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{{Pictures wanted}}
 
{{Stub}}
 
 
 
<onlyinclude>{{QuestTransformer
 
<onlyinclude>{{QuestTransformer
 
|style = {{{style|}}}
 
|style = {{{style|}}}
 
|name = [[Cleaning House]]
 
|name = [[Cleaning House]]
|icon = Ico Quest.png
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|icon = Quest icon DAI.png
|image =
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|image = Blades of Hessarian camp.png
 
|px = 350px
 
|px = 350px
 
|location = [[Storm Coast]]
 
|location = [[Storm Coast]]
Line 16: Line 13:
 
}}</onlyinclude>
 
}}</onlyinclude>
   
'''Cleaning House''' is a [[Quests (Inquisition)|quest]] in ''[[Dragon Age: Inquisition]]''
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'''Cleaning House''' is a [[Side quests (Inquisition)|side quest]] in ''[[Dragon Age: Inquisition]]''.
   
 
== Acquisition ==
 
== Acquisition ==
 
Upon your first time visiting the [[Storm Coast]], scout [[Lace Harding|Harding]] will brief the Inquisitor on the disappearance of her scouts that were sent to negotiate with a bandit group called [[Blades of Hessarian]]. She asks the Inquisitor if they could look into it.
Scout the [[Storm Coast]] and venture there.
 
   
 
== Walkthrough ==
 
== Walkthrough ==
 
Head south from the camp and follow the path up through the hills. Eventually you will come across Hessarian enemies. Aside from the name they have the standard human-type enemies and should fall with the same strategy. In a run-down shack at the top of the hill you will find the bodies of the Inquisition scouts, as well as a [[Note: Bandit Notes|Bandit Notes]] about the [[Mercy's Crest]], an amulet you can Requisition.
[[Harding]] will brief the Inquisitor on the disappearance of her scouts that were sent to negotiate with a bandit group. Head south from the camp and follow the path up through the hills.
 
   
  +
{{Note|The recipe grants 150 XP when you pick it up.}}
Eventually you will come across Hessarian enemies. Aside from the name they have the standard human-type enemies and should fall with the same strategy. In a run-down shack at the top of the hill you will find the bodies of the Inquisition scouts, as well as a note about an amulet you can requisition.
 
   
At this point, you must go to the main camp and confront the chief for his actions. You can either assault him directly, or take time to craft the amulet (Requires 1 Deepstalker Hide and 2 Serpentstone, all of which can be obtained at the Storm Coast) and equip it before approaching the camp. This will allow you to enter without trouble and challenge the chief directly.
+
At this point, you must go to the main camp to the south (indicated on a nearby map) and confront the bandits' leader for his actions. You can either assault him directly, or take time to craft the amulet (requires 1 [[Deepstalker Hide]] and 2 [[Serpentstone]], all of which can be obtained at the Storm Coast) and equip it on the Herald before approaching the camp. This will allow you to enter without trouble and challenge the chief directly.
   
The chief will fight you regardless of how you approach him or answer him. He fights like a Bruiser at Elite-rank, and has two Elite-ranked Mabari join him, so use companions and tactics that will keep his maul away from your fragile allies. Crowd control and use of Guard can manage the Mabari hounds until they succumb to the damage.
+
[[File:Hessarian Leader.png|thumb|right|130px]]The Hessarian Leader will fight you regardless of how you approach him or answer him. He fights with a hatchet and no shield, but is elite-ranked and has two elite-ranked Hessarian Hounds join him, which are essentially [[mabari|Mabari]] dressed for this faction, so use companions and tactics that will keep his dogs in check. They are vulnerable to fire, resistant to cold, and have high armor rating. Crowd control and use of guard can manage the mabari hounds until they succumb to the damage. If you pull the party back when challenging the Hessarian Leader, he will not pursue, leaving that to his hounds. This will allow ranged characters to damage and kill him with relative ease, even on Nightmare, while warriors tank the Hounds. [[Block and Slash]] is very useful here, as quarters are tight and all enemies use melee attacks.
   
  +
If you elected to simply assault the camp without the amulet, you will have to face the two guards at the gate, and then three normal-ranked Hessarian archers (one of whom actually fights with a large shield and hatchet) alongside the Hessarian Leader and his mabari.
After he is slain, the surviving Blades of Hessarian approach you and ask what you will have of them, at which point they can join the Inquisition.
 
   
  +
After he is slain, the quest ends. If you were wearing the Mercy's Crest, the screen fades briefly as the camp refills with Hessarians, who automatically join the Inquisition. You can talk to one of its members to gain a little further information.
== Results ==
 
  +
*Hessarian-type NPCs are no longer hostile at the Storm Coast
 
  +
{{Note|If you challenged the leader, two notes and a codex appear around the camp that grant further XP.}}
   
 
== Rewards ==
 
== Rewards ==
  +
Completing the quest either way yields:
*Blades of Hessarian join the Inquisition as [[Agents]]
 
  +
* 177 XP
*Power
 
*Influence
+
* 80 Influence
 
* 1 Power
*Hessarian Camp becomes a Fast Travel destination
 
  +
  +
Challenging the Hessarian Leader yields an additional
  +
* 354 XP
  +
* 200 Influence
  +
* 2 Power plus
  +
* 1 Power and 50 Influence for filling the Mercy's Crest Requisition.
  +
 
== Results ==
  +
''If you choose to kill the bandits:''
 
* Hessarian Camp becomes a Fast Travel location.
  +
* Hessarian NPCs will continue to spawn randomly, and they will be hostile.
  +
* Unlocks [[Reports of Darkspawn Activity]] [[war table]] operation.
  +
<br>
  +
''If you challenge the Hessarian Leader:''
  +
* Hessarian Camp becomes a Fast Travel location.
  +
* Blades of Hessarian join the Inquisition as [[agents]] under [[Cullen Rutherford|Cullen]], granting an additional 50 Influence and 1 Power.
 
* Hessarian NPCs are no longer hostile and instead become allies.
  +
* Unlocks [[Reports of Darkspawn Activity]] [[war table]] operation.
  +
* Unlocks [[An Offer from the Blades of Hessarian]] war table operation.
  +
* Two notes and a codex appear around the camp that grant further XP.
  +
* {{Approval3|Iron Bull Approves}} and {{Approval3|Solas Approves}}.
  +
  +
== Notes ==
  +
* You must ''wear'' the Mercy's Crest throughout the challenge, preferably equipped before approaching the camp. Having it in your inventory will get you through the doors, but the quest will not update properly unless it is actually equipped to the amulet inventory slot.
  +
* The 1 Power granted for crafting the Mercy's Crest isn't awarded until the quest is completed.
  +
* There is a book in the hut ([[Codex entry: Hard in Hightown: Chapter Two]]) in the camp that grants XP. It appears no matter which way you complete the quest.
  +
  +
== Codex entries ==
  +
{{:Codex entry: The Conversion of Hessarian|style=iconmini}}
  +
  +
== Other texts ==
  +
{{:Note: A Bitter Note|style=iconmini}}<br>
  +
{{:Note: Bandit Notes|style=iconmini}}<br>
  +
{{:Note: Initiation for the Blades of Hessarian|style=iconmini}}<br>
  +
  +
== Bugs ==
  +
{{Platforms|PC}}
  +
*Regardless of how you complete the quest a group of hostile Hessarian NPCs may randomly spawn at Apostate's Landing.
  +
  +
== Gallery ==
  +
<gallery captionalign="center">
  +
Cleaning_House_Recipe_Note.png|This note is found with the Mercy's Crest recipe
  +
Cleaning_House_Bitter_Note.png|Found in the Hessarian camp (only if you challenge the leader)
  +
Cleaning_House_Initiation_Note.png|Found in the Hessarian camp (only if you challenge the leader)
  +
</gallery>
  +
[[Category:Dragon Age: Inquisition side quests]]
  +
[[Category:Storm Coast side quests]]

Revision as of 15:59, 1 October 2017

Cleaning House is a side quest in Dragon Age: Inquisition.

Acquisition

Upon your first time visiting the Storm Coast, scout Harding will brief the Inquisitor on the disappearance of her scouts that were sent to negotiate with a bandit group called Blades of Hessarian. She asks the Inquisitor if they could look into it.

Walkthrough

Head south from the camp and follow the path up through the hills. Eventually you will come across Hessarian enemies. Aside from the name they have the standard human-type enemies and should fall with the same strategy. In a run-down shack at the top of the hill you will find the bodies of the Inquisition scouts, as well as a Bandit Notes about the Mercy's Crest, an amulet you can Requisition.

Note: The recipe grants 150 XP when you pick it up.

At this point, you must go to the main camp to the south (indicated on a nearby map) and confront the bandits' leader for his actions. You can either assault him directly, or take time to craft the amulet (requires 1 Deepstalker Hide and 2 Serpentstone, all of which can be obtained at the Storm Coast) and equip it on the Herald before approaching the camp. This will allow you to enter without trouble and challenge the chief directly.

Hessarian Leader

The Hessarian Leader will fight you regardless of how you approach him or answer him. He fights with a hatchet and no shield, but is elite-ranked and has two elite-ranked Hessarian Hounds join him, which are essentially Mabari dressed for this faction, so use companions and tactics that will keep his dogs in check. They are vulnerable to fire, resistant to cold, and have high armor rating. Crowd control and use of guard can manage the mabari hounds until they succumb to the damage. If you pull the party back when challenging the Hessarian Leader, he will not pursue, leaving that to his hounds. This will allow ranged characters to damage and kill him with relative ease, even on Nightmare, while warriors tank the Hounds. Block and Slash is very useful here, as quarters are tight and all enemies use melee attacks.

If you elected to simply assault the camp without the amulet, you will have to face the two guards at the gate, and then three normal-ranked Hessarian archers (one of whom actually fights with a large shield and hatchet) alongside the Hessarian Leader and his mabari.

After he is slain, the quest ends. If you were wearing the Mercy's Crest, the screen fades briefly as the camp refills with Hessarians, who automatically join the Inquisition. You can talk to one of its members to gain a little further information.

Note: If you challenged the leader, two notes and a codex appear around the camp that grant further XP.

Rewards

Completing the quest either way yields:

  • 177 XP
  • 80 Influence
  • 1 Power

Challenging the Hessarian Leader yields an additional

  • 354 XP
  • 200 Influence
  • 2 Power plus
  • 1 Power and 50 Influence for filling the Mercy's Crest Requisition.

Results

If you choose to kill the bandits:


If you challenge the Hessarian Leader:

  • Hessarian Camp becomes a Fast Travel location.
  • Blades of Hessarian join the Inquisition as agents under Cullen, granting an additional 50 Influence and 1 Power.
  • Hessarian NPCs are no longer hostile and instead become allies.
  • Unlocks Reports of Darkspawn Activity war table operation.
  • Unlocks An Offer from the Blades of Hessarian war table operation.
  • Two notes and a codex appear around the camp that grant further XP.
  • DAIApproval Iron Bull Approves and DAIApproval Solas Approves.

Notes

  • You must wear the Mercy's Crest throughout the challenge, preferably equipped before approaching the camp. Having it in your inventory will get you through the doors, but the quest will not update properly unless it is actually equipped to the amulet inventory slot.
  • The 1 Power granted for crafting the Mercy's Crest isn't awarded until the quest is completed.
  • There is a book in the hut (Codex entry: Hard in Hightown: Chapter Two) in the camp that grants XP. It appears no matter which way you complete the quest.

Codex entries

Codex entry: The Conversion of Hessarian Codex entry: The Conversion of Hessarian

Other texts

A Bitter Note A Bitter Note
Bandit Notes Bandit Notes
Initiation for the Blades of Hessarian Initiation for the Blades of Hessarian

Bugs

pcPC

  • Regardless of how you complete the quest a group of hostile Hessarian NPCs may randomly spawn at Apostate's Landing.

Gallery