Tale's Beginning is a Quest in Dragon's Dogma 2 (DD2). You've fled the excavation site where you bravely fought a Gorgon and acquired your freedom. But you have been shot down from the sky and you awaken at a waterfall and watched your companion, Rook, get swallowed by the Brine. A soldier named Justinn finds you and asks you to accompany him to safety. The "Tale's Beginning" quest has no multiple outcomes and requires the player to complete Gaoled Awakening for the quest to unlock. This quest is not affected by the passage of time. This quest has no multiple outcomes.

 

General Info

 

Quest Rewards

Related NPCs

Merchants

All Items

Consumables
Equipment
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Materials
Key Items
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Bosses

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Enemies

 

Tale's Beginning Dragon's Dogma 2 Quest Details

How to Unlock Tale's Beginning in Dragon's Dogma 2

The quest "Tale's Beginning" automatically becomes available upon completing Gaoled Awakening. The quest formally starts as you regain consciousness by the Ultramarine Waterfall where a soldier named Justinn finds you and asks to accompany him back to an outpost. [See Dragon's Dogma 2 Map]

Tale's Beginning Quest Description

Tale's Beginning - Quest Start Description

You gained your freedom and crossed the sea on griffin wing, only to have your pawn companion swallowed up by the Brine. Now alone, you must seek aid and information.

Tale's Beginning Quest Complete - You made use of the lodgings at the borderwatch outpost.

You have discovered your identity: you are the true Arisen. For proof, look no further than your pawn—the faithful servant whom you summoned from the riftstone. Your pawn's companionship will doubtless be a source of comfort during the long and arduous journey that lies ahead.

Tale's Beginning Quest Objectives

  • Follow Justinn.
  • Defeat the Goblins.
  • Make contact with the Riftstone.
  • Make for Melve.
  • Make for the lodgings.
  • You had a well-deserved rest at the lodgings.

 

Tale's Beginning Dragon's Dogma 2 Quest Walkthrough

Follow Justinn through the Forest

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You awaken by the Ultramarine Waterfall after being shot down from the sky while riding a Griffin and Rook falls into the Brine where he has been swallowed. A group of soldiers then arrive at the site and one of them who is named Justinn asks you to accompany him back to the stronghold. As you gain control of your character, follow Justinn, and just a few steps along the way, you'll find a chest on the left side that's by a rock platform. Loot the chest to find x1 Salubrious Draught. Continue along the cliffside and Justinn will ask you questions about your escape. You can also find some gatherable items such as the Greenwarish which can easily be found on the ground with its vibrant color.

Defeat the Goblins

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Continue down the path and you'll encounter three Goblin enemies. Draw out your weapon and help Justinn fight against the Goblins. As a Mage, we utilized our long-range attacks and used our basic skills such as Flagration to shower them with flames. Being able to attack at long range made sure that we were in a safe distance while Justinn takes the frontline to attack. Killing a goblin yields 62 XP and 23 Dcp. Upon defeating them, make sure to check their bodies for loot to find items such as an Apple.

crossing the ravine tales beginning quest dragons dogma 2 wiki guide min second goblin encounter tales beginning quest dragons dogma 2 wiki guide min

As you cross the ravine, look to your right and you'll see a pile of wood. You can approach it to rummage through the pile to find items such as Beast-Skin and 150 G (Currency/Money). Continue following Justinn along the pathway of the forest and not far along as you cross the ravine, you'll encounter another group of Goblins. Fend off the creatures and loot the pile of wood, including their bodies if they have items on them. After clearing the path, continue following Justinn and you'll reach the gates of the stronghold.

The Riftstone

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As you arrive at the stronghold, you'll be greeted by a pawn who expects your arrival. She will then lead you to a Riftstone where you can customize your main Pawn. In this section, you can select from a preset of characters and then customize their physical appearance, features, the starting Vocation (FighterArcherMage, or Thief), the pawn's inclination which is equivalent to their personality, their voice, and name the pawn. After customizing your main pawn, you'll formally discover the Borderwatch Outpost.

You are now free to roam around the area upon gaining control of your character. During our playthrough, we began by interacting with the Riftstone and recruited two more Pawns that have different Vocations. In our party, we already have a Mage and Fighter, so we recruited a Thief and Archer. But the decision on which pawn you want to recruit or even how to use the Riftstone will depend on your preference when you are playing.

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Proceed to the north gate of the outpost towards the Training Grounds to find a chest next to a cart containing x1 Waking Powder. You can even find some vendors here such as Kassandra who sells general items and a few equipment. By the Borderwatch Commissary where Kassandra is standing, you can find some Copper Ore that you can loot off from the wooden shelves. If you approach one of the stationed guards (named Joshua) near the commissary, he'll advise you to rest at the nearby inn before you continue your journey.

Rest at the Inn

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Near the entrance of the Borderwatch Lounge, you'll find a traveling merchant, Montgomery. You can check his wares if you wish to. By the entrance of the lounge, if you look at the crates and barrel on the left, you can find x1 Lantern Oil. If you're done exploring the outpost, head to the lounge and speak to the attendant, Warrick. For this quest, resting at the lounge or inn is free of charge. One thing to take note of when resting at inns is that it will fully restore your party's health and stamina. It also recovers the loss gauge, which represents a reduction in your Health and accumulates when taking damage. When resting at an inn, you can choose whether to rise in the morning or at night, useful if you need to set out at a particular time. Foresighted adventurers will stay at inns regularly, to avoid risks when traveling far afield — after resting, you'll formally complete this quest and receive +200 XP.

 

 

 

 

Tale's Beginning Dragon's Dogma 2 Trivia, Notes and Tips

 

 

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  ♦  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  ♦  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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