Halls of the First Dawn is a Quest in Dragon's Dogma 2 (DD2). Luz has told you that you need to save the world by evacuating the towns and cities to the Seafloor Shrine. Time is ticking though, you'll need to pick up the pace in going to the different towns. This quest is started once players find Rothais at the Seafloor Shrine of the Unmoored World after the Dreams Apart quest. Due to changed mechanics at this point in the story, this quest may fail by resting enough times.

 

General Info

 

Quest Rewards

Related NPCs

All Items

Consumables
  • Consumables
Equipment
  • Weapons
  • Armor
Materials
Key Items
  • Key Items

Bosses

  • None

Enemies

 

Halls of the First Dawn Dragon's Dogma 2 Quest Details

How to Unlock Halls of the First Dawn in Dragon's Dogma 2

This quest can be unlocked right after you reunite with your pawn and complete the Dreams Apart quest.

Halls of the First Dawn Quest Description

Halls of the First Dawn - Quest Start Description

Perhaps Rothais can tell you more of this "world unchosen" the Pathfinder spoke of. He is, after all, the Forgotten Sovran—and no one knows more of the watching one than he.

Halls of the First Dawn - Quest End Description

It was Rothais, the Mad Sovran, who erected the seafloor shrine in ages past. Once sealed in the depths, it now stands as the lone beacon of hope in this desolate world, providing a place of refuge for all those who would escape the coming destruction. Of course, whether or not you strive to make use of this information is entirely up to you.

Halls of the First Dawn Quest Objectives

  • Visit the Seafloor Shrine
  • Lead the evacuation effort

 

Halls of the First Dawn Dragon's Dogma 2 Quest Walkthrough

Visit the Seafloor Shrine

From the earlier quest, we find out that the world is already rained of its water completely. This opens up a new area that can be explored called the Seafloor Shrine. From the research lab, head North until you reach the Seafloor Shrine. Once you get to the area, you'll need to battle multiple zombies and skeletons since they are surrounding the castle at Seafloor Shrine. Normally, these enemies are only active at night, but in this world, Night and day do not matter for them. Make sure to collect multiple chests that are scattered within the area. These chests would contain Ferrystone and other important items.

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Speak with Rothais

After battling your way through inside the castle, head to the center yard and speak with Rothais. Rothais will explain everything that is currently happening with the world and him and once he finishes talking with you, he will summon the former Arisen so that you all can meet in the castle. Luz will appear and tell you to save the people of this world and to lead them here in the Seafloor Shrine. She explains that this place has a chance to withstand the destruction that awaits the world.

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Lead the evacuation effort

You'll now have the option to visit all of the cities and speak with their leaders regarding the evacuation effort. You may start with the settlements on the outer parts of Vermund and Battahl, and use your Ferrystones. The fog is already starting to cover most of the outer parts of the map, so don't waste time!

Bakbattahl and Checkpoint Rest Town

Speak with Nadinia in Bakbattahl about the evacuation effort, and she will assign you to speak with Ser Menella regarding this. Speaking with Ser Menella will be indispensable if you were to undertake the evacuation of Bakbattahl and the Checkpoint Rest Town. 

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Exit the palace, and you'll find Menella intervening in a fight between two citizens. Speak with Menella and she will say that it's something to think about since if they continue to wait, they might end up the same with Melve. She only fears that since the people of Battahl are divided and ununited yet, the efforts might be in vain. A quest will unlock called Civil Unrest, and you'll need to aid in the evacuation of Battahl and settle any quarrels that are happening between the people. Once you complete this quest, the city of Bakbattahl and Checkpoint Rest Town will be evacuated.

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Vernworth

Speak with Brant at the Stardrop Inn about the evacuation effort. Brant will agree that it's for the best and that the people of Vernworth are also afraid since the news of what happened to Melve has already Spread. But, he doubts that he can convince the people of the city to abandon their homes. He'll suggest that we speak with the Regentkin since he has taken over since the disappearance of the Sovran. This will trigger the quest The Regentkin's Resolve. Once you complete this quest, the evacuation of Vernworth will begin.

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Sacred Arbor

Head to Sacred Arbor which is located west of Melve and head straight for the red beam of light. A Drake will appear and you need to defeat it. Afterward, you have to exhaust all of your dialogue options when talking to Taliesin in the Sacred Arbor until he agrees to evacuate his people. Do take note that you need to have a pawn who can translate Elvish Language to talk to him smoothly.

Volcanic Island Camp

Speak with Ernesto near the northern entrance of camp and he will request escorting back Cliodhna and Gautstafr. After returning he can be found near the large pulley system trying to unsuccessfully convince Lamond to evacuate as well. He asks you to try and convince Lamond. Once done return to Ernesto.

Excavation Site

When entering the excavation site, it will be under attack by a Golem with Henrique battling against it. Once the Golem is defeated, Henrique will speak with you and take you to the pawns that are bound by the godsway. Using the key Henrique gives you, you can unlock the house south of the excavation site inn and find the godsway within. Return to Henrique and the evacuation will begin once you hand over the item.

 

 

 

 

Halls of the First Dawn Dragon's Dogma 2 Trivia, Notes and Tips

  • This quest unlocks the related quest:
  • Unlocking this quest requires the player to complete:
  • This quest has/has no multiple outcomes: List the outcomes

 

 

All Main Quests in Dragon's Dogma 2
A Beggar's Tale  ♦  A Candle in the Storm  ♦  A Case of Sculptor's Block  ♦  A Game of Wits  ♦  A Magisterial Amenity  ♦  A New Godsway  ♦  A Noble Exchange  ♦  A Place to Call Home  ♦  A Poisonous Proposal  ♦  A Scholarly Pursuit  ♦  A Trial of Archery  ♦  A Veil of Gossamer Clouds  ♦  An Unsettling Encounter  ♦  Belle of the Bar  ♦  Beren's Final Lesson  ♦  Brothers Brave and Timid  ♦  Civil Unrest  ♦  Clash and Conclusion  ♦  Claw Them Into Shape  ♦  Convergence  ♦  Crossing in Shadow  ♦  Disa's Plot  ♦  Dreams Apart  ♦  Dulled Steel, Cold Forge  ♦  Every Rose Has Its Thorn  ♦  Feast of Deception  ♦  Flickering Shadows  ♦  Gaoled Awakening  ♦  Gift of the Bow  ♦  Home Is Where the Hearth Is  ♦  House of the Blue Sunbright  ♦  Hunt for the Jadeite Orb  ♦  In Dragon's Wake  ♦  Legacy  ♦  Masked Correspondence  ♦  Medicament Predicament  ♦  Mercy Among Thieves  ♦  Monster Culling  ♦  Nation of the Lambent Flame  ♦  Nesting Troubles  ♦  Off the Pilfered Path  ♦  One-Eyed Interloper  ♦  Ordeals of a New Recruit  ♦  Out of the Forest, Into the Forge  ♦  Oxcart Courier  ♦  Prey for the Pack  ♦  Put a Spring in Thy Step  ♦  Readvent of Calamity  ♦  Saint of the Slums  ♦  Scaly Invaders  ♦  Seat of the Sovran  ♦  Shadowed Prayers  ♦  Shepherd of the Pawns  ♦  Short-Sighted Ambition  ♦  Spellbound  ♦  Steeled Resolve, Blazing Forge  ♦  Tale's Beginning  ♦  Tensions on the Highroad  ♦  The Ailing Arborheart  ♦  The Arisen's Shadow  ♦  The Caged Magistrate  ♦  The Expeditious Explorer  ♦  The Gift of Giving  ♦  The Guardian Gigantus  ♦  The Hand That Guides  ♦  The Heel of History  ♦  The Importance of Aiding Ernesto  ♦  The Inveterate Explorer  ♦  The Nameless Village (Quest)  ♦  The Ornate Box  ♦  The Phantom Oxcart  ♦  The Provisioner's Plight  ♦  The Regentkin's Resolve  ♦  The Sorcerer's Appraisal  ♦  The Sotted Sage  ♦  The Stolen Throne  ♦  Till Death Do Us Part  ♦  Tolled to Rest  ♦  Trouble on the Cape  ♦  Twixt a Rock and a Hard Place  ♦  Vocation Frustration  ♦  Wandering Roots  ♦  Welcome to Battahl  ♦  When Wills Collide



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    • Anonymous

      For Sacred Harbor, the leader wouldnt evacuate and just kept saying the same thing. Most guides just say to keep talking to him until he does but it never worked. What I had to do is find Glyndwr in the village and he told me to follow him to talk to his father together to evacuate. Ive seen nothing as such mentioned in any guide so ...Ill add this here.

      • Anonymous

        Minor error in the Arborheart section. Glyndwr is probably the best person to speak with, to initiate the "Wandering Roots" quest that gets the elves to evacuate. He's Taliesin's son, and stands on the platform between the inn and the merchants. He will persuade his father, and (if she's still alive) his sister may help plead the cause of evacuation. I had max affinity with both son and daughter (but not Taliesin himself), so that may have influenced the outcome. Both son and daughter are bilingual, speaking both Elvish and Human.

        • Anonymous

          so whats the point to complete this quest vs just rush end? affection of NPCs carries into NG+ or.... nothing?

          • Anonymous

            I didnt even take this quest, instead completed all read beams exept those seafloor srine and then just wandering around and skip I think 10 days, then this quest automatically completed and in the final cutscenes all was alive

            • Anonymous

              Lamond does accept if you ask him to protect the Smith and his Wife. He did for me. I did his warfarer quest and I never did any escort missions for him so I believe all you gotta do is newt liquor quest.

              • Anonymous

                What happens if you don’t evacuate the cities or te red fog already swallowed some towns? Can you just wait for the fog to consume the whole land and start new game plus? Or do you have to evacuate all the towns for a new game plus?

                • Anonymous

                  I learnt the hard way. I havent been pursuing this quest, been going around seeing the map how it is and dealing with red portals. It completed itself after a few days. It counts as completed with u failing to evacuate. This is actually time limited. It seems to be 10 days.

                  • Anonymous

                    What after the quest is complete. Questlog is empty and now thats it? Game cleared? Where do i start NG+ if i please so?

                    • Anonymous

                      I found out that going to the Volcanic Island Camp they also have an evac quest. Not sure if maybe Namless village or the Escavation sight might also have quests

                      • Anonymous

                        If you cannot heal the arborheart to get the elves on your side, simply keep resting and talking to the elf leader, after three days he'll give in and evacuate.

                        • Anonymous

                          The waiting doesn't take too long, just be sure to not forget the excavation site as that might be why your quest isnt advancing.

                          • Anonymous

                            How many days do I have to wait? I've done everything else and am kinda just waiting for this quest to complete.

                            • Anonymous

                              It should be noted that entering the light in the Seafloor Shrine will automatically take you into NG+ without warning

                              • Anonymous

                                If u cant get the elf leader to evacuate just grab him and run like 20 meters and talk to him when hr jumps of u

                                • Anonymous

                                  If you can't get the elf leader to evacuate try using the sealing phial on him and take him to the shrine, then release him and talk to him, that worked for me at least

                                  • Anonymous

                                    Sacred Arbor dudes dont want to evacuate for some reason. i never met them before this so that might have something to do with it. i have pawn that speaks elvish though and i killed the weird worm drake so im not sure what im doing wrong

                                    • Anonymous

                                      In total you need to evacuate 5 settlements:

                                      * Vernworth
                                      * Bakbattahl
                                      * Sacred Arbor
                                      * Volcanic Island Camp
                                      * Excavation Site

                                      • Anonymous

                                        Hidden Village is part of Vernworth and does NOT need to be additionally saved.
                                        Volcanic Island on the other hand does!

                                        • Anonymous

                                          Not yet mentioned here, but you can also evacuate the people on the volcanic island camp. Ernesto will talk with you at one of the gates.

                                          • Anonymous

                                            Only one outcome. You have to talk to the forgotten sovran at the sunken castle now that the world is about to end. He gives you a quest to evacuate all the mane cities to the sea shrine

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