In Dragon's Wake is a Quest in Dragon's Dogma 2 (DD2). You have arrived at the Borderwatch Outpost and have recovered after resting at the Borderwatch Lounge, upon learning about an attack that fell upon Melve, you set forth to the stronghold hoping to regain the memories you've lost. The "In Dragon's Wake quest has multiple outcomes on how it can end, which is to accept and fully accompany Gregor to the capital or reject his request and reach Vernworth Palace without him. This quest becomes available upon completing Tale's BeginningThis quest is not affected by the passage of time. This quest has no multiple outcomes.

 

General Info

 

Quest Rewards

  • 6000 G

Related NPCs

Merchants

All Items

Consumables
Equipment
Materials
Key Items

Bosses

Enemies

 

In Dragon's Wake Dragon's Dogma 2 Quest Details

How to Unlock In Dragon's Wake in Dragon's Dogma 2

The quest "In Dragon's Wake" automatically becomes available upon completing Tale's Beginning after resting at the Borderwatch Lounge of the Borderwatch Outpost. [See Dragon's Dogma 2 Map]

In Dragon's Wake Quest Description

In Dragon's Wake - Quest Start Description

As the Arisen, you bear a deep connection to the dragon. Having heard that Melve was ravaged by its attack, you make for the village in the hope of regaining your lost memories.

In Dragon's Wake Quest Complete - Arrived at Vernworth with or without Gregor

You found the village in ruins, rent by the dragon's claws. Fragments of memory returned to you, but just as you began to piece them together you were cornered by the watchhead. Now you are under suspicion of being an imposter—a false Arisen—and must travel to the capital if you wish to prove your identity.

In Dragon's Wake Quest Objectives

  • Make for Melve.
  • Look around Melve.
  • Speak with Lennart.
  • Accompany Gregor to the capital.

 

In Dragon's Wake Dragon's Dogma 2 Quest Walkthrough

Journey to Melve

quest start in dragons wake quest dragons dogma 2 wiki guide min borderwatch outpost map in dragons wake quest dragons dogma 2 wiki guide min

This main quest immediately becomes available after resting at the Borderwatch Lounge of the outpost during the previous quest, Tale's Beginning. Head to the main gate of the outpost and you'll be greeted by the stationed guard, Phill. He'll tell you about a recruit that was sent out and ask if you could fetch him This triggers a side quest "Ordeals of a New Recruit", to learn more about that quest, please visit the Ordeals of a New Recruit page. We highly recommend completing the side quest since it's short and along the path to Melve.

Either way, you'll have to head south from the main gate to reach Melve. Be cautious when traveling by foot as you'll encounter creatures such as Goblins. For this walkthrough, since you can roam around the area and veer away from the path leading to Melve, we'll cover events that happens upon arriving at known locations.

martyrs resting place in dragons wake quest dragons dogma 2 wiki guide min martyrs resting place 2 in dragons wake quest dragons dogma 2 wiki guide min

The path to Melve isn't that far from the outpost, and you'll know when you're near upon reaching Martyr's Resting Place. Some hogs are roaming around the area which you can kill to loot items such as Scrag of Beast. The area also has Sunbloom growing on the ground, so take the time to loot the area first before you proceed to cross the wooden bridge where you'll formally arrive at Melve, a stronghold that has been razed by Dragon's Fire.

golden trove beetle martyrs resting place in dragons wake quest dragons dogma 2 wiki guide min map golden trove beetle martyrs resting place in dragons wake quest dragons dogma 2 wiki guide min

You can also find a Golden Trove Beetle on a tree at Martyr's Resting Place. Above, you'll find a reference to the map to find its location.

 

Arriving at Melve

arriving at melve in dragons wake quest dragons dogma 2 wiki guide min

Upon discovering Melve, your quest updates to looking around the area. Just by the entrance, you'll find a traveling merchant named Dudley, speak to him and check his wares if you need to purchase items. Head further into the stronghold and a cutscene will trigger. If you have a full party with you, during the cutscene, you'll complete some Pawn Quests which is to travel together for a day and night. This rewards you with x1 Wakestone Shard.

flashback sequence in dragons wake quest dragons dogma 2 wiki guide min

The next sequence pits you into a flashback where you find yourself fighting a dragon. Try to get close to it and grab on to attack it a few times, and in a short while, another cutscene will follow. You'll then regain consciousness and find yourself being attended to by Ulrika at her house. The next dialogue scene shows you talking to a watchhead named Gregor who's glad to have found you. He'll then ask you to accompany him to the capital, but before departing, he asks that you speak with Lennart. At this point, you are free to roam around Melve if you want to find some loot and take on some Side Quests such as "Medicament Predicament" at Runne's Apothecary or "Brothers Brave and Timid" near the inn. After talking to Gregor, a related main quest will automatically unlock, entitled Seat of the Sovran.

lennart location in dragons wake quest dragons dogma 2 wiki guide min

If you're done exploring, you can find Lennart at the inn, in front of Runne's Apothecary. Head inside and a dialogue cutscene will trigger where he explains the Guild feature and you can also ask him about Vocations. You can speak to Tristan, the innkeeper to view options such as resting, using the storage box, managing skills, guilds, and changing your vocation. After interacting with the innkeeper, head outside and a soldier will advise you to follow her to the village entrance where Gregor is waiting. From here you can continue exploring or complete side quests you've just unlocked, if you're ready to leave, speak to Gregor by the entrance and choose "I'm ready now.".

Journey to the Capital

northern vermund checkpoint in dragons wake quest dragons dogma 2 wiki guide min

The path to the capital is to the north of Vermund, you won't lose your way here as you'll need to follow Gregor. As always, along the way, you'll encounter and sometimes be ambushed by creatures such as Goblins and Harpies, so be prepared to fight when needed. Continue following Gregor until you reach the gate of the Northern Vermund Checkpoint. Through the gate, you'll arrive at the Borderland Campground where you'll be given a tutorial on how the passage of time works in Dragon's Dogma 2. Here are some important notes on the passage of time:

  • Time is an ever—flowing river in this world, and the activities and behaviors of its inhabitants reflect this. People are unlikely to remain in the same place all day long, and may only appear in the morning, at night, or at midday. To pass the time, you can either stay at an inn, or make use of one of the special seats found outdoors in set locations.
  • Come nightfall, you will be able to see no further than the ground at your feet, and the onset of darkness summons fearsome monsters not seen by day. Explore the wilderness aner sunset at your own peril, and be sure you have a lantern in your pack.
  • Some items that can be gathered will change over time, such as by ripening and growing more flavorful. There are also items that, if allowed to age just long enough, will become more useful when combining materials. However, you should keep a close eye on raw items in particular, as consuming anything that has been aged past its prime is likely to have unpleasant side effects.
  • Certain objects and structures that can be destroyed by your attacks will regenerate aner a set amount of time has passed. Similarly, fruits, berries, and other gatherable flora will grow back aner a time.

northern vermund checkpoint forgotten riftstone in dragons wake quest dragons dogma 2 wiki guide min

As you continue following Gregor, just as you leave the campsite, you can find Forgotten Rift Stone which you can interact with to restore it and acquire 30 RC. Just near the Rift Stone, you'll find the remains of a campfire which you can use to set up camp if you have a camping kit. Below are some tips on Camping:

  • If the Arisen has a camping kit to hand, they can pitch their tent by the remains of a campfire, found at set spots throughout the wilderness. Much like staying at an inn in town, resting at a campsite restores the party's Health and Stamina and recovers the loss gauge. Adventurers who seldom return to town should be sure to keep a camping kit in their packs, lest exhaustion overwhelm them.
  • Camping also affords the opportunity to grill meat, granting a boost to certain stats upon consumption. The finer the quality of the meat, the greater the increase you can expect.
  • Before setting up camp, it would be prudent to eliminate any foes lurking nearby; neglecting to do so only heightens the chance of an ambush while your party is at its most vulnerable.

Gathering of Beasts and a Cyclops

path to gathering of beasts in dragons wake quest dragons dogma 2 wiki guide min

Proceed with your journey with accompanying Gregor where you'll reach a stone bridge. Cross to the other end and be prepared to fight as you'll encounter a group of Goblins. Continue along the path and you'll reach the Gathering of Beasts where you'll fight some Harpies, be wary of their attack as they can try to put you and your pawns to sleep.

Make sure to clear the area and then search it to find treasure chests. There are three here, one wooden chest that is near the dilapidated structures containing x1 Fulgurous Lord, another that contains x1 Salubrious Draught, and an iron chest hidden by the shrubs that contains x2 Ring of Indifference.

hiding cyclops in dragons wake quest dragons dogma 2 wiki guide min

Towards the east of this small location, you'll find a ravine and a formation of rocks blocking the flow of the water. Prepare yourself and approach it to reveal a Cyclops that has camouflaged itself underneath the rocks. Be ready to dodge as you approach the rock formation as it will emerge and can knock you down if you get hit. If you're using ranged attacks, you can continuously attack the target from a safe distance while your other pawns that are proficient in close-range combat take the frontline. Just keep an eye out for their health and help them to avoid them from becoming incapacitated. Defeating the Cyclops yields +2100 XP, +113 Dcp, and you can loot its body to find some Rugged Bone. Upon defeating the Cyclops, a torrent will appear and destroys the blockage — you can now cross the other end of the ravine to find another forgotten Rift Stone and a small campsite.

arriving at vernworth in dragons wake quest dragons dogma 2 wiki guide min

Again, at this point, you're free to roam the overland and to progress this quest you'll need to make sure that you stick by Gregor and accompany him until you reach the capital. However, there is an alternate way to complete this quest, which is arriving at Vernworth without Gregor. Either way, upon arriving, you will be taken in by the guards to prove your identity as the Arisan and eventually, Captain Brant will help you and resume control of your character at the Merchant Quarter. This formally completes the quest and also updates the objective of Seat of the Sovran.

 

 

 

 

In Dragon's Wake Dragon's Dogma 2 Trivia, Notes and Tips

  • This quest unlocks the related quest: Seat of the Sovran
  • Unlocking this quest requires the player to complete: Tale's Beginning
  • Make sure you accompany or stick with Gregor. You need him with you to pass the Northern Vermund Checkpoint.
  • This quest has no multiple outcomes but can be completed in two ways: Accompany Gregor until you reach Vernworth or arrive at Vernworth without him. The following scenarios that can happen if you arrive at Vernworth without Gregor are: he dies in the middle of the journey to Vernworth or you leave him behind while accompanying him.
  • bronze trophy ps5 wiki guide30pxArisen: After the flashback, players will earn this bronze trophy.

 

 

Dragon's Dogma 2 All Quests
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  ♦  Flickering Shadows  ♦  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  ♦  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



Tired of anon posting? Register!
    • Anonymous

      So I lost Gregor in my wandering. Got to the checkpoint and they won't let me pass. So how do you arrive without him successfully lol?
      I started walking around the out skirts to see if I could sneak in the city but stopped in the middle of that. I might need to keep looking but otherwise worry I have to go back and find Gregor if he didn't just die.

    Load more
    ⇈ ⇈