The Last Straw - p. 4 Dragon Age II Guide
Last update: 11 May 2016
Inside the eastern room you will come across Templars and mages possessed by Desire Demons #1. Try to eliminate the demon as fast as possible and move to the other enemies afterwards #2. The first to die should be the mages, especially that they have a few blood magic users amongst them.
You will unfortunately have to reckon with enemies incoming from the yet unexplored south room #1. Try to avoid Templars surrounding your party. Look out for the Hunters and the Lieutenant #2, who should die in the last part of the battle.
Afterwards head to the mentioned south room. Take care of eliminating the possible survivors #1 and then head west, thanks to which you will reach the main part of the location (M87, 7). If someone from your party refused to follow the hero, you will meet her here and will have to defeat her in a direct fight. Otherwise you will move on to the next battle at once. Place your party members by the stairs #2, but don't let them move towards the incoming Templars visible in the distance.
It would be best to fight the Templars around the passage you used recently #1. However I wouldn't recommend moving to the south, as it might lead to more monsters appearing prematurely. Look for Templar Hunters during the battle and the Lieutenant by the end #2.
If you want, you can head south at once (M87, 1) and leave the location #1. I'd recommend exploring the western part of the Templar Halls, that is the area where Meredith's and Orsino's offices were. Be sure to save your game before opening the door leading to the western corridor #2, as there are difficult battles waiting for you there.
The closest to the door are Abominations. IT would be good to retreat a bit and wait for the monsters to get here on their own #1. Only after eliminating the Abominations should you step into the western corridor. It's worth to use to rogue's skills here, as the area is filled with traps #2.
Initially ignore the Skeleton Archers and focus on the Abomination, "encouraging" it to come closer to where it will be an easy target #1. Take care of the skeletons in the end #2. Fortunately they shouldn't pose too much of a threat.
It would be now good to devote some time to exploring the whole area. Inside Orsino's office you will find a chest #1 containing, inter alia, Dreamcatcher amulet and Mark of the Fallen ring, and inside the chest in Meredith's office #2 there's a Templar Ceremonial Cummerbund. Eventually go to the second northern room to find two additional chests inside.
As you try to investigate the room furthest to the west you will note that it's guarded by two Pride Abominations #1 (M87, 8). Luckily you can get rid of those monsters with a trick. Retreat your party to the previous corridor, which the beasts cannot enter because of their size. Now all you have to do is attack them from a distance #2, looking out only for the blue light pillars which they emit.
Apart from Pride Abominations you will also have to eliminate Shades, but they won't pose too much of a threat. Curiously, the Demons won't leave any precious items. Instead look around for a pile of bones #1, beside which you will find the great Shield of Resolute. You can now return to the main location and choose the southern passage (M87, 1), leading to [The Gallows] #2. Don't forget to save your game here!
After getting to the destination (M33, 16) there will be another cutscene from which you will learn that Meredith has ordered a sword been made from the lyrium statue found in the Deep Roads #1. As it's easy to guess, it's responsible for her unclear state of mind. The other Templars will also come to that conclusion and they won't fight together with Meredith, so you will have to battle "only" her #2.
Right after the battle starts, order your men to attack Meredith #1. Just like in the fight with Orsino there will be NPCs helping you in the battle. Look after the health of those attacking Meredith, as her attack will cause massive damage. At the same time look out for her other attack, including a charge that knocks down anyone on her path #2.
As you deprive Meredith of around 1 of her health, a short cutscene will play #1. Meredith will jump onto a platform where you won't be able to attack her. It doesn't mean the end of trouble, as she will summon a Gate Guardian to help #2.