Gaming Guide

Sailor Piece: How to Unlock Dante Island in Sea 2

The exact three-quest chain on Judgement Island that flips Dante Island from locked to teleportable.

The exact three-quest chain on Judgement Island that flips Dante Island from locked to teleportable.

Dante Island sits in the Sea 2 teleport menu from the moment you arrive, but the entry is greyed out with a single condition attached to it: Required “Demon Awakening Quest”. Nothing you do in Sea 2 changes that. The unlock is handled entirely back in the First Sea, on Judgement Island, by one NPC who hands out three short quests in a fixed order.

Quick answer: Travel to Judgement Island in Sea 1, complete all three Demon Awakening quests from the NPC there — roll and equip the Sparda bloodline, equip the Yamato, then kill the Yamato boss Vergil while holding it — and Dante Island becomes teleportable from Sea 2.


What you need before starting the Demon Awakening questline

The questline itself is short, but it assumes you already have Sea 2 access and enough level to survive Judgement Island. It also assumes you can roll a bloodline, which means having Bloodline Stones on hand before you talk to anyone.

RequirementDetail
Sea 2 accessAscension 5, then the Cartographer’s Lost Fragments quest on World Island — 2 Ancient Fragments and 7 Map Pieces turned in
Quest locationDemon Awakening NPC on Judgement Island, First Sea (level range 10,000–10,750)
BloodlineSparda, rolled with Bloodline Stones and equipped
WeaponYamato, taken from the Yamato boss area on Judgement Island and equipped
Final objectiveDefeat Vergil while the Yamato is in your hands

Bloodline Stones are the only gate that can stall you for a while, since the Sparda roll is not guaranteed. Kraken and Sea Serpent kills in the Open Sea both drop them, so stock up before making the trip if your inventory is thin. Sailor Piece keeps bloodline rolls independent of the questline, so you can farm stones at any point.


Complete the three quests on Judgement Island

From wherever you are in Sea 2, walk into the purple portal and pick the “Return to Sea 1” option. This drops you back at the First Sea travel hub with the full Sea 1 island list available again.
Player character running toward the purple travel portal next to a stone building
The purple portal beside the building is the travel point used to jump between seas and islands.
Use the portal again and teleport to Judgement Island. You land inside the island’s safe zone, with the Demon Awakening NPC a short run from the spawn point.
Character moving through the island spawn area with the Safe-Zone status label on screen
The Safe-Zone label confirms you are still in the protected spawn area after teleporting.
Talk to the Demon Awakening NPC to pick up Blood of Sparda. The objective reads “Obtain and equip the Sparda Bloodline then talk to the lady again,” so open your bloodline menu and burn Bloodline Stones until the roll lands on Sparda, which appears as Sparta in the roll result.
Blood of Sparda quest dialogue from the Demon Awakening NPC on Judgement Island
Blood of Sparda is the first of the three quests handed out by the Demon Awakening NPC.
Equip Sparda, then speak to the NPC again to receive The Dark Slayer’s Blade. Head to the Yamato boss area on the same island, pick up the Yamato, and equip it.
The Dark Slayer's Blade quest text asking the player to obtain and equip the Yamato
The second quest only asks for the Yamato to be obtained and equipped before you report back.
With the Yamato in hand, return to the NPC one more time to start the Demon Awakening quest itself. The tracker updates to “Defeat Vergil while wielding the Yamato.”
Demon Awakening quest tracker reading Defeat Vergil while wielding the Yamato
The final objective is explicit — the kill only counts while the Yamato is the weapon in your hands.
Go back to the Yamato boss and kill Vergil, keeping the Yamato equipped for the entire fight. Swapping to another sword or a fighting style for the finishing blow is the most common way players waste the attempt.
Return to the Demon Awakening NPC and hand in the quest to close out the chain.
Player handing the completed Demon Awakening quest back to the NPC
Turning the quest in with the NPC finishes the chain after Vergil goes down.

How to confirm Dante Island is unlocked

The moment Vergil dies with the Yamato equipped, the game prints a message on screen: “The demon within you has awakened! You can now access Dante Island! Dante Island is now unlocked.” That text is the confirmation — you do not need to check anything else in Sea 1.

To verify it stuck, portal back to Sea 2 and open the teleport list. Dante Island now sits alongside World Island Sea 2, Starter Island Sea 2, Bizarre Island, Punch Island, Blue Planet, Slayer Island, Isolation Island, Frost Island, Hero Kingdom and Flying Ship, with the “Demon Awakening Quest” requirement gone. Select it and you travel straight there.


Why the unlock doesn’t trigger

Almost every failed attempt comes down to one of a few conditions not being met at the moment the boss dies or the quest is accepted.

  • The Sparda bloodline is owned but not equipped when you talk to the NPC, so Blood of Sparda never advances.
  • The Yamato is in your inventory rather than in your hands during the fight, which voids the Vergil kill for quest purposes.
  • Vergil is killed before the third quest is accepted from the NPC. The kill has to happen while the Demon Awakening objective is active.
  • The quest is never handed back in, leaving the chain open even after the unlock message appears.

What’s waiting on Dante Island

Dante Island holds the Dante NPC, the Dante Boss, Dante’s Sword as a boss drop, and a repeatable quest that copies a Dante accessory. The boss is not on a free spawn timer — it has to be summoned with Demonic Shards farmed from the Demon King (Anos) boss on Academy Island back in Sea 1, so the island keeps you moving between seas even after the gate is open.

Dante’s Sword is a very small drop chance from that boss, which makes the island a long-term farm rather than a one-visit stop. Getting the teleport entry lit up is the hard part; everything after it is a matter of shard supply and patience.