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Dragon Age: Origins - Awakening eGuide
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Contents

  • Maps
    • World Map
      • World Map
    • Main Quest Walkthrough Maps
      • Assault on Vigil's Keep
      • Keep Interior
      • Throne Room
      • Vigil's Keep Courtyard
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
      • Wending Wood
      • Silverite Mine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
      • Siege of Vigil's Keep
      • Siege of Amaranthine
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quest Walkthrough Maps
      • The Blackmarsh
      • City of Amaranthine
      • Smuggler's Cove
      • Law and Order
      • Smuggler's Run
      • Smuggler's Cove (Alternate)
      • Vigil's Keep Throne Room
      • Knotwood Hills/Kal'Hirol
      • Vigil's Keep
      • It Comes From Beneath
      • Sealing the Great Barrier Doors
      • Wending Wood
  • Essentials
    • The Basics
      • How to Use This Guide
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Races and Classes
      • Skills, Talents, and Specialties
      • Items
      • Combat
      • The Map
      • The Codex
      • Character Generation
    • The Classes
      • Introduction
      • Leveling
      • Skills
      • The Warrior
      • The Mage
      • The Rogue
    • The Party
      • Party Basics
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Anders
      • Justice
      • Nathaniel Howe
      • Oghren
      • Sigrun
      • Velanna
      • Mhairi
    • Supporting Cast
      • Supporting Cast
    • Equipment
      • Equipment
      • Weapon and Armor Materials
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Runes
      • Crafting
      • Usable Items
      • Gifts
    • Bestiary
      • Monster Abilities
      • Monster List
  • Walkthrough
    • Walkthrough
      • How to Use the Walkthrough
      • Essential Locations
    • Assault on Vigil's Keep
      • Exterior
      • Interior
      • Throne Room
      • Courtyard
    • Shadows of Blackmarsh
      • Amaranthine
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
    • The Righteous Path
      • Amaranthine
      • Wending Wood
      • Trapped by the Architect
      • Silverite Mine
    • Last of the Legion
      • Amaranthine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
    • Siege of Vigil's Keep
      • Going to War
      • Siege of Vigil's Keep
      • Siege of Amaranthine
    • Lair of the Mother
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quests
      • The Blackmarsh
      • City of Amaranthine
      • Companions
      • Knotwood Hills and Kal'Hirol
      • Vigil's Keep
      • The Wending Wood
      • Random Encounters
    • Achievements
      • Achievements and Trophies

Dragon Age: Origins — Awakening Guide › Walkthrough › Last of the Legion

Main Hall

Runthrough (Main Hall)

Summary: Navigate the Main Hall as you descend deeper into Kal'Hirol.

1 - Enter the Main Hall and hold your party.

2 - Send your rogue through the traps gingerly.

3 - Bring down the golem master and surrounding darkspawn.

4 - Avoid more traps as you crush genlocks.

5 - Continue through the southern section of the hall.

6 - Fend off a disciple scout and hurlocks in the narrow corridor.

7 - Genlocks try to lock down the next room.

8 - Corrupted spiders ambush you as you near the end of the hall.

9 - Exit the Main Hall.

Main Hall Cheatsheet

Main Plot Quest: Last of the Legion

Important NPCs: None

Key Items: Cracked Breastplate, Lyrium Ring

Monsters: Corrupted Spiders, Disciple Scout, Genlock Alpha, Genlock Emissary, Genlocks, Golem Master, Hurlock Alpha Hurlock Emissary, Hurlocks, Stone Golems

Side Quests: Bombs Away!

Spoiler Alert

Note

It's best to bypass this first room with Sigrun's help. If you don't have Sigrun in your group, switch to another rogue and have them lead through the traps, disarming as many as possible before the rest of the group comes through. If you don't have a rogue, go very slowly and watch your step.

(1) Assuming you haven't used the secret side entrance, hold your party at the entrance to this first room. It's full of fire traps that trigger with pressure plates in the floor. Hurlock archers stand at the ready shortly inside, so you'll have to take them out as well, and the golem master on the upper level periodically sends magic bolts down to animate stone golems along the walls, making for more enemies to combat amid deadly traps.

(2) The trick to surviving the trap room is patience. Send your rogue and any ranged party member a few paces into the room. The rogue should point out the pressure point triggers in front of you. Stop your party before these and use ranged attacks only to kill all the hurlock archers in sight. Before the first golem activates, your rogue should drop down and deactivate as many of the nearby pressure plates as possible. Now, when the stone golems activate, you have a trap-free area to fight in.

(3) Repeat the process until you reach the stairs up to the next level. If you have no active stone golems, race your party up the stairs and attack the golem master and his surrounding darkspawn. The golem master drops a golem control rod when ou defeat him. If you pick up the golem control rod, you can click on a golem in the next hallway; it will come to life and fight on our side for a while. Note that if you enter via the secret side entrance, you arrive in the Main Hall at this point.

(4) After the golem master, take the stairs down and watch the various dwarven spirits reenacting the fall of Kal'Hirol. These harmless spirits deliver interesting information about Kal'Hirol's story. Pause as you enter the next room. Again, you have pressure plates on the floor in front of you, ready to spit fire on any party member foolish enough to charge in.

Fire at range on any darkspawn you spot on the stairs flanking the room while your rogue disables the pressure plates. Then charge in and deal with the darkspawn up the stairs.

(5) Enter the grand concourse and head south (the north section is blocked). In the room to the south, corrupted spiders drop from the ceiling. After you crush the vile bugs, search the surrounding area for loot. You'll find a cracked breastplate among the plunder.

(6) There are two exits to the south. Take the one on the left and blast a strong ranged AoE down the corridor at the waiting disciple scout and hurlocks. As they charge, switch to melee and fight them at the doorway. Your whole group can attack while only one or two enemies will fit through at the choke point.

(7) As you round the corner after the disciple scout's group, genlocks swarm out and try to overrun you. Throw your tank into the fray and try to clog up the doorway. The healer should concentrate on the tank as the rest of the group chips away at the flanking genlocks. If the tank stays up, the genlocks should slowly fall.

Note

If you're collecting lyrium sand for the "Bombs Away!" side quest, search the eastern room between the genlocks and corrupted spiders for another pile.

(8) Continue north as you wind between the irregularly shaped underground chambers. Corrupted spiders will once again drop down on you as you near the main hall exit. Squash them into pulp unless you want to taste the inside of a cocoon.

Tip

Find the Lyrium Ring in the small side passage next to the corrupted spiders. Pick it up for Justice and earn a hefty approval bump.

(9) The exit to the Trade Quarter lies to the east in the last large chamber. Nothing prevents you from leaving at this point. However, if you want some more experience and loot, head north and battle the hurlock alpha and his hurlock buddies. A somewhat hidden crate rests atop the platform at the center of the room, and you can grab the Staff of Vigor and a shattered maul off the dead hurlock emissary.

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