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But general RPG logic works here, too.
1) quest is important because specific people will die if you don't do it soon - do those quests soon
2) quest doesn't relate to the main plot (it doesn't specifically involve the large scale fight against the demons) but it has to be completed this chapter - those quests CAN be completed soon - it makes sense to do those next
3) quest doesn't relate to the main plot and does NOT have to be completed this chapter - most of those actually can't be completed this chapter, but some can, try to do them if you want
4) quest is related to the main plot and does NOT have to be completed this chapter - as above, that is generally a sign that it can't actually be completed this chapter - but if it can there are likely prerequisites so it makes sense to wait
5) quest is related to the main plot and needs to be completed this chapter - do those last because they have a higher chance of advancing the story - you'll be warned if this is the ONE - also, some of these have a non-specific group of people that will die if you don't do it quickly but it is a clear difference from the specific group in #1
Beyond that, you can generally go back to an area later if you find you need a specific key or need to pass an early skill check or something like that.
Also, other than the Tavern Defense in Act I and the secret ending, there are 0 actual time limits that change the plot/quest availability if you take too long doing other stuff (though sometimes that "other stuff" might have similar effects)
Otherwise, the "finale" quest/dungeon of each Act that cuts you off from quests/locations/etc becomes available and/or forced on you at these points:
Prologue: Leaving the Shield Maze.
Act 1: Assault on Grey Garrison, though the Market Square, Blackwing Libary, and Tower of Estrod all change after the Tavern Defense (I think Woljif's quest needs to be done before the defense too, but I'm not 100% on that)
Act 2: entering Leper's Smile will cut off rescuing the Hellknights (or at least changes the outcome), while entering the camp after taking the fort *after* Lost Chapel will railroad you to the Siege of Drezen.
Act 3: Finale becomes available after completing the Temple of the Ivory Labyrinth and the Mythic Quest related to Areelu' Lab, though even if you start the countdown till it becomes available, it won't start until you walk up to the person opening it for you and then agree to it in dialog once said countdown is finished.
Act 4: Completing the three quests related to Battlebliss, Sheran, and Vellana opens up the place you are trying to get to, though even entering it and meeting the one who lives there doesn't start the finale, but rather when pick which Airship crew (Nocticula's, the captain in the Flesh Markets, or the one in the Last Ditch Tavern) to take you to the Mines
Act 5: The finale for the act (and in some ways, the game) arguably begins at Iz, but AFAIK you aren't locked out of the rest of the game until you reach Threshold, which is a separate map location that appears after you complete Iz.
The indicator means they will fail if you don't do them in the current CHAPTER - they have nothing to do with quest order. You can do most of them in whatever order you choose.
It's the same thing. Chapter, Act. I even refer to them as "Books" because I play far too many tabletop Pathfinder modules.
The general gist is that there is no set order, especially in book 3. You're given a list of things to do, so... go do them. It's not a linear story, you have full control of where you want to go on the world map and what you want to tackle first.
This is all well and good, but a lot of times you DO NOT know which quests fit these criteria. Besides the ones that have the red hour glass icon. most do not give you ANY indication that they need to be done in this chapter, in any chapter, or some times not any clue is given if they are even related to main quest or not.