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Your raft broke on the reef of a deserted island. Open the wreck chest on the beach.
Quest names, who gives them and what they pay — descriptions are folded so nothing is spoiled.
Your raft broke on the reef of a deserted island. Open the wreck chest on the beach.
Take the axe from the chest, pick it in your hotbar and chop trees (Space / click / Use).
Switch to the pickaxe and break rocks.
Hold the fishing rod from the chest and cast it into the sea from the shore (Space / click / Use).
Grill your fish at the campfire near your tent (F at the fire). Eat it from the bag when you are tired.
Quick Carrot Seeds are in your bag. Follow the arrow to the tilled field on your island, hold the seeds and use them on the soil (Space / click, tap on a phone), water it with the watering can, then pick the carrot when it is ripe (about a minute).
Open Crafting (C key, or ⋯ → Craft on a phone) and make a Chest.
Gather fiber from bushes and grass, craft a Raft Repair Kit (15 wood + 6 fiber, Crafting: C key), then repair the raft at the plank pile on the south-west beach (F there, or use the kit anywhere on your island).
Board the mended raft at your pier and steer it yourself to Market Harbor, just across the water, where Silas waits. Sail into its harbor to dock.
Find Elder Silas in Market Harbor. He keeps the Town Hall on the north street, across the fountain square.
Introduce yourself around the harbor, and try what each of them does once, so you know who to come back to.
Sell goods from your island. Marina's General Store buys almost anything.
Farming opens at Level 3. Back home, till soil with the hoe, plant seeds (Rosa sells more), then water them with the can.
Fill one request on the quest board in the Town Hall, then tell Silas.
Ask Ivy how to make your island reachable for real ships.
Bring Ivy 10 planks and 10 nails.
Visit Bruno in his smithy in Market Harbor.
Mine copper ore and coal in the mine.
Bring Bruno 5 copper ore and 3 coal.
Clear new land: raise your island to level 2.
Chickens open at Level 4. Buy one at the ranch sign by your pen; it lays an egg every morning.
Parcels open at Level 5. Walk to the For Sale sign on the east side of your island and buy the East Grove with Pearl.
The raft won't carry you far. Talk to Captain Hector in Market Harbor and buy a Rowboat at his shipyard: it waits at the market pier, and sails farther than the raft.
Sail to the Fishing Isles and meet Finn.
Meet the islanders on the Fishing Isles. Nalu may know what happened to Nils.
Find the ladders and reach floor 5 of the mine. Its elevator will remember you.
Leo hears a hum from the bottom of the mine. Reach floor 20.
Find the ancient seal on the deepest floor, then show Leo.
Leo thinks the seal's tide line matches the cave under your own island. Grow your island to level 3, then go down to the cave's third floor.
Sail the fog route to the Mysterious Isles.
The deepest floor of your island's cave floods with the tide. Reach it and see what the seal points to.
Hector saw black sails off the harbor. Ask Leo what the seal says about Blackfin.
If Blackfin comes, the harbor needs cannons. Bring Bruno 5 iron bars.
The pirate king wants the Pearl Tide. Reach the pirate island.
Fit cannons with cannonballs (Hector sells them) and sink a pirate ship at sea.
Sink Blackfin's flagship off the Pirate Isle (bring crew and plenty of shot), then tell Silas.
Old treasure maps were torn and scattered. Find 4 map pieces: crack geodes, mine deep, beat the bosses.
Put 4 map pieces together (crafting, B) into a Treasure Map, then use it outside to see the X.
Dig where the map's X is (Use the shovel on it) and bring up the lost chest.
Market Harbor
Hector says something is wrong. Hear him out.
Go to the Harbor Lighthouse and see what happened.
Show the feather to Silas. Pip may have seen something.
Silas says the old keepers carried torches. Make two.
Hector asks you: why are you staying?
Your island
Rosa's fields crust with salt at night. Your island is at risk too.
Bring the crops in before the salt does.
Plenty of water washes out salt. Old scarecrows held lantern glass that kept bad things away.
Pip saw the raven girl in your shallows.
Marco wants everyone at one table.
Rosa wants highland rain to wash the salt out. The tea master can help.
Pip saw Mira's raven squabbling with cats on Cat Island.
Fishing Isle
The shoals left with the light.
The Fishing Lighthouse has lost its lens.
A shoal is passing the shore. Don't miss it!
The door needs nailing back up.
Finn is hiding something.
Mining Rock
Bruno's anvil trembles on its own.
The trembling comes from below.
Bruno says the ore rings like a bell.
Leo wants a word with you alone.
The bell's echo woke the monsters. Hold on!
Mysterious Isle
Leo thinks the raven girl hides on the Mysterious Isle.
The fog is alive. Clear a path.
Go to the Mysterious Lighthouse.
The drowned guard the way to the hollow.
A pale stone glows in the hollow warden's chest.
Glowshroom Forest
Mira's fifth note points west: "The mushrooms swallow the light. The second one is there."
The alchemist says the spores have gone mad.
Feed the forest's lighthouse.
The Fog Shard in your pocket hums. You're getting close to something.
The shard is in the heart of the forest's mother.
Leo read that the keepers kept an archive in the west.
The keepers' archive lies at the bottom of the underground city.
The morning balloons rise. One day one of them will carry you to the clouds.
Pirate Isle
Silas will tell you what he has hidden for forty years.
Land on Pirate Isle and scatter Blackfin's crew.
Hector's ship needs cannonballs.
Pirates are raiding Mira's hideout. Protect it!
Blackfin's bosun carries the stolen lens.
Shipwreck Graveyard
Blackfin's fleet slips through the Shipwreck Graveyard's fog at night.
Board the ghost ship at night.
The captains' ghosts know Blackfin's course.
Leo dropped the map to the bell in the Lost Jungle.
Sunken Temple
The logbook points to the temple. The Treasure Map opens the way.
The temple isn't empty.
Something rings in the innermost chamber.
Beat the temple's master before Blackfin reaches the bell.
Volcano Isle
The sea boils in the southwest. The Sleeper turned over but did not wake.
The firesmith wants the crater path cleared.
The crater path teems with fire creatures.
The fourth shard sits on a throne of lava.
A caravan in the Hourglass Desert carries the Keeper's hourglass.
The hourglass is in the queen's nest.
One of Hector's old crew fights in the arena.
The inner isles
Silas found a plan in the journal: the inner ring's lights must burn together.
Bruno will forge gold frames for the lenses.
Fit the frames at four islands' lighthouses.
The Spider Cavern's queen swallowed an old lens.
Metin stones hold the Sleeper's dreams.
Northern Light Monastery
Head north with furs and a sturdy ship.
The monks are expecting you.
Learn the Keeper's rhythm.
Complete the star map.
The fifth shard is inside the northern light.
Cloud Isles
No ship enters the storm. The Fairy Chimneys' balloon takes you up.
There is a lighthouse above the clouds.
The Keep's sea gate lies in the Kraken Deep.
The gate's guardian is awake.
Storm Fortress
Bruno will forge the five shards into one key.
Enter Storm Fortress.
Blackfin stands before you one last time.
The Sleeper's nightmare. Gather your friends.
Atop the Keep, Ada Kuzgun's lantern still burns. Forty years she kept the watch alone.
Level 5! Trainer Kaya in Market Harbor can teach you a class and its first skill.
Level 7: your class's second skill can be learned from Trainer Kaya.
Level 10! The Dungeon Gate in Market Harbor opens Orc Valley for you.
Level 10: a third class skill is ready at Trainer Kaya.
Level 8: the hunting grounds are no longer too dangerous for you.
Level 20: Spider Cavern is open at the Dungeon Gate.
Level 30: the Demon Tower awaits behind the Dungeon Gate.
Abbot Tenzin asks you to meditate at the shrine on the eastern ledge and bring incense for the temple.
The stone warden of the old north-west shrine has woken. Put it back to sleep.
Crystal is grown, not forged. The abbot needs cold first: defeat 6 frost trolls on the Ice Cliffs.
Sand golems carry a core of living glass. Defeat 4 in the desert.
Sigrun the ice sculptor carves the mould. Bring her 2 golem cores.
Metin stones hold the old wrath of the islands. Break one.
A crystal blade is tempered by fear. Clear the Demon Tower.
Last, the vow. Defeat 4 stone guardians of the monastery, then take your weapon.
Professor Sebastian wants 6 ancient coins dug from the dune mounds.
The Scorpion Queen nests in the buried ruins. Defeat her.
Salamanders keep stealing Ash Grandpa's embers. Chase off 8.
Fire elementals drift off the crater. Put out 6 of them.
Ash Grandpa says the King must fall before the mountain tears itself apart.
Auntie Nadine's knees ache today. Feed 5 cats around the island for her (cat food from the fish market).
Meet 10 different cats so they go into your collection book, then come back to Nadine.
Axel needs storm cores from the golems to keep the storm lantern lit.
The Thunderbird is tearing at the islet. Axel asks you to calm the sky.
Dorje's bell rope is fraying. Bring yak wool to braid a new one, then ring the bell yourself.
Blackfin's own crew turned on him. Teach 8 deckhands or gunners some manners.
The mutineers carry Blackfin's stolen coins. Bring him 5 pirate coins.
A metin stone fell on Blackfin's island and the drowned walk again. Break it.
Bosun Redbeard leads the mutiny from the wreck. Defeat him and the isle is Blackfin's again.
Daily: keep Blackfin's beach clear. Defeat 10 foes on the Pirate Isle.
Answer 3 quiz night questions correctly and leave a note on the message board.
Ride the cable car up and bring Hugo 4 yayla flowers.
Bruno's father's hammer was lost in the mine. Any iron will help him forge a new one.
Bruno's forge is cooling. Bring 5 coal.
Bruno wants to know if his blades hold. Defeat 5 wolves.
Daily: Bruno buys 4 iron ore.
Bruno will forge your class weapon, but only for a fighter who proved it. Thin the wolves in Wolfpine Forest.
Bruno sets bone into the grip. Bring 6 bone shards from the Wolfpine beasts.
The bandits hoard old copper coins. Bruno melts them into the edge. Beat 6 bandits, bring 3 ancient coins.
Bruno is sending miners to the deep floors. Stock their packs and they will bring back what the seal needs.
Hector's ropes are fraying. Bring him rope.
Hector's rigging is fraying. Bring 2 rope.
Bandits have been raiding the coast road. Deal with 3 of them.
Daily: Hector's crew needs 2 grilled fish.
The harbor fleet will face Blackfin for you, but sailors fight on full stomachs. Fill the galley.
Nina wants you to try the wind pads and bring back some rainbow dust.
Fill 3 crates on the ship order board.
Sign up at the derby jetty and catch 5 fish in the atoll.
Row the lagoon course from the race pier.
Scorpions keep ambushing the caravan. Defeat 8 of them.
Marco plans a feast for the village. Bring sea bass and tomatoes.
Marco's omelets need eggs. Bring 4.
Marco wants a sea bass for his special. Ask Finn where they bite, then bring one.
Daily: Marco needs 3 fresh anchovies.
Dorian asks you to put his lost knights to rest: defeat 5 thunder knights before the keep and bring 3 thunder steel.
When the Kraken rises in Kraken Bay, fight it alongside the other captains. Dorian will reward every captain who stands.
Legends are forged in lightning. Clear the walls first: defeat 8 storm harpies.
Storm golems walk the Cloud Isles with lightning in their chests. Defeat 4.
Only Axel the Keeper can bottle a storm. Bring him 3 storm cores.
The thunder knights swore to this fortress, then to the storm. Defeat 6.
The storm knows we are coming. Defeat 4 storm wraiths before the final climb.
The Thunderbird is the storm's heart. Bring it down on the Cloud Isles and the weapon of legend is yours.
Delia wants proof you can work the reef. Bring her 6 reef pearls from the clams.
Crab knights keep cutting Delia's ropes on the west reef. Defeat 8 of them.
Bart says Madame Vivienne wants a word upstairs. Get your name on the list at the cashier, then come back.
Dr. Fossil needs a helper. Dig three spots with a shovel.
Assemble a skeleton at the camp's bone frames.
Win the trust of one of the baby dinosaurs in the camp pen.
Search three dig sites and bring Dr. Selena 4 pottery shards for the catalogue.
The library's lost texts are scattered: bring Selena 2 clay tablets and 1 scroll.
Silas misses his late wife's tomato soup. Cook one for him.
Silas's hut gets cold at night. Bring him 10 wood.
Silas wants news of the sea. Ask Finn the fisherman, then report back.
Daily: bring Silas a grilled fish for supper.
Erika needs readings from the crater rim and the fumarole field.
Bring Erika 8 sulfur for her lab.
Puffcaps keep spraying spores on the paths. Clear 6 of them.
Finn will teach you his secret... if you prove your patience with anchovies.
Finn wants to see you fish. Catch and bring 3 anchovies.
Rock crabs keep stealing Finn's bait. Defeat 4 and bring a crab shell.
Daily: Finn trades for 3 anchovies.
Fiona needs 12 fresh tea leaves from the terraces.
Ronan's morning catch went to the cats. Bring him 3 anchovies.
The market cats are grumpy. Pet 8 cats to cheer the island up.
Duncan is short on hands. Run 3 mine carts down the rails before their time runs out.
Rock golems climbed out of the deep floors and block the tracks. Break 6 of them.
Frost Mother needs mammoth tusk for her buttons and charms. Hunt the young mammoths on the tundra.
Sew yourself a fur coat at the loom. Frost Mother wants to see it on you.
Bruno says the ore is bell bronze. Linnea wants proof: listen at the collapsed tunnel and from the lighthouse cliff.
Linnea needs samples from deep down: reach mine floor 8 and bring 5 iron ore.
Granny Nell wants to see how you hold a rod.
Only big fish get a name on the catch board.
Granny Tortuga says the turtle is sad and hungry. Feed 10 seaweed at the trough in the middle of her back.
The storm that took her egg broke her old nest. Search the east tide pools for 4 shell pieces and bring them to Granny.
The shell pieces point to the tide pools. Search them again — carefully — and bring the egg back to Granny.
Sun lotus keeps a nest warm. Bring Granny 3 sun lotus from the garden, then hum to the egg at the old nest by the head.
Hazel's baskets are empty. Pick 6 glowcaps in the grove or the marsh and bring them to her stall.
Spore slimes are eating Hazel's best patches. Clear 7, then bring her 4 fog herbs for the replanting.
Drill the lake holes and catch 3 fish for Elif's models.
Carve a statue at Elif's bench on the lake shore.
Solve the sliding-ice puzzle north of the lake and find the hidden grotto.
Ines needs fresh bearings: stand at the lighthouse cape, then at the wreck.
Bring Ines one map piece. Monsters, fish and old chests sometimes carry them.
Ivy needs fences for Rosa's field. Bring 10.
Ivy is mending a bench. Bring 5 planks.
Ivy needs metal for nails. Bring 2 iron bars and say hi to Bruno on the way.
Daily: Ivy takes 15 wood off your hands.
Karl needs timber for a new hull.
Karl thinks whoever took the lighthouse lens came by boat. Gulls nest on the rock now.
Kassia wants to see you fight: finish one duel in the colosseum — win or lose, no one gets hurt for real.
Win three duels and watch one from the stands. A gladiator learns as much sitting as standing.
Fight five ranked duels this season. Points only count against different opponents — Kassia checks.
Naomi needs charge for the lamp: drain 3 lightning rods in the west field and bring her 6 storm shards.
Kirta wants rough gems to practise on. Chip 3 out of the surface veins and bring them.
Cut 3 gems at Kirta's bench and bring her a fine one.
Leo wants iron ore from deep floors for his 'research'.
Leo wants a report from the mine. Reach floor 5 and bring 5 copper ore.
Leo's lamp keeps getting knocked over. Clear 6 cave creatures.
Daily: Leo pays for 4 monster kills worth of field notes.
Leo can't map the Mysterious Isles with Fog Wisps everywhere. Thin them out: 10 wisps.
A metin stone hums in the fog and wakes the moss golems. Break one, then stop 3 golems.
Something guards the heart of the fog. Leo calls it the Fog Warden. Defeat it.
Daily: keep Leo's survey path clear. Defeat 8 creatures on the Mysterious Isles.
Not a fighter? Feed the mine crew and they will ride you down to floor 5 themselves.
Nalu's people know the caves. Bring them food and they will chart the hollow and the tide cave for you.
Pema wants the scattered scrolls back. Donate three of them at the library shelves.
The frost wraiths keep stealing from the library at night. Drive them off.
Ragnhild wants you to see why the lamp matters: look out from the cliff viewpoint, then climb to the lamp room.
Enter the frozen wreck, defeat the ice golem guarding the captain's cabin and open a captain's chest.
The yeti father rules the summit arena with his family. End his reign so the trail is safe.
On a clear night the aurora spirit walks the high plateau. Face it.
Lily ran out of milk for the café cats. Bring her 3 milk.
Know 12 cats, then climb the north hill at night and find the cat king.
Ellie wants help filling her shell jar.
Big shore crabs keep pinching Ellie's toes on the dunes.
Theo dares you to ring the big turtle bell by the head, then climb up to the lighthouse.
Theo's pool friends need checking on. Search all three tide pools in the east.
Lucy wants help harvesting: pick 3 moonbloom in her garden and bring her 2 coral fern.
Reach the little isle in the lagoon (a water-walk brew helps).
Madame Mirabel needs proof the city is still passable: go down into the underground city and defeat 4 stone guardians.
The Warden still guards the keepers' archive on the lowest floor. Put it to rest and bring Madame Mirabel a keeper's seal.
Madame Vivienne suspects a cheating ring on the ground floor. Talk to the sweaty gambler and the croupier.
Mila sees everything from the stage. Ask her, then win Rico the bartender over.
Confront Baron Goldsand in the VIP lounge. Expose him — or take his offer.
Marina wants watermelons to sell to sailors.
Marina needs stone for a customer. Bring 15 stone.
Marina wants wool for cloth. Bring 3 wool and tell Rosa the price is good.
Daily: Marina buys 5 copper ore.
Marlin needs 10 coral pieces for his stall. An iron pick or better.
Eels steal Marlin's pearls on the east shore. Chase off 8.
Marta's pot is half empty and the crew is hungry. Bring her 4 anchovies and 3 tomatoes.
Beach crabs keep stealing from the camp. Chase off 6 of them.
Master Gustav wants to see you can dig: work the clay pits by the river three times and bring him 6 red clay.
Throw two pots on the wheel in the potter's workshop, then glaze one in the kiln with a dust crystal.
Master Gustav's daily order: 2 pots and 5 pottery shards for the mosaic.
Master Raymond wants a full pot of tea brewed at his samovar.
Master Vulcan won't light the forge for strangers. Bring him 10 obsidian from the western ridges.
Magma golems wander near the crater. Break 5 of them; their cores feed the forge.
Melody wants you to ring all five chimes in one breath, then gather feathers for the altar.
Send a gift to a friend through the atoll post, then take a photo at the frame.
Nalu leaves shells for the sea spirits. Bring 4 shells.
Nalu has a warning about the tides for Captain Hector.
Nana Morel needs 8 glow caps to warm up the cauldron.
Nana Morel knows an old temper: iron quenched in mushroom brew. First, clear the spore mobs around her hut.
The temper brew needs 6 spore sacs and 4 glow caps.
Glow moth wings keep the edge bright. Beat 5 glow moths and bring 3 wings.
The blade cools in a clay mould. Take 4 red clay to Master Gustav at the Fairy Chimneys, then come back.
Last ingredient: the shamans' own spores. Beat 3 myconid shamans, then collect your weapon.
Old Horace wants the lighthouse burning again. The lamp needs ghost-fire: bring 5 ectoplasm and 4 coral, then light the lamp at the top.
Find all six pages of Captain Vale's log — on the reef, the islets (lantern bridges), the hold and the cabin — read them by the lighthouse lamp, then give them to Horace.
Old Man Rupert needs sky eggs from the islet nests to bake his bread.
Orfe is writing a song about the arena. Watch two duels from the stands and tell her how they went.
Orin wants to know whether the observatory dial still turns, and whether the marsh stone is still standing.
Fog wisps keep snuffing the spirit stones. Thin them out: defeat 8.
Play a set on the stage and dance three emotes on the plaza mosaic.
Bats from the underground city scare Jasper's pigeons. Clean the dovecote and drive off 4 cave bats.
Rock lizards raid the nest boxes. Thin them out: defeat 5.
Dana's balloon has holes. Bring 2 balloon silk and 8 pottery shards (ballast), then take a ride.
Optional: pick another player's island on the world map (M), sail there and dock to say hello. Sign their guestbook while you are there.
Pip is building the island's best shell collection. Bring 5 shells.
Pip swears a map piece shows treasure. Bring one so he can 'decode' it.
Pip is starving (as always). Bring 3 apples.
Pip dares you to beat 5 slimes in the mine. He wants a gooey proof.
Daily: Pip wants one shiny shell for his collection.
Pip wants the news from everyone on the island: the cook, the mapmaker and Blackfin himself.
Pip swears the wreck on the east sand talks at night. Go look, and come back alive.
The Mycelium Mother is choking the forest. Defeat her.
The professor needs copies of the inscriptions in the courtyard and at the lighthouse.
Drowned priests still chant in the courtyard and drown out the professor's work. Quiet 6 of them.
The last storm tore Rafael's awning. Bring 6 planks and 2 cloth.
Rafael wants one more day of trade here. Feed the turtle 25 seaweed so she lingers.
Raptors keep raiding the river camp. Drive off eight of them.
Learn the jungle's shortcuts: ride a raft and swing on a vine.
King Fang rules the eastern clearing. End his reign.
Nana sent word: your next blade is hidden in the Lost Jungle. Prove you can walk it: defeat 8 raptors.
The mask spirits guard the old forge-grove. Silence 5 of them.
King Fang rules the clearing. Bring him down.
Take King Fang's tooth to Shaman Ulu. Only she can wake the forge-grove.
The forge wakes the forest. Clear 6 beetles from the grove while the gold cools, then take your weapon.
Use the key on the back door behind the casino and find the ring's ledger.
Rosa needs corn for the market. Grow and bring 10.
Rosa dreams of a greenhouse. Bring the glass-frame materials.
Rosa's stall ran out. Bring her 5 tomatoes.
Wild boars keep digging up Rosa's seedlings. Drive off 3 of them.
Daily: Rosa buys 4 corn for her stall.
The carrot was only the start. Plant a whole row on your island and keep it watered. Fighting is optional; a farm can carry you all the way.
Crops grow in real time, even while you are away. Come back and pick them when they are ripe.
A farm lives on its sales. Sell your produce: market stalls, a merchant, or a shipping bin if you have one.
Fields feed you; animals make you rich. Buy your first chicken from Rosa and give it a home.
Feed your chicken every day and it lays an egg. A happy animal lays better ones.
At Farming Lv5 you choose a path: Grower (crops sell higher, double harvests) or Rancher (animal products sell higher). Lv10 brings a second choice.
Rex will lend you his spare lantern if you prove you can work a hulk: search three wrecks and bring him 6 ship timbers.
Rex is rebuilding a broadside from wreck guns. Bring 3 cannon parts and 4 iron fittings — dive spots and the hold have the best.
Rex's daily contract: search 4 wrecks and hand over 3 rope coils and 4 barnacle shells.
Free five mask spirits and bring Ulu three of their masks.
Solve the temple's plates, dodge the stone ball and bring back the jade idol.
The old lighthouse on the north-east cape guided Leo's ship in. Visit it.
Sven's dogs need warm bedding. Bring him 5 wolf pelts.
The pack keeps ambushing the sled on the graveyard road. Thin them out.
At night, observe the star stones around the island. Lhamo needs at least three readings.
Burn incense on the aurora altar at night and see what the lights leave behind.
Tilda wants you to meet the atoll: the harbor master, the postmistress and the busker.
Open the bazaar gazette and visit a player's stall from it.
Toby's throat is dry from singing. Bring him 2 glasses of mint tea.
Kai wants the harpies off the pier: defeat 6 storm harpies and bring him 4 harpy feathers as proof.
Lydia needs 6 dates from the oasis palms for the caravan's road.
Miriam's husband rang the Nightrose's bell every watch. It lies in the beached galleon's flooded hold. Bring it to her.
Board the ghost ship when it anchors in the north (game hours 0-3) and put the cursed captain to rest.
Wren is sure the drowned skeletons in the marsh wear his crew's buttons. Lay 6 of them to rest.
Wren hears a bell from the sunken shrine at night. Go and look, then bring him something warm to eat.
Buy something from Zara's tent and find one of the atoll's hidden keepsakes.