Gaming Guide

Valor Mortis: How to Complete The Lost Boy Quest in Vale of Wrath

Where to find Mirek's Note, the hidden cave crawlspace with the Cellar Key, and the cellar chest holding the Wound that Heals Amber.

Where to find Mirek’s Note, the hidden cave crawlspace with the Cellar Key, and the cellar chest holding the Wound that Heals Amber.

The Lost Boy is a short side quest in Valor Mortis that opens in Wolfsbane Field, the first Lantern area of Chapter 5 (Crime) in the Vale of Wrath. It follows Mirek, a young man who left home to fight for the resistance and never returned. The full loop takes place in one area, but the route to his body runs through a hidden crawlspace that is easy to miss. The game also has no map, so you navigate by landmarks seen from the Lantern.

Quick answer: Read Mirek’s Note in the Wolfsbane Field house, take the Cellar Key from his body in the cave to the north, then unlock the cellar marked with the bird symbol and read the note on the desk.


Before you start The Lost Boy

The quest becomes available as soon as you reach Wolfsbane Field in Chapter 5. It has four journal entries and a single ending, with no choices along the way. A few things make the run smoother.

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.
  • The Grapple ability, which you need to cross the gaps at the cave entrance and inside it.
  • A Cleansing Vial or two, since a fire-based elite in the cave can set you alight.
  • Hand grenades, which drain the elite’s health quickly.
  • A firearm for the red glowing bulb that opens a shortcut back to the Lantern.

How to start The Lost Boy in Wolfsbane Field

At the Wolfsbane Field Lantern, follow the descending path to the home on the road’s left, western side. The building lies along the main story route and is among the earliest you’ll encounter. Identify it by the white painting near a locked entrance, a wagon wheel above another doorway, and blood on the entry steps.
Wolfsbane Field
Wolfsbane Field. Image: One More Level
Clear the enemies gathered around the house and the nearby shed. Fighting them later while you are trying to read notes or loot is more trouble than it is worth.
Go in through the open door and find the letter on the wooden bench next to a dead body. Reading Mirek’s Note adds The Lost Boy to your side quest list, and William remarks, “I wonder if he kept his promise.”
Starting Location & Quest Initiation00:28Starting Location & Quest Initiation
Reading Mirek's Note inside the house starts The Lost Boy. Shown at 00:28 in Ghosts of Reykjavik’s video. Image: One More Level

Mirek’s note is a farewell to his parents: he says he’s joining the resistance to help and expects to return the next day. Before departing, you can optionally go upstairs to view a blue Echo of his parents. The scene shows that he’s been gone for four days and introduces the Shrike, whom Mirek’s father regards as the villagers’ protector.


Where to find Mirek and the Cellar Key

Mirek’s body lies in a cave north of the house, on the far side of the water. The quest gives you no marker, so follow the main road and its bridges around the river.

Cellar Key
Cellar Key. Image: One More Level

Reaching the cave

Leave the house and follow the dirt road to the first wooden bridge. Cross it and deal with the soldiers waiting near another house and shed on the other side.
Look slightly to your left for a second, broken bridge that is partly underwater, and cross it. Take it slowly, because enemies can catch you halfway over.
Journal menu with four framed cards titled Characters, Enemies, Locations and Notes, Characters highlighted showing a man in a navy coat.
The Journal menu in Valor Mortis offers four categories: Characters, Enemies, Locations and Notes.
Approach the stacked crates carefully, since they hide an ambush. One of the enemies carries a barrel on his back, and shooting it makes it explode for heavy damage.
Past the crates, look left for the red glowing bulb on a tree and shoot it. The tree falls and creates a shortcut back toward the Wolfsbane Field Lantern, which saves a long walk if you die inside.
Use Grapple to cross the gap into the cave, then grapple again to reach the next platform.

Beating the flaming elite

The platform holds a Red Eye Sapeur. His glowing slam leaves a small patch of fire, and he periodically summons phantoms that lob fire bombs at you. Those bombs hit hard and apply Ignite, which a Cleansing Vial removes. The fight goes quickly if you throw grenades or open with Stasis followed by the Blunderbuss. Defeating him drops the Equivalent Exchange Amber.

The hidden crawlspace and Mirek’s body

At the cave’s rear, climb the stone ramp beyond the bushes. Though the route seems blocked, squeeze through the narrow opening at its upper end.
Open the red chest on the other side. It holds 1 Pure Blade Material and 2 Cleansing Vials.
Move right, past the chest, and look over the rock edge. Drop down to the lower rock where a body lies.
Take the Cellar Key lying beside the body. The game confirms it was added to your inventory, the quest updates, and William says, “Poor fellow. Perhaps it’s better his family never knew his fate.”
Navigating Cave & Finding Cellar Key02:12Navigating Cave & Finding Cellar Key
Picking up the Cellar Key next to Mirek's body advances the quest. Shown at 02:12 in Ghosts of Reykjavik’s video. Image: One More Level

Unlock the cellar to complete The Lost Boy

Head back to Mirek’s house, using the fallen tree shortcut if you opened it. The locked door you passed earlier, next to the white painting, is the cellar entrance.
Interact with the cellar door marked with the bird (Shrike) symbol. A message confirms the door was opened with the Cellar Key.
Go down the stairs and open the chest beside the desk. It contains the Wound that Heals Amber, and it is easy to walk past once the quest wraps up.
Read the note on the desk, Shrike’s Orders — Cargo. It instructs the rebels to seize the cargo the soldiers are guarding, or destroy it if they can’t, and to strike without mercy before vanishing.
Unlocking Cellar & Completing Quest02:52Unlocking Cellar & Completing Quest
Reading the Shrike's cargo orders on the cellar desk completes the quest. Shown at 02:52 in Ghosts of Reykjavik’s video. Image: One More Level

You know it worked when the Quest Complete banner appears and William comments, “A guarded cargo? This is what the rebels were after.” In the journal, The Lost Boy moves from Active to Completed, and its last entry explains that the rebels were following the Shrike’s orders to poison the water at a nearby army camp so they could intercept a valuable shipment.


The Lost Boy journal entries and quest items

Each of the quest’s four journal entries matches a specific action, so the journal is a reliable way to check where you are.

EntryTriggered byWhat the journal says
1Reading Mirek’s NoteA young man left to join the resistance
2Finding the locked cellarA bird symbol guards the door; a key is needed
3Taking the Cellar KeyMirek fell from a cliff in the cave
4Reading the cellar noteRebels targeted an army camp’s cargo

The third entry also notes that Mirek seems to have been part of the plan to poison the local water intake. The quest uses three items, all found in the Vale of Wrath.

ItemTypeWhere
Mirek’s NoteNoteBench in Mirek’s house
Cellar KeyKeyBeside Mirek’s body in the cave
Shrike’s Orders — CargoNoteDesk in the cellar

The Cellar Key is an iron key with a rough finish, and it unlocks only the cellar below Mirek’s home.


Loot along The Lost Boy route

Most of what you get from The Lost Boy comes from the cave chest and the cellar chest, plus the elite’s drop.

The Lost Boy
The Lost Boy. Image: One More Level
RewardWhereQuantity
Pure Blade MaterialCave chest past the crawlspace1
Cleansing VialCave chest past the crawlspace2
Equivalent Exchange AmberRed Eye Sapeur drop1
Wound that Heals AmberCellar chest beside the desk1

Pure Blade Material

Pure Blade Material upgrades Blades and costs $3,000. A Saber, Rapier, or Claymore requires one at level 5, two at level 6, and three at level 7, so reserve it for the blade you rely on. James’s Iron Bench stocks one starting in Chapter 5 (Crime) and two in Chapter 9 (In Ruins).

Pure Blade Material
Pure Blade Material. Image: One More Level

Cleansing Vial

A Cleansing Vial clears Ignite and Stasis, which is exactly what the Red Eye Sapeur’s fire bombs inflict. You can carry up to 3. Louis’s Laboratoire sells them from Chapter 5 for 1,200, and they sell back for 400.

Cleansing Vial
Cleansing Vial. Image: One More Level

Wound that Heals Amber

The Wound that Heals regenerates lost Health slowly over time, which means you’ll lean on Ferrofluid Flasks less between fights. It goes up to rank 3, and four copies exist in the game. Besides the cellar chest, copies come from chests in The Battlefield and the Vale of Wrath and from Volunteers in the Vale of Wrath.

Wound that Heals
Wound that Heals. Image: One More Level

The Lost Boy isn’t locked to a time window. If you skip it on your first pass through Chapter 5, you can return to Wolfsbane Field later and finish it, though doing it on arrival saves a trip back.