In Dragon’s Wake is the second Main Quest in Dragon’s Dogma 2 that comes right after Gaoled Awakening. The quest starts right after the cutscene that plays at the end of the Gaoled Awakening. You start in the Ultramarine Forest in the Northern Vermund after you and Rook are shot down off your Griffin.
Tale’s Beginning walkthrough

After escaping from the Excavation Site with Rook, the griffin carries you and Rook far away to a distant area. However, your majestic travel is cut short as the griffin is shot down with a ballista by the residents of the area.
Both you and Rook plummet to the ground by the Ultramarine Waterfall, and upon waking ashore, you witness Rook on the water. You notice that he is also being taken away by mysterious red tentacles.
You try to help him, and he tells you to stand back. But be fore he is engulfed by the tentacles, Rook reassures your reunion in the future.
A couple of knights find you after Rook’s disappearance, and one of them talks to you. The knight’s name is Justinn and talks to you about why they shot the griffin down and the strange occurrences going on in the area. He questions who you are and are curious about why you were riding on a griffin.

Ultimately, he urges you to join them at their outpost to tend to your wounds. This marks the start of the quest “Tale’s Beginning,” granting you control over your character to accompany Justinn on your journey.
Before you follow him, you can look around the immediate vicinity and see the dead griffin lying on the ground with two of the knights checking it out.

You can talk to the knights and examine the griffin if you want to but they don’t add much to the story, just a little bit of flavor and interactivity.
Now, proceed with Justinn’s task by following him.
Make sure to pick up or interact with items you find along the way. One of them is found right at the start in a chest where you can get a Salubrious Draught, a healing curative. You will eventually encounter your first pack of goblins just a short walk away from Ultramarine Waterfalls.

Here, you are taught how to use your Weapon Skill using the Ctrl key and Left Mouse Button. You are also taught how to finish off or deal special attacks against staggered or flinching enemies. You are also taught to pick up monsters who have been knocked down, which can be used as weapons by throwing them to the enemies. Once you’ve defeated the goblins, you can examine their bodies to pick up some interesting stuff like apples, Goblin horns, or beast skin.
Eventually, you will reach an outpost noticeable by its wooden walls.

Approaching the outpost triggers a cutscene where a group of Pawns greet you, and in front of the group is a red-haired pawn named Luksa. She tells you that they have been waiting for you, and leads you to a Riftstone to summon your Main Pawn.
Now, you will create your Main Pawn or import one from the Character Creator & Storage Demo. Please note that your Main Pawn can only use basic vocations, unlike you, who can switch to advanced vocations later on.

Once you’re finished summoning your Pawn, Justinn will talk to you and tell you to go to Melve in hopes of regaining your lost memories.
You can also summon Rook in the Riftstone to meet him again.
After summoning your main Pawn, you can also summon Rook using the Riftstone to meet him again. He will also have a unique dialogue stating that he knew that you two would meet again.
If you immediately try to go to Melve, a knight named Joshua will stop you. He suggests that you first rest for the evening in the camp lodgings before venturing off to Melve.

Go to the Borderwatch Lounge marked by a bed on your mini-map to sleep ’til the next day.
Once you’re in the Borderwatch Lounge, talk to the person at the desk in the lounge named Warrick. You should see an option to Rest which costs 0G — but only because it is your first time to rest. The next rests will cost 1000G.
Sleeping at inns or lodgings should done regularly in the game, as doing this will create a Saved Data for you to reload whenever you like. This is unlike the automatic saving that occurs when you go to camp, finish a quest, defeat a boss, and more. Think of saving in inns or lodgings as creating a separate Manual Save.
Resting in the Borderwatch Lounge and waking up marks the end of Tale’s Beginning, and the quest In Dragon’s Wake immediately starts right after!



