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Dragon Age II eGuide
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Contents

  • Maps
    • Maps
      • Introduction to Maps
      • Blightlands
      • Hightown (Day)
      • Hightown (Night)
      • Lowtown (Day)
      • Lowtown (Night)
      • Docks (Day)
      • Docks (Night)
      • Gallows Courtyard
      • Darktown
      • The Hanged Man (Day)
      • The Hanged Man (Night)
      • Houses
      • The Blooming Rose
      • Hawke Estate
      • The Chantry
      • Viscount's Keep
      • Merril's Home
      • The Deep Roads
      • Primeval Ruins
      • Ancient Crypt
      • Sundermount
      • The Wounded Coast
      • Sundermount Caverns
      • The Bone Pit
      • Caves and Mines (1)
      • Caves and Mines (2)
      • Dungeons
      • Sewers
      • Lairs
      • Sanctuary & Hideouts
      • Foundries
      • Alleys (1)
      • Alleys (2)
      • Warehouses
      • Caverns (1)
      • Caverns (2)
      • Mansions (1)
      • Mansions (2)
      • Estates
      • Random Encounters
      • Random Encounters 2
      • Random Encounters 3
      • Templar Hall
      • The Black Emporium
      • Gallows Prison
  • Essentials
    • Strategy & Analysis
      • Useful Features
      • The Dialogue System
      • Friendship & Rivalry
      • Attributes
      • Resistances
      • Elements
      • Status Effects
      • Cross-Class Combos
      • Character Roles
      • Party Builds
      • Tactics
      • Combat Strategy
      • Nightmare Difficulty
      • Threat Management
      • Companion Analysis
    • Abilities
      • Introduction to Abilities
      • Warrior Abilities
      • Rogue Abilities
      • Mage abilities
    • Inventory
      • Introduction
      • Equipment Properties
      • Warrior Weapons
      • Mage Weapons
      • Rogue Weapons
      • Mage Armor
      • Warrior Armor
      • Rogue Armor
      • Armor Sets
      • Generated Equipment
      • Unique Accessories
      • Special Items
      • Shops
      • Crafting
    • Bestiary
      • Introduction
      • Ranks
      • Enemy Identification
      • Enemies
    • Extra Help for Act 1
      • Using the World Map
      • Gamlen’s House
      • Act 1 Companions
      • Act 1 Optional Activities
      • Act 1 Merchants
      • Maximizing Damage
      • Essential Purchases
      • Miscellany
      • Achievements & Trophies
      • Ancient Rock Wraith
    • Extra help for Act 2
      • Companion relationships
      • Essential Purchases
      • Miscellany
      • Optional Activites
      • The Arishok
      • Achievements and Trophies
    • Extra help for Act 3
      • Recommended Purchases
      • Optional Activities
      • Achievements & Trophies
      • Orsino
      • Final Battle
    • Unlockables
      • Achievements and Trophies
    • Dragon Age Encyclopedia
      • Introduction
      • Major Groups & Organizations
      • Dragon Age: Origins
      • Dragon Age II
      • Writing as a Cornerstone
  • Walkthrough
    • Prologue
      • Escape from The Blight
      • Creating Hawke
      • XP & Level Up
      • Companions
      • Quests & Miscellany
    • Act One
      • The Deep Roads Expedition
    • Act Two
      • Demands of the Qun
    • Act Three
      • The Last Straw
    • Act One Quests
      • Main Plot Quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Act Two Quests
      • Main plot quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Act Three Quests
      • Main plot quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Miscellaneous Activities
      • Additional Encoutners
  • DLC
    • Quests
      • The Exiled Prince
  • Extras
    • Extras
      • Achievements & Trophies
      • Dragon Age Encyclopedia
      • Races and Religion
      • Major Characters
      • Story Recap

Dragon Age II Guide › Essentials › Extra help for Act 3

Final Battle

  • Fighting Meredith is much easier if you focus on survival first. With non-party companions and other allies offering assistance, your priority should be to keep health, mana and stamina gauges topped up at all times. If Meredith takes a particular interest in a weaker mage or rogue, try using manual control to move them out of her path.
  • Once again, this is a multi-stage battle. After you deplete her health gauge to a set level, Meredith will bring a Gate Guardian to life. The Gate Guardian employs a nasty spinning attack that hits all opponents within a circular radius, though its movement speed is ponderous. To give your party a little respite, try pulling all melee and ranged fighters back to a safe distance, order everyone to hold position, then wear down its health gauge from range.
  • After the subsequent bout with Meredith, she will summon a second Gate Guardian; this one is slightly more resilient than the first. Complicating matters greatly, you will face the smaller and weaker Slave Statues. These are also slow-moving (occasional charges notwithstanding), so the major challenge here is exercising effective crowd control.
  • In the penultimate part of the battle, Meredith rejoins the fray while the seemingly never-ending Slave Statues continue their assault. Use your party’s AoE attacks to keep these under control. Ensure that your weaker ranged fighters maintain a safe distance from the main fracas as the knight-commander now employs a new Energy Burst attack.
  • Diminished yet still unbowed, Meredith’s next trick is to reanimate both Gate Guardians in a new form. These scuttling monstrosities use short-range flame attacks and fireballs with a homing capacity. This is a dangerous point in the fight, as both may target mages who have managed to stay out of harm’s way so far. Focus your attention on one at a time and the immediate peril should subside when the first falls.
  • With this last gambit successfully dismissed, just wear down the final slivers of Meredith’s health gauge. With each successive monologue, her demise grows ever closer.

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