I made a guide to all quests in the game, but it ended up too large to fit in one post!
This will include all quests that are part of the Main Story of the game.
That however does not mean that all quests under “Main Quests” are listed in this post, as the game itself lists quests not related to the story under main quests!
What I categorise as Story Quests are ones starting from Scruffs Quest,* and then linearly guiding you towards the next quest. The ones listed in this post.
As of writing, (16th August 2026) the final story quest is The Forsaken Isle as none of the higher-level quests have it as a requisite.
For side quests, refer to my Side Quest Codex here at the forums!
The quests are listed in a linear descending order! The story starts at scruffs quest, continues with mushtown helper, then one of the three faction specific ones onwards.
Scruff's Quest
Scruff’s Quest is fairly straightforward due to being the tutorial level for new players. In recent times the developers have taken good measures to help readability and there’s very good directing to tell players where to go!
PT1: Rescuing Scruff’s Son
When exiting Scruffs house, a cinematic is played showing his son being way too irresponsible with well safety and falling in it. Scruff promptly asks you to help you rescue his son, which you can do by walking next to the well and Interacting with it.
When finding Kell a troupe of baby shrooms will appear to threaten your wellbeing. Defeat them promptly, as we do not want Scruffs son or you to be hurt!
After dealing with those pesky mycelium offspring, climb out of the well to the side of the area where the mushrooms attacked you and go inform Scruff of your heroic actions!
PT2: Special Report
After rescuing Scruffs son, he’ll ask if you could deliver a letter to Mayor Noah of Mushtown.
Follow the path to Mushtowns guarded walls and go inside, they’re very welcoming!
When in Mushtown, look for a man dressed in green and talk to him to deliver the letter.
Talking to Mayor Noah again after delivering the letter and accepting his request for help will give the player the Mushtown Helper quest.
Mushtown Helper
Mushtown Helper is rather simple. Mayor Noah simply asks you to reach level 10, you can do it by completing other quests and slaying foes in Mushtown!
Working As A Warrior 🗡️
NOTE; YOU ARE UNABLE TO START THIS QUEST AS A CLASS OTHER THAN WARRIOR!
PT1: Path of the Warrior
Congratulations adventurer! You’ve been accepted as one of the Redwood Warriors. Sir Tristain of Redwood Stronghold wishes for you to familiarise yourself around the place, so he wants you to talk to Gregor, the quartermaster of the warriors!
PT2: Meet Sid
Now that you’re all geared up, Tristain wants you to start your duty as a warrior in helping the locals! Sid down the mountain pass has been requesting for help, go meet up and ask what he needs assistance with!
PT3: Mountain Patrol
The Baby Yeti population’s been getting a bit rowdy. Sid doesnt have a proper weapon to fend them off, so you could help by slaying 10 of them! Baby Yetis can be found all around the frozen lake.
PT4: Reporting Success 1
You’ve completed your first task, time to go inform Sir Tristain of your achievements!
PT5: Lift Authorization
Tristain wants you to get authorized to traverse the cargo lift the guild uses to hoist gear and people to and from the stronghold! He needs you to go to the lift and obtain a lift pass from the lift guards.
PT6: Meet Rizan
Rizan by the path up the mountain wants some company to hunt rams with. Tristain feels it would be a good way to get you used to the surrounding regions, so he sends you!
PT7: Plenty of Horns
Rizan informs that the Rams have had a very busy season this year, and their population number has grown a bit too high for what the region can support. Hunt down 10 rams!
PT8: Reporting Success II
Your hunting trip proved succesful, go back to Sir Tristain with your trophies!
PT9: Meet Reese
Tristain has heard that there’s a situation dwelling up at the bottom of the Lift. He wants you to go down and meet Reese to find out what they need help with!
PT10: Warm Hides
Ten bears have woken from their winter slumber! Angry and hungry, they’re attacking travelers and locals going up the path. Put and end to their hostilities before anyone gets seriously hurt!
PT11: Reporting Success III
The bears have been dealt with, go back to Sir Tristain!
PT12: To Captain Bronzeheart
Captain Bronzeheart by the encampment next to the Great Crossroads apparently needs engineering assistance. You told Tristain you had a knack for machinery before arriving in the region, so he sends you down!
PT13: Catapult Mechanic
The Catapult by the encampment has been malfunctioning. It needs a new energy core from a magical Guardian to be fully powered up again! Disassemble a Guardian to be able to relocate its core to a more utilitarian purpose.
PT14: True Warrior
The Catapult is back up working. You’ve succeeded in all the tribulations Tristain has thrown your way, return to him for his evaluation on if you’re ready to proceed to help Nilgarf’s Baron Christensen!
PT15: Report to the Baron
You’ve proven yourself worthy of the name of a Warrior. Return to Nilgarf through the Great Crossroads, and go report to Christensen for further adventures!
On The Hunt 🏹
NOTE; YOU ARE UNABLE TO START THIS QUEST AS A CLASS OTHER THAN HUNTER!
PT1: Path of the Hunter
Congratulations Adventurer! Admiral Hugo has taken you under his wing into the guild of the Hunters, a group of thrill-seeking merchant sailors. To get you to know the place, he wants you to go talk to their quartermaster Griggs to set you up with some basic hunter gear!
PT2: Meet Fisherman Oscar
Hugo wants to see if you’re up to the demanding tasks the hunters will regularly face! He tells you to meet up with a local fisherman who’s been having some troubles with regional wildlife.
PT3: Baby Crabbies!
The local crustaceans have been snapping up Oscars nets. He wants you to declaw a couple of the juvenile or full-grown ones. Bring him 20 Crabby Claws as proof of your deeds!
PT4: Reporting Success I
You’ve done your assignments, go and tell Admiral Hugo of your success!
PT5: Meet Remy
Hugo is happy to see that you’ve returned victorious! He has another task for you. A chicken herder named Remy is being bullied by a pack of invasive rodents and needs your help! Go find and chat with him to see what the fuss is all about!
PT6: Pest Control
Yup, those pesky ratties have been bothering Remys fowl! Teach them a lesson. Cut twenty of the Ratty Tails off, rats often like to hang around abandoned buildings!
PT7: Reporting Success II
Well, Hugo likes to be informed of the times! Go back to him and say that you’ve done his deeds.
PT8: Meet Millicent
Our Trusty Admiral has more errands for you to run! This time its the Rubees, very wasp-like bees which are causing a ruckus by the edge of town. Millicent, a young lady living by needs your help!
PT9: Rubee Slaying
Millicent indeed needs some help in culling the rubee-population! Slay twenty of them, they can be found around the hives by the forest!
PT10: Reporting Success III
You should get the deal by now. Go talk to Hugo!
PT11: Meet Lieutenant Vanessa
The Hunters have dispatched a task force by the fortified wall near the road to Great Crossroads to suppress the aggressive Rubees. The expeditionary groups leader, Lieutenant Vanessa, is in need of light backup! Impressed by your efforts, Admiral Hugo has decided to send you to help! Report to Lieutenant Vanessa for duty!
PT12: Rubee Problem
Vanessa and her team have been working on a plan to slow down the invasive Rubee, but need some help with researching their biology to see if their measures would work. She needs you to get one Rubee Eye from Rubees to experiment on!
PT13: Rubee Problem Part 2
Now that their research is complete, they need to find the measures for their solution. Explosives! That oughtta do it. Typically the locals dont carry trinitrotoluene with them, but sometimes pirates from the sea can be found docked nearby! It wouldn’t be shameful to steal from a thief, right?
PT14: Rubee Problem Part 3
You plundered some potent explosives from a nearby pirate, now its time to go set them up at the nest of those pesky Rubee!
Once you’ve put the bombs in place, go back to Vanessa to give the flying meanies a lesson they wont forget soon!
PT15: True Hunter
You’ve succeeded in your task! Go talk to Hugo for the final time to see if he sees you fit to be sent to Baron Christensen for even more precarious endeavours.
PT16: Report to the Baron
You’ve helped around Port Fidelio enough. Now its time to assist the newly formed coalition of factions and head to Nilgarf. The path to Great Crossroads can be found past the fortified wall, at Great Crossroads head for the largest city in the skyline!
For the Forest 🔮
NOTE; YOU ARE UNABLE TO START THIS QUEST AS A CLASS OTHER THAN MAGE!
PT1: Path of the Mage
Congratulations adventurer! You’ve been welcomed to the order of the Ellenian Mages. The Wise Elder Greybeard wishes for you to familiarize yourself with your new base of operations!
Greybeard wants you to talk to Adaline, the shopkeeper of the Mages.
She’s this lady in the room next to him!
PT2: Slime Time
Gelatinous creatures have been causing a ruckus by the Tree of Life, Greybeard wishes of you to dispose them!
Enchanted Slimes are found primarily residing in front of the Mage Fortress, squash ten of them!
PT3: Gnome Ambassador I
The settlement of Gnomes within the Tree of Life has troubles! The ambassador of the Gnomes, Gnomlin, wants to meet you to talk. Look for a settlement of gnome-sized buildings!
PT4: Gnome Ambassador II
Gnomlin says that spiders are threatening the gnomekind! He wishes you to eliminate ten spiderlings.
PT5: Gnome Ambassador III
Gnomlin has had enough of the goblins being loud at night, and wants to send a message. Go over to the goblins camp and pummel ten of them!
Their camp can be recognized by a large wooden effigy.
PT6: Gnome Ambassador IV
Gnomlin says you’ve been causing enough of a ruckus with the locals and wishes you to return to Greybeard. Return to Greybeard! He’s still in his castle.
PT7: Destroy the Goblin Idol I
Greybeard wishes you to destroy the local natives culture! He tells you to obtain materials for a flammable concoction consisting of Fly Trap Tonguess and Spider Fangs. Fly Trap Tongues are harvested from Fly Traps and Spider Fangs are given by Spiders!
PT8: Destroy the Goblin Idol II
Greybeard wants you to douse the Enchanted Oil on five spots around the effigy! Once you’ve oiled it up, cast a spell on it to light it aflame and escape!
Once you’ve caused irreparable goblin cultural damage, return to Mage Fortress.
PT9: Report to the Baron
Greybeard sees that you are strong enough to go forwards in your journeys. He wishes you to see the Baron in Nilgarf. Venture out of the Tree of Life to the Great Crossroads and look for the biggest city in the horizon.
The Baron will be waiting in his Castle.
Moloch, King of Rats
PT1: Moloch, King of Rats
Baron Christenssen heard from his scouts that a former sailor named Moloch could be hiding in the sewers with a map to Forsaken Isle. He requests you find Moloch and retrieve the map to prepare an expedition to Forsaken Isle.
In the sewers is a grated room, out of which you can hear delirious rambling. Maybe our sailor could be there?
PT2: Peace in the Sewers
The Ratking is bothered by his subordinates. He orders you to cull their numbers by 30!
PT3: Lost Key
Moloch now wishes for you to retrieve the key to a caged off area infested with batties. He lost it in an area accessed by crawling through one of the sewer pipes in the main junction area.
After a bit of platforming, take the key back to the ratking for a new task.
PT4: Unleash the Battys
Now the Ratking wishes you to dispose of thirty flying rodents! Go and use your newfound key to open the door to their cage, and teach them a lesson!
PT5: The Ratking’s Banquet
Moloch is hungry. He wants five Ratty Heads to feast on! Slay ratties until you have five of their heads.
PT6: The Secret Map
Moloch finally gave you the information you needed. Head to Shiprock Bottom! Shiprock Bottom is accessed through Port Fidelio, which can be found through the Great Crossroads. Looking for Palm Trees in the horizon will tell you which direction to go!
Once arriving at Port Fidelio, go take a swim until you see a whirlpool surrounded by sunken ships. Take a dive down and you’ll reach your destination!
Look for a ship on the seafloor cut in half, maybe you’ll find what remains of Molochs cargo
The Secret Map
This quest can softlock if you’ve done any of the quests prior to getting the Secret Map quest active! You must complete the quests in Shiprock only after starting the Secret Map to get the cypher stones!
This can be fixed by rebirthing and starting over, but it can be pretty tedious!
You must obtain cypher stones to decipher the strange lock to a shipwreck which contains a map to the Forsaken Isle. You are given cypher stones by completing quests around shiprock bottom.
First quest “Eye See Snels” is given by Randy at the entrance to Port Fidelio!
Second quest “Satellite Problems” is given by Maladeem who has his research base set up on an island above the waterline!
The Third quest, “Kill Scallywags”, has Captain Davy you killing scallywags. Davy can be found in his rowboat above the waterline, and scallywags are in their caravels circling around.
The Final quest, “Defeat a Mama Hermit Crab” is fairly straightforward in its naming. Barbossa wants you to defeat a Mama Hermit Crabby. Barbossa can be found by a small island above the waterline
After you’ve completed all these quests, you can return to the cypher stone and check you inventory for the keys!
Deliver the Map
After retrieving the map from the wreck of the ship commanded by Moloch, you must return back to Nilgarf and give it to Baron Christensen!
The Wayfarer
PT1: The Fabled Island
Baron Christensen is surprised that you managed to retrieve the map to Forsaken Isle! He says that only one captain is brave enough to travel there, and says you must go to Port Fidelio to look for them!
PT2: Captain Varlic
Captain Varlic wants to stock up before leaving. He wants you to talk to Kevin Jr. at the fishing shop, Bonnie at the Fidelio Tavern and Griggs at the Hunter supply shop.
PT3: Captain Varlic (yes its the same quest name)
After supplying up Varlic wishes for you to hire two members to the ship crew.
Riggs is seen around port waiting for crews to pick him up for adventures, while Melody is playing music with her troupe at the Fidelio cultural hall.
PT4: Captain Varlic (yes its still the same quest name)
Varlic is ready to set off with the crew and supplies you gathered around. His ship docks at 20 minute intervals, with a 100 silver ticket fee paid to Tollmaster Tom.
The Forsaken Isle
PT1: Warm Welcome
After arriving in Forsaken Isle, Melody sees light come from a shack near the docks. She insists you go and investigate!
PT2: Flintlock Recovery
Your new friend Peppercot says some rapscallions took his trusty flintlock pistol! He thinks someone couldve taken it to the indigenous town nearby.
PT3: Understanding Moglo
Peppercot gave you a dictionary to the native tongue. Share your findings with Melody by the docks!
PT4: Speaking Moglo
Melody wishes to communicate with the locals. Maybe the ones living away from the bulk of the population could be more approachable!
PT5: Hungry Squeak
Local Moglo Kueek Kueek wishes you supply food for him and his son Squeak Squeak. The townsfolk have hoarded all the Mogomelons in the island, steal 30 from them!
PT6: Desperate Kueek
Kueek Kueek has realised that his former friends have been disillusioned and must be taught a lesson. He wants you to slay 35 of his townsfolk!
PT7: The Island Guardians
Kueek Kueek informs that the local deity has subjugated the population. You must break the totem to stop its evil actions!
Every thousand moglos or moglokos slain the divine being descends upon the lands to enact its wrath. Destroy the totem to free the locals of its curse!
PT8: The Jungle Calls
After freeing the island guardians from their curse, return to Melody to share your discoveries.
PT9: Revelations
Melody sees it fit as you are foreigners in a new strange land that you steal the local populations rare artifacts. She instructs you to go deep in the Forsaken Jungle and find and take the fabled golden coconut.
Legend says that the coconut is kept to the sides of their Grand Temple in a large statue head.
Once you’ve pillaged the locals from their precious treasures, return to Melody for commendations.
AS OF WRITING THIS IS THE FINAL STORY QUEST! THIS MAY CHANGE IN THE FUTURE
*Scruffs Quest and Mushtown Helper are technically not required to start any of the individual faction quests which then linearly follow into next story quests, but they set up the narrative when starting a new save slot, so I included them!
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Credits:
On The Hunt @PWSkill
Working As A Warrior @PWSkill
Rest documented by me (@AkkeFin)
































































