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The Road

Fantasy MC's main quest: 18 quests in three acts, from your first weapon to the Ender Dragon, with a talking crab to start each act.

The Road is the main quest. It takes you from your first weapon to the Ender Dragon, and shows you the pack's mods on the way. It has 18 quests in three acts. There is no quest book: the quests find you.

The Guide

A talking crab starts each act: Bartholomew in the Fabric edition, Peter in the NeoForge edition. He digs up in front of you within a minute of choosing your origin. Right-click him to talk.

He comes back three more times: at the start of Act II, at the start of Act III, and after you defeat the Ender Dragon. While he has something for you, a mark floats over his head, purple on Fabric and red on NeoForge.

  • Only you can see and hear your guide. In multiplayer, each player has their own.
  • He comes only in the Overworld, while no menu is open and no monster that can see you is near.
  • If you walk away before talking to him, he digs up in front of you again.

Following the Road

  • A quest is done the moment you do its task. There is nothing to hand in. The next quest starts at once, except at the start of an act, which waits for the guide.
  • What you did before a quest started counts. If you already have an atlas when the quest asks for one, it completes right away.
  • A toast names each quest as it starts. When you finish it, you get its reward and another toast.
  • The Road has its own tab in the Advancements screen, with every quest you have done and the current one.
  • Not sure what to do? Ask any villager "Anything I should be doing?"

The Quests

Act I

#QuestTaskReward
1Tools of the TradeGet a weapon your origin is good with5 emeralds
2Armor ClassCraft a piece of Fantasy Armor5 emeralds
3Lay of the LandGet an Antique Atlas5 emeralds
4Odd JobsDo a favour for a villager10 emeralds

Act II

#QuestTaskReward
5Stable RelationshipTame a horseSaddle
6Call of the HornCall your horse with a Copper HornCopper Horse Armor
7Cart Before the HorseCraft a cartLead
8Class ActMake a spell book5 levels
9Rune With a ViewCraft some runes5 levels
10Put a Ring on ItWear a ring or a necklace10 emeralds
11Finders KeepersLoot a chest in a ruin10 emeralds

Rune With a View is only for spell books whose spells burn runes: the Wizards' arcane, fire and frost paths and the Elemental Wizards' aqua, terra and wind paths. With any other spell book you skip it.

Act III

#QuestTaskReward
12Head in the CloudsVisit the Aether5 levels
13Eye OpenerEarn an eye from a bossGolden Apple
14Through the FireVisit the NetherPotion of Fire Resistance
15Six of OneEarn six eyes2 Golden Apples
16Eyes on the PrizeEarn all twelve eyes10 levels
17Open SesameOpen the End portal10 levels
18Happily Ever AfterDefeat the Ender DragonA Crab Claw, from the guide

You can hunt the bosses in any order. See Bosses and The Twelve Eyes.

Help From Villagers

  • Any villager answers "Anything I should be doing?" with a hint for your current quest.
  • Toolsmiths have a spare Copper Horn while Call of the Horn is your quest. Each player gets one.
  • Innkeepers answer "Heard anything about the bosses?" Pick an eye you still need and they tell you what they have heard about its boss.

Commands

For operators, permission level 2.

CommandWhat it does
/fantasticore road get <player>Shows the player's current quest, and which visit of the guide they are waiting for
/fantasticore road accept <player> <visit>Does what talking to the guide does, when the player is waiting for that visit. Visits: first_meeting, act_two, act_three, finale
/fantasticore road reset <player>Takes the player back to before they met the guide

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