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|end = [[Anders]]
 
|end = [[Anders]]
 
|prereqs = [[Blackpowder Courtesy]]
 
|prereqs = [[Blackpowder Courtesy]]
|location = [[Ander's Clinic]] ([[Darktown]])<br />[[Gallows Dungeon]] ([[Darktown]])
+
|location = [[Anders's Clinic]] ([[Darktown]])<br />[[Gallows Dungeon]] ([[Darktown]])
 
|rewards =
 
|rewards =
 
|previous = [[Blackpowder Courtesy]] and<br />[[Visit Anders]]
 
|previous = [[Blackpowder Courtesy]] and<br />[[Visit Anders]]
Line 20: Line 20:
   
 
== Acquisition ==
 
== Acquisition ==
This quest can be acquired after finishing [[Visit Anders]] and [[Blackpowder Courtesy]] by talking to Anders in his clinic.
+
This quest can be acquired after [[Visit Anders|visiting Anders]] and after telling the [[Arishok]] about what you found out during the quest [[Blackpowder Courtesy]]. It is started by speaking with Anders in his clinic.
   
 
== Walkthrough ==
 
== Walkthrough ==
  +
=== Anders's Clinic ===
Anders speaks of [[Ser Alrik]]'s misuse of the [[Codex entry: Tranquility|Rite of Tranquility]], and asks Hawke to accompany him to a secret entrance to the [[Gallows Dungeon]] in [[Darktown]]. He suspects Ser Alrik of plotting something called "The Tranquil Solution" – turning all mages in Thedas into [[Tranquil]]. Anders' goal in infiltrating the Gallows is to obtain evidence of this plot and expose it to the Grand Cleric so she can no longer claim neutrality in the matter.
+
Anders speaks of [[Ser Alrik]]'s misuse of the [[Codex entry: Tranquility|Rite of Tranquility]], and asks Hawke to accompany him to a secret entrance to the [[Gallows Dungeon]] in [[Darktown]]. He suspects Ser Alrik of plotting something called "The Tranquil Solution" – a plan to turn all mages in Thedas into [[Tranquil]], starting with Kirkwall. Anders plans to infiltrate the Gallows to obtain evidence of this plot and expose it, so at the very least even [[Grand Cleric Elthina]] may have to do something about him.
   
As usual, the amount of friendship / rivalry points received depends on the dialogue choices, made while talking to Anders in his clinic regarding the quest. Since friendship or rivalry points effectively cancel each other out, the total amount at the end is tallied and you are only shown the end result of your choices. They can be broken down into each specific gain below:
+
As usual, the amount of friendship/rivalry points received depends on the dialogue choices made while talking to Anders in his clinic regarding the quest. Since friendship or rivalry points effectively cancel each other out, the total amount at the end is tallied and you are only shown the end result of your choices. They can be broken down into each specific gain below:
 
*''(Note: There appears to be a cap of no more than 15 points of friendship or rivalry gain for Sebastian for this conversation. i.e. If the total goes above 15 in either direction, only 15 is counted.)''
 
   
  +
{{Note|There appears to be a cap of {{Approval2|15}} for Sebastian from this conversation.}}
  +
1st choice:
  +
*No effect
 
2nd choice:
 
2nd choice:
*"They wouldn't do that." {{Approval2|Sebastian|+5}}
+
*"They wouldn't do that." {{Approval2|Sebastian|+10}}
 
*"You're crazy."
 
*"You're crazy."
 
*"We must stop them." {{Approval2|Sebastian|-10}}
 
*"We must stop them." {{Approval2|Sebastian|-10}}
 
3rd choice:
 
3rd choice:
  +
*No effect
*"Not all templars are that bad." {{Approval2|Sebastian|+5}}
 
*"What are they, bored?" {{Approval2|Sebastian|+5}}
 
*"Do you have a plan?" {{Approval2|Sebastian|-5}}
 
 
4th choice:
 
4th choice:
 
*"Of course, I'll help." {{Approval2|Anders|+5}} {{Approval2|Sebastian|-5}}
 
*"Of course, I'll help." {{Approval2|Anders|+5}} {{Approval2|Sebastian|-5}}
*"Isn't this dangerous?" ''(If Hawke asks about the "Tranquil Solution" first, this will be unavailable. This can be chosen before deciding to accept or refuse the quest and has no change on Sebastian's or Anders' approval.)(Possible: This option does not negate the {{Approval2|Sebastian|-5}} if "Of course, I'll help." is chosen after. Total net of entire dialogue is {{Approval2|Sebastian|+5}} with that option.)''
+
*"Isn't this dangerous?" ''(This option and asking about the "Tranquil Solution" are mutually exclusive. Only one can be chosen before deciding to accept or refuse the quest.)''
*"You're on your own." {{Approval2|Sebastian|+10}} {{Approval2|Anders|-15}}
+
*"You're on your own." {{Approval2|Sebastian|+10}} {{Approval2|Anders|-15}} ''(quest ends)''
   
Investigating details of the "run-in" opens up the [[Codex entry: The Mage Underground]].
+
Investigating details of his "run-in" with Alrik grants [[Codex entry: The Mage Underground]].
   
Note that refusing to do the quest means that Hawke will miss an opportunity to obtain an armor upgrade for Anders, a [[Spindleweed]], a [[Deep Mushroom (Dragon Age II)|Deep Mushroom]], a codex entry, plus another Deep Mushroom in Act 3. It may not be wise to refuse, even if trying to rival Anders.
+
Accepting the quest requires obtaining +5 friendship from Anders, which weighs against those looking to rival him. It is unavoidable, but there is much more rivalry to be earned by completing the quest than just refusing it. Refusing to help ends the quest immediately, and Hawke will miss an opportunity to obtain an armor upgrade for Anders, as well as supplies for the [[Supplier]] achievement/trophy and ultimately Anders's [[Justice (quest)|Act 3 companion quest]]. Thus it is not wise to refuse the quest for the sole purpose of evading a paltry +5 to friendship.
   
  +
=== Darktown ===
Hawke needs to go to the [[Gallows Dungeon]] at the southernmost part of Darktown. Upon entering the tunnel, Hawke is attacked by lyrium smugglers. Anders comments that the tunnel was built by the smugglers so that they could service the [[lyrium]] addictions of the [[Templar Order|Templars]].
 
  +
Hawke needs to go to the [[Gallows Dungeon]] at the southernmost part of [[Darktown]]. Examining the entrance causes Anders to ask you (even if he wasn't in the party) if you are ready to enter. Saying "yes" brings up the party selection screen and locks Anders into the party during this quest.
   
  +
=== Gallows Dungeon ===
There are two(2) ''complex'' chests(30 ''cunning'' to open - 150 XP/chest) to open and two(2) ''complex'' traps(30 ''cunning'' to detect and disarm - 150 XP/trap) in the tunnel. Hawke may return to the area later if needed; the location will remain accessible until the papers are looted from Sir Alrik's body. (See [[Dissent#bugs|bugs]] for a possible issue on the PC, and Xbox360 version of the game).
 
  +
Enter the tunnel and head east to find the Spindleweed. Loot the crates for potions if your stock is low. Heading south, Hawke is attacked by [[lyrium]] smugglers. The group is a mixture of Carta and Mercenary-type enemies, so some will be greatly vulnerable to cold (Carta) while others will be immune to it on Nightmare difficulty (Mercenaries). They can be distinguished not only by their race but by the type and color of armor they wear, so save Winter's Grasp for the dwarves. Anders comments that the tunnel was built by the smugglers so that they could service the templars' lyrium addictions. Be sure to loot [[The One True Pantaloons]] from one of the dwarves before moving on.
  +
  +
There are two Complex-ranked chests to open and two Complex-ranked traps to detect and disarm (30 Cunning required, 150 XP each) in the tunnel. Hawke may return to the area later if needed; the location will remain accessible until the papers are looted from Ser Alrik's body. (See [[Dissent#bugs|bugs]] for a possible issue on the PC and Xbox360 version of the game). The area loops towards a large chamber with a Deep Mushroom at the northernmost point and the aforementioned traps near the south. Triggering or disarming them begins an encounter with giant spiders, which are mainly vulnerable to electricity but will suffer from cold damage all the same, the latter of which being more valuable on this quest due to the templars at the end of the line. In the second-to-last chamber you'll find a corpse that has 2 Health Potions on it, regardless of how many are in your inventory, so keep these in mind as you stock up from loot containers. Upstairs and into the tunnel along the zigzagging boardwalks.
   
 
[[File:Dissent.jpg|thumb|250px|Ser Alrik and Ella]]
 
[[File:Dissent.jpg|thumb|250px|Ser Alrik and Ella]]
At the end of the tunnel, Hawke encounters a female mage named [[Ella]] in the act of sneaking out of the Circle. She's just been caught by Ser Alrik himself, along with some templars. She says she's just going to visit her mother, but Ser Alrik reveals that he has a very dubious personal motive for making mages Tranquil. As Anders watches the injustice take place, [[Justice]] takes control of his body and launches an assault on the templars. A fight ensues. Varric will have a comment here if your Hawke says the Humorous dialogue choice.
+
At the end of the tunnel, Hawke encounters a female mage named [[Ella]] in the act of sneaking out of the Circle. She's just been caught by Ser Alrik himself, along with some templars. She says she's just going to visit her mother, but Ser Alrik intimates that he has a more sinister, personal motive for making mages Tranquil and is simply looking for the right excuses to justify it. As Anders watches the injustice take place, [[Justice]] takes control of his body and readies to attack the templars. Varric will have a comment here if Hawke takes the [[Dialogue wheel (Dragon Age II)#Sarcastic|humorous dialogue choice]]. Combat begins.
   
 
[[File:Justice.jpg|thumb|250px|Anders under Justice's control]]
 
[[File:Justice.jpg|thumb|250px|Anders under Justice's control]]
   
 
==== Strategy ====
 
==== Strategy ====
Ser Alrik is a commander-type enemy and will cast a health-regenerating effect on the other templars. He will also be supported by two Templar Hunters, one at a time, and several Normal-ranked melee and archer units. Falling back to a more defensible position is certainly an option here, especially if Anders or another mage can unleash a quick Cone of Cold when the battle starts. Moving as a team back to the wooden bridge will single-file the enemies with the Templar Hunter most likely leading the pack, allowing a ranged party to unload on and kill him before he can do a single backstab. Retreating further from this point may even cause Ser Alrik to break off his pursuit and return to where Ella is, depriving his support and reinforcements of the regenerating aura.
+
Ser Alrik is a Commander-type enemy and will cast a health-regenerating effect on the other templars. He will also be supported by two Templar Hunters, one at a time, and several Normal-ranked melee and archer units. Falling back to a more defensible position is certainly an option here, especially if Anders or another mage can unleash a quick Cone of Cold when the battle starts. Moving as a team back to the wooden bridge will single-file the enemies with the Templar Hunter most likely leading the pack, allowing a ranged party to unload on and kill him before he can do a single backstab. Retreating further from this point may even cause Ser Alrik to break off his pursuit and return to where Ella is, depriving his support and reinforcements of the healing aura. Other than this, templars tend to have higher damage resistance than the common mercenary, so there is very little one can do to mitigate so many of them in so small a space as the one in which the battle begins.
   
 
After they're all dead, Justice continues to rave on how every last templar will "feel justice's burn." No comment from Hawke stops it from confronting Ella. Ella calls Justice a demon, which infuriates it even further, accusing her of "being one of [the templars]" to accuse it so, raising Anders's hand to kill her. Calm him down with the special [[File:Star.png|16px]] dialogue option ("Don't hurt her!") that appears (this will only be available after achieving 50% friendship or rivalry). Any other dialogue choice leads to Ella's death. Anders will temporarily leave the party.
 
After they're all dead, Justice is still raving on how every last templar will die. Ella calls Justice a demon, which infuriates Justice even further and makes him threaten her. Calm him down with the special "star" dialogue option that appears (this will only be available after achieving 50% friendship or rivalry). Any other dialogue choice leads to Ella's death.
 
   
 
*If Ella escapes unharmed:
 
*If Ella escapes unharmed:
Line 70: Line 73:
 
**{{Approval2|Sebastian|-10}}
 
**{{Approval2|Sebastian|-10}}
   
Afterward, Hawke finds [[Alrik's Papers]] on his corpse showing that he was indeed plotting "The Tranquil Solution" but that both Knight-Commander [[Meredith Stannard|Meredith]] and the Divine refused his idea. (See [[Dissent#bugs|bugs]] for a possible issue on the PC, and Xbox360 version of the game.)
+
Afterwards, Hawke finds [[Alrik's Papers]] on his corpse showing that he was indeed plotting "The Tranquil Solution" but that both Knight-Commander [[Meredith Stannard|Meredith]] and the Divine refused his idea. (See [[Dissent#bugs|bugs]] for a possible issue on the PC and Xbox360 version of the game.)
   
Before leaving the area, be sure to pick up an armor upgrade for Anders in one of the crates west of the exit. Also, there is an Enigma of Kirkwall note for the [[Band of Three]] quest nearby.
+
Before leaving the area, be sure to pick up an armor upgrade for Anders in one of the crates west of the exit. Also, there is a [[codex entry: The Enigma of Kirkwall]] left by the [[Band of Three]] nearby (required for the [[Archaeologist]] achievement/trophy).
   
  +
=== Darktown ===
When returning to Darktown, Hawke is immediately approached by Ella if she is still alive.
+
When returning to Darktown, Hawke is immediately approached by Ella if she is still alive. She asks "What was that thing?"
* If you choose either non-aggressive answer and tell Ella to go somewhere safe;
 
  +
* Choosing the diplomatic option ("He's my friend"):
  +
** No effect on Fenris
  +
* Choosing the sarcastic option ("An elaborate stunt"):
  +
** No effect on Fenris
  +
* Choosing the aggressive option ("Just what it looked like"):
 
** {{Approval2|Fenris|+10}}
 
** {{Approval2|Sebastian|+5}}
 
* Telling Ella to go back to the [[Circle of Magi|Circle]]:
 
** {{Approval2|Fenris|+10}},
 
** {{Approval2|Sebastian|+5}}.
  +
* Telling Ella to go somewhere safe:
 
** {{Approval2|Fenris|-10}},
 
** {{Approval2|Fenris|-10}},
 
** {{Approval2|Sebastian|-5}}.
 
** {{Approval2|Sebastian|-5}}.
* If you choose either non-aggressive answer and tell Ella go back to the [[Circle of Magi|Circle]];
 
** {{Approval2|Fenris|+10}},
 
** {{Approval2|Sebastian|+5}}.
 
* If you choose the aggressive answer and tell Ella to go back to the [[Circle of Magi|Circle]];
 
** {{Approval2|Fenris|+20}},
 
** {{Approval2|Sebastian|+10}}.
 
* If you choose the aggressive answer and tell Ella to go somewhere safe;
 
** {{Approval2|Sebastian|+5}}.
 
   
  +
=== Chantry/The Gallows ===
Optionally, at the end of the quest Hawke can confront Grand Cleric [[Elthina]] in the [[Kirkwall Chantry|Chantry]] ({{Approval2|Anders|+5}}), and [[Cullen]] in The Gallows by presenting the note to them.
+
Optionally, at the end of the quest Hawke can confront Grand Cleric [[Elthina]] in the [[Kirkwall Chantry|Chantry]] ({{Approval2|Anders|+5}}) and [[Cullen]] in The Gallows by presenting the note to them.
   
 
If Hawke did not bring [[Bethany Hawke|Bethany]] to the [[Deep Roads]] and she went to the Circle at the end of Act 1, telling Ella to return to the Circle will prompt her to say that maybe Bethany was right and the Circle isn't so bad.
 
If Hawke did not bring [[Bethany Hawke|Bethany]] to the [[Deep Roads]] and she went to the Circle at the end of Act 1, telling Ella to return to the Circle will prompt her to say that maybe Bethany was right and the Circle isn't so bad.
   
== Results ==
+
=== Anders's Clinic ===
Talk to Anders again at his clinic in Darktown to complete the quest. Dialog choices allow Hawke to:
+
Talk to Anders at his clinic in Darktown to complete the quest. He is sorting through his personal effects, still overwhelmed by what happened. Dialogue choices provide Hawke many options, with the final effect on friendship/rivalry only visible at the very end:
 
* Show him [[Alrik's Papers]]. Anders is relieved since this means the plan has been rejected by both the Divine and [[Meredith Stannard|Meredith]]. He wonders if the Grand Cleric might be more reasonable than he thought and plans to try speaking to her.
  +
:*Giving him the papers right away results in {{Approval2|Anders|15}} and the conversation ends. Giving them to him later in the conversation has no effect, and the tone of the conversation sounds as though they were given to him right away.
  +
*Otherwise, you'll have the option of telling him to calm down, or confronting him over what happened. Dialogue choices are the same after this, but being confrontational adds {{Approval2|Anders|-10}} to the total.
  +
:*Telling him "It's not your fault" results in {{Approval2|Anders|30}}. Subsequent dialogue options have no effect on the total, even choosing both aggressive options. This is the upper bound of the friendship side of the scale, i.e. it is not possible to earn any more friendship from this exchange alone.
  +
:*Asking him "You're giving up?" results in {{Approval2|Anders|15}}. Subsequent dialogue options have no effect on the total, even choosing both aggressive options.
  +
:*Choose the first aggressive option calling him possessed. This skips the next two dialogues, adds another {{Approval2|Anders|-10}}, and skips right to him asking if he should stay or leave.
   
  +
The next part of the discussion is whether or not he should stay. Taking the final diplomatic response skips this, as it convinces him to stay without being asked. The charming and aggressive responses indicate that Hawke is no longer interested in discussing this, which prompts Anders to ask if he should stay:
* Calm Anders and show him the papers found on Ser [[Otto Alrik]]'s body. Anders is relieved since this means the plan has not been put into action. He wonders if the Grand Cleric might be more reasonable than he thought and plans to try speaking to her (up to {{Approval2|Anders|+30}} depending on dialogue choices).
 
  +
* Telling him to stay has no effect on the total
* Confront him and tell him to leave; he will no longer be available as a companion. From this decision Sebastian gains {{Approval2|Sebastian|+10}} but Merrill or Fenris will not be affected. (Note that after the battle with Ser Alrik ends, ''you will not have access to Anders' inventory'', thus any gear he has equipped leaves with him if you choose this dialogue option, unless you quickly click on his approval change upon leave to bring his panel and subsequently press "I" to open his inventory.)
 
  +
* Telling him to leave adds another {{Approval2|Anders|-15}}, but it is meaningless as Anders will no longer be available as a companion. It also results in losing anything in his inventory (Note that it may be possible to quickly enter the inventory after the battle with Alrik to strip any valuable gear from him before sending him away).
* Confront him and tell him to stay. Anders will ask if evidence was found about Ser [[Otto Alrik]]'s plan, Hawke will show him the letter which results in him wondering about speaking to the Grand Cleric [[Elthina]]. {{Approval2|Anders|-20}}. This makes it possible to gain up to {{Approval2|Anders|-35}} in total.
 
  +
If Alrik's Papers were collected, Anders will ask if evidence was found about his plan. Hawke will tell Anders he did develop such a plan but it never got further than that. Regardless, Anders wonders about speaking directly with Grand Cleric Elthina.
* Confront him and question him whether he's giving up. This opens further conversation options with Anders in which he questions how his different abilities (Healing vs. Vengeance) can coexist at all, and what kind of example he sets for other mages for being an abomination himself. Hawke ultimately convinces Anders to stay without forcing the option on him (unless 'You're on your own' is chosen). Anders will ask if evidence was found about Ser [[Otto Alrik]]'s plan, Hawke will show him the letter which results in him wondering about speaking to the Grand Cleric [[Elthina]]. (Tested with full rivalry and active romance).
 
* If confronted with Fenris in the party, he will tell Anders that he should realize that he cannot control Justice.
 
   
  +
* If confronted with Fenris in the party, he will suggest Anders come to grips with his limitations. When Anders remarks that Fenris is "kicking [him] while [he's] down," Fenris responds that it was just a suggestion, not a condemnation. Fenris has no approval changes based on how this conversation plays out, but Sebastian approves {{Approval2|10}} of telling Anders to leave permanently.
Both options may affect other companions' friendship/rivalry status as well.
 
   
==Rewards==
+
== Results ==
  +
* Quest complete. Anders either leaves, or stays and [[Questioning Beliefs (Anders Act 2)]] becomes available at 50% friendship or rivalry (unless [[Visit Anders]] has not yet been completed, otherwise that will play first). If Ella survived, then the condition has already been met as that condition is the same (unless the player reached that threshold, saved Ella, then swung it back far enough in the final conversation with Anders).
   
  +
==Rewards==
* 1000 XP (after talking with Anders - quest completion).
+
* 1000 XP (after talking with Anders quest completion).
 
* Hawke will receive [[Letter: From Ella]] in Act 3 if she survived.
 
* Hawke will receive [[Letter: From Ella]] in Act 3 if she survived.
* Anders will have the [[Vengeance (spell)|Vengeance]] ability after completion of the quest.
+
* Anders will have the [[Vengeance (spell)|Vengeance]] ability after completion of the quest, if it has not already been unlocked. This effectively gives him an additional talent point, one which is retained even if he later consumes a [[Maker's Sigh]] from the Black Emporium. (If it has already been learned, it may be a good idea to purchase a Maker's Sigh and re-spec it out of his ability loadout before confronting Alrik.)
  +
* Random loot, including leveled templar armor. Ser Alrik drops [[Dissension]].
* Templar armor can be looted from any dead templar under the Ser's command.
 
  +
* [[Spirit Essence]], an armor upgrade for Anders.
   
 
==Notes==
 
==Notes==
*If seeking the [[Supplier]] achievement, be sure to grab the [[Deep Mushroom (Dragon Age II)|Deep Mushroom]] and [[Spindleweed]] in the Gallows Dungeon. Also, do not send Anders away, as doing so will lock his Justice quest in Act 3, which in turn locks out from an area where you would obtain a Deep Mushroom.
+
* If seeking the [[Supplier]] achievement, be sure to grab the [[Deep Mushroom (Dragon Age II)|Deep Mushroom]] and [[Spindleweed]] in the Gallows Dungeon. Also, do not send Anders away, as doing so will lock his Justice quest in Act 3, which in turn locks out from an area where you would obtain one more Deep Mushroom.
*If seeking the [[Archaeologist]] achievement, be sure to grab [[Codex entry: The Enigma of Kirkwall]] after the battle with Alrik.
+
* If seeking the [[Archaeologist]] achievement, be sure to grab [[Codex entry: The Enigma of Kirkwall]] after the battle with Alrik.
*Loot the Fine Dwarven Trousers from a dwarf mercenary nearby after the first wave of enemies for [[The One True Pantaloons]].
+
* Loot the Fine Dwarven Trousers from a dwarf mercenary nearby after the first wave of enemies for [[The One True Pantaloons]].
*Two traps guard the main entrance of the chamber where the Deep Mushroom can be found.
+
* Two traps guard the main entrance of the chamber where the Deep Mushroom can be found.
   
 
==Bugs==
 
==Bugs==
PC and Xbox360 v1.04: Sometimes Sir Alrik's body is not available to loot after the battle. If this occurs, reload a saved game and loot Sir Alrik's body immediately after he dies (during the battle).
+
* {{Platforms|pc|Xbox360}} v1.04: Sometimes Ser Alrik's body is not available for looting after the battle. If this occurs, reload a saved game and loot his body '''during the battle''' immediately after he died.
  +
* {{Platforms|Xbox360}} Sometimes Anders disappears after the fight with Ser Alrik, making the quest impossible to complete.
   
 
==Trivia==
 
==Trivia==
* "The Tranquil Solution" is likely a reference to Hitler's "[[wikipedia:Final_Solution|Final Solution]]". This was the most deadly phase of the Holocaust in World War II.
+
* "The Tranquil Solution" is likely a reference to [[wikipedia:Adolf Hitler|Hitler]]'s "[[wikipedia:Final Solution|Final Solution]]". This was the most deadly phase of [[wikipedia:The Holocaust|the Holocaust]] in [[wikipedia:World War II|World War II]].
 
* If [[Carver Hawke|Carver]] became a templar, he mentions "a permanent solution," which some Templars support, in his [[Letter: Family Letters|letter]] to Hawke.
 
* If [[Carver Hawke|Carver]] became a templar, he mentions "a permanent solution," which some Templars support, in his [[Letter: Family Letters|letter]] to Hawke.
 
* If [[Bethany Hawke|Bethany]] was sent to the Circle, she mentions templars who hold "extreme views," including "one creep named [[Ser Alrik]] who likes harassing mages" in her [[Letter: Family Letters|letter]]. Bethany also mentions [[Ella]], writing that she is training the apprentices, and that Ella in particular has "taken a shine" to her.
 
* If [[Bethany Hawke|Bethany]] was sent to the Circle, she mentions templars who hold "extreme views," including "one creep named [[Ser Alrik]] who likes harassing mages" in her [[Letter: Family Letters|letter]]. Bethany also mentions [[Ella]], writing that she is training the apprentices, and that Ella in particular has "taken a shine" to her.

Revision as of 01:40, 10 September 2017

Dissent is an Act 2 companion quest for Anders in Dragon Age II.

Acquisition

This quest can be acquired after visiting Anders and after telling the Arishok about what you found out during the quest Blackpowder Courtesy. It is started by speaking with Anders in his clinic.

Walkthrough

Anders's Clinic

Anders speaks of Ser Alrik's misuse of the Rite of Tranquility, and asks Hawke to accompany him to a secret entrance to the Gallows Dungeon in Darktown. He suspects Ser Alrik of plotting something called "The Tranquil Solution" – a plan to turn all mages in Thedas into Tranquil, starting with Kirkwall. Anders plans to infiltrate the Gallows to obtain evidence of this plot and expose it, so at the very least even Grand Cleric Elthina may have to do something about him.

As usual, the amount of friendship/rivalry points received depends on the dialogue choices made while talking to Anders in his clinic regarding the quest. Since friendship or rivalry points effectively cancel each other out, the total amount at the end is tallied and you are only shown the end result of your choices. They can be broken down into each specific gain below:

Note: There appears to be a cap of Friendship (+15) for Sebastian from this conversation.

1st choice:

  • No effect

2nd choice:

  • "They wouldn't do that." Friendship Sebastian: friendship (+10)
  • "You're crazy."
  • "We must stop them." Rivalry Sebastian: rivalry (+10)

3rd choice:

  • No effect

4th choice:

  • "Of course, I'll help." Friendship Anders: friendship (+5) Rivalry Sebastian: rivalry (+5)
  • "Isn't this dangerous?" (This option and asking about the "Tranquil Solution" are mutually exclusive. Only one can be chosen before deciding to accept or refuse the quest.)
  • "You're on your own." Friendship Sebastian: friendship (+10) Rivalry Anders: rivalry (+15) (quest ends)

Investigating details of his "run-in" with Alrik grants Codex entry: The Mage Underground.

Accepting the quest requires obtaining +5 friendship from Anders, which weighs against those looking to rival him. It is unavoidable, but there is much more rivalry to be earned by completing the quest than just refusing it. Refusing to help ends the quest immediately, and Hawke will miss an opportunity to obtain an armor upgrade for Anders, as well as supplies for the Supplier achievement/trophy and ultimately Anders's Act 3 companion quest. Thus it is not wise to refuse the quest for the sole purpose of evading a paltry +5 to friendship.

Darktown

Hawke needs to go to the Gallows Dungeon at the southernmost part of Darktown. Examining the entrance causes Anders to ask you (even if he wasn't in the party) if you are ready to enter. Saying "yes" brings up the party selection screen and locks Anders into the party during this quest.

Gallows Dungeon

Enter the tunnel and head east to find the Spindleweed. Loot the crates for potions if your stock is low. Heading south, Hawke is attacked by lyrium smugglers. The group is a mixture of Carta and Mercenary-type enemies, so some will be greatly vulnerable to cold (Carta) while others will be immune to it on Nightmare difficulty (Mercenaries). They can be distinguished not only by their race but by the type and color of armor they wear, so save Winter's Grasp for the dwarves. Anders comments that the tunnel was built by the smugglers so that they could service the templars' lyrium addictions. Be sure to loot The One True Pantaloons from one of the dwarves before moving on.

There are two Complex-ranked chests to open and two Complex-ranked traps to detect and disarm (30 Cunning required, 150 XP each) in the tunnel. Hawke may return to the area later if needed; the location will remain accessible until the papers are looted from Ser Alrik's body. (See bugs for a possible issue on the PC and Xbox360 version of the game). The area loops towards a large chamber with a Deep Mushroom at the northernmost point and the aforementioned traps near the south. Triggering or disarming them begins an encounter with giant spiders, which are mainly vulnerable to electricity but will suffer from cold damage all the same, the latter of which being more valuable on this quest due to the templars at the end of the line. In the second-to-last chamber you'll find a corpse that has 2 Health Potions on it, regardless of how many are in your inventory, so keep these in mind as you stock up from loot containers. Upstairs and into the tunnel along the zigzagging boardwalks.

Dissent

Ser Alrik and Ella

At the end of the tunnel, Hawke encounters a female mage named Ella in the act of sneaking out of the Circle. She's just been caught by Ser Alrik himself, along with some templars. She says she's just going to visit her mother, but Ser Alrik intimates that he has a more sinister, personal motive for making mages Tranquil and is simply looking for the right excuses to justify it. As Anders watches the injustice take place, Justice takes control of his body and readies to attack the templars. Varric will have a comment here if Hawke takes the humorous dialogue choice. Combat begins.

Justice

Anders under Justice's control

Strategy

Ser Alrik is a Commander-type enemy and will cast a health-regenerating effect on the other templars. He will also be supported by two Templar Hunters, one at a time, and several Normal-ranked melee and archer units. Falling back to a more defensible position is certainly an option here, especially if Anders or another mage can unleash a quick Cone of Cold when the battle starts. Moving as a team back to the wooden bridge will single-file the enemies with the Templar Hunter most likely leading the pack, allowing a ranged party to unload on and kill him before he can do a single backstab. Retreating further from this point may even cause Ser Alrik to break off his pursuit and return to where Ella is, depriving his support and reinforcements of the healing aura. Other than this, templars tend to have higher damage resistance than the common mercenary, so there is very little one can do to mitigate so many of them in so small a space as the one in which the battle begins.

After they're all dead, Justice continues to rave on how every last templar will "feel justice's burn." No comment from Hawke stops it from confronting Ella. Ella calls Justice a demon, which infuriates it even further, accusing her of "being one of [the templars]" to accuse it so, raising Anders's hand to kill her. Calm him down with the special Star dialogue option ("Don't hurt her!") that appears (this will only be available after achieving 50% friendship or rivalry). Any other dialogue choice leads to Ella's death. Anders will temporarily leave the party.

  • If Ella escapes unharmed:
    • Friendship Fenris: friendship (+5)
    • Friendship Sebastian: friendship (+15)
    • Friendship Anders: friendship (+15) Rivalry Anders: rivalry (+15) (Dependent on friendship or rivalry)
  • If Ella dies:
    • Rivalry Fenris: rivalry (+10)
    • Rivalry Sebastian: rivalry (+10)

Afterwards, Hawke finds Alrik's Papers on his corpse showing that he was indeed plotting "The Tranquil Solution" but that both Knight-Commander Meredith and the Divine refused his idea. (See bugs for a possible issue on the PC and Xbox360 version of the game.)

Before leaving the area, be sure to pick up an armor upgrade for Anders in one of the crates west of the exit. Also, there is a codex entry: The Enigma of Kirkwall left by the Band of Three nearby (required for the Archaeologist achievement/trophy).

Darktown

When returning to Darktown, Hawke is immediately approached by Ella if she is still alive. She asks "What was that thing?"

  • Choosing the diplomatic option ("He's my friend"):
    • No effect on Fenris
  • Choosing the sarcastic option ("An elaborate stunt"):
    • No effect on Fenris
  • Choosing the aggressive option ("Just what it looked like"):
    • Friendship Fenris: friendship (+10)
    • Friendship Sebastian: friendship (+5)
  • Telling Ella to go back to the Circle:
    • Friendship Fenris: friendship (+10),
    • Friendship Sebastian: friendship (+5).
  • Telling Ella to go somewhere safe:
    • Rivalry Fenris: rivalry (+10),
    • Rivalry Sebastian: rivalry (+5).

Chantry/The Gallows

Optionally, at the end of the quest Hawke can confront Grand Cleric Elthina in the Chantry (Friendship Anders: friendship (+5)) and Cullen in The Gallows by presenting the note to them.

If Hawke did not bring Bethany to the Deep Roads and she went to the Circle at the end of Act 1, telling Ella to return to the Circle will prompt her to say that maybe Bethany was right and the Circle isn't so bad.

Anders's Clinic

Talk to Anders at his clinic in Darktown to complete the quest. He is sorting through his personal effects, still overwhelmed by what happened. Dialogue choices provide Hawke many options, with the final effect on friendship/rivalry only visible at the very end:

  • Show him Alrik's Papers. Anders is relieved since this means the plan has been rejected by both the Divine and Meredith. He wonders if the Grand Cleric might be more reasonable than he thought and plans to try speaking to her.
  • Giving him the papers right away results in Friendship Anders: friendship (+15) and the conversation ends. Giving them to him later in the conversation has no effect, and the tone of the conversation sounds as though they were given to him right away.
  • Otherwise, you'll have the option of telling him to calm down, or confronting him over what happened. Dialogue choices are the same after this, but being confrontational adds Rivalry Anders: rivalry (+10) to the total.
  • Telling him "It's not your fault" results in Friendship Anders: friendship (+30). Subsequent dialogue options have no effect on the total, even choosing both aggressive options. This is the upper bound of the friendship side of the scale, i.e. it is not possible to earn any more friendship from this exchange alone.
  • Asking him "You're giving up?" results in Friendship Anders: friendship (+15). Subsequent dialogue options have no effect on the total, even choosing both aggressive options.
  • Choose the first aggressive option calling him possessed. This skips the next two dialogues, adds another Rivalry Anders: rivalry (+10), and skips right to him asking if he should stay or leave.

The next part of the discussion is whether or not he should stay. Taking the final diplomatic response skips this, as it convinces him to stay without being asked. The charming and aggressive responses indicate that Hawke is no longer interested in discussing this, which prompts Anders to ask if he should stay:

  • Telling him to stay has no effect on the total
  • Telling him to leave adds another Rivalry Anders: rivalry (+15), but it is meaningless as Anders will no longer be available as a companion. It also results in losing anything in his inventory (Note that it may be possible to quickly enter the inventory after the battle with Alrik to strip any valuable gear from him before sending him away).

If Alrik's Papers were collected, Anders will ask if evidence was found about his plan. Hawke will tell Anders he did develop such a plan but it never got further than that. Regardless, Anders wonders about speaking directly with Grand Cleric Elthina.

  • If confronted with Fenris in the party, he will suggest Anders come to grips with his limitations. When Anders remarks that Fenris is "kicking [him] while [he's] down," Fenris responds that it was just a suggestion, not a condemnation. Fenris has no approval changes based on how this conversation plays out, but Sebastian approves Friendship (+10) of telling Anders to leave permanently.

Results

  • Quest complete. Anders either leaves, or stays and Questioning Beliefs (Anders Act 2) becomes available at 50% friendship or rivalry (unless Visit Anders has not yet been completed, otherwise that will play first). If Ella survived, then the condition has already been met as that condition is the same (unless the player reached that threshold, saved Ella, then swung it back far enough in the final conversation with Anders).

Rewards

  • 1000 XP (after talking with Anders – quest completion).
  • Hawke will receive Letter: From Ella in Act 3 if she survived.
  • Anders will have the Vengeance ability after completion of the quest, if it has not already been unlocked. This effectively gives him an additional talent point, one which is retained even if he later consumes a Maker's Sigh from the Black Emporium. (If it has already been learned, it may be a good idea to purchase a Maker's Sigh and re-spec it out of his ability loadout before confronting Alrik.)
  • Random loot, including leveled templar armor. Ser Alrik drops Dissension.
  • Spirit Essence, an armor upgrade for Anders.

Notes

  • If seeking the Supplier achievement, be sure to grab the Deep Mushroom and Spindleweed in the Gallows Dungeon. Also, do not send Anders away, as doing so will lock his Justice quest in Act 3, which in turn locks out from an area where you would obtain one more Deep Mushroom.
  • If seeking the Archaeologist achievement, be sure to grab Codex entry: The Enigma of Kirkwall after the battle with Alrik.
  • Loot the Fine Dwarven Trousers from a dwarf mercenary nearby after the first wave of enemies for The One True Pantaloons.
  • Two traps guard the main entrance of the chamber where the Deep Mushroom can be found.

Bugs

  • pcpcxbox360Xbox360 v1.04: Sometimes Ser Alrik's body is not available for looting after the battle. If this occurs, reload a saved game and loot his body during the battle immediately after he died.
  • xbox360Xbox360 Sometimes Anders disappears after the fight with Ser Alrik, making the quest impossible to complete.

Trivia

  • "The Tranquil Solution" is likely a reference to Hitler's "Final Solution". This was the most deadly phase of the Holocaust in World War II.
  • If Carver became a templar, he mentions "a permanent solution," which some Templars support, in his letter to Hawke.
  • If Bethany was sent to the Circle, she mentions templars who hold "extreme views," including "one creep named Ser Alrik who likes harassing mages" in her letter. Bethany also mentions Ella, writing that she is training the apprentices, and that Ella in particular has "taken a shine" to her.