You've probably been staring at that quest marker for an hour. It’s frustrating. Dragon’s Dogma 2 doesn't exactly hold your hand, and when it comes to the Unmoored World, the stakes are basically as high as they get. If you’re looking for the oblivion arrow of extrication walkthrough, you’re likely trying to figure out how to handle the endgame "true ending" bosses or perhaps you're confused by the localized naming conventions that crop up in different regional versions of the game. Let's get one thing straight: this isn't a standard "fetch and carry" mission. It’s a race against a literal fog of erasure.
The Unmoored World is a timed nightmare. Every time you rest, the red mist creeps closer, swallowing entire towns and questlines. If you mess up the sequence, you lose access to some of the best gear in the game. It’s brutal.
Getting Started: The Transition to the Unmoored World
To even worry about this walkthrough, you have to actually reach the endgame. Most players stumble into it by using the Empowered Godswane Blade on themselves while riding the back of the Great Dragon. It’s a metal moment, for sure. Once you land in the seafloor shrine, the world has changed. The water is gone. The sky is bleeding. This is where the real work begins.
You need to understand that "Extrication" in this context refers to the evacuation of the various settlements. You aren't just killing monsters; you’re a glorified doorman ushering the entire population of Vermund and Battahl to the Seafloor Shrine. If you don't do this, they die. Simple as that.
The Vermund Evacuation Strategy
Start with Vernworth. It’s the easiest to mess up because it feels so familiar. You need to head to the tavern and talk to Captain Brant. He’s usually standing there looking grim, which, honestly, is his default state. He’ll tell you that the Regent won't budge.
You have to go to the palace. Don’t bother being polite. Find Sven. He’s the key here. You’ll need to convince his mother, Disa, to cooperate, or just carry her physically if you have to. I’ve seen players literally chuck her over their shoulder to get the quest moving. It works. Once Sven is in charge, he’ll organize the oxcarts.
Wait. Don't just leave. You need to make sure the oxcarts are actually stocked. There’s a short sub-task involving the intimidation of some greedy merchants. Just draw your weapon; you don't even have to swing it. They'll get the message.
Handling the Sacred Arbor and the Elves
The Elves are a massive pain. Seriously. If you haven't learned the Elvish language through a pawn specialization, you’re going to be reading a lot of gibberish. The oblivion arrow of extrication walkthrough requires you to speak with Taliesin. He’s stubborn. He wants to stay and die with his tree, the Arborheart.
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If you did the "Gift of the Bow" questline earlier in the game, this is much easier. If not, you have to prove that the tree can be replanted. This involves traveling back to the Seafloor Shrine, grabbing a cutting, and bringing it back. It’s a lot of running. Bring Stamina items. You'll need them because the fast travel system (Ferrystones) is limited by how many Portcrystals you actually bothered to set up before the world ended.
The Battahl Region: Bakbattahl and the Volcanic Island
Bakbattahl is a bit more straightforward but way more combat-heavy. You need to go to the Flamebearer Palace and find Nadinia. She’s worried about a civil uprising. You’ll have to head to the local tavern, break up a fight, and then escort her through the streets.
Pro tip: The enemies here are significantly buffed. The Gorechimera and the Liches that spawn in the streets are no joke. If your pawn isn't a high-level Mage with High Halidom, you’re going to spend half the fight being poisoned or silenced.
- The Volcanic Island: This is where you find the Magick-Archer and Mystic Spearhand trainers.
- The Excavation Site: Don’t forget the NPCs here. Many players leave them to rot because the path is tucked away behind a massive golem.
- The Dwarf and the Elf: If you haven't finished the quest for Gautstafr and Konpa, do it now. They need to be evacuated too.
Dealing with the Red Beams
You’ll see giant red pillars of light shooting into the sky. These are the "Oblivion" points. If you don't clear these, the world ends faster. Each beam represents a boss fight—usually a version of a dragon or a massive construct.
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The fight at the Sacred Arbor is particularly nasty because of the tight terrain. Use the environment. If you're playing a Thief, "Formless Feint" is basically a cheat code here. You can dodge almost every massive AOE (Area of Effect) attack the bosses throw at you. For Sorcerers, "Meteoron" is great, but the cast time is a liability when the ground is literally exploding under your feet.
Why "Extrication" Fails for Most Players
The biggest mistake? Resting.
Every time you sleep at an inn to recover your "Loss Gauge" (that annoying black bar that reduces your max HP), the fog moves. If you rest more than four or five times total in the Unmoored World, you’ll start losing cities before you can save them. Use Allheal Elixirs instead. They are rare, but this is exactly what you saved them for. Don’t be a hoarder. Drink the potion.
Also, check your map constantly. If a settlement icon disappears, it’s gone. Everyone there is dead. You’ve failed that portion of the walkthrough.
Essential Gear Check
You should have the Dragon's Dogma (the sword) or equivalent endgame weaponry from the Dragonforged merchant. He’s moved to the Seafloor Shrine now. He sells the best gear in the game in exchange for Wyrmslife Crystals (WLC). You get these by killing the lesser dragons scattered around the dried-up seabed.
If you're low on WLC, head to the trenches near where the ocean used to be. There are several drakes wandering around. They are tough, but they drop 10-15 crystals each.
The Final Push to the Shrine
Once everyone is at the Seafloor Shrine, the atmosphere changes. The NPCs will start setting up shops. This is your new hub. Talk to everyone. Some NPCs provide unique rewards for saving them, like high-tier crafting materials or unique capes.
The "Arrow" part of the quest terminology often confuses people with the "Unmaking Arrow." If you have one, save it for the final boss or the toughest red beam dragon. It is a one-hit kill, but the game auto-saves the moment you fire it. If you miss, it’s gone. Forever. No reloads. No do-overs.
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Actionable Next Steps for Success
To successfully navigate the endgame and ensure you haven't missed any "extrication" steps, follow this specific order of operations:
- Prioritize the Sacred Arbor first. Their questline takes the most physical travel time.
- Kill the Red Beam bosses immediately. Do not wait. This halts the fog's progress in that specific region.
- Use Ferrystones aggressively. You should have picked up a bunch from the chests that appeared in the dried-up seabed.
- Do not rest at an inn unless your Loss Gauge is at 50% or more. Use items to heal instead.
- Talk to the Dragonforged. Spend your Wyrmslife Crystals on the "Heaven's Key" daggers or the "Dragon's Blink" bow to maximize your DPS (Damage Per Second) for the final encounter.
- Verify the Seafloor Shrine population. If the leaders of all three major cities (Vernworth, Bakbattahl, Sacred Arbor) are standing in the central hall, you have completed the evacuation.
Once the final red beam appears at the Seafloor Shrine, that's the point of no return. Finishing that boss triggers the actual ending of the game and moves you into New Game Plus. Make sure you've upgraded all your gear to the "Dragonforged" level before interacting with it, as the materials are much harder to farm in the early stages of a new playthrough.