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Between the Lines Quest

Between the Lines Quest

200
Requires Summon Familiar spell

Location

Carlin, Edron, Kazordoon (if you're a Sorcerer), Blue Valley (if you are a Monk), and Book World

General

AliasesNone.
Quest LogBetween the Lines Quest

Requirements

Premium

Other

Version15.10.46b862
July 21, 2025
Summer Update 2025
StatusActive

Legend

This quest has no legend.

Reward

Access to the Book World's hunting grounds and its teleports, a Skullfrost Figurine, Emberwing Figurine, Grovebeast Figurine, Thundergiant Figurine or Omniphant Figurine (depending on your vocation), Basic Illuminator Outfits, a Painting of Thais and the Power of Words achievement.

Inkwing

Go to Carlin and meet Phillip (here). Talk to him about his book and he will tell you a monster came out of it and is now roaming around.

He asks if you can take care of it, and once you accept the challenge, he informs you the monster left some traces of ink which you can use to track it.

Following the ink will lead you to Carlin surroundings, around here. Go down, follow the corridors until the end, and step on a ink pool on the floor.

Defeat Inkwing and report back to Phillip by talking about book. He will tell you he is still concerned that more of these monsters would be around, so he suggests that you talk to Wyrdin in Edron to investigate this further.

Wyrdin

Head to the Noodles Academy of Modern Magic in Edron and meet Wyrdin. Tell him about the book and he will tell you the same situation is also happening in the academy and the castle of Edron.

He tells you some book pages are working as portals to bring more and more of these creatures, and tells you to go to the basements to find three of these pages to break the portal spell.

Go three floors down and enter the quest door to the east. Be ready to face Cinder Wyrmlings and Shell Drakes. In their hunting area you will find the pages hidden in the following objects and locations:

With the three pages in your backpack, return to Wyrdin and hand him the book pages. He will tell you the counter spell for the two pages from the books in the academy was successful but he needs more time to research the third page. Return the first two pages on a floor above of the central tower (here) and three floors above the most southern tower (here). Report back to Wyrdin.

Note: after the next point, you will not be able to cast your Summon Familiar spell until you conclude the quest.

Go to the castle of Edron, and use the last torn page on a book in the library, west of where Daniel Steelsoul is (here), and some claws pull your Familiar into the pages.

Book World

Note: From this point onwards, the quest will have different requirements depending on your character's vocation.
Note2: Keep any quest items with you till end of the quest as you might not be able to enter the final room without them. [Requires confirmation]

Report to Wyrdin and he will apologize for the counter effect of his spell, and inform you that fortunately you can rescue your familiar by entering the book. But before doing that, you need to prepare yourself:

Once you are done with your preparation, report to Wyrdin and he will give you a Magic Bookmark Magic Bookmark, which grants access to the Book World. Return to the Edron Castle and use the book to join the lair of ink creatures.

Chapter I

Find and talk to Quill, and you will learn your familiar was kidnapped by the crusaders, half knight and half lion creatures, and that their leader, Sir Leonard, is holding your friend captive.

Quill advises you to get a Dip Pen Dip Pen to write down your thoughts or needs on the parchment floor. To do so, you need to harvest a pen out of parchment (by using it), fill it with ink from ink pools or fountains, then write down on any blank space on the parchment.

Get your mission from Quill, then use your Dip Pen with Ink Dip Pen with Ink on a blank space to obtain a Painted Torch Painted Torch. Use the torch on the stylized fire flower tile to burn a hole and go downstairs.

Note: The missions provided by Quill must be done in different chapters depending on your vocation. If your vocation is not mentioned in a chapter, just assume you do not need to do anything in that chapter and skip to the next one.

Chapter II

Here you will find Bramble Wyrmlings and Hawk Hoppers. If you are either Druid or Paladin, your missions for Quill are done in this chapter:

Fight your way through them, and find another fire flower (here). Burn the tile with your torch and advance to the next chapter.

Chapter III

Note: In this chapter you can access a treasure room to reach the east area in a shorter route. To do so, you must complete the mission provided by Quill. Alternatively, you can access the east area of this chapter through the northwest corridor.

The enemies here are Lion Hydras and Bluebeaks. The leader of the crusaders is still not in this chapter, so your goal here is essentially advance to the next chapter by using the boat located to the east. However, you can only access it if you have a Boat Ticket Boat Ticket. To do that, use your Dip Pen with Ink Dip Pen with Ink close to the boat (around here), and you will obtain the ticket.

Additionally, the following vocations can progress with Quill's mission in this Chapter:

  • Knights can defeat 30 Lion Hydras
  • Monks need to gain more insight on the nature of life and death.
    • This knowledge is granted by Death (NPC), which is located here
    • Follow the bold keywords in the dialogue, and when he asks you for questions, talk to him about loss and acceptance

Chapter IV

The final chapter, and you finally find Crusaders and Headwalkers. If you are a Sorcerer, you finish your mission from Quill here:

  • Sorcerers need to learn a magical spell to open magically sealed doors
    • to learn the spell you need to light up candles in three locations, using your Painted Torch Painted Torch: here, here, and here
    • Warning! When lighting up candles you will receive 44.15% of your current HP as damage

With Quill's mission completed, now you can finally face Sir Leonard.

Familiar Saving

Walk through Chapter IV, and enter the teleport here.

(Required for Paladin) You need to have the quest items from earlier steps in you possession, e.g. Paladin needs The Sacred Writings of Getema The Sacred Writings of Getema, otherwise you won't be teleported to the special room after the fight. (possibly a bug and could be fixed later)

This will lead to Sir Leonard's boss fight.

The fight should be straightforward, without any special mechanics. Defeat the boss and leave the room to the south.

Once you leave the boss room, you will find yourself in a new room where your familiar is locked in. Here you will need to use a different item on the sealed door depending on your vocation:

There is a pen sticking out the ground in the room, as well as ink and space to write on - you can get some of the above items in the room itself.

Talk to your familiar, follow the dialogue by clicking the bold keywords, and you will be able to use Summon Familiar spells after saving your buddy.

Reward

Return to Wyrdin to report a last time and finish the quest. As a reward you will receive the base Illuminator Outfit and Achievement Grade Symbol Power of Words achievement.

Additionally, you can now use the shortcuts to different chapters in the Book World.

Stolen Accessories

Note: These bosses are optional. However, they can only be accessed once the quest is finished.

Additionally, Wyrdin tells you two accessories got stolen: Scallop Shell Scallop Shell and Sand-Filled Horn Sand-Filled Horn.

The potential thieves are located in Liberty Bay, Venore, and Yalahar, inside paintings. They are: