Hall of the First Dawn is a quest in Dragon’s Dogma 2 where the Arisen must help out in evacuating the citizens to save them from the incoming destruction of the dragons. Read ahead as we go through the steps on how to complete the Halls of the First Dawn quest in Dragon’s Dogma 2.
How to unlock the Halls of the First Dawn quest in Dragon’s Dogma 2
To unlock the Halls of the First Dawn quest, you will need to enter the true ending, then progress through the first quests where you have to reunite with your Pawn. The quest will then automatically be enabled right after.
Visit the Seafloor Shrine
After reuniting with your pawn, one of your next objectives is to visit the Seafloor Shrine which has now become available since the water has been drained out of the ocean. Follow the marker as you fight your way through the stronger enemies and you will eventually meet up again with Rothais.
Speak with Rothais and he will tell you more about the Seafloor Shrine. Luz will then arrive and tell you that there is a way to save everyone from the destruction, and that is to help them evacuate to the Seafloor Shrine.
Lead the evacuation effort
Prior to starting the evacuation of the people, it is best to be aware about the mechanics of the Unmoored World, especially when it comes to time progression and saving. Because of how the red fog progresses as time passes in the Unmoored World, you will need to be strategic on what location to evacuate first and when to create a save file. Another option to go for is to clear up all of the trials of the A Scholarly Pursuit quest first as this will prevent the red fog from progressing.
A good order to follow when dealing with the evacuations is to go for the locations that are closer to the fog, so we recommend to go for this order:
- Excavation Site (Shepherd of the Pawns quest)
- Sacred Arbor (Wandering Roots quest)
- Vernworth/Harve (Regentkin’s Resolve quest)
- Volcanic Island Camp (The Importance of Aiding Ernesto quest)
- Bakbattahl/Checkpoint Rest Town (Civil Unrest quest)
Most of these locations have particular quests that you have to do in order to convince them or make them evacuate to the Seafloor Shrine, and these quests can be initiated with their respective leaders. It also helps to put up Portcrystals on these locations prior to entering the Unmoored World to save up on time from traveling in between locations.
Take note that in order to help with the evacuation of Sacred Arbor smoothly, make sure to have a Pawn that has the Woodland Wordsmith specialization. It also helps to complete all of the quests involving the Arborheart prior to entering the Unmoored World to make sure that you only need to spend time completing the Wandering Roots quest.
As you head out into the major locations such as Sacred Arbor, Vernworth, and Bakbattahl, you can also complete the boss fights from the red beacons as each boss defeated will delay the advancement of the red fog.
Once you have evacuated everyone, the quest will be completed and you will be rewarded with 15,000 XP, 25,000 G, and x2 Ferrystones. You will also unlock The Guardian Achievement for helping to evacuate Vernworth, Sacred Arbor, and Bakbattahl; you won’t get an additional achievement for saving the Excavation Site and the Volcanic Island Map, but people from those areas will be shown during the cutscenes.