Defeating the ogre will also give you the Creatures codex entry for Havard's Aegis and a selection of other (random) items. The ogre might pick out a new target every so often, but as long as you have one character running and the other characters attacking, the ogre will eventually go down - and with a minimal amount of damage to your party.
Then when the ogre picks out a character to attack, have that character run around in circles while the other characters damage the ogre. For this strategy you'll need to equip as many of your characters as possible with ranged attacks (and, when possible, with magical ammunition). The ogre will do a lot of damage to your melee characters, but if you've stockpiled a bunch of health poultices, then you should be able to survive the battle. There are basically two ways to deal with it: The ogre is a big, hard-hitting melee boss. Note: When you come up against a darkspawn boss, be sure to use your stunning attacks (including the Circle mage's paralyze spell).Īt the top of the tower you'll run into an ogre (#5). The darkspawn, including some emissaries and alphas, will try their best to ambush you and overwhelm you, but with judicious use of health poultices and injury kits - plus, perhaps, some running away - you should be able to deal with the battles well enough. To light the beacon at the top of the tower, you'll have to do a lot of fighting, both inside and outside the tower.
The two allies will then join you, unless you have a mabari war hound, and then only one of them will come along. When you approach the Tower of Ishal, two allies (either a Circle mage and a guard, or two guards) will come running up to you, and they'll let you know that the tower has been infiltrated by the darkspawn, and that all of the men inside are dead.