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    Walkthrough by horror_spooky

    Updated: 06/25/12 | Printable Version | Search This Guide

    Dragon's Dogma is Capcom's latest foray into the RPG genre. This guide will 
    help you complete all of the quests that are a part of the game's main 
    questline, and more!
    
    Dragon's Dogma
    Written by Dalton "Horror Spooky" Cooper
    Copyright 2012
    
    TABLE OF CONTENTS
    1. Introduction and Controls
    2. Walkthrough
    Act I
    ...>The End at the Beginning
    ...>Newly Arisen
    ...>Upon A Pawn
    ...>Strength in Numbers
    ...>Call of the Arisen
    ...>A Rude Awakening
    ...>Off With Its Head
    ...>Matter of Myrmidons
    ...>Lure of the Abyss
    ...>The Cypher
    ...>A Fortress Besieged
    ...>Seeking Salvation
    ...>The Watergod's Altar
    Act II
    ...>Come to Court
    ...>Griffin's Bane
    ...>Trial and Tribulations
    ...>The Wyrmking's Rings
    ...>Pride Before A Fall
    ...>Honor and Treachery
    Act III
    ...>Reward and Responsibility
    ...>Deny Salvation
    ...>The Final Battle
    Epilogue
    ...>A Warm Welcome
    ...>Fathom Deep
    ...>Final Judgment
    ...>The Great Hereafter
    3. Conclusion
    
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    1. Introduction and Controls
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    Stop...in the name of love...before you steal my heart and eat it and then I am
    sent on an epic journey to retrieve it. Such is the plot of Capcom's attempt at
    a Western-style RPG, Dragon's Dogma. It's the backdrop of a sprawling 
    adventure, and this guide will help you complete this adventure, one quest at a
    time.
    
    LT - Weapon
    LB - Secondary weapon skills
    Left Stick - Movement/Sprint
    D-pad - Pawn commands
    Back - Menu
    Start - Pause
    RT - Grab
    RB - Primary weapon skills
    Y - Heavy attack
    X - Light attack
    B - Action
    A - Jump
    
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    2. Walkthrough
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    Dragon's Dogma is separated out into three different acts. Each act has its own
    set of side quests as well as the main quest, obviously. Because there is such 
    a high amount of quests in the game, please use the CTRL+F feature in order to 
    find the information for the quest that you are looking for. This is the most 
    efficient way, trust me.
    
    For the sake of convenience, I have separated the game out into three distinct 
    acts. Each act ends at a point of "no return", where you will be asked if you 
    are sure you want to continue with the next quest, because all the tasks you 
    were doing are going to go away as you continue with the main story at that 
    point in the game. So if you have any side quests that you're pushing through 
    or whatever and you're nearing the end of Act I, it's a good idea to complete 
    those side quests, and then continue the main story into Act II.
    
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    ACT I
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    ========================
    THE END AT THE BEGINNING
    ========================
    
    You begin the game in semi-darkness. You are instructed to open up your 
    inventory and equip your lantern. Do it if you want, but only if you want. It 
    really isn't THAT dark, and all in all, it's kind of pointless. Follow your 
    main pawn when you want to leave, and you will then see the dragon in all of 
    its glory. Behold. Big scary reptile that shoots fire breath. Ahh!
    
    Run by it. A few goblins will come out of a crevice in the side of the cliff, 
    so slash through them. In the next area, you will find a special stone. 
    Interact with it, and you will be given a couple more pawns. Continue exploring
    this area. Kill any goblins in your way, as well as the snow harpies that will 
    show up. Eventually you will reach a room with a closed gate. Kill all of the 
    goblins and the snow harpies and then the gate will open, allowing you entry.
    
    In the next room, you will find a treasure chest. Loot it, and then go down the
    next path into the Grand Hall, where a few soldiers will be hanging out. They 
    will then be attacked by a Chimaera. This beast is part lion, part goat, and to
    to top it all off, its ass is a snake! Thankfully, this prologue of the game 
    features an incredibly lax difficulty. You will constantly be healed, so the 
    attacks of this beast are pretty meaningless. Just hack and slash like mad, 
    killing each beast part one at a time until they are all dead.
    
    ========================
    HARBINGER OF DESTRUCTION
    ========================
    
    From there, you will be taken to the character creation process. You can stick 
    with basic character templates, but at the end of the process, it will ask if 
    you would like to go back and make more detailed appearance edits. Finish 
    editing your character and save the changes.
    
    By the way, when you name your character, you will also be asked to choose a 
    name from a list provided by Capcom so that people playing with parental 
    controls won't see your name as a swear word. What's interesting about this 
    choice is that Dragon's Dogma is, I believe, rated M for Mature. At any rate, 
    Capcom has made available a lot of cool names taken from their beloved 
    franchises, such as Viewtiful Joe, Mega Man, Wesker, Frank, and a whole lot of 
    others. So at least they made the choses interesting.
    
    A super big dragon, the one you saw in the last quest, attacks your village of 
    Cassardis. Pull on LT to draw your sword and run at it, slicing at any part of 
    the dragon that you can get. Unfortunately, this will have about the same 
    effectiveness of throwing pebbles at a tank, because the dragon will then knock
    you down and literally steal your heart. ...Success?
    
    ============
    NEWLY ARISEN
    ============
    
    Upon getting out of bed, your first goal is to get a weapon. Okay. Approach the
    table covered in weapons and interact with it. You now get to choose your 
    vocation. The three different vocations are Fighter, Strider, and Mage. Pick 
    whatever you'd like.
    
    With your vocation chosen, take some time to explore the room. You can find a 
    shelf with a blank scroll on it over in the corner. A glowing plant that looks 
    like a green herb from the Resident Evil games can be collected. When you're 
    done, exit the room to watch a cut-scene, which will effectively end this very,
    very short quest.
    
    ===========
    UPON A PAWN
    ===========
    
    At first, you won't have an active quest. However, there will still be an 
    objective marker on your mini-map. Head to the circle objective now, which will
    lead you to the end of town. There, a pawn named Rook will appear. You will get
    a short explanation of what pawns are, and then you are free to approach the 
    town gates and continue on your adventure, to the encampment to the west.
    
    Outside of town, you'll snag an achievement for leaving town. Nice! As you 
    travel along the road, you will see a merchant under attack from goblins! Save 
    him from the attack.
    
    Continue down the path until you reach the encampment, and the quest will be 
    completed.
    
    ==================
    CALL OF THE ARISEN
    ==================
    
    Inside the camp, your mini-map will lead you to a riftstone. Interact with it 
    and it will ask that you prove yourself before you are awarded with your main 
    pawn for the game.
    
    Exit this tent and then run around the camp until a cut-scene triggers. It 
    seems that there is a monster right outside, and the members of the camp are 
    preparing to do battle with it.
    
    Go outside and fight the monster. This big dude looks like a cyclops with 
    mastodon tusks. A good strategy at first is to crawl up it and then focus your 
    attacks on its single eye. This will leave him wide open for all the other 
    people attacking him to start knocking him off his feet. Once he starts 
    teetering on one foot, that's your cue to hop down (unless you've been thrown 
    off the beast already), and start hacking and slashing like mad to make the 
    monster fall onto its back. Then continue your attacks until the monster is 
    dead.
    
    Loot the remains of the monster and then return to the camp. Speak with the 
    Riftstone again, and it will reward you with your pawn. You can customize this 
    pawn, but only this one. Customize its appearance and name as you see fit, and 
    then choose its vocation. It's wise to choose a vocation that contrasts with 
    your own. If you chose a fighter for yourself, make your pawn a mage, for 
    example.
    
    When the creation process is done, everyone will kneel before you, for you are 
    the master of the pawns.
    
    ===================
    STRENGTH IN NUMBERS
    ===================
    
    Ser Berne at the camp will ask you to train with your pawn in order to test 
    your abilities. I guess helping them kill the big giant cyclops elephant wasn't
    enough. There's no pleasing people these days. At any rate, you will want Rook 
    with you, as well as your main pawn, and one other pawn that is allowed for 
    your party. To recruit more pawns or to change pawns, visit the rifstone and 
    enter the void to find a suitable party member.
    
    Back at Ser Berne's training area, the first goal is to move the cargo that is 
    lying around into the designated area before the time limit runs out. If you 
    have a full party, this is easy. Your pawns will all run for one of the boxes, 
    leaving you with just having to carry one yourself. Complete this task and 
    then speak with Berne to start the second task.
    
    Berne's second task sees you fighting scarecrows. You and your party will just 
    have to kill all of the scarecrows in the area until they've all been knocked 
    down. You can do this by any means you have at your disposal.
    
    Berne's third task once again has you fighting scarecrows. However, this time, 
    the scarecrows can only be killed in a specific manner. Some can be killed by 
    melee and ranged attacks, but others HAVE to be killed by magic attacks. This 
    means that either you have to be a mage, or you need a pawn in your party that 
    is of the mage vocation. If you need to switch pawns, go to the riftstone and 
    do so before starting this task. When you're ready, just beat up on all the 
    scarecrows, and if one isn't toppling, that is one that you have to defeat 
    using magic.
    
    ================
    A RUDE AWAKENING
    ================
    
    With your training completed, speak with Mercedes, the leader of this little 
    encampment. She will accept your aid in fighting the dragon. Before you guys 
    head off, she insists that you and the party take a rest. Choose this option. 
    The rest will be disturbed in the early morning by a hydra attack.
    
    No, not the water beast. This hydra is a multi-headed snake! And man, is it 
    magnificently devastating. This hulking monstrosity has a ton of health, not to
    mention it is virtually unstoppable. It can destroy structures with ease, and 
    deal an insane amount of damage.
    
    Stick by Rook. Rook will use healing items semi-constantly, so that even if you
    do take damage from the hydra, Rook will be right there to provide healing 
    services. If the other pawns get knocked down to the point that there is a red 
    skull on the mini-map, run over to them and press B to revive them. Keep 
    fighting the snake as it slithers throughout the camp.
    
    A scene will play in which Mercedes kicks a powder keg to you, and then you 
    will automatically toss the keg into the mouth of the beast. With the powder 
    keg lodged in its throat, you should be able to easily see it bobbing up and 
    down as the snake struggles to digest it. Fire an arrow or a spell or something
    at the keg to cause an explosion that destroys the Hydra, leaving nothing but a
    single severed head.
    
    =================
    OFF WITH ITS HEAD
    =================
    
    Mercedes will decide that the head can be used as a gift to give to the duke of
    Gran Soren to impress him, and show off your abilities. The caravan with the 
    head will head to Gran Soren ahead of you and your pawn companions, but when 
    you are ready, leave the camp and start toward Gran Soren.
    
    The path to the caravan will be wrought with danger. Groups of armed rogues 
    prowl the countryside, as well as packs of wolves. They are all dangerous, 
    VERY dangerous, so be careful. If they engage you and your party, kill them, 
    keep an eye out for any loot, and then proceed to the caravan.
    
    Once you catch up with the caravan, you will have a few new allies, including 
    Mercedes, to help as you continue the journey to Gran Soren. Along the way will
    be new dangerous. Goblins are the most common foe, but more rogues will attack 
    as well as regular harpies, the presence of which will almost CONSTANTLY see 
    your pawn exclaim, "A bird, perhaps?" No, not a bird. You know it's not a bird.
    THERE ARE NO BIRDS, MAN.
    
    Protect the caravan from these dangers as you continue to the capital. Once 
    again, keep an eye out for any loot that will be off to the side of the road, 
    like bags of gold or herbs for healing. Keep an eye on your health, and save 
    whenever possible. Don't worry if the ox loses all of its health, though, even 
    if you are failing at protecting the caravan. The ox will just fall down and 
    stop moving if its health bar is depleted, but you won't have to repeat a large
    section of the gameplay or anything.
    
    Evenutally you will go down a winding path that has a waycastle gate protected 
    by goblins. Kill the goblins. Use the powder kegs to your advantage. Then go to
    the switch on the side of the waycastle and pull it. This will open the gate, 
    but a swarm of goblins will rush out of it to meet you. Flee from them to get a
    better vantage point, and then kill them all. Continue with the caravan.
    
    As you near Gran Soren, your pawn will point out a herd of oxen that are 
    grazing in a field. You can kill these oxen and then loot them for meat that 
    can be used to heal yourself with. I highly recommend you do this, but make 
    sure there aren't other dangers that are attacking the caravan. The area 
    closer to Gran Soren will mostly see armed rogues attack the caravan instead of
    goblins and the like of those monsters.
    
    When you reach the city gates, wait for the caravan to catch up. Then a scene 
    will play and you will be allowed inside Gran Soren.
    
    =====================
    A MATTER OF MYRMIDONS
    =====================
    
    A man named Mason will approach you when Mercedes walks off. He suggests that 
    discovering more about your destiny will be impossible unless you learn more 
    about pawns, as they are intertwined with you, the arisen, and your destiny.
    
    Before doing this, I highly recommend visiting the local shops. Sell what you 
    don't need, improve the gear of your party, and then when you're all ready, 
    head to the inn. At the inn, speak with the man with the red text bubble above 
    his head. He will tell you about the pawn guild nearby.
    
    Exit the inn and use your map to find the guild. At the guild, speak with 
    Barnaby and this quest will be completed.
    
    =================
    LURE OF THE ABYSS
    =================
    
    Speak with Barnaby again. He will ask for your help in searching the dungeon 
    beneath the pawn guild. Follow him to the door to this area. Press B to enter 
    the door.
    
    This dungeon is one long, sloping staircase going downward. Initially, there 
    will be no threats. If you look off the edge, you can spy a potion laying on an
    extended ledge. You can jump down and grab it if you're feeling brave enough. 
    At any rate, continue down the slope. Bats will fly and try to attack you, but 
    they are harmless. In fact, you can grab them by pulling RT and throw them. 
    There are also big spiders crawling around, so take them out as well.
    
    Continue down the slope and suddenly, the dead bodies lying on the ground will 
    rise up as zombies and walking skeletons. Kill them and then continue until you
    come to an impass. A gate will be closed, not allowing you to continue. Hang a 
    left, and then continue into a dark passage. You'll see a short flight of 
    stairs leading to an open area with more skeleton enemies and powder kegs as 
    well. Kill the skeletons, then continue.
    
    Follow this path, and you will wind up on the other side of the gate. Pull the 
    lever on the wall to open the gate, then keep following the slope. A very large
    monster will come into frame eventually. This guy has a ton of health. The 
    easiest way to kill him is to knock him off the ledge, which will result in an 
    instant death.
    
    Continue down the slope until you reach the bottom. A strange blue light will 
    seep through the cracks. Approach the object in the middle and examine it. 
    Suddenly, strange tentacle beasts will rise from the floor and start attacking!
    These things have quite a bit of health, and they will spawn endlessly. Their 
    attacks are devastating as well. They can simply bite you, knock you down, 
    shoot electricity at you that slows you down, or shoot fireballs that will 
    drain your health a LOT.
    
    So, what do smart adventurers do in situations such as these? Why, run for the 
    hills of course! And so that is what you shall do. Book it out of there. Keep 
    an eye on your stamina bar, so that you aren't caught stuck catching your 
    breath while a few tentacle dudes are shooting fireballs at you.
    
    It is highly likely that your pawns, smart as they might be, will get knocked 
    down by the tentacles. Oh well. Don't waste time trying to save them or carry 
    them to the top. Just leave them there and continue running straight for the 
    top of the slope. Once you reach the top, your character will be shown 
    sprinting the hell out of there and back to the pawn guild building.
    
    Back in the pawn guild, your companions will spawn all around you if they fell 
    in the Everfall. You can then revive them with the B button there before 
    seeking out Barnaby to have a chat with him. Tell him about your discoveries 
    and the messed up tentacle monsters.
    
    ==========
    THE CYPHER
    ==========
    
    Upon exiting the pawn guild, you will be stopped by a soldier taht says Ser 
    Maximillian wants to see you. Follow the path up the hill and through the few 
    gates to reach him. Speak with him, and he will give you the choice of choosing
    from four different tasks. This guide will simply list the quests and how to do
    them in order of how he lists them, but keep in mind that you can definitely do
    this quest or the next three in any order that you wish.
    
    Your first goal is to speak with someone in the city that could possibly have 
    information about the slate. Your objective marker will first lead you to a 
    farmer in a field. Speak with him and he will tell you that he knows nothing 
    about ancient writings. With that, he tells you to speak with the scrivener.
    
    The scrivener is also known as the Black Cat, and is basically the black market
    of the city. He's a bit hidden in the city, but just make your way to his shop 
    by using the mini-map. Speak with him, and he will reveal that there's really 
    nothing to decypher on the slate because it itself is a cypher.
    
    With that, your quest updates to find more information. Go to the fountain in 
    the middle of the town and just stand around. Seriously. Eventually a dude 
    that has more information will walk into frame. He will have a red bubble above
    his head, and as soon as he is in range, he will appear on the mini-map as well
    and stay there, even if he leaves. Go speak with him, and he will point you to 
    Hillfigure Knoll.
    
    Hillfigure Knoll is quite a bit a ways to the north. Make sure you have plenty 
    of healing items, up to date weapons and armor, and then head out of the city 
    and into the countryside. Along the way to the Knoll, you'll encounter multiple
    enemies, including wolves, weird lizard crocodiles dudes with spears, and the 
    typical bands of rogues and goblins.
    
    Fight your way to the Hillfigure Knoll, or flee, whichever suits you. As you 
    make your way to the Knoll, you'll realize that it is on a stretch of land that
    is separate from the city. Follow the shoreline for a bridge to make it across 
    the water. If you try to wade through the water to the other side, you will 
    get sucked under the depths and then wake back up on the shore. Yeah, I know. 
    Anyway, continue to the Knoll.
    
    At the Knoll, you will find a spooky dude hanging around. A short scene will 
    play. When the scene concludes, you will have to speak to the man sitting down 
    with the red bubble above his head. After that, your new goal is to return to 
    the city and report.
    
    Just like the way to the Knoll was difficult, the way back to the city is going
    to be equally as hard. You won't have a chance to resupply either. If you have 
    to, don't be afraid to run from the monsters and enemies until you become a bit
    more powerful. When you reach the city, speak with Maximilian.
    
    ===================
    A FORTRESS BESIEGED
    ===================
    
    This quest is going to be quite the pain because you have to travel across a 
    HUGE distance just to get to the start of it. Make sure you are fully stocked 
    up on healing items before even thinking about attempting this. You can gain 
    this quest by speaking with Maximilian, of course. And when you have this quest
    active, get ready for a super long journey.
    
    Start out by going south. Backtrack through the mountains. Then start heading 
    west down the first path you come to, right outside the mountain pass, that you
    walked by before with the caravan. Follow this path through the woods and more 
    mountains until you FINALLY reach the captain leading the siege. Keep in mind 
    that you will likely face a ton of perils along the way, such as goblins, much 
    larger monsters, and more.
    
    When you finally reach the captain, speak with him. Unfortunately, it seems 
    that the troops can't get into the fort to fight off the goblins because the 
    gate is shut. So it's up to you and your pawns to get into the base by going 
    through a large hole in the ground. Go to this hole and then follow the 
    underground tunnel until you wind up behind the walls of the fort.
    
    Fight your way to the next objective marker. You can take a ladder on the 
    outside of the fort that you open up into, or you can take the stairs. Either 
    way, you will have to fight a lot of goblins. Keep your eyes peeled for 
    treasure chests that are strewn about, as well as potions that are all over the
    place. These are vital to ensure your survival in this area.
    
    Once you get to the objective marker, you'll discover that it leads to a switch
    without a lever. Examine it, and then the location of the lever will be added 
    to your mini-map. Look around for a broken section of the wall. Leap across to 
    the other side. From here, you'll see a goblin controlling a ballista. Kill 
    him, but ignore the ballista. Yes, you can use it, but there are a couple of 
    other goblins with ballistas that will just blast you with explosive rounds 
    before you can even accomplish anything with it.
    
    Find a ladder and climb down. Ignore all the goblins and the cyclops(es?) as 
    well. The objective marker will clearly be behind a locked door. On the side of
    this small building you'll find a ladder. Climb the ladder to the top and hop 
    down. If your pawns don't follow you, destroy the barricade on the door so they
    can enter.
    
    Anyway, the marker will lead you into a small hallway with a trio of cells. 
    There's nothing of note in the cells, but at the end of this hallway, there is 
    a treasure chest. Open the chest and you'll find the lever. Grab it and then 
    retreat back to the switch with no lever. Interact with it again and you will 
    be able to pull the lever. This will open up the gate and the human forces will
    be able to swarm into the area.
    
    Your new goal is to help these guys clear the area of goblins and the two 
    cyclops enemies. This can be quite the challenge considering the fact that the 
    two goblins in the distance will continue to shoot at you with their ballistas 
    armed with explosive arrows, which deal a ton of damage, knock you down, AND 
    light you on fire. If you succeed, return to Maximilian and report your 
    success.
    
    However, if all the human forces are killed, get the HELL out of there. Run all
    the way back to Gran Soren, and then report your failure. However, despite the 
    failure, you will still receive a reward because I guess your efforts boosted 
    the morale? Okiedokie.
    
    =================
    SEEKING SALVATION
    =================
    
    Upon receiving this quest, yet again from Maximilian, you will be given two 
    different objective locations on the mini-map. These lead to a couple of 
    different people that you can talk to. Speak to either one of them and they 
    will tell you to speak to Mason.
    
    You will find Mason chilling out in the slum area. Use the mini-map and follow 
    the objective marker to find Mason. Speak with him, and he will give you a 
    special badge so that you can speak to people around town again and they will 
    think you are with the Salvation cult, thus making them more willing to give 
    you information about cult meetings.
    
    A couple more objective markers will pop up on the map, once again leading to 
    people to talk to. Hunt one of these down and talk to them. They will tell you 
    that the cult is meeting at the catacombs outside of the Gran Soren. Make sure 
    you're well equipped and prepared, and then leave Gran Soren, headed toward the
    catacombs.
    
    Once you reach the catacombs, be prepared for a super dark dungeon. You can 
    use the lantern to make light, but this is mostly just annoying. I found it to 
    be easy enough just fighting blindly through the dark. Keep in mind there are 
    various torches you'll be able to light down there as well. Whenever you reach 
    a door that needs unlocked via a lever or a lift that you have to ride down, 
    the mini-map will point out the lever location exactly, so keep your eye on 
    that. Fight your way through the enemies, which will include one of those 
    brutes that you fight in the pawn guild abyss earlier.
    
    Pillage your way through the dungeon and then you will find the cult having a 
    secret meeting. You're instructed to stand there and just watch, so do just 
    that. Just stand there. Eventually, the Elysion, the leader of the cult, will 
    take notice of you. He'll summon a bunch of zombies that kill his fellow 
    cultists as he tries to escape.
    
    Kill all the zombies with your pawns. They are easily killed, actually, but 
    it's still fun to just hack and slash your way through the undead. After they 
    have been all dead, Mason will call to you from behind a door. Walk over to the
    door and go through.
    
    Mason will have missed the fleeing Elysion, but stopped another one of the cult
    members for questioning. After speaking with him, you are given the option to 
    either spare his life by simply leaving, or killing him. This is actually 
    considered a separate quest called "Justice Done". Kill him or spare him, 
    whatever you feel like.
    
    With him dead, go up the nearby ladder and then you will wind up under a bridge
    just outside Gran Soren. YES! This means no horrible backtracking across the 
    entire countryside! Return to Gran Soren. Report your success.
    
    ====================
    THE WATERGOD'S ALTAR
    ====================
    
    This is the final possible task given by Maximilian. Accepting this quest will 
    redirect you to the cathedral to speak with Father Geffrey there. Speak with 
    him and he will ask you to go aid the survey mission sent out by the church.
    
    Head to the new area on your mini-map. Once again, NEVER leave Gran Soren 
    unprepared. You need to be stocked up on ALL healing items and have the best 
    possible weapons and armor that you can afford. Then start making your way to 
    the designated area, which is in the middle of the mountain pass that you have 
    traveled through probably multiple times now.
    
    As you near the waterfall, it can get kind of tricky to reach the actual place 
    you need to be. Basically, the waterfall separates one piece of land from the 
    other. The objective marker will be on one side. Go to the opposite side, and 
    then you'll be able to follow the path up a bit so you can cross the waterfall 
    and get back to the side with the objective marker. Follow the path up and 
    speak with Haslett. Haslett will tell you that Brother Jean is inside doing the
    survey.
    
    Go behind the waterfall and press B at the door to enter the dungeon. As you 
    move through the dungeon, you will be faced with skeleton enemies and the 
    occasional walking lizard dude with a spear. The skeletons are easy to kill and
    the lizard dudes can be killed easiest by attacking their tails. As you explore
    the ruins, you will come to an area that has deep water blocking the path and a
    leverless switch.
    
    Upon examining the switch with a missing lever, the location of the lever will 
    be put on the map. Basically, just take the nearby stairs straight down and 
    loot the biggest treasure chest to find the lever. Return the lever to its 
    rightful place and pull it to make a lift fall down, allowing you to walk 
    across it and avoid falling into the water.
    
    The next room has a lot of segmented stairs and such. Skeletons will spawn all 
    over the place, especially magic-using ones. Aquatic lizard guys will jump up 
    out of the water and attack, but the skeletons are more deadly due to their 
    extreme range with their magic attacks. Kill everything as you hop from broken 
    piece of stair to broken piece of stair, until you successfully cross the 
    water-filled area.
    
    You'll find a large cyclops here, as well as a dead body on the ground. Ignore 
    the cyclops for now and instead examine the body. Turns out that it's Brother 
    Jean. Oh no. Backtrack out of these ruins and tell Haslett that Jean has been 
    killed. Haslett will then ask that you seak out the slate pieces that Jean was 
    supposed to retrieve from the ruins.
    
    Return to the ruins. The mini-map will lead you to a locked door. After trying 
    to unsuccessfully open this door, the new objective marker will lead you back 
    to the cyclops. Fight with the cyclops. When it's dead, you will get the key. 
    Return to the door, open it, and then follow your map to the next lever. Pull 
    it and then the water will drain out of the ruins.
    
    At this point, five different objective markers will pop up on your screen. As 
    you can probably guess, these are all the five different slates pieces that 
    you need to collect. The downside to these slate pieces is that they weight a 
    lot, so if you need to, throw some of your gear on your main pawn to alleviate 
    some of the weight.
    
    With the five slates, return to Haslett and hand them over. Of course, now you 
    have to make the journey all the way back to Gran Soren to report your success 
    yet again. Finally, we're done with this stuff.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ACT II
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    =============
    COME TO COURT
    =============
    
    With Maximilian's quests completed (I believe you are only required to complete
    two out of the four), you can now speak to him in order to gain entry into the 
    castle to speak with the duke. Make sure you're done with all of the side 
    quests that you want to be done with before doing this, because they will all 
    be erased as soon as you talk to Maximilian as this quest will begin the second
    act of the game.
    
    Go through the castle gates and head straight forward through the doors to meet
    with the duke. Your pawns will not be allowed to accompany you inside this 
    castle because they're racist against pawns I guess. At any rate, a jester will
    stop you as you move through the castle and put a goofy hat on your head. Go 
    through the next set of doors to finally meet up with the duke.
    
    Watch the scenes. After they're over, an achievement will unlock. Leave the 
    castle. When you step outside, the camera will shift focus to a girl tending to
    flowers nearby. Run over to talk to her if you'd like. Then return to focusing 
    on getting the royal orders. As you try to leave the castle, you'll be 
    approached by a gentleman that will explain how you can get new tasks given by 
    the duke by speaking through his assistant thing or whatever he is, named 
    Aldous.
    
    ==============
    GRIFFIN'S BANE
    ==============
    
    Speak with Aldous and he will give you the choice of this quest, the first 
    option, or the next quest, the second option. You gotta complete both at some 
    point, but you can complete them in any order you see fit. Speak with Aldous, 
    get the quest, and then allow me to provide you with the shopping list:
    
    HEALING ITEMS. Go to the store and buy an absurd amount of healing items. Also,
    now that the game is in the second act, marked by your meeting with the duke, 
    you will find new armor and weapons at the armorey. Be sure to stop there and 
    upgrade as much as you can afford to do so. Don't bother upgrading any extra 
    pawns you have with you. Just your main character and the main pawn. At this 
    point in the game, you have no expendable income. All your coin should go 
    toward equipment and healing items.
    
    What this quest entails is that there is a pesky griffin attacking people all 
    the time. It's likely that you've encountered the beast already in your 
    travels, and oh man, it's gonna feel good to get rid of it. Well, the objective
    marker will lead you to the captain running the hunt against the griffin. Speak
    with him outside of Gran Soren, and then follow him and his troops to the area 
    where you plan on baiting the griffin. It's likely that there will be goblins 
    and other enemies to deal with, but with the help of the captain and his 
    troops, it will be easy to mow through all of the enemies.
    
    Eventually, you will come to a spot where there are a bunch of bones lying on 
    the ground. Surrounded by a smokey whisp, this spot is the designated area to 
    lay the bait for the griffin. The Gran Soren soldiers will hide in bushes and 
    wait. That's your cue to go find a goblin, kill it, and then pick it up. Carry 
    the dead goblin to the bones and drop its carcass on it.
    
    This will attract the attention of the griffin. Along with the troops, attack 
    the griffin. It will fly around and swoop down and try to attack as well. Just 
    keep laying into it. If it falls to the ground, that's a prime opportunity to 
    run up and just hack and slash the crap out of it. Don't jump on it or anything
    like you would for normal large enemies because it has the tendency to buck you
    off, which can be deadly if it flies into the air or anything like that.
    
    Eventually the griffin will flee to Blue Moon Tower. Now you have to go all the
    way to the tower in order to finish the fight. And oh my, is it a journey. You 
    have to go way north, and then way east. I highly recommend to stop by the Gran
    Soren marketplace on your way there to replenish your supplies after burning 
    through them a bit during the fight with the griffin.
    
    When you're ready, save, and head there now. Make sure you have a pawn that has
    a bow, or that you have one yourself. A mage is very good as well. Honestly, 
    fighters are useless against the griffin for the most part, especially since 
    there will be troops there anyway to help you out.
    
    Along the way, you will encounter a lot of tough opposition. In my experience, 
    I had to fight three packs of wolves in a row, with each pack having six to 10 
    wolves at one time. Of course, it's likely that you'll encounter wolves as well
    as other monsters along the way. The path there is a pretty long one, but as 
    you get closer, you'll notice a strong wind current blowing into your character
    as well as crows flying around, and of course, harpies.
    
    It's at this point that I highly recommend saving the game again. That's 
    because you'll have to deal with not one, but two gangs of rogues in the next 
    area that are both extremely difficult to take down. As you head into the 
    canyon, you'll encounter the first gang, populated by multiple archers, a 
    couple of powerful fighters, and one mage that will constantly be healing all 
    of these guys.
    
    Don't take them on head-on. This is suicide. The archers will riddle you with 
    arrows and destroy you. You need to lure the enemies deeper out of their 
    cavern. This will keep them from attacking you all at once, and you can focus 
    on taking out each one at a time. Try to kill the mage first if at all possible
    because he will constantly be healing the other guys, remember. With them all 
    dead, continue deeper into the canyon.
    
    On the ridges above, there will be two archers. Below there will be more 
    fighters, but luckily no mage this time. Your ranged guys, or you, can take out
    the archers. Then focus on destroying the ground forces. The lack of a mage 
    makes these guys considerably less irritating than the last bunch of rogues. 
    With them wiped out, continue until you reach a large golem that is glowing 
    purple and junk. Oh great.
    
    This dude takes a long time to beat, but since it's easy to avoid his attacks, 
    it's worth taking the time to defeat him for the experience points. Attack the 
    purple discs on his body until they are destroyed. Do this one at a time until 
    all the purple discs are destroyed and the golem is killed. Then continue to 
    the tower.
    
    You'll then meet up with the soldiers again. Follow them up the tower. The 
    griffin will swoop down and attack periodically, but ignore it for now. Your 
    pawns might fall off the edge, so be wary of that as well. You'll eventually 
    reach a door that is barricade. Help everyone destroy the barricade and then 
    continue to the next doorway. It will be barricaded again, but let the troops 
    hack and slash at it.
    
    Look for a nearby flight of stone steps. Go up the steps and move along the 
    way. Destroy the boxes in the way until you get to the next set of steps, that 
    end at the other side of the gate. The Griffin will try to attack you this 
    entire time, so keep your finger pushed down on the left analog stick to keep 
    the sprint up. There will be a lever on the other side of the gate that you 
    need to pull to let everybody through.
    
    At the top of the tower, it's time to do battle with the Griffin. This plays 
    out more like a natural boss fight in any other game. The Griffen has a few 
    attacks that it will do. It will conjure electricity with its wings to stun 
    you, it will repeatedly dive bomb at you, and it will swoop down and try to 
    crush you under its talons. Sprinting away from it is the best thing to do in 
    all these situations.
    
    When the griffin is on the ground, the best way to deal damage to it fast as 
    well as set it on fire is by throwing the explosive barrels that are lying 
    around at it. There are plenty of explosive barrels, so don't worry about 
    accidentally wasting one or whatever.
    
    If you have a bow or another ranged attack, there is a flight of stairs that 
    you can hide at in order to avoid the griffin's attacks all together. From 
    there, you can simply nail it with ranged attacks until it hits the ground, and
    then run over and wail on it until it takes flight again.
    
    Repeat this process until the Griffin and its dead. A good tip is to keep an 
    eye on your health bar, and be sure to heal as soon as the health meter gets to
    300 or a little blow. The griffin has powerful attacks, but none of them will 
    one-shot you, unless he knocks you off the top of the tower, of course.
    
    With the griffin dead, don't leave just yet. There's a ton of gold against the 
    far wall, as well as other objects to find if you loot around. Grab all of 
    these goods and then start the long journey back to Gran Soren to report your 
    success. Don't be afraid to run away from any battles if need be.
    
    ======================
    TRIAL AND TRIBULATIONS
    ======================
    
    Buckle up because this one is another very time-consuming questoid for ya. 
    However, this quest has a lot of freedom and a branching story. Unfortunately, 
    the only really compelling result to this is to make the person be found not 
    guilty, as this will open up a shop for you that sells valuable items at 
    extremely low prices, so...yeah. But if you are feeling especially evil, get 
    the dude found guilty.
    
    But what am I talking about, anyway? Basically, the second quest given to you 
    by Aldous asks you to gather evidence for an impending trial for the merchant 
    named Fournival. As soon as you get the quest, an objective marker will appear 
    upstairs. Speak to that person, and then you will receive the first piece of 
    evidence. Turn it in to Aldous now if you'd like or hang on to it until you can
    turn it all in at once. It's up to you.
    
    Now your next objective is to go to different areas around town and collect 
    more evidence. Fournival's house is one of these areas. You'll find a piece of 
    evidence on his desk downstairs, and in the corner of his bedroom upstairs. 
    Once you have all this evidence collected, you really have two options of where
    you can go from there.
    
    For one, you can go to the northeast to a small fort where you can find a 
    knight that, if you escort him back to Gran Soren, will more or less guarantee 
    a guilty verdict. On the other hand, you can travel REALLY far to the northwest
    and speak to a man that will forge affadavits for you to help prove Fournival's
    innocence or his guilt, depending on what route you'd like to take. If you want
    to find him innocent, the trek to get the forged evidence is worth it to ensure
    that he will be found innocent. Otherwise, to find him guilty, go do the escort
    mission from that fort.
    
    At any rate, when you're done collecting evidence, turn in everything that you 
    like to Aldous. Then there's nothing to do but what for the day of the trial. 
    To make time go faster, go sleep at the inn until the day of the trial arrives.
    You will be notified of the day of the trial with a pop up on the screen when 
    the day arrives. Exit the inn and watch the trial take place outside by the 
    fountain.
    
    Whether or not he's found guilty or nonguilty, go report to Aldous back at the 
    duke's place. Speak with him to finish the quest and reap the rewards.
    
    ===================
    THE WYRMKING'S RING
    ===================
    
    Speak to Aldous again to get the option to do the next couple set of quests. 
    There is this quest and then the one after it that, once again, can be 
    completed in any order that you see fit. When you have this quest, buy a bunch 
    of healing items, any new equipment you can afford, and then begin speaking 
    with people on the whereabouts of Salomet. Your map will lead you to a variety 
    of different people to talk to, so just keep talking to them all until you 
    learn of his location. Leave Gran Soren.
    
    Outside, open your map. There will be two objective markers, but they both lead
    to the quarry. Travel to the nearest one, directly to the west. There is a 
    spring you'll find on the way that has water that heals you all the way if you 
    swim in it, so you can reserve healing items along the way. Once you reach the 
    quarry, open the door to head inside.
    
    You'll find the wizard named Salomet that evidently stole the Wyrmking's Ring 
    from the duke. Fight with him and his band of rogues. Drain his health to near-
    death, and then Salomet will escape. Bummer. Now you gotta make the long trek 
    back to Gran Soren, or use a Ferrystone if you found Fournival not guilty in 
    the trial. At any rate, get back to Gran Soren one way or another, and then 
    report your failure to Aldous.
    
    Your new goal is to once again ask around about Salomet. Keep talking to the 
    marked people with the red dialogue boxes above their heads until you find out 
    that Salomet fled to none other than Bluemoon Tower. Aw, shucky ducky quack 
    quack. Time to go back there now.
    
    Make sure you have plenty of healing items and then start heading to the tower 
    again. Remember, this is the same exact tower that you traveled to when you 
    fight the griffin. The enemies will be largely the same as you near the tower, 
    but now you should be considerably more powerful and they won't pose nearly as 
    much of a threat. Continue until you reach the tower and then clamber to the 
    top.
    
    At the top of the tower, you will encounter Salomet again. This time he uses 
    the power of the ring to become super-powered. He will summon skeletons of all 
    shapes and sizes, and he will also teleport all over the place, making him 
    somewhat of a pain to fight. Ranged weapons work the best on him at this point,
    but it is certainly possible to run up and attack him with melee strikes.
    
    Ignore the skeletons he summons. Salomet only has two bars of health, and he 
    poses the biggest threat. Let your pawns deal with his minions. A good way to 
    dodge all of Salomet's attacks is to constantly run toward him in a circular 
    motion, by the way. Well, when he dies, the ring will be on the side of the 
    cliff. Grab it, kill any remaining enemies, then head back home to Gran Soren.
    
    Give the ring to Aldous to complete the quest.
    
    ===================
    PRIDE BEFORE A FALL
    ===================
    
    Aldous will tell you to go speak with Mercedes for further instructions. So go 
    speak to her, just outside the duke's place, or hanging around the duke's 
    palace as well. She will ask you to accompany her to Windbluff Tower, which is 
    that encampment to the north on the way to the stupid Bluemoon Tower. Make sure
    you are properly equipped before leaving, as always, and then head there.
    
    Once you arrive, you'll find soldiers fighting one another. Ignore this and 
    follow Mercedes through the area. You will then find the leader of the revolt 
    named Julien. He and Mercedes will duel, and all you can do is stand there and 
    watch. When it ends, speak with Mercedes again and then return to Gran Soren 
    and tell Aldous that the revolt is over.
    
    ===================
    HONOR AND TREACHERY
    ===================
    
    Yet again, speak to Aldous. This time you won't be able to choose from multiple
    quests; this is the only quest that will be available right now so that you can
    further the main questline. You have to go to the Mountain Waycastle, which is 
    a way point you passed on your way to Gran Soren way back when, to the south of
    the city. Before leaving, buy plenty of poison curing medicines, as well as 
    Secret Softener. Trust me.
    
    Head there now, but you will find out that this was all a trick just to get 
    yourself, the Arisen, out of Gran Soren! Return immediately to Gran Soren. When
    you get back, you will discover in the field area that a large monster called a
    Cockatrice is attacking. This thing is a large black bird-like creature, with a
    rooster head. Or as your pawn's will say "'Tis has a cock for a head!"
    
    This beast is not as formidable as say, the griffin, but it does have a lot of 
    its health and a couple of its attacks are very annoying. Physically, it's 
    attacks are easily avoided, but it does blow this black smoke out of its mouth 
    that can have a variety of effects. It can poison you. It can restrict your 
    spellcasting. And it can slow you down considerably. Not only that, but it can 
    even cause you to turn to stone. When this ailment is on you, immediately use 
    that Secret Softener to rid yourself of this problem.
    
    Otherwise, just keep attacking the beast. I found it was easy to deal a lot of 
    damage by grabbing onto its tail and hacking and slashing away. At any rate, 
    after it has been killed, go to the duke's place and speak with Aldous to 
    finish the quest.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ACT III
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    =========================
    REWARD AND RESPONSIBILITY
    =========================
    
    When you're ready to start Act III, you will be asked if you REALLY want to 
    start it. Finish whatever business that you may have, and then speak with 
    Aldous and confirm. Then follow him up the stairs to meet up with Duke Edmun 
    in his solar.
    
    Speak with the duke. Then follow the duke out of the door to a room full of 
    goodies. This is your reward for saving Gran Soren. Collect the mountain of 
    gold and loot the treasure chest. Upon trying to leave, another cut-scene will 
    play, which will lead directly into the next quest.
    
    ==============
    DENY SALVATION
    ==============
    
    Your new quest will be to head to the Greatwall and defeat the cultists that 
    have invaded it. The Greatwall is the large structure right next to the dude 
    that sold the forged affadavits for the Trial and Tribulations quest that took 
    place earlier in the game. It's a long journey. Go prepared. But go.
    
    Upon making it to the Greatwall, you can stop and sleep at the tent outside 
    before entering to rejuvenate yourself and your pawns. Head inside and then 
    start fighting through the undead masses. Push your way through the fortress. 
    You will occasionally encounter soldiers along the way. If they don't die and 
    you defeat the nearby enemies, they will unlock doors that will make this quest
    go by a little faster, but you can always ignore them or just continue along 
    anyway if they happen to be defeated.
    
    When you reach the roof of the Greatwall, you will witness a cut-scene, and 
    then have to fight two Wights. These guys don't have a whole lot of health, but
    unless you're the Strider vocation, you will not have many opportunities to 
    attack them. The reason for that is they float above the ground out of melee 
    range for elongated periods of time, and only come down when they are about to 
    summon more undead warriors to fight you.
    
    That's another thing; they will spawn skeletons to try to fight you, and also 
    do typical magical attacks like shoot fireballs and the like. If you have a 
    ranged weapon, pelt them with arrows or shoot them with magic constantly while 
    moving all the time to avoid the attacks of the undead warriors. When the 
    Wights come down to summon more, marked by a large purple glowing of their 
    bodies, that's your cue to run over and deal devastating melee damage, which 
    should wittle away their health bars quite nicely. It may took about two to 
    three times of them lowering to the ground for you to defeat them (each), but 
    when they're both dead, you'll be treated to another cut-scene that will in 
    turn end this quest.
    
    ================
    THE FINAL BATTLE
    ================
    
    Now you must head all the way back to those creepy Arisen that you talked to at
    a much earlier stage in the game, north of Gran Soren. Return to them and speak
    with them again. Afterwards, you will have to walk ALL the way back to the 
    Greatwall. If you have a Portcrystal, stab it into the ground near the 
    Greatwall area so you don't have to do as much needless and painful 
    backtracking.
    
    At the Great Wall, you will have to go through a different door in order to 
    start the journey to the dragon. MAKE SURE YOU HAVE A TON OF HEALING ITEMS. 
    This is very important. Go through Tainted Mountain, and I highly recommend 
    running by all the enemies. You'll find all the typical enemies in the game, 
    except they are in their "black" form, which means they are extremely powerful 
    and tough to kill.
    
    When you reach the Great Hall, you will come face to face with a black chimera.
    The Great Hall doors are shut, and there are four different pads around the 
    room that you have to step on in order to open the door. It is possible to do 
    this without fighting the black chimera, but the black chimera can make it 
    quite a pain, so you may just want to fight the dude and get it over with.
    
    The first thing you will want to do while fighting the black chimera is to 
    focus on the goat. The goat has a powerful healing spell that regenerates an 
    absurd amount of health. Be sure to interrupt its spellcasting by using skill 
    attacks. When the goat is dead, turn your attention to the snake and the lion. 
    Unlike previous chimera, destroying the snake will only be a temporary 
    situation since the snake will constantly respawn until the battle is over.
    
    Whenever you drop below 1000 health, be sure to heal. This is a long battle 
    that is sure to test your patience, but when its dead, loot its body for any 
    valuables, step on each of the four different stones in the room, marked with 
    exclamation points on your mini-map, and then the Great Hall doors will swing 
    open. Go through the doors to meet up with the dragon.
    
    View the cut-scene. And you now have two choices. One, you can sacrifice 
    Mercedes by picking her up with the right trigger and approaching the dragon 
    with her in your arms. This will give you the bad ending in the game. On the 
    other hand, you can choose to fight the dragon and continue playing the game. 
    To choose this option, approach the dragon without picking up Mercedes.
    
    For the first part of the fight, turn away from the dragon and sprint away from
    it. The camera will be positioned in front of you, but as long as you stay in 
    the middle of the hallway, you will be fine. There will be a couple of 
    instances where rubble will get in your way, but you just have to jump over 
    them and then continue.
    
    You'll know that you're done running when the dragon gets its head stuck in the
    hallway. Attack his head repeatedly. The dragon will then breath a trail of 
    fire as its own attack at this point. Try to doge it to the best of your 
    ability, but it's virtually impossible. Keep your health above 1000 and keep 
    laying into the dragon's head until his heart is exposed.
    
    When his heart his exposed, the dragon will flee. Chase after him through the 
    hole in the wall. You'll now be outside on some bridges. Sprint down the 
    bridges. The dragon will fly above and spew flames at you and any pawns you may
    have left. It's easy to avoid the flames. Just keep making your way to the 
    other end. Avoid any pitfalls in the ground, and don't go so fast so that you 
    fall off the edge.
    
    When you get to the end of the bridge, the dragon will fly off into the 
    distance. As you can probably see, there are ballistas on this roof. Take 
    control of one of them, and wait for the dragon to charge you and then pawn. 
    Then fire a ballista shot (just a regular one is fine), and then it will hit 
    the dragon, causing another scene.
    
    Following that cut-scene, you will be on the tail of the dragon. Push the left 
    analog stick forward to climb up the dragon's spine. There will be various 
    obstacles that you will encounter as the dragon flies. These encounters will 
    initiate a QTE that requires you to wiggle the left analog stick back and 
    forth.
    
    Upon reaching the dragon's heart, marked by a glowing spot on his back, attack 
    the dragon by pressing X to attack his heart. This will initiate yet another 
    cut-scene, which unfolds into the main battle against the dragon.
    
    The dragon has a lot of very powerful attacks. It can swipe at you with its 
    claws, crush you with its claws, attack you with magical attacks, and most 
    devastatingly, it will attack you with a spew of fire. You need to use any 
    healing items that you have every single time your health even drops slightly 
    below the 1000 HP line.
    
    To do damage to the dragon, attack its heart. That's about all there is to it. 
    You can grab onto the dragon's stomach and climb to its heart to repeatedly 
    attacking it with your melee weapon, which is the easiest way to deal a lot of 
    damage. The dragon will grab you off his chest and smash you on the ground if 
    you are right on the middle of the heart, but if you stick to one of the 
    corners around the corner and then just keep stabbing, the dragon likely won't 
    be able to grab you. As long as you have mushrooms or potions to restore your 
    stamina when it runs low, you can theoretically attack the dragon's heart 
    until it falls to the ground.
    
    When it falls to the ground, that's another opportunity to run over and just 
    hack and slash the hell out of its heart. Then grab on before it goes off 
    again. If the dragon flies really high into the air, you'll be knocked off of 
    its chest, and you'll have to use ranged weapons to attack it from afar, or 
    just dodge its fireballs until it flies back down to attack it again.
    
    Keep repeating the process until the dragon is dead.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    EPILOGUE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    The reason these quests have been put in the "epilogue" section of the game is 
    simple. If you choose to sacrifice Mercedes, then the game ends right then and 
    there; the credits play and everything! Because of this, I consider the battle 
    with the dragon to be the end of the main storyline, and the rest of the quests
    that follow which continue the story, an epilogue, the falling action if you 
    will, of the mani game.
    
    ==============
    A WARM WELCOME
    ==============
    
    With the dragon defeated, return to Gran Soren. Go to the duke's palace and 
    then head to his solar. Watch the scene, and then fight the duke until his 
    health bar has been brought down enough to cause another scene to play. Watch 
    it.
    
    After that scene, flee the duke's place. Sprint to the objective marker on the 
    mini-map. 
    
    ===========
    FATHOM DEEP
    ===========
    
    You'll fall into the Everfall. Speak to the pawn named Quince, and you'll get 
    your next quest, and it's a collect-a-thon. There are these items called 
    Wakestones that you need to collect in order to continue and bring them all to 
    Quince. You need 20 Wakestones in order to continue in the game.
    
    Wakestones are plentiful in the Everfall. Pretty much whenever you kill a 
    bigger monster in the Everfall, they will drop a few Wakestones. You can find 
    fragments of Wakestones in chests and on smaller monsters like goblins, and 
    keeping these fragments in your inventory will cause them to automatically join
    together and create a Wakestone.
    
    Another way to get all the Wakestones very quickly is to fight Ur-Dragon at the
    Chamber of Lament. ur-Dragon is essentially a boss that connects to the online 
    mode of the game. As every player in Dragon's Dogma playing around the world 
    deals damage to Ur-Dragon, his health bar goes down. However, if you play the 
    game offline, it's a lot more possible to defeat him by yourself. And guess 
    what he drops when defeated? Exactly 20 Wakestones. It will be quite a 
    challenge, even if you fight him offline, but it's possible.
    
    And finally, if you managed to get Fournival proven innocent, the dude sells 
    Wakestones. However, I am unsure if his supply replenishes after you purchase 
    the initial Wakestones from him, or if they are "SOLD OUT" like the 
    Ferrystones.
    
    At any rate, deliver the 20 Wakestones to Quince to complete this quest.
    
    ===============
    FINAL JUDGEMENT
    ===============
    
    This quest is a boss battle with the Seneschal, and interestingly enough, it 
    can result in yet ANOTHER game ending. If you are killed by the Seneschal 
    during his first stage of attacks, then you will get an achievement called 
    Servitude and see the less-bad (but still bad) ending to the game.
    
    Just fight the Seneshcal. Dodge his attacks. Hack and slash or fling arrows or 
    cast spells or whatever. There will be a scene that interrupts the gameplay 
    after you drain his health meter for the first time. When the scene concludes, 
    finish the fight by draining his health meter again.
    
    Now there is another possible ending. You can turn away from the fight and 
    leave to get another ending and another achievement. Or you can move toward 
    the Seneschal and walk by all the people from your journey. Once you reach the 
    Seneschal, the final part of the battle will begin.
    
    You have to fight against Seneschal and his main pawn. Your only ally in this 
    fight is your own main pawn. The two possible support pawns will not be 
    available for this fight. Focus your attention on his main pawn first so that 
    you can dwindle the fight to a two on one affair. Then focus all of your 
    attention on the Seneschal until he is dead and the quest will be completed.
    
    ===================
    THE GREAT HEREAFTER
    ===================
    
    Now that you are the Seneschal yourself, you are free to mess around in the 
    game and do whatever you want for a while. Basically, you get to be a 
    poltergeist. You can do this forever, or you can start the entire game over as 
    new game plus. To do this, use the Godsbane and your character will kill 
    themselves, resulting in the game starting over as new game plus. This is the 
    "real" or "good" ending to the game.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    3. Conclusion
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    I hope this guide helped you beat Dragon's Dogma on the Xbox 360, PS3, and PC!
    
    If you want to check out all my other stuff, try here:
    
    http://www.cheatmasters.com/blog/author/horror-spooky/
    
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