Gaming Guide

Chilling Tidings Walkthrough in Dragon’s Dogma 2 Dark Arisen (Fallen Monster Location)

Where to find the downed creature southwest of Melve and reach Norgan to finish the DLC's opening quest.

Where to find the downed creature southwest of Melve and reach Norgan to finish the DLC’s opening quest.

Image: CAPCOM Co., Ltd.

Chilling Tidings is the first main quest of the Dark Arisen expansion for Dragon’s Dogma 2, and it ends by sending the Arisen to the frozen Norgan region. The part that trips most people up is the “fallen monster” the soldiers mention. The marker sits southwest of Melve, but the actual route runs through the Malachite Forest to a waterfall clearing where a man named Pekdre is waiting.

Quick answer: Start the quest by asking Captain Brant about the new Arisen at the Stardrop Inn at night, rest at Shakir’s Inn, then travel to the waterfall southwest of Melve and speak to Pekdre to be carried into Norgan.

Image credit: CAPCOM Co., Ltd. via YouTube/@MKIceAndFire

Level and gear requirements before starting

You can begin Chilling Tidings at any point after you first reach Vernworth, but the fight waiting in Norgan is not scaled for an early party. Bring a character that is at least level 40 with equipment to match.

  • Level 40 or higher before you head to Norgan.
  • Level-appropriate weapons and armor for your vocation.
  • On Hard mode, undergeared parties get one-shot and deal almost no damage.

Starting Chilling Tidings in Vernworth

Go to the Stardrop Inn, the tavern in the market square, at night. Captain Brant leans on the bar there only after dark, so advance time if he is missing. Talk to him and pick the “About the new Arisen…” line to open the quest.
Head to Shakir’s Inn, located above the Vocation Guild. The innkeeper tells you the room is already paid for. Choose to rest until morning to trigger a cutscene, an ominous dream of Vernworth under attack by undead-like creatures.
Return to the Stardrop Inn at night and speak to Brant again. He explains that a group of soldiers, sent by Disa, is preparing to leave for Norgan from the square west of Vernworth, and points you toward Waldhar if you want more background.
Image credit: CAPCOM Co., Ltd. via YouTube/@MKIceAndFire

Optional: Speak to Waldhar for the Regenerative Elixir

Visiting Magistrate Waldhar is optional, but he tells you about Norgan and hands over a Regenerative Elixir. His location depends on whether you have finished The Caged Magistrate.

  • After completing The Caged Magistrate, locate him in the underground archives beneath the slums, inside The Gracious Hand’s Vaults.
  • If you haven’t finished the quest, he remains behind bars in the Vernworth Castle Gaol Tower.

You can leave him alone and head directly to the marked location by the Merchant Quarter, where soldiers can be heard talking about a beast that plunged down near a waterfall southwest of Melve.

Image credit: CAPCOM Co., Ltd. via YouTube/@MKIceAndFire

Reaching the fallen monster southwest of Melve

The quest marker reads as being near Melve, but you reach it by going through the Malachite Forest rather than into Melve itself. The target is a clearing beside a large waterfall where a downed Griffin and a man are standing.

From Vernworth, follow the road that leads to Trevo Mine, then cross the river toward the Malachite Forest.
In the elven forest, trace the eastern shoreline to a clearing beside the large waterfall. Be prepared for fights on the road, with Saurians, Goblins and a Goreminotaur among the enemies.
Speak to Pekdre at the clearing. He warns you about going to Norgan, but if you keep insisting and pick the “I am ready” option, a cutscene plays and the Griffin carries you north.
Image credit: CAPCOM Co., Ltd. via YouTube/@MKIceAndFire

You can skip most of the walk by riding an oxcart bound for Checkpoint Rest Town, getting off at the Arboreal Walkway, and covering the short remaining distance on foot.


Investigating Norgan

Shortly after you land in Norgan, local Beorcan marauders attack. Keep pushing forward through the waves of enemies toward the wooden fort ahead. These foes are deliberately overtuned, which is why the level 40 threshold matters.

If you and your Pawns are defeated here, the quest still moves on. A cutscene plays and you wake at the Norgandian settlement, the last safe haven in the region, where you meet Dwayne and are introduced to Dorin and Jiera.

Chilling Tidings is complete once you follow Dorin into the settlement and finish talking with Jiera, who says an Arisen might be in Norgan. The quest then unlocks the DLC quests Rumbles in the North and the side quest Relics of the Past.

Image credit: CAPCOM Co., Ltd. via YouTube/@MKIceAndFire

Chilling Tidings rewards

RewardAmount
XP5,000
Gold10,000 G
ItemNorgan Portcrystal

The Norgan Portcrystal is the most useful of the three, since it gives you a fast-travel anchor in the new region for the quests that follow.