
You can still visit the mages to level them up, you just can’t purchase new magic here. One of the changes here is that you must locate plinths out in the world to acquire new spells. You still have one attack button (square) and one roll button ( cross), and can hold up to four different spells using the shoulder and trigger buttons. While combat hasn’t changed in Cat Quest II, there are a few differences from the original. I do wish there was a way to have them show you where exactly on the map you will come out so that I don’t have to try to memorize each location. As you discover more Kingsmarkers out in the world you will unlock the ability to travel to those other points. These buildings act as fast travel anchors head inside and you’ll spot two “constellations,” one with five points for Felingard and another for the Lupus Empire. A new addition to Cat Quest II is the Kingsmarkers. Traveling around the map is a bit simpler yet a touch confusing.

You will eventually discover and cross over into canine territory, a rocky desert littered with fierce new enemies. These are the best ways to boost your level and earn mad cash to spend on upgrading skills and weaponry. Furry friends in need wait patiently outside their villages with side quests at the ready, offering XP and sometimes new gear to outfit. Our adventure kicks off on a very familiar overland map, with dungeons and ruins scattered about to explore. It’s a story rife with fun and ridiculous puns and references that may go over younger players’ heads but give older gamers a good chuckle/groan combo. Waking with us is a canine, and our guide Kirry informs us that we are Kingsblood, reincarnations of the rulers of Felingard and the Lupus Empire! If we don’t act fast, the current rulers of our ancestral lands are going to be at war.

However, when we start the game, we are not alone.
