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Of Ash and Metal Prologue Walkthrough

December 1, 2025
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This information will go over the prologue of Of Ash and Metal, together with which decisions you can also make to extend your stats early on.

Quicklinks: The Hardships of Seafaring | Provisions in Hazard | Break Time | Fish Steak | What Use is a Cartographer | Welcome to Grayshaft

Prologue Walkthrough

The Hardships of Seafaring

Your journey in Grayshaft begins off fairly badly, as you make it to land with a foul case of seasickness. Sirdar will level you in the direction of Emmett, the expeditions doctor. 

Emmett is discovered close by – head previous Sirdar then go proper, he the person standing by the desk with parchment on it. He’ll say he can’t actually enable you proper now, however is prepared to take action in the event you fetch some brandy for him.

He’ll provide you with a key to his chest, which might be discovered again on the space you began near the water. Inside are 3 bottles of brandy and an apple, together with your character making a remark about maybe preserving a number of for your self.

The apple does serve a use (exterior of simply consuming it later.) You’ll find Fish, a blond haired man roaming the camp doing odd jobs. Giving him the apple nets you +50 XP.

Talking to Rower.

Should you head over to the water on the opposite aspect of the rocks, left of Emmett, you’ll encounter Rower. He’s determined for alcohol, and you’ve got the choice to provide one to him (+50 XP.) He’ll additionally say that you need to give one to the navigator (you meet him later)

You solely want to provide Emmett one of many bottles. He’ll complain in the event you give him lower than 3, however nonetheless get some remedy in your seasickness regardless (although it wont do a lot.) If you wish to hand over at the least two, there’s one other bottle of Wolfsbane on the opposite aspect of the camp, close to the campfire.

Return to Sirdar and he’ll ask you questions on your self. These will provide you with some additional stats relying on what you select.

First he asks what you’d do if the ship was boarded:
I’d enable you struggle them off – +1 STR (melee + lifting objects)
I’d try to keep out of the best way – +1 DEX (bows, swords and rapiers)
I’d maintain the wounded – +1 STM (run longer, extra stamina, extra oxygen)
I’d cut price with them – +1 INS (crit probability, persuasion)

Bandits are demanding you’re taking them to your camp.

I’d put up a struggle – +1 STR
I’d play alongside, I suppose… – +1 DEX
I’d try to purchase a while – +1 STM
I’d play the idiot – +1 INS

Provisions in Hazard

Head close to the water firstly and discuss to the person sitting within the sand complaining. He’ll let you know that bugs are ruining the provisions. There are 3 giant bugs wandering round, which might be killed just by standing on them.

Killing all of them and returning to the person will get you +50 XP. When you’ve got the Fish Steak quest, you can even ask him for a cudgel. This will get you his wood leg.

Break Time

By the water (reverse aspect of the rocks from Provisions in Hazard quest giver, head by path behind Sirdar) you’ll encounter a person named Squid sitting by the water. He desires to smoke however is operating out of tobacco. Should you ask him the place yow will discover some, he’ll say an order doctor has some. 

Emmett is the identify of the doctor, the identical one you want for “The Hardships of Seafaring”. Nevertheless, he’ll say that he doesn’t even have any Rutmane.

Head again to Squid and he’ll suggest that somebody from the crew may be at fault, and in the event you push additional he’ll identify Rower (the person behind you which you can give alcohol to in “The Hardships of Seafaring”) He’ll point out that he threw one thing of Emmett up onto the rocks, and you need to go get it for him.

Standing on a rock next to an Armour Reinforcing Kit.

There’s a ladder by the rocks, and you may attain the merchandise with some gentle platforming. On the prime you discover an Armour Reinforcement Package. Head again to Emmett, and you may say the place you discovered it. 

Telling him rower stole it can have him hand over Rutmane earlier than going to struggle Rower (which he loses.) Mendacity about it being on the shore additionally will get you the Rutmane, however with none additional fanfare.

Return to Squid one ultimate time at hand over the tobacco, providing you with +50 XP. You may as well ask him about Rutmane.

Fish Steak

Fish is a blond haired man roaming the camp doing odd jobs. Should you ask him about his job, you’ll find yourself roping your self into serving to him out. He desires to show his value by preventing you, however you’ll want some sticks for this.

If you have not already, you may get a “weapon” by finishing the Provisions in Hazard quest. Equip the wood leg in your stock, then head again to Fish. He’s fairly gradual, however so are you. You solely must get a few assaults in to down him.

Should you examine him earlier than he will get again up, you can even take his belongings (some cash and a glass) although it wont serve a lot use after the prologue.

He’s really fairly pleased when you discuss to him once more, finishing the hunt and providing you with +50 XP.

What Use is a Cartographer

Finishing “The Hardships of Seafaring” results in this subsequent quest, “What Use is a Cartographer”. Be certain to undergo this quest after finishing every little thing else you need to.

Talking to Murray.

Murray might be discovered to the left of Emmett, consuming away. When you’ve got a bottle of alcohol from the final quest, he’ll take it and also you get +50XP. Ask him to inform his story afterwards and also you get +1 INS.

He asks the way you’d make it to harbour safely, which supplies you a number of choices. You’ll need to choose each of the primary two choices for the primary query:

If we don’t change course, we’re going to hit a countercurrent – Right
You will have a spot to the north of right here with extra waves than ordinary marked in your map – Right
The course to the east is extra scenic
We are able to stroll
I want extra time to assume

He then asks what set you down the trail of cartography

I wished to problem myself – +1 STR
I used to be naturally drawn to it – +1 DEX
I’m not afraid of onerous work – +1 STM
As a result of it pays nicely – +1 INS
I’m undecided, to be sincere – Nothing

Afterwards, head again to the start line and also you’ll discover Gellert by the water. He’ll touch upon a few of the belongings you’ve carried out, like in the event you didn’t give the entire brandy to Emmett or in the event you fought Fish.

When you’ve got at the least 7 INS at this level, you may discuss concerning the island and its legends, providing you with some additional lore and +50 XP. Both manner, you may ask him concerning the fifth island, Grayshaft, and Wilbert.

After, he’ll ask whether or not he can see your journal. Neither one has any influence, although letting him offers a extra constructive response.

Welcome to Grayshaft – Ought to You Give Sirdar the Potion

Issues have gone dangerous, with most individuals lifeless and also you injured. You’ll discover Sirdar in a sorry state by the small path between the rocks. He’ll speak about the way you have been ambushed, and that he wants you to seek out Emmett’s bag with some therapeutic potions inside. That, or discover a chest that’s within the now-sunk ship.

You’ll discover Emmett’s corpse close to the place he was at first went incorrect, alongside together with his bag. There’s just one potion inside. When you do have the choice to drink it, which means Sirdar will nonetheless be in hassle. And whereas he did speak about discovering a chest, you may’t swim for very lengthy in your present state.

Holding a large potion.

Neither alternative has an influence on the following scene (exterior of minor dialogue), so there’s no gameplay penalty from utilizing it your self and therapeutic out of your accidents. Both manner, heading again to Sirdar could have you fetching his sword, discovered close to the exit to the camp. Return to Sirdar after discovering it and he’ll be lifeless.

You’re left with Sirdar’s sword (a quest merchandise fairly than one thing you should utilize) and the letter he was speculated to ship. It’s additionally potential to depart the camp now, ending the prologue – if in case you have any Wolfsbane left on you, we suggest including it to your hotbar.

This marks the top for Of Ash and Metal’s prologue, with the sport now shifting into Act 1.



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