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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

Trade Quarter

Runthrough (Trade Quarter)

Summary: Navigate the Trade Quarter as you try to find the Lower Reaches.

1 - Enter the Trade Quarter.

2 - Investigate an interesting burial chamber.

3 - Jump into a battle of darkspawn versus darkspawn.

4 - Advance to the forge.

5 - Use the forge to repair your broken equipment.

6 - Rescue a trapped explorer from cruel darkspawn.

7 - Survive an ambush by childer hatchlings.

8 - Solve the mystery of the runes to earn greater treasure.

9 - Enter into a passage full of the various childer monstrosities.

10 - Battle childer hatchlings and invading hurlocks.

11 - Descend to the Lower Reaches.

Trade Quarter Cheatsheet

Main Plot Quest: Last of the Legion

Important NPCs: Steafan

Key Items: Carved Greenstone, Engraved Silver Bracers, Gauntlets of Hirol's Defense, Girdle of Kal'Hirol, Helm of Hirol's Defense, Nature's Blessing

Monsters: Childer Alphas, Childer Grubs, Childer Hatchlings, Genlocks, Hurlock Alpha, Hurlock Emissary, Hurlocks, Invading Genlocks, Invading Hurlocks, Steel Golems

Side Quests: Bombs Away!, Elemental Requirements, 'Wrong Place, Wrong Time', Memories of the Stone

Spoiler Alert

(1) When you enter the Trade Quarter, you witness a rather strange sight: darkspawn battle darkspawn in front of you. Throughout the level, invading genlocks and hurlocks attack normal genlocks and hurlocks. Eventually, all darkspawn will attack you, but if you sit back and let them slug it out, you can take advantage of wounded darkspawn.

Caution

Avoid the steel golem room with the Girdle of Kal'Hirol if you fear fighting three steel golems at once. The loot makes it worth it, but only if you don't wipe.

(2) Turn left and go up to the burial chamber up north. Dispatch the two hurlocks and then search the sarcophagus. You'll receive the powerful Girdle of Kal'Hirol. However, the three steel golems around the room will activate. The healer has to be in top form to keep up with the pounding. Concentrate party attacks on one golem and take it down quickly. If you run into trouble, back out of the room in a slow retreat and hit the remaining golems with ranged attacks to weaken them. Repeat all attacks on the second golem, and finish off the third before your healing runs out.

(3) In the central square room, invading darkspawn battle regular darkspawn. Circle the room and pick off any survivors of the small skirmishes. Try not to pull multiple enemy groups at your party at once.

Note

In the side chamber northeast of the central square chamber, you can find more lyrium sand for the "Bombs Away!" side quest. If you head south into the small side room, you can also discover the "Memories of the Stone" side quest.

(4) Another massive darkspawn-on-darkspawn battle takes place at the forge. Wade into the fight carefully as the two forces can easily overtake you if you plunge in between the two main groups. Rather, stand back on the stairs and rain AoE on each group. When darkspawn splinter off and charge, your tank and melee DPSers can meet them at the base of the stairs. Eventually, there will be piles of darkspawn bodies everywhere.

Note

On the western side of the forge, search the iron deposit for iron ore if you want to advance the "Elemental Requirements" side quest.

(5) On the eastern side of the forge, pick up the damaged axe on the floor and search the area for more loot. The lyrium bucket near the forge will trigger a party dialogue (if you have Anders in your party and agree with his thoughts on lyrium, you gain +10 approval boost). Use the nearby anvil to repair the damaged equipment you've been picking up throughout Kal'Hirol. If you have them all, the repairs will fetch you the following magic items: Heirsplitter (axe), Valos Atredum (maul), Greaves of Hirol's Defense (massive boots), and Breastplate of Hirol's Defense (armor).

Note

All the damaged equipment you picked up throughout Kal'Hirol can be repaired on the anvil at the forge.

(6) Leave the forge and travel south. A few hurlocks block your path as you enter the next chamber. After you slay the hurlocks, speak with Steafan imprisoned in the cage hanging over the lava. See the "Wrong Place, Wrong Time" quest in the Side Quest chapter for the various possibilities regarding Steafan's release.

(7) You witness a gruesome sight in the next passage: childer hatchlings feast on what appears to be decaying darkspawn bodies. Slay these despicable creatures one by one before they have any chance of surrounding you.

(8) In the southeast chamber, a series of runes lines the walls around a sealed sarcophagus. Activate the runes so that each rune matches the symbol on the stone wall behind it. Once all runes are properly aligned, the sarcophagus opens and reveals the Gauntlets of Hirol's Defense and the Nature's Blessing amulet.

(9) The next set of passages holds many childer creatures. Proceed slowly and engage only a single group at a time before moving on. West is the exit to the Lower Reaches; however, you don't want to miss the treasury to the south and its five treasure chests.

(10) In the final chamber, invading hurlocks hack away at childer hatchlings. It's a large brawl, so keep your party back to avoid flanking. Use your stronger ranged attacks to whittle down either side and let the stragglers come to you. A few well-placed AoE attacks will reduce the numbers to manageable levels quickly.

Note

A lever to the north of the Lower Reaches entrance opens a secret passage back up to the earlier Trade Quarter rooms. It's a quick way back in case you missed something.

(11) You've found the entrance to the Lower Reaches! Heal up and descend once you're ready for two epic battles.

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