Quick Guide
- Opening: escape, reach Borderwatch, create your Pawn, then travel through Melve to Vernworth.
- Capital: match your journal to Brant’s investigations.
- Later stages: use the quest roadmap; detailed ending conditions remain outside this guide.
Dragon's Dogma 2 walkthrough: start with Gaoled Awakening, follow the soldiers to Borderwatch Outpost, create your main Pawn, and continue through Melve to Vernworth. Captain Brant then supplies the next group of story objectives. Use the stages below to identify your current quest; the opening has step-by-step guidance, while later chapters are a main-quest roadmap rather than complete individual solutions.
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Dragon's Dogma 2 walkthrough: choose your story stage
The base-game story begins with Gaoled Awakening, Tale's Beginning, In Dragon's Wake, and Seat of the Sovran. Those quests carry you from the excavation site to Borderwatch, Melve, and the capital. If you have not reached Vernworth, follow the opening sections before looking for Brant's political investigations.
Once you are in the capital, look for the quest name in your journal rather than assuming every player completes the investigations in an identical order. The collected guides group the story into an opening, Brant's requests, a Battahl stage, and the endgame. That structure is useful navigation, but it does not establish a mandatory order for every optional task.
Dark Arisen follows a separate expansion route and has its own guide. Its new-region story is not the next entry in the base-game opening list. Keep the expansion guide separate when checking locations, quest names, and what your journal should show.
Gaoled Awakening: escape the excavation site
During the opening, follow the quest prompts as the game establishes your character and starting vocation. The collected walkthrough shows a combat encounter with a Gorgon before the escape. Use the attacks available to your chosen vocation and keep clear of its petrifying gaze instead of treating this introduction as a trip to Medusa's later lair.
The encounter also introduces grabbing objects and clinging to large enemies. Climbing consumes stamina, so pay attention to the stamina gauge while attacking. These are tutorial actions shown in the opening; this page does not prescribe a single damage rotation for all four starting vocations.
When the objective changes to fleeing, follow Rook toward the cliff. The escape continues through a Griffin sequence and ends at the Ultramarine Waterfall. Regaining control there is your signal to move on to Tale's Beginning, rather than returning to search the excavation site for another story trigger.

Opening gameplay at 15:50; follow the escape objective rather than a late-game route. Native 1920×1080 frame; no player controls or upscaling.
Original video creator · Source / open if playback failsReviewed source chapter; manual playback only. Original source link remains available if the embed fails.
Original video creator · Source / open if playback failsTale's Beginning: reach Borderwatch and create your Pawn
At the waterfall, follow Justinn and the soldiers along the route to Borderwatch Outpost. Goblins interrupt the journey, so help clear the encounter before continuing with the escort. The objective is to reach the outpost; nearby gathering and chests are optional exploration along that path.
At Borderwatch, use the Riftstone when the quest directs you to it. This is the opening point where you establish your main Pawn. Finish the creation prompts and check the resulting party before leaving, because a main Pawn and hired Pawns serve different roles in the journey.
Explore the outpost and rest at the Borderwatch Lounge as the opening quest requires. When the story directs you toward Melve, leave through the north gate. If the next stage has not started, check which of these opening objectives remains active instead of travelling straight to a distant capital marker.

Opening gameplay at 38:20; Tale’s Beginning is marked complete on the HUD. Native 1920×1080 frame; no player controls or upscaling.
Original video creator · Source / open if playback failsIn Dragon's Wake: Melve and the road to Vernworth
Continue to Melve and follow the story events there before setting out for Vernworth. The archived walkthrough then follows Gregor and his soldiers on the journey to the capital. Stay with that story route while learning the roads, rather than using a later-game travel shortcut as an opening requirement.
The route passes the Northern Vermund Checkpoint and the Gathering of Beasts area. The source describes goblins, harpies, and a Cyclops around this part of the journey. Encounters and side exploration can interrupt travel, so return to the escort objective when you are ready to advance the main story.
On arriving in Vernworth, the officials take you into a story conversation with Brant. That conversation establishes the capital stage and your effort to prove your identity as the Arisen. Once it concludes, use the journal and Brant's available topics to find the next actionable objective.
Battahl: identify the next main quest
The next broad sequence includes Nation of the Lambent Flame, Flickering Shadows, Convergence, and A New Godsway. The directories then lead into The Guardian Gigantus and Legacy. This list is a progression map, not a claim that every transition can be completed without additional actions.
If you have reached Battahl but cannot see the expected next quest, compare your current journal entry with the preceding stage. This page has not checked every alternate entry route or trigger in the latest build. The individual quest walkthrough remains the place to verify the required interaction and its result.
Optional activities in this region include the route toward Medusa and travel toward the volcanic island vocations. Those destinations are useful related guides, but neither is presented here as a universal prerequisite for the Battahl story. Choose them for their own rewards and objectives rather than because they appear near the main route.
Endgame and Unmoored World: spoiler boundary
Story and ending spoilers begin here. The archived IGN directory distinguishes Legacy from the Unmoored World quests, including Dreams Apart, A Scholarly Pursuit, and Halls of the First Dawn. Do not interpret that directory alone as a complete explanation of how to select an ending or enter the postgame.
IGN groups evacuation objectives under Halls of the First Dawn: The Regentkin's Resolve for Vernworth, Civil Unrest for Bakbattahl, Wandering Roots for Sacred Arbor, The Importance of Aiding Ernesto for Volcanic Island Camp, and Shepherd of the Pawns for the Excavation Site. These names are navigation aids to the relevant quests. Their detailed actions and failure conditions are outside the demonstrated opening route.
Pending confirmation: this page has not replayed every later main quest, ending choice, or postgame deadline on the current build. It therefore does not promise a complete-game solution or a guaranteed ending. Use the original individual guides for deeper coverage, and keep Dark Arisen's separate storyline distinct from this base-game roadmap.
Version boundary and related routes
This guide combines the supplied base-game directories with the archived opening gameplay video. The 2024 opening footage supports the beginning of the route, not changes introduced by the expansion. Later task names are supported by the directories, while the detailed steps still require their individual guides.
Pending confirmation applies to unreviewed late-game mechanics and alternate branches. It does not mean that the named quests are unavailable. For an actionable vocation detour, use the Magick Archer and Warfarer unlock guides; for the expansion, start with the Dark Arisen entry guide and its separate walkthrough.
Sources
Reviewed:
2024 base-game route; opening walkthrough and later quest navigation
2024 base-game route; opening walkthrough and later quest navigation; source claims and visual coverage audited separately.