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Family Matter

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Quest
Family Matter

Bartrand Dead
Act:
2
Location:
Quest Giver:
Previous:
Next:
Appearances:

Family Matter is an Act 2 companion quest for Varric in Dragon Age II.

Contents

Acquisition Edit

This quest is acquired by completing the quest An Update with Varric at The Hanged Man.

Walkthrough Edit

Visit Bartrand's mansion in Hightown (night) with Varric in the party. You start off playing alone as Varric, taking on Bartrand's guards all by himself. During this part, Varric's health meter will constantly regenerate and his skills will have very short cooldowns; the guards will also be rather easy to kill. After defeating all enemies, there will be a cutscene revealing that the Scarface-style combat was the storyteller's typical exaggeration (irritating Cassandra to no end). When the actual scenario starts, the entire party including Hawke will join Varric inside the mansion.

After the intermission, the Crazed Guards offer rather more challenge than before, especially when Hawke faces them in more threatening numbers as the party progresses through the mansion. The first encounter with a Crazed Commander has a standard and simple trap. A back room features a chest with a complex lock. The large central room pits Hawke against two Crazed Commanders and an army of their subordinates.

Note: The poison gas trap in the northern hallway is very hard to detect (Master level, 40 cunning) unless a character has invested heavily in cunning or is wearing Bonus to disarm traps items. It can be avoided by running into the left wall and moving each character individually into the north western room on the map while using the hold command. You have to run into the wall while moving around into the room, merely hugging a wall doesn't activate the glitch allowing you to avoid triggering traps.
  • TACTIC: If you bottleneck your party in the room in the southwest corner, by standing in the doorway to the hallway, the enemies will come to you since they are all melee. Once you are surrounded by all enemies, pull Hawke out of the doorway into the southwestern room, drawing the enemies with you. At this point you can switch to Varric; if he has cunning at 30+, he can enter the room, detect the trap, and then disarm. There are two sets of traps: one that is in a line (as stated above), and another by itself next to overturned table. Both can be disarmed at 30+ Cunning.

The small room just south of the waypoint marker has a chest that contains the Silverite-Reinforced Buckles – an armor upgrade for Varric.

Bartrand Insane
Bartrand driven insane
SioraiAdded by Siorai

Before entering Bartrand's study, the party encounters Hugin, the last surviving servant of the household. He tells a tragic story. After Bartrand left Varric and Hawke to die in the abandoned thaig, he started hearing voices, claiming the lyrium relic taken from the temple was talking and singing to him. At the same time he was scared by it and on one of his 'better days' he sold it. Unfortunately, he could still hear the relic and was eventually driven mad by it. The servant tells Varric and Hawke that Bartrand started feeding the servants and guards raw lyrium to make them hear the 'song' and became increasingly mad as no results materialized, to the point when he started torturing the servants and 'cutting bits off them while still alive.' The servant begs Varric and Hawke to give anything alive in Bartrand's study a quick and merciful death.

As Hawke enters the final room, Bartrand fights alongside a final wave of Crazed Guards. You must defeat him and more guards to reach a dialogue where you can either tell Varric to kill Bartrand or let him go.

NOTE: As soon as you defeat Bartrand the battle ends, regardless of how many guards are remaining. Once Bartrand is defeated, Varric tries to talk to him but it becomes clear that Bartrand is crazy - he recognizes his brother and requests he help him find the idol again before talking to someone or something in his head, explicitly saying 'Stop it, I know I shouldn't have sold the idol. It was a mistake! A mistake!' If Anders is present, Hawke can ask his opinion, but Anders' knowledge of demonic possession leaves him confused. Anders states that if Bartrand wasn't a dwarf he would suspect a demon at work but that can't be the case. Instead, Anders tells Hawke that 'something powerful has poisoned his (Bartrand's) mind.' He uses his healing skills to bring Bartrand back to his senses but warns that this is only a temporary solution.

Result Edit

Either Bartrand is killed or spared. If he is not healed, Varric advocates for killing him. If Anders heals Bartrand, Varric wants him to live. Reactions of other companions do not depend on whether he is healed or not.

Killing Bartrand:

  • Friendship small Varric: friendship (+15) without healing, Rivalry small Varric: rivalry (+15) with healing
  • Friendship small Aveline: friendship (+5)
  • Rivalry small Sebastian: rivalry (+10)

Allowing Bartrand to live:

  • Rivalry small Varric: rivalry (+15) without healing, Friendship small Varric: friendship (+15) with healing
  • Rivalry small Aveline: rivalry (+5)
  • Friendship small Sebastian: friendship (+10)

After the final battle and returning to Hightown a cut scene begins with Varric thanking Hawke for the assistance with his brother.

If Varric is a friend, A Story Being Told will be triggered; if Varric is a rival, A Rumor Making the Rounds.

Rewards Edit

  • Heavy armor green DA2
    Silverite-Reinforced BucklesSilverite-Reinforced Buckles
    Companion armor upgrade

    Rune slot
    Extra rune slot
    armor upgrade for Varric located in a chest adjacent to the final room.
  • depending on Hawke's class in a chest in the last room where Bartrand is:
    Medium boots gold DA2
    Boots of EnasalinBoots of Enasalin
    Medium boots
    Crimson
    Requires: 25 dexterity
    15 cunning

    Armor: 71
    +2% critical chance
    +5% critical damage
    Bonus to disarm traps
    or
    Heavy boots gold DA2
    Stonehammer BootsStonehammer Boots
    Heavy boots
    Red Steel
    Requires: 25 strength
    15 constitution

    Armor: 77
    Rune slot
    +14 health
    +37 attack
    or
    Light boots gold DA2
    Boots of the OverseerBoots of the Overseer
    Light boots
    Silver Threaded
    Requires: 23 magic
    15 willpower

    Armor: 65
    +14 mana/stamina
    +37 attack
    +2 mana/stamina regeneration rate
  • Longsword silver DA2
    Red Earth Long OneRed Earth Long One
    Longsword
    Red Steel
    Requires: Weapon and Shield
    32 strength

    Damage: 25 physical damage
    (47 per second)
    +76 attack
    +5 fire damage
    is awarded for defeating Bartrand (appears in the players inventory), regardless of how he is dealt with.

Trivia Edit

  • The opening scene and its dialogue, in which Varric exaggerates his entrance by depicting himself as killing numerous guards single-handedly, firing Bianca off rapidly, is very similar to the ending scene of the 1983 movie Scarface.

Bugs Edit

  • xbox360Icon xbox360 It is possible to have Sebastian join Varric during the "solo" opening sequence. The circumstances surrounding the glitch are unclear, but the trigger appears to be running directly from the Harimann Estate after completing Repentance.
  • xbox360Icon xbox360 Potential bug: Family Matter will show up in quest log but you will unable to initiate the dialogue for the quest from Varric if his approval is already too high. Potential causes for this is having his Approval rating too high in early Act 2 which activates Varric's Act 2 Questioning Beliefs. If you do Questioning Beliefs BEFORE acquiring Family Update in your journal then it's possible this quest to become broken. This was tested on 3 playthroughs.
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