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The world ofDragon’s Dogma 2is a very dangerous one. Travelling from one place to another is a task fraught with risk - goblins, saurians, even massive ogres and cyclopes can make your day a miserable one. So what happens, then, when someone tries to use the danger inherent in the world to off someone who stands in their way?
That is what we’re dealing with in Till Death Do Us Part, a quest that revolves around the devious Ser Ludolph and his plan to get rid of Gregor, a kindly knight who you may already be familiar with.

How To Start Till Death Do Us Part
You can begin this quest inVernwortha little while after you’ve arrived in the capital for the first time. The trigger is being accosted by someone who will tell you of arumor that Gregor has been sent to Illdoers' Resting Place, a very dangerous location, and that it may be aplot to kill him, thus leaving his wife available.
You are likely to learn this information in thenoble quarter of Vernworth.

With this information,head to the Watchhead’s Home in the noble quarter and speak to Margit there. She is Gregor’s wife and will ask you to go to Illdoers' Resting Place to rescue her husband.
It may sound like time is of the essence, but this quest is not accompanied by an hourglass symbol in the quest list. This may mean that no matter how long you take, Gregor will be fine right up until you get to the quest location - to be on the safe side, though, it’s best to head there immediately.

Before you set off on your journey, it’s a good idea tobe prepared- there’s a tough fight coming up. Consider hiring aMage or Sorcerer with light-elemental spells, as they’ll be very handy. If it’s a Mage you’re bringing, make sure they also have anelemental boon buff spellequipped.
How To Reach Illdoer’s Resting Place
Once this quest has begun in earnest, you should have aquest marker over Illdoers' Resting Place. It’s in theMisty Marshes, which are far to the northwest of Vernworth. The directions to reach Illdoers' Resting Place are as follows:
Once in the Misty Marshes, it’s a simple case of following the road towards the quest marker on the minimap.
The Misty Marshes are filled with tricky enemies. Of note areUndeads, which have annoying grab attacks. Call your Pawns to help you if you get caught by this attack, and free your allies if they do.
Gregor is on anisland in the middle of a swamp. To reach him, you’ll have totravel around the swamp on the south side.
There’s acampsitehandily to the southeast of Gregor’s location - make sure you rest up here, as there’s a tough fight coming up.
How To Beat The Dullahan
As you converge on Gregor’s location, you’ll find him under attack from aDullahan, also known as the headless horseman. This is a very tough undead enemy with extremely powerful sword attacks and the ability to travel long distances quickly in a phantom form.
You only need to take downone of this boss’s health barshere - it will flee the battle after this.
Luckily, you have Gregor and his soldiers with you for this battle. It can be a bit hectic, so just make sure you’re keeping your health up, reviving your pawns, and doing what you’re able to to whittle the enemy’s health down.
If you die, it shouldn’t be too punishing toreload from your last save rather than the last inn you stayed at- there’s acampvery close to the fight’s location, so you can just rest up to recover any Health Loss you incur, as long as you have a camping kit.
Once the Dullahan flees the battle, gotalk to Gregor. He’ll be very thankful that you saved him, and then tell you to come see him back in Vernworth.
Upon your return to the capital, talk to Gregor and Margit at their house in the noble quarter. This will complete the quest, earning you2,800 experience, 5,000 gold, aSteeled Virtue, and aLustrous Targe.
These are the rewards you’ll get ifSer Gregor survives the encounterwith the Dullahan - the reward might be reduced significantly if he dies in the encounter.