Bait and Switch - p. 1 Dragon Age II Guide
Last update: 11 May 2016
The quest giver: reading a received note at the writing desk [Lowtown - Gamlen's House]
Step 1: Meet Anso the Contact
Find the writing desk in main character's house #1 (M14, 3) and interact with it. You should receive a note titled Bait and Switch #2 and addressed by a person, with whom you've collaborated when completing the main quest The Destruction of Lothering. Click on Accept button to take up a mission to help a man named Anso. Exit the house, and then leave this area and being on the world map return to the [Lowtown] location, but during the night.
Anso stays at the bazaar in the western part of Lowtown, but you'll probably have to face Sharps highwaymen first #1 before you reach him. Keep an eye on your party members and eliminate archers first. Be ready also to get rid of any opponents who appear after a few moments. After winning the battle find Anso the Contact and talk to him #2 (M13, 5).
During the conversation you will learn that some people had to deliver Anso a cargo, but they eventually withdrew its transfer. If you're curious enough #1, you'll find out that it refers to illegal lyrium transport. You can act in three ways now:
- assure him that you'll help him to get the cargo back (upper right dialog option)
- suggest him to pay you for your help (middle right dialog option)
- refuse to help him (bottom right dialog option): it leads to ending the quest but at any time you can return to Anso and resume it #2
Step 2: Go to the smugglers hideout to recover the cargo
If you've agreed to help Anso, you have to go to the elven alienage located in the north-eastern part of this area. On your way there you'll be probably attacked by at least one group of Sharps highwaymen. Enemies will also wait for you in the alienage #1, but the fights are no different than previous one. After winning the battle find in the alienage a door leading to the [Lowtown - Abandoned House] location #2 (M13, 8).
After you reach the location, examine carefully an entrance to the southern room. There is a hidden trap (standard level), which can be noted and disarmed only by a rogue #1. Only after disarming a trap rush to the next room and start eliminating street thugs waiting inside #2.
You have to be prepared that after few moments new enemies will appear #1, so do not leave your mages unattended. After fights examine the smugglers cargo in the southern room #2 (M14, 7) but it will turn out that this is empty. I suggest saving a game here because a very difficult battle awaits you.
Step 3: Leave the smugglers hideout
After leaving the smugglers hideout (M13, 8), you'll be surprised by a group of tevinter hunters #1. Your enemies are very highly trained warriors, so it won't be easy to eliminate them. I suggest focusing your attacks on single characters and often using your abilities and area spells #2.
You have to reckon the fact, that slavers #1 will join the fight after few moments. They are not very tough opponents but one of them is a mage #2. So try to remove his protective barrier as soon as possible and freeze or slow him down using spells. If it is not possible, try to quickly eliminate hunters and then get rid of the mage.
After winning the battle examine the bodies and head toward the stairs leading to the exit out of the Elven alienage. You'll see a new cut-scene #1 and meet elf Fenris (M13, 9). During the conversation you'll learn that the mission to find smugglers cargo was only an intrigue intended to kill a certain Magister, who follows Fenris for some time. You can ask him few additional questions and then make an important decision #2. Here are possible options:
- Say that you'll help him to eliminate the Magister (upper right dialog option).
- Promise your help and ask a reward for it (middle right dialog option).
- Refuse to help Fenris (bottom right dialog option). Consequently the quest will be ended and you'll get 3 sovereigns as a reward. I DEFINITELY do not recommend this option because you will throw away a chance to win new party member.
Step 4: Break into Magister's manor
If you've chosen to help Fenris, you must leave this area and go to the [Hightown] location during the night. The entrance to Danarius's Manor is located in the southern part of this area, in the estates district (M4, 5). Since you travel by night I suggest acting very carefully, because you can run into the guardsman pretenders #1. After reaching the target place, ignore Fenris standing at the entrance and click on the door #2.