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25 February 2024

Enshrouded Alchemist Quests Walkthrough

Written by Sarah-Maree

I tried keeping it sweet and simple, but some of the quests are more complex than others. If you see an error, please let me know, and I’ll work to fix it! All images used in this blog post are screenshots from the game Enshrouded.

SPOILER ALERT: There’s no way for me to avoid spoiling game play with the walkthrough.

NOTE: A LOT of the content below is from BEFORE the Hollow Halls Update - version number 510434. Some of it has been updated with the Souls Of The Frozen Frontier - VO.7.4.0. Previous content may still be relevant after March 26th, 2024 - but there may be gaps in the information below as more Lore and Quests are being added by developers. I am trying to stay on top of the changes.

Alchemist Quests

Cat Search

Yay! A pet quest!! I’m so excited! Are you excited? I’m excited.

Anyway, here is how to get a cat in Enshrouded! This quest is available pretty much as soon as you place the guy. He does want shelter and a bed, for some reason, lol. He’ll have the dialogue option “Of Cats And Mice” available. Selecting it will start the quest. He does get a bit ‘cheeky’ if you don’t bring his cat back fast enough.

If you already have the Farmer, then you’re a step ahead of me! If not, check out the Hunter Quest Growing Stronger Together. Once that is completed, speak with Farmer Emily.

You’ll want to craft the Cat Food Bait. This will complete the first part of the quest. If you have already been to the Alchemist’s home tower (particularly for his Quest: The Alchemist’s Mortar), then the first two parts will be done for you. If you haven’t been to his tower, then I suggest checking out the quest above as you’ll want to knock out both at once.

Once at the tower, head up to the top. The cat wanders around a bit, so be sure to close the door when you enter. On your way up, keep an eye out.

When you’re found the cat follow the onscreen prompts for what to do. Mastering the steps will earn you Tyger and another part of the quest completed. The first photo has the step, but it is also exactly what NOT to do - do not face the cat face to face or it will run away. You have to approach it from behind.

TIP: Crouching is essential, but I found that tapping W (my button for moving forward) resulted in fewer ! moments. It took only 3 bait, but my first attempts went through 13 as I had to learn to be more patient – and sneakier.

Next up, place the cat in your base to complete the next phase!

After that, it’s smooth sailing! Craft a cat bed and cat bowl at the Farmer to complete the quest. Yes, you do not have to place the items to complete the quest – for now. They may add that requirement later.

Staffs And Spells

At this point, some of the characters have a separate quest for this, but I’m putting the bed and shelter quest here simply as a place holder. The Alchemist will complain if you don’t have shelter and a bed inside the shelter for him. Other than those two dialogue options…

This quest is available as soon as the Alchemist is summoned. To start the quest, select the dialogue option “About Staffs And Spells”. You may not receive this quest (do to a bug?) if you already have a staff or wand or if you had one and destroyed it. In order to complete this quest, simply craft the staff he has available in the crafting section when you talk to him.

Carpentry Assistance

This quest comes from talking to Balthazar The Alchemist with the “Carpentry” dialogue option. He has it, and the following quest, immediately after he is summoned.

To be honest, this one is easiest to reach by being random. If you find a road that works for you, great! Go for it. I know I had a few that started good and then ended somewhere not in the direction I wanted to go. Anyway, the quickest route seems to be heading south for the Flame Shrine. Then, follow the edge of the map as you head for Morwenna.

TIP: Morwena has the Vukah And Wildlife Lore: Building Morwenna 1/2 These Lands and 2/2 A Challenging Build.

From Morwenna, there is a road that leads straight to the Vault with the Carpenter. Sadly, the area is Enshrouded, so it can be a bit challenging. Head straight in. There will be enemies and enemy nests to take out. You can skip them and simply run through. The first room is full of Fell bugs. The next area (Flame Sanctum) has the banshee types (Fell Banshies, I believe they’re called). The whole place is a square, if that helps.

Keep moving forward and you’ll find a scalable wall, and you’re back to the Ancient Vault - Carpenter. After that, you will encounter a false wall of stone. Pickaxe it or bomb it. You’ll see a lantern on the other side, and you’ll have a floating wraith to deal with. BUT! You’ve found the Carpenter Location! As usual, the first part of the quest is completed once you interact with the Vault. Don't worry, there are doors nearby that open to let you cut through the dungeon. Just remember, it is a square shaped dungeon, so go straight out. It's easy to get lost.

Head back to your base and place the Carpenter Cade Hawthorn to finish the quest.

After returning to your base with the Carpenter, Balthazar The Alchemist will have the dialogue option “Carpenter Found.” Selecting this will result in a merry laugh and some banter.

An Eternal Spell

This quest comes from talking to Balthazar The Alchemist. This dialogue “Eternally Magical” is available immediately after he is summoned.

This next part is optional, but I think it helps. Head for the Ancient Spire - Low Meadows. When I went up to it, the tower unlocked automatically. In case an update changes that, here is how to get through to unlocking it as a fast travel location: Ancient Spire - Low Meadows Fast Travel.

From the Ancient Spire - Low Meadows, take a small glide down to your destination, Buried Tomb Entry. This completes the first part of the quest.

The interior of the tomb is very linear (one path). After you descend the stairs, there is a hidden door with a Wood Chest inside. Next is an alternating spike floor to travers. On the opposite side of that, before you turn the corner, is another hidden door. This one yields nothing. Next up is a split path, but don’t worry. Forward comes quickly to a dead end, and the left and right stairs lead to the same landing. From there, keep moving forward and you’ll reach a coffin. Loot the coffin to complete the quest.

The Alchemist’s Mortar

To begin this quest, select “Alchemist’s Mortar” in Balthazar The Alchemist’s dialogue.

Remember how to reach the Queen’s Tomb from the Carpenter Quest: The Queen’s Tomb? Well, instead of going inside the tomb, keep going north along the road, even into the Shroud. It’s a winding path that will eventually lead to Lone Thistle (there is a left turn beside a large tree and another at a four-way intersection. Follow the map marker’s guidance, and you’ll make it!). Once you reach Lone Thistle, the first part of the quest will finish.

Before entering, you’ll likely see a floating platform to the upper left. Grappling up to it lets you get a look at the lay of the land. From here, there is a tower up on a hill, that is where you are heading. To get there, the easiest path is to run through the main street up and a little to the right until it curves to the left. The doors are OUT of the Shroud, in case your time was running out ;)

TIP: There’s some Lone Thistle Lore to seek out! General Lore has three: The Alchemist’s Theories I 2/5 Flame Shrines, Balthazar’s Aspirations 1/1 Glider, and A Cry for Help 3/3 Never Enough. The Shroud, Elixir, and Elixir Well Lore has two: Buried Curse 1/2 I Said Let Go! and 2/2 Unearthed.

In the basement is the Mortar, but the gates are shut tight. At this point, the second part of your quest is complete. Time to puzzle solve! Head to the roof for a Wood Chest. Two floors below that is a door you can bust open. Breaking down the window of the next spot will allow you to walk into the room and loot its Wood Chest - yes, there is a ladder, but it is difficult to see! From there, swing around to bust open another door. There’s a note on the ground to read that isn’t part of any Lore. Reading it completes the second part of the quest.

Time to head back and give the Mortar to the Alchemist! Select the “Mortar Returned” dialogue to proceed. Then, place the Mortar to complete the quest.

The Alchemist's Rumors

Getting the Alchemist to have the “Investigate The Troubling Rumors” dialogue is difficult. First, you have to enter the Hill Of Scavengers location, then you have to go far enough in to locate the Scavenger Gorger Matron, and then, you have to return to speak with the Alchemist. He will then reveal that there are rumors about the place. To complete the quest, slay the Scavenger Gorger Matron, loot her body, speak with the Carpenter, and craft the Improved Grappling Hook.

WARNING: It is possible to completely skip over this quest by clearing the area, looting the Scavenger Matron Head, and then returning to camp. The Alchemist will NOT have the above dialogue option. Also, you may not get his next quest to Craft The Improved Grappling Hook. At that point, this quest is gone.

TIP: The Hill Of Scavengers has the Scavenger Lore: The Rumors Are True 1/1 The Gorger!.

Craft The Improved Grappling Hook

It is unclear how I originally obtained this quest. It seems like you can completely skip it if you craft the Improved Grappling Hook without talking to the Alchemist. It also doesn’t automatically appear even if you have the previous quest (The Alchemist's Rumors) started and not completed. Some of my characters do NOT have this quest.

A Black Cauldron For The Alchemist

This quest becomes available at the Alchemist under the dialogue “A Black Cauldron” the second you finish the Carpenter Quest: Finding Masonry Tools.

After speaking with the Alchemist, talk to Emily Fray, the Farmer, for tips on how to proceed. She will have the dialogue option: About Ikora. Talking to the Farmer will finish the first part of the quest. Now it’s off to Rattlebleak.

TIP: Rattlebleak has three The Shroud, Elixir, and Elixir Well Lore here (one of which pertains to the quest). Sorcerer Ikora 1/3 Its Flesh Is Potent, 2/3 A Hunger In The Dark, and 3/3 I Cried Out. The Void Answered.

Reading the third piece of The Shroud, Elixir, and Elixir Well Lore: Sorcerer Ikora 3/3 I Cried Out. The Void Answered finishes the second part of this quest and unlocks the third. To finish the quest, follow the trail of calcified bodies out of Rattlebleak.

Follow the poor dead civilians that Ikora experimented on. Their trail, and the map marker, will lead to the Cradle of Dusk. Then, just a totally simple matter of slaying the Fell Monstrosity, which I think is their way of saying Ikora… Anyway, the key to winning is dodging the creatures attacks, or blocking, but I shun shields, so dodging it is!

TIP: The Cradle Of Dusk also connects to the Bard Quest: Finding Fossils Near Cradle Of Dusk - Dull Shark Tooth.

Once you win, be sure to loot the body for the Black Cauldron AND the Fell Monstrosity Head (needed for making your base Flame stronger). Looting the Black Cauldron will nearly finish the quest. Now it's back to the Alchemist where you’ll have the dialogue option “Black Cauldron For The [Alchemist]”. He just wants you to craft an Alchemy Station.

So, craft the Alchemy Station and place it to complete the quest! For materials, you will need 20 Fired Brick, 6 Wood Planks, 10 Nails, 3 Wood Logs, 5 Copper Bar, and 1 Black Cauldron.

Scientific Instruments For A Laboratory

The time has come again for another important item retrieval! After finishing the Farmer Quest: Almanac of Plants and Seedlings For The Farmer, Balthazar The Alchemist will have the dialogue option “A Laboratory For Healing” available. This will start the quest.

Head for the Obelisk Excavation Camp - the one with the Kindlewastes Lore: Ancient Obelisk Research Begins 1/1 A New Venture!. Reading the Lore will complete part one of three for this quest.

It’s time to head to the Eldermere Dam Excavation Camp. You can go high or go low when it comes to finding this place. The real goal is the Draconian Vulture nest all aglow in the top eastern part of the camp. There are two ways up, located on either side of the camp. When you reach the nest, there is a Draconian Vulture inside. Kill it and claim the glowing bundle within to finish this part of the quest.

TIP: There are two pieces of Kindlewastes Lore here: Myth Of Giants 1/2 Bones In The Sand and Mystery Of Eldermere Dam 1/1 On The Disappearance Of Water.

Once you have the Scientific Instruments in hand, head back to your base and speak with the Alchemist. He’ll have the dialogue “Scientific Instruments For The Laboratory” available. From there, you will need to craft an Athanor at the Alchemist. This will allow you to craft a Laboratory with him. Once it is crafted, place it down to complete the quest!

Among Bluejays

This quest became available after I finished the Carpenter Quest: Sun Temple Stories. Heading back, The Alchemist will have the “Above And Beyond” dialogue option available. This starts the quest.

Now it’s off to Scatterbone! Once you reach the city, your goal is to conquer the temple at the far back of it. Warning! There are two Draconian Vultures at the top part, and they no longer screech a warning that they are near…

TIP: Nearby is the Pure Soul Hugo Vanderhall (Items, XP, and Loot Reward Quest: Finding Epic Instruments).

Just make your way past the two Scavenger Matrons to reach the temple steps. Then, turn around for the first button. Then go left and right of the main entrance for the remaining two glyphs. These are all long distance shots.

Once inside, you’ll need to reach the second floor. The traps here aren’t active until you activate the corresponding button or glyph - so be careful where you are standing when you fire your arrows or blast them with magic! From the exit doorway, there is one to the left behind a ‘trap door’ bookshelf.

To the right of the door and on the wall that connects to it, there is a hole in the wall with a glyph on the other side. From there, head outside and tap the button on the wall. Then it is back to the door as you peek around the corner to the left side. There is a glyph high up on the wall - just be careful where you stand when you let loose an arrow or blast of magic - traps can be deadly.

Now it is time to head through the open door and go up a few flights of stairs. The next set of stairs is on the opposite side of where you exit the first set. Take the stairs on the right. There will be a pile of rubble on the right side of the tower and a grapple spot up, which can be very useful when avoiding enemies. (My image is looking down from the grapple spot rather than how you should see it, which is looking up at it - I wasn’t doing so well against the Draconian Vultures >_>)

You’ll quickly come to a locked door that requires lockpicks. Inside the next room there is a climbable wall and a grapple spot at the next landing.

It’s smooth sailing from there! The next landing has the Gold Chest containing the Ghost Glider - the best glider in the game (so far). Loot the chest to complete the quest! Oh, and don’t forget to equip your new prized possession!

NOTE: Content below is from just AFTER the Melodies of the Mire and Hollowed Halls Update - version number 558123. Content below is good for anything before September 13th, 2024. Content may still be relevant after September 13th, 2024 - but there may be gaps in the information below as more Lore and Quests were added by developers.

Explore The Hollow Halls

After getting the Alchemist’s Mortar, I received a quest from him to “Descend Into The Hallow Halls”. The carpenter, Cade Hawthorn, had a bit to say about that, as did the farmer, Emily Fray. From there, head westward as you seek out the Hollow Halls.

TIP: Just remember that a road will take you to it, so if you become lost or frustrated, seek out some roads.

After locating the Hollow Halls and obtaining that first bit of Hallow Lore: Balthazar’s Hollow Halls Research 1/1 A New Mystery Unfolds, head down the stairs and down the hall to a green glowing platform. This will take you to the next level of the dungeon.

On the next floor, pass through the gate and activate the revival flame. Then it’s battle time. To “open” the glowing green gateway, you’ll need to collect two of the floating hollow spheres. The first one is located near the gate, and the other can be seen higher up – requiring a grappling hook.
TIP: The glowing number in the astral gate will change when you acquire a hollow sphere.

Now that the barrier is down, hop on through. Don’t rush too far as there is a stampede of enemies that runs through the next corridor. At the end of that hall, you’ll see a door. Head right to continue your journey or open the door for access to Hollow Lore: Notes From A New Friend 1/3 To My Fellow Flamekeeper.

From there, head down the hallway and keep following it as it snakes around. Oh, and prepare for battle! Lol. While this linear path leads to another revival flame spot, just after that spike wall there is a pile of rubble that looks awfully suspicious. Blow it up! On the other side is a large dark room with another suspicious mound at the back wall. Blow it up or dig to reveal some loot.

After heading down the hall, you’ll encounter more enemies. Some have those odd crystals above their head. Killing those enemies will aid in unlocking the ghostly spirit barrier. From there, be sure to get the Hollow Lore: Notes From A New Friend 2/3 At Your Fingertips on a pedestal on the opposite side of the exit from the room.

After moving past the barrier, there is a hallway leading to a hole in the floor.

As you hop down (don’t forget to use your Glider!), you can see a bunch of those floating hollow orbs again. This time, there are six to collect before the barrier goes down.

The first one is in the glowing green pit near the hole in the ceiling where you came from.

Heading down from the main steps, you’ll find an easy one in the middle of the floor.

Keep to the right and head up the stairs there. Then, look up to see a grapple spot. This will bring you to a skull pile. Hop your way up, and be prepared to do this one more time. Number 3 is an easy grab up here, but you’ll have to fly down to the lower two platforms (hence repeating the climb up here) to get number 4 and 5.

Number six is a simple hop over the bridge. Then it's downward toward another flame revival spot.

This next part has some treasure that you may or may not want. Heading down to the right, then follow the hall as it curves. You’ll reach a room with two doors and a pile of bones. Head right, but before going through the door, turn left and look up into the alcove of the pillar. There is a secret door up there, too. Loot it all and head back down and through the door.

The rooms here will curve around and leave you on the opposite side of the bone pile. There is more loot in the U-shaped room, so keep an eye on the floor above for a climbable wall.

The next door will do the same thing, putting you back on the other side of the bone pile. You can hop over the bone pile and skip both of these if you want.

Now to tackle the spike floor you likely saw while dealing with the two U-shaped rooms (it’s directly over the bone pile if you skipped ahead).

Run through the spike traps and you’ll eventually reach a button. Using it will allow you to open the door.

Behind the door, you’ll find Hollow Lore: Notes From A New Friend 3/3 Come Hither. When you’re done here, head ALL the way back to the flame shrine so you can unlock the other door and acquire more loot.

From the flame revival spot, head left this time. There are spike traps and death zappy trappies. Don’t die. At the end, you’ll have a T intersection. To the right is the door and the switch, but to the left… Loot.

Beyond the door is the spot where you found the Lore. Now you can head through the gate and to the flame revival spot.

Head through the doors and take the stairs down to another level.

This is basically five rounds of enemies. To open the ghostly barrier, you have to defeat the enemies with the glowing orbs over their heads. Or, just defeat all five waves. You may have to move around the room to the newly opened doors to spawn a wave / engage with them. When you are done, the way onward will open, but first, head back to where you entered for some loot! - Area under where the photo above has me standing. Oh, and each of the four side rooms in that large room has a silver chest with some building blocks inside!

When you are done looting, it’s time to free your new friend!

You aren’t free yet! But you are close. Just open the gate behind where you freed the guy and proceed onward for more looting! And also the exit, lol. Or, you can always teleport out by heading to one of your bases.

To finish this long quest, place your new friend at your base.

Alchemic Wisdom

After the Flame spoke and gave the Flame Altar Quest: Ignite The Snowy Mountaintops, the Alchemist had “A New Frontier In Alchemy” available. This will start the quest!

Your first, likely stop, along the way is the Balefire Garrison “Silkfrost”. From there, hop down from the brazier toward the tower in the Shroud. Reaching the lighthouse tower / Wickmouth will complete the first part of the quest.

TIP: Also here is the Flame Altar Quest: Slaying The Corrupted Beast.

From the roof of the lighthouse, head down the stairs into a room with a cozy fire and a piece of parchment on the wall. Picking up the Ripped Alchemist’s Wall Hanging will complete the next part of the quest.

TIP: Located in the lighthouse is also the Albaneve Summits Lore: The Alchemist Of Wickmouth 1/1 Alchemical Calculations, And Vultures.

The journey continues as your next destination is the Camellia Lake Marble Quarry. This is easiest to reach if you glide from the Ancient Spire – Albaneve Summits Fast Travel, which is also part of the Flame Altar Quest: Ignite The Snowy Mountaintops. Reaching this location will complete the third part of this quest.

Time to climb! Reach the top of the quarry to find your prize, the Ripped Alchemist’s Wall Hanging. Obtaining this will complete the fourth part of the quest. Next up, head back to the Alchemist!

You’ll now have the item Alchemist Showcase available to craft at the Alchemist. Make it, place it, and put the two Ripped Alchemist’s Wall Hanging pieces in it to complete the quest and unlock some cool recipes, like the Mauveine and Violet Fabric.

About the Author
I may not be the nerdiest nerd you’ve ever met, but I still like to think of myself as a lover of science, video games, and of course, books.