Dragon's Dogma 2 (DD2)

Wandering Roots Walkthrough and Location

Wandering Roots is a post game quest in Dragon's Dogma 2 (DD2). Read our guide for a walkthrough on how to start and complete Wandering Roots.

How to Start Wandering Roots

Talk to Glyndwr

Dragon

To start the quest Wandering Roots, speak to Glyndwr in the Sacred Arbor after starting the quest Halls of the First Dawn.

Halls of the First Dawn Walkthrough and Location

Wandering Roots Location

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World View

Start Wandering Roots by talking to Glyndwr in the Sacred Arbor.

Sacred Arbor Location

How to Complete Start Wandering Roots

Persuade Taliesin to Evacuate

Dragon

Before proceeding with the quest, if you don't have a Pawn who can translate Elvish, visit the nearby Riftstone and hire one.

Glyndwr will take you to Taliesin, who will refuse to evacuate unless you can prove that the Arborheart can flourish elsewhere.

How to Learn Elvish Specialization

Plant the Arborheart Cutting in the Seafloor Shrine

Dragon

Before you head to the Seafloor Shrine, the quests The Ailing Arborheart and Out of the Forest, Into the Forge must be completed.

If you've already completed the two quests above, make your way to the Seafloor Shrine and follow the quest marker to plant the Arborheart cutting. Return to Taliesin, and he will agree to evacuate, concluding this quest.

Clear the Quest by Talking to Taliesin Over Several Days

Dragon

There is an alternate way of clearing Wandering Roots if you haven't finished The Ailing Arborheart and Out of the Forest, Into the Forge yet.

You can convince Taliesin to evacuate by talking to him for the next few days. Once you exhaust his dialogue for the day, pass the time and talk to him again the next day. Continue doing this until Taliesin relents, and you'll clear the quest.

While waiting for time to pass, it's recommended that you fight the Lesser Dragons found in the beacons all over the Unmoored World to be efficient with your limited time there.

Wandering Roots Quest Summary

How to Unlock and Rewards

Quest Type Post Game Quest
Location Unmoored World
Unlock Condition Talk to Glyndwr at the Sacred Arbor
Quest Giver Glyndwr
Rewards XP: 20,000
Gold: 25,000

Dragon's Dogma 2 Related Guides

Dragon

All Quests and Unlock Conditions

Quests With Story Progression

# Story Quests
1 Gaoled Awakening
2 Tale's Beginning
3 In Dragon's Wake
4 One-Eyed Interloper
5 Seat of the Sovran
6 Monster Culling
7 Disa's Plot
8 The Caged Magistrate
9 The Stolen Throne
10 The Nameless Village
11 An Unsettling Encounter
12 Feast of Deception
13 Nation of the Lambent Flame
14 Flickering Shadows
15 Convergence
16 A New Godsway
17 The Guardian Gigantus
18 Legacy

True Ending Quest Guides

# Post Game Quests
1 Dreams Apart
2 Halls of the First Dawn
3 A Scholarly Pursuit

Quest Guides

Other Quest Guides
Best Side Quests Worth Doing Vernworth Quests Recommended Order
Timed Quests

List of All Quests

All Side Quests
Clash and Conclusion A Noble Exchange
Crossing in Shadow Steeled Resolve, Blazing Forge
Brothers Brave and Timid Out of the Forest, Into the Forge
The Ailing Arborheart Tolled to Rest
‘Twixt a Rock and a Hard Place A Game of Wits
A Poisonous Proposal Masked Correspondence
Welcome to Battahl Tensions on the Highroad
Till Death Do Us Part Mercy Among Thieves
A Magisterial Amenity Spellbound
A Veil of Gossamer Clouds A Candle in the Storm
A Trial of Archery The Sorcerer's Appraisal
Dulled Steel, Cold Forge The Phantom Oxcart
Shadowed Prayers Home is Where the Hearth Is
Short-Sighted Ambition Trouble on the Cape
Put a Spring in Thy Step The Sotted Sage
Readvent of Calamity Gift of the Bow
A Case of Sculptor's Block The Gift of Giving
Saint of the Slums House of the Blue Sunbright
Prey for the Pack Hunt for the Jadeite Orb
Beren's Final Lesson A Beggar's Tale
A Place to Call Home The Provisioner's Plight
Oxcart Courier Claw Them Into Shape
The Arisen's Shadow The Ornate Box
Scaly Invaders Medicament Predicament
Every Rose Has Its Thorn The Heel of History
Nesting Troubles Vocation Frustration
Ordeals of a New Recruit

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