Tales of Arise: Beyond the Dawn follows the story of Alphen and Shionne one year after the events of the main story. The pair are working to seal the mausoleums that litter the new world after the two worlds merged. They then cross paths with a mysterious girl named Nazamil, who is treated like an outcast due to her mixed blood.
Read on as we share walkthroughs for all twelve of Tales of Arise: Beyond the Dawn’s main quests.
All Tales of Arise: Beyond the Dawn main quests
Alphen and Shionne meet a mysterious girl named Nazamil, who is being hunted by both Dahnans and Renans for being a Lord and Dahnan’s daughter. The couple then decide to help Nazamil when they reunite with her former allies.
After failing to find a safe haven in Niez for Nazamil, the group decides to take her with them while they locate and seal mausoleums.
Nazamil comes across the Helganquil technology and accidentally activates it due to her being a Sovereign, causing a powerful zeugle to appear.
The group then travels to Viscint and finally finds a safe place for Nazamil to live and stay.
The group sets out to help other citizens in the new world. After helping a rancher protect a zeugle from his ranch, the group receives a call for help in Niez, where the Dahnan and Renan have escalated their conflict. Nazamil offered to explore further ahead.
When the group returns to Niez, they discover that Nazamil has been using her powers to cause the voiding, causing the citizens to fear her and become hostile towards her.
Feeling guilt and hatred towards her, Nazamil decides to leave the group and find a way to fix things on his own.
Alphen and the rest tried to search everywhere for Nazamil, but could only find vague clues as to where he had been. They then decide to return to Ulzebek, where Alphen has to face his own dilemma of being a hero trying to help everyone.
The group returns to Niez, but discovers that most of its residents have been influenced by a mask. They then learn from Baephon that it was Nazamil who was behind the masking of the citizens in his effort to make everyone think alike and end the conflict.
Nazamil’s base of operations has been located in a mausoleum deep in the Shinefall Woods. The group then heads to the mausoleum to try to stop Nazamil before it’s too late.
After losing Nazamil to being completely influenced by Keystone, Alphen and the group now have to find a way to reach Nazamil in the control center of all the mausoleums.
The group then makes their way through the hallways, staircases, and monsters of Keystone in hopes that they can save Nazamil from its fate and the new world from its destruction.