Many citizens of the different worlds of the Spiral need your help. As you progress on your journey, make sure you interact with as many NPCs as possible. They will offer you Quests – which are often complex and dangerous tasks.
NPCs
Yellow Exclamation Point

This character has a Quest available for you. Walk up to the NPC, press or left click to talk and receive your instructions.
Gray Question Mark

You are currently working on a Quest for this NPC. The Quest will appear in the Quest Journal, which you can access by pressing “Q”.
Yellow Question Mark

You have completed the Quest for this NPC and simply need to talk to them to finish it and receive your reward.
Doors
Blue Window Light

There is an NPC or object in the building that the Quest requires you to interact with.
Yellow Window Light

You are allowed to enter this building.
No Window Light

You are NOT allowed to enter this building.
Quest Journal

The quest journal can be accessed by pressing ‘Q’. The quest journal is a book containing all the current quests of the wizard. You can find there:
- All Quests
- Main and secondary quests (For the Current or Selected world only)
- Activity quests
- Quests ready to be turned in
- Hidden quests
Quest History
Click on the ‘Consult dialogue’ button (the question mark button in the top left) in the Quest Journal, this will open a new window that will show you all the dialogues of the Quest that have taken place so far. If you are not sure where you need to go/do next, consult this journal for more instructions. The red ‘X’ takes you back to the Quest Journal.

Quest Tracker

When you press the Quest Finder Button in your Journal the Quest Helper arrow will now point to the nearest available quest. Quest Finder will look for quests within your current area, and then expand to the current world you are in. If it doesn’t find any quests in that world, you will need to move to another world and press Quest Finder again.
Instances
An Instance, also known as a Dungeon or Gauntlet, is a copy of an in-game area designed for one to four players, usually for the purpose of storyline immersion or item “farming.” They are generally sublocations (areas without their own map), but some instances are considered their own location, such as Sunken City, Shirataki Temple, The Great Spyre, and Mirror Lake.
Dungeons
Dungeons generally include their own location map and allow other Wizards to teleport into the map when there is less than four players present.
Dungeons range in complexity from the common single-room Boss fight, to those that take up to three hours to complete and have multiple Bosses and/or puzzles that must be solved. Some Instances can only be done solo, such as Boss battles related to School Spell Quests.
Common Dungeons include:
- Sunken City
- Throne Room of Fire
- The Vault of Ice
- Emperor’s Retreat
- Karanahn Palace
- Tomb of the Beguiler
- Temple of Storms
- The Ironworks
- Kensington Park
- Katzenstein’s Lab
- Hall of Valor
- Nastrond
- Mount Olympus
- Crimson Fields
- Shirataki Temple
- Tree of Life
- The Labyrinth
- The Grand Chasm Past
- The Great Spyre
- The Stellarium
- The Portico / Lunarium
- The Chancel
- Trial of the Spheres
- Waterworks
- Atlantea
- Keep of Ganelon
- Tartarus
- Castle Darkmoor
Gauntlets
Gauntlets are Dungeons comprised of a series of rooms. Unlike normal Dungeons, Gauntlets do not include their own location map.
The following limitations are often associated with Gauntlets:
- Sigils must be used to enter a Gauntlet.
- Teleporting into a Gauntlet is not allowed. Attempting to do so will result in the message “Your friend is busy right now.”
- Certain Quests may need to be active in the Quest Log in order to enter the Gauntlet.
- Leaving the Gauntlet may result in losing all progress (this includes dying, fleeing, or even logging out).
- The ability to “Mark” location may be disabled in a Gauntlet.

Common Gauntlets include:
- All Housing Instances (including One-Shot Gauntlets)
- Golem Tower
- Big Ben
- Spiral Geographic Society Archives
- Briskbreeze Tower
- Tower of the Helephant
Seaux

Instances have four small blue circles in front of the entrance, which allows up to four Wizards to enter the Dungeon simultaneously. These blue circles are called Sigils. To enter this dungeon, simply walk up to the Sigil, press , and wait for the 10 second countdown. In order for the players (Max. 4 Wizards) to enter the Dungeon together, they all would have to press
before the countdown timer ends.
Dungeon Warning
Exemple d’avertissement à l’entrée du donjon

Cet avertissement donne aux joueurs une estimation du temps que prendra le Donjon. Il avertit également les Sorciers de l’importance de ne pas quitter le Donjon. Les Sorciers ont 30 minutes pour revenir avant que le Donjon ne se réinitialise.
Exemple d’avertissement de sortie de donjon

Cet avertissement informe les joueurs que se déconnecter entraînera la réinitialisation du Donjon. Tous les progrès réalisés dans le Donjon seront perdus.
Récompenses de Quête
Une fois que vous avez terminez vous pouvez récupérer tout un tas de choses. La liste de ce que vous donne une quête est marqué dans le cadre en bas de chaque quête.
Vous pouvez obtenir :

Chapeau

Robe

Bottes

Baguette

Dague

Amulette

Anneau

Familier

Monture

Deck

Potion

Meuble

Ingrédient

Friandise

Carte-Trésor

Or

Experience

Point de connaissance

Elixir

Élémagique

Château

Mystère
Experience
L’experience obtenue à la finalisation d’une quête s’ajouteront à vos points d’expérience actuels, que vous pouvez consulter dans la barre en bas de votre écran. Vous pouvez également consulter l’écran du personnage dans votre sac à dos pour savoir combien d’expérience est nécessaire pour passer au niveau suivant.

Objets

Les Objets obtenus à la finalisation d’une quête apparaîtront automatiquement dans votre sac à dos. Vous recevrez un message à gauche de votre écran lorsque vous terminerez la quête et recevrez l’objet. (Ces messages apparaissent aussi en cas de gain d’objets via un combat)
Points de connaissance
Les points de connaissances obtenus à la finalisation d’une quête s’ajouteront à votre total actuel de points de connaissance.
Il existe 38 quêtes qui donne des points de connaissances :
- Une autre exposition
- Têtes de limone amères
- Vive les huîtres
- Fleurs piquantes
- La danse des corbeaux
- Gagner l’huile de minuit
- À la rencontre des professeurs
- À travers le temps et l’espace
- L’art de la magie
- Les troggs
- Les parchemins disparus
- L’heure du thé
- Un bouquet de tulipes haut en couleur
- Trouvez les scarabées
- Trouvez les forgerons
- Les héros ne poussent pas sur les arbres
- Singeries
- Des poissons-globes pour chouhou
- Papillons de fer
- Lézards langoureux
- Des ombres au tableau
- La spécialité du chef
- Soucoupes volantes
- Les beautruches
- À Corbois !
- Un vrai puzzle
- Crinière de Terreur
- Ma flèche et moi
- Localisation d’oasis
- Vol nocturne en pleine lumière
- Le chant des grillons
- En quête de roses polaires
- Cueillette de capucahuètes
- Chat errant
- Les roses de pierre
- Les fleurs murales
- C’est sans doute ici
- Période glaciaire
Potion
Les Potions apparaîtront à côté de vos fioles de santé et de mana.
4 Quêtes donnes de potion :
- Un tout nouveau monde
- Tristes histoires
- Message dans une bouteille
- Âmes disparues
- Crocotopia (Retirer)
- Rapport sur osclique (Retirer)
Badge
Certains badges requière que certaines quêtes soit terminées.