You’re standing in the Bakbattahl jail, or maybe you're sprinting through the volcanic sands, and suddenly you realize you've made a massive mistake. We've all been there. Dragon's Dogma 2 doesn't hold your hand, and nowhere is that more obvious than in A Candle in the Storm. This isn't just another "go here, kill that" objective. It is a convoluted, high-stakes political drama that can end in a complete disaster if you don't pay attention to the dialogue. Honestly, it’s one of those quests where the game actively tries to trick you into a bad ending.
If you're looking for a straightforward waypoint, forget it. This quest is the direct follow-up to "Shadowed Prayers," where you (hopefully) tackled the assassin trying to take out Empress Nadinia. Now, you’re stuck in the middle of a conspiracy involving the Coral Snakes and a shadowy figure named Menella. It’s messy. It’s confusing. It’s pure Dragon's Dogma.
The Setup: Menella’s Risky Gamble
So, here is the deal. Menella wants to flush out the mastermind behind the assassination attempt. Her plan? Use the Empress as bait. It sounds like a terrible idea because, frankly, it is. But in the world of Vermund and Battahl, subtle diplomacy usually involves someone getting stabbed in a back alley.
To get things moving, you need to head over to the Bakbattahl Gaol. You’re looking for Herman. He’s the assassin you (ideally) tackled during the prayer ceremony. If you accidentally killed him during "Shadowed Prayers," you’re going to need a Wakestone. It’s a pain, I know. But without him breathing, the quest basically hits a brick wall. You have to bribe the guard to get some face time with Herman, and even then, the guy isn't exactly a chatterbox. He wants money. Specifically, 5,000 Gold.
Give it to him. Don’t overthink the coin; in the grand scheme of DD2’s economy, 5k is a drop in the bucket compared to the headache of a failed questline.
Once Herman talks, he points you toward the Coral Snakes. This leads you to a meeting with a woman named Ser Menella near the Volcanic Island Camp. She’s leaning against a wall, looking stressed, and she’ll give you the "bait" plan. This is where most players start to sweat because the game presents you with a choice that feels like it has a "correct" answer, yet the UI doesn't give you a hint.
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The Choice: To Support the Empress or Not?
Here is where A Candle in the Storm gets tricky. You have to decide whether to involve the actual Empress Nadinia or use a body double.
Many players think using a double is the "safe" play. It makes sense, right? Protect the VIP. But Dragon's Dogma 2 rewards bravery—or at least, it rewards following the narrative logic of the characters involved. Nadinia isn't some helpless NPC; she wants to be part of the solution. If you choose to go along with the "true" Empress plan, the stakes get higher, but the rewards and the narrative payoff are significantly better.
If you try to play it too safe, the mastermind—a charming individual named Phaesus—might not bite.
Step-by-Step Breakdown of the Trap
- Talk to the Empress: She’s usually in her chambers. You need to convince her to play the part of a prisoner.
- The Pilgrims' Inn: This is where the "sting" happens. You’ll head to a specific hut designated by Menella.
- The Wait: You’ll be told to wait until nightfall. Use a bench. Doze off. Whatever.
- The Confrontation: This is the make-or-break moment.
When the hooded figure finally shows up at the hut, they’re going to ask you to do something. They want you to kill the Empress. Or, more accurately, they want to see if you’re actually a mercenary willing to do the dirty work.
DO NOT KILL HER. I cannot stress this enough. If you actually swing your sword and "kill" the Empress (even if it's the double), you’ve botched the "perfect" ending. You just need to stand your ground or draw your weapon to initiate the cutscene. The game wants to see your resolve. If you've played the first Dragon's Dogma, you know Itsuno loves these little tests of character that aren't spelled out in a quest log.
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Why Does This Quest Matter?
Aside from the 4,800 XP and the 25,000 Gold—which is a decent haul—A Candle in the Storm is a massive world-building moment. It bridges the gap between the religious fervor of Battahl and the cold, calculating magisterial politics of Vermund. It’s one of the few times you see Nadinia as a ruler rather than just a figurehead.
Plus, it impacts your affinity. If you’re trying to "romance" or max out your relationship with the major players in Battahl, failing this quest is a one-way ticket to being an outcast.
There’s also the matter of the "Coral Snakes" themselves. They aren't just random bandits. They are a recurring thorn in your side throughout the mid-game. Completing this quest properly provides a sense of closure to that specific faction's meddling in the capital's affairs.
Common Pitfalls and Bugs
Look, Dragon's Dogma 2 is a masterpiece, but it’s a buggy masterpiece.
Sometimes, Menella simply won't show up at the Volcanic Island Camp. If this happens, try resting at an inn for a full 24 hours. The game’s scripting for NPC travel is "real-time," meaning they actually walk from point A to point B. If she got stuck on a rock or decided to fight a Griffin on the way, she might be delayed.
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Another issue is the "Shadowed Prayers" carry-over. If you failed to capture the assassin in the previous quest, A Candle in the Storm changes significantly. You might not even get the option to talk to Herman in jail because, well, he’s not there. In that case, you have to find the bandit camp on your own, which is a nightmare without a guide.
- Pro Tip: Always keep a Ferrystone on you. The distance between Bakbattahl and the Volcanic Island is no joke, and the path is crawling with Magma Slimes and Golems.
How to Get the Best Ending
To get the absolute best outcome for A Candle in the Storm, follow these specific steps:
- Ensure the Assassin Lives: In "Shadowed Prayers," tackle him. Don't kill him.
- Agree with the Empress: When she offers to be the bait herself, agree. Don't use the fake.
- The Stand-off: When the mastermind asks you to strike the Empress, simply wait or refuse.
- The Reveal: Watch the cutscene as the truth comes out.
By doing this, you secure the safety of the Empress, expose the corruption within the research lab circles, and walk away with the maximum amount of Gold and a very rare "Ring of Reassurance" (depending on your previous choices). It’s the most "heroic" path and feels the most narratively satisfying.
Actionable Next Steps
Now that you've cleared the air in Battahl, you're likely heading toward the late-game content. Here is what you should do immediately after finishing this quest:
- Check your inventory for the "Jasper" or "Tiger Eye" gems. If you received any as rewards, don't sell them in Battahl. Take them back to Vernworth; they sell for significantly more in the human kingdom because they are "exotic" there.
- Visit the Dragonforged. With the gold you just earned, you might want to head to the Bay Wayside Shrine. You'll need Wyrmslife Crystals to upgrade your gear, and now that you've stabilized the political situation in the south, you're in a prime position to start hunting drakes.
- Prepare for the Volcanic Island. Since the quest ends near the camp, take this opportunity to unlock the Magick Archer or Wayfarer vocations if you haven't already. Both are located in this region and are widely considered the most powerful classes in the game.
- Manage your Pawns. After a long political questline, check your pawns for "Dragonsplague" symptoms (glowing red eyes, headaches). Moving between major cities like Bakbattahl and the Volcanic Island increases the risk of transmission during rests.
Dragon's Dogma 2 is about the journey, but it's also about not letting the world's chaos ruin your playthrough. Handle the candle, don't let the storm put it out, and you'll be fine.