Dragons Dogma 2: Let the spy go or not? Dragons Dogma 2 guide, tips
Your activities in DD2 have brought a spy on your tail. In the quest The Arisen's Shadow you will be faced with a choice - capture the spy or let him go for a fee. On the guide page we described the consequences of the decision.
Last update: 28 March 2024
After arriving in Vernworth, the main story of Dragons Dogma 2 revolves around missions received from Captain Brant. After completing several such tasks, one of your pawns will warn you that you are being followed by someone. This will start The Arisen's Shadow quest. On this page of our guide, we show how to catch the spy and what to do when you catch him.
How to catch the spy?
- The spy will start following you after completing some of Captain Brant's missions. Your pawns will let you know about his presence. He won't be marked on your map, so you need to spot him on your own. The spy, Bermudo, wear a brown hood and will attempt to hide from your gaze. Look for a character that starts to run away when you look at him - this is the spy.
- To capture Bermudo, you need to go after him - fortunately, inside the city, your stamina is infinite, which means infinite sprint. If you are too encumbered to run, temporarily transfer your equipment to your pawns. Once you get close to the spy, grab him and hold the sprint button to pin him to the ground.
What to do with the spy?
- The spy will try to explain himself and ask to be allowed to leave. You can refuse or demand money in exchange for releasing him.
- If you refuse, Bermudo will attack you. Fight him - after a moment, Captain Brant should intervene, who will arrest the spy. The captain asks you to return in a few days after he is done interrogating Bermudo. Proceed with other affairs and return after the said time. Brant will reveal that Bermudo is a Battahl spy and reward you with 4,000G. This event will end the quest.
Warning - if you kill the spy before Brant makes it, the quest will stall. To finish it, you will have to use the Wakestone and resurrect Bermudo. If the spy's health falls to a dangerous level, try to pin him to the ground again and hold until the captain appears.
- If you demand money, Bermudo will offer you 5,000 G - you can accept the money or refuse and ask for more. The latter option will make Bermudo attack. If you accept the money, the spy will pay you and leave. This will end the quest - you can go to Captain Brant and tell him about the incident. After a few days, he will learn the identity of the spy and share the information, but you won't receive any gold as a reward.
- In the end, taking money from the spy will yield better rewards - provided you feel comfortable with letting a mysterious agent who spied on you free.