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Dragon Age II Game Guide by gamepressure.com

Dragon Age II Game Guide

Table of Contents

The Deep Roads Expedition - p. 5 Dragon Age II Guide

Last update: 11 May 2016

Step 8: Getting out of the crypt

1 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
If you already eliminated the Stone Abomination, you will be able to start plunder the vault at once #1 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

If you already eliminated the Stone Abomination, you will be able to start plunder the vault at once #1. Otherwise the monster will appear #2 and another conversation will start. Unfortunately there's no way to solve this peacefully, as even if you inform the monster that you're only searching for the key (lower right dialogue option), you will be attacked either way.

2 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
Its best to end the conversation by choosing the upper left dialogue option #1, thanks to which you will ask Varric to perform a surprise attack - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

It's best to end the conversation by choosing the upper left dialogue option #1, thanks to which you will ask Varric to perform a surprise attack. He will eliminate the Abomination #2 and you will earn 10 points in friendship with him. Unfortunately it doesn't mean the end of trouble, as other monster will soon start appearing.

3 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
Start off by eliminating the Abominations #1 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

Start off by eliminating the Abominations #1. Only after eliminating the Stone Abomination and Profanes should you move to attacking the massive amounts of Shades #2. Use potions if you must, as there won't be any fight in the nearest future.

4 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
Irrespectively of whether you eliminated the monster before or after the boss fight, you should start exploring the area - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

Irrespectively of whether you eliminated the monster before or after the boss fight, you should start exploring the area. Of course be sure to check all the corpses and then go into the vault. The needed Crypt Key can be found in the Crypt Treasure #1 (M46, 6). It also contains many other valuable items, like Valdasine, Hands of Stone, Brass Nug Charm, Lifestone and Belt of Unknowing. Additionally there are also three different chests with lesser treasures. In the end head to the crypt exit #2 (M46, 7).

Step 9: Returning to Kirkwall

5 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
There will be a whole series of cutscenes - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

There will be a whole series of cutscenes. If you took Bethany or Carver with you, the first cutscene will concern them. Bethany or Carver will become a victim of the plague #1. If Anders isn't in the party, you will unfortunately have to accept your brother's or sister's death #2.

6 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
If Anders is in the party, you will have a chance of saving Bethany or Carver - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

If Anders is in the party, you will have a chance of saving Bethany or Carver. He will tell you that the infected must be turned into a Grey Warden #1. You can ask Anders a few questions regarding it and then make the decision #2. If you accept his proposition, choose the upper right dialogue option and if you disagree, choose the lower right. However keep in mind that refusing will end up with Bethany or Carver dead.

7 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
Accepting Anders plan will transport the party to the starting location of [Deep Roads] (M44, 14) - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

Accepting Ander's plan will transport the party to the starting location of [Deep Roads] (M44, 14). There will be two groups of monsters to eliminate here #1. Especially look out for the second one, as it will be led by a Darkspawn Emissary #2.

8 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
Defeating all the monsters will lead to Grey Warden Stroud to appear #1 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

Defeating all the monsters will lead to Grey Warden Stroud to appear #1. Irrespectively of the chosen dialogue options #2, you will be able to convince him to take Bethany or Carver with him and prepare them for the initiation.

If Bethany or Carver didn't go with you, all the above scenes will be of course skipped and no one from your party will end up infected.

9 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
After returning to Kirkwall you will have a rather unimportant conversation with Varric and then the action will move to Gamlens house (M14, 4) - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

After returning to Kirkwall you will have a rather unimportant conversation with Varric and then the action will move to Gamlen's house (M14, 4). If Bethany or Carver died in Deep Roads or have been taken by the Grey Wardens, the main hero will share the sad news with Leandra. If Bethany stayed at Kirkwall, she will get arrested by the Templars for being an apostate #1. If Carver stayed at Kirkwall, you will learn that he joined the Templars #2. In any of the two last options you will have to remember that the given family member will become inactive and you won't be able to join you in the future events.

10 - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide
The action will move forward a couple years and you will end up in [Hightown - Viscounts Keep] - The Deep Roads Expedition - p. 5 - Act I - Dragon Age II Game Guide

The action will move forward a couple years and you will end up in [Hightown - Viscount's Keep]. Here you will have to talk with Viscount Marlow Dumar #1, who will tell you that the Qunari leader Arishok wants to meet you. You can ask the Viscount a few questions about the Qunari. The choice at the end of the conversation won't have too much of an influence #2 as you will be sent to meet Arishok either way. Also note that you gained Ghillie Brogues.

Main quest unlocked: Demands of the Qun

Main quest unlocked: Blackpowder Courtesy

Companion quest unlocked: Plans for the Future

Companion quest unlocked: Visit Anders

Companion quest unlocked: Calling on the Captain

Companion quest unlocked: Speak to Fenris

Companion quest unlocked: Isabela's Ongoing Search

Companion quest unlocked: Consoling Words

Companion quest unlocked: Repentance

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