Dragon s Dogma 2 The Caged Magistrate Quest Walkthrough Guide

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In Dragon’s Dogma 2, the quest “The Caged Magistrate” plunges you into the shadowy depths of Vernworth Castle’s gaol, where you must free Waldhar, a former magistrate imprisoned for opposing the queen. But this isn’t a simple rescue-Waldhar refuses to leave his cell without the promise of a sanctuary filled with ancient tomes, setting you on a stealthy and intricate mission that tests your cunning and resolve. Navigate treacherous castle grounds, unlock secrets beneath the city, and uncover a story of political intrigue in this unforgettable quest that blends mystery and strategy at every turn.

So Captain Brant has one very simple request of you: set Magistrate Waldahr free. He’ll give you a gaol key so you can let yourself into his cell, but you’ll find that Waldahr needs some convincing first.

In this Dragon’s Dogma 2 guide, we’ll walk through the entire “Caged Magistrate” quest, including where to find Magistrate Waldahr and how to set him free.


Where to find the Magistrate in Dragon’s Dogma 2

To find the Magistrate in Dragon’s Dogma 2 for the quest “The Caged Magistrate,” head to Vernworth Castle in the Noble Quarter, specifically to the Gaol Tower located within the castle grounds. Upon entering the palace grounds, follow the quest marker to the Gaol Tower entrance. A guard named Otto will allow you entry thanks to Captain Brant’s orders. Descend the stairs to the lowest level of the tower, where the Magistrate Waldhar is imprisoned in the first cell on the right. Use the Gaol Key given by Brant to unlock the cell and speak with Waldhar.

Enter the palace grounds and head to the objective marked on your map. This is the entrance to Vernworth Castle Gaol Tower. Otto will greet you and allow you through, so make your way downstairs and aside from a couple of rooms to explore and loot, the main area here is the long corridor with pillars in the middle and cells on each side, for a grand total of eight.

Magistrate Waldahr is in the first cell on the right-hand side, as soon as you enter. Wait until the two guards are facing away from you then use the Gaol Key given to you by Captain Brant to unlock the cell.

Head in and talk to Waldahr, then when the option arises, urge him to escape. He explains that he’s perfectly happy in the cell because he can spend his days “perusing the Code and deciphering old texts.” However, if you can find “a place with a mountain of tomes,” Waldahr will reconsider escaping. Leave the gaol and return to Captain Brant.


Where to find ’a place with a mountain of tomes’ in ’The Caged Magistrate’

To find “a place with a mountain of tomes” in The Caged Magistrate quest in Dragon’s Dogma 2, you need to head to the Vernworth Slums and speak with Father Kendrick. After donating food and gold, you will trigger the side quest “The Heel of History,” which involves locating a missing boy named Malcolm. By speaking to children in the Slums and exploring the Gracious Hand’s Vaults beneath the church, you will discover a secret library filled with books. This hidden library is the place with plenty of tomes that Magistrate Waldhar desires. Completing this side quest allows you to convince Waldhar to leave his cell and complete the main quest.

Brant suggests talking to a chap named Kendrick, found by The Gracious Hand in the slums. He’s a balding chap wearing a blue robe, wandering around the tents and dilapidated houses on the outskirts of Vernworth. He’ll ask you for a charitable donation of gold, so pay up and he’ll explain a local boy named Malcolm has gone missing.

This starts an entirely separate quest named “The Heel of History,” where you must find Malcolm by speaking to the children of the slums. Look for a girl called Aimee who will be somewhere nearby and she’ll tell you Malcolm went into the vaults underneath the slums. Return to Kendrick and the pair of you will enter the vaults to find the runaway kid.

Explore the vaults in their entirety and you’ll find Malcolm, followed by a huge underground library. Kendrick makes Malcolm promise to keep his mouth shut about the discovery, but you can return to Waldahr in the gaol and tell him about this wonderful place where he can study in peace. Escort Waldahr out of his cell and to the slums, then return to Captain Brant for your reward: 7,000 gold and a ferrystone.

Make sure you also return to Waldahr in the vaults a few days later, as he’ll have another quest for you: “A Magisterial Amenity,” which involves finding his confiscated spectacles.


What secrets does the Caged Magistrate quest hide behind its unusual tasks

The Caged Magistrate quest in Dragon’s Dogma 2 conceals several intriguing secrets behind its unusual tasks, blending stealth, investigation, and lore discovery. The quest requires you to free Waldhar, a former magistrate imprisoned beneath the palace, but he refuses to leave his cell until you find him a sanctuary filled with tomes where he can continue his studies, reflecting his deep commitment to knowledge over freedom.

To succeed, you must don a guard’s armor to avoid detection by hostile guards, revealing a stealth mechanic that adds tension and complexity to the mission. Additionally, the quest intertwines with a side quest called “The Heel of History,” involving feeding Kendrick, speaking to three children, and locating a missing boy named Malcolm who leads you to a secret library filled with scrolls and books-this hidden trove is the perfect refuge Waldhar desires.

These tasks are not mere fetch quests but a narrative device emphasizing Waldhar’s character and the political intrigue surrounding the queen’s rule. The quest subtly encourages exploration of Vernworth’s underbelly and the gathering of allies through knowledge, making the seemingly simple prison break a layered story of loyalty, intellect, and subterfuge.

What is the significance of disguising yourself in the Marcher’s Armor during this quest

The significance of disguising yourself in the Marcher’s Armor during “The Caged Magistrate” quest in Dragon’s Dogma 2 lies in its ability to let you move freely and unnoticed within the palace grounds, especially at night. Wearing the full Marcher’s Armor set acts as a guard disguise, allowing you to bypass hostile guards without raising suspicion or triggering combat, which is crucial for infiltrating the dungeons and reaching Waldhar’s cell safely.

This disguise not only facilitates stealthy exploration but also enables smoother interaction with NPCs inside the castle, making it an essential tool for completing the quest objectives without unnecessary conflict or detection. The armor set is obtained from a chest in the Guardhouse during the related quest “Disa’s Plot,” and equipping it before entering the castle grounds is strongly advised to ensure you can navigate the restricted areas with minimal risk.

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Martin Wood

His journey as a writer began in 2014, but the seeds were planted long before, in the worlds of Pokémon Silver and Jak & Daxter. Today, he combines that lifelong passion with academic rigor, holding a Master's in Literature & Culture from the Univers

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