Quests Guide - Project Slayers 2 Wiki
Every quest chain explained, with quest givers, turn-in locations and the order that keeps you leveling efficiently.
Overview
Project Slayers 2 levels you through quests rather than endless mob grinding, so the order you accept and turn in work decides how fast you climb. This hub walks through every major chain, from the opening tasks around Windy Peak to the level 255 loops covered in the leveling guide.
Quest Route on Video
The showcase footage below follows the same route this page describes, so you can watch a runner move from the earliest village tasks into the Final Selection chain before you copy the order yourself. Pair it with the how to play basics and the progression guide for the systems behind each unlock.
The Quest Route in Order
Quest chains unlock in a loose level order, and skipping ahead usually ends with a locked NPC or a boss far above your current damage. Work the sequence below in order, bank every turn-in before you move regions, and check the leveling guide whenever you are unsure which bracket you belong in.
Because the game rewards completion rather than raw kill counts, a chain finished at the intended level beats an hour of farming weaker enemies. Keep spare Wen for consumables, and pair long chains with the stacking tricks in the fast leveling methods page.
Krue's opening tasks
Krue anchors the first village chain and eases you into combat, so finish every task before you move on.
Tom's follow-up chain
Tom follows Krue in the documented leveling route and bridges the gap into the next stretch of the map.
Chaka and Wagwan
Chaka and Wagwan carry the middle of the early game, where enemies finally hit hard enough to punish sloppy pulls.
Final Selection
Final Selection closes the early game near level 58, ends with the Hand Demon and supplies the Crude Iron for your first forged katana.
Iceveil Valley and later givers
The later quest givers take over from there and push you toward named bosses and the long climb to the level 255 cap.
Quest Stages at a Glance
The table below condenses the route in the order most leveling write-ups describe it, from the first village giver through the Final Selection finale. Treat it as a checklist rather than a strict script, because quest flow depends on your bracket, your clan and your gear.
Turn-ins matter as much as kills. If a chain stalls, confirm you actually accepted it, then check the world map for the marked area before assuming the quest is broken. Most stalls are simply a giver you never spoke to.
| Stage | Notable giver or fight | Why it matters |
|---|---|---|
| Opening village chain | Krue | First levels, combat basics and movement |
| Follow-up chain | Tom | Keeps XP flowing toward the mid-game givers |
| Mid-game bracket | Chaka and Wagwan | Steady quest XP before Final Selection |
| Final Selection | Hand Demon finale | Lands near level 58 and drops Crude Iron |
| Later regions | Iceveil Valley givers | Pushes you toward bosses and level 255 |
How to Read a Quest Chain
Quest NPCs are scattered across the map, and several only appear once you cross a level threshold. Talk to every named villager you pass, because a giver you missed early can stall the next chain entirely. The locations hub maps the named areas worth sweeping.
Rewards scale with the bracket a chain was designed for, so a low-level quest turned in much later pays far less than it did at the intended level. Bank turn-ins on time and read the progression guide before you sit on a stack of unfinished chains.
Two quest lines deserve special attention. Final Selection decides when your first forged katana arrives, and the Wen economy behind Rika's shop stock gives you a cheap way to top up Bandages for 25 Wen between chains, which matters more than most new players expect.
Quest Habits Worth Building
Small habits separate players who clear chains quickly from players who wander. Keep the quest log open, note who handed out the task and where it must go back, and stock consumables before a long run. The cards below cover the habits that save the most time across an entire first playthrough.
Read the Objective
Quest text names the target area, so read it before sprinting off and dragging half the map behind you.
Mark the Turn-In
The return point is often a different NPC, so note it the moment the quest enters your log.
Wen Between Chains
Bandages and consumables drain Wen fast; the mastery and Wen guide covers the farming routes.
Boss Quests
Late chains send you at named bosses, so check the boss hub for patterns before you walk in.
Quest Checklist
Run this short checklist before every session. It catches the small mistakes that quietly cost hours, and it keeps your route pointed at the next unlock instead of whatever enemy happens to be closest. Players who follow the progression guide route tend to clear regions in one pass rather than circling back.
Once the checklist is automatic, the remaining bottleneck is travel time, which the breathing trainer routes and the dungeon entrance notes both help you plan around. Group quests by region so one trip covers several turn-ins, and save fast travel for the moments when you genuinely need to cross the whole map.
- Accept every quest a new NPC offers before leaving an area
- Finish turn-ins at the intended level bracket
- Keep at least a few hundred Wen for Bandages and consumables
- Confirm your next chain's giver before you fast travel away
Frequently Asked Questions
Do quests carry over from the first Project Slayers?
No. Nothing carries over from the original Project Slayers, so player data, items, clans and game passes all stay behind and every quest chain is completed fresh here.
Where does the quest route start?
The documented route starts with Krue in the opening village area, moves to Tom, then continues through Chaka and Wagwan before Final Selection takes over.
When should I attempt Final Selection?
Final Selection is a milestone chain that lands around level 58, and it ends with the Hand Demon, so arrive with upgraded gear and full consumables.
Why is my quest XP so small?
Quest rewards are tied to the bracket they were designed for. A chain finished many levels late still pays, but the value is far lower than the intended level.
What do I get from Final Selection?
Final Selection is the main Crude Iron source, and Crude Iron is what the smith uses to forge your breathing-style katana afterward.
Should I skip side quests to level faster?
Usually no. Leveling is quest-driven, so skipped chains remove reliable XP and often block the giver that unlocks your next region.
What should I do after the early chains?
Move into the later regions, pick up the higher-level givers and start pushing bosses while your weapon mastery catches up with your character level.