Dragon Age: Origins - Awakening Hints

MAIN PLOT: The Assault on Amaranthine

  • 1 of 13: This is the quest you get if you choose to save Amaranthine and abandon the keep. (NOTE: This entire quest is all stuck in under the one objective of "Save Amaranthine," so these hints won't have an objective list.)
  • 2 of 13: Persuade the disciple messenger to stay and fight, then go north through the city gates and kill a lone childer hatchling.
  • 3 of 13: Go west to the market row to find city guards under attack by groups of hurlocks and genlocks. Finish off each enemy group one at a time as you move to the north end of the row. (TIP: Look for a broken crate in the small alley in the SW corner.)
  • 4 of 13: Quicksave after all the enemies are down, then go up the northern steps to find a group of darkspawn that includes an emissary. Take them down and loot the nearby sack, then go east and quickly kill the ogre before it can kill any of the city guards it's attacking.
  • 5 of 13: Heal and quicksave, then head over to the east side of the city to find more city guards attacking darkspawn. Fight them all the way south to a flaming barrier, then loot a couple of barrels before going back north and talking to the city guard commander.
  • 6 of 13: Loot the chest in the room you're taken to, then leave it to learn that darkspawn are coming in through the smugglers' tunnels under the inn. Before you go back outside, look around for a locked cabinet, a locked chest, a wooden crate, and a pile of books to loot, plus Glassric the Weaponsmith to do merchant business with.
  • 7 of 13: Exit the chantry, then take down the hurlock sniper before focusing on the hurlock guardian. Head NW to the inn after they're dead, then kill another sniper before going after the childer creatures.
  • 8 of 13: Keep killing childers until they stop coming out of the inn. Stand and heal, then enter the inn and kill some more grubs before focusing your attacks on the powerful disciple general. Follow him when he runs upstairs, then finish off the childers that appear before returning your attention to the general.
  • 9 of 13: Loot the general after he dies, then look around for a barrel, a locked chest, and a sack to loot before using the trap door in the northern room to enter the Smuggler's Cove area.
  • 10 of 13: Park your party in the entrance room, then send one character to the entrance to the cove area to try to lure darkspawn in a few at a time (without hitting the trap that's across the entrance). If you're really careful, you can lure in the disciple general without setting off the trap.
  • 11 of 13: Loot the general and finish off the rest of the darkspawn in the cove area, then look around for a locked chest, a wooden crate, and a pile of books to loot before entering the SW passages to find a few more darkspawn to kill.
  • 12 of 13: Wait around for a couple more small darkspawn groups to appear, then use the transition point to return to Amaranthine, where you'll have to fight one last disciple general and his huge armored ogre alpha.
  • 13 of 13: After the ogre and general are killed, wait for a cut-scene to take you into Part 4 of the game.