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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![]() └ Destruction can be prevented if you clear the red light in the pinned locations on the map or restart Talos. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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
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・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 fully restore your health without having to sleep, including the health gauge lost from taking successive hits in battle. |
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・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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A Scholarly Pursuit | |
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4 | ![]() └ Rewards: 20000XP, 20000G, Wrymslife Crystal ×35 |
Halls of the First Dawn | |
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Evacuation Subquests | |||||
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Bakbattahl | Volcanic Island Camp | Excavation Site | |||
Sacred Arbor | Vernworth |
Civil Unrest | |
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3 | ![]() └ Give some non-rotten fruit to the child. Afterwards the two men will settle their differences on their own. |
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5 | Go back and report to Manella. |
6 | ![]() └ Reward: 20000 XP, 20000 G, Wrymslife Crystal × 35, Allheal Elixir × 1 |
The Importance of Aiding Ernesto | |
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2 | ![]() 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. |
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5 | ![]() └ Reward: 20000 XP, 15000 G, Wrymslife Crystal × 40 |
Shepherd of the Pawns | |
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4 | ![]() └ Reward: 20000 XP, 15000 G, Wyrmslife Crystal × 30 |
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The Regentkin's Resolve | |
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5 | Return to Sven and talk to him to complete the quest. └ Reward: 20000 XP, 25000 G, Wyrmslife Crystal × 35 ![]() |
Wandering Roots | |
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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. |
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5 | ![]() └ Reward: 20000 XP, 25000 G, Wyrmslife Crystal × 30 |
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Halls of the First Dawn (cont.) | |
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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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Volcanic Island Evacuation | |||||||||||
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Excavation Site Evacuation | |||||||||||
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Vernworth Evacuation | |||||||||||
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Sacred Arbor Evacuation | |||||||||||
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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.
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Experience the end of the cycle. |
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Lead the people to safety in the unmoored world. |
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Overcome all the trials of the unmoored world. |
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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 | - |