Dragon's Dogma 2
Before you start6 missables
- Difficulty
- Starting on hardest is not required. No achievement needs Hard Mode. Avoid Casual Mode: Closure cannot be earned there.
Difficulty details
Combat is manageable with levels; the strain is planning. One autosave, one-try riddles and a timed post-ending world punish mistakes.
- Missables
- 6 missable achievements.
Missable details
Rest at an inn before each riddle, the sphinx kill and The Guardian Gigantus. Finish base-game cleanup before handing the crystals to the Magick Lab.
- Co-op
- No co-op requirement recorded.
Online details
Pawn quests and badges work offline over in-game time; going online can speed them up.
- Save planning
- Review the recorded save or replay precautions before advancing.
Read precautions
Handing the 15 Wyrmslife Crystals to the Magick Lab in A New Godsway puts you on the ending path. Finish this group first.
Unofficial guide. Achievement steps are not verified in game. Details
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Unofficial Dragon's Dogma 2 100% achievement guide: how to unlock all 60 achievements, with step-by-step directions and landmarks. Tick them off as you play.
Achievement checklist
Prologue to Vernworth
Point of no return: Handing the 15 Wyrmslife Crystals to the Magick Lab in A New Godsway puts you on the ending path. Finish this group first.
- First Taste of Freedom. Unlocks automatically when you finish the prologue and escape the excavation camp.
- Arisen. Unlocks automatically in Main Quest In Dragon's Wake when you return to Melve and your memories of the dragon return.
- Seat of the Proxy. Unlocks automatically the first time you enter Vernworth, the capital, during In Dragon's Wake.
- Versatile. Change vocation once. The story first lets you do this at the inn in Melve; guild halls in big towns such as Vernworth also offer it for 100 Discipline points (DEP).
- An In-Tents Adventure. Rest at a campsite with a camping kit. On the road east from the Borderland Campground (northeast of Melve), which the story takes you along in In Dragon's Wake, pick up the camping kit lying next to the campsite, then use the campsite.
- Camping kits are also sold by merchants in most big towns, and campsites line the main roads.
- Myrmecoleon Delights. Walk through the door of the Rose Chateau, the southernmost building in Vernworth's Noble Quarter. The door is always open; you need no membership card for this.
- Nobles' Night Out. Enter the masquerade in Vernworth Hall during Main Quest The Stolen Throne while wearing the Courtly Tunic and Courtly Breeches.
- Talk to Captain Brant at night in the Stardrop Inn after finishing one of his other tasks and ask about the masquerade. He gives you the Eventide Mask.
- Go to the Comptroller's house in the Noble Quarter. Upstairs, the Courtly Tunic is in the bedroom on the right and the Courtly Breeches are in the other bedroom at the end of the hallway.
- Equip both and take off other gear such as a helmet.
- Masquerades are held only on some nights. Rest on a bench until night and enter Vernworth Hall in the west wing of the castle; if no masquerade is on, wait for the next night.
- A House? In This Economy?. Buy a house. In Vernworth, start the side quest A Place to Call Home by speaking to the girl on the road south of the Stardrop Inn (rest on a bench if she is absent). Visit her house, sleep in her bed for seven days, then accept her offer to sell it for 20,000 gold.
- A second house is for sale in Bakbattahl for 30,000 gold from a woman in the north of the city.
- Wish upon the Rift. At the Grand Riftstone in Vernworth or Bakbattahl, enter the Rift, interact with the Riftstone again and choose Set a Pawn Quest.
- If the option is greyed out, sleep once at an inn or in your own bed while your main pawn is alive, then try again.
- A Pawn of Many Talents. Teach your main pawn a specialization from any specialization tome.
- Irena, a girl who is in her Vernworth house in the morning, gives the Forager's Tome at maximum affinity: give her a Wyrmslife Crystal, sleep, give another, then step outside and she follows you with it.
- Flora gives the Chirurgeon's Tome in Vernworth after you finish her side quest Medicament Predicament.
- The vendor next to the central Riftstone in Vernworth also sells tomes.
- Just a Stone's Throw Away. Use a Ferrystone to travel to a Portcrystal. Vernworth has a permanent Portcrystal behind the Grand Riftstone and Harve Village has one on its southern shore. Ferrystones turn up in chests and quest rewards, and Philbert's Sundries in Vernworth sells them for 10,000 gold; use it outdoors.
- One Speed Only. Ride an oxcart. At an oxcart station, such as the one at Vernworth's northwest exit, use the sign to wait for the cart, sit on the bench in the back, pay the driver (around 100–200 gold) and doze off.
- The Savior. Bring a dead person back to life with a Wakestone. The story hands you Wakestones in Disa's Plot and The Stolen Throne, and three Wakestone Shards combine into one.
- If nobody has died nearby, knock out a Vernworth villager and revive them on the spot.
- Thought I'd Lost You. Revive a body at the Vermund Charnel House in Vernworth or the Battahl morgue in Bakbattahl.
- A person who dies is carried to the nearest morgue after you rest for at least a day.
- Pay the attendant at the entrance to light a candle over that person's coffin, then use a Wakestone from your own inventory on the coffin.
- Affinity and Beyond. Raise anyone's affinity to maximum; their cheeks turn red when it is full. Two Wyrmslife Crystals given a day apart do it for most people who accept gifts.
- Ulrika's chain (Scaly Invaders, Readvent of Calamity, Trouble on the Cape, Home Is Where the Hearth Is) also maxes her affinity.
- Plenty Arisen to Go Round. Get two people to maximum affinity, then bring them to your house; they start a brawl over you.
- Buy the Vernworth house first (A House? In This Economy?).
- Pick villagers who accept gifts and are easy to find again; merchants and guards stay put and may not follow you.
- Give each a Wyrmslife Crystal, sleep a day in your bed, then give each another.
- Lead them both into the house. If no fight starts, add a third admirer.
- The Philanthropist. Reach high affection with 50 people. Quest givers rise as you finish their quests, but you need more than that.
- Visit inns at night and use Buy a Round, rest 24 hours and repeat; move to another town's inn when the counter stops rising.
- Fill gaps with gifts: a Wyrmslife Crystal, a day's rest and a second crystal.
- Check what people like under History > NPC Logbook.
Vermund countryside
Point of no return: Handing the 15 Wyrmslife Crystals to the Magick Lab in A New Godsway puts you on the ending path. Finish this group first.
- Quit Playing Dead. Revive two downed pawns at the same time. When two fall close together, stand between them and hold the revive button.
- Tough enemies such as drakes or a group fight with low-level hired pawns make this likely.
- A Badge of Honor. Earn a pawn badge. Badges come from your pawn's kill counts against one creature type, shown in the pawn page of the status menu.
- Cyclopes are common; two stand on the castle wall in the north of Ancient Battleground. Kill them, rest about a week for them to return, and repeat.
- A pawn quest asking other players to kill a cyclops can add progress while you sleep.
- The Specialist. Reach the maximum rank (rank 9) in any vocation by earning Discipline from fights.
- Cyclops Abridged. Make a cyclops fall into a gap and grab the far side, then run across its body.
- One known spot is the broken bridge northwest of Harve Village: wake the cyclops with a ranged attack from the east side so it falls through the gap in the middle.
- East of Vernworth there is a cyclops by a rocky ledge: lure it from the other side. A Mage can levitate across.
- Dismiss your pawns so the cyclops chases you; rest a few days to respawn it if it fails.
- Harpy Joyride. Use a Harpysnare Smoke Beacon in the open, then jump and grab the harpy it summons so it carries you off.
- One beacon is in a chest in Twilight Cave east of Vernworth; travelling merchants and some shops also sell them.
- Grab the harpy yourself; being grabbed by it does not count.
- Before Dawn Breaks. Defeat the headless horseman (dullahan), who only appears at night and flees at dawn.
- The side quest Till Death Do Us Part, which starts in Vernworth, has a set fight with him.
- He also roams at night, often in the Misty Marshes, and in the unmoored world he is usually on the Moonswax Bridge.
- Are We There Yet?. Ride the phantom oxcart during the side quest The Phantom Oxcart. Remove all weapons and armour, talk to the driver and climb into the back. Incomplete: Where The Phantom Oxcart starts and its route to the cart are not written up here yet.
- The Barbecue-Maister. Grill each of the eight meats at a campfire both by day and by night (see the list).
- Carry a camping kit. At a campsite, use the fire to pick a meat, then rest; resting switches day and night, so you can grill the next one straight away.
- Aged and rotten versions count as separate meats. Leave fresh meat in your bag for a day or more to age or rot it; keep spares in storage, where nothing spoils.
- Finish this before entering the unmoored world, where camping is not possible.
- The Collector. Pick up 80 Seeker's Tokens; there are 240 in all. Tokens traded or duplicated through pawns do not count. The list below gives 119 with landmarks, enough with spare.
- Note where you pick up your first token: the sphinx later sends you back to that exact spot (Full Marks).
- Your total is under History > Adventure Logbook > Exploring the World, and guild halls in Vernworth and Bakbattahl show it with the rewards.
- The Trickster's Detection augment (vocation rank 3) makes nearby tokens chime and flash.
- The Tourist. Discover 50 dungeons. Only caves and similar named underground places count, not ordinary landmarks; stepping in long enough for the entrance to appear on the map is enough.
- New Game+ reveals the whole map, which makes the list easier to work through.
- Full Marks. Solve all ten of the sphinx's riddles in the side quest A Game of Wits (see the list). Each riddle gives one try; a wrong answer ends the chance for this playthrough.
- Before you start, switch to Archer so you can later use the Unmaking Arrow on her (Reaper's Scorn), and recruit a pawn named SphinxParent, SphinxFather or SphinxMother from the Riftstone of Fellowship near Checkpoint Rest Town or the Harve Village Riftstone. Turning network features off makes the official one appear.
- First site: go through Ancient Battleground, northeast of Checkpoint Rest Town, past the troll and through Worldsend Cavern to Mountain Shrine. She waits on the hilltop at the end.
- After five riddles she flies to Frontier Shrine, reached along the river west under Checkpoint Rest Town. Riddles 7–10 come there in a random order.
- Rest at an inn before each riddle so the inn save gives you a fallback.
- Reaper's Scorn. Use the Eternal Wakestone to revive several people at once. It is in the sphinx's gold chest, opened with the key she drops when killed after the last riddle.
- After riddle ten, talk to her and attack before she flies off.
- As an Archer, equip the Unmaking Arrow (riddle reward) and shoot her lion body, such as the back legs. A shot to the face does not kill her and she escapes.
- Take the key, open the large gold chest behind her and keep the Eternal Wakestone; it has one use.
- In Vernworth or Bakbattahl, let at least two people die near the morgue, step outdoors and use the Eternal Wakestone; it revives everyone in the area.
- Arrows and Incantations. Unlock the Magick Archer by finishing the side quest Put a Spring in Thy Step, then switch to it at a guild hall.
- Jack of All Trades, Master of...All Trades. Unlock the Warfarer by finishing the side quest The Sotted Sage, then switch to it at a guild hall.
- Master of the Maisters. Learn all twelve maister's teachings (see the list). Each needs a tome from a maister, and you must have that vocation unlocked to read it.
- Several maisters hand over their tome at maximum affinity; two Wyrmslife Crystals given a day apart is the dependable route.
Border and Battahl
Point of no return: Handing the 15 Wyrmslife Crystals to the Magick Lab in A New Godsway puts you on the ending path. Finish this group first.
- Across the Border. Unlocks automatically when you pass the border gate at Checkpoint Rest Town in Main Quest Nation of the Lambent Flame. If you play as a human, buy a Beastren Mask at Ibrahim's Scrap Store in Checkpoint Rest Town, then show the permit Captain Brant gave you at the gate.
- I'm In. Cross the border in the back of the royal carriage while carrying no permit.
- Put the Beastren Border Entry Permit and the Battahl Residence Permit into storage first.
- At Checkpoint Rest Town, use the oxcart station sign to wait, then rest once on the bench across from it. This moves time to the afternoon carriage.
- Find the enclosed, roofed royal carriage on the road outside town (not the open oxcart), climb into the back and ride it through the gate.
- Other illegal crossings, such as the mask or the river route, do not count. Earlier crossings do not matter.
- To the Victor Go the Spoils. Let a scavenger steal from you, then kill it and take your items back.
- North of Checkpoint Rest Town, take the first right fork to a cave with harpies and scavengers. When a harpy sings you to sleep, a scavenger robs you.
- Dismiss hired pawns and keep your main pawn out of the fight so they do not kill the scavenger first.
- Trickster of the Trade. The Trickster unlocks in Main Quest Flickering Shadows after you speak with the Dragonforged and the Oracle (Luz at the Reverent Shrine); then change to it at any vocation guild.
- Dragon Forged. Have the Dragonforged give a weapon its extra upgrade.
- Upgrade a weapon three times at an ordinary smith; cheap starter weapons need only common materials.
- Take it to the Dragonforged in Bay Wayside Shrine, a cave north of Bakbattahl (Flickering Shadows sends you there), and pay in Wyrmslife Crystals. Dragons drop 10–15 crystals each.
- The Regriffining. Ride a griffin a second time (the first is a story flight). In a fight, climb on when it tries to leave and hold on while it flies off to another place.
- Griffins are common in Battahl, often west of Bakbattahl; one nest is northeast of the Reverent Shrine.
- Dismiss your pawns so they do not kill it first.
- Off with Its Head!. Cut off a medusa's head. The medusa lives in Caliginous Depths in Battahl. Climb to her head and use plain melee attacks.
- Getting a Head. Take a preserved medusa head by cutting it off while she still has most of her health (first health bar).
- A Thief with a lightning-enchanted weapon works well: climb straight to her head at the start and use only basic melee hits.
- At high level use a weak weapon so she is not worn down first. If your pawn picks up the head, move it to your own bag.
- An Eye for an Eye. Petrify a medusa with a preserved medusa head.
- Hurry to Bakbattahl without resting and put the head into storage at the Pilgrim's Inn; heads spoil in your bag.
- Wait out the respawn with the head in storage by resting on the bench outside the inn.
- Withdraw it, go straight back to Caliginous Depths, equip the head and choose Brandish while facing her.
- A Fighter can instead reflect her gaze with the Daughter of the Evening shield.
- Roost of the Dragon. Reach Dragonsbreath Tower on the steep hill southwest of Bakbattahl. Main Quest A New Godsway sends you there.
- Duo Destinies. The Mystic Spearhand unlocks from Sigurd: during the dragon hunt in A New Godsway, or earlier in Readvent of Calamity. Pick it at a guild hall in Bakbattahl or Vernworth.
- Hope You Brought a Lantern. Enter Drabnir's Grotto, the long cave at the southern end of Battahl reached by the road southwest of Bakbattahl. It links Battahl to the volcanic island.
Agamen Volcanic Island and the ending
Point of no return: The Unmaking Arrow must be ready before The Guardian Gigantus starts.
- This'll Cure What Ails Ye. Bathe in the hot spring at Geyser Hamlet. In the Volcanic Island Camp, climb the wooden ramps and ladder to the upper area and pay the attendant 100 gold.
- Back Where It All Began. Unlocks automatically in Main Quest The Guardian Gigantus when you pass the sealed gate southeast of Bakbattahl and return to Agamen Volcanic Island.
- Gigantus, I Hardly Knew Ye. Kill the gigantus quickly at the start of The Guardian Gigantus.
- Before you hand the 15 Wyrmslife Crystals over at the Magick Lab in A New Godsway, buy an Unmaking Arrow from the Dragonforged in Bay Wayside Shrine for 8 crystals, switch to Archer and equip a bow. Do not fire the arrow early; it has one use and the game saves when you use it.
- Rest at an inn first so you have a fallback save.
- When the giant rises from the sea after the sealed gate, run downhill and hit its upper body with the arrow.
- It drops its spear and walks on, collapsing before the Excavation Site after about six minutes, when the achievement unlocks.
- Without the arrow, the ballistas on the way can break its crystals.
- Peace. Become Sovran of Vernworth: in Main Quest Legacy ride the dragon without striking its heart, defeat it, then sit on the throne and stay seated until the credits end.
- Afterwards choose Load from Last Save (not New Game+) to return to the throne room, talk twice to the glowing man to the left of the throne, and go back to the dragon ride.
- Dragon's Dogma 2. Enter the unmoored world. On the dragon ride in Legacy, climb to the glowing heart at the base of its neck, then choose Empowered Godsbane Blade from your inventory and use it on yourself.
- Earn Peace first: that ending pays 100 Wyrmslife Crystals, toward the weapon for Dragon's Dogma.
Unmoored world
Point of no return: Dying resets unmoored-world progress, and the red beacon at the Seafloor Shrine ends the game.
- Dragon's Dogma. Buy the sword Dragon's Dogma from the Dragonforged for 110 Wyrmslife Crystals. In the unmoored world he is at the Seafloor Shrine, in the middle by the weapon shops.
- In New Game+ he sells it at Bay Wayside Shrine without the unmoored world.
- The Hero. Clear every trial (the red beacons on the map) before the regions are destroyed. You have about four in-game days, and dying sends you back to the start of the unmoored world with progress reset.
- Recover your main pawn first: follow Dreams Apart to the upstairs of the Forbidden Magick Research Lab in Bakbattahl.
- Vernworth trial, west outside the city: go down the north stairs to the seafloor and head south. Strike its weak points or use an Unmaking Arrow; bring Wakestones.
- Sacred Arbor trial: work from the worm's tail to its head, hitting the weak points.
- Gigantus trial: return to where it fell on Agamen Volcanic Island and interact with it. This unlocks I, Talos.
- Phaestus and the Pathfinder then point you to the last trial in Bakbattahl: follow Phaestus to the dragon and kill it.
- I, Talos. Help the gigantus walk again: in the unmoored world, return to where it knelt on Agamen Volcanic Island and interact with it. Watch out: It must have died before reaching the lava in The Guardian Gigantus; otherwise this is lost for the playthrough.
- The Guardian. Evacuate the people of the unmoored world. Start by talking to Rothias at the Seafloor Shrine from inside the blue beacon's light; Luz then asks for the evacuation.
- Vernworth: talk to Brant at the inn, then Sven in the last room on the right of the castle's second-floor corridor. Carry his mother Visa to him, scare off Allard at the oxcart, and report back.
- Sacred Arbor: speak with Glyndwr on the round platform at the entrance, then his father Taliesin. Bring a pawn with Woodland Wordsmith and keep sleeping and asking until he agrees.
- Bakbattahl: meet Menella on the way to the Flamebearer Palace and break up three fights.
- Volcanic Island Camp: help Ernesto by bringing back Gautstafr and talking Lamond round.
- Excavation Site: beat the magick golem, take Henrique's key from the nearby gaol, and bring him the staff from the second hut on the hill.
- Closure. See the end of the cycle: when the unmoored world is done, use the red beacon at the Seafloor Shrine. In the credits, stand on the dragon's ridges when it breathes fire along its back.
Dark Arisen: Norgan
- The Forgotten North. Arrive in Norgan, which you reach through the quest Chilling Tidings with Pekdre's help.
- Abominable Snowstash. In Norgan, the soldier Wash asks you to recover food and curatives taken by a snowfoot. Search its den and keep returning supplies until Wash says everything is back. Incomplete: Where the snowfoot's den is and when Wash gives the request are not written up here yet.
- Reunited. Grant Eir's wish by following her story in the Norgan campaign to its end. Beating the Fallen Dragon is not enough on its own. Incomplete: The exact step that grants Eir's wish is not confirmed yet.
- Dogma Defended. After the Fallen Dragon, return to the Norgandian Settlement and answer Dorin, the guardian, when he asks you to look into the new calamity. Incomplete: Which quest step after Dorin's request unlocks this is not confirmed yet.
- Strike!. Break five vile eye barriers with a single attack. Five broken separately do not count. Incomplete: Where five vile eye barriers stand close enough to break together is not known yet.
- Dogma Defied. Reach the end of the Final Proving Ground without restoring your loss gauge (the lost part of maximum health). Ordinary healing is fine; avoid resting and items that restore lost maximum health, such as an Allheal Elixir. Incomplete: Where the Final Proving Ground is and how to enter it are not written up here yet.
Achievements
60 achievements. 6 can be missed for good: they are marked Missable. Labels show which ones need a long grind.
Prologue to Vernworth (17)
First Taste of Freedom
Unlocks automatically when you finish the prologue and escape the excavation camp.
Arisen
Unlocks automatically in Main Quest In Dragon's Wake when you return to Melve and your memories of the dragon return.
Seat of the Proxy
Unlocks automatically the first time you enter Vernworth, the capital, during In Dragon's Wake.
Versatile
Change vocation once. The story first lets you do this at the inn in Melve; guild halls in big towns such as Vernworth also offer it for 100 Discipline points (DEP).
An In-Tents Adventure
Rest at a campsite with a camping kit. On the road east from the Borderland Campground (northeast of Melve), which the story takes you along in In Dragon's Wake, pick up the camping kit lying next to the campsite, then use the campsite.
- Camping kits are also sold by merchants in most big towns, and campsites line the main roads.
Myrmecoleon Delights
Walk through the door of the Rose Chateau, the southernmost building in Vernworth's Noble Quarter. The door is always open; you need no membership card for this.
Nobles' Night Out
Enter the masquerade in Vernworth Hall during Main Quest The Stolen Throne while wearing the Courtly Tunic and Courtly Breeches.
- Talk to Captain Brant at night in the Stardrop Inn after finishing one of his other tasks and ask about the masquerade. He gives you the Eventide Mask.
- Go to the Comptroller's house in the Noble Quarter. Upstairs, the Courtly Tunic is in the bedroom on the right and the Courtly Breeches are in the other bedroom at the end of the hallway.
- Equip both and take off other gear such as a helmet.
- Masquerades are held only on some nights. Rest on a bench until night and enter Vernworth Hall in the west wing of the castle; if no masquerade is on, wait for the next night.
A House? In This Economy?
Buy a house. In Vernworth, start the side quest A Place to Call Home by speaking to the girl on the road south of the Stardrop Inn (rest on a bench if she is absent). Visit her house, sleep in her bed for seven days, then accept her offer to sell it for 20,000 gold.
- A second house is for sale in Bakbattahl for 30,000 gold from a woman in the north of the city.
Wish upon the Rift
At the Grand Riftstone in Vernworth or Bakbattahl, enter the Rift, interact with the Riftstone again and choose Set a Pawn Quest.
- If the option is greyed out, sleep once at an inn or in your own bed while your main pawn is alive, then try again.
A Pawn of Many Talents
Teach your main pawn a specialization from any specialization tome.
- Irena, a girl who is in her Vernworth house in the morning, gives the Forager's Tome at maximum affinity: give her a Wyrmslife Crystal, sleep, give another, then step outside and she follows you with it.
- Flora gives the Chirurgeon's Tome in Vernworth after you finish her side quest Medicament Predicament.
- The vendor next to the central Riftstone in Vernworth also sells tomes.
Just a Stone's Throw Away
Use a Ferrystone to travel to a Portcrystal. Vernworth has a permanent Portcrystal behind the Grand Riftstone and Harve Village has one on its southern shore. Ferrystones turn up in chests and quest rewards, and Philbert's Sundries in Vernworth sells them for 10,000 gold; use it outdoors.
One Speed Only
Ride an oxcart. At an oxcart station, such as the one at Vernworth's northwest exit, use the sign to wait for the cart, sit on the bench in the back, pay the driver (around 100–200 gold) and doze off.
The Savior
Bring a dead person back to life with a Wakestone. The story hands you Wakestones in Disa's Plot and The Stolen Throne, and three Wakestone Shards combine into one.
- If nobody has died nearby, knock out a Vernworth villager and revive them on the spot.
Thought I'd Lost You
Revive a body at the Vermund Charnel House in Vernworth or the Battahl morgue in Bakbattahl.
- A person who dies is carried to the nearest morgue after you rest for at least a day.
- Pay the attendant at the entrance to light a candle over that person's coffin, then use a Wakestone from your own inventory on the coffin.
Affinity and Beyond
Raise anyone's affinity to maximum; their cheeks turn red when it is full. Two Wyrmslife Crystals given a day apart do it for most people who accept gifts.
- Ulrika's chain (Scaly Invaders, Readvent of Calamity, Trouble on the Cape, Home Is Where the Hearth Is) also maxes her affinity.
Plenty Arisen to Go Round
Get two people to maximum affinity, then bring them to your house; they start a brawl over you.
- Buy the Vernworth house first (A House? In This Economy?).
- Pick villagers who accept gifts and are easy to find again; merchants and guards stay put and may not follow you.
- Give each a Wyrmslife Crystal, sleep a day in your bed, then give each another.
- Lead them both into the house. If no fight starts, add a third admirer.
The Philanthropist
(Grind-heavy) Reach high affection with 50 people. Quest givers rise as you finish their quests, but you need more than that.
- Visit inns at night and use Buy a Round, rest 24 hours and repeat; move to another town's inn when the counter stops rising.
- Fill gaps with gifts: a Wyrmslife Crystal, a day's rest and a second crystal.
- Check what people like under History > NPC Logbook.
Vermund countryside (15)
Quit Playing Dead
Revive two downed pawns at the same time. When two fall close together, stand between them and hold the revive button.
- Tough enemies such as drakes or a group fight with low-level hired pawns make this likely.
A Badge of Honor
(Grind-heavy) Earn a pawn badge. Badges come from your pawn's kill counts against one creature type, shown in the pawn page of the status menu.
- Cyclopes are common; two stand on the castle wall in the north of Ancient Battleground. Kill them, rest about a week for them to return, and repeat.
- A pawn quest asking other players to kill a cyclops can add progress while you sleep.
The Specialist
Reach the maximum rank (rank 9) in any vocation by earning Discipline from fights.
Cyclops Abridged
Make a cyclops fall into a gap and grab the far side, then run across its body.
- One known spot is the broken bridge northwest of Harve Village: wake the cyclops with a ranged attack from the east side so it falls through the gap in the middle.
- East of Vernworth there is a cyclops by a rocky ledge: lure it from the other side. A Mage can levitate across.
- Dismiss your pawns so the cyclops chases you; rest a few days to respawn it if it fails.
Harpy Joyride
Use a Harpysnare Smoke Beacon in the open, then jump and grab the harpy it summons so it carries you off.
- One beacon is in a chest in Twilight Cave east of Vernworth; travelling merchants and some shops also sell them.
- Grab the harpy yourself; being grabbed by it does not count.
Before Dawn Breaks
Defeat the headless horseman (dullahan), who only appears at night and flees at dawn.
- The side quest Till Death Do Us Part, which starts in Vernworth, has a set fight with him.
- He also roams at night, often in the Misty Marshes, and in the unmoored world he is usually on the Moonswax Bridge.
Are We There Yet?
(Incomplete) Ride the phantom oxcart during the side quest The Phantom Oxcart. Remove all weapons and armour, talk to the driver and climb into the back. Incomplete: Where The Phantom Oxcart starts and its route to the cart are not written up here yet.
The Barbecue-Maister
Grill each of the eight meats at a campfire both by day and by night (see the list).
- Carry a camping kit. At a campsite, use the fire to pick a meat, then rest; resting switches day and night, so you can grill the next one straight away.
- Aged and rotten versions count as separate meats. Leave fresh meat in your bag for a day or more to age or rot it; keep spares in storage, where nothing spoils.
- Finish this before entering the unmoored world, where camping is not possible.
The Collector
(Grind-heavy) Pick up 80 Seeker's Tokens; there are 240 in all. Tokens traded or duplicated through pawns do not count. The list below gives 119 with landmarks, enough with spare.
- Note where you pick up your first token: the sphinx later sends you back to that exact spot (Full Marks).
- Your total is under History > Adventure Logbook > Exploring the World, and guild halls in Vernworth and Bakbattahl show it with the rewards.
- The Trickster's Detection augment (vocation rank 3) makes nearby tokens chime and flash.
The Tourist
Discover 50 dungeons. Only caves and similar named underground places count, not ordinary landmarks; stepping in long enough for the entrance to appear on the map is enough.
- New Game+ reveals the whole map, which makes the list easier to work through.
Full Marks
(Missable) Solve all ten of the sphinx's riddles in the side quest A Game of Wits (see the list). Each riddle gives one try; a wrong answer ends the chance for this playthrough. Tip: One wrong answer locks this achievement until a new playthrough.
- Before you start, switch to Archer so you can later use the Unmaking Arrow on her (Reaper's Scorn), and recruit a pawn named SphinxParent, SphinxFather or SphinxMother from the Riftstone of Fellowship near Checkpoint Rest Town or the Harve Village Riftstone. Turning network features off makes the official one appear.
- First site: go through Ancient Battleground, northeast of Checkpoint Rest Town, past the troll and through Worldsend Cavern to Mountain Shrine. She waits on the hilltop at the end.
- After five riddles she flies to Frontier Shrine, reached along the river west under Checkpoint Rest Town. Riddles 7–10 come there in a random order.
- Rest at an inn before each riddle so the inn save gives you a fallback.
Reaper's Scorn
(Missable) Use the Eternal Wakestone to revive several people at once. It is in the sphinx's gold chest, opened with the key she drops when killed after the last riddle. Tip: If the sphinx flies away you lose the Eternal Wakestone for this playthrough. Killing her before the riddles are done also ends Full Marks.
- After riddle ten, talk to her and attack before she flies off.
- As an Archer, equip the Unmaking Arrow (riddle reward) and shoot her lion body, such as the back legs. A shot to the face does not kill her and she escapes.
- Take the key, open the large gold chest behind her and keep the Eternal Wakestone; it has one use.
- In Vernworth or Bakbattahl, let at least two people die near the morgue, step outdoors and use the Eternal Wakestone; it revives everyone in the area.
Arrows and Incantations
Unlock the Magick Archer by finishing the side quest Put a Spring in Thy Step, then switch to it at a guild hall.
Jack of All Trades, Master of...All Trades
Unlock the Warfarer by finishing the side quest The Sotted Sage, then switch to it at a guild hall.
Master of the Maisters
Learn all twelve maister's teachings (see the list). Each needs a tome from a maister, and you must have that vocation unlocked to read it.
- Several maisters hand over their tome at maximum affinity; two Wyrmslife Crystals given a day apart is the dependable route.
Border and Battahl (12)
Across the Border
Unlocks automatically when you pass the border gate at Checkpoint Rest Town in Main Quest Nation of the Lambent Flame. If you play as a human, buy a Beastren Mask at Ibrahim's Scrap Store in Checkpoint Rest Town, then show the permit Captain Brant gave you at the gate.
I'm In
Cross the border in the back of the royal carriage while carrying no permit.
- Put the Beastren Border Entry Permit and the Battahl Residence Permit into storage first.
- At Checkpoint Rest Town, use the oxcart station sign to wait, then rest once on the bench across from it. This moves time to the afternoon carriage.
- Find the enclosed, roofed royal carriage on the road outside town (not the open oxcart), climb into the back and ride it through the gate.
- Other illegal crossings, such as the mask or the river route, do not count. Earlier crossings do not matter.
To the Victor Go the Spoils
Let a scavenger steal from you, then kill it and take your items back.
- North of Checkpoint Rest Town, take the first right fork to a cave with harpies and scavengers. When a harpy sings you to sleep, a scavenger robs you.
- Dismiss hired pawns and keep your main pawn out of the fight so they do not kill the scavenger first.
Trickster of the Trade
The Trickster unlocks in Main Quest Flickering Shadows after you speak with the Dragonforged and the Oracle (Luz at the Reverent Shrine); then change to it at any vocation guild.
Dragon Forged
Have the Dragonforged give a weapon its extra upgrade.
- Upgrade a weapon three times at an ordinary smith; cheap starter weapons need only common materials.
- Take it to the Dragonforged in Bay Wayside Shrine, a cave north of Bakbattahl (Flickering Shadows sends you there), and pay in Wyrmslife Crystals. Dragons drop 10–15 crystals each.
The Regriffining
Ride a griffin a second time (the first is a story flight). In a fight, climb on when it tries to leave and hold on while it flies off to another place.
- Griffins are common in Battahl, often west of Bakbattahl; one nest is northeast of the Reverent Shrine.
- Dismiss your pawns so they do not kill it first.
Off with Its Head!
Cut off a medusa's head. The medusa lives in Caliginous Depths in Battahl. Climb to her head and use plain melee attacks.
Getting a Head
Take a preserved medusa head by cutting it off while she still has most of her health (first health bar).
- A Thief with a lightning-enchanted weapon works well: climb straight to her head at the start and use only basic melee hits.
- At high level use a weak weapon so she is not worn down first. If your pawn picks up the head, move it to your own bag.
An Eye for an Eye
Petrify a medusa with a preserved medusa head.
- Hurry to Bakbattahl without resting and put the head into storage at the Pilgrim's Inn; heads spoil in your bag.
- Wait out the respawn with the head in storage by resting on the bench outside the inn.
- Withdraw it, go straight back to Caliginous Depths, equip the head and choose Brandish while facing her.
- A Fighter can instead reflect her gaze with the Daughter of the Evening shield.
Roost of the Dragon
Reach Dragonsbreath Tower on the steep hill southwest of Bakbattahl. Main Quest A New Godsway sends you there.
Duo Destinies
The Mystic Spearhand unlocks from Sigurd: during the dragon hunt in A New Godsway, or earlier in Readvent of Calamity. Pick it at a guild hall in Bakbattahl or Vernworth.
Hope You Brought a Lantern
Enter Drabnir's Grotto, the long cave at the southern end of Battahl reached by the road southwest of Bakbattahl. It links Battahl to the volcanic island.
Agamen Volcanic Island and the ending (5)
This'll Cure What Ails Ye
Bathe in the hot spring at Geyser Hamlet. In the Volcanic Island Camp, climb the wooden ramps and ladder to the upper area and pay the attendant 100 gold.
Back Where It All Began
Unlocks automatically in Main Quest The Guardian Gigantus when you pass the sealed gate southeast of Bakbattahl and return to Agamen Volcanic Island.
Gigantus, I Hardly Knew Ye
(Missable) Kill the gigantus quickly at the start of The Guardian Gigantus. Tip: One chance per playthrough. If it dies in the lava instead, I, Talos is also lost.
- Before you hand the 15 Wyrmslife Crystals over at the Magick Lab in A New Godsway, buy an Unmaking Arrow from the Dragonforged in Bay Wayside Shrine for 8 crystals, switch to Archer and equip a bow. Do not fire the arrow early; it has one use and the game saves when you use it.
- Rest at an inn first so you have a fallback save.
- When the giant rises from the sea after the sealed gate, run downhill and hit its upper body with the arrow.
- It drops its spear and walks on, collapsing before the Excavation Site after about six minutes, when the achievement unlocks.
- Without the arrow, the ballistas on the way can break its crystals.
Peace
Become Sovran of Vernworth: in Main Quest Legacy ride the dragon without striking its heart, defeat it, then sit on the throne and stay seated until the credits end.
- Afterwards choose Load from Last Save (not New Game+) to return to the throne room, talk twice to the glowing man to the left of the throne, and go back to the dragon ride.
Dragon's Dogma 2
Enter the unmoored world. On the dragon ride in Legacy, climb to the glowing heart at the base of its neck, then choose Empowered Godsbane Blade from your inventory and use it on yourself.
- Earn Peace first: that ending pays 100 Wyrmslife Crystals, toward the weapon for Dragon's Dogma.
Unmoored world (5)
Dragon's Dogma
Buy the sword Dragon's Dogma from the Dragonforged for 110 Wyrmslife Crystals. In the unmoored world he is at the Seafloor Shrine, in the middle by the weapon shops.
- In New Game+ he sells it at Bay Wayside Shrine without the unmoored world.
The Hero
(Missable) Clear every trial (the red beacons on the map) before the regions are destroyed. You have about four in-game days, and dying sends you back to the start of the unmoored world with progress reset. Tip: The bosses can kill you at once below level 30. Being level 45+ is advised.
- Recover your main pawn first: follow Dreams Apart to the upstairs of the Forbidden Magick Research Lab in Bakbattahl.
- Vernworth trial, west outside the city: go down the north stairs to the seafloor and head south. Strike its weak points or use an Unmaking Arrow; bring Wakestones.
- Sacred Arbor trial: work from the worm's tail to its head, hitting the weak points.
- Gigantus trial: return to where it fell on Agamen Volcanic Island and interact with it. This unlocks I, Talos.
- Phaestus and the Pathfinder then point you to the last trial in Bakbattahl: follow Phaestus to the dragon and kill it.
I, Talos
(Missable) Help the gigantus walk again: in the unmoored world, return to where it knelt on Agamen Volcanic Island and interact with it. Tip: It must have died before reaching the lava in The Guardian Gigantus; otherwise this is lost for the playthrough.
The Guardian
(Missable) Evacuate the people of the unmoored world. Start by talking to Rothias at the Seafloor Shrine from inside the blue beacon's light; Luz then asks for the evacuation. Tip: Do not touch the red beacon at the Seafloor Shrine; it ends the game.
- Vernworth: talk to Brant at the inn, then Sven in the last room on the right of the castle's second-floor corridor. Carry his mother Visa to him, scare off Allard at the oxcart, and report back.
- Sacred Arbor: speak with Glyndwr on the round platform at the entrance, then his father Taliesin. Bring a pawn with Woodland Wordsmith and keep sleeping and asking until he agrees.
- Bakbattahl: meet Menella on the way to the Flamebearer Palace and break up three fights.
- Volcanic Island Camp: help Ernesto by bringing back Gautstafr and talking Lamond round.
- Excavation Site: beat the magick golem, take Henrique's key from the nearby gaol, and bring him the staff from the second hut on the hill.
Closure
See the end of the cycle: when the unmoored world is done, use the red beacon at the Seafloor Shrine. In the credits, stand on the dragon's ridges when it breathes fire along its back.
Dark Arisen: Norgan (6)
The Forgotten North
Arrive in Norgan, which you reach through the quest Chilling Tidings with Pekdre's help.
Abominable Snowstash
(Incomplete) In Norgan, the soldier Wash asks you to recover food and curatives taken by a snowfoot. Search its den and keep returning supplies until Wash says everything is back. Incomplete: Where the snowfoot's den is and when Wash gives the request are not written up here yet.
Reunited
(Incomplete) Grant Eir's wish by following her story in the Norgan campaign to its end. Beating the Fallen Dragon is not enough on its own. Incomplete: The exact step that grants Eir's wish is not confirmed yet.
Dogma Defended
(Incomplete) After the Fallen Dragon, return to the Norgandian Settlement and answer Dorin, the guardian, when he asks you to look into the new calamity. Incomplete: Which quest step after Dorin's request unlocks this is not confirmed yet.
Strike!
(Incomplete) Break five vile eye barriers with a single attack. Five broken separately do not count. Incomplete: Where five vile eye barriers stand close enough to break together is not known yet.
Dogma Defied
(Incomplete) Reach the end of the Final Proving Ground without restoring your loss gauge (the lost part of maximum health). Ordinary healing is fine; avoid resting and items that restore lost maximum health, such as an Allheal Elixir. Incomplete: Where the Final Proving Ground is and how to enter it are not written up here yet.