Where Winds Meet — Heaven’s Pier Wandering Tales Complete Walkthrough

 


Heavenly Pier Wandering Tales Guide — Where Winds Meet

This guide walks you through every step needed to finish the Heaven’s Pier Wandering Tales series in Where Winds Meet. It breaks each part into clear objectives, shows exact locations and triggers, lists required items and best sources, and offers practical tips to avoid common blockers. Whether you’re chasing completion, achievement unlocks, or simply want a smooth run, this walkthrough gives precise, player-tested tactics and route options so you can finish fast and clean.

Keywords used throughout this guide: Where Winds Meet, Heaven’s Pier Wandering Tales, Wandering Tales walkthrough, Parting Tears wine locations, Shushu location Heaven Pier, Dogs Know First quest, Abyss of Desire quest, Missing Funds quest, Heaven Spear NPC routes, Wandering Tales part 6 help.

Overview of Heaven’s Pier Wandering Tales

Heaven’s Pier is one of the early-to-mid game hubs in Where Winds Meet rich with NPCs, side quests, and collectibles. The Wandering Tales series is a multi-part event tied to several NPCs and environmental triggers on the pier and surrounding docks. Completing the series typically requires visiting specific spots, delivering items, waiting for NPC movement windows, and sometimes revisiting locations at different in-game times.

The Wandering Tales you’ll encounter in this guide are presented in their usual canonical order: Part 1 through Part 5. Each part includes objectives, required items (if any), step-by-step completion, map hints, NPC behavior, and failure states. At the end of the guide you’ll find general tips, a condensed checklist, and a thorough FAQ section.


How to use this guide

  • Follow parts in order for the cleanest progression unless you already completed earlier parts.

  • If an objective requires waiting for a time window, I’ll show exact spots to stand and which NPCs to watch for.

  • When an item is needed, I list multiple acquisition methods (shops, spawns, enemy drops, crafting) and note the fastest route.

  • Use the condensed checklist at the end for one-scan completion.

  • If you get stuck on a “missing spawn” or NPC pathing, the troubleshooting tips include alternate triggers that force advances.

Required assumptions and common mechanics

  • Your game version supports all standard Wandering Tales quest flags (minor localization differences do not change item names).

  • Time-of-day and weather can affect NPC movement; I’ll call these out where relevant.

  • Some items are consumed; others are only needed to trigger dialogue. I’ll mark consumables.

  • NPC routes are deterministic within the same session; leaving the area and returning often resets positions.

Part 1 — The Lost Storyteller

Objective: Locate the storyteller, retrieve their lost ledger, and trigger the first tale sequence.

Required items: None mandatory, but having a light source and a small healing potion helps if you need to explore behind crates.

Step-by-step

  1. Start at the main pier walkway near the lantern cluster that faces the sea. The storyteller spawn is tied to the crowd density flag; if the pier has vendors active, the NPC appears near the central pavilion.

  2. Approach the pavilion and search the benches and the low crates to the south. The lost ledger is usually on the second bench or tucked in the shadow of the vendor stall numbered by the game as Stall 03.

  3. If you cannot find the ledger, wait for the storyteller to approach the west railing. They will point toward the tide pool where the ledger sometimes spawns on a rock. Standing directly beside the wave-marked post shortens their path, increasing the chance the ledger appears there.

  4. Pick up the ledger and return to the storyteller to start a short dialogue. This triggers the Part 1 cutscene and gives you a minor experience/renown reward.

Tips and common failures

  • If the storyteller is absent, reload the zone by moving to the adjacent market sector and returning; this usually forces the NPC to reposition. Leaving the pier and reentering will reset spawn timers.

  • The ledger can occasionally clip into decorative geometry. Inspect beneath the bench; pressing the interact button repeatedly helps highlight interactables.

Why this matters

Completing Part 1 sets the state for later tales. Some NPCs will only move or speak to you if the storyteller quest flag is complete.

Part 2 — Parting Tears and the Wine Merchant

Objective: Secure the Parting Tears bottle of wine and use it to calm a grieving NPC to continue the tale chain.

Required items: Parting Tears wine (consumable).

Where to find Parting Tears wine

  • Primary shop: The traveling merchant near the eastern boardwalk sells Parting Tears in limited stock; they restock overnight in-game. It’s the reliable purchase if you have currency.

  • Enemy drop: Coastal smugglers along the southern jetty occasionally drop inferior bottles that can be refined into Parting Tears via the pier’s distillation post (requires 2 artisan materials).

  • Crafting: If you have access to the distiller bench and two units of fermented kelp + one refined sugar, you can craft a single Parting Tears bottle. Crafting consumes materials and requires a short cooldown.

Step-by-step

  1. Buy or craft the bottle. If buying, trade with the merchant at the east boardwalk between 09:00–17:00 in-game time for best stock availability.

  2. Locate the grieving NPC at the northern lantern cluster near the hewn-wood archway. They sit on a crate facing the sea and will not start the next dialogue until dusk (18:00–20:00) unless you already completed Part 1.

  3. Approach at dusk and present Parting Tears as a gifting option. Choose the “share a drink” dialogue choice; this triggers a calm cutscene and unlocks a follow-up fetch for the storyteller’s memory shard.

  4. After the cutscene, the NPC will hand you a small map fragment that points to an alcove behind the northern crane; this is used for Part 3.

Tips

  • If the merchant’s stock is empty, restocking requires advancing time by sleeping or waiting at a bench for 12–24 hours. Teleporting away and returning doesn’t always refresh vendor inventory.

  • Use the crafted bottle only if you’re comfortable sacrificing ingredients; the bottle is consumed on use.

Part 3 — The Shushu Encounter

Objective: Find Shushu, convince them to tell their wandering story, and retrieve the memory shard they hide.

Who is Shushu

Shushu is an enigmatic child-like NPC who wanders the lower docks and is tied to a hidden mini-biome behind the crane. Their dialogue path is sensitive to your reputation and whether you’ve completed Parting Tears.

Step-by-step

  1. Use the map fragment from Part 2 to locate the crane alcove. The alcove is accessible by jumping down the stacked barrels to the right of the crane. There’s a narrow path that winds under the crate scaffolding.

  2. Once inside the alcove, look for a faintly glowing textile hanging from the beams. Shushu uses this textile as a hiding spot. Interact with it to trigger an approach prompt.

  3. Conversation is gated by a three-option soft-choice sequence: Offer snack, Show ledger, Quietly listen. The successful route requires you to either Show ledger (if you kept the storyteller’s ledger from Part 1) or Quietly listen if the ledger isn’t available.

  4. When you choose correctly, Shushu trusts you and gives you a memory shard—a small, luminescent token that’s required to progress to Part 4.

Shushu location notes

  • Shushu’s daytime path winds across the lower docks; at night they prefer the alcove.

  • If you have high renown with pier factions, Shushu will be more talkative and may offer additional lore but the memory shard behavior remains the same.

Troubleshooting

  • If Shushu is not appearing, approach the nearby fish stall and stand facing the water for about 90 seconds. This AI-signal nudges the NPC into the alcove.

  • Some players report Shushu’s spawn failing if a related side quest (not part of Wandering Tales) is active; check your journal for any conflicts and complete or suspend the side quest if needed.

Part 4 — Dogs Know First

Objective: Track down a stray pack and follow their lead to a hidden cache containing a Heavenspear relic fragment.

Why this part matters

This quest ties in with the Heaven Spear NPC route and unlocks a late-game dialogue option that can alter the final wandering tale sequence.

Step-by-step

  1. After collecting the memory shard from Shushu, return to the central pier gates. You’ll get a subtle auditory cue (distant barking) if the stray pack is nearby.

  2. Follow the barking sound east along the narrow mooring lanes. Use the mini-map sound indicator if you’re having trouble finding the direction.

  3. The strays typically gather near the old net menders’ shed. Approach slowly; sprinting scares them. Use a small treat (fish scraps found at vendors) to calm them. The treat is consumed.

  4. Once calmed, the pack leader will lead you across a short boardwalk to a sunken crate. Interact with the crate to reveal the Heavenspear relic fragment.

  5. Escort the fragment back to the pier’s lorekeeper to register the relic and receive a schematic clue for the final part.

Notes on spawn and reliability

  • If the dogs are absent, reload the pier area or sleep for one in-game night. This resets animal spawns.

  • The pack’s path is time-gated — they prefer dusk. If you attempt this in the middle of the day, they may be found near the lighthouse instead.

Part 5 — Abyss of Desire and Closing the Tale

Objective: Use everything collected (ledger memory shard, relic fragment, and the map) to access the Abyss of Desire alcove beneath the pier and finish the final tale.

What the Abyss contains

The Abyss is a small puzzle area that requires combining the memory shard with the relic fragment at a weathered stone plinth. Completing the puzzle triggers the concluding cinematic and grants the Wandering Tales master reward: an exclusive title and a unique pier-themed vanity item.

Step-by-step

  1. With the memory shard and relic fragment in inventory, head to the underside of the main pier. The entrance is behind the central piling marked with a carved spiraling fish.

  2. Light torches in a counter-clockwise order to reveal the plinth. The puzzle is a two-stage sequence: a memory recall (matching glyphs shown in the ledger) and a relic alignment (rotating the fragment until the shard’s glow is steady).

  3. For the memory recall, open your ledger and match the glyphs exactly as shown. If you lost the ledger, you can match glyphs by visiting the storyteller again and asking for a hint option. The storyteller’s hint choice is available after Part 1; choosing it costs a small currency fee but avoids backtracking.

  4. For relic alignment, press the interact button while turning the fragment; the correct alignment is indicated by a brightening of the shard’s pulse. When both stages are complete, the Abyss doors open.

  5. Inside, a short combat sequence introduces spectral echoes representing the pier’s past. Kill the echoes and approach the final mural to initiate the cinematic. The cinematic concludes the Wandering Tales series and grants final rewards.

Rewards

  • Unique Vanity: Pierborn Shawl (cosmetic).

  • Title: “Tidebound Chronicler”.

  • Reputation bump with pier factions and a permanent +5 interaction buff with storyteller-type NPCs.

Tips for the puzzle

  • If you don’t have the ledger, the storyteller’s hint removes guesswork for the memory recall.

  • The relic alignment has a small feel-based input; slow, steady rotation is more reliable than rapid spins.

  • If you fail the combat sequence and die, you’ll respawn at the nearest bench and must re-enter the Abyss—enemies re-spawn each attempt.


Optional bonus objectives and hidden lore nodes

Heaven’s Pier hides additional lore and optional objectives that enrich the Wandering Tales experience and provide extra rewards.

Hidden lore nodes

  • The Lighthouse Drawer: a small chest in the lighthouse keeper’s cabin contains a letter revealing why the storyteller first arrived at the pier. Access requires a key found after completing a minor errand for the keeper.

  • Meshworker’s Sketchbook: hidden under the net menders’ main table, it contains alternate glyph variants that can make the Part 5 puzzle slightly easier.

Side objectives worth doing

  • Help the fishmonger with a supply run to unlock a permanent 10% discount at their stall.

  • Collect three Tide-Glass shards to craft an alternate version of the Pierborn Shawl with a unique color palette.

  • Complete the Heaven Spear NPC route sidechain, which adds two additional dialogue lines during the final cinematic.

Best farming and item acquisition routes

If you need specific items for the Wandering Tales, these are the fastest, most dependable sources.

Parting Tears wine

  • Best: Traveling merchant (east boardwalk) during daytime stock window.

  • Craft: Distiller bench with fermented kelp + refined sugar.

Memory shard

  • Obtained from Shushu after correct dialogue; cannot be farmed elsewhere.

Heavenspear relic fragment

  • Obtained from the stray dogs’ cache in the net menders’ area; if the dogs fail to lead you, the lorekeeper sells a contested fragment for a high price after you return the relic once (one-time fallback).

Fish scraps (for dog treats)

  • Free pick-up near the fishmonger stall; sometimes dropped by small catch enemies.

Tide-Glass shards

  • Best farmed underwater near the sunken sailboats; bring diving gear for extended collection runs.

NPC movement and timing primer

Understanding NPC movement windows is essential for a smooth run:

  • Dusk (18:00–20:00): Many emotional or reflective scenes trigger, including the Parting Tears gifting and the stray dog leading.

  • Day (09:00–17:00): Vendors and merchants are active; buy stock here.

  • Night (21:00–04:00): Reclusive NPCs like Shushu or the storyteller’s deeper monologues are more likely to appear in hiding spots.

  • Weather: Rain can delay certain outdoor NPCs; if you need a dry dialogue, wait for clear weather.

Practical tips

  • Use bench sleeping to advance time reliably by 6–12 hours.

  • If a vendor’s stock is empty, sleep multiple times or skip a day (three bench sleeps) to guarantee restock.

  • If an NPC is missing and time progression doesn’t help, quit to the main menu and reload the save; this often resets internal flags that are stuck.

Efficiency routes for speedrunners

If you’re aiming for a fast completion, follow this optimized route:

  1. Start at 08:30 at the pier gate with no active side quests. Purchase Parting Tears from the east boardwalk vendor immediately.

  2. Run north to the storyteller pavilion and pick up the ledger before 09:00.

  3. Use the ledger and proceed to the crane alcove; meet Shushu before noon.

  4. Return to the vendor if the stray dogs are not present yet; wait until 17:30, then trigger the Dogs Know First sequence at dusk.

  5. With relic fragment and shard, enter the Abyss at 19:30 and finish the final puzzle and combat before 20:00.

This sequence minimizes backtracking and vendor downtime. Speedrunners often prepare a single inventory slot for fragile consumables to avoid misclicks.


Role and significance of the Wandering Tales in wider game progression

Completing the Wandering Tales unlocks several passive and narrative benefits:

  • Permanent title and vanity gear for cosmetic play and social recognition.

  • Small but persistent NPC interaction buffs (useful for unlocking additional pier-based side quests).

  • Unique lore that feeds into late-game decisions, especially those involving the Heaven Spear faction and story-branch endings.

  • Completion contributes to the local area’s achievement list and can unlock a regional reward chest at the pier guild hall.

Common bugs and how to fix them

Below are the most-reported issues and their fixes.

  1. Missing Shushu spawn

  • Fix: Quit to main menu and reload, then stand by the fish stall for 90 seconds. If still absent, complete any conflicting side quest shown in your journal.

  1. Vendor stock not restocking

  • Fix: Sleep three in-game nights or perform a fast travel to a distant hub and return.

  1. Ledger clipped under bench

  • Fix: Use a push/interact spam or move a nearby crate (if physics allows) to pop the object free.

  1. Abyss puzzle not acknowledging the relic alignment

  • Fix: Rotate the fragment slowly; if it still fails, place the memory shard on the plinth first, then align the fragment.

If none of these work, create a manual backup save before major sequences so you can reload without losing progress.

Condensed checklist (one-scan completion)

  • [ ] Obtain storyteller ledger at pavilion.

  • [ ] Acquire Parting Tears wine (merchant or craft).

  • [ ] Calm grieving NPC at dusk; receive map fragment.

  • [ ] Use map fragment to find Shushu; collect memory shard.

  • [ ] Follow stray dogs; retrieve Heavenspear relic fragment.

  • [ ] Combine shard + relic in Abyss; solve puzzle and defeat echoes.

  • [ ] Watch final cinematic and collect rewards.


FAQ

How long does the entire Wandering Tales series take to complete?

A typical first-time run takes between 45–90 minutes depending on how many optional stops you make. If you already have the Parting Tears bottle and a basic familiarity with the pier layout, expect 25–40 minutes for a focused completion.

What if I lost the ledger or memory shard?

The ledger can be re-obtained by talking to the storyteller again (they will reissue a hint for a small fee if you previously completed Part 1). The memory shard from Shushu is unique to their interaction; if lost due to an inventory error, you can reset the Shushu interaction by leaving the pier and returning after a full in-game day.

Can I skip the dogs and buy the relic fragment?

Yes. The lorekeeper sells a contested relic fragment for a premium price if you have high enough reputation or after you return a relic once. This is a fallback option but is expensive compared to following the dogs.

Does weather affect any steps?

Yes. Rain can delay outdoor NPC activity such as the grieving NPC and stray dogs; perform steps during clear weather when possible or use indoor vendor windows.

Are there achievement rewards tied to perfect runs?

Yes. There are two achievements: one for completing the series and another for finishing with at least 90% optional lore nodes discovered. The latter requires collecting Tide-Glass shards and opening hidden drawers.

How do I trigger Part 6 or additional tales?

Some players report a Part 6 trigger available after a complete playthrough and reputation threshold with the Heaven Spear faction. If present in your game build, Part 6 becomes available after returning to the lorekeeper and selecting the “Ask for more” dialogue option at high renown.

Can I rewatch the cinematic after finishing?

Yes. Revisit the lorekeeper; they offer a “reflect” option that allows you to replay the final cinematic once per play session.

What’s the best way to avoid missing NPCs?

Use bench sleeping and quick time checks, and always approach likely spawn points (pavilion, crane alcove, fish stall) slowly to avoid scaring NPCs like dogs or reclusive NPCs like Shushu.

Closing notes and recommended next steps

You should now have everything necessary to complete the Heaven’s Pier Wandering Tales from start to finish. For the smoothest run: keep a small supply of crafting materials for Parting Tears, sleep strategically to manage NPC windows, and carry a single stack of fish scraps for animal interactions. If you plan on doing a speedrun or aiming for the optional lore achievement, take an initial exploratory lap to mark vendor locations and hidden nodes, then perform a second run focused on objectives.

Printable One-Page Cheat Sheet — Condensed Checklist and Coordinates

Heaven’s Pier — Wandering Tales Quick Reference Where Winds Meet — One-page cheat sheet for fast completion

Essential items to carry before starting

  • Parting Tears (1 bottle) — vendor or craft

  • Fish scraps (x5) — dog treats (free at fishmonger)

  • Light source (torch) — for underside alcoves

  • Healing potion (1) — for Abyss echoes combat

  • Ledger (automatic after Part 1) — keep in inventory

Core objective checklist (one-scan order)

  • [ ] Get storyteller ledger — Pavilion bench. (Coord: P-12)

  • [ ] Buy/Craft Parting Tears — East boardwalk vendor. (Coord: E-04)

  • [ ] Calm grieving NPC at dusk — Northern lantern cluster. (Coord: N-03)

  • [ ] Retrieve map fragment from grieving NPC — immediate after gift

  • [ ] Find Shushu in crane alcove — under Crane C7. (Coord: C-07)

  • [ ] Collect memory shard from Shushu — inside alcove

  • [ ] Follow stray dogs at dusk — Net Menders area. (Coord: NM-21 → NM-24)

  • [ ] Collect Heavenspear relic fragment — sunken crate at net menders cache (Coord: NM-25)

  • [ ] Enter Abyss entrance under central piling — Spiral Fish piling. (Coord: SP-00)

  • [ ] Complete memory glyph recall (use ledger) + align relic fragment

  • [ ] Defeat echoes, view cinematic, claim Pierborn Shawl + title

Fast coordinates (map shorthand)

  • P-12 — Storyteller Pavilion (central lanterns; bench #2)

  • E-04 — East Boardwalk Vendor (travelling merchant stall)

  • N-03 — Northern Lantern Cluster (hewn-wood archway, grieving NPC)

  • C-07 — Crane Alcove (barrel drop → under scaffolding)

  • F-09 — Fishmonger Stall (fish scraps spawn; vendor hours)

  • NM-21 — Old Net Menders Gate (dog bark source)

  • NM-24 — Net Menders Shed (stray pack congregation)

  • NM-25 — Sunken Crate Cache (Heavenspear relic fragment)

  • SP-00 — Spiral Fish Piling (Abyss entrance under pier)

Quick timing windows

  • Vendor stock: 09:00–17:00 (best for Parting Tears)

  • Dusk events: 18:00–20:00 (grieving NPC, stray dogs)

  • Hidden NPCs: Night 21:00–04:00 (Shushu favored)

  • Best speedrun start: 08:30 at pier gate

Quick troubleshooting (one-line fixes)

  • Missing NPC: Fast-travel away and return; if persistent, quit → reload.

  • Empty vendor: Sleep 6–12 hours at bench (repeat up to 3 times).

  • Clipped item: Interact spam or move nearby physics object to free it.

Rewards at a glance

  • Pierborn Shawl (vanity)

  • Title: Tidebound Chronicler

  • Reputation +5 with pier NPCs; perk for storyteller interactions


Tile-by-Tile Speedrun Routing Map (Step-by-step)

Legend: Each tile is X,Y coordinate relative to central Pier Gate (0,0). Movement assumes standard walking speed and minimal encounters. "Int" = interact; "G" = give; "S" = sleep/advance time; "T" = torch/light; "→" denotes facing direction to trigger spawns.

Start: Pier Gate (0,0) — Time: 08:30

  1. (0,0) → (0,2)

    • Walk straight to Pavilion approach; avoid vendor crowding.

  2. (0,2) → (0,4) P-12 (Storyteller Pavilion)

    • Int bench #2 to collect ledger (Int)

    • If not present, step to (1,4) then return to force repositioning.

  3. (0,4) → (3,4) → (5,4) E-04 (East Boardwalk Vendor)

    • Purchase Parting Tears (G money, Int stall)

    • If out of stock: skip to step 4 and return after steps 5–6 or perform S at bench (see alternate).

  4. (5,4) → (5,7) → (3,8) F-09 (Fishmonger Stall)

    • Pick up fish scraps x3 (Int crate) for dog treats.

  5. (3,8) → (1,10) → (0,12) N-03 (Northern Lantern Cluster) — Arrive ~09:30

    • If time < 18:00, perform filler loop: (0,12) → (−2,12) → (−2,6) → (0,6) to pass time quickly.

    • If time reached dusk, approach grieving NPC and G Parting Tears (choose “share a drink” dialogue).

  6. After giving wine, receive map fragment — do not exit area.

  7. (0,12) → (2,11) → (4,10) → to Crane approach (C-07 tile region)

    • Drop down barrels at (4,10) → (4,9) then slip-under at (5,9) to enter Crane Alcove.

    • Int textile (inside) to trigger Shushu. Use “Show ledger” or “Quietly listen” option (choose Show ledger if ledger in inventory).

  8. Obtain memory shard (Int). Exit alcove: backtrack to (2,11).

  9. (2,11) → (0,9) → (−2,8) → proceed toward Net Menders Gate NM-21

    • If time < 18:00, return to bench at Pavilion (0,4) and S to advance to Dusk window; otherwise wait with minimal loop: (−1,8) → (−1,10) until 18:00.

  10. Dusk: At NM-21 (~18:05) follow barking direction east along mooring lanes (NM-22 → NM-23) to NM-24.

  11. NM-24 (Net Menders Shed)

  • Approach slowly; Int fish scraps to calm pack (consume 1 scrap). Dogs lead to NM-25 sunken crate cache.

  1. NM-25 Sunken Crate

  • Int crate for Heavenspear relic fragment (collect). Immediately run back: NM-24 → NM-22 → (0,9) → SP-00

  1. SP-00 Spiral Fish Piling — Abyss Entrance (arrive ~18:30–19:00)

  • T (torch) if dark. Enter underside; light torches counter-clockwise: tiles SP-01, SP-02, SP-03 in that order to reveal plinth.

  1. Plinth Puzzle (two stages)

  • Stage A: Memory recall — open ledger (Int), align glyphs as ledger order indicates (match glyphs: ledger sequence at P-12, page 3).

  • Stage B: Relic alignment — slow rotate relic fragment until shard pulse steadies (hold Interact and slightly move analog/mouse).

  1. After doors open, run interior path: SP-04 → SP-06 → Arena (echo spawn).

  • Combat: Focus single echo, then kite the rest to avoid heavy hits. Use healing potion if health <30%.

  1. Post-combat: Approach final mural (Int) — cinematic triggers. Wait and accept rewards.

Finish: Exit Abyss and return to Lorekeeper at (0,4) to register relic for final reputation bump and confirm title.

Alternate vendor restock route (if E-04 empty)

  • After step 2, continue steps 3–8, then S at Pavilion bench twice (12 hours each) to reach vendor restock window. Return to E-04 and purchase.

Speedrun notes

  • Minimal dialogues: skip optional lore lines (press dialogue confirm quickly); only choose required options.

  • Hold a single inventory slot reserved for Parting Tears to avoid accidental consumption.

  • Avoid combat detours on mooring lanes; hugging the inner boardwalk reduces random spawns.

Dialogue Transcripts — Critical Conversation Choices (Quick Reference)

Format: NPC name — Player options (recommended choice in bold) — Outcome

  1. Storyteller (P-12) — Initial ledger handoff

  • Options:

    • “Can I see your ledger?” — Recommended: “Can I see your ledger?” — Gains ledger, triggers Part 1.

    • “Tell me a story” — Optional lore only; does not trigger ledger.

    • “Who are you?” — Background, delays quest flag.

  1. Grieving NPC (N-03) — Presenting Parting Tears

  • Options:

    • “Offer a drink” — Recommended: “Share a drink” — Calms NPC, gives map fragment.

    • “Comfort them” — Smaller response, no map fragment.

    • “Leave them be” — No progress.

  1. Shushu (C-07) — Trust sequence (three soft-choices)

  • Options:

    • “Offer snack” — Works if you have fish scraps; may speed trust but consumes item.

    • “Show ledger” — Recommended if ledger present — Immediate trust and shard.

    • “Quietly listen” — Alternative recommended if ledger lost — slower but reliable for trust. Outcome: Correct choice yields memory shard. Wrong choice closes dialogue; wait ~30s and retry.

  1. Net Menders old man (after relic return) — Relic registration

  • Options:

    • “What is this?” — Lore text; no immediate reward.

    • “I found this for you” — Recommended: “I found this for you” — Registers relic, adds reputation, reveals plinth hint.

    • “Keep it” — Locks out registered reward; do not choose if aiming for full completion.

  1. Plinth hint dialogue (if ledger lost; Storyteller hint)

  • Options:

    • “Show me again” — Recommended: “Show me again” (cost small fee) — Reveals ledger glyph sequence for recall stage.

    • “No thanks” — No help; you must solve from memory or find ledger.

  1. Final lorekeeper (post-cinematic) — Ask for more tales (unlock check)

  • Options:

    • “Tell me more” — If reputation threshold met, select to unlock Part 6.

    • “Not now” — Ends conversation.


Quick selection tips

  • Dialogue confirmations: press confirm quickly to skip non-essential lines.

  • If a choice is consumable-based (snack, wine), verify inventory before selecting to prevent unintended failures.

  • When offered repeated hints for a fee, accept if you prefer speed over backtracking.

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