
Instance: We Cannot Get Out - Session Play.Chapter 9: We Cannot Get Out - Session Play.Instance: The White Hand in Darkness - Solo only.Chapter 7: The White Hand in Darkness - Solo only.Chapter 6: Dwarves of the Greatest Courage.Chapter 3: Inside the Chamber of Mazarbul.

When she's not in your party, she can be found in her humble abode in Lowtown. By the end of it, you'll have gained a new ally with Merrill. Return to camp for the concluding cut-scenes of this quest. The Shadow Warrior can be temporarily ignored and kept occupied by the tank while the rest of the party zeros in on other targets. Since there are two of them, funnel your efforts to taking one down at a time, throwing out Dispels whenever possible if you have the spell handy. Arcane Horrors are the bane of this red-hot battle. Pluck the Deep Mushroom resource up ahead and proceed to the destination, except your walk to the innocent-looking altar is punctuated by appearances of Arcane Horrors, Corpses and Shadow Warriors. Having Aveline or Carver in your party on Sundermount when Merrill destroys the barrier before the elven graveyard using blood magic, that will earn you (+5 points) of both Aveline's and Carver's rivalry! Instead it is recommended to have Varric and Isabela, or Bethany, for they won't object (much).Naturally, Aveline and Anders both take a less compassionate stance toward this type of magic. Merrill's blood magic continues this trend of forboding doom, and your reaction to these forbidden arts can create friendships or rivalries accordingly. You shan't need to wander too far in to find the path to the Mountain Graveyard, but before venturing forth you can pick up a The Seal of House Talwain and various goods from a locked chest through a little exploration. Just as with any other dark cavernous areas located in mountainous regions, the Sundermount Caverns are inhabited by creatures of many sorts, but mostly creatures you've already seen-Giant Spiders and its poisonous variations, as well as other creatures from the underworld. You'll find more Elfroot by the campfire mid-way to the Sundermount Passage. Regardless, the meek elf joins the party as an uncontrollable member, but certainly contributes her fair share to any fight against the legions of undead that include Corpses and Skeleton Archers. You get the sense she isn't telling you something important.

Merrill is a garrulous, albeit nervous Dalish girl who is naive in the ways of the world.

When you're ready, seek out Merrill in the upper parts of town. Search around the camp for Map of Occupied Kirkwall for a quest and for numerous additions to the ever-growing Codex. She entrusts to you her apprentice of sorts, Merrill, to take under your wing. Marethair will accept the amulet only after it has undergone the Dalish rite for the departed. Keeper Marethari's gracious presence and all-seeing wisdom stands in stark contrast to the unwelcoming attitude of the camp guards. And also to be able to unlock any locked chests there.Īt the entrance to these remote mountains, you'll encounter some enemies of the six-legged type and discover an Elfroot resource en route to the camp. It might be wise to delay this quest until Varric gains at least 20 points of Cunning, so that he can disarm all the traps up the mountain, not only to keep the party safe, but also disarming any traps earns the entire party valuable experience points.
