Tensions on the Highroad

simon npc dragons dogma wiki guide
Quest Location Vernworth
NPC Pickup Simon
Requirements Complete QuestsWelcome to Battahl
Time Limited ???
Quest Canceled Unknown
Unlocks ???
Other NPCs Raghnall
Multiple Outcomes No
Rewards 4,000 XP
12,000 G

Tensions on the Highroad is a Quest for Dragon's Dogma 2 (DD2). Tensions on the Highroad is not affected by the passage of time and involves escorting Ser Augustin's oxcart after receiving the request from Simon, a guard stationed at the north gate of Vernworth.

 

You have been asked to escort Ser Augustin, backbone of the opposition against the queen regent, back to Vermund. Make for the highroad, and tell no one—not even Captain Brant.

 

How to Unlock Tensions on the Highroad Quest in Dragon's Dogma 2

After reaching Bakbattahl for the first time, return to Vernworth and go near the Oxcart Station at the north gate. An NPC named Simon will initiate a conversation with you, which starts Tension on the Highroad. See Tensions on the Highroad on the [Dragon's Dogma 2 Map].

 

Dragon's Dogma 2 Tensions on the Highroad Quest Notes & Tips

  • This quest does/does not unlock any other quest
  • This quest has multiple/does not have multiple outcomes:
  • This quest has/ has no prerequisites
  • This quest is canceled if you don't pick it up before ??

 

 

Dragon's Dogma 2 Tensions on the Highroad Quest Walkthrough

Escort the Oxcart

To start Tensions on the Highroad, return to Vernworth after you complete your first trip to Bakbattahl. As you go near the North Vernworth Oxcart Station, an NPC named Simon will initiate a conversation and this will start the quest. He will ask for the Arisen’s help to escort the oxcart from Checkpoint Rest Town to Vernworth but he won't tell you immediately if others are involved. He adds that the task at hand requires the utmost secrecy, and he even points out that Brant should not be made aware of it, then you will receive x1 Escort LetterThen, travel to the marked location which can be found north of Checkpoint Rest Town.

NOTE: If you can't find Simon near the Oxcart Station, try walking down the stairs from the fountain near the Pawn Guild. Simon is on patrol so he will likely be doing his rounds.

1 tensions on the highroad side quests dragons dogma 2 wiki guide

Upon arriving at the marked location, Simon will welcome you as part of Ser Augustin's escort group and your task is to safeguard it from attackers. Shortly after, Raghnall shows up to say that he will take over Augustin’s escort. At this point, you will take a side by attacking the opposing party. NOTE: The next part of the quest is relatively the same because you will pursue Raghnall either way. However, his affinity with you will be affected if you side with the guards.

 

Take Raghnall’s Side

We recommend taking Raghnall’s side which you can do by attacking the soldiers. After the attack, Simon will run off and so will Raghnall. He will ask you to keep up to learn about the truth. Follow him and Augustin into the wooded area which will lead you right to the entrance of Guerco Cavern.

As you try to follow them inside the cave, the flooring beneath you will give way and you will be separated from your pawns. You will have to find an exit on your own here. The path is pretty straightforward, you need to take the path that leads to the left and you will find Raghnall down here. Then, accompany him to find an exit. Keep an eye on your minimap and let Raghnall lead the way. You will fight monsters like Saurians until you reach the area near the waters. 

After eliminating all threats, Raghnall will inform you that the escort mission was a plot meant to entrap you, but Augustin caught a whiff of the plan and so he hired Raghnall unofficially. He found evidence that the Arisen was going to be framed for the death of Augustin. Then, Raghnall tells you that he’s ready to sleep.

The following day, you’ll be in charge of finding the exit. Begin your search by following the path leading to the other side of the cave, not the one you came from last night. As soon as you make it out, the path caves in and blocks the exit for Raghnall, separating you from each other. Raghnall will bid farewell and the end of this conversation marks Tensions on the Highroad as completed. 

 

 

DD2 Tensions on the Highroad Quest Objectives

  • Escort the oxcart
  • Take a side
  • Pursue Raghnall
  • Seek an exit

 

Tensions on the Highroad Quest Rewards in Dragon's Dogma 2

You left the cave alone:

The truth of the matter is laid bare: the escort mission was a trap intended to ensnare you and Ser Augustin both, ridding the queen regent of a voice of opposition and laying the blame for his murder at your feet in one fell swoop. But Raghnall's intervention saw this plot fouled, for the mercenary was your ally this day—if only because his employer was also. Indeed, his desire to encounter you on the battlefield continues to grow, as does his longing for the simplicity that only crossed blades can offer.

You left the cave alone - Tensions on the Highroad Rewards:

  • 4,000 XP
  • 12,000 G

 

 

 
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  ♦  Tale's Beginning  ♦  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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    • Anonymous

      I don’t believe there is a different ending to the quest because I retried and carried raghnall out of the cave but it teleported him back in during the cave-in and ended the same way

      • Anonymous

        So a random soldier approaches you in the street, tells you he has a mission for you, the Arisen (because everybody in this game knows you're the Arisen even though the story acts like nobody does), that even the Captain doesn't know about. You're given no additional context, no lines from the soldiers or the person you're supposed to be escorting to provide additional information about this extremely sketchy situation...and then the handsome rascal character(TM) makes an appearance and tells you "Arisen, this is not what you think it is!"

        No, handsome rascal character, this is exactly what I think it is: A really shitty quest.

        Why is all the writing in this game bad?

        • Anonymous

          so raghnall ran ahead and there was a camp ground but i didnt use it as i didnt see raghnall anywhere. i then found an exit and the quest ended

          • Anonymous

            I just get the carriage stuck on the incline it begins at and nothing happens. It's bugged for me. Any fix?

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