking Merin in a room with two darkspawn emissaries. The dialog option you choose at the end of this conversation is not final but it doesn't change the fact that you have to think over which brother you will save. Unfortunately saving all three dwarves is not possible. Here are your options:

  • If you want to save Merin then take a look at the section Step 3, Variant A.
  • If you want to save Iwan then take a look at the section Step 3, Variant B.

Step 3, Variant A: Save Merin

4 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf you want to save Merin you need to go back a little bit and choose a passage leading to the north #1 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If you want to save Merin you need to go back a little bit and choose a passage leading to the north #1. You have to be very careful here because besides hurlocks and hurlock Bolters you'll have to fight darkspawn emissary #2. Try to kill the monster as fast as possible.

5 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughA next group of hurlocks led by another darkspawn emissary should appear soon near the corridor you used to get here #1 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

A next group of hurlocks led by another darkspawn emissary should appear soon near the corridor you used to get here #1. After the battle a game will automatically show a brief conversation scene with Merin #2 (M44, 9). Regardless of the dialog options you choose he will decide to leave the Deep Roads.

6 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow return to the place where youve met Emrys previously and head east #1 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now return to the place where you've met Emrys previously and head east #1. Then turn to the north, passing the large hall. After reaching the place where Iwan suppose to stay, you'll discover that he was killed by darkspawns in the meantime. Examine his body #2 (M44, 3) and you'll find the golem control rod. A description of further actions can be found in the section Step 4.

Step 3, Variant B: Save Iwan

7 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf you want to save Iwan you need to head east #1 and then turn to the north, passing the large hall - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If you want to save Iwan you need to head east #1 and then turn to the north, passing the large hall. After reaching the new location you'll see Iwan fighting darkspawns #2 (M44, 3). Join the battle aiming mainly at all monsters that attack the dwarf (he got his own health bar.

8 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the battle a game will automatically show a brief conversation scene with Iwan #1 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After the battle a game will automatically show a brief conversation scene with Iwan #1. The dwarf can be persuaded to leave the Deep Roads but he'll also tell you that in order to get the sword, you need to possess the golem control rod. It can be obtained in three ways #2:

  • ask Varric to step into the action (upper left dialog option): available only if Varric is currently a member of your party
  • pay Iwan for a rod (upper right dialog option): it would cost you 50 pieces
  • threaten him to give you a rod (bottom right dialog option): dwarf would have got scared and gave it to you for free
9 - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughSaving Iwan leads unfortunately to Merins death - Fools Gold - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Saving Iwan leads unfortunately to Merin's death. If you want to see this for yourself, you should return to a place where you had a conversation with Emrys and choose a path leading to the north #1. Besides the Merin's body (M44, 9) you'll have to fight darkspawns led by darkspawn emissaries #2. A description of further actions can be found in the section Step 4.

Step 4: Find the treasure room

1 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughWhether Iwan gave you the rod or you have found it by his dead body, you have to head east now #1 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Whether Iwan gave you the rod or you have found it by his dead body, you have to head east now #1. Once you are on the top, click on an inactive golem #2 (M44, 10) which not only brings him to life but also makes him your ally for next several dozen seconds.

2 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughNow you have to slowly move north and fight hostile golems who come to life #1 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you have to slowly move north and fight hostile golems who come to life #1. Every time stay at the same place where golems came to life, so you'll never fight more than two monsters at once. It is good to fight them one after another #2 of course, and that's because they are very tough.

3 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThere are two groups of two golems to eliminate and a single one, who is located at the northern part of this path #1 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

There are two groups of two golems to eliminate and a single one, who is located at the northern part of this path #1. After killing all monsters, you ally-golem will stop following you so in the next battle you will be on your own. Use the western stairs now #2.

4 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAttack darkspawn emissary immediately #1 and then deal with hurlocks and hurlock bolters - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Attack darkspawn emissary immediately #1 and then deal with hurlocks and hurlock bolters. You need to be hurry because a new ogre will appear here soon (M44, 11). Once he joins the fight, ignore him however and deal with new group of darkspawns running out from the side room #2.

5 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughBe sure that youve killed all hurlocks before you start fight the ogre #1, otherwise bolters' attack might deal massive damages to your party members - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Be sure that you've killed all hurlocks before you start fight the ogre #1, otherwise bolters' attack might deal massive damages to your party members. During the fight with the ogre try to use the surrounding pillars to your advantage and the beast will die soon #2.

6 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now enter the northern room, where previously hurlocks where running out of #1 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now enter the northern room, where previously hurlocks where running out of #1. Go upstairs. After reaching the treasure room (M44, 12) you'll see that many of treasures are already stolen #2. But this doesn't mean that you won't find anything interesting here. You can find one chest and a barrel activating side quest among other things.

Unlocked side quest: Lyrium-Laced Bilge Hoop

Step 5: Return to Yevhen

7 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughNow you can leave the treasure room and use the stairs leading to the west #1 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can leave the treasure room and use the stairs leading to the west #1. There will be no monsters to fight but you can look around for additional items. At the end you should reach a way out from the Deep Roads #2 (M44, 13).

8 - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughNow you can return to the [Hightown - Merchants Guild] location during the day - Fools Gold - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can return to the [Hightown - Merchants' Guild] location during the day. Find Yevhen again #1 and talk to him #2 (M3, 16). A reward will depend on how many of his sons you've managed to save. You can also tell him about Iwan's betrayal.

The quest giver: Solivitus [Gallows Courtyard]

Step 1: Tal to Solivitus

1 - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and WalkthroughYouve already cooperated with Solivitus (M33, 4) before your trip to the Deep Roads - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and Walkthrough

You've already cooperated with Solivitus (M33, 4) before your trip to the Deep Roads. It took place during completing the secondary quest Herbalist's Tasks in Act I (see Herbalist's Tasks #1 in this guide). You'll find the herbalist again in the southern part of the Gallows Courtyard #1 and you should agree to help him in finding other ingredients for him #2.

Step 2: Find the ingredients sought by Solivitus

2 - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and WalkthroughThe first object on your list is a Harlots Blush Flower - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and Walkthrough

The first object on your list is a Harlot's Blush Flower. In order to find it go to the [Wounded Coast] location. You have to reach a top of a hill #1, where an entrance to caves is located. Instead of using this entrance, examine an area to the right and you'll find an ingredient you're looking for #2 (M28, 13).

3 - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and WalkthroughThe second item on your list is Dalish Tatoo Ink - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and Walkthrough

The second item on your list is Dalish Tatoo Ink. In order to obtain it go to the [Sundermount - Dalish Camp] #1 location. You can ask Master Ilen (M25, 11) about the ink but he would be incensed at you because of the question. So it is better to look around the camp and find a chest with the ingredient you're looking for #2.

4 - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and WalkthroughThe third ingredient is the varterral heart - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and Walkthrough

The third ingredient is the varterral heart. This object can be obtained only after starting the companion (Merril) quest, Mirror Image. you have to get to the varterral's lair #1 (M68, 6) in the [Sundermount - Varterral Hunting Ground] location. Start fighting the creature and kill it #2.

5 - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the battle examine varterrals body - youll find its heart #1 - Herbalists Tasks #2 - Act II - Dragon Age II - Game Guide and Walkthrough

After the battle examine varterral's body - you'll find its heart #1. You can return now to the [Gallows Courtyard] location and give Solivitus all three ingredients #2 (M33, 4). You'll receive 3 sovereigns as a reward.

The quest giver: reading a received note at the writing desk [Hightown - Hawke Estate]

Step 1: Talk to Arianni

1 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest when, after examining a writing desk in the Hawke Estate (M14, 12), you receive a note titled Night Terrors #1 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest when, after examining a writing desk in the Hawke Estate (M14, 12), you receive a note titled Night Terrors #1. Read it and then click the Accept button. You can now leave the estate and go to the [Lowtown - Elven alienage] location during the day. Find Arianni here #2 (M12, 15) (you've already talked to her in earlier stage of the game during completing the main quest Wayward Son).

2 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughDuring a conversation with Arianni youll learn that few days ago Feynriel sank into something like coma and his soul is the Fade - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

During a conversation with Arianni you'll learn that few days ago Feynriel sank into something like coma and his soul is the Fade. The woman will ask you to get him out of the Fade and regardless of the chosen dialog option #1 you'll agree to do this. At the end of a conversation you can continue with the quest #2 or tell her that you need some more preparation. Do not worry though, because you'll spend a short period of time in the Fade and you won't encounter very problematic monsters there.

Step 2: Talk to Keeper Marethari

3 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow you have to talk to Keeper Marethari, who will come to the Elven alienage at Ariannis request to assist in the ritual #1 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you have to talk to Keeper Marethari, who will come to the Elven alienage at Arianni's request to assist in the ritual #1. During a conversation with her you can of course ask her about the Fade and about the Dreamer, what is a name of a Feynriel's state. At the end of a conversation you can choose if you want to participate in the ritual selflessly (upper right dialog option) #2 or you want to help Feynriel for some reward (bottom right dialog option).

4 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughKeeper Marethari wants now to talk to you in private #1 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Keeper Marethari wants now to talk to you in private #1. You'll learn that chances that Feynriel can overcome nightmares which torment him are minimal and if he dies in the Fade he will be turned into a Tranquil. You do not have to make now a final decision what to do with the quest. But you have to choose you party members for a journey to the Fade #2. Do not worry - no one will die during this quest. After you have chosen your party you'll be moved to the [Templar Hall] location in the Fade (M50, 1).

Step 3: Explore the Fade

5 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf you have Anders in your party then once youre in the Fade he will be controlled by Justice #1, a spirit of justice accompanying him You can talk with a spirit for a while #2 and be prepared that during next actions there might be some changes connected with Grey Warden - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If you have Anders in your party then once you're in the Fade he will be controlled by Justice #1, a spirit of justice "accompanying" him You can talk with a spirit for a while #2 and be prepared that during next actions there might be some changes connected with Grey Warden. If you haven't chosen Anders for your party, you can continue the quest right away.

6 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIn order to get to the main part of this quest, you need to go to the central room in the Templar Hall but I suggest exploring other rooms first and solving some puzzles - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

In order to get to the main part of this quest, you need to go to the central room in the Templar Hall but I suggest exploring other rooms first and solving some puzzles. Start with exploring an area near your starting point and click a book floating in the void #1 (M50, 2) You'll receive one attribute point. Now head east #2. After reaching a new corridor, examine the northern wall and you should find several interactive barrels (M50, 3).

In order to solve this puzzle you have to rearrange all barrels in such way that big barrels are in the lower row and small barrels are in the upper row - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

In order to solve this puzzle you have to rearrange all barrels in such way that big barrels are in the lower row and small barrels are in the upper row. Every time you click on the barrel it moves in the sole direction (left, up, down or right). The full solution is presented below:

1) Click the big barrel at point 3

2) Click the small barrel at point 7

3) Click the big barrel at point 8

4) Click the big barrel at point 4

5) Click the small barrel at point 3

6) Click the big barrel at point 2

7) Click the small barrel at point 6

8) Click the big barrel at point 7

9) Click the big barrel at point 3

10) Click the small barrel at point 2

11) Click the big barrel at point 1

12) Click the small barrel at point 5

13) Click the big barrel at point 6

14) Click the big barrel at point 2

You'll get one attribute point as a reward for solving this puzzle.

7 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow head south, turn to the east and enter a small northern room #1 - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now head south, turn to the east and enter a small northern room #1. There is a next barrel puzzle #2 (M50, 4).

In order to solve this puzzle you have to rearrange all barrels in such way that four red barrels are next to each other and examples of such solution can be found on the side walls - Night Terrors - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

In order to solve this puzzle you have to rearrange all barrels in such way that four red barrels are next to each other and examples of such solution can be found on the side walls. Every time you click on the barrel it moves in the sole direction (left, up, down or right). The full solution is presented below:

1) Click the gray barrel at point 2

2) Click the gray barrel at point 8

3) Click the red barrel at point 7

4) Click the gray barrel at point 1

5) Click the gray barrel at point 2

6) Click the gray barrel at point 3

7) Click the red barrel at point 9

8) Click the red barrel at point 8

9) Click the gray barrel at point 5

10) Click the gray barrel at point 11

11) Click the red barrel at point 12

12) Click the gray barrel at point 6

13) Click the gray barrel at point 5

14) Click the gray barrel at point 4

15) Click the red barrel at point 10

16) Click the red barrel at point 11

You'll get two attribute points as a reward for solving this puzzle.

Step 4: Talk to the demon Torpor

1 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAs mentioned before, you have to use any passage leading to the central room #1 and you can do this after solving puzzles or (if you do not want to think too much) immediately after your arrival to the Fade - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

As mentioned before, you have to use any passage leading to the central room #1 and you can do this after solving puzzles or (if you do not want to think too much) immediately after your arrival to the Fade. You'll meet demon Torpor there #2 (M50, 5) who will have an offer for you.

2 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughDuring your meeting with Torpor you can act in two ways - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

During your meeting with Torpor you can act in two ways. A first variant is to reject his offer and it can be done right after the beginning of your conversation #1 or after hearing the offer #2 concerning possessing Feynriel's soul and leaving Kirkwall in peace. If you have Anders in your party then rejecting the offer will result in 10 friendship points with him.

3 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughRejecting the demons offer leads of course to the fight #1 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Rejecting the demon's offer leads of course to the fight #1. I suggest to deal with Torpor first, because it is the greatest threat to your party. After killing the demon attack shades, which appear in the room #2. Fortunately they have very short health bars.

4 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughA second variant is to take the demons offer after hearing it #1 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

A second variant is to take the demon's offer after hearing it #1. What's interesting, this is not final decision, because you'll be able to change your mind at the end of this quest. If Anders is in your party, you'll be now attacked by a Grey Warden #2 and you'll gain 15 rivalry points with Anders. Do not worry that Anders will die though - he will only leave the Fade. If you do not have Anders in your party, none of your allies will attack when you agree to take the demon's offer. As a reward you can ask demon for:

  • power (four Attribute Points)
  • knowledge (one Talent Point)
  • magic (the unique Torpor's Barrier Rune, which increase magic resistance)

Of course you won't get the reward now but at the end of the quest and only if you won't betray Torpor.

Step 5: Kill desire and pride demons

5 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughRegardless of whether youve killed Torpor and agreed to help him, your next objective is two kill two other demons seeking to take control over Feynriel - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Regardless of whether you've killed Torpor and agreed to help him, your next objective is two kill two other demons seeking to take control over Feynriel. You can go to their locations in any order. The desire demon resides in the eastern room which is reached through the door marked with Feynriel's Desires #1 (M50, 6). Once you're inside, cut-scene stars and you act as Arianni #2, Feynriel's mother.

6 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughDuring this scene you can act in three ways - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

During this scene you can act in three ways:

  • try to explain Feynriel that the demon is his father (upper right dialog options)
  • ideally play your role as his mother (middle right dialog options)
  • try at any cost to convince Feynriel that he is a part of vision (bottom right dialog options)

The dialog options choice seems irrelevant but in order to reduce boy's stress the best is to choose upper dialog options. Regardless of your choices Feynriell realizes sooner or later that he is deceived and he will run away #1. And you have to face the desire demon #2.

7 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughDuring a conversation #1 the desire demon succumbs one of your party members and unfortunately regardless of dialog options you choose, you wont be able to prevent it - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

During a conversation #1 the desire demon succumbs one of your party members and unfortunately regardless of dialog options you choose, you won't be able to prevent it. After the battle starts, attack your possessed ally #2. If the fight is too difficult for you then load your previous savegame and now when you already know who is the one to be possesses, take away his (or her) equipment.

8 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughFight as long as your opponent looses the entire health bar and disappears - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Fight as long as your opponent looses the entire health bar and disappears. Do not worry though - this character won't die but only leave the Fade. Now you can start attacking Caress #1, the desire demon. After killing it, deal with very weak shades #2, which shouldn't be a challenge for you.

9 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now return to the central room, but beware of the rage demon, which appears at the stairs #1 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now return to the central room, but beware of the rage demon, which appears at the stairs #1. Deal with him smoothly and head to the western door. It leads to the pride demon and it is marked with Feynriel's Pride #2.

10 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughA cut-scene wont start immediately so youll be able to look around the area - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

A cut-scene won't start immediately so you'll be able to look around the area. I suggest doing so, because you can find few books here #1. Now go to the western room (M50, 7). You will act as First Enchanter Orsino #2.

11 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughDuring this scene you can act in three ways - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

During this scene you can act in three ways:

  • try to convince him that the demon is a Keeper Marethari (upper right dialog options)
  • ideally play your role as First Enchanter Orsino (middle right dialog options)
  • try at any cost to convince Feynriel that he deals with a demon (bottom right dialog options)

The dialog options choice seems irrelevant but in order to reduce boy's stress the best is to choose upper dialog options. Regardless of your choices Feynriell realizes sooner or later that he is deceived and he will run away #1. And you have to face the pride demon #2.

12 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughDuring a conversation next one of your party members will be succumbed by the pride demon #1 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

During a conversation next one of your party members will be succumbed by the pride demon #1. Same as before, regardless of dialog options you choose, you won't be able to prevent it. After the battle starts, attack your possessed ally #2. If the fight is too difficult for you then load your previous savegame and now when you already know who is the one to be possesses, take away his (or her) equipment.

13 - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughFight as long as your opponent looses the entire health bar and disappears - Night Terrors - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Fight as long as your opponent looses the entire health bar and disappears. Now you can start attacking Wryme #1, the pride demon. Do not be influenced by its size, since defeating it won't be a problem. But if you still think that the fight is too tough for you, load your previous savegame and visit the pride demon first - this time you'll have one more character in your party. After killing Wryme, fight with the very weak shadow elf #2.

Step 6: Meet Feynriel

1 - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughAfter eliminating both demons (desire and pride) return to the central room #1 - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

After eliminating both demons (desire and pride) return to the central room #1. Note, that there is Feynriel #2 (M50, 4) standing downstairs. Go to him in order to initiate conversation scene. Its course will depend somehow on your previous actions:

  • If you've killed the demon Torpor, then proceed to the section Step 7, Variant A.
  • If you've agreed to cooperate with the demon Torpor, then proceed to the section Step 7, Variant B.

Step 7, Variant A: Talk to Feynriel alone

2 - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughDuring a conversation with Feynriel #1 youll find that he controls his sleep and he wants to leave Kirkwall, and travel alone to the Tevinter Imperium - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

During a conversation with Feynriel #1 you'll find that he controls his sleep and he wants to leave Kirkwall, and travel alone to the Tevinter Imperium. You can react in two ways:

  • agree (upper right dialog option)
  • kill Feynriel (bottom right dialog option): it will make him Tranquil #2

Step 7, Variant A: Talk to Feynriel and Torpor

3 - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughNote that Feynriel is all the time accompanied by Torpor #1, with whom you previously made a deal - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Note that Feynriel is all the time accompanied by Torpor #1, with whom you previously made a deal. You can act in two ways here:

  • Ask Feynriel to wake up (upper right dialog option). This means betraying the demon of course and you will have to fight him as a result.
  • Calm Feynriel down (bottom right dialog option) #2. This allows the demon to take control of Feynriel, BUT only if you haven't stressed a boy too much. Taking control of a boy might fail, if you were choosing middle right dialog options during conversations with desire and pride demons. In such a situation the demon gets angry and attacks your party.
4 - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIf youve betrayed Torpors trust, then after the battle starts, attack the demon first #1, because he is a most serious threat to your party - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

If you've betrayed Torpor's trust, then after the battle starts, attack the demon first #1, because he is a most serious threat to your party. Only after eliminating the demon, attack shades, which appear in this room. After winning the battle you have to talk to Feynriel and its course is the same as in the case of Variant A #2. So you can:

  • allow him to go to the Tevinter Imperium (upper right dialog option)
  • kill Feynriel (bottom right dialog option): it will make him Tranquil
5 - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIf youve bestowed Feynriel upon the demon and the whole process was a success, then he will turn into the abomination #1 and assure you that he will leave Kirkwall with no problems - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

If you've "bestowed" Feynriel upon the demon and the whole process was a success, then he will turn into the abomination #1 and assure you that he will leave Kirkwall with no problems. Additionally you'll receive your already chosen reward #2 - attribute points, talent point or the rune.

Step 8: Leave the Fade

6 - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughRegardless of chosen variant, youll return to the real world #1 after completing all issues in the Fade - Night Terrors - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Regardless of chosen variant, you'll return to the real world #1 after completing all issues in the Fade. A conversation with Keeper Marethari and Arianni might have slightly different course depending on whether you allowed Feynriel to control his powers, made him Tranquil or you allowed the demon to take the control over him. You can also ask for some reward for you mission. Then you will talk to Keeper Marethari in private #2 and she will give you the Tome of the Slumbering Elders. Also note that there are new companion quests in your journal connected to the events which took place during your stay in the Fade.

Unlocked companion quest: Varric's Apology

Unlocked companion quest: Doubts that Linger

Unlocked companion quest: Anders in the Fade

Unlocked companion quest: Isabela's Apology

Unlocked companion quest: Merrill, An Apology

Unlocked companion quest: Fenris Night Terrors

The quest giver: reading a received note at the writing desk [Hightown - Hawke Estate]

Step 1: Go and meet Hubert

1 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest when, after examining a writing desk in the Hawke Estate (M14, 12), you receive a note titled Inside Job #1 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest when, after examining a writing desk in the Hawke Estate (M14, 12), you receive a note titled Inside Job #1. This happens only if you've completed the secondary quest The Bone Pit in Act I of the campaign and probably after completing the main quest Prime Suspect. Read a note and you'll learn that Hubert need some help with his stolen goods. Click the Accept button, leave the estate and go to the [Hightown - Market] location during the day. You'll find Hubert near a store he runs #2 (M3, 9).

2 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughDuring a conversation with Hubert #1 youll learn that he kept a guy named Sabin, who probably is behind the attacks on goods transports - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

During a conversation with Hubert #1 you'll learn that he kept a guy named Sabin, who probably is behind the attacks on goods transports. Hubert wants you to question the guy, and that because Sabin also comes from Lothering destroyed by Blight. If you agree to do it (upper right dialog option) #2 you will be automatically moved to the questioning place. You can also ask for some time for preparations (bottom right dialog option) but it is not necessary, since during this quest you'll fight two, not very demanding battles at worst.

Step 2: Questioning Sabin

3 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThe action soon moves to the [Hightown - Hawke Estate] location, because youll be questioning a boy there - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

The action soon moves to the [Hightown - Hawke Estate] location, because you'll be questioning a boy there. Unfortunately the dialog options you choose during questioning won't greatly affect a final result. At the beginning of the questioning you can decide whether to treat Sabin leniently or nail him down #1. He will try to take advantage of fact that you've know each other long ago #2 and you can react at it in different ways.

4 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYour next step is to extract information about bandits attacking caravans #1 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Your next step is to extract information about bandits attacking caravans #1. You can act now in three ways, but every time you'll get the same information. The only moment when you can think which dialog option to choose is a decision what to do with Sabin after arrival of Lilley #2. You can:

  • ask to free Sabin (upper right dialog option)
  • agree to execute him (middle right dialog option)
  • ask to arrest Sabin (bottom right dialog option)

Step 3: Deal with mercenaries

5 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughRegardless of the decision what do with Sabin, the action will move now to the [Outside Kirkwall] location #1 (M54, 1) and it will turn out that you are unfortunately too late to protect a new transport - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Regardless of the decision what do with Sabin, the action will move now to the [Outside Kirkwall] location #1 (M54, 1) and it will turn out that you are unfortunately too late to protect a new transport. Approach the camp which will initiate a fight #2 with an ambush commander, mercenaries and mercenary archers (M54, 2).

6 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughI suggest to kill archers first #1, then eliminate a commander and after that deal with the rest of opponents - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

I suggest to kill archers first #1, then eliminate a commander and after that deal with the rest of opponents. Lilley is a big advantage here, because she will help you in the battle. Do not worry - there will be no reinforcements. After winning the battle a conversation scene will start and Lilley come to the conclusion that you were fighting Brekker's men. You can of course ask her about him #2. At the end of conversation Lilley will ask you to meet her in Darktown.

Step 4: Go to meet Lilley

7 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow you can leave this area (M54, 3) and go to the [Darktown] location - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can leave this area (M54, 3) and go to the [Darktown] location. A place where you will meet Lilley is located in the north-western part of the map (M23, 11). Once you reach the destination it turns out that Lilley was murdered #1. And this is not the end of your troubles because after a while Coterie lieutenant appears who wants to know what happened #2.

8 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughStaving off the problem is quite simple, because you have to choose upper right #1 or middle right dialog options, which results in blaming Brekker for this situation - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Staving off the problem is quite simple, because you have to choose upper right #1 or middle right dialog options, which results in blaming Brekker for this situation. But if you want fight Coterie representatives #2, just choose bottom right dialog option at any time.

9 - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf youve decided to fight, first eliminate Coterie rogues #1, so you wont have to worry about their surprise attack - Inside Job - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If you've decided to fight, first eliminate Coterie rogues #1, so you won't have to worry about their surprise attack. Then kill the Coterie lieutenant #2 and standard Coterie thugs. Whether you've chosen an aggressive or peaceful variant, your next step is to go to the Brekker's Hideaway.

Step 5: Explore the Brekker's Hideaway

1 - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughExplore now the central part of Darktown and search for the inconspicuous passage to the [Darktown - Arlans Hideout] location #1 (M23, 9) - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Explore now the central part of Darktown and search for the inconspicuous passage to the [Darktown - Arlan's Hideout] location #1 (M23, 9). Shortly after reaching the new location (M55, 1), you'll be attacked by a group of thugs. Fight them but watch out for a standard trap set in this area #2. Try to disarm it creating more space for fight.

2 - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter eliminating your opponents go up the stairs and head north - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After eliminating your opponents go up the stairs and head north. Soon you'll run into new enemies led by Coterie alchemist #1. He should die first but attack him only when he is not surrounded by a protective barrier #2. Watch out also for Coterie rogue who joins the fight after a while.

3 - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughUse the stairs again, but now head east - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Use the stairs again, but now head east. It is good to save your progress after reaching the bigger hall #1, and that's because you'll meet Brekker soon #2 (M55, 2). You both will have a short chat.

Step 6: Kill Brekker

4 - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughRegardless of dialog option you choose #1 youll have to fight Brekker and his men - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Regardless of dialog option you choose #1 you'll have to fight Brekker and his men. It would be good to attack Brekker first #2 and that's because he is an assassin. But be careful because at least one more Coterie rogue might appear. Finally kill all standard thugs. Fortunately most of them have short health bars which make them die fast.

Step 7: Report back to Hubert

5 - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughIt is of course good to look around the area and examine Brekkers body (he wears Avvarian War Boots) - Inside Job - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

It is of course good to look around the area and examine Brekker's body (he wears Avvarian War Boots). You can find also more valuable items here. Use the exit located near the stairs #1 (M55, 3) and return to the [Hightown - Market] location during the day. Talk again to Hubert #2 (M3, 9). You'll get 5 sovereigns as a reward for solving the problem. It is worth noting that if you've released Sabin during his questioning you can now go to the [Bone Pit] location and search for his hiding place south of the miners' camp and get some pieces.

The quest giver: Jansen [The Bone Pit]

Step 1: Talk to Jansen

1 - Cave Crawling - Act II - Dragon Age II - Game Guide and WalkthroughAfter returning from the Deep Roads and completing the secondary quest Inside Job, go to the [Bone Pit] location - Cave Crawling - Act II - Dragon Age II - Game Guide and Walkthrough

After returning from the Deep Roads and completing the secondary quest Inside Job, go to the [Bone Pit] location. Approach a group of miners standing outside the mine #1, and a conversation scene with Jansen will automatically start (M31, 7). During the conversation you'll find that the mine is occupied by spiders #2. Jansen will of course ask for your help in eliminating them.

Step 2: Eliminate the spiders

2 - Cave Crawling - Act II - Dragon Age II - Game Guide and WalkthroughNow you can go north and use a passage leading to the [Bone Pit - Bone Pit Mines] location #1 (M31, 4) - Cave Crawling - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can go north and use a passage leading to the [Bone Pit - Bone Pit Mines] location #1 (M31, 4). Once you're inside the caverns (M32, 1) do not go to the main cave, because all the spiders are there (M32, 8). Instead of that order you party members to go up the stairs and be ready #2.

3 - Cave Crawling - Act II - Dragon Age II - Game Guide and WalkthroughIf spiders didnt follow you, use one of your party members to get their attention - Cave Crawling - Act II - Dragon Age II - Game Guide and Walkthrough

If spiders didn't follow you, use one of your party members to get their attention. Now return upstairs and attack the spiders #1. You'll have to fight giant spiders and poisonous spiders so watch out #2 and heal your party members if necessary.

4 - Cave Crawling - Act II - Dragon Age II - Game Guide and WalkthroughNote that the queen spider, because of her size, didnt manage to get upstairs - Cave Crawling - Act II - Dragon Age II - Game Guide and Walkthrough

Note that the queen spider, because of her size, didn't manage to get upstairs. So attack her only after eliminating all normal spiders #1. Do not rush toward main cave during the battle if possible. Go there only after killing the Queen spider. Prepare to fight a new group of monsters #2.

5 - Cave Crawling - Act II - Dragon Age II - Game Guide and WalkthroughDuring this battle you have to watch out for poisonous spiders even more #1 and thats because there are plenty of them - Cave Crawling - Act II - Dragon Age II - Game Guide and Walkthrough

During this battle you have to watch out for poisonous spiders even more #1 and that's because there are plenty of them. Fight until you get information about elimination of all spiders. Now you can return to the [Bone Pit] location and tell Jansen good news #2 (M31, 7).

The quest giver: reaching a place where lieutenant Harley stays [Wounded Coast]

Step 1: Talk to Lieutenant Harley

1 - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and WalkthroughThis quest should appear in your journal during exploration of the southern part of Wounded Coast - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and Walkthrough

This quest should appear in your journal during exploration of the southern part of Wounded Coast. You have to reach a place where a group of guardsmen led by lieutenant Harley #1 (M28, 10) is planning an attack on raiders. Approach guardsmen and a conversation cut-scene will start #2. It is good to have Aveline in your party during this quest, because she will recognize her subordinate.

2 - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and WalkthroughDuring a conversation #1 youll learn that guardsmen plan to attack corsairs led by Fell Orden, but he is well fortified so it wont be easy - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and Walkthrough

During a conversation #1 you'll learn that guardsmen plan to attack corsairs led by Fell Orden, but he is well fortified so it won't be easy. At the end of a conversation you can act in three ways:

  • Propose a common assault (upper right dialog option). In this case you have to choose if you want to encourage guardsmen to fight (bottom left dialog option) #2 or if Lieutenant Harley should do this (upper right dialog option).
  • Refuse to participate in the assault (upper right dialog option). It leads to end of a conversation but you'll be able to talk to Lieutenant Harley later and change your mind (or attack raiders on your own).
  • Tell them that you will deal with raiders alone (bottom right dialog option). Guardsmen will stay then in a same place where you've met them. I do not recommend this variant because it would be very difficult to win the battle then. you do not have to worry though that the common assault will end with death of Harley or any other important ally.

Step 2: Deal with Fell Orden and his men

3 - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and WalkthroughThere are three paths leading to the raiders camp (M28, 11) - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and Walkthrough

There are three paths leading to the raiders camp (M28, 11). I definitely do not recommend choosing the middle one, because you would be attacked from several sides and would have to disarm a complex trap. If you choose left path #2, there will be "only" two standard traps to disarm. And if you choose right path #2, in addition to two standard traps you'll run into a small group of riders.

4 - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and WalkthroughAdvantage of choosing one of the side paths is fact that you can surprise Fell Orden (M28, 12) and his men from the flank #1 - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and Walkthrough

Advantage of choosing one of the side paths is fact that you can surprise Fell Orden (M28, 12) and his men from the flank #1. You should attack a corsair leader first and that's because he is a blood mage #2. Beware also not to move too far to the south during this fight, because there is one more complicated trap located in this place.

5 - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and WalkthroughJust after eliminating Fell Orden attack normal raiders - kill raider archers first #1 - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and Walkthrough

Just after eliminating Fell Orden attack normal raiders - kill raider archers first #1. If you're assisted by guardsmen, it will be easy to win this battle. Otherwise watch out your party members' health bars (especially if Fell Orden uses blood magic). After winning the battle you'll have to talk to Lieutenant Harley again #2. This time there are no dialog options. You'll learn that you should go to Jelden in order to receive your reward. Note! Before leaving this location examine Fell Orden's body - you'll find an armor upgrade for Aveline and the Swatch of the Jackyard which activates a side quest.

Unlocked side quest: Swatch of the Jackyard

Step 3: Talk to Jelden

6 - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and WalkthroughYou can leave now this area and go to the [Hightown - Viscounts Keep] location during the day - Raiders on the Cliffs - Act II - Dragon Age II - Game Guide and Walkthrough

You can leave now this area and go to the [Hightown - Viscount's Keep] location during the day. You can find Jelden near the stairs #1 (M9, 8). A conversation scene will start automatically after you approach him. Regardless of dialog options you choose #2, the quest will be completed and you'll receive 3 sovereigns as a reward.

The quest giver: Jansen [The Bone Pit]

Step 1: Talk to Jansen

1 - Cavern of Dead - Act II - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest after coming to the [Bone Pit] location and clicking on Jansen #1 (M31, 7) - Cavern of Dead - Act II - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest after coming to the [Bone Pit] location and clicking on Jansen #1 (M31, 7). It will be possible some time after completing the secondary quest Cave Crawling connected with eliminating the spiders from the mines. This time, Jansen tells you about the scourge of undead #2.

Step 2: Eliminate undead

2 - Cavern of Dead - Act II - Dragon Age II - Game Guide and WalkthroughDo not enter the northern passage and thats because in this quest youll deal with another part of mines - Cavern of Dead - Act II - Dragon Age II - Game Guide and Walkthrough

Do not enter the northern passage and that's because in this quest you'll deal with another part of mines. So head east and locate a passage (M31, 10) leading to the [Bone Pit - Bone Pit Mines] #1 (M69, 1) location. Once you're finding yourself in a new place #2 you will have to decide how to reach a room with mini-boss.

3 - Cavern of Dead - Act II - Dragon Age II - Game Guide and WalkthroughYou can go to the northern #1 (M69, 2) or eastern #2 (M69, 3) room - Cavern of Dead - Act II - Dragon Age II - Game Guide and Walkthrough

You can go to the northern #1 (M69, 2) or eastern #2 (M69, 3) room. In both cases you'll run into small groups of corpses and skeleton archers but you should not have much trouble with eliminating them. It is worth noting that in the northern room a trigger trap is located, which can cause you some problems if you do not manage to disarm it.

4 - Cavern of Dead - Act II - Dragon Age II - Game Guide and WalkthroughIf you go through the northern room then after fights head east #1 - Cavern of Dead - Act II - Dragon Age II - Game Guide and Walkthrough

If you go through the northern room then after fights head east #1. And if you have chosen an eastern room, then after fights go east and then head north #2.

5 - Cavern of Dead - Act II - Dragon Age II - Game Guide and WalkthroughRegardless of path you have chosen, you need to reach the central hall - Cavern of Dead - Act II - Dragon Age II - Game Guide and Walkthrough

Regardless of path you have chosen, you need to reach the central hall. Once you're there attack immediately the arcane horror #1 (M69, 4). Kill it as fast as possible, because there is also hostile revenant in this area #2. After eliminating main opponents start killing weaker monsters.

6 - Cavern of Dead - Act II - Dragon Age II - Game Guide and WalkthroughWhen the battle is over, I suggest taking a look into nearby chests #1, where you can find valuable items, a maul Persuasion or Helm of the Emerald Knights among other things - Cavern of Dead - Act II - Dragon Age II - Game Guide and Walkthrough

When the battle is over, I suggest taking a look into nearby chests #1, where you can find valuable items, a maul Persuasion or Helm of the Emerald Knights among other things. Now you can return to the [Bone Pit] location and inform Jansen (M31, 7) and rest of miners that they can go back to work #2.

The quest giver: Jansen [The Bone Pit]

Step 1: Talk to Jansen

1 - Pick up Pickaxes - Act II - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest after coming to the [Bone Pit] location and clicking on Jansen #1 (M31, 7) - Pick up Pickaxes - Act II - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest after coming to the [Bone Pit] location and clicking on Jansen #1 (M31, 7). It will be possible some time after completing the secondary quests Cave Crawling (extermination of spiders) and Cavern of Dead (extermination of undead). This time you won't have to fight anyone - Jansen will inform you that miners need new pickaxes. If you want to help and solve his problem, at the beginning of conversation choose upper right dialog option #2. If you choose middle right or bottom right dialog options, miners won't get new pickaxes.

Step 2: Buy pickaxes

2 - Pick up Pickaxes - Act II - Dragon Age II - Game Guide and WalkthroughYou can go now to the [Lowtown] location during the day - Pick up Pickaxes - Act II - Dragon Age II - Game Guide and Walkthrough

You can go now to the [Lowtown] location during the day. Explore the area south of the entrance to the At The Hanged Man inn and you should find Smith #1 (M12, 20). During the conversation you won't be able to knock the price down so you'll have to pay entire amount #2 of 15 sovereigns. Fortunately you do not have to return to miners. They will get new pickaxes without your help and this quest will be completed now.

The quest giver: Hubert or automatically after exploration of the Bone Pit [Hightown - Market or The Bone Pit]

Step 1: Investigate a situation in the Bone Pit

1 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughThis quest might be activated in two ways - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

This quest might be activated in two ways. If in previous part of the game you've completed quests connected with the Bone Pit and miners, you should talk to Hubert first which can be again found in the [Hightown - Market] location (during the day) #1 (M3, 9). He will tell you that he has lost contact with mine workers #2 and you'll be sent to investigate this. If you however didn't complete quests connected with miners, the only thing you can do is to go to the [bone Pit] location (M80, 1).

Warning! This quest is made up almost entirely of the VERY DIFFICULT battle. So I suggest starting it at the very end of the game. Be sure to tale with you a mage with healing abilities (Anders would be the best choice), try to increase your team members' fire resistance and do not forget to but large amount of potions and other remedies.

2 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughWhen youre ready, leave Kirkwall and go to the [Bone Pit] location - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

When you're ready, leave Kirkwall and go to the [Bone Pit] location. After reaching the destination you'll find out that the miners camp (M80, 2) is literally wiped out #1. This time you do not have to explore mines. Instead of that choose a previously inaccessible path leading to the south #2 (M80, 3).

3 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughUltimately you have to reach a large battle field #1 (M80, 4) - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

Ultimately you have to reach a large battle field #1 (M80, 4). ABSOLUTELY save your game here. When you enter the battle field, a cut-scene will start and you'll learn that you have to fight ... the high dragon #2 (M80, 5)!!

Step 2: Defeat the high dragon

4 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughI suggest choosing two persons who will attack dragon directly #1, while two others should stay on the back and attack the dragon from the distance (using spells, bows or crossbows) - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

I suggest choosing two persons who will attack dragon directly #1, while two others should stay on the back and attack the dragon from the distance (using spells, bows or crossbows). It is essential to slow the dragon down, freeze or paralyze him; otherwise he will be successfully knocking down your party members who fight him directly and dealing damages to them #2. If any of these characters is wounded badly, quickly retreat him and heal him. Try not to bring to such a situation, when both characters must be retreated at the same time, because the dragon can attack your other party members. I do not have to mention that you can't allow any of your party members to die in such early stage of the battle. And I also do not recommend using revive potions too early, because you'll need them later.

5 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughThe dragon flies from one place to another from time to time #1, so you must watch out when he suddenly lands near your archers and mages - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

The dragon flies from one place to another from time to time #1, so you must watch out when he suddenly lands near your archers and mages. Attack the boss until he lands on nearby hill #2.

6 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughNow youll have to face dragonlings #1 appearing in this area - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

Now you'll have to face dragonlings #1 appearing in this area. If it is possible try to eliminate them in a FLASH because in the meantime the High Dragon attacks you with fireballs #2 and unfortunately you can't hide from them. Try to get around the whole battle field so you won't miss any of dragonlings.

7 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughAfter killing all dragonlings you can continue attacking the high dragon #1 - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

After killing all dragonlings you can continue attacking the high dragon #1. Use your old tricks, so attack the boss directly and from the distance, trying to slow him down and weaken him. After a few moments the high dragon will land again on the hill #2.

8 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughThis time it will be even harder, because in addition to the group of dragonlings #1, youll have to face a standard dragon #2 - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

This time it will be even harder, because in addition to the group of dragonlings #1, you'll have to face a standard dragon #2. Do not spare your spells and party members abilities, as quick killing of monsters is a top priority now.

9 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughDefeating dragonlings will result with fight with the high dragon again #1, but you have to reckon with the fact, that at least once more youll have to fight more dragonlings and standard dragon #2 - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

Defeating dragonlings will result with fight with the high dragon again #1, but you have to reckon with the fact, that at least once more you'll have to fight more dragonlings and standard dragon #2.

10 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughIf you notice that you end up with healing potions, then you can use pauses in attacking the high dragon and examine bodies of defeated dragonlings #1 - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

If you notice that you end up with healing potions, then you can use pauses in attacking the high dragon and examine bodies of defeated dragonlings #1. You have to fight until the high dragon loses his entire health bar. A game will display an impressive cut-scene with his death #2.

Step 3: Return to Hubert

11 - Mine Massacre - Act III - Dragon Age II - Game Guide and WalkthroughABSOLUTELY examine the high dragons body #1, because you can obtain many valuable items - Mine Massacre - Act III - Dragon Age II - Game Guide and Walkthrough

ABSOLUTELY examine the high dragon's body #1, because you can obtain many valuable items. For example the dragon's blood (unique variation), the high dragon fire gland, the Weight, the Offhand Blade, the Jackal's Longbow, Ashen Gauntlets, the Warplate of the Champion, the Nightingale's Lamellar Armor, Arms of the Champion (part of the set), the Ring of the Emerald Knights or Enchanted Resin - an upgrade for Fenris' armor. Examine also the rest of the battle field - dragonlings' and dragons' bodies. Now you can return to the [Hightown - Market] location and click on Hubert (M3, 9). After you tell him what happened at the Bone Pit, you can act in two ways #2. You can offer a takeover of the entire mine (upper right dialog option) or admit that you've killed the dragon not because you want some reward for that (bottom right dialog option).

The quest giver: Nuncio [Hightown]

Step 1: Talk to Nuncio

1 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou can receive this quest from Nuncio, who can be met in south-eastern part of the Hightown, near the entrance to the Blooming Rose #1 (M3, 26) - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You can receive this quest from Nuncio, who can be met in south-eastern part of the Hightown, near the entrance to the Blooming Rose #1 (M3, 26). During a conversation you'll be asked to track down antivan assassin, who currently hides among Dalish elves. At the end of a conversation you can agree to help #2 or refuse to do it, what leads to end of this quest.

Step 2: Find the assassin

2 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou can go now to the [Sundermount - Dalish Camp] location - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You can go now to the [Sundermount - Dalish Camp] location. You could talk to Terath there #1 but he would send you directly to Variel #2 (M25, 17). She'll tell you that the assassin, who doesn't want to expose Dalish elves to danger, told them to inform everyone about his location. You'll be directed to the nearby cave.

Step 3: Explore the assassin's hideout

3 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou can now leave the camp and take a path leading to the north-west #1 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You can now leave the camp and take a path leading to the north-west #1. Be careful because on your way you can be attacked by hurlock bolters accompanied by an ogre #2 (M25, 18). Do not try to return to the camp, because elves won't help you in eliminating monsters. Fortunately, the ogre is less resilient than previously met same-looking beasts.

4 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter defeating opponents, go to the north-east - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After defeating opponents, go to the north-east. After a few moments you'll have to face other enemies - this time these are wasp spiders #1. I suggest attacking them one by one. After winning the battle head towards an entrance to the cave (M25, 14) leading to the [Sundermount - Mountain Cave] #2 (M82, 1) location.

5 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughHead north - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Head north. Be very careful because after you use the stairs you'll be attacked by a group of poisonous spiders and giant spiders #1. Watch out for your mages and archers, because some of spiders may appear behind then, near the entrance to the cave. After winning this fight, examine a pile of bones #2, finding an armor upgrade for Isabela.

6 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughNow choose the northern passage - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Now choose the northern passage. In the next room you'll have to bypass treacherous tiles (flames appear when you press them) and disarm a trigger trap #1. Head now west #2 and then go down the stairs. Save your game before entering the main cave.

Step 4: Defeat varterral

7 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughA fight with monster named varterral #1 (M82, 2) awaits you - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

A fight with monster named varterral #1 (M82, 2) awaits you. If you've completed the quest Mirror Image related to Merrill in earlier stage of game, you should already know this beast. Otherwise it is probably your first encounter with the varterral. Send you warriors and rogues to attack the monster directly #2, but keep your mages in a safe distance.

8 - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughKeeping your weaker party members away from the monster is preferable because varterral, like for example ogres, stomps from time to time #1, which knocks out nearby characters and deal them some damages - A Murder of Crows - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Keeping your weaker party members away from the monster is preferable because varterral, like for example ogres, stomps from time to time #1, which knocks out nearby characters and deal them some damages. Do not place your warriors behind the monster because they might be easily slowed down. There will be no reinforcements in this fight so focus your attacks on varterral until he is dead #2, healing your party members if needed.

Step 5: Talk to Zevran

1 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the battle youll watch a cut-scene from which youll learn that an assassin youre looking for is Zevran #1, a well known character from first part of the game - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the battle you'll watch a cut-scene from which you'll learn that an assassin you're looking for is Zevran #1, a well known character from first part of the game. During the conversation you can ask Zevran about Crows and even flirt with an elf a little bit #2.

2 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAt the end of the conversation you can act in two ways #1 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

At the end of the conversation you can act in two ways #1:

  • do not pass Zevran in Crows' hands (upper right dialog option)
  • escort Zevran to Nuncio (bottom right dialog option): in this case Zevran will voluntarily give up in your hands

Whether option you choose, go and examine 3 piles of gold #2 (M82, 3) nearby and then head towards the northern exit from caves (M82, 4).

Step 6: Go to the Nuncio's camp

3 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIf youve decided not to pass Zevran to Crows, youll have to choose from the world map the [Antivan Camp] location #1 (M83, 1) - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

If you've decided not to pass Zevran to Crows, you'll have to choose from the world map the [Antivan Camp] location #1 (M83, 1). Otherwise you'll be transferred there automatically #2.

4 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIf youve released Zevran then he will appear there after you reach the camp #1 and regardless of the dialog option you choose, youll have to fight Crows - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

If you've released Zevran then he will appear there after you reach the camp #1 and regardless of the dialog option you choose, you'll have to fight Crows. If you've arrested Zevran then in accordance with his assumptions you'll be betrayed by Crows #2 which also leads to fight. In both cases Zevran fortunately fights on your side.

Step 7: Defeat nuncio and Antivan Crows

5 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughExceptionally I do not advise to attack Nuncio immediately and thats because most of Crows which accompany him are assassins #1 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Exceptionally I do not advise to attack Nuncio immediately and that's because most of Crows which accompany him are assassins #1. Begin eliminating them, taking out these with shorter health bars first #2. Check your party members health bars continuously, because assassins surprise attacks might deal a huge amount of damage.

6 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter eliminating most of the Crows, deal with Nuncios personal guards #1, who are tougher - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After eliminating most of the Crows, deal with Nuncio's personal guards #1, who are tougher. Leave the Crows' leader for later #2. Fortunately Zevran is very helpful during this fight, so winning it shouldn't be very difficult.

Step 8: Talk to Zevran

7 - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the battle, it is good to look around this location (it is quite wide) as Zevran suggests - A Murder of Crows - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the battle, it is good to look around this location (it is quite wide) as Zevran suggests. Then talk to the elf #1 (M83, 2). You conversation can proceed in two ways. If you've released Zevran earlier and you've flirted with him, now you'll have an opportunity to spend pleasant moments with him in the tent, which you can agree to #2 or not. Noteworthy is that if you have Isabela in your party, she can join you, thus forming a love threesome. Whether option you've chosen, Zevran will give you a Finesse dagger and 1 sovereign. If you've earlier arrested Zevran then the conversation will be shorter and you'll get only 10 pieces as a reward.

The quest giver: automatically after obtaining the High Dragon Fire Gland [The Bone Pit]

Step 1: Talk to Solivitus

1 - Herbalists Tasks #3 - Act III - Dragon Age II - Game Guide and WalkthroughYouve already cooperated with Solivitus (M33, 4) twice in the earlier phase of the game - Herbalists Tasks #3 - Act III - Dragon Age II - Game Guide and Walkthrough

You've already cooperated with Solivitus (M33, 4) twice in the earlier phase of the game. If you visit him this time in the [Gallows Courtyard] #1 location, then you won't get any new quest in your journal, but during a short conversation #2 you'll learn that he would like to have some more ingredients from you. Specifically he will tell you about one object and this quest will be activated when you obtain it.

Step 2: Obtain the High Dragon Fire Gland

2 - Herbalists Tasks #3 - Act III - Dragon Age II - Game Guide and WalkthroughIn order to get the High Dragon Fire Gland you have to start completing the secondary quest Mine Massacre - Herbalists Tasks #3 - Act III - Dragon Age II - Game Guide and Walkthrough

In order to get the High Dragon Fire Gland you have to start completing the secondary quest Mine Massacre. Once you get to the [Bone Pit] location (M80, 1), you'll have to fight a very difficult battle with the high dragon #1 (M80, 5). After winning the battle examine the dead beast's body and you'll find the ingredient you're looking for among other items #2.

Step 3: Return to Solivitus

3 - Herbalists Tasks #3 - Act III - Dragon Age II - Game Guide and WalkthroughYou can now return to the [Gallows Courtyard] location and click again on Solivitus (M33, 4) in order to give him the gland #1 - Herbalists Tasks #3 - Act III - Dragon Age II - Game Guide and Walkthrough

You can now return to the [Gallows Courtyard] location and click again on Solivitus (M33, 4) in order to give him the gland #1. After a while the Herbalist will prepare for you very valuable artifact #2 using this ingredient, Urzara's Tooth.

The quest giver: automatically after completing the main quest Demands of the Qun [Hightown - Hightown Square]

Step 1: Talk to Gamlen

1 - Visit Gamlen - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this quest automatically after completing the main quest Demands of the Qun and after meeting with Knight-Commander Meredith and First Enchanter Orsino in the [Hightown - Hightown Square] location (M3, 22) - Visit Gamlen - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this quest automatically after completing the main quest Demands of the Qun and after meeting with Knight-Commander Meredith and First Enchanter Orsino in the [Hightown - Hightown Square] location (M3, 22). According to the information you got, you have to visit Gamlen. In order to do so travel to the [Lowtown] location. Being there head to the residential district and click on a door leading to the [Lowtown - Gamlen's House] location #1 (M12, 4). Talk to Gamlen #2 (M14, 4) touching upon longing for dead Leandra among others.

The quest giver: automatically after finding the crumpled note [Lowtown - Gamlen's House]

Step 1: Talk to Gamlen

1 - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest after finishing the secondary quest Visit Gamlen - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest after finishing the secondary quest Visit Gamlen. Stay at your uncle's house and find a crumpled note on the table #1 (M14, 3). After reading it talk to Gamlen #2 (M14, 4) and you'll learn that he lost his entire fortune searching for a gem mentioned in the note.

Step 2: Go to the meeting in Darktown

2 - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughA main hero decides to go for the meeting instead of Gamlen, so leave Lowtown and go to the [Darktown] location - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

A main hero decides to go for the meeting instead of Gamlen, so leave Lowtown and go to the [Darktown] location. Start exploring a central part of Darktown by finding Mekel #1 (M23, 7). During a conversation #2 you'll learn that he hoped to receive a gem and regardless of a dialog option you choose, you'll have to fight him.

3 - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughKill Mekel #1 first and then attack his henchmen - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Kill Mekel #1 first and then attack his henchmen. All your opponents here are rather weak, so you can win the battle easily. After that search Mekel's body, finding a note entitled the Wallop Mallet #2.

Step 3: Return to Gamlen's house

4 - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou can leave Darktown now and go again to the [Lowtown - Gamlens House] location - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You can leave Darktown now and go again to the [Lowtown - Gamlen's House] location. Talk of course to Gamlen #1 (M14, 4) asking him about the Wallop Mallet. After the conversation click on this item, this hangs on a wall nearby #2.

Step 4: Examine the sacred tree in the Elven alienage

5 - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAccording to the updated information, leave the Gamlens house and go to the [Lowtown - Elven alienage] location during the day - Gamlens Greatest Treasure - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

According to the updated information, leave the Gamlen's house and go to the [Lowtown - Elven alienage] location during the day. Find a place, where you can examine The Tree of the People Vhenadahl #1 (M12, 23). This will lead to a conversation with one of the Elves #2, who will tell you that he waited for someone interested in the tree. You'll get a waybill from him, from which you'll learn that someone wants Gamlen to go to one of warehouses in docks in order to examine contents of a certain crate.

Step 5: Find a crate in Smetty's Fish Guttery

1 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou can now leave this area and go to the [Docks] location during the night - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You can now leave this area and go to the [Docks] location during the night. Head to the western warehouse district and search for a passage (M20, 14) leading to the [Docks - Smetty's Fish Guttery] location #1 (M85, 1). After reaching the destination, head north, go up the stairs and find the crate 1023 #2 (M85, 2).

2 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNote that your try to open a crate resulted in toxic fumes #1 so you must act quickly - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Note that your try to open a crate resulted in toxic fumes #1 so you must act quickly. I suggest staying on the floor and entering the nearest building #2, so all enemies following you will have to pass the toxic trap too.

3 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughStart eliminating mercenaries and mercenary archers #1 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Start eliminating mercenaries and mercenary archers #1. They should not be a big challenge but do not let them surround you. Try to locate and neutralize their commander as fast as possible #2 so he won't support them anymore. After winning the battle, examine commander's body, finding a note for Gamlen. You'll learn that someone wants Gamlen to be brought to one of the nearby caves.

Step 6: Examine the caves

4 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou can leave Docks and using the world map visit the newly unlocked the [Sink] location #1 (M86, 1) - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You can leave Docks and using the world map visit the newly unlocked the [Sink] location #1 (M86, 1). Head north and prepare to attack a large group of corpses and skeleton archers #2. These monsters are bit tougher than usual and giant spiders will join the fight soon, so do not underestimate this battle.

5 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNow head south, and when you reach the fork, choose the left, eastern path #1 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Now head south, and when you reach the fork, choose the left, eastern path #1. You have to reach a biggest cave here, where you'll meet Charade (M86, 2) ... Gamlen's daughter #2. Unfortunately she won't be your only interlocutor because soon Veld will join the conversation. He wants to avenge the death of his brother, Mekel.

Step 7: Defeat Veld and his men

6 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou should start the battle with killing Veld #1 as fast as possible, so he wont be able to support his men anymore - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You should start the battle with killing Veld #1 as fast as possible, so he won't be able to support his men anymore. Then begin eliminating mercenaries and mercenary archers #2. You should also have in mind that from time to time new groups of enemies join the fight.

7 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIn further phase of the battle youll have to face mabari guard dogs and mercenary assassin #1 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

In further phase of the battle you'll have to face mabari guard dogs and mercenary assassin #1. Try to neutralize the latter as soon as possible, thus stopping his surprise attacks. You have to defeat all mercenaries, so you can talk with Charade with no further problems #2.

Step 8: A conversation with Charade

8 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughDuring the conversation you can ask Charade about the gem #1 and she will tell you that she possesses it - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

During the conversation you can ask Charade about the gem #1 and she will tell you that she possesses it. At the end of the conversation you can act in three ways #2:

  • Convince Charade that Gamlen is a good man (upper right dialog options). She will believe you and will go to meet him.
  • Convince Charade to give you the gem (upper right and then middle right dialog option). The girl will give you the gem of Keroshek but won't go to meet her father.
  • Convince Charade that Gamlen is a bad man (bottom right dialog options). She'll give you the gem and won' go to meet her father.

Do not forget to look around the area and examine Veld's body, taking the dagger Wailer.

Step 9: Return to Gamlen's house

9 - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughWhatever solution youve chosen, leave caves and return to the [Lowtown - Gamlens House] location (M14, 4) - Gamlens Greatest Treasure - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Whatever solution you've chosen, leave caves and return to the [Lowtown - Gamlen's House] location (M14, 4). If you've convinced Charade to visit her father, you'll meet her here #1 and then you'll have a short conversation with Gamlen. You should also read a note from Charade in the Hawke Estate. If you obtained a gem from Charade, you'll give it now to Gamlen (he'll give it you back after a moment). You can now decide #2 if you should say Gamlen the gem comes from his daughter or keep this information for yourself.

The quest giver: Delila Howe [Hightown]

Step 1: Talk to Delila Howe

1 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughNote - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

Note! This quest is available only if you've chosen an option the Martyr or No Compromise during the creation of your hero in the Dragon Age: Origins - Awakening tab! You can obtain this quest from Delila Howe, who can be met in Hightown (M3, 30) during the day. You'll find her near the stairs leading to the estates district #1. During a conversation Delila will ask you to find and bring back Nathaniel Howe, who went with a group of travelers on a trip to Deep Roads. At the end of this conversation you'll be able to decide #2 whether you agree to help her or temporarily refuse it, but in both cases this quest will be added to your journal.

Step 2: Find Nathaniel

2 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughYou can leave Hightown now and being on the world map select a trip to the [Deep Roads] #1 location - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

You can leave Hightown now and being on the world map select a trip to the [Deep Roads] #1 location. After reaching the destination (M44, 15), head north and then east and you should see Nathaniel fighting hurlocks and hurlock bolters #2 (M44, 16).

3 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughYou should of course join the battle, killing hostile bolters #1 first - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

You should of course join the battle, killing hostile bolters #1 first. Unfortunately new group of monsters will appear here after a while, but defeating them shouldn't be a problem for you. After winning the battle you'll have to talk to Nathaniel shortly. You can ask him about other travelers #2 but regardless of the dialog options you choose, you both go forth on the lookout for the rest of expedition.

Step 3: Reach the rest of survivors

4 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughNathaniel will join you but he is inactive character of course - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

Nathaniel will join you but he is inactive character of course. Head north and then turn to the east. Get ready to eliminate a new group of darkspawns #1. Winning this fight shouldn't be difficult. Go further east. Go up the stairs and turn to the north - you'll meet Temmerin Glavonak #2 (M44, 17). He will inform you about traps based on the gunpowder set in this area. You'll also learn that members of Nathaniel's expedition managed to go even further.

5 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughHead north - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

Head north. When you see and ogre and a group of hurlock in the distance, do not attack them immediately, but use a nearby lever #1. After detonating one of the barrels proceed to attack monsters. Your priority is of course an ogre - try to kill him as fast as possible #2. You can use surrounding obstacles there which will stop this beast from murderous charges.

6 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the battle head north and then go down the western stairs #1 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the battle head north and then go down the western stairs #1. You can witness here one of two cut-scenes (M44, 11). If you've saved Carver's or Bethany's life with help of Grey Wardens during your first, great expedition to the Deep Roads, then you'll meet your brother or sister now. Otherwise Nathaniel will acknowledge that no one survived #2. Regardless of the cut-scene you will have to fight a very difficult battle.

Step 4: Defeat darkspawns

7 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughDarkspawns will attack you from three different sides - from the east, north (a small room) and west - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

Darkspawns will attack you from three different sides - from the east, north (a small room) and west. Initially try to fight a "standard" battle #1, but as soon as you notice the first ogre pull one of the nearby levers in a right moment causing an explosion and inflicting serious injuries to the ogre #2.

8 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughYou have to reckon with the fact that in the later phase of the battle two EXTRA ogres will join the fight #1 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

You have to reckon with the fact that in the later phase of the battle two EXTRA ogres will join the fight #1. This means that you have to fight simultaneously three such beasts. If possible eliminate these monsters one after another, watching out for their charges and using nearby pillars to hide your party members behind them #2.

9 - Finding Nathaniel - Act III - Dragon Age II - Game Guide and WalkthroughYou have to fight as long as you eliminate all darkspawn, which results in a short conversation scene with Nathaniel - Finding Nathaniel - Act III - Dragon Age II - Game Guide and Walkthrough

You have to fight as long as you eliminate all darkspawn, which results in a short conversation scene with Nathaniel. Note, that you've received a long sword Bringer of Silence. Before leaving this location look around, because in one of the chests #1 you can find a shield Wardwall and armor upgrade for Varric. Then head west. Open one more chest #2 and this time you'll find Aurvar's Prize. Now you can leave this location (M44, 18).

The quest giver: Aveline [Hightown - Viscount's Keep]

Step 1: Go to the Sundermount Ambush site

1 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughYou can receive this quest after completing the main quest A Friend in the Guard, but only if during a conversation you agree to help Aveline in getting rid of raiders #1 (M9, 3) - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

You can receive this quest after completing the main quest A Friend in the Guard, but only if during a conversation you agree to help Aveline in getting rid of raiders #1 (M9, 3). Accept Aveline as your party member (you can do it near the exit from the keep) and leave this place. On the world map select a third tab (the Free Marches map) and make a trip to the [Sundermount - Sundermount Ambush Site] #2 (M11, 1).

Step 2: Deal with raiders

2 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughHead south - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

Head south. You'll run into first group of raiders in a place where the main path turns to the west #1 (M11, 2). You have to be very careful because there are not only standard raiders or raider archers but also stronger raider assassins #2. Their main ability, backstab, deals a lot of damages, so try to slow them down if possible and kills them first.

3 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating all enemies I suggest to choose the main path mentioned previously, which leads west #1 (M11, 3) - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating all enemies I suggest to choose the main path mentioned previously, which leads west #1 (M11, 3). If you choose south passage (M11, 4) you would run into another group of raiders and you might step into several traps #2. The only reward for your actions (except XP) would be a chest.

4 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughIf youre close enough to the main raiders camp #1 (M11, 5), save your game - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

If you're close enough to the main raiders' camp #1 (M11, 5), save your game. I suggest provoking enemies to fight by showing them your party. DO NOT RUN towards the camp because there are two traps nearby. Instead of that, back off for a significant distance and wait for a first group of raiders #2.

5 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughTry to eliminate the first group of raiders as fast as possible and thats because new raiders will soon appear #1 - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

Try to eliminate the first group of raiders as fast as possible and that's because new raiders will soon appear #1. Same as before - watch out for assassins. After winning the battle listen to a short conversation with Aveline #2, who wants to report back to guardsmen captain.

6 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughIt is worth to look around before you leave this area - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

It is worth to look around before you leave this area. Examine enemies' bodies and search two piles of bones, a chest and rubble. You can also disarm traps near the camp #1, using your rogue. Leave this area with a passage located near the camp #2 (M11, 6) or at the start point. Select the [Hightown - Viscount's Keep] location as your target (remember that it is available only during the day).

Step 3: Report back to captain

7 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughA room where guardsmen captain stays is located in the southern part of the keep (M9, 5), near a place where youve met Aveline earlier - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

A room where guardsmen captain stays is located in the southern part of the keep (M9, 5), near a place where you've met Aveline earlier. Click on the door #1 and a cut-scene will be displayed. Captain will be displeased with Aveline working on her own. A next idea of your companion is to check a duty roster in order to find out who was supposed to be a target in an ambush you've just managed to foil #2.

8 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughA duty roster can be found on the nearby walls, between training dummies #1 (M9, 3) - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

A duty roster can be found on the nearby walls, between training dummies #1 (M9, 3). Click on it and it will result in a short meeting with one of the guardsmen #2. Now you have to talk to Aveline again - you won't any impact on its course. Aveline decides to find a guardsman Donnic, suspecting that he will run into an ambush during his routine patrol.

Step 4: Go to the guardsman Donnic's patrol area

9 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughYou can now exit the keep - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

You can now exit the keep. Go to the [Lowtown] location, but you have to get there during the night (a second tab). A guardsman Donnic patrols an area to the east from Foundry district. On your way there you'll be probably attacked by at least one group of Sharps Highwaymen. A battle will take place near the market #1. Eliminate archers first and be ready to deal with the reinforcements, which will appear after a while. After winning the battle head south-east and select a path leading to the area patrolled by Donnic #2 (M13, 6).

Step 5: Defeat Coterie thugs

10 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughAfter reaching the destination youll see guardsman Donnic being attacked by Coterie thugs #1 led by Coterie leader - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

After reaching the destination you'll see guardsman Donnic being attacked by Coterie thugs #1 led by Coterie leader. Deal with the standard opponents first and then attack their leader. Do not leave your light armored party members behind because new enemies will appear there after a moment #2. These enemies are tougher that standard thugs in Downtown, so be careful and control you party members health bars often.

11 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughFight until you eliminate all opponents - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

Fight until you eliminate all opponents. A Coterie leader #1 will die last probably. Now you will talk with Donnic #2. As a result of this conversation Aveline will demand some explanations from guardsmen captain. Before leaving this area I suggest examining Coterie leader's body - you should find the valuable Bann's Backhouse Door shield among other things.

Step 6: Arrest captain Jeven

12 - The Way It Should Be - Act I - Dragon Age II - Game Guide and WalkthroughLeave this area and go to the [Hightown - Viscounts Keep] location during the day - The Way It Should Be - Act I - Dragon Age II - Game Guide and Walkthrough

Leave this area and go to the [Hightown - Viscount's Keep] location during the day. After reaching the keep you'll automatically see a short scene with captain Jeven being arrested #1. An action moves then to the guardsmen captain's headquarters (M9, 5). Here you can talk further with Aveline, building your relationships with her or even a potential romance #2.

The quest giver: automatically after you get to the Gamlen's house [Lowtown - Gamlen's House]

Step 1: Discuss the situation with the rest of the family

1 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughYoull obtain this quest after completing the main quest A New Home - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

You'll obtain this quest after completing the main quest A New Home? connected with getting to the [Lowtown - Gamlen's House] location (M12, 4). First talk to Leandra, who is mother of main hero #1 (M14, 4), asking her some additional questions if necessary (about will among others). Now talk to Bethany #2 or Carver (M14, 2). You won't have any influence on the course of this conversation too. Regardless of dialog options you choose, at the end you'll learn that you have to get into the old family estate in order to find grandfather Amell's will.

Step 2: Break into the old family estate

2 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughNow you can leave Gamlens house and select the world map - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can leave Gamlen's house and select the world map. Go to the [Darktown] location. After reaching the destination head east #1. Be aware because on your way you can be attacked by thugs and mercenaries #2, and not only by warriors but also by archers and rogues. Watch out for the latter in particular and do not let them attack you by surprise.

3 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughOnce you get to the eastern part of Darktown turn to the north #1 - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

Once you get to the eastern part of Darktown turn to the north #1. Go to the next area and turn left. You should see here the stairs leading to the [Darktown - Amell Estate Cellar] location #2 (M23, 6). Use them and note that in this expedition one of family members supports your party, so Bethany or Carver.

Step 3: Find the will

4 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughStart exploring the cellar (M24, 1) - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

Start exploring the cellar (M24, 1). You'll run into first opponents in the next room and you'll have to fight not very demanding slavers #1. Defeating them shouldn't be a big problem. Unfortunately you can't use a left passage, so head north using the stairs #2.

5 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughBe careful because in the next room youll meet not only slavers but also a tough slaver assassin #1 - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

Be careful because in the next room you'll meet not only slavers but also a tough slaver assassin #1. Try to eliminate him as fast as possible, because his surprise attacks can inflict huge damages. After winning the battle it is worth to examine southern store room #2, where you can find an item which activates a new quest (depending which family member is in your party) (M24, 2). Watch out for a trap set in front of one of the chests there.

Unlocked companion quest: Portrait of the Past

Unlocked companion quest: Family History

6 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughYou can now go west and then turn to the south - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

You can now go west and then turn to the south. Being in a new room watch out for traps set there #1 and also fight more than one assassin #2. I suggest kill some slavers first because elimination of assassins will take some time.

7 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughYou can examine the southern room but it is not a must - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

You can examine the southern room but it is not a must. You would find few items but you also would have to fight more slavers #1. In order to continue with the quest you have to reach a small room located west from your current location. Once you get there, disarm a trap #2, but if this is not possible then try to bypass it, because toxic fumes could significantly weaken your party.

8 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughNow you have to fight master slaver, who is a mage (M24, 3) - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

Now you have to fight master slaver, who is a mage (M24, 3). You can try to freeze him #1 or slow him down, so he won't be able to cast powerful spells or set a protective barrier #2, which makes eliminating him significantly harder.

9 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughAfter killing the mage, start eliminating slavers - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

After killing the mage, start eliminating slavers. Now you can examine master slaver's body #1 and you'll find a vault key and an Imperial Bloodhelm. Look around the room - there is also a locked chest there, then use the stairs leading to the vault #2. Use the key you've just obtained to open them (M24, 4).

10 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughIn the vault you can find a chest with valuable items but more important is to open the main chest #1 (M24, 5) - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

In the vault you can find a chest with valuable items but more important is to open the main chest #1 (M24, 5). Take all items out of it (an armor upgrade for Bethany or Carver among other things) - there is the Grandfather Amell's Will and Testament inside. Now you should watch a conversation scene with Bethany/Carver. You can accept a proposal to leave the cellar immediately #2, because you wouldn't find anything interesting more here.

Step 4: Return to the Gamlen's house

11 - Birthright - Act I - Dragon Age II - Game Guide and WalkthroughWait until action moves to the [Lowtown - Gamlens House] location #1 - Birthright - Act I - Dragon Age II - Game Guide and Walkthrough

Wait until action moves to the [Lowtown - Gamlen's House] location #1. You'll participate here in a conversation with Gamlen #2 (M14, 4), but again you do not have much impact on its course. This quest will be completed soon. It is worth noting, that you can now talk to Gamlen, Bethany/Carver and Leandra about the will and testament, but this is optional of course.

Questions and Answers

The quest giver: Anders [Darktown - Ander's Clinic]

Step 1: Talk to Varric

1 - Questions and Answers; Talk to Anders; Fenris Recruited - Act I - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest automatically after you finish the main quest Tranquility - Questions and Answers; Talk to Anders; Fenris Recruited - Act I - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest automatically after you finish the main quest Tranquility. It is very similar in structure to the main quest A Business Discussion, and that's because you have only to talk with Varric. In order to do so, go to the [Lowtown - At The Hanged Man] location and click on a dwarf #1 (M15, 2). You can ask Varric several questions #2 about Bartrand, an expedition and himself. You should carefully choose dialog options because they have much impact on your relations with Varric:

  • upper right dialog options: +10 friendship with Varric
  • middle right dialog options: +15 friendship with Varric
  • bottom right dialog options: +15 rivalry points with Varric

Talk to Anders

The quest giver: Anders [Darktown - Ander's Clinic]

Step 1: Talk to Anders

2 - Questions and Answers; Talk to Anders; Fenris Recruited - Act I - Dragon Age II - Game Guide and WalkthroughYou can start this quest some time after completing the main quest Tranquility - Questions and Answers; Talk to Anders; Fenris Recruited - Act I - Dragon Age II - Game Guide and Walkthrough

You can start this quest some time after completing the main quest Tranquility. Return to the [Darktown - Ander's Clinic] and click on Grey Warden #1. Note, that during this conversation you're able to choose dialog options related to flirting with Anders. I do not advise to ignore the events which took place in the Order. Do not choose aggressive dialog options too, because Justice #2 may temporarily take control over Grey Warden, and instead of friendship points you'll get rivalry points with Anders.

Fenris Recruited

The quest giver: Fenris [Hightown - Estates District]

Step 1: Talk to Fenris

3 - Questions and Answers; Talk to Anders; Fenris Recruited - Act I - Dragon Age II - Game Guide and WalkthroughYoull get this quest automatically after completing the secondary quest Bait and Switch, but only if youve agreed to help Fenris, and after exploring Danariuss Manor youve invited him for your further adventures #1 - Questions and Answers; Talk to Anders; Fenris Recruited - Act I - Dragon Age II - Game Guide and Walkthrough

You'll get this quest automatically after completing the secondary quest Bait and Switch, but only if you've agreed to help Fenris, and after exploring Danarius's Manor you've invited him for your further adventures #1. You can now enter the mansion again, marked now as [Hightown - Fenris's Mansion]. You can find the elf in a room, where Arcane Horror was found previously (M18, 8). You do not have to act sophisticated here, because aim of this quest is only to make closer acquaintance with Fenris. You can talk to him about many subjects - you can ask him about possible return to Ferelden #2 or just flirt with him. If you are kind to him then you'll get up to 10 friendship points, otherwise you can get up to 10 rivalry points.

Portrait of the Past

The quest giver: automatically after finding the portrait of hero's mother [Darktown - Amell Estate Cellar]

Step 1: Find the portrait

1 - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and WalkthroughThis quest may be activates during completing the other companion quest Birthright, but only if you have Bethany in your party, and not Carver - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and Walkthrough

This quest may be activates during completing the other companion quest Birthright, but only if you have Bethany in your party, and not Carver. Just after reaching the [Darktown - Amell Estate Cellar] location (M24, 1), you should locate a room where you've run into an assassin for a first time. After elimination of all enemies examine the southern store room #1. The portrait of hero's mother can be found in a chest, which has a trap in front of it #2 (M24, 2).

Step 2: Give Bethany the portrait

2 - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and WalkthroughThis quest can be finished only when you find the will and return to the [Lowtown - Gamlens House] location #1 (M14, 4) - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and Walkthrough

This quest can be finished only when you find the will and return to the [Lowtown - Gamlen's House] location #1 (M14, 4). Talk to Bethany there (M14, 2). If she doesn't mention the portrait, try to talk to her again. You'll get 15 friendship points with Bethany as a reward for giving her the portrait (regardless of dialog options you chose).

Family History

The quest giver: automatically after finding the Tobrius's documents [automatically after finding the Tobrius's Documents]

Step 1: Find the documents

3 - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and WalkthroughThis quest may be activates during completing the other companion quest Birthright, but only if you have Carver in your party, and not Bethany - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and Walkthrough

This quest may be activates during completing the other companion quest Birthright, but only if you have Carver in your party, and not Bethany. Just after reaching the [Darktown - Amell Estate Cellar] location (M24, 1), you should locate a room where you've run into an assassin for a first time. After elimination of all enemies examine the southern store room #1. The Tobrius's Documents can be found in a chest, which has a trap in front of it #2 (M24, 2).

Step 2: Find Tobrius

4 - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and WalkthroughThis quest can be continued only when you find the will and return to the [Lowtown - Gamlens House] location (M14, 4) - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and Walkthrough

This quest can be continued only when you find the will and return to the [Lowtown - Gamlen's House] location (M14, 4). Leave the house now and go to the [Gallows Courtyard] location. Explore the northern part of the courtyard and you should find Tobrius #1 (M33, 18). You can talk to him about Carver's father #2. The conversation will end with a mage giving you Carver father's letters.

Step 3: Give Carver the letters

5 - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and WalkthroughLeave the Gallows Courtyard now and return to the [Lowtown - Gamlens House] location - Portrait of the Past; Family History - Act I - Dragon Age II - Game Guide and Walkthrough

Leave the Gallows Courtyard now and return to the [Lowtown - Gamlen's House] location. Click on Carver (M14, 2) in order to give him the letters #1. Depending on how you behave during your conversation with your brother #2, you'll get 15 friendship points (upper right or middle right dialog options) or 15 rivalry points (bottom right dialog options) with Carver.

Welcome Home

The quest giver: Merrill [Lowtown - Elven alienage]

Step 1: Talk to Merrill

1 - Welcome Home; Nice Crime You Have Around Here; Isabela's Contact - Act I - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest Long Way Home which ends with Merrill joins your part - Welcome Home; Nice Crime You Have Around Here; Isabela's Contact - Act I - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest Long Way Home which ends with Merrill joins your part. Merrill's house can be found in the [Lowtown - Elven alienage] location. Once you get there, find the door leading to the [Lowtown - Merrill's House] location #1 (M12,9). Talk to Merrill (M14, 8) when you get inside. You do not have to act sophisticated here, because aim of this quest is only to make closer acquaintance with the elf. You can talk to her about many subjects - even flirt with her #2. If you are kind to Merill then you'll get up to 15 friendship points, otherwise you can get up to 5 rivalry points.

Nice Crime You Have Around Here

The quest giver: Merrill [Lowtown - Elven alienage]

Step 1: Talk to Merrill

2 - Welcome Home; Nice Crime You Have Around Here; Isabela's Contact - Act I - Dragon Age II - Game Guide and WalkthroughThis quest is not much different than a previous one connected to Merrill and thats because you only have to talk briefly with her - Welcome Home; Nice Crime You Have Around Here; Isabela's Contact - Act I - Dragon Age II - Game Guide and Walkthrough

This quest is not much different than a previous one connected to Merrill and that's because you only have to talk briefly with her. After you return few times to her house in the [Lowtown - Merrill's House] location, you should notice, that she's ready to give you another quest #1 (M14, 8). During a conversation you can react in a few ways hearing about an attack she witnessed #2, but it has not a big impact on a conversation result. Completing this quest should give you 10 friendship points with Merrill.

Isabela's Contact

The quest giver: Isabela [Hightown - Chantry]

Step 1: Talk to Isabela

3 - Welcome Home; Nice Crime You Have Around Here; Isabela's Contact - Act I - Dragon Age II - Game Guide and WalkthroughYoull receive this mission automatically after completing the secondary quest Fools Rush In, which ends with Isabela joining your party - Welcome Home; Nice Crime You Have Around Here; Isabela's Contact - Act I - Dragon Age II - Game Guide and Walkthrough

You'll receive this mission automatically after completing the secondary quest Fools Rush In, which ends with Isabela joining your party. Exit the Order's building and go to the [Lowtown - At The Hanged Man] location during the day. Find Isabela at the bar (M15, 3). Unfortunately you can't talk to her and that's because this quest ends after displaying a short cut-scene with her #2.

Plans for the Future

The quest giver: automatically after completing the main quest The Deep Roads Expedition [Hightown - Viscount's Keep]

Step 1: Talk to Varric

1 - Plans for the Future; Visit Anders; Calling on the Captain - Act II - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscounts Keep] location - Plans for the Future; Visit Anders; Calling on the Captain - Act II - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscount's Keep] location. The aim of this mission is to talk to Varric again and in order to do so you have to go to the [Lowtown - At The Hanged Man] location of course. Click on Varric once you get there #1. During the conversation you can tell him of course your plans for the future #2, but this is not connected with any particular decisions. Depending on dialog options you choose, you can get 10 friendship points or 10 rivalry points with Varric. Quest will be finished when the conversation is over.

Visit Anders

The quest giver: automatically after completing the main quest The Deep Roads Expedition [Hightown - Viscount's Keep]

Step 1: Talk to Anders

2 - Plans for the Future; Visit Anders; Calling on the Captain - Act II - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscounts Keep] location - Plans for the Future; Visit Anders; Calling on the Captain - Act II - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscount's Keep] location. The aim of this mission is to talk to Anders again and in order to do so you have to go to the [Darktown - Ander's Clinic] location of course. Click on Anders once you get there #1. During the conversation you'll learn that Templars were asking about him lately and you can continue to flirt with this character #2. At best you can get 15 friendship points and at worst - 10 rivalry points with Anders. Quest will be finished when the conversation is over.

Calling on the Captain

The quest giver: automatically after completing the main quest The Deep Roads Expedition [Hightown - Viscount's Keep]

Step 1: Talk to Aveline

3 - Plans for the Future; Visit Anders; Calling on the Captain - Act II - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscounts Keep] location - Plans for the Future; Visit Anders; Calling on the Captain - Act II - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscount's Keep] location. The aim of this mission is to talk to Aveline again and you can do it staying in this location of course. Go to the guardsmen captain's headquarters in the southern part of the keep and click on her #1. A conversation will concern mainly your actions in recent years #2. Quest will be finished when the conversation is over.

Speak to Fenris

The quest giver: automatically after completing the main quest The Deep Roads Expedition [Hightown - Viscount's Keep]

Step 1: Talk to Fenris

1 - Speak to Fenris; Isabelas Ongoing Search; Mourning - Act II - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscounts Keep] location - Speak to Fenris; Isabelas Ongoing Search; Mourning - Act II - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscount's Keep] location. The aim of this mission is to talk to Fenris again and in order to do so you have to go to the [Hightown - Fenris's Mansion] location of course. Elf can be found in the same place as before #1. During the conversation you can advise him what he should do in the current situation you can continue to flirt with this character #2. At best you can get 5 friendship points and at worst - 10 rivalry points with Anders. Quest will be finished when the conversation is over.

Isabela's Ongoing Search

The quest giver: automatically after completing the main quest The Deep Roads Expedition [Hightown - Viscount's Keep]

Step 1: Talk to Isabela

2 - Speak to Fenris; Isabelas Ongoing Search; Mourning - Act II - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscounts Keep] location - Speak to Fenris; Isabelas Ongoing Search; Mourning - Act II - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscount's Keep] location. The aim of this mission is to talk to Isabela again and in order to do so you have to go to the [Lowtown - At The Hanged Man] location of course. Click on Isabela who should stay at the bar #1. You'll learn that she wants to go for an expedition soon and you can react in few ways on their news - you can start flirting with her among other dialog options #2. Additionally if you're sarcastic (middle right dialog option) in this moment, you can get even 25 friendship points with Isabela. At worst variant you'll get "only" 5 friendship points with her. Quest will be finished when the conversation is over.

Mourning

The quest giver: automatically after completing the main quest The Deep Roads Expedition [Hightown - Viscount's Keep]

Step 1: Talk to Merrill

3 - Speak to Fenris; Isabelas Ongoing Search; Mourning - Act II - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscounts Keep] location - Speak to Fenris; Isabelas Ongoing Search; Mourning - Act II - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscount's Keep] location. But notice that this happens only if Isabela has died in the Deep Roads. Otherwise you'll have the quest Consoling Words active. The aim of this mission is to talk to Merrill again and in order to do so you have to go to the [Lowtown - Merrill's House] #1 location of course. A main topic of your conversation will be your reaction to the death of family member #2. Quest will be finished when the conversation is over.

Consoling Words

The quest giver: automatically after completing the main quest The Deep Roads Expedition [Hightown - Viscount's Keep]

Step 1: Talk to Merrill

1 - Consoling Words; The Tethras Signet - Act II - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscounts Keep] location - Consoling Words; The Tethras Signet - Act II - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest The Deep Roads Expedition and after conversation with Viscount Marlowe Dumar in the [Hightown - Viscount's Keep] location. But notice that if Isabela has died in the Deep Roads, you'll get the quest Mourning instead of this one. Otherwise you'll have the quest Consoling Words active. The aim of this mission is to talk to Merrill again and in order to do so you have to go to the [Lowtown - Merrill's House] #1 location of course. A main topic of your conversation will be your reaction to events in the Deep Roads #2. Quest will be finished when the conversation is over.

The Tethras Signet

The quest giver: automatically after buying a signet [Lowtown - Market]

Step 1: Buy a signet

2 - Consoling Words; The Tethras Signet - Act II - Dragon Age II - Game Guide and WalkthroughA chance to do this mission appears after your return from the Deep Roads - Consoling Words; The Tethras Signet - Act II - Dragon Age II - Game Guide and Walkthrough

A chance to do this mission appears after your return from the Deep Roads. Go to the [Lowtown - Market] location during the day. Once you're in the market, find the Trinkets Emporium #1 (M12, 16) and start shopping. Select a fifth tab (Others) and but a signet #2, which costs almost 5 sovereigns.

Step 2: Give Varric the signet

3 - Consoling Words; The Tethras Signet - Act II - Dragon Age II - Game Guide and WalkthroughNow you can close this window and go to the [Lowtown - At The Hanged Man] location - Consoling Words; The Tethras Signet - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can close this window and go to the [Lowtown - At The Hanged Man] location. Click on Varric once you're inside the inn #1 (M15, 2). During a short conversation with the dwarf give him a signet #2 which will automatically end the quest.

Varric's Apology

The quest giver: automatically after completing the secondary quest Night Terrors [Lowtown - Elven alienage]

Step 1: Talk to Varric

1 - Varrics Apology; Doubts that Linger; Anders in the Fade - Act II - Dragon Age II - Game Guide and WalkthroughYou can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Varric with you to the Fade and being there he turned against main hero at some point #1 - Varrics Apology; Doubts that Linger; Anders in the Fade - Act II - Dragon Age II - Game Guide and Walkthrough

You can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Varric with you to the Fade and being there he turned against main hero at some point #1. Go now to the [Lowtown - At The Hanged Man] location. Talk to Varric in his office #2 about your recent expedition to the Fade. Depending on the dialog options you choose, you'll be able to gain 5 friendship points or 10 rivalry points with Varric. Quest will be finished when the conversation is over.

Doubts that Linger

The quest giver: automatically after completing the secondary quest Night Terrors [Lowtown - Elven alienage]

Step 1: Talk to Aveline

2 - Varrics Apology; Doubts that Linger; Anders in the Fade - Act II - Dragon Age II - Game Guide and WalkthroughYou can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Aveline with you to the Fade and being there she turned against main hero at some point #1 - Varrics Apology; Doubts that Linger; Anders in the Fade - Act II - Dragon Age II - Game Guide and Walkthrough

You can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Aveline with you to the Fade and being there she turned against main hero at some point #1. Go now to the [Hightown - Viscount's Keep] location. Talk to Aveline in her office #2 about your recent expedition to the Fade. Quest will be finished when the conversation is over.

Anders in the Fade

The quest giver: automatically after completing the secondary quest Night Terrors [Lowtown - Elven alienage]

Step 1: Talk to Anders

3 - Varrics Apology; Doubts that Linger; Anders in the Fade - Act II - Dragon Age II - Game Guide and WalkthroughYou can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Anders with you to the Fade and being there he turned against main hero at some point #1 - Varrics Apology; Doubts that Linger; Anders in the Fade - Act II - Dragon Age II - Game Guide and Walkthrough

You can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Anders with you to the Fade and being there he turned against main hero at some point #1. Go now to the [Darktown - Ander's Clinic] location. Talk to Anders in his office #2 about your recent expedition to the Fade. It is worth noting, that your relations with Grey Warden may go very bad if during your stay in the Fade you've cooperated with the demon Torper (and won the fight against Anders). Quest will be finished when the conversation is over.

Isabela's Apology

The quest giver: automatically after completing the secondary quest Night Terrors [Lowtown - Elven alienage]

Step 1: Talk to Isabela

1 - Isabelas Apology; Merrill, An Apology; Fenris Night Terrors - Act II - Dragon Age II - Game Guide and WalkthroughYou can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Isabela with you to the Fade and being there she turned against main hero at some point #1 - Isabelas Apology; Merrill, An Apology; Fenris Night Terrors - Act II - Dragon Age II - Game Guide and Walkthrough

You can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Isabela with you to the Fade and being there she turned against main hero at some point #1. Go now to the [Lowtown - At The Hanged Man] location. Talk to Isabela, who stands at the bar #2, about your recent expedition to the Fade. Note, that you can turn her betrayal to your favor, choosing dialog options connected with flirting with her. Quest will be finished when the conversation is over.

Merrill, An Apology

The quest giver: automatically after completing the secondary quest Night Terrors [Lowtown - Elven alienage]

Step 1: Talk to Merrill

2 - Isabelas Apology; Merrill, An Apology; Fenris Night Terrors - Act II - Dragon Age II - Game Guide and WalkthroughYou can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Merrill with you to the Fade and being there she turned against main hero at some point #1 - Isabelas Apology; Merrill, An Apology; Fenris Night Terrors - Act II - Dragon Age II - Game Guide and Walkthrough

You can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Merrill with you to the Fade and being there she turned against main hero at some point #1. Go now to the [Lowtown - Merrill's House] location. Talk to Merrill in her office #2 about your recent expedition to the Fade. Quest will be finished when the conversation is over.

Fenris Night Terrors

The quest giver: automatically after completing the secondary quest Night Terrors [Lowtown - Elven alienage]

Step 1: Talk to Fenris

3 - Isabelas Apology; Merrill, An Apology; Fenris Night Terrors - Act II - Dragon Age II - Game Guide and WalkthroughYou can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Fenris with you to the Fade and being there he turned against main hero at some point #1 - Isabelas Apology; Merrill, An Apology; Fenris Night Terrors - Act II - Dragon Age II - Game Guide and Walkthrough

You can obtain this quest automatically after completing the secondary quest Night Terrors but only if you took Fenris with you to the Fade and being there he turned against main hero at some point #1. Go now to the [Hightown - Fenris's Mansion] location. Talk to Fenris in his office #2 about your recent expedition to the Fade. Quest will be finished when the conversation is over.

Fenris: The Book of Shartan

The quest giver: automatically after finding a book A Slave's Life [Lowtown - Elven alienage]

Step 1: Find the book

1 - Fenris: The Book of Shartan; An Update - Act II - Dragon Age II - Game Guide and WalkthroughYou can start this mission after your return from the Deep Roads - Fenris: The Book of Shartan; An Update - Act II - Dragon Age II - Game Guide and Walkthrough

You can start this mission after your return from the Deep Roads. Go to the [Lowtown - Elven alienage] location during the night. If you haven't completed the quest connected with elimination of the Dog Lords yet, you have to be prepared to fight them now #1. First kill all mabari guard dogs not allowing them to knock your party members to the ground. Then explore the northern part of an elven alienage and find a sack #2 (M13, 14) with a book A Slave's Life.

Step 2: Give Fenris the book

2 - Fenris: The Book of Shartan; An Update - Act II - Dragon Age II - Game Guide and WalkthroughYou can now leave this area and go to the [Hightown - Fenris's Mansion] location - Fenris: The Book of Shartan; An Update - Act II - Dragon Age II - Game Guide and Walkthrough

You can now leave this area and go to the [Hightown - Fenris's Mansion] location. Head to the room where Fenris stays #1 (M18, 80) and click on him in order to give him a book. During a conversation you'll learn that the elf has never learned to read. You can now react in several ways, also by choosing a dialog option connected with flirting with him #2. Regardless of the variant you've chosen, you should earn 15 friendship points with Fenris. Quest will be finished when the conversation is over.

An Update

The quest giver: Varric [Lowtown - At The Hanged Man]

Step 1: Talk to Varric

3 - Fenris: The Book of Shartan; An Update - Act II - Dragon Age II - Game Guide and WalkthroughThis quest should appear in your journal after your return from the Deep Roads, but only after completing at least one of the Act II main quests (Blackpowder Courtesy or Prime suspect) - Fenris: The Book of Shartan; An Update - Act II - Dragon Age II - Game Guide and Walkthrough

This quest should appear in your journal after your return from the Deep Roads, but only after completing at least one of the Act II main quests (Blackpowder Courtesy or Prime suspect). After you've notices this quest in your journal, go to the [Lowtown - At The Hanged Man] location. Click on Varric #1 (M15, 2) to start a conversation and you'll learn that his brother Bartrand was seen lately in Kirkwall. As you remember he betrayed you during exploration of the Deep Roads. Regardless of your decision at the end of a conversation #2, Varric wants to get Bartrand at any cost, but this is a matter for other quest.

Unlocked companion quest: Family Matter

The quest giver: Varric [Lowtown - At The Hanged Man]

Step 1: Go to the Bartrand hideout

1 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can start this quest only after completing the companion quest - An Update, thats after youve learn that Bartrand likely returned to Kirkwall - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can start this quest only after completing the companion quest - An Update, that's after you've learn that Bartrand likely returned to Kirkwall. Go to the [Hightown] location. Time of day doesn't matter because it is possible to explore the estate (M3, 19)(M4, 13) independently of if it is a day or night. Being in the Estates district search for a door leading to the [Hightown - Bartrand's Estate] #1 and listen to a short conversation with Varric (he must accompany you during this quest of course) #2.

Step 2: Find Bartrand - Varric's version

2 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou should be surprised now, because youll be in control over Varric only #1 (M56, 1) - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You should be surprised now, because you'll be in control over Varric only #1 (M56, 1). You're participating in his version of events, and the battle with hostile guards will start in the main estate's hall #2.

3 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughDuring all battles fought here do not bother with checking Varrics abilities or his health bar, because he is definitely stronger that enemies - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

During all battles fought here do not bother with checking Varric's abilities or his health bar, because he is definitely stronger that enemies. I suggest staying near the starting point and eliminating all enemies one by one #1. I recommend particularly aiming at groups of opponents, using for example explosive arrows in order to kill them #2.

4 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf it is possible, do not let enemies approach Varric too often #1 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If it is possible, do not let enemies approach Varric too often #1. The dwarf could defend himself in such a situation, but he is far less effective with melee fight. Guards will appear not only at the top but also in two side passages #2, so keep looking around during the battle.

5 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the fight youll see a funny cut-scene showing Bartrand being captured #1 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the fight you'll see a funny cut-scene showing Bartrand being captured #1. A game stops in this moment and a woman questioning Varric #2 will demand a real version of events.

Step 3: Find Bartrand - true version

6 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThis time you start in a small room in the estate #1 (M56, 2) which is not occupied by enemy forces - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

This time you start in a small room in the estate #1 (M56, 2) which is not occupied by enemy forces. Head to the west room, where you'll have to fight a group of crazy guards #2. There are only four of them so it should be an easy victory.

7 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughContinue west - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Continue west. In a corner room you'll meet other crazy guards, led by crazy commander #1. He should die first so he won't be able to support his men. After winning the battle head towards the northern door #2.

8 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThere are more difficult fights in a next room - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

There are more difficult fights in a next room. Watch out for traps set on the floor #1. Try do disarm them first and then start the fight. It is also advised to kill the commander first, but consider also quick elimination of archers standing behind barricades #2.

9 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughBe very careful because enemy reinforcement may run into from the northern room #1 in a later phase of the battle - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Be very careful because enemy reinforcement may run into from the northern room #1 in a later phase of the battle. Immediately deal with them and head north (that's because the door to the main hall are closed). Now you should watch out, because there is a gas trap #2 in the eastern room (you won't be probably able to disarm it).

10 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThe best solution now is to retreat to the previous room after triggering the trap, especially that new guards will appear running from the northern rooms #1 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

The best solution now is to retreat to the previous room after triggering the trap, especially that new guards will appear running from the northern rooms #1. Kill them one by one #2, dealing with archers first. Fortunately they are not led by a commander.

11 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now start exploring northern and eastern rooms or use the southern door leading to the main hall #1 (M56, 3) - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now start exploring northern and eastern rooms or use the southern door leading to the main hall #1 (M56, 3). Be careful, because there is a trigger trap with spikes downstairs #2. If you're not able to disarm it then retreat to the previous room after you've seen enemies.

12 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughDuring the next battle you have to deal with two crazy commanders #1, but if you are careful, you wont have to fight them both at once - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

During the next battle you have to deal with two crazy commanders #1, but if you are careful, you won't have to fight them both at once. I do not advise to try to go upstairs, because there are many traps set on the stairs #2. You should go there (M56, 4) only after winning the battle.

13 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughOnce you get upstairs youll see a conversation scene #1 - Family Matter - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Once you get upstairs you'll see a conversation scene #1. One of the Bartrand's dwarves will tell you that Varric's brother lost his mind. I recommend now exploring two rooms on the floor (the northern and southern one) and after that clicking on the door leading to the place where Bartrand hides #2 (M56, 5).

Step 4: Defeat Bartrand in a fight

1 - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughDo not worry that Bartrand disappears when you enter the room - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Do not worry that Bartrand disappears when you enter the room. Go to the central spot and wait for crazy guards #1. Attack them and notice that after a while Varric's brother joins the fight #2.

2 - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAttack Bartrand #1 if possible and thats because he will be disappearing from time to time - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Attack Bartrand #1 if possible and that's because he will be disappearing from time to time. Attack also other enemies but do not focus on them too much. This strategy is good, since the battle will be over when Bartrand loses his health bar #2, even if you haven't killed all guards.

Step 5: Resolve a situation with Bartrand

3 - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughIf you have Anders in your party then you can ask him to use his abilities (upper left dialog option) #1, so Bartrand will regain his consciousness temporarily and can talk to his brother - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

If you have Anders in your party then you can ask him to use his abilities (upper left dialog option) #1, so Bartrand will regain his consciousness temporarily and can talk to his brother. Otherwise you have to use standard dialog options, but even asking Bartrand whom he has sold a statue #2, you won't learn too much.

4 - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYour meeting with Bartrand may end in two ways - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Your meeting with Bartrand may end in two ways. First one is to let Varric kill his brother #1. As an alternative you can ask Varric to take care of his brother #2. If you've used Anders' abilities, this variant is easier to achieve. Otherwise you would have to convince Varric to spare Bartrand's life. Regardless of your decision, you'll obtain a new item - the Red Earth Long One sword.

5 - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter you made your decision, look around the room - Family Matter - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After you made your decision, look around the room. In one of the chests #1 you'll find valuable Boots of Enasalin. After leaving the estate (M56, 2), a short conversation scene with Varric awaits you #2. Its course depends of course on the fact if Bartrand was murdered or not.

A Story Being Told

The quest giver: Varric [Lowtown - At The Hanged Man]

Step 1: Talk to Varric

1 - A Story Being Told; Wooden Halla - Act II - Dragon Age II - Game Guide and WalkthroughThis quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Varric - A Story Being Told; Wooden Halla - Act II - Dragon Age II - Game Guide and Walkthrough

This quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Varric. An easiest way to modify your relations is to take Varric with you when completing quests. If you want to gain more friendship points then share his opinions and if you want to gain rivalry points then make decisions which he doesn't like or which even make him angry. Once you have this quest in your journal, go to the [Lowtown - At The Hanged Man] location and click on Varric #1. You'll learn that he spreads a fake story about you adventures in nearby inns. You can react in few ways #2, but it won't influence your relations with Varric. Quest will be finished when the conversation is over.

Wooden Halla

The quest giver: automatically after buying a wooden hall statue [Sundermount - Dalish Camp]

Step 1: Buy the statue

2 - A Story Being Told; Wooden Halla - Act II - Dragon Age II - Game Guide and WalkthroughYou can start this quest after you return from the Deep Roads - A Story Being Told; Wooden Halla - Act II - Dragon Age II - Game Guide and Walkthrough

You can start this quest after you return from the Deep Roads. Go to the [Sundermount - Dalish Camp] locations. Once you there, take a look at Master Ilen's shop offer #1 (M25, 11). Select a fifth tab (Others) and buy a wooden hall statue #2, which costs a bit more than 2 sovereigns.

Step 2: Give Merrill the statue

3 - A Story Being Told; Wooden Halla - Act II - Dragon Age II - Game Guide and WalkthroughYou can close this window now and go to the [Lowtown - Merrills House] location - A Story Being Told; Wooden Halla - Act II - Dragon Age II - Game Guide and Walkthrough

You can close this window now and go to the [Lowtown - Merrill's House] location. Click on Merrill (M14, 8) once you get inside her house #1. During a short conversation you'll give her a statue #2, gaining 15 friendship points and ending this quest.

The quest giver: automatically after meeting the slavers [Outside Kirkwall #2]

Step 1: Defeat the slavers

1 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can start completing this quest after you return from the Deep Roads - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can start completing this quest after you return from the Deep Roads. In order to continue you have to complete the companion quest Speak to Fenris and go with the elf outside Kirkwall (The Bone Pit, Wounded Coast etc.). If you've satisfied all requirements then you'll meet slavers in the [Outside Kirkwall #2] location #1 (M59, 1). During a conversation with tevinter mercenary you can act in three ways #2:

  • declare definitely that Fenris is no longer a slave( upper right dialog option): +5 friendship points with Fenris
  • try to reach an agreement (middle right dialog option): +5 rivalry points with Fenris
  • attack the slavers without a warning (bottom right dialog option)

You do not have to think over your decision too long though, because regardless of your answers you have to fight slavers.

2 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughShortly after the fight begins, I suggest attacking tevinter magister and thats because he is a mage - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Shortly after the fight begins, I suggest attacking tevinter magister and that's because he is a mage. Try to eliminate him fast because otherwise he'll cast a protective barrier #1 and it will be harder to kill him then. After he is dead, deal with tevinter mercenary and rest of slavers #2. They are quite tough, so I suggest killing them one by one. Try to check your party members' health bars often.

3 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the battle youll join an automatic cut-scene with one of the defeated slavers being questioned #1 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the battle you'll join an automatic cut-scene with one of the defeated slavers being questioned #1. It is worth to ask Fenris about Hadriana #2. Regardless of the dialog options you choose, you'll go to look for her.

Step 2: Get to the slavers' caverns

4 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now leave this area and being on the world map select a new location - [Holding Caves] #1 (M60, 1) - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now leave this area and being on the world map select a new location - [Holding Caves] #1 (M60, 1). Once you get there try to run ahead, and when you reach a fork choose a right path. You should get to the small camp. Attack slavers you found here #2 (M60, 2).

5 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou should be very careful here, and thats because another group of slavers will appear right behind your back #1 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You should be very careful here, and that's because another group of slavers will appear right behind your back #1. Be prepared and do not let them surprise you. After winning the battle save your game and head south. You should see mercenary archers standing on the nearby hill #2. I do not recommend attacking them now. It is better to tease them so they will follow you. You should then retreat to the camp or even to the start place.

6 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAs youve probably noticed, there is a new mage in a group #1 so you should kill him first as always - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

As you've probably noticed, there is a new mage in a group #1 so you should kill him first as always. After his death, start eliminating hostile archers but watch out for new enemies running out from the nearby cave #2.

7 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the fight, you can look around - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the fight, you can look around. You'll find several chests with valuable items in this area. Now head towards the entrance to the cave. You'll be forced to join Fenris to your party (if he's not yet) and after that you'll have a short conversation with him #1. Use now the passage (M60, 3) leading to the [Holding Caves - Abandoned Slaver Den] #2 (M61, 1) location.

Step 3: Find Magister Hadriana

8 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughHead east - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Head east. Once you get to the new room head towards the table where you'll find bloody sacrifice #1 (M61, 2) and you'll listen to some comments about blood magic. Continue east, and when you reach a longer corridor you'll have to fight again #2. Eliminate slavers and corpses which appear later.

9 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAs youve probably noticed there is a trap at the end of a corridor which is active as long as someone is standing on the trigger tile - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

As you've probably noticed there is a trap at the end of a corridor which is active as long as someone is standing on the trigger tile. In this particular case you would be stroked down #1 if you try to get pass the fire. So use your archers or mages to knock out or throw off skeleton archers. Then run fast towards them and kill them #2.

10 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughGo now to the northern room - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Go now to the northern room. There is a quite big group of slavers there, led by a slaver mage #1. You can use trigger tiles which are located in corner on your advantage #2 but this is not a must. But do not let any of your enemies stand on such a tile!

11 - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now head west - A Bitter Pill - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now head west. Once you reach a largest hall in caves, two more fights await you, but there groups of slavers are not big. First group is located in central part of a hall #1, and the second one will appear bear the passage you've just used #2 to get here.

1 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter a while a conversation scene with Orana will start #1 (M61, 3) - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After a while a conversation scene with Orana will start #1 (M61, 3). You can ask her additional question about Magister Hadriana and then you must make a decision what to do with her:

  • give her money (upper right dialog option): you'll lose 10 sovereigns, +10 friendship points with Fenris
  • offer her a job (middle right dialog option): in this case you have to choose #2 if you want to pay her (+5 friendship points with Fenris) or to make her your slave (+5, +10 or +15 rivalry points with Fenris)
  • ignore her request for help (bottom right dialog option)

After finished conversation, stay here and find a chest (M61, 4) with an item which activates the companion quest.

Unlocked companion quest: Anders: Tevinter Chantry Amulet

2 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughHead west - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Head west. In the next room you'll have to face a larger group of slavers, so it would be wise to use fire traps for your advantage #1. Do not forget though to kill a mage #2 who accompanies hostile opponents.

3 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou should definitely examine chests here, and thats because youll find an armor upgrade for Fenris #1 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You should definitely examine chests here, and that's because you'll find an armor upgrade for Fenris #1. Head north and then turn to the east. After few moments you'll reach a room, where you can find Magister Hadriana #2 (M61, 5), so it is good to save your game here.

Step 4: Defeat Magister Hadriana

4 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughDo not be influenced by the fact that Magister Hadriana is an inactive character at the beginning, because she will join the fight after few seconds #1 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Do not be influenced by the fact that Magister Hadriana is an inactive character at the beginning, because she will join the fight after few seconds #1. Wait for moments when her protective barrier stops working and then attack her with all your party members #2.

5 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughA main reason why you should attack Hadriana #1 mainly is that the fight will be over when she is dead, even if any monsters are still alive - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

A main reason why you should attack Hadriana #1 mainly is that the fight will be over when she is dead, even if any monsters are still alive. When Hadriana is immune because of her barrier, focus on shades #2 because they are more dangerous than slavers, corpses and skeleton archers.

Step 5: Question Magister Hadriana

6 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughWhen you defeat Magister Hadrian, a conversation scene with her will start #1 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

When you defeat Magister Hadrian, a conversation scene with her will start #1. You'll learn that Fenris has a sister. Hadriana will offer you detailed information about Fenris sister's location in exchange of letting her go. You can act in four ways now #2:

  • let Fenris decide (upper left dialog option)
  • promise to let her go in exchange for an information (upper right dialog option)
  • suggest that she should first tell everything she knows (middle right dialog option): she won't agree and this dialog options will be unavailable later
  • ignore her offer (bottom right dialog option)
7 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughRegardless of your decision, Fenris will take the initiative and will get the information by force #1, and then he will execute Hadriana - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Regardless of your decision, Fenris will take the initiative and will get the information by force #1, and then he will execute Hadriana. You can react for this situation in several ways (one options is connected with flirting with the elf #2), but this won't have any influence on further course of the quest. The best variant will get you 15 friendship points with Fenris and the worst one (tell him not to say bad about mages) will result in 5 rivalry points with him.

Step 6: Return to Hawke's Estate

8 - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughUse the exit in the hall where you were fighting with Hadriana (M61, 6) and travel to the [Hightown - Hawke Estate] location - A Bitter Pill - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Use the exit in the hall where you were fighting with Hadriana (M61, 6) and travel to the [Hightown - Hawke Estate] location. Fenris will be waiting for you there (M14, 15) and you have to talk to him #1. You can act in four ways now:

  • continue to flirt with Fenris (bottom left dialog options) #2: +10 friendship points with Fenris
  • remind him that he promised to free Hadriana before he killed her (upper right dialog options): +20 friendship points with Fenris
  • ask Fenris why she wanted Hadriana to run away (middle right dialog options): +15 friendship points with Fenris
  • say that Hadriana deserved death and ask Fenris to leave (right left dialog options): you have to confirm that you want him to leave; +5 rivalry points with Fenris

It is worth noting that if have hired slave Orana who you met in caves, you can find her now in the estate and talk to her.

Questioning Beliefs (Fenris)

The quest giver: Fenris [Hightown - Fenris's Mansion]

1 - Questioning Beliefs (Fenris); Questioning Beliefs (Isabela) - Act II - Dragon Age II - Game Guide and WalkthroughThis quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Fenris - Questioning Beliefs (Fenris); Questioning Beliefs (Isabela) - Act II - Dragon Age II - Game Guide and Walkthrough

This quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Fenris. An easiest way to modify your relations is to take Fenris with you when completing quests. If you want to gain more friendship points then share his opinions and if you want to gain rivalry points then make decisions which he doesn't like or which even make him angry. Once you have this quest in your journal, go to the [Hightown - Fenris's Mansion] location. Click on Fenris #1 and you both will have a long talk drinking a wine. Note, that during your conversation you can select options connected with flirting with this character #2. If at the beginning of the conversation you're not interested in listening to Fenris' story, the conversation will be over (you can talk to the elf again later).

Questioning Beliefs (Isabela)

The quest giver: Isabela [Lowtown - At The Hanged Man]

2 - Questioning Beliefs (Fenris); Questioning Beliefs (Isabela) - Act II - Dragon Age II - Game Guide and WalkthroughThis quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Isabela - Questioning Beliefs (Fenris); Questioning Beliefs (Isabela) - Act II - Dragon Age II - Game Guide and Walkthrough

This quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Isabela. An easiest way to modify your relations is to take Isabela with you when completing quests. If you want to gain more friendship points then share her opinions and if you want to gain rivalry points then make decisions which she doesn't like or which even make her angry. Once you have this quest in your journal, go to the [Lowtown - At The Hanged Man] location and click on Isabela. You'll see a short cut-scene with Isabela and Merrill #1 and then you'll join the conversation. Note that you can flirt with Isabela #2.

Anders: Tevinter Chantry Amulet

The quest giver: automatically after finding the Tevinter Chantry Amulet [Holding Caves - Abandoned Slaver Den]

1 - Anders: Tevinter Chantry Amulet; A Ship for Isabela - Act II - Dragon Age II - Game Guide and WalkthroughYou can find this amulet during completing the companion quest connected with Fenris - A Bitter Pill - Anders: Tevinter Chantry Amulet; A Ship for Isabela - Act II - Dragon Age II - Game Guide and Walkthrough

You can find this amulet during completing the companion quest connected with Fenris - A Bitter Pill. After reaching the [Holding Caves - Abandoned Slaver Den] location (M61, 1), you have to go the room where you'll defeat slavers and meet an elven woman #1 (M61, 3). After the conversation, look around and locate the chest (M61, 4) with the Tevinter Chantry Amulet #2.

2 - Anders: Tevinter Chantry Amulet; A Ship for Isabela - Act II - Dragon Age II - Game Guide and WalkthroughLeave this area and go to the [Darktown - Anders Clinic] location - Anders: Tevinter Chantry Amulet; A Ship for Isabela - Act II - Dragon Age II - Game Guide and Walkthrough

Leave this area and go to the [Darktown - Ander's Clinic] location. Click on Anders #1 (M23, 2) in order to give him the amulet. Grey Warden will be a little restrained at the beginning when it comes to presenting a gift. Note also that there are dialog options connected with flirting with him #2. Regardless of the dialog options you've chosen you should earn 15 friendship points with Anders and the quest will be over.

A Ship for Isabela

The quest giver: automatically after finding the Ship in a Bottle [Smuggler's Cut]

3 - Anders: Tevinter Chantry Amulet; A Ship for Isabela - Act II - Dragon Age II - Game Guide and WalkthroughYou can find this ship during completing the main quest Blackpowder Courtesy - Anders: Tevinter Chantry Amulet; A Ship for Isabela - Act II - Dragon Age II - Game Guide and Walkthrough

You can find this ship during completing the main quest Blackpowder Courtesy. Once you get to the [Smuggler's Cut] location, you have to go north #1, killing all opponents on your way. Before you go to the surface, look around and locate the chest (M63, 3) with the Ship in a Bottle #2.

4 - Anders: Tevinter Chantry Amulet; A Ship for Isabela - Act II - Dragon Age II - Game Guide and WalkthroughLeave this area and go to the [Lowtown - At The Hanged Man] location - Anders: Tevinter Chantry Amulet; A Ship for Isabela - Act II - Dragon Age II - Game Guide and Walkthrough

Leave this area and go to the [Lowtown - At The Hanged Man] location. Click on Isabela who stands at the bar #1 (M15, 3) in order to give her the gift. You can also flirt with her #2. Regardless of the dialog options you've chosen you should earn 10 friendship points with Isabela.

The quest giver: automatically after second conversation with Arishok [Docks]

Step 1: Talk to Aveline

1 - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThis quest should appear in your journal after your final conversation with Arishok at the Docks, while completing the main quest Blackpowder Courtesy - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

This quest should appear in your journal after your final conversation with Arishok at the Docks, while completing the main quest Blackpowder Courtesy. Go to the [Hightown - Viscount's Keep] location during the day and click on Aveline #1 (M9, 2) to start a conversation with her. She'll tell you that she wants to give guardsman Donnic a gift, but he can't know that it is from her. You can act now in three ways #2:

  • agree to deliver a gift (upper right dialog option)
  • tell her that she can trust you in this matter (middle right dialog option): this option is connected with flirting with her
  • refuse to deliver a gift (bottom right dialog option)

If you choose upper or middle dialog option then you'll get copper marigolds in your inventory. If you've refused to deliver a gift, the quest will be over and you won't be able to take it again.

Step 2: Deliver a gift to guardsman Donnic

2 - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can find a guardsman Donnic in the southern room in the barracks #1 (M9, 11) - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can find a guardsman Donnic in the southern room in the barracks #1 (M9, 11). Click on him to initiate conversation. You can ask him about his health (as you remember he was wounded in I Act of the campaign) #2 and then give him a gift from Aveline.

Step 3: Talk to Aveline

3 - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughReturn to Aveline #1 (M9, 5), who would like to know what was Donnics reaction when he got a gift - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Return to Aveline #1 (M9, 5), who would like to know what was Donnic's reaction when he got a gift. Now she'll ask you to post a duty roster and to observe Donnic - particularly his reaction for a new roster. Also in this case you have three possibilities #2:

  • agree to post a roster (upper right dialog option)
  • "make her wish come true" (middle right dialog option): this option also has a romantic deeper meaning
  • refuse to post a roster (upper right dialog option): if you choose this option the quest will be over and you won't be able to take it again

Step 4: Post a duty roster

4 - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughExit the Avelines office and click on the duty roster #1 (M9, 3) to post it - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Exit the Aveline's office and click on the duty roster #1 (M9, 3) to post it. A short cut-scene will be displayed and you'll learn that Donnic is not very happy because of his new patrols in most dangerous Hightown #2.

Step 5: Talk to Aveline

5 - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughReturn again to Aveline (M9, 5) who will be surprised by a negative Donnics reaction #1 - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Return again to Aveline (M9, 5) who will be surprised by a negative Donnic's reaction #1. This time you can ask her few additional questions about her feelings towards Donnic (you can show your negative reaction for her decision). Her next idea is to invite Donnic to the inn - of course you have to do it. At the end of a conversation with Aveline you can agree to do it #2 or refuse her request. If you refuse to help her the quest will be over.

Step 6: Go to the inn with Donnic

6 - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughReturn to the room where Donnic stays (M9, 11) - The Long Road - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Return to the room where Donnic stays (M9, 11). Regardless of the dialog option you choose #1, you'll invite him to the inn. You can exit the keep now and go to the [Lowtown - At The Hanged Man] location during the night. Once you get there click on Donnic #2 (M16, 7) and you'll see funny cut-scene.

Step 7: Talk to Aveline

1 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughA meeting in the inn was not quite successful because Aveline was not brave enough to talk to Donnic - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

A meeting in the inn was not quite successful because Aveline was not brave enough to talk to Donnic. You have to talk to her again #1. This time regardless of the dialog option you choose at the end of a conversation #2, you'll agree to help her with a romantic walk with Donnic on the Wounded Coast.

Step 8: Secure the Wounded Coast

2 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can leave the inn now and travel to the [Wounded Coast] location - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can leave the inn now and travel to the [Wounded Coast] location. Once you get to the destination you'll have to clear three different camps out of opponents and monsters. In order to get to the first one, choose a northern path #1. You'll be attacked by mabari guard dogs #2 when you get there.

3 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughBe careful because two more groups of mabari will run into you from the west and the east #1 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Be careful because two more groups of mabari will run into you from the west and the east #1. After dealing with all beasts enter the camp again and click on a signal fire #2 (M28, 16) which result in displaying funny cut-scene with Donnic and Aveline.

4 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughA second camp can be found to the west form here - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

A second camp can be found to the west form here. Once you get there, start attacking raiders and raider archers. Watch out though, because there is one raider assassin among them #1. Be sure that you've eliminated all enemies and click on the second signal fire #2 (M28, 17).

5 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughA third camp is located south from here - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

A third camp is located south from here. You should be very careful because there are many traps on your way to disarm #1 and it is very hard to pass by them. Once you're in camp you have to fight slavers. Try to kill a slaver who casts spells as fast as possible #2.

6 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the battle click on the signal fire #1 (M28, 18) of course - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the battle click on the signal fire #1 (M28, 18) of course. This time you can participate in a conversation, choosing one of three dialog options #2. Note, that the bottom option is reserved for expressing your feelings towards Aveline. Regardless of the options you've chosen, Donnic will leave and you'll have to return to barracks.

Step 9: Return to the Viscount's Keep

7 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can leave the coast now and travel to the [Hightown - Viscounts Keep] location - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can leave the coast now and travel to the [Hightown - Viscount's Keep] location. Go to the Aveline's office (M9, 5) and talk to her #1. The upper and middle dialog options will result in a same effect. Aveline will spend some nice moments with Donnic and then she wants to talk to you #2. The quest ends here.

8 - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe bottom dialog option is connected with flirting #1, but it has no impact on her meeting with Donnic - The Long Road - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The bottom dialog option is connected with flirting #1, but it has no impact on her meeting with Donnic. A second conversation with Aveline is more important - you can lie about your feelings or end her future romantic conquests #2.

Questioning Beliefs (Aveline)

The quest giver: Aveline [Hightown - Viscount's Keep]

Step 1: Talk to Aveline

1 - Questioning Beliefs (Aveline) - Act II - Dragon Age II - Game Guide and WalkthroughThis quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Aveline - Questioning Beliefs (Aveline) - Act II - Dragon Age II - Game Guide and Walkthrough

This quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Aveline. An easiest way to modify your relations is to take Aveline with you when completing quests. If you want to gain more friendship points then share her opinions and if you want to gain rivalry points then make decisions which she doesn't like or which even make her angry. Once you have this quest in your journal, go to the [Hightown - Viscount's Keep] location and talk to Aveline #1 again. You do not have any impact on this short chat but if you choose a bottom right dialog option at the end of a conversation #2, she will be a little bit embarrassed. Quest will be finished when the conversation is over.

The quest giver: automatically after second conversation with Arishok [Docks]

Step 1: Talk to Anders

1 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThis quest should appear in your journal after your final conversation with Arishok at the Docks, while completing the main quest Blackpowder Courtesy - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

This quest should appear in your journal after your final conversation with Arishok at the Docks, while completing the main quest Blackpowder Courtesy. Go to the [Darktown - Ander's Clinic] location and click on Anders #1 (M23, 2) to talk to him. Grey Warden will tell you that a templar Ser Alrik wants to perform a Rite of Tranquility soon. You can ask him some additional questions and at the end of a conversation you have to decide #2 whether you want to help Anders to solve a situation with Ser Alrik (+5 friendship points with him) or not (+15 rivalry points with him; end of the quest).

Step 2: Cross the Gallows Dungeon

2 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf youve agreed to help Anders, be sure that he is an active member of your party and go with him to the southern part of Darktown - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If you've agreed to help Anders, be sure that he is an active member of your party and go with him to the southern part of Darktown. Find here a passage (M23, 14) leading to the [Gallows Dungeon] location #1 (M66, 1). Before entering a new area you can decide whether you want to go there right now #2 or you need some time for preparations.

3 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughHead south - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Head south. You'll run into first opponents after using the stairs and reaching the fork #1 (M66, 2). I do not recommend fighting them here, because they would surround you very easily. It is much better to stay near the stairs or even retreat to the previous location and wait for them to come. I suggest attacking lyrium smuggler foreman first #2.

4 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter killing foreman attack the rest of opponents - lyrium smugglers and dwarven mercenaries #1 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After killing foreman attack the rest of opponents - lyrium smugglers and dwarven mercenaries #1. When the battle is finished, examine enemies' bodies, because you can find an item which activates a side quest #2.

Unlocked side quest: The One True Pantaloons

5 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the battle you have to choose one of two passages leading deeper - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the battle you have to choose one of two passages leading deeper. If you choose an eastern passage #1 be very careful when you reach a southern room - you can be attacked by poisonous spiders and giant spiders during disarming a complex trap #2. First of all kill these monsters which can spit poisonous venom at you.

6 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf you choose a western passage #1, you wont fight anyone of disarm any traps - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If you choose a western passage #1, you won't fight anyone of disarm any traps. Whichever path you choose, you'll have to reach the stairs leading south #2 (M66, 3).

7 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughGo ahead and be ready to deal with a new group of opponents when you get to larger location - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Go ahead and be ready to deal with a new group of opponents when you get to larger location. Begin with attacking lyrium smuggler foreman #1 and after his death start eliminating standard smugglers and mercenaries. After winning the battle use the stairs #2 and head south-east.

8 - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughOnly one more group of enemies separates you from the main part of dungeon - Dissent - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Only one more group of enemies separates you from the main part of dungeon. Be careful, because you'll have to face two lyrium smuggler foremen #1. Head south. Save you game before entering the last room #2 and that's because you'll meet Ser Alrik (M66, 4) and his templars there.

Step 3: Defeat Ser Alrik in fight

1 - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughUpon entering the room youll notice that Ser Alrik has caught a Circle mage named Ella #1 and wants to make her tranquil - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Upon entering the room you'll notice that Ser Alrik has caught a Circle mage named Ella #1 and wants to make her tranquil. Regardless of the dialog option you choose #2 you'll be forced to defeat templars in a fight. Note that right after the fight begins, Justice will take control over Anders again.

2 - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe battlefield is quite small, which is a major difficulty, but I do not recommend going anywhere else - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The battlefield is quite small, which is a major difficulty, but I do not recommend going anywhere else. When the battle begins, order you party members to focus their attack on Ser Alrik #1, because he can support his men. Only after he's dead you can decide to retreat to one of the previous locations in dungeon #2.

3 - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughBut do not think that it will be easier now, because you have to kill many templars yet - they are very tough and deal large amount of damage - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

But do not think that it will be easier now, because you have to kill many templars yet - they are very tough and deal large amount of damage. I recommend focusing on eliminating two templar hunters #1, because their attacks might be deadly. After that deal with standard templars #2. You should control your party members health bars all the time, because they probably lose their life points quickly.

4 - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the battle a cut-scene will be displayed automatically - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the battle a cut-scene will be displayed automatically. Anders, who is still controlled by Justice, wants to kill Ella, because he thinks that it is too late to save her. At the end of a conversation you can act in two ways:

  • definitely forbid to kill Ella (bottom left dialog option) #1: thanks to that Anders will gain control over his body and the girl will live; +15 friendship points with Anders
  • talk some sense into Anders (any right dialog option): regardless of the options, a scene will end with Anders murdering Ella #2

In both cases Anders will return to his clinic but do not be afraid to travel with a smaller party because you won't meet any monsters in this location.

Step 4: Find documents and return to a clinic

5 - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughWhether Ella died or is alive, you have to locate Ser Alriks body and examine it - youll find Ser Alriks papers #1 and a great Dissention armor - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Whether Ella died or is alive, you have to locate Ser Alrik's body and examine it - you'll find Ser Alrik's papers #1 and a great Dissention armor. Before leaving this location, look around because in one of the chests #2 you'll find and armor upgrade for Anders.

6 - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now exit the dungeon #1 (M66, 5) and return to the [Darktown] location (M23, 14) - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now exit the dungeon #1 (M66, 5) and return to the [Darktown] location (M23, 14). If you've saved Ella, then you can talk to her after leaving the dungeon. The most important is its ending #2 where you can advise her to travel to a safe place (upper right dialog option) or return to the Circle (bottom right dialog option). If she was murdered this step is of course omitted.

7 - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughThe only thing left is a conversation with Anders in [Darktown - Anders Clinic] location (M23, 2) - Dissent - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

The only thing left is a conversation with Anders in [Darktown - Ander's Clinic] location (M23, 2). What's interesting its course is very similar regardless of whether Grey Warden murdered Ella or not. If you want to gain friendship points with Anders (25 maximum) then do not choose bottom left dialog option in the beginning, but talk to him calmly (one of the options is connected with flirting #1). If you want to gain rivalry points with this character, then choose bottom right dialog options. You can ask him to leave your party then #2, gaining as much as 35 rivalry points.

Questioning Beliefs (Anders)

The quest giver: Anders [Darktown - Ander's Clinic]

Step 1: Talk to Anders

1 - Questioning Beliefs (Anders) - Act II - Dragon Age II - Game Guide and WalkthroughThis quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Anders - Questioning Beliefs (Anders) - Act II - Dragon Age II - Game Guide and Walkthrough

This quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Anders. An easiest way to modify your relations is to take Anders with you when completing quests. If you want to gain more friendship points then share his opinions and if you want to gain rivalry points then make decisions which he doesn't like or which even make him angry. Once you have this quest in your journal, go to the [Darktown - Ander's Clinic] location and talk again to Anders. A conversation may evolve in two ways. If you choose dialog options marked with a heart, it can end even with a kiss #1 and when you return to the Hawke Estate, Grey Warden will wait for you there. But if you do not try to flirt with Anders, a conversation will probably wander to apostates and the Circle #2. Quest will be finished when the conversation is over.

The quest giver: automatically after second conversation with Arishok [Docks]

Step 1: Talk to Merrill

1 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThis quest should appear in your journal after your final conversation with Arishok at the Docks, while completing the main quest Blackpowder Courtesy - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

This quest should appear in your journal after your final conversation with Arishok at the Docks, while completing the main quest Blackpowder Courtesy. Go to the [Lowtown - Merrill's House] location and click on Merrill #1 (M14, 8) to initiate a conversation with her. She wants to boast to you about the magic eluvian mirror, which she brought to Kirkwall #2.

2 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughDuring a conversation you can flirt with Merrill #1 and also ask her some questions about the mirror - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

During a conversation you can flirt with Merrill #1 and also ask her some questions about the mirror. You'll learn that it is responsible for deaths of several people. Merrill informs you also that she needs a very rare elven item, arulin'holm, in order to fix the mirror. At the end of a conversation you can offer her your help in finding the item #2 or refuse to help her. The first option results with 10 or 15 friendship points with Merrill and the second one gives you 25 rivalry points with her. It is worth noting that if you do not agree to take part in an expedition, the quest will end now, but you can change your mind later.

Step 2: Meet Keeper Marethari

3 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf youve promised to help Merrill you can now leave her house - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If you've promised to help Merrill you can now leave her house. Add her to your party and go to the [Sundermount - Dalish Camp] location. After you reach the destination talk to Keeper Marethari #1 (M25, 3). You can ask her about an object you're looking for #2. You'll also learn that according to elven tradition, she has to give Merrill the artifact in return for completing particular mission. You'll be sent to the nearby cave to kill varterral. Note that a side quest connected with this expedition appeared in your journal.

Unlocked side quest: Honoring the Fallen

Step 3: Find varterral's den

4 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter conversation with Keeper Marethari choose upper left path, which leads to the north-east #1 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After conversation with Keeper Marethari choose upper left path, which leads to the north-east #1. Head north here and then north-east - you should soon get to the cave entrance (M25, 14) leading to the [Sundermount - Varterral Hunting Ground] location #2 (M68, 1).

5 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughHead north - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Head north. Be careful because you'll be attacked by a group of spiders which you have not probably fought yet, namely cave spiders #1 and wasp spiders #2. Kill them one by one, often controlling your party members' health bars and heal them if needed.

6 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the battle examine Radhas corpse (M68, 2) which is a part of a side quest unlocked recently #1 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the battle examine Radha's corpse (M68, 2) which is a part of a side quest unlocked recently #1. Head north and when you reach larger cave try to choose a passage located south-west from here #2. Thanks to that you would be able to locate a body of another hunter (M68, 3).

7 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughWatch out, because when you use the stairs, a new group of cave spiders will attack you #1 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Watch out, because when you use the stairs, a new group of cave spiders will attack you #1. Some monsters will appear behind your party members so do not leave mages and rogues without proper supervision. You should try to eliminate spider hunters first #2 because they are very difficult to kill.

8 - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughGo further north - Mirror Image - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Go further north. After reaching a new location try to locate a body of third dead hunter #1 (M68, 4) and then head west. A very chaotic cut-scene with Pol #2 (M68, 5), an elf, will be now displayed. He will run away towards varterral's den regardless of the dialog option you choose.

Step 3: Kill varterral

1 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughYou do not have to run after Pol, because you wont be able to save him anyway - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

You do not have to run after Pol, because you won't be able to save him anyway. Go down the stairs and after reaching the den (M68, 6) you'll see another cut-scene showing a death of the elf #1. Prepare because you will now have to fight with varterral #2 which is very difficult.

2 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughOrder your warriors and rogues to attack the beast #1 and keep your mages at a safe distance - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

Order your warriors and rogues to attack the beast #1 and keep your mages at a safe distance. This strategy works best because varterral, like for example ogres, stomps from time to time, which knocks out nearby characters and deal them some damages. Do not place your warriors behind the monster because they might be easily slowed down #2.

3 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughSpiders are an additional difficulty in this fight - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

Spiders are an additional difficulty in this fight. I do not advise to ignore them completely because otherwise they can attack you mages. Fortunately small cave spiders #1 will die very quickly and only elimination of standard spiders will take a bit more time #2.

4 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughDuring fights keep controlling your party members health bars and also regenerate their stamina and mana bars - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

During fights keep controlling your party members' health bars and also regenerate their stamina and mana bars. You have to fight until varterral and all spiders are dead #1. You'll watch now a short cut-scene involving Merrill #2 who wants to say goodbye to Pol.

5 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughDepending on whether you show Merrill your compassion #1 or you rush her, youll gain 5 friendship points (do not ask her why Pol was running away from her) or 10 rivalry points with this character - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

Depending on whether you show Merrill your compassion #1 or you rush her, you'll gain 5 friendship points (do not ask her why Pol was running away from her) or 10 rivalry points with this character. Take an opportunity and look around (I recommend to examine a pile of treasures where you can find the Honeycut dagger). Examine also a varterral's body #2, because you'll need its heart for one of the secondary quests.

Step 4: Return to Keeper Marethari

6 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughNow you have to go back to the exit from caves (M68, 1) but it wont be so easy - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

Now you have to go back to the exit from caves (M68, 1) but it won't be so easy. You'll be attacked by two groups of monsters and the first fight will take place near the area where you've found a corpse of third hunter #1. Fortunately you have to fight only a small group of skeleton archers #2.

7 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughA second fight awaits you near the exit from caves and it will be much more difficult than previous one, and thats because enemies are led by the frost horror #1 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

A second fight awaits you near the exit from caves and it will be much more difficult than previous one, and that's because enemies are led by the frost horror #1. Try to kill it fast and then attack corpses and skeleton archers #2. I advise to examine horror's body - you'll find the Hubris staff.

8 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughAfter you return to the [Sundermount] location, you have to go to the dalish elves camp in order to talk to Keeper Marethari about your expedition #1 (M25, 3) - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

After you return to the [Sundermount] location, you have to go to the dalish elves camp in order to talk to Keeper Marethari about your expedition #1 (M25, 3). She'll give you an elven artifact desired by Merrill and now you'll have to make an important decision about how you react #2. You can:

  • give Merrill the arulin'holm artifact (upper right dialog option): +15 friendship points with her
  • keep the arulin'holm artifact saying that fixing the mirror would be too dangerous: Merrill will be MAD at you which eventually leads to gaining 85 rivalry points with her (!!!); the Honeycut dagger

Regardless of your choice you'll obtain a new quest connected with Merrill.

Unlocked companion quest: Back From Sundermount

Back From Sundermount

The quest giver: automatically after completing the quest Mirror Image [Sundermount - Dalish Camp]

Step 1: Talk to Merrill

9 - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and WalkthroughYoull get this quest automatically after completing the companion quest Mirror Image, regardless of whether you decided to give Merrill an artifact or to keep it for yourself - Mirror Image - p. 2; Back from Sundermount - Act II - Dragon Age II - Game Guide and Walkthrough

You'll get this quest automatically after completing the companion quest Mirror Image, regardless of whether you decided to give Merrill an artifact or to keep it for yourself. You can now leave the Sundermount area and travel to the [Lowtown - Merrill's House] location. Click on Merrill. A conversation with elf may be played in two different ways. If you gave her an artifact, then you can talk with her calmly and of course would be able to flirt with her #1. But if you kept an artifact for yourself, then this conversation will be real challenge for you #2 and regardless of the dialog options you choose, you'll gain 25 rivalry points with her.

Questioning Beliefs (Merrill)

The quest giver: Merrill [Lowtown - Merrill's House]

Step 1: Talk to Merrill

1 - Questioning Beliefs (Merrill); The Shield of the Knight Herself; The Captains Condolences - Act II - Dragon Age II - Game Guide and WalkthroughThis quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Merrill - Questioning Beliefs (Merrill); The Shield of the Knight Herself; The Captains Condolences - Act II - Dragon Age II - Game Guide and Walkthrough

This quest appears automatically in your journal, after you collect enough friendship points or rivalry points with Merrill. An easiest way to modify your relations is to take Merrill with you when completing quests. If you want to gain more friendship points then share her opinions and if you want to gain rivalry points then make decisions which she doesn't like or which even make her angry. Once you have this quest in your journal, go to the [Lowtown - Merrill's House] location and click on Merrill. A conversation may evolve in several ways. If you gave her an artifact during a companion quest Mirror Image, then a conversation will be peaceful and you'll talk about Pol. You can also flirt with her #1. But if you kept an artifact for yourself, then you won't be able to flirt with her despite the available proper option #2. What's more she can even throw you out her house and you'll gain 10, 20 or 25 rivalry points with her.

The Shield of the Knight Herself

The quest giver: Automatically after finding The Shield of the Knight Herself [Ser Varnell's Refuge]

2 - Questioning Beliefs (Merrill); The Shield of the Knight Herself; The Captains Condolences - Act II - Dragon Age II - Game Guide and WalkthroughYoull have a chance to find this shield after completing the main quest Profit and Loss, so after a conversation with Viscount Dumar about dead qunari (M70, 2) - Questioning Beliefs (Merrill); The Shield of the Knight Herself; The Captains Condolences - Act II - Dragon Age II - Game Guide and Walkthrough

You'll have a chance to find this shield after completing the main quest Profit and Loss, so after a conversation with Viscount Dumar about dead qunari (M70, 2). Before you leave the [Ser Varnell's Refuge] location, use the stairs and examine a large box #1 (M70, 3) taking The Shield of the Knight Herself. Now you can travel to the [Hightown - Viscount's Keep] location during the day. After reaching the destination click on Aveline #2 (M9, 2) to start a conversation with her.

3 - Questioning Beliefs (Merrill); The Shield of the Knight Herself; The Captains Condolences - Act II - Dragon Age II - Game Guide and WalkthroughWhats interesting she wont be very happy because of a gift #1, because she already lost a memorial Ser Wesleys shield - Questioning Beliefs (Merrill); The Shield of the Knight Herself; The Captains Condolences - Act II - Dragon Age II - Game Guide and Walkthrough

What's interesting she won't be very happy because of a gift #1, because she already lost a memorial Ser Wesley's shield. Regardless of the dialog options you choose, Aveline will accept a gift and the shield will appear in her equipment (it is worth to keep it there because it has excellent stats) #2.

The Captain's Condolences

The quest giver: automatically after completing the quest All That Remains [Hightown - Hawke Estate]

Step 1: Talk to Aveline

4 - Questioning Beliefs (Merrill); The Shield of the Knight Herself; The Captains Condolences - Act II - Dragon Age II - Game Guide and WalkthroughYoull receive this quest automatically after completing the main quest All That Remains - Questioning Beliefs (Merrill); The Shield of the Knight Herself; The Captains Condolences - Act II - Dragon Age II - Game Guide and Walkthrough

You'll receive this quest automatically after completing the main quest All That Remains. Travel to the [Hightown - Viscount's Keep] location during the day. Go to the Aveline's office and click on her to start a conversation #1. During it Aveline will try to cheer you up telling you about her father and you can listen to it #2 or end the conversation. What's interesting, you do not have to worry about Aveline's negative reaction even if you blame her for your mother's death and challenge her to a duel.

The quest giver: automatically after completing the main quest The Deep Roads Expedition [Hightown - Viscount's Keep] or automatically after completing the DLC quest Duty [Hightown - Chantry]

Step 1: Talk to Sebastian

1 - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can complete this quest only if you have the Exiled Prince DLC installed - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can complete this quest only if you have the Exiled Prince DLC installed. Additionally you have to complete the DLC quest Duty first.

This quest can be activated in two ways. If you've completed the quest Duty in a first Act of the campaign, then you'll obtain this new mission right after getting to Act II, so after completing the main quest The Deep Roads Expedition and conversation with Viscount Marlowe Dumar in the [Hightown - Viscount's Keep] location. But if you've completed the quest Duty in a second Act of a campaign, then you'll obtain this new mission right after ending it, so after reporting back to Sebastian about killed mercenaries. Regardless of the previous events you have to travel to the [Hightown - Chantry] location during the day and talk to Sebastian, who can be found near the statue (M7, 5) #1. During a conversation #2 the prince will ask you to explore lady Harimann Estate (she is the one who sent mercenaries after him). Note that Sebastian has joined your party and if you want to go to the estate now, it is a good idea to find him a place in your active team.

Step 2: Explore lady Harimann Estate

2 - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now leave the Chantry and go to the estate district during the day - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now leave the Chantry and go to the estate district during the day. Find here the door (M3, 31) #1 leading to the [Hightown - Harimann Estate] location (M97, 1). Once you're inside, go up the stairs and head to the northern room #2 (M97, 2). You'll witness there first of several cut-scenes, which have one in common - people you see can't see Hawke or the rest of your party members.

3 - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughGo back to the floor and use the southern door #1 leading to the dining room - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Go back to the floor and use the southern door #1 leading to the dining room. You'll watch here a short scene too (M97, 3). Before you leave, look around the place and find a chest with an armor upgrade for Sebastian #2. You can also examine Lady Harimann journal which lies on the table.

4 - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now head towards eastern door - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now head towards eastern door. I suggest go to the east first. In the northern bedroom (M97, 4) you'll witness a quite funny scene #1 and also will find more pages from Lady Harimann's journal. Now you can go back to the fork and take a corridor leading south #2. You can check an eastern room on your way, where you'll find more pages from a journal.

5 - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughHead south until you reach a basement entrance #1 (M97, 5) - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Head south until you reach a basement entrance #1 (M97, 5). Go down the stairs. Once you're in the basement you can have a short conversation with characters which were ignoring you till now #2, but you'll be attacked by monsters soon (M97, 6).

6 - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter the battle begins, attack a desire demon #1, trying to kill him as fast as possible - Repentance - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After the battle begins, attack a desire demon #1, trying to kill him as fast as possible. When he is dead you can eliminate shades. After winning the battle examine demon's body and you'll find a valuable Fade's Fury dagger. Look around to find a nearby dead Flint Company mercenary #2 (M97, 7) because he possess an item which activates a new companion quest.

Unlocked companion quest: The Starkhaven Longbow

1 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now leave the basement (M97, 8) #1 and get to the [Underground passage] locations (M98, 1) - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now leave the basement (M97, 8) #1 and get to the [Underground passage] locations (M98, 1). Head east. You'll run into a first group of monsters after going down the stairs. Try to eliminate shades first and then kill rage demon #2. You should use items which increase your immunity to fire element of course.

2 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughContinue east - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Continue east. Expect a second hostile encounter after you reach a large hall #1 (M98, 2). At the beginning you have to fight only a revenant so it is a good idea to retreat to the previous location and wait for a demon. When it is dead, enter the same large hall. Now you have to deal with corpses and skeleton archers #2, but it shouldn't be a big problem.

3 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughLook around and then choose a passage leading to the north #1 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Look around and then choose a passage leading to the north #1. When you reach a larger fork (M98, 3), a new group of monsters will attack you. Try to kill skeleton archers first and then face two rage demons #2. After eliminating them, first attack shades and corpses afterwards.

4 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughHead west now and then turn to the north - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Head west now and then turn to the north. You'll run into another group of monsters (M98, 4) - focus on eliminating revenant first #1. After it is dead, attack corpses and skeleton warriors but watch out for an arcane horror which will appear after a while #2. Once you've see it try to kill it fast preventing it from casting powerful spells.

5 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can use a northern passage now #1 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can use a northern passage now #1. After few moments you'll reach a last room in this underground structure #2. I definitely suggest saving your game here, because a conversation scene will start in a few moments. You'll meet Lady Harimann and Allure, a desire demon (M98, 5).

Step 3: Meet Lady Harimann and Allure

6 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can choose several dialog options during this conversation #1, but its result will be the same - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can choose several dialog options during this conversation #1, but its result will be the same. The only difference between them is how many points (friendship or rivalry) with party members you'll get. When the conversation ends the battle will start #2.

7 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughI strongly recommend starting with attacking Lady Harimann #1 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

I strongly recommend starting with attacking Lady Harimann #1. You should kill her fast and that's because she is a mage. Then eliminate Allure #2 - she is able to support other monsters. Afterwards attack shades, which shouldn't be a big deal even if there are many of them. After winning the battle examine Allure's body - you'll get Allure's Crook among other items.

Step 4: Return to the Chantry

8 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can now use a passage nearby #1 (M98, 6) - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can now use a passage nearby #1 (M98, 6). You'll return to the [Hightown - Harimann Estate] location (M97, 8). One more short conversation awaits you in the basement #2. It is worth noting that if you choose upper right dialog option you'll get 5 friendship points with Sebastian, while middle right or bottom right dialog option will give you 5 rivalry points with him.

9 - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou should go through the entire estate now, reaching a door leading to the [Hightown] location (M97, 1) - Repentance - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You should go through the entire estate now, reaching a door leading to the [Hightown] location (M97, 1). Head to the Chantry. After reaching the [Hightown - Chantry] location, click on Sebastian #1 (M7, 5). Note that during this conversation you'll be able to advise the prince how he should behave or to flirt with this character #2. Depending on the dialog options you choose you'll gain 10 friendship points or 10 rivalry points with Sebastian. All options result with 11 sovereigns of reward.

The Starkhaven Longbow

The quest giver: Automatically after finding the Starkhaven Longbow [Hightown - Harimann Estate]

Step 1: Find the bow

1 - The Starkhaven Longbow; Questioning Beliefs (Sebastian) - Act II - Dragon Age II - Game Guide and WalkthroughA chance of finding the bow appears during the completion of the companion quest Repentance - The Starkhaven Longbow; Questioning Beliefs (Sebastian) - Act II - Dragon Age II - Game Guide and Walkthrough

A chance of finding the bow appears during the completion of the companion quest Repentance. You have to get to the cellar in the [Hightown - Harimann Estate] location. After dealing with the monsters #1 examine a body of Flint Company Mercenary #2 (M97, 7). You'll find the Starkhaven Longbow among other things. Further actions will be possible only after completing the quest Repentance that is after leaving the [Underground passage] location.

Step 2: Give Sebastian the bow

2 - The Starkhaven Longbow; Questioning Beliefs (Sebastian) - Act II - Dragon Age II - Game Guide and WalkthroughAfter completing the companion quest Repentance stay in the [Hightown - Chantry] location and click on Sebastian (M7, 5) #1 - The Starkhaven Longbow; Questioning Beliefs (Sebastian) - Act II - Dragon Age II - Game Guide and Walkthrough

After completing the companion quest Repentance stay in the [Hightown - Chantry] location and click on Sebastian (M7, 5) #1. You can ask prince about the bow and his grandfather #2. Depending on the main dialog option you've chosen you'll receive 10 friendship points (upper right), 5 friendship points (middle right) or 10 rivalry points (bottom right) in relation with Sebastian. Note also that the Starkhaven Longbow is automatically exchanged for a weapon he was using till now.

Questioning Beliefs (Sebastian)

The quest giver: Sebastian [Hightown - The Chantry]

Step 1: Talk to Sebastian

3 - The Starkhaven Longbow; Questioning Beliefs (Sebastian) - Act II - Dragon Age II - Game Guide and WalkthroughThis quest will automatically appear in your journal after you accumulate enough friendship or rivalry points in relation with Sebastian (Exiled Prince DLC required) - The Starkhaven Longbow; Questioning Beliefs (Sebastian) - Act II - Dragon Age II - Game Guide and Walkthrough

This quest will automatically appear in your journal after you accumulate enough friendship or rivalry points in relation with Sebastian (Exiled Prince DLC required). The easiest way to modify your relationship is to take Sebastian within your party when completing quests. If you want to obtain friendship points then make decisions after his heart and if you want to obtain rivalry points then make decisions which he doesn't like or even make him angry. After this quest appears in your journal go to the [Hightown - The Chantry] location during the day. Click here on Sebastian #1 so you can talk to him. The main subject of this conversation will be probably prince's hesitations about what he should do with himself. The game will also allow you to continue romancing with Sebastian #2.

A Talking To

Received from: automatically after the main quest is finished - Demands of the Qun [Hightown - The Square in Hightown]

Step 1: Talking to Merrill

1 - A Talking To; The Storm and what Came Before It - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically after finishing the main quest Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown] - A Talking To; The Storm and what Came Before It - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically after finishing the main quest Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown]. Of course go to the localization [Hightown - Merrill's House] #1. After reaching the place, the scene should appear automatically. The discussion with Merrill can turn out differently, it depends on the fact if you helped her to reconstruct the mirror or not #2 or left the useful artefact for yourself.

The Storm and what Came Before It

Received from: automatically after the quest is over - Demands of the Qun [Hightown - The square in Hightown]

Step 1: A conversation with Varrik

2 - A Talking To; The Storm and what Came Before It - Act III - Dragon Age II - Game Guide and WalkthroughYou will automatically get the task automatically after the main quest is finished - Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown] - A Talking To; The Storm and what Came Before It - Act III - Dragon Age II - Game Guide and Walkthrough

You will automatically get the task automatically after the main quest is finished - Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown]. Of course go to the localization [Lowtown - The Hanged Man], and after reaching the barracks, click on Varrik #1. You can ask the dwarf about the details of the meeting with Anders.

Check on Anders

Received from: automatically after finishing the main quest called Demands of the Qun [Hightown - The Square in Hightown]

Step 1: A conversation with Anders

1 - Check on Anders; Champions and Captains - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically after finishing the main quest called Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown] - Check on Anders; Champions and Captains - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically after finishing the main quest called Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown]. Of course go to the localization [Anthill - Anders's Clinic], and after reaching the place click on Anders #1 (M23, 2). Conversation will mainly concern a difficult life of the Grey Warden in a situation of hunting wizards by the Templars #2. This quest will be finished when you complete the conversation, but it is worth coming back to the Anthill soon, because in this case the game can unlock Justice quest which is also connected to Anders.

Champions and Captains

Received from: automatically after completing the main quest called Demands of the Qun [Hightown - The Square in Hightown]

Step 1: A conversation with Aveline

2 - Check on Anders; Champions and Captains - Act III - Dragon Age II - Game Guide and WalkthroughYou will obtain this task automatically after completing the main quest called Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown] - Check on Anders; Champions and Captains - Act III - Dragon Age II - Game Guide and Walkthrough

You will obtain this task automatically after completing the main quest called Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown]. Of course go there during the day [Hightown - The Vice-Count's Citadel], and after reaching the barracks, click on Aveline #1. The conversation with Aveline will be short, but you can ask her some additional questions, among other things - the funny one connected to her honeymoon with Donnic. #2.

Speak to Fenris

Received from: automatically after completing the main quest called Demands of the Qun [Hightown - The Square in Hightown]

Step 1: Speak to Fenris

1 - Speak to Fenris - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically after completing the main quest called Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown] - Speak to Fenris - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically after completing the main quest called Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown]. Of course go to the localization [Hightown - Fenris Residence], and after reaching the place, click on Fenris #1 (M18, 8) If in the II act of the campaign you completed the quest of your companion Bitter medicine, the elf will tell you he found his sister and that she is waiting for him in an inn Under The Handman. When the conversation is over, you have three options #2:

  • be keen to go to the meeting (right upper dialogue option): +5 friendship points with Fenris
  • share your worries concerning the meeting (right middle dialogue option): +5 rivalry points with Fenris
  • reject the offer of going to a meeting (right bottom dialogue option): +5 rivalry points with Fenris

The choice of an option does not influence anything, because in any case new quest concerning Fenris will be added to the character's notebook.

Attention! If you missed the quest called Bitter medicine, the topic of Fenris's sister will be completely skipped and of course you will not be able to start a task concerning meeting her in an inn.

Unlocked companion's quest: Alone

Isabela's Regret

Received from: automatically after passing the main quest called Demands of the Qun [Hightown - The Square in Hightown]

Step 1: A conversation with Isabela

1 - Isabellas Regret; The New Place - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically after completing the main quest called Demands of the Qun and after meeting Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown] - Isabellas Regret; The New Place - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically after completing the main quest called Demands of the Qun and after meeting Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown]. It is worth adding that it will only take place if Isabela rejoined the team at the end of II act of the campaign and was not kidnapped by Qunari. Of course go to the location [Lowtown - The Hanged Man] and click on Isabela standing by the bar #1. The conversation will concern her doubts about the decision on returning the relics #2.

The New Place

Received from: automatically after completing the main quest Demands of the Qun [Hightown - The Square in Hightown]

Step 1: A conversation with the new inhabitant of the mansion

2 - Isabellas Regret; The New Place - Act III - Dragon Age II - Game Guide and WalkthroughYou can get this task after finishing the main quest Demands of the Qun and after meeting Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown] - Isabellas Regret; The New Place - Act III - Dragon Age II - Game Guide and Walkthrough

You can get this task after finishing the main quest Demands of the Qun and after meeting Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown]. It will only happen if in the meanwhile you had an affair with Anders or Merrill which made them move to Hawke Estate. In such case, go to the location [Hightown - Hawke Estate] and find the new tenant #1, whom you will have to talk to #2.

Received from: Fenris [Hightown - Fenris's Residence]

Step 1: Go to a meeting with Fenris's sister

1 - Alone - Act III - Dragon Age II - Game Guide and WalkthroughYou will automatically obtain the task after passing the companion quest called Talk to Fenris (and the previous one called Bitter Medicine) and it doesn't depend on the fact whether you choose to meet Fenris's sister or have some doubts about it - Alone - Act III - Dragon Age II - Game Guide and Walkthrough

You will automatically obtain the task after passing the companion quest called Talk to Fenris (and the previous one called Bitter Medicine) and it doesn't depend on the fact whether you choose to meet Fenris's sister or have some doubts about it. Take Fenris to an active team and during the day follow him to the localization [Lowtown - The Hanged Man]. After reaching your destination the game will automatically put on a scene presenting a meeting with Varania #1 (M15, 7). Unfortunately it will turn out that it is a trap, because Danarius #2, will also appear in the inn - he is the person Fernis was hunting for after running away free.

Step 2: A conversation with Danarius

2 - Alone - Act III - Dragon Age II - Game Guide and WalkthroughNow there is a difficult choice ahead of you - Alone - Act III - Dragon Age II - Game Guide and Walkthrough

Now there is a difficult choice ahead of you. There are four possible options:

  • Giving Fenris to Darius (left bottom dialogue option and then right bottom dialogue option) #1. It is the most extreme option which will lead to the end of this quest and Fenris will leave the team. On the other hand, Darius will give you 5 Sovereigns. Moreover, it is worth to read the message he left you by the desk in Hawke Estate.
  • Stating clearly that Fenris is no longer Danarius's slave (right upper dialogue option): +10 friendship points with Fenris.
  • An attempt to negotiate with Danarius (right middle dialogue option): +10 rivalry points with Fenris.
  • Attacking Danarius' people without further talks (right bottom dialogue option).

Generally speaking, choose any of three bottom dialogue options. As a result, a fight in the inn will start #2.

Step 3: Defeating Danarius and his people

3 - Alone - Act III - Dragon Age II - Game Guide and WalkthroughAs it has been already stated, the fight will take place if you don't allow to give Fenris to the magister - Alone - Act III - Dragon Age II - Game Guide and Walkthrough

As it has been already stated, the fight will take place if you don't allow to give Fenris to the magister. At the beginning Danarius will not fight, so start attacking Slavers #1. Unfortunately new hunters will soon join the fight and they may appear at the entrance to the inn or by the stairs where Danarius is situated #2.

4 - Alone - Act III - Dragon Age II - Game Guide and WalkthroughAfter starting the second stage of the fight, start eliminating Shades #1, because their health bars are very short and they will disappear fast - Alone - Act III - Dragon Age II - Game Guide and Walkthrough

After starting the second stage of the fight, start eliminating Shades #1, because their health bars are very short and they will disappear fast. At the end deal with the most powerful Rage Demon #2.

5 - Alone - Act III - Dragon Age II - Game Guide and WalkthroughDanarius will join the fight when you reach the third stage of the battle, and you may expect the help of Shades, corpses and Skeleton Archers #1 - Alone - Act III - Dragon Age II - Game Guide and Walkthrough

Danarius will join the fight when you reach the third stage of the battle, and you may expect the help of Shades, corpses and Skeleton Archers #1. Get rid of some living dead and then start attacking the magister himself #2.

6 - Alone - Act III - Dragon Age II - Game Guide and WalkthroughUnfortunately, you can expect Darius to surround himself with a protective barrier #1 and in such situations it is worth neutralizing the dead nearby - Alone - Act III - Dragon Age II - Game Guide and Walkthrough

Unfortunately, you can expect Darius to surround himself with a protective barrier #1 and in such situations it is worth neutralizing the dead nearby. However, you should know, the battle will end when you kill Danarius #2, even if there are still some monsters in the room.

Step 4: Making decision about Varania

7 - Alone - Act III - Dragon Age II - Game Guide and WalkthroughAt the end of this quest, the game will present a new scene with Fenris and his sister Varania - Alone - Act III - Dragon Age II - Game Guide and Walkthrough

At the end of this quest, the game will present a new scene with Fenris and his sister Varania. There are three possible options here #1:

  • You can ask Fenris not to kill sister (right upper dialogue option): This option will lead to letting Variania free and obtaining 10 rivalry points with Fenris.
  • Allowing Fenris to make the decision (right middle dialogue option): Elf will kill his sister in such situation #2, and you will gain 10 friendship points with Fenris.
  • You can encourage Fenris to kill his sister (right bottom dialogue option): Also this option will end up with Varania's death, and you will obtain 15 friendship points with Fenris.

Use this option to deal with two topics. Mentioning the topic of unfair accusation of wizards during the conversation with Fenris will decrease the point situation (rivalry points) with this character. No matter how you behave you will obtain a very valuable Cuirass of the Centurion.

Received from: automatically after reaching the anthill [Anthill]

Step 1: A conversation with Anders

1 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThis task should appear automatically in your notebook during one of your visits in the anthill if you completed the companion quest Check how's Anders - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

This task should appear automatically in your notebook during one of your visits in the anthill if you completed the companion quest Check how's Anders. Go to the clinic again to talk to Grey Warden #1 (M23, 2). While talking you'll learn that Anders knows a special tactic which allows you to leave Justice for good. Unfortunately, to make it work, you will have to obtain very rare ingredients. Read dialogue sections carefully because at some point you will have to make a decision #2:

  • help Anders find the ingredients (right upper or right middle dialogue option)
  • not helping Anders (right bottom dialogue option): in such case the quest finishes and it cannot be repeated, however you will not get rivalry points with Anders

Step 2: Finding the ingredients

2 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAnders looks for dragon rocks and sela petrae dust - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Anders looks for dragon rocks and sela petrae dust. It will be easier to find the second ingredient, because you won't have to leave the anthill. Go to the southern part of the area and look for passage (M23, 14) to localization [Anthill - Channels] #1 (M77, 1). Confirm you started searching #2 and notice that during the visit in channels Anders will have to join an active team.

3 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughIn the channels there are five sources of sela petrae (M77, 2) and unfortunately you have to reach them all - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

In the channels there are five sources of sela petrae (M77, 2) and unfortunately you have to reach them all. The moment you reach the channels you will be attacked by smugglers of lyrium, their archmen, dwarf-human mercenaries #1 as well as the foreman of the smugglers of lyrium. First it is worth attacking the last one #2.

4 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAt the beginning it is better to fight at the ground floor as there are too many traps upstairs - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

At the beginning it is better to fight at the ground floor as there are too many traps upstairs. One of them is right next to the stairs #1, and the next one just few steps further #2. Try to use the rogue to disarm them quickly, as a result, no person on the team will accidentally fall into one of the traps.

5 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the battle, look for deposit situated north from the place where you started #1 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the battle, look for deposit situated north from the place where you started #1. Now start exploring the southern part of the channels. Unfortunately, in this case too you will have to fight. As fast as possible get rid of apostate wizards #2 and then attack pirate robbers.

6 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughTo find the second deposit you have to use the stairs and choose a very narrow passage #1 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

To find the second deposit you have to use the stairs and choose a very narrow passage #1. Now come back to the place where you fought the first group of enemies and then head towards the doors on the north #2.

7 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThere's a new battle ahead of you, during which it is worth staying in the southern part of channels and waiting until the enemies arrive - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

There's a new battle ahead of you, during which it is worth staying in the southern part of channels and waiting until the enemies arrive. Focus on eliminating the new foreman of the lyrium smugglers #1 and after killing him, take care of the weaker criminals. After winning the battle go to the northern part of the room, you will find the third deposit #2.

8 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughContinue going north - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Continue going north. Watch out because there is a very dangerous trigger trap #1, which has to be disarmed. After noticing the enemies, go back south and wait till they come. First start eliminating the weaker units and one new foreman #2.

9 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAt the end deal with mini-boss of this location - a very resistant Foreman #1 (M77, 3) - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

At the end deal with mini-boss of this location - a very resistant Foreman #1 (M77, 3). You can look the last two deposits #2, as well as at least one chest with valuable treasures. After collecting all five deposits, go to the exit situated in the north part of channels (M77, 4).

10 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter obtaining dragon rocks (the second ingredient on the list), you have to leave the Anthill and decide to localization [Bone Pit] (M80, 1) After reaching the place you should notice that the miners camp was completely destroyed #1 (M80, 2) and to check how it happened you have to complete the qu - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After obtaining dragon rocks (the second ingredient on the list), you have to leave the Anthill and decide to localization [Bone Pit] (M80, 1) After reaching the place you should notice that the miners camp was completely destroyed #1 (M80, 2) and to check how it happened you have to complete the quest titled Massacre in the mine. IGNORE the path leading south and go east instead #2.

11 - Justice - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughGo south-east and after a few moments you will reach a passage (M80, 6) leading to localization [Bony Pit - Dragon Stone Mines] #1 (M81, 1) - Justice - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Go south-east and after a few moments you will reach a passage (M80, 6) leading to localization [Bony Pit - Dragon Stone Mines] #1 (M81, 1). Just as you did before, you have to confirm the urge to start exploration of the new localization #2 and join Anders in the active team.

1 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the place, prepare to disarm the first set of traps #1 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the place, prepare to disarm the first set of traps #1. Unfortunately, even if you succeed you will be attacked by a group of poisonous spiders and filthy spiders #2. It is worth attacking the monsters one by one and also mind the condition of particular teammates.

2 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter finishing fighting start an interaction with the first deposit of dragon rock #1 (M81, 2) - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After finishing fighting start an interaction with the first deposit of dragon rock #1 (M81, 2). Unfortunately, just like during the trip in the channels, you will have to reach few different deposits. Do not go south straight away. Choose the passage leading east instead #2.

3 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughHere you will also have to eliminate a group of spiders, but they will be the poisonous kind only - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Here you will also have to eliminate a group of spiders, but they will be the poisonous kind only. It is worth fighting the monsters in narrow passages #1, although it is not necessary. After eliminating the monsters, check the localization carefully and you will find the second deposit #2.

4 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNow you can come back to the place where you defeated the first group of spiders and head south #1 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Now you can come back to the place where you defeated the first group of spiders and head south #1. After reaching the crossroads #2 you can either go east or west. It doesn't matter as you will have to reach all five deposits.

5 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughTo keep order, start exploring according to the movement of clock's hand so head towards the eastern corridor #1 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

To keep order, start exploring according to the movement of clock's hand so head towards the eastern corridor #1. Here after few moments you will reach the third deposit #2. Take the ingredient and choose the corridor leading south.

6 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughSave the game before entering the biggest cave - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Save the game before entering the biggest cave. Start with disarming new traps and prepare for a new battle which you will fight with huge spider #1. As poisonous spiders will accompany it, it is worth going towards stairs and deal with them #2. The advantage of this solution is the fact that the huge spider won't be able to attack you at the same time.

7 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter eliminating regular spiders, start attacking the huge spider #1, watch out for his strong attacks and attempts of knock down your teammates - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After eliminating regular spiders, start attacking the huge spider #1, watch out for his strong attacks and attempts of knock down your teammates. After winning the fight, look around and you will find the fourth deposit #2.

8 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou will have to head north-west to reach the fifth deposit - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You will have to head north-west to reach the fifth deposit. As you can assume, you will be attacked by spiders here (poisonous and filthy) #1, but this battle will be of course easier than the previous one. After battle is over, go upstairs and look for the fifth deposit #2. Now you can go back to the place you started (M81, 1) or head towards the southern exit from the mines (M81, 3).

Step 3: Coming back to Anders's clinic

9 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou can leave the area near the Bone Pit and go back to the location [Anthill - Anders's Clinic ] - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You can leave the area near the Bone Pit and go back to the location [Anthill - Anders's Clinic ]. Here click on the character of the Grey Warden #1 (M23, 2). During the talk you will learn that Anders will additionally need you to go to the Monastic Order and draw the attention of the Great Priestess Ethina but she will not be willing to share the details. At the end of the conversation, agree for this plan (right upper dialogue option) #2 or refuse helping him (right bottom dialogue option) which will lead to the quest's end.

Step 4: Visit in the Monastic Order

10 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNow from the map of the world, choose the day travel to localization [Hightown - Monastric Order] - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Now from the map of the world, choose the day travel to localization [Hightown - Monastric Order]. After reaching the place, listen to a short conversation with Anders and go to the platform with Great Mother Elthina #1 (M7, 5). Come up to her to automatically start the conversation. Strangely enough, it doesn't matter which dialogue option you choose. Even if you want to finish the meeting soon, Anders will have enough time to do his tasks #2, as a result, you can leave the Monastic Order together.

Step 5: A conversation with Anders

11 - Justice - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNotice that you have been automatically moved to localization [Anthill] - Justice - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Notice that you have been automatically moved to localization [Anthill]. Enter Anders's clinic and start another talk #1 (M23, 2). It will not take long #2 and, although it may seem like Anders is saying goodbye to the team, he will not leave it. Quest will be over here and you will obtain Renegade Coat, which will become Anders's new outfit.

Memento of the Dalish

Received from: Automatically after finding Sylvanwood Ring [Sundermount]

1 - Memento of the Dalish; A Small Problem - Act III - Dragon Age II - Game Guide and WalkthroughThe chance of completing the quest will appear in a moment when you move to the III act of the game and decide to visit localization [Sundermount] - Memento of the Dalish; A Small Problem - Act III - Dragon Age II - Game Guide and Walkthrough

The chance of completing the quest will appear in a moment when you move to the III act of the game and decide to visit localization [Sundermount]. On your way to the camp of Dali elves you should come across few traps #1. When you try to disarm them, the robbers appear #2 (M25, 15).

2 - Memento of the Dalish; A Small Problem - Act III - Dragon Age II - Game Guide and WalkthroughAs quick as you can deal with the leader of thieves #1, because he is the assassin and his surprising attacks can do much harm - Memento of the Dalish; A Small Problem - Act III - Dragon Age II - Game Guide and Walkthrough

As quick as you can deal with the leader of thieves #1, because he is the assassin and his surprising attacks can do much harm. When is dies, deal with regular enemies #2, who should die quite fast.

3 - Memento of the Dalish; A Small Problem - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the fight check the body of the leader of thieves, as a result you will find, among other things, Sylvanwood Ring #1 - Memento of the Dalish; A Small Problem - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the fight check the body of the leader of thieves, as a result you will find, among other things, Sylvanwood Ring #1. You can leave this area and move to localization [Bottom City - Merrill's House] (or [Hightown - Hawke Estate] if the hero and Merill are a couple). After reaching the place, click on Merrill (M14, 8). You can show you want to listen to the story connected with the ring #2, then, no matter which dialogue option you choose, you will get 5 friendship points with Merrill. In the main part of the inventory, the ring you found will appear as well as a wooden figure but it will be reserved for the elf.

A Small Problem

Received from: automatically after finishing the main quest titled Freedom [Executioner Room - Templars' Room]

Step 1: A conversation with Varrik

4 - Memento of the Dalish; A Small Problem - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically after finishing the main quest titled Freedom, so after finishing all runeway apostates - Memento of the Dalish; A Small Problem - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically after finishing the main quest titled Freedom, so after finishing all runeway apostates. The point is to have another conversation with Varrik (M15, 2) and to do it you have to go to another localization [Lowtown - The Hanged Man]. Click on Varrik when you reach the place #1. The dwarf will tell you he has some problems Bartrand's mansion known from the quest titled A family matter, and the reasons it that is said to be haunted. No matter if you want to check the gossip #2 or you don't for the time being, the new companion quest will appear in the notebook and it will concern going to the mansion.

Unblocked companion quest: The Haunting

Received from: Varrik [Lowtown - The Hanged Man]

Step 1: Checking the Bartrand's mansion

1 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically after completing the companion quest titled A Small Problem, so after talking to Varrik about the haunted Bartrand's mansion - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically after completing the companion quest titled A Small Problem, so after talking to Varrik about the haunted Bartrand's mansion. At night you can go to the localization [Hightown]. Here head towards the mansion and find the passage (M4, 13) leading to localization [Hightown - Bartrand's Mansion] #1 (M56, 2). After reaching the place, start exploring other rooms in the mansion #2. You will witness some strange events here but at the moment you are safe.

2 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughIt is a good idea to check the storage room in the north-east part of the mansion #1, where you can listen to a short story about the past of Varrik and Bartrand - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

It is a good idea to check the storage room in the north-east part of the mansion #1, where you can listen to a short story about the past of Varrik and Bartrand. To make the action go on, head towards the main room of the mansion, go upstairs and choose the doors leading to the main living room #2 (M56, 5), so to the place where you met Bartrand the last time you came here.

3 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughAfter getting inside, you will meet one of woman hiding in here #1 - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

After getting inside, you will meet one of woman hiding in here #1. The team will then come back to the main room of the mansion where ethereal golem is waiting #2 (M56, 1). As you can assume, you will have to fight here.

Step 2: Defeating the ethereal golem

4 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughOf course if you want, run downstairs but it is better to fight golem on the stairs #1 or on the floor - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

Of course if you want, run downstairs but it is better to fight golem on the stairs #1 or on the floor. Use your soldiers to attack the monster, the rest of the team should stay in the back. Watch out when the golem is loading himself #2. In such case it is better to keep all teammates in a distance, because the explosion of energy could knock them down and take most of their health away.

5 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughYou have to fight as long as golem temporarily disappears and sends weaker monsters after you - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

You have to fight as long as golem temporarily disappears and sends weaker monsters after you. Start attacking Shades #1. It is advisable to fight the monsters by the stairs or on the floor as it is more difficult for them to surround the team. You have to eliminate all Shades, as a result the ethereal golem comes back to the battlefield #2.

6 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughThe general idea of fighting the golem hasn't changed, so continue attacking the monster #1, watch out for the moments when he tries to free the energy stored inside of him - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

The general idea of fighting the golem hasn't changed, so continue attacking the monster #1, watch out for the moments when he tries to free the energy stored inside of him. Fight until the golem disappears again and sends even bigger group of Shades against you #2.

7 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughAfter eliminating the Shades, the last third stage of fighting the ethereal golem will start #1 - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

After eliminating the Shades, the last third stage of fighting the ethereal golem will start #1. This time you can also expect additional obstacles and you should be able to take the life energy from the monster and as a result, kill #2.

Step 3: Making a decision about a fragment of idol made from lyrium

8 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughAfter eliminating the golem, the game will present a new cut-scene #1, during which you should notice that the idol has a negative influence on Varrick as it used to have on Bartrand - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

After eliminating the golem, the game will present a new cut-scene #1, during which you should notice that the idol has a negative influence on Varrick as it used to have on Bartrand. After the conversation is over, you have two options #2:

  • You can hand the fragment of idol to Varrik (right upper dialogue option). Probably the rest of the team will be against it but you are the one who makes the final decision. You will have to wait for the long-term results, although now you will obtain strong leather trench coat for Varrik, and Varrik's arch will get three new slots for runes.
  • Making Varrik get rid of the fragment of idol (right bottom dialogue option). The dwarf will be not pleased with the situation, but he will not leave the team and the point relation between you will not change too.
9 - The Haunting - Act III - Dragon Age II - Game Guide and WalkthroughIf you gave the fragment to Varrik, the quest will end - The Haunting - Act III - Dragon Age II - Game Guide and Walkthrough

If you gave the fragment to Varrik, the quest will end. In the opposite case you can use the fragment as you wish. Go to the localization [Hightown - Hawke Estate] and click on Sandal #1 (M14, 16). During the talk #2 you will learn that he can make you something. After a while it will turn out it will be ancient lyrium rune, and it will allow you to increase your attack speed of 35%.

No matter which solution you choose, you should get two more quests connected with Varrick. Before entering the mansion it is worth checking the register upstairs (a short conversation) and open cleverly closed chest.

Unblocked companion quest: Closure

Unblocked companion quest: The Anniversary

Closure

Received from: Varrik [Lowtown - The Hanged Man]

Step 1: A conversation with Varrik

1 - Closure; Anniversary - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically after finishing the companion quest titled The Haunting, which is after checking the mansion and eliminating the golem - Closure; Anniversary - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically after finishing the companion quest titled The Haunting, which is after checking the mansion and eliminating the golem. Go back to the localization [Lowtown - The Hanged Man]. Click on Varrik to start a conversation #1. Meeting with Varrik will be very short and it will concern the fragment of an idol you found #2. Naturally, the quest may turn up differently, it depends on the decision you made at the end of the last quest (giving Varrik the fragment of an idol or leaving it for yourself).

Anniversary

Received from: Varrik [Lowtown - The Hanged Man]

Step 1: A conversation with Varrik

2 - Closure; Anniversary - Act III - Dragon Age II - Game Guide and WalkthroughYou will get the task automatically after completing the companion quest called The Haunting, so after checking the mansion and eliminating the golem - Closure; Anniversary - Act III - Dragon Age II - Game Guide and Walkthrough

You will get the task automatically after completing the companion quest called The Haunting, so after checking the mansion and eliminating the golem. Come back to the localization [Lowtown - The Hanged Man]. Click on Varrik to start a conversation #1. It is worth mentioning that you will talk to him again during the quest called Closure and then after its completion you will have to talk to the dwarf again. Varrik will want to celebrate the sixth anniversary of your adventures with you #2. Quest will be completed after the end of conversation.

Received from: read the message you received by the desk [Lowtown - Hawke Estate]

Step 1: A conversation with Aveline

1 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughYou can start this quest when you get the message titled Favor and Fault #1, which can be read by the desk (M14, 12) in localization [Hightown - Hawke Estate] - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

You can start this quest when you get the message titled Favor and Fault #1, which can be read by the desk (M14, 12) in localization [Hightown - Hawke Estate]. It is worth pointing out that you will get the message if you meet two conditions - if you passed the main quest called Freedom and one of the first tasks (I act of the game) connected with Aveline, meaning The Way It Should Be. Read the message and you will learn there are many complaints concerning Aveline and that Captain Cullen is thinking about firing her. Leave the mansion and during the day go to localization [Hightown - Viscount's Keep]. Of course go to Aveline (M9, 5) to talk to her #2. No matter which dialogue option you choose, angry Aveline will try to prove you that she doesn't allow people to treat her not seriously and she will invite you to check the night route of guard Donnic.

Step 2: Checking the night route of Donnic

2 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughNow you can leave the citadel and at night go to localization [Docks] (of course take Aveline with you) - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

Now you can leave the citadel and at night go to localization [Docks] (of course take Aveline with you). Head towards the eastern warehouse area and you should notice city guards (among other people Donnic) fighting the criminals #1 (M20, 15). Start attacking Coterie's rogues #2.

3 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughUnfortunately, it is possible that the second group of enemies will appear soon in the area - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

Unfortunately, it is possible that the second group of enemies will appear soon in the area. In such case focus on finding and eliminating Coterie rogue #1 as well as Coterie alchemist #2. After winning the battle you will have to talk to Aveline and Donnic The Guard.

Step 3: Meeting Captain Cullen

4 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughLeave the docks and go to localization [Executioner Room] - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

Leave the docks and go to localization [Executioner Room]. Here you will find Captain Cullen standing by the door #1 (M33, 15) so click on him to start a conversation. Captain will be pleased with the fact the accusations towards Aveline were not true #2. As an answer to false accusations from the Lowtown, you will be immediately sent to meet Brennan The Guard.

Step 4: Meeting Brennan The Guard

5 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughLeave the Executioner Room and at night go to localization [Lowtown] - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

Leave the Executioner Room and at night go to localization [Lowtown]. Brennan (M13, 25) can be found at the back of the inn The Hanged Man #1 and naturally you will have to talk to her. The city guard will tell you that Jeven is responsible for sending the complaints, he used work on Aveline's position and he is planning to organize a rally in the Anthill #2.

Step 5: Attending Jeven's rally

6 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughLeave the Lowtown and confirm the urge to go to localization [Anthill] - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

Leave the Lowtown and confirm the urge to go to localization [Anthill]. The rally will take place in the southern part of the map, but on the way you will probably come across at least two groups of enemies. The first group will be checking the northern part of the area and this group includes few street rogues #1. The second group guards the central part of the Anthill #2. There are many rogues in this group as well as mercenaries and mercenary archmen.

7 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughAfter eliminating all enemies go to the southern part of the area and go downstairs to reach a place where Jeven is standing #1 (M23, 8) - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

After eliminating all enemies go to the southern part of the area and go downstairs to reach a place where Jeven is standing #1 (M23, 8). Of course as a result a conversation will start. There are two possible version of this conversation. If Aveline and Donnic are married, the best option is to choose the left upper dialogue option so Aveline will decide #2. As a result, few enemies will stop supporting Jeven. If in II act of the game you did not finish companion quest titled The long way and as a result you did not make friends with Aveline and Donnic, apart from a group of rogues, you will be attacked by city guards as well. Moreover, if during a conversation you will notice the city guards themselves made a decision about objecting Aveline, it will make her RESIGN being the captain of city guards.

No matter what you choose, the battle with Jeven and his supporters is bound to happen.

Step 6: Defeating Jeven and his people

8 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughOf course start with attacking Jeven #1 - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

Of course start with attacking Jeven #1. He is the assassin so you can expect him disappearing after few moments to attack from hiding. While waiting for his arrival, eliminate local mercenaries, mercenary archmen and (optional) city guards #2.

9 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughThe bad news is that after eliminating a group of enemies, even bigger group will appear in the area #1 - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

The bad news is that after eliminating a group of enemies, even bigger group will appear in the area #1. Continue fighting and try to eliminate Jeven as quickly as possible. After winning the battle, you will talk to Aveline for a while. Don't forget to look inside a nearby chest and check Jeven's body #2, as a result you can find valuable Opok's shield.

Step 7: Coming back to Aveline's place

10 - Favor and Fault - Act III - Dragon Age II - Game Guide and WalkthroughNow you can leave the Anthill and during the day go to location again [Hightown - Viscount's Keep] - Favor and Fault - Act III - Dragon Age II - Game Guide and Walkthrough

Now you can leave the Anthill and during the day go to location again [Hightown - Viscount's Keep]. Here you will have to talk to Aveline twice #1 #2 (M9, 5). The first one will concern Jeven, during the second one Aveline will contain an offer of going to Ferelden which she will reject. However, if you chose the most extreme solution, which is Aveline's resignation from the position of the captain of the city guards, both conversation can end up differently.

Received from: Merrill [Lowtown - Merrill's House]

Step 1: A conversation with Merrill

1 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThe chance of completing this quest will appear after completing the main quest titled Freedom and the companion quest Difficult Conversation - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

The chance of completing this quest will appear after completing the main quest titled Freedom and the companion quest Difficult Conversation. When you get information about this mission's activation go to localization [Lowtown - Merrill's House]. You will have to conversations with Merrill (M14, 8). The first one will concern Merrill's sorrow because she was expelled by the elves from Dali #1. Notice that at the end of this conversation, you can tell her what to #2. Moreover, if you are a couple, you can assure her she can stay with the main hero.

2 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThe second conversation with Merrill is much more important and it will concern Eluvian's mirror #1 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

The second conversation with Merrill is much more important and it will concern Eluvian's mirror #1. Interestingly, similar situation will take place during completing the quest titled Mirror Reflection when didn't give her an elf artefact. Merrill will tell you she wants to go to the cave of the demon connected to the mirror. At the end of the conversation the list of choices will appear #2 (acceptance, rejection, order to talk to Marethari's Guard), but at the end there is one solution - taking part in the expedition.

Step 2: Reaching the demon's cave

3 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou must take Merrill to your team, leave her house and confirm the urge of going to the localization [Sundermount - Dalish Camp] - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You must take Merrill to your team, leave her house and confirm the urge of going to the localization [Sundermount - Dalish Camp]. Here you can try to talk to Marethari #1 (M25, 3), but you won't be able to influence Merrill's decision. Leave the camp, choose the route leading to the top of the hill #2.

4 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughYou will come across the first group of monsters after reaching the camp but defeating them will be easy as they are Giant Spiders #1 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

You will come across the first group of monsters after reaching the camp but defeating them will be easy as they are Giant Spiders #1. If you are doing other quests connected to Awiergan Scrolls at the same time, you must watch out in the second camp, because here you will come across secret nightmare and a group of Shades #2.

5 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThe aim is to reach the passage leading to the localization [Sundermount - The Caves Under Sundermount] #1 (M25, 7) - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

The aim is to reach the passage leading to the localization [Sundermount - The Caves Under Sundermount] #1 (M25, 7). Here go south-east. You will come across monsters when you go into the biggest cave. Be careful because apart from new spiders there will be a shadow warrior #2, who has to be taken care of quickly.

6 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter finishing the fight, head towards the exit of the cave which means coming back to the localization [Sundermount] #1 (M25, 8) - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After finishing the fight, head towards the exit of the cave which means coming back to the localization [Sundermount] #1 (M25, 8). Here it is worth approaching the altar called the chapel #2 (M25, 10). Click on the altar and the short conversation with Merrill will start during which she will ask Mythal for blessing.

7 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughGo further east - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Go further east. Soon you can come across other monsters connected with Awiergan Scrolls. In such case, first eliminate Bysmor #1, and then Gifre and Beacon #2 (M25, 21). The last two monsters are the stronger kinds of the living dead so use your best talents and spells and to attack them one by one.

8 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughBefore reaching the top, you will have to deal with a group of small dragons #1 and one huge dragon #2 (M25, 22) - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Before reaching the top, you will have to deal with a group of small dragons #1 and one huge dragon #2 (M25, 22). There are not too many monsters so you shouldn't have many problems.

9 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the top, start attacking the corpses and Shades but watch out for lurking around shadow assassin #1, who has to be eliminated as soon as possible - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the top, start attacking the corpses and Shades but watch out for lurking around shadow assassin #1, who has to be eliminated as soon as possible. After winning the battle go up to the entrance of the cave (M25, 23), protected by the monsters #2. It leads to localization [Sundermount - The End of Pride] (M90, 1).

10 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughStraight away go to the biggest cave #1 - A New Path - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Straight away go to the biggest cave #1. You can look around here for a while or focus on finding one strange statue #2 (M90, 2). If you click on it, you will start a conversation with Merrill.

Step 3: Meeting Marethari

1 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughThere are two scenes ahead of you - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

There are two scenes ahead of you. Merrill will inform you that the trapped ghost is not here anymore #1 and she doesn't know what happened to it. Soon Marethari will come to the cave #2 (M90, 3), and explain the whole situation. You will learn that the Guardian trapped the demon of pride inside herself as she didn't want it to kill Merrill. The Beast will soon appear in its real form and you will have to fight again.

2 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughYou probably fought the demons of pride before so you should know how to behave - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

You probably fought the demons of pride before so you should know how to behave. You have to sent at least one warrior for one monster #1, and keep the weaker warrior away. At the same time watch out for strong attacks of the demon and his attempts to knock you down #2.

3 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter eliminating about the half of health stripe of the demon if pride, you will see a short film and then start fighting again - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After eliminating about the half of health stripe of the demon if pride, you will see a short film and then start fighting again. This time the demon will be able to produce a blue light ray. Avoid it AT ALL MEANS because otherwise other teammates will be trapped for few moments #1. Attack the demon of pride until it loses all its health #2.

4 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNow the game should present a new cut-scene with Marethari who will regain the control over her body for a while #1 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Now the game should present a new cut-scene with Marethari who will regain the control over her body for a while #1. At the end of the conversation there are two ways you can behave #2.

5 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIf you choose the upper dialogue option, it will mean the end of the fight - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

If you choose the upper dialogue option, it will mean the end of the fight. In such case Merrill will be unexpectedly stabbed with a knife #1. The Elf will not die (it will get one permanent wound) and you will be made to fight the Pride Demon again #2. Just like before, your aim is to eliminate the monster's health.

6 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIf you choose the bottom dialogue option #1, you will remind the people gathered here that the death of Marethari is the only solution to the problem of demon's presence - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

If you choose the bottom dialogue option #1, you will remind the people gathered here that the death of Marethari is the only solution to the problem of demon's presence. The guardian will kill herself at this point #2 and you will not have to fight the demon of pride again.

Step 4: Leaving the demon's cave

7 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNo matter what you choose, Marethari will die #1 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

No matter what you choose, Marethari will die #1. You MUST check her body before leaving the cave #2, and you will find among other things Falon'Din's Torch and well as armour for Merrill.

8 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter coming back to the localization [Sundermount] (M25, 23) you will be stopped by Fenarel, Inelia and few elves from Dali #1 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After coming back to the localization [Sundermount] (M25, 23) you will be stopped by Fenarel, Inelia and few elves from Dali #1. Think about your choice carefully at the end of the meeting #2:

  • inform the elves that Marethari was possessed by the demon (right upper dialogue option): the fights will start
  • order the elves to step back (right middle dialogue option): it will lead to fight
  • taking the responsibility (right bottom dialogue option)
9 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIf you chose one of the options leading to fighting, first eliminate Fenarel and Inellia #1 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

If you chose one of the options leading to fighting, first eliminate Fenarel and Inellia #1. After eliminating all characters, start attacking the archmen from Dali and assassins from Dali #2. At the end deal with the warriors from Dali.

10 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughDefeating the elves from this localization will not be all because when you reach the camp of heroes from Dali (M25, 3) you will be attacked by all characters present there #1 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Defeating the elves from this localization will not be all because when you reach the camp of heroes from Dali (M25, 3) you will be attacked by all characters present there #1. At the beginning focus on eliminating the hunters from Dali and the assassins from Dali #2, and prevent them from attacking by surprise.

11 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter dealing with the rogues, start attacking other elves - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After dealing with the rogues, start attacking other elves. Be careful when you fight Master Ilen #1 (he is a very well trained warrior), Arianni, Junar, Marena and Hahren Paivel #2. Deal with the weaker elves at the end but be ready to eliminate the enemies who will join the fight a little bit later. Unfortunately, no elves will leave precious treasures behind.

12 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIf during the meeting after leaving the cave you choose right bottom dialogue option, you will be fully responsible for everything that happened #1 - A New Path - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

If during the meeting after leaving the cave you choose right bottom dialogue option, you will be fully responsible for everything that happened #1. As a result you will avoid fighting. It concerns the elves from Dali from the camp and they should not disappear. But they will not want to deal with Merrill #2, so if you intend to come back to the camp with her on the team, you will be attacked too.

Received from: Automatically after obtaining Blade of Mercy [Docks - The place of a Secret Rendezvous]

1 - Fenris: Blade of Mercy - Act III - Dragon Age II - Game Guide and WalkthroughThe chance for finding the blade will appear during the main quest Best served cold - Fenris: Blade of Mercy - Act III - Dragon Age II - Game Guide and Walkthrough

The chance for finding the blade will appear during the main quest Best served cold. One of the clues will lead you to a warehouse in localization [Docks - The place of the Secret Rendezvous] (M91, 1) which is the meeting place of Conspirators. After eliminating all enemies #1 look around and you will find a chest #2 (M91, 4) and inside Blade of Mercy.

2 - Fenris: Blade of Mercy - Act III - Dragon Age II - Game Guide and WalkthroughAfter leaving the warehouse go of course to the localization [The Hightown - Fenris's Mansion] and click on Fenris (M18, 8) to pass him the sword #1 - Fenris: Blade of Mercy - Act III - Dragon Age II - Game Guide and Walkthrough

After leaving the warehouse go of course to the localization [The Hightown - Fenris's Mansion] and click on Fenris (M18, 8) to pass him the sword #1. Now you can listen to the elf's story about Tevinter, at the end of conversation there are two ways you can behave #2:

  • give Fenris the sword (right upper dialogue option): this object will become Fenris's and it can be used by him; +15 friendship points with Fenris
  • keep the sword to yourself (right bottom dialogue option): this object will belong to your team and can be used by every person with basic requirements; +10 friendship points with Fenris

Received from: Isabela [Hightown - Hawke Estate]

Step 1: A conversation with Isabela

1 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughThe chance to complete this task will appear after you finish the companion quest titled Isabela's Regret - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

The chance to complete this task will appear after you finish the companion quest titled Isabela's Regret. During a visit in localization [Hightown - Hawke Estate] you should notice that Isabela is standing by the desk (M14, 12), where you always read new messages #1. Talk to her and you will learn that she is planning to catch Castillon who is in the town. The plan is to lead Isabela to Castillon's accomplice called Velasco and the to follow Isabela to his hideout. At the end on the game, in theory at least, you can either agree to the plan or not #2, in any case this quest will be added to your notebook.

Step 2: Going to a meeting with Velasco

2 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughEnter the mansion, join Isabela to an active team and at night go to localization [Hightown] - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Enter the mansion, join Isabela to an active team and at night go to localization [Hightown]. Here you can naturally reach the localization [Hightown - The Rose in Blossom] #1 (M4, 2), situated in the southern-eastern part of this area. After getting inside head upstairs #2, where you will listen to a scene with conversation with Isabela.

3 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughOpen the door to the eastern room (M6, 6), because here you will meet Velasco #1 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Open the door to the eastern room (M6, 6), because here you will meet Velasco #1. During the meeting you can behave in four different ways but all options will lead to convincing the man that you really wanted to give him Isabela. If you intend to "sell" the story better, choose left bottom or right bottom dialogue option and as a result, you will knock your opponent down in an effective way #2. No matter which option you choose you will get 3 sovereigns and other clues.

Step 3: Reaching the place where Isabela is kept

4 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughBefore you leave the room, use the point of collecting your team here #1, because it is a good idea to choose someone to fill the empty place - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Before you leave the room, use the point of collecting your team here #1, because it is a good idea to choose someone to fill the empty place. Now you can go outside (M6, 1). Notice the first mark left by Isabela #2. Now you are able to follow her.

5 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughGo north - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Go north. Then turn west and then north, heading towards the market #1. If you haven't dealt with all quest concerning eliminating the rogues lurking in Kirkwall at night, you may expect that there will be few groups to eliminate. The aim is to reach the exit of Hightown situated on the market #2 (M4, 1).

6 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughFrom the map of Kirkwall choose to travel to [Lowtown] at night (M13, 1) - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

From the map of Kirkwall choose to travel to [Lowtown] at night (M13, 1). You should start at the market and first head towards the entrance to inn The Hanged Man. Here turn south #1, move towards the area with blacksmiths. Then move north-east, to the back of the inn #2.

7 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughAfter getting to the back of the inn turn east which means going downstairs #1 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

After getting to the back of the inn turn east which means going downstairs #1. You will get to one of exits of Lowtown (M13, 1) and as another destination you choose [Docks] (M20, 1). This localization you also have to check at night. After reaching the place, move toward the western area with warehouses #2.

8 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughStop more or less halfway, to be more precise, by the door (M20, 21) leading to localization [Docks - Castillon's Port] #1 (M95, 1) - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Stop more or less halfway, to be more precise, by the door (M20, 21) leading to localization [Docks - Castillon's Port] #1 (M95, 1). After getting inside, go towards the passage to the main part of the warehouse #2 (M95, 2), and as a result you will see the cut-scene with Isabela and Velasco (M95, 3).

Step 4: Defeating Velasco and his people

9 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughDo not go to the lower level too fast, because there are some traps #1 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Do not go to the lower level too fast, because there are some traps #1. Moreover, some of them are constant traps #2, you may have come across them. It is worth mentioning that you should throw away or eliminate the enemies standing on pressure panels.

10 - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and WalkthroughOf course the best option is to start this battle with eliminating Velasco #1, because he is the assassin and he could attack regularly from his hideout - No Rest for the Wicked - p. 1 - Act III - Dragon Age II - Game Guide and Walkthrough

Of course the best option is to start this battle with eliminating Velasco #1, because he is the assassin and he could attack regularly from his hideout. After eliminating him, start attacking pirates and pirate archmen. Watch out because soon a new group of enemies will join the fights, among other people pirate assassin #2.

Step 5: Checking the warehouse

1 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the battle, you will listen to a short conversation with Isabela #1 and again she has to be in your active team - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the battle, you will listen to a short conversation with Isabela #1 and again she has to be in your active team. Start with finding a body of Velasco you have just defeated #2, and you will find the key to the office as well as a valuable dagger The Skotherr.

2 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIt is a good idea to look around the warehouse - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

It is a good idea to look around the warehouse. In its northern-eastern part there is a corridor with traps #1 and you will have to be very clever. If you manage to run to the other side and use the switch, you will be able to open few chest, you will find, among other things 8 sovereigns . In another room in the north you will find a very rare ambrosia #2 (M95, 4).

3 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAt the end go to the southern door #1 (M95, 5) and use the key you found by Velasco's body to open it - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

At the end go to the southern door #1 (M95, 5) and use the key you found by Velasco's body to open it. In a small room look at a chest #2 (M95, 6), inside, among other things, there are charging documents.

Step 6: A meeting with Castillon

4 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughGo to the main room of the warehouse (M95, 3), where Castillon will be waiting for you #1 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Go to the main room of the warehouse (M95, 3), where Castillon will be waiting for you #1. There are two versions of this conversation. If at the end you will choose right upper dialogue option #2, you will agree with Isabela and you will exchange the documents for a ship which used to belong to Castillon. As a result, the quest will end with no bloodshed.

5 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughAlternative version means choosing right bottom dialogue option #1, as a result you will disobey Isabela and challenge Castillon - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Alternative version means choosing right bottom dialogue option #1, as a result you will disobey Isabela and challenge Castillon. Naturally, he is not going to fight alone as there will be pirates, pirates' archmen and mabari hounds #2.

6 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughIf you choose the aggressive version, after the battle starts focus on attacking Castillon only #1, because he can encourage his people to fight - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

If you choose the aggressive version, after the battle starts focus on attacking Castillon only #1, because he can encourage his people to fight. After eliminating him, start attacking other enemies #2.

7 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and WalkthroughNotice that during the battle, you can use the traps as your advantage, if you put your people (preferably wizards and archmen) on pressure panels and cause flames #1 - No Rest for the Wicked - p. 2 - Act III - Dragon Age II - Game Guide and Walkthrough

Notice that during the battle, you can use the traps as your advantage, if you put your people (preferably wizards and archmen) on pressure panels and cause flames #1. Of course it is not obligatory, but it will make the victory easier. In the last stage of fights, watch out for the pirate assassin. If you win the battle, a cut-scene will appear, during this scene Isabela will give the documents to Aveline (if Aveline is still the head of city guards) #2.

Received from: Automatically after finding Rivaini talisman [Dock - Unused passage]

Step 1: Obtaining the talisman for Isabela

1 - A Rivaini Talisman - Act III - Dragon Age II - Game Guide and WalkthroughIf you have already checked the Unused Passage, you should know how to get there - A Rivaini Talisman - Act III - Dragon Age II - Game Guide and Walkthrough

If you have already checked the Unused Passage, you should know how to get there. In such case there is no need for explaining. You have to go to the location at night [Docks] and use any entrance to the channels you like [Docks - The Captain of the Port] #1, and in second location [Docks - The Eastern Area of Storehouses] #2 (M22, 1). I strongly suggest to go to the eastern area of the warehouses and you will be able to explore the channels nearer the place where the seal is hidden.

2 - A Rivaini Talisman - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the northern part of localization [Docks - Unused Passage] head south - A Rivaini Talisman - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the northern part of localization [Docks - Unused Passage] head south. Look for a warehouse (M22, 4), where the Rivaini talisman is hidden #1. Watch out! This object will appear only if Isabela joined the team in III act of the game! Now you can leave the area and go to localization [Lowtown - The Hanged Man]. Here click on Isabela to pass her the talisman #2 (M15, 3). It is worth adding that the during conversation with Isabela is possible to choose dialogue option connected with an affair. No matter which dialogue option you choose, you will obtain Rivaini talisman of fertility.

Faith

Received from: automatically after completing the main quest Demands of the Qun [Hightown - The Square in Hightown]

Step 1: A conversation with Sebastian

1 - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically after completing the main quest Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown] - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically after completing the main quest Demands of the Qun and after taking part in a meeting with Meredith and First Enchanter Orsino in localization [Hightown - The Square in Hightown]. It is required to have a DLC Banished Prince installed on disc and complete at least one of the previous tasks connected with the prince. During the day go to localization [Hightown - The Order], and after reaching the place click on Sebastian (M7, 5) #1. During a conversation with Sebastian and Grand Cleric Elthina you will learn that Sister Nightingale reached Kirkwall and she is the agent of the Goddess. This quest will appear in your notebook no matter if at the end you will agree to join Sebastian after going to a meeting or reject the offer for the time being #2, in such case you will get 25 friendship points with Sebastian.

Step 2: Meeting Sister Nightingale

2 - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and WalkthroughYou can leave the building of the Order and confirm your will to explore the localization [Hightown] at night - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and Walkthrough

You can leave the building of the Order and confirm your will to explore the localization [Hightown] at night. Of course be careful, especially if you didn't deal with local groups of bandits #1. The aim is to enter the localization [Hightown - Viscount's Keep] (M4, 4), which will be available #2.

3 - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and WalkthroughAfter getting inside the citadel go east - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and Walkthrough

After getting inside the citadel go east. You will find a closed door on your way (M10, 4) #1 and the only way to open it is to use the services of some rogue from a team (the best option is of course Sebastian). You can open another door (M10, 2), leading directly to the throne room #2.

4 - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the destination it will turn out that there are very hostile enemies in the area - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the destination it will turn out that there are very hostile enemies in the area. Start to attack Blood Mage as soon as possible #1, and stop him at the same time from sucking life energy from the members of your team. After eliminating this character it is a good idea to attack apostate Mages #2.

5 - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and WalkthroughUnfortunately you may expect that the monster will appear soon, so the best option is to kill all Mages as fast as possible - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and Walkthrough

Unfortunately you may expect that the monster will appear soon, so the best option is to kill all Mages as fast as possible. Start attacking the Rage Demons #1. Then it is time for the Shades, at the end deal with Skeleton Archers and corpses #2.

6 - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and WalkthroughFight until you eliminate all monsters - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and Walkthrough

Fight until you eliminate all monsters. As a result, a cut-scene will appear during which it will turn out that Sister Nightingale is actually Leliana well-known from the first part of the game #1. During conversation #2 you will be informed that the Great Priestess Elthina is in danger. No matter which dialogue options you choose, another step will be to warn her and at the same time to leave Kirkwall.

Step 3: Returning to the Order

7 - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and WalkthroughBefore you leave this localization you have to check up bodies - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and Walkthrough

Before you leave this localization you have to check up bodies. Blood Mage will have Maura's Gloves with him, the first apostate Mage will have dagger Low Blade and amulet Ether Jewel, and the second apostate Mage - shield Magician's Friend and Revolutionists' Cap. Leave the citadel and go back to localization [Hightown - Order]. Here of course you have to click on the Great Priestess Elthina (M7, 5) #1. Unfortunately no matter which dialogue option you choose #2 the woman will not leave the city. Notice that if you complete this quest you will get 15 sovereigns.

Questioning Beliefs (Sebastian)

Received from: Sebastian [Hightown - Order]

Step 1: Conversation with Sebastian

8 - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and WalkthroughThis task will automatically appear in your notebook after you gain a proper number of friendship or rivalry points with Sebastian (you need to install DLC Banished Prince) - Faith; Questioning Beliefs (Sebastian) - Act III - Dragon Age II - Game Guide and Walkthrough

This task will automatically appear in your notebook after you gain a proper number of friendship or rivalry points with Sebastian (you need to install DLC Banished Prince). The easiest way to modify the relation is to take Sebastian to complete tasks together. If you want to collect friendship points, make decisions he supports, if you prefer rivalry points, make decisions he will not like or even make him angry. After adding this quest to your notebook, go during the day to localization [Hightown - Order]. Here click on Sebastian #1. During the conversation the Price can offer you joining the Order by becoming a brother or a sister, you can agree or disagree #2.

Questioning Beliefs (Fenris)

Received from: Fenris [Hightown - Fenris's Mansion]

1 - Questioning Beliefs (Fenris); Questioning Beliefs (Isabela) - Act III - Dragon Age II - Game Guide and WalkthroughThis task will automatically appear in your notebook after obtaining a proper number of friendship or rivalry points with Fenris - Questioning Beliefs (Fenris); Questioning Beliefs (Isabela) - Act III - Dragon Age II - Game Guide and Walkthrough

This task will automatically appear in your notebook after obtaining a proper number of friendship or rivalry points with Fenris. The easiest way to modify the relation is to take Fenris to complete tasks together. If you want to collect friendship points, make decisions he supports, if you prefer rivalry points, make decisions he will not like or even make him angry. After adding this quest to your notebook, go during the day to localization [Hightown - Fenris's Mansion]. Here click on Fenris #1. The conversation will mainly concern the events in the inn The Hanged Man connected with the elf's sister or magister Danarius #2.

Questioning Beliefs (Isabela)

Received from: Isabela [Lowtown - The Hanged Man]

2 - Questioning Beliefs (Fenris); Questioning Beliefs (Isabela) - Act III - Dragon Age II - Game Guide and WalkthroughThis task will automatically appear in your notebook after obtaining a proper number of friendship or rivalry points with Isabela - Questioning Beliefs (Fenris); Questioning Beliefs (Isabela) - Act III - Dragon Age II - Game Guide and Walkthrough

This task will automatically appear in your notebook after obtaining a proper number of friendship or rivalry points with Isabela. The easiest way to modify the relation is to take Isabela to complete tasks together. If you want to collect friendship points, make decisions she supports, if you prefer rivalry points, make decisions she will not like or even make him angry. After adding this quest to your notebook, go during the day to localization [Lowtown - The Hanged Man Fenris]. Here click on Isabela #1. The conversation will mainly concern the events connected with Castillon #2. and it may differ - it depends on the fact if she obtained his ship or had to give documents to the city guards.

The Paragon's Toe

Received from: Automatically after finding the Stone Toe [Hightown - Blooming Rose]

1 - The Paragon's Toe; Locks of the Golden Fool - Act I - Dragon Age II - Game Guide and WalkthroughToe made of stone is hidden in a chest upstairs #1 in localization [Hightown - Blooming Rose] (M5, 2) - The Paragon's Toe; Locks of the Golden Fool - Act I - Dragon Age II - Game Guide and Walkthrough

Toe made of stone is hidden in a chest upstairs #1 in localization [Hightown - Blooming Rose] (M5, 2). After finding it, during the day go to localization [Lowtown - Market] and pass it to New Surfacer #2 (M12, 6). As a reward for giving the dwarf the toe you will get 1 sovereign.

Locks of the Golden Fool

Received from: Automatically after finding Locks of the Golden Fool [Hightown - Order]

2 - The Paragon's Toe; Locks of the Golden Fool - Act I - Dragon Age II - Game Guide and WalkthroughLocks of the Golden Fool are hidden in one of the northern rooms upstairs in localization [Hightown - Oder] #1 (M7, 2) - The Paragon's Toe; Locks of the Golden Fool - Act I - Dragon Age II - Game Guide and Walkthrough

Locks of the Golden Fool are hidden in one of the northern rooms upstairs in localization [Hightown - Oder] #1 (M7, 2). It is worth adding that exploring this area is possible only during the day. After finding it, go to the western part of the localization [Anthill] and find radical elf #2 (M23, 3). As a reward for giving elf the story you will get 1 sovereign.

Bottled Scar 5:34 Exalted

Received from: Automatically after finding Bottled Scar 5:34 Exalted [Hightown - Viscount's Keep]

1 - Bottled Scar 5:34 Exalted; Shawl of Dalesdottir - Act I - Dragon Age II - Game Guide and WalkthroughThe bottle of Bottled Scar 5:34 Exalted you will find in one of the northern rooms in localization [Hightown - Viscount's Keep] #1 (M9, 4) - Bottled Scar 5:34 Exalted; Shawl of Dalesdottir - Act I - Dragon Age II - Game Guide and Walkthrough

The bottle of Bottled Scar 5:34 Exalted you will find in one of the northern rooms in localization [Hightown - Viscount's Keep] #1 (M9, 4). It is worth adding here that visiting the citadel is possible only during the day. After obtaining the bottle, go during the day to localization [Lowtown - Market] and pass it to Elven Vintner #2 (M12, 5). As a reward for giving the elf wine you will get 1 sovereign.

Shawl of Dalesdottir

Received from: Automatically after finding Dalesdottir's scarf [Lowtown - The Hanged Man]

2 - Bottled Scar 5:34 Exalted; Shawl of Dalesdottir - Act I - Dragon Age II - Game Guide and WalkthroughShawl of Dalesdottir is hidden in one of the chests in a room in a western part of inn The Hanged Man #1 (M15, 4) - Bottled Scar 5:34 Exalted; Shawl of Dalesdottir - Act I - Dragon Age II - Game Guide and Walkthrough

Shawl of Dalesdottir is hidden in one of the chests in a room in a western part of inn The Hanged Man #1 (M15, 4). After collecting it, leave the inn and go to localization [Hightown - Rose in Blossom]. Give the scarf to Mais Dalesdottir, which can be found in one of southern rooms, near a big barrel #2 (M5, 3). As a reward for giving the scarf to a woman, you will get 1 sovereign.

Received from: Sergeant Joanna [Lowtown]

1 - The Conspirators - Act I - Dragon Age II - Game Guide and WalkthroughSergeant Joanna will meet you during the day south from the entrance to the inn The Hanged Man #1 (M12, 7) - The Conspirators - Act I - Dragon Age II - Game Guide and Walkthrough

Sergeant Joanna will meet you during the day south from the entrance to the inn The Hanged Man #1 (M12, 7). During the conversation you can offer her to track and eliminate four Conspirators from Amarant #2.

2 - The Conspirators - Act I - Dragon Age II - Game Guide and WalkthroughThe first Conspirator is in localization [Hightown - Blooming Rose] (M5, 4) - The Conspirators - Act I - Dragon Age II - Game Guide and Walkthrough

The first Conspirator is in localization [Hightown - Blooming Rose] (M5, 4). Head towards the northern room #1, but be prepared to be attacked without a warning. First I suggest to attack mercenaries and mercenaries' archmen and then at the end deal with Conspirator in Amaranthine #2.

3 - The Conspirators - Act I - Dragon Age II - Game Guide and WalkthroughThe second Conspirator can be found during the day in localization [Hightown - The neighbourhood of Mansions] (M3, 7), meaning the left bottom corner of Hightown #1 - The Conspirators - Act I - Dragon Age II - Game Guide and Walkthrough

The second Conspirator can be found during the day in localization [Hightown - The neighbourhood of Mansions] (M3, 7), meaning the left bottom corner of Hightown #1. In this particular case you have to come up to Conspirator in Amaranthine and to do it click on him to start a battle. As you did before, first take care of mercenaries and their archmen #2. Eliminate the Conspirator at the end.

4 - The Conspirators - Act I - Dragon Age II - Game Guide and WalkthroughThe third Conspirator can be found at night to localization [Docks - Western area of docks] (M20, 3) - The Conspirators - Act I - Dragon Age II - Game Guide and Walkthrough

The third Conspirator can be found at night to localization [Docks - Western area of docks] (M20, 3). On your way you will probably come across two groups of pirates from Red Water #1. It is worth to be careful, because you will have to also deal with archmen. You will Conspirator in Amaranthine automatically after approaching him #2. Traditionally first deal with mercenaries and then the Conspirator.

5 - The Conspirators - Act I - Dragon Age II - Game Guide and WalkthroughThe last fourth Conspirator is in localization [The Executioner's Room] (M33, 2) and if you can't go there right away, wait there until you activate one of quests connected with this localization - The Conspirators - Act I - Dragon Age II - Game Guide and Walkthrough

The last fourth Conspirator is in localization [The Executioner's Room] (M33, 2) and if you can't go there right away, wait there until you activate one of quests connected with this localization. The man you are looking for is in the southern part of the yard#1 and the fight will start when you click on him. Besides Conspirator in Amaranthine be prepared from attacking the mercenaries #2. Unfortunately, unlike the previous visit to this localization, you can't expect help from guards.

After eliminating all four Conspirators you will come back to localization [Lowtown] and again talk to Sergeant Joanna (M12, 7), and you will get a reward of 2 sovereigns.

Received from: defeating the proper number of groups of pretender guards [Hightown]

1 - Night Lies - Act I - Dragon Age II - Game Guide and WalkthroughThis quest can be activated by eliminating a proper number of pretender guards hiding in localization [Hightown] - Night Lies - Act I - Dragon Age II - Game Guide and Walkthrough

This quest can be activated by eliminating a proper number of pretender guards hiding in localization [Hightown]. Naturally the enemies will appear only if you explore the localization at night. Typical places for them to appear are: market #1, the area of mansions, square in Hightown and the guild of merchants#2. Every time take care of your teammates, eliminate archmen first and be prepared to deal with enemies who will appear in a minute.

2 - Night Lies - Act I - Dragon Age II - Game Guide and WalkthroughEliminating a proper number of bandits will cause the appearance of information on the screen #1 it will concern their main headquarters - Night Lies - Act I - Dragon Age II - Game Guide and Walkthrough

Eliminating a proper number of bandits will cause the appearance of information on the screen #1 it will concern their main headquarters. The entrance to the localization [Lowtown - Barracks] is situated on the south of Merchants' Guild #2 (M4, 6).

3 - Night Lies - Act I - Dragon Age II - Game Guide and WalkthroughAfter getting inside it is worth to save the game because in the next room there are many pretender guards led by Captain Qertha #1 (M17, 2) - Night Lies - Act I - Dragon Age II - Game Guide and Walkthrough

After getting inside it is worth to save the game because in the next room there are many pretender guards led by Captain Qertha #1 (M17, 2). I advise attacking the regular bandits first #2, and, at the same time, minding the health of your teammates.

4 - Night Lies - Act I - Dragon Age II - Game Guide and WalkthroughThe best option is to stand by the entrance to the bigger room #1, although new enemies against all odds will appear in the smaller room - Night Lies - Act I - Dragon Age II - Game Guide and Walkthrough

The best option is to stand by the entrance to the bigger room #1, although new enemies against all odds will appear in the smaller room. At the end eliminate Qerth and the strongest pretender guards #2. After the fight check the body of Captain Qerth, and you will fight among other things Conceited Cleaver Palvo and Working Formari. You can also check the barracks. Many rooms are unfortunately unavailable but you can find interactive chest.

After leaving the bandits' headquarters and the official end of the quest consider going to the localization at night [Lowtown - The Hanged Man]. In one of the southern rooms of inn you will meet a woman marked as a Friend. Click on her to get a bonus award (2 sovereigns).

Received from: eliminating a proper number of Sharps Highwaymen [Lowtown]

1 - Sharp Little Pinpricks - Act I - Dragon Age II - Game Guide and WalkthroughQuest can be activated by eliminating a proper number of Sharps Highwaymen lurking around the localization [Hightown] - Sharp Little Pinpricks - Act I - Dragon Age II - Game Guide and Walkthrough

Quest can be activated by eliminating a proper number of Sharps Highwaymen lurking around the localization [Hightown]. Naturally the enemies will appear only if you explore the area at night. Typical places where you come across enemies are: market, back of the inn The Hanged Man #1, elves' meeting ground, living area #2 and area of blacksmiths. Every time take care of your teammates, eliminate the archmen first and be prepared to eliminate the enemies who will appear later.

2 - Sharp Little Pinpricks - Act I - Dragon Age II - Game Guide and WalkthroughIf you eliminate a proper number of enemies, on the screen you will see information #1 concerning their headquarters - Sharp Little Pinpricks - Act I - Dragon Age II - Game Guide and Walkthrough

If you eliminate a proper number of enemies, on the screen you will see information #1 concerning their headquarters. The entrance to localization [Lowtown - Slum] is situated at the backs of inn The Hanged Man #2 (M13, 7), between two eastern exits from this area.

3 - Sharp Little Pinpricks - Act I - Dragon Age II - Game Guide and WalkthroughIt is worth saving the game because inside you will be immediately attacked by a group of Sharps Highwaymen led by Ignacio Strando #1 (M14, 6) - Sharp Little Pinpricks - Act I - Dragon Age II - Game Guide and Walkthrough

It is worth saving the game because inside you will be immediately attacked by a group of Sharps Highwaymen led by Ignacio Strando #1 (M14, 6). I suggest to deal with regular bandits first , especially with weak archmen. Attack Ignacio after eliminating them #2. In the first phrase of fight enemies will run from the side rooms, among other characters - archmen. After eliminating all enemies you MUST check the body of Ignacio, because there are many important objects like bow Dwarf Pricker, Gloves of Bloody Butcher and Clogs from the Lowtown.

After leaving the headquarters of bandits and official end of the quest consider going to the localization at night [Lowtown - The Hanged Man]. In one of southern rooms of inn you will meet a woman marked as Friend. Click on her to get bonus awards (2 sovereigns).

Received from: eliminating a proper number of pirates from Red Water [Docks]

1 - Pier Pressure - Act I - Dragon Age II - Game Guide and WalkthroughQuest can be activated by eliminated a proper number of pirates from Red Water lurking around localization [Docks] - Pier Pressure - Act I - Dragon Age II - Game Guide and Walkthrough

Quest can be activated by eliminated a proper number of pirates from Red Water lurking around localization [Docks]. Naturally the enemies will appear only if you explore the area at night. Typical places for bandits to appear are the ones situated south from the place you started #1 and the eastern area of warehouses #2. Every time take care for your teammates, eliminate archers first and be prepared to deal with enemies who will appear few minutes later.

2 - Pier Pressure - Act I - Dragon Age II - Game Guide and WalkthroughEliminating a proper number of pirates will cause information to appear on the screen #1 concerning the placement of their headquarters - Pier Pressure - Act I - Dragon Age II - Game Guide and Walkthrough

Eliminating a proper number of pirates will cause information to appear on the screen #1 concerning the placement of their headquarters. The entrance to localization [Docks - Storehouse] situated in the eastern area of warehouses #2 (M20, 16)(M94, 1).

3 - Pier Pressure - Act I - Dragon Age II - Game Guide and WalkthroughThe enemies are in the bigger room so it is a good idea to show yourself to them and then wait for them to come #1 - Pier Pressure - Act I - Dragon Age II - Game Guide and Walkthrough

The enemies are in the bigger room so it is a good idea to show yourself to them and then wait for them to come #1. As a result, you will not have to fear a massive shooting by the archers. Start eliminating the pirates from Red Water but try to eliminate their leader as soon as possible, he is called the Leech #2 (M94, 2). This person is a Mage so you should stop him casting spells.

4 - Pier Pressure - Act I - Dragon Age II - Game Guide and WalkthroughYou will have to find enemies yourself - Pier Pressure - Act I - Dragon Age II - Game Guide and Walkthrough

You will have to find enemies yourself. Many enemies are hidden inside rooms of the warehouse #1. A new group may appear by the entrance to the warehouse while you will be fighting #2. After winning the battle, look around and check the body of Leech, and you will find among other things very valuable shoes of the Secret Bandit.

After leaving the bandits' headquarters and official ending of the quest go at night to localization [Lowtown - The Hanged Man]. In one of the southern rooms of the inn you will meet a woman marked as Friend. Click on her to get additional rewards (2 sovereign).

Received from: Automatically after finding the remains of Half-Braid Silsam [Docks - Unused passage]

1 - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and WalkthroughFinding the remains of the bandit is not as easy as it seems - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and Walkthrough

Finding the remains of the bandit is not as easy as it seems. Go to the area [Docks] at night. You have to get to the channels situated beneath the docks, two passages lead there (M20, 2). One of them can be found in the localization [Docs - The Captain of the Port] #1, and the second in localization [Docks - The Western Area of the Storehouses] #2. I strongly suggest you going down in captain's room, as a result you will be able to explore the place where the remains are closer.

2 - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and WalkthroughAfter finding the localization [Docks - Unused Passage] (M22, 1) (the passage you have chosen in the captain's room) head east - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and Walkthrough

After finding the localization [Docks - Unused Passage] (M22, 1) (the passage you have chosen in the captain's room) head east. Watch out, there is a trap upstairs #1 The problems are not over because this area is ruled by the bandits of Coterie #2.

3 - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and WalkthroughI advise you to fight the enemies downstairs, in this way you will not come across any traps - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and Walkthrough

I advise you to fight the enemies downstairs, in this way you will not come across any traps. Apart from regular bandits, watch out for rogues of Coterie as well as alchemist of Coterie #1, who should be eliminated as fast as possible. It is important because otherwise he can start casting powerful spells. After winning the battle go upstairs and head south #2.

4 - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and WalkthroughAfter going down the new stairs turn right twice and head towards a poorly lit corridor #1 - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and Walkthrough

After going down the new stairs turn right twice and head towards a poorly lit corridor #1. Turn right again and you will reach a place with the remains of Half-Braid Silsam #2 (M22, 2). Click on them and you will activate this quest. You can come back to the surface using the same way or spend few moments to check the whole channels (watch out for new traps).

5 - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and WalkthroughFrom the map of the world choose the last fold and go to the localization [Sundermount] #1 (M25, 1) - Remains of the Outlaw Half-Braid Silsam - Act I - Dragon Age II - Game Guide and Walkthrough

From the map of the world choose the last fold and go to the localization [Sundermount] #1 (M25, 1). Now you have to reach the camp of people from Dali which has been precisely described in the description of the main quest Long way home. After talking to Marethari (M25, 3) and getting inside the camp, look for an elf Ebo Silsam #2 (M25, 4). As a reward for passing the bandit's remains to him you will get 1 sovereign.

Received from: Automatically after finding The Remains of Sister Plinth [Anthill - Abandoned Mine's Tunnels]

1 - The Remains of Sister Plinth - Act I - Dragon Age II - Game Guide and WalkthroughFinding the remains of the Sister will not be difficult, as long as you know where to look for them - The Remains of Sister Plinth - Act I - Dragon Age II - Game Guide and Walkthrough

Finding the remains of the Sister will not be difficult, as long as you know where to look for them. Go to the localization [Anthill]. After reaching the place, head south and reach the Abandoned mine's tunnels #1. You have to be careful as you can be attacked by two groups lurking around the Anthill - rogues and mercenaries #2 and there are not only warriors but also archers. Watch out especially for the last ones and don't let them attack you by surprise.

2 - The Remains of Sister Plinth - Act I - Dragon Age II - Game Guide and WalkthroughHead east and then go downstairs to the very bottom #1 - The Remains of Sister Plinth - Act I - Dragon Age II - Game Guide and Walkthrough

Head east and then go downstairs to the very bottom #1. The Remains of Sister Plinth #2 (M23, 4) can be found near the place where you will meet Danzig. Now you can leave the area. Confirm the urge of going to the localization during the day [Hightown - Order].

3 - The Remains of Sister Plinth - Act I - Dragon Age II - Game Guide and WalkthroughGo straight and go upstairs using the stairs on your left #1 - The Remains of Sister Plinth - Act I - Dragon Age II - Game Guide and Walkthrough

Go straight and go upstairs using the stairs on your left #1. You have to find Brother Tower of Strength, archivist #2 (M7, 3), who waits in the southern part of the building. As a reward for passing him The Remains of Sister Plinth you will get 1 sovereign.

Received from: Automatically after finding Map of Occupied Kirkwall [Sundermount - The Camp of Dali]

1 - Map of Occupied Kirkwall - Act I - Dragon Age II - Game Guide and WalkthroughThis quest can be activated by finding the object from the title - Map of Occupied Kirkwall - Act I - Dragon Age II - Game Guide and Walkthrough

This quest can be activated by finding the object from the title. From the map of the world choose the last fold and go to the localization [Sundermount] #1 (M25, 1). You can go to the camp of Dali, it was precisely described in the main quest Long way home. After talking to Maretharia's Guardian (M25, 3) and getting inside the camp, find a chest #2, with a map of occupied Kirkwall (M25, 5). Taking the map will lead to adding the quest to your notebook.

2 - Map of Occupied Kirkwall - Act I - Dragon Age II - Game Guide and WalkthroughNow you can leave the area - Map of Occupied Kirkwall - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can leave the area. Your next step is [Executioner's Room]. After reaching the place start exploring the southern part of the yard #1 to find Chronicler Teryn #2 (M33, 3). As a reward for passing the map to him you will get 1 sovereign.

Received from: Automatically after finding The Seal of House Talwain [Sundermount - The Caves under the Sundermount]

1 - The Seal of House Talwain - Act I - Dragon Age II - Game Guide and WalkthroughThe chance to activate this task will appear while you will be exploring the caves under the Sundermount - The Seal of House Talwain - Act I - Dragon Age II - Game Guide and Walkthrough

The chance to activate this task will appear while you will be exploring the caves under the Sundermount. You can go there alone, although going through the caves will be obligatory during the main quest Long way home. To be more precise, you have to go to localization [Sundermount - The Caves under Sundermount] #1 (M25, 7). Head to the last part of the caves #2, and during your first visit there you will be attacked by a group of filthy spiders.

2 - The Seal of House Talwain - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating the monsters, check the area north from the exit of the caves - The Seal of House Talwain - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating the monsters, check the area north from the exit of the caves. You will find a small chest #1 (M26, 3), and inside seal of the Talwain Clan. Now you can leave the area and go to the localization during the day [Hightown]. In the market place you should meet Sareth Talwain #2 (M3, 10). As a reward for passing her the seal you will get 1 sovereign.

Received from: Automatically after finding the treaty on Castes [Dead Man's Pass]

1 - Caste Treatise and House Accounting - Act I - Dragon Age II - Game Guide and WalkthroughThis quest can be activated during performing the task Gossip: Blackpowder Promise - Caste Treatise and House Accounting - Act I - Dragon Age II - Game Guide and Walkthrough

This quest can be activated during performing the task Gossip: Blackpowder Promise. After talking to Javaris (M27, 2) in localization [Dead Man's Pass] head south #1. Then turn west#2.

2 - Caste Treatise and House Accounting - Act I - Dragon Age II - Game Guide and WalkthroughCheck the whole area and you will find treaty on Castes on the ground #1 (M27, 3) - Caste Treatise and House Accounting - Act I - Dragon Age II - Game Guide and Walkthrough

Check the whole area and you will find treaty on Castes on the ground #1 (M27, 3). It is important not to leave the pass before finding the treaty because you won't be able to come back here later. Now you can leave the area and during the day go to localization [Hightown]. Go to merchants' guild and look for Traditionalists' deputy #2 (M3, 11). As a result of passing him the treaty you will get 1 sovereign.

Received from: Automatically after finding Redblossom Special [Wounded Coast]

1 - Redblossom Special - Act I - Dragon Age II - Game Guide and WalkthroughYou can start looking for the medicine after unblocking the shore which will happen after taking part in any quest in this localization - Redblossom Special - Act I - Dragon Age II - Game Guide and Walkthrough

You can start looking for the medicine after unblocking the shore which will happen after taking part in any quest in this localization. Open the map of the world and confirm the urge of going to the localization [Wounded Coast] (M28, 1). Now start exploring the southern part of this area. Go west until you reach a place where the path turns south #1. After few moments you should reach an abandoned campsite #2.

2 - Redblossom Special - Act I - Dragon Age II - Game Guide and WalkthroughLook for a small chest #1 (M28, 2), and inside you will find the Redblossom Special - Redblossom Special - Act I - Dragon Age II - Game Guide and Walkthrough

Look for a small chest #1 (M28, 2), and inside you will find the Redblossom Special. Now you can leave the area and go to the localization [Anthill]. The person you have to go to is Dalian Shaw and he is in the central part of the Anthill #2 (M23, 7). As a reward for passing him the medicine you will get 1 sovereign.

Received from: Automatically after eliminating the first group of Giant Spiders [Wounded Coast]

1 - Terror on the Coast - Act I - Dragon Age II - Game Guide and WalkthroughYou can start performing the task after unblocking the shore - Terror on the Coast - Act I - Dragon Age II - Game Guide and Walkthrough

You can start performing the task after unblocking the shore. It will happen if you activate another quest connected to this localization. After reaching the localization [Wounded Coast] start exploring this part of the area and you will come across one of few groups of Giant Spiders #1 (M28, 3). Attack the monsters and watch out because there is a risk they will be accompanied by bandits as well as bandits archers #2.

2 - Terror on the Coast - Act I - Dragon Age II - Game Guide and WalkthroughHead towards the north-west part of the area - Terror on the Coast - Act I - Dragon Age II - Game Guide and Walkthrough

Head towards the north-west part of the area. No matter which way you choose you will finally meet strange hunter #1 accompanied with mabari hounds, Mage apostate as well as Giant Spiders. I advise you to eliminate the Mage first and then deal with hounds #2, because they can knock your teammates down.

3 - Terror on the Coast - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating all enemies choose one of two passages leading to the campsite (M28, 4), where you can notice the Mage apostate #1 - Terror on the Coast - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating all enemies choose one of two passages leading to the campsite (M28, 4), where you can notice the Mage apostate #1. you HAVE TO save the game because there are difficult fights ahead of you. After finding the campsite the game will automatically present a scene with conversation with Sophia Dryden #2, who is responsible for controlling spiders here. No matter which dialogue you choose, the battle will start.

4 - Terror on the Coast - Act I - Dragon Age II - Game Guide and WalkthroughImmediately after the battle's start, deal with Mage apostate #1, and then knock Sophia Dryden down or freeze her to make her weak - Terror on the Coast - Act I - Dragon Age II - Game Guide and Walkthrough

Immediately after the battle's start, deal with Mage apostate #1, and then knock Sophia Dryden down or freeze her to make her weak. It is worth using your skills at the same time and cast area spells. As a result, mabari hounds in the campsite will get injured #2.

5 - Terror on the Coast - Act I - Dragon Age II - Game Guide and WalkthroughYou have to watch out because during the battle another Mage apostate can run to the camp #1 - Terror on the Coast - Act I - Dragon Age II - Game Guide and Walkthrough

You have to watch out because during the battle another Mage apostate can run to the camp #1. Try to eliminate him fast and then continue attacking Sophia. When you eliminate all monsters, the quest will end. I strongly suggest checking the body of Sophia #2, and you will find over 6 sovereigns as well as The Cloth of Hidden Pockets.

Received from: Automatically after finding the document of Grey Wardens [Wounded Coast]

1 - Dark Revelation - Act I - Dragon Age II - Game Guide and WalkthroughYou can start performing this task after unblocking the shore - Dark Revelation - Act I - Dragon Age II - Game Guide and Walkthrough

You can start performing this task after unblocking the shore. It will happen if you activate any quest connected to this localization. After reaching the localization [Wounded Coast] (M28, 1) start exploring the northern part of this area. Go west until you reach a place with a big group of Giant Spiders, bandits as well as bandits' archers (they are a part of a side quest Terror on the Coast) #1. After eliminating all enemies look for a path leading to a small southern camp #2.

2 - Dark Revelation - Act I - Dragon Age II - Game Guide and WalkthroughIn the campsite you have to find the body of a dead messenger #1 (M28, 5) - Dark Revelation - Act I - Dragon Age II - Game Guide and Walkthrough

In the campsite you have to find the body of a dead messenger #1 (M28, 5). Check it, take documents of Grey Wardens, gloves embroided with silver as well as experimental potion of Avernus (it is worth drinking it, you will get forever 2 points of attributes). Now you can leave this area and go during the day to localization [Lowtown]. The documents are hidden in a place east from the blacksmiths' neighbourhood (M12, 11) and a path leads there #2, which you can already know from Aveline's personal quest.

3 - Dark Revelation - Act I - Dragon Age II - Game Guide and WalkthroughAfter reaching the place you will be attack by a great number of mercenaries as well as mercenaries' archers #1 - Dark Revelation - Act I - Dragon Age II - Game Guide and Walkthrough

After reaching the place you will be attack by a great number of mercenaries as well as mercenaries' archers #1. Especially watch out for the enemies appearing behind your back #2, and mind the least armed teammates.

4 - Dark Revelation - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating all enemies come up to a locker #1 and get into an interaction with it to throw a document inside it - Dark Revelation - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating all enemies come up to a locker #1 and get into an interaction with it to throw a document inside it. It will not finish the quest, because you still have to get the reward. So go to the localization [Lowtown - Gamlen's House]. Come up to the desk and read the message titled dark revelation #2 (M14, 3). Then you will get 3 sovereigns.

Remains of the Outlaw Bearded Beast

Received from: Automatically after finding the Remains of the Outlaw Bearded Beast [Bone Pit]

1 - Remains of the Outlaw Bearded Beast; Eustice's Pommel - Act I - Dragon Age II - Game Guide and WalkthroughFinding the remains will be possible after starting to perform an additional quest Bone Pit and unblocking the localization with the same name - Remains of the Outlaw Bearded Beast; Eustice's Pommel - Act I - Dragon Age II - Game Guide and Walkthrough

Finding the remains will be possible after starting to perform an additional quest Bone Pit and unblocking the localization with the same name. Luckily the area will be active after finishing your work in the mine. After reaching the place go south for a while and the Remains of the Outlaw Bearded Beast should be visible by the rocks#1 (M31, 2). Now you can leave the area and go during the day to localization [Docks]. Find Arintal The Smaller in the southern part of the docks #2 (M19, 6). As a reward for passing the remains of the bandit to him you will get 1 sovereign.

Eustice's Pommel

Received from: Automatically after finding Eustice's Pommel [Bone Pit - The Mines of Bone Pit]

2 - Remains of the Outlaw Bearded Beast; Eustice's Pommel - Act I - Dragon Age II - Game Guide and WalkthroughFinding the capital will be possible after taking part in an additional quest Bone Pit - Remains of the Outlaw Bearded Beast; Eustice's Pommel - Act I - Dragon Age II - Game Guide and Walkthrough

Finding the capital will be possible after taking part in an additional quest Bone Pit. After getting to the localization [Bone Pit - The Mines of The Bone Pit] (M32, 1) you will start to explore the areas occupied by the dragons. The capital can be found in the southern part of the mines, to be more precise, near the narrow passage #1. Be careful because while using the passage (M32, 4) you will be attacked be a group of Dragonlings #2, which you have to eliminate first.

3 - Remains of the Outlaw Bearded Beast; Eustice's Pommel - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating all Dragonlings, explore the area south from the passage and you will come across a bag #1 (M32, 5) with Eustice's Pommel - Remains of the Outlaw Bearded Beast; Eustice's Pommel - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating all Dragonlings, explore the area south from the passage and you will come across a bag #1 (M32, 5) with Eustice's Pommel. Now you can leave the area and go during the day to localization [Hightown - Viscount's Keep]. Go to the southern part of the citadel and find Eustice's guard #2 (M9, 6). As a reward for giving her the capitol you will get 1 sovereign.

Secret Rendezvous

Received from: Suspicious Lady [Lowtown - The Hanged Man]

1 - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and WalkthroughNotice - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and Walkthrough

Notice! Quest is available if while creating the character in the fold Events from Dragon Age: The Beginning you chose an option The Hero from Ferelden! You can perform this task while one of your night visits to the localization [Lowtown - The Hanged Man] The game will mark the woman standing by the bar with an exclamation mark Suspicious Lady (M16, 4), signalizing the possibility of talking to her #1. It will happen after completing the additional quest Fools Rush In. The woman will ask you to listen to a conversation between the pirate captains which will take place in the docks and you can either agree #2 or disagree for the time being.

2 - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and WalkthroughNow you can leave the inn and go at night to the localization [Docks] - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and Walkthrough

Now you can leave the inn and go at night to the localization [Docks]. Here go to the eastern warehouse area #1 and stop near the stairs (M20, 6). In the distance you will notice the pirates' captains. Stay in this place to listen to their conversation until the game displays the current aim of the mission #2.

3 - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and WalkthroughNow I suggest you leaving this place fast as the enemies will soon realize you have been listening and they will attack - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and Walkthrough

Now I suggest you leaving this place fast as the enemies will soon realize you have been listening and they will attack. If you fight them in the central part of the docks, it will be easier to plan your moves #1. First eliminate the weakest enemies, among them the pirates from Red Water, mercenaries' archers #2, sailors and bribed guards.

4 - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating weak enemies, start eliminating stronger captains of the ships #1 and Kirkwall official, who is a rogues - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and Walkthrough

After eliminating weak enemies, start eliminating stronger captains of the ships #1 and Kirkwall official, who is a rogues. Attack them one by one if that's possible, at the same time mind the health of your teammates. After winning the battle check the bodies of the enemies and go back to the Suspicious Lady in localization [Lowtown - The Hanged Man] #2 (M16, 4), and you will get a reward of 3 sovereigns.

Grimoire of the Apprentice

Received from: Automatically after finding Grimoire of the Apprentice [Anthill - Sanctuary]

5 - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and WalkthroughYou can find the book while performing the main quest An Enemies Among Us - Secret Rendezvous; Grimoire of the Apprentice - Act I - Dragon Age II - Game Guide and Walkthrough

You can find the book while performing the main quest An Enemies Among Us. After eliminating Tarohne and other Blood Mages in localization [Anthill - Sanctuary] (M43, 2) look for a bag #1 (M43, 3) and inside you will find Grimoire of the Apprentice. Leave the area and during the day go to localization [Lowtown]. Now look for Bonwald at a market (M12, 14). As a reward for passing him the book you will get 50 silver coins.

Received from: Clara [Sundermount - Dalish Camp]

1 - Changing Ones Nature - Act I - Dragon Age II - Game Guide and WalkthroughNotice - Changing Ones Nature - Act I - Dragon Age II - Game Guide and Walkthrough

Notice! Quest is available only if while creating the character in the fold Events from Dragon Age: The Beginning you chose an option No compromise! You can start performing the task after reaching localization [Sundermount - Dalish Camp]. More information on reaching the camp and dangers lurking in this area can be found in the description of main quest Long way home. After reaching the place look for Clara #1 (M25, 24). At the end of the conversation it is worth offering help in searching of the ingredients (right upper dialogue option) #2, but if you say no (right bottom dialogue option), you will be able to come back to her in any moment.

2 - Changing Ones Nature - Act I - Dragon Age II - Game Guide and WalkthroughAt the beginning check the Dalish Camp and you will find a chest with ingredients with Purified Deathroot #1 (M25, 25) - Changing Ones Nature - Act I - Dragon Age II - Game Guide and Walkthrough

At the beginning check the Dalish Camp and you will find a chest with ingredients with Purified Deathroot #1 (M25, 25). Now choose the exit of the camp which leads north-west #2.

3 - Changing Ones Nature - Act I - Dragon Age II - Game Guide and WalkthroughHeading north you will reach small ruins - Changing Ones Nature - Act I - Dragon Age II - Game Guide and Walkthrough

Heading north you will reach small ruins. Check them from the west, but at the same time be prepared to eliminate few Giant Spiders #1. After winning the battle look for chest with ingredients with Alchemically Sealed Flask #2 (M25, 26).

4 - Changing Ones Nature - Act I - Dragon Age II - Game Guide and WalkthroughCome back to the Dalish Camp and this time choose the northern path leading to the mountain top #1 - Changing Ones Nature - Act I - Dragon Age II - Game Guide and Walkthrough

Come back to the Dalish Camp and this time choose the northern path leading to the mountain top #1. Stop after reaching the last campsite. Check the ruins again and next to northern rocks you will find chest with ingredients with Twice-Distilled Quicksilver#2 (M25, 20).

5 - Changing Ones Nature - Act I - Dragon Age II - Game Guide and WalkthroughContinue marching up the mountain and reach the entrance to the localization [Sundermount - Caves under the Sundermount] #1 - Changing Ones Nature - Act I - Dragon Age II - Game Guide and Walkthrough

Continue marching up the mountain and reach the entrance to the localization [Sundermount - Caves under the Sundermount] #1. Go through all caves. After leaving the caves head towards the altar and here choose the eastern path #2.

6 - Changing Ones Nature - Act I - Dragon Age II - Game Guide and WalkthroughYou have to reach the new campsite - Changing Ones Nature - Act I - Dragon Age II - Game Guide and Walkthrough

You have to reach the new campsite. Be careful because you will be attacked by a living dead #1, corpses, archers' skeletons and Shades. After the end of the battle look for chest for ingredients with Ebon Rathleek#2 (M25, 27). You can come back to Clara with all four ingredients (M25, 24). You will be rewarded with 1 sovereign and The Trepanner's Gift.

Received from: Lord Renvil Harrowmont [Docks]

Step 1: A conversation with Lord Renvil Harrowmont

1 - Last of His Line - Act I - Dragon Age II - Game Guide and WalkthroughNotice - Last of His Line - Act I - Dragon Age II - Game Guide and Walkthrough

Notice! Quest is available only if while creating the character in the fold Events from Dragon Age: The Beginning you chose an option Martyr! During the day go to the localization [Docks] and start exploring the western area of warehouses. You will find a group of dwarfs fighting (M19, 13) #1. Help them eliminate the Carta Assassin and Carta Thugs #2.

2 - Last of His Line - Act I - Dragon Age II - Game Guide and WalkthroughAfter winning the battle you will see a scene of conversation #1 with Lord Renvil Harrowmont, who will ask you to eliminate other mercenaries sent by Carta - Last of His Line - Act I - Dragon Age II - Game Guide and Walkthrough

After winning the battle you will see a scene of conversation #1 with Lord Renvil Harrowmont, who will ask you to eliminate other mercenaries sent by Carta. At the end of the meeting you can offer him help (right upper dialogue option) #2 or decline (right bottom dialogue option) which will cause the quest to finish.

Step 2: A conversation with Carta lieutenant

3 - Last of His Line - Act I - Dragon Age II - Game Guide and WalkthroughHead west and after a while you will come across the first group of Carta Thugs, led by Carta lieutenant (M19, 14) #1 - Last of His Line - Act I - Dragon Age II - Game Guide and Walkthrough

Head west and after a while you will come across the first group of Carta Thugs, led by Carta lieutenant (M19, 14) #1. Come up to them and as a result you will see a scene with conversation #2. Here you will have to make a decision on your supporter. You can:

If you want to help lord Harrowmont, you have to decline the offer of cooperation with Carta (right upper dialogue option). The description of this option can be found in section Step 3, Option A.

If you want to betray Harrowmont's trust, you have to cooperate with Carta (right bottom dialogue option). The description of this option can be found in Step 3, Option B.

Step 3, Option A: Eliminating members of Carta

4 - Last of His Line - Act I - Dragon Age II - Game Guide and WalkthroughIf you decline eliminating Harrowmont, you will have to defeat members of Carta in fight - Last of His Line - Act I - Dragon Age II - Game Guide and Walkthrough

If you decline eliminating Harrowmont, you will have to defeat members of Carta in fight. start with eliminating the lieutenant #1, because he is the assassin. When he is dead, deal with "regular" bandits. The second group of members of Carta waits on the path leading to the western area of warehouses (M19, 2). The lieutenant will not take part in this fight, but you may expect new enemies to join the fight soon #2.

5 - Last of His Line - Act I - Dragon Age II - Game Guide and WalkthroughThe last third group is waiting in the western area of warehouses (M19, 15) and there will be many more enemies #1 - Last of His Line - Act I - Dragon Age II - Game Guide and Walkthrough

The last third group is waiting in the western area of warehouses (M19, 15) and there will be many more enemies #1. Be careful for the weaker teammates because they can be surrounded. Be prepared to deal with backups which will appear soon, among them there is another assassin from Carta #2. After winning the battle, come back to lord Harrowmont (M19, 13), who will reward you with 1 sovereign.

Step 3, Option B: Starting cooperation with Carta

6 - Last of His Line - Act I - Dragon Age II - Game Guide and WalkthroughIf you are offered to eliminate Harrowmont, you have to come back to him of course (M19, 13) - Last of His Line - Act I - Dragon Age II - Game Guide and Walkthrough

If you are offered to eliminate Harrowmont, you have to come back to him of course (M19, 13). After the battle starts I suggest you attacking Harrowmont #1, because he is the most dangerous. After his death, focus on dwarf bodyguards #2, attack them one by one. After winning the battle go back to the Carta lieutenant (M9, 14), who will reward you with 3 sovereigns.

Received from: Lieutenant Melindra [Lowtown]

1 - Miracle Makers - Act I - Dragon Age II - Game Guide and WalkthroughNotice - Miracle Makers - Act I - Dragon Age II - Game Guide and Walkthrough

Notice! Quest is available only if while creating the character in the fold Events from Dragon Age: The Beginning you chose option Martyr! During the day go to localization [Lowtown]. Start exploring the market and you should focus on a crowd (M12, 25) #1. Wait until the "show" is over and click on lieutenant Melindra #2, who will ask you to eliminate a group of crooks of Carta.

2 - Miracle Makers - Act I - Dragon Age II - Game Guide and WalkthroughThe members of Carta you can find in the housing area of Lowtown (M12, 19) and after reaching the place click on the character of Fraud #1 - Miracle Makers - Act I - Dragon Age II - Game Guide and Walkthrough

The members of Carta you can find in the housing area of Lowtown (M12, 19) and after reaching the place click on the character of Fraud #1. When the battle starts it is worth eliminating this very person #2, because he is not only very robust and also attacks by surprise.

3 - Miracle Makers - Act I - Dragon Age II - Game Guide and WalkthroughAfter eliminating the fraud focus on

After eliminating the fraud focus on "regular" bandits from Carta #1. I advise you to look for persons with low health bars because it is easier to kill them. After winning the fight check the body of a Fraud, and you will find valuable the armour of Prosecutor's Skin. Now come back to lieutenant Melindra (M12, 25) #2, who will reward you with 1 sovereign.

Received from: reading the message by the desk [Hightown - Hawke Estate]

1 - The Underground Railroad - Act II - Dragon Age II - Game Guide and WalkthroughYou can start performing the task after checking the desk in Hawke Estate (M14, 12) because you will get a message titled The Underground Railroad #1 - The Underground Railroad - Act II - Dragon Age II - Game Guide and Walkthrough

You can start performing the task after checking the desk in Hawke Estate (M14, 12) because you will get a message titled The Underground Railroad #1. You will get the message only if earlier you passed the main quest Act of Mercy and you chose one of solutions which allowed to free the apostates (they couldn't be arrested by the Templars). If you want to help apostates, click on Accept. Now you can leave the mansion and during the day to localization [Docks - Western area of warehouses]. Here find Mrs Selby #2 (M19, 10).

2 - The Underground Railroad - Act II - Dragon Age II - Game Guide and WalkthroughNo matter which dialogue option you choose, you will help apostates who are in Kirkwall #1 - The Underground Railroad - Act II - Dragon Age II - Game Guide and Walkthrough

No matter which dialogue option you choose, you will help apostates who are in Kirkwall #1. Mechanism is similar to the Chanter's Board and the desk in the hero's mansion. On the right from the place where Mrs Selby is standing you will find a table #2, and from time to time the proposals of tasks to perform will appear.

Received from: reading the message by the desk [Hightown - Hawke Estate] or finding the first sinister book [Hightown - Order]

Step 1: Finding the first book

1 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughThere are two ways of performing this task - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

There are two ways of performing this task. If during completing the main quest Enemies Among Us you allow Idunna to live (she tried to hypnotize you as well as the rest of your team) then after coming back from Deep Paths and checking the desk in Hawke Estate (M14, 12) you will get a message titled Forbidden Knowledge #1. The woman will ask you for finding and destroying the book of dark magic. If Idunna was killed, you will have to find the first book on your own and then the quest will appear in your notebook. No matter what you chose, during the day go to localization [Hightown - Order]. Then go upstairs and check the southern part of the building and you will notice on one of the tables sinister book #2 (M7, 3).

2 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter picking up the book you can choose one of three options - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After picking up the book you can choose one of three options:

  • destroy it (right upper dialogue option) #1
  • read it (right middle dialogue option) and then take it with you or leave it alone in exchange for two attribute points (right upper dialogue option) #2
  • take it with you without reading (right bottom dialogue option)

I strongly suggest destroying the books because it will guarantee promotion to the final part of the quest. Do not feel tempted to obtain 2 attribute points because it is a onetime bonus (unavailable in other books) and you can get the same reward during the final.

3 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNo matter which option you choose, you will be attacked by the filthy ones #1, which will be led by the demon of desire #2 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

No matter which option you choose, you will be attacked by the filthy ones #1, which will be led by the demon of desire #2. If it is possible, attack your aims one by one, mind the health of your teammates. It is the best to leave the demon for the end.

Step 2: Finding the second book

4 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughFinding the second book of dark magic will be quite difficult and you will have to take part in many VERY DEMANDING fights - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Finding the second book of dark magic will be quite difficult and you will have to take part in many VERY DEMANDING fights. I suggest you to start looking after developing your teammates properly. Go to the localization [Sundermount - The Camp of Dali]. After reaching the northern part of the camp choose the path on the right #1, which leads directly north-west. Go straight. Look around near the exit of the map and you should notice entrance to the cave which was unavailable before #2 (M25, 13). It leads to localization [Sundermount - Abandoned thaig] (M57, 1).

5 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughWatch out - there are fire traps ahead of you #1 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Watch out - there are fire traps ahead of you #1. As you may expect, you have to wait for moments when they are turned off and then go. After reaching the crossroads from the north you should notice first stone golem #2. You know these beasts from the trip to Deep Paths so you should know that they should be treated seriously.

6 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughIf you only want to find a book, you can go north right away, but I suggest spending some time checking the eastern room #1 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

If you only want to find a book, you can go north right away, but I suggest spending some time checking the eastern room #1. You have to be prepared as you can be attacked by corpses, archers' skeletons, Shades, stone golem and huge living dead #2.First it is worth eliminating the last one because he can influence living dead. The reward for the toil of the fight is the possibility of checking the closed chest with valuable treasures.

7 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAs I have already mentioned, to reach the place with the book, you have to come back to the previous corridor and open the door leading north #1 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

As I have already mentioned, to reach the place with the book, you have to come back to the previous corridor and open the door leading north #1. Here you will also have to take part in a difficult battle. First you will fight the corpses, then archers' skeletons, stone golem and living dead #2.

8 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughLater in the fight you will come across the demon of anger #1 and it is worth dealing with him after eliminating the living dead - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Later in the fight you will come across the demon of anger #1 and it is worth dealing with him after eliminating the living dead. Watch out for fire attacks performed by the demon but do not use all potions you possess because you will NEED them in few moments. When the fight ends, choose the eastern door #2. Head upstairs and save the game before opening the door leading to the central room.

9 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughFor the time being ignore the book you can see in the distance because in the central thaig room you will have to take part in a difficult and long fight with different kinds of monsters - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

For the time being ignore the book you can see in the distance because in the central thaig room you will have to take part in a difficult and long fight with different kinds of monsters. At the beginning of the fight it is a good idea to focus on eliminating Rage Demons #1, although Shades will accompany them #2.

10 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughAfter few moments you will fight with the demon of desire #1, accompanied by the filthy ones #2 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

After few moments you will fight with the demon of desire #1, accompanied by the filthy ones #2. It is worth eliminating the demon because it will stop it from influencing other monsters present at the battle field and make them better in injuring you teammates.

11 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughDuring the fight you should mind the health of your teammates and regularly regenerate their health bars - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

During the fight you should mind the health of your teammates and regularly regenerate their health bars. Moreover, when one monster dies, another will appear. The end of the battle will be the most difficult because the living dead will join the fight #1 as well as secret nightmare #2.

12 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughI strongly suggest you to focus your attention on the secret nightmare #1, even if apart from the living dead there are some other monsters on the battle field - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

I strongly suggest you to focus your attention on the secret nightmare #1, even if apart from the living dead there are some other monsters on the battle field. This monster can cast very serious spells. After winning the battle consider the offers made by golem Nexus who will be present in the room #2 (M57, 3).

13 - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and WalkthroughNow you can come up to sinister book #1 (M57, 4) and start interaction with it - Forbidden Knowledge - p. 1 - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can come up to sinister book #1 (M57, 4) and start interaction with it. Just as before, the game will allow you to make choice between destroying it, reading or taking with you without reading. It is worth adding that if you read it before and left the first book, you cannot come back to this action. Do not expect that every time you get valuable attribute points. No matter what option you choose you will be attacked by new monsters. But luckily there will be only one living dead #2 accompanied by corpses and archers' skeletons. The exit from the thaig is situated in this room (M57, 5), so you don't have to come back to the starting point.

Step 3: Finding the third book

1 - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughTo find the third book you have to choose from the map of the world localization [Bone Pit] - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

To find the third book you have to choose from the map of the world localization [Bone Pit]. After reaching the place head east, pass the camp of miners on your way #1 (M31, 3). The aim is to reach the entrance to the cave (M31, 9), leading to localization [Bone Pit - Rotten Cave] #2 (M58, 1).

2 - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughRight away head towards the place where somebody hid sinister book #1 (M58, 2) - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Right away head towards the place where somebody hid sinister book #1 (M58, 2). The list of possible choices will not change, so you can destroy it, read it or take without reading. Prepare to fight with new monsters. First it is worth eliminating the demon of desire #2 and then corpses as well as archers' skeletons.

Step 4: Finding the fourth book

3 - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughTo finding the fourth book, choose from the map of the world a travel to localization [Wounded Coast] - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

To finding the fourth book, choose from the map of the world a travel to localization [Wounded Coast]. After reaching the place, prepare to eliminate a group of pirates, who can attack you #1. The situation will repeat itself further within localization, but I can't give you exact bearings as it depends on your previous visits on the shore. Choose the path leading to southern part of the localization #2.

4 - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughTurn north when it is possible, after few moments you will reach the entrance to the caves (M28, 15), leading to localization [Wounded Coast - Musty Cave] #1 (M58, 3) - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Turn north when it is possible, after few moments you will reach the entrance to the caves (M28, 15), leading to localization [Wounded Coast - Musty Cave] #1 (M58, 3). Right after getting inside the cave eliminate a group of Giant Spiders #2, which shouldn't be too difficult.

5 - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughHead north - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

Head north. After reaching the biggest room in the caves it is advisable to save the game, because you will have to fight a dragon #1 (M58, 4). During the fight you should focus on stopping the beast from knocking your teammates down. Take care of their health condition too because taking the energy from the dragon will take some time. After winning the battle get interested in six files of treasures #2 (M58, 5), and you will find many valuable objects.

6 - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can look for the fourth sinister book #1 (M58, 6), traditionally you can destroy it, read it or take without reading - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can look for the fourth sinister book #1 (M58, 6), traditionally you can destroy it, read it or take without reading. If you do it, in the cave you will come across living dead #2, who will be accompanied by the filthy ones and corpses.

Step 5: Finding the fifth book

7 - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and WalkthroughYou can find the fifth book if during the day you go to the localization [Hightown - Viscount's Keep] - Forbidden Knowledge - p. 2 - Act II - Dragon Age II - Game Guide and Walkthrough

You can find the fifth book if during the day you go to the localization [Hightown - Viscount's Keep]. Start exploring the eastern rooms in the citadel. Click on sinister book #1 (M9, 9), choosing to destroy it, keep it or take without reading. Now start attacking secret nightmare, which will appear in the room #2, preventing it from casting powerful spells. After eliminating the nightmare deal with the filthy ones, which will appear in the room. Unfortunately, you can only rely on yourself because during the fight the doors leading to the main room will be closed.

If you have destroyed all books till now, the game will allow you to move to Step 6, so you can look for the Grimoire of Evil. If you destroyed at least one book, now the quest will end.

Step 6: Finding the Grimoire of Evil

1 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIf you fulfilled the requirements mentioned above, the quest will be updated and you will learn you have to find Grimoire of Evil - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

If you fulfilled the requirements mentioned above, the quest will be updated and you will learn you have to find Grimoire of Evil. Start with choosing a travel to localization from the map of the world [Anthill] #1. Here head towards north-west part of the area and find a passage (M23, 15) leading to localization [Anthill - Forgotten Bed] #2 (M67, 1).

2 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughWhile exploring the localization, you may come across many trapped which will be very difficult to deactivate so it is worth having a rogue in your team - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

While exploring the localization, you may come across many trapped which will be very difficult to deactivate so it is worth having a rogue in your team. The first trap is situated near the starting point and if you not deactivate it, poisonous mist will appear in the area #1. Use the switch and start attacking stone golem, who will run from the north #2. Notice that the poisonous mist will disappear if you eliminate the monster.

3 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughNow move east - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Now move east. In the new room you will have to eliminate a group of corpses as well as archers' skeletons #1, which shouldn't be difficult. Now carefully move east, coming across complicated and master traps #2. If you don't know how to deactivate them, try to avoid them or step up after they are activated.

4 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIn the eastern corridor you will have to eliminate new monsters and the most important matter is to eliminate secret nightmare #1 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

In the eastern corridor you will have to eliminate new monsters and the most important matter is to eliminate secret nightmare #1. After eliminating it, deal with new corpses and archers' skeletons. Continue going east #2 and then turn north.

5 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughBe careful because there are many traps in the area and if you activate them, you will have to fight a new secret nightmare in the poisonous mist #1, which will make the fight even more difficult - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Be careful because there are many traps in the area and if you activate them, you will have to fight a new secret nightmare in the poisonous mist #1, which will make the fight even more difficult. After winning the fight, go to the northern room and come up to Filthy Grimoire #2 (M67, 2).

6 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughGame will give you three option, just as it did with the sinister books #1, so you can destroy grimoire, read it (Bigger Book of Mortal Coat; two bonus attribute points) or take it without reading (The Book of Forbidden Knowledge) - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

Game will give you three option, just as it did with the sinister books #1, so you can destroy grimoire, read it (Bigger Book of Mortal Coat; two bonus attribute points) or take it without reading (The Book of Forbidden Knowledge). No matter which option you choose, you will have to take part in a very difficult fight #2.

7 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughIt is worth starting the fight by attacking demon Xebenkeck #1, because, just as in the case of demons of desire, it is able to influence other creatures in the room - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

It is worth starting the fight by attacking demon Xebenkeck #1, because, just as in the case of demons of desire, it is able to influence other creatures in the room. After eliminating the monster take care of other beasts lurking in the area. First it is advisable to eliminate the filthy ones #2.

8 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughAfter eliminating all filthy ones, start attacking Rage Demons #1 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and Walkthrough

After eliminating all filthy ones, start attacking Rage Demons #1. During the fight you have to mind the health bars of your teammates and attack monsters one by one. Soon the second group of monsters will join the battle and in this case it is crucial to eliminate the living dead #2.

9 - Forbidden Knowledge - p. 3 - Act II - Dragon Age II - Game Guide and WalkthroughWhen the living dead is eliminated, start attacking

When the living dead is eliminated, start attacking "weaker" monsters, first the filthy ones and then the new Rage Demons #1. After the fights, look around the area because there are many interesting things, among other things the stick of Greediness, which can be found by the body of demon Xebenkeck, as well as two piles of treasures (M67, 3) situated in the corners of the room #2.

Received from: reading the message on the Chanter's Board [Hightown - Order Courtyard]

1 - Elves at Large - Act II - Dragon Age II - Game Guide and WalkthroughTo activate the quest you have to get into interaction with the Chanters Board which can be found at the yard of the Order in Hightown #1 (M3, 17) - Elves at Large - Act II - Dragon Age II - Game Guide and Walkthrough

To activate the quest you have to get into interaction with the Chanter's Board which can be found at the yard of the Order in Hightown #1 (M3, 17). Read the message titled Elves at Large #2. It is worth adding that the message will appear on the table only if during the previous phrase of the game titled Wayward Son you made Feynriel go back to the Ring. Click on Accept to start hunting for elf Mages of blood.

2 - Elves at Large - Act II - Dragon Age II - Game Guide and WalkthroughNow you can read the area and from the map of the world choose a travel to localization [Wounded Coast] - Elves at Large - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can read the area and from the map of the world choose a travel to localization [Wounded Coast]. After reaching the place prepare to eliminate a group of pirates, who may attack you #1. The same situation will repeat itself in other parts of localization, but I will not give you exact bearings because they depend on your previous visits on the shore. Choose the path leading through the northern part of this localization #2.

3 - Elves at Large - Act II - Dragon Age II - Game Guide and WalkthroughAs soon as you can turn north #1, and after few moments you should reach a campsite where you meet the Blood Mages and the group of mercenaries (M28, 14) - Elves at Large - Act II - Dragon Age II - Game Guide and Walkthrough

As soon as you can turn north #1, and after few moments you should reach a campsite where you meet the Blood Mages and the group of mercenaries (M28, 14). During the conversation #2 you can choose two opposite options:

  • support the mercenaries (right upper dialogue option)
  • support the Mages (right middle dialogue option)
4 - Elves at Large - Act II - Dragon Age II - Game Guide and WalkthroughIf you picked mercenaries as your allies, you will have to fight the Blood Mages - Elves at Large - Act II - Dragon Age II - Game Guide and Walkthrough

If you picked mercenaries as your allies, you will have to fight the Blood Mages. At the beginning I suggest to eliminate hypnotizing Blood Mage #1. Then start eliminate the Blood Mages' controller and other Blood Mages #2. Watch out for the spells casted by the enemies because they will want to regain their life powers at your expense.

5 - Elves at Large - Act II - Dragon Age II - Game Guide and WalkthroughAt the end eliminate less dangerous apostates #1, which doesn't mean you should treat them less seriously - Elves at Large - Act II - Dragon Age II - Game Guide and Walkthrough

At the end eliminate less dangerous apostates #1, which doesn't mean you should treat them less seriously. After winning the battle, you will see a short conversation with the captain of mercenaries #2, who, as he promised you, will share half of the reward with you - 2 sovereigns.

6 - Elves at Large - Act II - Dragon Age II - Game Guide and WalkthroughIf you picked Blood Mages as your allies, you will have to fight with mercenaries - Elves at Large - Act II - Dragon Age II - Game Guide and Walkthrough

If you picked Blood Mages as your allies, you will have to fight with mercenaries. In this case it is better to eliminate the captain of mercenaries #1, to stop him from encouraging his team to fight. During the fight watch out for a stronger officer of the mercenaries #2.

7 - Elves at Large - Act II - Dragon Age II - Game Guide and WalkthroughAt the end eliminate regular mercenaries #1, who won't be difficult to defeat - Elves at Large - Act II - Dragon Age II - Game Guide and Walkthrough

At the end eliminate regular mercenaries #1, who won't be difficult to defeat. After winning the fight, you will see a scene of conversation with one of the Blood Mages #2. In this case for completing the quest you will get 1 sovereign.

Received from: reading the message on the Chanter's Board [Hightown - Order Courtyard]

1 - Sketchy on the Details - Act II - Dragon Age II - Game Guide and WalkthroughTo activate the quest you have to enter an interaction with the Chanters Board which can be found at the yard of the Order in Hightown #1 (M3, 17) - Sketchy on the Details - Act II - Dragon Age II - Game Guide and Walkthrough

To activate the quest you have to enter an interaction with the Chanter's Board which can be found at the yard of the Order in Hightown #1 (M3, 17). Read the message titled Sketchy on the Details #2 and click on Accept to start the task and eliminate the assassins hunting a Mage.

2 - Sketchy on the Details - Act II - Dragon Age II - Game Guide and WalkthroughTo find the first group of assassins go at night to localization Hightown - The Square in Hightown] - Sketchy on the Details - Act II - Dragon Age II - Game Guide and Walkthrough

To find the first group of assassins go at night to localization Hightown - The Square in Hightown]. You will meet your enemies near the stairs leading to the Viscount's Keep #1 (M4, 10). Watch out because in this area there are many group of hostile sisters, not connected to this quest. Start attacking the avengers from Denerim, attack the archers first #2.

3 - Sketchy on the Details - Act II - Dragon Age II - Game Guide and WalkthroughNo go to the localization [Lowtown] - Sketchy on the Details - Act II - Dragon Age II - Game Guide and Walkthrough

No go to the localization [Lowtown]. Head towards the elf meeting ground and by the stairs leading to this place you will be attacked by antivian assassins #1 (M12, 17). There won't be many of them but I suggest to be careful as they are good at attacking by surprise #2.

4 - Sketchy on the Details - Act II - Dragon Age II - Game Guide and WalkthroughThe next destination is [Executioner's Room] - Sketchy on the Details - Act II - Dragon Age II - Game Guide and Walkthrough

The next destination is [Executioner's Room]. Check the southern-eastern part of the yard and you will come across an elf running away from Qunari death troop #1 (M33, 9). You don't have mind her safety, just start attacking hostile troops #2. As Qunaris are very resistant it is worth attacking them one by one.

5 - Sketchy on the Details - Act II - Dragon Age II - Game Guide and WalkthroughNow head to [Darktown] - Sketchy on the Details - Act II - Dragon Age II - Game Guide and Walkthrough

Now head to [Darktown]. Go to the south part of the area #1. Here you will be attacked by bandits from Carta (M23, 10). Be careful because among them there is assassin from Carta #2. He can attack by surprise so it is crucial to kill him fast.

6 - Sketchy on the Details - Act II - Dragon Age II - Game Guide and WalkthroughAt the very end head to the localization at night [Lowtown - The Hanged Man] - Sketchy on the Details - Act II - Dragon Age II - Game Guide and Walkthrough

At the very end head to the localization at night [Lowtown - The Hanged Man]. Check the main corridor in the western part of the inn (M16, 6). Here you will also meet a female elf running away from bandits #1. Start attacking legendary beards from Rivaini #2. You have to be careful again because you will fight with the assassin. After winning the battle you will get information in character's notebook stating you know the localization of Sketch's hiding place.

7 - Sketchy on the Details - Act II - Dragon Age II - Game Guide and WalkthroughAt night you can go to the localization [Docks] and head towards the western area of warehouses #1 - Sketchy on the Details - Act II - Dragon Age II - Game Guide and Walkthrough

At night you can go to the localization [Docks] and head towards the western area of warehouses #1. Sketch is in the same place where Mrs Selby was during the day #2 (M20, 11). Talk to him for a while and you will get a reward of double Sketch's stick.

Received from: Qunari [Docks]

1 - The Lost Patrol - Act II - Dragon Age II - Game Guide and WalkthroughYou can get this task from Qunari you meet in the northern part of the Docks #1 (M19, 9) - The Lost Patrol - Act II - Dragon Age II - Game Guide and Walkthrough

You can get this task from Qunari you meet in the northern part of the Docks #1 (M19, 9). It is worth adding that he will talk to you only if in the previous quest Blackpowder Promise you impressed Arishok enough. While talking to Qunari deny your connection with The Lost Patrol and offer mu help to solve the problem #2. To do it leave the localization and from the map of the world choose travel to localization [Wounded Coast].

2 - The Lost Patrol - Act II - Dragon Age II - Game Guide and WalkthroughAfter reaching the place prepare to fight with a group of pirates who may attack you #1 - The Lost Patrol - Act II - Dragon Age II - Game Guide and Walkthrough

After reaching the place prepare to fight with a group of pirates who may attack you #1. The same situation will occur in other parts of the localization but I will not give you detailed bearings because they depend on the previous visits on the shore. Choose the path leading through the southern part of the localization #2.

3 - The Lost Patrol - Act II - Dragon Age II - Game Guide and WalkthroughNow you have to reach the first path leading south - The Lost Patrol - Act II - Dragon Age II - Game Guide and Walkthrough

Now you have to reach the first path leading south. You should notice that Qunari were murdered by the monsters #1 (M28, 9). First eliminate the filthy ones, and then eliminate Shades. After eliminating the monsters go to localization during the day [Docks] and tell the Qunari warrior who ordered you to do the quest the bad news #2 (M19, 9). As a reward for your toil you will get 1 sovereign as well as the sword of Binky's Comfort.

Received from: reading the message on the table at Mrs Selby's [Docks - Western Area of Storehouses]

1 - Search and Rescue - Act II - Dragon Age II - Game Guide and WalkthroughTo activate the task you have to enter into interaction with the table at Mrs Selby's in the Docks #1 (M19, 10), which is available automatically after completing the additional quest Underground Trail - Search and Rescue - Act II - Dragon Age II - Game Guide and Walkthrough

To activate the task you have to enter into interaction with the table at Mrs Selby's in the Docks #1 (M19, 10), which is available automatically after completing the additional quest Underground Trail. Read the message titled Search and Rescue #2 and click on Accept to start the task of freeing apostate kept by the bounty hunter.

2 - Search and Rescue - Act II - Dragon Age II - Game Guide and WalkthroughNow you can leave the area and from the map of the world you should choose the travel to localization [Wounded Coast] - Search and Rescue - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can leave the area and from the map of the world you should choose the travel to localization [Wounded Coast]. After reaching the place prepare to eliminate a group of pirates who may attack you #1. The same situation will occur in other parts of the localization but I will not give you detailed bearings because they depend on the previous visits on the shore. Choose the path leading through the southern part of the localization #2.

3 - Search and Rescue - Act II - Dragon Age II - Game Guide and WalkthroughHead west until you reach the second path leading north #1 - Search and Rescue - Act II - Dragon Age II - Game Guide and Walkthrough

Head west until you reach the second path leading north #1. Go there and as soon as it is possible turn right again choosing the path leading to the top of a nearby hill #2.

4 - Search and Rescue - Act II - Dragon Age II - Game Guide and WalkthroughThe aim is to find the entrance to the cave (M28, 7), leading to localization [Wounded Coast - Bounty Hunter's Hiding Place#1 (M62, 1) - Search and Rescue - Act II - Dragon Age II - Game Guide and Walkthrough

The aim is to find the entrance to the cave (M28, 7), leading to localization [Wounded Coast - Bounty Hunter's Hiding Place#1 (M62, 1). After reaching the place head north-east and by the stairs prepare to eliminate a group of bounty hunters #2.

5 - Search and Rescue - Act II - Dragon Age II - Game Guide and WalkthroughCarefully come closer to the entrance to the main part of the cave (M62, 2) - Search and Rescue - Act II - Dragon Age II - Game Guide and Walkthrough

Carefully come closer to the entrance to the main part of the cave (M62, 2). There is a very complicated trap #1 and even if you know how to deactivate it, after drawing the attention of your enemies, it is worth going back to the previous localization and wait for them to arrive. During the fights here especially watch out for bounty hunters assassins #2.

6 - Search and Rescue - Act II - Dragon Age II - Game Guide and WalkthroughAgain enter to the main cave and start attacking other bounty hunters - Search and Rescue - Act II - Dragon Age II - Game Guide and Walkthrough

Again enter to the main cave and start attacking other bounty hunters. They will be accompanied by the leader of bounty hunters #1. Focus his attention on him, especially because he can encourage his team to fight. After winning the battle go towards the stairs but watch out for a new standard trap prepared by them #2.

7 - Search and Rescue - Act II - Dragon Age II - Game Guide and WalkthroughAfter reaching the upper balconies come up to a captured apostate #1 (M62, 3) - Search and Rescue - Act II - Dragon Age II - Game Guide and Walkthrough

After reaching the upper balconies come up to a captured apostate #1 (M62, 3). For a while talk to a woman running from the cave. Now you can leave the area and during the day come back to the localization [Docks]. Go back to Mrs Selby #2 (M19, 10), who, for freeing the apostate, will give you 1 sovereign.

Received from: reading the message on the table at Mrs Selby's [Docks - West Storehouses]

1 - How to Frame a Templar - Act II - Dragon Age II - Game Guide and WalkthroughTo activate this quest you have to get into interaction with the table at Mrs Selby's in Docks #1 (M19, 10), which will be automatically available after completing an additional quest Underground Trail - How to Frame a Templar - Act II - Dragon Age II - Game Guide and Walkthrough

To activate this quest you have to get into interaction with the table at Mrs Selby's in Docks #1 (M19, 10), which will be automatically available after completing an additional quest Underground Trail. It is worth adding that the quest will appear on the table only if during the previous main quest Enemies Among Us you made captain Cullen leave Keran to the Templars. Read the message titled How to frame a Templar #2 and click on Accept to start an action leading to excluding Ser Conrad Vernhart from the Order of Templars.

2 - How to Frame a Templar - Act II - Dragon Age II - Game Guide and WalkthroughFirst go to the localization during the day [Lowtown - The Hanged Man] - How to Frame a Templar - Act II - Dragon Age II - Game Guide and Walkthrough

First go to the localization during the day [Lowtown - The Hanged Man]. Here talk to Ser Roderick (M15, 6). who will stand by the bar #1. As the Templar is quite drunk, you can tell him even extremely fantastic story about Conrad, for example that he is responsible for the ritual killing of goats #2. After listening to your bull-and-cock story Roderick will leave the inn.

3 - How to Frame a Templar - Act II - Dragon Age II - Game Guide and WalkthroughNow go to the localization [Executioner's Room] - How to Frame a Templar - Act II - Dragon Age II - Game Guide and Walkthrough

Now go to the localization [Executioner's Room]. Check the central part of the yard, particularly the places where two merchants stand. Pick up a form with an order of obtaining lyrium #1 (M33, 11), and then choose the right upper dialogue option #2, as a result Ser Conrad will sign the form.

4 - How to Frame a Templar - Act II - Dragon Age II - Game Guide and WalkthroughStay in the Executioner's Room and in the central part of the yard find docker #1 (M33, 12), and you have to pass him the form with a fake signature - How to Frame a Templar - Act II - Dragon Age II - Game Guide and Walkthrough

Stay in the Executioner's Room and in the central part of the yard find docker #1 (M33, 12), and you have to pass him the form with a fake signature. During the day you can come back to the localization [Docks]to obtain your reward from Mrs Selby #2 (M19, 10), that is 1 sovereign. It is worth using the table at Mrs Selby's to read the message describing the moment of arresting Ser Conrad.

Received from: Automatically after finding Dumat's seal [Docks - Unused Passage]

1 - Seal of the Old God Dumat - Act II - Dragon Age II - Game Guide and WalkthroughIf you have already checked Unused Passage in the Docks, you should know how to get there - Seal of the Old God Dumat - Act II - Dragon Age II - Game Guide and Walkthrough

If you have already checked Unused Passage in the Docks, you should know how to get there. Otherwise you need some advise. At night you should go to the localization [Docks] and use any passage leading to the channels (M21, 2). One of them is situated in localization [Docks - The Captain of The Port] #1, and the second one in localization [Docks - West Storehouses] #2. I strongly suggest you going down in the captain's room because as a result you will start exploring the area nearer the place where the seal is hidden.

2 - Seal of the Old God Dumat - Act II - Dragon Age II - Game Guide and WalkthroughAfter reaching the localization [Docks - Unused Passage] (M22, 1) start exploring the southern part of the channels - Seal of the Old God Dumat - Act II - Dragon Age II - Game Guide and Walkthrough

After reaching the localization [Docks - Unused Passage] (M22, 1) start exploring the southern part of the channels. The aim is to find a chest #1, with Dumat's seal (M22, 2). You can leave the area and during the day go to localization [Hightown]. At the market place you will meet Bolund the Amateur Annalist #2 (M3, 18). As a reward for giving the seal you will get 1 sovereign.

Received from: Automatically after finding Waxler's Hat [Docks - Unused Passage]

1 - Waxlers Hat - Act II - Dragon Age II - Game Guide and WalkthroughIf you have already checked Unused Passage in the Docks, you should know how to get there - Waxlers Hat - Act II - Dragon Age II - Game Guide and Walkthrough

If you have already checked Unused Passage in the Docks, you should know how to get there. Otherwise you need some advise. At night you should go to the localization [Docks] and use any passage leading to the channels (M21, 2). One of them is situated in localization [Docks - The Captain of The Port] #1, and the second one in localization [Docks - West Storehouses] #2. I strongly suggest you going down in the captain's room because as a result you will start exploring the area nearer the place where the hat is hidden.

2 - Waxlers Hat - Act II - Dragon Age II - Game Guide and WalkthroughAfter reaching the localization [Docks - Unused Passage] (M22, 1) start exploring the central part of channels - Waxlers Hat - Act II - Dragon Age II - Game Guide and Walkthrough

After reaching the localization [Docks - Unused Passage] (M22, 1) start exploring the central part of channels. Watch out because you will be attacked by a group of bandits #1. They are led by the leader of mercenaries #2 and the best option is to kill him as soon as possible because he can encourage his team to fight. Then you can eliminate archers and at the end deal with warriors.

3 - Waxlers Hat - Act II - Dragon Age II - Game Guide and WalkthroughCheck the room where you fought the mercenaries and you will find a bag #1 (M22, 3) with Waxler's hat - Waxlers Hat - Act II - Dragon Age II - Game Guide and Walkthrough

Check the room where you fought the mercenaries and you will find a bag #1 (M22, 3) with Waxler's hat. You can leave the area and at night go to localization [Lowcity - The Hanged Man]. Check the main part of the inn and you will find a dwarf Waxler #2 (M16, 5). As a reward for passing him the hat you will get 1 sovereign.

Received from: automatically after defeating a proper number of groups of Undercuts [Dock]

1 - The Lowdown - Act II - Dragon Age II - Game Guide and WalkthroughThis quest can be activated by eliminating a proper number of Undercuts lurking around the localization [Docks] - The Lowdown - Act II - Dragon Age II - Game Guide and Walkthrough

This quest can be activated by eliminating a proper number of Undercuts lurking around the localization [Docks]. Naturally the enemies will appear only if you start exploring the area at night. Typical places where bandits appear is western #1 and eastern area of warehouses #2. During the fight first eliminate assassins because they are the most dangerous.

2 - The Lowdown - Act II - Dragon Age II - Game Guide and WalkthroughEliminating proper number of bandits will result is showing information on the screen #1 concerning the position of their main headquarters - The Lowdown - Act II - Dragon Age II - Game Guide and Walkthrough

Eliminating proper number of bandits will result is showing information on the screen #1 concerning the position of their main headquarters. Go to the eastern area of warehouses and use the passage (M20, 7) leading to localization [Docks - Neglected Alley] #2 (M48, 1).

3 - The Lowdown - Act II - Dragon Age II - Game Guide and WalkthroughHere there is a long fight with crafty fellows cutters ahead of you #1, they will be led

Here there is a long fight with crafty fellows cutters ahead of you #1, they will be led "Kanky" Hammerfingers # (M48, 2). This dwarf is an assassin so it is a good to kill him as soon as possible. I advise you to protect yourself near the entrance to the area, thanks to it you won't be attacking by too many enemies. Eliminating all bandits will cause the end of this quest.

After leaving the bandits' headquarters and official end of the quest consider going to localization at night [Lowtown - The Hanged Man]. In one of the southern rooms in the inn you will meet a woman marked as Friend. Click on her to get an additional rewards (2 sovereigns).

Received from: automatically after defeating a proper number invisible sisters and sisters of the blade [Hightown]

1 - Ladies Lights Out - Act II - Dragon Age II - Game Guide and WalkthroughThis quest can be activated by eliminating a proper number of invisible sisters and sisters of the blade lurking in the localization [Hightown] - Ladies Lights Out - Act II - Dragon Age II - Game Guide and Walkthrough

This quest can be activated by eliminating a proper number of invisible sisters and sisters of the blade lurking in the localization [Hightown]. Of course the enemies will appear only if you start exploring the area at night. Typical places where sisters appear are the market #1, the area of mansions, the square in Hightown #2 and the merchants' guild. During the fight first eliminate assassins, because they are the most dangerous.

2 - Ladies Lights Out - Act II - Dragon Age II - Game Guide and WalkthroughIf you defeat a proper number of sisters you will see information on the screen #1 which will concern their headquarters - Ladies Lights Out - Act II - Dragon Age II - Game Guide and Walkthrough

If you defeat a proper number of sisters you will see information on the screen #1 which will concern their headquarters. To do it go to the area situated south from the merchants' area (M4, 11). Here find the entrance to the localization [Hightown - Suspicious House] #2 (M49, 1).

3 - Ladies Lights Out - Act II - Dragon Age II - Game Guide and WalkthroughHead towards the northern room #1 (M49, 2) and prepare for a long fight - Ladies Lights Out - Act II - Dragon Age II - Game Guide and Walkthrough

Head towards the northern room #1 (M49, 2) and prepare for a long fight. At the beginning of the fight I suggest you to start attacking "Kind" Gillian Winger, who is the leader of sisters. She is an archer and it worth attacking her in short circuit #2, because her attacks less dangerous.

4 - Ladies Lights Out - Act II - Dragon Age II - Game Guide and WalkthroughAfter eliminating Gillian start attacking invisible sisters and blade sisters #1 - Ladies Lights Out - Act II - Dragon Age II - Game Guide and Walkthrough

After eliminating Gillian start attacking invisible sisters and blade sisters #1. First it is advisable to attack the sisters with a short health bar because they will die fast. Watch out for new warriors who will soon appear near the entrance to the localization #2. When you eliminate all sisters in the mansion, the quest will end.

After leaving the headquarters of the bandits and official end of the quest, think about going to the localization at night [Lowtown - The Hanged Man]. In one of the southern rooms in the inn you will meet a woman marked as Friend. Click on her and you will get bonuses (2 sovereigns).

Received from: automatically after defeating a proper number of Dog Lords and Mabari Hound [Lowtown]

1 - Hometown Breed - Act II - Dragon Age II - Game Guide and WalkthroughThis quest can be activated by eliminating a proper number of Dog Lords and Mabari Hound lurking in the localization [Lowtown] - Hometown Breed - Act II - Dragon Age II - Game Guide and Walkthrough

This quest can be activated by eliminating a proper number of Dog Lords and Mabari Hound lurking in the localization [Lowtown]. Of course the bandits will appear only if you start exploring the area at night. Dog Lords and hounds usually appear at marketplace #1, the back of the inn The Hanged Man, elf meeting ground, housing area #2 and blacksmith area.

2 - Hometown Breed - Act II - Dragon Age II - Game Guide and WalkthroughAt the beginning of the fight first eliminate Mabari Hound #1, because they can perform unpleasant attacks - knocking your teammates down - Hometown Breed - Act II - Dragon Age II - Game Guide and Walkthrough

At the beginning of the fight first eliminate Mabari Hound #1, because they can perform unpleasant attacks - knocking your teammates down. It is worth attacking the ones with a short health bars. If you eliminate a proper number of bandits, information will appear on the screen #2 with the localization of their headquarters.

3 - Hometown Breed - Act II - Dragon Age II - Game Guide and WalkthroughNow you can go to market in the western part of Lowtown - Hometown Breed - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can go to market in the western part of Lowtown. Find the door (M13, 15) leading to localization [Lowtown - Devastated Alley] #1 (M51, 1) and prepare to fight with a numerous group of Dog Lords. At the beginning I suggest you to eliminate their leader #2, that means Cor Blimey (M51, 2). He is an archer so it is easier to defeat him if he is in a circuit.

4 - Hometown Breed - Act II - Dragon Age II - Game Guide and WalkthroughAfter eliminating the leader of Dog Lords it is a good idea to do the same to mabari hounds lurking around here #1 - Hometown Breed - Act II - Dragon Age II - Game Guide and Walkthrough

After eliminating the leader of Dog Lords it is a good idea to do the same to mabari hounds lurking around here #1. Mind the health of your teammates all the time and be prepared for new enemies to attack them. At the end face the regular Dog Lords and in this case first deal with the archer #2. If you eliminate all Dog Lords and hounds in this area, the quest finishes.

After leaving the bandits' headquarters and official end of the quest, think about going to the localization at night [Lowtown - The Hanged Man]. In one of the southern rooms of the inn you will meet a woman marked as Friend. Click on her to get additional rewards (2 sovereigns).

Received from: Automatically after finding "South-Song" Gerralt's Corpse [Sundermount - Abandoned thaig]

1 - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and WalkthroughFinding Gerralt's remains won't be easy and it will be connected with at least one VERY DIFFICULT battle - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and Walkthrough

Finding Gerralt's remains won't be easy and it will be connected with at least one VERY DIFFICULT battle. I suggest you to start looking for them when your teammates are developed enough. Go to the localization [Sundermount - Dalish Camp]. After reaching the northern part of the camp choose the path on the left #1, which leads directly to north-west. Here go straight. Look around near the exit from this map and you will notice the entrance to the cave #2 (M25, 13). It leads to the localization [Sundermount - Abandoned thaig] (M57, 1).

2 - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and WalkthroughWatch out for the fire traps ahead of you #1 - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and Walkthrough

Watch out for the fire traps ahead of you #1. As you probably suspect, you have to wait for the moments when the traps are turned off and then pass. After reaching the crossroads from the north first stone golem will run towards you #2. This beast is known to you from your trip to Deep Paths so you are aware they shouldn't be depreciate it.

3 - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and WalkthroughNow you can head towards the doors leading to the northern room #1 - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can head towards the doors leading to the northern room #1. Unfortunately there is a difficult fight ahead of you. At the beginning you will find corpses, archers' skeletons, another stone golem as well as living dead #2. First you should eliminate living dead because it can influence living corpses.

4 - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and WalkthroughLater in the battle you will also face the demon of anger #1 and it is worth dealing with him after defeating the living dead - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and Walkthrough

Later in the battle you will also face the demon of anger #1 and it is worth dealing with him after defeating the living dead. Watch out for fire attacks performed by the demon as they can take many health points away from your teammates. After the battle's end, choose the eastern door #2.

5 - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and WalkthroughDo not use the stairs in front of you - South-Song Gerralts Corpse - Act II - Dragon Age II - Game Guide and Walkthrough

Do not use the stairs in front of you. Instead check the area near opened door and you will find Gerralt's remains, "The Song of the South" #1 (M57, 2). You can leave the area and during the day go to localization [Lowtown - Market]. Here find Gerralt "Eastern" #2 (M12, 19). As a reward for passing him the remains you will obtain 1 sovereign.

Received from: Automatically after finding Ream-Rot Knife [Sundermount - The Caves under Sundermount]

1 - Ream-Rot Knife - Act II - Dragon Age II - Game Guide and WalkthroughAt the beginning go to the localization [Sundermount - Dalish Camp] - Ream-Rot Knife - Act II - Dragon Age II - Game Guide and Walkthrough

At the beginning go to the localization [Sundermount - Dalish Camp]. After reaching the place choose the path leading north #1, to the mountain's top. You have to be careful because after reaching the bigger camp you will be attacked by shadow assassin #2, who will be accompanied by corpses and archers' skeletons. First eliminate of course the assassin because he can attack by surprise and it can cause serious wounds.

2 - Ream-Rot Knife - Act II - Dragon Age II - Game Guide and WalkthroughContinue following the path until you reach the entrance to the localization [Sundermount - The Caves under Sundermount] #1 (M25, 7) - Ream-Rot Knife - Act II - Dragon Age II - Game Guide and Walkthrough

Continue following the path until you reach the entrance to the localization [Sundermount - The Caves under Sundermount] #1 (M25, 7). Inside the caves you have to be very careful as you will be attacked by Monstrous Spider #2 and the group of Giant Spiders. Mind the health of your teammates, eliminate regular spiders and at the end - the enormous one.

3 - Ream-Rot Knife - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the fight go south-east and go downstairs to lower level #1 - Ream-Rot Knife - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the fight go south-east and go downstairs to lower level #1. Watch out because near the passage leading to another room you will be attacked by a group of filthy spiders #2. Although they are quite small, do not depreciate them.

4 - Ream-Rot Knife - Act II - Dragon Age II - Game Guide and WalkthroughStay in caves and look around the room which was protected by the last group of spiders - Ream-Rot Knife - Act II - Dragon Age II - Game Guide and Walkthrough

Stay in caves and look around the room which was protected by the last group of spiders. Check the bag #1 (M26, 4) and take Ream-Rot Knife. Now you can leave the area and during the day go to localization [Lowtown - Elf meeting ground]. Here look for Faj #2 (M12, 18). As a reward for passing him the Ream-Rot Knife you will get 1 sovereign.

Received from: Automatically after finding The Eyes of Azure Jamos [Sundermount]

1 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and WalkthroughI suggest you starting to perform this quest after the character develops because at the end there is a very difficult battle - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and Walkthrough

I suggest you starting to perform this quest after the character develops because at the end there is a very difficult battle. At the beginning go to the localization [Sundermount - Dalish Camp]. After reaching the place choose the path leading north #1, to the mountain's top. Here you have to watch out because after reaching the bigger campsite you will be attacked by shadow assassin #2, who will be accompanied by corpses and archers' skeletons. First eliminate the assassin of course as his attacks by surprise can be very serious.

2 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and WalkthroughContinue following the path until you reach the entrance to the localization [Sundermount - The Caves under Sundermount] #1 (M25, 7) - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and Walkthrough

Continue following the path until you reach the entrance to the localization [Sundermount - The Caves under Sundermount] #1 (M25, 7). Inside the caves you have to be very careful as you will be attacked by Monstrous Spider #2 and the group of Giant Spiders. Mind the health of your teammates, eliminate regular spiders and at the end - the enormous one.

3 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and WalkthroughAfter winning the fight go south-east and go downstairs to lower level #1 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and Walkthrough

After winning the fight go south-east and go downstairs to lower level #1. Watch out because near the passage leading to another room you will be attacked by a group of filthy spiders #2. Although they are quite small, do not depreciate them.

4 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and WalkthroughHead towards another room and use the southern exit of the cave #1, as a result, you will go back to the localization [Sundermount] (M25, 8) - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and Walkthrough

Head towards another room and use the southern exit of the cave #1, as a result, you will go back to the localization [Sundermount] (M25, 8). Now head east. After reaching the place where you met Flemeth #2 (M25, 10) I strongly suggest to save the game because there is a very difficult battle ahead of you.

5 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and WalkthroughAt the beginning start attacking crazy recluse, who should be kneeling near the altar #1 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and Walkthrough

At the beginning start attacking crazy recluse, who should be kneeling near the altar #1. It is extremely important to kill him as soon as possible because he can cast powerful spells. If he moves to another place, try to find him quickly. After eliminating him start attacking shadow assassins lurking in the area #2. Try to eliminate him one by one.

6 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and WalkthroughDuring the breaks between the attacks of assassins, eliminate corpses and archers' skeletons #1, although eliminating them is not the most important matter - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and Walkthrough

During the breaks between the attacks of assassins, eliminate corpses and archers' skeletons #1, although eliminating them is not the most important matter. You have to fight until you will notice secret nightmare #2. Focus all your attention on eliminating the nightmare and watch out for its magic attacks.

7 - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and WalkthroughAfter the fight check the bodies of all defeated enemies, the most important is the body of crazy recluse #1, because you will find there The Eyes of Azure Jamos - The Eyes of Azure Jamos - Act II - Dragon Age II - Game Guide and Walkthrough

After the fight check the bodies of all defeated enemies, the most important is the body of crazy recluse #1, because you will find there The Eyes of Azure Jamos. Now you can leave the area and go to localization [Executioner's Room]. Here find Blue Jamos, who is standing in the northern part of the yard #2 (M33, 10). As a reward for passing him the eyes you will get 1 sovereign.

Wentworth's Sixth Finger

Received from: Automatically after finding Wentworth's Sixth Finger [Bone Pit]

1 - Wentworths Sixth Finger; Swatch of the Jackyard - Act II - Dragon Age II - Game Guide and WalkthroughTo activate this quest go to localization [Bone Pit] and start exploring the miners' camp - Wentworths Sixth Finger; Swatch of the Jackyard - Act II - Dragon Age II - Game Guide and Walkthrough

To activate this quest go to localization [Bone Pit] and start exploring the miners' camp. You have to find bag of bones #1 (M31, 8), where you will Wentworth's Sixth Finger. Now you can leave the area and during the day go to localization [Hightown]. Find Sister Phylias standing near the building belonging to the Order #2 (M3, 20). As a reward for passing her the fossilize finger you will get 1 sovereign.

Swatch of the Jackyard

Received from: Automatically after finding the Swatch of the Jackyard [Wounded Coast]

2 - Wentworths Sixth Finger; Swatch of the Jackyard - Act II - Dragon Age II - Game Guide and WalkthroughFinding the flag will be possible right after completing an additional quest Pirates on the precipice on the Wounded Coast - Wentworths Sixth Finger; Swatch of the Jackyard - Act II - Dragon Age II - Game Guide and Walkthrough

Finding the flag will be possible right after completing an additional quest Pirates on the precipice on the Wounded Coast. Stay in the place where you fought with pirates and check the body of Fell Orden #1 (M28, 12) to obtain the Swatch of the Jackyard. Now you can leave the area and during the day go to localization [Docks]. Go to the southern part of the docks and you will meet The ships' observer #2 (M19, 11). As a reward for passing him the flag you will get 1 sovereign.

Lyrium-Laced Bilge Hoop

Received from: Automatically after finding the Lyrium-Laced Bilge Hoop [Deep Paths]

1 - Lyrium-Laced Bilge Hoop; The One True Pantaloons - Act II - Dragon Age II - Game Guide and WalkthroughYou will have an opportunity to activate this quest during performing the additional quest Fools' gold - Lyrium-Laced Bilge Hoop; The One True Pantaloons - Act II - Dragon Age II - Game Guide and Walkthrough

You will have an opportunity to activate this quest during performing the additional quest Fools' gold. You have to reach the treasury in Deep Paths (M44, 12), where, among other things, you will find Lyrium-Laced Bilge Hoop #1. Now you can leave the area and go to localization [Anthill]. Here find Master Whisky #2 (M23, 7). As a reward for passing him the ring you will get 1 sovereign.

The One True Pantaloons

Received from: Automatically after finding The One True Pantaloons [Dungeons in Executioner's Room]

2 - Lyrium-Laced Bilge Hoop; The One True Pantaloons - Act II - Dragon Age II - Game Guide and WalkthroughYou will have the chance to activate this task while completing friend quest connected to the character of Anders called Retreater - Lyrium-Laced Bilge Hoop; The One True Pantaloons - Act II - Dragon Age II - Game Guide and Walkthrough

You will have the chance to activate this task while completing friend quest connected to the character of Anders called Retreater. After reaching the dungeons eliminate the first group of enemies (M66, 2). Now look for the body of a human-dwarf mercenary and check it #1, pick up Pantaloons. Now you can leave the area and during the day go to localization [Hightown - Market]. Here find Flawless Bulf #2 (M3, 21). As a reward for passing him the trousers you will get 1 sovereign.

Received from: Marethari [Sundermount]

1 - Honoring The Fallen - Act II - Dragon Age II - Game Guide and WalkthroughYou will get this task automatically while completing companion quest connected with Merrill - Honoring The Fallen - Act II - Dragon Age II - Game Guide and Walkthrough

You will get this task automatically while completing companion quest connected with Merrill. I mean a mission titled Mirror reflection. Marethari #1 (M25, 3) will ask you to find hunters who failed to defeat the beast Varterral. You can start looking for bodies after reaching the localization [Sundermount - Varterral Hunting Ground] #2 (M68, 1) and it will take place while heading towards the monster's lair.

2 - Honoring The Fallen - Act II - Dragon Age II - Game Guide and WalkthroughThe body of hunter Radhy #1 (M68, 2) can be found near the exit from the caves and you can check it after eliminating spiders - Honoring The Fallen - Act II - Dragon Age II - Game Guide and Walkthrough

The body of hunter Radhy #1 (M68, 2) can be found near the exit from the caves and you can check it after eliminating spiders. Take Radhy's amulet. The body of hunter Harshal #2 (M68, 3) is situated in the southern part of caves, to get there you will have to go off the path and head south-east. Take Harshal's amulet.

3 - Honoring The Fallen - Act II - Dragon Age II - Game Guide and WalkthroughThe body of hunter Chandan #1 (M68, 4) can be found after eliminating the second group of spiders, to be more precise in the cave where sun rays are coming through - Honoring The Fallen - Act II - Dragon Age II - Game Guide and Walkthrough

The body of hunter Chandan #1 (M68, 4) can be found after eliminating the second group of spiders, to be more precise in the cave where sun rays are coming through. Take dagger and Chandan's amulet. You will be able to complete this task after defeating the beast varterral, to be more precise when you come back to the camp to give a report to Marethari #2 (M25, 3).

Received from: reading a message you receive by the desk [Hightown - Hawke Estate]

1 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughYou will have an opportunity to complete this task after finishing the main quest Offer and loss, but if you choose the quiet option of eliminating (meaning: burning) the bodies of dead Qunari - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

You will have an opportunity to complete this task after finishing the main quest Offer and loss, but if you choose the quiet option of eliminating (meaning: burning) the bodies of dead Qunari. Check the desk in Hawke Estate #1 (M14, 12), and you will get a message titled The Fixer #2. If you want to help the assassins to eliminate few bodies, click on Accept.

2 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughBodies can be found in every order you want but to keep it in order I suggest to go to the localization [Anthill] - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

Bodies can be found in every order you want but to keep it in order I suggest to go to the localization [Anthill]. Go to the southern part of the area and in unmarked place on the map you will find corpses #1 (M23, 16). Head with corpses to a place where you will dispose them situated in the eastern part of the Anthill #2 (M23, 17).

3 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughNow go at night to the localization [Lowtown] and start exploring the housing area - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

Now go at night to the localization [Lowtown] and start exploring the housing area. You will meet here few street bandits, and another body should be situated there #1 (M13, 16). Come up to the assassins to start a conversation#2. You can agree to dispose the body (right upper dialogue option) or disagree (right bottom dialogue option).

4 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughIf you choose the aggressive option then of course you will have to fight with a small group with street bandits #1 - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

If you choose the aggressive option then of course you will have to fight with a small group with street bandits #1. Defeating them shouldn't be too difficult. After winning the battle check the body of one of them and you will find the arch of Ripost the Runner. If you agreed to carry the body, you have to click on the corpse #2.

5 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughThe place where you can dispose the body is situated in the elf meeting ground (M13, 17) - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

The place where you can dispose the body is situated in the elf meeting ground (M13, 17). After reaching the place click near the big hole #1. At night go to the localization [Docks]. Other bandits can be found with the body in the captain's room #2 (M20, 8).

6 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughAs you did before, now you can dispose the body (right upper dialogue option) #1 or attack the bandits (right bottom dialogue option) - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

As you did before, now you can dispose the body (right upper dialogue option) #1 or attack the bandits (right bottom dialogue option). If you choose the second option, you will have to eliminate a small group of street bandits #2. It is worth checking their bodies after the fight is over because you can find there valuable embroidered dancing shoes.

7 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughIf you decided to dispose the third body , you have to click on the corpse #1 - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

If you decided to dispose the third body , you have to click on the corpse #1. Take it to the eastern area of warehouses. Here first click on the stone #2 (M20, 9), and then turn around and click on the place where you disposed the body (M20, 10). At this point the game will update this quest but only if you haven't attack any assassins. You will get a message according to which you have to go to one more place.

8 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughNow go to the localization [Wounded Coast] - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

Now go to the localization [Wounded Coast]. Head towards southern-eastern part of the area. You will come across new street bandits near the water #1 (M28, 19) Interestingly, the game will not allow you to choose dialogue options this time because you will be attacked right away #2.

9 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughThis battle will be a bit longer than the previous ones (the ones which were optional), because soon after the battle starts, back-ups will appear #1 - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

This battle will be a bit longer than the previous ones (the ones which were optional), because soon after the battle starts, back-ups will appear #1. But you will manage. After the fight is over click on corpse to pick it up #2.

10 - The Fixer - Act II - Dragon Age II - Game Guide and WalkthroughGo south with the corpse, dispose it near the water #1 (M28, 20) - The Fixer - Act II - Dragon Age II - Game Guide and Walkthrough

Go south with the corpse, dispose it near the water #1 (M28, 20). Now you simply have to go back to the localization [Hightown - Hawke Estate ] and after interaction with the desk (M14, 12) read the new message from unknown person who will order you to do this quest #2.

Received from: Templars' Recruit Margitta [Executioner's Room]

1 - A Debt in the Family - Act II - Dragon Age II - Game Guide and WalkthroughYou can start this task if while completing the previous main quest o Enemies Among Us you help to throw Keran away from the team of Templars - A Debt in the Family - Act II - Dragon Age II - Game Guide and Walkthrough

You can start this task if while completing the previous main quest o Enemies Among Us you help to throw Keran away from the team of Templars. Go to the localization [Executioner's Room] and at the yard you will find Templars' Recruit Margitta #1 (M33, 6). At the end of the conversation you can offer to meet moneylender Senestra (right upper dialogue) #2, who lent some money to Keran's family.

2 - A Debt in the Family - Act II - Dragon Age II - Game Guide and WalkthroughLeave Executioner's Room and at night go to the localization [Docks] - A Debt in the Family - Act II - Dragon Age II - Game Guide and Walkthrough

Leave Executioner's Room and at night go to the localization [Docks]. Senestra is in the western area of warehouses #1 (M20, 20). Click on her to start a conversation. The game won't allow you to choose dialogue options. Right after the fight starts, try to eliminate Senestra because she is an assassin #2. Apart from this, watch out for Killer, who represents the same class. At the end face weak thug, aim at archers first. After winning the battle check the body of Senestra, and you will find valuable dagger Losers' End.

Received from: reading message on the Chanter's Board [Hightown - Order's Yard]

Step 1: Reading a message on the Chanter's Board

1 - Bounty Hunter - Act II - Dragon Age II - Game Guide and WalkthroughYou can perform this task if during the main quest Act of Mercy earlier in the game you decided to arrest apostates hiding in the caves and at the result, they came back to the Circle - Bounty Hunter - Act II - Dragon Age II - Game Guide and Walkthrough

You can perform this task if during the main quest Act of Mercy earlier in the game you decided to arrest apostates hiding in the caves and at the result, they came back to the Circle. To activate the quest you have to interact with Chanter's Board at the yard of Order in Hightown #1 (M3, 17). Read the message titled Bounty Hunter #2 and click on Accept if you intend to look for the runaway apostates.

Step 2: Tracking Innley of Starkhaven

2 - Bounty Hunter - Act II - Dragon Age II - Game Guide and WalkthroughI will describe the order in which the apostates will appear according to the list presented in the hero's notebook - Bounty Hunter - Act II - Dragon Age II - Game Guide and Walkthrough

I will describe the order in which the apostates will appear according to the list presented in the hero's notebook. The first person on the list is Innley of Starkhaven and if you want to find him you have to go to the localization [Turn Back]. After reaching the Dalish Camp, choose the path leading to the mountain's top #1. Be prepared to eliminate different monsters you will find on your way. Their number and variety depends on what you have been doing before. The aim is to reach the passage leading to [Sundermount - The Caves under the Sundermount] (M25, 7) #2.

3 - Bounty Hunter - Act II - Dragon Age II - Game Guide and WalkthroughGo through the caves and after coming back to the localization Sundermount] (M25, 8) head towards the altar (M25, 10) - Bounty Hunter - Act II - Dragon Age II - Game Guide and Walkthrough

Go through the caves and after coming back to the localization Sundermount] (M25, 8) head towards the altar (M25, 10). Here head the path leading east #1. Continue eliminating monsters. Head towards the mountain's top. After reaching the top you should notice Innley of Starkhaven (M25, 30) #2. Click on him to start a fight.

4 - Bounty Hunter - Act II - Dragon Age II - Game Guide and WalkthroughRight after the battle's start, attack Innley #1, because he can cast very powerful spells - Bounty Hunter - Act II - Dragon Age II - Game Guide and Walkthrough

Right after the battle's start, attack Innley #1, because he can cast very powerful spells. After eliminating him, start attacking monsters which will appear in the area. Winning will not be easy because you have to eliminate Rage Demons, Shades, demons of lust and filthy greeder #2. First eliminate the monster which can influence the others and mind the energy bars of your teammates all the time. After winning the battle it is worth checking the body of Innley, and you will find long sword One Cut.

Step 3: Tracking Heboraha de Soliere

5 - Bounty Hunter - Act II - Dragon Age II - Game Guide and WalkthroughTo find the second person on the list go to the localization [Wounded Coast] - Bounty Hunter - Act II - Dragon Age II - Game Guide and Walkthrough

To find the second person on the list go to the localization [Wounded Coast]. After reaching the place go the northern path #1. Go west, eliminate the enemies and monster you meet on your way. The aim is to reach a small camp in the northern part of the Shore (M28, 27), because it is the hiding place of Heborah de Soliere #2.

6 - Bounty Hunter - Act II - Dragon Age II - Game Guide and WalkthroughAs usual click on Heborah and start the battle with quick elimination of runaway Mage 1 - Bounty Hunter - Act II - Dragon Age II - Game Guide and Walkthrough

As usual click on Heborah and start the battle with quick elimination of runaway Mage 1. As you did with Innley, the filthy greeder will appear instead of the Mage and you will also have to eliminate corpses, archer's skeletons as well as living dead #2, whose elimination is your priority.

Step 4: Tracking Black Jake

7 - Bounty Hunter - Act II - Dragon Age II - Game Guide and WalkthroughTo find the third person on the list go to the localization [Anthill] - Bounty Hunter - Act II - Dragon Age II - Game Guide and Walkthrough

To find the third person on the list go to the localization [Anthill]. After reaching the place, start exploring the southern part of the area and eliminate small groups of bandits, who may lurk around here. Head downstairs #1 and go to Black Jake who is hiding here (M23, 21) #2.

8 - Bounty Hunter - Act II - Dragon Age II - Game Guide and WalkthroughDuring this fight it is also a good idea to start with eliminating runaway apostate #1 - Bounty Hunter - Act II - Dragon Age II - Game Guide and Walkthrough

During this fight it is also a good idea to start with eliminating runaway apostate #1. After killing him start attacking Rage Demons, Shades, the gready and filthy one #2 as well as the regular filthy ones. Remember to protect the weaker teammates. Defeating all monsters will lead to the quest's end.

Received from: reading the message by the desk [Hightown - Hawke Estate]

1 - The Midnight Meeting - Act II - Dragon Age II - Game Guide and WalkthroughYou will be able to start performing this task only if during the main quest Act of Mercy earlier in the game you killed the leader of Templars - Ser Karras - The Midnight Meeting - Act II - Dragon Age II - Game Guide and Walkthrough

You will be able to start performing this task only if during the main quest Act of Mercy earlier in the game you killed the leader of Templars - Ser Karras. To activate the quest described before you must go to the localization [Hightown - Hawke Estate] and by the desk read (M14, 12) #1 the message titled The Midnight Meeting #2. Click on Accept if you intend to meet the anonymous friend.

2 - The Midnight Meeting - Act II - Dragon Age II - Game Guide and WalkthroughNow you can leave the mansion and at night go to the localization [Hightown] - The Midnight Meeting - Act II - Dragon Age II - Game Guide and Walkthrough

Now you can leave the mansion and at night go to the localization [Hightown]. Head towards blacksmiths' area (M4, 19), and you will come across Templars #1. No matter which dialogue option you choose, you will have to fight so start attacking the lieutenant of the Templars #2 and people who accompany him. Watch out because later in the battle you may have to face Templar hunter. If you eliminate all enemies, you will complete the quest and obtain 1 sovereign.

Received from: Taarbas or automatically after finding the first sword [Hightown - The Square in Hightown]

1 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughThis task can be activated in two ways, either by talking to Qunari Taarbas at the Square in Hightown #1 (M3, 23) or by finding one of Qunari swords he is looking for - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

This task can be activated in two ways, either by talking to Qunari Taarbas at the Square in Hightown #1 (M3, 23) or by finding one of Qunari swords he is looking for. Every time you find a new sword, go back to Taarbas and pass it to him. It is worth mentioning that the game will let you choose #2 either you want to get gold (30 silver coins) or is Qunari's help satisfactory enough. It is better to choose the second option because as a result you will get MANY experience points (1200).

2 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughThe first Qunari sword in an offer of shop belonging Korval's blade in localization [Hightown - Market] #1 (M3, 24) - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

The first Qunari sword in an offer of shop belonging Korval's blade in localization [Hightown - Market] #1 (M3, 24). To find the object on the list of things in offer you have to choose the fifth fold, Others #2.

3 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughThe second Qunari sword is hidden in the chest in localization [Anthill - Ander's Clinic] #1 (M23, 18) - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

The second Qunari sword is hidden in the chest in localization [Anthill - Ander's Clinic] #1 (M23, 18). The third Qunari sword in on offer in the shop called Stall belonging to armourer in localization [Lowtown - Market] #2 (M12, 22).

4 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughThe fourth Qunari sword can be found at night in localization [Lowtown] - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

The fourth Qunari sword can be found at night in localization [Lowtown]. Go the blacksmiths' area and check the rubbish heap #1 (M13, 23). The fifth Qunari sword can be found at night in localization [Docks]. Go to the captain of the port and look behind a pile of bones #2 (M20, 12).

5 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughYou will find the sixth Qunari sword while exploring the localization [Docks] at night - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

You will find the sixth Qunari sword while exploring the localization [Docks] at night. Go to the western area of warehouses and look for masterly closed chest #1 (M20, 13). To look inside the chest #2 you have to ask rogue with a high level of cleverness for help.

6 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughYou can find the seventh Qunari sword in offer of the Shop with arms in localization [Executioner's Room] #1 (M33, 14) - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

You can find the seventh Qunari sword in offer of the Shop with arms in localization [Executioner's Room] #1 (M33, 14). You will find the eighth Qunari sword in one of the northern camps in the localization [Wounded Coast]. Unfortunately you must be prepared because it will be protected by a group of mercenaries hired by Tal Vashoth. Be especially careful when it comes to Saarebas #2, eliminate him before manages to cast too many spell.

7 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the battle look around the southern part of the camp and find a heap of bones, where you will find the sword #1 (M28, 22) - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the battle look around the southern part of the camp and find a heap of bones, where you will find the sword #1 (M28, 22). The ninth Qunari sword is situated at Wounded Coast, in this case you have to go to the western part of localization and choose path leading to the hill's top #2.

8 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughWhile climbing look for a new heap of bones, where you will find the sword you are looking for #1 (M28, 24) - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

While climbing look for a new heap of bones, where you will find the sword you are looking for #1 (M28, 24). The last tenth Qunari sword can be found during the main quest At large. During your search for Emil de Launcent you will visit the localization [Hightown - The residence of de Launcents], and have a conversation with the count and countess #2.

9 - The Lost Swords - Act III - Dragon Age II - Game Guide and WalkthroughAfter finishing the conversation start exploring the mansion #1 - The Lost Swords - Act III - Dragon Age II - Game Guide and Walkthrough

After finishing the conversation start exploring the mansion #1. To be more precise, you need to reach a storage room situated in the northern-eastern part. Here find chest (M88, 1), inside among other things you will find a sword #2. Now you can go back to the localization during the day [Hightown] and give Taarbasow all ten swords (M3, 23). The main reward for finishing this quest will be a valuable dagger of Bassrath-Kat. Moreover, of course according to the decision you made at the beginning, you will get silver coins or many experience points.

Received from: Ser Marlein Selbech [Hightown]

1 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughYou will meet Ser Marlein Salbech east from the marketplace in Hightown1 (M3, 25) - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

You will meet Ser Marlein Salbech east from the marketplace in Hightown1 (M3, 25). If you agree to pass the roll #2, she will give you few tasks connected with disposing the noblemen against Meredith. If you refuse to help, the quest will finish immediately and you won't be able to continue it later on.

2 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughTo pass the first part of this quest go to the localization [Anthill] - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

To pass the first part of this quest go to the localization [Anthill]. Here start exploring the southern part of the area where you should find a passage (M23, 13) to localization [Anthill- Hidden storage] #1 (M76, 1). Now head north and prepare to deal with a group of mercenaries and mercenary archers #2. It shouldn't be too difficult but don't let the second group surprise you as they will appear at the entrance to this localization.

3 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughNo go west, on your way open the chest with valuable treasures - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

No go west, on your way open the chest with valuable treasures. After reaching the new place (M76, 2) it is a good idea to step back and wait for the enemies to come. At the beginning eliminate Templars' lieutenant #1, and then deal with normal Templars and Templars' archers #2. Again look for chest, with a very valuable Garahel's Helmet.

4 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughTo complete the second part of the quest during the day go to the localization [Lowtown] - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

To complete the second part of the quest during the day go to the localization [Lowtown]. Here head towards the housing area where you will meet Ser Mettin #1 (M12, 21). Come up to him and after listening to a short conversation, you will have to fight with Templars #2.

5 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughFirst you should eliminate Ser Mettin #1, because he has the power to influence the Templars by encouraging them to fight - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

First you should eliminate Ser Mettin #1, because he has the power to influence the Templars by encouraging them to fight. After you eliminate him successfully, start eliminating other enemies. Be especially careful towards at least one Templar hunter #2, prevent him from attacking by surprise.

6 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughAfter winning the battle go back to the localization according to the clue you will get [Hightown - Hawke Estate] and get into interaction with the desk (M14, 12), read the content of the new message titled Noble cause #1 - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

After winning the battle go back to the localization according to the clue you will get [Hightown - Hawke Estate] and get into interaction with the desk (M14, 12), read the content of the new message titled Noble cause #1. You will get 3 sovereigns and you will be asked to provide protection during the meeting. To do it at night go to the localization [Lowtown], again go to the housing area #2.

7 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the place (M13, 22) you will witness a short conversation #1, then you will start fighting #2 - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the place (M13, 22) you will witness a short conversation #1, then you will start fighting #2. Notice that, apart from mini-boss Ser Edgert, called the Hound you will also come across Templars' lieutenants, Templars hunters, Templars archers as well as "regular" Templars.

8 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughImmediately after the fight starts I suggest you to focus on attacking Ser Edgert #1 - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

Immediately after the fight starts I suggest you to focus on attacking Ser Edgert #1. Defeating him will not be too difficult, especially as you will have to additional persons on your side (Ser Marlein Selbech and Ser Theodore from Wildervale). After eliminating Edgert start attacking other enemies. It is a good idea to eliminate archers as soon as possible as well as all Templars hunters #2.

9 - A Noble Agenda - Act III - Dragon Age II - Game Guide and WalkthroughAt the very end eliminate two Templars' lieutenants #1 - A Noble Agenda - Act III - Dragon Age II - Game Guide and Walkthrough

At the very end eliminate two Templars' lieutenants #1. Of course they will encourage other enemies to fight but they are too resistant and if you tried to kill them you would be attacked from many sides. After winning the battle they will thank you for your help #2, and the quest will end.

Received from: automatically after eliminating proper number of groups of Crimson Weavers and the slaves of Crimson Weavers [Hightown]

1 - Red Run Streets - Act III - Dragon Age II - Game Guide and WalkthroughThis quest can be activated by eliminating a proper number of groups of Bloody Raging Fellows and the slaves of Crimson Weavers lurking around the area [Hightown] - Red Run Streets - Act III - Dragon Age II - Game Guide and Walkthrough

This quest can be activated by eliminating a proper number of groups of Bloody Raging Fellows and the slaves of Crimson Weavers lurking around the area [Hightown]. Naturally the bandits will appear only if you start exploring the area at night. Typical places where you can meet bandits are: marketplace, the square in Hightown, viscount's route #1 and merchants' guild #2, During the battle first eliminate the leaders of particular groups of Blood Mages preventing them from casting powerful spells.

2 - Red Run Streets - Act III - Dragon Age II - Game Guide and WalkthroughAfter eliminating a proper number of enemies information will appear on the screen #1 concerning the position of their main headquarters - Red Run Streets - Act III - Dragon Age II - Game Guide and Walkthrough

After eliminating a proper number of enemies information will appear on the screen #1 concerning the position of their main headquarters. To do it head south from the merchants' guild and you will find a passage (M4, 6) leading to localization [Hightown - Suspicious house #2] #2 (M75, 1).

3 - Red Run Streets - Act III - Dragon Age II - Game Guide and WalkthroughHead towards the eastern room and immediately after reaching the place start attacking the leader of bandits - Jakeson

Head towards the eastern room and immediately after reaching the place start attacking the leader of bandits - Jakeson "Butcher" Hall #1 (M75, 2). His fast death is a crucial matter because he is a Mage and if you left him alone, he could harm you. After eliminating him start killing the slaves of Crimson Weavers lurking in the area #2.

4 - Red Run Streets - Act III - Dragon Age II - Game Guide and WalkthroughBe careful because the new group of bandits will appear later during the fight in this room by the main entrance to the mansion #1 - Red Run Streets - Act III - Dragon Age II - Game Guide and Walkthrough

Be careful because the new group of bandits will appear later during the fight in this room by the main entrance to the mansion #1. New enemies can appear also near the stairs leading upstairs and in such case it is worth look for Blood Mages #2, meaning Bloody Raging Fellowes. After winning the battle it is a good idea to check the body of the Butcher, as a result you will obtain, among other things, valuable axe Excellent Chooper.

After leaving the bandits' headquarters and official end of this quest go at night to the localization [Lowtown - The Hanged Man]. In one of southern rooms situated in the inn you will meet a woman marked as a Friend. Click on her to get an additional reward (2 sovereigns).

Received from: automatically after eliminating a proper number of Followers of She and dominated warriors [Lowtown]

1 - Kind of Want - Act III - Dragon Age II - Game Guide and WalkthroughThis quest can be activated by eliminating the proper number of Her Slaves and dominated warriors lurking in the localization [Lowtown] - Kind of Want - Act III - Dragon Age II - Game Guide and Walkthrough

This quest can be activated by eliminating the proper number of Her Slaves and dominated warriors lurking in the localization [Lowtown]. Naturally bandits will appear only if you start exploring the area at night. Typical places where you can come across bandits are: market #1, the back of the inn The Hanged Man, elves' meeting ground, housing area #2 and the area with blacksmiths. During the fight first eliminate archers and assassins, later deal with warriors. Fortunately you don't have to fear hostile Mages.

2 - Kind of Want - Act III - Dragon Age II - Game Guide and WalkthroughAs a result of defeating the proper number of bandits an information will appear on the screen #1 concerning the position of their main headquarters - Kind of Want - Act III - Dragon Age II - Game Guide and Walkthrough

As a result of defeating the proper number of bandits an information will appear on the screen #1 concerning the position of their main headquarters. To do it go to the market and find the door (M13, 15) leading to localization [Lowtown - Neglected Corner #2] #2 (M78, 1).

3 - Kind of Want - Act III - Dragon Age II - Game Guide and WalkthroughThere are quite difficult fights ahead of you in new localization so and suggest you to stand near the door and wait for the enemies - Kind of Want - Act III - Dragon Age II - Game Guide and Walkthrough

There are quite difficult fights ahead of you in new localization so and suggest you to stand near the door and wait for the enemies. eliminate Followers of She one by one #1 until the demon itself will appear called Hanker #2 (M78, 2). The beast has a similar abilities to the demons of desire, so it is worth eliminating them fast and effectively.

4 - Kind of Want - Act III - Dragon Age II - Game Guide and WalkthroughAfter you eliminate the demon check the whole area, eliminate the bandits you missed during the fight #1 - Kind of Want - Act III - Dragon Age II - Game Guide and Walkthrough

After you eliminate the demon check the whole area, eliminate the bandits you missed during the fight #1. After winning the battle you have to check the body of demon Hanker #2, as a result you will get, among other things, dagger Left Hand of Carta as well as shield Carrier Wall.

After leaving the bandits' headquarters and official end of the quest consider going to the localization at night [Lowtown - The Hanged Man]. In one of the southern rooms of the inn you will meet a woman marked as a Friend. Click on her to obtain additional rewards (2 sovereigns).

Received from: automatically after defeating a proper number of Reining Men [Docks]

1 - Reining It In - Act III - Dragon Age II - Game Guide and WalkthroughThis quest can be activated by eliminating a proper number of Reining Men lurking in the localization [Docks] - Reining It In - Act III - Dragon Age II - Game Guide and Walkthrough

This quest can be activated by eliminating a proper number of Reining Men lurking in the localization [Docks]. Naturally they will appear only if you start exploring the area at night. Typical places where you can come across them are: central part of the docks #1, captain of the port room, eastern and western area of warehouses #2. During fights first eliminate assassins, stop them from attacking by surprise.

2 - Reining It In - Act III - Dragon Age II - Game Guide and WalkthroughAs a result of eliminating a proper number of hunters information will appear on the screen #1 concerning the position of their main headquarters - Reining It In - Act III - Dragon Age II - Game Guide and Walkthrough

As a result of eliminating a proper number of hunters information will appear on the screen #1 concerning the position of their main headquarters. To do it go to the eastern area of warehouses and find the door (M20, 7) leading to the localization [Docks - Neglected Corner] #2 (M79, 1).

3 - Reining It In - Act III - Dragon Age II - Game Guide and WalkthroughThere are quite difficult fights ahead of you in new localization so first I suggest you to stand near the stairs and wait for the enemies to appear - Reining It In - Act III - Dragon Age II - Game Guide and Walkthrough

There are quite difficult fights ahead of you in new localization so first I suggest you to stand near the stairs and wait for the enemies to appear. Eliminate slaves' hunters one by one #1. Soon you will notice their leader Jess "Tamer" Varvel #2 (M79, 2). As she is a Mage, it is a good idea to eliminate her as soon as possible.

4 - Reining It In - Act III - Dragon Age II - Game Guide and WalkthroughAfter Jess explore the whole area and eliminate the slaves' hunter you missed during the fight #1 - Reining It In - Act III - Dragon Age II - Game Guide and Walkthrough

After Jess explore the whole area and eliminate the slaves' hunter you missed during the fight #1. After winning the fight you have to check the body of Jess, and you will find a valuable Axe the Forester's Anger #2.

After leaving the bandits' headquarters and official end of the fight consider going to the localization at night [Lowtown - The Hanged Man]. In one of the southern rooms of the inn you will meet a woman marked as a Friend. Click on her to obtain additional rewards (2 sovereigns).

Received from: Automatically after finding the Awiergan Scroll: First Aspect [Wounded Coast]

1 - The Awiergan Scrolls: First Aspect - Act III - Dragon Age II - Game Guide and WalkthroughThis quest will be added to your notebook when you find Awiergan Scroll: First Aspect (M28, 21) - The Awiergan Scrolls: First Aspect - Act III - Dragon Age II - Game Guide and Walkthrough

This quest will be added to your notebook when you find Awiergan Scroll: First Aspect (M28, 21). You will find this object in localization [Wounded Coast], to be more precise, south from the place where you started (by the southern path) #1. To find the group of monsters connected to this roll head towards the western part of the shore #2, choosing the last path leading north.

2 - The Awiergan Scrolls: First Aspect - Act III - Dragon Age II - Game Guide and WalkthroughWhen you turn north you will notice that in the area you will come across corpses and archers' skeletons #1 - The Awiergan Scrolls: First Aspect - Act III - Dragon Age II - Game Guide and Walkthrough

When you turn north you will notice that in the area you will come across corpses and archers' skeletons #1. Start eliminating the groups as long as you will notice Medan #2 (M28, 23). Now you can attack the secret nightmare, but watch out for the powerful spells it casts. Don't forget to check her body, as a result, you will find, among other things, valuable the Elders' belt. It is worth considering completing two tasks connected to each other: The Awiergan Scrolls: Second Aspect and The Awiergan Scrolls: Third Aspect. It will allow you to find the source of primeval evil as a part of additional quest Awiergan Scrolls: Pride Unbound.

Received from: Automatically after finding Awiergan Scroll: Second Aspect [Turn Back]

1 - The Awiergan Scrolls: Second Aspect - Act III - Dragon Age II - Game Guide and WalkthroughThis quest will be added to your notebook when you find Awiergan Scroll: Second Aspect - The Awiergan Scrolls: Second Aspect - Act III - Dragon Age II - Game Guide and Walkthrough

This quest will be added to your notebook when you find Awiergan Scroll: Second Aspect. You will find this object in localization [Turn Back], to be more precise, in one of the camps leading to the mountain's top #1 (M25, 20). In the same place you will fight monsters connected with another quest from this group. To reach the place where the secret nightmare is you have to pass the caves under the Sundermount reaching the area near the altar you already know. After reaching the place choose the path leading east #2.

2 - The Awiergan Scrolls: Second Aspect - Act III - Dragon Age II - Game Guide and WalkthroughWatch out after few moments you will come across three very resistant monsters (M25, 21) - The Awiergan Scrolls: Second Aspect - Act III - Dragon Age II - Game Guide and Walkthrough

Watch out after few moments you will come across three very resistant monsters (M25, 21). Start with attacking Bysmor #1, who should die as soon as possible. Now start attacking Gifre and Lantern #2, the stronger kinds of living dead. The monsters should be attacked one by one using the most powerful spells and abilities. Do not forget to check the body of monsters, as a result you will find, among other things, valuable two-hand sword Celebrans. It is worth considering completing two connected tasks: The Awiergan Scrolls: First Aspect and The Awiergan Scrolls: Third Aspect. As a result, you will find the source of primeval evil as a part of additional quest The Awiergan Scrolls: Pride Unbound.

Received from: Automatically after finding Awiergan Scroll: Third Aspect [Turn Back]

1 - The Awiergan Scrolls: Third Aspect - Act III - Dragon Age II - Game Guide and WalkthroughThis quest will be added to your notebook after finding Awiergan Scroll: Third Aspect - The Awiergan Scrolls: Third Aspect - Act III - Dragon Age II - Game Guide and Walkthrough

This quest will be added to your notebook after finding Awiergan Scroll: Third Aspect. You will find this object in localization [Turn Back], to be more precise, on your way to the Dali camp #1 (M25, 16). Head towards the elves of Dalish camp and after reaching the place choose the path leading to the mountain's top #2.

2 - The Awiergan Scrolls: Third Aspect - Act III - Dragon Age II - Game Guide and WalkthroughThe aim is to reach one of the biggest camps where you will be attacked by, among other things, by a secret nightmare #1 (M25, 19) - The Awiergan Scrolls: Third Aspect - Act III - Dragon Age II - Game Guide and Walkthrough

The aim is to reach one of the biggest camps where you will be attacked by, among other things, by a secret nightmare #1 (M25, 19). You have to be very careful because the nightmare is able to cast powerful spells. You will also have to eliminate few weak Shades #2. This quest will be completed when you kill the nightmare. Don't forget to check its body, as a result, you will find, among other things, valuable axe Flower. It is worth completing two connected tasks: The Awiergan Scrolls: First Aspect and The Awiergan Scrolls: Second Aspect. As a result, you will find the source of primeval evil as a part of additional quest The Awiergan Scrolls: Pride Unbound.

Received from: Automatically after eliminating one of monsters [Sundermount or Wounded Coast]

1 - The Awiergan Scrolls: Pride Unbound - Act III - Dragon Age II - Game Guide and WalkthroughThis task will be activated by killing one of monsters #1 connected with additional quests The Awiergan Scrolls: First Aspect, The Awiergan Scrolls: Second Aspect and The Awiergan Scrolls: Third Aspect - The Awiergan Scrolls: Pride Unbound - Act III - Dragon Age II - Game Guide and Walkthrough

This task will be activated by killing one of monsters #1 connected with additional quests The Awiergan Scrolls: First Aspect, The Awiergan Scrolls: Second Aspect and The Awiergan Scrolls: Third Aspect. You can start looking for primeval evil after completing all quests mentioned above. Then you will be informed that you need to go to the localization [Anthill]. After reaching the place go to the Anders' clinic and you will find a passage (M23, 6) leading to localization [Anthill - Hidden dungeon] #2 (M84, 1).

2 - The Awiergan Scrolls: Pride Unbound - Act III - Dragon Age II - Game Guide and WalkthroughRight after reaching the place go upstairs - The Awiergan Scrolls: Pride Unbound - Act III - Dragon Age II - Game Guide and Walkthrough

Right after reaching the place go upstairs. Here you will meet the demon of pride Hybris #1 (M84, 2). Unfortunately, no matter which dialogue option you will choose #2 you will be made to take part in a quite difficult fight.

3 - The Awiergan Scrolls: Pride Unbound - Act III - Dragon Age II - Game Guide and WalkthroughIt is worth sending at least one warrior to eliminate Hybris #1, but the rest of the team should keep a safe distance - The Awiergan Scrolls: Pride Unbound - Act III - Dragon Age II - Game Guide and Walkthrough

It is worth sending at least one warrior to eliminate Hybris #1, but the rest of the team should keep a safe distance. Unfortunately apart from standard attacks, the monster will try to poison you. Avoid a blue pillar of light produced by #2, because it can trap your teammates for a few seconds.

4 - The Awiergan Scrolls: Pride Unbound - Act III - Dragon Age II - Game Guide and WalkthroughHybris will ask Shades for help #1 and their elimination should be easy, they cannot make you stop attacking the demon of pride - The Awiergan Scrolls: Pride Unbound - Act III - Dragon Age II - Game Guide and Walkthrough

Hybris will ask Shades for help #1 and their elimination should be easy, they cannot make you stop attacking the demon of pride. The situation will change when at the battlefield you will notice The demon of anger #2. It is worth focusing your attention on the demon because otherwise it would make eliminating Hybris much harder. After winning the battle check the body of the demon of pride, you will find, among other things, very precious sword Glandivalis.

Received from: reading the message by the desk [Hightown - Hawke Estate]

Step 1: Attending a meeting with king Alistair

1 - King Alistair - Act III - Dragon Age II - Game Guide and WalkthroughYou can complete this quest when you get the message titled Favor and Fault #1, which you can read by the desk (M14, 12) in localization [Hightown - Hawke Estate] - King Alistair - Act III - Dragon Age II - Game Guide and Walkthrough

You can complete this quest when you get the message titled Favor and Fault #1, which you can read by the desk (M14, 12) in localization [Hightown - Hawke Estate]. This message will be sent only while creating the character at the beginning of the game in the fold World you chose the option The hero of Ferelden #2, according to which Alistar became the king of Ferelden. Leave the mansion and during the day go to localization [Hightown - Viscount's Keep].

2 - King Alistair - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the citadel the game will automatically show you a scene of a meeting with king Alistair #1 (M9, 12) - King Alistair - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the citadel the game will automatically show you a scene of a meeting with king Alistair #1 (M9, 12). You will not have much influence on the course of the meeting #2 although your teammates can join the conversation. The end of the meeting will result in completing this short quest.

Received from: Waitress [Lowtown - The Hanged Man]

1 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughYou can perform this task only if at the end of the main quest Demands of the Qun you strongly support Meredith, so in proper moment choose right bottom dialogue option #1 - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

You can perform this task only if at the end of the main quest Demands of the Qun you strongly support Meredith, so in proper moment choose right bottom dialogue option #1. If you supported Orsin (right upper or right middle dialogue option) instead of this quest you will get tasks A Noble Agenda. Go to the localization at night [Lowtown - The Hanged Man] and in the main room of the inn find Waitress (M16, 9) #2. During the short conversation the woman will send you to Ser Mettin.

2 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughSer Mettin as well as Ser Agatha are in one of the rooms in the central part of the inn (M16, 10) #1 - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

Ser Mettin as well as Ser Agatha are in one of the rooms in the central part of the inn (M16, 10) #1. During the conversation there are two solutions you can choose - you can offer your help in eliminating the hiding place of the Blood Mages (right upper dialogue option) #2 or refuse. If you choose the second option, the quest will end.

3 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughNow you can leave the inn and decide to head towards the localization [Anthill] - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

Now you can leave the inn and decide to head towards the localization [Anthill]. Go to the central part of the area and find the passage (M23, 9) leading to the localization [Hidden channel] (M99, 1) #1. Almost immediately you will be made to fight with the first group of enemies (M99, 2). Try to eliminate the Blood Mages as soon as possible #2 as well as apostate Mages. At the end deal with normal mercenaries and archers' mercenaries.

4 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughThe second group of the enemies is hiding in the southern part of the area (M99, 3) - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

The second group of the enemies is hiding in the southern part of the area (M99, 3). In this case the priority is to eliminate the leader of Blood Mages #1. When he dies start eliminating the rest of enemies. After the fight is over you can also gather the parcels of Blood Mages scattered around the area (M99, 4) #2, but it is not necessary.

5 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughNow go back to the localization [Hightown - Hawke Estate] - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

Now go back to the localization [Hightown - Hawke Estate]. Check the desk (M14, 12), and you will get a message titled The Last Holdouts #1. According to Ser Mettin's request, go to localization [Turn Back]. At the beginning you need to reach the Dalish Camp (M25, 2), and then choose the path leading to the mountain's top #2.

6 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughIf you haven't eliminated the monsters yet or you are performing other tasks connected with Awiergan Scrolls, you must be prepared for meeting monsters on your way - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

If you haven't eliminated the monsters yet or you are performing other tasks connected with Awiergan Scrolls, you must be prepared for meeting monsters on your way. The aim is to reach well-known entrance to the cave leading to the localization [Sundermount - The Caves under the Sundermount] (M25, 7) #1. Go through the caves and then (M25, 8) turn north-west for a change. You have to find the valve (M25, 29) leading to the localization [Sundermount - Blood Mages Hideout] (M100, 1) #2.

7 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughAfter reaching the place, make few steps and you will meet Ser Mettin and Ser Agatha (M100, 2) #1 - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

After reaching the place, make few steps and you will meet Ser Mettin and Ser Agatha (M100, 2) #1. A conversation with them will be very short because you will be attacked by the enemies. Luckily you will only have to eliminate two apostate Mages #2. After eliminating them, head towards the northern cave.

8 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughWhen you enter the main cave (M100, 3) start attacking Bancroft, because he is a powerful Blood Mage #1 - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

When you enter the main cave (M100, 3) start attacking Bancroft, because he is a powerful Blood Mage #1. When he dies, kill the apostate Mages who accompanied him. Now you will talk to Ser Mettin. The Templar will also want to kill the Mages who gave up. There are few solutions #2:

  • objecting the idea of eliminating the rest of Mages (right upper dialogue option): you will be attacked by Ser Mettin and his supporters
  • supporting the idea of eliminating the rest of Mages (right middle dialogue option): you will be attacked by Ser Agatha and her supporters
  • asking for neutral status (right bottom dialogue option): you will be attacked by Ser Mettin and his supporters
9 - The Last Holdouts - Act III - Dragon Age II - Game Guide and WalkthroughThe course of these two battles is very similar and every time you have to start with attacking the leader of the group, no matter if it is to Ser Mettin #1 or Ser Agatha #2 - The Last Holdouts - Act III - Dragon Age II - Game Guide and Walkthrough

The course of these two battles is very similar and every time you have to start with attacking the leader of the group, no matter if it is to Ser Mettin #1 or Ser Agatha #2. After eliminating the leader, deal with regular Templars who will appear near the stairs. Fortunately, in both cases you will be supported by one leader and three Templars.

Staff of Parthalan

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and The Destruction of Lothering. If you want to complete this mission during Act I, head to [Lowtown - Gamlen's House]. Here check the southern room(M14, 17), and you will find a chest marked as Special parcel. If you intend to complete this quest during II or III act, go to [Hightown - Hawke Estate]. In this case check the northern room in the mansion (M14, 18), as well as the chest marked as Special parcel. Take the Staff Of Parthalan from the chest from the chest and as a result you will end this mission.

Hayder's Razor

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to [Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Hayder's Razor from the chest and as a result you will end this mission.

Boots of the Frozen Wastes

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Boots of the Frozen Wastes from the chest and as a result you will end this mission.

Blood Dragon Armor

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Blood Dragon Armor, Blood Dragon Helmet, Blood Dragon Gauntlets and Blood Dragon Greaves from the chest and as a result you will end this mission.

Ser Isaac's Armor

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Ser Isaac's Armor, Ser Isaac's Helmet, Ser Isaac's Gauntlets and Ser Isaac's Boots from the chest and as a result you will end this mission.

Air of Confidence

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Air of Confidence from the chest and as a result you will end this mission.

Evra's Might

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Evra's Might from the chest and as a result you will end this mission.

Evra's Trophy Belt

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Evra's Trophy Belt from the chest and as a result you will end this mission.

Ivo Family Crest

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Ivo Family Crest from the chest and as a result you will end this mission.

Dura's Blue Flame

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Dura's Blue Flame from the chest and as a result you will end this mission.

The Far Cliffs of Kirkwall

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take The Far Cliffs of Kirkwall, receiving 5 souvenirs as well. The quest will come to an end.

The Irons

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take The Irons from the chest and as a result you will end this mission.

Lothering's Lament

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Lothering's Lament from the chest and as a result you will end this mission.

Amulet of Ashes

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Amulet of Ashes from the chest and as a result you will end this mission.

Of Things Not Lost

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Of Things Not Lost from the chest and as a result you will end this mission.

Hindsight

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Hindsight from the chest and as a result you will end this mission.

Fadeshear Sword and Lion of Orlais Shield

Received from: Automatically after installing the game

In order to receive this quest, you need to have the special Signature Edition of Dragon Age II. It will be automatically unlocked after installing and running the game, through you will be able to begin it only after advancing to Act I, that is after completing the Prologue and Destruction of Lothering. If you want to complete this mission during Act I, head to[Lowtown - Gamlen's House]. Check out the southern room (M14, 17) to find a chest marked as Special parcel. If on the other hand you want to complete his quest during Act II or III, head to [Hightown - Hawke Estate]. Check out the northern room of the mansion (M14, 18) and you will also find the Special parcel. Take the Fadeshear Sword and Lion of Orlais Shield from the chest and as a result you will end this mission.

Received from: Automatically after installing The Black Emporium DLC

1 - The Black Emporium - Premium content - Dragon Age II - Game Guide and WalkthroughIn order to receive this mission, you need to have The Black Emporium DLC - The Black Emporium - Premium content - Dragon Age II - Game Guide and Walkthrough

In order to receive this mission, you need to have The Black Emporium DLC. After obtaining it, you can either start a new campaign, or load a saved game. If you intend to begin this quest during Act I of the campaign, head to [Lowtown - Gamlen's House]. Use the desk (M14, 3) to read a message. If you on the other hand want to complete it during the 2nd or 3rd Act, go to [Hightown - Hawke Estate] and also use the desk found by the stairs (M14, 12). Irrespectively of when you decide to start this mission, you have to read a message titled The Black Emporium #1. Afterwards return to the world map and choose the newly unlocked point #2 leading to [The Black Emporium].

2 - The Black Emporium - Premium content - Dragon Age II - Game Guide and WalkthroughAfter getting there (M96, 1) the quest will be automatically marked as completed, through it's of course worth to take a look around this little location - The Black Emporium - Premium content - Dragon Age II - Game Guide and Walkthrough

After getting there (M96, 1) the quest will be automatically marked as completed, through it's of course worth to take a look around this little location. In the west part of the Emporium you will find the Mirror of Transformation #1 (M96, 2) which allows you to change the looks of the main hero for free. In the north part there are two shops #2, selling Emporium Relics and Antiques (M96, 3), as well as Emporium Crafting Materials (M96, 4). The shops' offer, just like with the other merchants, will change as you advance in the game. You have to wait until Act III for the widest offer.

3 - The Black Emporium - Premium content - Dragon Age II - Game Guide and WalkthroughIn the east part of the Emporium there's a chest marked as Discarded Weapons and Armor (M96, 5) #1 - The Black Emporium - Premium content - Dragon Age II - Game Guide and Walkthrough

In the east part of the Emporium there's a chest marked as Discarded Weapons and Armor (M96, 5) #1. Open it to find the Song of Sorrows, Ancient Leather Cuirass, Helm of Appreciation, Gloves of the Unknowable Unknown and the Ring of Unheeded Wisdom. Of course don't forget to interact with all the objects in the area for new codex entries. In Act I: The Vessel of Tears, The Box of Screaming, The Pickled Apples of Arlathan and The Andraste in Nude Repose - Invisible. Act II will bring two more items: Crate of Live Death Watch Beetles and Velvet Cailan. Three items from Act III are: The Emergent Compendium, Broken Dowsing Rods - No Refunds and the Chest of Unanswered Invitations. Before leaving the Black Emporium, it's worth to interact with Xenon the Antiquarian #2, though unfortunately you won't be able to talk with him.

Received from: Automatically after installing The Exiled Prince DLC

1 - The Exiled Prince - Premium content - Dragon Age II - Game Guide and WalkthroughIn order to receive this mission, which is connected with a chance of gaining a new party member, you need to have The Exiled Prince DLC - The Exiled Prince - Premium content - Dragon Age II - Game Guide and Walkthrough

In order to receive this mission, which is connected with a chance of gaining a new party member, you need to have The Exiled Prince DLC. What's curious about this mission is that unlike other companion quests that appear in given moments of the playthrough, you will have a bit more freedom here. You can approach this mission as soon as finishing the Destruction of Lothering, that is after reaching Hightown for the first time. Of course nothing stands in the way of beginning this quest a bit later, that is during Act II. Irrespectively of when you start it, head to [Hightown]. Head to the board of the Chantry Courtyard (M3, 17) #1 to witness a conversation between Sebastian Vael and Grand Cleric Elthina #2.

2 - The Exiled Prince - Premium content - Dragon Age II - Game Guide and WalkthroughApproach and interact with the board #1 - The Exiled Prince - Premium content - Dragon Age II - Game Guide and Walkthrough

Approach and interact with the board #1. On the list you should find a position marked as Duty #2. Read the message and press Accept to start Sebastian's mission. On a side note, you can talk about Sebastian with Grand Cleric Elthina, found in the Chantry's building. She can tell you some interesting facts.

Unlocked premium content quest: Duty

Duty

Received from: reading the note on the Chanter's Board at [Hightown - Chantry Courtyard]

Step 1: Finding the first mercenaries group

1 - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and WalkthroughYou will be able to approach this quest after reading the note on the Chanter's Board (M3, 17), which is connected with The Exiled Prince special content - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and Walkthrough

You will be able to approach this quest after reading the note on the Chanter's Board (M3, 17), which is connected with The Exiled Prince special content. From the note you will learn that Sebastian has set a prize for finding and killing the people responsible for murdering his family members. You need to hunt down three Flint Company mercenary groups. I describe their locations in accordance with the list found in the hero journal. Start off by heading to the [Docks] at night and go to the port authorities #1 (M20, 12). Defeating the Flint Company Mercenaries #2 shouldn't be problematic, however you should keep in mind to first eliminate the enemy archers.

Step 2: Finding the second mercenaries group

2 - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and WalkthroughTo find the second mercenaries group, head to [Sundermount] - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and Walkthrough

To find the second mercenaries group, head to [Sundermount]. You will meet the enemies not long after getting there, on your way to the Dalish elves camp #1 (M25, 28). During this fight you should also first eliminate the archers #2, leaving the warriors for the end. After you've killed everybody, be sure to check the enemy bodies to find the Flint Company Cuirass.

Step 3: Finding the third mercenaries group

3 - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and WalkthroughFor the third and last group, go to [The Wounded Coast] and choose the north path - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and Walkthrough

For the third and last group, go to [The Wounded Coast] and choose the north path. Soon afterwards turn north and you will reach a small camp in the north-west part of the location #1 (M28, 14). Just like before, start off by eliminating the archers #2. Don't forget to check the bodies to find, inter alia, the very useful Meghan Vael medallion (greatly increases fire and cold resistance).

Step 4: Report to Sebastian

4 - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and WalkthroughHead to [Hightown - Chantry] during the day - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and Walkthrough

Head to [Hightown - Chantry] during the day. You should find Sebastian in the main hall of the Chantry building (M7, 6) #1 and of course you need to talk with him. You can ask the prince some additional question #2, but irrespectively of the chosen dialogue option you will receive a prize of 4 sovereigns.

If you have completed this mission during Act I, you will have to wait until the 2nd to continue it. If on the other hand you started it during Act II, you will be able to play on immediately.

Beware of Dog

Received from: Bartrand [Hightown - Hawke Estate]

5 - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and WalkthroughYou will be able to approach this mission only after advancing to Act III of the campaign - Duty; Beware of Dog - Premium content - Dragon Age II - Game Guide and Walkthrough

You will be able to approach this mission only after advancing to Act III of the campaign. On a side note, you need to have the mabari dog in your party. You will get the chance to begin this quest during one of your visits in [Hightown - Hawke Estate]. Bartrand should inform you of a bark coming from the bedroom area. Go there (M14,19) #1 for a cutscene during which your mabari will catch the thief. After the man gets out of the closet, you will be able to act in four ways #2:

  • hand the thief over (lower left dialogue option)
  • let the thief go (upper right dialogue option)
  • let the thief go and send the dog after him (middle right dialogue option)
  • let your dog attack the thief (lower right dialogue option)

Map M1: Blightlands

Legend - Map M1 Blightlands; Map M2 Gallows Courtyard - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Prologue] Starting point (Main quest: Destruction of Lothering).

2. [Prologue] Aveline and Ser Wesley (Main quest: Destruction of Lothering).

3. [Prologue] Darkspawns (Main quest: Destruction of Lothering).

4. [Prologue] Darkspawns led by the Emissary Apprentice (Main quest: Destruction of Lothering).

5. [Prologue] Darkspawns and an Ogre (Main quest: Destruction of Lothering). [Prologue] Flemeth (Main quest: Long Way Home).

Map M2: Gallows Courtyard

Legend - Map M1 Blightlands; Map M2 Gallows Courtyard - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Prologue] Starting point (Main quest: Destruction of Lothering).

2. [Prologue] Guardsman Wright (Main quest: Destruction of Lothering).

3. [Prologue] Captain Ewald (Main quest: Destruction of Lothering).

4. [Prologue] Athenril (Main quest: Destruction of Lothering).

5. [Prologue] Merchant Cavril (Main quest: Destruction of Lothering).

6. [Prologue] Gamlen (Main quest: Destruction of Lothering).

7. [Prologue] Meeran (Main quest: Destruction of Lothering).

8. [Prologue] Friedrich (Main quest: Destruction of Lothering).

Map M3: Hightown (daytime)

Legend - Map M3 Hightown (daytime); Map M4 Hightown (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Hightown.

2. Passage to: Blooming Rose.

3. Passage to: Chantry.

4. Passage to: Viscount's Keep. [Act II] Bodahn (Main quest: A New Home?). [Act II] Bodahn (Main quest: Offered and Lost).

5. [Prologue] Varrik (Main quest: Destruction of Lothering).

6. [Act I] Bartrand (Main quest: The Deep Roads Expedition).

7. [Act I] Amaranthine Conspirator (Side quest: The Conspirators).

8. [Act I] Passage to: Fenris' Estate (Secondary quest: Bait and Switch).

9. [Act I] Hubert (Secondary quest: The Bone Pit). [Act II] Hubert (Secondary quest: Inside Job).

10. [Act I] Sareth Talwain (Side quest: The Seal of House Talwain).

11. [Act I] Traditionalist Envoy (Side quest: Caste Treatise and House Accounting).

12. [Act I] Magistrate Vanard (Secondary quest: Magistrate's Orders).

13. [Act I] Athenril (Secondary quest: Loose Ends).

14. [Act I] Macha (Gossip: Enemies Among Us).

15. [Act II] Passage to: Hawke Estate.

16. [Act II] Jewhen (Secondary quest: Fool's Gold).

17. Warden Board. Sebastian meeting place (Premium content: The Exiled Prince).

18. [Act II] Bonny (Side quest: Seal of the Old God Dumat).

19. [Act II] Passage to: Bartrand's Estate (Companion quest: Family Matter).

20. [Act II] Sister Phylias (Side quest: Wentworth's Sixth Finger).

21. [Act II] Impeccable Bulf (Side quest: The One True Pantaloons).

22. [Act II] The gathering with Meredith and Orsin (Main quest: Demands of the Qun).

23. [Act III] Taarbas (Side quest: The Lost Swords).

24. [Act III] Korval's swords (Side quest: The Lost Swords).

25. [Act III] Ser Marlein Selbech (Side quest: A Noble Agenda).

26. [Act III] Nuncio (Secondary quest: A Murder of Crows).

27. [Act I] Help Poster (Secondary quest: The First Sacrifice).

28. [Act I] Ghyslain de Carrac (Secondary quest: The First Sacrifice).

29. [Act I] Help Poster (Secondary quest: The Unbidden Rescue).

30. [Act III] Delila Howe (Secondary quest: Finding Nathaniel).

31. [Act II] Passage to: Harimann Estate (Companion quest: Repentance).

Map M4: Hightown (night-time)

Legend - Map M3 Hightown (daytime); Map M4 Hightown (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Hightown

2. Passage to: Blooming Rose.

3. Passage to: Chantry (inaccessible during the night, with some exceptions). [Act I] Passage to: Chantry (Secondary quest: Fools Rush In).

4. Passage to: Viscount's Keep (inaccessible during the night, with some exceptions).

5. [Act I] Passage to: Danarius' estate (Secondary quest: Bait and Switch). [Act I] Passage to: Fenris' estate (Secondary quest: Bait and Switch).

6. [Act I] Passage to: Barracks (Side quest: Night Lies). [Act III] Passage to: Suspicious House #2 (Side quest: Red Run Streets).

7. [Act I] Anders (Main quest: Tranquility).

8. [Act I] Isabela (Secondary quest: Fools Rush In).

9. [Act II] Passage to: Hawke Estate.

10. [Act II] Denerim Avengers (Side quest: Sketchy on the Details).

11. [Act II] Passage to: Suspicious House (Side quest: Ladies' Lights Out).

12. [Act II] Passage to: DuPuis estate (Main quest: Prime Suspect).

13. [Act II] Passage to: Bartrand Estate (Companion quest: Family Matter). [Act III] Passage to: Bartrand Estate (Companion quest: Hunted).

14. [Act II] Meredith (Main quest: Demands of the Qun).

15. [Act II] First Enchanter Orsino meeting place (Main quest: Demands of the Qun).

16. [Act II] Battle starting point (Main quest: Demands of the Qun).

17. [Act III] Passage to: de Launcet estate (Main quest: On the Loose).

18. [Act III] Secret Rendezvous (Main quest: Best Served Cold).

19. [Act II] Meeting point (Side quest: The Midnight Meeting).

Map M5: Blooming Rose (daytime)

Legend - Map M5 Blooming Rose (daytime); Map M6 Blooming Rose (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Hightown.

2. [Act I] The Paragon's Toe (Side quest: The Paragon's Toe).

3. [Act I] Mais Dalesdottir (Side quest: Shawl of Dalesdottir).

4. [Act I] Amaranthine Conspirator (Side quest: The Conspirators).

Map M6: Blooming Rose (night-time)

Legend - Map M5 Blooming Rose (daytime); Map M6 Blooming Rose (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Hightown.

2. [Act I] Viveka (Main quest: Enemies Among Us).

3. [Act I] Door to Idunna's chamber (Main quest: Enemies Among Us).

4. [Act I] Documents (Main quest: Enemies Among Us).

5. [Act I] Jethann (Secondary quest: The First Sacrifice).

6. [Act III] Door to Velasco's chamber (Companion quest: No Rest for the Wicked).

Map M7: Chantry (daytime)

Legend - Map M7 Chantry (daytime); Map M8 Chantry (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Hightown.

2. [Act I] Locks of the Golden Fool (Side quest: Locks of the Golden Fool).

3. [Act I] Brother Plinth, Archivist (Side quest: The Remains of Sister Plinth). [Act II] Evil tome (Side quest: Forbidden Knowledge).

4. [Act II] Mother Petrice (Main quest: Profit and Loss).

5. Companion's home: Sebastian. [Act III] Grand Cleric Elthina (Companion quest: Justice).

6. Sebastian (Premium content: Duty).

Map M8: Chantry (night-time)

Legend - Map M7 Chantry (daytime); Map M8 Chantry (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Hightown. [Act I] Starting point (Main quest: Tranquility). [Act I] Starting point (Secondary quest: Fools Rush In).

2. [Act I] Karl (Main quest: Tranquility).

3. [Act I] Hayder (Secondary quest: Fools Rush In). [Act II] Mother Petrice (Main quest: Following the Qun).

4. [Act II] The Qunari or crowd battle starting point (Main quest: Following the Qun). [Act II] Viscount Dumar (Main quest: Following the Qun).

Map M9: Viscount's Keep (daytime)

Legend - Map M9 Viscount's Keep (daytime); Map M10 Viscount's Keep (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Hightown.

2. Companion's home: Aveline.

3. [Act I] Aveline (Main quest: A Friend in the Guard). [Act I] guards schedule (Companion quest: The Way It Should Be). [Act II] guards schedule (Companion quest: The Long Road).

4. [Act I] Bottled Scar 5:34 Exalted (Side quest: Bottled Scar 5:34 Exalted).

5. [Act I] Captain Jeven's room (Companion quest: The Way It Should Be). [Act I] Aveline (Companion quest: The Way It Should Be).

6. [Act I] Guard Eustice (Side quest: Eustice's Pommel).

7. [Act I] Viscount Dumar (Secondary quest: The Unbidden Rescue). [Act II] Viscount Dumar (Main quest: Blackpowder Courtesy).

8. [Act II] Jalen (Secondary quest: Raiders on the Cliffs).

9. [Act II] Evil tome (Side quest: Forbidden Knowledge).

10. [Act II] Seneschal Bran (Main quest: Profit and Loss).

11. [Act II] Guard Donnic (Companion quest: The Long Road).

12. [Act III] King Alistair (Side quest: King Alistair).

13. [Act I] Seneschal Bran (Secondary quest: The Unbidden Rescue).

Map M10: Viscount's Keep (night-time)

Legend - Map M9 Viscount's Keep (daytime); Map M10 Viscount's Keep (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Hightown. [Act II] Starting point (Main quest: Demands of the Qun).

2. [Act II] Door to the hostages room (Main quest: Demands of the Qun). [Act III] Door to the throne room (Companion quest: Faith).

3. [Act II] Arishok and other Qunaris (Main quest: Demands of the Qun).

4. [Act III] Closed door (Companion quest: Faith).

5. [Act III] Place of the battle with mages and meeting place with Sister Nightingale (Companion quest: Faith).

Map M11: Sundermount - Ambush site

Legend - Map M11 Sundermount - Ambush site; Map M12 Lowtown (daytime) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Companion quest: The Way It Should Be).

2. [Act I] Corsairs (Companion quest: The Way It Should Be).

3. [Act I] Road to the main camp (Companion quest: The Way It Should Be).

4. [Act I] South path (Companion quest: The Way It Should Be).

5. [Act I] Corsairs' main camp (Companion quest: The Way It Should Be).

6. [Act I] Location exit (Companion quest: The Way It Should Be).

Map M12: Lowtown (daytime)

Legend - Map M11 Sundermount - Ambush site; Map M12 Lowtown (daytime) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Lowtown.

2. Passage to: Lirene's Ferelden Imports.

3. Passage to: The Hanged Man.

4. Passage to: Gamlen's House.

5. [Act I] Elven Vintner (Side quest: Bottled Scar 5:34 Exalted).

6. [Act I] New Surfacer (Side quest: The Paragon's Toe).

7. [Act I] Sergeant Joanna (Side quest: The Conspirators).

8. [Act I] Mad Refugee (Main quest: Tranquility).

9. [Act I] Merrill (Main quest: Long Way Home). [Act I] Passage to: Merrill's house (Main quest: Long Way Home).

10. [Act I] Arianni (Gossip: Wayward Son).

11. [Act I] Stash (Side quest: Dark Epiphany).

12. [Act I] Jansen (Secondary quest: Get Back to Work).

13. [Act I] Vincento (Main quest: Wayward Son).

14. [Act I] Bonwald (Side quest: Grimoire of the Apprentice).

15. [Act II] Arianni (Secondary quest: Night Terrors).

16. [Act II] Trinkets Emporium (Companion quest: The Tethras Signet Ring).

17. [Act II] Antivan Assassins (Side quest: Sketchy on the Details).

18. [Act II] Faj (Side quest: Ream-Rot Knife).

19. [Act I] Swindler and Carta thugs (Side quest: Miracle Makers). [Act II] "East-Wise" Gerralt (Side quest: "South-Song" Gerralt's Corpse).

20. [Act II] Smith (Secondary quest: Pick Up Pickaxes).

21. [Act III] Ser Mettin (Side quest: A Noble Agenda).

22. [Act III] Weaponsmithy (Side quest: The Lost Swords).

23. [Act III] Vhenadahl: The Tree of the People (Secondary quest: Gamlen's Greatest Treasure).

24. [Act III] Nyssa (Main quest: On the Loose).

25. [Act I] A gathering and sergeant Melindra (Side quest: Miracle Makers).

Map M13: Lowtown (night-time)

Legend - Map M13 Lowtown (night-time); Map M14 Kirkwall - other - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Lowtown.

2. Passage to: Lirene's Ferelden Imports (inaccessible during night-time). [Act I] Dougal (Main quest: Friends in Low Places).

3. Passage to: The Hanged Man.

4. Passage to: Gamlen's House.

5. [Act I] Anso the Contact (Secondary quest: Bait and Switch).

6. [Act I] Guard Donnic (Companion quest: The Way It Should Be).

7. [Act I] Passage to: Hovel (Side quest: Sharp Little Pinpricks).

8. [Act I] Passage to: Abandoned house (Secondary quest: Bait and Switch).

9. [Act I] Fenris (Secondary quest: Bait and Switch).

10. [Act I] Samson (Main quest: Wayward Son).

11. [Act I] Sister Petrice (Gossip: Shepherding Wolves).

12. [Act I] Sister Petrice and bandits (Main quest: Shepherding Wolves). [Act II] A group of Qunari (Main quest: To Catch a Thief). [Act III] Blood Mage surrounded by Templars (Main quest: The Last Straw).

13. [Act I] Passage to: Petrice's hideout (Main quest: Shepherding Wolves).

14. [Act II] Sack (Side quest: Fenris: The Book of Shartan).

15. [Act II] Passage to: Decrepit Alley (Side quest: Hometown Breed). [Act III] Passage to: Decrepit Alley #2 (Side quest: Kind of Want).

16. [Act II] Dead body (Side quest: The Fixer).

17. [Act II] Dead body disposal site (Side quest: The Fixer).

18. [Act II] Urchin (Main quest: All That Remains).

19. [Act I] Passage to: Dark Foundry (Secondary quest: The First Sacrifice). [Act II] Passage to: Dark Foundry (Main quest: All That Remains).

20. [Act II] Wall-Eyed Sam (Main quest: To Catch a Thief).

21. [Act II] Starting point after the Qunari attack (Main quest: Demands of the Qun).

22. [Act II] Grey Wardens meeting site (Main quest: Demands of the Qun). [Act III] Meeting with Ser Edgert and Ser Marlein Selbrech (Side quest: A Noble Agenda).

23. [Act III] Rubble (Side quest: The Lost Swords).

24. [Act III] Huon (Main quest: On the Loose).

25. [Act III] Guard Brennan (Companion quest: Favor and Fault).

26. [Act III] Meeting site (Main quest: The Last Straw).

27. [Act III] Abominations and Desire Demon (Main quest: The Last Straw).

28. [Act III] Templars fighting with mages (Main quest: The Last Straw).

29. [Act I] Meeran (Secondary quest: Loose Ends).

Map M14: Kirkwall - other

/* Lirenes Fereldan Imports, Gamlen's House, Merrill's House, Hawke Estate, Hovel, Abandoned House, Petrice's Hideout */ - Map M13 Lowtown (night-time); Map M14 Kirkwall - other - Maps - Dragon Age II - Game Guide and Walkthrough

/* Lirene's Fereldan Imports, Gamlen's House, Merrill's House, Hawke Estate, Hovel, Abandoned House, Petrice's Hideout */

Legend:

1. Passage to: Lowtown.

2. Companion's home: Bethany. Companion's home: Carver.

3. Gamlen's table. [Act III] A Crumpled Note (Secondary quest: Gamlen's Greatest Treasure).

4. [Act I] Leandra (Companion quest: Birthright). [Act III] Gamlen (Secondary quest: Visit Gamlen).

5. [Act I] Lirene (Main quest: Tranquility).

6. [Act I] Ignacio Strand (Side quest: Sharp Little Pinpricks).

7. [Act I] Smugglers' load (Secondary quest: Bait and Switch).

8. Companion's home: Merrill.

9. [Act I] Sister Petrice (Main quest: Shepherding Wolves).

10. [Act I] Hatch (Main quest: Shepherding Wolves).

11. Passage to: Hightown.

12. Hawke's table. [Act III] Isabela (Companion quest: No Rest for the Wicked).

13. [Act II] Aveline (Main quest: Prime Suspect). [Act II] Aveline and Isabela (Main quest: Demands of the Qun).

14. [Act II] Dougal (Main quest: Offered and Lost).

15. [Act II] Fenris (Companion quest: A Bitter Pill).

16. [Act II] Gamlen (Main quest: All That Remains). [Act III] Sandal (Companion quest: Hunted).

17. Special shipment box.

18. Special shipment box.

19. Mabari hound (Premium content: Beware of Dog).

Map M15: The Hanged Man (daytime)

Legend - Map M15 The Hanged Man (daytime); Map M16 The Hanged Man (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Lowtown.

2. Companion's home: Varrik.

3. Companion's home: Isabela.

4. [Act I] Shawl of Dalesdottir (Side quest: Shawl of Dalesdottir).

5. [Act I] Martin (Secondary quest: Finders Keepers).

6. [Act I] Ser Roderick (Side quest: How to Frame a Templar).

7. [Act III] Varania and Magister Danarius (Companion quest: Alone).

8. [Act III] Emil de Launcet (Main quest: On the Loose).

Map M16: The Hanged Man (night-time)

Legend - Map M15 The Hanged Man (daytime); Map M16 The Hanged Man (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Lowtown.

2. Companion's home: Varrik.

3. Companion's home: Isabela.

4. [Act I] Suspicious Lady (Side quest: Secret Rendezvous).

5. [Act II] Waxler (Side quest: Waxler's Hat).

6. [Act II] Rivaini Legendary Beards (Side quest: Sketchy on the Details).

7. [Act II] Guard Donnic (Companion quest: The Long Road).

8. [Act II] Orwald the Braggart (Main quest: Profit and Loss).

9. [Act III] Waitress (Side quest: The Last Holdouts).

10. [Act III] Ser Mettin (Side quest: The Last Holdouts).

Map M17: Barracks

Legend - Map M17 Barracks; Map M18 Danarius/Fenris estate - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Hightown.

2. [Act I] "Captain" Qerth (Side quest: Night Lies).

Map M18: Danarius/Fenris estate

Legend - Map M17 Barracks; Map M18 Danarius/Fenris estate - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Passage to: Hightown (Secondary quest: Bait and Switch).

2. [Act I] Starting point (Secondary quest: Bait and Switch).

3. [Act I] Abominations (Secondary quest: Bait and Switch).

4. [Act I] Abominations and Rage Demons (Secondary quest: Bait and Switch).

5. [Act I] Door to north part of the estate (Secondary quest: Bait and Switch).

6. [Act I] Door to east storehouse (Secondary quest: Bait and Switch).

7. [Act I] Door to Danarius' room (Secondary quest: Bait and Switch)

8. Companion's home: Fenris.

Map M19: Docks (daytime)

Legend - Map M19 Docks (daytime); Map M20 Docks (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Docks.

2. [Act I] Docks worker (Secondary quest: Finders Keepers). [Act I] Carta thugs (Side quest: Last of His Line).

3. [Act I] Harbormaster Liam (Secondary quest: Finders Keepers). [Act I] Aden (Secondary quest: Finders Keepers).

4. [Act I] Corsairs and guards (Secondary quest: Finders Keepers).

5. [Act I] Passage to: Woodrow's Storehouse (Secondary quest: Finders Keepers).

6. [Act I] Arintal The Lesser (Side quest: Remains of the Outlaw Bearded Beast).

7. [Act I] Qunari camp entrance (Main quest: Blackpowder Promise).

8. [Act I] Arishok (Main quest: Blackpowder Promise).

9. [Act II] Qunari (Side quest: The Lost Patrol).

10. [Act II] Mistress Selby (Side quest: The Underground Railroad). [Act II] Mistress Selby's board (Side quest: The Underground Railroad).

11. [Act II] Ship Spotter (Side quest: Swatch of the Jackyard).

12. [Act I] Gustav (Secondary quest: Loose Ends).

13. [Act I] Lord Renvil Harrowmont (Side quest: Last of His Line).

14. [Act I] Lieutenant and Carta thugs (Side quest: Last of His Line).

15. [Act I] Carta thugs (Side quest: Last of His Line).

Map M20: Docks (night-time)

Legend - Map M19 Docks (daytime); Map M20 Docks (night-time) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Docks.

2. Passage to: Unused passage.

3. [Act I] Amaranthine Conspirator (Side quest: The Conspirators).

4. [Act I] Pryce (Secondary quest: Loose Ends).

5. [Act I] Passage to: Arthuris' Private Docks (Main quest: Wayward Son).

6. [Act I] Corsair captains' conversation eavesdrop site (Side quest: Secret Rendezvous).

7. [Act I] Passage to: Woodrow's Storehouse (Secondary quest: Finders Keepers). [Act II] Passage to: Decrepit Alley (Side quest: The Lowdown). [Act III] Passage to: Run Down Alley (Side quest: Reining It In).

8. [Act I] Redirection order (Secondary quest: Finders Keepers). [Act II] Dead body (Side quest: The Fixer).

9. [Act II] Stone (Side quest: The Fixer).

10. [Act II] Dead body disposal site (Side quest: The Fixer).

11. [Act II] Sketch (Side quest: Sketchy on the Details).

12. Flint Company Mercenaries (Premium content: Duty). [Act III] Pile of bones (Side quest: The Lost Swords).

13. [Act III] Chest (Side quest: The Lost Swords).

14. [Act III] Passage to: Smetty's Fish Guttery (Secondary quest: Gamlen's Greatest Treasure).

15. [Act III] Route patrolled by Guard Donnica (Companion quest: Favor and Fault).

16. [Act I] Passage to: Storehouse (Side quest: Pier Pressure). [Act III] Passage to: Secret Rendezvous site (Main quest: Best Served Cold).

17. [Act III] Pride Demon and other enemies (Main quest: The Last Straw).

18. [Act III] Passage to: Gallows (Main quest: The Last Straw).

19. [Act I] Sleeping guard (Secondary quest: Finders Keepers).

20. [Act II] Senestra (Side quest: A Debt in the Family).

21. [Act III] Passage to: Castillon's Landing (Companion quest: No Rest for the Wicked).

Map M21: Woodrow's Storehouse

Legend - Map M21 Woodrow's Storehouse; Map M22 Unused passage - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Secondary quest: Finders Keepers).

2. [Act I] Door to the middle part of the storehouse (Secondary quest: Finders Keepers).

3. [Act I] Chest (Secondary quest: Finders Keepers).

Map M22: Unused passage

Legend - Map M21 Woodrow's Storehouse; Map M22 Unused passage - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Docks.

2. [Act I] Remains of Half-Braid Silsam (Side quest: Remains of the Outlaw Half-Braid Silsam). [Act II] Chest (Side quest: Seal of the Old God Dumat).

3. [Act II] Sack (Side quest: Waxler's Hat).

4. [Act III] Storehouse (Side quest: Rivainii Talisman).

Map M23: Darktown

Legend - Map M23 Darktown; Map M24 Amell estate basement - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Darktown.

2. Companion's home: Anders.

3. [Act I] Elven radicalist (Side quest: Locks of the Golden Fool).

4. [Act I] The Remains of Sister Plinth (Side quest: The Remains of Sister Plinth).

5. [Act I] Entrance to Anders' clinic (Main quest: Tranquility).

6. [Act I] Passage to: Amell estate basement (Companion quest: Birthright). [Act III] Passage to: Hidden Lair (Side quest: The Awiergan Scrolls: Pride Unbound).

7. [Act I] Dalian Shaw (Side quest: Redblossom Special). [Act II] Whiskey Master (Side quest: Lyrium-Laced Bilge Hoop). [Act III] Mekel (Secondary quest: Gamlen's Greatest Treasure).

8. [Act I] Danzig (Main quest: Wayward Son). [Act III] Jeven (Companion quest: Favor and Fault).

9. [Act I] Passage to: Sanctuary (Main quest: Enemies Among Us). [Act II] Passage to: Arlan's Hideaway (Secondary quest: Inside Job). [Act III] Passage to: Hidden canal (Side quest: The Last Holdouts).

10. [Act II] Carta thugs (Side quest: Sketchy on the Details).

11. [Act II] Lilley meeting site(Secondary quest: Inside Job). Lieutenant Coterie (Secondary quest: Inside Job).

12. [Act II] Coterie Barker (Main quest: Blackpowder Courtesy).

13. [Act II] Passage to: Smugglers' cut (Main quest: Blackpowder Courtesy). [Act III] Passage to: Hidden Supply Depot (Side quest: A Noble Agenda).

14. [Act I] Passage to: Emeric's investigation (Secondary quest: The First Sacrifice). [Act II] Passage to: Gallows Dungeon (Companion quest: Dissent). [Act III] Passage to: Sewers (Companion quest: Justice).

15. [Act II] Passage to: The Forgotten Lair (Side quest: Forbidden Knowledge). [Act III] Passage to: Sewer passage (Main quest: On the Loose).

16. [Act II] Dead body (Side quest: The Fixer).

17. [Act II] Dead body disposal site (Side quest: The Fixer).

18. [Act II] Chest (Side quest: The Lost Swords).

19. [Act III] Walter (Main quest: On the Loose).

20. [Act II] Gascard duPuis (Main quest: All That Remains).

21. [Act II] Jake the Black (Side quest: Bounty Hunter).

Map M24: Amell estate basement

Legend - Map M23 Darktown; Map M24 Amell estate basement - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Companion quest: Birthright).

2. [Act I] Chest (Companion quest: Portrait of the Past). [Act I] Chest (Companion quest: Family history).

3. [Act I] Slaver leader (Companion quest: Birthright).

4. [Act I] Entrance to vault (Companion quest: Birthright).

5. [Act I] Chest with the will (Companion quest: Birthright).

Map M25: Sundermount

Legend - Map M25 Sundermount; Map M26 Sundermount Caverns - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Sundermount.

2. [Act I] Entrance to Dalish camp (Main quest: Long Way Home).

3. [Act I] Keeper Marethari (Main quest: Long Way Home).

4. [Act I] Eb Silsam (Side quest: Remains of the Outlaw Half-Braid Silsam).

5. [Act I] Chest (Side quest: Map of Occupied Kirkwall).

6. [Act I] Meeting site z Merrill (Main quest: Long Way Home).

7. Passage to: Sundermount Caverns.

8. Exit from: Sundermount Caverns.

9. [Act I] Magic barrier (Main quest: Long Way Home).

10. [Act I] Altar (Main quest: Long Way Home). [Act II] Loner mage (Side quest: The Eyes of Azure Jamos). [Act III] Shrine (Companion quest: A New Path).

11. [Act I] Ilen (Secondary quest: Herbalist's tasks #1). [Act II] Ilen's shop (Side quest: Wooden Halla).

12. [Act II] Chest (Secondary quest: Herbalist's tasks #2).

13. [Act II] Passage to: Primeval thaig.

14. [Act II] Passage to: Varterral Hunting Ground (Companion quest: Mirror Image). [Act II] Passage to: Varterral Hunting Ground (Side quest: Honoring The Fallen). [Act III] Passage to: Mountain cave (Secondary quest: A Murder of Crows).

15. [Act III] Thief Leader (Companion quest: Memento of the Dalish).

16. [Act III] The Awiergan Scrolls: Third Aspect (Side quest: The Awiergan Scrolls: Third Aspect).

17. [Act III] Variel (Secondary quest: A Murder of Crows).

18. [Act III] Ogre and Darkspawns (Secondary quest: A Murder of Crows).

19. [Act III] Arcane Horror and other monsters (Side quest: The Awiergan Scrolls: Third Aspect).

20. [Act I] Ingredients chest (Side quest: Changing One's Nature). [Act III] The Awiergan Scrolls: Second Aspect (Side quest: The Awiergan Scrolls: Second Aspect).

21. [Act III] Bysmor, Gifre and Lantern (Side quest: The Awiergan Scrolls: Second Aspect).

22. [Act III] Dragon and Dragonlings (Companion quest: A New Path).

23. [Act III] Passage to: Pride's End (Companion quest: A New Path).

24. [Act I] Clara (Side quest: Changing One's Nature).

25. [Act I] Ingredients chest (Side quest: Changing One's Nature).

26. [Act I] Ingredients chest (Side quest: Changing One's Nature).

27. [Act I] Ingredients chest (Side quest: Changing One's Nature).

28. Flint Company Mercenaries (Premium content: Duty).

29. [Act III] Passage to: Blood Mage Refuge hideout (Side quest: The Last Holdouts).

30. [Act II] Innley of Starkhaven (Side quest: Bounty Hunter).

Map M26: Sundermount Caverns

Legend - Map M25 Sundermount; Map M26 Sundermount Caverns - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Sundermount.

2. Passage to: Sundermount (further part).

3. [Act I] Chest (Side quest: The Seal of House Talwain).

4. [Act II] Sack (Side quest: Ream-Rot Knife).

Map M27: Dead Man's Pass

Legend - Map M27 Dead Man's Pass; Map M28 Wounded Coast - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Dead Man's Pass.

2. [Act I] Javaris (Gossip: Blackpowder Promise).

3. [Act I] Caste Treatise and House Accounting (Side quest: Caste Treatise and House Accounting).

Map M28: Wounded Coast

Legend - Map M27 Dead Man's Pass; Map M28 Wounded Coast - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Wounded Coast.

2. [Act I] Chest (Side quest: Redblossom Special).

3. [Act I] Giant Spiders (Side quest: Terror on the Coast).

4. [Act I] Sophia Dryden (Side quest: Terror on the Coast).

5. [Act I] Dead messenger (Side quest: Dark Epiphany).

6. [Act I] Meeting with Tal Vashoth bandit (Main quest: Blackpowder Promise).

7. [Act I] Passage to: Tal Vashoth cave (Main quest: Blackpowder Promise). [Act II] Passage to: Bounty hunters hideout (Side quest: Search and Rescue).

8. [Act I] Passage to: Slaver Caverns (Main quest: Wayward Son).

9. [Act II] Abominations and Shades (Side quest: The Lost Patrol).

10. [Act II] Lieutenant Harley and other city guards (Secondary quest: Raiders on the Cliffs).

11. [Act II] Path to the pirates camp (Secondary quest: Raiders on the Cliffs).

12. [Act II] Fell Orden and other pirates (Secondary quest: Raiders on the Cliffs). [Act II] Fell Orden (Side quest: Swatch of the Jackyard).

13. [Act II] Harlot's Blush Flower (Secondary quest: Herbalist's tasks #2).

14. Flint Company Mercenaries (Premium content: Duty). [Act II] Blood Mages and mercenaries (Side quest: Elves at Large).

15. [Act II] Passage to: Dank Cave (Side quest: Forbidden Knowledge).

16. [Act II] First Aspectal fire (Companion quest: The Long Road).

17. [Act II] Second signal fire (Companion quest: The Long Road).

18. [Act II] Third signal fire (Companion quest: The Long Road).

19. [Act II] Dead body (Side quest: The Fixer).

20. [Act II] Dead body disposal site (Side quest: The Fixer).

21. [Act III] The Awiergan Scrolls: First Aspect (Side quest: The Awiergan Scrolls: First Aspect).

22. [Act III] Pile of bones (Side quest: The Lost Swords).

23. [Act III] Medan and other monsters (Side quest: The Awiergan Scrolls: First Aspect).

24. [Act III] Pile of bones (Side quest: The Lost Swords).

25. [Act III] Samson meeting site (Main quest: Best Served Cold).

26. [Act I] Gothers and Seamus Dumar (Secondary quest: The Unbidden Rescue). [Act III] Entrance to the rebels hideout (Main quest: Best Served Cold).

27. [Act II] Heborah de Soliere (Side quest: Bounty Hunter).

Map M29: Abandoned Ruins

Legend - Map M29 Abandoned Ruins; Map M30 Ruined Passage - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Abandoned Ruins.

2. [Act I] Nabil and Elren (Secondary quest: Magistrate's Orders).

3. [Act I] Passage to: Ruined Passage (Secondary quest: Magistrate's Orders).

Map M30: Ruined Passage

Legend - Map M29 Abandoned Ruins; Map M30 Ruined Passage - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Abandoned Ruins

2. [Act I] Crossroads (Secondary quest: Magistrate's Orders).

3. [Act I] Giant Spiders and Poisonous Spider (Secondary quest: Magistrate's Orders). [Act I] Poisonous Spider (Secondary quest: Herbalist's tasks #1).

4. [Act I] Main hall (Secondary quest: Magistrate's Orders).

5. [Act I] Lia meeting site (Secondary quest: Magistrate's Orders).

6. [Act I] Kelder (Secondary quest: Magistrate's Orders).

7. [Act I] Exit from the ruins after finishing the job (Secondary quest: Magistrate's Orders).

Map M31: The Bone Pit

Legend - Map M31 The Bone Pit; Map M32 Bone Pit Mines - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Bone Pit

2. [Act I] Remains of the Outlaw Bearded Beast (Side quest: Remains of the Outlaw Bearded Beast).

3. [Act I] Miners camp (Secondary quest: The Bone Pit).

4. [Act I] Passage to: Bone Pit Mines (Secondary quest: The Bone Pit). [Act II] Passage to: Bone Pit Mines (Secondary quest: Cave Crawling).

5. [Act I] Dragon (Secondary quest: The Bone Pit). [Act I] Dragon (Secondary quest: Herbalist's tasks #1).

6. [Act I] Exit from the arena (Secondary quest: The Bone Pit).

7. [Act II] Jansen (Secondary quest: Cave Crawling).

8. [Act II] Sack (Side quest: Wentworth's Sixth Finger).

9. [Act II] Passage to: Cave (Side quest: Forbidden Knowledge).

10. [Act II] Passage to: Bone Pit Mines (Secondary quest: Cavern of Dead).

Map M32: Bone Pit Mines

Legend - Map M31 The Bone Pit; Map M32 Bone Pit Mines - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: The Bone Pit.

2. [Act I] Dragonlings and Dragon (Secondary quest: The Bone Pit).

3. [Act I] Dragonlings and Dragon (Secondary quest: The Bone Pit).

4. [Act I] Dragonlings (Secondary quest: The Bone Pit).

5. [Act I] Sack (Side quest: Eustice's Pommel).

6. [Act I] Jansen meeting site (Secondary quest: The Bone Pit).

7. [Act I] Passage to: The Bone Pit (Secondary quest: The Bone Pit).

8. [Act II] Spider Queen and other Spiders (Secondary quest: The Bone Pit).

Map M33: Gallows

Legend - Map M33 Gallows; Map M34 Ironwood Clearing - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Gallows.

2. [Act I] Amaranthine Conspirator (Side quest: The Conspirators).

3. [Act I] Record Keeper Teryn (Side quest: Map of Occupied Kirkwall).

4. [Act I] Solivitus (Secondary quest: Herbalist's tasks #1). [Act II] Solivitus (Secondary quest: Herbalist's tasks #2). [Act III] Solivitus (Secondary quest: Herbalist's tasks #3).

5. [Act I] Thrask (Main quest: Wayward Son).

6. [Act I] Templar recruit Hugh (Main quest: Enemies Among Us). [Act II] Templar recruit Margitta (Side quest: A Debt in the Family).

7. [Act I] Captain Cullen (Main quest: Enemies Among Us).

8. [Act II] Emeric (Main quest: Prime Suspect). [Act II] Moira (Main quest: Prime Suspect).

9. [Act II] Qunari Death Squad (Side quest: Sketchy on the Details).

10. [Act II] Azure Jamos (Side quest: The Eyes of Azure Jamos).

11. [Act II] Deliver Order (Side quest: How to Frame a Templar).

12. [Act II] Dockworker (Side quest: How to Frame a Templar).

13. [Act III] Passage to: Templar Hall.

14. [Act III] Weapon shop (Side quest: The Lost Swords).

15. [Act III] Captain Cullen (Companion quest: Favor and Fault).

16. [Act III] Meredith (Main quest: The Last Straw).

17. [Act I] Emeric (Secondary quest: The First Sacrifice).

18. [Act I] Tobrius (Companion quest: Family history).

Map M34: Ironwood Clearing

Legend - Map M33 Gallows; Map M34 Ironwood Clearing - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Ironwood Clearing.

2. [Act I] Pure Ironbark (Secondary quest: Herbalist's tasks #1).

Map M35: Arthuris' Private Docks

Legend - Map M35 Arthuris Private Docks; Map M36 Slaver Caverns - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Main quest: Wayward Son).

2. [Act I] Door to central part of the docks (Main quest: Wayward Son).

3. [Act I] Door to north part of the docks (Main quest: Wayward Son).

4. [Act I] Abomination and Captain Reiner (Main quest: Wayward Son). [Act I] Abomination (Secondary quest: An Errant Letter).

5. [Act I] Chest (Main quest: Wayward Son).

Map M36: Slaver Caverns

Legend - Map M35 Arthuris Private Docks; Map M36 Slaver Caverns - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Wounded Coast.

2. [Act I] Varian Ilithis meeting site (Main quest: Wayward Son).

3. [Act I] Exit from the caves (Main quest: Wayward Son).

Map M37: Wounded Coast Approach

Legend - Map M37 Wounded Coast Approach; Map M38 Runaways Cavern - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Wounded Coast Approach.

2. [Act I] Ser Thrask (Main quest: Act of Mercy). [Act I] Passage to: Runaway's Cavern (Main quest: Act of Mercy).

Map M38: Runaway's Cavern

Legend - Map M37 Wounded Coast Approach; Map M38 Runaways Cavern - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Main quest: Act of Mercy).

2. [Act I] Apostate (Main quest: Act of Mercy).

3. [Act I] Running Apostate meeting site (Main quest: Act of Mercy).

4. [Act I] Decimus (Main quest: Act of Mercy).

Map M39: Tal Vashoth cave

Legend - Map M39 Tal Vashoth cave; Map M40 Lowtown streets - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Wounded Coast.

2. [Act I] A big group of Tal Vashoth (Main quest: Blackpowder Promise).

3. [Act I] Door to main part of the caves (Main quest: Blackpowder Promise).

4. [Act I] Tal Vashoth main camp (Main quest: Blackpowder Promise).

5. [Act I] Exit from the caves (Main quest: Blackpowder Promise).

Map M40: Lowtown streets

Legend - Map M39 Tal Vashoth cave; Map M40 Lowtown streets - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Main quest: Shepherding Wolves).

2. [Act I] Lowcity Thugs (Main quest: Shepherding Wolves).

3. [Act I] Passage to: Vinmark Mountain Pass (Main quest: Shepherding Wolves).

Map M41: Vinmark Mountain Pass

Legend - Map M41 Vinmark Mountain Pass; Map M42 Wilmods Camp - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Arvaarad meeting site (Main quest: Shepherding Wolves).

2. Exit from Vinmark Mountain Pass

Map M42: Wilmod's Camp

Legend - Map M41 Vinmark Mountain Pass; Map M42 Wilmods Camp - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Wilmod's Camp.

2. [Act I] Captain Cullen and Templar recruit Wilmod (Main quest: Enemies Among Us).

Map M43: Sanctuary

Legend - Map M43 Sanctuary; Map M44 Deep Roads - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Main quest: Enemies Among Us).

2. [Act I] Keran and Tarohne (Main quest: Enemies Among Us).

3. [Act I] Sack (Side quest: Grimoire of the Apprentice).

4. [Act I] Passage to: Darktown (Main quest: Shepherding Wolves).

Map M44: Deep Roads

Legend - Map M43 Sanctuary; Map M44 Deep Roads - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Main quest: The Deep Roads Expedition).

2. [Act I] Monstrous Spider and other Spiders (Main quest: The Deep Roads Expedition).

3. [Act I] Sandal (Main quest: The Deep Roads Expedition). [Act II] Ivan (Secondary quest: Fool's Gold).

4. [Act I] Room with an Ogre and traps (Main quest: The Deep Roads Expedition).

5. [Act I] Dragon and Dragonlings (Main quest: The Deep Roads Expedition).

6. [Act I] Passage to: Primeval Ruins (Main quest: The Deep Roads Expedition).

7. [Act II] Starting point (Secondary quest: Fool's Gold).

8. [Act II] Emrys (Secondary quest: Fool's Gold).

9. [Act II] Merin (Secondary quest: Fool's Gold).

10. [Act II] Golem (Secondary quest: Fool's Gold).

11. [Act II] Fight with an Ogre and Darkspawns (Secondary quest: Fool's Gold). [Act III] Grey Wardens camp (Secondary quest: Finding Nathaniel).

12. [Act II] Treasury (Secondary quest: Fool's Gold). [Act II] Lyrium-Laced Bilge Hoop (Side quest: Lyrium-Laced Bilge Hoop).

13. [Act II] Exit from the Deep Roads (Secondary quest: Fool's Gold).

14. [Act I] Grey Wardens search starting point (Main quest: The Deep Roads Expedition).

15. [Act III] Starting point (Secondary quest: Finding Nathaniel).

16. [Act III] Nathaniel and Darkspawns (Secondary quest: Finding Nathaniel).

17. [Act III] Temmerin Glavonak (Secondary quest: Finding Nathaniel).

18. [Act II] Exit from Deep Roads (Secondary quest: Finding Nathaniel).

Map M45: Primeval Ruins

Legend - Map M45 Primeval Ruins; Map M46 Ancient Crypt - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Main quest: The Deep Roads Expedition).

2. [Act I] Bodahn and Sandal (Main quest: The Deep Roads Expedition).

3. [Act I] Passage to: Ancient Crypt (Main quest: The Deep Roads Expedition).

Map M46: Ancient Crypt

Legend - Map M45 Primeval Ruins; Map M46 Ancient Crypt - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Main quest: The Deep Roads Expedition).

2. [Act I] Lyrium idol (Main quest: The Deep Roads Expedition).

3. [Act I] Door to the crypt (Main quest: The Deep Roads Expedition).

4. [Act I] Rock Wraith (Main quest: The Deep Roads Expedition).

5. [Act I] Rock Wraith battle site (Main quest: The Deep Roads Expedition).

6. [Act I] Treasury (Main quest: The Deep Roads Expedition).

7. [Act I] Exit from the crypt (Main quest: The Deep Roads Expedition).

Map M47: Backstreet

Legend - Map M47 Backstreet; Map M48 Decrepit Alley - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Main quest: Offered and Lost).

2. [Act II] Dougal and Carta thugs (Main quest: Offered and Lost).

Map M48: Decrepit Alley

Legend - Map M47 Backstreet; Map M48 Decrepit Alley - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Side quest: The Lowdown).

2. [Act II] Kanky Hammertoe (Side quest: The Lowdown).

Map M49: Suspicious House

Legend - Map M49 Suspicious House; Map M50 Templar Hall - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Side quest: Ladies' Lights Out).

2. [Act II] Gillian Winger (Side quest: Ladies' Lights Out).

Map M50: Templar Hall

Legend - Map M49 Suspicious House; Map M50 Templar Hall - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Secondary quest: Night Terrors).

2. [Act II] Book (Secondary quest: Night Terrors).

3. [Act II] First puzzle (Secondary quest: Night Terrors).

4. [Act II] Second puzzle (Secondary quest: Night Terrors).

5. [Act II] Torpor (Secondary quest: Night Terrors). [Act II] Feynriel (Secondary quest: Night Terrors).

6. [Act II] Door to Desire Demon site (Secondary quest: Night Terrors).

7. [Act II] Door to Pride Demon site (Secondary quest: Night Terrors).

Map M51: Decrepit Alley

Legend - Map M51 Decrepit Alley; Map M52 DuPuis Estate - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Side quest: Hometown Breed).

2. [Act II] Cor Blimey (Side quest: Hometown Breed).

Map M52: DuPuis Estate

Legend - Map M51 Decrepit Alley; Map M52 DuPuis Estate - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Main quest: Prime Suspect).

2. [Act II] Gratitude message (Main quest: Prime Suspect).

3. [Act II] Answer from Starkhaven (Main quest: Prime Suspect).

4. [Act II] Blood vial (Main quest: Prime Suspect).

5. [Act II] Meredith's apologies (Main quest: Prime Suspect).

6. [Act II] Chest full of clothes (Main quest: Prime Suspect).

7. [Act II] Door to Gascard DuPuis' room (Main quest: Prime Suspect).

8. [Act II] Corridor chosen by Gascard during the escape (Main quest: Prime Suspect).

9. [Act II] Desire Demon and other monsters (Main quest: Prime Suspect).

10. [Act II] Gascard fight site (Main quest: Prime Suspect).

Map M53: Blind Alley

Legend - Map M53 Blind Alley; Map M54 Kirkwall area - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Side quest: Prime Suspect).

2. [Act II] Desire Demon and other monsters (Main quest: Prime Suspect). [Act II] Moira meeting site (Main quest: Prime Suspect).

Map M54: Kirkwall area

Legend - Map M53 Blind Alley; Map M54 Kirkwall area - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Secondary quest: Inside Job).

2. [Act II] Mercenaries (Secondary quest: Inside Job).

3. [Act II] Location exit (Secondary quest: Inside Job).

Map M55: Arlan's Hideaway

Legend - Map M55 Arlans Hideaway; Map M56 Bartrand Estate - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Secondary quest: Inside Job).

2. [Act II] Brekker (Secondary quest: Inside Job).

3. [Act II] Location exit (Secondary quest: Inside Job).

Map M56: Bartrand Estate

Legend - Map M55 Arlans Hideaway; Map M56 Bartrand Estate - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Battle area (Varrik's version) (Companion quest: Family Matter). [Act III] Ethereal Golem appearance site (Companion quest: Hunted).

2. [Act II] Passage to: Hightown.

3. [Act II] Door to the main hall (Companion quest: Family Matter).

4. [Act II] Stairs (Companion quest: Family Matter).

5. [Act II] Door to Bartrand's room (Companion quest: Family Matter). [Act III] Door to the main room (Companion quest: Hunted).

Map M57: Abandoned Thaig

Legend - Map M57 Abandoned Thaig; Map M58 Rotting Cave and Dank Cave - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Passage to: Sundermount

2. [Act II] "South-Song" Gerralt's Corpse (Side quest: "South-Song" Gerralt's Corpse).

3. [Act II] Golem Nexus.

4. [Act II] Evil tome (Side quest: Forbidden Knowledge).

5. [Act II] Passage to: Sundermount

Map M58: Rotting Cave and Dank Cave

Legend - Map M57 Abandoned Thaig; Map M58 Rotting Cave and Dank Cave - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Passage to: Sundermount (Side quest: Forbidden Knowledge).

2. [Act II] Evil tome (Side quest: Forbidden Knowledge).

3. [Act II] Passage to: Wounded Coast (Side quest: Forbidden Knowledge).

4. [Act II] Dragon (Side quest: Forbidden Knowledge).

5. [Act II] Treasure stacks (Side quest: Forbidden Knowledge).

6. [Act II] Evil tome (Side quest: Forbidden Knowledge).

Map M59: Kirkwall area #2

Legend - Map M59 Kirkwall area #2; Map M60 Holding caves - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Tevinter mercenary and other Slavers (Companion quest: A Bitter Pill).

2. [Act II] Location exit (Companion quest: A Bitter Pill).

Map M60: Holding caves

Legend - Map M59 Kirkwall area #2; Map M60 Holding caves - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Holding caves.

2. [Act II] Slaver camp (Companion quest: A Bitter Pill).

3. [Act II] Passage to: Abandoned Slaver Den (Companion quest: A Bitter Pill).

Map M61: Abandoned Slaver Den

Legend - Map M61 Abandoned Slaver Den; Map M62 Bounty hunters hideout - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Companion quest: A Bitter Pill).

2. [Act II] Bloody sacrifice (Companion quest: A Bitter Pill).

3. [Act II] Orana meeting site (Companion quest: A Bitter Pill).

4. [Act II] Chest (Companion quest: Anders: Tevinter Chantry Amulet).

5. [Act II] Hadriana (Companion quest: Anders: Tevinter Chantry Amulet).

6. [Act II] Exit (Companion quest: Anders: Tevinter Chantry Amulet).

Map M62: Bounty hunters hideout

Legend - Map M61 Abandoned Slaver Den; Map M62 Bounty hunters hideout - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Wounded Coast.

2. [Act II] Entrance to the main room of the caves (Side quest: Search and Rescue).

3. [Act II] Apostate (Side quest: Search and Rescue).

Map M63: Smugglers' cut

Legend - Map M63 Smugglers Cut; Map M64 Outside the Smugglers Cut - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Darktown.

2. [Act II] Main group of Carta thugs (Main quest: Blackpowder Courtesy).

3. [Act II] Chest (Companion quest: A Ship for Isabela).

4. [Act II] Passage to: Outside the Smuggler's Cut (Main quest: Blackpowder Courtesy).

Map M64: Outside the Smuggler's Cut

Legend - Map M63 Smugglers Cut; Map M64 Outside the Smugglers Cut - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Main quest: Blackpowder Courtesy).

2. [Act II] Mercenaries (Main quest: Blackpowder Courtesy). [Act II] Javaris (Main quest: Blackpowder Courtesy).

3. [Act II] Location exit (Main quest: Blackpowder Courtesy).

Map M65: Side Alley

Legend - Map M65 Side Alley; Map M66 Gallows Dungeon - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Conversation with Guard Maecon (Main quest: Blackpowder Courtesy).

2. [Act II] Starting point (Main quest: Blackpowder Courtesy).

3. [Act II] First Steel Latch (Main quest: Blackpowder Courtesy).

4. [Act II] Gas Barrels (Main quest: Blackpowder Courtesy).

5. [Act II] Elven fanatic appearance site (Main quest: Blackpowder Courtesy).

6. [Act II] Gate (Main quest: Blackpowder Courtesy).

7. [Act II] Exit from Side Alley (Main quest: Blackpowder Courtesy).

Map M66: Gallows Dungeon

Legend - Map M65 Side Alley; Map M66 Gallows Dungeon - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Companion quest: Dissent).

2. [Act II] Enemies by the crossroads (Companion quest: Dissent). [Act II] Dwarven mercenary (Side quest: The One True Pantaloons).

3. [Act II] Stairs to the south part of the dungeon (Companion quest: Dissent).

4. [Act II] Ser Alrik and other Templars (Companion quest: Dissent).

5. [Act II] Dungeons exit (Companion quest: Dissent).

Map M67: The Forgotten Lair

Legend - Map M67 The Forgotten Lair; Map M68 Varterral Hunting Ground - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Darktown.

2. [Act II] The Fell Grimoire (Side quest: Forbidden Knowledge).

3. [Act II] Treasure (Side quest: Forbidden Knowledge).

Map M68: Varterral Hunting Ground

Legend - Map M67 The Forgotten Lair; Map M68 Varterral Hunting Ground - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Sundermount.

2. [Act II] Hunter Radha (Side quest: Honoring The Fallen).

3. [Act II] Hunter Harshal (Side quest: Honoring The Fallen).

4. [Act II] Hunter Chandan (Side quest: Honoring The Fallen).

5. [Act II] Pol meeting site (Companion quest: Mirror Image).

6. [Act II] Varterral (Companion quest: Mirror Image).

Map M69: Bone Pit Mines (Cavern of Dead)

Legend - Map M69 Bone Pit Mines (Cavern of Dead); Map M70 Ser Varnells hideout - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: The Bone Pit.

2. [Act II] North passage (Secondary quest: Cavern of Dead).

3. [Act II] East passage (Secondary quest: Cavern of Dead).

4. [Act II] Arcane Horror and Revenant (Secondary quest: Cavern of Dead).

Map M70: Ser Varnell's hideout

Legend - Map M69 Bone Pit Mines (Cavern of Dead); Map M70 Ser Varnells hideout - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Main quest: Profit and Loss).

2. [Act II] Ser Varnell and other fanatics (Main quest: Profit and Loss). [Act II] Viscount Dumar (Main quest: Profit and Loss).

3. [Act II] Crate (Companion quest: Shield of the Knight Herself).

Map M71: Dark Foundry

Legend - Map M71 Dark Foundry; Map M72 Killers Lair - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Lowtown.

2. [Act II] Hatch (Main quest: All That Remains).

3. [Act I] Monsters battle site (Secondary quest: The First Sacrifice).

4. [Act I] Sack of bones (Secondary quest: The First Sacrifice).

Map M72: Killer's Lair

Legend - Map M71 Dark Foundry; Map M72 Killers Lair - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Main quest: All That Remains).

2. [Act II] Alessa (Main quest: All That Remains).

3. [Act II] A Scribbled Note (Main quest: All That Remains).

4. [Act II] A Scribbled Note (Main quest: All That Remains).

5. [Act II] Altar, Letter from the Circle and A Scribbled Note (Main quest: All That Remains).

6. [Act II] Quentin (Main quest: All That Remains).

Map M73: Winding Alley

Legend - Map M73 Winding Alley; Map M74 Dark Foundry - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Main quest: Following the Qun).

2. [Act II] Location exit (Main quest: Following the Qun).

Map M74: Dark Foundry

Legend - Map M73 Winding Alley; Map M74 Dark Foundry - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Main quest: To Catch a Thief).

2. [Act II] Qunari and Tevinterians (Main quest: To Catch a Thief).

3. [Act II] Exit (Main quest: To Catch a Thief).

Map M75: Suspicious House #2

Legend - Map M75 Suspicious House #2; Map M76 Hidden Supply Depot - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Starting point (Side quest: Red Run Streets).

2. [Act III] Jakeson Hall (Side quest: Red Run Streets).

Map M76: Hidden Supply Depot

Legend - Map M75 Suspicious House #2; Map M76 Hidden Supply Depot - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Starting point (Side quest: A Noble Agenda).

2. [Act III] Main enemy group (Side quest: A Noble Agenda).

Map M77: Sewers

Legend - Map M77 Sewers; Map M78 Decrepit Alley #2 - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Starting point (Companion quest: Justice).

2. [Act III] Sela petrae deposit (Companion quest: Justice).

3. [Act III] Foreman (Companion quest: Justice).

4. [Act III] Sewers exit (Companion quest: Justice).

Map M78: Decrepit Alley #2

Legend - Map M77 Sewers; Map M78 Decrepit Alley #2 - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Starting point (Side quest: Kind of Want).

2. [Act III] Hanker (Side quest: Kind of Want).

Map M79: Run Down Alley

Legend - Map M79 Run Down Alley; Map M80 The Bone Pit (Mine Massacre) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Starting point (Side quest: Reining It In).

2. [Act III] Varvel (Side quest: Kind of Want).

Map M80: The Bone Pit (Mine Massacre)

Legend - Map M79 Run Down Alley; Map M80 The Bone Pit (Mine Massacre) - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from Bone Pit

2. Destroyed miners camp.

3. [Act III] South path (Secondary quest: Mine Massacre).

4. [Act III] Battlefield entrance (Secondary quest: Mine Massacre).

5. [Act III] High Dragon (Secondary quest: Mine Massacre).

6. [Act III] Passage to: Drakestone mine (Companion quest: Justice).

Map M81: Drakestone mine

Legend - Map M81 Drakestone mine; Map M82 Mountain cave - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: The Bone Pit.

2. [Act III] Drakestones deposit (Companion quest: Justice).

3. [Act III] South exit (Companion quest: Justice).

Map M82: Mountain cave

Legend - Map M81 Drakestone mine; Map M82 Mountain cave - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Sundermount.

2. [Act III] Varterral and Zevran (Secondary quest: A Murder of Crows).

3. [Act III] Gold (Secondary quest: A Murder of Crows).

4. [Act III] Exit from the caves (Secondary quest: A Murder of Crows).

Map M83: Antivan camp

Legend - Map M83 Antivan camp; Map M84 Hidden Lair - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Nuncio meeting site (Secondary quest: A Murder of Crows).

2. [Act III] Zevran (Secondary quest: A Murder of Crows).

Map M84: Hidden Lair

Legend - Map M83 Antivan camp; Map M84 Hidden Lair - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Starting point (Side quest: The Awiergan Scrolls: Pride Unbound).

2. [Act III] Hybris (Side quest: The Awiergan Scrolls: Pride Unbound).

Map M85: Smetty's Fish Guttery

Legend - Map M85 Smettys Fish Guttery; Map M86 The Sink - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Docks.

2. [Act III] Crate 1023 (Secondary quest: Gamlen's Greatest Treasure).

Map M86: The Sink

Legend - Map M85 Smettys Fish Guttery; Map M86 The Sink - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Exit. (Secondary quest: Gamlen's Greatest Treasure).

2. [Act III] Charade and Veld (Secondary quest: Gamlen's Greatest Treasure).

Map M87: Templar Hall

Legend - Map M87 Templar Hall; Map M88 De Launcet estate - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Gallows.

2. Meredith's residence.

3. First Enchanter Orsion's residence.

4. [Act III] Elsa (Main quest: On the Loose).

5. [Act III] Passage to: Gallows Prison (Main quest: The Last Straw).

6. [Act III] Sandal (Main quest: The Last Straw).

7. [Act III] Place of the main battle (Main quest: The Last Straw).

8. [Act III] Desire Demon (Main quest: The Last Straw).

Map M88: De Launcet estate

Legend - Map M87 Templar Hall; Map M88 De Launcet estate - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Chest (Side quest: The Lost Swords).

2. [Act III] Estate exit (Main quest: On the Loose).

Map M89: Sewer passage

Legend - Map M89 Sewer passage; Map M90 Prides End - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Darktown.

2. [Act III] Evelina meeting site (Main quest: On the Loose).

Map M90: Pride's End

Legend - Map M89 Sewer passage; Map M90 Prides End - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] Starting point (Companion quest: A New Path).

2. [Act III] Strange Idol (Companion quest: A New Path).

3. [Act III] Keeper Marethari appearance site (Companion quest: A New Path).

Map M91: Secret Rendezvous site

Legend - Map M91 Secret Rendezvous site; Map M92 Gallows Prison - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Docks.

2. [Act III] Door to the warehouse main room (Main quest: Best Served Cold).

3. [Act III] Templars meeting site (Main quest: Best Served Cold).

4. [Act III] Chest (Companion quest: Fenris: Blade of Mercy).

Map M92: Gallows Prison

Legend - Map M91 Secret Rendezvous site; Map M92 Gallows Prison - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act III] First Enchanter Orsino (Main quest: The Last Straw).

2. [Act III] Exit from Gallows Prison (Main quest: The Last Straw).

3. [Act III] Sandal (Main quest: The Last Straw).

Map M93: Emeric's Investigation

Legend - Map M93 Emerics Investigation; Map M94 Storehouse - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Darktown.

2. [Act I] Emeric (Secondary quest: The First Sacrifice).

Map M94: Storehouse

Legend - Map M93 Emerics Investigation; Map M94 Storehouse - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act I] Starting point (Side quest: Pier Pressure).

2. [Act I] Leech (Side quest: Pier Pressure).

Map M95: Castillon's Landing

Legend - Map M95 Castillons Landing; Map M96 The Black Emporium - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Docks.

2. [Act III] Entrance to main part of warehouse (Companion quest: No Rest for the Wicked).

3. [Act III] Battle with Velasco and his men (Companion quest: No Rest for the Wicked). [Act III] Castillon meeting site (Companion quest: No Rest for the Wicked).

4. [Act III] Ambrosia (Companion quest: No Rest for the Wicked).

5. [Act III] Door to the office (Companion quest: No Rest for the Wicked).

6. [Act III] Chest (Companion quest: No Rest for the Wicked).

Map M96: The Black Emporium

Legend - Map M95 Castillons Landing; Map M96 The Black Emporium - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Exit from the Black Emporium (Premium content: The Black Emporium).

2. Mirror of Transformation (Premium content: The Black Emporium).

3. Emporium's Relics and Antiques (Premium content: The Black Emporium).

4. Emporium's Crafting Materials (Premium content: The Black Emporium).

5. Discarded Weapons and Armor (Premium content: The Black Emporium).

Map M97: Harimann Estate

Legend - Map M97 Harimann Estate; Map M98 Underground Passage - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Hightown.

2. [Act II] First cutscene (Companion quest: Repentance).

3. [Act II] Second cutscene (Companion quest: Repentance).

4. [Act II] Third cutscene (Companion quest: Repentance).

5. [Act II] Cellar entrance (Companion quest: Repentance).

6. [Act II] Monsters battle (Companion quest: Repentance).

7. [Act II] Flint Company Mercenary (Companion quest: The Starkhaven Longbow).

8. [Act II] Passage to: Underground Passage (Companion quest: Repentance).

Map M98: Underground Passage

Legend - Map M97 Harimann Estate; Map M98 Underground Passage - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. [Act II] Starting point (Companion quest: Repentance).

2. [Act II] Revenant and other monsters (Companion quest: Repentance).

3. [Act II] Rage Demons and other monsters (Companion quest: Repentance).

4. [Act II] Revenant, Arcane Horror and other monsters (Companion quest: Repentance).

5. [Act II] Lady Harimann and Allure (Companion quest: Repentance).

6. [Act II] Passage to: Harimann Estate (Companion quest: Repentance).

Map M99: Hidden Sewer

Legend - Map M99 Hidden Sewer; Map M100 Blood Mage Refuge Hideout - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Darktown.

2. [Act III] First group of enemies (Side quest: The Last Holdouts).

3. [Act III] Second group of enemies (Side quest: The Last Holdouts).

4. [Act III] Blood Mage Dispatches (Side quest: The Last Holdouts).

Map M100: Blood Mage Refuge Hideout

Legend - Map M99 Hidden Sewer; Map M100 Blood Mage Refuge Hideout - Maps - Dragon Age II - Game Guide and Walkthrough

Legend:

1. Passage to: Sundermount.

2. [Act III] Ser Mettin and Ser Agatha (Side quest: The Last Holdouts).

3. [Act III] Bancroft and other mages (Side quest: The Last Holdouts).