Flickering Shadows is a Quest in Dragon's Dogma 2 (DD2). This quest will have you begin your investigations about the Godsway and how to defeat its power. On your search, you uncover the existence of researchers in Battahl who have discovered how to power the Godsway with special blue crystals. As you look into these crystals, you discover a connection you have with a place underneat the waters, which later on rises from the seabed. It's now up to you to uncover its secrets and how it connects to your power as the Arisen. This quest is not affected by the passage of time. This quest does not have multiple outcomes, but can give you additional lore knowledge depending on whether you ignore an optional objective.

 

General Info

 

Quest Rewards

  • 3200 XP
  • 25000 G

Related NPCs

All Items

Consumables
  • N/A
Equipment
  • N/A
Materials
  • N/A
Key Items
  • N/A

Bosses

  • N/A

Enemies

  • N/A

 

Flickering Shadows Dragon's Dogma 2 Quest Details

How to Unlock Flickering Shadows in Dragon's Dogma 2

This quest unlocks automatically after completing the quest, Nation of the Lambent Flame. [See Dragon's Dogma 2 Map]

Flickering Shadows Quest Description

Flickering Shadows - Quest Start Description

You have arrived in Bakbattahl seeking answers about the godsway. As you try to find your feet in this unfamiliar land, someone gives you a suggestion of where to begin.

Flickering Shadows - Quest End Description

You have made promising headway in your investigation into the godsway—the artifact that the false Arisen employed to control the pawns—and it seems that you are nearing the heart of the matter. What's more, something rose from the seafloor shortly after your arrival in Battahl, almost as if it had awaited you.

Flickering Shadows Quest Objectives

  • Enter Bakbattahl
  • Speak with Ambrosius
  • Seek information about larger blue crystal shards
  • Seek "he who was dragon-forged" in Harve Village

 

Flickering Shadows Dragon's Dogma 2 Quest Walkthrough

Enter Bakbattahl

During the events of the previous quest, Nation of the Lambent Flame, you learned that the nation has been troubled with matters of discrimination against Pawns. Menella offers you the Battahl Residence Permit, which should keep you undisturbed as you carry on with your task in Batthal, in exchange for pledging to help her and Empress Nadinia with their cause.

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Make your way east into Bakbattahl proper. As you approach the main entryway, the mysterious Pathfinder will appear again to give you advice on where exactly to go next. Apparently, there exists a place called the Forbidden Magick Research Laboratory, and this is that place that Captain Brant had heard about that did studies on the strange, and your new/old friend has confirmed that they'll have something on the Godsway. Before heading there, you're first told to pay a visit to Ambrosius, a researcher for that laboratory.

 

Speak with Ambrosius

A few steps forward and you'll find all the different amenities in Bakbattahl. There are a couple of different Side Quests that you can start and complete here, so explore as you'd like. A few of them to mention are Off the Pilfered Path progressed at the Bakbattahl Gaol, which is a follow-up to Mercy Among Thieves if you completed it prior to getting here, and A Poisonous Proposal which you could start by heading into Jarle's Home across from The Rockmouse's Burrow where you talked to Menella. Speaking of Menella, as you explore the town, someone named Deborah might interrupt you to inform you that Menella would like to speak with you. You can then find her by heading to the far east exit and into the Flamebearer Palace to start another side quest, Shadowed Prayers, in keeping with your pledge to help her cause. A Case of Sculptor's Block can also be progressed here at Fulvio's Workshop.

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Back to what you actually came here for, you'll want to get to Olta'Battahl Coast to find this Ambrosius fellow. To do so, you can take any of the left turns here in town up north to eventually find the Dye Stores. From there, head out to the northern exit and just follow the winding path to the northeast to find the coastline. You might have to fight some Rattlers and Gore Harpies on the way so be prepared. Head for the highlighted area on your minimap to look for Ambrosius. When you speak to him, he'll ask you to find him a Small Blue Crystal Shard. You can easily find one here along the rocks of the coast if you haven't already. You can ask him what it is after you deliver it to him and he'll tell you that it's actually what allows the Godsway to have its power that commands Pawns. However, these small fragments won't really do too much and you'll actually need much larger ones. He'll advise you to seek out either the oracle, the same oracle Brant told you about, or The Dragonforged to find out more. He'll give you 100G for your efforts.

 

Seek Information About Larger Blue Crystal Shards

Of the two, the closer one to you is The Dragonforged. Note that, while one of the objective markers leads to him, speaking to him is not actually required to progress the quest forward, but will be good for you to glean a bit of knowledge and lore. To find him, simply head north from the coast, following a wooden bridge into a cave. Inside, you should find the Riftstone of you can use you if you want to. From here, the path splits left and right. If you go to the right and head outside, you can climb up the rocks and find a number of chests, but be careful as it exposes you to Gore Harpies and even a Griffin. However, you can push further from there and find chests in run-down houses guarded by Bandits.

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The Dragonforged can be found in the Bay Wayside Shrine, which you'll get to if you take the path to the left instead when the path splits. When you talk to him, you can ask him about the Godsway to which he'll say he knows nothing. However, he will reveal that a Batthali sorcerer named Phaesus came to him and asked him about dragons, with the purpose of wanting to "alter the will of the world." Apart from this, The Dragonforged offers useful services in exchange for Wyrmslife Crystals (WLC), including useful goods like Ferrystones and Portcrystals, as well as the Wyrmfire Style Enhancement. If you have the WLC for it, and you don't need to use it for anything else, make sure you have at least one expendable Ferrystone for later on.

flickering shadows5 main quests world information dragons dogma 2 wiki guide

To actually progress your quest, you'll need to find the oracle next. The fastest way to get there is to travel back to the Checkpoint Rest Town via Oxcart. The Bakbattahl Oxcart Station can be found near the town's middle intersection. As usual, interact with the signpost if the driver isn't ready for passengers. When they are, pay the fee and then hop on for the ride. You can doze off to speed up the travel. If your trip gets disturbed by an ambush, you can check your map if you got ambushed near the objective marker so you can just get off the ride there and travel by foot. However, it would probably be nightfall when this happens so you might be better off just resolving the encounter and continuing the ride all the way. Of course, you can also just find a Campsite nearby and rest until the morning.

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Whichever route you choose, you want to look for the path that directly leads to your quest marker, which would be a bit past the Enoa'Battahl Forest from the Checkpoint Rest Town. Make the turn there from the main path and you'll want to keep going past the Forgotten Ruins. Of course, you're free to explore if you want - many chests are scattered around the ruins. You can also use any of the nearby Riftstones and Campsites if you need to. If you've progressed A Case of Sculptor's Block, the next place you'll need to go to for the side quest is also nearby, which entails fighting a Griffin with Fulvio around at the Wasteland Griffin's Nest.

When you're ready, head up the hill to your objective marker, all the way to the Reverent Shrine. Head up the stairs to find a smokey visage of the oracle Luz. If you speak to her and ask her how she knows that you're the Arisen, she'll reveal that she is able to see and feel your distinctive warmth. When you ask her about the Godsway, she'll say that she doesn't know much about the artifact itself. However, she can feel the existence of a land, submerged in the sea, that is bathed in the same distinctive warmth of power that you are. She'll also mention that you'll find a way to it in time, and advise you to look for a a person who is "dragon-forged" in Harve Village. Speaking to her also unlocks the Trickster Vocation for you.

 

Seek "He Who Was Dragon-Forged" in Harve Village

Time to go back to Harve Village this time. You've already been there before, during the events of Monster Culling. If you've activated the Portcrystal there, and you have that Ferrystone in hand, you can just teleport there quickly. If you neglected to activate the village's Portcrystal, you'll have to backtrack and make your way there on foot. Start by going back to Vernworth and heading west.

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Actually, if you spend your time talking to different NPCs, you might've already spoken to the one you have to talk to next. Head for the southwestern edge of the village to find the Rivage Elder's Home. If you teleported to the Portcrystal, you'll be right there. Speak to the Rivage Elder. If it's too late in the day, he'll say he'll need to rest first so time will automatically pass to the next morning. When you awake, he'll tell you about the temple that has sunk in the middle of the sea, as well as its ruler who was supposed to watch over the world from the skies but grew tired from his duty and brought his kingdom down to the earth. He was such a great ruler that his servants protect him even in death. As the Rivage Elder finishes his story, a structure will rise from the seabed and you'll be notified of a disturbance in the Stormwind Cave. A guard will see the sight and mention having to alert his commander of this development.

 

 

Flickering Shadows Dragon's Dogma 2 Trivia, Notes and Tips

 

 

All Main Quests in Dragon's Dogma 2
A Beggar's Tale  ♦  A Candle in the Storm  ♦  A Case of Sculptor's Block  ♦  A Game of Wits  ♦  A Magisterial Amenity  ♦  A New Godsway  ♦  A Noble Exchange  ♦  A Place to Call Home  ♦  A Poisonous Proposal  ♦  A Scholarly Pursuit  ♦  A Trial of Archery  ♦  A Veil of Gossamer Clouds  ♦  An Unsettling Encounter  ♦  Belle of the Bar  ♦  Beren's Final Lesson  ♦  Brothers Brave and Timid  ♦  Civil Unrest  ♦  Clash and Conclusion  ♦  Claw Them Into Shape  ♦  Convergence  ♦  Crossing in Shadow  ♦  Disa's Plot  ♦  Dreams Apart  ♦  Dulled Steel, Cold Forge  ♦  Every Rose Has Its Thorn  ♦  Feast of Deception  ♦  Gaoled Awakening  ♦  Gift of the Bow  ♦  Halls of the First Dawn  ♦  Home Is Where the Hearth Is  ♦  House of the Blue Sunbright  ♦  Hunt for the Jadeite Orb  ♦  In Dragon's Wake  ♦  Legacy  ♦  Masked Correspondence  ♦  Medicament Predicament  ♦  Mercy Among Thieves  ♦  Monster Culling  ♦  Nation of the Lambent Flame  ♦  Nesting Troubles  ♦  Off the Pilfered Path  ♦  One-Eyed Interloper  ♦  Ordeals of a New Recruit  ♦  Out of the Forest, Into the Forge  ♦  Oxcart Courier  ♦  Prey for the Pack  ♦  Put a Spring in Thy Step  ♦  Readvent of Calamity  ♦  Saint of the Slums  ♦  Scaly Invaders  ♦  Seat of the Sovran  ♦  Shadowed Prayers  ♦  Shepherd of the Pawns  ♦  Short-Sighted Ambition  ♦  Spellbound  ♦  Steeled Resolve, Blazing Forge  ♦  Tale's Beginning  ♦  Tensions on the Highroad  ♦  The Ailing Arborheart  ♦  The Arisen's Shadow  ♦  The Caged Magistrate  ♦  The Expeditious Explorer  ♦  The Gift of Giving  ♦  The Guardian Gigantus  ♦  The Hand That Guides  ♦  The Heel of History  ♦  The Importance of Aiding Ernesto  ♦  The Inveterate Explorer  ♦  The Nameless Village (Quest)  ♦  The Ornate Box  ♦  The Phantom Oxcart  ♦  The Provisioner's Plight  ♦  The Regentkin's Resolve  ♦  The Sorcerer's Appraisal  ♦  The Sotted Sage  ♦  The Stolen Throne  ♦  Till Death Do Us Part  ♦  Tolled to Rest  ♦  Trouble on the Cape  ♦  Twixt a Rock and a Hard Place  ♦  Vocation Frustration  ♦  Wandering Roots  ♦  Welcome to Battahl  ♦  When Wills Collide



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