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    Walkthrough by vhayste

    Version: 1.0 | Updated: 05/23/13 | Search Guide | Bookmark Guide

                  D r a g o n ' s  D o g m a : D a r k  A r i s e n
                                W A L K T H R O U G H
                            AUTHOR: PAUL MICHAEL (VHAYSTE®)
                              CONTACT: vhayste@gmail.com
    Illustrated online version of the guide is available below
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                          T A B L E   OF   C O N T E N T S
    MQ00 - Prologue 
    	Q01 ------- Quest 1: Harbringer of Destruction
    MQ01 - Main Quest: ACT I 
    	Q02 ------- Quest 2: Newly Arisen
    	Q03 ------- Quest 3: Upon a Pawn
    	Q04 ------- Quest 4: Call of the Arisen
    	Q05 ------- Quest 5: Strength in Numbers
    	Q05 ------- Quest 6: A Rude Awakening
    	Q06 ------- Quest 7: Off with Its Head
    	Q07 ------- Quest 8: Matter of the Myrmidons
    	Q08 ------- Quest 9: Lure of the Abyss
    	Q09 ------- Quest 10: The Cypher
    	Q10 ------- Quest 11: A Fortress Besieged
    	Q11 ------- Quest 12: Seeking Salvation
    	Q12 ------- Quest 13: The Watergod's Altar
    MQ02 - Main Quest : ACT II
    	Q13 ------- Quest 14: Come to Court
    	Q14 ------- Quest 15: Griffin's Bane
    	Q15 ------- Quest 16: Trials and Tribulations
    	Q16 ------- Quest 17: The Wyrmking's Ring
    	Q17 ------- Quest 18: Pride Before a Fall
    	Q18 ------- Quest 19: Honor and Treachery
    	Q19 ------- Quest 20: Reward and Responsibility
    MQ03 - Main Quest : ACT III
    	Q20 ------- Quest 21: Deny Salvation
    	Q21 ------- Quest 22: Final Battle
    MQ04 - Post Game 
    	Q22 ------- Quest 23: A Warm Welcome
    	Q23 ------- Quest 24: Fathom Deep
    	Q24 ------- Quest 25: The Final Judgment
    	Q25 ------- Quest 26: The Great Hereafter
    BBI01 - Bitterblack Isle
    	P01 ------- Part 1: Introduction
    	P02 ------- Part 3: Garden of Ignominy
    	P04 ------- Part 4: Duskmoon Tower
    	P05 ------- Part 5: Ward of Regret
    	P06 ------- Part 6: Midnight Helix
    	P07 ------- Part 7: Vault of Defiled Truth
    	P08 ------- Part 8: Gutter of Misery
    	P09 ------- Part 9: Warrior's Respite
    	P10 ------- Part 10: Shrine of Futile Truths
    	P11 ------- Part 11: Corridor of Emptiness
    	P12 ------- Part 12: Forest of Remembrance
    	P13 ------- Part 13: The Pilgrim's Gauntlet
    	P14 ------- Part 14: Black Abbey
    	P15 ------- Part 15: Tower of Treasons Repaid
    	P16 ------- Part 16: Forsaken Cathedral
    	P17 ------- Part 17: Corridor of the Hollowed
    	P18 ------- Part 18: Rotwood Depository
    	P19 ------- Part 19: The Forgotten Hall
    	P20 ------- Part 2o: Blockless Stockade
    	P21 ------- Part 21: The Arisen's Refuge
    	P22 ------- Part 22: Sparyard of Scant Mercy
    	P23 ------- Part 23: The Fallen City
    	P24 ------- Part 24: Bitterblack Sanctum
    NG00 - New Game +
    	NG00 ------- New Game +
    ________ MQ00 | Prologue ________
    ______ Main Quest Prologue ______
    Q01 - Quest 1 - Harbringer of Destruction
    Once you are able to in control, you'll be starting the game as a hero
    named Savan and his pawn, Salde. Open your inventory by pressing Select and
    equip the lantern. Follow the corridor and you'll find the Dragon at the
    end of the path that will set the place on fire.
    Follow your pawn and jump past the fire. Defeat the goblins and enter the
    cavern. Jump down the ledge and touch the firstone to summon more pawns.
    Follow the path until you encounter more goblins. Defeat them and look
    around for healing items*. Destroy jars and crates to obtain these items.
    Follow the path upstairs and clear the holding area to save Ser Ashrore.
    Talk to him to obtain a panacea.
    Continue following the path and exit to the antechamber to find a harpy.
    Defeat it. There are crates and other items at the end of the walkways.
    Open the chest then join the survivors. Follow the corridor and open the
    chest on the way. Keep on following the path until you reach the Grand
    Hall. Head to the large door to trigger a boss battle.
    You are now against the Chimera. It has three heads with a life bar each.
    The tail inflicts poison and the goat head casts spells. Guard with your
    shield then counterattack when possible. Take out the snake tail first to
    prevent poison attacks and use jump attacks to interrupt the goat head's
    spells. You can also grab hold of the snake tail and attack it while
    clinging on it. When it's attention is focused on your allies, you may
    attack it from the side or the rear. Continue until it is defeated.
    _ MQ01 | Main Quest _
    _______ ACT I _______
    Q02 - Quest 2 - Newly Arisen
    After customizing your character, you'll wake up in the village chief's
    house. Pick a weapon to choose the class you want. Your character's build
    will affect your class. Bulkier builds have more strength but low stamina
    recovery and speed while it's the opposite for lighter builds.
    Once done, you may destroy objects in the room to obtain items. Leave the
    room for a scene. After the scene, the quest is completed.
    Q03 - Quest 3 - Upon a Pawn
    After exiting the area, you can explore a bit. Once done, head to the gate
    to trigger this quest. Just follow the road until you encounter a peddler
    being attacked by goblins. Rescue him and continue forth until you reach
    the Encampment to complete the quest.
    Q04 - Quest 4 - Call of the Arisen
    -Approach the voice that beckons from the center of the map
    -Search the area
    -Drive off the threat
    -Report to the Rift
    Continue to the camp's headquarters and examine the riftstone to
    investigate the mysterious voice. After the short event, go to the quest
    marker and leave the Encampment. Outside you'll find a cyclops with some
    goblins. Help the soldiers take out beasts then return back to the
    After reporting, a permanent, primary pawn will be assigned to you. You can
    customize his/her overall appearance, build, inclination and behavior. Once
    you're done with your main pawn's customization, this quest will be
    Q05 - Quest 5 - Strength in Numbers
    First Task: Move the Cargo
    Second Task: Destroy the Scarecrows
    Third Task: Destory more Scarecrows 
    As soon as the previous quest completes, exit the headquarters and Ser
    Berne will approach you. He will give you and your party a test and will at
    least introduce you on how pawns work in a team. Basically, you just have
    to complete the tasks without minding your allies. They will work
    For the first task, you and your pawns will have to move cargo crates to a
    delivery point within the area. Just find a crate that they're not carrying
    and place it within the drop off area. Next, you have to defeat scarecrows.
    You have to destroy them all before time runs out.
    Finally, you have to take out more scarecrows; one group is immune to magic
    while the other is immune to physical attacks. Completing all the tasks
    will complete the quest.
    This an optional quest. If you don't want to do the tests, you can leave
    the area. However, this is the only opportunity it will be offered. Once
    you leave the training area, it will become inaccessible. 
    Q06 - Quest 6 - A Rude Awakening
    -Battle the Hydra
    -Smite the Hydra's Neck
    Look for Mercedes inside the Encampment and choose to spend the night
    there. You'll wake up in the morning with a hydra wrecking havoc inside.
    It’s head is its weakness. If you have a melee character, you can grab
    unto it and climb to its head. If you’re a mage or strider, target the
    head using your ranged attacks and magic. Once enough damage has been dealt
    with the Hydra, one of its head will be cut off.
    If you take too long to finish it off, Mercedes will hand you an explosive
    barrel that you can throw to the Hydra. It will swallow it, causing one of
    its heads to explode. After the quest, a scene will take place and Mercedes
    will ask you to escort her group to the capital, Gran Soren. This will
    start the next quest, “Off With Its Head”.
    Q07 - Quest 7 - Off with Its Head
    -Regroup with Ser Mercedes
    -Escort to the capital
    -Make for the capital
    It will be a great idea to bring a mage with Anodyne to keep not only your
    party’s HP up but also the ox that’s pulling the cart with the
    Hydra’s head on. You’ll have to make your way first to the Waycastle
    where Ser Mercedes is waiting. Expect to encounter pack of wolves and
    bandits along the way.
    The first mountain path is filled with harpies and goblins. Ranged and
    fire-based attacks works best against these pests. Remember to stay close
    to the caravan and rest if healing is needed. After the first turn in the
    mountain trail, you’ll encounter more harpies along the way. Be careful
    in the second turn since there’s a large boulder there that will start
    rolling down once you get near. There’s a mountain cottage here but you
    can just ignore that and continue down the path. You’ll eventually reach
    a small hill infested with harpies. Take them out and make sure the
    group’s completely healed before venturing forth.
    You’ll be halted by another waycastle that’s been taken over by
    goblins. Defeat them all then pull the lever nearby to proceed. You’re
    almost near and it’s possibly evening by the time you reach this point.
    Continue carefully and take out the goblins, bandits or undead that will
    ambush you from the foliage and the darkness. The quest will be complete
    once you reach Gran Soren’s gates safely.
    Q08 - Quest 8 - Matter of the Myrmidons
    -Learn more of the pawns (optional)
    -Visit the pawn guild
    After talking to Mason, this quest will start. You can talk to two NPCs and
    check out the inn where you can talk to the innkeeper to update your quest.
    The inn will be your most-used establishment in the game since you can rest
    here, store/withdraw items, change vocations, learn skills, etc. To
    complete the quest, you just have to follow the marker as it leads you to
    the Craftman’s Quarter. Follow the road and you’ll find a portcrystal.
    Just enter the building beside it and talk to Barnaby to complete the
    Note: You can talk to Barnaby again to start the next main quest. However,
    it will disable unfinished sidequests in Cassardis. Since you’re free to
    explore the whole Gransys after this quest, you can return to Cassardis and
    the Encampment to complete the sidequests and notice board requests there.
    Q09 - Quest 9 - Lure of the Abyss
    -Explore the Everfall
    -Report back to Barnaby
    Talk to Barnaby when you're ready then go down to the Pawn Guild's
    basement. Enter the door there to reach the large underground tower called
    the Everfall. Follow the path until you reach a gate. Enter to the left
    then fight your way through the corridors until you reach the other side of
    the gate. You can find a lever here that will remove the gate but will
    alternately close the other path you've gone through.
    Continue along the ramp and you'll encounter another gate and an ogre
    behind it. If you're a magic user, you can attack and defeat it safely from
    behind the gate; otherwise, you have to do the same thing again and fight
    through the alternate route to reach the other side of the gate. Again, you
    have the option to open the gate or not using the lever.
    Continue forth until you reach another gate. Go through the third alternate
    route and find the lever to the north to open the other gate. Continue east
    of the ceremonial cage and open the stone caskets. A skeleton will emerge
    from one of those caskets. Defeat it to retrieve an engraved lever. Attach
    the lever to the slot beside the gate ahead to access the chests in the
    other side.
    Proceed to the other path to reach the marked location. Before checking the
    Flameservant’s Throne at the bottom floor, scour the area and make sure
    that the room is clear of enemies. This will make your job easier later on.
    Beside the stairs leading to the spiral ramp is a balcony containing a few
    treasures and gold coins. Once ready, examine the Flameservant’s Throne
    to trigger a scene.
    Tentacles will start appearing. You don’t have any way of defeating these
    so start running to the exit. Mushrooms and Liquid Vims will help a lot in
    making your escape. If you have a ferrystone or Eternal Ferrystone, you can
    use these instead to teleport back to the portcrystal, right outside the
    Pawn Guild. Talk to Barnaby to complete the quest.
    Q10 - Quest 10 - The Cypher
    Talk to Ser Maximilian and choose the option to "Decipher a text" to start
    this quest. This is part of the Wyrm Hunt quests that he'll provide you.
    You need the Wyrm Hunt License to start the mission. You'll get this after
    completing the previous main quest, but if you accidentally sold the
    license, you can buy it back from the "The Black Cat" in Gran Soren for
    about 5,000g.
    -Inquire around town
    -Visit the forger
    -Seek further leads
    -Travel to Hillfigure Knoll
    -Report your findings
    Head to the fields and talk to the NPC with the question mark over his
    head. Next, head to the Venery and find the Black Cat. Talk to the forger
    there to update your quest. Finally, find the last NPC to update your
    Next, make your preparations and travel north of Gransys. You’ll
    encounter saurian, goblins, direwolves, bandits, snow harpies and a Cyclops
    on your way to the destination. You’ll also reach a friendly territory
    called the Windbluff Tower. Unfortunately, there’s no merchant or place
    to rest inside. Proceed past the tower until you find a winding path up the
    hill. You’ll also see a man sitting on top of those rocks as you get
    Go uphill towards the group of protruding rocks to trigger an event. Once
    ready, talk to the Dragonforged to proceed with the story. Before leaving,
    explore the cavern interior to find various loot and materials. Return to
    Gran Soren and talk to Maximillian to complete the quest.
    Q11 - Quest 11 - A Fortress Besieged
    This quest is part of the Wyrm Hunt quests Ser Maximillian gives you.
    Select the option to "Rout a monster infestation" to start this quest.
    -Speak with the captain
    -Open the gate
    -Rout the goblins
    -Defeat the goblin chieftain
    -Report your victory.
    The way to the Shadow Fort is a long and treacherous one. However, there's
    a shortcut that you can take to make the trip easier. You have to complete
    the sidequest "Of Merchants and Monsters" in the Ancient Quarry, due
    southwest of Gransys. Doing so will grant you safe access inside the
    Quarry, as well a merchant and replenishing treasures and gold
    After you exit, there’s also another camp to the southwest of the
    quarry’s exit where you can rest and manage your inventory. There’s
    also a dragon lurking to the southwest Shadow Fort. You may want to stick
    to the eastern path where you only have to deal with goblins and saurians.
    Once you’re in the fort, talk to the captain and enter the hole on the
    ground. Follow it until you reach the exit and find yourself in the
    interior of a building inside the fort. Kill the goblins inside and collect
    the loot inside the room. Don’t forget to destroy the crates to get more
    Head to the top floor make your way to the top floor and clear it. Take
    control of the ballistas there to take out the goblin-controlled ballistas
    in the main castle ahead. Be careful since the ballistas you’re
    controlling can also take damage and destroyed by those pesky goblins. If
    you managed to destroy the enemy-controlled ballistas, you can now use the
    ballistas to take out the cyclops below. Either that or make a run to the
    Station Room in the middle-west side of the fort.
    Enter the station room and clear the prison cells. You’ll find the lever
    inside a chest there. Return to the previous building and attach the lever
    to the gate mechanism. Operate it to open the gate and let your allies
    Help them kill all the goblins in the area until the chieftain appears.
    Proceed inside the fort and take out the enemies inside. There’s a
    cyclops in the second floor balcony so be prepared to take it down. Find
    the chieftain hiding well inside the castle and slay it. Report back to
    Maximillian to complete the quest.
    Q12 - Quest 12 - Seeking Salvation
    This quest is part of the Wyrm Hunt quests Ser Maximillian gives you.
    Select the option to "Investigate a Cult" to start this quest.
    -Learn more about Salvation
    -Talk to Mason
    -Renew your inquiry into Salvation.
    -Search the catacombs
    -Observe the gathering
    -Defeat the undead
    -Pursue Elysion
    -Report your findings
    Talk to a man named Meredith inside the Gran Soren Union Inn. Next, find
    Mason in the slums and talk to him as well to obtain the Salvation’s
    Badge. This will mark the cult members among the populace which you can
    talk to and update your quest. After speaking with them, the location of
    the catacombs will be marked on your map.
    Travel to the catacombs due west of Gransys. Just stick to the roads if you
    don’t want to get lost. Otherwise, just follow the marker and you’ll
    reach it eventually. There’s also a riftstone outside where you can use
    to replenish your pawn’s HP or re-arrange your party. The catacombs are
    pretty much straightforward so light up your lantern and start exploring.
    There are lots of undead in the area so have your fire-spells and
    enchantments ready. You can also start opening the stone caskets to find
    either good loot inside or reanimated corpses. Continue until you reach a
    door with a lever. Pull the lever to unblock the path then proceed further
    inside. You’ll eventually reach a lift. Operate the lever nearby to ride
    the lift down to the lower floor.
    Follow the hallway and you’ll reach a locked gate. Ignore it for now but
    do remember it later on since it’s part of a quest. Continue to the left
    and make it to the next hall. Find the door with a lever then pull it to
    open the next path. Proceed forth and follow the path until you reach a
    chasm with some wooden walkways. If you take the opposite side of the
    wooden walkway past the ladder, it leads you to a deadend (be careful of
    the two skeleton warriors inside) with a chest. Now follow your path and
    cross the narrow bridge leading to another cavern.
    In this cavern lies two chests and an ogre. Defeat it and enter the next
    hall. With the circle of the marked meeting place nearby, you can continue
    to the southeast and remove the barricade from the door to enable an
    alternate route to the Catacombs. This exit is called Rear Passage and will
    bring you back a short distance south of Gran Soren.
    Head to the meeting place and observe the cult congregation to trigger a
    scene. After the scene, you have to clear the room of fresh undead. Exit
    the room to trigger another quest. Here, a short sidequest will trigger
    (Justice Done) where you have to decide whether to kill the cult leader or
    just leave him. Either choice will complete the sidequest. Exit the
    catacombs and talk to Maximillian to get your rewards.
    Q13 - Quest 13 - The Watergod's Altar
    This quest is part of the Wyrm Hunt quests Ser Maximillian gives you.
    Select the option to "Aid a Research Team " to start this quest.
    -Speak with Father Geffrey
    -Meet with the Survey Party
    -Find the missing brother
    -Report Jean's demise to Haslett
    -Investigate the Ruins
    -Report your findings
    This quest is part of the Wyrm Hunt quests Ser Maximillian gives you.
    Select the option to "Aid a Research Team " to start this quest.
    After receiving the quest from Maximillian, you have to go to the church
    and talk to Father Geffrey to update the quest. Prepare for departure and
    make your way to the Waycastle by taking the mountain path. From there,
    take the downhill route to the west until you reach the river. Continue
    forth until you find a shallow part of the stream that you can cross to
    reach the cave entrance. Talk to Brother Haslett along the way to update
    the quest. Next, go past the waterfall to find the door.
    The area is submerged so you have to find a way across the water first.
    Find the ladder in the middle-west that will bring you to the First Level
    Underground floor. Here, you have to defeat all saurian. The stone door
    ahead will open, bringing in more saurian reinforcements. Take them out and
    loot the chests to get the lever. Return to the first floor and attach the
    lever to the slot in the middle path. This will lower the wooden pathway.
    Continue inside and defeat the enemies along the way. The chest in the
    middle contains an Azure Ring or something of similar quality. Make your
    way to the Offering Chamber and you’ll find a cyclops inside. Defeat it
    then examine the bloody corpse on the floor to update the quest. Loot the
    Watergod Altar Key from the cyclops’ corpse then loot the treasure chests
    and collect items from the debris and other objects within the hall.
    Exit the ruins and talk to Brother Haslett to update the quest. He’ll ask
    you to go back again and collect five ancient slates. To do so, you have to
    drain the water in the dungeon to fully access and explore the area.
    Consult your map to find the deadend to the east. Use the watergod altar
    key you acquired earlier to open the stone door. Clear the enemies inside
    the cavern then proceed until you find a pressure switch. Step on it to
    lower the water level.
    Images to locate the slates can be found here:
    After collecting all the slates, deliver them to Haslett then report back
    to Maximillian to complete the quest.
    _ MQ02 | Main Quest _
    ______ ACT II _______
    Q14 - Quest 14 - Come to Court
    Note: You can proceed with the story and ignore the other wyrm hunt quests.
    However, doing this quest will take the Wyrm Hunt license from you,
    permanently closing off the other related Wyrm Hunt quests. This won’t
    affect your open side quests and notice board requests.
    -Visit the Duke
    -See to the Royal Orders
    After completing all Wyrm Hunt quests, you can now attend an audience with
    the duke to proceed with the story. Enter the demesne and explore the area
    for some chests and other items. When ready, talk to enter the manor and
    talk to the duke. After the scene, talk to the duke’s chamberlain to take
    new orders / quests. After accepting any of them, leave the manor and
    you’ll spot the duchess outside. You can trigger a series of quests by
    approaching her and triggering a scene. If you keep talking to her,
    she’ll remove the jester hat Feste gave you and increase your affinity
    with her, thus opening up new sidequests involving her.
    Q15 - Quest 15 - Griffin's Bane
    -Speak with the volunteers
    -Join the campaign (1)
    -Join the campaign (2)
    -Pursue the fleeing griffin
    -Report your victory
    Make your preparations. You may want to bring a mage that has offensive
    fire-spells and fire enchantments, as well as equip gears that will improve
    your resistance against lightning. When ready, meet up with the soldiers
    outside the gate lead by Ser Georg. Talk to him and follow the group as
    they march to the hills. Continue until you reach reach the spot where you
    can place a bait to lure the griffin in. Hunt down a goblin and place its
    corpse within the designated circle.
    Once the griffin takes the bait, engage it in battle and keep attacking it
    until it loses half of its HP. It will flee and your quest will be updated.
    The griffin has escaped to the unforgiving, isolated ruins of Blue Moon
    Tower. Make the necessary preparations and head north.
    Past the Windbluff Tower is a fork in the road. Take the path to the
    northeast through the Windworn Valley. Push through against the strong wind
    until you reach the narrow, calmer path in Pastona Cavern. This is a
    straightforward path leading to the Blue Moon Tower. Carefully thread the
    narrow canyon as bandits await and ambush you. You can climb the ledges to
    take out the archers first. Loot the cavern rooms and kill all the bandits
    along the way.
    You’ll eventually reach an open area with snow harpies and a golem. You
    can flee the golem or defeat it for extra experience and loot. Once done,
    continue forth until you reach the tower entrance. There’s a riftstone
    here you can use to restore your pawns’ health as well.
    Enter the tower and take out the snow harpies, skeleton knights and
    skeleton mages along the way. There are a lot of good items in this area
    but most of them are located on the ruins’ ledges. You can get them now
    or later. Continue upstairs and clear more enemies. Once ready, enter the
    second floor of the tower through the door.
    Continue forth until you find the griffin. Proceed and help your allied
    knights break the log blocking the door to help them push through. On the
    second barred gate, take the path to the right and break through the
    obstacles until you reach the other side of the gate. Use the lever to open
    the gate.
    After opening the gate, Ser Westley will have to fend off the griffin on
    his own. You can support him and hurt the griffin until it leaves him
    alone. Saving him is entirely optional and won’t hurt your quest
    progress. Continue to the third gate, the griffin will destroy the pathway
    and will engage you in battle. Keep dealing damage to it until it breaks
    the gate for you. Keep running through the hallway until you reach the
    tower interior.
    Once inside, start destroying crates and collect all items you can find,
    especially various curatives. You may also want to save your game at this
    point. When ready, continue upstairs to fight the griffin. This is pretty
    much the same battle as you’ve done before. If you completed the side
    quest “Troublesome Tome”, the NPC you helped named Steffen will assist
    you in battle by casting an arcane magick. This will deal massive damage to
    the griffin. Keep attacking until it is vanquished.
    Check the area for treasures and you'll obtain the very useful Portcrystal.
    You may want to place it outside the tower so you can just teleport back
    using a ferrystone. Once ready, head back to Gran Soren. Talk to the
    chamberlain to get your reward.
    Q16 - Quest 16 - Trials and Tribulations
    -Collect evidence
    -Collect evidence (2 days remaining)
    -Collect evidence (near deadline)
    -Inquire after the verdict
    -Report back to Aldous
    This is a time-restricted event and you'll have the direct impact to the
    results of Fournival's trial. You have two options: collect evidence to
    prove his guilt or innocence.
    Option 1: Guilty
    1. Fournival gets jailed and his daughter gets evicted from her home and
    moves to the slums
    2. Fournival won't be available as a merchant, and you'll lose access to
    unique and rare items such as the Maker's Finger, Pilgrim's Charm,
    Magnanimous Cloak and cheap ferrystones.
    3. You can pay 100,000 gold to return his daughter back to the mansion.
    Option 2: Innocent
    1. Affinity with Fournival increases
    2. The prices in his store are lowered and you’ll have access to the
    items in his inventory
    3. Allows you to do the Escort Quest for him if you haven’t done so yet.
    Collect Evidence: Guilty
    This is the easiest way of completing the quest. If you don’t care about
    Fournival’s fate, you can just wait for the allotted time to run out.
    There are several evidences you can collect to ensure the guilty verdict.
    1. Jasper’s Condemnation (If evicted from the side quest “Land of
    2. Sara’s condemnation (If evicted from the side quest “Land of
    3. Pip’s Condemnation (If evicted from the side quest “Land of
    4. Gift Ledger – This item is found in the second floor of Fournival’s
    5. Purchase an Affidavit of Guilt from the traveling merchant, Reynard.
    6. Ansell – After completing “An Innocent Man”, head to Cassardis and
    talk to him to have him stand as a witness against Fournival.
    Collect Evidence: Innocent
    You can do the following to ensure Fournival’s acquittal.
    1. Chamberlain’s Affidavit* – Get in from the first floor of Fournival
    2. Geffrey’s Petition – Talk to Father Geffrey from the Gran Soren
    3. Symone’s Petition – If you completed the notice board quest
    “Escort Duty”, you can obtain this from Symone in her father’s manor.
    4. Fedel’s Petition – Talk to Fedel in the Duke’s Demesne
    5. Buy an Affidavit of Innocence from the traveling merchant, Reynard.
    6. Speak with Ser Daerio in Windbluff Tower and he will ask you to take Ser
    Castor back to Gran Soren as a witness.
    *This is needed for the notice board quest “Thanks Mislaid”. Should you
    decide to use this item for this quest, make sure to have it duplicated
    through the Black Cat.
    Once you have the evidences at hand, you can turn them over all to Aldous
    at once or as soon as you found them while there’s still time. For best
    results, turn over the evidences or assist the witnesses of your preferred
    verdict and just ignore the other ones.
    Once the timer is up, Fournival’s verdict will be announced in the town
    square. The mission will be complete afterward. Talk to Aldous to receive
    your reward.
    Q17 - Quest 17 - The Wyrmking's Ring
    -Learn more of the thief
    -Inquire about Salomet
    -Confront Salomet
    -Report Salomet's Escape
    -Renew your inquiry into Salomet
    -Confront Salomet
    -Ferry back the ring
    To learn more about the thief, you have to speak with some of the NPCs
    inside the demesne. They are usually marked with the question mark over
    their heads. The NPCs you have to find are Pering (he’s walking around
    the area), Ser Gyles (in the storeroom) and Ambrose (usually found near the
    duke). Speak to Aldous after talking the marked NPCs.
    After talking to Aldous, your quest will be updated. Leave the demesne and
    head to the noble quarter. Find the NPC named Mellard who will mention that
    Salomet is possibly in the Ancient Quarry. Head to the quarry and you’ll
    encounter Salomet and his small group of weak bandits. Kill them all and
    Salomet with flee.
    Report back to Aldous in Gran Soren. Then, head to the Urban Quarter and
    talk to Brice. You’ll learn that Salomet was seen heading to the Bluemoon
    Tower. If you have planted a portcrystal there , then you just need to use
    a ferrystone to return to that isolated dungeon. Otherwise, you’ll have
    to do it the hard way by walking there on foot.
    Fight your way to the stairs again. You may want to save your game for
    every chance you get. Continue to the second floor to engage Salomet. It
    will be a challenging battle for melee –type characters since Salomet
    “blinks” / teleports instantly. The best way to deal with this wizard
    is by using ranged attacks. He will also call forth undead reinforcements.
    Take out these pesky annoyances while concentrating your attacks to the
    main boss itself. Ignoring them will just make things harder for you since
    they can interrupt your actions. Salomet is also weak to lightning so
    bringing lightning enhanced equipment or a mage that can enhance weapons
    with lightning will help a lot in this battle.
    After defeating Salomet, he will drop the Wyrmking’s Ring. Pick it up as
    well as a nearby ferrystone. Loot the area then retrun to Gran Soren. Turn
    over the original ring or the forgery to complete the quest.
    Tip: The Wyrmking’s Ring can speed up the cast time of all magick attacks
    by 15%. You can forge a copy of it through the Black Cat and keep the
    original. The powerless forgery can be turned over as a quest item.
    However, turning over the forgery will prevent you from getting the
    Paladin’s Mantle in the duke’s treasury. (You can still sneak at night
    and steal it though)
    Q18 - Quest 18 - Pride Before a Fall
    -Speak with Mercedes
    -Travel to the Windbluff Tower
    -Seek Out Mercedes
    -Observe the duel
    -Report back to Aldous
    Completing this quest will remove Mercedes from the rest of the game. If
    you want her to become your love interest in the story, you need to max out
    her affinity before taking this quest from Aldous.
    If you want Julien to be your love interest, you must bring a Wakestone.
    (See the details below)
    The sidequests “Supply and Demand” and “The Conspirators” will
    become unavailable after completing this quest.
    Talk to Mercedes inside the Demesne then travel to Windbluff Tower. Ignore
    the fighting soldiers and continue upstairs. Head to the marked location
    for a scene. Julien and Mercedes will then engage in a duel. Here, you’ll
    have the following choices:
    1. Let the combatants duel without interruption. Mercedes will be defeated
    and Julien will escape.
    2. Before Mercedes takes three hits or before Julien blocks, you can
    quickly go behind him and backstab him. Revive him using the wakeshard.
    This will prompt him to return to Gran Soren to turn himself in.
    (If you want to make him your love interest, visit him in the dungeons of
    the capital. You’ll get his shield “Wizard’s Vizard”) and his
    affinity to you will be maxed out.
    After making any of these choices, Mercedes will have to leave. Return to
    the capital and talk to Aldous again to complete the quest.
    Q19 - Quest 19 - Honor and Treachery
    -Travel to the waycastle
    -Return to Gran Soren
    -Defeat the cockatrice
    -Report back to Aldous
    After accepting this quest and before heading to the Waycastle, bring at
    least one Ferrystone and Secret Softeners or anything that will cure
    debilitations. Bring someone that can enchant weapons with lightning or at
    least use lightning-based attacks. When ready, head to the waycastle.
    Upon arriving to the Waycastle, Ser Ravenn will then tell you to return to
    Gran Soren immediately. Quickly return to the capital using the ferrystone;
    otherwise, you’ll have to walk back. The southern gate will be sealed so
    you have to enter the city through the western gate.
    Once inside, you’ll have to face a cockatrice. This monster can petrify
    your characters so make sure you have a good amount of softeners ready. It
    is weak against lightning attacks so use these often to deal critical
    damage to it. It’s other physical attacks are quite predictable but
    damaging nonetheless. You won’t be able to kill it unless you’re
    overpowered so keep dealing damage to it until it flies away.
    Make your way to the Passage Gate and talk to Ser Camillus. He will take
    you instantly to Aldous. Talk to him to get your reward.
    Q20 - Quest 20 - Reward and Responsibility
    -Head to the duke's solar
    -Accept the duke's gifts
    This is just a really short quest where you have to follow the Duke to the
    treasury. Do so and loot everything once you're inside. As you're
    collecting items, a scene will take place. The quest will be complete
    __ MQ03 | Main Quest __
    _______ ACT III _______
    Q21 - Quest 21 - Deny Salvation
    -Recapture the Greatwall
    -Defeat the Wights
    The NPC with the highest affinity towards you will become your love
    interest in the story and will affect the scenes in your ending. You'll
    know if an NPC has full affinity towards you when you see a bright pink
    aura emanating behind their heads when you're talking to them.
    If you want to lower the affinity of an unwanted NPC, unsheath your weapon
    in front of them several times. You should hear a sound indicating about
    the change; you may want to talk to them and check if there's still a pink
    aura or not.
    The item called "Arisen's Bond" will almost completely seal an NPC's fate
    with you.
    The last area where you have to battle the bosses is only accessible during
    the boss fight. Make sure to loot everything in the area while fighting and
    don't forget to collect the Badge of Vows 40 on top of an archway to the
    north. A ranged attack is necessary to dislodge it.
    Holy attacks are the key to deal with the wights faster. Ranged attacks
    works wonders as well.
    Enter the Greatwall Encampment and you’ll have to deal with a couple of
    armored cyclops and several snow harpies in the immediate courtyard. Take
    out all the harpies first then concentrate in taking out one cyclops at a
    time. Take note that it’s possible for the two cyclops to damage each
    other when they’re near each other so use that to your advantage too.
    Explore the eastern area of the hold’s first floor. Quickly save the
    knight nearby to have him open up the locked spiral staircase that leads to
    more treasure and items. Make your way to the second floor and engage the
    Chimera. The same tactics in taking it down still applies and the crates in
    the room contain curatives. There’s also a ballista nearby that you can
    The frightened knight will open the door, allowing you to proceed further.
    Loot the chests in the room he’s in and continue until you reach another
    knight-in-distress beside the stairs. Save him to open this alternate
    staircase and loot the extra items inside. If you failed to rescue the
    knight, you can access this alternate room by throwing an explosive barrel
    on its weakened wall.
    Proceed to the third floor and defeat a heavy skeleton knight. Loot the
    nearby chests and save your game. The boss fight is just ahead so heal up
    your party as necessary. When ready, head out and face the wights and their
    army of skeleton warriors.
    These wights are airborne most of the time so the only way of dealing real
    damage is by attacking them with magic and ranged attacks. If you’re a
    dedicated melee character, concentrate on eliminating the summoned skeleton
    warriors to force them to lower their altitude and summon more again.
    These enemies are weak against holy attacks so bringing a mage with the
    capability to enchant weapons with holy magic will help a lot in dealing
    with these powerful necromancers. You have to be careful of Maelstrom; this
    spell deals a lot of damage and will fling your characters helplessly on
    the air, damaging you continuously while the spell is active and will also
    cause tremendous damage when you hit the ground.
    For the tedious sidequest “From a Different Sky”, you can find the
    Badge of Vows 40 on an arch in the northern side floor. You have to
    dislodge it using a ranged attack (which is another great way of
    temporarily changing vocations for this battle) to get that badge. Take
    note that this is the only way to reach this; if you failed to get it and
    you complete the quest/ the battle ended, you’ll have to attempt again in
    another playthrough.
    After defeating the wights, watch the following scenes and the quest will
    be complete.
    Q22 - Quest 22 - Final Battle
    -Speak with the Dragonforged
    -Make for the Tainted Mountain
    -Answer the Dragon's Query
    \Stand and Fight\
    -Respond to the Onslaught
    -Fight back
    -Pursue the dragon
    -Head to the top of the tower
    -Fire the ballista
    -Target the Dragon's Heart
    -Fell the Dragon by your own hand
    First, travel to Hillfigure Knoll and talk to the Dragonforged to receive a
    Dragonleather Vest and Draconic Scroll. When used, this scroll will grant
    your pawns knowledge how to deal with the dragon. Make your preparations.
    Finish all the quests that you need to finish and come prepared. Stock on a
    lot of party and self-healing curatives and distribute them wisely to your
    pawns. Leave the important and better quality curatives with you to prevent
    your pawns from needlessly wasting them.
    To reach the Tainted Mountain, you have to go to the ruins of the Greatwall
    Encampment and take the stairs to the north, leading to a secret path to
    the mountains. As soon as you enter the area, you’ll encounter more
    powerful Geo Saurians. Take them out then continue until you reach a cave
    with a riftstone. You’ll encounter several succubi here. They attack more
    fiercely and can easily put your characters to sleep. Further on, you’ll
    encounter even more nasty hellhounds. The path is really straightforward so
    just continue forth and fight your way through various enemies.
    Once you’ve reached the Grand Hall, you’ll have to face off a much
    stronger gorechimera. This is a much stronger version of the chimera and
    the goat can cast healing spells, making it a dangerous threat. The tactics
    pretty much stays the same though you may want to prioritize taking out the
    goat first instead of the snake to prevent the gorechimera from healing
    itself. After defeating the gorechimera, stand on the pressure plates
    around the room to open the door. Enter it afterward to face the dragon.
    During the conversation with the dragon, you’ll be given an option to
    face him in battle (correct choice) or sacrifice your beloved (see notes
    above). In exchange, the dragon will leave and fulfill your desires.
    For the first part of the battle, you have to escape the collapsing temple
    ruins. Failing to do so will result in instant death. After reaching a safe
    spot where you can engage it, target its heart and keep dealing damage
    until it flies away. Give chase and run across the ruined bridge. Continue
    to the tower and loot the chests/ destroy crates along the way. Recover
    your health and stamina then continue to the top. Use the mounted ballista
    on top of the second tower to aim for its heart and shoot it.
    After the scene, you’ll be riding at the back of the dragon. Keep
    crawling and making your way to the glowing spot on its back. Sometimes,
    you have to shake your left analog stick to prevent yourself from being
    whisked away. Once you reached the glowing spot, land a hard strike to
    trigger another cutscene.
    After that sequence, the dragon’s heart will be completely exposed and
    you have to fight it for real. Engage it in battle and keep targeting the
    heart. The dragon is weak against dark and ice elements. Melee vocations
    can effectively latch unto the dragon and attack the dragon’s heart while
    they’re holding on. After a while, it will start flying to the far end of
    the tower ruins. Look for the nearest ballista in the area and use it to
    shoot the dragon down.
    Once it’s down, go back down and resume attacking it. Keep repeating the
    process until you finally vanquish the enemy. Take note that the arisen
    must land the finishing blow to the heart. Every piece of equipment you
    have will be dragonforged, regardless of level/stars and you’ll obtain a
    Dragonic weapon based on the weapon you used to land the finishing blow.
    _ MQ04 | Main Quest _
    _____ Post Game _____
    Q23 - Quest 23 - A Warm Welcome
    -Return to Gran Soren
    -Meet with Duke Edmun
    -Duel with the Duke
    After defeating the dragon, head back to Gran Soren and meet up with the
    Duke. You'll have no choice but to fight him in a duel. Since you don't
    have any choice, engage him in battle and attack him until his HP is
    reduced to half. A cutscene will trigger afterward.
    Escape the demesne. As you reach the Noble Quarter, you'll find Ser
    Maximillian waiting for you. Don't bother defeating the guards; just run to
    the Passage Gate and head to the Urban Quarter. Another cutscene will take
    place. The quest will be complete after the scene.
    Q24 - Quest 24 - Fathom Deep
    -Gather the stones (20)
    -Deliver the stones
    You need to explore and clear the various chambers of the Everfall. Each
    chamber has bosses that you must defeat in order to collect wakestones.
    There are two methods of returning to the surface. Jump again to the
    bottomless pit until you get warped back above Gran Soren, Grab hold of the
    nearest ledge so you can return via the Pawn Guild. The next method is by
    simply using a Ferrystone. If you have the Eternal Ferrystone, then you'll
    have a more convenient way of returning to the surface. Below is the list
    of Everfall chambers and their enemy composition. Take note that the
    combinations may randomly vary.
    Absence: Geo Saurians, Hellhounds, Grim Goblins, Skeleton Sorcerers
    Anxiety: Undead Warriors, Skeletons, Skeleton Mages, Lich
    Apprehension : Grim Goblins, Cockatrices
    Confusion: Evil Eye
    Distress: Dire wolves Geo Saurians, snow harpies, wyrm
    Estrangement: Ogre, Cyclops, Golem
    Fate: Hellhounds, drake, succubi, gorechimera, wight
    Hesitation: Hydra
    Hope: Hellhounds, Gorechimera
    Inspiration: Phantoms, undead
    Lament: UR Dragon (Defeating this will unlock the The Messiah
    Remorse: Golem, cyclops
    Resolution: Stout Undead, undead, undead Warrior, ogres, geo saurians,
    saurian sage, cockatrice
    Sorrow: grim goblins, Evil Eye
    Tragedy: phantasms, succubi, gargoyles
    Woe: liches, undead
    Each large monster drops 2-3 wakestones. You only need 20 so it shouldn’t
    be that hard to collect them. However, if you want to train further and
    collect more loot and materials, you can opt to check every chamber
    Entering the portal will be the point of no return. If you still want to
    explore the area and complete quests, don’t enter the wakestone portal.
    Once you have at least 20 wakestones and when you’re done exploring the
    area, stock on many curatives and possibly, extra wakestones. Talk to
    Quince and hand over the wakestones to create a portal out of it. Enter the
    portal when ready to complete the quest.
    Q25 - Quest 25 - The Final Judgment
    -Trial of Power-
    Avoid the enemy's slow and preditable attacks. Keep attacking him until his
    HP is almost gone then stay away from him until the next cutscene.
    -Trial of Will-
    Repeat the process during the first trial and watch the next cutscene.
    -Trial of Resolve-
    You now have to choose whether you'll retreat or step forward. Keep
    slashing all the obstacles along the way as you move forth until the next
    -Trial to End it All-
    For the quest's final phase, you'll have to fight Seneschal Savan and his
    main pawn. This is not particularly a hard battle so no further tactics is
    necessary. Your pawn will then grapple Savan and you have to finish the
    battle in a single strike. After landing the finishing blow, the quest will
    be complete.
    Q26 - Quest 26 - The Great Hereafter
    -Live as the Seneschal.
    This is basically the end-game portion. You can only roam the streets of
    Cassardis and Gran Soren as a transparent, invisible figure. Your items
    will stay with you but you won't be able to use them. You won't be able to
    talk to the people but you can attack and kill them without repercussions.
    To end the game and start New Game+, you have to return to the Seneschal
    chamber and use the Godsbane in your inventory.
    _ BBI01 | Bitterblack Isle _
    P01 - Part 01 - Introduction
    This is the first area in Bitterblack Isle and will contain enemies that
    will test your party's strength. If you're having difficulties dealing with
    the enemies here, consider leveling up your character and main pawn before
    proceeding since everything will just become progressively harder as you go
    along. Consider the following tips:
    1. Have a good supply of Flasks of Oil in your inventory. You'll be using
    your lantern almost all the time you're exploring the labyrinth.
    2. Bring lots of curatives. You'll need them.
    3. Follow the game's advice that you should be at least LV70 before
    attempting the place.
    4. Consider using a ranged character and employing a hardened fighter to
    take the brunt and act as a tank. Most enemies, especially the large ones
    tend to be really a pain to deal with, unless you have top-tier equipment,
    skills and weapon.
    5. Stock on Rift Crystals. Removing curses from high quality Bitterblack
    equipment you'll find requires Rift Crystals. Further upgrading wyrmforged
    equipment (those equipment with a red dragon icon) requires RC as well.
    6. Combine herbs to more powerful curatives.
    7. Loot every chest you can find. This is a sure-fire way for you to obtain
    high-quality gear.
    P02 - Part 02 - Garden of Ignominy 
    -A Guiding Light-
    Liftstone x1
    You'll find the arisen named Barroch in the Duskmoon Tower. You'll reach it
    by going through the transition door in the Garden of Ignominy. You'll find
    it by going to the first floor and taking the stairs north. The immediate
    area has some hellhounds while the square will contain goblins and a
    P03 - Part 03 - Duskmoon Tower
    The arisen here can Rarefy (enhance) equipment, manage stored items, allow
    you to learn or set your skills or even buy/sell items. The ledge to the
    west leads to a treasure room at the bottom of the stairs.
    When ready, head to the unlocked door to the east leading to the Ward of
    P04 - Part 04 - Ward of Regret
    Follow the path and you'll run into a broken riftstone. You can restore it
    by using 3500 Rift crystals. Continue forth to the north and you'll run
    into a sewer-like area. There's a chest here containing a very powerful
    monster that can instantly kill you or your pawns if you're not careful.
    Continue north and you'll into a large group of skeletons, including a
    giant warrior skeleton. Be careful of its fast and powerful attacks. After
    taking it down, continue north and thoroughly explore the area to find some
    treasures. If you check the map, there's a small room with a lever and a
    chest. You can reach it by levitating to the ledge. Continue forth and head
    to the next exit.
    P05 - Part 05 - Midnight Helix
    Continue to the deep to find a chained, giant Gorecyclops. You may want to
    save your game first. The giant cyclops is a very formidable foe so avoid
    damaging it. It will stay chained and will not notice you until you touch
    it. Should you decide to fight it, you have to be a ranged-class at least
    and stay on higher ground as you deal damage on its head. There's also an
    opening to the southwest leading to a sewer. Avoid touching the toxic water
    to avoid getting poisoned. There are four chests here and several
    After taking the first set of stairs, check the path to the northwest as it
    leads to a cavern with two chests.
    Continue upstairs and take out the skeleton mages and gargoyles. Follow the
    path until you reach the topmost level. You'll find a chest and a corpse
    with the Void Key. Loot them and return back to Duskmoon Tower and open the
    gate in the middle.
    P06 - Part 06 - Vault of Defiled Truth
    Explore the area thoroughly for some chests and items. There's a cockatrice
    in the main area so you may want to get rid of it to proceed. There’s
    also a possibility of a Garm spawning in the main plaza. There's really no
    important points of interest here but for you to scour the area for
    treasure and get rid of enemies within it for additional experience.
    P07 - Part 07 - Gutter of Misery
    There's a door upstairs leading to another area called Warrior's Respite.
    That area has a broken riftstone and a healing spring that you can use.
    Has some small vile eyes that lowers their barriers when attacking, stealth
    sulfur and large master saurians. There's also another powerful tentacle
    monster inside a chest to the north. If you killed a lot of enemies here,
    there's a possibility that another large monster will appear. In my case, I
    encountered an Elder Ogre. It has several life bars but the fight should be
    manageable enough.
    At the end of the dungeon lies the door leading to the Shrine of Futile
    P08 - Part 08 - Warrior's Respite
    You'll find Barroch here as well as some helpful items. There's also a
    notice board where you can accept additional quests. Here you can also rest
    to fully recuperate your party.
    P09 - Part 09 - Shrine of Futile Truths
    There's a giant gazer in the middle. To deal with it, you simply have to
    keep attacking and destroying its tentacles. It's other attacks are
    predictable and can be endured. As long as you have a great variety and
    plenty of stock of curatives, you should be able to withstand its attacks.
    It will occasionally fill the battlefield with miasmic gas that will
    continuously drain your HP a bit. It's evil gaze can also instantly blind
    your characters, or sometimes turn them to stone. Once it suffers heavy
    damage, it will start casting fell magick.
    Concentrate your attacks on the four summoning tentacles to stop the
    casting. A glowing orb will remain after you interrupt the casting. Keep
    attacking this orb to release projectiles that will attack the eye itself.
    Keep doing this until the abomination is defeated.
    This enemy will also drop an Abyssal Eye, that's required for a notice
    board quest. Make sure to look for it and pick it up since it will
    disappear quickly. The door leading to the Corridor of Emptiness will be
    P10 - Part 10 - Corridor of Emptiness
    Continue forth and open the gate. You'll find a piece of the monument
    there. Examine it then repair the riftstone. When you return to the
    surface, examine the monument to get an experience reward. Barroch is also
    just outside for your needs. There's also a door nearby that will lead you
    back outside the island.
    (Like any other "safe" areas, Barroch will change locations; you have to 
    leave and re-enter the area several times to catch him. This is during the
    pre-Daimon version of the dungeon)
    P11 - Part 11 - Forest of Remembrance
    Follow the path and take out the undead by the bridge. As you reach the
    arching corridor, you'll find two skeleton brutes. Take them out as well.
    Continue forth and you'll eventually reach a door leading to another area.
    (The Pilgrim's Gauntlet) Enter it and clear it first before continuing.
    After getting the Void Key, continue forth in the Forest. Carefully cross
    the high bridge and take out the succubi along the way. Examine the tablet
    in the middle of the tower then continue downstairs.
    Restore the riftstone if you have extra rift crystals. Continue to the
    second level underground. Kill the wolves outside. Take note that a
    minotaur may appear here as well. Be careful with dealing with this monster
    as a single misplaced swing from it can throw you off the cliff to your
    death. It will be helpful using the tower's window to go back and forth and
    keep yourself protected from its wild, powerful swings. The 2nd Level
    Underground also leads to the Black Abbey.
    If you continue to the fourth level underground, that's where you'll find
    the gate that requires the void key. If you still haven't explored the
    Pilgrim's Gauntlet in the area's first floor, you should go back and
    retrieve the key. The door here leads to a deep dungeon called the Tower of
    Treasons Repaid.
    P12 - Part 12 - The Pilgrim's Gauntlet
    This immediate area has pyre saurians so be careful. Proceed to the main
    hall to fight some humanoid enemies. To the south corridor you'll find the
    Void Key, beside a corpse. After picking it up, a rotten dragon will
    appear. If you're a ranged attacker, you may consider going to the second
    floor and jumping on the ledge nearest to the porch. This will limit the
    dragon's movement to simply flying under the porch or above the ceiling,
    without posing too much damage to you. When the dragon is almost dead, you
    may consider equipping non-dragonforged equipment you have and wear them if
    Head to the northern corridor to find another tablet piece. Examine it to
    obtain the recollection of another arisen. Go behind the burning barricade
    and climb the blocks to reach the second floor. Loot the chest there and
    continue up to find a macabre statue. You can now exit and leave this area.
    P13 - Part 13 - Black Abbey
    This is a coliseum-like area with varying enemy spawns. According to the 
    game's Wikia page (http://dragonsdogma.wikia.com/wiki/The_Black_Abbey), the
    confirmed Pre-Daimon combinations are the following: 
    * 4 Pyre Saurians + 4 Geo Saurians
    * 3 Goblin Shamans + 5 Greater Goblins + 1 Gorecyclops
    * 3 Sirens + 3 Chimeras
    * 1 Gorecyclops + 1 Wight (who can summon 6 Stout Undead at a time)
    * 1 Wyrm + 1 Wyvern
    * 4 Banshees + 1 Lich (who can summon 4 Wargs at a time)
    * 1 Giant Undead + 5 Skeleton Brutes + 3 Poison Undead
    * 2 Gargoyles + 1 Lich who can summon 6 Skeleton Sorcerers at a time
    * 2 Sirens + 6 Greater Goblins
    * 1 Cockatrice + 4 Vile Eyes + 3 Gargoyles 
    The area also boasts several ore deposits and chests. One metal chest is 
    on top of the pillars, that has the possibility to give better loot. 
    P14 - Part 14 - Tower of Treasons Repaid
    This area as a gorecyclops and a few goblin mages. Take out the mages first
    before engaging the gorecyclops. You can easily take out the cyclops if you
    simply stand upstairs. It's most dangerous attack is when it grabs you and
    slams you helplessly to death.
    The area itself is similar to the Midnight Helix area you completed before.
    There's a sewer area to the southwest that has leapworms and chests, as
    well as a small cavern on the second floor where there are more chests.
    You'll also find another recollection tablet near the ledge of the sewer
    and in the second floor cavern as well. 
    Tip: Dragonforging Equipment
    Before defeating Daimon the first time, you can farm the Cursed Dragon in
    this area by baiting it with the Rancid Meat Bait. This will enable you to
    Dragon Forge as many equipment as you like, as long as your Arisen wears it.
    The best tactic against it is by staying inside the sewer area or the
    second floor corridor leading to a bridge above the sewer. Comestion works
    wonders against its fragile crystal hear since this attack erupts from
    beneath. When it flies, you can aim for its heart and shoot it down using
    arrows or magick projectiles.
    P15 - Part 15 - Forsaken Cathedral
    Walk a bit and you'll encounter a poisoned undead. Take it out and head to
    the next room where you'll find another poisoned undead, a couple of chests
    and a macabre statue.
    Continue forth until you encounter a couple of heavily armored enemies,
    guarding the doorway. Engage them and defeat them to continue to the next
    room. On the ledge lies another recollection tablet. Examine it then
    proceed forth.
    Loot the chests along the way until you reach a large hall with giant
    undead and banshees. Clear the area then go downstairs to find a broken
    riftstone. Repair it and continue further downstairs. Make sure to save
    your game before you continue forth since you'll be fighting a dragon and
    an undead (ardinal) necromancer.
    The dragon itself is easy to kill but it can still be a threat when left
    alone. The necromancer itself can cause various debilitations including
    petrification, possession, poison and its magickal attacks are not to be
    ignored as well. As long as you have a good stock of panacea and other
    curatives, you should be able to last long enough to win this battle.
    You’ll deal meager damage at first but continue doing this until the
    necromancer is forced to possess the dragon. When it does, do everything
    you can to deal as much damage to the dragon as possible to force the
    necromancer out. This will render him vulnerable for quite a while so use
    this time to gang up on him and dish out your most powerful combos/attacks.
    Later in the battle, the necromancer will start using even more powerful
    attacks such as High Maelstrom and High Exequy which can easily wipe out
    your party. It can also use a wide-range spell that can cause continuous
    and great damage to everybody within it. You have to play your cards right
    and don’t hesitate using your curatives for survival.
    After defeating the duo, climb up the ledge in the eastern side of the hall
    to reach the upper ledge with the recollection tablet. Follow the corridor
    in the same level to find two more chests in a small room. Collect the loot
    in the area and continue to the next safe area, called the Corridor of the
    P16 - Part 16 - Corridor of the Hollowed
    Here you'll find another riftstone that you can restore. Check the dock
    nearby to find a recollection tablet. Examine it to obtain its transcript.
    The door leads to another exit going back to the surface.
    P17 - Part 17 - Rotwood Depository
    This area has holy beacons that you can light up at a cost of some rift
    crystals to illuminate the area and weaken the enemies. It will make your
    job easier so light up the beacons you find along the way. There's also a
    secret compartment to the east of the beacon, behind some destructible
    The shortcut to the exit is due northwest but if you want to take the long
    path, take the path southwest. Make your way to the northernmost part of
    the map to find more chests along the way. When ready, exit the area.
    P18 - Part 18 - The Forgotten Hall
    The enemies in the common area will be wights and undead. The layout of the
    area will be similar to the other areas you have completed. Be prepared
    though since there are two gorecyclops here. Don't underestimate the mages
    here as well since their High Maelstrom can easily wipe out your party. If
    you're unlucky enough, the Reaper and/or three Garms will make an
    appearance as well.
    The second level terrace has some chests so you may want to levitate/
    double-jump to reach them. There's also a recollection tablet inside a
    small flooded room to the west, accessible through the second floor or the
    hidden, vine-covered path in the first floor.
    Once you're done looting the area, continue north and go downstairs. Be
    careful of the leapworms that will drop from the ceiling. Continue forth
    until you reach the door to the next area.
    P19 - Part 19 - Blockless Stockade
    The first door you'll find leads to a safe area called the Arisen's Refuge.
    Repair the rifstone there and rest as necessary. This is one of Barroch's
    spawn points. The are enclosed cells here that you can open with the help
    of skeleton keys. Explore the area and kill the possessed pawns and an
    eliminator in the tight corridor of the dungeon cells. The next room also
    has a lot of enemies; just make sure to take out the sorcerers and mages
    first. After looting the chests, take the ladder to the north down and
    follow the spirit. Go downstairs the pitch black pit until you reach the
    bottom. There's a lot of leapworms waiting below so be prepared.
    You're now in the first level underground of The Bloodless Stockade. Check
    the area past the broken grate to the north to find a chest possibly
    containing a Bitterblack item. There's also another chest east of the
    beacon. Continue southeast and make your way to the exit. Take note that
    the Reaper may appear here as well as an Elder Ogre.
    P20 - Part 20 - The Arisen's Refuge
    Repair the broken riftstone here and accept the new quests in the notice
    board. Sleep if you want then sell your unwanted stuff to Barroch and
    organize your inventory as well. There's also a Moonbeam Gem by the
    fireplace so don't forget to grab it as well. This will enable you to open
    one of the doors in Duskmoon Tower.
    P21 - Part 21 - Sparyard of Scant Mercy
    Restore the broken riftstone and stay put a bit to recover your pawns’
    health. When ready, head to the arena. Here, you'll fight a living armor.
    The only way to deal considerable damage to this enemy is by attacking it
    at the back. It's attacks are solid but slow so just keep away from it when
    it starts brandishing its weapon. It's pretty resilient against magic
    attacks and can also knock down your characters easily.
    After defeating it, collect the loot in the area and head to the exit. Here
    you'll find the last recollection tablet in the game. If you have the
    notice board quest "Echoes from Beyond" and if you followed this guide,
    you should be able to collect all recollections up to this point and
    complete the quest.
    P22 - Part 22 - The Fallen City
    This a rather large settlement and has a lot of treasures to loot. Some of
    the chests are located on the rooftops while the others are along the
    narrow corridors at ground level so take your time exploring the area.
    After collecting the treasure, make your way to the temple door. Before
    going inside, make sure you have ample amount of curatives and your party
    donning the best equipment you can get since there's a boss battle ahead.
    Note: There will be no enemies during your first visit in the area. But if
    you happen to enter the Bitterblack Sanctum, leave and return, expect heavy
    resistance before you can reach the Sanctum. You may want to stay on the
    rooftops to avoid getting pummeled by enemies in the narrow streets or even
    get trapped by enemy spells.
    Expect even heavier and deadlier myriad of enemies in the area once you
    return after defeating the labyrinth’s last boss. The area will be
    patrolled by living armors, thunderwyverns or eliminators. You may even
    face Death at the same time. If you don’t want to bother with them, you
    can just scale the rooftops and run towards the Bitterblack Sanctum
    P23 - Part 23 - Bitterblack Sanctum
    Here lies a giant demon, capable of wrecking havoc to your party even with
    its basic attacks. This happens to be the last boss of this dungeon and his
    name is Daimon.
    Daimon has a variety of physical and magical attacks. His charging punch
    can send you flying, dealing massive damage. He can also fly up and deal a
    crushing punch from above. The only way to avoid this is by anticipating
    the attacks. You’ll know when he’s up for a physical attack when he’s
    not casting his spells and if he quickly moves towards you. If you’re a
    ranger, strider, magick archer or a bow-equipped assassin, you can
    interrupt his charge by a perfectly timed headshot. This will stagger him a
    bit and allow you to deal extra damage for a few seconds.
    His basic elemental attacks can be easily avoided by running. If you get
    hit, the damage will be manageable; however you may get frozen or stunned
    helplessly sometimes. Fortunately, he doesn’t have that much debilitation
    skills like the annoying necromancer and his cursed dragon in the Forgotten
    Hall. In the last two or three health bars, Daimon will be able to cast
    spells WHILE attacking physically, and even cast powerful spells in a split
    second such as Meteor Storm and Seism. It’s a relief that he doesn’t
    seem to be able to cast the overpowered High Maelstrom spell. 
    His special attacks include a homing rain of blue projectiles that can
    cause great damage. You can take cover behind some rubble or just run
    around as the projectiles rain around you. He can also grab your character
    and deal continuous damage. You also need to watch out for his vortex
    attack. Getting caught by it means certain death or banishment of your
    pawns. It is also a brief window of opportunity to damage and stagger him. 
    After interrupting this attack, Daimon will curl up and hover near the
    ground. Focus your attacks and if you’re able to stagger him while in
    this state, he’ll become briefly vulnerable and take extra damage. It
    will be a good idea to use conqueror periapts (for physical attacks) or
    Demon Periapts (for magic users) to deal massive damage. As long as you
    evade most of his attacks and as long as you have a good supply of party
    and self curatives, you should be able to last long enough to defeat the
    After defeating the demon, exit through the opened gate and open the chests
    to get various bitterblack equipment, including a moonbeam gem. Follow the
    stairwell to reach the exit. Pull the lever in the exit and and head for a
    You can enter the dungeon again but expect a major change in the enemy
    composition. You have to get your best party and best gears up since the
    enemies will be much harder from hereon. Take note that the shortcuts you
    opened before will be closed again so in order to use them, you have to
    explore the dungeon again from the start. Also, you have to face the
    stronger version of the bosses you fought before.
    _ NG00 | New Game + _
    !!WARNING!!: DO NOT SELECT "NEW GAME" from the main menu as it will
    overwrite your save and restart EVERYTHING from scratch. The correct method
    of starting new game+ is detailed below. The game will also instruct you
    what to do to start new game+.
    1. Load your game and you should be the Seneschal in the "The Great
    2. While inside the Seneschal chamber, open your item menu and use the
    Godsbane to stab yourself.
    3. The game will stat the ending credits. When prompted, save your game.
    4. Load your game and follow the instructions.
    Starting in New Game+ will give you the following perks:
     -Your character and main pawn's level and stats are carried over
     -Your character and main pawn's learned vocations, vocation rank, skills,
    core skills and augments are carried over.
     -All your items in your inventory and warehouse will remain intact
     -Enemy level and game difficulty will remain the same.
     -You can fight the Ur Dragon by accessing its chamber through a rift in
    Cassardis' Starfall Bay.
     -Portcrystals are now being sold at The Black Cat
     -Deployed portcrystals will retain their last positions and will be active
    by default.
     -Stores and peddler inventories will remain when you left them.
     -Explored areas in the map will remain visible
     -New notice board quests will become available
                  D r a g o n ' s  D o g m a : D a r k  A r i s e n
                            AUTHOR: PAUL MICHAEL (VHAYSTE®)
                              CONTACT: vhayste@gmail.com
                                ALL RIGHTS RESERVED

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