The Last Straw - p. 1 Dragon Age II Guide
Last update: 11 May 2016
Received from: Meredith or First Enchanter Orsino [Hightown - Hightown Plaza]
You will receive this quest automatically from Meredith or First Enchanter Orsino after talking with them on the Hightown Market (M3, 22). The meeting will happen right after solving the Qunari situation, that is after finishing Demands of the Qun. In accordance with the received information, head to [Hightown - Hawke Estate], use the reading desk #1 (M14, 12) and read On the Loose #2. It will lead to a new main quest appearing, while this one will still stay active.
Main quest unlocked: On the Loose
Just like in Act II, the described quest will at first play a superior role, being updated as you complete the other main quests, which are:
- On the Loose - tracking down the apostates
- Best Served Cold - investigating the mysterious Mages and Templar meetings
Step 1: Reading the note by the desk
You will be able to attempt further steps after completing the Best Served Cold quest, that is after dealing with the conspirators and giving a report at the Templar Halls. In accordance with the received information, return to [Hightown - Hawke Estate] and read The Last Straw (M14, 12) by the desk #1. Once you think you're ready, choose [The Gallows] from the Kirkwall map #2.
Notice! Heading to The Gallows will mean starting the main part of this quest. As a result, I'd recommend COMPLETING any outstanding side quests, as it won't be possible after meeting with Meredith and Orsino. It's also worth to buy lots of healing potions and clear out the inventory, even though you will be allowed to use the stash and visit a merchant before the last battle of the game.
Step 2: Meeting with Meredith and First Enchanter Orsino
After getting to The Gallows you will meet a mage from the Circle, with whom you will go to [Lowtown] (M13, 26), where you will be a witness of a harsh argue between Meredith and Orsino #1. The game will let you agree with one of the sides or try to stay neutral #2. Luckily you don't have to worry about your decisions yet, as it's not yet the final choice of allies.
Soon Anders will step in #1 and he will do it irrespectively of whether you have him in the active party or not. In fact all Hawke's companions will come to the meeting. The Grey Warden will lead to the Chantry building to explode #2, killing everyone inside including Grand Cleric Elthina. As you have probably guessed, Justice hasn't left Ander's body and the visit to the Chantry was only a pretext to prepare the attack.
This will of course heat up the situation #1 and now you will have to make a FINAL decision on whom you want to side with. Think twice before making a decision, as it will lead to one of the two endings.
The possible options are #2:
- If you want to side with the mages, you will have to choose the upper right dialogue option. The description of this option can be found in Step 3, Option A.
- If you want to side with the Templars, you will have to choose the lower right dialogue option. The description of this option can be found in Step 3, Option B.
In both cases you will have to confirm your decision. You won't be allowed to stay neutral (middle right dialogue option), the game will keep repeating the question.
Step 3, Option A: Siding with the mages
Right before choosing the side you will learn the opinion of some of your party members #1. It's worth to add that you will be able to hope for support from:
- Bethany - Only if she accompanied you and didn't die in Deep Roads. If on the other hand Bethany became a Grey Warden with Anders' help, she will join you once you move to the exploration of Lowtown.
- Varric
- Isabela
- Merrill
- Fenris - only if your friendship with him is maxed out and you completed all of his quests.
- Aveline - only if you are average friends. Except the situation when Fenris refuses to help you. Aveline will be then more eager to join your party.
Anders' attack will be brought to the topic later. Meredith will leave the location #2, ordering her Templars to take care of the mages.
Note that during this battle you will be only controlling the main hero #1, but you don't have any reasons to worry as the characters mentioned above will also join the fight and so will First Enchanter Orsino, doing quite fine without your help. Proceed with eliminating the Templars #2.
Defeating them shouldn't take you too long. Afterwards you will have to make a decision regarding Anders. You will be able to ask the other party members for their opinion, but the final decision is yours. You can #1:
- Ask Anders to rejoin your party (upper right dialogue option). The Grey Warden will agree to that and as a result will accompany you in the further events.
- Force Anders to leave the party (middle right dialogue option). The Grey Warden won't die, but you won't be able to add him to your party. He won't however disappear forever and will appear in the further part of the game.
- Execute Anders (lower right dialogue option). The main hero will kill him without a fight and your participation #2.
Irrespectively of your decision regarding Anders, you will be now asked to choose your party #1. Think twice before making a decision, as you will be able to make a change only after getting to The Gallows. Of course it's worth to choose one character from each class. Your new task is to get to the Docks. Start off by heading east, towards The Hanged Man #2. From here head south, towards the foundries.