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Dragon Age: Origins - Awakening Hints
MAIN PLOT: The Siege of Vigil's Keep
1 of 15: This is the quest you get if you choose to burn Amaranthine and save the keep. (NOTE: This entire quest is all stuck in under the one objective of "Defend the keep," so these hints won't have an objective list.)
2 of 15: After a couple of cut-scenes, change your party if you want, then go south to the inner gate to get the army picker display. Optionally pick an army to help you (note that Dworkin and his explosives are among your choices), then keep running south to the outer gate. Several darkspawn will already be in the area, so lay into them.
3 of 15: The heretic disciples are the leaders of these darkspawn groups, so they're the most important targets. The sooner you take them down, the fewer the darkspawn that will come in with their group.
4 of 15: Use the Dworkin and archer "armies" to target the first heretic disciple as soon as you can, then get your party members to finish him off if necessary. Hopefully, Dworkin and the archer will be usable again by the time the next heretic disciple appears. (Just don't ask Dworkin to bomb a disciple if your party members are right next to him.)
5 of 15: NOTE: You could call in the militia to help, but you can probably handle the gate combats without them. If so, save them for later.
6 of 15: After you finish off three heretic disciples and their darkspawn groups, Captain Garevel will say that you now need to help defend the east wall.
7 of 15: Head back north to the courtyard, killing darkspawn as you go, then go through the courtyard's east gate. The childer hatchling alphas are the group leaders this time, so focus your attacks on them (including Dworkin's and the archer's) as you did with the heretic disciples.
8 of 15: After that's over, return to the courtyard and help kill off the darkspawn, then stand and heal before running back south to the outer gates.
9 of 15: As soon as the cut-scene is over, summon the militia, then use Dworkin and the archer to quickly kill the first ogre. You'll have to run to attack the next two ogres yourselves. (They're the darkspawn group leaders this time.)
10 of 15: After you finish all of them off, you'll have some time to stand and heal before a cut-scene happens. After it's over, talk to the keep medic to buy super-discounted healing poultices, injury kits, and recipes.
11 of 15: When you're done with the keep medic, wait next to the outer gate for the next wave of combat to begin. The darkspawn group leaders this time are shriek alphas.
12 of 15: The next attack will be led by heretic disciples in the courtyard. Run back up there and remember to consider the disciples as priority targets. (Also, note that they'll all be there at once, instead of coming in a few at a time.)
13 of 15: After you kill all of the disciples (or at least most of them), a huge armored ogre alpha will run in. Immediately hit it with the Dworkin and archer armies, then summon the army of knights to your aid. Get the ogre alpha to attack your toughest warrior, and keep healing him as needed. Also, keep your mage hitting the ogre alpha with freezing/stunning spells.
14 of 15: After the ogre goes down, finish off the weaker darkspawn, then fight the powerful Herald guy if he shows up. (He only will if you completed all of the keep-fortifying optional quests in Part 2.)
15 of 15: When all enemies are dead, stand and wait for the cut-scene that'll take you into Part 4 of the game.