Every Seven Seas quest (SPOILERS)
Spoiler warning. This page tells the story of the game beyond what you have reached. The game tells it to you only as you earn it.
SPOILERS: click to read the story
67 quests across Parts I-IV. A friend afloat means a party member with a ship alongside you for the sea fight. Your legends are the ones who gave their word at Truth's Gate. The quests of Parts II-IV go live as the north opens; the Part I finale is playable today.
| Quest | Part | Ch. | Given by | Steps | Needs | Reward |
|---|---|---|---|---|---|---|
| Seven Hands for Seven Doors | I: Finale | 12 | Thoth, through the Emerald Tablets | Meet a legend ashore when they put in at a port, and ask them to stand with you at Truth's Gate.; Recruit seven different legends. | The Gatebreaker's Company; the Siege opens | |
| The Siege of Truth's Gate | I: Finale | 12 | Thoth, through the Emerald Tablets | Sail to Truth's Gate with a friend (party or fleet) alongside you.; Break the Wardens.; Break the Frozen Armada.; Hold the line while the Gate answers.; Watch the doors tear apart. | a friend afloat, 7 of your legends | Truth's Gate opens; 250,000 Adventure XP; 500 Dablooms; your names on the lintel |
| Keep Going | I: Finale | 12 | Thoth | Hear Thoth's last words. | Part II opens | |
| The World Opens | II | 13 | Your own log | Sail through Truth's Gate.; Enter the first cavern. | The Passage map; Adventure XP | |
| The First Descent | II | 14 | Your own log | Follow the river north.; Find three engineered doors in the walls.; Open one. | Passage chart: the Vault Cavern | |
| Someone Did This | II | 14 | Unknown | Examine three engineered sections.; Find a collapsed tunnel and what was in it.; Decide who built it. (The log keeps your guess.) | Discovery Log: Engineered Stone | |
| Seas Without Shores | II | 15 | A drifting survivor | Dock at an underground settlement.; Fish, hunt or trade for your first goods there.; Enter one ruin.; Salvage one wreck. | Regional trade routes | |
| The Three Maps | II | 16 | Wrecks along the route | Find the human map.; Find the alien map.; Find the impossible map.; Lay them over each other. | The Long Way North chart; Deep Path hints | |
| A Passage Built To Be Hard | II | 16 | Your own log | Follow the whole route.; Realise why. | Navigation XP | |
| The Cold Library | II | 17 | Ysmere the Archivist | Find the Cryogarden.; Meet Ysmere.; Keep the thermal channels open for a night. | Tall Ones: Known | |
| The Glasshouse Ark | II | 17 | Dr. Imogen Hale | Wake the seed vaults in the right order.; Defend the Ark from Gravediggers. | Frozen biological compounds | |
| The Mammoth Steppe | II | 17 | Ysmere | Escort the convoy with a friend's ship at your side.; Sink the Warren burn-squad before it reaches the Vault. | a friend afloat | Cryo-lattice hull plating |
| The Hunger Ledger | II | 17 | The Seedkeeper | Visit the settlement.; Choose: feed them, or keep the line. | Standing with the Tall Ones, and the settlement's memory of you | |
| The Ark Opens | II | 17 | Ysmere | Choose where the preserved world is planted.; Hear the Tall Ones' truth. | Preservation (Higher Consciousness) | |
| Lot 1 | II | 17 | Lot 1 | Find the Catalogue Barge.; Listen to Lot 1.; Agree to a favour. | Collectors: Known | |
| The Auction of Hours | II | 17 | Madame Orlov | Bid with relics you have salvaged.; Win a lot, or steal one. | Provenance Charts | |
| Provenance | II | 17 | Index-9 | Date five relics.; Name the forgery. | Retrieval beam | |
| The Reclaimers | II | 17 | Index-9 | Take a friend's ship: one hull to pin, one to cut.; Free the barge before it is lifted. | a friend afloat | Rare relics |
| The Complete Catalogue | II | 17 | Index-9 | Choose whether to be filed as witness or artefact.; Receive the last day of Civilization VI on tape. | Recognition (Higher Consciousness) | |
| The Returned | II | 17 | The Returned | Find the flooded ward.; Hear three accounts that do not agree. | Observers: Known | |
| Eleven Watches | II | 17 | Eleven | Follow Eleven to the station vent.; Survive being studied. | Observation lens | |
| Static | II | 17 | Dr. Teodor Weiss | Reassemble three memories.; Tune the resonance chamber without waking what is in it. | Resonance glass | |
| Hush | II | 17 | Eleven | With a friend's ship: one lures, one cuts the swarm.; Keep your witness alive. | a friend afloat | Silence cloak |
| The Record | II | 17 | Eleven | Give the Observers a copy of your memories, or burn the archive.; Read the first record. | Perception (Higher Consciousness) | |
| Stand Clear of the Object | II | 17 | War-Chief Kath'reth | Reach Fort Cinder.; Survive being tested.; Be addressed. | Warren: Known | |
| Fort Cinder | II | 17 | Quartermaster Dunmore | Run the convoy.; Take the ledger. | Warren alloys | |
| The Breach Line | II | 17 | War-Chief Kath'reth | Hold the line with a friend's ship beside yours.; Cut a siege engine in its cycle gap. | a friend afloat | Breacher cannon plans |
| The Anvil Below | II | 17 | Brood-Mother Sael | Reach the forge.; Decide whether it should be here. | Fort-grade armour | |
| Trial by Fire | II | 17 | War-Chief Kath'reth | Muster a friend and three of your seven legends.; Win the fleet battle. | a friend afloat, 3 of your legends | Instinct (Higher Consciousness) |
| The First Lesson | II | 17 | Any ally who has Honored you | Master a skill.; Be taught by one of the four peoples. | Your first Degree of Higher Consciousness | |
| The Railway | II | 18 | Your own log | Find the locomotive.; Read the station board. | Human Timeline: 19th century | |
| Wings and Wheels | II | 18 | Your own log | Find three preserved vehicles.; Find a radio tower still turning. | Human Timeline: 20th century | |
| Recent Ash | II | 18 | Your own log | Find a data centre.; Find the newest ruin.; Stand in it. | Human Timeline: 21st century | |
| The Opening | II | 19 | Your own log | Sail out of the passage.; Open the Northern Expanse map. | The Northern Expanse tab | |
| Warning Signs | III | 20 | Your own log | Follow the signs to the first silo. | The Far North chart | |
| The Silos | III | 20 | Your own log | Find three silos.; Read what is on the walls. | Part III log | |
| Rad-Purge | III | 21 | A salvager with a sunburn | Learn the recipe.; Stock up: 30 seconds per dose, stackable to 999. | Rad-Purge recipe | |
| False Charts | III | 21 | The four peoples | Take a route from each people.; Decide whom to believe. | Safe routes (or not) | |
| The Green Crossing | III | 21 | Your own log | Take a friend's ship and four of your legends.; Cross the first toxic region. | a friend afloat, 4 of your legends | Northern Wastelands |
| The Water Breathes | III | 21 | Your own log | Survive what lives in the water. | Discovery Log: the Green Sea | |
| The Last Radio | III | 22 | A repeating signal | Follow the signal across several islands.; Find the transmitter.; Find the hand-recorded message. | Wasteland log | |
| The Empty City | III | 22 | Nobody | Walk the city.; Find the stopped clocks.; Find what happened that was not the war. | Wasteland log | |
| The Bunker | III | 22 | Whoever lives inside | Find the bunker door.; Open it, or not.; Meet who is inside. | Wasteland log | |
| The Last Train | III | 22 | The rails | Follow the railway.; Go down.; Find the train. | Wasteland log | |
| The Green Sea | III | 22 | The water | Sail back into it.; Learn what is in it. | a friend afloat | Wasteland log |
| The First Flash | III | 22 | A black box | Find the black box.; Hear it. | Human War: 1 of 6 | |
| Dead Hand | III | 22 | A bunker terminal | Reach the command bunker.; Read the log. | Human War: 2 of 6 | |
| The Order of Things | III | 22 | Archived broadcasts | Sort the broadcasts. | Human War: 3 of 6 | |
| Contradictory Records | III | 22 | Survivors' diaries | Find both diaries.; Decide which is lying. | Human War: 4 of 6 | |
| What The Machines Decided | III | 22 | A damaged satellite | Recover the satellite.; Read what it recorded. | Human War: 5 of 6 | |
| The Final Human Chain | III | 22 | All of it | Put the chain together. | Human War: complete | |
| The Visitors Saw | III | 23 | A Tall One | Hear the Visitors' record. | Why the Ice: 1 of 3 | |
| The Gods Saw | III | 23 | An Observer's archive | Read the Gods' side. | Why the Ice: 2 of 3 | |
| Both | III | 23 | Your own log | Put the two together. | Why the Ice: complete | |
| They Left | III | 24 | A wall | Find three THEY LEFT messages.; Reach the edge of the accessible world. | Beyond the Wasteland (locked) | |
| Welcome Back | IV | 25 | The sea | Sail into the calm.; Read the sea. | Part IV opens | |
| The World That Humans Built | IV | 26 | The farms | Cross the farms.; Find the first power station. | Machine log | |
| The Great Automation | IV | 26 | Recordings | Find the five recordings. | Machine log | |
| The Water Problem | IV | 26 | Your own log | Find a desalination plant.; Find a drained sea. | Machine log | |
| Sailing Through Data | IV | 27 | The sea | Sail through three archives.; Speak to a reconstructed human. | Machine log | |
| The First False Enemy | IV | 27 | The central intelligence | Descend.; Ask it what happened. | Machine log | |
| A Name | IV | 28 | The deepest archive | Search the deepest layers.; Read the name. | Devon Rust: 1 of 5 | |
| The Shield | IV | 28 | Archived testimony | Read the testimony. | Devon Rust: 2 of 5 | |
| The Immortal Man | IV | 28 | Archived testimony | Read it. | Devon Rust: 3 of 5 | |
| The Man Who Opened the Door | IV | 28 | Archived testimony | Understand. | Devon Rust: 4 of 5 | |
| Devon's World | IV | 28 | Devon Rust | Stand in front of him.; Answer. | Devon Rust: 5 of 5 | |
| The Universal Model | IV | 28 | The sky | See what the AI has recorded.; Read the number. | To be continued |