The Choir is the one permanently missable Valor Mortis side quest identified by the major launch guides. It takes place in Napoleon’s Prison during Chapter 10: Shackled, and leaving through the sewer closes the prison route. Collect its four required items before entering that exit. Most other side quests can be cleaned up after the story, especially once traversal and transmutation abilities open previously blocked paths.
Valor Mortis has 20 launch-campaign side quests, with six tied to trophies. The safest approach is to explore each region before advancing, record quests that are clearly ability-gated, and return later rather than forcing an incomplete objective.
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The missable quest and the safe completion rule
PowerPyx and iTechGuides both count 20 side quests in the launch campaign, and their route information identifies The Choir as the only permanently missable quest. Its deadline is not the start of Chapter 10, nor simply entering Napoleon’s Prison: the lockout occurs when you leave the prison through the sewer. Once that transition is made, the prison’s quest evidence cannot be collected during the same route.
For every other quest, do not assume that an item or conversation must be completed on the first visit. Valor Mortis uses a Metroidvania-style map in which mobility and transmutation abilities can separate a quest trigger from its completion route. Mark blocked objectives, finish the story when necessary, and return with the required ability. This prevents unnecessary backtracking and avoids restarting a region just because a chest or path was inaccessible earlier.
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| Quest | Deadline or permanence | Trigger or setup | Gate | Final optional step |
|---|---|---|---|---|
| The Choir | Complete before the Chapter 10 prison sewer exit | Prison evidence and quest items | None beyond prison progression | Post the prisoner letter on the notice board after escaping |
| An Unheard Farewell | Guide-based route supports later cleanup | Survivor and Adjutant Sous-Officier encounter on the Guidepost/Valley of Ashes route | Open the elevator’s top level | Search the halfway-up cave, then choose truth or lie when reporting |
| The Emissary | Safe to defer | Early quest encounter | Shield Transmutation from the university | Cross the poison, defeat the unusual-corpse miniboss, and open the chest |
| The Scarecrow | Safe to defer | Item discoveries around the scarecrow and nearby house | Access to the upper house and barn hayloft | Return both items, then enter the hayloft hideaway |
The table reflects the route instructions reported by the published guides. Because the game was newly released when those guides appeared, a later patch could change a trigger, location, or lockout. If a current update behaves differently, treat the in-game objective state and current patch notes as authoritative.
The Choir: finish it before leaving Napoleon’s Prison
The Choir deserves its own checklist because the sewer transition is a hard deadline. Do not drop into the sewer until every item below is in your inventory or has been registered by the quest.
1. Collect Prison Warden’s Journal — Part One
Find the first journal part during the early prison exploration. Read or pick it up as soon as you see it rather than assuming you can return after the main prison sequence. It is one of the four pieces of evidence needed for the quest’s completion.
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The second part is located near the Armoury Key. Search that area fully before moving onward. The proximity to a progression key makes this easy to overlook: acquiring the key and continuing toward the exit can feel like the natural next step, but the journal part must be secured first.
3. Take the Key to the Chapel
Collect the Chapel Key while the prison remains open. A key pickup may look like ordinary exploration loot, yet it is explicitly part of The Choir’s checklist. If the quest log names the key, do not leave it for a later cleanup pass.
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4. Pick up the prisoner letter
Locate Letter to Headquarters — A List of Deceased Prisoners. This letter is the item you will ultimately post after escaping, so having the journals and chapel key without it is still an incomplete objective set.
5. Confirm the prison checklist before the sewer
Make a deliberate sweep of the prison before dropping into the sewer exit. Check the journal parts, Chapel Key, and deceased-prisoner letter against your inventory or quest state. This is the point at which to search side rooms, notes, and locked spaces; after the sewer transition, the reviewed guides report that access is closed permanently for that run.
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After leaving the prison, go to the notice board near the Burning City lantern and post the letter. That board interaction resolves the quest; collecting the items alone is not the final step. The reported reward is the Remnant’s Return consumable and 6,000 Catalysts.
If you have already crossed the sewer without the evidence, the guides’ “permanently missable” designation means the prison route will not reopen for normal cleanup in that playthrough. Your practical recovery options are an earlier save made before the transition or a later campaign run, if your save system provides one. Do not spend time searching the post-game map for a new prison entrance that the route does not provide.
A region-by-region completion routine
Use the following routine whenever you enter a new area. It is designed to catch optional objectives without forcing you to delay the main story for every locked route.
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- Search the edges of the critical path. Check side corridors, dead ends, notes, survivor encounters, and rooms that are already accessible. A quest can begin from a location discovery or item pickup rather than a large marker.
- Record every blocked interaction. If a route is sealed by traversal or transmutation, note the location and the ability named or implied by the obstacle. Do not treat an inaccessible chest as a failed objective.
- Check for a chapter deadline. The Choir is the clear example: a sewer exit changes the state of the entire prison. When an objective is inside a self-contained chapter area, finish its checklist before using an irreversible transition.
- Advance only after local exploration. Once accessible notes, NPCs, and rooms are checked, continue the critical path. This keeps your first visit efficient without pretending that every quest can be completed immediately.
- Return after major abilities. Revisit marked locations after unlocking traversal or transmutation abilities. The Emissary’s Shield Transmutation requirement is the model: the quest can be encountered early, but its intended route is delayed.
- Use the post-game as a cleanup pass. Most side quests support post-story completion according to the reviewed guides. Recheck ability-gated areas, unresolved dialogue objectives, and hidden rooms instead of restarting the campaign by default.
An Unheard Farewell: open the elevator route before reporting
An Unheard Farewell is an exploration test on the Guidepost/Valley of Ashes route. The important mistake is reporting to the Adjutant Sous-Officier before checking the newly accessible vertical route.
- Progress far enough to unblock the elevator’s top level.
- Ride or otherwise use the opened route and search the cave halfway up the shaft.
- Find the missing scouts and collect the note in that cave. The note is the optional evidence that completes the exploration portion.
- Return to the Adjutant Sous-Officier and begin the report.
- Choose whether to tell the truth or lie. The Sleight of Hand amber is awarded either way, but the dialogue choice changes the bonus outcome.
Because the amber does not depend on the truth-or-lie selection, choose according to the outcome you want rather than assuming one answer is required for the core reward. If the cave is empty, first verify that the elevator’s top level is genuinely open; the guide route places the missing scouts and note halfway up, not at the initial elevator approach.
The Emissary: wait for Shield Transmutation
The Emissary can be encountered early, but the poison-cloud route is intentionally an ability check. Trying to force it before the university grants Shield Transmutation wastes time and can make an ordinary progression gate look like a missing quest step.
- Accept or discover The Emissary when you first reach its early encounter.
- Continue the campaign until you obtain Shield Transmutation at the university.
- Return to the poison-cloud route with that ability equipped or available.
- Cross the poison and interact with the unusual corpse.
- Defeat the miniboss that appears on this route.
- Open the chest after the fight to obtain Perfect Copy.
Perfect Copy improves the ranks of equipped Tier 1 and Tier 2 ambers. The reward is therefore more than a completion flag: it can improve the effectiveness of the lower-tier ambers you are actively using. If the poison remains impassable, the missing requirement is the university ability, not a second dialogue choice or a hidden key.
The Scarecrow: the hayloft is the final objective
The Scarecrow’s easily missed step comes after the obvious item returns. Finishing the collection phase does not finish the entire optional objective.
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- Follow the path left of the scarecrow by the cross and collect the medallion.
- Go to the large house near the Fields lantern and search its upper floor for the drawing note.
- Return both the medallion and drawing to the scarecrow.
- Enter the barn’s hayloft hideaway near the big house. The route is a hidden final visit, not part of the initial hand-in conversation.
- Interact with the echo in the hideaway to receive Bountiful Harvest.
Bountiful Harvest restores health when Nephtoglobin remnants are collected. If the scarecrow accepts the items but no reward appears, do not repeat the hand-in indefinitely; check the nearby barn hayloft and complete the hidden-room interaction.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Recognizing optional-objective patterns
Side-quest objectives in Valor Mortis tend to fall into a few practical categories. Identifying the category tells you what to inspect before moving on.
- Item evidence: Journals, keys, letters, medallions, drawings, and notes must be collected before a hand-in or transition. The Choir and The Scarecrow use this pattern.
- Local exploration: A cave, upper level, locked room, or side path may contain the actual objective even after the quest has been introduced. An Unheard Farewell’s halfway-up cave is an example.
- Ability-gated route: A poison field or traversal barrier signals that the quest is designed for a later return. The Emissary waits for Shield Transmutation.
- Return conversation: Reporting to an NPC can include a meaningful truth-or-lie choice. Read the dialogue as an outcome decision, not merely a completion prompt.
- Hidden final room: A reward may require entering a nearby secret space after the main hand-in. The Scarecrow’s hayloft is the clearest example.
- Notice-board posting: Some quests end only when an item is posted at a board after the main area is escaped. The Choir’s prisoner letter uses this structure.
Planning around trophies and rewards
Six of the 20 launch side quests are tied to trophies, according to PowerPyx and iTechGuides. The guides do not identify all six in the available route summary, so treat trophy completion as a reason to follow every quest log carefully rather than assuming that only the four examples above matter.
The Choir should be prioritized because its 6,000-Catalyst payout and Remnant’s Return consumable are available only if the prison evidence is collected before the sewer. The Emissary’s Perfect Copy is an amber-improvement reward, An Unheard Farewell grants Sleight of Hand regardless of the dialogue answer, and The Scarecrow grants Bountiful Harvest only after the hayloft echo. These rewards illustrate why optional objectives can matter even when the main quest itself appears complete.
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Troubleshooting when an objective will not complete
The quest marker is present but the route is blocked
Check whether the obstacle is a traversal or transmutation gate. Mark the location, continue until the relevant ability is unlocked, and return. The Emissary’s poison route should not be treated as a bug before Shield Transmutation is available.
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An NPC has no new dialogue
Look for a missing local item or exploration step first. In An Unheard Farewell, the cave’s missing scouts and note must be found before the Adjutant report can produce the intended outcome. In The Choir, collecting only some prison evidence is insufficient.
The reward is missing after a hand-in
Search for a second completion interaction. The Scarecrow requires the barn hayloft echo after returning the medallion and drawing. The Choir requires posting the letter at the Burning City notice board after escape.
You are unsure whether to tell the truth or lie
For An Unheard Farewell, both answers award Sleight of Hand; the choice changes the bonus outcome. Select the response that matches the result you prefer rather than reloading solely to obtain the amber.
You left Napoleon’s Prison too early
The reviewed guides classify The Choir as permanently missable after the sewer transition. Check for a pre-transition save. If none exists, the remaining solution is a later campaign run rather than post-game map cleanup.
What to verify on a final completion pass
- Review the quest log for all 20 launch-campaign side quests and identify the six trophy-linked quests as you encounter them.
- Confirm that The Choir’s two journal parts, Chapel Key, and deceased-prisoner letter were collected before the Chapter 10 sewer.
- After escaping the prison, post the letter at the notice board near the Burning City lantern.
- Revisit notes, survivors, locked rooms, and side paths that were marked during the first visit.
- Return to poison or traversal barriers after obtaining the required ability, including Shield Transmutation for The Emissary.
- For quests with an obvious hand-in, check for a hidden room, chest, miniboss, or board interaction before declaring the objective complete.
- Use current patch information if a guide route no longer matches the game’s behavior; the launch guides were published close to release and later corrections are possible.
Following this order protects the only reported permanent deadline while preserving the intended post-game cleanup for ability-gated content. It also catches the optional interactions that are easiest to overlook: the prison letter posting, the Valley of Ashes cave, the Emissary chest, and the Scarecrow’s hayloft.
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