Reclaim The Wilderness is the Farmer quest from Emily Fray that sends you north into the Revelwood to take its Ancient Spire. Reaching the top turns the spire into a permanent fast travel waypoint and charts ten new locations across the region. The route is dangerous and the interior is a run of timed traps and ranged switches, so a little preparation saves a lot of retries.
Quick answer: Bring your Flame to level 3, travel north from the Ancient Spire – Springlands through Willow Crush and Diadwyn, climb the interior by hitting every wall switch to open each locked door, then commune with the Flame brazier at the summit.
Before you set out
You start the quest by speaking to the Farmer and choosing the “The World Opens Up” dialogue. The quest marker then points at the spire far to the north, and the stretch of Shroud between the Farmer’s Vault and the tower will kill an underprepared character quickly.
- Be around level 13 before you commit to the trip.
- Raise your Flame to level 3 so you can survive the red Shroud along the way.
- Carry a bow with Scrap Arrows or a wand, because every door inside is opened by hitting switches mounted high on the walls.
- Keep a Grappling Hook, Campfire, and Water ready for the climbing sections.
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The fastest approach starts from the top of the spire you already own in the Springlands. Gliding off its balcony covers a large chunk of the northward distance before you ever touch ground.



Loose resources sit around the base, including the occasional Prayer of The Flame Scroll, a consumable worth stashing for later Shroud runs.
Climbing the spire interior
Each floor is a locked door with a set number of lock indicators above it. You open the door by activating every switch on that floor, then step onto the teleport pad to move up. Traps stay active after you flip a switch, so plan your return trip too.


The upper level holds the floor’s loot. A chest in an alcove carries gear, and a hidden silver chest sits past a gap you cross with a glider or Grappling Hook swing. Keep your Rested buff topped up before swinging, using a Campfire and Water if it has run down.

Commune with the Flame and confirm the unlock
At the top, walk to the lit brazier in the center and interact with the “Commune with the Flame” prompt. The Flame speaks about the madness hidden in the Revelwood, and the quest resolves on the spot.
You will know it worked when the screen shows NEW LOCATION CHARTED! 10 markers added, Reclaim The Wilderness marks complete for 400 XP, and the Revelwood spire becomes a fast travel point. The new markers include Elixir Wells and Flame Sanctums across the region. Your objective then updates toward Follow The Melody and Forge A Path Through The Wild.
Loot you can find inside the spire
The chests on the trap floors hold weapons and gear worth grabbing on the way up. The confirmed stats for the pieces you can pull from them are below.
| Item | Type | Rarity | Key stats |
|---|---|---|---|
| Wand (Mage) | Common | Fire, Overcharge 15%, 0.6s attack, +6 Mana Regen | |
| Wand (Mage) | Common | Fire, Overcharge 12%, 0.6s attack, +4 Mana Regen | |
| Bow (Ranger) | Common | Draw Speed 1s, Arrow Speed 20%, Health Leech 3% | |
| One-Handed Sword | Common | Cutting, Crit Chance 4%, Crit Damage 14% | |
| Legs armor | Rare | Health 40, Stamina Regen 6, Thrust 1 | |
| Off hand (Warrior) | Rare | Power Parry 1, Parry Power 1 |
The Infernal Wand is the standout pull for a Mage, since its 15% Overcharge and +6 Mana Regeneration edge out the common wands you likely started with. The Valiant Shield is a Warrior off-hand that rewards parrying, and it can also be crafted at the Blacksmith once your Flame is level 3 and you build under a roof. The Wisp of Light grabbed during the climb is a rare consumable that lasts five minutes.
Where the Revelwood sits in the world
The Revelwood is a mid-game region that makes up 8.6 percent of the world map, smaller than the Springlands you came from but denser with threats. Owning its spire gives you a northern anchor for travel and opens a batch of regional quests such as A Rising Tide, Cavern Curiosities, and The Spiral. For reference, here is how it compares to the other named regions by share of the world.
| Region | Share of world | |
|---|---|---|
| Springlands | 28.8% | |
| Cinder’s Cradle | 16.9% | |
| Albaneve Summits | 13.4% | |
| Kindlewastes | 13.4% | |
| Revelwood | 8.6% | |
| Veilwater Basin | 8.6% | |
| Blackmire | 4.4% |
With the spire claimed, you can travel freely across the Revelwood and start chasing its deeper content, including the Hollow Halls to the northwest, which need a Revelwood Bone Key crafted from 20 Bone and 50 Ectoplasm Fragments once you have summoned the Collector at your base.





