Gaming Guide

Valor Mortis Bedtime Stories Walkthrough: Storybook Location and Rewards

Where to find the Mice's missing book in the City of Orphans, and the dialogue choice that earns a second Tiny Whisker Gift.

Where to find the Mice’s missing book in the City of Orphans, and the dialogue choice that earns a second Tiny Whisker Gift.

Bedtime Stories is a short side quest in Valor Mortis. Two Mice, Minci and Agnes, can’t sleep because their storybook is stuck in a cellar full of monsters, and William can go and get it. It takes a few minutes and runs during Chapter 7 in the City of Orphans. The only real decision comes at the end, and that decision decides how many Catalysts you take home.

Quick answer: Bring the Bedtime Storybook from the wine cellar back to the Mice’s burrow, then pick “Read a story.” You get two Tiny Whisker Gifts, worth 6,000 Catalysts in total.


Where Bedtime Stories starts in the City of Orphans

The quest giver is a small burrow made of twigs with lit candles around it. It sits on a balcony in Tribunal Square. To get there from the Tribunal Square lantern, follow the main path through the tunnel of burning wood. Right after you come out of the tunnel, climb the stone stairs up to the balcony. The burrow is at the top.

Interact with the burrow and Minci and Agnes explain the problem. Their storybook was left behind in a house now full of monsters. You get two options:

  • Offer help. Starts the quest and gives +1 Mice friendship.
  • Ignore. Gives you nothing.
Finding the Burrow & Starting Quest00:24Finding the Burrow & Starting Quest
The Mice's burrow just past the burning tunnel. Choosing "Offer help" starts Bedtime Stories. Shown at 00:24 in Game Guides Channel’s video. Image: One More Level

A “NEW SIDE QUEST” notice appears, and Bedtime Stories shows up under Active in the Side Quests menu. The journal entry gives you the clue you need: the book is in an old wine cellar under the stairs, and the Mice drew a shrike symbol next to its door.


Bedtime Storybook location: the warehouse wine cellar

The book is inside the large warehouse across Tribunal Square from the burrow. Look for the shrike symbol by its door. The building is on your normal route through the city, so the detour is short. What slows you down is the enemies inside.

Bedtime Storybook
Bedtime Storybook. Image: One More Level
Drop off the balcony ledge into the square and walk to the warehouse. The front door is unlocked, and an oil lantern glows near the entrance, which helps you spot the right building.
Kill the first enemy inside, then smash the wooden crates that block part of the room. A doorway is hidden behind them.
Go through that doorway, take out the next enemy, and keep moving through the building. There’s a soldier along the way you can kill with a backstab if you come up behind him.
When you reach a section of broken floor, jump across the gap and go into the next room. A Risen Grenadier waits there. Kill it before you do anything else in that room.
Step onto the large square of boards in the middle of the floor. It collapses under you and drops William into the wine cellar. It looks like a trap, but this is the intended way down.
Clear the Carrions and Spewers that ambush you when you land. Kill the Spewer on the wall first. Fire Transmutation works well here because Ignite keeps damaging the group while you dodge. The cellar is cramped, so don’t let them surround you.
Go to the wooden shelves in the alcove under the stairs and interact with the book.
Reaching the Warehouse & Locating the Book01:04Reaching the Warehouse & Locating the Book
The shelf under the cellar stairs where you pick up the storybook. Shown at 01:04 in Game Guides Channel’s video. Image: One More Level

Two messages confirm the pickup: “Bedtime Storybook ADDED TO INVENTORY” and “QUEST UPDATE: BEDTIME STORIES.” Your journal changes to say you should return the book to the Mice. You don’t need a key or have to solve a puzzle to get it.


Returning the book: read a story or say goodbye

Exit the warehouse and retrace the stone stairs to Tribunal Square, then interact with the twig burrow again. Give it the book to receive your first Tiny Whisker Gift immediately.

Returning to Burrow & Handing Over Book01:26Returning to Burrow & Handing Over Book
Returning the storybook pays out the first Tiny Whisker Gift before the final choice. Shown at 01:26 in Game Guides Channel’s video. Image: One More Level

Then you find out the Mice can’t read. Two options appear, and each one ends the quest a different way:

ChoiceWhat happensTiny Whisker GiftsCatalysts
Read a story.William reads the tale of the Chagalog26,000
Say goodbye.William leaves without reading13,000

Reading costs you a minute or so of dialogue and doubles the payout, so it’s the better pick. Once William finishes the story and the Mice fall asleep, the second gift arrives along with the “BEDTIME STORIES QUEST COMPLETE” banner. The quest then moves to the Completed list in your Side Quests menu.


Bedtime Stories and Mice friendship

Accepting the quest with “Offer help” gives +1 Mice friendship. That counter matters later. The Mice reward in Entropy requires at least 10 Mice friendship, and you have to earn all of it before you reach Napoleon’s Prison. Neither of those late areas has fast travel back.

Bedtime Stories can be completed later; it does not expire by itself. Use fast travel in the City of Orphans to reach the Tribunal Square lantern and finish the quest whenever you choose. However, complete it before the point of no return, or its friendship point will not count toward the Entropy reward.


Bedtime Stories reference values

Quest journal stages

Bedtime Stories is a side quest in the City of Orphans with four journal stages. The last two are alternate endings, and only one of them is recorded, depending on your choice at the burrow.

Quest log menu listing side quests, with In the Name of Art selected and its description beside a forest landscape card.
The Quests tab of the journal shows the Side Quests list, with In the Name of Art active and The Deserter and The Lost Boy completed.
StageJournal state
1Book is in the wine cellar marked with a shrike
2Book found, return it to the Mice
3 (ending)Read the Mice a tale until they slept
4 (ending)Returned the book without reading

Tiny Whisker Gift

The quest reward is a consumable gift from the Mice. Using it converts it straight into Catalysts. You can also sell it for the same amount.

Tiny Whisker Gift
Tiny Whisker Gift. Image: One More Level
FieldValue
TypeConsumable
Effect on use+3,000 Catalysts
Sell price3,000
Max carried99
Given in conversation5 conversations

Fire Transmutation for the cellar fight

Fire Transmutation is built for crowds and damage over time, which makes it a good fit for the Carrion and Spewer ambush. It Ignites enemies and objects in the world. Ignited targets keep taking damage after you stop firing. It goes up to level 5.

Fire Transmutation
Fire Transmutation. Image: One More Level
LevelBase / damageIgniteUpgrade cost
15 / 154—
27 / 174.5Crude Transmutation Material x2
38 / 185Pure Transmutation Material x2
49 / 195.5Distilled Transmutation Material x2
510 / 206Quintessential Transmutation Material x1

At level 2, Brittleness makes Melee Attacks deal extra damage to enemies affected by Ignite. Back-Burner becomes available at level 3, increasing damage and Status Effect buildup the longer you fire. At level 4, choose Fireworks to extend flame range or Wildfire to spread the flames wider. Wildfire works better in a cramped room packed with enemies. At level 5, Never-Ending Inferno lets melee hits prolong Ignite, while Unstable Blaze makes Ignited enemies explode when shot.

Nephtoglobin Vial drops in the cellar

Transmutations cost Nephtoglobin, so it’s useful to know the cellar enemies can drop refills. Carrions and Spewers each have a 3–4% chance to drop a Nephtoglobin Vial, which refills your Nephtoglobin. You can carry up to 3 vials. Each one sells for 100. Louis’s Laboratoire sells them from the start for 200 each.

Nephtoglobin Vial
Nephtoglobin Vial. Image: One More Level