Quest Line
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Quests carry the story and guide you through the systems of Mistfall Hunter. They are split into main quests and side quests. The main quests follow the fate of the Gyldhunter, Dew the watcher of fate, and the family of the blacksmith Dramm, across Windrest, Hallowgrove and Brandrgarde. The side quests unlock camp features, give supplies to new hunters and tell the personal stories of each NPC.
Main quests
The main story has twelve chapters in four parts: arriving at Windrest and the mystery of the bell, the siblings' reunion, the truth of the fortress, and the soul experiment and the false god.
Part 1: Voice of Prayer and Bell of Return
- Voice of Prayer
- You cross the Gyldenblod Sea and reach Windrest, a quiet harbor spared by the Mistfall, where you meet Dew for the first time. After preparing your gear, Dew sends you to Hallowgrove to look into a survivor who is still praying to the gods. Guided by the white raven Soekja and the Woodling Pip, you find the believer's body near the Verdant Grounds and bring back his relic, a broken bell. Dew learns the dead man was a blacksmith whose soul was lost because of the corruption of the Divine Anchor, and begins to summon his soul with the bell fragment.
- The Last Follower
- Pip senses something wrong in Hallowgrove and decides to help. Dew summons the spirit of the blacksmith Dramm to the camp, but Dramm says he was guided by a "new god" and longs to be reunited with his family. He refuses to reveal the prophecy and only keeps singing the songs of his homeland.
- The Eccentric Blacksmith
- Pip suspects someone is using the sound of the bell to bewitch Dramm and suggests you search Hallowgrove for the other bell fragments. Dramm recognizes a fragment of the Bell of Return and begs you to gather the rest so he can recast it and see his sister again. Dew believes the bell has been used by the Blasphemer to corrupt minds, and proposes to play along.
- Bell of Return
- Before setting out, you help the brewer Sigrid gather hops and berries to brew the Triumphant Drink. Then you head deep into Hallowgrove and take two bell fragments, one from a greataxe berserker and one from the Supreme Hall.
- Guidance of Fate
- Dew uses the power of the Goddess Statue (Velvar) to track the last bell. Once you strengthen the statue, Dew catches the bell's echo deeper in Hallowgrove. You defeat a berserker with a golden greataxe wrapped in golden threads and take the last piece of the Bell of Return.
Part 2: Siblings
- Siblings
- Dramm rings the recast bell to call his sister, but the sound fades again and again. Dew senses that the way home of his sister Drífa is blocked by a vast, strange soul power within the Gyldenmist. After you upgrade the Gyldenblod Pool (the Web of Fate), Dew finally finds Drífa in the web: her soul is trapped in Brandrgarde.
- Iron and Fire
- You explore Brandrgarde for the first time and investigate the mines where Dramm's family once lived. Dew senses an unusually strong soul power deep in the mines, binding countless dead souls like tangled roots.
- The Flesheater's Feast
- After preparing the camp, you face this power and put an end to the Flesheater in the Sealed Grounds or the Main Hall. The monster, twisted by Gyldening and feeding on flesh, was once Otto, a royal researcher from the capital, whose mind was buried by the mine disaster and hunger. After the fight, Drífa's soul returns to the camp and is reunited with her brother.
- Reunion
- Drífa reveals the truth behind the mine disaster: the Flesheater was not born a monster, but was their father Otto, driven step by step into despair by the soul experiments. This contradicts what Dramm was told (that his parents died in the mine and that General Harald had Otto buried in the ship graveyard). Your search of the ship graveyard, the mines and the place of sacrifice finds nothing, proving that General Harald hid the truth from Dramm.
Part 3: Secrets and Harald
- Secrets
- Dramm finally understands that the mine disaster was a cover for the soul experiments: wounded soldiers and slave workers were sent to the priests' tower as sacrifices "in times of need". Dew is sure the tower hides the truth and that General Harald's transformation is tied to it. You defeat the soldier captain rooted in Hallowgrove, then shatter the last dream of the sealed General Harald in the Main Hall. Harald came from the Wulfen clan, whose totem is the running wolf. As the last general of Brandrgarde he used every means, right or wrong, to stop the fortress from falling, but in the end it was not enough.
Part 4: What is Fate? and Soul Experiment
- What is Fate?
- Harald's soul is freed, but Dew senses in the Web of Fate that the true source of the disaster is still hidden. You upgrade the Gyldenblod Pool further, and through a crack in the web Dew glimpses the remaining fate of "the one who toys with fate": a priestess long missing and trapped deep in Hallowgrove.
- Soul Experiment
- By hunting the creatures of the experiment, such as the Intrush (a thing neither human nor bird, stitched together with a thrush's soul), you learn what the soul experiment really is: the Velgr are trying to stitch countless souls into a single body, creating a new life that can hold "all souls". Behind it is Brandrgarde's long-missing Prayer of the Moon priestess. Together with the Velgr archmage she sustained this blasphemous experiment with souls and flesh, growing the near-perfect embryo of a false god. You descend into the Divine Anchor, defeat the Cursed Moonwane, and learn from the echo of its makers that there is another, forgotten priestess.
- The truth of this "god-making" is revealed: they tried to fill the void left by the fallen gods with souls, fate and the Divine Anchor, and to stitch together a collapsing world. But when mortals covet the power of the gods, every attempt ends in disaster. And as Dew warns, this is only the outermost disguise: what truly lurks in the dark is still watching.
Side quests
Side quests fall into three groups: feature unlocks, supply and relief, and character stories.
Feature unlocks
Most of these are one-time tutorial quests that unlock a camp feature:
| Quest | NPC | Unlocks |
|---|---|---|
| Auction House | Pip | The Auction House (buying and selling items) |
| Triumphant Drink | Sigrid | The tavern (drinks with bonuses) |
| Camp Building | Dew | Camp building upgrades |
| 7-Day Event | Pip | The 7-day login gifts |
| Forge Unlock | Dramm | The Forge |
| Equipment Bag | Twig (Scavenger Squad) | Equipment bag production |
Supply and relief
- Pip's Provision
- A repeatable relief quest. When a new Gyldhunter comes back empty-handed after a failed extraction, Pip prepares a new battle bag to help them get back on their feet.
- Soekja's Solace
- After a failed extraction, visit the white raven Soekja to recover your gear: the story version of the safety net for failed runs.
Character stories
| Quest line | NPC | Summary |
|---|---|---|
| Path to Prosperity | Cazarro | Gather Gyldenblod in stages and listen to the merchant Cazarro's thoughts on wealth and power |
| Third-Rate Storyteller | Pip | Find inspiration for Pip's stories, with requests growing up to a Holy-quality treasure |
| Where's Stinky I / Where's Stinky II | Drífa | Play "find Stinky" with the little girl Drífa, exploring the maps by following riddles |
| Not Even Death Can Part Us | Sigrid | Look for her uncle Rolf and uncover a love that goes beyond death |
| Life Must Go On | Cazarro | Map Brandrgarde, clear monsters and recover relics: ordinary people surviving the end of the world |
| Woodlings and the Goddess | Twig, Soekja | Trade secrets for secrets and learn the legends of the Goddess of Fate and the Woodlings |
- Path to Prosperity
- The merchant Cazarro talks with you in several stages as you gather Gyldenblod: from his advice that "money snowballs", to the story of how he chased power with wealth in his youth and lost everything, to the question of whether Gyldenblod is a gift of the gods or the cause of the end of the world. It ends with a wish: for a Gyldhunter, your own strength is the greatest wealth.
- Third-Rate Storyteller
- The Woodling Pip cannot come up with a story and asks you to bring back treasures for inspiration. His requests keep growing: from treasures that are "not scrap metal", to opening a chest sealed with purple runes, to Legendary items, and finally a Holy-quality treasure. Once everything is collected, the story you write together shines at the Woodling gathering. This quest line really teaches you to find and extract high-value loot.
- Where's Stinky I / Where's Stinky II
- Starts after Drífa's spirit arrives at the camp. In part one you first clear the Corroded from Drífa's old home, then follow three riddles to find three Stinkies in Hallowgrove: under "the great white tree", on "the high shore" and at "the place where heroes sleep". Part two moves to Brandrgarde, where the riddles point to "the blue bridge", the training grounds and "the place where gold and stone melt". Both are relaxed exploration quests whose riddles hint at the lore of each landmark.
- Not Even Death Can Part Us
- Sigrid's aunt is dying and asks you to find her husband Rolf, the gravekeeper of the Hallowgrove ship graveyard. The clues lead from the record book in the Gravekeeper's Hut, to the pawn records of the Verdant Grounds, to the relics and letters in the Supreme Hall, and slowly reveal the truth: Rolf did not pawn his belongings because of gambling, but to pay for his wife's medicine, too proud to let anyone know how poor they were. The quest ends with an offering of flowers and a prayer to Kjernnos, hoping Rolf's soul will be reunited with his wife.
- Life Must Go On
- Cazarro asks you to map Brandrgarde for the scavengers: scout the dangerous areas, mark three resource points, clear the strong Corroded holding the main roads, and finally, in Chaos mode, recover the relics of two fallen brothers near the Oath Bridge. Cazarro was helped by others when he first came to the North, and now repays that kindness by drawing maps. The quest line shows ordinary people struggling to survive and supporting each other at the end of the world.
- Woodlings and the Goddess
- Twig of the Scavenger Squad is puzzled when you bow to the statue, which leads to a "trade of secrets". First you bring back an orange-quality item so Soekja will tell the story of the Goddess of Fate and Yggdrasil. Then you use that story to help the Scavenger Squad recover treasure lost at the entrances of Hallowgrove and the fortress, and in return learn the mystery of the Woodlings' origin: they believe the Woodlings are related to the Goddess of Fate. Completing it rewards a Hallowgrove Woodling accessory.