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Quest of Faith is a Side Quest in Wuthering Waves. See the ruin locations, how to unlock Quest of Faith, its walkthrough, and all the rewards of this quest here!
Objectives |
---|
1. Clear the First Ruin 2. Clear the Second Ruin 3. Clear the Third Ruin 4. Clear the Fourth Ruin |
Players can unlock Quest of Faith by discovering any of the four ruins in Penitent's End. However, they should go to the ruins directly south of the island's Resonance Nexus to save time, as this is the first ruin and the quest's official starting point.
Players will be redirected to the first ruin if they unlock the quest from any of the other three ruins.
Explore the first ruin and investigate the glowing spot on the ground within the first ruin to trigger a cutscene. If players unlock the quest by discovering ruins two and above, head to the quest marker to go to the first ruin.
After the cutscene, players are left to fight a modified Nocturnus Knight. While fighting, keep the knight within the light radius of any of the three Macare Torches. Doing so removes the damage immunity buff given by the knight's Shadow State.
Note that the knight starts putting out the Macare Torches when its health gets low enough. When this happens, quickly move to the next Macare torch to remove the Shadow State buff again and keep fighting.
Once the knight is defeated, pick up the Journal Entry it drops, then follow the quest marker to go to the second ruin.
Upon arriving at the Second Ruin, use the nearby Fae Ignises to light all three Macare Torches.
To do this, place the Macare Torch between the character and Fae Ignis so that when the latter fires a fire projectile, it will light the Macare Torch.
A modified Nocturnus Knight appears once all torches are lit. Using the previously mentioned tactics, defeat the knight.
Killing the Fae Ignises is optional, and keeping at least one around is ideal for relighting torches. However, if they make the fight more difficult, defeat them first.
Pick up Journal Entry II dropped by the knight, then proceed to the third ruin by following the quest marker.
A Nocturnus Knight and Fae Ignis will be waiting at the third ruin. Defeat the knight using the Fae Ignis' projectile to keep lighting the single Macara Torch and strip away the knight's damage immunity.
Fortunately, the Fae Ignis despawns every time a torch gets lit and spawns whenever it is not, allowing players to focus on fighting the knight.
Like before, collect the dropped Journal Entry and head to the quest marker for the fourth and final ruin.
Unlike in previous ruins, the fourth ruin will have the players fight two modified Vitreum Dancers and a modified Nocturnus Knight. Each elite enemy awaits at a different Macare Torch, so take the opportunity to deal as much damage to the enemies before the torch is out.
When the last torch is out, players must use Fae Ignis projectiles to keep relighting the torch like before. Also, keep at least 2-3 Fae Ignises alive, if possible, to keep the torch lit, especially as it gets blown out more frequently compared to previous ruin fights.
After the fight, pick up Journal Entry IV to complete the quest and open the chest that spawns to receive a Lustrous Tide.
Quest of Faith Quest Information | |
---|---|
Required Union Lvl | None |
Quest Location | Penitent's End |
Version Release | 2.0 |
The Quest of Faith is a Side Quest required to complete an objective in the Tales of the Isles Event, specifically under the Isle Wanderings group of tasks. Finishing this will grant you further rewards under the event!
Quest of Faith Quest Rewards |
---|
Union Experience
x500
Astrite
x40
Shell Credit
x36000
|
Completing What Yesterday Wept, Today Doth Sing also unlocks the We're All Alone Trophy which allows you to claim 5 Astrites.
All Quests Types | |
---|---|
Main Quests | Companion Stories |
Exploration Quests | Side Quests |
Tutorial Quests | Daily Quests |
Quest of Faith Quest Guide
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