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|style = {{{style|}}}
 
|style = {{{style|}}}
 
|name = [[On the Loose]]
 
|name = [[On the Loose]]
 
|act = 3
 
|icon = Quest icon DA2.png
 
|icon = Quest icon DA2.png
|image = The_3_mages.jpg
+
|image = The 3 mages.jpg
 
|px = 270px
|px=250px
 
  +
|start = [[Meredith Stannard|Meredith]] ([[Templar Hall]])
|caption =
 
|start = [[Meredith]]
+
|end = Meredith (Templar Hall)
|end = [[Meredith]]
 
 
|prereqs = N/A
 
|prereqs = N/A
  +
|location = [[Lowtown]] (night) <br> [[The Hanged Man]] ([[Lowtown]]) <br> [[Sewer Passage]] ([[Darktown]])
|location = [[Kirkwall]]
 
|rewards = 1200 experience
+
|rewards = 1200 XP
 
|next = [[A Small Problem]] <br> [[Best Served Cold]]
|previous = None
 
|next = [[A Small Problem]]
 
 
|appearances = [[Dragon Age II]]
 
|appearances = [[Dragon Age II]]
 
}}</onlyinclude>
 
}}</onlyinclude>
   
  +
'''On the Loose''' is an Act 3 [[Main quests (Dragon Age II)|main quest]] in ''[[Dragon Age II]]''.
At the start of Act 3, you are requested by [[Meredith]] at the [[Templar Order|Templar]] Hall in the [[Gallows]] to track down 3 dangerous apostates ([[Huon]], [[Evelina]], and [[Emile de Launcet]]) and bring them back dead or alive.
 
  +
 
[[Meredith Stannard|Meredith]] requests that [[Hawke]] track down 3 dangerous [[apostate]]s ([[Huon]], [[Evelina]], and [[Emile de Launcet]]) and bring them back dead or alive.
   
 
== Acquisition ==
 
== Acquisition ==
Speak to Knight-Commander Meredith at the Templar Hall in the [[Gallows]].
+
Speak to [[Knight-Commander]] Meredith at the [[Templar Hall]] in the [[Gallows]].
   
 
== Walkthrough ==
 
== Walkthrough ==
  +
=== Templar Hall ===
Head to the Templar Hall through the Gallows and talk to the Knight-Commander. If you answer "I am no ally of yours" you will receive {{Approval2|Sebastian|-5}}.
+
While speaking to the Knight-Commander, Hawke can respond "I am no ally of yours" to receive {{Approval2|Sebastian|-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.
+
If you are playing a [[Mage (Dragon Age II)|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 Hawke|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. Afterwards, you are free to chase them down. (There is [[The Enigma of Kirkwall]] in a room next to Meredith, on the candle next to the door).
+
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 ===
 
[[File:Huon_Magic.jpg|thumb|250px|Huon using blood magic]]
 
[[File:Huon_Magic.jpg|thumb|250px|Huon using blood magic]]
  +
==== Lowtown (day) ====
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 [[Champion Armor|Boots of the Champion]] and [[Formula: Fell Poison]].
+
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).
  +
  +
==== Lowtown (night) ====
  +
Return at night to have Huon appear. Confront Huon, who will stab Nyssa and attack you with [[blood magic]]. He opens with a Paralyzing Hemorrhage, so try to avoid it and kill him quickly before cleaning up the shades. Upon death, he will drop the [[Boots of the Champion]] and [[Formula: Fell Poison]].
   
 
=== Evelina ===
 
=== Evelina ===
  +
==== Darktown ====
To track down Evelina, you just head to [[Darktown]] and talk to her adoptive children, Walter and Cricket. If you say you'll help Evelina, you receive {{Approval2|Sebastian|+5}}. Otherwise you receive {{Approval2|Sebastian|-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 (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}}. Evelina drops nothing, though there is a [[Design: Rune of Devastation]] in a nearby chest.
 
  +
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.
  +
  +
==== Sewer Passage ====
  +
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]]. She's not too difficult to take down, and neither are her summonings. After the battle Walter and Cricket will talk about Evelina where you can choose to give them money (5{{g}}).
  +
* Diplomatic response: you receive {{Approval2|Sebastian|+5}} whether or not you give them money.
  +
* Humorous response and no money: {{Approval2|Sebastian|-5}}
  +
* Humorous response and give them money: no points.
  +
* Aggressive response and no money: no points.
  +
* Aggressive response and give them money: {{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.
   
 
Later, you will receive [[Letter: A Messy Handwritten Note]] from Walter. (This does not seem to depend on giving them money or not.)
 
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 ===
 
=== Emile de Launcet ===
  +
==== Hightown (night) ====
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. 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)]].
 
  +
To track down Emile de Launcet, go to the De Launcet Mansion entrance in [[Hightown]] at night.
   
  +
==== De Launcet Mansion ====
{{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 and earns 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.}}
 
 
Talk to Emile's parents. 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]], [[Fenris]] and [[Varric Tethras|Varric]] are in your party 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)|Qunari Sword]]. If you do not loot the sword, you will not be able to complete [[The Lost Swords]].
Upon leaving the mansion you will be attacked by several [[Blood Mage (Dragon Age II)|Blood Mages]], one group will head out of a hidden alley along the left wall, it has a ''Master'' level (40 cunning) locked chest unless it was discovered prior to this quest.
 
   
 
{{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 {{platforms|ps3|pc}} there is a master switch to the left of the door, prior to entering, that will deactivate the traps.}}
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 {{Approval2|Aveline|-5}}, {{Approval2|Sebastian|-5}}, {{Approval2|Anders|+10}}. Turning Emile in to the Templars but allowing him to spend time with his date nets {{Approval2|Sebastian|+5}}, {{Approval2|Anders|-5}}. So long as Emile survives, his father will send you a letter with a reward.
 
  +
  +
[[File:Hidden_Alley_Hightown.jpg|thumb|Map - Hidden Alley Location]]
  +
==== Exited Mansion ====
 
Upon leaving the mansion you will be attacked by several [[Blood Mage (Dragon Age II)|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.
  +
  +
==== The Hanged Man ====
 
Go to The Hanged Man during the day to 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 Vallen|Aveline]]. Anders also has extensive commentary to contribute, and other party members also have minor comments. Isabela, Aveline, Anders, Merrill, [[Varric Tethras|Varric]] and [[Fenris]] have paired comments to contribute as well.
  +
Letting Emile go results in
  +
* {{Approval2|Aveline|-5}}
  +
* {{Approval2|Sebastian|-5}}
  +
* {{Approval2|Anders|+10}}
  +
Turning Emile in to the Templars but allowing him to spend time with his date:
  +
* {{Approval2|Sebastian|+5}}
  +
* {{Approval2|Anders|-5}}
  +
* {{Approval2|Aveline|+5}}
  +
Turning Emile in to the Templars and not allowing him to spend time with his date:
  +
* {{Approval2|Anders|-10}}
  +
  +
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.
   
 
=== Quest Completion ===
 
=== Quest Completion ===
Line 50: Line 99:
   
 
== Result ==
 
== 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.
+
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.{{Note|If Emile returned to the Templars, Meredith says that when he returned he was "very happy", even if you didn't let him spend the night with his "date".}}
  +
* If you place blame of the situation with the Templars when talking with Meredith at the end of the quest, it results in: {{Approval2|Aveline|+5}}, {{Approval2|Fenris|-10}}.
  +
* If you don't blame the Templars:
  +
** If Anders is in your party, he will blame the Templars. If [[Fenris]] or [[Sebastian Vael|Sebastian]] are also in the party, they will comment on Anders (it doesn't affect their approval; Sebastian takes prominence if both are present).
  +
*** Telling Anders to be quiet: {{Approval2|Anders|-10}}.
  +
*** Agreeing with Anders: {{Approval2|Anders|+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.
If you place blame of the situation with the Templars when talking with Meredith at the end of the quest, it results in: {{Approval2|Aveline|+5}}, {{Approval2|Fenris|-10}}. If you do not and Anders is in your party, he will do so. If [[Fenris]] or [[Sebastian Vael|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 {{Approval2|Anders|-10}}. Agreeing with him will result in {{Approval2|Anders|+10}}
 
   
 
== Rewards ==
 
== Rewards ==
* 1200 XP(quest completion)
+
* 1200 XP (quest completion)
* [[Boots of the Champion (Mage)]], [[Boots of the Champion (Rogue)]] or [[Boots of the Champion (Warrior)]] - from [[Huon]]'s remains
+
* {{:Boots of the Champion (Mage)|style=iconmini}} (mage), {{:Boots of the Champion (Rogue)|style=iconmini}} (rogue) or {{:Boots of the Champion (Warrior)|style=iconmini}} (warrior) from Huon's remains
 
* 5{{g}} from Emile's father, via letter at Hawke's Mansion (from either turning him in or letting him escape)
 
* 5{{g}} from Emile's father, via letter at Hawke's Mansion (from either turning him in or letting him escape)
 
* 5{{g}} from Elsa on behalf of Knight-Commander Meredith, via letter at Hawke's Mansion
 
* 5{{g}} from Elsa on behalf of Knight-Commander Meredith, via letter at Hawke's Mansion
* [[Design: Rune of Devastation]]. (from complex chest at end of [[Evelina]] encounter)
+
* [[Design: Rune of Devastation]] from chest at end of [[Evelina]] encounter
* [[Formula: Fell Poison]]. (from [[Huon]]'s remains)
+
* [[Formula: Fell Poison]] from Huon's remains
  +
[[ru:На свободе]]
 
==Trivia==
 
* Walter's voice (who looks older) is higher than Cricket's voice (who looks much younger).
 
* Huon has a tattoo identical to the mark every casteless dwarf has.
 
* According to dialogue said by [[Gamlen]] in Act 1, [[Leandra Amell]] was originally supposed to marry the Comte de Launcet, which is ironic considering Leandra tells Hawke that magic has always existed in the Amell line and that by her choosing a mage, she was "bringing more magic into the line, not less," which she believes is the reason her parents didn't approve of Malcolm Hawke.
 
* If you allow Emile to spend time with Nella, head back to the [[De Launcet Mansion]] (at night) for a funny scene. The Drunk Patron in the Hanged Man will also talk about what happens to Nella.
 
* Bringing [[Fenris]], [[Varric]], [[Isabela]] (or [[Aveline]]) with you on your first visit to the [[De Launcet Mansion]] will cause the characters to make short statements regarding the De Launcet family before leaving, characters will always make a comment so long as they are present, this can lead to your whole party making a comment, though they have no bearing on the story:
 
 
 
'''Varric''': "(Copying the last words of Lady de Launcet) Oh, but ze hanged man! It eez so filthy! *chuckle*"
 
 
'''Fenris''' (Will only occur if Varric is present and has already made his comment): "It is filthy!"
 
 
'''Aveline''': "Orlesians." This is said in a derogatory tone.
 
 
'''Isabela''': "They are so Orlesian." This is said mockingly.
 
 
[[Category:Dragon Age II main quests]]
 
[[Category:Dragon Age II main quests]]

Revision as of 06:06, 3 October 2019

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

Templar Hall

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

Lowtown (day)

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).

Lowtown (night)

Return at night to have Huon appear. Confront Huon, who will stab Nyssa and attack you with blood magic. He opens with a Paralyzing Hemorrhage, so try to avoid it and kill him quickly before cleaning up the shades. Upon death, he will drop the Boots of the Champion and Formula: Fell Poison.

Evelina

Darktown

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.

Sewer Passage

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. She's not too difficult to take down, and neither are her summonings. After the battle Walter and Cricket will talk about Evelina where you can choose to give them money (5Gold).

  • Diplomatic response: you receive Friendship Sebastian: friendship (+5) whether or not you give them money.
  • Humorous response and no money: Rivalry Sebastian: rivalry (+5)
  • Humorous response and give them money: no points.
  • Aggressive response and no money: no points.
  • Aggressive response and give them money: 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

Hightown (night)

To track down Emile de Launcet, go to the De Launcet Mansion entrance in Hightown at night.

De Launcet Mansion

Talk to Emile's parents. 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, Fenris and Varric are in your party 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. 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 ps3ps3pcpc 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

Exited Mansion

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.

The Hanged Man

Go to The Hanged Man during the day to 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:

  • Friendship Sebastian: friendship (+5)
  • Rivalry Anders: rivalry (+5)
  • Friendship Aveline: friendship (+5)

Turning Emile in to the Templars and not allowing him to spend time with his date:

  • Rivalry Anders: rivalry (+10)

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.

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.

Note: If Emile returned to the Templars, Meredith says that when he returned he was "very happy", even if you didn't let him spend the night with his "date".
  • 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 don't blame the Templars:
    • If Anders is in your party, he will blame the Templars. If Fenris or Sebastian are also in the party, they will comment on Anders (it doesn't affect their approval; Sebastian takes prominence if both are present).
      • Telling Anders to be quiet: Rivalry Anders: rivalry (+10).
      • Agreeing with Anders: 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