Walkthrough | Carta Hideout DAII: Legacy Guide
Last update: 11 May 2016
You are in the bandits' hideout. One of them sleeps in the start locations but he will wake up when you come closer. Try to kill him immediately so he won't activate (1) the trap (blades flying across the room).
In the next room you will find a note about the case relating to the Hawke's family's blood. It seems that the man behind it is called Corypheus. Open the door and listen to the dwarves talking. Then attack them.
The fight won't be easy not only because of the wandering thugs but because of the archers standing up. If you don't have a good range weapon you need to go around to break their bows. Take a good look of the note lying at the table in the place where you have eliminated the archers. You will find something more about the mystery kept by the dwarves.
Move on and you will notice the bronto locked in the cage. Don't release it unless you want some bruises and few experience points. Anyway you'll be attacked in a moment. Eliminate the enemies but don't take the main path.
Above the chasm you'll find stairs leading to the hidden location (2). You'll find there a letter, items and the mysterious object described as the warm orb. This is the item that triggers the fight with the additional boss - Malvernis.
Fighting Malvernis
The fight will start when you return to the Vimmark Wasteland with the orb - to the arena behind the first gate. Now you'll notice a pulsating obelisk. Touch it and you'll fight Malvernis.
The duel is very demanding and is divided into three phases. In the first one you'll fight with the archers' ghosts which aren't very tough but there are plenty of them. The problem is they will appear on the both sides so you should attack them simultaneously. The active pause should help you do that. At this point Malvernis is beyond your reach.
It'll change when you eliminate his "guards". When the last archer is dead the boss will attack you. Counter his magical attacks depleting his life level. In the meantime he will send other ghosts to the attack but they aren't a big threat.
When the Malvernis's life level hits about 2/3 he will transform into a gigantic dragon. A fireballs will fall down from the sky and the dragon will attack your group. In order to survive make it busy with a tank and attack it with all the best stuff you have. In that form the boss will often kick moving the opponents back, jump and spit with fire. It may happen he'll summon some demons. For defeating him you will get two valuable items - Smite and Ichor.
When you eliminate (or ignore) Malvernis move on. Suddenly Gerav altogether with his palls will attack you (3). Gerav is only a bit stronger than his companions. When you eliminate him check his pockets and you'll find an interesting letter.
Before you reach the stone made stairs (4) where you'll find a group of dwarves, their overlord and Coterie's alchemist. If your team is experienced enough you won't have any problems with them. But you will have them when you lift the bars and enter the next location. Notice that here is the passage leading to Kirkwall.
You'll meet the Carta's leader - Rhatigan (5). He'll be very pleased to see you but don't count on him becoming your best pal. The mysterious Corypheus wants your blood and the dwarves are going to give it to him. Rhatigan is difficult to kill as he use the help of Wanka, armed bronto which can knock out less resistant character with a single charge. Be careful at the beginning of the fight when the animal attacks.
Rhatigan is very tough himself and he can move quickly. What's even worse he has the support of the archers hidden behind the barricade who can activate traps. It won't be easy. First try to eliminate Wanka and then the rest of the company.
You will gain a certain weapon-key and find yourself in the location's part without the way out - the Corypheus's prison.