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As for pawns with medals for campfires, they will also lead you to caves and special chests you haven't discovered yet when they talk about it, but with them, safestt option is to talk to them when they tell you about it, and ask for a guide.
Same with if they are leading you towards a quest thing you'll see the hand in front of their name.
But if they do break at the very beginning when they say "there's a blah this way" they will stop and point in the general direction of whatever they're trying to go to so you can try exploring the way they point
btw if pawns start saying something like "I think there is something there worth checking master" or whatever iteration of and an exclamation mark appears on your minimap it is a seeker's token location.
Edit:
Also, in combat Go command lets your pawns run further away so they can climb onto the monster or reposition or do whatever. Keeping them always close restricts them in battle. Just saying since it seems to be not clear.
- "there's something over there" /"aught catches the eye" - seeker token. No action required. Just look round.
- "I'm familiar with this quest" and a hand icon - hit "go" and theyll lead you to the quest marker.
- "On my travels in other worlds I found..." - exclamation mark - they know a chest or riftstone nearby; hit go and they'll lead you there.
- "I'm deeply familiar with this area" - They have the area badge. You need to open dialogue with them and talk to them to tell them what you want. Usually a camptie, sometimes resources.
The issue you're probably finding is that these can overwrite each other + if you get into combat they'll focus on that. The solution to the former is not to have a quest active in the tracker; the solution to the latter is to wait a few seconds, then hit go again. Usually they'll pick up where they left off. Not always tho