Dragon's Dogma/Main Quests of Part 2

With your arrival in Gran Soren, the game opens to you. Prove yourself to the world, that you are indeed worthy of the title "Arisen": slayer of the dragon! Many NPCs will offer you sidequests now and you have access to two new notice boards - four after A Matter of Myrmidons. Don't forget your Eternal Ferrystone and consider doing Lure of the Abyss before, to gain access to your first Portcrystal.

A Matter of Myrmidons
Fulfilling this quests grants access to all of Gran Soren and Gransys. After talking to Mason, head to Sara near the Alehouse or go directly to the local Inn and talk to Asalam. He suggests visiting the Pawn Guild.

Walk north towards the gate and talk to Ser Camillus, he will grant access to the Craftman's Quarter. Stay to your left and hit the Pawn's Guild. Talk to Barnaby to complete the quest.

Quests, that fail upon completion of Lure of the Abyss

 * Lost and Found

Useful Preparations

 * A Mage with Anodyne, Holy Boon and High/Grand Ingle.
 * Bring at least one female Pawn as a distraction.
 * Pick up the quest Reaper's Scorn from the smith next to the Pawn's Guild.
 * A new weapon from Caxton for both the Arisen and their pawn. Enhance, if possible.
 * Start the Bone of Contention and Sisters in Peril quest from the Pawn Guild-notice board.
 * Extermination (Slay 24 Giant Bats) from Pablos' Inn-notice board.

Exploring the Everfall
Once you are done, talk to Barnaby again and he guides you towards the entrance of the Everfall. Follow the spiral path downwards. If you have access to a wakestone you can - in theory - bypass the entire dungeon by dropping to the ground and resurrect yourself. But you will miss out many enemies and much loot. The dungeon consists mainly of undead and a few harpies.

Follow the path and dispatch multiple groups of Undead, Undead Knights and Giant Bats. You can find different items at the side between the columns. Follow the path, until you hit an Ogre. If you attack from a distance he will charge at you. If you are lucky, he will run over the ledge and die from the fall. If you are not, take your time and dodge the ogre's attacks. You can revive a pawn, but they can't revive you, so stay safe

After you hit your first gate, turn left into a sideroom. Light your lantern and move foward. Dispatch the skeletons and move on. After exiting on the spiralpath you may notice a lever. If you pull it, you can walk down to your goal directly, but miss out some skeletons for the Bone of Contention quest. Hit further down until you find the second sideroom and prepare for some battles against skeletons. In the following big room, you will meet five Harpies and three Skeleton-Mages. Use the covers to hide from the mages' ingles or shove them off the beams to make them harmless. The harpies are more of a nuisance.

Go to the next room and open some tombs. One of them will spawn a powerful skeleton. Kill it and it drops the Ceremonial Cage Lever. Attach it to the gear at the back and open your treasures. Move back to the intersection and enter the Flameservant's Throne.

If you followed the sidepaths, you missed out on two groups of undead/undead warriors. Kill them now or skip them entirely. Once you are ready, look out for a Wakestone Shard near the middle for the Reaper's Scorn quest. Don't forget to loot the Portcrystal, before investigating the Throne.

After a short cutscene, many tentacles will spawn. Killing them does nothing, as they simply respawn. Head back the spiraling path or simply teleport back using a Ferrystone. Once you hit the outside, Ser Duncan will appear and hand you over a Wyrm Hunt Lisence. Talk to Barnaby to get your reward.

The Wyrm Hunt
All four quests can be done simultaneously. You must do a minimum of two, but can do all four. After completing two, Ser Maximilian will offer you an audience with the Duke. Only take this, when you are ready for Part 3 of the Main Story. This will also fail some side quests, if not completed.

If you lose your Wyrm Hunt Lisence you can buy it back at the Black Cat.

Useful Preparations

 * Pawn Guild notice board: Dire Straits, Sisters In Peril
 * Pablos' Inn notice board: Quell the Hobs, Burden of Proof (Saurian variant)
 * Encampment notice board: Hobble the Foe, Arise to Power (Saurian or Skeleton Mages variant)
 * Buy Potent Greenwarish and Large Mushrooms from Camellia. They're cheap curatives. Also buy many Empty Flasks.
 * Bring the following skills: Holy Boon/Affinity, High/Grand Ingle, High Halidom and avoid (High) Levin, if equipped by a pawn.
 * A combatant with a 3-star-enhanced rusted bow, or better.
 * Sleep at the inn until daylight.

'''This Guide assumes the completion of all four quests. Accept all four of them from Ser Maximillian.'''

Ask the Citizens of Gran Soren
Head down the road and enter the cathedral during the day. Talk to Father Geffrey and ask about his quest. Then head for the craftsmen quarters into the fields and inquire the farmer about the cypher. He will suggest asking Monteblank, the owner of the Black Cat.

Now head for the local Inn and talk to Meredith, who will suggest talking to Mason. Go to the Black Cat and ask the owner about the cypher. Now head down into the sewers/slums and seek out Mason. He will hand you a Salvation's Badge to gain more information from the townspeople. Head back to the Union Inn and go to its back side. Ser Sarius will give you the information about a meeting. Once you are done, head to the north gate in the craftsmen quarters and exit Gran Soren.

The Cypher
Follow the road over the bridge. You can kill some saurians on the path to further some extermination-quests. After the bridge you can stray left from the road to encounter several Direwolves. Past the Windbluff Tower you will also find some Snow Harpies. Both creatures are suspectible to fire damage. You arrive, once you hit a stonehenge-y structure on a hill. Talk to the Dragonforged after the cutscene and loot everything. Do not forget the Bronze Idol and the Portcrystal. You can place the portcrystal directly outside to gain fast access to northern Gransys. If you are done, go back south.

Seeking Salvation
From Hillfigure Koll head south and kill some more Harpies and later Goblins. After a while you hit a Healing spring. If you brought some Empty Flasks you can fill them with Healing Spring water, which heals the entire party. A pawn will only fill, until he has 10 filled flasks in his inventory.

Keep following the path and hit west. You will meet many goblins and a cyclops with a helmet. That helmet protects it from damage, until the helmet is removed. Pawns cannot do that, so you have to do it yourself. Climb on the cyclops' back and wait for it to grapple you. Whether or not you avoid the grapple, the helmet will be removed. Once pawns figure out, that cyclops can get stunlocked by lightning damage, they might start spamming (High) Levin, which removes your capability to get the helmet removed. Therefore consider unequipping Levin on pawns. Defeat that cyclops for some practice, but you can ignore him for now.

Head further west, drop down a ledge on a small path to find the entrance to the catacombs. You can resummon lost pawns. After that, enter. The catacombs contains many tombs, that can either contain an item, an enemy or a cloud of evil, that curses anyone nearby. You will encounter many undead, skeletons and a few phantoms. They are all suspectible to holy and fire. Dispatch them and reach the elevator downstairs. Don't forget to destroy the beam, that blocks the door. Now head down and kill more undead. You come across another door with bloated undead behind. You can't access this part now, so just go left and keep going. You will come across a single ogre. It is weaker, than its kin, so kill it and move on. The large room behind the ogre contains a shortcut into the catacombs, so don't forget to open the gate before moving on, until you hear a voice.

Head down the spiraled stairs, back up a ledge and eavesdrop on the speech. Once you reach your destination you are discovered. Kill the two waves of zombies after the cutscene and head to the next room. You are asked to kill the Salvation leader, Marcelo. If you don't kill him and walk away, you forfeit any further quest with Mason. Finish the deed and head outside.

A Fortress Besieged
´From the Catacombs exit head southwest and keep to the mountainside. Once you hit the quarry, accept Of Merchants and Monsters and finish the quest first. This is the fastest way to the south part of Gransys.

Of Merchants and Monsters
This quest includes killing three strong ogres, so be prepared for long fights. If it proves too difficult and you hear an unusual battle theme, don't be afraid of leaving this quest for now and resume to it later. You could also do only the first part of the quest and then run through the south exit.

In short, enter the quarry, pick up the Pickaxe (give it to your pawn, he will use it regularly) and head left. Stand on the pressure plate. The more weight you have, the faster the plate goes down. Loot the room and head back. Follow the main path, then turn right into an abandoned area for quarry workers. Follow to the south, open the locked door. Prepare for a few undead and exit at the south. There you will be greeted by an ogre. If you choose to not fight him for now, stand on the pressure plate. Be wary of the ogre. If he steps on the pressure plate himself, the weight will push the button immediately. In order to skip, head further south and jump up the ledge. You will meet a second Ogre. Run past him and leave the quarry to the south.

After you left the quarry keep to your right and follow the path. If you lost a pawn in the quarry, head directly south until you hit a camp with a rift stone. Otherwise keep to your right and kill all the hobgoblins on your path. After a while you will find the fortress. Enter it to proceed with your Wyrm Hunt Quest.

Open the Gates
Once inside, you find a group of soldiers standing in front of a hole. Talk to the NPC with an "!" and enter the hole. At the end, ambush the two goblins and kill the two hobgoblins. Head upstairs and leave up to the roof. Kill the ambush and walk to the gate opener. A lever is missing.

Prepare for a constant barrage of ballistas. There is one on the entrance side and two on the far side, which you can hardly reach for now. Make your way to the other roof - by jumping over the broken bridge, or heading downstairs and then climbing up the ladder - and kill all goblins on that roof. Then head out in the court and kill all goblins and the two cyclops. Remove the helmet of the armored one first. Take your time and bait them. You will notice a small closed section with broken roof. On the far side is a ladder to climb up and jump into. If your character is smaller than 1,50 meters/5 feet, you can use the goblin tunnels to reach the inside safely. This is the only chance to get into an enclosed area on the farside, that is otherwise closed.

Open the door from the inside. You can use that house as a safe spot, but you will have a hard time killing the cyclops and the pawns will have a hard time to stay alive, as they will constantly run in and out. Its better to lure all enemies to the gate side.

Once you are done, head into the small house and go into the dungeon area. Kill the goblins and make sure to loot the Portcrystal. You can put it directly outside of the fortress for an easy access to South Gransys. Loot the Gate Lever and head back to the gate opener.

Once the gate is opened, the soldiers will storm in and fight the goblins. You can also do this with the cyclops alive, but once the NPC with the red exclamation mark dies, the quest is failed. After you slaughtered enough reinforcements, a cutscene plays and the door to the far side opens. Enter it and dispatch all goblins on your way. Make your way up the spiraled staircase, where you can kill both ballista users and will come across another helmeted cyclops. You can ignore this one and head back the tower on the other side of the wall. Head down, kill all the goblins and enter the room with the chief goblin. Kill him and he will flee. He jumps out of the window and heads for a hole big enough for any arisen to enter. Chase him down for 5,000 EXP or simply wait for the quest to end. After he's dead or gone your quest is completed.

Don't forget to place the Portcrystal outside and head back to Ser Maximillian. Your Wyrm Hunt is now complete.

Quests, that fail upon accepting to Hear the duke's directive

 * Reaper's Scorn
 * Chasing Shadows
 * A Troublesome Tome
 * Dying of Curiosity