Gaming Guide

How Escort and Follow Quests Work in Norgan (Dragon’s Dogma 2: Dark Arisen)

Which Norgan characters lead, which trail behind you, and why they stop moving mid-quest.

Which Norgan characters lead, which trail behind you, and why they stop moving mid-quest.

The hound Freki trots ahead over a snow slope with the Arisen following

Several Norgan quests put a character on the road with you, and the wording on your objective tells you exactly how it works. Get the two verbs straight and the walk goes smoothly; misread them and you end up standing around wondering why nothing happens.

Quick answer: “Follow” means the character leads and you stay a few steps behind. “Accompany” or “Escort” means you lead and they trail you. Everyone walks, so clear nearby enemies and wait together at the goal.


Dwayne leads the way out of the Norgandian Settlement and over open ground with the Arisen a few steps behind him; the hound Freki trots ahead along the cobbled road outside the south gate and across a snow slope.

Read the verb before you move

The objective text decides who sets the pace. There are only two forms, and they do opposite things.

  • “Follow …” — the character leads. Stay behind them and match their route.
  • “Accompany …” or “Escort …” — you lead. They walk after you wherever you go.

None of these characters sprints off to the destination on their own. Every trip is a slow walk on foot, which means the beasts of Norgan will be in the way. Plan to fight through them rather than outrun them.


Characters who lead (“Follow …”)

When the objective tells you to follow, the character walks a set path and you trail a few steps back. Each one keeps moving while you are close and waits when you fall well behind.

Freki (“Follow Freki.”)

The hound appears in In for a Hare, in for a Hound and again in A Hound and His Bone. She trots ahead and stops to wait for you. On a treasure walk she halts at bone piles you can Gather and finally stops at a chest. When beasts are near she doubles back and circles instead of pressing on, then sets off again once they are dead, so kill what is around you and stay with her.

Character crossing a stone bridge over a chasm while trailing a walking wolf, with dash and jump prompts on screen
Trailing Freki across a stone bridge; she walks ahead and pauses when the gap grows.

Hold the interact prompt on her during a walk and you get “Interact with Freki (Hold)” with the options “Pat”, “Give meat”, “Send to village” and “Do nothing”.

Dwayne (“Follow Dwayne.”)

During When the Culling Gets Tough, Dwayne walks out of the village and across open ground to where his sister Ilsa is. He keeps going while you are a few steps behind and waits when you fall well back. The next objective, “Fell the monsters and save Ilsa.”, appears once you arrive with him.

Dwayne walks ahead along a snowy track outside the Norgandian Settlement with the Arisen a few steps behind
“Follow Dwayne.”: he leads, you stay a few steps behind.

Dorin (“Travel to the tower with Dorin.”)

In Seeking the Sage, speak to Dorin first, then travel on foot behind him as he heads uphill from the settlement to the round tower. When you arrive together, he speaks and the objective updates.

Eir (“Follow Eir.”)

In The Castle in the Ice, travel on foot behind Eir from the wooden shack. Head east along the snowy road, pass through a gateway, and climb the stairs to the dark ice wall, where she speaks.

Commission soldiers (“Make for the mountain stronghold.”)

In Sealed History, go on foot behind the commission soldiers, starting at Rivercave Campground and climbing the cliff stairs.

Hal (“Lead the way.”)

Hal is different in A Hound and His Bone: select “Lead the way.” and you skip the journey. The screen fades, and both of you appear at the spot.


Characters who follow you (“Accompany …” / “Escort …”)

When you are the one leading, the character stays behind you and stops when you get too far ahead. Set a steady pace and glance back often.

Dwayne (“Accompany Dwayne and cull a monster.”)

From the moment you answer “I am.”, Dwayne walks behind you, within a few metres, wherever you go on foot, including into other quests. He does not need a particular place. The objective advances as soon as a wild monster fights beside him. Serpents by the river were enough while you were heading somewhere else entirely. When he panics, the banner “You witnessed Dwayne quail before the monster.” appears.

Do not march Dwayne to a far-off target. Any monster near the village will satisfy the objective.

Character advancing toward an enemy on a snowy field with Empale and Onslaught listed at lower right
Any nearby monster will do for Dwayne’s cull; you do not have to travel to a set spot.

Ilda (“Escort Ilda to Polyeidus’s quarters.”)

In Flight in the Night, Ilda carries a lantern and keeps a slow pace as she follows you through objectives such as “Find the fishing spot Ilda described.” and onward to the escort to Polyeidus’s quarters. If you move about fifteen metres ahead, she pauses; return to her and she starts walking again. At each location, the conversations trigger automatically once you are both there. During “Defend Ilda.”, she stays crouched beside the rocks until every monster is dead.

Ilda stands with her lantern beside glowing winterweed blossoms at night
Ilda follows with a lantern; her talks start when you both reach each place.

Gregor (“Accompany Gregor to the capital.”)

At the start of the main story, Gregor walks with you. There is no cart ride.

Skoll is carried, not escorted

Skoll is not a follow or escort target. The pup has to be carried, under the objective “Carry Skoll back to the village.”


The order of steps for any escort or follow

Read the verb on the objective. “Follow” means you trail; “Accompany” or “Escort” means you lead.
Keep within a few steps of the other character and stop when they stop. If you lead, do not push past the range where a follower halts.
Kill nearby monsters before moving on. Walkers wait out a fight and will not continue while beasts are circling.
At the goal, wait for the other character to arrive. The talk that ends the stage starts by itself once you are both there.
Character moving uphill along a snowy path with Space Jump and Shift Dash prompts at lower right
Routes often climb through the snow; keep pace rather than rushing to the marker.

What looks like a failure but is not

A stalled walker usually means a positioning problem, not a broken quest. Check these before you assume something went wrong.

  • Ilda says to arrive “before dawn”, but day can break before you are done and the quest still carries on.
  • When the leader stops moving, check your position behind them: you may have gone too far ahead of someone following you, or fallen too far back from someone leading.
  • The conversation triggers only after you and the character have reached the location. Give them time to rejoin you; using the talk key beforehand won’t help.

Stay with Freki as she circles during combat.

The common mistakes all come down to pace and reading the verb. Running ahead of Ilda stops the objective from changing, marching Dwayne to a distant target wastes time when a village monster works, and straying from Freki mid-fight resets the walk. Match the walker’s speed, fight what gets in the way, and the quest resolves on its own at the destination.