Dragon’s Dogma 2 is about the journey, not the destination. It’s about exploring routes you’ve never taken before, camping in the wilderness, and having an unexpected run in with a Minotaur. Quests objectives are also left intentionally vague, forcing you to puzzle things out and speak to as many people as you can. If you could just easily fast travel to obvious quest markers you could certainly check them off your list more efficiently, but then you’d miss out entirely on the adventure of getting there.
[Ed. note: This post contains spoilers for the Dragon’s Dogma 2 endgame.]
Then, you beat the game and the credits roll. However, if you don’t like that “ending” you can start the apocalypse instead. The sky turns an ugly crimson; the oceans dry up; the dead rise from their ancient graves. It’s rough out there.
Your goals then become much simpler in this Unmoored World. Just go to four points on the map and do two things:
To make this task easier, the game tweaks or outright removes a bunch of its mechanical friction. More fast travel hubs called portcrystals appear on the map, making it much easier to just fast travel to each quest marker. This wouldn’t have mattered much earlier in the game since you need to use up a rare ferrystone each time you fast travel, but now, monsters drop this item regularly. With all the lakes, rivers, and oceans dried up, you aren’t forced to take out-of-the-way bridges to reach your destination, either.
As you rescue each town, you also begin to assemble a central hub town that makes optimizing your gear much easier. All four blacksmith types eventually reside there, along with the duplicator and the Dragonforged. Instead of running all around the map to craft the best weapons, everybody you need is a few efficient steps away. It’s also much easier to get the best enhancement materials since high level monsters start prowling everywhere, especially in the dried up oceans.
I didn’t actually go to the Unmoored World right away. Instead,
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