Walkthrough

Sovereign Tower Major Story Quests Index

Where Act branches, emergencies, and secret-knight gateways sit in the quest pool

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Major Quests Walkthrough Hub

Sovereign Tower ships roughly 312 Round Table quests in the full August 6, 2026 Steam release, and community launch notes distinguish about 71 of them as major — story-bearing cards tied to Acts, alliances, or recruit gates rather than repeatable fetch work. Wild Wits wraps those majors inside the same daily loop: audience → tower → Round Table. This hub helps you navigate majors without a spoiler dump of every card title.

Use it when you know which branch you are on but need the next wiki page. Mechanics live on Systems Hub; scoring on Quest Scoring.

Major vs side quests

Major quests typically:

  • Advance Act 0–3 plot or county politics
  • Lock or unlock knights, servants, or annex wings
  • Carry multi-day durations or emergency timers
  • Trigger special outcomes that override normal gold (Quest Outcomes)

Side quests still move factions and treasury, but failing them rarely bricks a walkthrough branch. Optimizers chase majors first; role-players may accept side failures if People standing allows.

Act structure (spoiler-safe map)

ActScope on this wikiStarting pages
Act 0Prologue, tower claim, ArlinAct 0 Walkthrough
Act 1Groveshire or Gavault main lineGroveshire, Gavault
Act 2–3Full campaign (partial community map)Full Campaign Structure

The public demo covers Act 0 and Act 1 plus optional majors like the Goose Quest, Beast Hunt, and Rebellion thread. Purchasing the full game adds Acts 2–3 majors community guides are still indexing post-launch.

Demo major quest gateways

These named routes are verified on dedicated walkthrough pages — not invented here:

Demo Walkthrough

Sequential spine from first morning through Act 1. Start here if you want chronological order instead of reference links.

Goose Quest

Two-stage Bathhouse Goose chain; Chester recruitment via Angelica and clue-based sends. Audience meme that teaches item slots on quest cards.

Beast Hunt

Mutually exclusive outcomes for Sparky, Rufus, or Silgur depending on Angelica involvement and kill vs trace choices. Conflicts with other beast majors — use Demon rewinds (Time Rewind).

Rebellion Walkthrough

Mathilda, rebellion knowledge, Demon rewind to day 3, and Brunhilda gate. Heavy spoilers — read after Sovereign Archetypes.

Early Cycles

Cycles 1–5 majors: Demon lesson, Kitchen unlock, Dragon Knight meter prep before branch divergence.

Timed and emergency majors

Some majors carry countdown borders — failure hurts alliances, not just loot.

Do not treat patched Grest timing as universal — read each card’s live text (Tip 18).

Recruitment-adjacent majors

Several majors exist primarily to seat knights or test stats:

Seat caps (6 / 8 / 10 by act, no dismiss) mean major quest order affects who you can still invite (Difficulty Tips).

Scoring and special outcomes on majors

Majors use the same party score skeleton as sides: start −10, fill party size, average stats including Luck, meals +0.5, traits ±1 (Quest Scoring). What changes is consequence:

  • Special outcome lines on the card replace normal rewards when triggered — scan these before optimising gold.
  • Critical Failure on a major can kill knights required for later acts.
  • Unexpected Outcomes often pair specific knights with specific majors (Quest Outcomes).
  1. How to Play — learn loop.
  2. Demo Walkthrough — Act 0–1 spine.
  3. Goose Quest or Beast Hunt — pick one beast/goose line first.
  4. Opposite optional route on a Demon rewind run.
  5. RebellionGet Brunhilda.
  6. Grest Pirates when the emergency appears in your Act tier.
  7. Full Campaign Structure — transition to Acts 2–3.
  8. New Game Plus after Act 3 Demon prompt.

Full campaign and NG+ majors

Acts 2–3 add succession, Avalon, and Enberg-resolution majors referenced on Recruit Knights (Ari, Edith, Epicrates, Gothild) without spoiler titles here. Endings and Satisfaction Guide explains post–Act 3 Demon choices without inventing ending names.

Staying current

Major quest thresholds and timers change in patches — 1.0.8 adjusted Dragon Knight difficulty, item power, forge repair costs, and Grest timing. Cross-check Updates Hub and Release and Demo when a major feels harder than wiki text.

Major quests are Sovereign Tower’s plot rails disguised as management homework. Learn the loop once, then use this hub to pick the next verified route instead of guessing from Steam forum fragments.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many major quests are in Sovereign Tower?

Community launch notes cite roughly **71 major** quests out of **~312** total in the full game. Exact labels can shift with patches — confirm in-game card framing.

Are demo majors the same as full-game majors?

Act 0–1 majors match the demo slice. Acts 2–3 add more majors documented on [Full Campaign Structure](/walkthrough/full-campaign/) as routes verify.

Which major quests unlock secret knights?

[Goose Quest](/walkthrough/goose-quest/) (Chester), [Beast Hunt](/walkthrough/beast-hunt/) (Sparky/Rufus/Silgur), and [Rebellion](/walkthrough/rebellion/) (Brunhilda). See [Secret Knights](/knights/secret-knights/).

Do major quests use different scoring rules?

No separate formula — same party score from −10. Majors differ in special outcomes, timers, and story consequences — [Quest Scoring](/systems/quest-scoring/).