Gaming Guide

Dragon’s Dogma 2: Dark Arisen Main Quest List and Campaign Length

Every mandatory Norgan story quest in order, plus how many hours the expansion takes to finish.

Every mandatory Norgan story quest in order, plus how many hours the expansion takes to finish.

Image: CAPCOM Co., Ltd.

The Dark Arisen expansion sends the Arisen to Norgan, a frozen region north of the mainland, with a self-contained story that runs through roughly a dozen mandatory quests. The campaign is shorter than the base game, but the encounters are packed tighter and the difficulty climbs sharply the moment you arrive in the north.

Quick answer: Dark Arisen has 12 main quests, starting with Chilling Tidings. Expect about 20 to 25 hours for the Norgan story with an existing high-level character, or around 40 hours from a fresh level-1 run.

Image credit: CAPCOM Co., Ltd.

All main quests in Dark Arisen, in order

The Norgan questline progresses in a fixed sequence. There are technically 10 story missions, but Relics of the Past and Hammer and Tongs are listed alongside them here because each one unlocks a gameplay system you will rely on for the rest of the expansion.

#Quest
1Chilling Tidings
2Relics of the Past
3Hammer and Tongs
4Rumbles in the North
5Seeking the Sage
6Sage’s Wisdom
7Sealed History
8The Castle in the Ice
9Soul Searching
10Where There’s a Will, There’s a Way
11Reunion
12Into Rancor

Relics of the Past unlocks spoil appraisal, which turns the relics you dig up in Norgan into random-stat gear and becomes your main way to grow stronger. Hammer and Tongs unlocks gear crafting with Hal, a reliable fallback when appraisal isn’t handing you good equipment for your Vocation. Treat both as required progress rather than optional detours.

Image credit: CAPCOM Co., Ltd.

How to start Chilling Tidings

The expansion begins in Vernworth through Captain Brant. You need a character at the recommended level 40 before heading to Norgan, since even top-tier base-game gear falls short against the enemies there.

Travel to Vernworth and go up the stairs to Shakir’s Inn near the central statue plaza. Speak with Shakir and choose Rest till Nightfall so it becomes night.
Head down to The Stardrop Inn by the center square fountain and talk to Captain Brant at the counter.
Select the dialogue option “About the new Arisen…” to accept the quest. This one carries the level 40 recommendation and begins the Norgan campaign.
Image credit: CAPCOM Co., Ltd.

You’ll know it worked when the HUD shows “Chilling Tidings” added and the Quest Log lists its objective to stay at Shakir’s Inn until further word arrives. The separate “About the uncovered ruins…” option instead starts Lost Rites, a level 20 dungeon track that runs on the existing Vermund and Battahl map.


How long the Dark Arisen campaign takes

Completion time depends heavily on how prepared your Arisen is when you reach Norgan. A character already well past level 40 can clear the story in roughly 25 hours. A brand-new character starting at level 1, played on Hard Mode, takes closer to 40 hours to reach the final boss, with about 30 of those hours spent inside Norgan itself.

ScenarioApproximate time
Norgan story (existing high-level save)20–25 hours
Fresh level 1 to final boss (Hard Mode)~40 hours
Capcom estimate, Norgan scenario15–20 hours
Whole expansion (Norgan plus Lost Rites)More than 25 hours

Producer Naoto Oyama placed the Norgan scenario at around 15 to 20 hours and the full expansion, counting the 12 Lost Rites dungeons at 30 minutes to an hour each, at more than 25 hours of additional content. The base game sits at 30 to 40 hours on top of that for anyone starting fresh.

Image credit: CAPCOM Co., Ltd.

There is a sharp difficulty jump between the mainland and Norgan. Expect to spend extra time farming spoils for weapons and armor that can actually handle the frigid north before the story opens up.


Side quests worth doing during the campaign

Around 10 side quests appear while you work through the Norgan story. Most reward Gold and supplies rather than anything you strictly need, but two of them unlock features that make the whole expansion smoother.

  • Sticks and Stones unlocks Heatstone crafting, which you need to survive whiteouts in Norgan.
  • In for a Hare, In for a Hound lets you take Freki, one of the settlement’s dire wolves, on walks to sniff out relic piles when you feed her meat.

With the main sequence mapped out and both unlock quests cleared early, the Norgan campaign stays dense but manageable, and the relic appraisal loop gives you a reason to keep fighting long after Into Rancor wraps the story.