Dragon’s Dogma 2 Dark Arisen Guide - Norgan Arrival

TheGamesEdgeOctober 11, 20263 min read

The Arisen’s journey widens with the arrival of the Dark Arisen DLC, plunging players into the icy unknown of Norgan. This new region is key for uncovering fresh challenges and deepening the story in Dragon’s Dogma 2.

Embarking on this path means unraveling mysteries in a harsh, mountainous landscape, where every decision and preparation counts in surviving the chilling conditions ahead.

Table of contents

  • How To Start The Dark Arisen DLC
    • Speak To Brant
  • Chilling Tides Walkthrough
    • Stay At Shakir’s Inn
    • Speak With Captain Brant At The Tavern At Night
    • Speak To Waldhar
    • Gather Information From The Soldiers
    • Investigate The Mysterious Creature
  • Commence Your Investigation At Norgan
    • Norgan Portcrystals
  • Relics Of The Past Side Quest
  • Hammer And Tongs Side Quest
  • Norgan Ducats

As soon as you’ve secured your place in Vermund by reaching Vernworth, the Dark Arisen DLC becomes accessible, although it’s typically tackled after progressing past the early stages.

Be aware that players who have experienced the true ending and entered the Unmoored World won’t be able to access this DLC until they start a New Game Plus. The recommended level to dive into Dark Arisen is around 40 or higher to handle the region’s challenges.

Take your time with preparations as the environment requires a well-equipped Arisen ready for tough mountainous terrain.

At the heart of Vernworth, you’ll want to find Brant in the Stardrop Inn, either at the counter or the balcony. Contrary to some reports, meeting him during the day works just as well, so there’s no need to wait until night.

You can rest at Shakir’s Inn or nap on a bench to advance time quickly.

Once inside the inn, approach Brant and choose the dialogue option “About the New Arisen…” he’s intercepted a letter revealing whispers of a new Arisen emerging.

Though initially skeptical, Brant confirms the letter’s origin from the same oracle tied to your Arisen’s fate, demanding your attention to this unfolding mystery.

This sets the stage to investigate Norgan, a forbidding cold mountain north of Vernworth. You won’t have direct access yet, but Brant’s got plans to send agents ahead—and wants you to follow closely.

For now, Brant secures you a room at Shakir’s Inn so you have a base to rest and prepare.

Head over to Shakir’s Inn , located opposite the Stardrop Inn. Speak with the innkeeper—you can rest here free of charge, but be sure to wait until nightfall to trigger the crucial cutscene.

A vivid cutscene plays as your Arisen sleeps, only to be woken by strange glowing lights forming a dark eclipse above Vernworth. The scar on your chest flares ominously, foreshadowing the chaos ahead.

Blue flames erupt, dark clouds barrel in, and monsters flood the streets, initiating a frantic hunt on the city’s inhabitants. Yet, the Arisen soon awakens, questioning if this terrifying vision was a nightmare—or something more.

Following this, Shakir delivers a message directing you to meet Captain Brant at the tavern during the night. If you haven’t already rested until night, now’s the time to fast forward.

Make your way back to the Stardrop Inn tavern, find Brant on the balcony, and speak with him. He reveals that scouts will soon cross the mountains to investigate rumors in Norgan, and advises consulting Waldhar for insight on the terrain.

Waldhar’s location depends on your progression in the quest named The Caged Magistrate. If untouched, he still languishes in the Vernworth Castle Gaol Tower.

Travel south to the castle, then head east to the Gaol Tower. Descend the stairs and you’ll find Waldhar in the first cell on the right. Utilize the Makeshift Gaol Key gifted by Brant to unlock his door.

Speak with Waldhar to learn about Norgan’s snowy peaks, unpredictable blizzards, and the need to prepare adequately. He’ll also hand over a helpful Regeneration Elixir to aid your journey.

Next, you’ll want to gather intelligence from the soldiers stationed at the Oxcart Station west of Vernworth’s city square.

Approach their gathering discreetly to overhear their plans. They’re investigating a waterfall southwest of Melve, where a strange creature reportedly fell from Norgan.

Your main pawn will suggest taking an oxcart to Checkpoint Rest Town and stopping at the Arboreal Walkway—the closest point to the waterfall.

At the Oxcart Station, if it’s nighttime and no carts are available, ring the bell to skip time. Then board the oxcart and select the Arboreal Walkway as your stopover. Feel free to nap during the trip to speed things up.

Upon arrival, head northwest toward the waterfall where you’ll find a man named Pekdre standing next to a seemingly dead griffin.

Talk to Pekdre and confirm your readiness to travel to Norgan. He hints that venturing there might sound like a one-way journey, but you’ll actually be able to return anytime using a Ferrystone.

Pekdre introduces the griffin, which will serve as your mount to Norgan. A cinematic follows as the griffin awakens and carries you over the mountains.

Once delivered to Norgan’s drop-off, the cold bite of snow-covered plains and fierce blizzards swiftly become apparent, challenging your survival skills.

Push forward until you reach Norgan’s palisade wall and the distant bonfire beyond. Expect to face hostile enemies en route that test your preparations.

At the village gate, a surprised guard greets you, impressed you survived a Beorcan ambush. Soon his father Dorin opens the gate and leads you inside.

Dorin introduces you to his mother, Jiera, who questions your presence due to Norgan’s isolation. Although Dorin doubts the new Arisen’s existence, Jiera’s mention of rumbling mountains may hint at deeper troubles stirring nearby.

On this floor, Waldhar can be found in the first cell to your right. Thankfully, Brant has already given you a Makeshift Gaol Key, which unlocks his cell.

Enter the cell and speak to Waldhar. You can ask him about Norgan’s history and terrain.

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.

Gather Information From The Soldiers

After you finish speaking to Waldhar, you need to gather information from the soldiers Brant mentioned.

Head west toward the Oxcart Station. You will see a group of soldiers gathered there. All you need to do is approach them to eavesdrop on their conversation.

You will learn that before heading to the mountains, they must investigate a waterfall southwest of Melve. This is because there have been reports of a creature that fell from Norgan nearby.

Once this is done, your main pawn will suggest riding an oxcart to Checkpoint Rest Town and stopping at the Arboreal Walkway, as it is the closest location to the waterfall they mentioned.

Investigate The Mysterious Creature

Now you have all the information you need, and it’s time to head to the waterfall. We’ll follow your pawn’s suggestion, as this is the best approach.

You’re already at the Oxcart Station. If it’s nighttime, you can stand by the bell and interact with it to skip time if no oxcart is available.

Speak to the oxcart rider and select Select Stopover Point, then choose Arboreal Walkway. You don’t have to wait until you reach the location, as you can doze off to skip the journey.

Once you arrive at the stopover, head northwest toward the waterfall. From a distance, you will see a character standing next to what looks like a dead griffin.

Approach the man and speak to him. This is Pekdre, and it seems he’s also aware of the other “Arisen” who appeared in Norgan. Make sure to pick “Yes” and then “I Am Ready” only if you want to travel to Norgan.

Pekdre makes it sound as though traveling to Norgan will prevent you from returning to Vermund or the base game’s map, but that isn’t the case.

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

After you accept Pekdre’s offer, he mentions that this mysterious creature is the one that will carry you to Norgan.

The next scene shows the griffin awakening and taking the Arisen soaring through the sky on the journey to Norgan.

Once you reach the drop-off point, you will realize that Waldhar wasn’t joking about the snowy plains and blizzards.

Commence Your Investigation At Norgan

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.