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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 › Shadows of Blackmarsh

The Crown and Lion

Runthrough (The Crown and Lion)

Summary: Speak with the innkeeper for the key to Kristoff's room and find the clue to his location inside.

1 - In the common room, speak with the innkeeper and gain Kristoff's room key.

2 - Search Kristoff's room for the Map of Ferelden, which unlocks the Blackmarsh world map location.

The Crown and Lion Cheatsheet

Main Plot Quest : Shadows of the Blackmarsh

Important NPCs : Innkeeper, Bartender, Sorcha

Key Items: Map of Ferelden

Monsters : None

Side Quests: The Blight Orphans?

(1) Once inside the Crown and Lion, speak with the innkeeper in the common room. Ask him if he's seen Kristoff, and then tell him that you're Kristoff's commanding officer to get the key to Kristoff's room. The dwarven bartender to the innkeeper's left sells goods and holds many secrets regarding the smugglers in town, if you choose to do some of the Amaranthine side quests.

You can also question Sorcha, the barmaid up the stairs toward Kristoff's room, and she'll reveal some insight about Kristoff's general mannerisms.

(2) Use the key the innkeeper gave you and open Kristoff's room. Pick up Kristoff's Mementos, a gift item, in the chest to your right, and gain Kristoff's Journal codex entry from the book on the table.

The chest by the bed holds the Spirit Cord amulet (+3 dexterity, +3 cunning, +15% nature resistance, +5% spirit resistance) and A Letter from Aura codex entry. When you interact with the Map of Ferelden on the back wall, the Blackmarsh location opens up on the world map. You can now follow Kristoff to the marsh and see where his pursuit of the new darkspawn led.

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