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m (Just a minor typo, should have been "in" and not "it")
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{{Note| A part of the [[Codex entry: The Enigma of Kirkwall]] is in a room next to Meredith, on the candle next to the door.}}
 
{{Note| A part of the [[Codex entry: The Enigma of Kirkwall]] is in a room next to Meredith, on the candle next to the door.}}
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{{Note | You can encounter the 3 mages in any order.}}
   
 
=== Huon ===
 
=== Huon ===
 
[[File:Huon_Magic.jpg|thumb|250px|Huon using blood magic]]
 
[[File:Huon_Magic.jpg|thumb|250px|Huon using blood magic]]
To track down Huon, head to the [[Kirkwall Alienage]] in [[Lowtown]] and speak with his wife [[Nyssa]], if [[Merrill]] is with you she will explain the situation to her. Nyssa will tell you that he will be returning the next night. Go into [[Merrill]]'s house after doing this and then back to [[Lowtown]] at night to have him appear. Confront Huon, who will stab Nyssa and attack you with [[blood magic]]. Kill him. Upon death, he will drop the [[Boots of the Champion]] and [[Formula: Fell Poison]].
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To track down Huon, head to the [[Kirkwall Alienage]] in [[Lowtown]] and speak with his wife [[Nyssa]], if [[Merrill]] is with you she will explain the situation to her. Nyssa will tell you that he will be returning the next night. Leave Lowtown (you can just go into [[Merrill]]'s house) and return at night to have Huon appear. Confront Huon, who will stab Nyssa and attack you with [[blood magic]]. Kill him. Upon death, he will drop the [[Boots of the Champion]] and [[Formula: Fell Poison]].
   
 
=== Evelina ===
 
=== Evelina ===
 
To track down Evelina, you just head to [[Darktown]] and talk to her adoptive children, [[Walter]] and [[Cricket]]. The first dialogue choice offers no companion approval changes. For the second choice, saying you'll help Evelina (diplomatic dialogue option) results in {{Approval2|Sebastian|+5}}; choosing the sarcastic or aggressive options results in {{Approval2|Sebastian|-5}}.
 
To track down Evelina, you just head to [[Darktown]] and talk to her adoptive children, [[Walter]] and [[Cricket]]. The first dialogue choice offers no companion approval changes. For the second choice, saying you'll help Evelina (diplomatic dialogue option) results in {{Approval2|Sebastian|+5}}; choosing the sarcastic or aggressive options results in {{Approval2|Sebastian|-5}}.
   
Enter the [[Sewer Passage]] a few steps to the north. Fight two waves of [[demon]]s and [[shade]]s in the first clearing. There is a trap (''Simple'', 10 Cunning – 50 XP) in the next hallway. The next clearing has more demons and shades. The top of the stairs has another trap (''Complex'', 30 Cunning – 150 XP). You will find Evelina, who turns into an [[abomination]]. Kill her. After the battle Walter and Cricket will talk about Evelina where you can choose to give them money (5{{g}}). If you give the diplomatic response you receive {{Approval2|Sebastian|+5}} whether or not you give them money. If you give the humorous response and no money you receive {{Approval2|Sebastian|-5}} while giving them money nets you no points. If you give the aggressive response and no money no points are given, while aggressive response and giving them money gives you {{Approval2|Sebastian|+5}}. If you have [[Anders]] in your party, he will comment to you and the children how this isn't going to stop; that it is the [[Templar Order|Templars]] forcing the mages' hands'.
+
Enter the [[Sewer Passage]] a few steps to the north. Fight two waves of [[demon]]s and [[shade]]s in the first clearing. There is a trap (''Simple'', 10 Cunning – 50 XP) in the next hallway. The next clearing has more demons and shades. The top of the stairs has another trap (''Complex'', 30 Cunning – 150 XP). You will find Evelina, who turns into an [[abomination]]. Kill her. After the battle Walter and Cricket will talk about Evelina where you can choose to give them money (5{{g}}). If you give the diplomatic response you receive {{Approval2|Sebastian|+5}} whether or not you give them money. If you give the humorous response and no money you receive {{Approval2|Sebastian|-5}} while giving them money nets you no points. If you give the aggressive response and no money then no points are given, while aggressive response and giving them money gives you {{Approval2|Sebastian|+5}}. If you have [[Anders]] in your party, he will comment to you and the children how this isn't going to stop; that it is the [[Templar Order|Templars]] forcing the mages' hands'.
 
Evelina drops nothing, though there is a [[Design: Rune of Devastation]] in a nearby chest.
 
Evelina drops nothing, though there is a [[Design: Rune of Devastation]] in a nearby chest.
   
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=== Emile de Launcet ===
 
=== Emile de Launcet ===
To track down Emile de Launcet, talk to his parents in [[Hightown]] at night. You'll learn his mother gave him money to escape, but he is wasting it on alcohol instead and will be found at [[The Hanged Man]] during the day. If [[Isabela]] and [[Varric Tethras|Varric]] are in your party at this point a comical dialogue will end the cut-scene.
+
To track down Emile de Launcet, talk to his parents in [[Hightown]] at night. You'll learn his mother gave him money to escape, but he is wasting it on alcohol instead and will be found at [[The Hanged Man]] during the day. If [[Isabela]] and [[Varric Tethras|Varric]] are in your party (or [[Fenris]] and [[Varric Tethras|Varric]]) at this point a comical dialogue will end the cut-scene.
   
 
After speaking with them, check the room in the north east part of the map which contains several chests, one of which holds a [[Qunari Sword (Dragon Age II)]]. If you do not loot the sword, you will not be able to complete [[The Lost Swords]].
 
After speaking with them, check the room in the north east part of the map which contains several chests, one of which holds a [[Qunari Sword (Dragon Age II)]]. If you do not loot the sword, you will not be able to complete [[The Lost Swords]].
   
{{Note|The treasure room has a single ''Master'' level trap, though the triggers are spread out so that it appears to be two traps. Disarming a single square however disarms the entire room (need 40 Cunning or 27 Cunning with bonus to disarm traps equipment to detect and disarm – nets you 250 XP). On the {{platforms|ps3}} version there is a master switch to the left of the door, prior to entering, that will deactivate the traps.}}
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{{Note|The treasure room has a single ''Master'' level trap, though the triggers are spread out so that it appears to be two traps. Disarming a single square however disarms the entire room (40 Cunning is not sufficient to detect and disarm the trap – nets you 250 XP). On the {{platforms|ps3}} version there is a master switch to the left of the door, prior to entering, that will deactivate the traps.}}
   
 
[[File:Hidden_Alley_Hightown.jpg|thumb|Map - Hidden Alley Location]]
 
[[File:Hidden_Alley_Hightown.jpg|thumb|Map - Hidden Alley Location]]

Revision as of 17:19, 29 February 2016

On the Loose is an Act 3 main quest in Dragon Age II.

Meredith requests that Hawke track down 3 dangerous apostates (Huon, Evelina, and Emile de Launcet) and bring them back dead or alive.

Acquisition

Speak to Knight-Commander Meredith at the Templar Hall in the Gallows.

Walkthrough

While speaking to the Knight-Commander, Hawke can respond "I am no ally of yours" to receive Rivalry Sebastian: rivalry (+5).

If you are playing a mage Hawke, choosing the "I won't be used" response will result in Meredith pointing out that as an apostate, your continued freedom is at her sufferance. Otherwise, if Bethany is in Circle, she will point that out. When Hawke asks about her, Meredith responds, she is a good mage, but the knight-commander doesn't know what will happen if Hawke won't help her.

Afterwards, you can talk to her assistant, Elsa, for information pertaining to the fugitives. You are now free to chase them down.

Note: A part of the Codex entry: The Enigma of Kirkwall is in a room next to Meredith, on the candle next to the door.
Note: You can encounter the 3 mages in any order.

Huon

Huon Magic

Huon using blood magic

To track down Huon, head to the Kirkwall Alienage in Lowtown and speak with his wife Nyssa, if Merrill is with you she will explain the situation to her. Nyssa will tell you that he will be returning the next night. Leave Lowtown (you can just go into Merrill's house) and return at night to have Huon appear. Confront Huon, who will stab Nyssa and attack you with blood magic. Kill him. Upon death, he will drop the Boots of the Champion and Formula: Fell Poison.

Evelina

To track down Evelina, you just head to Darktown and talk to her adoptive children, Walter and Cricket. The first dialogue choice offers no companion approval changes. For the second choice, saying you'll help Evelina (diplomatic dialogue option) results in Friendship Sebastian: friendship (+5); choosing the sarcastic or aggressive options results in Rivalry Sebastian: rivalry (+5).

Enter the Sewer Passage a few steps to the north. Fight two waves of demons and shades in the first clearing. There is a trap (Simple, 10 Cunning – 50 XP) in the next hallway. The next clearing has more demons and shades. The top of the stairs has another trap (Complex, 30 Cunning – 150 XP). You will find Evelina, who turns into an abomination. Kill her. After the battle Walter and Cricket will talk about Evelina where you can choose to give them money (5Gold). If you give the diplomatic response you receive Friendship Sebastian: friendship (+5) whether or not you give them money. If you give the humorous response and no money you receive Rivalry Sebastian: rivalry (+5) while giving them money nets you no points. If you give the aggressive response and no money then no points are given, while aggressive response and giving them money gives you Friendship Sebastian: friendship (+5). If you have Anders in your party, he will comment to you and the children how this isn't going to stop; that it is the Templars forcing the mages' hands'. Evelina drops nothing, though there is a Design: Rune of Devastation in a nearby chest.

Later, you will receive Letter: A Messy Handwritten Note from Walter. (This does not seem to depend on giving them money or not.)

Emile de Launcet

To track down Emile de Launcet, talk to his parents in Hightown at night. You'll learn his mother gave him money to escape, but he is wasting it on alcohol instead and will be found at The Hanged Man during the day. If Isabela and Varric are in your party (or Fenris and Varric) at this point a comical dialogue will end the cut-scene.

After speaking with them, check the room in the north east part of the map which contains several chests, one of which holds a Qunari Sword (Dragon Age II). If you do not loot the sword, you will not be able to complete The Lost Swords.

Note: The treasure room has a single Master level trap, though the triggers are spread out so that it appears to be two traps. Disarming a single square however disarms the entire room (40 Cunning is not sufficient to detect and disarm the trap – nets you 250 XP). On the ps3ps3 version there is a master switch to the left of the door, prior to entering, that will deactivate the traps.
Hidden Alley Hightown

Map - Hidden Alley Location

Upon leaving the mansion you will be attacked by several Blood Mages, one group will head out of a hidden alley along the left wall, it has a Master level (40 Cunning to open – 200 XP) locked chest unless it was discovered prior to this quest.

Once you confront Emile, you have the option to turn him in or let him go. If Isabela is with you, she can provide some comedic relief, especially if paired with Aveline. Anders also has extensive commentary to contribute, and other party members also have minor comments. Isabela, Aveline, Anders, Merrill, Varric and Fenris have paired comments to contribute as well. Letting Emile go results in Rivalry Aveline: rivalry (+5), Rivalry Sebastian: rivalry (+5), Friendship Anders: friendship (+10). Turning Emile in to the Templars but allowing him to spend time with his date nets Friendship Sebastian: friendship (+5), Rivalry Anders: rivalry (+5), Friendship Aveline: friendship (+5). So long as Emile survives, his father will send you a letter with a reward. If you are siding with the Templars, be sure to tell Emile to turn himself in. Then when reporting the Knight-Commander Meredith and she asks if Emile is a threat, say No.

Note: If you let Emile go and take Fenris with you to report back to Meredith, Fenris will inform her that Emile is on the run if you do not tell her yourself. Fenris will always do this, regardless of friendship, rivalry, or whether or not he was romanced.

Quest Completion

Return to Knight-Commander Meredith (inside the Templar Hall within the Gallows) to claim your reward and finish the quest. You should also return home to receive the letters from Elsa on behalf of Knight-Commander Meredith, and Guillaume de Launcet for additional rewards.

Result

The Apostates are apprehended and Knight-Commander Meredith is pleased, slightly depending on how you handled Emile de Launcet. If you choose to let Emile go and tell her he is dead, she will express doubt in your claims but will not act upon it.

If you place blame of the situation with the Templars when talking with Meredith at the end of the quest, it results in: Friendship Aveline: friendship (+5), Rivalry Fenris: rivalry (+10). If you do not and Anders is in your party, he will do so. If Fenris or Sebastian are also in the party, they will comment on Anders (it doesn't affect their approval). Telling him to be quiet will result in Rivalry Anders: rivalry (+10). Agreeing with him will result in Friendship Anders: friendship (+10)

If you allow Emile to spend time with Nella, she becomes pregnant. Head back to the De Launcet Mansion for a funny scene. The Drunk Patron in the Hanged Man will also talk about what happens to Nella.

Rewards