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Dragon Age II

Table of Contents
Authors Note ............................................................................................................................... 4 Story................................................................................................................................................ 5 Controls .......................................................................................................................................... 8 F.A.Q ............................................................................................................................................. 10 Walkthrough / Main Quests ..................................................................................................... 11 Prologue..................................................................................................................................... 12 Act I ........................................................................................................................................... 13 The Destruction of Lothering ........................................................................................... 13 A Friend in the Guard ...................................................................................................... 15 A New Home? .................................................................................................................... 15 A Business Discussion ....................................................................................................... 15 Tranquility ..........................................................................................................................16 Long Way Home .................................................................................................................. 17 Wayward Son .....................................................................................................................18 Blackpowder Promise .......................................................................................................19 Act of Mercy ...................................................................................................................... 20 Enemies Among Us............................................................................................................ 21 Shepherding Wolves ......................................................................................................... 22 Friends in Low Place ......................................................................................................... 23 The Deep Road Expedition .............................................................................................. 24 Act II......................................................................................................................................... 26 Finding Home ..................................................................................................................... 26 Profit and Loss ................................................................................................................... 27 Blackpowder Courtesy ..................................................................................................... 27 Offered and Lost ................................................................................................................ 28 Prime Suspect .................................................................................................................... 29 All That Remains .............................................................................................................. 29 Following the Qun ............................................................................................................. 30 To Catch a Thief................................................................................................................... 31 Demands of The Qun ......................................................................................................... 32

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Act III ....................................................................................................................................... 34 On The Loose ........................................................................................................................ 34 Best served Cold .................................................................................................................. 35 The Last Straw .................................................................................................................... 36 Secondary Quests........................................................................................................................ 40 Side Quests ...................................................................................................................................40 Companions Quests .................................................................................................................... 42 DLC ............................................................................................................................................... 43 Xbox 360 Achievements ........................................................................................................... 44 Copyrights.................................................................................................................................... 47

Dragon Age II

Authors Note
13.04.2011: Hey everyone! Welcome to my Dragon Age II guide, an eagerly
expected sequel to the game that literally blew our mind and made us go crazy about it in 2009. Just like every Dragon Age fan, I got the game as soon as hit the stores and Ive already completed it twice but the guide only contains walkthrough for the main quests for now, of course. The world of Dragon Age is not an easy one to cover but Im already working on it and will add the other parts as soon as possible. So, please bear with until I complete the guide and keep those feedbacks flowing, itll make me very happy. Thank you.

Dragon Age II

Story
Dragon Age II reveals its story through a framed-narrative, a story within a story. The story is set 10 years after the event of Dragon Age and is told by a dwarf named, Varric to Cassandra, a Chantry Seeker who is tasked with the duty of finding the Champion of Kirkwall, the only one that can now save the world from the brink of destruction. The story of Hawke, the protagonist starts during the beginning of the fifth blight in Ferelden. After the massacre at Ostgar, the darkspawn horde marches towards the village of Lothering with no resistance and Hawkes family was one of the few to escape its destruction. With no place for them to flee, Hawkes mother, Leandra suggests that they travel to Kirkwall, where her younger brother holds their family fortune and estate. As they continue to flee from the horde, the family runs into an injured couple but the extra swords in the group were not enough for them to escape from the darkspawns clutch. As they lose all their hope, a dragon comes from the forest and destroys the horde charging towards them. The creature then changes into Flemeth, the Witch of the Wilds that rescues the Warden from the Tower of Ishal in the Dragon Age: Origins. After seeing them killing an ogre, Flemeth offers to help Hawkes family escape for a small favor of delivering her amulet to the dalish clan in Kirkwall. But the relief of their safety came at a great price, the death of Wesley and one of Hawkes siblings. As promised, Flemeth helps Hawkes family to take a ship to Kirkwall and after two weeks at the sea, they arrive in the city, only to find it over populated from Ferelden refugees and the city guards locking them in the Gallows, not allowing them to enter the city. The situation gets even dire when they find out that their uncle has lost all their fortune and sold their estate. But Gamlen offers to get them inside the city if Hawke and his or her surviving sibling work a year of servitude for his contacts to clear his debts. Hawke will be left to choose between the mercenaries or smugglers, for whom he or she has to work for a year to get inside the city. A year passes and with little bit of name made, Hawke hears a rumor of an expedition to the deep roads and contacts its leader, who refuses Hawkes service. But his Brother, Varric pursues Hawke to become a co-partner to his brother and tasks him with the burden of earning 50 sovereigns to invest in the expedition. During this time, Hawke re-contacts with Aveline, who has joined the city guards and makes new friends, Isabela, a ship less captain from the Origins and Fenris, a Tevinter magisters slave seeking freedom from his master. Knowing the dangerous of the deep roads even after the blight, Bartrand suggests that they get a map to the deep roads and so, Hawke tracks down Anders, a former Grey Warden in Darktown who agrees to help them in the expedition. After completing his side of bargain by delivering the amulet given by Flemeth to the dalish camp and recruiting its Keepers First to his cause, Hawke and Varric

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convinces Bartrand to take Hawke into the expedition and so, the group leaves for the ancient thaig outside the Kirkwall. After fighting their way into the heart of the thaig, the group finds a small idol made out of pure lyrium and it gets the better side of Bartrand, making him betray his own brother and partners by leaving them trapped inside the thaig. But luck was on Hawkes side, after killing a Rock Wraith demon dwelling in the thaig, the group finds the leftover treasure of the thaig and also their way out of it. Three years passes and Hawkes status in the city has raised with the fortune he bought back from his expedition, he is now an important person in the city and everyone including the Viscount comes to him if theres a matter to deal with. At the same time, the tension between the quanri and the locals increases and their presence in the city became more and more uneasy. Though their leader, the Arishok claims that he has contacted Par Vollen to send a vessel for them, none has arrived since three years and theres no sign of them to leave the city until they reclaim their sacred relic lost in the storm, unless the Arishok is served with dishonor of death in a duel, which will end their influence in the city. Following the death of Viscounts son by the Chantry for choosing the quanri religious over his own, the Arishok decides to stand with some accused elves, who has went to his protection. And when Aveline tries to negotiate with the Arishok to handover the elves, he attacks her before marching his men on the street. They tries to convert the entire city into their religious and the streets turn into battlefield with the citys force trying to putdown the quanri before a massacre happens. But it was too late, by the time Hawke reaches the Arishok, he throws down the Viscounts head at him. Now, Hawke must decide how to deal with this towering figure that threatens the safety of all, he can either choose to negotiate with him by handing over the lost relic along with Isabela, who stole it from them or choose to settle it by killing him, which will earn him or her the title of the Champion of Kirkwall. Another three year passes and Knight-Commander Meredith has taken stewardship of the city using the Chantry and Hawke is the only one that holds the same respect and power as her. On the same time, the mages starts to rebel and the more they resist, the more she opposed them. And the more she opposed them, the more they resisted her dominance. The situation begins to get out of hand and the Grand Cleric herself asks Hawke to deal with the matter. After Hawke tracking down several mages and templars, who has gone rogue and bringing them to justice, both Orsino and Meredith reaches their breaking point with Meredith strongly opposing Orsino for protecting blood mages within the Circle. And, the situation gets worse with Anders stepping into the fight by destroying the Chantry with the Grand Cleric inside. It was all Meredith needed to invoke the Right of Annulment and slaughter the mages in the city. Hawke must now decide with whom to side with in order to bring peace back to the city, he can either side with the mages to protect the innocents from Merediths wrath or side with her to bring order back to the city through fear. Both the forces gathers at the Gallows, which each ready to slaughter the other and when Hawke reaches the spot, he sees Orsino sacrificing his own mages to turn himself into a creature through blood magic, a thoughtless decision that leads to his own death. But the fight was not yet over, with Orsino gone, Meredith orders to kill Hawke

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suspecting him a bigger threat than the mages. But when Knight-Captain Cullen steps into the matter and opposes her, she reveals her contact with the pure lyrium bought back from the deep roads, which has turned into an abomination. A final showdown takes place at the heart of the Gallows and depending on Hawkes decision; his or her story will end after the battle. After the incident at the Kirkwall, every Circle in Thedas has turned against the Chantry rule and the Templar-Mage war has started throughout the land and is spreading very quickly. And the only one that can put a stop to this madness is Hawke, who was at the heart of the situation when it all started but Varric refuses to reveal his friends location and when asked whether Hawkes dead, he knowingly says Oh, I doubt that before Cassandra leaving him. Outside, Leliana comes to ask whether she managed to find any clues, only to find out that Hawke has disappeared just like the Warden. When asked for next step, Leliana replies that it is no co-incident that the Warden and the Champion of Kirkwall has both disappeared and Cassandra leaves the place after handing over the book she used to interrogate Varric.

Dragon Age II

Controls
Party Selection
Select full party Select party member 1 Select party member 2 Select party member 3 Select party member 4 Add party member 1 to group Add party member 2 to group Add party member 3 to group Add party member 4 to group Ctrl + A F1 F2 F3 F4 Shift + F1 Shift + F2 Shift + F3 Shift + F4

Quickbar
Quick heal Quick mana / stamina Quickbar 1 Quickbar 2 Quickbar 3 Quickbar 4 Quickbar 5 Quickbar 6 Quickbar 7 Quickbar 8 Quickbar 9 Quickbar 10 = 1 2 3 4 5 6 7 8 9 0

Camera Controls
Move camera left Move camera right Zoom in Zoom out A D Scroll Forward Scroll Backward

Player Controls
Move forward Move backward Move left Move right Toggle run/walk Target closet and attack W S Q E Nampad / R

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Menus
Character Journal Inventory Abilities Map Tactics C J I P M \

Miscellaneous
Pause Hold position/ move freely Highlight usable objects Quick save Quick load Screenshot Hide main interface Space H Tab F5 F9 Print Screen V

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F.A.Q
Classes: Coming Soon! Codex: Coming Soon! Companions: Coming Soon! Companions Armor Upgrades: Coming Soon! Gifts: Coming Soon! Items: Coming Soon! Specializations: Coming Soon! Talents and Spells: Coming Soon!

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Prologue
First things first. As soon as you hit the New Game button, youll be taken to character choosing window, where you need to choose which gender and class you want. You can choose out of three classes and of course, two genders. Unlike Dragon Age: Origins, genders doesnt play much of a role here, except for pronunciation so its merely a choice of your preference and it doesnt affect the storyline and gameplay.

As for class, you can choose between Mage, Warrior and Rogue. Warriors and rogues specialize in melee and range combat. But unlike Origins, warriors can only use two-handed weapons and sword and shield. Whereas, rogues are limited to dual weapons and archery. And, they also serve as the only means to disarm traps, unlock chests and etc. Finally, as for mages... well yes, they use magic. They stay away from the battle and use spells and curses to kill their foes; they are the life savers in boss fighting and also the ones who need help in protecting themselves from the enemy melee fighters. Once you have chosen your gender and class, you will see Hawke, the protagonist, fighting a horde of darkspawn with his or her brother or sister [Depends on which class you have chosen, if its warrior or rogue then you will have Hawkes mage sister and on the other hand, if you have chosen mage then it will be his or her warrior brother]. The fight should be very easy dispute whatever difficulty level you have chosen, so take your time to get used to the combat system and get rid of the first wave.

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Once they are gone, you will get your first dialogue, the dialogue wheel here is similar to that of Mass Effect and the dialogue type will be displayed in the center. Pick whichever one you want and more troops will pour in, kill them and an ogre will show up, have your mage set some AoE spells while your warrior throw couple hard strikes on its poor body, keep up the beating for a while and it will go down pretty easily. Clear off the remaining darkspawns and a cut scene plays out ending the fight.

Act I
The Destruction of Lothering
After the cut scene, you will be taken to the character designing window. You dont have to stick with the default face of Hawke, you can customize him or her however you want, just like you used to do it in the Origins. Once you are done creating your version of Hawke, click on Events of Dragon Age: Origins and you will see several pre-built history along with an option to import your save games from the Origins and Awakening.

But unlike Awakening, you need an entire series of save games, each saved when you took a major decision in the previous games. If you just have the last save game of them then it wont work and you need to choose out of the pre-built histories, unless you are ready to play the entire Origins and Awakening for few dialogues. I

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say, you forget about your decisions from the previous games and continue. There are roughly 10-15 references to the previous games and they dont affect the story and gameplay. Once you are done designing, hit the Start Game button and you will see Hawke and his or her family fleeing from the darkspawn invasion on Lothering. After few lines with the family, kill the first few waves and loot their bodies to find some useful stuff like health potions and accessories. Make your way towards the plot marker and on the way, you will run into an injured couple fighting a darkspawn horde. With or without your permission, they will join your group to fight against the horde after the conversation.

When the conversion ends, another group will pour into the area, kill them and an ogre will attack. The ogre will be bit hard to defeat this time, set some AoE spells around it and use your warriors special talents that knocks enemies back to stun the ogre from attacking and keep pummeling it until it goes down. When the fight ends, an old face makes a reappearance and offers to help you reach Kirkwall for a small favor in return, agree to her conditions and bid farewell to Wesley to complete the first phase of the quest. After two weeks, Hawkes family arrives in Kirkwall, only to find it over populated by Ferelden refugees. The city guards refuses to let you in and passes the matter to their captain. When you meet him at the gates, some deserters threatens to fight their way in and a fight will break out, kill them and talk to the captain again and hell agree to look for Hawkes uncle in the city. After three days, Gamlen finally arrives with some delicious news, he has just sold Hawke and his or her sibling on indentured servitude for an year. Great!

You will have the option to choose between the mercenaries or smugglers. The mercenaries ask you to kill a noble man named, Friedrich. While the smugglers asks you to extort a merchant called, Cavril. You can take bribe from one target and kill the other one to take maximum advantage from them. If you do this then an optional quest will pop-up later in the gameplay. Either way, kill the target

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mentioned by your contact and talk to them again to complete the quest and to get inside the city.

A Friend in the Guard


A year passes and Hawke and his or her siblings servitude will end. Now, they have plans to join an expedition to the deep roads but the expedition leader is too cheeky to let them in. After the conversation, another cut scene plays out where a boy tries to run away with your money but gets shot by a dwarf. During the chit chat, he reveals himself to be Varric, younger brother of Bartrand and offers to help you get inside the expedition. After meeting Varric, go to the Viscounts Keep in Hightown and talk to Aveline, who offers a job for Hawke and joins his party.

A New Home?
After talking to Aveline at the Viscounts Keep, travel to your new home in Lowtown. Talk to your mother, uncle and finally to your sibling to complete the quest with their personal quest unlocked. Oh! One more thing, theres chest here where you can store all your stuffs and all your letters will be dropped at the writing board, interact with it to receive new quests.

A Business Discussion
Travel to The Hanged Man and talk to Varric and hell explain how you can get inside Bartrands expedition as a partner. If you can earn / you need to earn 50 sovereigns to invest in the expedition then Bartrand has to let you join because hes running low on cash and share the profit. Varric also knows some contacts, who can help you get the money and wants you to check your writing desks for messages [Rumors].

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Since, we are in The Hanged Man, I thought it would be nice to mention this. If Alistairs not made the King and also leaves the Grey Wardens because you decide to take Loghain into the Order then you can find him in the tavern, drinking all the time and blabbing about the Warden and the others. You can find him in the tavern all the time until Teagan comes and takes him back to Ferelden.

Tranquility
Deep roads are pleasure place only for Grey Wardens and not for bunch of refugees traveling there looking for ancient wealth. A map to the deep roads is very essential to plan a safe trip to it and luckily, theres a Ferelden Grey Warden in the city and hes currently staying in Darktown helping sick refugees [An apostate mage with an excellent skill in escaping. Ringing any bells?].

Travel to Lirenes Ferelden Imports in Lowtown and ask her about the healer, she will give you the address to him after whining for a while. Exit the shop and a group of refugees protecting the healer will attack you, if your sibling is in the party then they can calm them by telling that they are also from Ferelden. If not then a fight will break out. Once you have dealt them, head to Darktown and talk to the healer, who is none other than Anders from the Awakening. He will act hostile when you first approach his clinic but upon mentioning about the route map to the deep roads, he will calm down and agree to give you the map if you do him a favor, agree to help him and hell tell you to meet him at the chantry at nightfall.

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Travel to Hightown during nighttime and you will meet Anders at the chantry entrance, enter the building and head upstairs to trigger a cut scene. When it ends, you will be attacked by two waves of templars and city guards, take out the leaders first and then clear the remaining to minimize the damage. Once the fight is over, persuade Anders to end his friends suffering and the scene will shift back to his clinic, have a dialogue with him and hell give you the map and join your party.

Long Way Home


During this quest, you need to travel to Sundermount and deliver Flemeths amulet to the dalish keeper. Go to the world map and hit the button next to night toggle to view the other parts of Kirkwall, travel to Sundermount and you will be stopped at the entrance by two elves, tell them you need to speak with their keeper and they will let you enter the camp.

Talk to the keeper [Yes, its the same dalish clan from the dalish elf origins] and shell ask you to take the amulet to the mountains peek and perform a ritual to it. Head north from the camp and you will meet the keepers first at the fork; she will accompany to the mountain and perform the ritual. Soon, you will get attacked by a group of undead, where you will find out she is a mage. Continue towards the top and enter the cave, fight your way to the end and go through the exit to reach the hilltop, where you will find a magical barrier, Merrill will automatically use blood magic and remove the barrier. Since, Merrill is not an official party member and has no approval meter, it is best to choose dialogues against blood magic to avoid rivalry points from your other companions.

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Make your way towards the graveyard and you will get attacked by several shades and undead along with an arcane horror, the wave is pretty big so take your time and avoid using too much talents and spells to save stamina and mana for the big guns. AoE spells works superbly to dispatch large troop and dont forget about freezing and parlaying spells which opens a chance for your warriors to strike. Once they are dealt with, approach the altar and place the amulet on it to trigger a cut scene, where the all mighty Flemeth swoops out of the amulet and flies away after talking to you [Why do I feel like Im watching a Harry Potter movie here?]. The scene will shift back to the camp, where the keeper asks you to take Merrill with you and after that, to the alienage in the Lowtown, where Merrill will be staying from now on. Talk to her and agree to visit her later to complete the quest with a new companion.

Wayward Son
This quest can be triggered by either talking to the elf, Arianni in the alienage or by talking to Thrask at the Gallows. Depending on who gives the quest, you will be sent to the boys father if its given by the mother and then directed towards an extemplar Samson or directly towards Samson if given by Thrask. Either way, you need to find and talk to Samson at the Lowtown, who reveals that he sent Feynriel with someone who can help him and tells you to check the Docks for more information. Travel to the Docks and you will get attacked by several thugs, clear them and enter the private docks area, where you will find a group of slavers torturing an apostate and she will turn into an abomination and attacks you, dispatch them and search the bodies to find clues about the boys location. One more thing, if Fenris is

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in the party then he can talk them through to give the information but letting them live will result in rivalry points from him.

The search will direct towards the Darktown, where Fenris can once again make Danzig give the information without a fight but just make sure you let him kill Danzig after talking to him. If a fight breaks out, then you need to clear out the melee fighters first before you can lay your hands on Danzig, sweep the area clean and the search their bodies to find a map to The Wounded Coast. Next stop, The Wounded Coast. Fight your way through the mages and quanri and you will reach the slavers cavern, where your boy is believed to be held hostage. Enter the cavern and you will reach the boy after encountering some nasty spiders. The slavers leader threatens to kill Feynriel if you approach them but you can either bribe them to leave the boy or kill them.

Additionally, Hawke can initiate a cut-scene where he or she throws a knife at the leader and kills him, eliminating him from the fight or if Varric is in the party, then he can lie to them that the boy is Viscounts son, which will make them leave the boy along with their money. Once you have freed Feynriel, you need to choose what to do with him; you can either take him back to the Circle or help him join the dalish. If you let him go to the dalish camp, then go to Sundermont and talk to the keeper to receive some coins as a reward for helping him escape the Circle.

Blackpowder Promise
This quest starts when you rescue a dwarf named, Javaris from some thugs in The Wounded Coast. Upon saving him, he will ask you to kill some quanri and retrieve the blackpowder formula from them so that he can enter a deal with the Arishok and make money. The camp is also located in The Wounded Coast and thickly occupied by Tal-Vashoth.

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When you first approach the camp, a quanri comes to warn you not to go any further and will leave after realizing that you are not helpless caravan traders. Enter the camp and of course, be ready to fight. Clear off the ones you encounter at the entrance and make your way towards the center of the camp. Once most of the quanri are dead, more will begin to show up in waves, hold your place and pick them out one by one. Once everyone is dead, enter the cave and kill the leader with the remaining quanri and loot his body to find the formula. Return to Javaris at the Docks and enter the quanri compound to trigger a conversation between the dwarf and the quanri with Hawke simply standing there as an audience. At the end, the Arishok threatens you to leave the place before he do something, if you are still gathering money for the expedition then choose any option except for the one to tell Javaris to leave the place to get your reward.

Act of Mercy
You will receive this quest as a message at Hawkes writing table after completing the Wayward Son quest and it will not appear if you chose to inform KnightCommander Meredith about Thrasks daughter in An Earrant Letter side quest. If you get the message then you need to meet Thrask at The Wounded coast, who informs you about a group of apostates hiding inside the cavern behind him and asks you to make them surrender peacefully. Enter the cavern and you will get attacked by several shades and undead along with giant spiders. After dealing with some of them, a mage will come running by and asks you to help him escape the cavern so that he can return to the Circle, tell him to meet Thrask at the entrance of the cavern and he will tell you about the other mages and leave.

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Fight your way to the end of the cavern and you will meet the apostates, who misunderstands that you are working for the templars and attacks you. You need to deal with several shades and demons along with 3-4 apostate and Decimus, who will shield himself until you clear off all the demons in the area. Once the fight is over, Grace will approach you and asks you to help them escape. You can either lead them back to Thrask and there by sending them back to the Circle or lie to the templars that you killed them so that they can escape or kill Thrask as she asks. If you choose the last two options then make your way back outside where Thrask will be waiting with the other templars. If you chose to kill Thrask then you need to fight and kill all the templars. While lying to them about the apostates will result in fighting only with the templars with Thrask helping you. Another way to do things is by having Varric in the party, who will lie to the templars that Hawkes the Knight-Commander of Ferelden. Either way, Grace and the others will appear once the templars leave the place and thanks you for helping them and gives a staff as a reward.

Enemies Among Us
Talk to the woman named, Macha outside the chantry and she will ask you to look for her brother who has recently joined the templars and has gone missing. After accepting the quest, travel to the Gallows and talk to the recruits at the entrance, they suspects Knight-Commanders involvement in the disappearance of the new recruits but a female recruit, mentions that one of the missing recruit has returned and just left the Gallows. Travel to Wilmods Camp in the world map and you will see Knight-Captain Cullen [Yes, the same Knight-Caption Cullen from the Origins] attacking the boy. When Hawke interferes, the recruit threatens Cullen for harming him and changes into a

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shade. You must kill Wilmod and the shades he summons and when the fight is over, Cullen reveals that most of the new recruits were acting strange and he was only trying to help them.

The search direct towards The Blooming Rose tavern in Hightown, talk to Viveka and she will tell you to talk to Idunna at the room upstairs. Do as she says and talk to Idunna, who discreetly uses blood magic to make Hawke obey to her, if Hawke is a mage or has a mage companion in the party then ask them to stop her and they will release Hawke from her spell. Once you are out of the spell, you can either kill her and or hand over to the templars. Whatever you chose to do with her, she will give you the location of the hideout where they are holding Keran. Travel to Darktown and go through the marked tunnel to enter the basement, you will find some abominations and shades as you make you through the tunnel.

At the end, you will finally meet the blood mages, who use white lipstick as their trademark. A fight will ensure and consists lots of shades and abominations along with the blood mages, who are summoning them, kill them all and Keran will finally snap out of the spell. If you have a mage in the party then have them test if hes possessed and take him back to the Gallows, where you need to choose what to do with him. If youve tested him then Cullen will agree to let him keep his job while the other way around will result in having him expelled unless you persuade Cullen to keep him in the order.

Shepherding Wolves
Travel to Lowtown during nighttime and you will see a sister talking to a man, follow them and you will see the mercenaries attacking her, kill them and talk to her and shell ask you to meet her later. Talk to her at her place and shell ask you to

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safely escort a collared quanri outside the city, agree to do the job and shell tell you to use the passage beneath the Lowtown to safely access the woods.

Go through the tunnel and you will encounter some slave traders who try to capture the quanri, kill them and during the fight, you will realize that the quanri is a saarebas, talk to it after the fight and continue to make your way through the tunnel. When you reach the outside, you will meet a group of quanri, who claims the saarebas as their property and asks for his handover. You can either choose to let him go with them or refuse to hand him over. If you chose the first option, then they will kill the quanri and then attacks you saying that they cant leave any loose ends. And if you refuse to send the quanri with them then a fight will break out first but the quanri will kill itself after thanking you and giving you a reward. Either way, return to Petrice and have a dialogue with her to complete the quest.

Friends in Low Places


This quest will appear on Hawkes writing table after completing all the main quests and will act as a continuation to the storyline if Hawke doesnt have enough money to spend on the expedition. Meet Dougal at Hightown and he will offer to send the money to Bartrand indirectly if you are willing to return it in double when you return. Rejecting this quest will not affect anything while accepting it will lead to another quest in Act II and also continues the storyline if you dont have the money.

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The Deep Roads Expedition


Once you have 50 sovereigns and the map, return to Bartrand in the Hightown and Varric will convince him to take you into the expedition as a partner. The scene continues as Leandra intervenes the conversation and asks you to leave your sibling behind. Here, if you are planning to take your sibling with you then you also need to take Anders because they will die in the deep roads if Anders is not present in the party.

Once you have made your choice, make your party consisting Varric and talk to Bartrand to start the expedition. After all the cut scenes and conversations, you will take control of Hawke, when the group stops in the middle due to a road block. Talk to Bartrand about finding a side passage and Bodahn comes running by and informs Sandal is missing, he can be found in the same passage you are going to enter so agree to look for him. Enter the side passage and after some fighting with the darkspawns and other creatures, you will reach an opening filled with spiders. If you approach the large circular area in the opening then a Monstrous Spider will attack along with other normal spiders, it is not an easy battle and I suggest you stay away if you think you cant handle it. If you have two mages in the party then their AoE spells is enough to kill the spider while you melee fighters take care of the minis. Once you have killed it, loot its body to find the key to the locked door near the rocks and open the chest inside to find some goodies.

Make your way through the tunnel and you will eventually run into Sandal who is surrounded by darkspawn corpses again [I hope he can be our companion in the next Dragon Age game], tell him to return to the camp and continue down the path. You will face several dangerous creatures along with dragons and ogres, protect your mages and take out the minions first so that you can gang up and attack the big guns later. After some serious fighting, you will reach the main road which leads

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back to the camp, take the good news back to Bartrand and the scene will shift to a new area. After the cut scene, talk to Bodhan to receive his thanks and then enter the Primeval Ruins and of course, you will meet several of your dear friends, who are eagerly waiting for you. No dragons will be here but instead, you will encounter golems, they are very weak against ice attacks so freeze them up and strike them down. Soon, you will reach a room where the group will find an idol made out of pure lyrium, Bartrand takes the idol and leaves you trapped inside the thaig. Go through the side door and you will be once again put against an entire horde of creatures dwelling in the deep roads including new ones called, profanes, weak stone creature with moderate attacks.

Stick to normal hacking and slashing to fight your way through and you will eventually run into a demon in the form a profane, it offers to show you the location of the key that opens the door to the higher level of thaig if you kill a Rock Wraith living in the thaig. You can either agree to its deal or kill it but be careful, your mages will strongly oppose to help a demon as they always cheat you at the end. If you dont want to lose your companions approval then its best you kill it, its as same as other profanes you have faced and has no special attacks. Dispute what you do with the demon, you will run into the Rock Wraith it mentioned about after passing few rooms. Its the larger version of profanes and yes, stronger too. It usually disappears and reappears behind your characters, striking them with critical damage. And it also rises up to mid-air and shoots projectiles before crushing down to the ground, where it will raise its minions while it cools down. Its first attack is resistible as long as it doesnt hit your mages while the second attack can be partly dodged by taking cover behind the rocks. Just take control of all your characters and move them behind the rocks as soon as it rises to mid-air to dodge its attacks.

As for offense, two mages are must to win this battle with ease. This is also why I told you to bring Anders with you, he can heal your members and also deal massive

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damage to it. Ice spells works nicely against it but your mages has to get near it to use spells like cone of cold. So, stick with AoE and paralyzing spells that doesnt requires your mages to get near the targets and keep casting to keep the damage flowing on its rocky body. Also dont forget to take advantage of the time, where it cools off, cast several AoE spells at it during this time and prolong the time your warriors take to defeat the normal profanes to increase the damage inflicted on it. Once the battle is over, loot its body and proceed to the next room to find the thaigs treasure room. If youve agreed to help the demon then it will once again appear here and tell you to take the only key and leave the treasure alone, you can either defy it and kill it or take only the key and leave. Either way, another cut scene plays out where your sibling gets sick due to darkspawn taint and you need to kill them in order to prevent them from becoming ghouls unless if you have Anders in the party, who suggest to make them Grey Warden to cure the taint.

If you agree to make them Grey Wardens then Anders will find a group of Grey Wardens [Alistair will appear here if hes not made the king and continued as a Grey Warden] who have been venturing in the deep roads, the group will initially refuses to take your sibling into the Order but eventually agree to help them. If your sibling joins the Wardens then they will unavailable until Act III but the same will happen even if youve left them back in Kirkwall, they will either become a mage [Bethany] or a templar [Carver] when you return home. Whatever you chose, the quest will end as soon as you exit the thaig and so does Act I.

Act II
Finding Home
Act II will start after 3 years, you will find Hawke meeting the Viscount at the Keep. It seems the quanri still hasnt left Kirkwall and is now causing trouble, the Viscount asks you to meet their leader, the Arishok and deal with the problem. After the cut scene, Bodahn comes running by and informs you to return to the estate. Make your way to Hawkes new estate in Hightown and you will get a cut scene, where Aveline stops by to inform about Ser Emeric, who has been pestering

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the guards to help him investigate the serial murder in Kirkwall. Talk to Leandra, Bodahn and Sandal after she leaves to complete the quest.

Profit and Loss


If you agreed to Dougals deal in Act I, then you will see him talking to your Leandra when you first enter your estate. He asks you to pay him more money; you can either pay another 50 sovereigns or threaten him to leave. If you tell him to leave the place then he will attack you with his buddies the next time you travel to Lowtown, kill him to complete the quest.

Blackpowder Courtesy
The Viscount has asked you to meet the Arishok, who has asked for you in person. Travel to the quanri compound in the Docks and the Arishok reveals that Javaris, who was very pushy about getting the exploding powder formula, has now stolen the formula for poison gas, which kills humans upon inhaling. Ask Varric for suggestion and he will tell you to look for him in the Darktown.

Travel to Darktown and talk to the Coterie merchant and she tells you that he went through the tunnels a while ago, enter the tunnel next to her and fight your way to the exit. Dont worry, all you face are some spiders and mercenaries. When you exit the tunnels, you will reach an opening, where Javariss bodyguards are waiting for you with their swords drawn, kill them and talk to Javaris, who tells that an elf stole the formula and framed him for it and asks you to let him escape. Travel to the Side Alley marked on your map and you will see the city guards evicting the citizens, talk to them and theyll inform that the area has been

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surrounded by a strange mist and its killing everyone who inhales it, tell him you wish to investigate and climb down the stairs. There are total of 4 barrels pumping the gas, you need to find a steel latch for each of them and close them. And every time you close a barrel, a handful of thugs will attack you, kill them and keep repeating the same until all the barrels are shut.

Once you have shut all the barrels, an elf shows up with a bunch of mercenaries, kill her and return to the quanri compound and inform the Arishok about the involvement of the elves in the matter. Once thats done, travel to the Keep and talk to the Viscount about the situation and he reveals that several quanri delegates, who came to visit him has disappeared and asks you to look for them before the matter gets out of hand and reaches the Arishok.

Offered and Lost


After talking to the Viscount about the disappearance of the quanri delegates, talk to his seneschal outside the office and hell direct you to The Hanged Man. Travel to the tavern at nighttimes and you will see several men partying for their payments, if you have Aveline in the party then she can interrogate them to give the information. And if not, a fight will break out and you need to kill some of them before their leader spill the beans.

Travel to the chantry in Hightown and you will be welcomed by Mother Petrice, who offers to give you the location of Ser Varnell if you keep your mouth shut about her involvement. Travel to Ser Vernells Refuge and you will see him torturing the kidnapped delegates, he will kill them no matter what you tell and a fight will break out, take out Vernell quickly and the rest will easily crumble. Once the fight is over, the Viscount will arrive in the place and you need to decide what to do with the bodies. The quest will end after it.

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Prime Suspect
Aveline asks you to deal with Ser Emeric at the beginning of Act II, talk to him in the Gallows and he reveals a man named, Gascard DuPuis as a suspect. But when he asked the city guards to search his mansion, they found nothing and now they are ignoring him and Meredith restricted from continuing the search. So, Emeric wants you to look for him and report back if you find anything.

Travel to Gascards estate in the Hightown and after fighting off some shades and demons, you will see him torturing a woman. When questioned, he reveals that he was only trying protect her from the real killer and offers to help. Here, you can either kill him or let him go. Watch out though, most of your party members will disapproval if you let him go. Return to Emeric and a female templar tells you that he went looking for you after the receiving a letter from you. Travel to the Back Alley and you will find his body protected by several demons and shades, kill them. After the fight, Moira will once again appear and asks what happened, tell her what[ever] you think has happened and she promises to help however she can and the quest will end after the conversation.

All That Remains


After completing Prime Suspect quest, return to your estate and you will see Gamlen asking about Leandra, talk to him and he says she didnt show up for her weekly visit and is nowhere to be found with Bodahn mentioning about the white lilies she got in the morning. You can approach this quest in 2 ways depending on whether or not if killed Gascard.

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If Gascard is alive then talk to him in Darktown and he will perform a blood ritual which reveals the location of the killer. The other way is only available if you have killed him, meet Gamlen at Lowtown and bribe or intimidate the boy to reveal the location. Either way, the search will lead to the foundry in Lowtown, where the killer is supposed to be holding Leandra hostage.

Travel to the foundry and if Gascard is alive then hell join you to find the killer, fight your way through the demons dwelling in the building and you will reach a room kind of opening where you will find the killers items including a portrait of a woman who looks like Leandra. Continue down the path and you will eventually reach the killer who is having tears of joy. If Gascard is with you then he will turn against you and you will get 3 options. If you are playing as diplomatic Hawke then you can convince him to fight with you or if Varric is in the party then he will immediately kill him the moment he refuses to help you. And the third option is to fight him along with his master, which may make things hard if your levels are low.

Whatever you choose to do with Gascard, you still need to fight Quentin and his abominations. The fight is pretty hard as demons keep pouring into the area one by one and once in every wave, the desire demon of the women he killed will appear and you need to kill all of them. Once all the demons and undead are gone, gang up and finish off Quentin to trigger a cut scene, where Hawkes mother will die after you kill Quentin.

Following the Qun


You will receive this quest through message. The Viscount wants to see you immediately and is waiting for you in the Keep, talk to him and he informs that his son, Saemus has decided to join the quanri and has left with them. Make haste to the

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quanri compound and the Arishok reveals that the boy went to see his father at the chantry [Wait!? Did he say The boy left for the CHANTRY?].

Head to the chantry at nighttimes and you will find Saemus body, Mother Petrice arrives in the spot and tries to frame you for the murder and attacks you. Just a large group of peasants with few templars, take out the templars and set an AoE spell for the citizens to clear them quickly. Once they are dead, Grand Cleric will arrive and stop the fighting, tell her what happened and she will tell you to inform the Viscount about his son. As she walks away, a quanri appears in the doorstep and kills Petrice with an arrow. The scene continues as Viscount asks you to leave him alone with his son, do as he says and exit the chantry to complete the quest.

To Catch a Thief
Return to your estate after completing the previous quest and you will see Aveline and Isabella having an argument. When interrupted, Isabella reveals that she has tracked down the man who has the relic and asks for help, you need to choose to help her before dealing with the quanri to trigger this quest. Once you have triggered it, put Isabella in the party and travel to Lowtown, where her contact is suppose to have the relic. When you arrive in the spot, you will find out that the quanri are also fighting for the relic and is blocking the path, kill them and a conversation with Isabella triggers, where she reveals that the relic is the sacred scripture of the Qun and that is the reason why the quanri are not leaving the city.

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Enter the building and Isabella runs after Sam leaving you and other party members to deal with the quanri and the mages, kill them and exit the building to find a note from Isabella on a dead body. Here, she will leave your party forever if you havent romanced her or have high friendship with her. If you have met any one of the conditions then she will appear in the next quest with the relic.

Demands of The Qun


I suggest you finish off all your side quests in Act II before triggering this quest as you cant complete them once you go to the quanri compound. After completing Following the Qun quest, Aveline and Isabella will arrive in your estate you need to choose whom to help first. If you choose to help Aveline first then Isabella will leave your party forever so be careful. Aveline will be waiting for you at the compound even if you choose to help Isabella first.

Meet Aveline at the Docks and accompany her to meet the Arishok, who stands with the accused elves and attacks you before marching his men on the street. After escaping from the compound, Aveline tells you to go to Hightown and alert the guards. There will be fighting going on everywhere and you cant avoid them. If you have taken your sibling to the deep roads and made them Grey Wardens then they will appear here with Stroud / Alistair and the other Grey Wardens. After the fight, Stroud or Alistair will give you a token of friendship and leaves. Fight your way to the city gates and travel to Hightown. Upon arriving in Hightown, you will see two quanri dragging a woman, kill them along with the others and a cut scene plays out where a saarebas knocks you out and tries to kill you. But luckily, Knight-Commander Meredith arrives in the area and kills him. She tells you to regroup with the templars at the keep and storms off. Continue to fight your way through the quanri horde and on the way, you will find the First Enchanter Orsino along with Bethany if you didnt take her to the deep roads.

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After killing the quanri around Orsino and saving him, you need to choose who should lead the assault. You can either choose Meredith or Orsino or you by telling both of them to calm down. Either way, the fight will lead to the keep, choose to lead a direct assault since it gives more items and experience then plotting a decoy and fight your way into the keep. You will once again face resistance once you have entered the keep and the group here is pretty large for your small group to handle, pick them out one by one to decrease their numbers quickly. Once you are done, save your game before proceeding to the next room. As you enter the throne room, the Arishok will throw Viscounts head down the stairs and sends some of his men to see if you are worthy or not. After the fight, a conversation will trigger, where you need to either kill him in a duel or in a group fight. If you have completed To Catch a Thief quest and had high enough relationship with Isabela then she will come back unlocking the third option which is to handover the relic along with Isabela, which will make the quanri leave the city without a fight.

If you dont want to lose Isabela or if she never shows up then Fenris will arrange for a duel between you and the Arishok. But it is highly suggested that you refuse to fight him in a duel and kill him in a group fight. His minions can be easily and quickly dispatched leaving him four-on-one. Once his followers are dead, immobilize him with your mage and make sure he stays like that while your warriors slowly chips off his enormous health. If you want to duel him so badly then you need to have lots and lots of health potions. Arishoks 5 times stronger in the duel and can whack your life out before you realize it. His attacks are very strong but you need to bear with them and try to inflict as much damage as possible. Once your health reaches below 50%, sip in a health potion to get back in the fight. But the real problem here is that you cant use another health potion until the timer runs out. If your health reaches critical before the timer runs out then start running around the place in zigzag and circular

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formation. This is also a great way to dodge his dashing attack which drains out 40% of your health.

Keep repeating the same and deplete his health below 50%, this is where things get very rough. His attacks become stronger and hell start using new attacks such as raising you to mid-air with his spear stuck in your tummy, you cant do anything when this is happening except for to hope he wont deplete all your health. Once he releases you, run away and use a health potion along with stamina or lyrium potion to regain your lost health and energy, get back in the fight and mash him up with your talents and spells until he goes down. Dont forget to run around the place to dodge his attacks. The act will end when you win the fight.

Act III
On The Loose
After the opening cut scene at the Gallows, Meredith sends for you. Talk to her in the templars hall and she will ask you to track down 3 apostates who has escaped the Circle, talk to her assistant for more info and then you will be free to start your search as you please. To find Huon, you need to find and talk to his wife, travel to Lowtown and talk to his wife and shell inform he comes back after dark. Return to the place at nighttimes and you will see Huon killing his own wife for power and yes, hes a blood mage and summons demons, kill him and loot his body to find the Boots of the Champion.

Next is Emile, talk to his parents at their estate at nightfall and hes father tells you that hes spending all day at The Hanged Man tavern drinking cheap ale. Go to the

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spot and you will see him drinking ale just like his father said. You will get 2 options, you can either let him go or take him back to the Circle, he will happily agree to return to the Circle if you talk to him nicely and convince him its dangerous to stay outside so dont get cocky. Finally, the Ferelden refugee. Travel to Darktown and talk to her adopted children, they will only talk if you promise them to help her. After the conversation, enter the tunnel and you will see Evelina turning into an abomination, kill her along with the other summoning to rescue the kids. After the fight, you need to decide what to do with the kids, give them some coins to gain some friendship points from your party members.

Once you have tracked down all 3 escaped mages, return to the Circle and Meredith will happily thank you for your assistance provided that you dont lie to her about Emile or question her about the incident. Dont worry, your party members approval rating doesnt change no matter what you tell her. Return to your writing table and you will see two letters and reward bags from Merediths assistant and Emiles father, if hes alive.

Best Served Cold


You will receive this quest from either Orsino or Meredith, depending on whom you sided with in the Act III opening scene. After receiving the quest, you need to travel to the marked spot and investigate where the templars and mages are meeting. Travel to Hightown and you will see several mages and templars talking, who then attacks you, kill them and loot their bodies to find a note leading towards the next location.

Enter the private docking area in the Docks and you will get attacked by more mages and templars, who once again attack you for the same old story of working for templars, kill them and loot their bodies to find the location of their meeting

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spot. If Keran lived and continued as a templar in Act I then he will come by and mentions that the mages have kidnapped a mage / templar / Grey Warden. Head to Wounded Coast and soon, you will realize one of the men behind the rebel is none other than Samson. Fight your way to the spot, where you will find out that the hostage is actually your sibling. No matter what you choose, Grace will use blood magic and a fight breaks out. Keep both the eyes on all the direction for incoming attacks, mages and templars will keep pouring in, take out the Grace and other strong units first and then pick the others one by one.

Once everyones dead and gone, loot Graces body for the Hood / Helm of the Champion [You need to complete the Mine Massacre secondary quest and loot the high dragon to find the chest piece] and talk to Cullen to inform the situation. Here, you can convince him to take the remaining mages and templars back to the Circle instead of killing them and also to give Samson a second chance. Once the chit chat is over, return to Orsino or Meredith, whoever gave you the quest to complete it with your reward.

The Last Straw


You will receive this quest through letter and this is your last chance to complete any unfinished side quests and purchase your stuffs. Once you travel to the Gallows, theres no turning back so it is wise to complete all your side quests before accepting the letter. When you travel to the Gallows, you will see the lovebirds once again having an argument in the opening and of course, the conversation goes bad and our utmost genius companion do the most stupid in the world. When the cut scene ends, you need to choose between the mages and templars and theres no neutral goodie-goodie role. Based on your choice, some of your companions will leave the team and you need to fight a group of mages or templars.

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Once the fight is over, Orsino or Meredith tells you to deal with your criminal companion and regroup with them at the Gallows. Now, you need to decide what to do with Anders, you can either let him go or kill him or take him with you [Possible only if you have sided with the mages]. Once all the drama is over, start making your way towards the citys exit and you will face several groups of mages or templars along with demons and abomination. Their strength is large, but just in numbers and not in power, use your talents and spells wisely and decrease their numbers. If Bethany or Carver joined the Grey Wardens at the deep roads, then they will rejoin you here dispute your decision at the Gallows. When you reach the next area, you will encounter a blood mage along with several shades and a pride demon, for which your attention is needed. There is a small chance to evade the pride demon until all the shades are gone by luring them to the top of the stairs without provoking the pride demon. If it did joined the battle then you will be in for some trouble, it will stun your characters and drain their health. Cast off several spells at it to quickly deplete its health and keep feeding your characters with health potions, one or two inferno should be enough to kill it if you can hang on that longer. Once the fights over, exit the area to travel to the Gallows.

When you arrive at the spot, Orsino and Meredith will once again engage in a conversation and this is will be your chance to regain your lost companions. Once its over, you need to need fight your way to the courtyard where you will face a large really large group of templars or mages [and demons]. If its the templars then itll be a jolly ride since they are all melee fighters. But if its the mages then *cough*cough* be prepared to be kicked around the place. A huge group of mages and their pet demons, divide your party members and let one of your melee fighters take care of the demons with your mage while the other two rush up the stairs and kill the mages to avoid them from killing your characters with their nasty spells. Once the fight is over, Anders will confront you if you have sided with the templars and let him go, he will attack you with several demons no matter what you tell him, kill them along with him. Once its over, you need to enter the building and fight your way into the courtyard. There will be several mages, templars and demons on the way and you will find Sandal near the door to the courtyard [Just like he was standing behind the door that leads to the Archdemon in the Origins], do some shopping if you want and fill your bag with some potions and stuffs and also get your weapons and armors enchanted to make the upcoming battles easier.

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When you enter the courtyard, you will see Orsino sacrificing his own mages to perform a blood ritual, he will eventually reveals his contact with the mage who killed Hawkes mother and uses blood magic to turn himself into a disgusting creature [Yes, he kind of look just like the Harvester from the Origins]. A fight will definitely ensure and luckily, all your non-party members will aid you [Including Bethany if shes a mage] and if you have sided with the templars, then Meredith and her templars will also step into the fight. But with or without her, the fight is a long and easy one. Now when I say, its long and easy. It is LONG and EASY. Take control of your mages and cast off several AoE spells one by one followed by paralyzing spells to make sure he receives maximum damage from your spells. Dont worry about your warriors, his / its attacks are very weak and they are not at all enough to drain your characters health. Eventually, it will leave its big fat body and turn into a small lizard type of creature and summons several skeletons. Have your range troops take out the new comers while your warriors continue their hacking and slashing. Once you have depleted half of its health, it will jump back to its original body and its attacks get a bit stronger. Plus, it will start draining health from one of your characters once in a while. You cant dodge the health draining part but keep your mages away from it as it will come after you mages very often and keep hitting it to chip off its health bit by bit.

Once the fight is over, loot its body to find Orsinos stuff and go through the gate. You will once again run into Sandal, which means theres another boss fighting waiting ahead [Sorry for the spoilers], get whatever you want and proceed to the courtyard to trigger a cut scene. Once its over, you will be put against the maddest woman in the series who has a new toy to use against you. Dont use any big spells as shell keep moving from one place to another, keep it simple with minor spells like fireball and freeze and let your warriors do the work, this is a warriors fight just like the last one which was mages. All your companions including Carver will be present in the battle and along with Cullen and his templars. If you have completed A Murder of Crows secondary quest and let Zevran live then he will also join you.

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Keep hitting her and she will eventually jump into the air and retreats to the back of the courtyard, sending a gate guardian statue to fight you. This may be a good time to count all the statues in the courtyard excluding the two griffion ones at the entrance because youll have to fight all of them eventually. Give couple of good strikes to her pet and destroy it to bring back her into the fight, repeat the same and she will once again retreat when you deplete half of her health and sends another statue. Once the statue is destroyed, it will be all out assault against her and all the remaining statues in the place.

Dont worry, there arent any huge gate guardian statues left, all of them are slave statues with a scorpion like gate guardian. Their numbers will outmatch yours, which is bad for your mages and rogues, have your mages set some inferno in the area and break them down with your warriors. Once all the statues are dismantled, gang up and finish off the Knight-Commander of Kirkwall, use all of your characters leftover stamina and mana and cut her pieces. Once the fight is over, a final cut scene will play out followed by another Varric and Seekers conversation, where you will find out that The Warden and Hawke has strangely disappeared and both the countries are looking everywhere including ant holes to find them.

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Secondary Quests Coming Soon!


Act I Coming Soon!
An errant letter Bait and switch Finders keepers Fools rush in Get back to work Herbalists tasks Loose Ends Magisters Orders The Bone Pit The first sacrifice The Unbidden Rescue

Act II
Cave Crawling Cavern of Dead Fools Gold Herbalists tasks Inside Job Night Terrors Pick Up Pickaxes Raiders on the Cliffs

Act III
A Murder of Crows Finding Nathaniel Gamlens Greatest Treasure Herbalists tasks Mine Massacre Visit Gamlen

Side Quests Coming Soon!


Act I
Bottled Scar 5:34 Exalted Caste Treatise and House Accounting Changing Ones Nature Dark Epiphany Eustices Pommel Grimoire of the Apprentice Last of His Line Locks of the Golden Fool Map of Occupied Kirkwall Miracle Makers

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Night Lies Pier Pressure Redblossom Special Remains of the Outlaw Breaded Beast Remains of the Outlaw Half-Braid Silsam Secret Rendezvous Sharp Little Pinpricks Shawl of Dalesdottir The Conspirator The Paragons Toe The Remains of Sister Plinth The Seal of House Talwain

Act II
South-Song Gerralts Corpse Bounty Hunter Elves at Large Forbidden Knowledge Goosegirl Cameo Hometown Breed Honoring the Fallen How to Frame a Templar Ladies Lights out Lyrium-Laced Bilge Hoop Ream-Rot Knife Seal of Old God Dumat Search and Rescue Sketchy on the Details Swatch of the Jackyard The Eyes of Azure Jamos The Fixer The Lost Patrol The Lowdown The Midnight Meeting The One True Pantaloons The Underground Railroad Waxlers Hat Wentworths Sixth Finger

Act III
A Noble Agenda Beware of Dog Kind of Want King Alistair Red Run Streets Reining It In The Awiergan Scrolls: First Aspect The Awiergan Scrolls: Fourth Aspect The Awiergan Scrolls: Second Aspect

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The Awiergan Scrolls: Third Aspect The Lost Swords Who Needs Rescuing?

Companions Quests Coming Soon!


Act I
Anders - Talk to Anders Aveline - The way it should be Bethany - Portrait of the Past Bethany or Carver - Birthright Carver - Family History Fenris - Fenris recruited Isabela - Isabelas Contact Merrill - Nice crime you have around here Merrill - Welcome home Sebastian - Duty Varric - Questions and Answers

Act II
Anders - Anders in the Fade Anders - Dissent Anders - Questioning Beliefs Anders - Tevinter Chantry Amulet Anders - Visit Anders Aveline - Calling on the Captain Aveline - Doubts that Linger Aveline - Questioning Beliefs Aveline - Shield of the Knight Herself Aveline - The Captains Condolences Aveline - The Long Road Fenris - A Bitter Pill Fenris - Fenris Night Terrors Fenris - Questioning Beliefs Fenris - Speak to Fenris Fenris - The Book of Shartan Isabela - A Ship in a Bottle Isabela - Isabelas Apology Isabela - Isabelas Ongoing Search Isabela - Questioning Beliefs Merrill - Back from Sundermount Merrill - Consoling Words Merrill - Merrill, An Apology Merrill - Mirror Image Merrill - Questioning Beliefs Merrill - Wooden Halla Sebastian - Questioning Beliefs Sebastian - Repentance

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Sebastian - The Starkhaven Longbow Varric - A Story Being Told / A Rumor Making the Rounds Varric - An Update Varric - Family Matter Varric - Friendly Concern Varric - Plans for Future Varric - The Tethras Signet Ring Varric - Varrics Apology

Act III
Anders - Check on Anders Anders - Justice Anders - Questioning Beliefs Aveline - Champions and Captains Aveline - Favor and Fault Aveline - Questioning Beliefs Fenris - Alone Fenris - Blade of Mercy Fenris - Questioning Beliefs Isabela - A Riviani Talisman Isabela - Isabelas Regret Isabela - No Rest for the Wicked Isabela - Questioning Beliefs Merrill - A New Path Merrill - A Talking To Merrill - Memento of the Dalish Merrill - Questioning Beliefs Sebastian - Faith Sebastian - Questioning Beliefs Varric - A Small Problem Varric - An Anniversary Varric - Closure Varric - Haunted Varric - The Storm and What Came Before It

DLC Coming Soon!


The Exiled Prince: Coming Soon!

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Achievements
Achievements Master Craftsman
Crafted all of the items from a single crafting tree.

Game Score 25 G 25 G 25 G 15 G 5G 5G 5G 10 G 15 G 25 G 25 G 50 G 10 G 5G 5G 25 G 25 G 50 G

Mogul
Had 100 or more sovereigns in your purse.

Crowning Glory
Became the Viscount of Kirkwall.

Dedicated
Reached level 10.

A Friend in Need
Upgraded the armor of one of your party members.

Enchanter
Enchanted an item.

Immigrant
Became a resident of Kirkwall.

Delver of the Deep


Explored the Deep Roads.

Birthright
Kicked the slavers out of your ancestral mansion.

Specialized
Learned two class specializations.

I Got Your Back


Completely upgraded the armor for one of your party members.

Legendary
Reached level 20.

Financier
Became a partner in a Deep Roads expedition.

Talented
Upgraded a spell or talent.

Tag Team
Used teamwork to perform a cross-class combo.

That Thing Has Legs


Found and killed a varterral.

Weapon Master
Mastered a weapon style.

Unstoppable
Completed a full year in Kirkwall without any party member being knocked unconscious.

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Craftsman
Acquired your first crafting recipe.

5G 25 G 25 G 25 G 25 G 25 G 50 G 25 G 25 G 25 G 50 G

Dragon Slayer
Found and killed a high dragon.

Exorcist
Found and killed the undying Xebenkeck.

Demon Slayer
Found and killed the ancient demon, Hybris.

Chantry History
Found all four chapters of The History of the Chantry by Brother Genitivi.

A Worthy Rival
Earned the Arishoks respect.

Great Minds Think Alike


Earned the friendship or rivalry of four party members.

Friend
Earned the friendship of one of your party members.

Rival
Earned the rivalry of one of your party members.

Romantic
Completed a romance with one of your party members.

Epic
Completed Dragon Age II twice, or completed it once with a save imported from Dragon Age: Origins.

Champion of Kirkwall
Completed Dragon Age II.

Mercenary
Allied yourself with the mercenaries upon arriving in Kirkwall.

20 G 10 G 10 G 5G 25 G 25 G 25 G 5G 5G 25 G

Nefarious
Allied yourself with the smugglers upon arriving in Kirkwall.

Flirtatious
Flirted with one of your party members to begin a romance.

Mass Exodus
Reached Kirkwall with each character class across multiple playthroughs.

Knowledgeable
Unlocked 100 codex entries.

Treasure Hunter
Opened 50 chests.

Darkness Falls
Toggled the map from day to night.

Explorer
Left Kirkwall to explore the Outlying regions.

Spelunker
Visited 10 caves in Kirkwall and the surrounding area.

46

Dragon Age II

Full House
Recruited four party members.

10 G 15 G

Friends in High Places


Met Grand Cleric Elthina, Viscount Dumar, Knight-Commander Meredith and the First Enchanter Orsino.

Gift Giver
Gave a gift to one of your party members.

5G 25 G 50 G

Supplier
Found every variety of crafting resources.

Archaeologist
During each year in Kirkwall, discovered 3 secret messages from the Band of Three.

Tale Within a Tale


Listened to Varric begin his tale of the Champion of Kirkwall.

5G 5G 10 G 15 G 25 G 25 G

Stone Cold
Defeated the rock wraith on your expedition into the Deep Roads.

King of the Hill


Defeated the Arishok.

Conqueror
Defeated Knight-Commander of Kirkwalls templars.

Arcane Defender
Sided with the mages five times.

Mage Hunter
Sided with the templars five times.

The Exiled Prince DLC Avenged


Confronted the culprit behind the Vael familys murder.

25 G 25 G 30 G 25 G 25 G

Cloak and Dagger


Meet secretly with the agent of the Divine.

Loyalty of the Prince


Earn either a friendship or rivalry with Sebastian.

Memento
Give Sebastian a family heirloom.

Retribution
Dealt with the mercenaries that killed the Vael family.

47

Dragon Age II

Copyrights
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