Dragon’s Dogma 2’s post-game features play out somewhat differently than most games. Typically, the content here allows you to go about in a leisurely fashion, but for the Halls of the First Dawn quest, time is of the essence. So, here’s what you need to save everyone.
Dragon’s Dogma 2 Halls of the First Dawn quest guide
The Halls of the First Dawn unlocks when players participate in Dragon’s Dogma 2’s true ending. The world around you will be much different, and a red fog will close in to corrupt various settlements. I suggest completing the Excavation Site and Sacred Arbor first since they’ll be the first to be impacted. While at each location, be sure to take down the enemy at the red beacon, as these fights seem to slow down the fog.
It should also be noted that once you’ve evacuated an area, you won’t be able to speak to the characters that reside there. For example, Brant and Sven will be inaccessible after the mission’s completion. To complete Halls of the First Dawn in Dragon’s Dogma 2, go to the following areas in order to complete their respective missions in this order:
Locations | Quests | Objectives |
---|---|---|
Excavation Site | Shepard of the Pawns | Defeat the golem and collect the Diminished Godsway using the Overseers’ Lodge Key. Immediately after, return the item to Henrique. |
Sacred Arbor | Halls of the First Dawn sub-quest: Evacuate the people of the Sacred Arbor | Speak to Taliesin at Arborist’s Home twice. |
Vermund | The Regentkin’s Resolve | Talk to Brant at Stardrop Inn and Sven at Vernworth Castle. Complete Sven’s two missions: Get Disa on his side and unlock the Oxcarts. |
Volcanic Island Camp | The Importance of Aiding Ernesto | Talk to Ernesto and escort the married couple back to the Volcanic Island Camp safely. |
Bakbattahl | Civil Unrest | Speak to Menella and resolve the three civil disputes near Pilgrim’s Inn, Vocation Guild, and Fulvio’s Workshop/Rare Book Stand. |
Use Ferrystones to get to these areas quickly. Many of them will be rewarded to you for free at this time, so loot any chests on pathways. I also recommend resting at the point after the Excavation Site and Sacred Arbor. If you rest before that, these destinations could be lost to the fog. For a full breakdown of each location, we’ll review what objectives are needed for all cities in Halls of the First Dawn.
1. Dragon’s Dogma 2: Shepard of the Pawns
The first part of the Halls of the First Dawn quest will have you complete the Shepard of the Pawns quest. To do that, you’ll first have to defeat the golem. Then, follow Henrique, who will give you the Overseers’ Lodge Key. After that, head toward the Agamen Ruins Inn.
Use the Overseers’ Lodge Key on the door to pick up the Diminished Godsway on the floor. Return the Diminished Godsway to Henrique to complete Shepherd of the Pawns.
2. Evacuate the people of the Sacred Arbor
This Halls of the First Dawn objective is by far the easiest to complete. While some believe you need to complete the Sacred Arbor questline first, you actually don’t need to worry about that, as I was able to achieve it regardless. All you need to do is ensure your Pawn can speak to elves and talk to Taliesin twice at Arborist’s Home.
Taliesin will be sitting near his desk, where he will initially reject the proposal to evacuate. Just talk to him again, and he’ll be convinced this time around.
3. Dragon’s Dogma 2: The Regentkin’s Resolve
Like the previous Brant quests, go to Stardrop Inn to trigger The Regentkin’s Resolve in Dragon’s Dogma 2. He’ll instruct you to talk to Sven, who will be on the second floor of Vernworth Castle.
If you are unsure how to get to the second floor, there are stairs inside the castle. It’s the same area as the A Veil of Gossamer Clouds quest:
Sven enlists your help in two missions: getting Disa on their side and obtaining Oxcarts. For the Disa objective, convince her by acquiring the Ornate Box in her room or bringing her to Sven. If you didn’t complete the Ornate Box quest, your only option is to grab and carry her to Sven’s Chambers. No one should bother you on the way there, so don’t worry about the guards.
Travel to the next waypoint to reach the Oxcart. Similar to Disa, grab Allard to convince him (just let him run away after). Next, converse with Russell near the Oxcarts. Return to Sven to complete The Regentkin’s Resolve.
4. Dragon’s Dogma 2: The Importance of Aiding Ernesto
Upon entry at Volcanic Island Camp, you’ll trigger The Importance of Aiding Ernesto quest, the fourth part of Halls of the First Dawn in DD2. A new waypoint will be marked at Winwalker’s Home. On your way to the married couple, take down enemies on the path to make the escort more accessible later. It should also be noted that Guatstafr’s speed forbids you from running.
I recommend picking up Guatstafr and escorting the couple to the destination. Once there, they’ll rest at a house at the entrance and ask you to talk to Ernesto (he’ll be nearby).
Ernesto enlists another task regarding a conversation with Lamond, who was part of the Warfarer Vocation quest. Follow the waypoint, and he should be near the Hot Springs area (or at least wandering around it). Tell him, “Request guard for smith and wife.” There will be other options, too, but the first selection results in the best outcome.
5. Dragon’s Dogma 2: Civil Unrest
In the last part of the Halls of the First Dawn quest, you’ll need to help resolve the civil unrest that’s taken place in DD2. A cutscene should trigger near the Flamebearer Palace Road in Bakbattahl, where you must talk to Menella.
Several civil disputes appear around the map, so speak to each group to resolve them:
- Pilgrim’s Inn- Tell the people, “Neither of you are in the wrong,” and give one of the children nearby some food (not rotten).
- Vocation Guild – Tell the people, “Agree to bear witness,” and watch the fight unfold until they settle their differences.
- Fulvio’s Workshop/Rare Book Stand – Attack the two characters (don’t kill them), and they’ll eventually tell you to stop.
Once you have completed all three objectives, speak to Menella and Empress Nadinia. You should then earn The Guardian achievement and complete Dragon’s Dogma 2’s Halls of First Dawn shortly after. Those who have finished the quest and knocked out any red beacon enemies will decrease the speed of the fog. That means you may be able to freely roam around the map to accomplish other tasks.
Unfortunately, several missions will be locked out, especially since Halls of the First Dawn evacuates most characters. This also includes Inn owners, meaning you won’t be able to sleep there to pass the time or replenish your health. The Seafloor Shrine Vocation Guild is the only place that allows rest after Halls of the First Dawn. For more information about this location and any other endgame content, check out our complete Unmoored World guide.
Each mission also provides you some handy rewards, including Gold and Wyrmlife Crystals. The crystals essentially function as another currency during the Unmoored World, which can be spent at Bay Wayside Shrine. Exchange them with the merchant to earn more advanced weapons and gear. These items can even be used for New Game Plus to maximize your time for the next playthrough.