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{{DDQuests
 
{{DDQuests
| image = [[File:Witch Hunt.jpg|300px]]
+
| image = [[File:Dragon's_Dogma_-_Witch_Hunt.jpg|300px]]
 
| questgiver = [[Brice]]
 
| questgiver = [[Brice]]
 
| location = [[Fountain Square]]
 
| location = [[Fountain Square]]
| prereq = [[Come to Court]]
+
| prereq = [[Lost and Found]]<br>[[Come to Court]]
 
| next =
 
| next =
 
| reward = 20,000 [[Gold]]<br>10,000 [[Experience points|Exp.]]<br>30 [[Rift Crystals]]<br>[[Favored Canopy]]
 
| reward = 20,000 [[Gold]]<br>10,000 [[Experience points|Exp.]]<br>30 [[Rift Crystals]]<br>[[Favored Canopy]]
 
| faction =
 
| faction =
| type = [[:Category:Sidequests|Sidequest]]
+
| type = [[:Category:Sidequests|Sidequest]]}}
}}
 
   
==Objective==
+
==Overview==
''"Rumors that the "hexer" of the Witchwood is in league with the dragon are sure to incite violence unless action is taken."''
+
:''"Rumors that the 'hexer' of the Witchwood is in league with the dragon are sure to incite violence unless action is taken."''
   
  +
An ugly mob is intent on a witch hunt. Protect [[Selene]].
==Details==
 
A quest obtained by eavesdropping on the conversation of [[Brice]] and two other merchants in the [[Fountain Square]] about a witch in the woods, who is believed to be the cause of the return of the dragon. A search party has been dispatched into the [[Witchwood]] to find her. You must go to the Witchwood to ensure her safety. This Quest becomes available after completing [[Come to Court]]. 
 
 
Seek Out Selene
 
*''Selene could face retribution for her perceived ill deeds. Make for the Witchwood and see to her safety.''
 
Defeat the Golem
 
*''The furor roused a massive, powerful golem. Quiet it once more.''
 
Pursue Selene
 
*''You defeated the golem and opened a path into the Witchwood. Delve in and follow Selene's trail.''
 
Quest Successful
 
*''You quelled the riot and saw Selene safely to Cassardis. Quest reward received.''
 
   
 
==Walkthrough==
 
==Walkthrough==
[[File:(7 ~ 3) Dragon's Dogma ~ Witch Hunt Hero Trophy Guide|thumb|300px|right|Witch Hunt ~ Video Walkthrough]]
 
This quest becomes available when the [[Arisen]] returns from the [[Duke's Demesne]] after completing [[Come to Court]], but the quest [[Lost and Found]] must be completed in order to trigger the event.
 
   
  +
[[File:Witch Hunt (quest walkthrough)|thumb|right|335 px]]
After the events of Come to Court when you pass by the fountain in [[Fountain Square]] you can hear three merchants talking to each other about a hunting party going after a Witch, which is of course [[Selene]]. The quest will automatically be registered in your questlog when they have finished talking. One of the merchants, [[Brice]], has more information.
 
  +
  +
This quest initiates immediately after completing [[Come to Court]]. When passing [[Fountain Square]], the merchant [[Brice]] can be overheard talking with [[Lena]] and [[Cale]] about a hunting party going after a witch ... which is, of course, [[Selene]]. The townsfolk believe her to be responsible for the return of [[The Dragon]], and intend to exact their own terrible revenge.
   
 
===Seek Out Selene===
 
===Seek Out Selene===
In order to rescue [[Selene]] you must travel to the [[Witchwood]]. To reach the woods take the left path on [[Manamia Trail]] past [[The Encampment]] up into the mountains. Keep to the left path until you see a fog rising. This is the Witchwood.
+
In order to rescue [[Selene]], travel to the [[Witchwood]] and make for Selene's hut in the giant tree - the [[Witch's House]].
   
  +
Upon reaching the clearing near the [[Witch's House]], the hunting party of Soldiers and other persons armed with pitchforks and so on can be seen trying to break into the house. A [[Golem]] will awaken to suppress the riot. Prepare for battle.
Head into the Witchwood over the creek and keep to the left path while the road forks twice until you see a fallen tree acting as a make shift bridge. Climb up the rocks on the left and cross the tree and head further east. Continue on this path to find the Witch's cottage.
 
 
When you reach the clearing near the cottage a cutscene will play of the hunting party trying to break into the house. Approach the cottage for another cutscene where the hunting party is disturbed by a [[Golem]]. Prepare for battle.
 
   
 
===Defeat the Golem===
 
===Defeat the Golem===
If youv've never faced a Golem then see the [[Golem]] page for tactics. In short, the Golem is impervious to all type of attacks except for the glowing discs on its body. These disks can only damaged by Physical attacks or high level magick spells such as [[Bolide]] or [[Gicel]], but its magick resistance is extremely high. using multiple flurry arrow attacks such as [[Fivefold Flurry]] or [[Tenfold Flurry]] on the disks is extremely effective. The white glowing disk will stun the golem allowing you to seek out the disks without it trying to attack you, but it will turn berserk afterwards.
 
   
  +
Defeat the [[Golem]] to complete the quest. Slaying the [[Golem]] will open a new area of the Witchwood - through a wooden door under the [[Witch's House]], which leads to the [[Guardian's Grave]].
Dealing with the Golem will trigger the next part of the quest. The camera will pan towards where you need to go.
 
   
 
===Pursue Selene===
 
===Pursue Selene===
  +
[[File:Witch Hunt.jpg|thumb|300px|Selene and Sofiah at the Guardian's Grave]]
The Golem was blocking the path into the deepest path of the Witchwood in your earlier visits. Now that it has been defeated you can venture further in. You will enter a cavernous path whirling deep down. When you exit you will enter a new part of the witchwood. Follow the path to the end to reach a gravestone where you will find both [[Selene]] and an unknown woman called [[Sofiah]]. Speak with her.
 
  +
Follow Selene through the tunnel at the base of the giant tree previously blocked by the inanimate [[Golem]]. Follow the path through the forest to the [[Guardian's Grave]].
  +
  +
Here will be [[Selene]] and a the ghost of a former Arisen, [[Sofiah]]; her master. When [[Sofiah]] is spoken to, she will introduce the concept of [[Bestowal of Spirit]], explaining the mystery of [[Selene]].
  +
  +
The quest then complete, and the Mage staff, [[Favored Canopy]], is awarded. After leaving the Witchwood, Selene will permanently move to [[Your House]] in [[Cassardis]].
  +
  +
== Quotes ==
  +
Lena
  +
:"Aye! They say she understands Wyrmspeak, the dragon's own tongue..."
  +
  +
Cale
  +
:"That hexer's lived there for many a year. Even as a child I heard cradle tales of her witchery."
  +
  +
Brice
  +
:''"His Grace is keen to seek out the old crone. Even now, he gathers men for a search party."''
  +
  +
:''"Hmm? You would know more of the witch? Rumours swirl of late, most on how she speaks with the dragon. Consorts with him, more like, some say... Others claim she summoned the wyrm herself... Whatever the case, we could do worse than seek her counsel if she knows aught of the beast.Speak with the soldiers to hear more of the witch. Even now, they mount an expedition to find her."''
  +
Gatte
  +
:''"Hang her! Hang the witch! She conjures a dragon!"''
  +
Smyth
  +
:''"She's with the dragon!"''
  +
Jouwn
  +
:''"B-by the Maker..."''
  +
Odnall
  +
:''"M-monster!"''
 
Selene
  +
:''"I am sorry, Arisen. You share in my troubles through no fault of your own. Some part of me has long known I was, in truth, a pawn. I do not age, or die, as others. And always I found making my own decisions...difficult. Gran gifted me a portion of her very soul. It was a kindness I can never repay. At first, I knew not how to use this gift. But now I have met you... "''
  +
  +
:''"Can I truly live? Can I be...human?"''
  +
  +
Sofiah
  +
:''"So you are Arisen... This may come as small surprise, but I know well the path you walk. For you see, I myself was once Arisen. And this girl, Selene...was my pawn. The soul of an Arisen cannot but affect their follower. Given time, the pawn will assume the Arisen's very form. This is the "bestowal of spirit", or so I named it. I did not grasp the full meaning of this transfer when first I noticed it. But see well Selene. See how she resembles me. I pray she can soon live her life as a human true."''
  +
  +
:''"Age and experience separate us, Arisen, but I know you ken my words. Selene is more than pawn now. She yearns to choose the course of her life, free from the will of others. If you can aid in this, there may yet be a future for her." ''
   
  +
:''"You can, Selene. The bestowal of spirit granted you my heart. As you learned of the world, you filled this heart with feelings of your own. Pawns are but shadows of life, doomed to forever echo out across the rift. But soon you will be freed of this unending cycle. Then will your thoughts belong to you alone. Then will you speak with your own voice."''
===Quest Successful===
 
After the cutscene the quest is completed and you are awarded the mages staff [[Favored Canopy]] which, at this point in the game, is quite powerful. There are multiple chests here containing loot. The large chest next to the gravestone contains a [[Ferrystone]]. There are also three [[King Bay Leaf|King Bay Leaves]] in the area. Make note of this place before leaving as there is an important sidequest to be gotten later in the game called [[The Dragon's Tongue]].
 
   
After leaving the [[Witchwood]] Selene will move to [[Your House]] in [[Cassardis]].
 
   
==Loot==
+
== Pawn Chatter ==
There are 3 treasure chests in the vicinity where you encounter Selene and Sofiah. 2 are directly beside them, the other one behind the large tree. The King Bay Leaves are also materials for a quest (You need 5 for the [[A Fabled Dream]] quest, obtained at the notice board at the Alehouse in Gran Soren).
 
   
  +
:''"How could anyone suspect little Selene?"''
See [[Witchwood]] for all treasures in this area.
 
  +
:''"I've a bad feeling about this..."''
  +
:''"Let us hurry to Selene's cottage."''
  +
:''"Where could she have  gone...? We must have missed something."''
  +
:''"Could she have gone back here...?"''
  +
:''"Come, master. We must find Selene."''
  +
:''" 'Tis Selene. And...?''
  +
:''"A grave...?"''
  +
:''" 'Tis quite the relief to know Selene is safe."''
   
 
==Notes==
 
==Notes==
*The quest [http://dragonsdogma.wikia.com/wiki/Lost_and_Found Lost and Found] is a prerequisite. Without it, Witch Hunt will not be available.
+
*Completing the quest [[Lost and Found]] is a prerequisite to obtaining this quest.
  +
*For detailed tactical battle information refer to the [[Golem]] page.
*The quest is cancelled when completing [[The Final Battle]], however, she will be alive, at her Hut. (This was verified in a [[New Game Plus|NG+]] )
 
  +
*Completing [[The Final Battle]] will cancel this quest if unfinished - if this occurs [[Selene]] can be found alive and well at the [[Witch's House]]. 
*Fighting the golem can be tough if you don't know what you're doing. Be sure to aim only at glowing orbs on its body. Destroying the one that glow the brightest will cause it to temporarily stop moving, followed by a powerful rage state.
 
  +
*Once completed, a new quest, [[The Dragon's Tongue]] becomes available when visiting [[Guardian's Grave]].
*<strike>Confirmed on PS3</strike>: If the player enters Witchwood through the rear entrance near Cassardis, it is possible to completely skip both the cinematic as well as the golem battle. Simply enter through the rear entrance of Witchwood and continue on into the wooden door to the right of Selene's cottage. You'll find Selene waiting and the quest will conclude properly.
 
  +
*This quest is the only opportunity to rise [[Sofiah]]'s [[Affinity]] and gain access to her escort quest [[The Expedition]].
**Tested on Xbox 360 (6/26/13): <font color="red">'''Does not work'''</font>
 
**Entered through the back enterance near Cassardis. However once you come close enough to Selene's cottage, the cutscene involving the villagers and the golem battle plays out. Quest continues the same afterwards.
 
 
[[Category:Sidequests]]
 
[[Category:Sidequests]]
  +
[[Category:Selene]]

Revision as of 16:11, 9 April 2020

Witch Hunt is a quest available in Dragon's Dogma.

Overview

"Rumors that the 'hexer' of the Witchwood is in league with the dragon are sure to incite violence unless action is taken."

An ugly mob is intent on a witch hunt. Protect Selene.

Walkthrough

Witch_Hunt_(quest_walkthrough)

Witch Hunt (quest walkthrough)

This quest initiates immediately after completing Come to Court. When passing Fountain Square, the merchant Brice can be overheard talking with Lena and Cale about a hunting party going after a witch ... which is, of course, Selene. The townsfolk believe her to be responsible for the return of The Dragon, and intend to exact their own terrible revenge.

Seek Out Selene

In order to rescue Selene, travel to the Witchwood and make for Selene's hut in the giant tree - the Witch's House.

Upon reaching the clearing near the Witch's House, the hunting party of Soldiers and other persons armed with pitchforks and so on can be seen trying to break into the house. A Golem will awaken to suppress the riot. Prepare for battle.

Defeat the Golem

Defeat the Golem to complete the quest. Slaying the Golem will open a new area of the Witchwood - through a wooden door under the Witch's House, which leads to the Guardian's Grave.

Pursue Selene

Witch Hunt

Selene and Sofiah at the Guardian's Grave

Follow Selene through the tunnel at the base of the giant tree previously blocked by the inanimate Golem. Follow the path through the forest to the Guardian's Grave.

Here will be Selene and a the ghost of a former Arisen, Sofiah; her master. When Sofiah is spoken to, she will introduce the concept of Bestowal of Spirit, explaining the mystery of Selene.

The quest then complete, and the Mage staff, Favored Canopy, is awarded. After leaving the Witchwood, Selene will permanently move to Your House in Cassardis.

Quotes

Lena

"Aye! They say she understands Wyrmspeak, the dragon's own tongue..."

Cale

"That hexer's lived there for many a year. Even as a child I heard cradle tales of her witchery."

Brice

"His Grace is keen to seek out the old crone. Even now, he gathers men for a search party."
"Hmm? You would know more of the witch? Rumours swirl of late, most on how she speaks with the dragon. Consorts with him, more like, some say... Others claim she summoned the wyrm herself... Whatever the case, we could do worse than seek her counsel if she knows aught of the beast.Speak with the soldiers to hear more of the witch. Even now, they mount an expedition to find her."

Gatte

"Hang her! Hang the witch! She conjures a dragon!"

Smyth

"She's with the dragon!"

Jouwn

"B-by the Maker..."

Odnall

"M-monster!"

Selene

"I am sorry, Arisen. You share in my troubles through no fault of your own. Some part of me has long known I was, in truth, a pawn. I do not age, or die, as others. And always I found making my own decisions...difficult. Gran gifted me a portion of her very soul. It was a kindness I can never repay. At first, I knew not how to use this gift. But now I have met you... "
"Can I truly live? Can I be...human?"

Sofiah

"So you are Arisen... This may come as small surprise, but I know well the path you walk. For you see, I myself was once Arisen. And this girl, Selene...was my pawn. The soul of an Arisen cannot but affect their follower. Given time, the pawn will assume the Arisen's very form. This is the "bestowal of spirit", or so I named it. I did not grasp the full meaning of this transfer when first I noticed it. But see well Selene. See how she resembles me. I pray she can soon live her life as a human true."
"Age and experience separate us, Arisen, but I know you ken my words. Selene is more than pawn now. She yearns to choose the course of her life, free from the will of others. If you can aid in this, there may yet be a future for her."
"You can, Selene. The bestowal of spirit granted you my heart. As you learned of the world, you filled this heart with feelings of your own. Pawns are but shadows of life, doomed to forever echo out across the rift. But soon you will be freed of this unending cycle. Then will your thoughts belong to you alone. Then will you speak with your own voice."


Pawn Chatter

"How could anyone suspect little Selene?"
"I've a bad feeling about this..."
"Let us hurry to Selene's cottage."
"Where could she have  gone...? We must have missed something."
"Could she have gone back here...?"
"Come, master. We must find Selene."
" 'Tis Selene. And...?
"A grave...?"
" 'Tis quite the relief to know Selene is safe."

Notes