Dragon’s Dogma 2 Dark Arisen Guide

Journey to the frozen mountains of Norgan and uncover the truth behind the new Arisen with this step-by-step walkthrough for the expansion.

The journey for the Arisen expands with the Dark Arisen content, centering on a mysterious newcomer rumored to be appearing in the frigid, uncharted heights of Norgan. If you are itching for fresh challenges, this is exactly where the new narrative unfolds.

Getting there can be tricky because the game doesn’t hold your hand, and it is easy to miss the right dialogue prompts or wander in the wrong direction during the initial investigation phase. I personally found that staying organized with your quest objectives is key to avoiding unnecessary backtracking across the map.

Before you dive in, ensure your character is at least Level 40 to handle the tougher foes waiting in the snowy mountains. Also, double-check that you aren’t currently in the Unmoored World, as this quest line is locked if you have progressed that far into the true ending.

Follow the steps below to successfully reach Norgan and begin your investigation into the strange occurrences plaguing the region.

  • How To Start The Dark Arisen DLC
  • Chilling Tides Walkthrough
  • Investigating Norgan
  • Related Side Quests and Currency

How To Start The Dark Arisen DLC

You can technically trigger this content as soon as you arrive in Vernworth, though I highly recommend waiting until you have leveled up your gear. The icy trials ahead are significantly more punishing than the starter zones.

Keep in mind that if your world state has already transitioned to the Unmoored World, this content is inaccessible. You will need to wrap up your current playthrough and start a New Game+ to access the expansion.

Aim to be at least Level 40 before heading out; the local wildlife in Norgan doesn’t take kindly to low-level visitors. Being properly prepared saves you a lot of grief once the difficulty spikes.

Speak To Brant

Head to the Stardrop Inn in the heart of the city to find Captain Brant. While some suggest only visiting at night, he is often available during the day as well.

If the tavern is empty, sit on a nearby bench and doze off or rest at Shakir’s Inn to cycle the time of day.

Locate Brant near the counter or on the balcony. Engage him in conversation and look for the specific dialogue option labeled About the New Arisen… to get the ball rolling.

He will explain that a letter addressed to the queen regent contains unsettling news about a potential second Arisen. It is a heavy hook, but definitely worth investigating.

Chilling Tides Walkthrough

Brant is skeptical, but because the source is the same oracle who predicted your own path, he treats the information with high priority. He tasks you with heading to Norgan to uncover the truth.

Reaching this northern territory isn’t straightforward as there is no direct route available yet. You will need to shadow the soldiers Disa is sending north to find your own way across.

As part of the plan, Brant provides you with a complimentary stay at Shakir’s Inn. Take advantage of this to rest and prepare for the night ahead.

Stay At Shakir’s Inn

Go to Shakir’s Inn across from the Stardrop Inn and speak to the proprietor. Choose the free rest option and be sure to select Wait Until Nightfall.

You will be treated to a cutscene where strange, ominous lights appear on the balcony. It sets a perfect, eerie tone for the adventure to come.

A dark eclipse forms over Vernworth, and your character’s chest scar begins to throb in pain. It is a striking moment that makes the stakes feel much more personal.

The sky turns a sickly hue as blue flames ignite and monsters begin to swarm the city. Fortunately, you wake up just in time to realize it was likely a vision of things to come.

Whether it was a prophetic nightmare or something more concrete remains to be seen. Either way, the urgency is clear.

Speak With Captain Brant At The Tavern At Night

Shakir will deliver a message informing you that Brant is waiting at the tavern. Head there under the cover of night to receive your next set of orders.

Meet Brant on the balcony of the tavern. He explains that Disa’s troops are preparing to move out from the western city square to cross the mountains.

He also suggests you check in with Waldhar, who might have historical context on the region. It is optional, but I highly recommend doing it for the extra lore and rewards.

Speak To Waldhar

Speak To Waldhar

Where you find Waldhar depends on your past actions regarding The Caged Magistrate quest. If you haven’t freed him yet, you know exactly where he is.

Travel to Vernworth Castle and head toward the Gaol Tower. Go down the stairs to the lowest level to find his cell.

Use the Makeshift Gaol Key provided by Brant to gain entry. Waldhar is usually in the first cell on the right.

Discussing the terrain with him is useful; he warns you about the harsh blizzards and snowy plains of Norgan. As a bonus, he gifts you a Regeneration Elixir before you depart.

Gather Information From The Soldiers

He will mention that Norgan is located on a mountaintop, with snowy plains and blizzards, so you will need to prepare for the conditions and know what to expect. After the conversation, he will give you a Regeneration Elixir.

With the history lesson out of the way, head west to the Oxcart Station . Sneak close to the group of soldiers to eavesdrop on their discussion.

They mention a creature that supposedly fell from Norgan and landed near a waterfall southwest of Melve. Your pawn will chime in and recommend taking an oxcart to the Arboreal Walkway.

Investigate The Mysterious Creature

Follow your pawn’s advice and catch an oxcart to the Arboreal Walkway. If one isn’t ready, ring the bell to speed up the process.

Once you reach the stopover, head northwest toward the waterfall. You will spot a man named Pekdre standing near a fallen griffin.

Speak with Pekdre and confirm you are ready to travel to Norgan . Do not worry about being stuck; you can use a Ferrystone to return to the base game map whenever you need to.

The griffin you find with him acts as your transport. A short scene will play, and you will soon find yourself soaring toward the northern mountains.

Commence Your Investigation At Norgan

Upon landing, you will immediately notice the freezing climate Waldhar mentioned. Push forward until you see the wooden palisades of the village in the distance.

Be ready for a few skirmishes on your way to the gate. Once you arrive, a guard will greet you, clearly shocked that you survived the journey unscathed.

He will fetch his father, Dorin, who leads you inside to meet his mother, Jiera. They are wary of outsiders, especially given how rarely travelers make it to Norgan these days.

While they are skeptical about the rumor of a second Arisen, Jiera’s mention of rumbling from the mountains suggests something is definitely changing in this isolated land.

You can reach Norgan and use a Ferrystone to return whenever you like, allowing you to move freely between the regions.

Dragon’s Dogma 2 player character arriving at the snowy Norgan village gates.
Dragon’s Dogma 2 scene featuring the griffin transport arriving at the destination.
Dragon’s Dogma 2 interior conversation with the residents of Norgan village.

Dragon’s Dogma 2 encounter with the soldiers near the Oxcart Station.

From here, keep moving forward until you spot the village’s palisade wall, with the bonfire visible in the distance. Along the way, you will encounter enemies that you need to defeat.

As soon as you reach the village gate, a guard will stop you. He seems friendly and is even surprised that you survived a Beorcan ambush.

He calls for his father, who opens the door and escorts you inside the village. Dorin, the father, introduces you to his mother, Jiera. She asks why you’ve come, as barely anyone visits Norgan anymore.

Despite hearing about the new Arisen, Dorin doesn’t seem to believe that another Arisen has appeared. However, Jiera mentions hearing rumbling from the mountain, so it could be related.

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