Nation of the Lambent Flame is a Quest in Dragon's Dogma 2 (DD2). This quest will have you make your journey to the neighboring nation of Battahl in search of answers to the question of how to stop the power of the Godsway, which renders your command over Pawns completely null. Upon reaching Battahl, you meet Menella who informs you of the nation's own problems and enlists your aid in trying to combat them, in exchange for a residence permit that will keep people from snooping around and disturbing your task. This quest automatically unlocks upon completing the quest Feast of DeceptionThis quest is not affected by the passage of time.

 

General Info

 

Quest Rewards

Related NPCs

All Items

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

Bosses

Enemies

  • N/A

 

Nation of the Lambent Flame Dragon's Dogma 2 Quest Details

How to Unlock Nation of the Lambent Flame in Dragon's Dogma 2

This quest unlocks automatically after completing the quest, Feast of Deception. [See Dragon's Dogma 2 Map]

Nation of the Lambent Flame Quest Description

Nation of the Lambent Flame - Quest Start Description

The false Arisen displayed the power to control pawns at the coronation—a power Brant believes to be derived from the godsway. Make for Battahl and learn more of this artifact.

Nation of the Lambent Flame - Quest End Description

While there are no official dealings between Battahl and Vermund at present, you found that beastrens and humans manage to live side by side in Vermund's neighbor, in spite of their differences. Unfortunately, however, the same cannot be said for pawns.

Nation of the Lambent Flame Quest Objectives

  • Journey to Battahl
  • Make for the Rockmouse's Burrow

 

Nation of the Lambent Flame Dragon's Dogma 2 Quest Walkthrough

Journey to Battahl

It seems that the good Captain Brant's interrogation (or investigation, depending on your chosen outcome for The Arisen's Shadow) has proven a bit fruitful. Your only chance of learning more about the Godsway, aside from just recklessly divebombing the royal schemers, is through a place in the neighboring region of Battahl that specializes in the study of the strange. The good captain will give you a permit to cross the border. If you completed The Arisen's Shadow by turning the spy in to be interrogated, you will receive a Border Entry Permit, which allows you to cross the border into Battahl with no questions asked. If you let the spy go or never completed The Arisen's Shadow at all, Brant will instead give you the Beastren Border Entry Permit. If you're a beastren, this permit will also allow you to cross with no questions asked. However, if you're a human, you will need to be wearing the Beastren Mask, which you can buy for 8,700 G from Ibrahim's Scrap Store.

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The border gate lies in Checkpoint Rest Town. The fastest way to get there is to ride an oxcart from the West Vernworth Oxcart Station. If you haven't gone to it before and you're having trouble finding it, you can find it in our Interactive Map [See Dragon's Dogma 2 Map]. Interact with the signpost if the Oxcart isn't ready yet, and then pay the fee to ride it to the Checkpoint Rest Town. As always with these Oxcart rides, make sure you're ready for any ambushes that might interrupt your trip. 

When you get to Checkpoint Rest Town, follow the winding road up the settlement all the way south to the large closed gates for a little cutscene. It seems like Phaesus has coincidentally also chosen this time to go to Battahl. Your own permit will hold, thanks to the good captain, and you'll also be allowed passage through. As you cross the border, there should be a man by the stables by the name of Lyssandro. He'll have some issues concerning some bandits that have been terrorizing the Oxcarts recently. Agreeing to help him will start the Side Quest, Mercy among Thieves.

 Note: There are alternate methods of crossing into Battahl, listed below:

  • Show a Battahl Residence Permit to the guard at the gate, which is received upon purchasing a home in Bakbattahl or from Menella upon arriving in Bakbattahl during the quest Nation of the Lambent Flame. You will not need the Beastren Mask in this case.

  • Hide in the back of the royal oxcart carriage as it moves through the border gate. This can be accomplished by waiting until morning, and then resting at the bench once. A short time afterward, the carriage should appear outside the gate to Checkpoint Rest Town. You may need to travel further into town and back across the bridge a few times until it appears. Then just climb in the back and wait several minutes for the cart to cross the gate. This will trigger the achievement I'm In.

  • Alternatively, you may choose to run through the gate when the royal oxcart carriage is passing through. This will cause the guards to attack you.

  • You may cross the border by following the course of the river through the western mountain pass. The river runs underneath the bridge leading into Checkpoint Rest Town.

  • You may cross the border by traveling through Guerco Cavern to the east of Checkpoint Rest Town. This will bring you to the coastal area just below Bakbattahl. From there, you can travel down the coast to the city.

Make for the Rockmouse's Burrow

Keep following the road down to the south and you'll encounter the Pathfinder by the cliffs, or a blurry vision of them to be exact. This entity is the very same one who helps you escape the gaol at the beginning of the game. He'll comment on how you've chosen on your own to come back to where you were enslaved before, as well as give you advice to find a place called The Rockmouse's Burrow in Bakbattahl.

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Keep following the road east to get on your way to our objective marker. You may encounter some , Redwolves, and Bandits as you find your way, so be prepared. There will be a few Campsites along the way as well for you to use. Don't forget to pick up any Items you see as you explore, as they will likely be new and native to Battahl. When the path forks, you can veer to the right a little bit to fight some more Hobgoblins guarding a chest.

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Follow this path for a bit and head south and you should see a structure that has another chest. As we went down the short staircase south from there, we found a Golden Trove Beetle on a tree. Get back on the main path and continue following it south. You'll eventually come across a bridge, and we found yet another Golden Trove Beetle on the tree right by the waterfall. If you get in a fight here, you can destroy the rocks that are blocking the stream to finish your Enemies off with the force of the water. Across the bridge, there should be a small crevice where you can find the Riftstone of the Fanged. If you climb over this Riftstone to the easy you'll find an open area where you'll get a Culling Request to kill some Rattlers

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Nearby you can look for a narrow wooden staircase that will take you up to the Battahl Ropeway Station Two. These large devices are unique to Battahl and you can use them to travel to other stations. Hop on and then turn the crank to move across the ropes. While you're in the air, you might have to contend with fliers such as Harpies. A Griffin can also swoop down to destroy the structure and cause you to fall down, so it's in your best interest to move across the ropes as fast as you can. If you're successful and lucky, you'll be able to take this route all the way to your objective marker. Otherwise, you can always just stick to the main road, as it will inevitably lead to where you need to go as well.

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As you get near the establishment, you'll likely have to fight the Griffin. As you probably have fought it before, you know it's a formidable foe and it'll be especially tough in the current environment. However, you just have to survive and deal some damage to it before it runs away. Eventually, you'll be stopped by Menella. It seems her role is to serve as your mediator with the guards. She'll invite you to the tavern for drinks, which is where you have to go anyway. Head inside the tavern to find Menella waiting for you, who'll explain to you the current state of affairs in Batthal. It seems 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 helping her and Empress Nadinia with this nation's troubles. Pledging to help her will complete the quest.

 

 

 

Nation of the Lambent Flame Dragon's Dogma 2 Trivia, Notes and Tips

  • Completing this quest automatically unlocks the quest Flickering Shadows.
  • This quest is required to unlock the quest, The Phantom Oxcart.
  • Unlocking this quest requires the player to complete the quest Feast of Deception.
  • bronze trophy ps5 wiki guide30pxAcross the Border: Players will earn this trophy during this quest.

 

 

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  ♦  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  ♦  In Dragon's Wake  ♦  Legacy  ♦  Masked Correspondence  ♦  Medicament Predicament  ♦  Mercy Among Thieves  ♦  Monster Culling  ♦  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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