Dragon Age: Origins - Awakening Hints

Drake's Fall

  • 1 of 9: Loot the locked chest in the east room to get a yellow crystal, then park your party in that room so you can lure in darkspawn from the large, curving staircase to the north.
  • 2 of 9: There's a heretic disciple and an armored ogre on the lower floor. Lead everything else off first, then get your mage to the top of the stairs and have him cast Tempest, Blizzard, and/or Inferno down at them. If that's not enough, get someone to lead the ogre to the party, then send them all after the disciple (or vice versa).
  • 3 of 9: After they're all dead, look for a gimmick that'll give you a special power to use in the final battle.
  • 4 of 9: As you go down the long NE walkway, get another crystal from a flesh pod, then kill the disciple and disciple alpha who are just past it. Loot the alpha for another crystal, then move on to get a childer grub ambush.
  • 5 of 9: Quicksave, then go down the stairs in the next big circular room to meet the Architect. During the conversation, you'll have to decide whether to attack him or ally with him.
  • 6 of 9: Move slowly down the long NW walkway until some adult childers ahead see you. Stop and wait for them and a childer hatchling alpha to come to you so you can finish them off before you trigger a childer grub ambush.
  • 7 of 9: Loot the flesh pod in the ambush area, then park your party back in the big staircase room you met the Architect in. Send one character down the NW walkway slowly to lure in the armored ogre, then send everyone after the adult childers.
  • 8 of 9: Get the crystal from the flesh pod past the adult childers, then park your party a ways back from the third big staircase room so you can repeat the lure-them-out routine you used in the first staircase room. (Note that a bunch of childers on the lower floor won't spawn until your scout character goes to the bottom of the stairs.)
  • 9 of 9: Optionally run all the way back to the north end of the Dragonbone Wastes so you can go back to the keep or Amaranthine for last-minute merchant business and enchanting. When you're ready, return and enter the Nest.