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== Walkthrough ==
 
== Walkthrough ==
=== Hightown ===
 
 
Nuncio requests [[Hawke]]'s assistance in capturing a dangerous assassin. When asked why he has come to you for help, he explains that this has become an issue for him, as most of his men have been killed under the hand of the hunted. He notes that the assassin is an elf and is seeking refuge with the nearby [[Dalish]] tribe, seeing that only Hawke has the connections with them.
 
Nuncio requests [[Hawke]]'s assistance in capturing a dangerous assassin. When asked why he has come to you for help, he explains that this has become an issue for him, as most of his men have been killed under the hand of the hunted. He notes that the assassin is an elf and is seeking refuge with the nearby [[Dalish]] tribe, seeing that only Hawke has the connections with them.
   
 
[[File:Variel.jpg|thumb|250px|Variel]]
 
[[File:Variel.jpg|thumb|250px|Variel]]
Bring a [[Rogue (Dragon Age II)|rogue]] to deal with the chests and traps (40 Cunning) you will encounter.
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Bring a [[Rogue (Dragon Age II)|rogue]] to deal with the chests and traps(40 cunning) you will encounter.
   
 
Go to [[Sundermount]] and speak to [[Variel]], she will direct you to a cave where the assassin is hiding.
=== Sundermount ===
 
Go to [[Sundermount]] and speak to [[Variel]], she will direct you to a cave where the assassin is hiding. If you haven't defeated them yet, you'll have to fight some Thieves who made off with a [[Memento of the Dalish]].
 
   
 
{{Note|On your way to the cave, off to some ruins on the left side, there are bones from which you can loot the design for [[Rune of Valiance]], one of the best runes in the game.}}
 
{{Note|On your way to the cave, off to some ruins on the left side, there are bones from which you can loot the design for [[Rune of Valiance]], one of the best runes in the game.}}
   
  +
After encountering a spider ambush, entering the [[Varterral Hunting Ground|Mountain Cave]], a complex chest (30 cunning, 150 xp), another spider ambush, 3 master traps (40 cunning, 250 xp), and fighting a [[varterral]], you come across the assassin, who is actually [[Zevran Arainai|Zevran]]. You can choose to take him in or let him go. During this conversation you have the option to flirt with him. If you let him go, he runs off. Alternatively, he follows you.
Four Elite-ranked Wasp Spiders sit outside the cave. A [[Rune of Nature Warding]] in your tank's armor will cut their otherwise devastating combined volley down to nothing. Defeat them, then enter the [[Varterral Hunting Ground|Mountain Cave]].
 
   
 
After this conversation the [[Antivan Camp]] will appear on the [[World map (Dragon Age II)|world map]]. After you arrive Nuncio attacks you and Zevran helps you fight him regardless of whether you captured or released him.
=== Mountain Cave ===
 
Inside you'll have one more spider encounter, 3 master traps, and the resident [[varterral]] to get through. If you fought it during [[Mirror Image]], Merrill explains that it will always come back to fulfill its purpose of guarding Dalish sites. The same strategy that worked there will work here, especially since the varterral summons no reinforcements. It's a bit more aggressive with its AoE acid attacks, so a [[Rune of Spirit Warding]] will clear that right up. You come across the assassin, who is actually [[Zevran Arainai|Zevran]]. You can choose to take him into custody or let him go. During this conversation you also have the option to flirt with him.
 
 
Leave by the exit to the north-east:
 
* If you took Zevran prisoner then you automatically appear at the [[Antivan Camp]].
 
* If you let Zevran go then you get the World Map. You can choose to go to the [[Antivan Camp]] or another location first (i.e. return home and prepare).
 
 
=== Antivan Camp ===
 
When you arrive Nuncio attacks you and Zevran helps you fight him regardless of whether you captured or released him.
 
   
 
==== Strategy ====
 
==== Strategy ====
3 Elites, about 10 Normals and Critters, and ''all'' of them are Assassin types. The only ones of any particular worry are Nuncio, who is an Assassin ''and'' Commander in one package, and his two guards. One starts quite a distance away whereas the other will likely attack Zevran immediately, and Nuncio kicks things off with a rallying aura, so you'll be free to attack Nuncio for the first few seconds. They all have the Coterie enemy typing, so any element will work, but spirit will deal double damage. Ultimately the goal is to kill the Normals and Critters more than the Elites; even with knockback immunity their backflip kicks will still cause it, and the Normal ranks will backstab like their Elite brethren. Thus, they can synchronize enough to keep your characters wobbling all over the beach and set you up for an Elite's backstab. Therefore, this is the most pressing problem to solve; gathering them in one place for an easy AoE elimination, but keeping them from synchronizing the kicks. Once you've solved this, the invincible Zevran will tank at least one Elite and free you to dispatch the other.
 
   
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3 Elites, about 8 Normals and Critters, and ''all'' of them are Assassin types. The best way to engage them on Nightmare is to command the party to move back and to the left against the cliff wall while taking command of a Two-Handed Warrior yourself, removing the all-party highlight, and attacking with the Two-Hander immediately, hitting as many as possible. As soon as Anders has Haste up, focus fire on the Critters and Normals while commanding an archer to hit Nuncio or his guards (the three Elites, preferably Nuncio) with a Pinning Shot. Use AoEs like Bursting Shot and Fireball, corral them with Pull of the Abyss, stop them with Chain Lightning and Miasmic Flask, use everything you've got. The first twenty seconds of the fight are crucial, and if you're haven't removed all of the non-Elites by then, you'll be hearing that telltale wind-howl about five times, enough to kill everyone in your party. If Nuncio and his guards are all that's left, you should have enough abilities to lock down two of them while moving your party to a safer range and focusing fire on the third. Zevran can provide some tanking, but don't be too dependent on it. Life Ward Potions and Mythal's Favor are very useful here, more so than Revive/Regroup since you won't hover in place for five seconds, as well as accessories that prevent stun, knockback, and critical hits. The accessories will eat into your pocketbook, but [[Demon's Eye]] is available for about 6 sovereigns at [[Shady Merchandise]] and grants stun immunity, which should be helpful for your Two-Hander in the thick of it. Sebastian may fare better than Varric due to his Guardian Angel talent, especially with a fire-damage bow like the [[Jackal's Longbow]], or you may wish to bring Varric with a Rune of Fire in Bianca for higher DPS.
First of all, kill Nuncio; the longer he and his healing aura are on the field, the harder it will be to kill the lesser ranks, so if you can't kill him with your best abilities, reload, settle for stunning, and go after the lesser ranks. Use AoE stuns where you can get the most value out of them, and keep everyone on the move to keep the backstabs to a minimum. With Nuncio dead, order everyone up the hill to the south to get them away from the bulk of the horde congregating in the center valley. A Two-Hander can skewer the Critter ranks coming down the short hill to the west on the way.
 
   
 
== Rewards ==
There are no reinforcements, so anything that delivers AoE panache will work to kill the Critters and Normals: Cone of Cold + Shattering Arrow, Walking Bomb + Assassinate (preferably with a bow), or even a [[Fell Grenade]]. With no reinforcements coming, you'll be free to deal with the Elites as you see fit. Ultimately you want at least one Elite's attention to fall on Zevran, as he's invincible, so consider investing late-game talent points in threat redirection, if they haven't been used earlier in the game. [[Decoy]], courtesy of a [[Shadow (Dragon Age II)|Shadow]] Hawke, or [[Guardian Angel]] courtesy of Sebastian, will also draw the enemy to a single, safe location for AoEs. Unlocking [[Glyph of Binding]] and placing it under Nuncio can catch the Normal ranks around him, providing several seconds to get into position for your cross-class combos.
 
   
Aveline can be very useful if she's learned [[Indomitable (Dragon Age II)|Indomitable]]. Stunning abilities can be a great help, as the characters should have developed their core strengths enough that even Miasmic Flask has a good chance to stun not only the Normals, but Nuncio and the Elites. Unfortunately, many of them cause friendly fire stun on Nightmare difficulty, but Aveline's stun immunity gets around this, allowing you to use them on the enemies surrounding her with impunity. Additionally, the [[Demon's Eye]] ring from Shady Merchandise grants stun immunity to a second ally. With her and Zevran tanking, the others can focus on stunning and shedding enemy numbers. Stunning is really your best friend since this is the one place where knockback immunity would be its most useful, yet it is also the one place where it doesn't work. Isabela's [[All Hands on Deck]], upgraded to [[Shore Leave]], is a friendly fire-proof AoE stun. It has a short shelf life and poor damage, but it's safe to use in any situation. Fenris's [[Spirit Strike]] can do the same if upgraded, dealing spirit damage, but nearby allies will want a [[Rune of Spirit Warding]] to blunt that damage. Speaking of Fenris, nothing slaughters the Crows more satisfyingly then [[The Celebrant]], so use that instead of Aveline if you have it. As a last resort, Merrill can kite them while Wrath of the Elvhen peels off their health. This takes much longer, and it only works if Nuncio is dead, so use it as a last resort.
 
 
Finally, you can overstock your potions and use one every time someone gets kicked. Whether you took Zevran prisoner or let him go, you don't have to travel to the Antivan Camp directly from the cave, you can return home and prepare more properly, or at least heal injuries from traveling the cave. And finally, [[Life Ward Potion]]s and [[Mythal's Favor]] are great last ditch efforts to get through the fight. Martin, if he was helped in [[Finders Keepers]] back in Act 1, should have one for sale for far below the crafting price.
 
 
== Rewards ==
 
 
[[File:ZevranDAII.png|thumb|250px|Zevran]]
 
[[File:ZevranDAII.png|thumb|250px|Zevran]]
   
{{SpoilerDA2|style=short|Helping Zevran will cause him to return the favour by assisting in your battle against [[Meredith Stannard|Meredith]]. {{Note|There are specific conditions for his appearance; see The Last Straw [[The Last Straw#Walkthrough|walkthrough]] for details.}}}}
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Helping Zevran will cause him to return the favour by assisting in your battle against [[Meredith Stannard|Meredith]]. {{Note|There are specific conditions for his appearance; see The Last Straw [[The Last Straw#Walkthrough|walkthrough]] for details.}}
   
The [[Sylvanwood Ring (gift)|Sylvanwood Ring]] (a gift for [[Merrill]]) can be looted from the Thief Leader as you approach the camp. Another can be found in a corpse at the Mountain Cave where the assassin is hiding.
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The [[Sylvanwood Ring (gift)|Sylvanwood Ring]] (A gift for [[Merrill]]) can be looted from the Thief Leader as you approach the camp. Another can be found in a corpse at the Mountain Cave where the assassin is hiding.
   
If you loot the cave, you can get [[Boiled Leather Plates]] (Companion Armor Upgrade for [[Isabela]]), [[Righteous Rain]], and [[Ring of the Shadow Hunter]].
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If you loot the cave, you can get [[Boiled Leather Plates]] (Companion Armor Upgrade for [[Isabela]]), [[Righteous Rain]] (a bow), and [[Ring of the Shadow Hunter]].
   
After defeating Nuncio, you can loot the camp for [[Proving Battle Tunic]]. If you previously chose to let Zevran leave instead of bringing him to Nuncio:
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After defeating Nuncio, you can loot the camp for [[Proving Battle Tunic]]. If you previously chose to let Zevran leave instead of bringing him to Nuncio :
* 1200 XP (quest completion)
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* 1200 XP(quest completion)
 
* 1 {{g}}
 
* 1 {{g}}
 
* {{:Finesse|style=iconmini}}{{clrl}}
 
* {{:Finesse|style=iconmini}}{{clrl}}
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* Zevran will assist you in the final battle with Meredith
  +
* Sex with Zevran (see details lower)
   
Hawke is offered a chance by Zevran to sleep with him, regardless of Hawke's gender. The following conditions must be met:
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Hawke is offered a chance by Zevran to sleep with him, regardless of gender. The following conditions must be met:
* Zevran is not in a [[Romance (Origins)|romance]] with [[the Warden]] (from the imported origin). (bugged, see below)
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* Zevran is not in a [[Romance (Origins)|romance]] with [[The Warden]] (from the imported origin). (This is currently bugged and does not effect sleeping with Zevran).
 
* Hawke flirted with Zevran at every opportunity presented.
 
* Hawke flirted with Zevran at every opportunity presented.
   
If Hawke is not with a [[Romance (Dragon Age II)|love interest]] in the quest, Zevran's offer can be accepted or refused. Agreeing to the proposal will yield
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If Hawke is not with a [[Romance (Dragon Age II)|love interest]] in the quest, the request can be accepted, or refused. Agreeing to the proposal will yield {{Approval2|Sebastian|-5}} if he is present.
 
{{Approval2|Sebastian|-5}} if he is present.
 
   
 
However, if Hawke brought the romance partner, the companion will interrupt, preventing it. These are their reactions:
 
However, if Hawke brought the romance partner, the companion will interrupt, preventing it. These are their reactions:
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* [[Merrill]]: "I think we've heard enough from you."
 
* [[Merrill]]: "I think we've heard enough from you."
   
{{Note|Isabela '''must not''' be in the party for this to happen.}}
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{{Note|Isabela '''MUST NOT''' be in the party for this to happen.}}
   
 
[[Isabela]] is a special case. She desires to be with him. If she is present, is not romanced (either full or partial), and Hawke's romance partner is present, the two will have their private time, as the others become disgusted. This yields {{Approval2|Aveline|-5}}.
 
[[Isabela]] is a special case. She desires to be with him. If she is present, is not romanced (either full or partial), and Hawke's romance partner is present, the two will have their private time, as the others become disgusted. This yields {{Approval2|Aveline|-5}}.
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== Notes ==
 
== Notes ==
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* When initially meeting Zevran, [[Anders]] will mention him accompanying [[the Warden]]; also, Isabela will have a fair bit to say here.
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* When initially meeting Zevran, [[Anders]] will mention him accompanying [[The Warden]]; also, Isabela will have a fair bit to say here.
* This mission will not occur if you import a saved game from Dragon Age: Origins where you killed Zevran (bugged, see below).
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* This mission will not occur if you import a saved game from Dragon Age: Origins where you killed Zevran.
* If you finish [[A New Path]] before talking to [[Variel]] you might not be able to complete this quest. The Dalish elves may attack you on sight, forcing you to kill all of them (including Variel) and preventing you from finding out where the assassin may be hiding.
 
   
 
== Bugs ==
 
== Bugs ==
* The following bug can prevent the threesome between Hawke (either male or female), Isabela and Zevran, even if you've met all the prerequisites for this. If you've slept with Merrill and chose the break heart option immediately after this, it will put Isabela (if you already slept with her) in a state of a "ghost" romance. i.e. the dialogues still happen between Isabela and Hawke, but the game won't acknowledge the fact that Hawke is in a romance with Isabela.
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*The following bug can prevent the threesome between Hawke (either male or female), Isabela and Zevran, even if you've met all the prerequisites for this. If you've slept with Merrill and chose the break heart option immediately after this, it will put Isabela (if you already slept with her) in a state of a "ghost" romance. i.e. the dialogs still happen between Isabela and you, but in certain situations (like the threesome with Zevran and many others, including some endgame outcomes) the game won't acknowledge the fact that you are in a romance with Isabela (1.03).
  +
* This mission may become available even if you killed Zevran in Origins.
 
  +
* Under specific circumstances, this mission will occur even if you did kill Zevran in Origins. (1.03, Witch Hunt import and Awakening import.)
* Introduction dialogues might trigger twice, before letting Zevran go and after dealing with the Crows.
 
  +
 
*Due to unknown reasons, introduction dialogues might trigger twice, before letting Zevran go and after dealing with the Crows.
  +
 
* The quest might stay active in the journal even though it is finished. Loading a save file from before the [[Varterral]] fight will possibly fix this.
 
* The quest might stay active in the journal even though it is finished. Loading a save file from before the [[Varterral]] fight will possibly fix this.
  +
* Zevran's dialogue is written to differ for a romanced Warden and for a romanced Warden who did the Ultimate Sacrifice (he will turn down Hawke and/or Isabela's propositions). However, Zevran's dialogue is bugged to the non-romanced state.<ref name="Social BioWare">{{BWF|url=https://web.archive.org/web/20151009090012/http://forum.bioware.com/topic/195341-bioware-pretty-please-fix-the-dao-love-interest-cameos/page-11|title=Bioware, pretty PLEASE fix the DAO Love Interest Cameos!}}</ref> This can be fixed with the mod [https://www.nexusmods.com/dragonage2/mods/3979/ Zevran Romance Dialogue Fix].
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*Zevran's dialogue (and codex entry) are written to differ for a romanced Warden and for a romanced Warden who did the Ultimate Sacrifice (he will turn down Hawke and/or Isabela's propositions). However, as of the current release Zevran's dialogue is bugged to the non-romanced state.<ref name="Social BioWare">[http://social.bioware.com/forum/1/topic/306/index/6670455 "Bioware, pretty PLEASE fix the DAO Love Interest Cameos!"]. BioWare Social Network. Retrieved 2011-03-28.</ref>
* Sometimes, the cave will glitch at the foot of the steps leading to the large area where the [[Varterral]] waits. Leaving the cave or Sundermount completely, does not fix the problem.
 
  +
* Choosing any response other than "I'm here for the Antivan" with Variel will end the conversation, but she can still be conversed with again. This can be exploited to stack an unlimited amount of aggressive or diplomatic responses, and can be used to change Hawke's personality.
 
  +
*Depending on parameters, the codex entry will state that the Warden is Zevran's lover, despite the import being otherwise. ({{platforms|PC}} 1.04)
  +
 
*Sometimes, the cave will glitch at the foot of the steps leading to the large area where the [[Varterral]] waits. Leaving the cave or Sundermount completely, does not fix the problem.
  +
 
*If you finish [[A New Path]] before talking to [[Variel]] you might not be able to complete the quest. The Dalish elves may attack you on sight, forcing you to kill all of them (including Variel) and preventing you from finding out where the assassin may be hiding.
  +
 
*Choosing any response other than "I'm here for the Antivan" with Variel will end the conversation, but she can still be conversed with again. This can be exploited to stack an unlimited amount of aggressive or diplomatic responses, and can be used to change Hawke's personality.
  +
  +
*Sometimes the dialogue from the cave will repeat itself if you let Zevran go. To fix this, load any save (or autosave) before the fight.
   
 
== Trivia ==
 
== Trivia ==
* The word "murder" in the quest name is a pun. One meaning is literal - the act of killing; the other refers to the fact that a group of crows is called a "murder". A group of Antivan Crows, who commit murder, are involved in the quest.
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* The word "murder" in the quest name is a pun. One meaning is literal - the act of killing, and another is a group of crows - as it is known as a "murder;" a group of Antivan Crows, who commit murder, are involved in the quest.
   
 
== References ==
 
== References ==
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