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Dragon's Dogma Deny Salvation Quest

Updated on June 19, 2013

Dragon's Dogma Deny Salvation Quest

In Dragon's Dogma, the deny salvation quest involves the hero trying to recapture the Greatwall fortress from the forces of Salvation. This requires the Arisen to defeat the forces of cyclops, harpies, skeletons, chimera, skeletal mages and wights within the Greatwall. The wights are especially challenging foes, being able to summon waves of waves of undead into the battle. This will guide the Arisen to navigate the Greatwall, defeat these creatures, find a way to the elysion and finally provide tactics to defeat the wights.

Dragon's Dogma Deny Salvation Quest

Dragon's Dogma Deny Salvation Quest involves defeating lots of large creatures including the cyclops within the Greatwall fortress
Dragon's Dogma Deny Salvation Quest involves defeating lots of large creatures including the cyclops within the Greatwall fortress

Dragon's Dogma Defeat the Skeletal Mages

Dragon's Dogma Defeat the Skeletal Mages by running to their backs and surprising them before they can react
Dragon's Dogma Defeat the Skeletal Mages by running to their backs and surprising them before they can react

Dragon's Dogma Defeat Salvation Forces Within the Greatwall

The usual tactics in Dragon's Dogma apply for the battles within the Greatwall, especially for the mage Arisen. Preparations is of supreme importance and it is worthwhile visiting the merchants either in Gran Soren (use the ferrystone and the portcrystal to travel to and fro) or in the greatwall encampment to get debilitation restoring potions or healing potions. Then employ at least two fighter pawns to attack the monsters from close range and one strider pawn and the mage Arisen to attack the monsters from far away. One of the fighter pawns can be programmed to hover around the Arisen to further protect the Arisen.

Enter the compound before the Greatwall, and face two cyclops and several harpies. Use the above tactics and use the mage Arisen to launch High Comestion attacks on the cyclops and harpies, whilst running around them in circles until the monsters are defeated. This will allow the hero to avoid being picked off by the harpies. The flames will engulf and burn the harpies and the high level pawns will finish off the harpies. Then it's a matter of patience and attacking the pair of cyclops until they are defeated.

Now enter the main hallway of the Greatwall and proceed right to save Ser Barcell from some skeletons. Head deeper into the fortress and allow Ser Digell to open a passageway on the right to bypass the sorcerors on the stairs and attack them from the back from the top of the stairs. Now go further into the Greatwall fortress and find a large chamber with a chimera within. Ser Estoma hides behind a door and refuses to allow the hero within, unless the chimera is defeated.

The Arisen can command the pawns to stride forward to engage the chimera., whilst the Arisen can remain within the alcove (in the door frame) to unleash spells of ice, electricity and fire on the chimera. If the chimera breaches into the alcove, dodge it and run around the room, using the pawns as shields and launch spell attacks from the back until the chimera is defeated.

Ser Estoma will now open the door. Head through the door and turn left. At this point, there will be two paths - a stairway leading up and a narrow corridor to the left. First go into the narrow corridor and defeat the undead there. Then head out and run up the corridor. There will be two skeletal mage sorcerors attempting to strike the hero down at the top of the stairs. Run up the stairs and behind the mages and attack them before they can unleash spells of fire, lightning and ice on the hero. With the defeat of these undead, continue into the fortress and encounter the skeletal lord. The tactics to defeat the skeletal lord is to jump around the room and allow the figher pawns to deliver damage to the skeletal lord. Where possible, release spells onto the skeletal lord. Do not allow the skeletal lord to strike at the Arisen, as this will result in a lot of damage. Now head through the door and meet the Elysion again.

Dragon's Dogma Defeat the Wights At the Greatwall

The wights are fearsome foes, having the ability to summon undeads and tornadoes to crush the hero
The wights are fearsome foes, having the ability to summon undeads and tornadoes to crush the hero

Dragon's Dogma Ground the Wights

Dragon's Dogma use tactics to ground the wights and then attack them repeatedly when they are on the ground
Dragon's Dogma use tactics to ground the wights and then attack them repeatedly when they are on the ground

Dragon's Dogma Defeating the Wights At the Greatwall

This time the Elysion has come prepared. He uses powerful magick to transform his Salvation lieutenants into two wights and then departs. The Arisen must defeat the two wights.

The wights will continue summoning undead minions into the battleground near the top of the Greatwall. In addition, the wights will throw debilitating effects on the mage Arisen and the party, especially slowing the Arisen down, preventing him from using spells and drenching him and so on. This will create negative effects on the Arisen making an already challenging fight even harder.

To counter these monstrosities and defeat the wights at the greatwall, the Arisen should do the following -

  • Move tactically around the battlefield. Jumping around the battlefield will allow the Arisen to avoid the emerging fields of magick that the wights throw around the battlefield. These will appear as red or coloured mists.
  • Try to move from one corner of the battlefield to another, and try to avoid the undead minions of the wights.
  • Concentrate attacks on the wights, but do also tackle the skeletal mages as their lightning spells can stun the hero and allow the wights and the undead minions to finish off the hero.
  • Mass attack spells are especially useful here.
  • When concentrating on attacking the wights, use High Ingle and target one wight at a time. If possible, corner the wight into a corner.
  • Try to attack the wight when it is preparing to launch a spell, as this appears to disrupt the spell, making life a lot easier for the Arisen.
  • Once a wight takes enough damage, it will descend (from high above the grounds) onto the battlefield level. Immediately launch attacks after attacks on the wight when it is standing or sprawled on the ground.
  • If the battle goes on long enough, the wights will summon a tornado. Avoid this at all costs, as the tornado will repeatedly damage the hero until his health is zero.

With these tactics above, one wight will be defeated, followed by the other. When the wights are defeated, the Arisen's nemesis the dragon appears.The dragon will ask the hero to seek out the dragonforged and then come find him for the final battle.

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