DragonSword Awakening Early Walkthrough: Prologue to Chapter 2

Lute overlooks Orbis with Castella and Aria in the active DragonSword Awakening party

Do not spend the first character unlock simply because the Exchange menu is new. The opening route gives you Lute, Castella, and Aria before it asks for a serious party check. Keep that trio functional through the first Dragon Follower dungeon, learn which attacks actually create the on-screen Tag Combo prompt, and use the first flexible unlock only after you can name the missing job.

This route covers the Prologue, Chapter 1, and Chapter 2. It concentrates on the places where the objective marker is not enough: the tutorial shield, the blocked Goblin cave, the hidden bookshelf, the six-person floor puzzle, Furcas’s punish window, two scripted losses, and the movable-pillar sequence in the Altar of the Dragon.

Leave the Prologue with a combat test, not just a new menu

After the opening flash-forward, turn around, cross the bridge, mantle the ledges, and inspect the boxes on the right before pushing the tree. The tree is the route forward: enter the push state beside its trunk and hold the movement input until it falls into position.

The first Goblin group introduces Lute’s basic attacks and skills. The more important lesson arrives after Castella joins. A Tag Combo prompt is permission to switch into a linked attack; it is not a reason to rotate characters on a timer. Use the cave fights to answer three questions:

  • Which attack removes shield or Super Armor quickly?
  • Which action causes a teammate’s Tag Combo indicator to appear?
  • Where does the incoming character land after the handoff?

At the giant door, pull the lever on the left. The Orc Warrior has a health bar and a separate defensive bar. Pressure the defense first, spend the damage window after it breaks, then disengage when the boss recovers instead of trading into the restored shield. Johnny can launch the target; follow into the air only while the boss is controlled. Use the dodge input for committed swings and avoid standing inside the Goblins the boss summons.

The Prologue ends after the escape, flight to Orbis, and Mercenary Corps naming scene. A launch walkthrough reports that this completion grants the first Fate’s Invitation. Before spending it, open the Exchange and the quest log and confirm what the current 1.0.1 client actually awarded. Hound13’s official acquisition note uses direct quest grants and Nameless Souls rather than promising a permanent one-ticket-per-chapter rule.

Run Chapter 1 as one outward loop from Orbis

Meet Johnny, Castella, and Aria, then let Aria lead you to Anne in the Mercenary Guild Office. The lunch delivery introduces the first Familiar. Summon it before leaving the city and learn its dash, glide, climb, and water movement; the early story repeatedly places the next objective across terrain rather than along a road.

After delivering the lunch at the gate, continue to Ellie near the large-tree hill instead of returning to the Guild. Recover the sheep from the nearby Goblins, carry it back, and follow the smoke toward the camp when the request expands. Clear the camp before approaching the treasure marker below the hill.

The boulder is not a level gate. Pick up an explosive barrel beside it, move far enough away to avoid the blast, and throw or detonate it against the obstruction. Heal before entering if the camp depleted the active party. Orion waits inside, and the completed request awards an armor set; equip the useful pieces before beginning the longer ruin chain.

Activate the tower before accepting Johnny’s real job

Ellie’s follow-up sends you to Alvwyn. Retrieve his large cog from the Goblin route and return it to the raised platform. Installing the component activates the first Eona’s Legacy tower and reveals the surrounding region. From this point onward, treat every nearby tower as route infrastructure. A detour that unlocks fast travel once is cheaper than repeatedly crossing Orbis from the same gate.

Back at the Guild, Johnny’s scheme eventually produces the Organa Order’s relic assignment and a race against Roxy and Alex. Before entering the Dragon Disciple hideout, use the character-details screen to bring the working party to the dungeon’s displayed requirement. The launch route presents this as a level 10 check. Do not pour equal materials into every unlocked hero; three characters who meet the gate are more useful than a wide roster that cannot survive the next room.

A three-character DragonSword Awakening team fights a shielded Ghoul Greed
A working opening team needs a shield breaker, a safe damage window, and a repeatable handoff. Fixed element multipliers from unverified build pages are not required to make that loop work.

The hideout asks for two room reads before Furcas

Clear the garden and the next Goblin wave. When Aria comments on the bookshelves, push the farthest shelf on the left. It exposes the continuation; searching the visible doors will not advance the room.

The next closed door is a six-person mechanism. The rival group is part of the solution, so do not look for three missing recruit slots. After the temporary alliance forms, put your character on the bottom-right floor plate and let the scripted group positions complete the mechanism.

Taking the relic starts an escape rather than a normal loot return. Run through the collapsing route, cross the broken platforms, and only stop for the final enemies that physically block the exit. Furcas then turns the tutorial’s defensive-bar lesson into a real punish cycle:

  1. Stay close enough to provoke a readable claw sequence, but listen for the slicing cue and dodge before the hit lands.
  2. Use Castella’s scream when available to cut through the boss’s defense, then commit the rest of the team during the exposed state.
  3. When Furcas takes off for the skydive, create distance instead of chasing underneath it.
  4. Turn back as soon as the landing leaves the dragon stunned; that is the safest long damage window.

After the fight, speak with Roxy, take the relic, leave the dungeon, and warp back through the Organa statue to report to Ornette. That report closes Chapter 1. If the story still points into the dungeon, confirm that the post-boss conversation and relic handoff both completed before replaying the fight.

Chapter 2 contains losses that cannot be outplayed

Chapter 2 begins with the Six Heroes statue job. Clean all six marked spots even though the monument visibly contains only five heroes; the mismatch is the story clue, not a missing statue model. Continue through Johnny’s attempt to follow the Order, activate the next Eona’s Legacy on the outward route, and use Aria’s bomb if cobwebs prevent the tower interaction.

The game then puts you in control of Saintess Ysera against Ropie. Losing is the progression trigger. Do not reload, lower the difficulty, or grind because her health reaches zero. Finish the scene, defeat the returning Furcas threat, and carry Ysera’s final message back to Ornette.

A second forced loss happens later at the Cemetery of Rest when Johnny confronts Largo. Damage dealt does not create a win state. Survive long enough for the scene to resolve, then follow Ewald’s intervention and the new cathedral objective. These encounters teach an important diagnostic rule: if a named story opponent ignores a normal defeat loop and the cutscene continues, wait for the objective to change before treating the result as a failed build.

Move the Altar pillars as a reusable key

Ornette’s funeral request sends the party to another Altar of the Dragon. Level the same core trio before entering; the recorded launch route places level 20 enemies inside. The puzzle is a sequence of temporary door states, so a pillar that opened one room may need to be moved again.

Room state Action What proves it worked
First locked stair door Push the pillar on the right onto its floor plate. The first combat room opens.
Two-pillar room Break the cracked wall behind the unreachable pillar, then move the exposed pieces onto the plates. The corridor to the three-platform chamber becomes available.
Three platforms, one visible pillar Use the visible pillar on the upper-left plate, clear the opened room, and bring its second pillar back to the bottom-right plate. The route exposes the third-pillar area.
Third pillar lacks movement space Return the first pillar from the upper-left plate to the adjacent plate, then push it out to the newly exposed plate. The relic room unlocks without forcing the trapped pillar.

Touching the relic triggers a teleport. That is not a reset. Run forward through the spiked-wheel corridor, focus the Dragon Worshipper while clearing only enemies that interrupt your attacks, and then fight Vanak the Bloody Hook. Vanak’s readable threats are a two-swipe weapon sequence and a ground-stomping attack. Dodge through the committed sequence, punish the recovery, and collect the relic after the fight.

A DragonSword Awakening character performs a blue crystal combat skill
Use spectacular skills inside a verified opening, not as a substitute for one. The Altar bosses are safer when the pillar route, dodge cue, and party handoff are already understood.

Finish the faction chain before looking for Chapter 3

Return the relic to Ornette, then deliver the funeral letters to the royal court and Amber Trading Group. Attend the funeral, let the scripted Largo scene play, return to the cathedral, and complete the Dragon Dust delivery route through the square. The final dependency is Ewald: report to Ornette, go to the castle, meet Reina, and find Ewald in the library to the left of the throne room.

Chapter 2 ends when Ewald asks Johnny’s group to reunite the surviving heroes and the party accepts. That request—not an empty Guild board, a roster level, or a second altar clear—is the handoff into Chapter 3.

This article stops there deliberately. The supplied Chapter 3 page could not be recovered as readable local evidence, and its hub summary only establishes that Ewald sends the group toward Barduk. It is not enough to support a room-by-room continuation. Keep a manual save at Ewald’s handoff and follow the current quest marker until a verified Chapter 3 route is available.

Sources and credits

The official Steam store record for AppID 4570720 supplied game identity, developer and publisher, release metadata, feature scope, and all three original JPG screenshots. Hound13’s official Steam announcements supplied the Update 1.0.1 boundary and current character-acquisition statement. Route order, puzzle states, boss cues, and scripted-loss checkpoints were reconciled from readable walkthrough references. Blocked, 404, generic, or numerically unsupported pages were not used to fill gaps.