How to do it (objectives + tips)
- Read the letter from the wreck chest
Show description (may spoil)
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 (10 wood + 4 fiber, Crafting: C key), then repair the raft at your pier (F at the boat, or use the kit anywhere on your island).
Objectives go in order
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.
Objectives go in order
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.
Objectives go in order
Chickens open at Level 4. Buy one at the ranch sign by your pen; it lays an egg every morning.
Objectives go in order
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.
Turn in to: Bruno
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: beat bosses, fish up sunken chests, break stones deep in the mines.
Open the crafting menu (C key or the Craft button) and combine 4 map pieces into a Treasure Map. Then pick the map in your hotbar and use it outdoors on an island (Space or tap) to mark the X.
Dig where the map's X is (Use the shovel on it) and bring up the lost chest.
Market Harbor
Requires: level 1+, after: Sail to Market Harbor
Hector says something is wrong. Hear him out.
Go to the Harbor Lighthouse and see what happened.
Requires: level 2+
Objectives go in order
Show the feather to Silas. Pip may have seen something.
Requires: level 2+
Silas says the old keepers carried torches. Make two.
Requires: level 3+
Hector asks you: why are you staying?
Your island
Requires: level 3+
Objectives go in order
Rosa's fields crust with salt at night. Your island is at risk too.
Requires: level 4+
Bring the crops in before the salt does.
Plenty of water washes out salt. Old scarecrows held lantern glass that kept bad things away.
Requires: level 5+
Objectives go in order
Pip saw the raven girl in your shallows.
Requires: level 6+
Marco wants everyone at one table.
Requires: level 6+, after: A Table of Friends
Rosa wants highland rain to wash the salt out. The tea master can help.
Requires: level 5+, after: Pip's Night
Pip saw Mira's raven squabbling with cats on Cat Island.
Fishing Isle
Requires: level 6+
Objectives go in order
The shoals left with the light.
Requires: level 7+
The Fishing Lighthouse has lost its lens.
Requires: level 7+
A shoal is passing the shore. Don't miss it!
Requires: level 8+
The door needs nailing back up.
Requires: level 9+
Finn is hiding something.
Mining Rock
Requires: level 9+
Objectives go in order
Bruno's anvil trembles on its own.
Requires: level 10+
The trembling comes from below.
Requires: level 10+
Bruno says the ore rings like a bell.
Leo wants a word with you alone.
Requires: level 12+
The bell's echo woke the monsters. Hold on!
Mysterious Isle
Requires: level 12+
Objectives go in order
Leo thinks the raven girl hides on the Mysterious Isle.
Requires: level 13+
The fog is alive. Clear a path.
Requires: level 13+
Go to the Mysterious Lighthouse.
Requires: level 14+
Objectives go in order
The drowned guard the way to the hollow.
Requires: level 15+
A pale stone glows in the hollow warden's chest.
Glowshroom Forest
Requires: level 15+
Objectives go in order
Mira's fifth note points west: "The mushrooms swallow the light. The second one is there."
Requires: level 16+
Objectives go in order
The alchemist says the spores have gone mad.
Requires: level 17+
Feed the forest's lighthouse.
Requires: level 18+
The Fog Shard in your pocket hums. You're getting close to something.
Requires: level 20+
The shard is in the heart of the forest's mother.
Requires: level 18+, after: Sail West
Leo read that the keepers kept an archive in the west.
Requires: level 20+, after: Houses of Stone
The keepers' archive lies at the bottom of the underground city.
Requires: level 22+, after: The Underground Archive
The morning balloons rise. One day one of them will carry you to the clouds.
Requires: level 19+, after: The Humming Stone
The shard still hums, and the forest answers it. Clear the way before you face the Mycelium Mother.
Pirate Isle
Requires: level 20+
Silas will tell you what he has hidden for forty years.
Requires: level 21+
Objectives go in order
Land on Pirate Isle and scatter Blackfin's crew.
Requires: level 22+
Hector's ship needs cannonballs.
Requires: level 23+
Pirates are raiding Mira's hideout. Protect it!
Requires: level 25+
Objectives go in order
Blackfin's bosun carries the stolen lens.
Requires: level 24+, after: The Raven's Nest
The Raven's Nest has fallen, but part of the crew scattered across the island. The captain wants them rounded up.
Shipwreck Graveyard
Requires: level 25+, after: Redbeard
Blackfin's fleet slips through the Shipwreck Graveyard's fog at night.
Requires: level 26+, after: Sunken Hulls
Board the ghost ship at night.
Requires: level 27+, after: The Ghost Ship
The captains' ghosts know Blackfin's course.
Requires: level 22+, after: Silas's Confession
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.
Requires: level 28+
The temple isn't empty.
Requires: level 29+
Something rings in the innermost chamber.
Beat the temple's master before Blackfin reaches the bell.
Volcano Isle
Requires: level 30+
Objectives go in order
The sea boils in the southwest. The Sleeper turned over but did not wake.
Requires: level 31+
The firesmith wants the crater path cleared.
Requires: level 32+
The crater path teems with fire creatures.
Requires: level 34+
The fourth shard sits on a throne of lava.
Requires: level 32+, after: Warm Waters
A caravan in the Hourglass Desert carries the Keeper's hourglass.
Requires: level 35+, after: The Mirage Caravan
The hourglass is in the queen's nest.
Requires: level 25+, after: Silas's Confession
One of Hector's old crew fights in the arena.
Requires: level 33+, after: Lava Serpents
The serpents are gone, but the magma golems still scorch the slopes.
The inner isles
Silas found a plan in the journal: the inner ring's lights must burn together.
Requires: level 34+
Bruno will forge gold frames for the lenses.
Requires: level 35+
Fit the frames at four islands' lighthouses.
The Spider Cavern's queen swallowed an old lens.
Requires: level 36+
Riftstones hold the Sleeper's dreams.
Northern Light Monastery
Head north with furs and a sturdy ship.
Requires: level 38+
The monks are expecting you.
Requires: level 39+
Learn the Keeper's rhythm.
Complete the star map.
The fifth shard is inside the northern light.
Requires: level 37+, after: The Frozen Route
We found the frozen route. Now it has to be kept safe.
Requires: level 41+, after: The Star Map
The star map is complete, and the monastery's old keepers have woken up.
Requires: level 43+, after: The Frost Spirit
The star map points above the clouds. Gale hawks block the way.
Requires: level 45+, after: The Road to the Clouds
The path runs between harpy nests. Scatter them.
Requires: level 47+, after: Cloud Nests
Harpies and wraiths roam the fortress walls. Clear the walls first.
Requires: level 49+, after: Climbing the Walls
The fortress's sentries still serve the storm.
Requires: level 50+, after: The Fortress's Last Sentries
The master of the clouds feeds the storm. The sky will not calm until it falls.
Cloud Isles
Requires: level 42+
Objectives go in order
No ship enters the storm. The Fairy Chimneys' balloon takes you up.
There is a lighthouse above the clouds.
Requires: level 44+
The Keep's sea gate opens onto Kraken Bay, south of Storm Fortress.
Requires: level 46+
The gate's guardian is awake.
Storm Fortress
Requires: level 46+
Bruno will forge the five shards into one key.
Requires: level 47+
Pass the sea gate and enter the keep's great hall.
Blackfin fled the Keep by sea. Sink his flagship off the Pirate Isle one last time.
Requires: level 50+
The Sleeper's nightmare has taken the Thunderbird's form above the Cloud Isles. Gather your friends.
Requires: level 50+
Objectives go in order
Atop the Keep, Ada Raven's lantern still burns. Forty years she kept the watch alone.
Starts on its own at level 5
Objectives go in order
Level 5! Trainer Kaya in Market Harbor can teach you a class and its first skill.
Starts on its own at level 7
Objectives go in order
Level 7: your class's second skill can be learned from Trainer Kaya.
Starts on its own at level 10
Objectives go in order
Level 10! The Dungeon Gate in Market Harbor opens Tusk Canyon for you.
Starts on its own at level 10
Objectives go in order
Level 10: a third class skill is ready at Trainer Kaya.
Starts on its own at level 8
Objectives go in order
Level 8: the hunting grounds are no longer too dangerous for you.
Starts on its own at level 20
Objectives go in order
Level 20: Spider Cavern is open at the Dungeon Gate.
Starts on its own at level 30
Objectives go in order
Level 30: the Ember Spire awaits behind the Dungeon Gate.
Requires: level 36+
Abbot Tenzin asks you to meditate at the shrine on the eastern ledge and bring incense for the temple.
Requires: level 40+, after: The Quiet Mind
The stone warden of the old north-west shrine has woken. Put it back to sleep.
Requires: level 30+, a class picked, after: Gold from the Shadows
Crystal is grown, not forged. The abbot needs cold first: defeat 6 frost trolls on the Ice Cliffs.
Requires: level 31+, a class picked, after: A Blade of Ice and Sand
Sand golems carry a core of living glass. Defeat 4 in the desert.
Requires: level 32+, a class picked, after: Hearts of Sand
Sigrun the ice sculptor carves the mould. Bring her 2 golem cores.
Requires: level 32+, a class picked, after: The Sculptor's Mould
Riftstones hold the old wrath of the islands. Break one.
Requires: level 33+, a class picked, after: The Stone of Wrath
A crystal blade is tempered by fear. Clear the Ember Spire.
Requires: level 34+, a class picked, after: The Ember Spire
Last, the vow. Defeat 4 stone guardians of the monastery, then take your weapon.
Requires: level 28+
Archaeologist Sebastian wants 6 ancient coins dug from the dune mounds.
Requires: level 34+
The Scorpion Queen nests in the buried ruins. Defeat her.
Requires: level 25+
Salamanders keep stealing Ash Grandpa's embers. Chase off 8.
Requires: level 28+, after: Biting Tails
Fire elementals drift off the crater. Put out 6 of them.
Requires: level 32+, after: Living Flames
Ash Grandpa says the King must fall before the mountain tears itself apart.
Requires: level 1+
Auntie Nadine's knees ache today. Feed 5 cats around the island for her (cat food from the fish market).
Requires: level 1+, 1 ♥ with Auntie Nadine, after: The Feeding Round
Meet 10 different cats so they go into your collection book, then come back to Nadine.
Requires: level 1+, after: The Feeding Round
Repeatable (daily)
Daily: Auntie's rounds. Feed 3 cats and pet 5 of them across Cat Island.
Requires: level 44+
Axel needs storm cores from the golems to keep the storm lantern lit.
Requires: level 48+, after: Fuel for the Lantern
The Thunderbird is tearing at the islet. Axel asks you to calm the sky.
Requires: level 47+
Axel the Keeper guards the cloud quarry. Storm golems are tearing it apart.
Requires: level 47+, after: The Golem Quarry
Axel is forging anchors to hold the drifting isles. He needs cores and steel.
Requires: level 47+, after: Anchors of the Sky
Axel wants to climb to the highest cloud, where the storm is born. Clear the way.
Requires: level 36+
Dorje's bell rope is fraying. Bring yak wool to braid a new one, then ring the bell yourself.
Requires: level 34+
Bell-ringer Dorje's great bell cracked in the frost. Stone guardians hold the metal he needs.
Requires: level 35+, after: The Cracked Bell
Dorje wants to burn incense on every bell tower before the long winter.
Requires: level 35+, after: Incense for the Valley
The winter peal lasts a whole day. Dorje needs warm wool and a guard against the wraiths.
Requires: level 15+
Blackfin's own crew turned on him. Teach 8 deckhands or gunners some manners.
Requires: level 15+, after: Mutiny on the Beach
The mutineers carry Blackfin's stolen coins. Bring him 5 pirate coins.
Requires: level 18+, after: My Coins, My Rules
A riftstone fell on Blackfin's island and the drowned walk again. Break it.
Requires: level 22+, after: The Cursed Stone
Bosun Redbeard leads the mutiny from the wreck. Defeat him and the isle is Blackfin's again.
Requires: level 15+, after: Mutiny on the Beach
Repeatable (daily)
Daily: keep Blackfin's beach clear. Defeat 10 foes on the Pirate Isle.
Requires: level 3+
Answer 3 quiz night questions correctly and leave a note on the message board.
Requires: level 6+
Ride the cable car up and bring Hugo 4 highland 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.
Requires: level 5+, 1 ♥ with Bruno, after: Coal for the Forge
Bruno wants to know if his blades hold. Defeat 5 wolves.
Requires: after: Coal for the Forge
Repeatable (daily)
Daily: Bruno buys 4 iron ore.
Requires: level 5+, a class picked
Bruno will forge your class weapon, but only for a fighter who proved it. Thin the wolves on the Tea Garden Slopes.
Requires: level 5+, a class picked, after: A Blade Worth Earning
Bruno sets bone into the grip. Bring 6 bone shards from the Tea Garden Slopes beasts.
Requires: level 6+, a class picked, after: Bone for the Grip
The bandits hoard old copper coins. Bruno melts them into the edge. Beat 6 bandits, bring 3 ancient coins.
Requires: level 45+
Objectives go in order
Bruno wants to forge the finest piece of his life. He needs a mountain of metal for it.
Requires: level 35+
Objectives go in order
Bruno has a special order that needs gold. Dig deep for gold ore and smelt it.
Requires: level 25+
Objectives go in order
Bruno's forge eats coal and iron all day. Help him keep it burning.
Requires: level 15+
Objectives go in order
Bruno has no use for raw ore. Smelt it into bars at a furnace and bring him some.
Requires: level 6+, 7 ♥ with Bruno
Bruno's father's hammer has a cracked handle and a worn grip. He wants to fix it right.
Requires: after: Into the Deep
Starts on its own at level 1
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.
Requires: level 5+, 1 ♥ with Captain Hector, after: Rope for the Rigging
Bandits have been raiding the coast road. Deal with 3 of them.
Requires: after: Rope for the Rigging
Repeatable (daily)
Daily: Hector's crew needs 2 grilled fish.
Requires: level 3+
Twice a day (10:00 and 18:00 UTC) the tide marches on the harbor. Join one Tide Defense and score for the crew.
Requires: level 8+, after: Hold the Breakwater
Hold all 25 waves and bring down the Tide Giant at the end.
Requires: level 3+, after: Hold the Breakwater
Repeatable (daily)
Daily: stand one Tide Defense at the breakwater.
Requires: 7 ♥ with Captain Hector
Hector did lose a ship once. He wants to raise a sail in its memory.
Requires: after: Black Sails
Starts on its own at level 1
The harbor fleet will face Blackfin for you, but sailors fight on full stomachs. Fill the galley.
Requires: level 40+
Nina wants you to try the wind pads and bring back some rainbow dust.
Requires: level 42+
Captain Nina's balloon was torn by hawks. She needs silk, feathers and clear skies.
Requires: level 49+, after: Patching the Balloon
Captain Nina wants to fly around every island in one trip. Prepare the balloon and clear the skies.
Requires: level 49+, after: Around the World
The route crosses the storm fortress. Clear the harpies before the balloon arrives.
Requires: level 49+, after: Storm Crossing
The trip is over and the whole world is watching. Help Nina land safely and celebrate.
Requires: level 4+
Fill 3 crates on the ship order board.
Requires: level 4+, after: Cargo for the Ship
Sign up at the derby jetty and catch 5 fish in the atoll.
Requires: level 5+, after: Cargo for the Ship
Row the lagoon course from the race pier.
Requires: level 4+, after: Cargo for the Ship
Repeatable (daily)
Daily: the cargo boat leaves at dusk. Fill 2 order crates on the pier for Captain Rufus.
Requires: level 29+
Scorpions keep ambushing the caravan. Defeat 8 of them.
Requires: level 29+, after: Stingers on the Road
Repeatable (daily)
Daily: the caravan sets out at dawn. Clear 8 scorpions from the desert road.
Requires: level 29+
Caravan Master Omar is leading a caravan across the dunes. Scorpions nest on every path.
Requires: level 29+, after: The Long Caravan
Omar trades sand glass in the far cities. The golems carry the best pieces.
Requires: level 29+, after: Sand Glass
Omar wants to pay the caravan guards in old coins found under the sand.
Marco plans a feast for the village. Bring sea bass and tomatoes.
Requires: level 4+
Marco's omelets need eggs. Bring 4.
Requires: 1 ♥ with Chef Marco, after: Eggs for the Kitchen
Marco wants a sea bass for his special. Ask Finn where they bite, then bring one.
Requires: after: Eggs for the Kitchen
Repeatable (daily)
Daily: Marco needs 3 fresh anchovies.
Requires: level 46+
Objectives go in order
Marco is planning his finest dinner. Everything on the table should come from your farm.
Requires: level 36+
Objectives go in order
Marco dreams of a cheese board worth the name. Age some cheese in a keg for him.
Requires: level 26+
Objectives go in order
Well-loved animals give large eggs and large milk. Marco wants those for his special dishes.
Requires: level 16+
Objectives go in order
Chef Marco's kitchen runs on cheese and butter. Turn your animals' milk and eggs into something he can cook with.
Requires: level 6+, 7 ♥ with Chef Marco
Marco has never cooked his grandmother's fish soup for anyone. Until now.
Requires: level 45+
Dorian asks you to put his lost knights to rest: defeat 5 thunder knights before the keep and bring 3 thunder steel.
Requires: level 45+, after: Hollow Knights
When the Kraken rises in Kraken Bay, fight it alongside the other captains. Dorian will reward every captain who stands.
Requires: level 45+, after: The Kraken War
Repeatable (daily)
Repeatable: when the Kraken rises in Kraken Bay (Fri–Sun), stand with the captains until it sinks.
Requires: level 45+, a class picked, after: Crystal and Vow
Legends are forged in lightning. Clear the walls first: defeat 8 storm harpies.
Requires: level 45+, a class picked, after: Call of the Storm
Storm golems walk the Cloud Isles with lightning in their chests. Defeat 4.
Requires: level 45+, a class picked, after: Thunder in the Clouds
Only Axel the Keeper can bottle a storm. Bring him 3 storm cores.
Requires: level 45+, a class picked, after: The Keeper of the Sky
The thunder knights swore to this fortress, then to the storm. Defeat 6.
Requires: level 45+, a class picked, after: The Hollow Oath
The storm knows we are coming. Defeat 4 storm wraiths before the final climb.
Requires: level 45+, a class picked, after: Wraiths of the Squall
The Thunderbird is the storm's heart. Bring it down on the Cloud Isles and the weapon of legend is yours.
Requires: level 46+
Commander Dorian trains his soldiers against real enemies. Join the drills.
Requires: level 46+, after: Drills of the Keep
The garrison needs new blades. Dorian wants thunder steel and a lot of it.
Requires: level 46+, after: Arms for the Garrison
The storm army marches on the gate. Dorian needs every sword on the wall.
Requires: level 48+, after: Hold the Gate
Dorian names a champion every year. To earn it, defeat the keep's finest knights.
Requires: level 20+
Delia wants proof you can work the reef. Bring her 6 reef pearls from the clams.
Requires: level 22+, after: Pearl Diving
Crab knights keep cutting Delia's ropes on the west reef. Defeat 8 of them.
Requires: level 20+, after: Pearl Diving
Repeatable (daily)
Daily: the eels nest in the dive lines again. Clear 6 of them in the Sunken Temple.
Requires: level 21+
Delia is mapping the temple's lower hall. Crab knights block every corridor.
Requires: level 21+, after: Pearls of the Deep Hall
Delia needs coral to build breathing jars for a longer dive. The eels love that coral too.
Requires: level 21+, after: Coral Lungs
The deepest corridor is open. Clear it all the way and bring back its treasure.
Requires: level 10+
Bart says Madame Vivienne wants a word upstairs. Get your name on the list at the cashier, then come back.
Requires: level 18+
Dr. Fossil needs a helper. Dig three spots with a shovel.
Assemble a skeleton at the camp's bone frames.
Requires: level 20+, after: Bones in the Mud
Win the trust of one of the baby dinosaurs in the camp pen.
Requires: level 19+
Dr. Fossil wants a full raptor nest for the museum. The raptors disagree.
Requires: level 19+, after: The Great Dig
Giant beetles chew the camp's bone crates. Drive them off and dig up replacements.
Requires: level 19+, after: Beetles in the Archive
Fill the museum hall: assemble more skeletons and keep the jungle at bay while the glue dries.
Requires: level 25+
Search three dig sites and bring Dr. Selena 4 pottery shards for the catalogue.
Requires: level 27+, after: Trench Work
The library's lost texts are scattered: bring Selena 2 clay tablets and 1 scroll.
Requires: level 27+
Dr. Selena believes the arena was built on an older temple. She needs pottery and tablets as proof.
Requires: level 27+, after: Under the Sand of the Arena
The tablets mention a library of scrolls. Find them before the sand eats them.
Requires: level 27+, after: The Lost Scrolls
Selena wants to rebuild a piece of the temple floor for the museum. It takes many tablets and a lot of patience.
Silas misses his late wife's tomato soup. Cook one for him.
Silas's hut gets cold at night. Bring him 10 wood.
Requires: 1 ♥ with Elder Silas, after: Firewood for Silas
Silas wants news of the sea. Ask Finn the fisherman, then report back.
Requires: after: Firewood for Silas
Repeatable (daily)
Daily: bring Silas a grilled fish for supper.
Requires: level 18+
Repeatable (daily)
Daily: Silas needs a seasoned hand to thin out the creatures around the islands.
Requires: 7 ♥ with Elder Silas
Behind the town hall is the garden Elena once kept. Silas wants to bring it back.
Requires: level 25+
Objectives go in order
Erika needs readings from the crater rim and the fumarole field.
Requires: level 26+, after: Field Readings
Bring Erika 8 sulfur for her lab.
Requires: level 26+
Erika is placing instruments around the crater. The salamanders keep knocking them over.
Requires: level 27+, after: Measuring the Mountain
Fire elementals are rising from new vents. Erika needs them cleared to reach her readings.
Requires: level 28+, after: Heat Wave
The biggest vent is guarded by magma golems. Erika needs one last reading from inside.
Requires: level 13+
Puffcaps keep spraying spores on the paths. Clear 6 of them.
Requires: level 14+
The herbalist is pressing a book of every glowing thing in the cave. Collect samples the hard way.
Requires: level 16+, after: The Glowing Herbarium
Glowing ink needs spores from the deep cave. The shamans guard them jealously.
Requires: level 16+, after: Spores for the Ink
The final page needs the brightest mushrooms in the cave. Bring a full basket.
Finn will teach you his secret... if you prove your patience with anchovies.
Finn wants to see you fish. Catch and bring 3 anchovies.
Requires: 1 ♥ with Finn, after: First Catch
Rock crabs keep stealing Finn's bait. Defeat 4 and bring a crab shell.
Requires: after: First Catch
Repeatable (daily)
Daily: Finn trades for 3 anchovies.
Requires: level 43+
Objectives go in order
Every fisher has one great catch to tell about. Finn says it is time for yours.
Requires: level 33+
Objectives go in order
Finn wants a catch the whole harbor will talk about. Use a strong rod and cast far.
Requires: level 23+
Objectives go in order
Rare fish bite in deep water, at night or in the right season. Finn wants to see you land some.
Requires: level 13+
Objectives go in order
Finn thinks you are ready for better fish. Fish often and bring him a few that are not so common.
Requires: 7 ♥ with Finn
Finn wants to send a little raft out to sea for the one he misses.
Requires: level 5+
Fiona needs 12 fresh tea leaves from the terraces.
Requires: level 1+
Ronan's morning catch went to the cats. Bring him 3 anchovies.
Requires: level 1+, 1 ♥ with Fisherman Ronan, after: Fresh for the Stall
The market cats are grumpy. Pet 8 cats to cheer the island up.
Requires: level 5+
Duncan is short on hands. Run 3 mine carts down the rails before their time runs out.
Requires: level 10+, after: Rails Need Riders
Rock golems climbed out of the deep floors and block the tracks. Break 6 of them.
Requires: level 32+
Inga needs mammoth tusk for her buttons and charms. Hunt the young mammoths on the tundra.
Sew yourself a fur coat at the loom. Inga wants to see it on you.
Requires: level 10+, after: Bell Bronze
Objectives go in order
Bruno says the ore is bell bronze. Linnea wants proof: listen at the collapsed tunnel and from the lighthouse cliff.
Requires: level 12+, after: The Ringing Rock
Linnea needs samples from deep down: reach mine floor 8 and bring 5 iron ore.
Requires: level 1+
Granny Nell wants to see how you hold a rod.
Requires: level 5+, after: Old Ways
Only big fish get a name on the catch board.
Requires: level 1+
Granny Tortuga says the turtle is sad and hungry. Feed 10 seaweed at the trough in the middle of her back.
Requires: level 1+, after: A Hungry Giant
The storm that took her egg broke her old nest. Search the east tide pools for 4 shell pieces and bring them to Granny.
Requires: level 1+, after: Pieces of the Past
The shell pieces point to the tide pools. Search them again — carefully — and bring the egg back to Granny.
Requires: level 1+, after: The Lost Egg
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.
Requires: level 2+, after: A Hungry Giant
Repeatable (daily)
Daily: feed the turtle 10 seaweed at the trough and search 2 tide pools for Granny Tortuga.
Requires: level 10+
Hazel's baskets are empty. Pick 6 glowcaps in the grove or the marsh and bring them to her stall.
Requires: level 14+, after: Glowcap Season
Spore slimes are eating Hazel's best patches. Clear 7, then bring her 4 fog herbs for the replanting.
Requires: level 30+
Drill the lake holes and catch 3 fish for Sigrun's models.
Carve a statue at Sigrun's bench on the lake shore.
Requires: level 33+, after: The Steady Hand
Solve the sliding-ice puzzle north of the lake and find the hidden grotto.
Requires: level 14+
Objectives go in order
Ines needs fresh bearings: stand at the lighthouse cape, then at the wreck.
Requires: level 15+, after: Survey the Coast
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.
Requires: 1 ♥ with Ivy, after: Planks, Please
Ivy needs metal for nails. Bring 2 iron bars and say hi to Bruno on the way.
Requires: after: Planks, Please
Repeatable (daily)
Daily: Ivy takes 15 wood off your hands.
Requires: 7 ♥ with Ivy
Under a tarp in Ivy's workshop sits a half-built boat. She's ready to finish it.
Requires: level 2+
Karl needs timber for a new hull.
Requires: level 7+, after: The Missing Lens
Karl thinks whoever took the lighthouse lens came by boat. Gulls nest on the rock now.
Requires: level 25+
Kassia wants to see you fight: finish one duel in the colosseum — win or lose, no one gets hurt for real.
Requires: level 25+, after: First Blood on the Sand
Win three duels and watch one from the stands. A gladiator learns as much sitting as standing.
Requires: level 26+, after: Gladiator's Oath
Fight five ranked duels this season. Points only count against different opponents — Kassia checks.
Requires: level 40+
Naomi needs charge for the lamp: drain 3 lightning rods in the west field and bring her 6 storm shards.
Requires: level 40+, after: Drinking the Lightning
Naomi wants a report: look through the lighthouse telescope and bring her 3 storm shards for the lens.
Requires: level 44+
Keeper Naomi's lighthouse lamp runs on storm shards. The wraiths swarm around it.
Requires: level 44+, after: The Storm Lamp
Naomi wants a new lens forged from thunder steel. The knights of the keep carry it.
Requires: level 44+, after: Lens of Lightning
The storm has not stopped for a week. Naomi needs someone to keep the lamp and the stairs clear.
Requires: level 5+
Kirta wants rough gems to practise on. Chip 3 out of the surface veins and bring them.
Requires: level 8+, after: Rough Edges
Cut 3 gems at Kirta's bench and bring her a fine one.
Leo wants iron ore samples for his 'research'.
Leo wants a report from the mine. Reach floor 5 and bring 5 copper ore.
Requires: 1 ♥ with Leo, after: Into the Mine
Leo's lamp keeps getting knocked over. Clear 6 cave creatures.
Requires: after: Into the Mine
Repeatable (daily)
Daily: Leo pays for 4 monster kills worth of field notes.
Requires: level 10+
Leo can't map the Mysterious Isles with Fog Wisps everywhere. Thin them out: 10 wisps.
Requires: level 12+, after: Lights in the Fog
Objectives go in order
A riftstone hums in the fog and wakes the moss golems. Break one, then stop 3 golems.
Requires: level 15+, after: The Humming Stone
Something guards the heart of the fog. Leo calls it the Fog Warden. Defeat it.
Requires: level 10+, after: Lights in the Fog
Repeatable (daily)
Daily: keep Leo's survey path clear. Defeat 8 creatures on the Mysterious Isles.
Requires: 7 ♥ with Leo
Years ago Leo burned a map out of fear. He remembers enough to draw it again.
Requires: after: The Islanders
Starts on its own at level 1
Not a fighter? Feed the mine crew and they will ride you down to floor 5 themselves.
Requires: after: Into the Fog
Starts on its own at level 1
Nalu's people know the caves. Bring Leo food for them and they will chart the hollow and the tide cave for you.
Requires: level 36+
Pema wants the scattered scrolls back. Donate three of them at the library shelves.
Requires: level 38+, after: Lost Pages
The frost wraiths keep stealing from the library at night. Drive them off.
Requires: level 38+
Librarian Pema's oldest books froze to the shelves. Frost wraiths haunt the stacks.
Requires: level 38+, after: The Frozen Shelves
The library's index is carved into the stone guardians. Pema needs their pieces to read it.
Requires: level 30+
Ragnhild wants you to see why the lamp matters: look out from the cliff viewpoint, then climb to the lamp room.
Requires: level 32+, after: The Dark Lamp
Enter the frozen wreck, defeat the ice golem guarding the captain's cabin and open a captain's chest.
Requires: level 36+, after: The Wreck of the Nordstjerne
The yeti father rules the summit arena with his family. End his reign so the trail is safe.
Requires: level 38+, after: Father of the Mountain
On a clear night the aurora spirit walks the high plateau. Face it.
Requires: level 6+
Lily ran out of milk for the café cats. Bring her 3 milk.
Requires: level 6+, 2 ♥ with Lily of the Café, after: Cream for the Café
Know 12 cats, then climb the north hill at night and find the cat king.
Requires: level 1+
Ellie wants help filling her shell jar.
Requires: level 3+, after: Shell Hunt
Big shore crabs keep pinching Ellie's toes on the dunes.
Requires: level 1+
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.
Requires: level 1+
Lucy wants help harvesting: pick 3 moonbloom in her garden and bring her 2 coral fern.
Requires: level 15+
Reach the little isle in the lagoon (a water-walk brew helps).
Requires: level 17+
Something is eating the moth keeper's flock. Hunt the shamans stirring the cave and bring wings for the count.
Requires: level 18+
Madame Mirabel needs proof the city is still passable: go down into the underground city and defeat 4 stone guardians.
Requires: level 22+, after: The First Floor
Objectives go in order
The Warden still guards the keepers' archive on the lowest floor. Put it to rest and bring Madame Mirabel a keeper's seal.
Requires: level 10+
Madame Vivienne suspects a cheating ring on the ground floor. Talk to the sweaty gambler and the croupier.
Requires: level 10+, after: Loaded Dice
Objectives go in order
Turn in to: Rico the Bartender
Mila sees everything from the stage. Ask her, then win Rico the bartender over.
Requires: level 12+, after: The Back Room
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.
Requires: level 6+, 1 ♥ with Marina, after: Stock the Shelves
Marina wants wool for cloth. Bring 3 wool and tell Rosa the price is good.
Requires: after: Stock the Shelves
Repeatable (daily)
Daily: Marina buys 5 copper ore.
Requires: level 49+
Objectives go in order
Marina wants the best shelf on the island: fine sails, fine food and full jars.
Requires: level 39+
Objectives go in order
Ships need new sails and their crews need a hot meal. Marina takes both.
Requires: level 29+
Objectives go in order
Sailors keep asking Marina for cloth and cold drinks. Weave cloth on a loom and press some juice.
Requires: level 19+
Objectives go in order
Marina's shelves look empty. Fill some jars with jam or pickles for her.
Requires: 7 ♥ with Marina
Marina's first shop opened with one gem and one cheese. She wants to remember that day.
Requires: level 20+
Marlin needs 10 coral pieces for his stall. An iron pick or better.
Requires: level 24+, after: Coral for Marlin
Eels steal Marlin's pearls on the east shore. Chase off 8.
Requires: level 24+
Marlin tends a coral garden in the temple. Eels and crab knights trample it every tide.
Requires: level 12+
Marta's pot is half empty and the crew is hungry. Bring her 4 anchovies and 3 tomatoes.
Requires: level 12+, after: A Full Pot
Beach crabs keep stealing from the camp. Chase off 6 of them.
Requires: level 15+
Master Gustav wants to see you can dig: work the clay pits by the river three times and bring him 6 red clay.
Requires: level 17+, after: River Clay
Objectives go in order
Throw two pots on the wheel in the potter's workshop, then glaze one in the kiln with a dust crystal.
Requires: level 15+, after: River Clay
Repeatable (daily)
Master Gustav's daily order: 2 pots and 5 pottery shards for the mosaic.
Requires: level 16+
The potter has a giant order and an empty clay pit. Dig, fight off the lizards and fill the kiln.
Requires: level 17+, after: Clay for the Kiln
Old pottery shards in the caves hold the secret of the ancient glaze. Bats nest all over them.
Requires: level 17+, after: Shards in the Dark
The jars are fired. Now earn the market's trust: sell your goods and bring the last batch of clay.
Requires: level 5+
Master Raymond wants a full pot of tea brewed at his samovar.
Requires: level 5+, after: Ruby Red
Repeatable (daily)
Daily: the teahouse runs dry by noon. Bring Master Raymond 2 pots of brewed tea.
Requires: level 25+
Master Vulcan won't light the forge for strangers. Bring him 10 obsidian from the western ridges.
Requires: level 28+, after: Black Glass
Magma golems wander near the crater. Break 5 of them; their cores feed the forge.
Requires: level 28+
Master Vulcan is relining his forge with obsidian. It is hot, heavy work.
Requires: level 40+
Melody wants you to ring all five chimes in one breath, then gather feathers for the altar.
Requires: level 40+, after: The Wind's Song
Repeatable (daily)
Daily: ring the five chimes into a gale and break 4 storm golems on the cloud isles.
Requires: level 43+
Melody hangs chimes on every cloud. The hawks rip them down to build nests.
Requires: level 43+, after: The Wind Chimes
Melody wants to tune her chimes to the storm itself. The storm golems must be quieted first.
Requires: level 43+, after: The Storm Song
Melody plans a concert for all the islands. She needs a full stage and a quiet sky.
Requires: level 3+
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.
Requires: 1 ♥ with Nalu, after: Gift for the Spirits
Nalu has a warning about the tides for Captain Hector.
Requires: level 12+
Nana Morel needs 8 glow caps to warm up the cauldron.
Requires: level 12+, a class picked
Nana Morel knows an old temper: iron quenched in mushroom brew. First, clear the spore mobs around her hut.
Requires: level 12+, a class picked, after: Steel Steeped in Glow
The temper brew needs 6 spore sacs and 4 glow caps.
Requires: level 13+, a class picked, after: Spores and Light
Glow moth wings keep the edge bright. Beat 5 glow moths and bring 3 wings.
Requires: level 15+, a class picked, after: Moth-Wing Edge
The blade cools in a clay mould. Take 4 red clay to Master Gustav at the Fairy Chimneys, then come back.
Requires: level 15+, a class picked, after: A Mould of Red Clay
Last ingredient: the shamans' own spores. Beat 3 myconid shamans, then collect your weapon.
Requires: level 23+
Objectives go in order
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.
Requires: level 26+, after: Light on the Reef
Objectives go in order
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.
Requires: level 23+
Old Keeper Horace lights a lantern for every wreck. He needs ectoplasm and coral to keep them burning.
Requires: level 23+, after: Lanterns for the Lost
Horace keeps a record of every ship lost here. Find their logbooks among the wrecks.
Requires: level 23+, after: The Logbook Hunt
Horace wants to ring the old fleet bell once more. Salvage its parts from the deepest hulls.
Requires: level 40+
Old Man Rupert needs sky eggs from the islet nests to bake his bread.
Requires: level 41+
Old Man Rupert's windmill sails are torn. Gale hawks steal every feather he collects.
Requires: level 41+, after: Feathers for the Mill
Rupert's grain fields float on a cloud. Harpies nest in the stalks.
Requires: level 41+, after: Grain in the Clouds
The soldiers of the storm fortress are hungry. Rupert will bake, you will deliver and earn.
Requires: level 25+
Orfe is writing a song about the arena. Watch two duels from the stands and tell her how they went.
Requires: level 10+
Objectives go in order
Orin wants to know whether the observatory dial still turns, and whether the marsh stone is still standing.
Requires: level 12+, after: The Dial and the Marsh
Fog wisps keep snuffing the spirit stones. Thin them out: defeat 8.
Requires: level 3+
Play a set on the stage and dance three emotes on the plaza mosaic.
Requires: level 16+
Bats from the underground city scare Jasper's pigeons. Clean the dovecote and drive off 4 cave bats.
Requires: level 16+, after: Wings in the Dark
Repeatable (daily)
Rock lizards raid the nest boxes. Thin them out: defeat 5.
Requires: level 20+
Objectives go in order
Dana's balloon has holes. Bring 2 balloon silk and 8 pottery shards (ballast), then take a ride.
Requires: level 20+, after: Patchwork Sky
Repeatable (daily)
Daily: bats and rock lizards keep chewing the balloon ropes. Defeat 8 of them in the chimney valleys for Dana.
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, the island kid, is starving (as always). Bring him 3 apples.
Requires: 1 ♥ with Pip, after: Apple Snack
Pip dares you to beat 5 slimes in the mine. He wants a gooey proof.
Requires: after: Apple Snack
Repeatable (daily)
Daily: Pip wants one shiny shell for his collection.
Requires: 7 ♥ with Pip
Pip is building a hideout in the rocks and needs real explorer supplies.
Requires: level 12+
Pip wants the news from everyone on the island: the cook, the mapmaker and Blackfin himself.
Requires: level 14+, after: Gossip Round
Pip swears the wreck on the east sand talks at night. Go look, and come back alive.
Requires: level 18+
The Mycelium Mother is choking the forest. Defeat her.
Requires: level 20+
Objectives go in order
The professor needs copies of the inscriptions in the courtyard and at the lighthouse.
Requires: level 26+, after: Rubbings
Drowned priests still chant in the courtyard and drown out the professor's work. Quiet 6 of them.
Requires: level 1+
The last storm tore Rafael's awning. Bring 6 planks and 2 cloth.
Requires: level 1+, after: Stall Repairs
Rafael wants one more day of trade here. Feed the turtle 25 seaweed so she lingers.
Requires: level 18+
Raptors keep raiding the river camp. Drive off eight of them.
Requires: level 20+, after: Thin the Pack
Learn the jungle's shortcuts: ride a raft and swing on a vine.
Requires: level 26+, after: River Run
King Fang rules the eastern clearing. End his reign.
Requires: level 20+, a class picked, after: Tempered
Nana sent word: your next blade is hidden in the Lost Jungle. Prove you can walk it: defeat 8 raptors.
Requires: level 21+, a class picked, after: Into the Shadowed Wood
The mask spirits guard the old forge-grove. Silence 5 of them.
Requires: level 22+, a class picked, after: Masks in the Mist
King Fang rules the clearing. Bring him down.
Requires: level 22+, a class picked, after: The King of Teeth
Take King Fang's tooth to Shaman Ulu. Only she can wake the forge-grove.
Requires: level 24+, a class picked, after: Fire for the Old Forge
The forge wakes the forest. Clear 6 beetles from the grove while the gold cools, then take your weapon.
Requires: level 10+, after: Signals from the Stage
Objectives go in order
Turn in to: Madame Vivienne
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.
Requires: level 5+, 1 ♥ with Rosa, after: Fresh Tomatoes
Wild boars keep digging up Rosa's seedlings. Drive off 3 of them.
Requires: after: Fresh Tomatoes
Repeatable (daily)
Daily: Rosa buys 4 corn for her stall.
Requires: level 42+
Objectives go in order
Rosa wants a prize basket for her shop window. Only the best crops from your field will do.
Requires: level 32+
Objectives go in order
Rosa says a real farmer can grow gold-quality crops. Use good soil and fertilizer and show her.
Requires: level 22+
Objectives go in order
Quick crops are easy. Rosa wants proof you can tend the slow ones and get better quality out of them.
Requires: level 12+
Objectives go in order
Rosa wants to see your field busy all season. Harvest your crops and bring her a share of the yield.
Requires: 7 ♥ with Rosa
Rosa has drawn a little greenhouse for winter seedlings. She needs a frame.
Requires: after: A First Garden
Starts on its own at level 3
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.
Requires: after: Set Up Your Farm
Starts on its own at level 1
Crops grow in real time, even while you are away. Come back and pick them when they are ripe.
Requires: after: First Real Harvest
Starts on its own at level 1
A farm lives on its sales. Sell your produce: market stalls, a merchant, or a shipping bin if you have one.
Requires: after: Bring It to Market
Starts on its own at level 1
Objectives go in order
Fields feed you; animals make you rich. Buy your first chicken from Rosa and give it a home.
Requires: after: Your First Animal
Starts on its own at level 1
Feed your chicken every day and it lays an egg. A happy animal lays better ones.
Requires: after: Fresh Eggs
Starts on its own at level 1
At Farming Lv5 you choose a path: Grower (crops sell higher, double harvests) or Rancher (animal products sell higher). Lv10 brings a second choice.
Requires: level 22+
Rex will lend you his spare lantern if you prove you can work a hulk: search three wrecks and bring him 6 ship timbers.
Requires: level 24+, after: Salvage Rights
Rex is rebuilding a broadside from wreck guns. Bring 3 cannon parts and 4 iron fittings — dive spots and the hold have the best.
Requires: level 22+, after: Salvage Rights
Repeatable (daily)
Rex's daily contract: search 4 wrecks and hand over 3 rope coils and 4 barnacle shells.
Requires: level 21+
Free five mask spirits and bring Ulu three of their masks.
Requires: level 23+, after: Lonely Masks
Solve the temple's plates, dodge the stone ball and bring back the jade idol.
Requires: level 22+, after: Lonely Masks
The old lighthouse on the north-east cape guided Leo's ship in. Visit it.
Requires: level 23+
Shaman Ulu senses restless spirits in the masks. Free them and bring the masks back.
Requires: level 24+, after: Masks of the Old Tribe
Ulu prepares a great fire to send the spirits home. It needs fruit, amber and a brave hunter.
Requires: level 24+, after: The Spirit Fire
The tribe's drums are made of beetle shell. Hunt the great beetles and the jungle will dance again.
Requires: level 1+
Simon shows you how an island pays its way: harvest 5 crops and earn 30 Pearls selling at a shop.
Requires: level 2+, after: Simon's First Lesson
Simon wants you to live off more than one field: catch 3 fish, then grill one or craft a torch.
Requires: level 3+, after: Rod and Workbench
Simon sends you to Market Harbor: talk to the captain about ships, routes and the Tide Defense.
Requires: level 5+, after: The Wider Sea
Simon's bees need tending and his kitchen needs vegetables: open the beehive basket on his island, then bring 6 corn and 6 tomatoes.
Requires: level 5+, after: Bees and Baskets
Repeatable (daily)
Daily: Simon trades with the harbor at dawn. Bring him 4 corn and 4 tomatoes.
Requires: level 30+
Aslak's dogs need warm bedding. Bring him 5 wolf pelts.
Requires: level 31+, after: Pelts for the Pack
The pack keeps ambushing the sled on the graveyard road. Thin them out.
Requires: level 37+
Sled Driver Aslak runs mail between the cliffs. Snow wolves hunt his dogs.
Requires: level 37+, after: The Wolf Road
Frost trolls have blocked the high pass with boulders. Clear them out.
Requires: level 37+, after: Trolls on the Pass
Aslak dreams of a sled strong enough for a mammoth's load. He needs tusks.
Requires: level 37+
At night, observe the star stones around the island. Lhamo needs at least three readings.
Requires: level 39+, after: Pieces of the Old Sky
Burn incense on the aurora altar at night and see what the lights leave behind.
Requires: level 39+
Stargazer Lhamo is charting the aurora. The frost wraiths dim the sky wherever they gather.
Requires: level 39+, after: The Star Chart
Lhamo wants a telescope with lenses of pure ice from the cliffs. The golems guard the clearest ice.
Requires: level 39+, after: Lenses of Ice
On the night of the great aurora, the spirits of the cliffs awaken. Lhamo needs a guard.
Requires: level 3+
Tilda wants you to meet the atoll: the harbor master, the postmistress and the busker.
Requires: level 3+, after: New on the Atoll
Open the bazaar gazette and visit a player's stall from it.
Requires: level 5+
Toby's throat is dry from singing. Bring him 2 glasses of mint tea.
Requires: level 40+
Kai wants the harpies off the pier: defeat 6 storm harpies and bring him 4 harpy feathers as proof.
Requires: level 40+, after: Clear Skies
Repeatable (daily)
Daily: keep the pier safe. Defeat 8 storm harpies and drain 2 lightning rods for Kai.
Requires: level 41+
Watchman Kai counts harpies from the wall. Too many tonight.
Requires: level 42+, after: The Harpy Watch
Kai's signal lanterns burn on storm shards. The wraiths drink their light.
Requires: level 42+, after: Storm Shards
Kai has watched for three nights straight. Take his shift and hold the wall.
Requires: level 48+
Kai has spotted storm eels in the moat. They have been dragging soldiers into the water.
Requires: level 48+, after: The Eel Moat
Kai wants to light the great northern beacon for the first time in years.
Requires: level 49+, after: The Long Night Shift
On the last night of the year, the storm hits hardest. Kai asks you to stand the last watch with him.
Requires: level 30+
Lydia needs 6 dates from the oasis palms for the caravan's road.
Requires: level 29+
Water Keeper Lydia's well is drying up. The scorpions have dug into the spring.
Requires: level 31+, after: The Dry Well
Sand golems have blocked the underground river. Break them and bring their cores for the dam.
Requires: level 33+, after: The Golem Dam
With the water back, Lydia wants to plant palm gardens. The desert fights back.
Requires: level 24+
Miriam's husband rang the Nightrose's bell every watch. It lies in the beached galleon's flooded hold. Bring it to her.
Requires: level 28+, after: The Nightrose's Bell
Objectives go in order
Board the ghost ship when it anchors in the north (game hours 0-3) and put the cursed captain to rest.
Requires: level 11+
Wren is sure the drowned skeletons in the marsh wear his crew's buttons. Lay 6 of them to rest.
Requires: level 13+, after: Faces in the Water
Objectives go in order
Wren hears a bell from the sunken shrine at night. Go and look, then bring him something warm to eat.
Requires: level 11+
The drowned crew still walks the shore at night. Lay them to rest and bring back what they carried.
Requires: level 11+, after: The Drowned Watch
The fog hides slimes that eat Wren's supplies. Clear them and cook a proper stew for the camp.
Requires: level 11+, after: Salt and Fog
The captain's crew is still loyal to the sea. Break their ranks and sweep the island one last time.
Requires: level 3+
Buy something from Zara's tent and find one of the atoll's hidden keepsakes.