Long Way Home - p. 2 Dragon Age II Guide
Last update: 11 May 2016
Keep moving up and eventually you will reach a small camp #1. Talk with the Dalish Hunter and Merrill. Also look around for a sack and an elfroot. Use this chance to examine the rock rubble #2 to learn that you cannot pass through there.
Choose the only available path and soon you should reach a cave entrance #1 (M25, 7). Listen to one more conversation with Merrill and head to [Sundermount - Sundermount Caverns] (M26, 1). Begin exploring the cave and be ready to deal with Giant Spiders which will attack you as soon as in the first chamber #2.
After the fight, use the passage leading south-east #1 and go down the stairs to the lower level. At this spot you will only have to defeat a Corrupted Spider #2, through it will be more resistant than the beasts you have met until now.
Go through the new narrow passage and turn right #1. Unfortunately, before you will be able to leave the caverns, you will have to deal with a big group of Corrupter Spiders #2. Take care of the less armoured members of your party, don't let the monsters surround you and try to attack the spiders one at a time if possible.
If you decide to explore the caves further, you will have to deal with Corpses, Shades and Shadow Warriors #1. The later ones should be eliminated first. The reward for your trials will be access to many treasures, including a locked chest. After researching the caves, head to the mentioned exit (M26, 2) which will lead you to an inaccessible until now part of [Sundermount] #2 (M25, 8).
Approach the magic barrier on the left #1 (M25, 9) and try to interact with it. Merrill will step in, using blood magic to locate the obstacle. You can react to that in three ways:
- admit that blood magic might be useful sometimes (middle right dialogue option)
- state that the help is short-lived and not profitable (middle right dialogue option)
- strongly deject the idea of using blood magic (lower right dialogue option): it's the best option if you don't want to damage your relations with the party members who don't approve the use of blood magic
Irrespectively of the chosen option, there will be some weak Skeleton Archers in the new location #2. You will be able to find many useful items in the area as well, including a Deep Mushroom.
ABSOLUTELY be sure to save your game before approaching the altar #1 (M25, 10). By doing so, you will summon a powerful Arcane Horror. Start attacking the monster, using your mage's spells most of all #2.
Only after eliminating the Arcane Horror should you move on to eliminating the Corpses and Shadow Warriors #1. After the fight you should examine the Horror's corpse to find, inter alia, the Ring of the Magister. Now you can interact with the altar, which will lead to the appearance of Flemeth #2. Unfortunately you won't be able to influence the course of the conversation too much, but you will be able to ask the witch a couple additional questions. The meeting will end with gaining as much as 8 sovereigns.
Step 3: Bringing the amulet back to Keeper Marethari
Think twice before deciding to explore the eastern part of this location #1, as if your team isn't experienced enough, winning the fights there can be very hard. On the other hand you can use the fact that Merrill is following your party and in fact you have not three, but four members. In order to end the quest, return to the entrance of [Sundermount - Sundermount Caverns] #2 (M25, 8).
Luckily you don't have to go through the caverns again, as you will be automatically move to [Sundermount - Dalish Camp], where you will give the amulet to Keeper Marethari #1 (M25, 3) and Merrill will join your party for good. Another jump is waiting for you, this time to [Lowtown - The Elven Alienage] (M12, 9). Talk with Merrill here. Irrespectively of whether you promise to visit her #2 or not, you will ultimately end this quest. Additionally you will be able to start an easy quest connected with Merrill.
Companion quest unlocked: Welcome Home