Duet Night Abyss — Unlock and prepare for The Lost Child quest
Duet Night AbyssWhere it sits in the story, what you must finish first, and smart prep.
The Lost Child is a main story quest that follows The Judgment Day in Duet Night Abyss’s early “Twilight” arc. If your quest log points to The Lost Child but you aren’t seeing it yet, you likely still have to clear the prior chapter beats and their decision-heavy encounters. Here’s how it fits into the timeline and what to get in order before you move on.
Unlock path for The Lost Child (quest order)
The Lost Child is the next main quest after The Judgment Day. If you’re progressing chronologically, your recent quest order should look like this:
| Sequence | Chapter | Quest | What that step involves |
|---|---|---|---|
| 1 | Twilight Chapter 1 | Dead or Alive | Sets up the Twilight arc and funnels you into interrogation scenarios. |
| 2 | Twilight Chapter 1 | The Judgment Day | Choice-driven rooms, battling manifestations (Filthoids, “The Sinner”), and a boss labeled The Warden of Inferno. |
| 3 | Twilight Chapter 1 | The Lost Child | Unlocks after clearing The Judgment Day and exiting the facility. |
If you’re earlier in the story, the broader path typically flows: Prologue (“Escape the Purgatorio Island,” “Burial Ground of Time,” “Whispers of the Sands”) → Noctoyager Chapter 1 (a cluster including “The Reborn,” “The Art of Survival,” “Crystallo of Stella,” “In the Depths of Winter,” “A Bouquet for a Maiden,” and “On a Gentle Breeze”) → Twilight Chapter 1 (“Dead or Alive,” “The Judgment Day,” then “The Lost Child”).

Finish The Judgment Day first (objective checklist)
If The Lost Child hasn’t triggered, confirm you’ve completed all objectives in The Judgment Day. That quest includes:
- Talk to your squadmates and investigate a strange room.
- Power up and operate a control panel; examine a chair; leave the room.
- Make narrative choices, move forward through successive rooms.
- Defeat “what clouds your mind” (Filthoids), then proceed.
- Fight “The Sinner” and clear another choice gate.
- Find a way out and defeat The Warden of Inferno.
Once you exit the complex after the Warden fight, the next main quest marker should advance to The Lost Child.

Preparation before The Lost Child (gear, systems, and pacing)
Main quests in this stretch interleave dialogue checks, multi-wave encounters, and at least one boss. Going in under‑geared will turn routine rooms into attrition fights. Before stepping into The Lost Child:
- Unlock forging early: “The Reborn” requires completing the side quest “The Wandering Luno” to enable the Forging feature. If you skipped that earlier, circle back so you can upgrade weapons consistently.
- Keep one character ahead: Concentrating resources on a primary carry to the mid-game level threshold helps you breeze through mixed mobs while you learn boss patterns.
- Stock core upgrades: Weapon manuals and globules from early content and side quests are worth banking. They smooth out damage checks in back‑to‑back rooms.
- Expect Filthoid mixes: Packs typically combine quick melee types with heavier hitters; plan a loadout that handles staggerable rushers and something with burst for elites.

Context: where The Lost Child sits in the story
This arc happens after a long on‑ramp through Prologue and Noctoyager Chapter 1. By now, the game’s core loop is established: dual protagonists navigating Atlasia, where magic and machinery coexist, while you deal with Filthoids, human factions, and recurring boss threats. The Twilight sequence leans into moral choices and psychological rooms — The Judgment Day makes that explicit with interrogation setups and manifestations of guilt. The Lost Child picks up immediately after that pressure cooker.
Side content with similar themes: “The Gone Girl” (optional, early)
If the title “The Lost Child” drew you to this point, an early side quest named “The Gone Girl” explores a thematically adjacent mystery and offers useful materials for upgrades. It’s optional but quick to clear, and it runs as soon as you can roam Icelake freely.
| Phase | What to do | Details |
|---|---|---|
| Start in Icelake | Talk to Elsa in Silverpeace Square | She’s searching for her daughter, Annie. Your first dialogue choice adjusts stats (Benefit, Empathy, or Chaos). |
| Leads and rumors | Speak with a Kind‑Hearted Citizen and a Baffled Citizen | They hint at a missing girl and mention a strange, amnesiac girl in town. |
| Witness & combat | Find the Amnesiac Girl, then head to Lamenting Lake | Save a woman from Filthoids (3× Veloci, 2× Savage), then speak with Dr. Elinor. |
| Revelation | Return to the Amnesiac Girl (Alice) | Choose to show her a diary (restores memories and confirms Annie’s fate) or withhold it (she believes she’s the missing daughter). |
| Outcome | Inform Elsa | With the diary, Elsa refuses to accept Annie’s death. Without it, she accepts Alice as her daughter. The quest ends either way. |
Expected rewards for The Gone Girl include coins, Trial XP, Secret Letter Clues, d10, Carmine Globule, and a Weapon Manual, which are all handy for early forging and character growth.

What to expect next
When The Lost Child unlocks, follow the main quest marker from your current hub. If you’ve kept your forge path current and focused your resources on a single carry, the Twilight encounters that come after The Judgment Day’s boss should feel controlled rather than spiky. The game’s mainline chapters continue to introduce systems and new encounter types; staying on the story track remains the quickest way to unlock characters, the hub’s utilities, and core progression features.
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