Dragon Age II
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" Mark Of The Assassin: FAQ/Walkthrough" Guide for Dragon Age II
------------------------------------------------------------------------------- DRAGON AGE 2: MARK OF THE ASSASSIN ------------------------------------------------------------------------------- [ Version 1.0 | by Elendraug | 10/27/11 ] ------------------------------------------------------------------------------- NOTES ------------------------------------------------------------------------------- So basically I can't believe there isn't a guide for this yet, even though it's been two weeks since it was released. I'll try to make this as comprehensive as I can. I'm playing on the PS3. I can't vouch for any differences on 360 or PC. Sorry. This probably contains spoilers. Sorry for that, too. I'll try not to give too much away before the game reveals it. I'm not giving battle strategy, either, with the exception of the final boss. You can figure it out by yourself for the smaller guys. This guide is primarily for plot progression. For this initial runthrough, I'm playing a level 50 mage male Hawke on Casual. He's at level 50 through the fetch-quest cheat. It's my third time playing the MOTA DLC. Fenris and Varric are my optional companions. For more challenging difficulty levels, potions/draughts may be less abundant. I also did another run with Isabela and Aveline, to get their sidequests. For that one, it's a level 19 mage female Hawke. My original playthrough was with Anders and Fenris. I'll update the FAQ with all the companions' bonus amulets, the equpiment obtained by warrior and rogue Hawke, and the stealth mission when I have time. ------------------------------------------------------------------------------- TABLE OF CONTENTS ------------------------------------------------------------------------------- [ 0 ] Before you start [ 1 ] Opening in Kirkwall [ 2 ] Wyvern Hunt [ 3 ] Orlesian Party [ 4 ] Inside Chateau Haine [ 5 ] The Dungeons [ 6 ] The Vaults [ 6.1 ] Pirates and their Curses [ 6.2 ] The Du Lac Sign [ 7 ] The Retreat [ 8 ] Countryside [ 8.1 ] With Tallis [ 8.2 ] Without Tallis [ 9 ] Final Battle [ A.1 ] F.A.Q. [ A.2 ] Achievements [ A.3 ] Codex entries [ A.4 ] Items [ A.5 ] Quests [ A.6 ] Acknowledgements [ A.7 ] Copyright ------------------------------------------------------------------------------- [ 0 ] BEFORE YOU START The DLC is accessed from either Gamlen's house (ACT I) or the Hawke Estate (ACT II & III). There's a statue in the library room, up the stairs, opposite MEMORY OF LEGACY (if you purchased that, too). It's probably wise to stash whatever stuff in your inventory you don't need before you begin the DLC. Note that Varric is mandatory only for the intro. You can choose your other two companions again once you complete the opening. Tallis will be mandatory. [ 1 ] OPENING IN KIRKWALL Cutscene, combat, then a dialogue tree. Choose whatever you like; they'll all lead to the same result. Flirting with Tallis will generally result in a reaction from any character you're romancing. One of the defeated enemies, "Antivan Crow", will have a letter you can loot. >> AN UNSIGNED NOTE Renzo, Someone has to clean up what's left of Edge. The squirrely little dwarf made a mess when we questioned him, but we got what we needed. Hawke will be in the Hightown market tonight. Be sure to deliver the best regards of Lord Friedrich's family. Walk towards Tallis and the northwest exit of the market. Tallis must be taken for the rest of the DLC (obviously), and whomever you take from this point will stay with you until completion of the DLC. There are no "return to DA2" points in MOTA, like there were in Legacy, so make sure it's the team you want. Completing the intro earns the A NEW DAY achievement. [ 2 ] WYVERN HUNT Dialogue. Choose what you like, once again. Customize Tallis' abilities before you go too far. Her Infiltrator specialization is fairly easy to max out, since it only has eight items. To the right of Duke Prosper is a man named GABRIEL. Talk to him to gain the quest THE MASTER'S SALVE. Behind the duke is a shop, HUNTING STORES. It has fairly basic equipment, as well as three HEALTH POTIONS, three LYRIUM POTIONS, three STAMINA DRAUGHTS, and a single INJURY KIT. Depart CHATEAU HAINE for THE HUNTING GROUNDS. This area has two sections, EAST and WEST. Entering the area activates a new quest, BAITING A WYVERN. Head southwest and you'll have two choices, paths to the north or south. Go to the north first, and follow the path around to the right. You'll encounter several DRAGONLINGS and two DRAGONS. Once the battle is over, loot a dragonling to obtain your first type of bait, DRAGONLING CORPSE (1/5). Loot the PILE OF BONES at the top of the hill. Continue down the opposite slope of the hill. Halfway down, there's a side area with an altar. This is an optional boss battle. The game will autosave right before you "click" the altar, so as long as you have autosave enabled, you can give it a shot without worrying. Defeating the SKY HORROR and its lackeys nets you some basic loot and the potential to complete a quest later. Descent the slope and you'll come across some BLOOD. More bait (2/5). As you continue downward, you'll run into a HUNTER. Talk to him to activate the quest THE LOST HOUNDS. If you don't accept the quest here, it will automatically activate when you enter the EAST hunting grounds and run into SYLVAIN and NICODEMUS. Once you're off the hill, head south. Collect the INJURY KIT next to the Orlesian hunters. Follow the path, and keep an eye out for a branch to the north. Here you'll obtain the WYVERN MATING CALL through a cutscene. (3/5) After the scene, collect the ANDRASTE'S MANTLE, the first of three ingredients for THE MASTER'S SALVE. Go back to the main path, and stop to collect the STAMINA DRAUGHT on the left side. As you near the edge of the map, two men will begin shouting. Follow them south, and defeat the group of GHASTS. Further south, there's another quest. Talk to the LOST SCHOLAR to activate the quest THE CULT OF THE SKY. You will also receive a codex entry filed under LORE. >> NOTES ON THE AVVAR SKY CULT Every Avvar holy site, regardless of clan or deity, has a well-hidden opening in the altar which would be aligned with the rising sun on the Winter Solstice, where the sacred relics of the god or goddess would be enshrined. This would never be removed, even in dire emergency, for fear of angering the gods. Avvar tales from the Divine Age are filled with warnings about those who mistreat(sic) or showed the least disrespect to the altars of the Lady of the Skies. Unfortunately, the superstitious Avvars counted a host of innocuous things as disrespectful, including speaking, coughing, holding objects in your right hand, and possessing anything containing feathers. It is unlikely there is any real danger in approaching the altar. ** NOTE: At this time I am unable to confirm what happens if you talk to him without investigating the altar. I'd guess that the quest activates but you obviously can't tell him, "Oh yeah, I just saw that altar." I'll try to figure it out for sure some other time. ** Return to the main path. Dead ahead is a HEALTH POTION next to some stone slabs and a fire. If you previously defeated the SKY HORROR or want to give it another go, this is a good opportunity to backtrack to the altar. The TREASURE OF THE SKY chest contains: >> BOOK OF THE LADY (codex entry under lore) The thane of Wyvern Hold, so the story goes, had a vision and in it he beheld his clan sleeping, deep in their cups after a feast. And as he watched, they transformed one by one into serpents. The only ones who escaped this fate were those snatched up by eagles and carried away. The thane took this to mean that a terrible calamity would befall his people and that only the Lady of the Skies could save them. So the Wyvern clan forswore all other gods and devoted themselves to the Lady. But the other Avvar clans feared that the disrespect of Clan Wyvern would bring the wrath of Korth the Mountain-Father upon their people. The other thanes tried words and then blades to change Wyvern's ways without success. When the Tevinter Imperium came with their legions to claim the mountains, many clans were wiped out, enslaved, or forced to flee across the Waking Sea to the south. Clan Wyvern, however, was not among them. They simply disappeared. And to this day some Avvar thanes will tell you--if they have had enough mead--that the last any soul ever saw of the Wyvern clan was a great flight of eagles decending(sic) to their hold. --From "Tales of the Mountain-People," by Sister Petrine, Chantry scholar >> Sacrificial Dagger (weapon) X spirit damage (96 per second) Attacks ignore enemy armor 5% chance to regenerate Y% health Requires: Dual Weapon Requires: Z dexterity * X, Y and Z depend on Hawke's level. For level 50, values are 52/3%/46. >> Girdle of the Skies (belt) +X mana/stamina +Y mana/stamina regeneration rate +Z% magic resistance Restriction: Mage * X, Y and Z depend on Hawke's level. For level 50, values are 37/2/8%. From the stone slabs with the fire, face southwest and note the offshoot on the map. In this spot lies the DRAKEVEIN, the second ingredient for THE MASTER'S SALVE. Now head east and exit this area into HUNTING GROUNDS - EAST. Descend the hill and follow the curve around to the right, and take the south path uphill. Watch for a chest containing a LYRIUM POTION on the right side of the path. Enter the clearing, and look for a pink-purple blob on the west side of the map (Hawke's right, if you're still heading forward). Collect the REMAINS (4/5). If you're not interested in experience or mild loot, you can go right back to the main path and skip the rest of this area. This area has two GHAST HOLES. Clicking on one or the other will trigger a battle. Once the combat ends, the other hole becomes inactive. If you walk too far to the south, a battle will trigger anyway. It involves a VELGHASTRIAL, which is a particularly obnoxious version of the regular GHAST. On both sides of the southern part of the map, there are short trails that lead to a PILE OF BONES each. Return north, and inspect the VIEWPOINT. Pick up the WINTERBERRY next to it to complete THE MASTER'S SALVE. Take the INJURY KIT and HEALTH POTION beside it. Follow the main path to the east, and chase after SYLVAIN to the far east. He will lead you to NICODEMUS (POISONED DOG). Use the salve to cure him. Follow the two dogs back the way you came, and the HUNTER will return to reward you with THE HOUNDMASTER'S SHORT BOW and 1 sovereign. >> The Houndmaster's Short Bow W nature damage (X per second) +Y attack 2.5% chance to infect with Walking Bomb Requires: Archery Requires: Z dexterity * W, X, Y, and Z depend on Hawke's level. For level 50, values are 166/156/441/46. Alternatively, you can choose to kill him. If you follow Sylvain, you will still encounter the hunter. Choosing the lying (diplomatic) or charming options end the quest with no reward. Choosing the aggressive option results in a battle, and you can loot a SUPERIOR LONGBOW from the hunter's corpse. If you're determined to see what happens, you can also walk all the way back to the west hunting grounds and inform their owner that Nicodemus has been poisoned. This also completes the quest with no reward. Returning to the area with the hounds will trigger a battle with the GHASTS, if you didn't manually activate combat previously. Follow the path along the edge of the lake, heading north. Inspect the WYVERN DUNG to obtain another piece of bait -- NUG CALL (5/5). Climb to the top of the mountain, heading north and uphill. You now have all the bait required to taunt an ALPHA WYVERN. The minimum amount of bait required is two pieces. The NUG CALL is practically impossible not to get; you literally walk into the dung on the way to the mountaintop. Collect one other type of bait and you're good to go. Tallis will ask what you want to do. "Use everything at once." will lure an ALPHA WYVERN, if you want the achievement. "Bait one to us, but safely." will bring a "regular" wyvern. Both allow the plot to continue. ** NOTE: Tallis will make different noises depending on which "calls" you have collected -- either the nug call, the mating call, or an unholy combination of the two. ** Slaying an alpha wyvern earns you the CHASING THE GAME achievement. After you defeat the wyvern, an Orlesian named Baron Arlange will confront you. No matter which dialogue option you choose, you will fight him. When the combat ends, Duke Prosper will offer you the choice to kill Arlange or not. Selecting "Spare him." or "I don't care." will result in the Duke sparing his life. If you decide to kill him, you will receive BARON ARLANGE'S SWORD and SHIELD. >> Baron Arlange's Sword V electricity damage (W per second) +X% attack speed +Y% threat generation Enemies cannot dodge attacks Requires: Weapon and Shield Requires: Z strength * V, W, X, Y, and Z depend on Hawke's level. For level 50, values are 42/79/9%/18%/48. >> Baron Arlange's Shield W armor +X electricity resistance Immunity to stun Immunity to knockback Requires: Weapon and Shield Requires: Y strength Requires: Z constitution * W, X, Y, and Z depend on Hawke's level. For level 50, values are 422/+5,058/36/19. Make sure you've collected all the loot (the wyvern does not drop anything), and then head back to CHATEAU HAINE via the plot point. [ 3 ] ORLESIAN PARTY After the cutscene, pick whatever choice you like. It has no effect. At the conversation's end, you will obtain a codex entry, THE CHEVALIERS, under LORE. >> THE CHEVALIERS I remember, as a child, watching a column of chevaliers parade down a wide avenue in Val Royeaux. Dashing knights on armored steeds, pennants snapping in the breeze. I have never forgotten. Most of the Orlesian aristocracy has ties to the chevaliers,. Joining the knighthood and dedicating one's life to the empire is a tried and true method to improve one's social standing. It is the obvious choice for landless nobles and noble children not in line to inherit. The knighthood welcomes both men and women, although it is rare for a woman to choose the harsh life of a chevalier over the gentle bliss of marriage and children or the peace of the Chantry. Those who do are following in the footsteps of the first woman knight, Aveline, but we hope that not all meet as ghastly an end as she did. Sadly, some members of the order abuse their power to commit atrocities that will not be recounted here. All decent Orlesians know them to be no true knights. One day, they shall answer to the Maker Himself. --From Orlais: A Modern History, by Revered Mother Laeticia You will also obtain a belt: >> Wyvern Hunter's Belt +W attack +X defense +Y% critical chance +Z% attack speed * W, X, Y, and Z depend on Hawke's level. For level 50, values are 66/33/4/3. For the most part, talking to the gathered NPCs is just for fun. Enjoy it -- there's some great dialogue, and some conversations will even reflect what took place in an imported Dragon Age: Origins game. To the south and Hawke's immediate right (following the cutscene), you can find a CAPRICE (1/5) on some barrels opposite Leopold's cage. This activates the quest WISHING WELL. You can cast it into the FOUNTAIN right away, or you can wait until you have all five. Head northeast towards Bann Teagan. There is another CAPRICE (2/5) on a bench behind Lord Cyril and an elven servant. Walk around the corner to the east, and you'll spot a CAPRICE (3/5) on a bench behind Leliana. Up the stairs, next to a large keg, is the Quartermaster. You can buy from the HUNTING STORES another CAPRICE (4/5), under OTHER, for free. This is as good a point as any to talk to the nearby GUARD. Choose any option. The door next to you is now unlocked, but there's unfortunately nothing in it. Talking to the other two guards is entertaining, but won't further the plot. Go back to the clear opposite side of the courtyard, and look on the west/left side for the ELF SERVANT. Talk to her, and choose any of the options. Walk back to the fountain and look for LORD CYRIL standing with two other men. Talk to him, and he will give you a CAPRICE (5/5) and choose any dialogue option. Tallis will attempt to get the key. Once you have control of Hawke again, follow Lord Cyril into the room. If you choose "But not you?" or "Nap time." you will obtain the key immediately. If you choose "Uh, no comment." you will have to go to the banquet area (near the Quartermaster) and retrieve the WINE GOBLET from the table. Bring it back to Cyril, and the key is yours. Head northwest towards the plot point. Be sure to stop at the FOUNTAIN and toss in all five of the CAPRICE coins you got before. Once you've thrown the five coins, you'll complete the WISHING WELL quest and gain experience points. Now go through the door. [ 4 ] INSIDE CHATEAU HAINE This next section has two versions. You can either storm through the rooms, metaphorical guns a-blazin', or you can sneak around Metal Gear style. For the sake of completing the guide, right now I'm going to focus on running through quickly and obtaining all the items, but I'll come back for sneaking strategy in a later update. Defeat the first wave of soldiers, and look for a side room on your right (on the north edge of the map). An NPC will have just run out from there, saying, "The whole castle has gone mad!" In this area, you'll find a CHEF'S LOG and three ingredients. These are for a sidequest: >> Hard to Stomach An interesting entry in the cook's journal that might help with contaminating Leopold's food: "Tried a new seasoning for the crepes this morning. A bunch of lutefisk, a few slices of old cheese, and a lot of navet. Gave the duke the runs all day. Note to self: not so much navet next time." Before you head to Google, "navet" is the French word for "turnip." Lutefisk is also nasty. From Wikipedia (edited for length): "Lutefisk is a traditional dish of the Nordic countries, made from aged stockfish or dried/salted whitefish and lye. It is gelatinous in texture, and has an extremely strong, pungent odor. Its name literally means "lye fish." No wonder he's sick, huh? This is a ratio game. There are several combinations that will work. #1 #2 Cheese 3 3 Lutefisk 4 6 Navet 5 9 ... as well as any multiples of those, so if you click too many times, get to the nearest multiple of those values. You can also reset the puzzle by clicking on the MIXTURE. You'll know you have them in the correct proportions if the MIXTURE gets a plot point above it. Click the MIXTURE and then on LEOPOLD'S FOOD to complete the quest. This does have a point, as it slows Leopold down later on in the DLC. If Isabela is in your party, have a rogue Hawke or Tallis pick the lock to the room opposite the cook's area. The first of her MEDALLIONS is here (1/3). Now Head down the hallway. At the end, near the staircase, are tables that may contain items, depending on which party members are with you. For whatever reason, Merrill doesn't have an amulet in this DLC. ITEM SIDEQUEST ANDERS: Arcane Feather Arcane Feathers AVELINE: Love Poem A Romantic's Gift BETHANY: Painting A Symbolon CARVER: Pennant The Odd Ensign FENRIS: Amulet A Warrior's Legacy ISABELA: Medallion A Map of Sorts MERRILL: N/A N/A SEBASTIAN: Scroll A Secret Formula VARRIC: Hard in Hightown II Literary Theft If Fenris or Varric are in your party, there are items here. Pick up HARD IN HIGHTOWN II (1/3) and/or the AMULET (1/3), if so. Go up the stairs and through the door. Search the body of the GUARD CAPTAIN to pick up a key. Go down the opposite stairs and unlock the door. Cross the hallway and go through the next door. If you took Aveline with you, a LOVE POEM (1/3) will be in this room. Check the long center table for UNCERTAINTY, a short codex entry under LORE. >> UNCERTAINTY In uncertainty, find infinite possibility. --An old Orlesian saying Exit the room and follow the hallway to the left/south. There's a section of the map that goes in a square, with a room in the center. Tallis (or a rogue Hawke) can pick the lock. In it is a chest that contains some simple loot. Leave the square section and go to the northwest. Check the statue for a codex entry under LORE. >> BUST OF THE OUTLAW BEARDED BEAST What in this fearsome visage appeals to us? What virtue can this otherwise uncouth and generally suspect creature inform? Raw, fiercely bearded aggression, not so much carved as inflicted by the chisel. Common humor claims that whole figures are carved, then sundered to the bust, the limbs used to beat the form from the next sculptor's block. Examples are common and deliberately crude--none claim to be an accurate representation of a specific person and the name is irrelevant, often stolen from the fears of the day. So if it is not the honoring of a villain turned folk hero, what is left to discern? What does this say about the manners of court, that beneath is an affectation for such unfettered and brutal images of strength.(sic) What is hidden by this beard? --Musings on a Form: The Beast, as collected by Jun Emond, Esr. Proceed through the door, then the next. Walk outside, and go through all of the doors in the hallways. The game will autosave as you approach the southern tip of these corridors. In the next room, guards will rush down the stairs towards you. Kill them. Look at the bookshelves to obtain A LIBRARY OF DISTINCTION, a codex entry. >> A LIBRARY OF DISTINCTION It was with no small flair that Duke Prosper de Montfort offered a home to the exiled Esme de Jolie's considerable library of social graces, including the ever-growing volumes of Courtly Prominence so carefully logged by the delighted scholars of Her Majesty's intimate circle. It was an act of charity to a former enemy that, while earning a considerable influence, was no small expense of delivery. De Montfort downplayed these elements with customary charm, insisting that he accepted this burden with the increase in status firmly second among his considerations. "It is an honor to be honored when literary lineage is the true benefactor. De Jolie can rest well knowing that I hold his treasured tomes where none shall harm or read them. If he is allowed to encroach upon Orlesian territory at some distant time, perhaps he can petition to visit them." --A Library of Distinction: Notes on the Dispensing of the Holdings of the Disgraced Esme de Jolie, collected and edited by Delsea Veland in the service of Duke Prosper de Montfort If Varric is in your party, this room contains HARD IN HIGHTOWN II (2/3). Walk down the stairs. There are several paintings in this room, including: >> LADY AMANDINE DU VAL Lady Amandine du Val arrived at the court of Emperor Corentine, aged only fifteen, and by all accounts took it by storm. Her bright gold hair, expressive eyes, and graceful mannerisms endeared her to all. The emperor's sister, Lady Charlotte, wrote: "Little Amandine is a true delight! Such sparkling wit, and oh, those dainty feet flitting across the ballroom... she is spring come upon our tired court." This adoration did not last long, however. Not a year after her arrival, little Amandine became enchanted with a bard who taught her swordplay, amongst other things. Being young and nimble, Amandine took to blades like a fish in water. Seduced by the life of romance and high adventure, she ran away from court, dressed as a boy. In the years that followed, Amandine became a sailor, a highway robber, and a courtesan. Once, she was betrothed to the emperor's cousin. At the age of forty-four, Amandine entered into a cloister. She remained there till the end of her life and died a penitent. --From The Gallery of Knaves, a portrait book, compiled by Lady Wilhelmina Bonchance >> PORTRAIT OF THE DOWAGER The Orlesians have a saying: You must dance with the dowager if you want to play the Game. To a foreigner, this might sound like some sort of proverb. In fact, Dowager Lady Mantillon has been one of the most influential members of the Imperial Court for over thirty years, and nobody advanced in the Game without her favor. The rumors surrounding her are many: She was Emperor Florian's mistress. She was Florian's assassin. She placed Empress Celene on the throne. She once killed a rival with only harsh words. She rules Orlais from the shadows. One thing is certain, however. If you must have the best society in Orlais, ask a dance of the dowager. --From A Guide to Good Society, by Lady Alcyone >> Pride and Rider An image in oil of the last pure Anderfel stabled at court, before the practice of mounted sport fell from favor. This is an absolutely iconic and typical example of the artist. The work preserves the true majesty of a species that, while in abundance on their natural plains, becomes exotic to a people who eschew mounted travel in their daily existence. An ambitious work often referred to as Pride and Rider, it is part of a series of similarly-themed canvasses which, for reasons known only to the creator, were labeled And Went the Griffon. --Auction notes for the works of Bujete Pochesvides, a catalogue of the foreign and lost dispensed by the holding house of Therein and Whatnot Exit through the door beside Pride and Rider. Go up the steps into the garden and fight the remaining guards. Loot the GUARD CAPTAIN for a key. In the back right/northwest corner, there is a chest with a HEALTH POTION and INJURY KIT. Go through the door and down the stairs. Here comes a puzzle! As the game itself points out, the trick here is to switch between Hawke and Tallis. Start by having each of them stand on the tiles directly in front of you, next to the red carpet. Move them one at a time up the side steps and onto each successive tile switch. Alternate characters until you reach the end, then push the statues down onto the switches. Now have Tallis stand on the switch closest to the steps (but still on the second floor) so that Hawke can move past the gate. Have Hawke stand on the right/south switch so that Tallis can come back down the stairs. Now move both characters to the well-lit switches on either side of the vault door. If your companions have personal quest items here, they will be marked with plot points on your map. If you don't see any (or don't care) you can continue right away. Otherwise, move both characters to the original two tiles to once again lift the grate barring the steps. Move Tallis upstairs on either side, and move Hawke to the available switch between the columns. Walk forward with Tallis onto the next switch, and swap to Hawke and do the same. Once Hawke is standing on the switch in front of the chest, you can move Tallis back to the main floor. Repeat these instructions for the opposite side. Move both characters until they're standing in front of both chests. ** NOTE: There is a glitch here. The game will prevent you from picking up the personal quest items unless BOTH CHARACTERS are standing on the switches in front of the chests. If you find yourself unable to "click" on the items, double check that Hawke and Tallis are actually on the switches. ** Personal quest items found here can be: >> LOVE POEM - Aveline - A Romantic's Gifts >> MEDALLION - Isabela - A Map of Sorts >> AMULET - Fenris - A Warrior's Legacy >> ARCANE FEATHER - Anders - Arcane Feathers Now enter the vault to trigger a cutscene. [ 5 ] THE DUNGEONS Once you have control of Hawke, have a rogue pick the locks to release the prisoners and loot the prison cells. Head west and fight through the group of guards. If Varric is with you, HARD IN HIGHTOWN II (3/3) can be found on a table on the north side of the room. As you pass through the hallway, you'll walk by three statues. If Isabela is in your party, a cutscene will follow and trigger the quest, PIRATES AND THEIR CURSES. Continue on and defeat the next group of guards, including several HARLEQUINS. If Fenris is in your party, the final AMULET (3/3) is in a prison cell to the right/south, next to a PILE OF BONES. On the opposite side is another PILE OF BONES to loot. If you like, you can backtrack to the room you started in and head east to enter THE VAULTS. If you are trying to complete PIRATES AND THEIR CURSES, you must go through there. At the far south of the room are two options. The CRACK IN THE WALL, to the south, will take you out right away into THE RETREAT. Otherwise, you can choose to confront Duke Prosper directly by going through the VAULTS to the north. Ultimately, you still have to exit through THE RETREAT, but fighting Prosper's guards will net you additional experience. After the fight, you can either return to the DUNGEONS or complete the puzzles in the vaults proper if you haven't already done so. If you don't care about the puzzles, skip to section 7. [ 6 ] THE VAULTS The first thing you'll see upon entering the vaults is a machine with three "clickable" options -- WHITE APPARATUS, BLACK APPARATUS, and THE MIXER. This is a set of puzzles with colored doors. You click on an apparatus and, while that symbol is floating around, unlock the corresponding doors. THE MIXER is used to combine colors; pretty obvious. You will only use it to create GREEN and PURPLE in these, so don't worry about trying to mix anything else. ** NOTE: There is pretty much no reason to use the ORANGE APPARATUS. Clicking on it will close the WHITE DOORS behind you, so don't even bother. ** Click the WHITE APPARATUS first and open both WHITE DOORS. Immediately go back and click the BLACK APPARATUS and go through the right-most WHITE door. Now go through the BLACK door and click the BLUE APPARATUS. Return to the original room. Put the BLUE symbol on THE MIXER, and then go through the left-most WHITE door. Open the BLUE door, and fight the RUNE GOLEM. If you are following Isabela's quest, you will obtain the first of four jewels here, an emerald called the JEWEL OF THE NORTH WIND (1/4). //needs jewel name The weird painting with masks and faceless people is relevant, but don't worry about it for the moment. Click the YELLOW APPARATUS and go back to the main room, then proceed through the YELLOW DOOR. We now have a GREEN DOOR. Go back to THE MIXER and click on it with the YELLOW symbol still active. Go back and grab the BLUE symbol and add it to the mixer. Click the mixer again to take the GREEN symbol back to the GREEN DOOR. The room contains three chests with some loot, some gear, and a decent amount of money. If applicable, it also contains a diamond, the JEWEL OF THE EAST WIND (2/4). Head south, but before you go up the stairs, take a good look at the painting again. The masks/no masks are a pattern that you'll use to solve the following FIRE PUZZLES. The northmost set of tiles (which you'll run across first) are solved with this pattern (where X represents a flipped tile, and _ represents a blank tile.) X_X_X XXX_X X_X_X Hi! This solution applies only if you are FACING the fire. Don't do it backwards. Completing it reveals a TREASURE PILE that contains a basic amulet. It also has the DAGGER OF THE FOUR WINDS itself, if you're doing Isabela's quest. Go to the right/west and go down the stairs, past the blank painting spot. Here's another color puzzle. Take the BLACK symbol and open both BLACK doors. Go back and get the WHITE symbol, then proceed through the left/west BLACK door. Open the WHITE door and take the BLUE symbol. Return to the main room and place the BLUE symbol in THE MIXER. (The goal of the day is purple.) Now go through the other BLACK door (on the right) and open the BLUE door. Defeat the RUNE GOLEM, and collect another of Isabela's jewels (if applicable), a ruby called the JEWEL OF THE WEST WIND(3/4). Click on the RED APPARATUS and carry it back to the mixer to create PURPLE. The room contains another three chests, and another jewel for Isabela: a sapphire, the JEWEL OF THE SOUTH WIND (4/4). Return to the central room with the fire. Again, the painting has the pattern: _X_X_ _XXX_ _X_X_ That is, make an H with the tiles. The treasure piles contain the BOOTS and the GLOVES of Enchanter Illana: >> Gloves of Enchanter Illana V armor +W health +X defense +1 mana/stamina regeneration rate Requires: Y magic Requires: Z willpower Bonus for complete item set * V, W, X, Y, and Z depend on Hawke's level. For level 50, values are 115/+15/+53/36/19. >> Boots of Enchanter Illana V armor +W health +X defense +2 mana/stamina regeneration rate Requires: Y magic Requires: Z willpower Bonus for complete item set * V, W, X, Y, and Z depend on Hawke's level. For level 50, values are 172/+22/+79/36/19. This also nets you a codex entry under ITEMS. >> ENCHANTER ILLANA One hundred and fifty years ago, the girl who would rise to become First Enchanter Illana of Montsimmard was born to a noble family of Val Royeaux. When Illana's gift was discovered and she was sent to the Circle of Magi, her family did not abandon her; rather, they took an enthusiastic interest in her career as a mage. Her mother made several feeble attempts to start fashions at court with her "Circle-inspired" gowns. Illana's father was more successful, directing his daughter's fortunes through support of coin and political influence. Throughout Illana's apprenticeship at the Circle in Montsimmard, he secured private quarters for her as well as a personal guard of templars hand-picked by the knight-commander. So long as she was accompanied by her guards, Illana was allowed to leave the Circle as often as she wished. With her father's backing, Illana rose swiftly through the Circle's ranks, named senior enchanter just after her twenty-second birthday. Eight years later, she was appointed first enchanter. Her family commissioned a fine set of a first enchanter's ceremonial raiments, designed in accordance with the prevailing styles of the time and presented them to her on the day she was raised. Illana was first enchanter for just shy of two years, during which time the Circle was mostly run by her assistant, Hugh, and a small group of senior enchanters. She cited mental exhaustion when she stepped down and lived the rest of her days in a quiet manor just outside Val Royeaux. --From Mages in Orlais, by Senior Enchanter Percivale The east section contains the most obnoxious puzzle in the DLC. If you mess up and need to reset it, there's a LEVER near the top that will clear all the flipped tiles back to blank. ** NOTE: At the time of this playthrough, solving the portrait floor puzzle is NOT REQUIRED to activate the last fire puzzle! If you enter the solution below, it will unlock the last treasure. ** Click on the tiles in the order shown, exactly. It will work no matter which way you're facing the puzzle, since it's a square. A B _ _ _ C D _ E F _ _ G H I _ J K L _ _ M N _ O This unlocks the last FIRE PUZZLE solution: X____ XXXXX X____ Giggity. Finally, the treasure chest is revealed: it contains gold and the other two Enchanter Illana items. >> Headdress of Enchanter Illana V armor +W health +X defense +2 mana/stamina regeneration rate Requires: Y magic Requires: Z willpower Bonus for complete item set * V, W, X, Y, and Z depend on Hawke's level. For level 50, values are 191/+25/+88/36/19. >> Boots of Enchanter Illana V armor +W health +X defense +5 mana/stamina regeneration rate Requires: Y magic Requires: Z willpower Bonus for complete item set * V, W, X, Y, and Z depend on Hawke's level. For level 50, values are 478/+62/+221/36/19. The stairs to the south will take you up to a confrontation with Duke Prosper. Don't go through the door unless you're ready for a fight. It's not the final boss or anything, but it's annoying. If you've been doing the PIRATES AND THEIR CURSES quest, you can now go back to the three statues. Talk to them, and you'll have two options: keep the dagger, or let them go. If Isabela keeps it, you'll obtain the following: >> Dagger of the Four Winds X electricity damage (Y per second) Requires: Dual Weapon Requires: Z dexterity Restriction: Isabela * X, Y, and Z depend on Hawke's level. For level 19, values are 34/63/35. The dagger also has four rune slots. If you agree to help the pirates, they will assist you during an upcoming battle in the caves. [ 6.1 ] PIRATES AND THEIR CURSES Optional quest if Isabela is in the party. The locations of the four jewels and the dagger are as follows: >> JEWEL OF THE NORTH WIND (Emerald) First puzzle room, after RUNE GOLEM, through the BLUE door. >> JEWEL OF THE EAST WIND (Diamond) First puzzle room, through the GREEN door. >> JEWEL OF THE WEST WIND (Ruby) Second puzzle room, after the RUNE GOLEM, through the BLUE door. >> JEWEL OF THE SOUTH WIND (Sapphire) Second puzzle room, through the PURPLE door. >> DAGGER OF THE FOUR WINDS In a treasure pile, after the fire puzzles. [ 6.2 ] THE DU LAC SIGN Optional quest if Aveline is in the party. You must fight Duke Prosper in the vaults, rather than immediately escaping through the caves. After the battle, head towards the door at the north part of the room, on the ground floor. There is a TIME-WORN BOOK there. Read it, then go down the stairs, past the fire and to the north exit. Use the YELLOW SYMBOL to unlock the door (if you didn't already beat this puzzle.) Go back into the DUNGEONS. Follow the PLOT POINT symbols and have a rogue pick the cell locks. Investigate the LOOSE BRICK. After the cutscene, defeat the REVENANT and skeletons. After a second cutscene, you will receive a ring and complete the quest. >> Signet of the Red 100% of basic attack damage vs. enemies that attack in melee Restriction: Aveline [ 7 ] THE RETREAT As Tallis warns, make sure you have everything you need before you go through the CRACK IN THE WALL. There's no turning back. Check the RUBBLE on the right/west for loot. Walk forward, and choose the right path to head south. Fight the group of GHASTS, then check the platform to the far south for a corpse with money and a STAMINA DRAUGHT. If Isabela is in your party, the final MEDALLION (3/3) will be here. Double back to the north path, defeat the new GHASTS, and climb the north stairs for a HEALTH POTION and a basic staff. Now pass through the GATE and look at the VIEWPOINT. Continue forward, and a cutscene will trigger. Once Cahir is down to half his health, Tallis will rejoin the group. After the battle, loot the guards for STING, a DLC only staff: >> Sting X nature damage (Y per second) +Z% nature damage Enemies cannot dodge attacks 5% chance to regenerate 5% health Restriction: Mage * X, Y, and Z depend on Hawke's level. For level 50, values are 57/78/18%. Cahir is carrying the PORTICULLIS KEY and a DLC axe. >> Dragon's Breath V fire damage (W per second) +X% fire damage +Y fire damage Requires: Two-Handed Requires: Z strength * V, W, X, Y, and Z depend on Hawke's level. For level 50, values are 48/79/18%/19/46. A crate nearby has more cheap loot. In my playthrough, the porticullis was marked with a plot point but not labelled. All you have to do is click on it. Continue on. If Varric is in your party, the left/east path will contain the cache for LITERARY THIEF, as well as a sack with some money. >> The True Author's Token Amulet +X% critical damage +Y% physical damage Bonus to disarm traps Restriction: Varric * X and Y depend on Hawke's level. For level 50, the values are 14/4%. The right (west) path contains an INJURY KIT and an axe. If Aveline is in your party, the last LOVE POEM (3/3) is here, as well. Fight the GHASTS near the south point of the map. After the cutscene, collect the loot on the platform for money, a GNAWED SHINY RING, and a HEALTH POTION. >> Gnawed Shiny Ring +X health +Y health regeneration rate +Z mana/stamina regeneration rate * X, Y, and Z depend on Hawke's level. For level 50, values are 37/2/3. You now have the choice to help Tallis or not. You will take the same path out of the mountain either way. [ 8 ] THE COUNTRYSIDE A lot of the character-specific caches are in this area. Keep an eye out for plot markers if you've collected all three items for each of your optional party members. [ 8.1 ] WITH TALLIS If you spared BARON ARLANGE, he will attack you as you exit. Otherwise, you'll be assaulted by GHASTS. Kill them, take their stuff. Repeat for the group further down to the east. If Aveline is in your party, the cache for her quest, A ROMANTIC'S GIFTS, is here. >> True Love's Course Amulet +X health +Y defense +Z mana/stamina regeneration rate Restriction: Aveline * X, Y, and Z depend on Hawke's level. For level 20, values are 17/44/2. Follow the left (west) path to fight a WYVERN and more GHASTS. If Fenris is in your party, the cache for A WARRIOR'S LEGACY is here. >> The Fog Warrior's Gift Amulet +X defense +Y% spirit damage +Z% damage resistance Restriction: Fenris * X, Y, and Z depend on Hawke's level. For level 50, values are 88/7%/5%. So is Isabela's. >> Badge of the Felicisima Armada +X defense +Y% critical damage 3% chance to stealth when hit Restriction: Isabela *X and Y depend on Hawke's level. For level 20, values are 22/12%. Double back around the curve and head east. You will encounter a group of TAL-VASHOTH OFFICERS. Walk a bit further. As you come down the hill, you will fight a LOT of Tal-Vashoth. The fight will take you fairly high up on a path. Once the cutscene is over, walk all the way back down, and you'll fight another group. The path to the south is a dead end, and you cannot backtrack to the original area anymore. Look for the plot point. [ 8.2 ] WITHOUT TALLIS Head down the mountainside. You'll run into some GHASTS, and almost immediately be attacked by GUARDS following behind you. Fighting both groups at once is an ungodly mess. Cross the bridge and head downhill. There are an ALPHA WYVERN and a WYVERN fighting -- if you wait, they will continue to beat each other up and you can avoid conflict. Otherwise, take them both out for experience points. Continue downward. You'll fight more GHASTS. As soon as you're done with them, "more of Prosper's stooges" will catch up with you. If Fenris is in your party, you will find THE FOG WARRIOR'S GIFT on the right (south) side of the path, on an elevated path. Keep walking. Stop to look at the VIEWPOINT. At the base of the hill, more of the GUARDS will attack, including an ORLESIAN COMMANDER with high HP. Loot an ORLESIAN ASSASSIN for an ORLESIAN BATTLEDRESS, and the commander for an ORNATE ORLESIAN AMULET. Proceed to the RUINS. [ 9 ] FINAL BATTLE Choose any dialogue option during the cutscene. This fight has several parts. At the start, LEOPOLD will be spitting venom at you; try to keep moving actively to avoid it. Mage Hawkes are particularly vulnerable while casting spells. Pick off the soldiers with any sort of area-of-effect abilities you might have. Use HASTE right away if you can. Once DUKE PROSPER is down to half his health, LEOPOLD will move down to the field and begin attacking. If you completed the quest HARD TO STOMACH, he will act sickly, and stumble on occasion. For a time, the duke will stand on the ruins, but he will eventually ride on Leopold's back. Waves of guards will show up whenever Leopold runs off the field. If Hawke is tagged with a green glowing... thing, Leopold will track him/her across the battlefield. The best thing to do is try to lure Leopold either to the edge of the cliff, or next to the ruins' walls. If Leopold charges at the cliffside or the stone wall, he'll be temporarily immobilized. Duke Prosper will also set timed-mine style traps that activate in a domino effect. Obviously, try to keep out of their way. Standing at the very edge of the field on any side (and holding still) puts you in a relatively safe spot when they detonate. They arrange in something of a W shape, so there tends to be a spot where the line buckles and there's some open space. Hug the outskirts and get out of the way. Finishing the DLC nets you the MARK OF THE ASSASSIN trophy, and another amulet, HEART OF THE MANY. >> Heart of the Many Amulet +4 strength +4 dexterity +4 magic ------------------------------------------------------------------------------- APPENDICES ------------------------------------------------------------------------------- [ A.1 ] F.A.Q. Q. How many pieces of bait do I need to lure a wyvern? A. Just two. The NUG CALL is obtained through WYVERN DUNG in the EAST HUNTING GROUNDS. You can't miss it; it's along the main path. Another one that's easy to get is BLOOD, near the SKY CULT altar. Q. Why can't I pick up the personal quest items in the Vault switch room? A. Both Hawke and Tallis must be standing on the switches in front of both the treasure chests to be able to "click" on the items. It's sort of glitchy. Q. Who's Bann Perrin, and why does he care about the chantry and knickers? A. This bit is a reference to the Leliana's Song DLC. In it, you find a pair of SUSPECT UNDERTHINGS belonging to Perrin, and have the option to nail them to the chanter's board as a prank. Q. Why doesn't Merrill have an amulet? A. Who knows? Q. Can I keep Tallis as a party member? A. No. At this time, she is only playable during the DLC. Q. How do I romance Tallis? A. As far as I can tell, you flirt with her at every opportunity, side with her in the Retreat, treat her with kindness when she is revealed to be qunari, and never threaten her. It doesn't work if you're already in a romance -- Hawke's LI will butt in and keep you from kissing her at the end scene. [ A.2 ] ACHIEVEMENTS >> A NEW DAY - For completing the intro. "Tallis joined the party." >> CHASING THE GAME - For killing an alpha wyvern. "Lured and killed an alpha wyvern near Chateau Haine." >> BLACKJACK SUBTLE - For sneaking through the castle. "Evaded vault security in Chateau Haine." >> THE TAKE - For solving the fire puzzles. "Disarmed the fire traps in Chateau Haine's vaults." >> MARK OF THE ASSASSIN - For beating the game. "Defeated Duke Prosper, with or without Tallis." [ A.3 ] CODEX ENTRIES In progress. Will be consolidated here. [ A.4 ] ITEMS In progress. Will be consolidated here. [ A.5 ] QUESTS In progress. Will be consolidated here. [ A.6 ] ACKNOWLEDGEMENTS Thank you to BioWare, for what has quickly become one of my favorite games in the whole world, and for their continued advocacy of social justice. Thank you to the BioWare forums, which helped me solve the portrait puzzle when I was completely stuck. Thank you to GameFAQs, which has helped me for years when I've been stuck with other games. Thank you to the Dragon Age Wiki, which is a fantastic, comprehensive database I consult every time I'm discussing the game online. Thank you to my friends in this fandom, who are as passionate about the game as I am, and inspire me to no end. And finally, thank you to DevC++, the IDE I wrote this in. It has a handy line that marks the 79 character limit on the side of the editor. Couldn't've done the formatting without you, buddy. [ A.7 ] COPYRIGHT I wrote this myself. Please don't pawn it off as your own. I typed up the codex entries and item information manually; I did *not* copy/paste it from anywhere. Typos are my own errors, unless otherwise marked as such -- anywhere you see the word "(sic)".