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Dragon Age II Game Guide by gamepressure.com

Dragon Age II Game Guide

Table of Contents

All That Remains - p. 1 Dragon Age II Guide

Last update: 11 May 2016

Received from: automatically upon finishing Offered and Lost [Ser Varnell's refuge]

Step 1: Meeting with Gamlen

1 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide
You should receive this quest automatically after completing the Offered and Lost main quest, but only if you have previously completed Prime Suspect - All That Remains - p. 1 - Act II - Dragon Age II Game Guide

You should receive this quest automatically after completing the Offered and Lost main quest, but only if you have previously completed Prime Suspect. Return to [Hightown - Hawke Estate]. Head to the main room of the estate #1, where Gamlen will be already waiting for you (M14, 16). During the conversation you will learn that Leandra - the main hero's mother - didn't show up on the arranged meeting. Gamlen will also inform you that she has been sent lilies. In the end you will be able to act in two ways #2:

  • Connect the lilies with the serial killer (upper right dialogue option): you have been already tracking down this person during Prime Suspect, but weren't able to catch or identify her
  • Downplay the case (lower right dialogue option)

Irrespectively of the chosen dialogues, you will have to find out where Leandra is. You can get information on her whereabouts in two ways:

  • Taking a look around Lowtown. The description of this option can be found in Step 2, Option A.
  • Asking Gascard DuPuis for help. The description of this option can be found in Step 2, Option B.

Step 2, Option A: Taking a look around Lowtown

2 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide
The characteristic feature of this option is that its available irrespectively of the choices made previously in the game - All That Remains - p. 1 - Act II - Dragon Age II Game Guide

The characteristic feature of this option is that it's available irrespectively of the choices made previously in the game. Therefore if you can't choose option B, you will have to go with A. go out of the estate and head to [Lowtown] during the night. Head to the marketplace, find the Urchin (M13, 18) and have Gamlen talk with him #1. The boy will want something in return for information on the events that he was a witness of. You can act in two ways #2:

  • Pay the Urchin (upper right dialogue option)
  • Try to intimidate the boy or refuse to pay (middle right and lower right dialogue option): in both cases Gamlen will step in and pay the boy
3 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide
Irrespectively of the chosen option, you will learn the details of the incident and will have to follow the blood trail - All That Remains - p. 1 - Act II - Dragon Age II Game Guide

Irrespectively of the chosen option, you will learn the details of the incident and will have to follow the blood trail. The first blood trace can be found nearby #1 and you will keep finding new ones as you go (it's worth to click on each of them just to be sure). At first you will be heading towards The Hanged Man #2.

4 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide
After getting to the inn, turn to the south #1 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide

After getting to the inn, turn to the south #1. This time you will be moving towards the foundry district. From there you will have to use the passage (M13, 19) leading to [Lowtown - Dark Foundry] #2 (M71, 1).

5 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide
Once inside the building, keep following the blood trails onto the upper balconies #1 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide

Once inside the building, keep following the blood trails onto the upper balconies #1. You can take a look around here or head to the place marked by the blood at once. It will be a hidden hatch in the north-east corner of the building #2 (M71, 2), leading to [Killer's Lair] (M72, 1). The further description can be found in Step 3.

Step 2, Option B: Asking Gascard DuPuis for help

6 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide
The characteristic feature of this option is that its available only if you meet some specific requirements - All That Remains - p. 1 - Act II - Dragon Age II Game Guide

The characteristic feature of this option is that it's available only if you meet some specific requirements. To be exact, during Prime Suspect you should have let Gascard DuPuis go free and then, during the meeting with Moira, dissuade her from the thought that he might be the killer. If you made other decision, this option will be unavailable and you will have to choose option A. Go out of the estate and head to [Darktown]. Go to the south part of the location and you should find Gascard #1 (M23, 20). During the conversation you will learn that he will be able to use his blood magic to track down Alessa, one of the kidnapped women. It's also worth to ask him additional questions connected with this topic #2.

7 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide
In the end of the conversation with Gascard you can act in two ways - All That Remains - p. 1 - Act II - Dragon Age II Game Guide

In the end of the conversation with Gascard you can act in two ways. If you agree to the use of blood magic (upper right dialogue option) #1, you will discourage some of the party members, but thanks to the ritual #2 Gascard will be able to track down the woman. If you refuse (lower right dialogue option), the conversation will come to an end and you will either have to go with option A and talk with Gascard again in order to change your attitude.

8 - All That Remains - p. 1 - Act II - Dragon Age II Game Guide
A successful ritual will lead to the party automatically getting moved to [Lowtown - Dark Foundry] (M71, 1) - All That Remains - p. 1 - Act II - Dragon Age II Game Guide

A successful ritual will lead to the party automatically getting moved to [Lowtown - Dark Foundry] (M71, 1). Once inside the building, keep following the blood trails onto the upper balconies #1. You can take a look around here or head to the place marked by the blood at once. It will be a hidden hatch in the north-east corner of the building #2 (M71, 2), leading to [Killer's Lair] (M72, 1). The further description can be found in Step 3.

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