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For the initial harbour area outside the dungeon see Bitterblack Isle Harbor.

Bitterblack Isle is a location in Dragon's Dogma: Dark Arisen.

DescriptionEdit

Bitterblack Isle is a dark and very mysterious place. Countless people have visited this place in hopes of finding something. Whether on a quest from a king of old or just seeking fame and glory, many who venture into the maze have never again seen the light of day.

Here live unspeakable creatures no one has seen outside its walls. Bitterblack Isle also is the home for strange plants that can be used to create new curatives; ores never seen before lie within rocks littering the entire isle.

The entrance is marked with an epitaph, a slab of stone etched with stories and accounts of other adventurers that have traveled into this forsaken place. Some of their tales might be of use for those who dare journey these halls.

OverviewEdit

BBI

Bitterblack Isle (click to expand)
Schematic walkthrough map

This place is similar to the Everfall in terms of style of layout; tight corners, dark places, giant halls and open spaces. Many places within Bitterblack Isle look almost similar and have chests in almost the same place, so memory of one room may help with the next one.

Cursed loot is scattered throughout the Isle. When the curse is lifted one might find a rare and powerful item such as a weapon whose power is overwhelming, a ring that grants inhuman strength, or a potion that eases the mind and soul. Whatever the item may be, it waits within the halls of Bitterblack Isle.

There is an underlying system of death here. When one kills a monster, be it goblin or dragon, they all leave a bloody, rotting corpse behind that does not disappear. As the corpse rots the stench is carried through the halls and may attract hungry creatures. Deep exploration in Bitterblack Isle makes the air heavier and the smell travels in the halls faster and farther, which may attract even more dire monsters.

Bitterblack Isle contains the strongest enemies in Dragon's Dogma. Therefore, the Arisen should proceed with caution.

GeographyEdit

The interior can be divided into several sections - at certain points progress onwards is blocked by a very strong foe acting as gatekeeper - in order these are the Gazer, Dark Bishop, Living Armor and finally Daimon.



Bitterblack Isle HarborEdit

Map Bitterblack Isle

The Harbor is the landing point at which the Arisen arrives on Bitterblack Isle - here is Olra, a Rift Stone, a notice board, a Resting Bench, and the main entrance to the interior dungeons of Bitterblack Isle.


Garden of IgnominyEdit

Map Garden of Ignominy

The Garden of Ignominy is the first interior area of Bitterblack Isle - here the first encounters with Wargs and Death will occur.


Duskmoon TowerEdit

Map Duskmoon Tower

The Duskmoon tower includes and open area with routes onward to the Midnight Helix, Rotunda of Dread, and Ward of Regret, as well as backwards to the Garden of Ignominy.


Ward of RegretEdit

Map Ward of Regret

The Ward of Regret links the Midnight Helix and Duskmoon Tower. Here the part will first encounter a Maneater and a Skeleton Brute as well as a likely first encounter with an Elder Ogre.


Midnight HelixEdit

Map Midnight Helix

The Midnight Helix must be visited to obtain a Void Key. Here the party will first encounter a Condemned Gorecyclops and Leapworms.


Rotunda of DreadEdit

Map Rotunda of Dread

The Rotunda of Dread is an arena within Bitterblack Isle - here encounters with multiple strong enemies are likely on each visit, much like within the Chambers of the Everfall.


Vault of Defiled TruthEdit

Map Vault of Defiled Truth

The Vault of Defiled is the main route onwards and inwards into the depths of Bitterblack Isle from Duskmoon Tower - it leads to the Gutter of Misery.

Here the party will first encounter Goblin Shamans and Greater Goblins.


Gutter of MiseryEdit

Map Gutter of Misery

The Gutter of Misery is the main route onwards and inwards into the depths of Bitterblack Isle from Vault of Defiled Truth. From here the Warrior's Respite may be accessed. The main route inwards leads to the Shrine of Futile Truths

Here Poisoned Undead and Eliminators and Corrupted Pawns will be first encountered.



The Warriors' RespiteEdit

Map The Warrior's Respite

The Warrior's Respite is a relatively safe area were the party may rest - it has a Healing Spring contained in a fountain.

Barroch will likely be encounted here for a second time.


Shrine of Futile TruthsEdit

Map Shrine of Futile Truths

The Shrine of Futile Truths is the interior of a circular tower like structure holding a Gazer which guards the route to deeper within the Isle.


Corridor of EmptinessEdit

Map Corridor of Emptiness

The Corridor of Emptiness is accessed from the Shrine of Futile Truths and leads to the Fortress of Remembrance - on the first visit a door leading back to Bitterblack Isle Harbor can be unlocked.

Barroch will likely be encountered here for a third time.


Fortress of RemembranceEdit

Map Fortress of Remembrance

The Fortress of Remembrance leads from the Corridor of Emptiness to the Tower of Treasons Repaid, as well as linking to The Black Abbey and The Pilgrim's Gauntlet. The party's first encounter with a Banshee, Strigoi, Wraiths and Poisoned Undead are likely to take place here.


The Black AbbeyEdit

Map The Black Abbey

The Black Abbey is accessed via the Fortress of Remembrance. Here the first encounters with Gorecyclops, Pyresaurians and Siren are likely.


The Pilgrim's GauntletEdit

Map The Pilgrim's Gauntlet

The Pilgrim's Gauntlet is accessed via the Fortress of Remembrance. Here first or second encounters with Pyre Saurians and Giant Geo Saurians are likely.


Tower of Treasons RepaidEdit

Map Tower of Treasons Repaid

The Tower of Treasons Repaid connects the Fortress of Remembrance with the Forsaken Cathedral.


Forsaken CathedralEdit

Map Forsaken Cathedral

The Forsaken Cathedral is reached from the Tower of Treasons Repaid and connects to the Corridor of the Hallowed. Golden Knight / Silver Knight will be encounted here.

In order to progress further to the Dark Bishop and his summonded Cursed Dragon must be defeated.


Corridor of the HallowedEdit

Map Corridor of the Hallowed

The Corridor of the Hallowed is reached from the Forsaken Cathedral after the Dark Bishop is defeated. Here a locked door leading to a shortcut to Bitterblack Isle Harbor may be opened. Barroch is encountered here for a fourth time.

The route inwards and deeper leads to the Rotwood Depository


Rotwood DepositoryEdit

Map Rotwood Depository

The Rotwood Depository leads from the Corridor of the Hallowed to The Forgotten Hall. Here Giant Saurian Sages are encountered for the first time.


The Forgotten HallEdit

Map The Forgotten Hall

The Forgotten Hall connects the Rotwood Depository to The Bloodless Stockade.


The Bloodless StockadeEdit

Map Bloodless Stockade

The Bloodless Stockage links The Forgotten Hall and the Sparyard of Scant Mercy. A relatively safe place for the party to rest, The Arisen's Refuge, is annexed here.


The Arisen's RefugeEdit

Map The Arisen's Refuge

The Arisen's Refuge is the deepest safe resting place within Bitterblack Isle. Barroch may be encountered here, and there is also a Rift Stone and Resting Bench here.


Sparyard of Scant MercyEdit

Map Sparyard of Scant Mercy

The Sparyard of Scant Mercy connects The Bloodless Stockade with The Fallen City.

A Living Armor will be encounted here, likely for the first time, and must be defeated to progress further.



The Fallen CityEdit

Map Fallen City

The Fallen City is the penulimate area within Bitterblack Isle, leading from the Sparyard of Scant Mercy to the Bitterblack Sanctum. It appears to have once been a town, but now is inhabited only by spirits, the dead, and the cursed.



Bitterblack SanctumEdit

Map Bitterblack Sanctum

Bitterblack Sanctum is the final location in Bitterblack Isle

Here the encounters with Daimon take place


QuestsEdit

In addition to the main mystery of the Isle, some lesser quests are posted at Request Boards, the first of which is found at Bitterblack Isle Harbor.

Notes Edit

  • Bitterblack Isle is though to be outside the 'plane of existance' that Gransys exists in -evidence for this includes :
    • The curious passage of time, as shown by effects depending on whether it is night or day - such as the Assassin augment Bloodlust
    • It is always night, and with a full moon, whereas there is no moon over Gransys
    • The island simply appears, fully former - suggesting at least a magickal origin.
    • (Spoiler, select to read) Furthermore, certain Arisen on the Island are unnaffected by the Death of the Dragon, unlike other Arisen living on Gransys. (end of spoiler)
  • Some of the areas of Bitterblack Isle are remarkably similar in design to others, suggesting a common architect.

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