1. Find Martin in the back of the Hanged Man, where he will tell you what he needs. His dialogue changes depending on Isabela's presence or absence. (After talking to Martin, you should receive a codex entry about the raiders.)
2. Travel to the Docks during the day and speak to the longshoremen.
3. Find Harbormaster Liam and deal with his assistant Aden. You can bribe Aden with 2, or if Hawke has an aggressive personality you can successfully threaten him. Otherwise, if you refuse Aden's offer, he will remain there until you reconsider.
- 3.1 Alternatively, if you refused Aden's offer, you can return to the docks at night and steal the Dockside Redirect document. Isabela will remark on this option, but she is not required for it to be available. Note that there will be no quest marker pointing to the note, and the party will have to deal with five mabari war hounds, which are exceptionally resilient against physical force effects and fire attacks, the latter of which becomes an immunity on Nightmare difficulty. This leaves them vulnerable to cold spells, so a good way to deal with them is to hold position outside the dock office and draw them into the entryway, blasting them with Cone of Cold and focusing the party's attacks on one dog at a time.
4. Travel to Woodrow's Warehouse and deal with the guards outside. At night, there will only be a single guard outside, and no dialog options. During the day, a sarcastic Hawke can trick them into leaving by telling them there's a fire nearby. If you try to do this with Merrill in your party, however, it won't work because she will mess up the lie, leading to a fight. A Diplomatic or aggressive Hawke will have to kill the guards. If you attempt the "Fire!" lie with Varric in your party, but not Merrill, it will generate ( Varric: friendship (+5).
- 4.1 Alternatively if you chose to take Isabela's suggestion you have the added option to go to the warehouse by day or night. Going during the night you will find a single guard sleeping; you are able to walk past without any fuss.
5. Enter the warehouse and search it, leading with a rogue to identify and disarm the traps at the bottom of the steps. Fight the raiders, which include an Assassin and a Reaver. (On Nightmare difficulty it is a good idea to hold the party's position at the door to the adjacent room at the top of the stairs and send the rogue to trigger the enemies, as two Critter-ranked archers will spawn here, making them easier to kill and prevent them annoying you from behind. Other than that, hold position in this room and let the enemies come to you, taking out the Assassin with the full force of your party before the Reaver can get into the mix, then clean up the remaining enemies.) Beware of the traps in front of the chest in the office and the crate at the end of the dock, which are Standard rank and require a Cunning of 20+ to disarm. Find the marked crate at the end of the dock to locate Martin's cargo. On the way out of the warehouse, you will be ambushed by another raider team, including another Assassin and Reaver. If your party makeup and tactics routed the previous group without consuming potions or suffering injuries, this group should be no different.
6. Return to Martin at the Hanged Man. If you tell Martin the location he will give you 2 and his store, Martin's Contraband, becomes open for the rest of the game, offering poisons at a discount (although in most cases it is still cheaper to simply find the recipes and supplies and craft them at home, he does offer 1 dose of Mythal's Favor in Act 3 at less than half the cost of crafting). Refusing to tell him once allows you to reveal the location "for a price," which gets you 4 and the store opened. If you refuse to tell him the location a second time, it will make him leave the Hanged Man and his store will not be unavailable.
When talking to Martin for the first time:
- If Isabela is not present in your party, Martin will be more aggressive in the first cutscene. Other members will make comments in her place if you choose to investigate during the conversation.
- If Isabela is present, Martin will not be as aggressive. Furthermore, an additional comment from another party member will be triggered by your first choice:
- Varric, Aveline, or Bethany if the diplomatic option is chosen.
- Bethany, Anders, Fenris, or Merrill if the sarcastic option is chosen.
First dialog with Martin - Accepting the quest.
Threatening Aden, the harbor master's assistant.
If you bribe Aden.
Attempting to trick the guards outside the warehouse into believing there is a fire with the special choice, "Fire!", (Available only for a Humorous/Charming Hawke)
Quest reward depends on the choices made in the final dialog with Martin (numbers before dialog options refer to the position of that option on the dialog wheel):
- 1. "Woodrow's warehouse."
Isabela: friendship (+10)
Varric: friendship (+5)
800 XP, 2
- 3. "I'm not telling you."
(Unless you proceed to "I'll tell you for a price"; see below)
- 1. "I'll tell you for a price."
Aveline: rivalry (+10)
Isabela: friendship (+10)
Varric: friendship (+5)
1200 XP, 4
- 3. "Sorry."
Aveline: friendship (+5)
Isabela: rivalry (+10)
- The two special dialogue options dependent on Hawke's personality (Aggressive, with Aden; and Sarcastic, with the warehouse guards) are back-to-back in terms of conversations. Thus, given the requirements to change Hawke's personality, it is highly unlikely that a single Hawke will be able to use both options on the same playthrough. The only way around this is to carefully track every one of Hawke's dialogue choices, from the very first option in Varric's "bullshit" story during the prologue all the way up to the dialogues with Isabela, Martin, and the first two dockworkers in this quest (as well as any other quests the player has completed, including prerequisites), to ensure that Hawke has an Aggressive personality with enough Sarcastic choices made that a personality shift is feasible (ideally a 1:1 ratio, or 1:1:1 with Diplomatic choices added in, which helps dilute the requirements further), and ideally having never shifted their personality before (as this would raise the quota for subsequent personality shifts). Then, after successfully threatening Aden, find a conversation elsewhere to register enough Sarcastic choices to flip Hawke's personality to Sarcastic before talking to the guards. However, the level of pre-planning that has to go into such a route, in addition to the rewards and savings being much greater for fighting one's way through both events rather than taking these options, make this one of the poorer routes through the quest.
- If Hawke chooses to distract the guards by telling them that they saw a fire, their interaction is almost word for word identical to that of Erlina's distraction during the quest Rescue the Queen in Dragon Age: Origins.
- xbox360 You can simply walk past the day time guards after the first conversation and there will be no friendship approval from any companions.
- pc After turning in the quest to Martin during the day and refusing to tell him the location of his cargo, he can still be found in his room at the bar at night. If spoken to, he will still say "Got your payment right here. Just waiting on the good news."
- pc (1.04) The raiders outside warehouse are not clickable, and no cinematic starts, causing the trick/fight dialogue to not trigger.
- ps3 The sarcastic option for the fire may not be available leaving only to walk away, or fight.