Till Death Do Us Part is a side quest in Dragon’s Dogma 2. The quest begins when you hear the rumor about Ser Ludolph from Oswald, and then approach Margit in her home at the Watchhead’s Home.
Till Death Do Us Part Walkthrough
When you go to the Noble Quarter and approach the Watchhead’s home, you may encounter a woman in red clothing standing in front of the house. It’s worth noting that the Watchhead is Gregor, the individual who found you in Melve to escort you to Vernworth.
If you’ve completed the Oxcart Courier quest from Donovan, you may deduce that this woman is Margit, the wife of the Watchhead.
Talk to Margit and she will recognize you as the Arisen. She will then inform you that the Watchhead is not home, and that he is going to the Illdoers’ Resting Place in the Misty Marshes.
The quest doesn’t start if you haven’t heard of a rumor somewhere in the Noble Quarter, but you can choose to head to the Illdoers’ Resting Place immediately if you want to and complete the quest even though it has not been marked yet.
If not, go to the fountain in the Noble Quarter and find a man named Oswald. The fountain is right beside Townsend’s Estate in the Noble Quarter.
When approaching the fountain, a nobleman should come close to you and speak with you about Gregor.
It seems like a man named Ser Ludolph has sent Gregor on a quest to defeat the Dullahan in hopes that he will get killed. Ser Ludolph intends to get Margit in the instance Gregor falls to the Dullahan.

Once you hear this from Oswald, go talk to Margit and inform her of Ser Ludolph’s ploy to get Gregor killed. She then requests you to save Gregor, and this officially starts the Till Death Do Us Part quest.
This is a timed quest, so be sure to act swiftly once the quest starts.
Head to the Misty Marshes found far west from Vernworth. You can get to the Misty Marshes through its west entrance from the Ancient Battlegrounds or the east entrance which is far easier.
On your way to the Misty Marshes, you will encounter the regular monsters that roam around Vermund.
Once you are in the Misty Marshes, however, there will be different types of enemies waiting for you. Bandits are still present at the entrance of Misty Marshes, but skeleton mobs, ghouls, and phantoms are your main enemies inside the actual area.
The path to the Illdoers’ resting place in the Misty Marshes can be hard to follow due to the limited visibility of the place.
Look at the ground you are walking on carefully and find fire baskets as your guide to the Illdoers’ resting place. Some of the fire baskets may be unlit, but you can light them up by approaching and examining them. However, they can be extinguished once again if a Phantom passes through them.
If you follow the right path correctly, you should reach a fire pit where you can make camp and rest for a bit. Then, proceed to the Illdoers’ Resting Place by following the quest marker. There should be a pathway leading down to the quest location, where stone steps of stairs can be seen here and there. There won’t be fire baskets, however, so be careful not to get lost.

If the sun is up, you may see your destination even from a fair distance away.
Immediately leap into action once you are at the Illdoers’ Resting Place as you can’t afford Gregor to die.
Still, you can’t be reckless and walk up to the Dullahan carelessly. Be careful of its various attacks, as it will occasionally parry and knock you down with its skills. It can also teleport around the area, so it might be hard to follow it.
Some of the Dullahan’s attacks can also throw you or any NPC off a distance. If you fall in water, it should be fine, but if an NPC falls in water, it means certain death.
After defeating or making the Dullahan run away, Gregor thanks you and proceeds to leave the place.
You can now report back to Margit, who also says her thanks. Telling her of the battle’s outcome also completes the quest.






