The Destruction of Lothering - p. 2 Dragon Age II Guide
Last update: 11 May 2016
Step 4: Dealing with the Ogre and Hurlocks
The basic difficulty of this battle is that only three characters take part in it. You will have it a bit easier if you're playing as a warrior. If on the other hand you're a rogue or a mage, the fight might turn out to be quite tricky. First of all you should make yourself familiar with the Ogre's two main attacks, which are a charge #1 and a stomp #2. In both cases you have to remember that your team can be knocked down to the ground and lose lots of health at the same time. It's worth to avoid such situations, pausing the game often to give adequate orders and controlling given characters if needed.
You should send at least one warrior to attack the Ogre #1. It would be good to also back him up with a mage. Winter's Grasp might prove very useful, slowing down the Ogre for a short period of time. Eliminating the Hurlocks should be a second priority and include only those who approach the weaker party members #2.
Don't try to save on potions during the fight, use them whenever the health of any character reaches a critical point. Focus mainly on eliminating the Ogre #1, through its death won't end the battle. Start eliminating the Hurlocks #2. If some of your characters are already dead at this point, you should especially take care of the health of the remaining ones, as losing everyone is equivalent to dying.
Afterwards there will be another conversation cutscene #1, during which you will be able to choose how to react to Carver's or Bethany's death. Fighting the Hurlocks will soon begin all over again, but luckily this time it won't last long or bring any surprises. Soon enough another cutscene will start, during which a dragon will eliminate all the darkspawns and land only to morph into... Flemeth!
Step 5: Talking with Flemeth and leaving for Kirkwall
During a rather long conversation with Flemeth you will be asked to deliver a certain amulet to Keeper Marethari. You can either agree at once or ask the rest of your team for opinion and ask the witch a couple additional questions #1. Afterwards the conversation will move to sir Wesley, who has been mortally poisoned. In this case you will have a choice #2:
- leaving the decision to Aveline (middle left dialogue option): +15 to friendship with Aveline
- deciding for Aveline (upper right or lower dialogue option): +15 to rivalry with Aveline
Main quest unlocked: Long Way Home
Step 6: Finding a way to get to the main part of Kirkwall
After watching a new cutscene showing the ship trip, you will end up in [Kirkwall - The Gallows] (M2, 1). Start by listening to the conversation #1 and start exploring the area. Try to leave the docks and you will be stopped by Guardsman Wright #2 (M2, 2). You can ask him a few additional questions, through irrespectively of the chosen options you will be sent to Captain Ewald.
Choose the passage behind the Guardsman and eventually you will reach a much bigger courtyard #1. You can of course take a look around and check the offer of a local merchant. Captain Ewald (M2, 3) is standing by the big stairs #2 and you have to talk with him.
Choosing the dialogue options in this conversation won't have a big influence as well #1. Captain Ewald sooner or later will find out that Gamlen is a relative of the main hero and will offer his help in solving the problem. It will irritate the deserters and you'll have to fight them #2.
Captain Ewald and his men will accompany you in this fight, which will be a large convenience. I'd recommend firstly taking care of the common Deserters and Deserter Archers #1. Only after eliminating them should you attack the Deserter Leader #2, who should be busy with attacking Ewald.
Unfortunately you have to reckon with the fact that more Deserters will arrive during the further part of the battle. Send your characters especially to eliminate the new archers #1 and take care of their health level, especially that you probably don't have too much potions after the Ogre fight. After the battle there will be a series of cutscenes, with the most important being the conversation with Gamlen #2. He will have only bad news for you. You will learn that the family property has been lost and entering the city requires a year-long service. It's not all, as finding a job will require seeking help at Athenril or Meeran. At the end you can ask Bethany or Carver for their opinion and learn a bit more about each employer.
You will have to choose your ally:
- If you wish to ask Athenril for help, you will have to head to this smuggler who resides in the northern part of the courtyard. The description of this option can be found in Step 7, Option A.
- If you with to ask Meeran for help, you will have to head to the mercenary who resides in the middle part of the courtyard. The description of this option can be found in Step 7, Option B.
A little hint: if above all you want to make money, approach option B and choose a solution which will lead to failing it and gaining two sovereigns. Afterwards buy whatever you want and approach option A.