Dragon's Dogma 2 — Progression Route
New Arisen to the True Ending and beyond — the route that keeps you moving without walking past the things you cannot get back.
What this guide is
A run-along checklist, not a walkthrough. Dragon’s Dogma 2 does not tell you when a quest is about to become impossible, and a great deal of its best content is gated behind returning somewhere you have already been. This route sequences the world so that the missables stay reachable.
It is not a list of everything you could do. It is the order that keeps vocations, travel unlocks, questlines and endgame preparation moving together, so that when the point of no return arrives you are not choosing what to abandon.
Levels are guidance, not gates. What actually gates this game is your vocation rank, your Pawn, and whether you went back to Melve.
Written for Title Update 3.2. Several things older guides tell you are no longer true — see the tips below.
Tags you'll see on steps
These appear beside individual steps in the walkthrough.
Wording used in the steps
Shorthand in the step text, not tags.
Walkthrough
Verified for Title Update 3.2✓ Verified in-gameVermund63
Stage 0 — The Arisen and the Main Pawn0 / 5
Your starting vocation is not a commitment. Changing vocations is most of what progression IS in this game, so pick what looks fun rather than what looks optimal. For a first party, aim for one frontline, one physical damage dealer, one Mage and one flexible slot.
- Create your Arisen and pick a starting vocationFighter, Archer, Thief or Mage.
- Create your Main Pawn with a complementary vocation
- Complete Gaoled Awakening and escape the Excavation Site
- Reach Borderwatch Outpost
- Fill out a four-Pawn partyFighter/Thief/Mage/Archer in some order works well either way round.
Stage 1 — Borderwatch to Melve (levels ~1–10)0 / 10
Melve now has a PERMANENT Portcrystal, added in Title Update 3.1 — which matters more than it sounds, because you come back here repeatedly in the early game.
- Complete Tale’s Beginning
- Complete In Dragon’s Wake and drive off the Cyclops
- Reach Melve and activate its Portcrystal
- Buy and upgrade early equipment
- optionalComplete The Provisioner’s Plight
- optionalComplete Ordeals of a New Recruit
- Start Claw Them Into ShapeBegins Beren’s chain, which eventually leads to the Warrior Maister skill — worth opening early even if you finish it later.
- optionalComplete Medicament Predicament
- optionalComplete Brothers Brave and Timid
- optionalComplete Nesting Troubles
Stage 2 — Vernworth (levels ~10–20)0 / 4
Your first real hub. Everything in Vermund routes back through here.
- Reach Vernworth and complete Seat of the Sovran
- gateReceive the Eternal Ferrystone from Brant⚠️ THE SINGLE BIGGEST DIFFERENCE FROM THE 2024 ROUTE. Added in Title Update 3.1 and given automatically during Seat of the Sovran. Older guides are built around hoarding single-use Ferrystones; you can build around Portcrystals instead, and should.
- Activate the Vernworth Portcrystal
- Visit the Vocation Guild and the Pawn Guild
Stage 3 — Brant’s investigation0 / 6
Do not rush these end to end. They work best as anchors for exploring northern Vermund between them.
- Complete Monster CullingClear Trevo Mine, Harve Village and the eastern Vermund objective. Rewards a PORTABLE PORTCRYSTAL (added in 3.1) — still extremely valuable even with the new permanent destinations, so prioritise this fairly early.
- Complete Disa’s Plot
- Complete The Caged Magistrate
- Complete The Stolen ThroneAlso establishes Wilhelmina’s storyline.
- Complete The Nameless Village
- Complete An Unsettling EncounterThe other half of Wilhelmina’s setup.
Stage 4 — Unlock Warrior and Sorcerer0 / 3
Trevo Mine is already on your route from Monster Culling, so this costs almost nothing to pick up.
- Recover the Greatsword and the Archistaff
- Return both to the Vernworth Vocation Guild
- Unlock Warrior and SorcererSix of ten vocations now open. Start levelling alternates for their Augments rather than trying to max any one of them.
Stage 5 — Harve and western Vermund (levels ~15–25)0 / 3
Harve matters more than it first appears — several character questlines route back through it later.
- Complete Scaly Invaders
- Complete Trouble on the Cape
- Explore Stormwind Cave and the coastal caves
Stage 6 — Return to Melve0 / 4
⚠️ THE BIGGEST MISSABLE BLOCK IN THE FIRST HALF OF THE GAME. Do not simply leave Melve behind once Vernworth opens — come back while you are working through Brant’s quests.
- missableTrigger Readvent of Calamity and fight the dragonMissing or failing to complete this disrupts Ulrika’s entire subsequent questline.
- Speak with Sigurd and unlock Mystic SpearhandThe earliest convenient unlock. Not lost if you miss it — Sigurd can also be found later at Dragonsbreath Tower — but it is a long detour to go back for.
- missableContinue Ulrika’s storyline
- missableComplete Home Is Where the Hearth Is
Stage 7 — Vernworth side stories0 / 9
Clear the capital before Feast of Deception moves the story on.
- optionalComplete A Place to Call Home
- optionalComplete The Heel of History
- optionalComplete The Gift of Giving
- optionalComplete A Beggar’s Tale
- optionalComplete The Ornate Box
- optionalComplete Saint of the Slums
- optionalComplete Till Death Do Us Part
- optionalComplete The Phantom Oxcart when it becomes available
- missableStart Every Rose Has Its Thorn and gather the evidenceRequires The Stolen Throne and An Unsettling Encounter first. Easy to overlook entirely, which is how Wilhelmina’s line gets stranded.
Stage 8 — Sacred Arbor (levels ~20–30)0 / 4
Worth doing before Battahl for a reason that only pays off much later: finishing the Arborheart chain now makes the Sacred Arbor evacuation in the Unmoored World considerably cleaner.
- Meet Glyndwr near Vernworth and complete Gift of the Bow
- Complete A Trial of Archery
- Discover Sacred Arbor and establish access
- Begin The Ailing ArborheartOpens after A Trial of Archery.
Stage 9 — Checkpoint Rest Town (levels ~20–30)0 / 6
Also gained a permanent Portcrystal in 3.1.
- Reach Checkpoint Rest Town and activate its Portcrystal
- Visit Ibrahim’s Scrap StoreWorth knowing about before you need it: quest items you have lost or sold can reappear here.
- Unlock the local oxcart routes
- Complete Hunt for the Jadeite Orb
- Complete Prey for the Pack
- Begin The Sorcerer’s Appraisal
Stage 10 — Ancient Battleground and the Sphinx, part I0 / 5
A large optional branch, and the entry point to the game’s biggest optional questline.
- optionalExplore the Ancient Battleground and find Oskar
- optionalComplete Tolled to Rest
- optionalExplore Worldsend Cavern
- optionalDiscover Mountain Shrine and meet the Sphinx
- missableBegin A Game of Wits and complete the first five riddles⚠️ THE SPHINX HAS REAL FAILURE STATES — a wrong answer can cost a reward permanently. Do not improvise the riddles. Dropping a portable Portcrystal nearby saves a great deal of walking.
Stage 11 — Feast of Deception0 / 4
The transition out of Vermund. Check the list below before you trigger it — several Vermund threads get harder or impossible to finish afterwards.
- no-returnConfirm Melve, Ulrika, Wilhelmina, Harve and Sacred Arbor threads are where you want them
- Confirm Warrior, Sorcerer and Mystic Spearhand are unlocked
- timedClear any quest showing the timed hourglass iconTitle Update 3.1 added an hourglass to timed quest notifications, which makes these far easier to catch than they used to be.
- Complete Feast of Deception
Battahl & the vocations31
Stage 12 — Enter Battahl (levels ~25–35)0 / 10
Bakbattahl becomes your southern hub.
- Begin Nation of the Lambent Flame and cross into Battahl
- Reach Bakbattahl and visit the Vocation Guild and shops
- optionalComplete Mercy Among Thieves
- optionalComplete Welcome to Battahl
- optionalComplete Shadowed Prayers
- optionalComplete A Poisonous Proposal
- optionalComplete Dulled Steel, Cold Forge
- optionalComplete Off the Pilfered Path
- optionalComplete Short-Sighted Ambition
- optionalComplete ’Twixt a Rock and a Hard Place
Stage 13 — Unlock Trickster0 / 2
Intersects the main story rather than sitting off to the side.
- During Flickering Shadows, visit the Reverent Shrine
- Speak with Luz and unlock TricksterEight of ten vocations.
Stage 14 — The Sphinx, part II0 / 3
The second shrine is reached from the Battahl side, near Checkpoint Rest Town.
- optionalFollow the river route beneath Checkpoint Rest Town to Frontier Shrine
- missableComplete Riddle of Reunion and the remaining riddles
- missableClaim the rewards, including the Unmaking Arrow⚠️ THE UNMAKING ARROW PERMANENTLY ERASES WHAT IT KILLS. There is no undoing it and very few of them exist. Do not fire it to see what happens.
Stage 15 — Southern Battahl0 / 5
Worth doing before pushing the story further, and the fallback point for Mystic Spearhand.
- optionalExplore the caves around Bakbattahl
- Visit Dragonsbreath Tower and fight the Lesser Dragon
- Unlock Mystic Spearhand from Sigurd here if you missed him at Melve
- Continue the Dwarven smithing quests
- prepStart carrying more Wakestones, curatives, Camping Kits and debilitation cures
Stage 16 — Agamen Volcanic Island (levels ~30–40+)0 / 3
You can come here before the story pushes you, and 3.1’s permanent Portcrystal at Volcanic Island Camp makes doing so far less painful than it used to be.
- Find Gautstafr and begin Put a Spring in Thy Step
- Escort him to the Hot Springs and meet Cliodhna
- Unlock Magick Archer and take the Maister ability
Stage 17 — Unlock Warfarer0 / 3
The last vocation, and the one 3.2 changed most — six weapon skills instead of four gives Rearmament far more to work with.
- Find Lamond at Volcanic Island Camp and begin The Sotted Sage
- Obtain Newt Liqueur and give Lamond the drinks
- Unlock Warfarer and obtain RearmamentTen of ten vocations.
Stage 18 — Vocation and Maister cleanup0 / 5
The right moment to actually build your character. You do NOT need every vocation maxed to finish the game — unlock the Augments you want and stop.
- prepTake your chosen vocation to Rank 9
- prepTake your Main Pawn’s vocation to Rank 9
- Pick up the cross-vocation Augments you actually want
- Collect the Maister skills you want
- Upgrade your primary weapon and your Pawn’s equipment
The point of no return25
Stage 19 — Main story cleanup0 / 3
⚠️ READ THIS BEFORE PLAYING FURTHER. A New Godsway and the Guardian Gigantus sequence take the game into its final act, and the hard cutoff is around the top of Moonglint Tower. Everything you have left unfinished in Vermund and Battahl should be finished FIRST.
- Complete Flickering Shadows and Convergence
- Explore the Seafloor Shrine
- no-returnComplete A New Godsway
Stage 20 — World cleanup0 / 12
The checklist that decides what your playthrough contains. Past Moonglint Tower, most of it is gone for this cycle.
- no-returnFinish outstanding side quests
- timedFinish anything still showing the timed hourglass
- no-returnFinish Ulrika’s storyline
- no-returnFinish Wilhelmina’s storyline
- no-returnFinish the Sacred Arbor storyline
- no-returnFinish the Dwarven smithing quests
- no-returnComplete the Sphinx
- Confirm all ten vocations are unlocked
- Collect the Maister skills you still want
- prepUpgrade the equipment you intend to finish on
- prepStock Wakestones and Allheal Elixirs
- Organise your storage
Stage 21 — Build your Portcrystal network0 / 6
The Unmoored World is a race against a collapsing map, so travel time is the resource that matters most. Set this up BEFORE the final battle, not during the apocalypse.
- prepConfirm fast access to Vernworth
- prepConfirm fast access to Bakbattahl
- prepConfirm fast access to Sacred Arbor
- prepConfirm fast access to Volcanic Island
- prepConfirm fast access to Checkpoint Rest Town
- Spend portable Portcrystals on whatever still lacks convenient accessThe permanent Portcrystals added in 3.1 cut this setup down enormously compared with the original game — the portables are now for filling gaps rather than covering everything.
Stage 22 — Guardian Gigantus and Moonglint Tower0 / 4
3.2 made this far less punishing. There are now THREE adventure save slots, each holding an Autosave, an Interim Save and a Last Inn Rest — and loading the Inn save no longer destroys the other two. For a completionist route that changes everything about how carefully you have to tiptoe here.
- Begin The Guardian Gigantus and follow Talos
- prepMake a deliberate save before entering Moonglint Tower
- no-returnEnter Moonglint Tower and complete the final encounters
- Begin Legacy
The Unmoored World28
Stage 23 — Reach the true endgame0 / 2
The normal ending is available during Legacy. The route below is the other one.
- Reach the ending sequence
- gateUse the Empowered Godsbane Blade at the right momentThis is what opens the Unmoored World. Taking the normal ending instead ends the playthrough here.
Stage 24 — Immediate priorities0 / 4
⚠️ DO NOT REST CASUALLY HERE. The Unmoored World runs on a clock, and parts of the map are permanently lost as time advances. Resting to heal is how people lose settlements they meant to save.
- Reach the Seafloor Shrine and speak with Rothais
- Begin Halls of the First DawnEstablishes the evacuation objective for all five settlements.
- Recover your Main Pawn
- Complete Dreams Apart
Stage 25 — Put out the beacons0 / 6
The red beacons are the immediate threat, and they pay the endgame currency.
- Clear the Bakbattahl beacon
- Clear the Sacred Arbor beacon
- Clear the Vernworth-area beacon
- Clear the Volcanic Island and Talos objectives
- Complete A Scholarly Pursuit
- Bank the Wyrmslife CrystalsThese become your main endgame currency.
Stage 26 — Evacuate all five settlements0 / 5
The five population centres tied to Halls of the First Dawn. Sacred Arbor is noticeably cleaner if you finished the Arborheart chain back in Stage 8.
- timedComplete Civil Unrest and evacuate Bakbattahl
- timedComplete The Regentkin’s Resolve and evacuate Vernworth
- timedEvacuate Sacred Arbor
- timedComplete The Importance of Aiding Ernesto and evacuate Volcanic Island Camp
- timedComplete Shepherd of the Pawns and evacuate the Excavation Site
Stage 27 — Loot the ruins0 / 7
Once the apocalypse is under control, switch from surviving to farming. The Unmoored World holds equipment and enemies you will not meet as easily anywhere else.
- Explore the newly exposed terrain and seabeds
- Visit the Dragonforged and buy endgame equipment
- Wyrmfire-enhance the equipment you care about
- Hunt Dullahans, Gorechimeras and Goreminotaurs
- Hunt the lesser dragons and other draconic enemies
- Collect the unique Unmoored World armour
- optionalFinish outstanding achievements
Stage 28 — The final beacon and New Game+0 / 4
⚠️ THE FINAL BEACON APPEARS AT THE SEAFLOOR SHRINE, AND ACTIVATING IT ENDS THE GAME. Do everything else first — there is no coming back to the Unmoored World in this cycle.
- no-returnFinish exploring before you go near it
- prepSpend surplus Wyrmslife Crystals
- no-returnActivate the final beacon and complete the True Ending
- Start New Game+ with your level and equipmentCarries over vocations, vocation ranks and skills. The natural home for alternate quest outcomes, missed Sphinx rewards, missed romances, missed Maister skills and equipment collection.