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
| # | Quest | Task | Reward |
|---|---|---|---|
| 1 | Tools of the Trade | Get a weapon your origin is good with | 5 emeralds |
| 2 | Armor Class | Craft a piece of Fantasy Armor | 5 emeralds |
| 3 | Lay of the Land | Get an Antique Atlas | 5 emeralds |
| 4 | Odd Jobs | Do a favour for a villager | 10 emeralds |
Act II
| # | Quest | Task | Reward |
|---|---|---|---|
| 5 | Stable Relationship | Tame a horse | Saddle |
| 6 | Call of the Horn | Call your horse with a Copper Horn | Copper Horse Armor |
| 7 | Cart Before the Horse | Craft a cart | Lead |
| 8 | Class Act | Make a spell book | 5 levels |
| 9 | Rune With a View | Craft some runes | 5 levels |
| 10 | Put a Ring on It | Wear a ring or a necklace | 10 emeralds |
| 11 | Finders Keepers | Loot a chest in a ruin | 10 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
| # | Quest | Task | Reward |
|---|---|---|---|
| 12 | Head in the Clouds | Visit the Aether | 5 levels |
| 13 | Eye Opener | Earn an eye from a boss | Golden Apple |
| 14 | Through the Fire | Visit the Nether | Potion of Fire Resistance |
| 15 | Six of One | Earn six eyes | 2 Golden Apples |
| 16 | Eyes on the Prize | Earn all twelve eyes | 10 levels |
| 17 | Open Sesame | Open the End portal | 10 levels |
| 18 | Happily Ever After | Defeat the Ender Dragon | A 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.
| Command | What 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 |
