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Quests and storylines

Quests

The rookie path, daily goals and the stories the villagers tell.


The rookie path

Your first steps, in order. The tracker on the screen shows the next one.

StepQuestWhat to doReward
1Meet TiberiusHe runs the village workshop. Walk up and press E to talk.+30 XP · 5 coins
2Pick up sticksLook for sticks on the ground just outside the village and press E.+30 XP · 2 coins
3Gather plant fibrePunch bushes and tall plants (left-click).+40 XP · 2 coins
4Collect stonesPick up pebbles and flint, or break small rocks.+40 XP · 2 coins
5Craft a stone axeOpen crafting (C): sticks, stone and fibre make your first axe.+80 XP · 5 coins · Mango ×3
6Chop down a treeHold the axe and swing at a trunk until it falls.+100 XP · 5 coins
7Craft a pickaxeRocks and ore need a pickaxe (C).+80 XP · 5 coins
8Build a workbenchCraft a workbench, hold it and place it (left-click).+150 XP · 10 coins
9Cleanse the GloomGloom creatures hide outside the village. Defeat 3 to cleanse them.+200 XP · 15 coins
10Reach level 3Everything you gather, craft and cleanse gives experience.+100 XP · 10 coins
11Plant a seedTill soil with a hoe, then plant a seed on it.+120 XP · 10 coins
12Catch a fishCraft a fishing rod, cast into water, reel in when it bites.+150 XP · 10 coins
13Plant a reed bedReeds clean the river. Make a Reed Bed (C) from reeds and fibre, and place it in shallow water.+150 XP · 10 coins
14Cook a mealUse a campfire or cookpot: cooked food keeps you fed longer.+150 XP · 10 coins
15Reach level 5Keep exploring: stronger Gloom lives farther from the village.+250 XP · 20 coins · Mango ×5
16Build a homePlace 10 building pieces: floors, walls, a roof.+300 XP · 20 coins
17Turn a waterwheelMake a Waterwheel at the workbench and stand it at a river's edge, where the current runs knee deep.+300 XP · 20 coins
18Reach level 8At level 8 the Class Shrine opens to you.+400 XP · 40 coins
19Choose your classVisit the Class Shrine in the village: Knight, Mage, Shooter, Ninja or Monster.+500 XP · 50 coins
20Trade at the marketSell something at the market board in the village.+300 XP · 30 coins
21Make a capybara friendWild capybaras graze by the rivers. Hold carrots, corn or grain and press E on one three times.+300 XP · 20 coins
22Discover a place in the valleyExplore beyond the village. Places you find appear on the map (M); lookouts and temples become travel points.+300 XP · 20 coins

Daily goals

A few each day, just for fun: no streaks, and nothing is lost if you skip a day.

GoalReward
Gather 30 logs+300 XP · 25 coins
Gather 40 stone+300 XP · 25 coins
Cleanse 10 Gloom creatures+600 XP · 40 coins
Catch 5 fish+400 XP · 30 coins
Harvest 10 crops+400 XP · 30 coins
Craft 10 items+300 XP · 25 coins
Place 25 building pieces+400 XP · 30 coins
Cook 3 meals+300 XP · 25 coins
Place 3 waterworks+350 XP · 25 coins
Trade with another player+500 XP · 40 coins
Pet or feed capybaras 5 times+250 XP · 20 coins
Discover a new place+500 XP · 40 coins

The Naturalist's Field Course

Told by Dr. Fernwhistle the Heron, from level 10.

  1. Meet the naturalist: Dr. Fernwhistle's camp is on the Primeval Isle. Talk to her.

    Birds are living dinosaurs. The sparrow on a fence and the Velociraptor share ancestors, and scientists have found hundreds of dinosaur fossils with feathers.

  2. Study a Parasaurolophus: Get within 12 m of one without it chasing you (a Calm Aura helps) and watch for 5 seconds.

    Parasaurolophus's long crest was hollow, with tubes running from the nose. Blowing air through it probably made deep, low calls, a bit like a trombone, that could carry far across the plains.

  3. Bring three fossils: Mine fossil beds (and sometimes bone rocks) and bring 3 fossils to Dr. Fernwhistle.

    A fossil forms when an animal is buried quickly, in mud, sand or ash. Over millions of years, minerals in the water slowly replace the bone, turning it to stone in the same shape.

  4. Bring a piece of amber: Amber boulders on the isle hold it (mine them), and old trees drop it. Bring 1 to Dr. Fernwhistle.

    Amber is tree resin that hardened over millions of years. Tiny insects, feathers and even a dinosaur's tail have been found trapped inside, preserved in fine detail.

  5. Calm two Velociraptors: They hunt in pairs in the ferns. Calm (cleanse) two of them.

    Velociraptor was about the size of a turkey. Bumps on its arm bones, called quill knobs, are where big feathers were anchored, just as on the wing bones of birds today.

  6. Photograph a Pteranodon: Open photo mode (P) and take a picture with a Pteranodon in the frame.

    Pteranodon was not a dinosaur. It was a pterosaur, a flying reptile and a close cousin of the dinosaurs. Its wings were skin stretched from one hugely long fourth finger.

  7. Study a Triceratops: Watch a Triceratops for 5 seconds from within 12 m without it charging.

    Triceratops lived at the very end of the age of dinosaurs. Young ones had short horns and a small frill; both grew and changed shape as they grew up.

  8. Calm the Tyrannosaurus: The island's Tyrannosaurus rex is too strong for one. Bring friends.

    Tyrannosaurus rex had one of the strongest bites of any land animal ever, and its teeth, as long as bananas, kept growing back all its life. Its small arms were still very strong.

Dr. Fernwhistle pins your notes to her board: "A true naturalist!"

Tales of the Dragon-Keeper

Told by Seraphine the Dragon-Keeper, from level 30.

  1. Visit the Dragon-Keeper: Seraphine keeps the old dragon stories. Talk to her.

    Nearly every people on Earth told stories of dragons, from China and Japan to Greece, Scandinavia and Mexico, though they never met one. Each place imagined them differently.

  2. A pearl for the rain dragon: Deep-sea serpents carry pearls; river mussels and giant clams hold them. Bring 1 to Seraphine.

    In Chinese tales the dragon (lóng) is wise and kind, a bringer of rain for the rice fields and a sign of good luck. It is often shown chasing a glowing pearl through the clouds.

  3. Gold for a hoard: Bring 10 gold nuggets to Seraphine (gold ore, desert ruins).

    In many European stories dragons guard great piles of treasure. In the old English poem Beowulf, a dragon wakes in fury when a thief steals a single golden cup from its hoard.

  4. Acorns of the great tree: Acorn Sprouts in the Autumn Woods drop golden acorns. Bring 5 to Seraphine.

    Norse myths tell of Yggdrasil, a giant ash tree holding up the worlds, and of Nidhogg, a dragon gnawing at one of its roots in the dark far below.

  5. Feathers of the serpent: Raptors on the Primeval Isle drop feathers. Bring 3 to Seraphine.

    In ancient Mexico the Aztecs honoured Quetzalcoatl, the Feathered Serpent, a god of wind and learning; the Maya called the feathered serpent Kukulcan.

  6. Face a young drake: Calm a Caldera Drake in the Ember Wastes' craters.

    In the Greek myth of the Hydra, each head cut off grew back as two. The hero Heracles won only because his nephew Iolaus sealed each neck with fire. Remember that: heads must be sealed, not just struck.

  7. Seven scales for the Seal: The dragons of the Dragonfire Isle drop scales. Bring 7 to Seraphine.

    Japan's legend of Yamata no Orochi tells of a serpent with eight heads and eight tails. The storm god Susanoo set out eight great bowls of a strong drink, and while the monster slept he won. Wits beat many heads.

Seraphine presses the Sevenfold Seal into your hands: "The tower's gate will know you now. Go with seven friends."