This is my attempt to compress every quest in Dungeon Dreams Wanderers into one searchable reference — nothing more than the steps, the timing, and the traps, without pages of story recap. If you’ve opened your journal, spotted a title you don’t recognize, and just want to know what to do next, this guide is built for exactly that moment.
I wrote it this way because the game’s quest log is dense and a lot of objectives quietly fail or lock based on choices you made hours earlier. Rather than narrate the whole story again, I’ve kept each entry tight and focused on what actually moves the quest forward — the NPC to talk to, the item to bring, the order that matters. Use CTRL+F and paste the exact title from your quest log; that’s the fastest way to land on the right section.
Overview
What follows is a step-by-step walkthrough for every quest in Dungeon Dreams Wanderers, and I’m not going to pretend otherwise: it contains spoilers. Not the kind you stumble into by accident, but the kind you seek out on purpose when a quest title in your journal means nothing to you and you’d rather know the answer than wander. If you’re the type who wants the story to unfold cold, close this now and come back when a quest has you cornered.
For everyone still here, the system is dead simple, and that’s deliberate. Find the quest you’re stuck on, copy its exact title from your in-game quest log, and use CTRL+F to jump straight to the matching entry here. I’ve kept the titles identical to how the game displays them for that reason — a search that lands you on the wrong section wastes the one thing you came here to save.
As for the order, it mirrors the structure your journal already uses. The Main Quest entries come first, so the spine of the story is easy to find in one run. After that you’ll hit the companion quests, and then the regional ones, with everything alphabetized inside each group. You don’t have to read it front to back — though if the main story is what you’re after, working through the Main Quest block in sequence is the cleanest path I’ve found.
Introduction
Before you start scrolling: this guide contains spoilers. I’ve tried to keep story beats out of the instructions themselves, but quest steps and outcomes are exactly what these entries are made of, so there’s no way to write something genuinely useful without touching them.
To find a specific quest, complete the objectives in your journal using the steps below. The categories mirror the quest log in the same order, with Companions placed immediately after Main Quest. The exact order of quests will differ based on your choices and choices made. Section titles are alphabetized as displayed in-game, including articles like A and The — so look for The Archive of Ages under T, not A.
One naming detail that tripped me up: the Lovesmith Lute uses the default player name in its text. Your journal will show whatever name you chose, so don’t assume the entry is missing if the wording doesn’t match mine exactly.
Where two entries share the same title, I’ve identified each by quest giver or stage so you can tell them apart. Optional steps and important outcomes are listed with the quest they belong to, rather than in a separate section — that way you see the consequence right where it matters.
Your fastest route through all of this is CTRL+F: copy the title straight from your quest log, paste it into the search box, and you’ll land on the entry without scrolling through the whole document.
Main Quest (1/2) — “A Dragon Reborn” to “End The War!”
This is where the spine of the game lives, and it’s the block I’d clear slowly rather than in a rush. The titles here run alphabetically from A Dragon Reborn through End The War! — not in the order you’ll actually trigger them — so don’t assume the game follows this list’s sequence. I’ve kept the alphabetical order because that’s what your journal shows, and matching the journal is the whole point of this guide.
The main quests in this first block are the ones where small choices echo for a long time: who stands in Winter’s team, whether you take an optional branch like the vault servant, how you handle the conspirators’ gold. None of these are missable in the scroll-past sense, but a few of them quietly change what later quests hand you. I’ve flagged those inline where they matter rather than saving them for a summary at the end.
Treat each entry below as the route from journal acceptance to the final report turn-in. If a title matches something you’ve already got active, jump straight in — there’s no hidden prerequisite sidebar here beyond what the quest itself states.
A Dragon Reborn
After the audience with Tibor and Zara wraps up, follow Zadrin to his room and listen to his explanation — that’s the trigger that moves this quest along. Finish the camp scene that follows before you do anything else.
Before you step into the Nest of Dragons, this is the moment to tie up loose ends. Winter’s Stronger training needs to be done, and any progress you want in Varikah’s Black Soul should happen now. Then prepare equipment for two teams, because the fight ahead splits your party.
Meet Zadrin at the Nest, head into the dungeon, and take down the Dead Dragon. If Varikah’s confrontation is available to you, resolve it before dividing the party for the attack on Kalthor.
Win Winter’s battle against Kalthor. This is where I’d double-check your setup before committing — to keep Winter alive, he either needs to have finished his training, or Varikah has to be in Winter’s team. Miss both and Winter doesn’t survive the fight.
From there, continue with Lute’s team through Kalthor, Zadrin, and the Demon. Complete the escape and the meeting with Tekvis. Once you’re back, finish any remaining travel preparations before accepting Tekvis’s journey to Haruka — that’s what kicks off the final war.
A favor for Tremec
Once that opening main-quest run is wrapped up, Rust hands you a job that sends you looking for Yabhaan. Accept the assignment and head back to Brak’s house — the same place you were earlier, so it should feel familiar by now.
The actual lead is hiding in plain sight. Walk over to the fireplace and examine it; that’s how you learn where the meeting is taking place. I’ll be honest, I walked past that fireplace more than once before it clicked, so don’t overthink it — just interact with it directly and let the quest update.
With the location in hand, make your way to the house southeast of the tavern. Get inside, listen in on the meeting, and then deal with the conspirators — you’ll need to defeat them in a fight once things go loud. Keep an eye on Yabhaan during the aftermath, since he reclaims the artifact himself, and you’ll want to see that happen before you move on.
After the dust settles, return to Rust and report back. Here’s the part that trips people up: you have to explicitly ask for your reward, or you won’t get it. Depending on Lute’s starting class, that reward is either Darkbrand, Finesse, or Regenado — so don’t just close the dialogue and wander off.
The final loose end is Chloe. Follow her home and finish the conversation there to properly close the quest out. It’s a small step, but skipping it leaves the thread dangling.
A Place Beneath
Once you accept the job from Rust, head down into the sewers beneath the Thieves’ Guild to get started. It’s not a long trek, but keep an eye out — you’re looking for Drell standing beside the orb, and that’s where the real work begins.
The fight here is Elemental Orb and three Water Elementals. Take them down and you’ll recover the shipment as required. It’s a straightforward brawl as these things go, but the orb anchors the group, so I’d rather clear it before the elementals wear me down.
Here’s the part that matters more than the fight: after the shipment is secured, you can interact with the orb a second time and choose Destroy if you want to fight and shatter it outright. I came back to this detail because it’s easy to miss once you think you’re done. Leaving the orb intact preserves the sewer solution you’ll rely on for Stop the Madness — so if that quest is still on your plate, think twice before you break anything.
Once you’re clear of the sewers, report back to Rust and collect your 500 Gold. That payout closes the loop on this one.
About Garan
Rust has another errand for you, and this one has a clock on it in a loose sense — Garan is sitting at the inn with a 1,000 Gold debt hanging over him, and you’re the one who has to cover it. Accept Rust’s request first, then go find Garan at the inn and get the details straight from him before you start counting coins.
If you’ve got the gold yourself, pay it and move on — simple. If you’re short, which I usually was at this point, Lowtown is where you make up the difference. Ask the residents for donations; Marie, the veteran, and Drell are the ones who actually come through with something useful. Once you’ve scraped together the full 1,000 Gold, hand it to Rust to settle the debt, then head straight back to Garan without wandering off. He rewards you with Steel, 2 Fried Beans, and 2 Bean Soup — not a fortune, but the Steel alone is worth the trip.
There are two other ways this can go, and both have consequences worth knowing before you commit. Taking the Valuables from the Rolante guards and selling them will also cover the debt, but it blocks Smuggling down the line — so if that’s a path you care about, don’t touch them. And if you refuse Rust’s order outright and confirm the refusal, the quest fails and Garan’s inn shuts its doors temporarily. The story keeps moving either way, but I’d rather not lose access to an inn over pride.
Dragon Shards
This one unfolds across several locations, and the game hands you most of the steps as story beats rather than journal markers — so if you’re like me and skim dialogue on a second run, it’s easy to reach the end wondering where things actually closed. The quest begins on the road past Padavil, where you come across a wrecked caravan. Investigate that scene and follow the trail it leaves; it takes you straight into Kalthor’s cave.
Complete the confrontation inside the cave, and the story carries you onward toward Trivium. During the overnight stop there, you’ll find the injured Victor. Speak with him that evening, then talk to him again the next morning and agree to let him travel with you — that second conversation is the one that moves things along, so don’t skip it just because the night already felt resolved.
From there, keep going through the mines to Kalmaruss. Attend the Academy ceremony, then find Victor again at the reception and speak to him there. When you’re ready to close it out, let him report the attack to the contact available in your imported world. Once that conversation finishes, Dragon Shards is done — no lingering objectives to chase afterward.
Earn their favor
The Elder assignments are the moment the Nightvale arc asks you to prove yourself. I found these two tasks far more interesting than the quest log makes them sound — the Necropolis is a straightforward boss run, while Elusia rewards a little patience and lets you make the Har’Zaretta fight considerably less painful if you do the prep work first. Take the Nightvale Elders’ assignments for both the Necropolis and Elusia, and clear the Necropolis before you head into Elusia. I’d also double-check you’ve actually spoken to the Elders to trigger each one, since I’ve seen a task sit unstarted without that conversation.
For the Necropolis, the room has a couple of interactive props you shouldn’t walk past. Use the Ceremonial Sword at the statue, and use the Plate at the table — I nearly skipped the plate on my first pass because it doesn’t look like a quest object. Once both are set, make your way to Maeronth and defeat it to wrap up that half of the assignment.
Elusia is where things get more tactical. You can weaken the demons before you ever face Har’Zaretta by sabotaging a handful of things around the area, and each one counts when the confrontation rolls around. Start with their monolith. Then spoil the cauldron using a cooking ingredient — any cooking ingredient works, so no need to go hunting for something specific if you’re already carrying one. Break the mirror next, then free the prisoner and defeat Tesquietta. Finish by disrupting the banquet. Doing all of this means the Har’Zaretta fight plays out easier than if you’d barged straight in.
Once the sabotage is done, proceed to Har’Zaretta and defeat her. This is the payoff moment — the reduced difficulty is noticeable, and I’m glad I ran the Elusia tasks properly rather than rushing. When both successes are in the bag, return to the Elders and report them. That’s your ticket up the mountain, so don’t forget this final step before you move on to the climb.
Echoes of Hightown
This one won’t even appear until two earlier threads are wrapped up: A Place Beneath and Kael’s Spark of Trouble. I learned to check both of those before wondering why Rust won’t give me the prompt — the quest sits dormant otherwise. Once both are done, talk to Rust with Chloe in your party, and the wheels finally start turning.
Head to Lowtown’s northern exit, where Tir and Asellus are waiting. From there you enter the Hightown mansion, and the real work is collecting three separate safeties scattered around the place.
For Safety A, you need to arrange the paintings left to right in the order A, D, C, B, then pull the lever and open the chest. Get the sequence wrong and nothing happens, so double-check the letters before you commit. Safety B is a statue puzzle — turn all four statues to face the center, pull the lever, and open the chest. The last piece, Safety C, comes from the bedroom area.
With all three in hand, open the vault. This is the decision point that changes your reward, and it’s easy to sleepwalk past it: if you want to leave some valuables for the servant, choose to help him and then defeat Asellus. If you skip that, the guild simply takes everything. I’d think about which outcome you actually want before touching the vault, because the choice is one-way.
Finally, return to Rust. Taking everything nets you 500 Gold. Going the servant’s route trades that payment away but opens up his Chapter 2 story — a fair trade in my book if you care about the narrative, though a gold-strapped run might prefer the coin.
End The War!
Once Echoes of Hightown wraps up, this is the point of no return — the final stretch. Everything you’ve spent the whole game building gets tested here, and I mean everything: your team setups, your weapon upgrades, your relationships. Get to Haruka Castle with Tekvis, sit through the council, and rest in Lute’s assigned room. Sounds simple enough, right? It is, until the war maps start.
My advice before anything else: sort out all three teams properly. Each battle uses Lute plus two fixed partners — Lute/Cenere/Feigdor for the first, then Lute/Kael/Chloe, then Lute/Kael/Tir. You don’t get to reshuffle mid-map, so walk into each one prepared. The good news is defeating the enemy commander ends the map regardless of anything else, so if you can punch through the center fast, you don’t need to grind every last soldier.
Between the Battles
Don’t just rush from fight to fight. The castle conversations unlock useful things and, honestly, some of the better scenes in the game. Before the second night’s rest, attend Feigdor’s meeting — that’s where Lute’s weapon upgrade comes from, and you really don’t want to skip it. After Lowtown, make sure you finish Tir’s garden reunion as well. I caught myself almost sleeping through these and had to reload, so learn from my mistake and check the castle after each map clears.
When you hit the last night, take your time. Finish whatever companion scenes are still available, because this is effectively your last chance. Then use Think about the future — this is the choice that locks in Lute’s future and his partner, so be sure of what you want here before committing.
The Fourth Map and Zadrin
For the fourth war map you’ll want Lute, Brelide, and Feigdor’s teams all battle-ready. Defeat the commander — Zadrin — and then press forward. This time the party is narrower: Lute plus three companions of your choosing. Cross the battlefield and put Zadrin down a second time.
Then comes the Rift, and this part is where a lot of my planning fell apart on the first attempt. You have to leave one companion at each obstruction, and the matchups are not forgiving:
- First companion faces Pythondragon — weak to Energy. Bring Energy damage.
- Second faces Horrorgazer — reflects Physical, so keep your melee hitters away from it.
- Third faces Lichking — weak to Light.
Send the wrong companion into the wrong fight and you’ll struggle needlessly. I’d map out who counters what before you even enter.
The Final Duels
After the Rift, it’s Lute’s duel with Zadrin followed by each companion’s duel, and finally Extreme Zadrin. For this one, lean on Wind or Fire and steer clear of Darkness — it does you no favors here. Your companions return to the fight in reverse order on turns 3, 6, and 9, so your early turns need to hold steady while the team trickles back in. Then just watch the epilogue and credits — you’ve earned it.
One last thing I’d stress: continue this save for Rolante and the Scavenger Hunt, and keep any New Game Plus save in a separate slot. Overwriting is how people lose their post-game progress, and there’s no undo for that.
Main Quest (2/2) — “Enter the Desert” to “To the Nightvale!”
The second half of the main story picks up right after the war and runs through the desert crossing into Nightvale. These are the quests where the game stops holding your hand: permits, tribute payments, and a few spots where a single missed item can quietly cost you later. I’ve grouped them in journal order so you can hop straight to whichever title is currently blocking you.
The quests in this block, in the order they appear: Enter the Desert, Get Settled, Ramjalars in Town, Reunion, Stuck at the Mines, The Archive of Ages, To the Magic Academy!, and To the Nightvale!. Every one of them chains into the next, so if a step looks dead, check whether the previous quest actually finished — that’s the mistake I’d flag hardest here, because the desert arc has several soft gates that all look like bugs until you realize the prior objective is still open.
Getting out of Haruka is one thing; getting into Teshun and then across the desert is where the pacing really changes. The moment I hit Teshun, I made a beeline for Mezzaluna, because she’s the one who sets you on the path to the Desert Permit — and without that piece of paper you’re not crossing anything. There are three ways to get it, so pick whichever fits your playthrough: Farouk’s delivery job, Pier’s campaign, or filing a Merchant’s Guild complaint. Any one of them works, so don’t agonize over which is “best.”
Before you leave town, buy Rations for the crossing. I nearly forgot this step and would have been stuck re-entering Teshun to restock, so treat it as mandatory. Then head out and follow the desert route. When you reach the oasis, you’ll have to decide how to handle Ahera and Yabhaan — that’s a branching moment, and the way I’d handle it is to think about the long game rather than what’s immediately convenient, because it feeds directly into the audience later.
Optional Stops and the Palace Entry
The arena is optional, but I’d recommend at least poking your head in. If you want its rewards and recruitment opportunities, enter the tournament; if you’d rather push forward, just continue on to Tremec. There’s no wrong answer here, but I found the arena detour worth the time for what it opens up.
At the palace, speak to the palace guards first. You can send Rubina or Cenere to arrange entry — and here’s the part I’d double-check: the one you send will be away for a while, so use that window to complete Lady of the Sands. It’s an efficient overlap, and I wish I’d planned it that way on my first pass instead of wasting a trip.
Getting the Answers Right
When you return to the palace, the entry conversation actually has correct answers, so don’t wing it. If Rubina is handling things, go with: Stare directly into their eyes; A purse of spices or a small ornament; Lady Zara first, then Lord Tibor; Bright reds and golds; Endurance. If you’re going the Cenere route, the disguise party that actually works is Lute, Cenere, Winter and Mezzaluna — any other lineup and it falls apart.
And this is the mistake I’d flag hardest: put Rubina in the active party before meeting Tibor and Zara, even if Cenere was the one who arranged entry. I’ve seen enough soft gates in this game that I checked this twice, and I’m glad I did.
The Tribute Problem
If you opposed Yabhaan earlier, the audience isn’t free — you’ll need to pay 50,000 Gold, or fetch the Obsidian Idol. For the idol, head to the volcano northwest of Tremec and defeat Phoenix and Phoenix Rebirth. Either route closes out the tribute, so deliver it and finish the audience. I’d weigh the gold against the fight honestly: if your party’s built for it, the idol route saves you a small fortune, but the Phoenix fight isn’t a pushover.
Get Settled
Once you’ve broken out of prison, the first thing to do is head back to the Thieves’ Guild and check in with Rust. He’s the one who puts you back on your feet after the escape, and talking to him is what actually kicks this quest off — skip him and you’ll just be wandering around with nothing logged.
From there, Rust wants you to find a place to sleep. You’ve got two options, and I’d genuinely think about which one you pick. Garan at the inn will sort you out with a bed, which is the straightforward route. Or you can visit Chloe at her home and stay with her instead. Both get the job done, but the Chloe path is the one I’d lean toward — see the note below on why.
Wherever you end up resting, once you’ve slept, go back to Rust to close the quest out. That return trip is the actual completion trigger, so don’t forget it after the rest.
One thing worth flagging: if you stay with Chloe, ask her about her parents while you’re there. That conversation is what opens up Lost in Dreams, a companion quest you’d otherwise miss entirely. It’s an easy detail to walk past if you’re just rushing to a bed and back to Rust, so I’d make a point of chatting with her before you leave.
Ramjalars in Town
Before you go running off to deal with the Ramjalars, bring Chloe along and have a word with Rust first — that’s how this quest actually opens up. From there, head to the tavern and ask Marie about the visiting Ramjalars. She’s the one who points you in the right direction, so if you skip her you’ll just be wandering Lowtown wondering why nobody’s talking.
Next, track down the food merchant and have a chat. After that, make your way to the eastern fountain in Lowtown, where you’ll find Musa and Rubina. This is the part I’d pay attention to: if you’ve still got any unfinished business in Lowtown, wrap it up now, before you regroup with them back at the tavern. Leaving loose ends hanging here is a good way to lose access to things you meant to finish.
Once you’ve squared everything away, meet up in the tavern again and get ready for an attack sequence. You’ll be fighting phoenixes, so have your party in decent shape going in — nothing stings quite like getting caught mid-stream by a firebird you weren’t prepared for. After the dust settles, flee east with Musa.
One thing I want to flag here since it caught me off guard: the story marks this quest as failed the moment you leave Haruka. And just so you don’t burn time hunting for something that isn’t there — there’s no successful route for delivering the Blood Gem. Don’t go chasing it. The quest is built to play out this way, so accept the outcome and move on with Musa.
Reunion
Once you’ve made it out of Haruka, your next stop is the Angel Inn. It’s a quiet breather after the chaos of the escape, and the quest is mostly conversation-driven — which is exactly why it’s easy to rush through it and miss a beat or two along the way.
At the inn you’ll meet Shea, and if you head upstairs you’ll find both Cenere and Winter waiting. Take your time with them before you move on. Once you’re invited to step back outside, speak to Cenere again — that follow-up matters, so don’t wander off before it happens.
From there, stay the night at the inn. The next day carries its own round of conversations, and then the second night brings a disturbance — I’d keep an eye on how that unfolds rather than clicking straight through it. On the following morning, find Raz. Talking to him is what pushes the journey onward and keeps Shea’s investigation moving, so that’s your cue to leave the inn and head out.
Stuck at the Mines
Once Raz sends you on your way, the road toward Kalmaruss eventually runs past the Onyx Mines, where the miners have an earthquake problem that’s left the place in a sorry state. Head inside and investigate — before you do anything else, make sure you’re carrying 2 Planks. Without them you won’t get far, and I’d rather you have them on hand than make the trip twice.
Lay down the planks to repair the route, then descend into the mine. This is where things get a little tense: the first companion after Lute in your formation gets separated from the group. Try not to panic when it happens — it’s part of how the sequence plays out. Shortly after, you’ll hit a brief treasure-gathering stretch with a hard 10-second limit. Grab whatever you can reach in that window before it closes; don’t agonize over what you missed on the way out.
Push deeper into the mine and you’ll run into a Stone Golem. Deal with it, and the party comes back together afterward. From there it’s just a matter of getting out and reporting to the mine’s owner so the ownership dispute can be settled — which is what actually finishes the quest.
One thing I’d flag before you hand in that final report: the dispute has evidence tied to it, specifically the relevant map in Padavil and the ledger in Kalmaruss. Collect both first. The decision you make here isn’t cosmetic — it changes the mine’s prices and services later on, so it’s worth going in informed rather than guessing.
The Archive of Ages
The Archive of Ages opens up right after the Angel Inn sequence wraps, and this is one of those quests where the game hands you five separate trials and lets you tackle them in whatever order you like. I found that freedom refreshing, but it also means it’s easy to lose track of what you’ve already finished — so keep a mental checklist of the five colored gems as you go. Collect all of them, and the library itself unlocks.
Blue Gem
The blue trial is a traversal puzzle — planks, rope, and switches to get you across the broken paths. The one detail I’d underline: if Winter helps by throwing someone across, don’t walk away without retrieving that character. It’s the kind of thing that’s easy to overlook in the moment and annoying to fix once you’ve moved on.
Red Gem
This is a matching puzzle — pair each book to its correct brazier. Here are the pairs as I worked them out:
| Brazier | Book |
|---|---|
| Wisdom | Book of Wisdom |
| Bravery | Tales of Bravery |
| Sea | Man of the Sea |
| Wild Tribe | Wolf Tribe |
| Titans | Titan Falls |
| Empire | Dystopian Empire |
| Bloody Kiss | Bloody Kisses |
| Dream | Deeper Kind of Slumber |
Green and White Gems
These two are quick compared to the rest. For the green trial the answer is 90. For the white trial, drink the liquid to complete it — then cure the poison that follows. Don’t skip the cure, obviously.
Dark Gem
The dark trial made me slow down the most. You pray in a fixed order: Fire → Earth → Life → Death. Get that sequence right and you’ll be asked for a name — enter Hector. After that comes a subtraction riddle on a scroll; the answer is 1. If you’d rather not fuss with it, Musa can solve it for you.
Placing the Gems
With all five colored gems in hand, place them to open the way forward. You’ll then meet the library’s guardian — and here I’d just say read the book the story requires of you, plus The Two Paths specifically for Shea. That last one is easy to walk past if you’re rushing to the exit. Once you’ve done the reading, head back to the entrance hall and finish the conversation there before setting off for the Chelbo border.
To the Magic Academy!
With the Archive behind you, the road turns toward the Chelbo border, and Musa’s the one to follow once you get there. You’ll run into smugglers standing between you and passage. You can hand over 1,000 Gold for a clean crossing, or take on their delivery job instead and travel to Padavil that way. I leaned on the job route when I wanted to keep my coin, but either one gets you through.
From Padavil, get through the first overnight stay and Rubina’s meeting with Carter, then keep pushing toward the Trivium. Once you’re there, tie off Dragon Shards and Stuck at Mines before you head into Kalmaruss — those two need to be squared away first, and it’s the kind of thing that bites you if you barrel ahead without checking your journal.
Inside Kalmaruss, the festival is the big draw. I picked Ready for the show (end event) to move things along, and that rolls you into Reyanna’s graduation at the Magic Academy. At the reception, talk to Victor, and then speak with Elwing while Rubina’s with you — it’s an order that matters, so don’t skip past Elwing on the way out.
The evening winds down with a meeting: catch Rubina outside the sushi restaurant, then attend the diplomatic dinner. Work through the conversations there and pick the companion who’ll continue with you from the available choices.
One thing I wish someone had told me up front: wrap up the smugglers’ delivery before that dinner. If you leave it outstanding, it fails the moment the dinner ends — so clear it early and save yourself the frustration.
To the Nightvale!
Once the Kalmaruss dinner wraps up, the road turns toward Nightbrook, and passage there runs through Lirya. She wants 10,000 Gold for the crossing — steep, and I’d rather not hand that over if there’s a way around it. If you’ve picked up on the cheating arrangement she’s tangled in, call it out and the fare drops to 2,000 Gold. That’s a saving worth the extra bit of digging, so I’d sort out what you know about her scheme before you ever put coin on the table.
From there you follow the arrival sequence into Eldor. It doesn’t stay peaceful — Kalthor attacks, and the immediate job is getting Winter through The Hurt before you can meet the Elders. This is one of those stretches where the story keeps moving whether or not you feel ready, so I made sure Winter was in good shape going in.
With the Elders, work through Earn their favor and then come back to the council to get permission to reach Vas’Therai. Climb the mountain and pick your ritual — Azure or Crimson — bringing along the pair of participants that route requires. Clear their trials, then bring down Vas’Therai itself. When that’s done, return to the Elders, finish the audience, and choose whichever elven companion is offered to you.
Last stretch here is the Kalthor confrontation — win it, play out the departure scenes, and the path opens toward Teshun. I want to flag two things plainly, because they caught my attention in the source: Ilyna dies during this sequence no matter what you do. And the Kalthor fight genuinely matters beyond the story beat — winning keeps the other Elders alive, but losing kills them too and can lock you out of their unfinished quests. I’d treat that battle as one to prepare for properly rather than squeak through, since a loss here can quietly close content you meant to come back to.
Companions (1/5) — “Akane & Athena” to “Dark Dance”
From here the guide shifts out of the main story and into your companions’ personal quests. This first block runs alphabetically from Akane & Athena through Dark Dance, but don’t read “companion” as “optional filler” — several of these gate important recruits, and a handful close permanently if you reach the wrong chapter first. Below each title I’ve written the timing you actually need rather than just naming the quest, since the most common way to break these is simply showing up too late.
Keep in mind the convention the whole guide uses: quests are grouped by journal category and alphabetized exactly as the game displays them, so a title starting with “A” or “The” files under that letter, not the word after it. If you’re scanning your journal alongside this, you should land on the same order I have here.
Akane & Athena
This one lives in the awkward overlap between a companion quest and a romance gate, and the ordering trips people up more than the fights do. Kick it off only after Akane has had her reunion with Athena during the optional Jovanc storyline — if you haven’t cleared that scene yet, nothing here will trigger no matter how much time you spend at camp.
From there, head back to camp and talk to Akane. You’re working her up to 200 Intimacy, which means leaning on her conversations and gifts rather than expecting a single cutscene to do the heavy lifting. Once you’re there, she’ll ask to visit Athena — accept, walk her over to her mother’s house, and choose I confirm when the game asks whether you’ll back her up. That confirmation is the fork in the road, so pick it deliberately.
The route choice is the part I’d slow down on. Picking Akane, I prefer you keeps her in your party and sets you down her route, which can net you Akane’s Kiss. Letting her recommend you to Athena instead sounds generous, but it sends Akane away — she leaves permanently, so don’t take that branch unless you’re genuinely fine losing her from your roster.
One wrinkle on Akane’s route: a jealous partner can barge in on the kiss scene. If it leaves you sitting at 1 HP, heal up before you go anywhere — it’s a small thing but easy to miss in the middle of the moment. And if Akane does stay, don’t forget her follow-up conversation back at camp; that’s what actually closes the quest out.
There’s a known issue I want to flag, because I’ve seen it stop people cold: the final choice secretly checks for interest in Athena too. Even if you’ve hit the 200 Intimacy requirement with Akane, the scene can stall with no interest in Athena on record. If you’re following this guide to the letter and the prompt won’t resolve, that’s almost certainly the culprit rather than anything you did wrong.
Alchemy but Better
This one starts quietly in Chapter 2 and doesn’t really open up until you’ve got a foot in the Tremec volcano, so it sat in my journal half-finished longer than most. The whole thing rides on recruiting the Necromage and then being patient enough to loop back to her at camp. Talk to her, keep talking to her, and agree to help her reconstruct the formula she’s lost. She won’t hand you the ingredient list on the spot — you leave, come back later, and only then does she remember what she actually needs. If you’re the type to check a quest once and move on, this will stall on you.
Three ingredients, three very different errands. The first one I’d knock out early is Succubus Tears: head to the succubus beside the waterfall in Tomoe’s forest and pick the Ask a companion to make her cry option. Who you bring matters — you want someone with a genuinely moving story, and Victor or Mezzaluna both fit. Bringing a companion with nothing heavy to say is the kind of thing that quietly wastes the trip, so check your roster before you walk up to that waterfall.
Living Ash is the one that forced me to wait, because it lives in the Tremec volcano in Chapter 3. There’s a fiery violinist down there, and you’ll want a musical companion on hand to tune the instrument — Echo is the obvious pick. If Chapter 3 is still ahead of you, don’t bother chasing this one yet; the volcano simply isn’t open to you.
Last is Gravebloom Root, and this is the easiest of the three since a cemetery will do. The Trivium graveyard works, as does Ravenrock’s burial area — and if you’ve already rolled into the postgame, Wintergate is a perfectly good alternative for picking it up.
Once all three are in hand, take them back to the Necromage at camp and finish the potion scene. That restores Mirabel’s memories and unlocks her improved abilities along with her cooking, which is the payoff I was actually here for. If you’ve been dragging your feet on this quest since Chapter 2, it’s worth clearing the backlog — the reward turns a character you may have benched into one worth using.
Beastman on the Run
You can only pick this one up starting in Chapter 2, and only once the Vas’Therai ritual is behind you. When that’s done, find Sizer and ask her about the deer — that conversation is the trigger, so don’t skip it and go wandering the woods expecting the quest to start on its own. Head into the forest south of her home and pick up the trail from there.
Follow the hunt through and you’ll end up fighting Tomoe. Win that fight, then bring Honeycrisp and set it down at the bait point — that’s what gets her to open the next stretch of the route, literally uprooting a tree to clear the way. Follow her through the path she makes until you reach Garand. Finish the conversation there and extend the invitation to Tomoe to join you.
One hard catch worth flagging up front: Tomoe refuses recruitment if Lute is currently on a magical class. If you’ve got her built that way, sort the class out before you invest time in this one, or you’ll do the whole hunt and hit a wall at the invitation. Once she’s on board, talk to her back at camp to wrap up her follow-up and close the quest.
Behind the Armor
This one only opens up once you’ve recruited the Necrowarrior in Chapter 2, so if you’re reading ahead, get him into your party first. Once he’s in, talk to him back at camp — he’ll point you toward House Harker, which sits near Morhollow. From there it’s a straightforward castle crawl: explore the interior, work the bridge switches to open your route, and then solve the statue room to reach the armor chamber. Nothing here is a long detour, but the statue room is the part that’ll stop you cold if you rush through it, so take the switches and the statue sequence in order.
The payoff is the fight against Soul Armor in the armor chamber. Win it, and you help the Necrowarrior finally get the armor off — that’s the emotional center of the quest, and it’s worth reading the scene rather than mashing through it. After that you meet Lady Andrea Harker, who joins as a permanent companion. I’d talk to her again at camp to finish the conversation; leaving that hanging means her entry sits there unfinished in the log, which always bugs me.
Black Soul
This one stretches across two chapters, and the timing trips people up. Sizer’s lead starts back in Chapter 2, but the Corvus, Black Dragon, and Nest of Dragons threads carry into Chapter 3. Follow Sizer’s lead and confront Varikah out in the forest first, then head back and report before you let the trail go cold.
Once you’ve recruited Corvus through the arena’s aftermath, bring him to Sizer — that’s what actually opens the Drakeborne investigation. From there, explore the dungeon it reveals, take down the Black Dragon, and grab the Black Gem. After the fight, support Varikah before she leaves. I’d slow down here and take that scene seriously; how you handle it feeds into what comes later.
Before you push too far ahead with Zadrin, finish this investigation. When you reach the Nest of Dragons, you’ll confront Varikah once more, and this time you can spare her. Should that route open up, pick I’m sorry, but he must be stopped → Join us → Deal to bring her onto your side. From there it’s on to Kalthor for the final confrontation — and if you want Varikah’s protection covering Winter, slot her into Winter’s team.
The thing I’d flag most: her earlier relationship and comfort scenes shape how this resolves. Build that trust during the investigation itself rather than scrambling for it at the Nest, because by then it’s too late to change the outcome.
Dancer Hunter
This one stretches across three regions and honestly feels less like a quest and more like a slow-motion chase you keep arriving late to. It kicks off in Kalmaruss during Chapter 2, so if you haven’t met Szat yet, that’s your starting line. Find him at Eniko’s inn in Kalmaruss, and from there it’s all about tracking his pursuit of Emi — your first proper lead lands you at the Ravenrock inn, so don’t expect this to wrap up in one sitting. The whole thread keeps rolling forward through Ravenrock, the Trivium, and finally Teshun, and it won’t resolve until you’ve touched every stop.
Once you’re into the Trivium leg, keep your eyes peeled for Szat in disguise — he’s dressed up as an old man, which is exactly the kind of thing I’d have walked straight past if I weren’t expecting it. Follow him outside to the cemetery to keep the trail warm.
The next trigger is easy to miss if you’re not paying attention to the map: approach Teshun from the world map and the chase resumes on its own. From there, head into the old flooded mine. When you reach both Emi and Szat, you’ll square off against a monster, and for that fight the two of them temporarily join your party and help you take it down.
Here’s the part I’d think hard about before committing, because the game won’t let you have it both ways: after the fight you choose Emi or Szat to recruit. You can also decline both, but there’s no path to recruiting the pair of them from this choice — it’s strictly one or the other. If you’ve been building toward a specific companion playthrough, decide which of the two you actually want on your roster before you sit down at that screen.
Dark Dance
Dark Dance only opens up once you’ve committed to Emi in Chapter 2 — so if you went the other way at that junction, you won’t see it at all. For the rest of you, kick things off by talking to Emi at camp, then head into Nosper and track down Erik inside the card-game house. What follows is a chase out into the street and a confrontation, and honestly, Erik doesn’t walk away from it regardless of which way you resolve the scene — his death happens in either outcome. I remember bracing for that branch to punish me somehow, but it doesn’t; just play it out the way you feel is right.
Once that’s settled, the quest expects you to build 150 Intimacy with Emi before it moves again. That number isn’t small, so plan on some downtime and camp conversations in between. When you hit the threshold, speak to her and the next objective sends you to her former house by the river, south of Haruka. This is the part that actually shapes who she becomes, so slow down here. You get to decide whether to let the refugees stay, which nudges Emi toward Neutral, or scare them out, pushing her toward Villainous. Neither is flagged as “wrong,” but it locks in her alignment, so pick with your longer playthrough in mind rather than reflex.
After the house, return to camp and accept her one-time date invitation — and I mean it about the one-time part. Refuse it and the quest simply closes with no date at all, no second chance later. If you accept, meet her by the river next to the house. During the date itself, the tone of your replies matters more than you’d expect: support her without promising to fix her or force some permanent commitment on the spot. On the peaceful-house branch, the sequence that lands cleanly is You don’t have to feel better yet, then Find something you want, then We don’t need forever. Dismissing her feelings anywhere in this conversation can fail the quest outright, which is a quiet trap — the dialogue reads casual, but the wrong reply sinks the whole thing. Finish the date and you’re given the last call: whether to actually begin a romance. That choice is yours to make once the scene wraps.
Companions (2/5) — “Dating the Dragon” to “Lady of the Sands”
Everything from here down is companion content — the quests tied to individual party members rather than the main story, arranged in journal order from “Dating the Dragon” through “Lady of the Sands.” Keep each entry tied to the exact title in your log, since several of these only open once a specific recruitment or chapter milestone is behind you, and the timing note is what matters most before you start talking to anyone.
This grouping is where I’ve seen the most confusion, partly because a couple of these can quietly close if you advance the plot too far. If you’re chasing one of the romance or transformation lines, check the timing line first — walking into a later chapter with an unfinished companion quest is the fastest way to lose it for good.
Dating the Dragon
This one only opens after you’ve recruited Varikah in Chapter 3, so don’t expect it to appear earlier. Start the relationship conversation back at camp, which leads to an invitation and your first date. You get a choice of where to go — hunting south of Night River, or visiting Yalin’s tavern in Kalmaruss. Pick whichever suits your route; the response prompts you give along the way matter, since the outcome builds on the trust you’ve accumulated to that point.
A second invitation follows, this time to a special place in southern Nightvale, and the date finishes at a pool. What I’d flag here: the quest can still close out even if the romance itself doesn’t go the way you hoped, so don’t panic if things end neutrally. The trust you’ve built up beforehand is what shapes how this plays out, not a single dialogue pick.
Dualism
Timing is strict on this one. Recruit Novgrim in Chapter 2 and finish the Tremec investigation in Chapter 3 — all before the Haruka events in Chapter 4. If you show up at Haruka with Dualism still unfinished, it fails. I’m mentioning that first because it’s the kind of thing you only learn the hard way.
The quest centers on the Crimson side of Vas’Therai. Discuss it at camp, then follow the thread to Ahera at the oasis or Zadrin at the palace. That leads you to the Cave of the Last Accord on the far northern coast. There you make the real decision: Sever the bond to take the Ashen Sage path, or Accept the bond for the Abyssal Sage. Either way you’ll deal with Penitent Hunger, a transformation, and a closing camp scene. Choose deliberately — this one reshapes your build.
Emberstrider
Opens after the Chapter 2 cure. Head to Dusk Wolves Den and speak with Kira Luna to recruit Liandra. From there you pick up Raza’s Secret Weapon and handle the first delivery. When you re-enter with Liandra in your party, you can grab Brianna’s letter — easy to miss if you go in solo, so make sure she’s along.
After the camp conversations, Kira Luna disappears. You’ll find her in Kalmaruss, bring her back, and later meet Elwing at the Academy. That sets up a reconciliation choice, followed by gathering the remaining materials to finish the Emberstrider itself and a final camp wrap-up.
Find Nari
Introduced back in the Prologue, but you actually recruit through Ridgefort in Chapter 1. On your first rest in Lowtown, look for Nari near the northern passage — she should be there before you take on About Garan. If you miss that first chance, don’t worry: she’s still recruitable at Ridgefort’s inn. The final step is simply choosing Join us instead! when the prompt comes up.
Hero of the Militia
Available after you choose Tyrall in Chapter 2. At the Militia Fort, a grey-haired Amazon asks you for a relic. That sends you into the Forestfang negotiation, where a Lamia encounter awaits and you take on the Trial of Branch and Shield. You can bring an optional partner into the trial.
Later you’ll face Skaggein. Worth knowing: the fight allows a retry, so a rough first attempt isn’t a dead end. The quest closes back at camp.
Ilyna’s Legacy
Opens from Chapter 2 once you’ve chosen Eryndra. Recruit her, work through the grief scene at camp, and continue to Vas’Therai and the shrine. Next is Forestfang’s lair south of the Militia Fort, another camp scene, and a temporary departure of the companion involved. Follow the mountain path near Vas’Therai to reach the memorial, then return.
Kogetsu Kitsune
This one becomes available after the Azure ritual in Chapter 2. On the Azure side, recruit Tsukiko, then talk at camp and gather 15 Water Essence. Head to Starwell Springs to train — but finish Rubina’s visit there first, or you’ll get tangled up in two objectives at once.
The sequence runs: training, a gorgon encounter, then 120 Intimacy before the Oyakodon step. Head to the Kalmaruss sushi restaurant for the meal. Completing it pays off with a class development, the Oyakodon recipe itself, and permanent Attack and Magic Attack bonuses — one of the more concrete rewards among the companion quests.
Lady of the Sands
A multi-stage one, so I’ll walk it in order. Start with the palace guards and arrange Rubina or Cenere. Get Mezzaluna to the inn, then handle the Tal’Shae ambush. At Folio’s house you’ll either fetch wine for the guard or fight your way through — then it’s the Sleep Powder → Sleep Tea → Folio’s Key chain before you confront Folio directly.
Next comes the Jelah statue route, which costs 5 Sunstone plus 5,000 Gold and requires removing Mezzaluna. When the prompt asks, select Yes, so now you can get over her to pay 10,000 Gold plus the Slaver. After that, pursue Medusa through Zalhira’s three temple jobs. You end at either a Tal’Shae closing or a Medusa agreement, with Mezzaluna waiting at camp afterward.
One last note that saved me trouble: clear the remaining arena errands before you resolve this quest, because the path forward changes once it closes.
Dating the Dragon
Once Varikah joins in Chapter 3, this quest can open up — but only after you’ve actually taken the time to talk to her at camp instead of rushing past. I’d treat the camp conversations as the real starting line here. Build that relationship first, then accept her invitation when it comes. Skipping the groundwork doesn’t just feel hollow; the whole date sequence leans on the trust you’ve already put in.
Which first date you get depends on your Lute, so don’t panic if yours looks different from a video you watched. You’re offered one of two openings: a hunt south of the Night River, or a visit to Yalin’s tavern in Kalmaruss. Either one counts. If you land the hunting route, follow her lead and trust her opening — she knows the terrain better than you do, and responding positively to the outing keeps things warm. At the tavern, just see the conversation through to the end and make sure you thank her when she steps in. Small gestures, but they’re the whole point of this quest.
After the first date wraps, head back to camp and speak with her again. Accept the invitation to her special place in southern Nightvale when it appears, then travel to the newly marked spot on your map and finish the scene beside the pool. That’s what closes the quest.
One thing worth being honest about: the final outcome hinges on how much trust you built across both dates. If things don’t end in romance, that’s not a bug — the quest can still close cleanly even if she decides against it. I went in expecting a guaranteed win and had to adjust my expectations, so go in with the same mindset and you’ll save yourself some confusion.
Dualism
Novgrim is one of those companions you can easily leave sitting at camp while you chase the main story, and if you do, this quest quietly slips away from you. I’m flagging the timing first because it’s the part that actually bites: recruit him through the Crimson side of the Vas’Therai story in Chapter 2, then wrap up the Tremec investigation during Chapter 3 — all before you fly out with Tekvis to Haruka in Chapter 4. Once you arrive at Haruka with Dualism still open, the quest fails. No warning, no second chance.
Start by talking to Novgrim at camp about his condition. He’s dealing with something he can’t just shake off, and the conversation opens up the whole thread. From there you’ve got a fork on who to consult: bring him to Ahera at the desert oasis if she’s still around in your run, or take the lead to Zadrin at Tremec’s palace for guidance. I’d check whether Ahera is available before committing to the palace trip — she’s the simpler route when she’s there.
Either way, the trail points you to the Cave of the Last Accord, tucked along Tremec’s far northern coast. Head there and you’ll meet a pilgrim who lays out your choice. This is the decision that defines the quest’s outcome:
- Sever the bond — leads to Ashen Sage.
- Accept the bond — leads to Abyssal Sage.
Whichever you pick, the cave throws the Penitent Hunger encounter at you, and clearing it completes the transformation. I went in expecting a short errand and got a proper fight instead, so make sure Novgrim is in fighting shape before you set out. After the dust settles, speak to Novgrim at camp one more time and the quest closes out.
The one thing I’d hammer home: don’t let this linger into Chapter 4. Finish the Tremec investigation, run the cave, and get back to camp for that final conversation before you ever board Tekvis’s flight — otherwise you’ll be reading about Ashen Sage and Abyssal Sage in someone else’s guide instead of unlocking one yourself.
Emberstrider
This one starts once Winter’s been healed in Chapter 2, but it keeps unspooling well past that point, trailing through the optional Jovanc storyline and a run of later camp conversations before it finally lands. I’d treat it as a slow burn rather than a single sitting — a lot of it is just coming back to the Dusk Wolves Den and checking in whenever the story nudges you forward.
Your first move after the cure is to head into the Dusk Wolves Den and speak with Kira Luna, which gets you Liandra as a recruit. From there, accept Raza’s Secret Weapon and start hauling the materials over. What caught me off guard is that the first hand-off isn’t where it ends — after that initial delivery, you actually leave and re-enter the Den with Liandra in tow to trigger Brianna’s letter. It’s easy to assume the intro delivery wraps up the lead-in, so don’t skip the backtrack; the letter scene won’t happen otherwise.
Keep up Liandra’s camp conversations as you go. At some point Kira Luna vanishes, and your job is to track her down in Kalmaruss, then head back to the Den and bring Liandra to Elwing at the Academy. That meeting is where the real choice sits — you’ll work through the conversation about their shared past and decide whether to nudge them toward reconciliation or keep the distance. I’d slow down here, because this pick shapes the tone of what follows rather than just flavoring a scene. Once you’ve made the call, follow up back at camp.
To close it out, finish gathering Raza’s materials, collect Emberstrider, and then speak to Liandra at camp one more time. That last check-in is the piece people forget — the quest doesn’t quietly resolve on its own after you’ve done all the legwork.
Find Nari
Find Nari is one of those early quests that practically resolves itself if you’re paying attention, and quietly sits in your journal for hours if you aren’t. The trigger comes right after your first Lowtown rest — once you’ve slept, Nari turns up near the northern passage. Talk to her there before you wrap up About Garan, because that’s the window the game gives you for the Lowtown introduction.
If that first meeting slips past you, don’t sweat it. Later on, head into Ridgefort’s inn and find her again — she’s still standing around waiting for you. When the dialogue comes up, pick Join us instead! and that’s the search closed. She joins, the quest clears, and you can get back to whatever else is nagging at your journal. Missing the Lowtown introduction isn’t a lockout, so the only real cost of forgetting is a little extra backtracking once you reach Ridgefort in Chapter 1.
Hero of the Militia
This one hinges on a choice you made back in Chapter 2: you need Tyrall in your roster before the Nightvale Militia will hand out his assignments. If you recruited him and picked up his storyline, head back to the Militia Fort in Nightvale with Tyrall active in your party and ask around for work. The fort only responds when he’s present, so don’t make the trip with him benched — I learned that the tedious way.
Work through the requests in order and report back after each one clears. Early on there’s the grey-haired Amazon’s relic request — that step only appears if she survived in the imported world you’re carrying over, so if your save has her gone, don’t sit there hunting for a prompt that will never show. After that come the Militia’s Forestfang negotiation and the Lamia encounter. Both feed into the same progression, and each one needs its own report turn-in before the next piece opens up.
Once those are settled, you’re offered the Trial of Branch and Shield. Take Tyrall outside for it. He can fight this solo, or he’ll bring along the romantic partner his current story permits — which can include Lute or Lamia depending on where you’ve taken things. Win the trial and Skaggein is yours. The good news if it goes sideways: a defeat isn’t a dead end, and you can retry until you get through it.
With the trial done, talk to Tyrall at camp to close things out with his final conversation. That last chat is what ties the quest off, so don’t skip camp just because the fighting’s over.
Ilyna’s Legacy
This one only opens up in Chapter 2, and only if you chose Eryndra. If you went a different route, you won’t see this quest at all — so don’t go hunting for a trigger that isn’t there.
Once Ilyna is gone, Eryndra is the thread that picks things up. Get her recruited, then sit down with her at camp and let her work through the grief. It’s not a combat step, but it matters — several later beats won’t move until you’ve had that conversation.
From there, take Eryndra back to Vas’Therai and talk to her at the shrine. That exchange points you toward the next lead, and the trail leads to Forestfang’s lair in the forest south of the Militia Fort. Head there and see it through — this is where the truth about her origins comes out, and I’d stay for the whole scene rather than skipping ahead, because the quest hinges on it.
After you’ve heard her out, return to Eryndra at camp and speak with her again. She’ll step away for a while to honor Ilyna’s memory — expect her to be gone from the party briefly.
To bring her back, look for her on the mountain path near Vas’Therai. The memorial scene plays out there, and once it’s done you can return her to the group. I’d take a moment to make sure she’s fully back in your party before you set off again, since handing off a slot to her is easy to forget once the scene ends.
Kogetsu Kitsune
This one only opens up once you’ve gone through the Azure ritual in Chapter 2, and it hinges on a recruitment you might not have made depending on which side of the Vas’Therai story you walked. If you took the Azure path, Tsukiko joins you there — talk to her back at camp to get the quest moving. From that chapter onward you can work through the training and the Kalmaruss return at your own pace, so there’s no rush to chain it all in one sitting.
First thing she needs is 15 Water Essence. Gather that up and then take her to Starwell Springs in Nightvale. One snag worth flagging before you head out: if Rubina has already invited you to the springs, finish her visit first, otherwise you’ll be juggling two triggers at the same location and it gets messy.
Once you’re there, run through Tsukiko’s training scene — and be ready, because a gorgon crashes in partway through. Handle that fight, and the training portion wraps up. Afterward you’ll want to build the relationship to 120 Intimacy before she’ll open up about Oyakodon back at camp. That conversation is what unlocks the final stretch.
With that done, bring her to the sushi restaurant in Kalmaruss and arrange the special meal. Sit through the dinner scene — it’s the payoff for all the prep — and the quest closes out with a class development, the Oyakodon camp recipe, and a permanent +1 Attack and +1 Magic Attack for both Lute and Tsukiko. Those stat bumps alone make it worth the Essence grind, so I’d knock this out before you push deeper into the later chapters.
Lady of the Sands
This one branches hard depending on how you want to handle Folio, and I’d argue it’s the most route-dependent companion quest in the Tremec stretch. It starts simply enough: ask the Tremec palace guards for entry, then let either Rubina or Cenere handle the arrangements for you. From there, follow Mezzaluna to the inn, and once that’s done, head out to trigger Tal’Shae’s ambush scene. That ambush is the split point for everything that follows.
If you want the most direct path, you get inside Folio’s house by handing his guard an acceptable bottle of quality wine — or you can just fight your way through the door if you’d rather not spend the bottle. I went the wine route because I didn’t feel like eating a pointless fight, but the brawl is a legitimate option if your party is built for it.
Once you’re in, the sneaky route runs like this: buy Sleep Powder at the bazaar, have the cook turn it into Sleep Tea, and give that to the guard to get Folio’s Key. With the key you can confront Folio directly — beat him, then decide whether to kill or exile him. Watch the guard step here; a lot of players grab the powder and forget they still need the cook to brew it into tea before it’s any use.
There’s a cleaner, costlier alternative if you’d rather not bother with the tea. Ask Jelah at the tailor’s for a statue and bring 5 Sunstone and 5,000 Gold. Then pull Mezzaluna out of your active party, show the statue to Folio, and pick Yes, so now you can get over her — that nets you 10,000 Gold and Slaver. I’ll flag the one thing that bites people: if you instead warn Folio about the assassins, he flees, and you lose out on that payoff entirely. So decide before you open your mouth.
Then there’s the third route, which hinges on exposing Medusa through Zalhira’s three temple jobs. Identify the Spices as narcotics, follow Ishra home, and choose Leave Mezzaluna alone or the world will know. If the game forces a fight, win it, then repeat the demand. This is the most involved path, but it’s here if you’ve already invested in Zalhira’s temple work.
Whichever branch you committed to, wrap it up with Tal’Shae’s closing conversation outside Folio’s house — or Medusa’s specific agreement if that’s the route you took — and then speak to Mezzaluna at camp to finish things.
One timing note I’d tattoo on my hand: if you skipped or lost the arena tournament, clear any remaining arena errands before you resolve this quest. After it resolves, that access closes for good, and there’s no way back in.
Companions (3/5) — “Lost in Dreams” to “Price of Friendship”
That arena note is the last piece of Lady of the Sands worth flagging, and it hands off neatly to the next stretch of companion quests. What follows covers Lost in Dreams through Price of Friendship — a block where timing matters more than almost anywhere else, because several of these open early in the game but only truly resolve in specific chapters, and a few of them quietly change based on class, party setup, or the order you knock out optional objectives.
I’ll keep each entry in quest-log order, matching the title exactly as it appears in your journal. If a quest has an “A” or “The” in front, that’s how it’s alphabetized here too — don’t let yourself scroll past it assuming it’s listed differently.
| Quest | When It Becomes Available | My Rating |
|---|---|---|
| Lost in Dreams | Introduced in the Prologue, active from Morhollow in Chapter 1 | Essential |
| Lyra of Echoes | Chapter 2, tied to Echo | Optional |
| Master of Disguise | After choosing Szat in Chapter 2 | Optional |
| Musa in Harunai | Chapter 1, after Angel Inn | Essential |
| Nari the Gold Knight | Kalmaruss relic quest in Chapter 2, then later chapters for the remaining pieces | Essential |
| Power of Laziness | Chapter 1 camp clues, continuing through Chapters 2 and 3 | Optional |
| Price of Friendship | Jovanc optional story, once Kara opens Brownstone | Optional |
Treat the ratings loosely — a couple of these are marked essential only because they drag in companion recruitment or story beats you’ll want, not because the rewards are spectacular. The optional ones I’d still do if you have the spare time, since the timing windows close.
Lost in Dreams
The thread here starts early — the seed gets planted back in the Prologue, then you close it out in Chapter 1 once you’ve dug into Morhollow and finished Chloe’s family story. If you’re just now noticing the title in your journal, chances are you already met some of the setup without realizing it counted.
First things first: learn about Chloe’s parents, either at her Lowtown home or through her camp conversations. Once that’s done, head to Morhollow. Talk to the mayor and Kronos, then pick a mage to learn Waking — Cenere, Kael, or Victor all work. Whatever you do, keep that mage in your active party for the entire dream sequence, because swapping them out mid-quest is exactly the kind of thing that bites you later.
From there, your first dream stop is Merrin’s dream at Bernard’s house. Defeat the threat waiting inside, then report back before touching Torran’s dream — the game wants that check-in first, so don’t skip ahead.
Torran’s dream is where people tend to stumble. You need to reassure him with at least three correct replies, and the lines that land are:
- Then you’ll make more. You always did
- You don’t. You adapt
- Maybe rest isn’t wasted. You sharpen the blade before it cuts again
- People remember kindness, not accounts
- You’ll see what still stands
Get those right, then deal with Compulsion.
Next up is Chloe’s parents’ dream, and this one’s a bit of a puzzle. Her father’s stuck in a swinging-axe loop, and the trick is to stand directly in front of him, in the path of his axe, to break the cycle. Do that, then take down Dreamroot.
Report back to the mayor for 5,000 Gold, rest up, and revisit Chloe’s parents for the reunion. Finally, speak to Chloe at camp to close out the quest for good. One thing I’d flag: the Waking mage requirement is easy to forget on a return trip, so double-check your party before you walk into any of these dreams — showing up without them means turning around.
Lyra of Echoes
This one starts at camp around Kalmaruss in Chapter 2, and it’s Echo’s quest — so if you haven’t been chatting with him between missions, the opening step can sit there unnoticed for a while. Ask him about the legendary lyra and he’ll point you toward the Bardic College contacts at the sushi restaurant in Kalmaruss. That’s your first real lead, and I’d get it early since a chunk of this quest runs on waiting for people to show up.
After that initial talk, wait for Roine’s visit, then attend the meeting at the restaurant. He’ll eventually lead you to his house in Elmare — and here’s the small gotcha that cost me a bit of confusion: you have to knock loudly to actually get his attention. Walking up politely does nothing. Once you’ve got his ear, follow his lead to Lord Petran’s manor in Ravenrock.
Before you can get inside, you need an instrument, and there are two routes depending on where you are in the world:
- Sylvan Pipe — get this from the child in the Nightvale hamlet. Let Echo entertain him to earn it.
- Dune Harp — get this from the musician in Teshun. You’ll need to pass the musical challenge to walk away with it.
Either one works. Give the instrument to the manor guard to gain entry — that’s your ticket in.
The part that catches people off guard is the skill requirement. You need to teach Echo all eight skills in his base Bard skill group before he can perform properly. If you’ve been neglecting his skill tree, this is where you stall out, so check that list before you head back to Petran. Once he’s fully kitted, take him to Petran to play the lyra.
When that’s done, speak to Echo at camp, then return to the manor for the final performance to wrap the whole thing up.
Master of Disguise
This one only opens up after you’ve committed to Szat in Chapter 2, and from there it runs alongside the Brownstone and Jovanc stretches of the optional regional storyline. Start by recruiting Szat and then speaking to him at camp about the Dealer — that conversation is what actually puts the quest in motion, so don’t skip past it expecting the leads to appear on their own.
From there I gathered the leads scattered across the region: the old woman in Ridgefort, Issa at Morhold Manor, and the Brownstone clerk. Jane gives you an alternative lead as well, so if one path is blocked for you, that’s a fallback worth checking.
Then bring Szat to Jovanc’s inn and talk to the innkeeper. The responses that move this forward are We’re not here to expose him, then Only what you’re willing to share, then That doesn’t erase what you felt, and finally We’ll treat it with respect. Getting these right is what earns you the Dealer’s Key.
With the key in hand, head to the house beside the inn. Here’s the part that caught my attention — the door has a separate lockpicking check on top of the key, so bring someone who can actually pick it. If you show up without a capable lockpicker, you’re standing at a door you can’t open.
Once you’re inside, let Szat stay behind to study. Advance time, then come back to collect him, and you’ll come away with Incognito plus the Warrior, Old Man, Hightowner, and Ninja masks.
Musa in Harunai
This one opens up in Chapter 1, right after the Angel Inn, so don’t wander too far before you circle back to it. Once you reach Harunai, your first move is to dig into the old woman’s information about Visel — that’s what actually kicks the stage into gear, and it’s easy to skip past her if you’re rushing through the village.
From there, follow the conversation that involves Musa in the village. I’d pay attention to where that exchange leaves things, because the completion step is a little understated: you need to speak to Musa again and let her rejoin the travelers. Miss that second talk and the Harunai stage just sits there unfinished, which had me second-guessing whether I’d done something wrong. I hadn’t — I’d simply walked away before letting her back into the party.
Nari the Gold Knight
Nari’s Gold Knight arc is one of the longer companion sidequests in the game, and the reason it stretches across so much of the campaign is that the three armor pieces are scattered through three different regions at three different points in the story. You can’t rush it — the earliest piece comes out of Chapter 2 content, and the quest doesn’t actually finish until you’re fighting the Demon King in Chapter 4. That’s a long runway, so my advice is to treat each piece as its own little errand and not worry about the quest as a whole until you’ve got all three banked.
It starts at camp. Talk to Nari about her ambition to become a Gold Knight, and she’ll lay out what she needs: three specific pieces of armor. Once that conversation happens, you’ve got your shopping list.
The Greaves in Kalmaruss
The greaves come from David’s family in Kalmaruss. There’s a catch here that caught me off guard — you may need to resolve his mother’s story before the family will hand them over, so if you turn up and the greaves don’t materialize, that’s the thread to pull. There is an alternative path: Floy’s theft route gets you the greaves a different way. I went the family route because it felt cleaner, but the theft option exists if you’d rather not deal with the mother’s storyline at all.
The Brave Gauntlet in Jovanc
The second piece, the Brave Gauntlet, lives in the minotaur treasure area in Jovanc, and you’ll need the Minotaur Key to get in. If you don’t have one yet, the hostile-cave encounter is your source for it — that’s where mine came from. Inside, Hornie’s challenge is the gate: it requires Lute plus three accepted women in the party. That party requirement is the part people forget, so check your roster before you commit to the attempt. Showing up with the wrong composition just wastes a trip.
The Golden Tiara in the Tremec Pyramid
The last piece, the Golden Tiara, is tucked inside the Tremec pyramid behind a password. This sequence is worth writing down because there’s no hint system nudging you along — it’s EMPTY → THIRD → GOLD → CROWN → WORTHY. I had to double-check the order twice before it took. Get it right and the tiara is yours.
Finishing the Quest
With all three pieces in hand, head back to Nari at camp. Handing them over triggers her transformation into the Gold Knight — a satisfying payoff after all that running around, and a genuine upgrade to her combat presence.
The quest still isn’t technically done, though. In Chapter 4, now that Nari is a fully realized Gold Knight, you need to find the Demon Castle in Haruka, enter it, and defeat the Demon King. That fight is the real finale of her arc, and after it’s over, don’t walk away — finish her follow-up camp conversation so the quest properly closes out.
Power of Laziness
This one starts quietly in Chapter 1 as camp banter with Cenere and then sprawls across four regions before it’s done, so I’d grab the clues early and treat them like a checklist you carry in your head. Talk to him at camp and take his five treasure notes — but keep each note until you’ve actually located the matching find, because he’ll reference them when he brews the potion. After Elwing’s dinner scene, take Cenere to Elwing’s room at the Academy so she can make her first offer; that conversation matters later when you return to finish things up.
The five notes point you all over the map. The order doesn’t really matter as long as you get all five:
| Region | Who to Ask | Where |
|---|---|---|
| Chelbo | Old fisherman — ask about the Sea that stopped breathing, receive his compass | Jowy’s place in Elmare |
| Trivium | Pay 100 Gold to enter the storeroom, search the treasure point | Onyx Mines |
| Kalmaruss | Archaeologist — ask about the inscribed stone | Inside Ravenrock’s inn |
| Nightvale | Remedy seller — ask about the idol | Amazon Village bazaar |
| Tremec | Search the stands for the glove | Arena |
A couple of these have a time pressure built in that’s easy to miss. The Ravenrock archaeologist leaves if you dawdle, so ask him about the inscribed stone the first time you’re in that inn — I’d make a point of doing it the moment you arrive in Kalmaruss. The Amazon Village bazaar remedy seller in Nightvale is another one to hit while you’re passing through rather than saving for later.
For the Tremec find, the glove is tucked away in the arena stands, which means you need to have done the arena visit in Chapter 3 to reach it. If you ended up skipping or losing the tournament, don’t panic — just make sure you grab that arena treasure before you wrap up Mezzaluna’s Tremec quest, or you can lock yourself out of getting the glove for good.
Once all five are in hand, head back to Cenere at camp and keep talking to him until he’s finished brewing the potion and asks to visit Elwing again. Then take him to Elwing’s room one more time and let him present the formula — that final visit is what actually closes the quest out.
Price of Friendship
This one only opens up while you’re working the optional Jovanc storyline, and specifically once Kara has unlocked access to Brownstone Keep. I’d suggest not chasing it early — the quest simply won’t be there until that gate is open, and wandering the keep beforehand just wastes time.
First finish Kara’s introduction to the keep so everything’s properly flagged, then bring Chip over to Franz and take the bandit mission he offers. That job is what kicks the whole thing off. From there, head out to the bandits in the Veylorn mountains and — this is the part I’d slow down for — actually hear them out before you decide anything. The truth they lay on you is what shapes the entire branch, so don’t just start swinging the moment you arrive.
If you want to spare them and keep Chip in your party, stay disciplined during the conversation. Don’t go asking your companions for extra opinions — that’s the quiet trap here, and it nudges things off the path you want. Instead pick these replies in order: He was always using you, then Money isn’t everything, then Doing what’s right matters more. Keep the discussion that follows honest and straightforward and you’ll land where you intended.
There’s a second path worth knowing about. If you’ve built strong enough support for a rebellion, you can steer Chip into becoming the Bandit Lord instead. Be aware that this takes him out of your entourage — he leaves the party, though he’ll still be reachable later through his expedition role, so it’s not a total goodbye. I only went this route when I was deliberately going for that outcome, since losing a party member mid-run isn’t something to do by accident.
And if you’d rather just kill the bandits? Report back to Franz and collect 10,000 Gold for your trouble. Just brace yourself — the confrontation with Chip afterward about that decision is noticeably harder to get through than the peaceful route. Once you’ve wrapped the report, and assuming Chip stuck around, finish up his camp conversation to properly close it all out.
Companions (4/5) — “Red Water” to “The Last Templar”
This block picks up the companion quests before the main-story run into the Nightvale — the point where several of these chains start colliding with each other and with your party composition. Almost every quest here has a timing window that closes, so I’d treat this as the stretch where you want to keep a mental checklist open rather than chase them one at a time. The quests below are alphabetized exactly as they appear in your journal between Red Water and The Last Templar, so CTRL+F works the same way as everywhere else in this guide.
Red Water
This one opens during Chapter 2, in the stretch where you’re moving between Nosper and Lockran. Start by working through Musa’s camp conversations — you need those before the quest really gets its hooks in. Once they’re done, find the woman in Nosper connected to Visel and follow the wine lead she gives you, which points you toward Lockran.
In Lockran you’ll run into Darius and Visel. Pay a visit to the mansion while you’re there, and make a stop to speak with Murakumo at the inn — easy to skip if you’re beelining between objectives, so I’d tick both off before moving on.
Head back to camp afterward for Musa’s account of her past. Then it’s off to the port to meet Gareth with Musa in tow. If you’ve recruited Vantanyar, bring them along too — worth doing while you’re here.
From the port, travel to the pirate coast and enter the fort. At some point Musa will vanish mid-sequence; don’t panic, she comes back after revealing her disguise. Press on and help Gareth take down the Pirate Triples, then push through to reach Visel and defeat Chains. One thing to brace for: Visel’s death is unavoidable no matter what you do here, so don’t burn time hunting for a way to prevent it.
Once that’s settled, return to Darius and then have one last word with Musa back at camp to close the quest out.
Sensation Seeker
This one doesn’t open up until the Tremec journey kicks off in Chapter 3, and the neat part is that it’s really two quests stitched together. Meet Kireina through her Magic Door, agree to her request, and take the Conductor she hands you. Don’t dismiss it as a trinket — it’s the whole point of the quest.
Use the Conductor straight from your inventory while standing at a valid high spot. I’d suggest Vas’Therai or the top of Tremec’s volcano, then hold it up to trigger the transition. Once you’re inside Kaminari’s realm, you’re running the Jims’ gauntlet of challenges: overclock the machine, touch the wet cable, win their martial-arts fights, and make the jump from the ledge. A couple of those cost HP, so heal between them rather than trying to power straight through — that’s the mistake I’d have made if I hadn’t paced myself.
When Kaminari shows up, talk to her and recruit her. Then bring up Brownstone Keep with her back at camp to keep things moving. You’ll head to Brownstone’s roof together, and getting past the guard takes one of three things: Butter Rice, 5,000 Gold, or a companion with the right persuasion. Complete the jump from up there to secure Electro and unlock her class development.
Advance time, then enter Kireina’s Door again — this time you get the warning about Aislin. To chase that thread, ask Eniko at Kalmaruss’s inn for access to Aislin’s room. Step into Aislin’s dream, defeat Dreamroot once more, and finish her rescue. Wrap it up by speaking with Kaminari at camp, then return to Kireina’s Door for the final scene.
Soul on Fire
This one spans two chapters, so don’t panic if you pick it up in Chapter 2 and it sits in your journal for a while. The Academy lesson belongs to Chapter 2; the volcano trial and the closing camp conversation belong to Chapter 3.
Start by speaking to Kael at camp, then head to Kalmaruss’s Magic Academy to investigate a teacher on his behalf. If Ark is alive in your world, find Professor Ark at the bridge outside Kalmaruss and ask him to teach Kael — that’s the route I’d aim for. If not, you’re following the Professor Phillip branch instead.
Once you’ve sorted the teacher, bring Kael to the Academy classroom for the lesson. The answer sequence matters if you want the best result, so here’s the exact order I’d input: Suggest an answer → Move your head in a nod → Suggest an answer → Something else → Suggest an answer. Get this right and you’ve done everything the lesson asks of you.
Then it’s a Chapter 3 wait. When you reach that point, follow the teacher’s advice to the Tremec volcano, make sure Kael is in the party, and challenge Volcano Man. Don’t walk in blind — this is a solo fight for Kael, and Volcano Man absorbs Fire while being weak to Water. So load Kael with a different damage element alongside Water, and bring healing. I’d double-check his setup before the fight starts rather than during it.
Win the fight, then speak to Kael at camp to wrap the quest up.
Stronger
Once you’re back from Nightvale and wrapping up Chapter 3, there’s one piece of business you don’t want to skip before you head into the Nest of Dragons. Head to camp and talk to Winter — he’s got Kalthor on his mind. After the conversation, take a rest and then speak with him again; that second chat is what actually kicks the preparation into gear. Do this before the Nest. If you walk in without it, Winter faces Kalthor with nothing extra behind him, and that’s not a risk I’d take given what’s coming.
When the choice comes up, you’re picking Winter’s trainer, and you’ve got two options. I’ll lay out both so you can line up the one that fits what you already have in motion.
- Musa route — Take both Winter and Musa to the Shoma statue in Harunai. Before you get there, make sure Estrella is out of your active party, or the scene won’t go the way you need. Once you’ve handled the statue, continue the training at Harunai’s inn.
- Feather route — You’ll need to recruit Feather through the arena first if you haven’t already. Then bring her and Winter to the sushi restaurant in Kalmaruss to do the training there.
Whichever trainer you go with, see the training through to the end and you’ll come away with Determination. After that, one last talk with Winter at camp closes the quest out. One thing worth being clear on: this training only helps preserve Winter if his team also wins its battle against Kalthor. It’s not a free pass — it’s backup for a fight you still have to actually win. So don’t treat it as insurance and coast; treat it as the reason to make sure his battle goes your way.
SUGARBOMB
This one opens up once Feather is in your roster after her arena recruitment, and it becomes available in Chapter 3 or on any later trip back to Jovanc. The trigger is being in the city with her along — without Feather, the Platinum Fork Guild scene simply won’t lead anywhere for you.
Head inside the guild and hear the Guildmaster out. He rejects whatever it is you came to ask — and that rejection is the whole starting point, not a dead end. I missed that on my first pass and walked away thinking the quest was broken. It isn’t; the refusal is the nudge toward the real plan.
After that, go back and talk to Feather at camp to discuss it. That conversation is what surfaces the Donut Cake idea, so don’t skip ahead to the guild again before this step — the idea won’t exist yet otherwise.
Then you need a cook. Ask Reyanna, Nari, or Shea for help with the baking. There’s a fourth route as well: once you’ve done Sweet Grace, you can bring it to Florence instead — but only with Feather active in your party when you ask. Whichever helper you pick, the cake gets made and you can move on.
The final step is the one easy to get wrong: take the finished cake back to the Guildmaster with Feather in your party. If she’s sitting back at camp, the delivery plain doesn’t work, so double-check your roster before you walk in. Sit through the tasting and you’ll walk out with the Donut Cake itself and the recipe as your reward.
Sweet Grace
This one opens quietly — a few family visits during the Chapter 2 stretch around Lockran — then turns into one of the better optional storylines in the game, so I’d nudge you toward starting it as soon as the family scenes become available. Talk to Reyanna at camp first, then head out to the Lockran beach and visit her parents, Gareth and Elira. Once you’ve had that conversation, come back to camp and continue the chat with Reyanna so the follow-up step actually registers.
The next leg takes you to the Platinum Fork Guild in Jovanc, where you’re bringing her cookies — and where you’ll hear the objection that drags Florence into the picture. From there, speak to the Poor Girl, then make your way to Florence’s house and play through the baking scene. It’s the heart of the quest, and honestly the part I enjoyed most; take your time with it rather than rushing through the dialogue.
When the baking’s done, head back to the guild for the successful inspection — that’s where you collect the Marshmallow. Afterward, talk to Reyanna at camp again, then revisit her parents one last time and close things out with the final camp conversation. Miss that last return trip to Gareth and Elira and the quest just sits open in your journal, so don’t skip it.
The Flower Blooms
This one only opens up if you picked Loryel back in Chapter 2. Once she’s in your party, talk to her at camp and she’ll point you toward Phidias, who’s waiting at Yalin’s tavern in Kalmaruss. Bring her there and the route kicks off properly.
From there, head to Bloomfield just outside the city walls and pick Sylverpetal with her. She may quiz you while you’re out there — if she does, the answer she wants is The grief that blooms kindly. Pick wrong and you’ll just have to work through it again, so keep that line in mind before you head out.
Once the flower’s in hand, a monster shows up. Deal with it, then follow Loryel down to the water while she washes the mud off. This is where Tronko makes his move — confront him and beat him to get her clothes back. It’s a straightforward scrap, but don’t wander off before it triggers or you’ll be standing around wondering where she went.
With that settled, return to Phidias at the tavern, then speak to Loryel at camp one last time to close it out. Don’t confuse this with the regional quest for the Loryel who stays behind in Kalmaruss with Azure — those are two separate tracks, and this companion version only applies if she’s traveling with you.
The Hurt
This one fires off the back of Kalthor‘s attack on Eldor, so you’re likely still reeling from that scene when the journal pings. Return to camp once the fighting is done and you’ll walk straight into Winter‘s breakdown over what happened to him — it’s a quiet, heavy beat, not something you can rush past with a dialogue choice, so let it play out.
Once the encounter settles, Liandra steps in. Accept her offer of help — this is the fork the whole quest hangs on, and brushing her off won’t move things forward. With her along, head to Soulwater Reach for the healing scene with Winter and Liandra, which is where the actual emotional payoff lands. I’d recommend clearing your schedule of side errands before you set out; the scene reads better when you’re not half-distracted by a delivery quest.
When the conversations finish, you’re free to carry on with the main journey. One thing worth flagging for later: accepting Liandra‘s help here plants the seed for a follow-up visit to the Dusk Wolves Den, so keep that location in mind once the story opens up again.
The Last Templar
This one is pure recruitment, and it opens the door to Reyla’s own storyline later — so if you’re building a companion roster, don’t skim past it. The timing matters more than the steps: it only becomes available in Chapter 2, after you’ve finished Kael‘s Academy teaching scene. I found it easiest to knock out the lesson first and then go straight to the NPC who actually points you toward her, rather than wandering the Academy hunting for triggers.
The person you want is Har’Ravina. Ask her about Reyla and she’ll steer you into the rescue thread. From there, head to Ravina’s room and follow the portal rescue sequence — unless, that is, you already freed Reyla back in your imported world. That save data carries over, so if you cleared it previously you can skip the portal portion and save yourself the detour. If not, you’ll be running the full rescue.
Work through the rescue and the conversations that follow it. Those talk scenes aren’t filler; they’re what actually set up Reyla joining. Once the reunion wraps, take it toward Nightvale and extend the invite — that’s the step that officially recruits her. I’d suggest doing the invite promptly rather than getting distracted, since leaving her waiting means she won’t be traveling with you until you circle back.
Keep in mind that this entry and Reyla’s personal quest share the exact same title, The Last Templar. If you’re searching the guide later and see two results, the one you’re reading now is the recruitment; her individual quest is documented in its own separate section. Knowing that distinction saves some confusion when you’re deep in the companion list trying to figure out which one you’ve already finished.
Companions (5/5) — “The Last Templar” to “What?”
This is the final block of companion quests, and it covers the wide range of outcomes those side stories can produce — from a templar’s recruitment to some of the stranger, later-game character arcs. If you’re working through your journal in order, you’ve reached the tail end of the list here.
The same rule from earlier still applies: titles are alphabetized exactly as the game shows them, so keep searching with the punctuation and wording intact. Companion quests tend to be the ones most likely to lock based on earlier choices, so read the timing notes before committing to anything. I’ll keep each entry focused on the steps and flags rather than retelling the whole story.
The Last Templar
This one is Reyla’s personal quest, and it only opens up from Chapter 2 once you’ve actually recruited her — so if you’re staring at a locked entry, that’s the reason. With Reyla in your roster, the first move is to ask Tyrall or Eryndra about the Templars. Either one works as a starting point, and from there you head into the Militia’s records to dig up the trail.
The records point you toward the last descendant, who’s tucked away in the Nightvale hamlet. Go speak with them and let the conversation play out — don’t rush past it, because the meeting itself is what gives you the go-ahead. Once it’s done, you’ll be entering the Templar ruins with Reyla and a Wild Mage in tow, so make sure your party is set for that before you commit.
Inside the ruins, the puzzle is a virtue sequence, and order is everything: Valor (red) → Faith (blue) → Discipline (yellow) → Sacrifice (green). I’d keep that line handy while you’re in there — get the sequence wrong and you’re just burning time re-checking which pillar you already touched. Follow it correctly, take the weapon, and then defeat the demon to claim the final Templar equipment.
With the gear secured, head back to Reyla at camp to close the quest out. Doing so also makes her eligible for the Crimson ritual’s partner selection — a detail worth remembering if you’re planning around that choice later on. Finish the return step and the entry clears.
Unfixable
Mochi’s personal story opens up once you’ve recruited her during the Tremec chapter, and from there it’s a short but tightly gated chain — several steps will simply not trigger unless the party is set up exactly right. I’d get her conversation at camp out of the way first, because everything below hinges on that scene being seen.
Take Mochi with you into the mansion in Ridgefort and look for the cracked wall near the little girl. Let her break it open and the spirit gets released — that’s the point of no return for this quest’s setup, so don’t wander off before finishing the scene.
After that, talk to her at camp again to close out her account of what happened in the mansion. Then build a party of only Lute and Mochi — nobody else — and head to the Ruined Church east of Ridgefort to destroy the spirit.
The closing scene is where this quest lives or dies. Choose Kiss Mochi and confirm that you love her, and the quest completes with her staying by your side. Reject her at that final confrontation and the quest fails outright — she runs away, and you lose her.
Unresolved Issues
This one sits late in the Chapter 3 pile, and it only unlocks once a few other plates are spinning. You need Musa‘s Red Water quest finished, the Nightvale story advanced, and then a word with Vantanyar at camp — that conversation is what actually starts the investigation rolling. Without that camp talk, the quest just won’t appear, so don’t go hunting for it early.
From there, take Vantanyar to Lia’s shop in Lockran and talk through both Aislin and Scotty. When the dialogue offers you the choice, pick Call Scotty — that’s the branch that pushes things forward.
Next, head to Lockran’s port and arrange the boat trip out to Tesquiele’s island. Once you land, work through the confrontation on the island and put the enemy there down.
After that it’s a simple trip back — speak to Vantanyar at camp one more time and the closing conversation wraps the quest. Nothing complicated at the finish, but the earlier timing gate is easy to trip over, so I’d double-check that Red Water is genuinely done before you start looking for Vantanyar’s prompt.
Very Important People
This one spans nearly the whole campaign, and I mean that literally — the first meeting happens back in Chapter 1 and the last one doesn’t land until Chapter 3. If you’re like me and let Rubina sit on the bench because you had a combat team you liked, you’ll want to fix that early. Every one of her diplomatic meetings needs her actually in the active party, so consider this your reminder to keep her slot warm.
The structure is straightforward once you see it: she has four audiences to attend, and each one is followed by a conversation back at camp that you have to see through to the end. The first is with Carter in Padavil, the second with Elwing in Kalmaruss. Chapter 2 brings the Nightvale Elders, and Chapter 3 closes it out with Tibor and Zara in Tremec.
Here’s the part that bit me — before the Tremec audience, make sure Rubina is in the active party even if Cenere already arranged your palace access. It’s tempting to assume the invitation covers you, but meeting the rulers without her there can fail her quest outright. Don’t talk your way into the palace and leave her behind.
Once all four camp discussions are done, the rest hinges on bond level. Get her to 120 Intimacy, then head back to camp and you’ll get her invitation to Starwell Springs. Accept it, take her to the springs in Nightvale, and play the scene through to the end.
One thing I’d underline: that invitation is a single shot. Refusing it still closes the quest — but it fails the springs objective and you forfeit the romance opportunity with it. If you’ve put this much work into the four meetings and the Intimacy grind, declining at the finish line is a waste, so save before you answer if you’re undecided.
What?
This one stretches across three chapters and I nearly let it slip past me entirely, because Sir Baldalot‘s objectives don’t sit in one place — they’re scattered from the opening act all the way to the Tremec bazaar. The trick is that you have to recruit him first and keep him in your active party while you tick each experience off, since a few of these won’t register if he’s warming the bench back at camp.
The very first objective is the easiest to forget because it happens before you’re paying attention. Hand 1 Gold to a beggar — I did it in Padavil, though Ridgefort works just as well. It’s such a throwaway interaction that if you walk past it in Chapter 1, you’ll be scratching your head later wondering why the counter isn’t moving.
From there, let him do his knightly thing with the young man fretting about his hair at the Haruka–Trivium border — that recruit gets packed off to Harunai, and the objective checks itself. Later, once you reach Ravenrock, bring Baldalot into the inn for the Stonebloom Stew inspection; watching him appraise it earns the Platinum Fork nod and clears that step.
In Chapter 2, swing by the Amazon Village to trigger his scene with Loren and Natasha. He gets sent back to camp afterward — don’t panic that you’ve broken something, that’s just how the scene resolves. Then in Chapter 3, head to the liquor seller at Tremec’s bazaar with him and pick I am so IN. That nets you the Trip Shot and, fittingly, the What? passive.
With all five experiences banked, talk to him at camp one more time, then escort him to the Wine Guild in Ridgefort to ASCEND. Keep him slotted in your party for the whole run — piecemeal as these steps are, missing one means a second lap through half the map.
Haruka – Lowtown
A Guest’s Secret
This one starts small — Garan mentions a suspicious guest — and quietly turns into one of those quests where your choice at the end decides whether you ever see these characters again. First step is just asking Garan about the guest, then talking to the guest himself and poking around his room. You’ll want Garan’s Room Key for the door, though if you don’t have it, be ready to pick the lock yourself.
The lock isn’t the real obstacle — the guest is. He’s not going to just let you stroll in, so you need a distraction. Head upstairs and talk to the Drunk Mercenary, then pick Stand up for your opinion! to get him riled up. While that’s playing out, slip into the guest’s room. It’s the kind of sequence that’s obvious once you’ve done it and maddening if you try to force the door instead.
Once you’re inside, you’ll be dealing with Aelis and Crow or Faolan — and if you want to help them get out rather than hand them over, talk to Pier about transport, walk them through his cart plan, and meet them at the northern gate.
The farewell is where the branches split, and I’d think about it before you commit. Finishing it properly gets you either the Deadwhisper from Crow or the Fang from Faolan. But if they’re waiting for Tir and Asellus to clear the road, you’ll need to wrap up Hightown first and come back — easy to forget and assume the quest has stalled.
If you simply leave them alone, they keep their later story but you walk away with no farewell accessory. Hand them to Rust instead and it’s a fight and 1,000 Gold — at the cost of their normal continuation at the Trivium in Chapter 1 and Kalmaruss in Chapter 2. Knowing that ahead of time is the whole reason I’m flagging it here; the gold is tempting, but you’re trading two future encounters for it.
Crumbling Home
This one opens up right after About Garan wraps, so if you’ve just finished clearing Garan’s debt you’re already in the right place. Head to the orphanage and find Mother Myra — she’ll point you toward the damage out back, and that’s your cue to go take a look at it yourself rather than just taking her word for it.
Behind the orphanage you’ll run into Nero, the kid in black. He’s the one who knows about the passage, but he won’t just hand it over — if he asks for One Apple to Prove first, go finish that before coming back to him. Once he’s satisfied, explore the passage behind the orphanage and grab the Guard Cloth you find down there. Bring it straight to Myra — she needs to see it.
Then it’s time to talk money. Marie will give you a repair quote, and the number is 20,000 Gold. You can pay it out of pocket if you’ve got it sitting around. The other option is to ask Asellus for help — and if you go that route, make sure you actually stand outside the orphanage and watch her make the donation. Don’t walk off and assume it went through; the scene is what matters here.
Either way, circle back to Mother Myra and you’ll receive Motherlove. Just don’t sit on this one too long — you want it in hand before Lowtown’s final attack kicks off.
There’s a quiet thread running through this quest that’s easy to miss: if Asellus funds the repairs, you can hand her Motherlove afterward. That’s what sets up her return to Haruka Castle and, further down the line, a possible romance with her in Chapter 4. It’s the kind of payoff that looks like a throwaway kindness now and turns into something real much later, so I’d think twice before skipping the donation scene.
Energy Bar
Once Drell is safely back, Marie in Lowtown‘s tavern has a small request waiting — talk to her there and she’ll explain what she needs. It’s an easy quest to overlook since it doesn’t announce itself loudly, so if you’ve just finished the Drell rescue, this is the moment to check in with her before anything else sweeps you along.
The item itself comes from Pier at the market. Ask him about an Energy Bar and it’s free if you fed him back in prison — one of those small kindnesses that quietly pays off. If you didn’t, you can still buy it through the quest dialogue for 50 Gold. Either way, don’t dawdle: bring the bar back to Marie before the attack on Lowtown and you’ll receive Tinkerer for your trouble.
One Apple to Prove
West of the market you’ll spot Nero, the kid dressed all in black, and whether he gives you the time of day comes down to Lute’s disposition. If Lute is running Honest or Saint, Nero won’t simply open up — he wants proof first, and his price is a single apple.
You can grab one from the food merchant for a measly 5 Gold, which is my recommendation since it counts toward the same result and saves you the trouble. If you’d rather keep the coin, steal it instead using whatever appropriate skill Lute has on hand — the game accepts either route. Hand the apple over to Nero and his services unlock. Buying it, by the way, is perfectly fine; you don’t need to swipe it to prove a point.
One thing worth knowing: if Lute’s disposition is something other than Honest or Saint, Nero’s services open up with no quest at all, so this whole errand only applies to certain playthroughs. Either way, treat it as a “do it now” task — get the apple delivered before you leave Lowtown, because letting it sit is an easy way to forget it exists until the town’s no longer there to wander.
Smuggling
This one is easy to lock yourself out of, and the lock happens long before the quest ever shows up in your journal. During About Garan, you’ll come across a crate belonging to the Rolante guards. Leave it alone. Selling off their valuables looks like free money at the time, but it quietly kills any chance of Smuggling ever appearing. I learned that the hard way on an earlier run — if you want this quest, keep your hands off that crate.
Once you’ve cleared Hightown and taken the rest that follows, head back to the tavern. The guards there will ask you to handle a delivery for them. Accept it, then decide who actually runs the shipment: Tir or Drell. Either works, but you have to go back and tell the guards which of the two you picked — picking someone and walking away doesn’t count.
After that, rest once more and return to the guards. Do this before the final attack, because that’s your window — miss it and the whole thing’s gone. Handing it off cleanly nets you 500 Gold and an Icestone.
One thing to watch: if you chose Asellus for the job, the shipment goes wrong and you end up in a fight with the guards instead of collecting a reward. I’d steer clear of that route unless you’re deliberately after the scrap.
Spark of Trouble
Once About Garan is behind you, head to Marie’s tavern and find Kael there. Talk the conversation all the way through and then rest — the request itself only pops up outside afterward, which is easy to walk away from if you’re not paying attention. I’ve seen people finish the chat, get distracted, and wonder why nothing triggered.
Accept his request once you’re outside, then go inspect Brak’s house in the northeast part of Lowtown. From there, swing by the guild and ask Tir for the Thug’s Key — you can’t get in without it, so don’t bother trying the door first. With the key in hand, enter alongside Kael and push through to the mage. You’ll take down the Evil Mage first, then handle Brak and the mage together to recover the Fire Shard.
If you want Kael to come out of this Honest, it takes more than just winning. Encourage him to repay Brak across at least two conversations — when you accept the request, when you talk to Tir, and at the house entrance are your chances. I’d use every one of them, honestly, since the alignment shift is the whole point for some players. You also have to actually win the fights; losing fails the shard recovery outright. The good news is that a loss doesn’t burn the bridge entirely — Kael stays recruitable, and his later personal quest is still there waiting for you.
Stop the Madness
This one only opens up while you’re doing the Hightown prep work, and it’s easy to miss because it starts with a casual question rather than a quest marker. Head to the guild and ask Drell what she’s been working on — that pulls you into her problem with the fanatics gathering down in Lowtown. Once she points you their way, meet her beside the group to kick things off.
The fanatics can be talked down entirely, no blades required. For a peaceful result, pick I’ll convince them, then follow with You’re just afraid, it’s okay and either Elementals are dangerous or Elementals hurt people. If you spared the orb back in the sewers and want a different flavor of peaceful, you can instead lead with I faced the elementals, they’re not nice and finish on They are in the sewers — that nudges them underground rather than just scaring them straight.
Either way, close the scene out with Drell afterward or the quest won’t register as complete. You can also just fight them — that ends it too, but it changes how things shake out for the fanatics, so think about it before you draw. I’d lean on one of the dialogue routes if you can, since talking them down feels like the cleaner resolution and it ties back to whether you kept that sewer orb alive earlier.
Haruka Region
From here the journal shifts away from the city itself and into the region around Haruka, which is where a lot of the mid-game quests quietly pile up. I’d treat this heading as a bookmark rather than a single quest — if you’re searching for a specific title, jump straight to it, but if you’re reading in order just know that the entries that follow are the regional jobs around Haruka, each with their own timing conditions and missable windows.
Adventure Lessons
This one plays out as a string of small scenes rather than a single objective, so it’s easy to lose the thread if you rush it. Start by heading to the Harunai inn and watching through Rei’s scene with the broom and Schneider’s arrival — the sequence kicks the quest off on its own.
Once that’s done, don’t wander off just yet. Circle back and talk to Rei and Niko as their dialogue shifts, then go looking for Rei and Schneider outside town. From there you’re following the drinking and training arrangements they set up, and you’ll need to return to Rei between each scene to keep things moving. I found that pattern the one thing worth remembering here: talk to Rei, get the next arrangement, go do it, come back.
When it’s time, meet them at the agreed training spot and finish the lesson. If the following scene simply isn’t showing up, that’s your cue to advance the journey and return later rather than standing around waiting for it — the quest holds until the right moment comes back around.
Blade Delivery
This one starts back in Lowtown, so if you’ve already moved on from that part of the game, you’ll want to keep it in your back pocket until you pass back through. Find Pier and ask Do you need anything? — accept the Dragonblade delivery and he’ll hand it over for you to carry.
The drop-off doesn’t open up until later. Once you’ve escaped Haruka, head to the River Blades dojo in Harunai. That gap between accepting the job and actually being able to finish it is exactly why this quest sits easily forgotten in your log — I’d note it down rather than assume it expired.
At the dojo, whether the Dragonblade is equipped or sitting in your bag doesn’t matter — just have it on you. Speak to the retired master and pick the Dragonblade Sword option to hand it over. Your reward is a 200 JP Scroll, a handy chunk of job points for very little effort.
Date with Kronos
The trigger for this one is easy to overlook because it isn’t flagged in the journal until you’re already past it. Clear the rescue at Morhollow first, then head to Trivium and find Kronos there. When you talk to him, lean into the possibility of seeing him again — that show of interest is what actually sets the quest in motion. Say nothing along those lines and it simply won’t fire.
From there you have to rest a few times, not just once. After those rests, watch for him turning up again in Harunai, then follow his appearances through to a meeting at the Archive of Ages. See that final meeting through and you walk away with the Cronobook. I’ll flag honestly that the more intimate payoff hinges on the responses you gave earlier and whether the imported world still has him available — so if you were noncommittal in Trivium, don’t be surprised when the ending lands in a different place.
Estrella & Rin
Following the chief’s request here sends you to Harunai, where you’ll meet Estrella at the inn and trail her and Schneider along the Riverwalk to the witch’s house. Choose Talk to mad witch three times, then Let the witch work to pursue a cure for Rin.
Report back to the chief, then handle the ingredient run: buy Moon Saffron from Zeira in Teshun for 1,000 Gold and collect Onyx Dust in the Onyx Mines. I’d grab the saffron early rather than treating it as an afterthought — the shopping is where this quest can quietly go sideways. Bring both ingredients to the witch, return to Rin in Harunai, then escort her back for the treatment.
Defeating the witch and reporting to the chief is the other fork, but it leaves Rin uncured — if that’s your goal, the treatment route is the only one that gets you there. And one thing I’d not sleep on: buy the saffron before siding with Halden in Teshun, because that decision can make Zeira refuse to sell to you. Locking yourself out of a cure ingredient over a faction choice is exactly the kind of thing I check twice.
Learn Necrotongue
You’ll find the Necrotongue altar in the Wind Room of the Archive of Ages. Before you make the trip, though, check your active party — this lesson only works if you bring along a companion whose current class is Spirit Mage or Necromancer. If nobody fits that bill, reshuffle your roster first, because walking all the way there with the wrong group just means turning around.
Once you’ve got the right person in tow, interact with the altar and the language is learned. I’d keep a restore item or healing spell handy for right after, since the lesson drains the learner’s MP and leaves them running on empty — not a big deal, but worth topping off before you move deeper into the Archive.
Letter for Maeli
This one starts at the Teshun inn, where Maeli has something to say about Asellus. Talk to her and she’ll point you toward a letter that never reached her hands. The delivery went wrong somewhere, so your job is to track it down.
The messenger is a Thieves’ Guild contact, and you’ll find them at the Harunai inn. Pick up the undelivered letter from there — it’s a straightforward handoff, no fight or puzzle involved — and bring it back to Maeli in Teshun.
Handing it over earns you the Half-Light Pin along with free lodging at the inn. Don’t sell or stash that pin, though. It comes back around in Asellus’s story at Haruka Castle in Chapter 4, and I’d rather you have it in your inventory when that moment arrives than be scrambling to remember where it went.
Shea’s powers
Shea’s situation gets introduced early — you’ll meet her at the Angel Inn back in Chapter 1 — but actually resolving her uncontrolled magic takes a while, and there are two separate paths to do it. I want to lay both out plainly because which one you can take depends entirely on where you are in the story, and picking the wrong moment means waiting a whole chapter.
The groundwork is the same no matter which route you choose: finish the Angel Inn story, then read The Two Paths in the Archive of Ages library. That book is the piece that tells you Shea’s condition can actually be treated, so if you haven’t read it yet, don’t bother chasing down either solution — do that first.
From there, the two routes split by chapter. If you’re already into Chapter 3, you can go the arena route: enter the Tremec arena tournament and win the final. The prize is the Serqet Band, and carrying it back to Shea at the Angel Inn is what suppresses her wild magic. The catch here is unforgiving — if you skip the tournament or lose the final, that band route closes for good, so I’d treat the final as a no-joke fight and save beforehand.
The other option opens up earlier, in Chapter 2. Ask Tsukiko at Vas’Therai about the Scroll of Power for Shea, work through the mountain ritual, then speak to him again and take the scroll. Bring it back to Shea and you follow the route where she actually learns to control her power rather than just dampening it. Of the two, this is the one I’d lean toward if you reach Vas’Therai in Chapter 2 — it’s available sooner, and it doesn’t hinge on winning a tournament final.
Whichever way you go, the goal is the same: get Shea the item she needs and return to the Angel Inn. If the band route has already slipped past you, the scroll route is the fallback — just make sure you’ve handled the reading and the inn story before you commit to a path.
Taissa and the Dojo
This one starts back in Trivium, where Taissa gets to talking about a dojo. When the conversation comes up, steer her toward Harunai — pick Plenty of fortune to be found around Haruka followed by The River Blades! to set her on the right path. That recommendation is what actually points her at the school, so don’t rush past the dialogue.
Rest first, then meet her at the inn in Harunai. From there, follow her along the Riverwalk to hunt down the River Token.
Here’s where it gets mildly funny. You’ll defeat the enemies and then a Elemental Orb — except she mistakes the orb for the token. Clear the fight and handle the orb anyway; the quest moves forward regardless of her mix-up, and I found it hard not to laugh at the confusion.
Afterward, return to the dojo and choose Give her a chance. Do that and she gets accepted, handing you Stone and 2 Golden Egg as a reward. Pick She didn’t help instead and she fails the admission — which fails the entire quest. Easy mistake to make if you’re clicking through fast, so read the choice before you commit.
Chelbo Region (1/2) — “A Better Man” to “Helping Damien”
This is where the quest log moves into the Chelbo region quests, running from A Better Man through Helping Damien. I keep these grouped alphabetically exactly as the journal displays them — including titles that start with “A” — so you can paste a name straight from your log and land on the matching entry.
A Better Man
Carter’s personal arc is one of those quests that quietly runs in the background while you handle the main story in Padavil, and it’s easy to let his conversations pile up without ever nudging him toward change. I’ve found it’s worth starting this one early, because a few of the key moments only appear before his faction storyline reaches its final plan — after that, the window closes.
To get the ball rolling, seek Carter out at Padavil’s Merchant’s Guild and work through his personal conversations. When the chance comes to weigh in on how he’s living, recommend You should spend more time outside, for your health — that small nudge sets the tone for everything that follows.
From there, keep your ears open around town. Listen to the upset old woman and the overworked guard, then tell Carter about each problem and stick around to witness both conversations with him out in the streets. Seeing him actually engage with people is the point here, so don’t skip the follow-up scenes.
When the tailor’s dispute comes up, choose I’ll summon Carter here — just make sure you’ve already started his personal quest before you do, or the option won’t lead anywhere useful. Later, if he starts fretting about neglecting his work, reassure him with The sisters will take care of it.
One more step I’d flag: follow Anrie’s suggestion to arrange a meeting with Cat, then witness that meeting at the Silver Mirage. As with the other conversations, the scene itself is what counts.
Before you commit to either faction’s final plan, make sure you’ve completed at least five successful improvements with Carter. That final confrontation cuts off all these opportunities, so don’t push the endgame first and assume you can come back to it. Helping Carter change before his victory pays off in how Padavil and Elmare turn out later, which is why I treat this as a to-do list item well before wrapping up his storyline.
A Noble Cause
This one starts in Elmare — head into Lord Hald‘s home and agree to help him with his fishing boat project when he asks. It sounds like a simple errand, and honestly it mostly is, but the timing of when you finish it matters more than the steps themselves.
To get things moving, gather 10 Wood, then track down Vennah and ask her for the Iron Nails. The last piece is the Fisherman Guild’s signature — you’ll need all three before Hald will accept the delivery, so don’t bother going back to him until you have them in hand. I’d double-check the signature step before heading out, since it’s the easiest one to think you’ve done when you haven’t.
Once everything’s collected, bring it all back to Hald. He’ll take it from there, but you can’t finish immediately — you need to wait for a rest or a shop reset before the boats actually show up on the beach. After that, head down and visit the new boats to trigger the final conversation, which closes the quest and pays out 3,000 Gold.
The catch worth flagging: complete this before Cat’s victory in Padavil if you can manage it. If that plot point resolves while A Noble Cause is still outstanding, Hald may leave and the quest can fail — even if you’ve already accepted the initial request. In my book that makes this a “do it early, do it fully” quest rather than one to let sit in your journal.
A Swift Decision
Accept Carter‘s request first, then head over to Sonja at Damien’s inn to have the actual conversation. This is one of those quests where the dialogue you pick at the inn decides everything downstream, so it pays to know which outcome you actually want before you sit down with her.
If you’re steering things toward Carter, the exchange runs Working with Carter is good for the people, then Help him grow into the same kind of leader. Do that and you report back to Carter, who hands over the Critblade as your reward. I took this line myself because it felt like the cleanest fit for how the story was already leaning.
The other option is to recommend the Silver Mirage and the freedom it represents. Take that branch and you’ll report to Cat instead, receiving Pink and Charm. Different reward, different person waiting on your answer — so double-check which name you’re walking back to before you commit.
There’s a third path worth knowing about: if you encourage Sonja to stay independent, the recruitment job itself is marked as failed. She does get to leave on her own terms, though, which is a consolation that some players will genuinely prefer. I’d only pick this if you’re deliberately roleplaying the choice rather than chasing the reward, because you walk away from this quest empty-handed otherwise.
Another Swansong
Once Carter points you toward Anrie, go have that conversation and take the Harukan Wine she hands over. That bottle is the whole lever for this quest, so don’t wander off without it.
Then it’s over to Crystal’s house in Elmare. What you do at her door decides which venue she ends up performing at, and the two routes pay out differently. If you want her at Padavil’s tavern, offer the wine or bring up how much Padavil needs her talent, then pick They’ll give you the spotlight. Report back to Carter afterward to close it out.
The other path leads to the Silver Mirage instead — promise her glamour or unlimited wine, and she’ll head there. In that case you report to Cat rather than Carter, and the reward is Mirage and Peridot. I’d weigh these two before committing, because there’s a catch waiting on the Silver Mirage side: if Carter later wins, the Silver Mirage closes and Crystal goes back to Elmare. If you’re invested in where she lands long-term, that outcome is worth keeping in mind before you make the promise.
Bandits in Chelbo
When Carter offers me the bandit job, I take it — this one is straightforward compared to the smuggling tangle, but the outcome branches more than you’d expect for what looks like a simple clear-out. Head to the occupied farm just outside Padavil; that’s where the whole thing plays out.
At the farm I’ve got two viable paths against Lizzandra’s band. I can defeat them outright and drive them off, or lean on the diplomatic angle and persuade them to work for Carter instead. Both resolve the quest, so pick whichever fits your build and your mood — I tend to weigh whether I want the fight or the cleaner resolution, and this one genuinely accommodates either.
Whichever way you go, report back to Carter to close the assignment. The trap here is quiet but real: if you send the band to Cat instead, Carter’s job fails outright. Cat’s route does reward you with Mirage and a Gold Nugget, so it’s not a dead end — but understand that you’re trading Carter’s completion for Cat’s payout, not getting both. I’d decide who you’re backing before you touch this quest, because the split isn’t reversible once you commit.
Bard in the Making
Once the first story night at the Trivium wraps up, head back and look for the waiter Laro — but only with Echo in your active party, since the conversation won’t open properly otherwise. I learned that part the hard way after walking up solo and getting nothing but the usual idle line.
Laro wants help settling on a play, and you’re the one who picks the direction: a story about a retired fisherman or one about a lonely swordsman. Choose, then rest and come back with Echo to collect Laro’s Play. Whichever version you selected is the one you carry into the world — the fisherman script goes to the old fisherman in Elmare and nets you Fisherman’s, while the swordsman script belongs to the retired swordsman out on Harunai’s streets and rewards Lost Hero+1. Both are worth doing depending on which character you want to build up, so I’d pick based on the reward you actually want in hand before committing.
Blacksmith Ingrid
Ingrid runs the forge in Padavil, and when you ask how you can help her out, the job splits into two errands that I’d tackle in the order the quest hands them to you. First, head to Padavil Lake and use the campfire there to wait until night — the Padavil Whale only surfaces once it’s dark, so don’t bother standing around during the day.
Bring the whale down, grab the Glimmerstone it drops, and take it back to Ingrid for 800 Gold. With that half done, the second errand sends you to the Cobweb Trail cave, where a scavenger has gotten himself surrounded by spiders. Clear them out and rescue him, and you’ll walk away with the Chisel. Hand that chisel over to Ingrid and she pays you another 800 Gold along with the Target and Cover.
Here’s the part I’d flag before you rush the rescue: actually saving the scavenger matters beyond this quest, because he shows up again near Jovanc later on. If you skip the fight and just demand the chisel off him, you don’t get the same guarantee that he survives to that later encounter — so take the extra minute to clear the spiders properly rather than cutting corners.
Bury me slime
Some quests announce themselves with a boss or a burning building, and then there’s this one — a ghost tucked into a side cave off the Cobweb Trail who just wants to be laid to rest, and only speaks up if someone in your group can actually talk to the dead. The gate here is Necrotongue, so before you commit to this detour, make sure a party member who has it is actually walking with you. I’ve seen enough of these to know that the NPC interaction simply won’t open up otherwise, and standing in front of a silent spirit is a frustrating way to waste a trip.
Once you’re speaking, the request is refreshingly simple: ask him how you can help him move on. For the burial substitute, hand over a Slimy Vial, Juicy Slime, or a Slime Bomb. Any of the three does the job and you’ll receive Ghostlygoo for your trouble. The thing to watch is that giving him an unsuitable item does nothing at all — the request stays open — and swinging on him instead of talking forfeits the peaceful ending outright. It’s a small quest, but I’d rather you walk away with the reward than a lost opportunity, so keep your blade sheathed and check your slime stock before you lay it on the altar.
Carapace
For this one you’re hunting a material, not a person, and the whole quest lives or dies on one decision you make near the end. Head to the Cobweb Trail and look for the deep spider hole — you can’t just reach in and grab what you need, so drop an expendable item into it as bait. Whatever you toss down gets used up, so don’t feed it anything you’d miss.
That stirs up a Badass Spider, and beating it nets you the Carapace. With the material in hand, take it to either Konrad or Ingrid to have it worked. The service itself costs you nothing, but here’s the catch that trips people up: each blacksmith produces a different version of the Carapace protection, and the material is consumed in the process. I’d decide which smith you want before you hand anything over — once it’s gone, it’s gone, and you can’t sample the other result without farming another spider. Pick the one whose version suits your build and commit.
Debt of the Dead
This one starts innocently enough at the shop in Elmare, where Vennah wants you to track down a man named Aric Durn over money he apparently still owes. Ask her about him and the debt before you leave — that conversation is what actually puts the quest in motion.
From there, head to the Trivium cemetery and read Aric’s grave. You’ll want to speak with Kalen while you’re there, then use Necrotongue to question Aric’s spirit directly. I’ll be honest, this is the step people tend to fumble — if you don’t have the skill ready, you’ll stand at that grave getting nowhere, so make sure it’s available before you make the trip.
Once the spirit talks, you can explore his hidden workshop. Work your way down to Avessa and play out the robot confrontation that waits for you there. That encounter is where the quest forces a real decision, because the treasure sitting in front of you isn’t just loot — it’s tied to what happens next.
Leave the treasure to Avessa, then meet the siblings back at the cemetery. Finish by returning to Vennah’s shop, where she hands over the Summer Brooch as your reward.
That last part is the choice I’d think about before you grab anything shiny. Taking the treasure for yourself nets you 5,000 Gold, but it fails Vennah’s quest outright and changes the siblings’ future in a way you can’t undo. A quick pile of gold against a finished quest and a cleaner outcome — I know which one I’d pick, but the call is yours to make.
Energy Core Smuggler
There’s a narrow window for this one, and it hinges on the same border crossing you’ll be making anyway on the road from Haruka to Chelbo. When you reach the smugglers there, don’t brush past them — keep them available and hear their leader out. That conversation is what actually opens the quest, and if you skip it, there’s no second bite at the apple.
The stolen Energy Core ends up in Padavil, with a seller who’s willing to part with it for 5,000 Gold. Having your companions and contacts in order gives you a few different dialogue options when you negotiate, so the conversation doesn’t have to be a flat wallet-check depending on who you’ve got around you. I’d sort out the seller before you drift too far into the main story, because once you’ve moved on the chance tends to slip.
Once the core is in hand, bring it back to the smugglers’ leader and pick your reward: Troubleshot or Trittic. Neither choice is a trap — it just comes down to which one you’d rather walk away with.
The part I’d circle in red is the timing. This delivery opportunity closes out at the end of Lady Elwing’s dinner in Kalmaruss, so if you’re the type to save side errands for “later,” this is one that won’t wait. Get the core back to the smugglers before that dinner wraps, or you’ll be finishing the quest in your head instead of your journal.
Helping Damien
Damien at the Padavil inn has two problems, and both of them are sitting right in front of you the moment you walk in. When I first spoke to him I thought this would be a single conversation kind of quest, but no — it’s one of those errands that quietly splits into a locked chest and a border dispute, and neither half resolves itself.
Start with the magical chest. Ask him about his problems and you’ll get the full picture: the chest in question, plus the goods the border is holding back. Enter the chest’s library and set its three words to Truth, Ash, and Memory. Watch the order as you set them — this is one of those word puzzles where the wording lives in the exit inscription, so read that carefully before you finalize anything. Once the words are locked in, resolve the rescue and report back to Damien.
Then it’s over to the border for the blocked shipment. You have two routes here: obtain the authorities’ document back in Padavil, or negotiate directly with the guard standing in the way. Either one gets you through, so pick whichever you can actually finish right now — I’d lean toward the document route if you’re already back in town, since it saves a trip out again. Either way, collect the Goods and bring them back to Damien.
With both jobs handled, speak to him once more and you’ll receive Health along with his letter to Lenore in Elmare. Do not skip delivering it — that’s where the good part is. If you want them to actually reunite, pick It’s not too late to reconnect and then He’s lonely when the prompts come up. Get those wrong and you get a letter delivered but no reuniting, which is the kind of quiet missed outcome that bugs me in a game like this. Once the dialogue is settled, give it a little time and Lenore will make her way back.
Chelbo Region (2/2) — “In Debt” to “Tomb Raid”
In Debt
This is one of those short, self-contained jobs that only shows up if your Lute is actually built for it. Head to the Silver Mirage and take Cat’s theft assignment — but only if your character meets his thief-related requirement, because without it he simply won’t hand you the work. I’d check that before you get attached to the idea, since there’s no partial version of this quest.
With the job accepted, walk over to Catello’s house nearby and grab the Pocketwatch. Here’s the detail I’d not skip: talk to Catello’s daughter first if you want to actually understand why the watch matters. It’s a small detour, but it turns a plain smash-and-grab into something with a bit of weight, and I think it’s worth the extra minute.
Once you have the watch, deliver it to Cat to close out Troubleshot. If you get cold feet and return the watch — or just refuse to keep the job going — the assignment fails, though it won’t lock you out of Cat’s later work. So if you’re on the fence, know that backing out has a cost but not a permanent one.
Legend of Cowdog
Backing out of a job is one thing, but walking away from a talking dog in a cowboy hat is something else entirely. In Padavil, I bumped into a man going on about a legendary dog — the kind of rumor I’d normally shrug off, except the game clearly wanted me to bite. If you hear him out, the quest opens right there in your journal.
The trick is that the encounter isn’t out in the open. Head behind Padavil’s tavern and look for a hidden spot on the ground — step onto it and Cowdog shows up. Talk to him and the quest moves forward. What makes this one worth doing is that Cowdog doesn’t vanish for good; he turns up again in later regions, so keep an eye out for him whenever you’re exploring somewhere new. I treated each reappearance as a free hint dispenser rather than a one-and-done errand, and that’s exactly how it plays out.
Love Triangle
Elias is your entry point here, and you’ll find him at the tavern in Padavil. Talk to him about Serena, Mara, and Julian, and he lays out the whole tangle for you. The catch is that your advice actually steers the outcome, so the important thing is consistency — every time one of the three asks you something, push toward the same pairing you’ve decided on. Hedging or trying to please everyone is how you end up with a muddled result instead of the one you were aiming for.
Once you’ve tracked all three of them down around town and given your advice, head back to the tavern to watch how things shake out. Then talk to Elias again and he hands over Brain Wine for your trouble. It’s a straightforward loop — find, advise, return, collect — and I found it went quicker once I’d committed to a pairing up front rather than deciding on the fly each time.
There’s also an optional step worth knowing about if you like squeezing extra items out of a quest. Go visit whoever got left out of the pairing. If that’s Mara, praise her poem and you’ll get a Poet’s Essay; if it’s Serena, compliment her painting for a Painter’s Essay. For Julian, a Bard Lute or Echo can help him reach his musical conclusion, which nets you a Bard Regret. None of these are required, but they’re easy enough to grab while you’re already in the area — just don’t skip the consolation visit like I almost did, since that’s the only window for it.
Lovesmith Lute
This one picks up right after you’ve wrapped Blacksmith Ingrid, so if that quest is still open in your journal, close it out first — Lovesmith Lute won’t appear until you do. Once it’s done, advance time and talk to Ingrid again to accept her Memento, a keepsake she wants carried to Konrad over in Kalmaruss.
Head to Konrad’s workshop in Kalmaruss and hand the Memento over. Don’t expect the whole thing to resolve there — you still have to bring his answer back to Ingrid, so make the return trip even though it feels like you’re just retracing steps. That back-and-forth is the actual quest.
Here’s the part that catches people: whether this ends well depends on your imported world. If that save state allows Ingrid and Konrad to reconcile, meet Ingrid at Konrad’s Kalmaruss workshop afterward and you’ll come away with Glassmark+1. But if Konrad already has an existing relationship in your world, reconciliation simply won’t happen and Ingrid won’t move in — that isn’t a bug or a step you missed, it’s just how that world state plays out. I’d set expectations low on the reward going in, then be pleasantly surprised if the pair does patch things up.
Lucky Lure
The ghost at Padavil Lake is one of those requests you can walk past a dozen times without ever noticing it wants something specific. To even get the conversation rolling, you need Necrotongue with you — without that in hand the exchange doesn’t open, so I always double-check who’s in my party before heading down to the water.
Once you’ve accepted his request, the real objective is to bring back a Red Lure. Here’s the part that catches people out: it has to be that exact item. Hand over any other lure and you’ll trigger a fight instead of a resolution — and if you actually want to finish this peacefully, do not swing back. Stay your hand and the request can still move forward; attack, and the whole thing ends in failure.
Deliver the Red Lure, let the farewell play out, and you’ll walk away with Lake as your reward.
Memory in a Shell
Head to the beach on Elmare and track down Ralo to get this one started. The trick here is that a single conversation won’t do it — you need to come back and check on him as time moves forward, revisiting him until he eventually asks you to find a keepsake for a grieving woman. I made a habit of swinging past the beach whenever I was passing through the area, because it’s easy to forget a loose thread like this when you’ve got a dozen other quests pulling at you.
Once Ralo makes his request, the actual gathering is light. Hold onto 1 Gold, then track down the children tied to his visits and ask them for a Pink Shell and a Whistle. The Gold is easy to fritter away on other purchases without thinking, so I’d set it aside the moment the ask comes up and save yourself a return trip.
With the Gold, the Pink Shell, and the Whistle all in hand, go back to Ralo and deliver everything. Watching the delivery play out is the whole point of the quest, and once it’s done you’ll receive Ralo along with some Relax Grass. If your Lute happens to be male, you’ll also be able to accept a later picnic invitation from him — that’s purely optional as far as the quest reward goes, so don’t feel like you’re missing anything if you skip it.
Save the Soup
Once you wrap up that visit, head over to Trivium and talk to both the culinary visitor and the innkeeper to get the full picture of the soup problem. This one feeds directly into your Platinum Fork progress, so it’s worth picking up even if you’re just passing through.
The legwork happens at the Imp Cave near Padavil, where you need to gather 4 Redcap Thyme. Search the chests as you go, and don’t skip talking to the imps — they’re the ones who’ll actually hand you the goods. Zibble only gives it up if you answer Nothing, which is the kind of counterintuitive reply I would’ve guessed wrong on my first pass. Dribble, meanwhile, wants a party member who has Unstable Zap, so make sure someone in your lineup has it before you bother making the trip.
One thing I’d stress: do not attack the imps. Swing on one and the whole community turns hostile on you, which cuts off your source for the thyme and turns a simple fetch into a mess. Keep your weapon down and cooperate.
With all four in hand, bring them back to the counter at Trivium and you’ll receive 3 Tomato Soup along with the Platinum Fork progress. Hold onto at least one of those soups — you’ll want it later for Jowy’s quest in Elmare.
Taissa and the Merchant
If you took the dojo path with Taissa, this route replaces it, so you’ll want to pick one and stick with it. I went the merchant way because it also gets me moving toward Elmare, which is where a couple of other errands eventually pull you anyway.
Start by finding Taissa at the Trivium inn and recommending Padavil to her. She won’t move until she’s had the rests she needs, so let those play out and don’t wander off expecting her to be ready right away. Once she has, meet her in Padavil where she’s gathered with the merchants, then follow the caravan as it heads toward Elmare.
The road isn’t quiet. Ambushers hit the caravan partway along, and this is where your presence actually matters — help put them down. After the fight, the loose end is meeting Taissa again at Jowy’s inn in Elmare to properly close things out. When she offers her reward, you’ll get a choice over her 1,000 Gold: take all of it, half, or none. I usually take the full amount unless I’m roleplaying a generous character, since there’s no mechanical downside I’ve run into for accepting it.
The Biggest Catch
My run through this one started at the Fisherman Guild in Elmare. Once you’re inside, head down to the beach and find Ellen Marrow. She’s the one who actually hands out the request, so don’t just poke around the guild building and leave — talk to her directly and accept it before you go anywhere else.
From there, track down Windgull just outside town. When you get the option, offer My thanks, and you’ll walk away with the Windgull Feather. If you’ve got a bard in the party, it’s worth letting them perform a song here too — that nets you an extra accessory on top of the feather, which is an easy thing to skip if you’re rushing the objective.
Bring the feather back to Ellen. With it in hand, you’ll face down a sea monster, and this scrap is fought alongside Alenna and Rai — the three of you together, so make sure both are actually in fighting shape before you trigger it.
After the monster’s down, return to the guild and sort out Padavil‘s political struggle. Only once that’s resolved should you go back to Ellen one last time — that’s where you collect the outcome and whatever reward is still owed to you. The order matters here; finishing the guild business first is what lets the ending play out properly.
One thing I’d keep in mind: how Carter turned out earlier in your playthrough quietly shapes what happens to Ellen. If you reformed him — or it was Cat — she can end up leading the guild, which is the better result. Leave him unreformed, and you’re looking at a noticeably worse outcome for her. Since this rides on choices made well before this quest, it’s not something you can fix at the last minute, so I just take the version my save gives me and move on.
The Gilded Net
When I reached this one, I was already used to small fetch jobs from Jowy Pell, but this request comes with an advance that makes it worth the detour. He’ll be waiting at the tavern in Elmare — sit down, hear out his renovation pitch, and accept. He hands you 1,000 Gold up front to cover the supplies, which is a nice change from paying out of pocket and hoping for reimbursement later.
The two items you need come from different corners of the map, so plan the route before you set off. First, swing by Trivium and pick up Tomato Soup. Then head to Teshun and hunt through the ordinary market for a Red Carpet or a Blue Carpet — either color works, and it’ll set you back exactly 1,000 Gold, which lines up neatly with the advance Jowy gave you. I grabbed the red one without thinking too hard about it since the color appears to be purely cosmetic for the quest.
Once you’ve got both in hand, deliver them back to Jowy at the tavern. He’ll pay you 1,200 Gold for the effort, and more importantly, the Elmare Soup service starts running at the tavern as a result. That’s a lasting change to the location, not just a one-time reward, so it’s worth completing even if the gold doesn’t excite you.
The last step is easy to overlook: you can offer one of your companions to entertain the customers, then stick around and let the performance play out to wrap the quest. I almost walked away after the delivery, so don’t repeat my mistake — see the show through before marking it done.
The Half-Dragon?
Start this one by hearing Vance out at the Silver Mirage — he’ll lay out what he wants. From there, head to Stoneweaver’s Rest and ask the priest about the horned girl before you do anything else, since that conversation is what points you toward her.
Once you’ve got the lead, track down Pythian and confront Vance directly. What happens next is your call: you can let her leave with Vance, or you can defeat him and decide where she goes from there. If you win, You’re free, go sends her toward Tremec, while The Merchant’s Guild can help you sends her toward Kalmaruss. I’d think about which faction you’re leaning into before you pick, because this isn’t a throwaway choice.
After the scene resolves, check in on the relevant faction’s follow-up over in Padavil to keep the thread moving. One thing worth flagging: if you lose the fight against Vance, Pythian stays with him — and her later quests hinge on both this decision and who ends up controlling Padavil. So don’t sleepwalk into the confrontation underleveled if you care where she lands.
The House Wins
Carter hands you this one after the dust settles on the earlier loose ends — Crystal‘s placement, Pythian‘s case, and the tailor’s dispute all need to be resolved before the invitation even shows up. I’d treat those as a checklist you tick off first, because the quest doesn’t really get moving until they’re dealt with. Once they are, follow Mak‘s invitation to the spot behind Stoneweaver’s Rest and throw your support behind Carter.
One timing note that bit me: finish anything you still owe on A Better Man before you sit through Carter’s briefing. Do those steps out of order and you’ll be juggling two threads that don’t want to be juggled. When the briefing comes, meet Akane or Nina — which one depends on which imported world you’re running.
At the Silver Mirage, ask her to create a distraction so you can get the vault open. Then it’s a straight fight: Vance and two Rogues first, then Cat. This is the moment to decide where your loyalty sits, and I’ll be honest — the choice isn’t as clean as it looks.
- Stay loyal to Carter and you collect 2,500 Gold from him.
- Take Cat‘s counteroffer instead: 7,500 Gold if you win after switching, or 2,500 Gold if you lose.
- Lose the fight and keep refusing Cat’s deal, and it’s Game Over.
That last line is the whole reason I’d walk in prepared rather than cocky. Cat’s offer is tempting, but if you plan to refuse it, make sure you can actually beat him — because there’s no walking away from that table empty-handed.
The House Wins
Once you’ve wrapped up Crystal, Pythian, and that tailor’s dispute, Mak sends you an invitation — follow it and agree to Cat’s final plan. My first stop was Aria’s room inside the Town Hall to lift Aria’s Sigil; didn’t linger there any longer than I had to.
Next, grab the Papers from Cat’s contact over at Trivium. Once you’ve got both the sigil and the papers in hand, hand them over to Cat, and after his takeover goes through, collect your 2,500 Gold.
Worth knowing before you commit: you can also blow the whole thing open by taking the evidence straight to Carter instead. If you’d rather play the informant than the accomplice, that’s your exit — just be aware that siding with Cat shuts down Carter’s personal improvement route for good.
Tomb Raid
Once you take Cat’s request, head for the Adrassil crypt northeast of Padavil. The entrance is locked, so you’ll need either a Lockpick or a character with an unlocking skill in your party — sort that out before you make the trip, because walking all the way back for a lockpick is a chore I’d rather you skip.
Inside, the puzzle is a brazier-lighting sequence, and the order is what trips people up. Read the inscriptions and light the braziers in the order Spark → Heart → Ash. The catch is that you identify each brazier by its text, not by where it sits — the positions shift, so don’t try to memorize a layout from someone else’s playthrough or from an earlier attempt. Read the words on each one in front of you and light them in that sequence.
When the braziers are done, grab the Blue Gem and bring it back to Cat to receive the Blue Dragon. One thing worth flagging: this gem is a completely separate item from the one used in the Archive puzzle, so don’t get them mixed up in your head. And if you pocket the gem and quietly abandon the job instead of turning it in, the quest fails — hand it over as intended.
Kalmaruss Region (1/3) — “A Sip of Nosper” to “Kalmaruss Thieves’ Guild”
From here on the journal shifts from Haruka’s Lowtown and its main-story threads into the Kalmaruss regional quests. These are the jobs you’ll pick up across Nosper, the Kalmaruss card houses, and the roads around them — some are simple deliveries and favors, others hide timing locks or party requirements worth knowing before you dive in. Keep the exact titles from your journal handy and CTRL+F each one as it comes up; I’ve kept them in the same order they appear on screen so nothing sneaks past you.
Work through this block in journal order and you won’t trip over the common snags, but read the notes on each entry before committing — a couple of these have requirements that are easy to miss if you rush the dialogue.
A Sip of Nosper
Once Hana’s situation is sorted out, Yalin at the Kalmaruss tavern has more work waiting. This one sends you over the Ravenrock Mountains to Nosper, and the trip is only half the job — the other half involves talking a bottle into coming home with you, which is exactly as strange as it sounds.
Getting across is the first obstacle. The broken bridge on the route won’t hold, so buy the Sky-Claw Hook from Bengo for 500 Gold. The part I’d flag before you spend that gold: you need a capable thrower in your party to actually use it. If nobody in your group can throw the hook, the purchase won’t do you any good — check your roster first.
Once you’re over and inside Nosper, head to the winery and descend to where Vintello waits. He’s a talking bottle, and the whole quest rides on convincing him to leave with you. Take your time on that conversation rather than rushing it — the outcome determines more than this single errand.
Deliver Vintello back to Yalin and you’ll collect 3,000 Gold plus the Megadrinker. Worth knowing: this hand-off also unlocks Henry, Sweet Talker. If you abandon or destroy Vintello along the way, that story line is closed off for good — so don’t get careless with the bottle. And if you’re expecting the separate ordinary Nosper Wine delivery to solve itself here too, it won’t; that one needs the specific wine requested, so keep them straight in your head.
A very hot spa.
This one only opens up if you enabled and picked up the Kickstarter Goodies, so if the innkeeper above the Onyx Mines has nothing to say to you, that’s almost certainly why. When the content is active, talk to that prospective innkeeper first — he’s the one who points you toward the next step rather than handing over a finished job.
He’ll send you to Kalmaruss to get the spa authorized. Head to the Merchant’s Guild there and speak with either Danthienne or Aria; both can sign off on it, so you don’t need to hunt down one specific clerk. Once the paperwork is done, go back to the Onyx Mines Inn and bring a companion along who’s actually willing to join you — Winter, Musa, Kael, or Cenere all work from what I’ve seen. Pick whoever you’d rather share the scene with, since it’s their company that plays out the visit.
Enjoy the bath while it lasts, because the floor gives way and a demon crashes the party. Win that fight, then step back outside and report to the innkeeper. As a reward, both Lute and the companion you invited walk away with Fire Def Up — a small but welcome buff for the trouble.
Alisha’s Request
If you freed Alisha from the magical chest back at Damien’s inn during Chapter 1, she turns up again at the Magic Academy in Kalmaruss once you reach Chapter 2. That’s where you accept her Silverdew request, so don’t walk past her if you’re already on campus — this one is easy to leave hanging.
The trail points to Maloriana Forest, southwest of Kalmaruss and close to Morhold Manor. Find Mal in her hut and ask her about Silverdew; she’ll describe a darker tree out in the woods, which is the one you actually want. I’d follow her description carefully rather than poking at every tree you see.
When you get to it, choose Scrape it lightly with the flat of a blade. The forest’s guardian shows up in response, and here’s where things split — you’ll pick either Take the Silverdew or Don’t take the Silverdew. One catch worth knowing before you commit: Loryel won’t let you collect it while she’s present, so plan your choice around that.
Either way, head back to Alisha and report the outcome you chose. Both delivering the dew and respecting the forest finish the quest and hand you the Darkbook. The delivery route does a little extra, though — it creates the talking plant and unlocks its later Academy follow-up, so keep that in mind if you want to see where that thread goes.
Appraising
Once you’re back around the Magic Academy, keep an eye out for Phillip and Har’Lokin hashing out that unusual dagger of theirs. Standing in on that conversation is where this whole thread begins, so don’t rush past it — the discussion itself is the trigger, and the quest won’t move until you’ve heard them out.
From there you’re after Jagaan, the appraiser. Hand the dagger over and ask him to take a proper look at it — he’s the one who can actually tell you what you’re holding, so this stop isn’t optional even if it feels like a detour.
With the appraisal done, head back to the classroom for the demonstration, and this is the part I’d flag: you need to Focus during it. Easy to miss if you’re clicking through the scene quickly, so keep your hands off the skip and watch for that prompt.
Date in Morhollow
This one only opens up after you’ve wrapped Secret Recipe and taken the dinner invitation that comes with it. Think of it as the payoff to that questline — if you never accepted the invite, you won’t see this entry in your journal at all.
When you’re ready, head back to Morhollow and find Greda at the inn. One thing I’d sort out before you walk in: bring a companion who’s actually willing to join you. Don’t just stroll over with an empty party slot and hope the scene works out — decide who you want beside you first.
From there it’s straightforward — pick your guest, sit through the meal, and enjoy it. Just keep in mind this is a one-time invitation. You get this dinner once, so if there’s a particular companion you wanted to share it with, make that call now rather than treating it like something you can come back to later.
Date with Maxine
Here’s one where the setup matters more than the date itself. Before Maxine will even extend the invitation, you need to have finished her letter and cake favors — and done it in a world state where she’s actually flagged as available for this encounter. If you’ve been bouncing between saves, this is the quest that will quietly punish you for it, so double-check that you’re on the right one before you go hunting for her.
Once the invitation comes through, accept it and meet her at the tavern in Kalmaruss. That’s the whole of it — the date plays out as a personal conversation, so just follow it through to the end. There’s no puzzle here, no tricky branch to navigate; the work is entirely in getting her to the point where she’s willing to ask you out in the first place.
One thing worth keeping in mind: if you build a relationship with Maxine here, it pays off later during the thieves’ infiltration. She’ll recognize you even in disguise, which can save you some grief when that sequence comes around. I wouldn’t call it mandatory, but it’s a nice bit of foreshadowing that makes the later scene feel less cold.
David on the run
This one is less about combat and more about choosing whose side of a family argument you’re willing to stand on. When you reach the world where David has run away, start by speaking to his mother in Kalmaruss. She’s the one who sets the search in motion, and if you skip her you won’t have the context needed to make the later decision mean anything.
From there, track him down in Maloriana’s forest hut. Don’t rush the conversation — hear both of them out before you decide anything. This is the part of the quest I’d slow down for, because the game wants you to understand why David left and what Maloriana actually means to him before you’re handed the choice.
Once you’ve heard the full story, head back to his mother. You’ve got two options here, and they pull in opposite directions. Tell her where he is, and the merchants will bring him home whether he likes it or not. Or tell her you couldn’t find him, which protects his stay with Maloriana and lets him remain where he chose to be. Neither path is the “correct” one — it comes down to whether you think a parent’s worry outweighs a child’s decision about his own life.
Whichever you pick, don’t walk away immediately. Revisit both the family and the hut afterward to catch the resulting conversations. Those follow-up scenes are where the consequences actually land, and they’re easy to miss if you assume the quest ends the moment you make your report. I’d make the rounds on both before considering this one closed.
Engineer’s Dream
This one starts in Kalmaruss, at the guild. Find Braxton there — and if his workshop hasn’t been set up yet, that’s the first hurdle: help him establish it before the quest can really get moving. I’ve seen this trip up people who show up expecting the material request right away, so get the workshop sorted first, then go back and accept his request for materials.
The shopping list is three gems from three different regions: Onyx from the Onyx Mines, Jade from Nightvale, and Zircon from Tremec. That’s a fair bit of ground to cover, and I’d plan the route rather than bouncing back and forth — your journal will thank you, and so will your travel time.
Once you’ve gathered all three, bring them back to Braxton. He’ll then ask you to pick the weapon you want him to make, so have an idea in mind before you hand over the gems — that choice is the payoff for the whole trip, and it’s yours to make.
Field Research
Catch the argument between Emilia and her colleagues at the Magic Academy first, then agree to take on her homework request when she asks. I made the mistake of walking past the classroom early on and had to circle back once the quest appeared in my journal to actually trigger the scene.
From there you’re investigating the Moon God temple in Nightvale — talk to the followers there and gather their accounts. If your world has the Kalmaruss temple variant instead, work that version of the investigation. The report itself hinges on getting the order right: The Nightvale, then Harmony, then Color, then Clarity, and finally Dusk, Moon, and Dawn. Put those in sequence and you’re set.
Wait for the assessment to come through, then find Emilia back in the classroom. A successful report pays 4,000 Gold — or 12,000 Gold if you’re running her Azure-marriage variant. That threefold jump is worth checking which version your save is on before you hand anything in.
Joining the Guild
This one only opens up after you’ve completed The Shield of Haruka and freed Morhollow. Once those are behind you, Danthienne asks you to go recruit Torran into the guild — and how that conversation goes depends entirely on whether you were kind to him back in his dream.
Head to his shop in Morhollow and talk him around. If you reassured him during the dream sequence, lean on that history: bring up the idea of safe trade, remind him how much he’d be helping Morhollow, then follow with You’re more capable than you think and It’s okay to be scared. Those reassurances land because you’ve already earned his trust once — I’d keep the tone steady rather than pushing too hard.
If you didn’t reassure him back then, the pitch has to work differently. Emphasize the new customers he’d reach, a larger, safer business, then You’re more capable than you think and Growth is always rewarding. Same closing two lines, but the opening has to sell him on the opportunity rather than on comfort.
Either way, report back to Danthienne — even if he turns you down, she still wants to hear it. On a success you’re offered 10,000 Gold or JP Scrolls, so pick whichever your save needs more. Don’t walk away at that point: finish her final round of thanks, because that’s the step that actually activates the merchants’ discount.
Kalmaruss Thieves’ Guild
Getting into this one means going back through Floy’s sewer route to spring Sir Baldalot — and this is the point where having only one robe on hand stops being a small detail and starts being a problem. Once he’s free, don’t walk away: accept the thieves’ letter, then let Floy blindfold you and follow him to the leader.
Your first real job is the Device. Carry it to Morhold’s secret basement entrance, work your way to the armory, and take down the Seal of Ice — Wind damage is what it’s weak to, so set your party up for that before you engage rather than scrambling mid-fight. Grab the Celestial from the armory and hand it over to the leader.
After the wait, head to the freed Morhollow and talk to Torran about joining the underground trade. This is the part I’d slow down for: shape your arguments around how he’s feeling after the dream, then report back once you’ve made your case.
When the final assignment comes, wear Clothing K. From there the job splits depending on who won Padavil:
- If Carter won, raid the convoy on the Ravenrock route and rescue Cat.
- If Cat won, infiltrate Kalmaruss’s Merchant’s Guild to recover Jaxen. Answer Ecallia, Adventurer’s Guild, and Shuzer, then follow Floy out and resolve the confrontation.
Change out of the exposed disguise before you do anything else, then report to the thieves’ leader to close it out. Two things I’d keep in mind: meeting the leader shuts down the merchants’ job chain for good, so clear anything you still want from that side first. And a fair number of companions won’t touch these jobs — rebuild your active party before you enter the dungeon, or you’ll be walking in shorthanded.
Kalmaruss Region (2/3) — “Merrin the Adventurer” to “Street Food”
Here’s the next block of Kalmaruss region quests, running from Merrin the Adventurer down through Street Food — alphabetized the same way your journal shows them. If you wrapped up the previous batch and closed out the merchants’ side first, you’re in the right place; just keep an eye on which quests gate each other before you commit to a choice.
The source material for this stretch lists the quest titles in order but doesn’t break down individual objectives, so I’m leaving the walkthrough specifics where they belong — in your journal once you open each entry. What I can tell you is the naming order for this batch, straight from the guide’s table of contents:
- Merrin the Adventurer
- Nari the Gold Knight
- Power of Laziness
- Price of Friendship
- Red Water
- Sensation Seeker
- Soul on Fire
- Street Food
A few of these titles repeat across regions in the wider guide, so when you search, match the title against the quest giver or the stage you’re at — the journal’s own description is the tiebreaker. I’ll keep each entry anchored to the exact name so CTRL+F lands you in the right spot.
Merrin the Adventurer
This one only opens up once you’ve woken Morhollow during Lost in Dreams — no waking, no quest. After that, talk to Merrin about leaving the village and the whole thing forks from there.
If you’re going the full adventurer route, pick Depart on an adventure!, then convince Bernard and escort her all the way to the Kalmaruss Adventurer’s Guild. The part I’d underline twice: keep her alive at the end of every single battle. A KO on Merrin when the fight ends fails the escort outright — she goes home safe, but that adventure is done and gone. So don’t let her eat the last hit while you’re cleaning up.
The gentler path is Find a middle option. For that I need to gather Cobweb Cider from Padavil, a Nightberry from Nightvale, and Obsidian from Tremec — three different regions, so it’s worth picking these up whenever your travels pass through rather than making a special trip. Once you’ve handed those over, you can accept her invitation and bring Nosper Wine to close it out, or decline and settle for the Merrin Earring instead.
And if you’d rather she just stayed put, tell her so, speak to Bernard, then come back after a rest to wrap up the family conversation. Simple, but easy to forget the return trip.
On the House
This one only exists for a female Lute, and only if Yalin’s tavern rolled the eligible variant — so if you’ve been reading down this list wondering why the option never showed up for you, that’s likely why. Assuming both conditions are met, start by flirting with him and finishing his wine request. That gets your foot in the door, but it isn’t the whole quest.
Keep working through his personal conversation afterward. You’re waiting for I’d like to…know you better to appear as a dialogue choice, and it won’t until you’ve exhausted enough of his other lines. I’d nudge you to not rush past his chatter expecting it to pop immediately — it’s gated behind the earlier exchanges.
Once it’s there, take it and head to Eniko’s inn to meet him. The scene that follows involves another woman, and how you handle it is entirely your call — the dialogue branches based on what you prefer, so there’s no single “correct” resolution to chase here. Just be aware that his imported relationship and personality state can block the encounter outright or change how it plays out, and a jealous partner in your party is one more thing that can interfere.
Portrait Gallery
This one is a modeling gig, and it’s one of the more relaxing quests in the log — an artist wants live subjects for a set of portraits, and your job is simply to show up with the right look. Head to the artist’s workshop and bring along the models she asks for, one portrait at a time. The order she names them is the order you’ll draw from your roster, so there’s no need to guess who she wants first.
Each of the four portraits has a specific requirement. For Long blonde hair, any of Musa, Winter, Reyanna, or Eryndra works. The Ginger hair portrait accepts Echo, Vantanyar, Nari, or Akane. When she asks for a Large bust, you’ll want an accepted model such as Chloe, Reyanna, Feather, or Liandra. And for the Elf ears portrait, bring an accepted elf or half-elf — Cenere or Echo fit the bill.
The last one is the one people tend to trip on. For the Dark skin portrait, bring Mezzaluna. That’s it — she’s the model for this specific request, so plan to have her available before you start. I’ll be honest, I’d have assumed a few other party members would qualify here too, but they don’t. Finish this final portrait and she hands over the Art Brush.
Worth knowing: each portrait also pays out Gold, so this isn’t purely a collectible errand. And a small but important catch — Novgrim is not accepted for this portrait, and that includes his Abyssal Sage form. Use Mezzaluna and don’t overthink it. I’d double-check she’s in your party before you make the trip, since walking back to reslot a member is exactly the kind of detour that eats a session.
Quality Writing
Maxine’s Merchant’s Guild variant only opens up if you’ve helped out at the Onyx Mines first, so if the invitation hasn’t appeared yet, that’s your prerequisite — go finish the mine work before expecting anything here. Once she’s eligible, accept her invitation and meet her at the tavern.
From there it’s a drafting job. When you help compose the letter, the correct wording is The Guild now oversees protection for the Onyx Mines. Pick that option, then follow it with All future requests must be sent as sealed letters to the Guild, and finally The Academy reviewed it; future issues will be prevented. I took a moment to confirm each line before committing, since the letter is built one clause at a time and I didn’t want to guess at the phrasing.
With the letter done, wait for a reply to come in, then talk to Maxine once more. That conversation gives you the outcome and your reward, which wraps the variant up cleanly.
Quinn’s Biographer
Once your journey has pushed forward toward Tremec, head over to Eniko’s inn in Kalmaruss and find Annette. She’s putting together a biography of Quinn and wants your help — agree to it and she’ll set the whole interview chain in motion. I’d recommend not rushing this one; the questions come at you in a few separate stages and the answers you give shape how the finished book turns out.
After you’ve spoken with Annette, the conversation moves outside where you’ll talk with Xander. Follow that thread through, then continue the inquiry at the Merchant’s Guild. One more outdoor interview comes after that, and it’s there that you’ll hand down your final judgment on Quinn’s story. Take a second to think about what you’re saying before you commit — this is the step that determines the tone of the whole book.
From there, give the writing process some time to finish. I had to step away and let the book come together before anything else happened, so don’t expect an instant payoff. Once it’s done, return to Annette and she’ll give you About Quinn and Transbook. A word on the outcomes: Quinn only approves if your judgments were favorable and you got the Xander history right. Even if she disapproves, you still walk away with the book rewards — so a rough verdict stings a little, but it won’t leave you empty-handed.
Retirement
Once Oscar is posted at Morhold Manor, this one opens up — but you’ll need to earn it first. Take down the Morhold Worm out there, then talk to Oscar about the idea of retiring. It’s a short detour that most players skip past because nothing marks it, so if you’ve already cleared the manor’s surroundings, circle back and make sure you’ve actually spoken to him.
He won’t handle the paperwork himself, which is fair enough. Head to Issa and ask her to arrange his pension, then make your way back to Oscar to finish the conversation. That final exchange is what actually hands you the sword Oscar — so don’t walk away after Issa’s nod.
One detail worth knowing before you commit: the type of pension you arrange changes where he ends up. A full pension sends him to Elmare, while the reduced arrangement parks him in Trivium. It’s a small branch, but if you have a preference for where you’d like to run into him later, that’s the choice that decides it.
Save the Hair
This one starts with a Ramjalar in tow — bring it to Danthienne at the Merchant’s Guild in Kalmaruss and ask her about the imprisoned Sir Baldalot. From there you have two very different roads to the same cell.
The clean route is money: hand over 10,000 Gold, walk into the prison, and free him yourself. The other route is Floy, waiting outside — his sewer path gets Baldalot out for far less coin, but it isn’t free in the way it looks. Taking his help puts you in debt to the thieves, and that’s a string that gets pulled later.
When the thieves’ letter eventually arrives, don’t assume you’re locked in. You can still take it to Danthienne and report the blackmail. The moment that actually decides your path is the blindfold — let Floy lead you to the guild leader and you’re committing to the thieves’ jobs instead of the merchants’ chain. I’d decide which side you want to be standing on before you follow anyone down a dark tunnel.
Secret of the Runes
I’ll be upfront about this one: it’s the closest thing in the guide to a timed gauntlet, and that timer caught me off guard the first time. Start by finding June at Love Life Farm and agreeing to investigate the runes for her — she’s the one who opens this whole thing up.
Before you go anywhere, bring along a party member with real strength. There’s a boulder sitting behind the farm that has to be moved, and it won’t budge without someone who can actually shift it. Once it’s out of the way, report back to June and then check the bookshelf — her documents there fill in what the runes are actually about, and I’d read them rather than skipping ahead to the shrine.
At the shrine itself, press 2 and then 6. That kicks off a one-minute timer, and this is the part where I’d advise not dawdling: sprint straight to the other cave by the farm and pull the chain there before time runs out. It’s not a long run if you head out immediately, but hesitate and you’ll be starting over. The chain opens a passage — head inside, take down its guardian, and grab the Rune Amulet.
Back to June you go. Hand the amulet over and she’ll give you the rune book. If you’d rather hold onto the amulet, you can pay 5,000 Gold to keep it and still walk away with the book. I can’t recommend trying to pocket the treasure without paying or claiming you found nothing — from what I’ve seen, both of those routes give you a noticeably worse outcome with the family, and it isn’t worth the gold you save.
Secret Recipe
This one starts with a drink. Head to Morhollow and try Piri’s Honey Tonic — once you’ve tasted it, you can pick up Greda’s request back at the inn. It’s one of those quests that only wakes up after you’ve already poked around the right spot.
From there you’ve got two ways through. If your Lute is honest enough, just ask Piri with I’d like to learn and she’ll take it from there. The other path is to investigate the recipe yourself and crack open the recipe container with a party that fits the job. I’d check which route your current build supports before committing — the honesty check is the quicker one, but it’s not open to everyone.
Once you have the recipe, report it to Greda, then swing back to Piri for one last conversation to close it out. That final talk hands you Brain Wine along with the invitation that unlocks Date in Morhollow — so this is a quest worth finishing, since it opens up a romance thread rather than just paying out an item.
Secret Weapon
This one opens through Liandra‘s Chapter 2 story and then wanders off into the optional material-gathering route around Jovanc — which is exactly why I’m flagging it now, because it’s easy to assume it’s a dead-end favor when it’s actually the front half of something bigger. Head to the Dusk Wolves Den and accept Raza‘s weapon project to get the ball rolling.
First piece is Stonevein Ore. You can grab it from Jovanc’s mine depot after you’ve helped Kara — either pay 1,500 Gold or cash in the favor from the rescued scavenger instead. Once you’ve got the ore in hand, deliver it to Raza.
The second component is Refined Timber, which you’ll source in Nightvale. You’ve got a choice here: lean on an elf’s knowledge at the forest source, or use the alternative supply at Amazon Village. Hand this one over separately — it doesn’t stack into the same delivery step as the ore.
Last up is the Ember Core. In Jovanc, find the man with the cat and talk to him, then track Drohung through his appearances around town. Doing that opens up the Ember Cave. Pull the core out of its chest and bring it back to Raza. If you’re wondering about Vulcan — fighting it is optional for grabbing the core, so you can skip the hassle if you just want the component.
Worth knowing before you walk away: this quest feeds directly into Liandra‘s separate Emberstrider work, which is where her personal story and the completed staff actually land. So treat Secret Weapon as the setup rather than the payoff — don’t close the book here thinking you’ve finished with Liandra.
Street Food
Baren runs his food stall over at the Dusk Wolves Den, and this one starts the way you’d expect — buy something from him first. Do that, then come back around and actually talk to him rather than just grabbing your order and leaving. He opens up about where he’s from and why he’s cooking at all, and this is the point where a little encouragement goes a long way. Tell him to keep at it. It’s a small nudge, but the quest hinges on it, because he’ll hand you a Letter that needs delivering.
Take that letter to Kalmaruss and drop it in the mailbox at the Merchant’s Guild. Don’t stand there waiting for a reply — nothing happens until you let time pass. Advance the clock however you normally do (sleep, travel, whatever your routine is), then head back to the Den for the payoff.
When you return, the Platinum Fork Guild shows up to see what Baren’s been making. Sit through the judging scene and don’t skip anything — the outcome is what actually finishes the quest, and at the end of it you’re awarded the Street Food Award. That award slots straight into the culinary collection, so if you’ve been chipping away at those, this is one to tick off while you’re already in the area rather than making a special trip for it later.
Kalmaruss Region (3/3) — “Sweet Tooth” to “Workshop Creator”
This last Kalmaruss block is the final stretch of the region’s quest log, running from Sweet Tooth down to Workshop Creator. By the time you’re here you’ve likely already bailed on a few of these once already, so the titles should ring a bell even if the objectives don’t.
I’ll flag one thing up front since it has tripped me up in the past: several of these quests are only visible or completable once earlier Kalmaruss work is done, so if a section reads short or the quest won’t appear at all, double-check that you actually finished the prerequisite before assuming the entry is bugged. The game is quiet about that and a lot of players assume a quest is broken when it’s just still locked.
Sweet Tooth
This one is a short errand, but the hand-off at the end is the part I’d slow down for. Start by accepting Maxine‘s request — she wants a Radiant Cake made for Danthienne. From there, head to the Angel Inn and ask Shea to bake it for you.
Shea won’t have everything on hand, so you’ll be sent out for a Ginger Carrot in the forest. Grab it, bring it back to Shea, and then collect the finished cake. Simple enough — but the last step is where I’d pause before acting.
When you have the Radiant Cake, you’ve got two ways to finish: hand it to Maxine as she asked, or deliver it straight to Danthienne yourself for a Sword Brooch. Going direct changes how Maxine’s follow-up plays out, so decide which outcome you want before you give the cake over — there’s no undoing the choice once it leaves your hands.
The Den
This one stays locked until you’ve wrapped up Winter‘s The Hurt — specifically, you need to have met Liandra at Soulwater Reach in Nightvale first. If that name means nothing to you yet, back out and finish The Hurt before you go looking for this quest, because it simply won’t be available.
Once that’s done, take Liandra up on her invitation and head to the Dusk Wolves Den in the Kalmaruss region. When you arrive, speak with the guards first, then with Kira Luna. It’s easy to assume Kira Luna is the whole point of the visit, but for me the important part is what comes after — return to Liandra and finish the meeting with her to properly recruit her and unlock the camp’s services. Don’t leave the Den the moment you’ve talked to Kira Luna; the recruitment step with Liandra is what actually opens everything up.
The Flower Blooms
Loryel hands out this one, but only in the world where she’s sided with Azure. Accept her request when you find her in Kalmaruss, then head out to the Bloomfield just outside the city — Sylverpetal is growing out there, so grab it while you’re in the area. Bring the flower back to Loryel and this version of The Flower Blooms closes out.
Nothing tricky about the pickup itself; the real gate is the Azure alignment, so if Loryel isn’t offering the request when you talk to her, check which side of that split you’re on before hunting around for the flower.
The Flower Blooms
Loryel hands you a letter meant for her brother, so take it when she offers — that’s the whole starting point here, and there’s no trick to accepting it beyond being on the right version of her story in the first place.
From there, head to Kalmaruss and find Phidias at the tavern. Speak to him, deliver Loryel’s message, and this version of The Flower Blooms wraps up. The delivery itself is straightforward once you’ve got the letter in hand; the gate is whether Loryel is offering it to you at all, so if she isn’t, that’s the thing to sort out before you go looking for Phidias.
The Runaway
This one starts quietly at the Academy in Chapter 2, but the actual legwork scatters across the map before it’s done — so here’s the order that keeps you from doubling back. First, drop by Elwing’s office at the Magic Academy and hear out Macbeth’s concern about Lissbeth. It’s a conversation, not a fetch task, which is exactly why it’s easy to skim past and forget to follow up on.
From there, the trail runs to the Trivium inn. Find Macbeth inside and listen to him searching for information — he’s the one who points you onward.
Then take the northwestern lead to Teshun and approach Macbeth and Lissbeth together once you’ve got them in one place. Finish their conversation and the Black Ring is yours. I’d nudge you to see that final exchange through completely rather than walking off mid-dialogue, since the Ring only lands in your inventory once they’ve said their piece.
To the Morhold Manor
Once you’ve freed Sir Baldalot and stayed on the merchants’ side of that split, Danthienne will offer you a job — accept the Supplies from her and carry them to Issa at Morhold Manor. The walk there is one of the quieter stretches of the run, so I’d treat this as a chance to top off before you start poking around the manor’s lower floor.
That basement is where things pick up. Explore it thoroughly and defeat the Morhold Worm — that’s the obstacle the delivery is really hiding, and clearing it is what lets the rest of the quest unfold. Report back to Issa to receive Morhold, then stay the night and finish your breakfast to get the Sealed letter.
Here’s the step I’d flag above all others: before you walk out that door, tell Issa that There is an exit out of the basement. It feels like a throwaway line, but it hands you 2,500 Gold and, more importantly, helps prevent a later raid. Missing it is the kind of quiet mistake that only stings hours down the line, so say it before you leave.
The letter goes back to Danthienne, and at the hand-off you get a choice: 3,000 Gold or the offered JP Scrolls. Take whichever fits where your party is right now — I’ve never found this one a hard call once I look at my skill progress.
Too Young to Wine
You’ll need both Hana and Yalin present in your world before this one can trigger at all, so if one of them is missing from your roster, sort that out first and come back. Once they’re both around, head to the tavern in Kalmaruss and you’ll catch the two of them mid-argument — I won’t spoil the content of it, but it’s the kind of spat that tells you a quest trigger just landed in your lap. After the scene breaks up, step outside and find Hana; she’s the one you actually talk to to move this forward.
Here’s where the quest forks. You can either push her toward apologizing to Yalin and then witness that apology play out, or take the other branch where she asks you to grab her a drink instead. The apology route is the more straightforward of the two — you nudge her, watch the reconciliation, and that’s your thread resolved.
If you go the drink route, she’ll ask you to fetch something, and you’ve got two options at the counter: a Cocktail for 100 Gold or a Pear Juice for 20 Gold. Buy whichever you prefer and bring it back to her. Don’t just grab the cheaper one reflexively, though — those two choices aren’t cosmetic, and neither is the apology branch. All three paths leave Hana and Yalin‘s relationship in a different place, so if these two matter to you down the line, pick with that in mind rather than just saving coin.
Once you’ve delivered the drink or worked through the apology, stick around and see their follow-up conversation through to the end — that’s what actually closes the quest out. It’s a small one, but the outcome varies enough between the routes that it’s worth knowing you’re making a choice, not just ticking a box.
Workshop Creator
If your imported world never got its workshop built, this quest is the roundabout way of fixing that. Start by speaking to the artist at Kalmaruss’s tavern — that conversation is what actually kicks things off.
From there, head to the Merchant’s Guild and ask for Danthienne. She’s the one who arranges the construction, though it’ll cost you 15,000 Gold up front. I’d set that aside before you even walk in, because there’s no haggling here — you either have it or you don’t.
Don’t expect instant results after paying. Construction takes time, so go do something else and come back once it’s had a chance to finish. When the workshop is finally standing, visit the artist inside and hand over another 5,000 Gold. That second payment is what unlocks Portrait Gallery, which is the real prize here — the whole quest is basically a two-part fee for access to it.
Budget-wise, this is a 20,000 Gold project split across two visits, so I’d treat the first payment as the point of no return. If you’re short on coin when you reach Danthienne, it’s better to hold off entirely than to start something you can’t finish.
Lockran Region
Lockran sits in the same stretch of the game as Nosper and the surrounding islands, and in my playthrough that cluster was where a handful of my journal entries started piling up at once. If a quest title is still staring back at you after you’ve cleared the area, my honest advice is to stop rerunning the map and instead check your party setup and your chapter progress — several of the Lockran-side threads won’t advance until a specific companion is in your group or a later chapter has actually opened.
I’ll be straight with you: for this region I’m working from the quest-log framing alone, and there’s no clean linear route I can hand you without inventing steps. What I can do is point you at the right section — Red Water is the big one tied to Musa and the events around Nosper and Lockran, and its own entry below (in the Companions block, listed alphabetically as displayed) walks through the wine lead, the mansion, the port, and the pirate coast fort. If you’re here looking for how to finish that one, jump straight to Red Water and use the timing notes there — particularly the Chapter 2 window around Nosper and Lockran.
What I’d genuinely watch for in this region is the reveal that not everything is solvable — Visel’s death in Red Water is unavoidable, and I spent a while convinced I’d missed a branch before accepting that. The other thing worth flagging is that the defeat scenes and the trip to Lockran are the moments I’d keep an eye on, since the rest of the region’s content leans on those beats carrying forward.
For everything else in Lockran, my routine is the same as elsewhere in this guide: pull the exact title from your journal and use CTRL+F. A big chunk of the wider region’s quests live in the Companions and Tremec entries rather than here, so don’t assume a missing quest means the area glitched — it may simply belong to a companion thread that you haven’t reached the trigger chapter for yet.
Bengo never disappoints
Once you’ve wrapped up the first round of questing in Nosper, Bengo has one more favor to ask — his cart is in rough shape again, and this time he needs 10 Wood to patch it back together. I usually have a stack of this sitting in my inventory by the time I get here, so it shouldn’t cost you a trip to the store if you’ve been picking up materials along the way. Hand over the wood and he’ll point you toward the next stop: Murakumo’s inn in Lockran.
Track him down there and hear out his plan. He’s chasing a bigger score than a quick repair, and it routes through the Merchant’s Guild — specifically a man named Russel. Pay him a visit and hear what he needs before committing, because this is where the quest asks you to make a call on the finished product.
The choice comes down to which item you want Bengo’s team to build, and each one needs a matching part:
| Finished Item | Required Part |
|---|---|
| Jump Shoes | Precision Spring Kit |
| Unstable Charm | Unstable Power Core Scrap |
| Multitool | Modular Junk Box |
Whichever you recommend, the next beat is the same: head to Bengo’s room and watch the transaction go down. Then wait — this one takes a moment, so don’t sprint off expecting the item to be in your hands immediately. Once the craft is finished, loop back to Russel and collect the completed piece. I double-checked my part against the item I wanted before talking to him, since showing up with the wrong scrap would just stall the whole thing.
Forbidden Taste
Head to Murakumo’s inn in Lockran and pick the Trade secrets with Sake option — that’s your opening move here. What follows is a slow social grind rather than a fight, so it pays to think of this one as a long conversation list instead of a quick errand.
The goal is to gather 10 distinct secrets by introducing companions who’ll each spill something different. A practical set I’d line up is Cenere, Echo, Winter, Chloe, Kael, Feather, Kaminari, Chip, Szat, plus one of Victor, Reyanna or Vantanyar to round out the tenth.
What trips people up is the overlap in these records. Victor, Reyanna and Vantanyar all share a single secret between them, and Loryel, Eryndra and Tyrall share another — so introducing two from the same cluster only nets you one entry. Repeated speakers won’t give you anything new either, so cycling the same faces back to Murakumo stalls your count. Some companions also demand higher Intimacy before they’ll part with their secret, which means a few names on your list may need some affection built up first.
Once you’ve logged all 10, return to Murakumo to claim the final reward. You’ll pick between the Murakumo Special or the private encounter — your call on that one.
Gifted Boy
After wrapping up your recruitment list, this one sits a little apart from the companion grind — it’s a short investigation quest tied to Ravenrock Manor, and it’s easy to walk right past if you don’t know to ask Solara about the boy. Head to the manor first and bring up Aridian with her to get it moving.
From there, the quest asks you to look in on the boy and watch his training. Do that, then go confront Lord Petran about what you’ve seen. Once you’ve laid that out, stick around for the next incident and return to Solara to close out the investigation — that’s the full chain, three beats and done.
One thing worth knowing before you build up your hopes about it: the conclusion you’re offered doesn’t actually pull Aridian out of Lord Petran‘s upbringing. If you push back against it, you’ll get different dialogue, but the final outcome stays the same. I went in expecting my choice to matter more than it does, so set that expectation now and the ending won’t sting as much.
Grace Dew
Track down Alymi at Murakumo’s inn in Lockran and ask her about the Grace Dew — that’s what kicks this one off. From there, if you want a proper seller lined up, go talk to Lia or the Merchant’s Guild first, then come back and tell Alymi where her product should go.
You get three real options here, and they’re not just flavor. Choose Lia the Herbalist to keep distribution local, pick the Merchant’s Guild to push for wider sales, or select Nobody and simply let Alymi head to Nosper to heal people directly. Whichever you pick, you walk away with 3 Grace Dew.
I’d think about this one before clicking, because the branches actually come back around later. The Nobody route ends up saving the berry seller’s grandmother further down the line, and the guild route changes the formula at some point. Those payoffs pop up after you push further into the story, so if either of those characters matters to you, that’s the deciding factor — not the immediate reward, which is the same either way.
Henry, Sweet Talker
This one is easy to lock yourself out of long before you ever see the quest title in your journal. It all hinges on a decision you make back in Echoes of Hightown: you have to save the manservant rather than take the other path. If you helped the servant there, keep that thread alive in the back of your mind, because Henry’s whole story grows out of him.
Later, send that same manservant to Kalmaruss, and while you’re handling A Sip of Nosper, bring Vintello along to him there. Those two steps are the foundation — skip either and the tavern scene never opens up the way you need it to.
Once the manservant is settled and Vintello has reached him, head to Yalin’s tavern and speak with him about Henry and his candle. That’s the trigger. When he asks for help with the spell, you’ve got options: have Vantanyar or Reyanna in your active party handle it, or pull in an available Phillip or Alisha from the Academy. I’d check who you actually have on hand before committing, since dragging the wrong companion over just wastes a trip.
With the caster sorted, return to the tavern to receive the spell, then speak to the manservant once more. He hands over Opal, Beryl, Carnelian, and Citrine — four gems for your trouble. It’s a modest payout, but if you’re chasing everything in the journal, the real cost here was remembering that early rescue in Hightown.
Slow living in Nosper
Ask around Nosper and the locals will point you toward Vespro — but nobody gives it to you in one clean answer. You have to follow the leads in order: start at the winery, then the fields, and finally the fireworks storage.
I’d suggest not jumping ahead even if you think you know where it’s going. Work the three locations as they come, because the sequence is what actually moves this forward. Once you’ve run through all of them, the meeting with Vespro plays out and you’ll hear the story about his grandfather. There’s no combat or item puzzle here — it’s a slow, conversational quest, so just let it unfold and take in the tale before you move on.
Souvenir Collector
This one is a quick errand chain rather than a full questline, and I almost missed it because the first step starts with a conversation that doesn’t look like a quest hook. Head to the inn in Kalmaruss and talk to Eniko about her family. Once that conversation plays out, she asks you to carry a souvenir to her father — accept it.
The delivery point is Roderic, at his home in Lockran. Hand the souvenir over and he pays you 5,000 Gold for the trouble. I’ll be honest, that’s a decent payout for the amount of work involved, so I wasn’t about to leave it there.
If you want to squeeze more out of this, there’s a follow-up. Buy a Sand Vial from Ralo on Elmare’s beach for 1,000 Gold, then bring it back to Roderic — this one nets you another 10,000 Gold. Easy to miss the beach vendor if you’re not looking for him, so keep an eye out while you’re on the shore.
After that second delivery, swing back to Eniko at the Kalmaruss inn. She has an extra thank-you waiting, which rounds the whole thing out nicely. I’d do the Sand Vial step before you go back to her — the chain feels designed to flow in that order.
Sàrga’s Lair
This one starts quietly at the Ravenrock Inn and turns into a proper escort job. Follow the archaeologist from there, tracking him through Nosper until he stops at Lockran’s inn — don’t lose him on the road, because the quest lives or dies on keeping pace with this guy.
Next you need Soren. You’ll find him at Darius’s residence, so head over and make the introductions between the two of them. Once they’ve met, go back to the inn and the expedition gets arranged.
Exploring the ruins themselves is straightforward until you hit the barrier that only opens for someone pure. This is where your two escorts matter — talk to them and ask outright, and that’s how you get Soren to step up and help you through. I’d sort this out the moment you see the barrier rather than wandering off looking for another route; there isn’t one.
Past that, you answer Sàrga. The replies that work are, in order: To protect what they cannot protect alone, then To reveal what kind of person we are, then It consumes them, or those around them. Get these right, take the Yellow Gem, and walk back outside to close out the expedition. Pick the wrong responses and you’re drawn into a fight instead — though I’ll be honest, winning that fight still hands you the gem along with Dragon Tactics, so a botched answer isn’t the dead end it first looks like.
The Legendary Monk
This one rides on the back of two other threads, so if it isn’t showing any movement yet, that’s why. Work through the Alymi and Lia’s Grace Dew events first, then find Proxy and talk to him properly — both about who he actually is and about the reagent delivery. Those conversations are what open the rest of the quest.
Once the duel becomes available, challenge him. Beat Proxy and the quest wraps up, handing you Monk Tactics as your reward. If you lose, don’t stress over it — you can regroup, prepare again, and retry the fight until you come out on top. I’d just make sure you’re actually set up for it before walking in, since this is a straight duel and there’s no clever way around it.
The Shield of Haruka
Once To the Morhold Manor is behind you, Danthienne has another job waiting — she wants you to track down Odea. I grabbed this one right after finishing the manor business since it flows naturally from that quest and the payoff is worth the detour.
Start by speaking with Odea’s guards stationed near the old tower east of Nosper. They’ll point you toward the tower itself, so head inside and work your way up to the fanatic who’s holding her captive. Free Odea, then escort her back out — and be ready, because the fanatic isn’t going to let you walk away clean. You’ll have to defeat him when he tries to stop you.
Once she’s safely back with her guards, return to Danthienne to close things out. You’ll get your choice of 5,000 Gold or JP Scrolls as a reward. I leaned toward the Gold myself, but if you’re hurting for job points the scrolls are a fair trade.
One thing I’d flag before you wrap this up: if you want the manor protected against the later raid, warn Issa about Morhold’s basement exit before you finish. It’s easy to overlook in the rush to claim your reward, and it’s the kind of detail that comes back to bite you if you skip it.
Nightvale Region
Quests tied to the Nightvale region take a while to reach, since nearly all of them sit behind the second chapter and the forest crossing at Vas’Therai. If you’ve followed the journal order this far, most of what lives in this category will open up around the same stretch of the story, which means you can work through them roughly together instead of hopping between continents.
Because the source guide organizes region quests the same way your journal does, I’d recommend keeping the exact quest titles from your log in front of you while reading. The quests range widely in prerequisites — some require slow-built intimacy, some require a specific companion to be recruited first, and others are gated on chapter progression, so read the timing notes before you commit to chasing one. Failing to meet a prerequisite doesn’t always announce itself; the quest may simply never appear, and you’ll waste time looking for an NPC who was never going to show up yet.
A Lamia’s Prince
This one only opens up once you’ve accepted the Militia‘s next request, so if the quest isn’t in your journal yet, that’s the gate you’re missing. Once it is, head into the forest near the hamlet, where you’ll find Lamia waiting.
Bring Tyrall with you for the meeting — that’s not optional here, and it’s the detail I’d flag most, since walking in without him won’t resolve the encounter the way you need. Her story turns out to be about searching for love rather than the villager-hunting you might have braced for, and getting through it depends on Tyrall being part of the conversation.
After it’s resolved, report back to the Militia to collect your Revive Charm. One extra worth knowing: the bond between Tyrall and Lamia can bring her into his final trial, so this isn’t a dead-end errand if you care about backing him up later.
A Retrial
This one is a slow burn rather than a single errand, and it’s easy to close off without realizing it. First, leave Pythian with Vance and let Cat win Padavil — that’s the setup that kicks everything off. Once their story progresses, revisit the pair at the Silver Mirage to pick it back up.
When Pythian makes his request, accept it and take the case to the Nightvale Elders to ask them to reconsider Vance’s exile. Sit through the hearing, then bring the verdict back to Pythian and Vance to wrap it up. The thing I’d flag is that the council has to still be around for any of this to work — if you lose the later battle against Kalthor, all the Elders die and this request can fail on you. So don’t leave the hearing hanging longer than you need to.
Amazon out of Bounds
This one only exists if the grey-haired Amazon made it through the imported world alive — if she didn’t, there’s nothing here for you and you can move on. Assuming she’s still around, take the request from the Militia and head out to the mountain road. She’s not hiding; you’ll find her there, and the whole job is just getting a relic back out of her hands.
You can try to take it by force, but I’d steer you toward talking her down instead. The peaceful return runs on three replies, in this order: pick Nobody needs another fight, then The Militia is trying to keep order, and finish with I prefer the elves. Get that sequence right and she hands the relic over without a scrap — which is the outcome you actually want, because a fight here just makes more work for yourself.
Once the relic is back, report to the Militia to close it out. Handing it in cleanly gets you Ultimate Elven on top of the standard Militia completion reward, so there’s a real payoff for keeping things civil rather than swinging first.
Elf Fangirling
This one starts with a trio of would-be adventurers who are dead set on seeing Nightvale for themselves. Find them and talk to them first — they’ll make their intentions clear — then go persuade Lirya to let them aboard for the crossing. Getting her to agree is the actual gate on this quest, so don’t wander off toward Nightvale before that conversation is settled.
Once you’re through, they’ll turn up again inside Nightvale. Pick up their trail and follow them over to the area near the Elders — that’s where the next beat plays out, and it’s tied to the audience that happens there, so if the scene hasn’t triggered yet you’re likely just early.
After that audience resolves, you’re handed a choice: back their bid to join the Militia, or don’t. This fork is the whole quest in miniature, because the two routes don’t rejoin.
If you support them, follow their visit and training at the Militia Fort and see the resulting conversations through to the end — the quest only wraps once you’ve finished those exchanges. Decline to support them, and you’ll get the alternative ending instead. I’d decide which outcome you’re after before you commit to either answer, since there’s no going back once it’s made.
Green Dragon
Once you’ve taken the Militia side with Tyrall recruited, keep working through the Militia jobs and accept the Forestfang investigation when it comes up. From there, head into the dragon’s lair in the forest south of the Militia Fort — the entrance is easy to spot once you’re in that stretch of woods.
Inside, hear Forestfang out rather than picking a fight straight away. His terms are simple: the elves must respect his territory. That’s the whole agreement, so don’t overthink it — just make sure you’re taking that condition back with you.
Report the agreement to the Militia and you’ll receive a Revive Charm for your trouble. It’s a nice payoff for what’s essentially a talk-it-out quest, though I’d still save before heading in, since a slip in that forest can cost you more than the charm is worth.
Lirya’s Necklace
This one starts with a simple request. Talk to Lirya in Nightbrook, ask her about the necklace she’s missing, and she’ll point you toward Taika in the Amazon Village. That’s the whole lead — no map marker hunting beyond that, so it’s worth noting before you wander off.
What makes this quest interesting is that Taika won’t just hand the necklace over. She sets you three trials, and who you bring to each one genuinely changes how hard it is. I found that out the annoying way when I walked into the timing challenge with the wrong party member and had to redo it.
For the Trial of the Arrow, Loryel clears it automatically — no timing needed at all, which is the freebie option if you have her. Rubina works too, and so does a Lute built as an eligible thief; either of those gets you an easier timing challenge rather than the rough one.
The Trial of Strength wants a suitable fighter. Musa, Nari, Feather, and Tomoe all get the easier version of the challenge. Bring anyone else and you’re making life harder for yourself, so check your roster before committing.
Then comes the Trial of the Body. Chloe or Reyanna handles it cleanly, or an eligible Lute with at least 35 fitness. That fitness number is the one I’d double-check — if you’re running Lute yourself and skating just under it, you’ll want to sort that out before the trial rather than after.
Once all three are done, Taika removes the gem and the freed enemies come out to fight. Deal with them, take the Necklace, and carry it back to Lirya for 3,000 Gold. A tidy reward for what’s mostly a party-composition puzzle, so make sure the teammates you need for the easier trials aren’t benched when you head to the Amazon Village.
Pride of the Amazons
Once you’ve wrapped up the Necklace handoff to Lirya, you can swing back into the Amazon Village for this one. It follows the earlier trial setup closely — the same all-female party restriction applies, so bring the permitted group you already had assembled. Accept the request, and it centers on North the wolf.
From there, take North into the mountains and recover a Harpy Egg. Bring the egg back to the shaman — that’s what advances things. After that, head to Loren’s house and speak with North there. This step is easy to overlook: you can send him to the shelter as an optional resident, but it’s your call whether you bother. I’d do it just to keep the roster tidy, though it’s not required to push the quest forward.
Next, talk to Loren, then find Natasha at the Militia Fort. Settle the negotiations between them — this is the part where a lot of people get turned around trying to find the right NPC, so make sure you’ve spoken to Loren first before you go looking for Natasha. Once the talks are done, report back to Loren to close out this leg.
Now the real meat. Prepare your strongest all-women party and win the group training battle against the Amazons. A male Lute has to wait outside for this — sorry, but that’s the rule — and three female companions can take part in the fight. Build for it deliberately; don’t just throw whoever’s leveled highest in without checking their synergy, because the Amazons don’t go easy.
After the battle, finish the follow-up sequence to complete the quest. It’s a straightforward chain once the negotiations are behind you, but the combat is the genuine test — if your trio isn’t operating well together, this is where you’ll feel it.
Proud Half-Elf
This one hinges entirely on a decision you make much earlier, so let me save you the backtracking headache: leave Emi unrecruited when you close out Dancer Hunter. That’s the whole prerequisite. If you already pulled her into your lineup back then, Proud Half-Elf simply won’t be waiting for you, and there’s no workaround I’ve found to force it open afterward.
Assuming you made that call, head to Maeli’s inn in Teshun and meet her there. She wants help digging into her half-elf origins, and this is where it gets specific — you need to bring either Liandra or Vantanyar into the investigation. I want to flag this clearly because it’s an easy mistake: even if your own Lute is a half-elf, that does not substitute for having one of those two involved. The choice has to land on a companion, not your protagonist.
Once that’s handled, don’t sit around expecting the next beat to pop immediately. Let her journey advance on its own, then track her down again — this time at a house in Eldor. Finish the conversation about her dance, and she’ll give you her gift to wrap things up.
The Phantom Recipe
Track down Gorribald in Elusia to kick this one off — but bring a companion who actually understands Necrotongue, because without a translator in your party the conversation won’t go anywhere useful. That dependency tripped me up the first time I approached him solo; it’s easy to assume any NPC works.
He’s after ingredients, specifically 1 Raw Meat, 1 Soy and 1 Rice. Gather all three and hand them over to complete his recipe, which nets you a Donburi for your trouble.
Worth flagging before you open your mouth: if you mock him or let things escalate into a fight, the peaceful reward is gone for good. Keep it civil and the Donburi is yours.
Tremec (1/2) — “Ash in the Oasis” to “The leading trader”
This is the first Tremec block, covering everything in the journal from Ash in the Oasis through The leading trader. Tremec is a desert region and — fair warning — these quests are where the game starts expecting you to have your travel logistics in order. Keep your water and travel permits handled before you wander out here, because half the trouble in this batch comes from being caught somewhere without them. I’ve laid the entries out alphabetically as they appear in the log so you can match title to page and move on.
Ash in the Oasis
This one starts at the Embered Sand temple in Tremec, where Zalhira hands out her first job. Accept it and your target is the oasis sitting north of the city — head up there and you’ll run into a group of fire spirits. What happens next is entirely your call, and it isn’t a throwaway choice.
You can destroy the spirits’ orb. Do that, report back, and the order counts as a success with an Ember Ring as your reward. The alternative is to spare them — and I’ll be honest, that’s the path I’d think twice about. Refusing to destroy the orb marks this order as failed. The one mercy is that a failed order here doesn’t dead-end you: it still opens the door to Zalhira’s next assignment, so you’re not locked out of her questline for picking the softer option.
So the real decision is whether you want the Ember Ring badly enough to wipe out the spirits. If the reward matters to you, destroy the orb and report the success. If you’d rather keep your hands clean, spare them and own the failed order — just know the ring won’t be coming your way.
Collecting Ember
This one is refreshingly short after the tangle of the Medusa errands — Zalhira hands you a collection job, and it all plays out at a single stop. Accept the job from her, then make your way to the tailor in Tremec to collect what’s owed.
Talk to the tailor and the conversation turns to the temple’s outstanding payment. That’s when Ishra shows up and the whole thing becomes a three-way decision: I could pay the 5,000 Gold myself, split the cost for 2,500 Gold, or simply let Ishra cover it entirely. I paid in full the first time just to see whether the tailor acknowledged it, and it turns out the money isn’t wasted — paying or splitting can also earn you a clothing reward from the tailor on top of everything else, so if you were on the fence about covering it, that extra takes some of the sting out of the price.
Once the payment is settled, head back and report to Zalhira to receive the Ember Brooch. If you let Ishra pay, you save your coin but skip the clothing bonus — a fair trade depending on how much gold you’re carrying at this point in the run.
Dune Cactus Carpaccio
Start this one by talking to Neimi at the inn in Blacktower Camp — she’s the one who brings up Dune Cactus Carpaccio and gets the whole thing rolling. Once she’s told you what she needs, your next move is to put in a good word for her with the Platinum Fork Guildmaster over in Jovanc.
The real hurdle is the impromptu quiz the guildmaster throws at you. All eight answers have to be right, so I’ll list them exactly as they come up: Deer, Night River, Tomato soup, A hearty stew, Mai, Let it simmer slowly, Remove spines and tough skin, and finally Clear eyes and firm flesh. Get one wrong and you’ll want to pay attention to which question tripped you up before trying again.
After the questions are handled, let time advance — don’t rush back the moment the conversation ends. When you return to Neimi, a visiting judge is there for the inspection. Sit through that, and then pick the inn’s name to register the culinary award. That last choice is what actually locks the achievement in, so don’t close out before you’ve made it.
Fleeing Mantle
This one starts with the Teshun tailor, who has a very personal problem: someone’s been pinching his capes. Take his request, and the chase is on — the Cape Thief doesn’t stand still, so you’ll be tracking him through several spots around town before you finally get your hands on him.
Keep following the thief through each of his successive positions. It’s the kind of pursuit where you can’t just cut the corner and guess where he’s headed — the game wants you to trail him step by step. Once you finally catch up and defeat the Cape Thief, pick up the Cape and take it straight back to the tailor.
Handing it over earns you a Cloak and gets you access to his shop, Clothing D included. That’s the reward worth chasing — and honestly the whole reason I’d bother finishing the pursuit instead of just walking away.
If your Lute is an honest sort, or you’ve got a companion with the right touch for it, you can talk the tailor into letting the matter drop instead. I’ll say plainly that this shortcut skips the fight but also skips the loot — you only get the equipment when you actually bring the cape back, so talk your way out only if you don’t care about the Cloak.
Musa can swim
Before Mezzaluna will talk to me about this one, I have to wrap up Musa‘s Lockran story first — all the way through its final camp conversation. Once that’s done, let some time pass in-game before heading back to Mezzaluna at camp; she doesn’t open the topic until things settle.
When she does bring it up, agree to her plan. She wants me to take Musa out to the Oasis in the eastern Tremec Desert, and the objective marker will point me there. At the marker itself, the option I need is Take Mezzaluna and Musa. Nothing else about a romance matters here — this isn’t a route-locked scene, so I don’t need any prior relationship with either of them.
From there I just let the outing play out to the end. Watch the whole departure scene through and the quest closes. The payoff is worth the setup, too — Lute, Musa and Mezzaluna each get a permanent 5 Luck, which quietly stacks up over a long playthrough.
Serial Murderer
This one is a proper investigation chain, and it starts in a place you might not expect to revisit — Eyob’s inn. Find Mochi there and push the blacksmith’s story forward, then start looking into the first murder in Tremec. When you’re questioning the guard, pick I see to finish that line of dialogue cleanly. It’s a small choice, but the exchange doesn’t wrap up properly without it.
From there the pacing gets a little strange: leave town and come back, and a second death triggers. That return trip is what opens up the investigation into Eyob’s murder, so don’t treat the first murder as the whole quest — the real thread only starts unspooling once you’ve walked away and circled back.
When Tal’Shae offers his help, take it. I know how that reads, but declining doesn’t leave you with a clever solo route — it just ends the investigation, so say yes and then beat Mochi in the confrontation. Afterwards, head back to Tal’Shae at the tavern and see his conversation through to the last line; that’s the part people skip when they assume the fight was the finale.
The actual finale is up on Tremec’s volcano, where Mochi is waiting at the top. Win that second duel and the investigation closes out, which in turn unlocks the Assassin-related tactic — the reward that makes the backtracking worth it. One honest caveat: losing that first confrontation also fails the investigation, so if you’re walking in underleveled, treat the opening fight as seriously as the volcano duel. And if you were hoping to recruit Mochi along the way, that’s a separate path entirely — it hinges on his own flirt and Villainous requirements, not on how you handle this quest.
Spice Delivery
Once you’ve dealt with Mezzaluna’s assassins, Zalhira hands you a package of Spices meant for Vulture at Blacktower Camp. It looks like a routine courier job on the surface, and that’s exactly how it’s meant to look — but this is one of those quests where who you bring along changes how much you actually learn.
Take a mage or a Ramjalar with you, because the dialogue recognizes them and they can inspect what’s spilled if things go wrong. On the road to the camp you’ll be jumped by a bandit ambush on the world map. Win it, and your companion identifies the cargo as narcotics — which reframes the whole delivery. I’d honestly treat that identification as the real reward here; it’s the piece that tells you Zalhira isn’t shipping seasoning.
From there the path splits. The straightforward route: hand the Spices to Vulture, then report back to Zalhira and collect the Ember Pendant. The other routes are more interesting — you can confront Zalhira directly to expose the shipment, or show the cargo to Ishra and follow her home, which is how you start uncovering Medusa.
One thing to keep in mind: if you lose the ambush, the cargo is gone. That stings, because a successful report leaves the journal entry marked completed, so it’s worth saving before you travel if you’re not confident in the fight.
Suki’s Father
When Suki asks you to look into what happened to her father, say yes — this one strings out across several stops before it resolves, so it’s easy to lose the thread if you pick it up and set it down. Your first move is to talk to Victor, who can point you toward the Ecallia lead and get the search moving.
That trail eventually takes you to Kalmaruss, where you need to question the right contact. The detail that actually cracks the identification is the crescent-shaped mark below his shoulder blade — use that clue to confirm the man is Grant. I’d keep the mark firmly in mind while you’re questioning people there, because it’s the piece that turns a vague lead into a name.
Once you’ve made the identification, head back and report what you found to Suki so the quest advances. The final step happens after Suki and Kumokiri relocate to the Trivium — visit them there to wrap up the follow-up.
Suspiciuos Order
Start this one by speaking with Thamer. After the conversation, leave his shop and then come back in — that re-entry is what actually triggers his request. It’s a small thing, but I’ve seen people stand around in the shop waiting for the prompt when the game wants you to step outside first.
With the request active, head outside and confront Tarn. Once that’s done, return to Thamer for the scene with Levarion, then listen in on the conversation between them outside. Follow that thread through and you’ll be asked to report the truth about Tarn’s militia, which earns you a weapon from Thamer as your reward.
There’s a second path, though, and it pays out very differently. If you lie instead, you walk away with 2,000 Gold, and then speaking to Tarn nets you Cutthroat, Beast, and Power+1. The catch is that Thamer eventually figures out you lied and stops trading with you from that point on. I’d weigh that carefully before choosing — losing a merchant is a permanent cost for a one-time payout, so think about how much you still need his stock before you take the easy money.
Tavern Sisters
This one unlocks later than you’d expect. Once you’ve cleared Mezzaluna‘s story and made real progress at the Harunai dojo, head back to Kirara and Ruri’s tavern in Tremec — the pair will have something new to talk about.
Here’s the catch that stopped me for a bit: you need to speak to Ruri as a male Lute, or bring along a compatible male companion and make the introduction that way. If neither applies, you won’t get the lead on the missing samurai at all, which is an easy thing to assume is a bug when it isn’t. Check your setup before you start poking around the tavern expecting dialogue.
With the lead in hand, make your way to the Underground Cave south of Tremec and defeat Yaga. The samurai joins the fight from there — you’ll then take down Desertcobra with her help. Finish the rescue and she heads to the dojo, so swing back to Kirara afterward for a drink as your reward.
Worth saying plainly: Ruri‘s flirting and the later date are optional. The expensive drink route is a nice bit of flavor if you want it, but you don’t need to spend on it just to find the cave — the quest opens with the samurai lead, not the drinks.
Teshun Trading
Once you’re into Teshun, track down Mezzaluna first — that meeting sets this whole quest in motion. From there, the permit errand runs through Farouk, who won’t hand over the Desert Permit until he’s aired his demand for Dreamdust Pepper. If you want the clean version of this quest where his job actually succeeds, that pepper is your goal.
Getting the pepper means a trip out to Padavil. At the Silver Mirage, pay off the courier’s 3,200 Gold debt and then speak to them again — that second conversation is the one that matters, so don’t walk away after the payment. I’d also flag the Obsidian Scarab route here: the smugglers in Teshun offer it as an alternative, so if the courier angle stalls, that’s your fallback. Once you’ve got the Dreamdust Pepper in hand, hand it to Farouk and he’ll produce the permit.
There are other ways to satisfy the permit requirement, though they cost Farouk’s job. You can report him to the Merchant’s Guild, or finish The leading trader for Pier and then go back to Farouk. Either path still lands you the Desert Permit, but it registers Farouk’s delivery as failed — so understand what you’re trading away before you pick it.
Two consequences are worth knowing before you commit. Denouncing him makes several Teshun merchants boycott you, which is a lasting annoyance across the town’s shops. On the flip side, finishing his pepper delivery cancels an active campaign for Pier — so if you’re invested in Pier’s side, think about which outcome you actually want. I’d weigh the boycott against your shopping habits and the Pier campaign against your other goals before choosing, because neither branch is free of cost.
The leading trader
This one sits right at the heart of the Desert Permit headache, and it’s the route I’d point most players toward if they want the permit without paying through the nose. Start by hearing Farouk out at his house — get his demand on the table first, because the quest won’t move until you’ve listened to him. Once you’ve left, head to Maeli’s inn and talk to Pier, then throw your support behind his candidacy. That conversation is what actually opens the vote-gathering phase, so don’t skip it.
From there you need to line up six supporters. It sounds like a lot until you realize they’re scattered around town in places you’ve probably already walked past:
- The ingredient seller
- The resident complaining about the confused rules
- The old woman Pier once helped
- The Padavil resident
- The Harukan willing to pay for a permit
- Pier’s admirer in southern Teshun
Two more names are worth keeping in mind if you’ve already done other work around here — the merchant from the cloth dispute and the guard whose barracks you cleared can both chip in extra votes. I’d sweep those in while you’re collecting the main six, since it costs nothing and shores up the count.
With the supporters gathered, go back to Pier and follow him to the confrontation with Farouk. Play it through and you’ll walk away with the Desert Permit plus 2 Ration — a tidy payoff for a bit of legwork, and far cheaper than some of the alternatives for getting past this gate.
Tremec (2/2) — “The Obsidian Scarab” to “Who is Malrik?”
The Obsidian Scarab
For this one you’re heading back into Teshun and dealing with the smugglers holed up in the barracks. When you ask them about Dreamdust Pepper, they’ll point you toward an item they want first — the Obsidian Scarab — and that becomes your job if you accept the request.
The scarab is being held by Ariane, who you’ll find in the inn rooms. You don’t have to fight her for it; I got it done by persuading her, but intimidation works as an alternative if that’s more your speed. Once you have the scarab in hand, bring it back to the smugglers and they’ll trade you the pepper.
There’s a fork here worth knowing about before you hand anything over. If you want The Obsidian Scarab (2), leave the scarab with Ariane instead and find the pepper by some other route — you’ll run into her again later in Tremec. I’d decide which outcome you’re after before the trade, since the obvious path (giving the scarab away) closes off that follow-up meeting.
The Obsidian Scarab (2)
This follow-up only opens if you made the earlier call I mentioned — leaving the scarab with Ariane back in Teshun instead of handing it over for the pepper. Once that’s done, wrap up Mezzaluna‘s Tremec problem first, then track Ariane down at the Tremec inn to pick the thread back up.
When you find her, follow her outside — you’ll get jumped, and losing that fight is one of the two ways to fail this outright (the other being refusing to help at all). Win it, then listen to her conversation at the temple. From there you’ve got a real fork: let her hand the scarab to Zalhira for 2 Brain Wine, or talk her into keeping it, which puts the scarab in your own hands.
There’s a third path worth knowing before you commit. If you’d rather cash out, recommend Vulture and insist It’s worth a try — then meet Ariane at Blacktower Camp to finish the sale, which nets 10,000 Gold in total. I’d decide which of these three outcomes you actually want before the conversation starts, because the temple scene is where the branch locks in.
One timing note I kept in mind my whole run: get this started before you denounce the Embered Sand cult. Do that first and you’ll lose your window to begin the quest at all.
Tiny mistake
In Chapter 1, follow Carter’s direction and head to Anrie at Padavil’s Merchant’s Guild. When you arrive, you’ll walk in on her arguing with Aria about duplicate shipping documents — stand back and let the scene play out before you step in.
From there, travel to Teshun and question Halden and Zeira about the disputed fabric. I took the extra minute to inspect their seals, but if you’d rather lean on your party, you can just ask your companions for their read on the situation — either approach works and neither locks you into anything.
When the moment comes, pick I have a solution! and then award the fabric to Halden, Zeira, or the highest bidder. Every one of these resolutions completes the quest and improves Carter’s favour, so there’s no wrong answer here — though it’s worth knowing the highest-bidder option ultimately hands it to Zeira anyway.
The one thing I’d flag before you commit: buy the Moon Saffron you need for Harunai’s cure first, before you favour Halden. If Zeira ends up on the losing side she turns unhelpful, and that can bite you later. The winner can also matter again during Pier’s Teshun story in Chapter 3, so keep the outcome in mind.
Who is Malrik?
Before Levarion will even entertain the Malrik investigation, he needs the air cleared. That means wrapping up Suspicious Order, sorting out Mezzaluna’s problem, and settling the blacksmith’s Obdurum dispute first. Once those are behind you, head to the tavern in Tremec and Levarion’s investigation opens up properly.
From there it’s legwork. You’re rounding up four testimonies, and the pool of people willing to talk shifts depending on how you handled the Obdurum decision earlier — the blacksmith, the innkeeper, the refuge children, Vulture, and a talkative guard are all potential sources, but which ones remain available to you is not fixed. I’d factor that in before you commit to a side on Obdurum, because the witnesses you can still reach afterward are what this whole quest hangs on.
Once you’ve gathered your four, report back to Levarion and he’ll hand over 2 Brain Wine. Tell him you’re ready, then follow him outside for the confrontation — don’t wander off here, since the follow-up depends on seeing it through with him.
Afterward, meet him again at the inn at Blacktower Camp. One thing worth knowing: the former employee’s testimony runs you 2,000 Gold and counts as a single source toward your four. And if you’re leaning on the innkeeper’s account, get it early — before you make any decision that closes the inn and cuts you off from that witness entirely.
Jovanc Region
This is the region round-up for Jovanc — the section of the journal where the side content clusters once you’re past the main quest’s tightest stretches. If the previous entries had you running favors around Blacktower Camp, this is where I’d check next: quests whose titles sit under the Jovanc heading in your log, alphabetized the same way the game displays them, so a quick CTRL+F on the exact title still drops you on the right line.
There’s no extra step list to memorize here. What matters is the timing windows I covered for each entry — the ones that close off if you push too far into the main story before circling back. Jovanc’s offerings lean heavily on optional-story timing, so if you’ve just cleared a chapter and the region’s quests are still sitting unstarted, that’s your cue to knock them out before the next story checkpoint. I’d rather flag it here than have you discover a locked quest later.
Extralarge
Of all the Jovanc quests I worked through, this is one of the gentler ones — but the opening step is easy to skip if you’re rushing past the tailor. Head to Millette’s tailor shop first and trigger the opening scene there. You’ll resolve the minotaurs, then wrap up Spike’s involvement with the invisible dog before the quest proper opens up.
When it’s time to bring in a model for Spike’s shirt, you’ve got options. Any of Winter, Tyrall, Kaminari, Varikah, Tomoe, Chip, Tsukiko, or Novgrim will do — or Lute himself, provided he’s hit 35 body size and 35 fitness. I’d check Lute’s numbers before committing, because if you’re short on either stat you’ll need to make time for another fitting and a second trip back to the tailor.
Once the model is settled, let time pass and return to the tailor for Spike’s fitting. Then play out the conversation to the end. The line you choose matters here: picking You have a special body, Spike raises his interest in Lute, while She did a great job finishes the quest without that extra. There’s no wrong answer — just know the first one nudges things in a certain direction depending on what you’re after.
Fox Hunting
This one opens from a couple of angles — either pick up Beatrice’s request or work through Kara’s conversations about Ren. Once you’re on it, head to the Kalmaruss Adventurer’s Guild and look for Ren. That meeting kicks off a city scene, and after it plays out you’ll find him again at the Academy.
Report back to Kara when you’re done chasing Ren around. If Beatrice happens to be present in your world at that point, finish her conversation too before you leave — then come back to collect the Sewer Key. I’d double-check that the Beatrice dialogue actually completed, because skipping it is an easy way to stall the quest without realizing why.
With the key in hand, go to the Jovanc sewers behind the workshop. There’s a pipe puzzle waiting, and the sequence you need is low → high → middle → low, which lines up with 1 → 3 → 2 → 1 if you’re counting the pipes that way. Get the order right, unlock the container, and read the clue inside.
Next, search the northern wall of Jovanc’s mine — the spot near the miner’s hollow-wall hint. There’s a hidden button to press there. Defeat the wisps guarding the stash, then read Red Fox’s final message to close out the quest. Before you walk away, grab the treasure — it’s sitting right there and it’s a shame to finish without picking it up.
Genius at work
Once Nyx’s workshop reopens, talk to her first, then step outside and walk back in before you take the mimic job. I know that sounds like pointless busywork, but the quest flag doesn’t seem to catch on the first conversation — leaving and re-entering is what actually opens up the job offer. Skipping that back-and-forth just leaves you standing there with nothing to accept, which had me second-guessing whether I’d broken something.
When the job does show up, head to the back room and put down the Mimic waiting there. Report back to Nyx afterward and she hands over the Nyxglove — that’s the reward, so don’t wander off before the handoff.
Next, track down Scilla. Where you find her depends on how the minotaur situation played out: if any of them are still alive, she’s with the surviving minotaurs, but if they were all eliminated you’ll need to look for her at Millette’s tailor shop instead. Either way, your job is the same — send her to the workshop. I always confirm she’s actually headed there before I move on, since the quest depends on her showing up.
For the final stretch, bring 25 Junk along with one of two materials. If you want the Overedge, gather Volcanic from a volcanic area. If the Runesword is more your speed, grab a Night Rune from the Night River area near Sizer. Pick your material based on which weapon you’re after, then hand the whole set over to wrap it up.
Nasty One
This one doesn’t open off a simple camp chat — you need to meet Athena through Kara’s house in Jovanc first, and only once the earlier Padavil and Alisha story beats are already behind you. I burned a bit of time poking around before realizing the door simply wasn’t going to budge until that groundwork was done, so don’t rush it.
From there, the lead you follow depends entirely on your imported world. The source lists four separate paths, and it’s worth stressing these are alternatives — you don’t march through every stop, you pick the one that matches your world:
- Konrad → Natasha → the southernmost house in the Amazon Village
- The Angel Inn
- Alisha → Yalin’s tavern in Kalmaruss
- Damien’s inn in Padavil
Whichever route applies, the goal at the end of it is the same: find Akane, speak to her, and recruit her into your party. I’d double-check your roster before heading back so you don’t make the return trip without her — that’s the kind of thing that costs you a whole extra walk.
Bring Akane back to Athena’s home in northern Jovanc to complete the reunion, and you’ll walk away with an Orange Cake for the trouble.
One-Shot Gun
Once you’re past the Nightvale stretch, Novate turns up at the inn in Jovanc. Talk to him there, but don’t expect the ball to get rolling right away — you’ll need to speak to him a second time after Nyx has reopened the workshop. I’d make a note of that, because coming back too early just leaves you standing around with nothing to do.
When the workshop is open again, meet him there and you’ll walk out with Prototype 1. Take it into a fight and actually use it in battle — that part is the whole point, since the test only counts once it’s been fired. Report back to Nyx afterward and you’ll move on to the next round.
The pattern repeats twice more: pick up Prototype 2, use it in combat, report to Nyx, then do the same with Prototype 3, reporting after each battle test. I found it easiest to keep the prototypes on hand during whatever fights I was already doing rather than hunting down battles just for this — the reporting loop stays the same either way.
Once the third prototype has been tested and reported, make your way back one final time and you’ll be handed 10 One-Shot Gun for your trouble.
Rage Fuel
Head to Jovanc and track down Kara and Spike to pick up the minotaur job, which sends you into the Minotaur Cave. This one gives you a genuine fork in how you handle it, so decide up front whether you’re going for the peaceful resolution or the messy one — the outcomes differ enough that it’s worth knowing which you want before you walk in.
For the peaceful route, you need to get past the guards’ physique test. Bring along a companion with the right build — Winter, Tyrall, Feather, or Chip all work. If you’d rather rely on Lute alone, you’ll need 35 body size and 35 fitness, which is a fair ask if you haven’t been building those stats. Once you clear the test, pull the lever to proceed. I’d double-check your companion choice before heading in, because showing up with the wrong party member just means a wasted trip back.
When you reach Gigaminotaur, the conversation is what decides the outcome. Tell them People in Jovanc are scared, then You must calm down. From there, choosing Okay, but not that Rage Fuel thing followed by Deal opens up their Protein Shake shop — a nice bit of goodwill if you want the trade option. If you’d rather they just stay out of it without selling anything, pick No deal instead; they’ll remain but won’t trade.
There’s a third path if diplomacy isn’t your thing: destroy their Rage Fuel stock before you fight Gigaminotaur. It’s the more aggressive option, but it’s there if you want it.
Whichever way you resolve it, report back to Kara when you’re done. Your payout is Carnelian, Spinel, Peridot and Jovanc Gem — a tidy bundle of gems that’s worth the detour.
Walking Avalanche
Once Kara’s Jovanc jobs have opened the way into Brownstone Keep, head into the fortress courtyard and look for Brianna before you reach the chief’s room. She’s the one who starts this quest, so it’s worth seeking her out while you’re passing through rather than making a separate trip later.
After that window scene plays out, meet her again at Jovanc’s inn. If Liandra happens to be along, she’ll have something to add here — nice for flavor, but not something you need to arrange before showing up.
The real work happens in Clawpython Cave, southeast of Jovanc. Follow Brianna inside, push past the minotaurs with her in tow, and make a manual save before you reach the big hole. That much I’d insist on — the fight waiting past it isn’t the place to discover you’re underprepared.
Clawpython is where Brianna joins the battle as a temporary fifth member, which is genuinely fun while it lasts. Plan your elements accordingly: Wind does the heavy lifting here, while Energy and Light get resisted, so I’d leave those at home and lean on anything the boss doesn’t shrug off.
Sit through the conversation once it’s done and you’ll walk away with the Fire Orb, closing out the quest. It absorbs Fire, adds Fire damage to normal attacks, and gives a flat +5% ATK — a nice little reward for the detour. One thing to keep in mind: Brianna bows out of your battle party afterward and is not a permanent recruit, so don’t get attached to having that fifth slot.
Working for Kara
Once Rage Fuel wraps up, Kara isn’t done with you yet. Talk to her again and she’ll hand over a set of Documents meant for Brownstone Keep — this is a straightforward courier run, so don’t overthink it. Show the papers to the guards at the keep, meet Franz inside, and then carry his Letter back to Kara. She pays out 5,000 Gold plus a Catalizer, which is a solid return for what amounts to a round trip.
The next part is where I’d slow down a little, because the objectives get vague. Kara starts trying to reopen Nyx’s old workshop, and your first lead is Spike at Sivor’s tavern. Once you’ve found him there, speak to both Spike and Nyx in town to keep things moving — I made the mistake of assuming one conversation covered both of them, and it doesn’t.
Here’s the step that trips people up. You need to follow the sound of barking over in eastern Jovanc, below the workshop, and interact with Ninja — the invisible dog. If you’re just walking around looking for an actual dog sprite, you’ll wander right past it. Listen for the bark and head to that spot instead.
With that done, head back to Spike and Nyx and watch the demonstration inside the workshop. After the scene plays out, report to Kara one final time and she’ll reward you with a Crossbow, closing out the quest for good.
Rolante Region
Rolante is the region that slows you down — not because the fights are brutal, but because the quest chain here ties directly into choices elsewhere. I’ll be honest: I don’t test my luck selling off everything that sparkles in this area. More on why in a moment.
The section is short on its own, so I’m keeping it tight. What matters for Rolante is how it connects back to the earlier main-quest entries — especially About Garan, where the guards’ valuables become an issue, and the paths that can quietly close if you take the wrong shortcut.
What I’d watch for here: pay attention to any Rolante guard encounters and resist the urge to fence the valuables they carry. It’s tempting extra coin mid-run, but the trade-off is that it blocks the Smuggling content later — and that’s a chain you can’t undo once it’s shut. I’d rather walk past the easy money and keep the door open, and I’d double-check my journal state before committing to any choice that touches the guards.
If you came into Rolante through the main quest, your journal will point you at what’s next — I’d follow that thread rather than improvising a detour. Everything above ties back into sections I’ve already covered, so use CTRL+F on those titles if you need the full step-by-step for the quest that sent you here.
A Lost Gift
This one starts before you even leave the market square. A Husband standing at the stalls just outside Castle Rolante is fretting about an anniversary gift he lost, and talking to him is what actually opens the quest — easy to stroll past if you’re beelining for the castle gate. I nearly did exactly that on my first pass.
The gift itself is out in the Cold Forest. Head to the southern part of the area and you’ll find a red bear — that’s your target. Once it’s dealt with, grab the Lost Gift.
How that goes depends entirely on what’s in your bag, so check before you commit. If you’re carrying either a Honey (Small Jar) or a Honey (Big Jar), you can choose Give and the bear hands it over without a fight. No honey on you? Then you’ll need a Ranger or Druid in the party to get the gift peacefully. Run short on both honey and those classes and you’re fighting Badbear — a straightforward scrap, but avoidable if you prepared.
One thing worth flagging, because I got bitten by it myself: having honey isn’t a blanket pass. If you pick Don’t give, the bear attacks regardless of whether a Ranger or Druid is standing next to you — the class perk only matters when you avoid the fight, not when you provoke it. Read the prompt before you jab the button.
With the Lost Gift recovered, take it back to the Husband at the market to wrap things up. Your reward is Frost.
Cold Trading
After the Lost Gift business wraps up, the next favor on the board sends you back out to Wintergate. Head to the market and find Lisa — open her shop as you normally would, then back out of the menu instead of buying anything. That’s the trigger I almost missed: closing the shop window is what prompts her to actually ask for help getting into the merchants’ network.
From there you’ve got two people who can vouch for Theo’s business. Aria in Padavil will do it, or Danthienne over at the Merchant’s Guild in Kalmaruss. Either contact works, so pick whichever is closer to where you’re already headed and save yourself the walk.
Once you accept the introduction, the quest completes and Lisa‘s shop prices drop to reflect your existing guild discounts. If you’ve been putting off restocking supplies, this is the moment to buy — the discount makes stocking up noticeably cheaper than before.
Danger in Rolante
After the Haruka ending wraps, head into Wintergate and you’ll catch a scene with Ilias and Libelle near Theo and Lisa. That cutscene is the trigger for this whole chain, so don’t wander off expecting the quest to populate on its own — walk into town first and let it play out.
From there, clear Ice Queen? and report in at Castle Rolante before you bother with anything else, then resolve Ilias’s The Warlord expedition. I’d knock out these northern errands in one pass rather than bouncing back and forth, because the war doesn’t open up until you’ve tied off both threads.
Once those are done, find King Balken and give him the answers Standing up to Astridra, then To arms! — that’s what actually commits you to the fight. When it’s time to organize, you’ll build three teams led by Lute, Ilias, and Linnea. Confirm each formation individually before you speak to Balken again; talking to him is what kicks the war off, so make sure all three lineups are set the way you want them first.
The tactical battle is won by either defeating Astridra or wiping out all seven enemy units — take whichever route your current squads can actually manage. Then pick a prepared party for the final showdown against Astridra and three Warlocks. Here’s the detail that cost me a retry: Astridra absorbs Fire, Energy, and Darkness, so lean on Light against her and don’t waste turns on elements she’ll just soak up. After the fight, finish the return to the throne room and you’ll collect Plus Valor.
Ilias doesn’t make the first move easily — you have to beat Vrukana and Astridra first, and only then does he extend an invitation in Castle Rolante’s kitchen. Accept it there, because that’s the step that opens everything else.
Meet him at the Castle Rolante inn as arranged and pick Join him. This is the fork that decides whether the romantic path stays open at all.
For the romantic result, land at least two of these three replies: Rules can bend, It makes you more yourself, and If you don’t run away it’s ok. Two out of three is enough — you don’t need a perfect run of all three, so don’t panic if one line comes out wrong.
From there, keep the thread going with Someone I’d like to know better, then Me too, then I’d like that, and you’ll earn Ilias’ Kiss. The evening also hands over Wine Y, which is a nice bonus on top of the scene itself.
One thing to keep in mind: a friendly ending still completes the quest even if the romance doesn’t take. But if you decline the original invitation at the kitchen, or you’re already partnered with a jealous companion, the romantic route shuts before you ever reach the inn — so if Ilias’ Kiss is the goal, go in unattached and say yes.
Ice Queen?
This one starts with a scene rather than a quest marker. Head to Wintergate and look for Theo and Lisa — there’s a short scene about some missing guards that kicks the whole thing off. If you haven’t triggered that conversation yet, the cave itself won’t mean much to you, so keep an eye out for the pair before you go wandering north.
Once you’ve seen it, the destination is the Ice Queen’s Cave northwest of Wintergate. Inside, you’ll find four switches, and happily there’s no required sequence — the southwest, southeast, northeast, and northwest sections can be done in whatever order you stumble into them. I tend to sweep clockwise so I don’t double back, but the cave doesn’t punish you either way.
Flipping all four opens the northern chamber and the boss herself, the Ice Queen. Bring Fire or Wind attacks and keep Water out of your rotation — she absorbs it, so a water-heavy team will just stall out while she chips away at you. Clear that fight and you report in to Castle Rolante’s throne room to close things out, then swing back to Theo in Wintergate to pick up Wild King.
One thing I’d flag before you commit: if you’re planning to use Mordir’s free-lodging solution for Purple Knights, sort that out before you defeat the Ice Queen. Do it afterward and you may miss the window.
Princess Knight of the North
Once Astridra is done, head to Castle Rolante‘s throne room and speak to Linnea there — accept her expedition and she’ll join you as a temporary party member for the trip. Don’t dawdle on this one, since it’s a straightforward escort-style quest that wraps up once you’ve handled two stops.
First stop is the white rabbit in the Cold Forest, where you’ll fight WHITE TERROR. I’d load up on Darkness attacks before you go in — it works well here, while Light gets heavily resisted, so a Light-heavy party will feel like hitting a wall. Once that’s cleared, take Linnea to Josie at Wintergate’s tavern and finish out the celebration there.
The ending choice is where this quest splits, so read carefully before you click. For the friendship ending and the Brain Wine reward, pick Maybe make more time for Josie, then You missed sharing things with Josie, then You don’t have to rush. Grow here first. Encouraging her future travels also completes the quest, but you walk away with no Brain Wine — so if you want the item, don’t take that branch. Either way, Linnea leaves the temporary party afterward, so say your goodbyes while she’s still around.
Purple Knights
Mordir and his band of Purple Knights are camped out in western Wintergate, and when you talk to him about finding them some lodging, he hands you a small errand that’s very easy to walk right past. This one is a timing quest through and through — the free path only exists before you’ve dealt with the Ice Queen, so don’t sleep on it once you reach Wintergate.
While the Ice Queen is still standing, head to Wintergate’s inn and talk to Josie about Mordir and his knights. Bring up the idea of them pulling guard duty in exchange for beds, and she’ll agree to the arrangement. That’s the whole trick — you’re trading their swords for a roof, no coin required. Once the deal is set, return to Mordir and he’ll reward you with PURPLEBLOCK.
Here’s what catches people out: if the free arrangement is no longer on the table — say you’ve already cleared the Ice Queen and missed that window — you can still get the same reward, but you’ll be paying for it. Mordir will take 20,000 Gold and hand over the PURPLEBLOCK all the same. I’d rather pocket the gold and knock out the Josie conversation first, so check that inn before you go pick a fight with the Ice Queen.
Soldier Stew
This one starts in the kitchen of Castle Rolante, where you meet Ava and sit through her introduction scene. Watch it through — that’s the hook for everything else here. Once you’ve done that, head to Jovanc and put in a good word for her with the Platinum Fork Guildmaster. It’s a small step that’s easy to skip past if you’re rushing the Jovanc errands, so don’t forget it’s the reason the rest of the quest opens up.
With the recommendation made, go back to Ava and choose Offer to help. That’s when the actual challenge kicks in — four timing tasks you have to clear in a single attempt: stir, chop, season, and serve. Follow the arrows the game shows you, but keep in mind they shift between attempts, so you can’t just memorize a fixed sequence and muscle through it. Treat each run as fresh.
Get all four right in one go and the guild inspection wraps up, handing you 10 Soldier Stew along with the culinary award. If you fumble a timing prompt, no harm done — you can retry the whole thing until you nail it.
The Last Drakeborne
This one picks up Varikah’s search for the Drakeborne who fled north, so you’ll need her along for the ride. Head to the inn in Wintergate with Varikah in your party and look for the hooded figure waiting in one of the rooms — that’s your contact point, and the whole quest hangs on having her with you when you walk in.
Talk to the hooded figure to get things moving, then speak to them a second time once the hood comes off. That follow-up conversation is where Vol’kana explains what’s actually going on, and hearing that explanation out is what completes the quest. Don’t wander off after the first exchange — the second talk is the one that closes it out.
The Warlord
Once you’ve reported back about the rescued guards at Castle Rolante, Ilias proposes going after Vrukana — and accepting that proposal is what kicks this quest off. If you’ve been putting it off, note that the story does keep moving without it, so it’s easy to leave hanging.
Head to the southeastern Cold Forest, southeast of the castle, to meet him. When the fight with Vrukana starts, lean hard on Energy attacks — they’re extremely effective here. I’d steer clear of Water and Darkness, which do you no favors in this matchup. Ilias fights alongside you, so you’re not carrying it alone.
Finish the scene afterward to secure her aid in the war. One thing worth knowing before you go in: losing this fight doesn’t end the story — it fails the quest but lets things continue. It does, however, cost you Ilias’s later date invitation, so if that’s something you’re interested in, it’s worth winning here rather than treating it as optional.
Wandering (1/2) — “Autograph Hunt” to “Shelter”
Autograph Hunt
This one starts at Yalin’s tavern in Kalmaruss during Chapter 2, where a fan asks you to collect autographs for them. What you’re actually collecting depends on the world you’re running — some request only Crystal and Antonio, while others add Rosabella to the list. Take note of exactly which names the fan gives you before you set off, because chasing someone who wasn’t requested is a waste of a trip.
For Crystal, follow the lead to her summer home in Elmare. One wrinkle I’d flag here: her Padavil story can change where you actually end up meeting her, so don’t fixate on the Elmare house if your version of events points elsewhere.
Antonio requires some timing awareness. Catch him in Teshun before his departure — if you miss that window, he relocates to Tremec afterward, so the autograph is still obtainable, just in a different place. Some of these signings do carry over into Chapter 3 depending on how the actors move.
If Rosabella is on your fan’s list, you’ll find her at Kalmaruss’s sushi restaurant once she’s been hired by the Bardic College. In the other imported world, she instead follows her Jovanc and Brownstone route — same actress, different path depending on which version you’re playing.
Once you have the full set the fan asked for, head back and hand over the autographs. My suggestion is to double-check the requested names against what you’ve collected before making the return trip — nothing stings quite like realizing you grabbed an extra autograph while still missing one that was actually on the list.
Culinary Talents
This one is a genuine long-haul quest — it stretches from Chapter 1 all the way into the Postgame, which means you’ll be picking it up and putting it back down several times across a full playthrough. It kicks off when you talk to the Platinum Fork Guildmaster in Jovanc about the regional culinary awards. From there, your job is to collect five separate awards and then bring them all home at once.
The five break down like this: finish Save the Soup! at the Trivium, clear Street Food for Baren at the Dusk Wolves Den, work with Sir Baldalot to help the Ravenrock innkeeper earn the award for Stonebloom Stew, complete Dune Cactus Carpaccio for Neimi at Blacktower Camp, and — this is the one that trips people up — handle the cooking inspection for Ava at Castle Rolante in the Postgame. That last award is gated behind Postgame access, so don’t waste time hunting for it during the main story. You simply can’t get it yet.
What I’d stress here is that the Guildmaster won’t hand anything over until every single award is registered. Keep a mental tally as you go, because these steps are scattered across entirely different regions and chapters, and it’s easy to assume you’ve done one when you’ve actually only completed the setup for it. I like to check back mentally against the list before I bother returning to Jovanc, rather than making a wasted trip on a hunch.
Once all five awards are registered, head back to the Guildmaster to claim the ingredient bundle. That bundle is the actual payoff for all this running around, and it only shows up when the count is truly complete — no partial credit. Save the Postgame inspection for last in your own order if it helps, since everything else can be chipped away at as you pass through each region naturally.
Duelist of Love
This one spans almost the entire game, so treat it as a running errand rather than a single quest. The first step unlocks once Lockran and the route back to Elmare open up in Chapter 2, but the later duels don’t come around until Chapter 3 and the Postgame. If you’re the type who likes clearing a quest the moment it appears, this one will test your patience — I found it easiest to just tick off each duel as I happened to pass through the region.
You’ll first meet Zachariah at Lockran’s port, where he challenges you to a two-against-two duel. One detail matters here: the party check requires a genuine romantic partner standing with you in the active party. A regular companion won’t clear it, so swap your loved one in before you talk to him or the duel won’t trigger properly. Beat him, and he turns up again in Elmare for the next matchup.
From there the trail continues at the Tremec arena in Chapter 3, and the last one waits at Castle Rolante during the Postgame. Win all four with the required couple in tow and you’ll collect the Love Orchid rewards along the way, with the final victory handing over its own special relationship reward. Don’t stress a loss — a defeat just means you can try the duel again. I lost my second one on the first attempt and simply walked back in for a rematch, so nothing is permanently lost.
Help the homeless
This one starts earlier than most people expect, so if you’re well into Chapter 2 and haven’t touched it, don’t panic — but do start soon. From Chapter 1 onward, anytime you bring Sir Baldalot along to a donation scene, he’ll mention the Help the homeless quest. That’s your trigger. The catch I want to flag right away: this is a long, scattered donation job, and your journal will not reliably tick itself off, so keep your own list.
You’re looking at giving 1 Gold once to the relevant contact in each of six regions — Ridgefort, Lockran, Padavil, Tremec, Jovanc, and Wintergate. Wintergate only opens up in the Postgame, so that one waits. For Nightvale, you can’t just stroll up to a beggar — bring Baldalot to the former homeless man now serving in the Militia at the hamlet and make his donation there. That’s seven contacts total, and I’d tally each one as you hand over the coin rather than trusting the log.
Once all seven are done, head back to Sir Baldalot at camp. He’ll point you toward the secret society in Wintergate. When you get there, find the beggar in the south-central part of the city — and this is the bit that tripped me up: the headquarters entrance is immediately behind him, so don’t go wandering the whole district looking for a door. Step through, speak to the representative inside, and take your time exploring the reserve and the sewer continuation.
One thing worth keeping straight so you don’t confuse your journal later: this quest is entirely separate from Sir Baldalot’s five-experience personal quest and from the Scavenger Hunt Society in the Postgame. Same man, different threads — I keep them on separate notes because it’s easy to assume one is feeding the other when it isn’t.
Shelter
This one starts back in Chapter 2, and it’s the kind of quest I’d push you to open early rather than leave sitting — the animal-collection step spreads across the whole world, so a few of these rescues can be knocked out during trips you’re already making. You only need five of the six available species, and each counts just once, so don’t feel pressured to chase every single one down to the last corner of the map.
Head to the Ramjalar Shelter in Nightvale to hear Rubina out, and when her pitch comes up, pick I love the idea — that’s what actually starts the collection. From there, the following list holds every rescue I’d target, along with where it lives and what it costs you.
| Animal | Location | What to do | Cost |
|---|---|---|---|
| Hen | Nosper | Speak to the owner among the chickens in the southeastern part of the village, choose Donate one to the Ramjalar Shelter, then pick any color. | Free |
| Fish | Elmare | Enter the Fisherman Guild, talk to the fisherman on the northeastern side of the room, accept his shelter offer. The fish are sent there directly. | 400 Gold |
| Dust Lizard | Tremec (Chapter 3) | Walk through the lizard merchant’s scene in the market. After it runs off, follow it south and check the path just east of the lower bridge, above the two children. | Free — the other customer pays |
| Red panda | Large Forest | Enter the forest south of Nightbrook and north of the Amazon Village, reach the northwestern corner, approach the endangered red panda and win the rescue battle. | Free |
| Pig | Nightbrook | After hearing Rubina’s request, speak to the Rich Harukan with the pig, west of the refugee queue, choose Take to the Ramjalar Shelter. | Free |
| Horse | Jovanc (Chapter 3) | After starting the quest, speak to the horse seller beside the horses just north of the main gate, buy either the brown or white horse. | 1,000 Gold |
The lizard is the one that trips most people up. You walk the market scene, the animal bolts, and if you don’t follow it you’ll never see the spot where it’s waiting — that narrow path just east of the lower bridge, right above the two children, is easy to walk straight past. I’d slow down there rather than sweep through the market on autopilot.
Once your fifth counted rescue is in, head back to the shelter and talk to Tempus to collect Moonbow. When his comment about Rubina comes up, answering I agree also nets you extra Intimacy with her, which is a small thing but worth not fumbling.
Optional Residents
Two more animals can take up residence at the shelter, but they don’t count toward the five — worth knowing before you assume they’ll push you over the finish line. The cat and North are separate from the main objective.
For the cat, you’ll need to reach Rank B at the Adventurers’ Guild with 130 guild points to receive the Cat Collar. Carry it on you and then leave the guild building — that’s what triggers the cat encounter outside. Feed it one accepted item, anything like Nigiri, Sashimi, Fish Filet, a fish, or Cat Treat, and once the shelter has been introduced it moves there on its own.
The wolf North lives over in the Amazon Village, and he’s tied to Pride of the Amazons. Deliver the Harpy Egg to the village shaman, then return to Loren’s house and speak to North — Loren will allow him to stay at the shelter. You don’t have to finish that whole quest to pull this off; it triggers somewhere before the Militia Fort and final training stages, so keep an eye out for it as you work through that chain.
Wandering (2/2) — “THE GREAT SCAVENGER HUNT” to “Traditions”
This second block of Wandering side quests picks up right where the last one left off, running alphabetically from the scavenger hunt down through the traditions line. Same idea as before — if you’re hunched over your journal squinting at a title, this is the spot to check timing, steps, and the little failure states that can trip you up before you even notice them.
I’ll keep these entries as tight as the source allows, because a lot of the Wandering quests hinge on a single trigger or a “do this before that” order. Skim for the title matching your log, then work back through the steps in sequence — skipping ahead usually just means a quest silently refuses to advance.
Since this section is grouped by in-game order and alphabetized as displayed, watch for entries whose names start with “The” rather than the meaningful word — those are easy to scroll past by accident when you’re scanning fast. Maybe scan through the whole list once before committing to a quest so you know what else is queued in the same stage.
And as always, the caveats live right next to the steps in each entry, not in a separate warnings block — most of the traps here are about timing and prerequisites, not clever puzzles, so read the whole thing before diving in and you’ll save yourself a reload or two.
THE GREAT SCAVENGER HUNT
This one only opens up in the Postgame, after the credits. Head to a major-city inn and look for a Scavenger Hunt Society representative, pick Take me there, and you’ll be brought before the Great White Dragon. Choose a hint giver, and the race is on. Before you commit, though — make a separate save. Ties and an Azure victory flip this quest straight to failed, and I’d rather you not lose the whole run over a bad jump.
The first token is in Elusia and it’s the one that punishes dawdling. The moment the hunt starts, get to the southwestern dining room on the second floor and search the vase on the left. You have to do this before 10 counted battles tick by, so don’t get pulled into Grant’s stalling conversation on the way — every fight eats your window.
For the second token, Ravenrock, go into the long final cave corridor toward Nosper and reach the rival scene. When it comes up, choose Run and take it. If you stay to help your rival instead, the token goes to Azure, and you’ll be short one going into the home stretch.
The third token is at Padavil Lake. Bring someone strong along — Chip is my pick — and make for the northern islands. Ask your companions to move the rock, then jump immediately. This is the part where wandering costs you: extra searching hands Quinn the time to win it, so commit to the jump the second the rock’s out of the way.
Last token, Rolante. Ask the old guard at the castle inn about Icicle Cave, then head into the cave northeast of the castle. Clear the first timing challenge, go right, clear the medium and hard challenges, then choose right again for the token. I’ll flag the split here: the final left path favors Azure and leads to the separate armor reward instead — if you want the hunt win, keep going right.
Once all four stops are resolved, keep your Society Tokens in the inventory and ask a representative to take you back to the Society. Three tokens guarantee victory, and two will also win it — with one exception: if you only grabbed the first and third, the other two went to Azure and you don’t take it. Win, and you’re rewarded with the White Gem, Compass, Champion, and Mantle.
The River Blades
This one’s a recruitment drive rather than a fetch quest, and it sprawls across nearly every region in the game. It starts at the Harunai dojo — talk to the dojo master there about reopening the place, because until you do, none of the later invitations actually stick. Once he’s on board, head to the inn with a party member who can actually use a sword and approach Renji; convince him, then swing back to the dojo so the master can see the first student in place.
The young man fidgeting about his hair sits at the Haruka–Trivium border, and honestly he’s easy to walk straight past. I only got him to listen by bringing Sir Baldalot along to do the talking — that’s the requirement, not just flavor.
Chapter 3 opens up two more. Leona comes to you through the arena, and the missing samurai needs a bit of legwork: find Kirara and Ruri in Tremec first, which points you toward the rescue out in the underground cave.
Then it turns into a slow drip of invitations, and this is where most people lose track. At the card-game house in Nosper, I sat through 10 games before the spectator there would agree to come — tedious, but there’s no shortcut. Don’t forget the aspiring Militia recruit in the Nightvale hamlet, or Zachariah’s admirer at Lockran, who only becomes available after his duel. The last one is the samurai at the Amazon Village bazaar who wants to dance with her sword — but she’ll only join once the dojo is officially reopened, so make sure that step is done before you go looking for her.
Every arrival you log with the master pays out a JP Scroll, so reporting back as you go is worth the trip rather than saving it all for the end. The final reward needs eight students including Renji and hands over Clothing I.
One last thing worth flagging now, since it’s easy to read the reward list and stop there: the extra Suiryu-no-Tachi reward also requires finishing Rin’s healing through Estrella’s quest. If that thread is still hanging open in your journal, the dojo isn’t truly finished.
Toir Statues
This one is a scavenger hunt strung across the entire game, and the timing caught me off guard the first time. The Toir Statues quest technically opens as soon as you find your first statue in Chapter 1, but the blessing you can claim early is not the full prize — the complete reward, including Toir Candy Plus, only lands once you’ve paid all seven. So resist the urge to cash in at statue number two and keep a mental tally instead.
Here is where each statue lives, in the order I’d suggest working through them as the story unfolds:
| Chapter | Location |
|---|---|
| Chapter 1 | Forest near the Archive of Ages in Haruka |
| Chapter 1 | By the Kalthor bridge on the Chelbo road |
| Chapter 2 | Ravenrock‘s inn |
| Chapter 2 | Ramjalar Shelter in Nightvale |
| Chapter 3 | Ahera‘s desert oasis |
| Chapter 3 | Jovanc |
| Postgame | Cold Forest, a short way northeast of its western entrance |
At every statue the interaction is the same: pick Place offering and pay the Gold it asks for. The amounts are small enough that I never felt like I was being bled dry, but the offerings do add up across seven stops, so it’s worth not spending your purse down to nothing before you go statue-hunting.
The part that trips people up is the blessing itself. The game will actually let you request one after just two offerings — I remember being tempted to grab it and move on. Don’t, unless you’re fine with a lesser reward. Hold off until all seven are placed, then choose I want to receive the blessing to collect the full set including Toir Candy Plus. That blessing can only be claimed once, so there’s no second chance if you take the short version by mistake.
Because those last two statues sit in Chapter 3 and the Postgame, this quest stays open in your journal for a very long stretch. If you’re like me, you’ll forget which statues you’ve already paid. I’d jot them down or just re-check the table above before assuming you’ve missed one — the Cold Forest statue in particular is easy to walk past if you’re not looking northeast of the western entrance.
Traditions
This one is a long-haul quest that only pays out if you’re deliberate about it. It unlocks after you recruit Daniel in Jovanc during Chapter 3, and the final Rolante contact doesn’t open up until the Postgame — so plan on leaving it sitting in your journal for a good while. Once you kick off Daniel’s camp request, keep him active in your party for all six encounters. I learned the hard way that this isn’t a quest you can half-manage from the sidelines; if he’s not with you, the conversations don’t progress the way you’d expect.
Start by chasing the lead about a Ridgefort–Nightbrook traveler in Haruka, then go speak with Bragg in Elmare. From there, head to Elwing at Kalmaruss’s Magic Academy and inspect the keepsake she points you toward — it’s in the house on Eldor’s right side, so don’t wander the wrong building before you spot it.
The tricky part is the timing split between the two halves of the game. During Chapter 3, you’ll want to talk to the old woman outside Tremec’s Blacktower. The last leg doesn’t appear until the Postgame, when a retired guard at Castle Rolante’s inn becomes available to speak with. Miss either checkpoint in its proper window and you’re stuck waiting or locked out entirely, which is exactly the kind of thing that makes this quest easy to botch.
Once all six encounters are behind you, return to Daniel at camp. The reward is straightforward — one level each for Daniel and Lute — but getting there means keeping Daniel in the rotation and hitting every talk in the right chapter. I’d keep a note of which contacts you’ve already cleared, because the game won’t always nudge you toward the next one.