The Last Straw
This is the final phase of the game. Make sure you've completed every other mission you want, established friendships and are well stocked on items and equipment. When ready read a final letter on your desk and head to the Gallows.
Anders will destroy the Chantry and cause chaos through out the city, causing the final conflict between the crazed Templar Meredith and the Blood Magic condoning Orsino. You must select a side to join with for the last part of the game. Each has its pros and cons:
Templars:
- Fenris and Aveline will stay loyal, but Merrill may betray you.
- Anders will not rejoin and you may have to face him in battle.
- Carver will join you upon reaching the Gallows, but Bethany can only rejoin the party for the last battle. They will both join early if they are a Warden.
- You will fight only demons and mages
- You will fight through the Gallows, followed by the last two bosses
- There will be two shopping chances from Sandal's store
Mages:
- Merrill will stay loyal, but Fenris or Aveline may betray you.
- You can choose to regain Anders into your party.
- Bethany will join you upon reaching the Gallows, but Carver cannot rejoin the party (but can still fight as an NPC during the last battle). They will both join early if they are a Warden.
- You will get in three way fights against templars, demons, and mages
- You first face off against one boss, fight through the Gallows, and then the last boss
- There is only one chance to buy goods from Sandal's shop


After making your selection and dealing with Anders, head through Lowtown fighting the hordes of demons, blood mages, and either Circle Mages or Templars. Among battles to be careful of are those involving Abominations that summon waves of Shades. as always stick to cross-class combos that use Stun and Brittle to increase damage.


One of the hardest fights--possibly harder than the last boss--is against a Blood Mage, Pride Demon and nearly ten Shades. The Shades themselves are merely distractions that serve to annoy you. The main threat is actually the Blood Mage, who should be killed right away to avoid being hit with their draining spells. Need be sure to avoid the Pride Demon's swirling vortex spell, as it can trap you, deal heavy damage, and leave you open to be ganged up on by the Shades. Have your tank lure the brunt of the Shades while your ranged attackers deal with the demon.
Once clearing out of Lowtown and the Docks, take a boat ride to where your adventure in Kirkwall began: The Gallows. You'll have one last chance to regain the trust of Fenris, Aveline, or Merrill if they fled your party earlier. Carver will also join if you sided with the Templars, and Bethany will join if you sided with the Mages. If you let Anders survive he will also be with the Mages and can be re-recruited one last time. When ready, talk to Meredith/Orsino to launch the final assault.
The Gallows Final Push
If you sided with the Templars this will be your first task and will be charging through the main gate to deeper into the Gallows. If you sided with the Mages this will be your second task and will be exiting the Gallows from the central hall.


There are many demons in the corridors, including both Rage Demons and Pride Demons. The main threats are in the courtyards that are crawling with powerful Mage/Templars. Use the seasoned tactic of tanking the fodder while using cross-class attacks to clear out the strongest enemies.


If you sided with the Templars and let Anders live you will now do battle with him. His casting times are fairly long, so rush him quickly with a Warrior or Rogue to smash his brains in. Keep heading through the building, clearing out assorted enemies. you'll soon reach one of your goals and will be facing off against a boss.
Battle with Orsino
This will be your first task while siding with the Mages, and your second task from siding with the Templars. If you sided with the Templars Meredith, Bethany, and a few weaker Templars will help you. If you sided with the Mages you will have all of your reserve party members fighting on your side.
Orsino has three different forms that he will morph through. The first is rather weak and can be stunned, frozen, and petrified with ease. Eventually his head will separate and many undead cronies will emerge from the sides. Kill these enemies with area of effect spells before turning back on Orsino himself.


For the last part of the fight Orsino will make use of drain attacks that can also keep a single party member stunned. Still, the best tactic is to stun and slow down the blood mage so that he can't attack in the first place.
If you sided with the Templars, make one last choice to reconcile with Bethany or let Meredith slay her. Stock up at Sandal's shop and get ready for the final bout.
Battle with Meredith
Regardless of who you sided with, you'll always fight against Meredith as the last boss. Carver and Cullen will defy her orders and assist as NPC helpers during this fight.
Meredith will first fight you solo with her lyrium idol sword. She isn't much of a problem as long as you keep a Warrior tanking her. If Meredith does attack a mage, be quick order them to run towards your melee characters. After each phase of the fight one of your reserve party members will join in as an NPC until the whole team as arrived.


Each time Meredith takes a significant amount of damage, she will retreat to the upper level and summon a Gate Guardian to do battle with. This enemy has a wide sweep attack, so be sure to keep your mages and archers far from this enemy. Meredith will re-summon this enemy about three times during the course of the fight. In its final form it will tend to use homing attacks, so be sure to keep your tank on it on all times to reduce the amount of damage your mages take.
Meredith will also bring to life Slave Statues, but they are simply trash mobs that the friendly NPCs can deal with. Concentrate all of your most powerful attacks against Meredith until she a powerful stun move. This will dizzy both your own party, the NPCs, and the enemies. After Meredith makes a short speech, resume your assault until she finally kicks the bucket. The death of the Templar Commander will draw the conclusion of Dragon Age II.


