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To find side quests in Valor Mortis, explore rather than follow a quest-marker trail: read notes, inspect bodies and objects, and speak through doors or windows. The most complete current count is 24 journal entries. Several major guides list 20 because they omit four shorter entries: Guard Eternal, Afraid of the Dark, Two Towers, and The Forgotten Fortune.
Two prison quests need special attention: The Choir and The Forgotten Fortune are available during the temporary Napoleon’s Prison escape, which has no fast travel. Start and finish them before leaving. Elsewhere, you can generally return to side quests after the story, though some paths require later abilities. This guide follows the campaign regions and gives the first interaction that starts each quest.
At a glance: where do the 24 side quests start?
| Region | Chapter | Side quests that start there | Count |
|---|---|---|---|
| The Battlefield | I: Revival | Guard Eternal; The Oathbound | 2 |
| Valley of Ashes | II: Regroup | An Unheard Farewell; The Emissary | 2 |
| Fallen Village | III: Rendezvous | The Scarecrow; Lullaby | 2 |
| Caverns | IV: Dark Descent | Homesick | 1 |
| Vale of Wrath | V: Crime | The Lost Boy; In the Name of Art; The Deserter; The King of Smugglers | 4 |
| Cursed Hollow | VI: Punishment | Till Death; Sleeping Beauty; The Curious Case of Seamus Diggory | 3 |
| The Outskirts | VII: Witch Hunt | The Shrike’s Anthem; Laudanum | 2 |
| City of Orphans | VIII: Blasphemy | Monster Hunt; Bedtime Stories; Misericorde; Afraid of the Dark; Mummy and Daddy | 5 |
| Fortress | X: Shackled | Two Towers; The Oathbound finale | 2 |
| Napoleon’s Prison | XI: Reflection | The Choir; The Forgotten Fortune | 2 |
The count is based on the 24-entry journal classification in the Steam build documented by MetaBot.GG (build 26187365, patch 1.0.1, 28 October 2026), also reflected in VGTimes and other complete checklists. PowerPyx, IGN, GameRant, and Gamerpillar list 20: they focus on quests tied to Ambers, flask upgrades, or quest achievements and leave out four journal entries. Bloxodes lists 22. These are differences in what a guide counts, not evidence of different versions of the game.
The chapter labels above follow the regional naming used by the quest data. Some guides number the prison differently; use Napoleon’s Prison as the reliable locator. The campaign goes from Fortress to the prison escape, and University—visited after City of Orphans—has no separate quest in this 24-entry list.
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How do side quests start in Valor Mortis?
Most start when William reads or interacts with something in the world, not when he enters a marked quest area. Inspect documents, bodies, abandoned homes, cribs, scarecrows, wreaths, paintings, and burrows; also try speaking through doors and windows.
Make a habit of reading every letter and checking the journal afterward. The quest may begin from a small clue, while later objectives are several regions away. Some starts are automatic: killing the first of seven marked Eternal Guardsmen begins The Oathbound, and Till Death becomes available only after defeating Anna, the Bride Drowned in Tears.
If a poison cloud, sealed ledge, or Nephtoglobin vines stop progress, that usually means the path is gated by an ability rather than hidden behind an unexplained lever. Record the nearest Lantern, return after gaining the relevant Transmutation or traversal ability, and check the journal for the unfinished objective.
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Which side quests are missable?
The Choir is the main missable quest: it takes place during the temporary prison escape, and there is no fast travel back to Napoleon’s Prison after leaving. Complete it before exiting the area. The Forgotten Fortune is also in the prison and has no return route, so finish it during the same visit even though some guides do not label it a missable trophy quest.
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PowerPyx says all side quests other than The Choir can be started and completed after the story. Quest-data lists do not consistently flag The Choir or The Forgotten Fortune as formally missable, but the practical limitation is clear: the prison is temporary. Chapter labels vary among guides—some call the jail Chapter 10, while others call it Chapter 11—so follow the region name and do not rely on the number alone.
There are also local choices that can close off rewards or help. Do not shoot the undead parents in Mummy and Daddy; killing them fails the quest and can make the Mice refuse further aid. In Laudanum, choose whether to help the children when first speaking to the Mice at the second door; that choice locks there, not when you later deliver the medicine.
How do I find each quest by region?
Lantern names below are the start waypoints. “Start” means the first interaction that places the quest in motion, not necessarily the entire route or the point where it can be completed. Return later when the instructions call for a missing ability.
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The Battlefield — Chapter I: Revival
- Guard Eternal: Near the Onslaught Arch Lantern, pick up the Eternal Guard’s Order and follow the trail. A blocked passage is only a midpoint. Return later and read the Fencer’s Journal beyond it to complete the three-step lore trail. It is separate from The Oathbound, though both involve the Eternal Guard story.
- The Oathbound: It starts automatically when you kill the first of seven special Eternal Guardsmen. The first is reached from Onslaught Arch: turn back up the cliffs past the camp, take the left fork, shoot the weak wall, and defeat the Eternal Guardian. It drops Mysterious Stone Pyramid and Valen Duroc’s Emblem. See the seven-location route below.
Valley of Ashes — Chapter II: Regroup
- An Unheard Farewell: From the Guidepost Lantern, go past the first Grenadier and speak to the man at the carriage window; agree to help. An alternate start is the Letter to all Commanding Officers of the Line Infantry near The Climb. Later, climb the cave, jump from the moving lift to the side platform, burn the gold vines, defeat the miniboss, take the letter, kick down the ladder, and report to the adjutant. The quest has the Aggressive Reconnaissance achievement. Several walkthroughs say the unique Amber Sleight of Hand is awarded regardless of whether you tell the truth or lie; the quest database records a conflicting branch between Sleight of Hand and Lucky Shot. The exact Amber branch is therefore uncertain. Telling the truth is reported to give an Epic Catalyst Clot, while lying is reported to give Remnant’s Return in the scout cave.
- The Emissary: At The Other Side Lantern, enter the poison area on the left and take the Emissary’s Seal from the carriage table. Pick up the Emissary’s Letter in the tunnel after the Slaughtermill boss at Old Windmill in Vale of Wrath. Return only after acquiring Shield Transmutation at the University: cross the poison, read the escort letter, inspect the body, then interact with the red cloth by the blocked gate in Fortress. The quest reward is Sands of Time; a nearby tent chest contains a Perfect Copy Amber, which is separate loot.
Fallen Village — Chapter III: Rendezvous
- The Scarecrow: At Fields, follow the right-hand road and repeatedly interact with the body strapped to the scarecrow post. Find the Lover’s Pendant on a body by the large tree past the barn, and the Letter with a Drawing upstairs in the house above the haystacks. Return both, follow the crows, then interact with the two pillows in the next barn loft. The completion area has a Bountiful Harvest Amber; VGTimes also reports 6,500 Catalysts and a Volatile End Amber in a ground-floor chest.
- Lullaby: At Marketplace, approach the empty crib in the house toward the water and distant flames. Find the Weathered Key outside the back door, then cross the river to the locked house just after the Volunteer and take the Toy from the bed. Place it in the crib. The quest gives Tomorrow’s Promise Amber, which adds healing over time to the Ferrofluid Flask; the journal reward data also records 1,500 Catalysts.
Caverns — Chapter IV: Dark Descent
- Homesick: At Last Sunlight, after the Concerned Mother memory, pick up the Longing Wife Letter. Drop through the hole in the large cave, pass the Grenadier, and jump over the water to reach a boat with the Death Notice. Return to the letter; William’s dialogue completes the quest. It rewards Bottomless Well Amber, which slowly regenerates Nephtoglobin, plus 2,000 Catalysts in the journal data.
Vale of Wrath — Chapter V: Crime
- The Lost Boy: At Wolfsbane Field, enter the required story house on the left and read Mirek’s Note on the bench. After the cave miniboss, take the Cellar Key beside a body, unlock the cellar beside the house, and read the note on the table. The completion room contains the Wounds That Heal Amber (also written as Wound That Heals in some guides).
- In the Name of Art: At Under the Bridge, find the house with a blocked front door. Shoot the weak window from the right, enter upstairs, and interact with the painting beside the body. Take the Basement Key by the hill gravestone, open the back door on the ground floor, watch the basement memories, and pick up the Painter’s Final Letter. Walkthroughs identify Butcher’s Carnage Amber as the completion-area reward.
- The Deserter: At Under the Bridge, read the Wanted Notice in the shack after crossing the bridge; it names Private Henri Dufour. After the In the Name of Art basement, use the two grapple points to reach an Eternal Guardsman and collect the Beekeeper’s Hut Key. Read the Deserter’s Diary. The Beekeeper’s Note warns that hives marked with red Xs are dangerous. Find three Anubis Figurine Parts in unmarked square hives: the one farthest from the hut, the right-hand hive before the wooden walls, and the left hive among three behind the first town house. Completing the figurine finishes the quest and awards the Hand in the Jar achievement. PowerPyx lists Bountiful Harvest Amber as walkthrough loot; the journal reward field itself records no item.
- The King of Smugglers: At Ship Graveyard, grapple toward the village, turn right into poison, wall-jump onto the cargo, and read the Cargo Manifest. Also read Toothless Jack’s Journal under the dock; skipping it can leave the quest active after other objectives. To finish, reach Harbour in The Outskirts, pass through poison to a side dock, defeat the ship-hold miniboss, take the Harbour Residence Key, and read Crusty Benek’s Journal upstairs. Shield Transmutation is needed for the poison route. Walkthroughs list Masterwork Firearm Parts and Butcher’s Carnage Amber as completion-area loot.
Cursed Hollow — Chapter VI: Punishment
- Till Death: Only after killing Anna, interact with the wreath on the altar at the end of her boss arena, Eerie View. Take the Red Ribbon from the grave behind Village Church, place it, rest at a Lantern, and interact with the wreath again. Rewards include Tomorrow’s Promise Amber, a Remnant’s Return consumable, and 3,000 Catalysts.
- Sleeping Beauty: At Village Church, turn right before the large tree, crouch under the fence, and take the Headman’s Daughter’s Prayer from the shrine island. The miniboss in the next building drops the Headman’s Key. Go upstairs and interact with the note and spinning wheel. Choose to wake the sleeper (she becomes a fight) or let her remain asleep. Either choice gives Distilled Transmutation Material; reported Catalyst rewards are 3,000 for waking her and 2,000 for letting her sleep.
- The Curious Case of Seamus Diggory: At Silent Cannons, cross the river platforms, turn right at the cannon enemy, wall-run, and speak through the house window to receive the Empty Bottle. Collect the Blood-Filled Bottle from the pig and Bottle of Wine from the barrel in the hanging-animal shack, then return and choose one. The Blood and Wine achievement and Ferrofluid Flask Power Upgrade are available regardless of which drink you turn in; the second bottle does not grant another upgrade. VGTimes reports 1,000 Catalysts for blood or 3,000 for wine.
The Outskirts — Chapter VII: Witch Hunt
- The Shrike’s Anthem: At Island of Whispers, take the Torn Page by the wooden shrine. The four missing verses are sung by Mice in white-bird-marked burrows; they are not extra pages. Check the hut by the dead horse and boxes, the barn across the bridge through a crouch hole, the attic reached through the white-marked house by the water, and the beams in the shortcut barn. The reward includes a Tiny Whisker Gift, 3,000 Catalysts, and three Mice friendship points.
- Laudanum: At Island of Whispers, after the children speak again, talk through the brown door on the right before the shortcut weak point, then visit the wooden door around the left to speak with the Mice. Agreeing to help locks the poison-path outcome and gives a Poison-Filled Bottle. Find Laudanum in Barnaby’s house beyond Market Square: go upstairs through the hole in the floor and drop into the bedroom. Deliver it, rest, and return. The A Bitter Cure achievement is earned on either ending. Walkthroughs list Potent Concoction Amber; the journal reward data instead names a Mythic Catalyst Clot. The poisoned path kills the caretaker and lets the children escape; without poison, the children are found dead.
City of Orphans — Chapter VIII: Blasphemy
- Monster Hunt: At Tribunal Square, take the Lancer drawing stuck to the tree beside the Lantern. Collect all 17 Mice drawings; order does not matter and the final one completes the quest. The locations cover Tribunal Square, Shamble Street, and the Sewers. The sequence is Lancer, Risen Soldier, Howler, Volunteer, Eternal Guard, General Lothaire, Sapeur, Slaughtermill, Swarm Mother, Shambling Civilians, Remnant of the Iron Regiment, Sphinx, Carrion, Grenadier, Unknown Monstrosity (also called Cloaked Monstrosity), Abomination, and Unknown Figure (also called Menacing Figure). The Book of Beasts achievement and Quintessential Transmutation Material are listed as quest rewards; some guides also list a Tiny Whisker Gift.
- Bedtime Stories: At Tribunal Square, just after the burning-wood tunnel, take the stairs ahead to a burrow and agree to help. Find the Storybook on a basement shelf via the upstairs trapdoor in the Shrike-marked cellar. Return it and choose to read the story: that option gives two Tiny Whisker Gifts instead of one. The journal data records one Mice friendship point.
- Misericorde: At Shamble Street, find the man strapped to a wood pile left of the stairs to the shortcut gate. Climb the nearby building, shoot the attic weak point, return, and choose whether to show mercy. The quest gives Remnant’s Return; sparing him is also reported to grant 3,000 Catalysts.
- Afraid of the Dark: Speak to the Mice about their fear of the dark sewers. Light every unlit torch in the sewers; use the Sewer Key or Sewer Lockpick to open the relevant doors. It has two journal steps, gives no Amber, and earns two Mice friendship points.
- Mummy and Daddy: At the Sewers Lantern, enter the burrow behind the ladder across the sewer and take the Cheese. Burn the gold vines left of the Sewers Key chest to learn about the cell. Find the music box in the hole behind boxes to the right of the cell, then place Cheese on the plate. Do not shoot the undead parents. Killing them fails the quest and the Mice may refuse to help William again. The reward is a Tiny Whisker Gift, 3,000 Catalysts, and three Mice friendship points.
Fortress — Chapter X: Shackled
- Two Towers: Read the Curfew Notice near Main Gate Lantern. The locked gate near Traverse Lantern opens only after lighting both tower pyres with Fire Transmutation. Climb each ruined tower using Nephtoglobin platforms and grapples; reaching the top is not enough—the fire itself must be lit. VGTimes reports a chest with Quintessential Transmutation Material beyond the opened gate.
- The Oathbound finale: Once you have all seven emblems and the Mysterious Stone Slab, go to Fortress > Courtyard. Opposite the monster Guardsman, interact with the wall marked with the Oathbound symbol and read the note on the table inside. The final room contains an Empty Ferrofluid Flask and Quintessential Blade Material; other walkthroughs also list several weapon and combat upgrades. Try to finish before climbing the Fortress High Tower, especially if you still have prison or Mice objectives.
Napoleon’s Prison — Chapter XI: Reflection
- The Choir: During the escape, enter the room on the left with a horn and take Prison Warden’s Journal Part One. Find Part Two in a small upstairs room near the Armoury Key. In an opposite-side upper-floor room with a memory, take the Key to the Chapel from the table. Inside the chapel, collect Letter to Headquarters – A List of Deceased Prisoners from the counter. After exiting the sewer into the city, pin the list to the board beside the Lantern. This missable quest gives Remnant’s Return and, in the journal data, 6,000 Catalysts—the highest recorded Catalyst payout for a side quest.
- The Forgotten Fortune: In the starting cells, read the Prisoner’s Note; the neighboring prisoner mentions a hanged man and hidden treasure. Weapons are gone in this section, but Fire Transmutation still works. Burn the hanged body to reveal a Silver Lockpick, then open the nearby locked cell. VGTimes lists an Eternal Catalyst Clot worth 5,000. There is no return trip, so complete it before leaving the prison.
Where are the seven Oathbound guards?
The Oathbound is one quest with seven separate guards, not seven independent quests. Each guard is near a chalk symbol and drops an emblem and Mysterious Stone Pyramid; killing the first one starts the quest automatically.
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- Valen Duroc — The Battlefield, Onslaught Arch: take the left fork on the return climb, shoot the weak wall, and defeat the guardian.
- Lucien Lafontaine — Valley of Ashes, Demolished Path: take the left path behind three enemies after the ladder and plague-vine area.
- Jean Pierre Polnaire — Caverns, Old Mine: use the crane box and ladders to reach the cave at the end.
- Etienne Vauclair — Fallen Village, Marketplace: return through the carriage, go left, and follow the Nephtoglobin-structure route into a cave.
- Severin Susse — Cursed Hollow, Deep Water: take the right island around the hay before the straightaway to the church.
- Adrien Cassell — City of Orphans, Shamble Street: take the poison path through the large gate toward the river; Shield Transmutation is needed.
- Bastien Beaufort — Fortress, Courtyard: enter the hallway under the flag and turn left in the large room. He appears in monster form and is the strongest of the seven.
VGTimes reports that a transformed Guardsman has 3,200 health, while firearms and explosions deal half damage. Melee and parrying are the intended approach for that form. Some guards require later traversal or Shield Transmutation; if a route is blocked, note its Lantern and return after unlocking the ability.
Which quests give Ambers, and which give achievements?
Keep journal rewards separate from nearby chest loot: some guides call an Amber a quest reward even when it is in the room where the quest ends. MetaBot’s reward table lists four journal Amber rewards: An Unheard Farewell, Lullaby, Homesick, and Till Death. Walkthroughs additionally associate Ambers with The Scarecrow, The Lost Boy, The Deserter, In the Name of Art, Laudanum, The King of Smugglers, and Oathbound-route chests.
An Unheard Farewell deserves a caveat: PowerPyx, VGTimes, NowGame, and Bloxodes treat Sleight of Hand as its Amber, while MetaBot’s branch data records Lucky Shot or Sleight of Hand. MetaBot also identifies Sleight of Hand as having no other source. Since the branch is unresolved in the available data, complete the quest and check the resulting item rather than assuming a particular answer awards a confirmed Amber.
Six side quests have their own Steam achievements: An Unheard Farewell (Aggressive Reconnaissance), The Deserter (Hand in the Jar), Seamus Diggory (Blood and Wine), Laudanum (A Bitter Cure), The Oathbound (We Wear the Same Colours), and Monster Hunt (The Book of Beasts). Ambersmith is for all Ambers, not for completing one specific quest. In Steam data from build 26187365 on 28 October 2026, the six achievement rates ranged from Aggressive Reconnaissance at 59.6% to The Book of Beasts at 15.2%; rates change as players progress.
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How should I route the Mice quests?
Do Mice errands as you encounter them, and avoid leaving their choices until after the prison. Friendship can lead to a later reward: VGTimes says at least 10 friendship points before Napoleon’s Prison yields a reward in Entropy, including a Huge Whisker worth 30,000 Catalysts. Sixteen of the 22 available friendship points can be earned in City of Orphans, so one missed interaction does not necessarily make the threshold impossible.
Prioritize Shrike’s Anthem, Bedtime Stories, Afraid of the Dark, Mummy and Daddy, and Monster Hunt before the Fortress High Tower. Read the Mice prompts and preserve the Mummy and Daddy outcome by not attacking the undead parents. Tiny Whisker Gifts can each be used for 3,000 Catalysts; quest reward lists may show both a gift and a separate Catalyst amount.
What should I do if a quest will not start or finish?
- Check the first interaction: a nearby note, body, window, or environmental object may be the trigger. Revisit the start Lantern and inspect the immediate area rather than searching for a marker.
- Read all associated documents: The Emissary, The Choir, The Deserter, and The King of Smugglers depend on specific notes. In particular, read Toothless Jack’s Journal beneath the dock after the Cargo Manifest.
- Look for an ability gate: Shield Transmutation is needed to complete The Emissary through Valley of Ashes poison and to reach The King of Smugglers’ poison route. It also opens the route to Adrien Cassell. Fire Transmutation is used for Two Towers and The Forgotten Fortune. Nephtoglobin traversal helps reach some Oathbound guards.
- Check the objective count: Monster Hunt has 17 drawings and 19 tracked journal steps, the longest recorded quest. Lullaby and Afraid of the Dark each have two journal steps. A quest can remain active until the last document, torch, drawing, or return interaction is complete.
- For a prison quest, do not leave to test a theory: both prison activities have no fast travel, and the escape region is temporary.
Post-launch player reports described a Bedtime Stories prompt disappearing after a crash during book return, The King of Smugglers remaining active until the under-dock journal was read, and occasional confusion over a Monster Hunt drawing. Later patches reportedly addressed some quest-start problems, including Misericorde and In the Name of Art, but a patch does not necessarily complete a stuck journal. If a quest remains broken after verifying its objective and documents, consult the game’s current support guidance; reported recovery has included chapter save replacements. Quest behavior can change with updates, so treat older bug reports as version-specific.
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The 20-versus-24 difference comes from scope. Trophy walkthroughs tend to list quests with an Amber, upgrade, or achievement and omit Guard Eternal, Afraid of the Dark, Two Towers, and The Forgotten Fortune. Complete journal indexes count all four. Bloxodes’ 22-entry list sits between those approaches, while the 24-entry count is supported by the later build’s journal data and other full checklists.
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For a player trying to find and start every side quest, the journal-entry count is the useful one: use the region table to track all 24, then finish the two prison entries before leaving. This guide’s order follows first availability where possible, but some quests are intentionally started early and finished only after a later Transmutation.
Frequently Asked Questions
Can I finish side quests after beating Valor Mortis?
Most quests remain available after the story, according to PowerPyx. Napoleon’s Prison is the exception in practical terms: its temporary escape sequence closes, so prison quests should be completed before leaving.
Do side quests change the ending of Valor Mortis?
The available quest guides describe individual choice outcomes, rewards, and Mice friendship rather than a confirmed alternate main ending. Treat choices as consequential for those quest outcomes and rewards, not as proof of a different campaign ending.
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Can I complete all side quests in one playthrough?
The documented quest set is designed to fit a single campaign, but you must preserve certain outcomes: do not kill the undead parents in Mummy and Daddy, and complete the temporary prison quests before exiting. Revisit ability-gated routes after obtaining their required Transmutations.
What is the fastest way to track a missing Monster Hunt drawing?
The 17 drawings can be collected in any order, and the final one completes the quest. Compare your journal progress against the full drawing-name list above, including alternate names such as Cloaked Monstrosity and Menacing Figure.

