Quests are everywhere in the capital city of Vernworth, the northern half of Dragon's Dogma 2. Some quest-givers will run right up to your Arisen to tell them about what they need, but for other quests, you'll need to follow up on rumors or explore the various corners of the city.
"Till Death Do Us Part" is part of the second category. While a courier will bring up a rumor about this quest as you travel through the city, you'll need to follow up by visiting a new location if you want the quest to show up in your log. With that said, the main threat of this quest is very dangerous, so you might want to save it until you've gotten further into Dragon's Dogma 2.
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How to Learn About Till Death Do Us Part
To get this quest started, the first thing you need to do is learn that it exists. The source of this knowledge is a courier named Oswald.
Oswald only seems to appear after you've completed several of Captain Brant's quests, possibly including "The Nameless Village," but after that, he can show up at random anywhere in Vernworth. He'll start a conversation with you to talk about a rumor he's heard about Ser Ludolph, Gregor the watchhead, and Gregor's wife Margit. Ludolph wants Margit for himself, and when Gregor refuses to let him have her, he orders Gregor to go kill a dullahan.
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How to Start Till Death Do Us Part
Hearing Oswald's rumor doesn't start the quest, but it gives you a clue about where to go next. On the map of Vernworth, you should see a manor in the Noble Quarter called "Watchhead's Home." It sits just below the palace, it's along the long staircase, and there are two benches you can pass time on in front of the door. You can find Margit inside or pacing around the yard.
Margit has heard of you through her husband, Gregor. This is because Gregor was the man who escorted you to Vernworth during the main quest "In Dragon's Wake." In fact, Gregor can die during this quest, and if you haven't brought him back with a Wakestone, the quest "Till Death Do Us Part" becomes a matter of informing Margit of his passing.
If Gregor is still alive, Margit will tell you about his next assignment: killing a dullahan at the Illdoers' Resting Place. You can then ask her about Ser Ludolph, and then tell her what you heard from Oswald. If you do, she'll beg you to help Gregor before he gets himself killed. Once you accept, you'll start the quest.
"Till Death Do Us Part" is a timed quest. If you don't reach him before a couple of days pass, or if he dies during the dullahan fight, you'll get the bad ending. With this in mind, you should avoid speaking to Margit until you're ready to fight a dangerous undead foe.
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How to Fight a Dullahan
The quest marker should lead you to the Misty Marshes, an area covered in so much fog that undead monsters can appear at all times of day. Follow the braziers after entering the Marshes to eventually reach the Illdoers' Resting Place, and try not to lose too many resources on the undead you'll have to fight along the way.
A dullahan is a dangerous monster. It's undead like the wight, but it has even more health and a high defense against most types of attack. It's also fast, hits hard, and generally acts more like a Dark Souls boss than an enemy from Dragon's Dogma 2. Be sure to bring a few Wakestones unless your character is at least level 40-45.
- As undead, dullahans take extra damage from holy light attacks. However, this seems to be their only weakness.
- Dullahans can teleport around, sometimes jumping three or four times at once. Stay on the move when they start teleporting to avoid being hit by their attacks.
- Dullahans can hold their head out and scream. This causes all creatures within a few feet of it to collapse on the ground. Affected people can quickly stand up again, but not before the dullahan gets a chance to start its next set of attacks.
- Dullahans can also pick up a person on the ground and use a special attack that drains their health and loss gauge equally. They then throw their victims away, possibly dealing even more damage. The only bright side is that whoever isn't their target is free to rain blows on the unmoving dullahan.
- It's possible to "trip" a dullahan, forcing it down to one knee, but doing so is harder than with most other monsters. Other special attacks that normally grapple or move foes don't work on dullahans.
For this quest, the dullahan fight is easier in two ways. First, Gregor and several other soldiers are present to help fight the monster. Second, if the fight lasts long enough, the dullahan will eventually flee. This means you can get the good ending for "Till Death Do Us Part" even if you aren't strong enough yet to beat a dullahan.
Of course, destroying the dullahan is worth the effort if you can pull it off. You'll get over 10,000 XP for doing so, plus it has a good chance of dropping
Cursed Dullahan Bone, a rare late-game material. If this is the first dullahan you destroy, you'll even get Dragon's Dogma 2's "Before Dawn Breaks" achievement or trophy.
Once Gregor is safe, he'll thank you for the help and head straight home. In fact, he'll get there first even if you use a
Ferrystone to warp back to Vernworth. Go back to the Watchhead's Home to hear the good news: not only has Gregor reunited with his wife, "someone" has poisoned Ser Ludolph with a gifted bottle of wine. However, if Gregor dies (and you don't revive him), Margit will worry about her future now that he isn't around to keep Ser Ludolph away.
Your reward for completing "Till Death Do Us Part" is 2,800 XP, 5,000 gold, a
Lustrous Targe (shield), and a
Steeled Virtue (one-handed sword). If Gregor died for any reason, you won't get the Lustrous Targe, but you'll get all the other rewards.
Dragon's Dogma 2
- Released
- March 22, 2024
- Developer(s)
- Capcom
- Platform(s)
- PC, PS5, Xbox Series X, Xbox Series S
- Genre(s)
- Action RPG
- Metascore
- 88