By
Miguel Amaro,Veerender Singh Jubbal,Revka,+17 more
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Welcome to IGN's Dragon’s Dogma 2 Walkthrough and guide. This Dragon’s Dogma 2 walkthrough will guide you through all main quests, with plenty of tips and tricks to help you along the way. This walkthrough will also cover enemy and boss strategies, optional secrets, and collectibles.
Before you get started, consider learning a little bit about the various Vocations you can choose for your character, or check out some of our starter guides such as: Things Dragon's Dogma 2 Doesn't Tell You, Which Vocation to Choose and Things to Do First
Getting Started
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There are no difficulties or game modes to choose from in Dragon’s Dogma 2. Getting started is as simple as selecting new game and creating your character.
After creating your Arisen you will gain control and start on the first of many main quests, Gaoled Awakening.
Gaoled Awakening
After waking up in a prison camp goal, the Arisen is put to work until a mysterious figure intervenes to help you escape confinement with the help of a surprising ally.
- Gaoled Awakening Walkthrough
Tale’s Beginning
After escaping the prison camp, you wake up in the wilderness far to the north. With the help of some knights, you make your way to a nearby camp where you learn more about your powers.
- Tale’s Beginning Walkthrough
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In Dragon’s Wake
After learning more about your connection to the dragons, head south to the town of Melve where a dragon was recently spotted. After a flashback that explains how the Arisen obtain their powers, knights arrive to escort you to the capital of Vernworth.
- In Dragon’s Wake Walkthrough
Seat of the Sovran
After arriving in Vernworth, a knight by the name of Brant who believes you to be the true Arisen offers to help you gain renown and usurp the queen and false Sovran. Speak to him at the Tavern at night to learn more.
- Seat of the Sovran Walkthrough
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The next set of main quests will all be assigned to you by Captain Brant. There are seven in total, but only a handful of them need to be completed before you gain enough renown to attend the false Sovran’s coronation. The first three available Brant requests are:
Monster Culling
This is the most important and longest of Brant’s quests. He asks that you go and deal with three groups of monsters causing problems for knights in the area around Vernworth. The three locations are: Trevo Mine, Harve Village, and eastern Vermund
- Monster Culling Walkthrough
Disa’s Plot
Brant asks you to sneak into the palace and search the queen regent’s office for proof of her misdeeds.
- Disa’s Plot Walkthrough
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The Caged Magistrate
Brant asks you to break into the dungeon of the Vernworth palace and find the former magistrate who was imprisoned. However, he will not leave until you find him a new hiding place. To complete this task, you will need to finish a different quest, The Heel of History.
- The Caged Magistrate Walkthrough
An Unsettling Encounter
Brant asks you to sneak into the palace again and search the office of the minister, Allard, and investigate the delivery of a mysterious package.
- An Unsettling Encounter Walkthrough
The Stolen Throne
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Brant asks you to sneak into a masquerade taking place in The Royal Quarter to try and meet face to face with the false Sovran. For this quest you will need a set of Courtly Clothes.
- The Stolen Throne Walkthrough
The Nameless Village
After learning more about the false Sovran, Brant requests that you explore eastern Vermund to see if you can learn more about his origins. This will take you to a secret village, where you must complete a secret test to earn the trust of the locals.
- The Nameless Village Walkthrough
The Arisen’s Shadow
This quest is actually triggered by a random event where a mysterious figure approaches you in Vernworth. After thwarting the mystery man’s assassination attempt, you must wait for Brant to interrogate him to get more information.
- The Arisen’s Shadow Walkthrough
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Feast of Deception
At long last, Brant will give you the okay to attend the false Sovran’s coronation. Don your Courtly Clothes, then follow him to the palace.
- Feast of Deception Walkthrough
Nation of the Lambent Flame
After witnessing the false Sovran’s power at the coronation, Brant recommends you head south to the city of Bakbattahl to learn more about the mysterious relic known as the godsway. To aid your travels, he gives you a Border Entry Permit.
Make your way to the border checkpoint, then follow the road south to Bakbattahl.
- Nation of the Lambent Flame Walkthrough
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Flickering Shadows
Enter Bakbattahl in search of more info about the mysterious godsway. This will lead you to The Dragonforged and the oracle, two important NPCs who will guide you on your journey.
- Flickering Shadows Walkthrough
Convergence
You continue your search for the truth behind the godsway by exploring the mysterious Seafloor Shrine that has emerged from the waters of Harve Village bay.
- Convergence Walkthrough
A New Godsway
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With the Dulled Godsbane Blade in hand, we return to Ambrosius at the Forbidden Magick Laboratory to see if he can help us restore the relic's power.
- A New Godsway Walkthrough
The Guardian Gigantus
Follow Phaseus south toward the Moonglint Tower. Along the way we will encounter an ancient enemy, the Guardian Gigantus.
- The Guardian Gigantus Walkthrough
Legacy
Return to the Excavation Site at the base of the Moonglint Tower where our journey began. Climb to the top of the tower where we will begin our final encounter with the dragon.
- Legacy Walkthrough
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Spoiler Warning: the following section details the endgame of Dragon's Dogma 2 and contains massive spoilers about the ending and post-game content.
Dreams Apart
Having escaped the designs of the watching one, you now find yourself in a "world unchosen", which is slowing giving way to oblivion. You set out to explore this doomed world, but first we need to reunite with our Pawn in Bakbattahl.
- Dreams Apart Walkthrough
A Scholarly Pursuit
You approached one of the red beams coming down from the sky, which caused a mysterious dragon statue to appear. Join Phaseus to investigate the strange relic and save Bakbattahl from invasion.
- A Scholarly Pursuit Walkthrough
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Halls of the First Dawn
You return to the Seafloor Shrine to speak with Rothais, who has new information for us about the watching one and doomed world.
- Halls of the First Dawn Walkthrough
Halls of the First Dawn contains a second half which requires you to convince the people of five different cities to evacuate and come to the Seafloor Shrine. The five cities and quests are:
- Vernworth - The Regentkin's Resolve Walkthrough
- Bakbattahl - Civil Unrest Walkthrough
- Sacred Arbor - Wandering Roots Walkthrough
- Volcanic Island Camp - The Importance of Aiding Ernesto Walkthrough
- Excavation Site - Shepherd of the Pawns Walkthrough
Up Next: Gaoled Awakening
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