The Unmoored World is the apocalyptic post-game world of Dragon's Dogma 2 (DD2). See a summarized walkthrough of the events in the Unmoored World!
List of Contents
Full Interactive Map and Map Locations
Unmoored World Summary |
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After 4 days, the destruction of the world will begin. └Sleeping at an inn or a campfire will progress the destruction of the world.└ Destruction can be prevented if you clear the red light in the pinned locations on the map or restart Talos. You will no longer be able to sleep at an inn starting from the 10th day.
If you die, you can choose to start from the begining of the morning you woke up in the Unmoored World, or the last time you slept at an inn.
Enemies spawned in the Unmoored World will be more powerful. └ Boss-type enemies will drop Ferrystones for easier traveling.
Oxcarts are now disabled.
New portcrystal locations are unlocked after Halls of the First Dawn.
Bay Wayside Shrine inventory is now updated with stronger weapons and armor.
The sea has dried up giving you more areas to explore.
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In the Unmoored World, overall difficulty is increased. The map will erode over time; this can be prevented by resolving the red beam of light at the targetted settlement. Resting at an inn is highly not recommended as it will hasten the destruction of the Unmoored World. It is recommended to stock up on Wakestones and Allheal Elixirs.
How to Get the Eternal Wakestone
Wakestone | ・The more wakestones you have, the easier it is to explore since you won't have to worry about starting over if you die. |
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Allheal Elixirs | ・Allheal Elixirs fully restore your health without having to sleep, including the health gauge lost from taking successive hits in battle. |
Portcrystals | ・Portcrystals are best placed in areas where there are none. A good example of this would either be Bakbattahl, the Volcanic Island Camp, and the Agamen Ruins. |
Sufficient Level | ・It is highly recommended to be over Level 40 to be able to handle the strong enemies found in the Unmoored World. |
It is possible to reach the end of the Unmoored World by sleeping at an inn or at your house for 10 straight days. The destruction of the world will progress as the days go by. Once you reach the morning of the 10th day you will no longer be able to sleep. Instead you can go directly to the Seafloor Shrine to summon the dragon once more and reach the true ending. This is not recommended because you will not be able to acquire the items from the Dragonforged without the necessary Wrymslife Crystals.
Time works differently in the Unmoored World. Destruction of the world is triggered only by resting at an inn. The passing of time will feel the same, but days are only counted when you sleep. You are only given 10 days of rest or until the complete destruction of the world. Should you decide to resolve the red beams of light in the map as soon as you arrive, you will be able to stay longer.
There are three main quests to complete in the Unmoored World: Dreams Apart, A Scholarly Pursuit, and Halls of the First Dawn. The Halls of the First Dawn branches into several subquests in order to finish the evacuation of the citizens of this world.
Dreams Apart | |
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1 |
Head to Bakbattahl to the Forbidden Magick Research Lab. If you placed a portcrystal in Bakbattahl, this will make travel faster. Talk to Phaesus to regain your pawn. |
A Scholarly Pursuit | |
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2 |
Examine the red beam of light outside of the Flamebearer Palace. |
3 |
Chase after Phaesus, keeping him safe as you rush towards the Forbidden Magick Research Lab. Take a detour to return to the palace. |
4 | Chase after Phaesus to reach of the dragon figurine. Destroying this figurine will finish the quest. └ Rewards: 20000XP, 20000G, Wrymslife Crystal ×35 |
Halls of the First Dawn | |
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1 |
Once you regain control of your Arisen, go to the Seafloor Shrine before you find your Pawn. Talk to Rothais to begin the Halls of the First Dawn. This will also unlock the other Portcrystals in the Sacred Arbor, Volcanic Island, and Seafloor Shrine. |
Evacuation Subquests | |||||
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Bakbattahl | Volcanic Island Camp | Excavation Site | |||
Sacred Arbor | Vernworth |
Civil Unrest | |
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1 |
Talk to Manella in Bakbattahl. She will tell you to try and resolve the conflict happening in the city's citizens. |
2 |
Go the northern part of Bakbattahl and find men trying to start a brawl. Take the beating from the citizens and eventually they will tire and stop. |
3 | Go the central marketplace. Two men will be seen arguing. Select “Neither of you are in the wrong”. └ Give some non-rotten fruit to the child. Afterwards the two men will settle their differences on their own. |
4 |
Go near the Vocation Guild. Agree to bear witness to the duel. Afterwards, they will cease fighting and reconcile on their own. |
5 | Go back and report to Manella. |
6 |
If you have successfully saved Nadinia in the Shadowed Prayers sidequest, speak to her in her chambers to complete this quest and evacuate the people of Bakbattahl. └ Reward: 20000 XP, 20000 G, Wrymslife Crystal × 35, Allheal Elixir × 1 |
The Importance of Aiding Ernesto | |
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1 |
Teleport to the Portcrystal on Agamen Volcanic Island. Travel to the camp and talk to Ernesto. |
2 |
Go to Gautstafr and Cliodhna. Persuade them to evacuate with you. Defeat the dragon from the red beam similar to the one in Bakbattahl. └ Reward: Wrymslife Crystal × 90 |
3 | Escort the elderly couple back to camp and speak with Ernesto. |
4 | Speak to Lamond. Convince him to evacuate. If you have given him enough Newt Liquer, he may be persuaded easier. |
5 |
Return to Ernesto to complete the quest. └ Reward: 20000 XP, 15000 G, Wrymslife Crystal × 40 |
Shepherd of the Pawns | |
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1 |
Go into the Excavation Site and defeat the Golem. |
2 |
After defeating the Golem, Henrique will appear. Follow him to where the others are kept. He'll tell you of the inmates still locked in their cell and won't evacuate of their own accord. |
3 |
Use the Overseers' Lodge Key from Henrique to open the locked door and take the Diminished Godsway. |
4 |
Return the Diminished Godsway to Henrique to finish the quest. └ Reward: 20000 XP, 15000 G, Wyrmslife Crystal × 30 |
5 |
With the inmates safe, resolve the red beam of light from the Excavation Site. |
The Regentkin's Resolve | |
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1 | Go to Vernworth and talk to Brant in the tavern to begin The Regentkin's Resolve. |
2 |
Visit Sven in his room on the 2nd floor of Vernworth Castle. |
3 |
Carry Disa from her room to Sven's Chambers. |
4 |
Check on the oxcarts in the Noble's Quarter. Allard will try to take the oxcarts and run away but there is no need to chase after him |
5 | Return to Sven and talk to him to complete the quest. └ Reward: 20000 XP, 25000 G, Wyrmslife Crystal × 35
Resolve the red beam of light southwest of Vernworth. |
Wandering Roots | |
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1 |
Go to the Sacred Arbor talk to Taleisin. If you have finished The Ailing Arborheart in the main game, you will be able to persuade the elves to evacuate easier. Just keep talking to him, you may have to risk sleep for a day, and convince him again. |
2 |
If you haven't finished The Ailing Arborheart, complete it in the Unmoored to evacuate the elves easier. Talk to Glyndwr and request an audience with Taelisin. He will tell you that he wants to cure the Arborheart before evacuating the Sacred Arbor. |
3 | Talk to Glyndwr and he will reveal that gwyfencha is “scalecinder” in the common tongue. If you have a pawn with the Woodland Wordsmith specialization, translating will be much easier. |
4 |
Go to Bakbattahl and talk to Sara in Brokkr's Smithy. She will give you scalecinder in exchange for nutriabh.
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5 |
Go back to Doireann to learn how to prepare nutriabh. Give her rotten apples and rotten fish so she can prepare nutriabh. Return to Sara with the nutriabh. Take the scalecinder back to the Sacred Arbor to heal the Arborheart. Talk to Taliesin to complete the quest. └ Reward: 20000 XP, 25000 G, Wyrmslife Crystal × 30 |
6 |
Resolve the red beam of light in the Sacred Arbor. |
Halls of the First Dawn (cont.) | |
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2 |
Once you have evacuated all the cities, a red beam of light will appear in the Seafloor Shrine. Interact with the red beam to summon the Dragon once more. |
3 | The credits will roll once more. You will regain control of the Arisen when you are back on the dragon's back. Move your up to its neck, take care not to be taken by the Brine, and hide behind its spikes when it breathes fire. |
4 | Afterwards a cutscene will play to signal the end of the game. You will be taken back to the title screen where the title will now read “Dragon's Dogma II” and you will be able to start a New Game +! |
Use the Empowered Godsbane Blade on the Dragon's chest when you ride on its back on the way to the final battle in the Legacy Main Quest to trigger the Unmoored World and reach the True Ending.
Bakbattahl Evacuation | |||||||||||
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Phaseus | Manella | Nadinia | |||||||||
Volcanic Island Evacuation | |||||||||||
Ernesto | Gautstafr | Cliodhna | Lamond | ||||||||
Excavation Site Evacuation | |||||||||||
Henrique | |||||||||||
Vernworth Evacuation | |||||||||||
Brant | Sven | Disa | |||||||||
Sacred Arbor Evacuation | |||||||||||
Taliesin | Glyndwr | Doireann | Sara |
The following NPCs are involved in the post-game quest of evacuating the people before the destruction of the world. Some leaders may not appear like Nadinia, if they are killed before entering the Unmoored World. Completing the questlines from these NPCs will ensure that all settlement inhabitants will be evacuated.
Closure
G: 30 |
Experience the end of the cycle. |
The Guardian
G: 30 |
Lead the people to safety in the unmoored world. |
The Hero
G: 30 |
Overcome all the trials of the unmoored world. |
I, Talos
G: 10 |
Help the gigantus walk again. |
The following trophies are trophies that can only be acquired in the Unmoored World.
Trophy Guide and List of Achievements
Walkthrough and Progression Guide
Walkthrough Guides | |
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What to Do First | What to Do Before Coronation |
Endings Guide | Post Game Content |
Unmoored World Walkthrough | - |
Sometimes you gotta use wakestones to bring back npcs.
Unmoored World Walkthrough
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Very late to the party, but make sure you complete Manella's quest (Civil Unrest) and evacuate the city before interacting with the red bean of light outside the Flamebearer Palace. After some quick testing, I noticed that Menella has a very high chance of dying during the chaos that happened after interacting with the red bean of light. This is a big problem because the Morgue is useless in Unmoored World and NPC don't have time to respawn.