Dragon's Dogma 2: Walkthrough & Boss Guide
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🗺️ Main Story Walkthrough
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This is a condensed story overview with a guide to six notable fights (Griffin, Medusa, Talos, the Dragon, the Sphinx and the Dullahan). It is not a complete mission-by-mission walkthrough and does not cover every boss or monster in the game. The main quest names below follow the Fextralife wiki list; the plot summary follows Wikipedia.
Dragon's Dogma 2 opens with your character, assumed to be a Pawn, forced to clear rubble at a mining site alongside other Pawns. The camp is attacked, and a mysterious figure called the Pathfinder helps you escape and reveals that you are the Arisen, not a Pawn. A flashback at the ruined town of Melve shows the Dragon choosing you. The first main quests are Gaoled Awakening, Tale's Beginning and In Dragon's Wake. Medusa is first met during Gaoled Awakening, where she flees and is not meant to be defeated.
Because another person is about to be crowned as the Arisen, you are treated as a pretender and escorted to the capital, Vernworth. Brant, captain of the palace guard, believes you are genuine and sends you on quests to win the public's trust. The Fextralife main quest list continues with Seat of the Sovran, Monster Culling, Disa's Plot, The Caged Magistrate, The Stolen Throne, An Unsettling Encounter and Feast of Deception. Brant's plan to expose the false Arisen at the palace fails because your Pawn cannot enter the doors.
The Mystic Spearhand vocation is unlocked by talking to Sigurd, a hooded man with a Duospear on his back. According to the Fextralife wiki, the route is: complete Seat of the Sovran, take Monster Culling from Brant (he can be found at the Stardrop Inn at night) and report back, pass a few days, ride the oxcart from North Vernworth to Melve, and fight the dragon in the Readvent of Calamity side quest (you do not need to kill it). Then find Sigurd near where you fought and ask about his fighting style. If he is not in Melve, continue Monster Culling to Harve Village, complete the Scaly Invaders side quest and find him in the Coastal Hut. Switching to the vocation costs 100 Discipline Points.
Brant sends you to the neighboring kingdom of Battahl. There you learn of the Godsway, the crystallized souls of former Arisen, which can mentally control Pawns. Lord Phaesus of the Forbidden Magicks Research Lab is studying it in the hope of using it to control the Dragon and end the cycle. Fextralife lists the Battahl main quests as Nation of the Lambent Flame, Flickering Shadows, Convergence, A New Godsway, The Guardian Gigantus and Legacy. The Volcanic Island, home of Talos, opens after The Guardian Gigantus.
Back in Vermund you meet Rothais, a former Arisen who slew the Dragon but became paranoid and refused his duties. He gives you the Godsbane Blade, forged from his own soul. A researcher, Ambrosius, refines the blade, and the Pathfinder persuades him to return it before sending you after Phaesus.
The Dragon that Phaesus summons is a weak imitation; the real Dragon kills it and challenges you. In the main ending you defeat the Dragon and are crowned king, but sitting on the throne ends the game. Make a hard save before the Dragon fight if you want to see the alternate path.
In the throne room the Pathfinder appears and can send you back to fight the Dragon again. Alternatively you can use the Godsbane Blade on yourself, after which the world falls into ruin; the Pathfinder explains that your choice has broken the cycle the world depends on. You then find a safe-haven town where the water has vanished, warn the kingdoms and slay specific monsters to delay the end. Afterward, red clouds form an enormous dragon. Your transformed Pawn carries you to it and, at its heart, you kill it with the Godsbane Blade to break the cycle. Fextralife files the later main quests (Dreams Apart through When Wills Collide) under the Unmoored World.
⚔️ Boss Guides
Griffin
Where to find it
Griffins appear in the wild, usually only active in the daytime. In Vermund one flies northeast of Vernworth and another is at the Forested Griffin's Nest in the Misty Marshes. In Battahl they appear south of Checkpoint Rest Town, at the Wasteland Griffin's Nest near Enoa'Battahl Forest, in the Crumbling Ruins, on the Olta'Battahl Coastline and near Windwalker's Home.
Attacks and strategy
Its flapping wings can create strong winds, Nose Dive attacks from the air (sometimes repeatedly) and Drive-By knocks targets down. Grab and Trample seizes a target, flies off and drops it from height, so wiggle the left stick to escape before the fall. When heavily damaged it flees and flies above the party: use ranged attacks while it is airborne, or jump from a platform onto its leg and climb its body. It has no tail attacks, so you can grab its tail from behind, but it flaps its wings hard to throw you off and you may need to recover stamina and retry.
Medusa
Where to find it
You first meet Medusa at the Excavation Site during Gaoled Awakening, where she flees. She can be fought at the end of the Caliginous Depths (The Hole) and is also listed in the Unmoored World (Nera'Battahl Windrift).
Strategy
Her gaze can inflict Petrified and Blighted. The Daughter of the Evening shield reflects the gaze back at her, and the Thief's Subtlety augment helps you avoid her attention. Fextralife recommends a melee vocation: let Pawns draw her attention while you climb her back to the head and attack the head and neck, where enough damage stuns her. Alternatively, a Magick Archer's Soporific Bolt puts her to sleep so you can decapitate her with melee. Climbing and melee drain stamina, so carry restoratives and keep your carry weight average or lower.
Talos
Where to find it
Talos is on the Volcanic Island, which opens after the main quest The Guardian Gigantus.
Strategy
Talos is immune to damage except on its crystal stakes, which are on the right eye, chest, left leg, left arm, right heel, right shoulder, back and right hand. Destroying them is the goal; once they are gone you can reach its weak spots. Ballistas are scattered around the area, usually on cliff edges, and NPCs will fire them too. To reach its body you can climb from a ballista on a cliff edge, be carried over by a bird, or jump from above and grab it as you fall. Climbing drains a lot of stamina, so bring curatives. After the fight, retrace your path to collect Wakestone Shards from the fallen stakes.
The Dragon
Overview
The Dragon is the final boss. After Phaesus summons a weak imitation, the real Dragon destroys it and challenges you. Killing it makes you king, and sitting on the throne ends the game.
Preparation
Bring a balanced party, stock Wakestones to revive fallen party members and make a hard save first. Afterward the Pathfinder can send you back to fight again, or you can use the Godsbane Blade on yourself to continue toward the alternate path described above.
Sphinx (Riddle Keeper)
Locations
There are two Sphinx shrines, both in Vermund. The Mountain Shrine is in northern Vermund, northwest of the Misty Marshes. The Frontier Shrine is southwest of Checkpoint Rest Town: head west along the road and take the south path through the mountain pass.
Riddles
Mountain Shrine: Riddle of Eyes (give the Sealing Phial from the chest above the cave entrance, not the Rotten Apple; reward Wakestone), Riddle of Madness (place your pawns, or a romanced character, on the pedestal; reward Portcrystal), Riddle of Wisdom (place the SphinxParent pawn on the pedestal; reward 1,200 RC), Riddle of Conviction (give a Golden Trove Beetle or Wakestone for a duplicate) and Riddle of Rumination (return to where you first found a Seeker's Token, collect the Finder's Token and deliver it within seven days; reward 3 Ferrystones). Frontier Shrine: Riddle of Reunion (completes on arrival; reward 100,000 Gold), Riddle of Recollection (place one statue for each riddle you have answered; reward Unmaking Arrow), Riddle of Futility (bring Ser Maurits from Bakbattahl; reward Eternal Bond ring), Riddle of Contest (stagger the opponent, pick them up and throw them off the northern cliff without killing them; reward Ring of Ambition) and Riddle of Differentiation (bring Virgil, not Dante, according to GamerGuides (the Fextralife wiki spells the name Vergil and does not say which of the two to pick); reward Whimsical Daydream).
Strategy
Before the final riddle make a hard save, switch to the Archer vocation and equip the Unmaking Arrow. Hit her wing as she announces she is about to fly off. A hit drops the Key of Sagacity and 8,000 Gold, and the key opens the large golden chest holding the Eternal Wakestone. If the arrow misses, she leaves and you cannot get the key, so reload and retry.
Dullahan (night monster)
Where and when
Fextralife lists the Dullahan as a monster, not a story boss. It appears at night just before dawn, either randomly along roads and bridges (near Vernworth, in Battahl, at Illdoers' Resting Place and in the Unmoored World) or during the quest Till Death Do Us Part. A dense fog signals its arrival, and it flees at daybreak, so you have limited time to kill it.
Attacks and strategy
It uses strong melee and area attacks that are hard to dodge, can teleport, and casts magick that locks you in place and knocks you down. Its scream inflicts Unconscious, cannot be Silenced and is not stopped by Mirour Shelde. Aim at the glowing skull; the wiki notes that a Thief's Implicate aimed at the skull may interrupt the scream.
Sources & fact-check
Release facts, mechanics and boss details on this page were checked against these sources on 12 October 2026. Spotted an error? Tell us.