Abyss Quest Guide
A progression-first guide to Abyss quests: which chains to do early, which ones are worth delaying, how daily quests fit in, and how to avoid turning questing into random busywork.
Short Answer
If you only want the practical order, do Kraken, then Scientist, then work Diver into your early money loop. After your Ancient Sands setup is ready, move into Marcus. Treat most other named chains as follow-on branches, not first-priority obligations.
Daily quests are also worth checking once teleporters are live. Game8 places quest boards beside teleporters and says they reward Money + Star Shards, which makes them a much better habit after your route becomes fast enough to cycle multiple areas.
How Quests Actually Fit Progression
Quests are best when they remove friction
Scientist is the clearest example. The teleporter is not flashy, but it makes every future sell, shop, and quest route shorter. That kind of quest has outsized value.
Quests are stronger when they overlap with your money route
Diver and Marcus are not just quest names. They are also timing markers for when your route begins funding Boat Tube, Crossbow Gun, and later Ancient Sands progression.
Not every quest chain is an early-game checklist item
Abyss has many named NPC lines, but some are clearly advanced branches. Lost Captain is the best example: even though the map label is familiar, the actual requirements are late-game.
Best Quest Chains by Stage
Kraken's Quest 1-6
Early CoreLocation: Forgotten Deep
This is the first quest chain public progression guides consistently treat as mandatory. It gives structure to your first hour, pushes you through the starter loop, and is tied to the Normal Tube reward path.
When to do it: Immediately. Take these before you drift into random fishing.
Scientist's Quest
Early CoreLocation: Forgotten Deep
Scientist is the teleporter unlock. This is one of the highest-value utility quests in the game because it shortens every future sell, quest, and restock trip.
When to do it: Finish before you fully leave Forgotten Deep.
Diver's Quest 1-15
Early MoneyLocation: Forgotten Deep / Ocean route
Diver is the most commonly recommended cash-and-shard bridge into your Boat Tube timing. Even when exact payouts vary, public guides consistently frame this chain as a strong funding route.
When to do it: As soon as you can clear them without stalling your Kraken and Scientist progress.
Mr. Black's Quest 1-8
Early-Mid UtilityLocation: Forgotten Deep
This line matters because it overlaps with mutation play, oxygen supplies, and artifact-related progression. It is not the first quest chain to rush, but it scales well once your Radar and route discipline are sorted.
When to do it: Start after your starter route feels stable and you can reliably identify mutations.
Marcus's Quest 1-6
Midgame CoreLocation: Ancient Sands
Marcus is the clearest midgame quest spike. Game8 documents a full six-step chain with money, Star Shards, pods, geodes, and the Burger reward that unlocks Grumpy Hank.
When to do it: Once you have practical Ancient Sands gear, not the moment you barely enter the zone.
Grumpy Hank's Quest 1-4
Midgame BranchLocation: Ancient Sands
This is a follow-on chain, not a first-arrival objective. It depends on finishing Marcus and functions more like a continuation branch than a replacement for Marcus.
When to do it: After Marcus, once Ancient Sands farming no longer feels unstable.
Golem / Victor / Isolde / Lumi
Late CoreLocation: Spirit Roots
These are late-game quest tracks. The exact efficiency ranking is less uniformly documented than Marcus, but public quest lists clearly place them in Spirit Roots and treat them as progression content for established gear.
When to do it: Only after Spirit Roots is actually farmable for you.
Lost Captain's Quest 1-4
Late BranchLocation: Forgotten Deep (far east)
This is a late-game branch despite its familiar map label. Game8 describes high-level, chest, and rare fish requirements, so this is not part of a normal early route.
When to do it: Treat as advanced side progression, not as a starter checklist item.
Daily Quests Matter More After Teleporters
Game8 says daily quest boards sit beside teleporters and each board offers four daily quests. They reward money and Star Shards, and the reset timer starts after completion, not when you first look at the board.
That matters because daily quests are not equally efficient at all stages. Before the Scientist teleporter is active, bouncing between boards and zones can create more travel friction than value. After teleporters are online, dailies become a much better recurring habit.
The practical rule: use daily quests as a multiplier on a route you already run. Do not let them replace your main progression targets like Kraken, Diver, or Marcus when those chains are still unfinished.
Quests You Can Safely Delay
Late branches that look cool but do not stabilize your route
Lost Captain, deep Spirit Roots chains, and more demanding side branches can wait until your oxygen, gun, and tube setup already support the zone comfortably.
Ancient Sands branches unlocked off Marcus
Grumpy Hank is valuable, but Marcus is the real midgame anchor. Treat Grumpy Hank as a branch after Marcus rather than a reason to ignore Marcus's own chain.
Mutation-heavy lines before Radar discipline
If you still cannot reliably identify what you just caught, mutation quests are going to feel slower than they need to. Buy Radar early and let that tool pay off first.
Common Questing Mistakes
Trying to clear every quest as soon as you meet the NPC
Abyss has many quest chains, but they are not equal in timing value. Kraken, Scientist, Diver, and Marcus are practical progression chains. Late branches like Lost Captain are not.
Walking into Ancient Sands to do Marcus too early
Marcus is valuable because his rewards are good, not because he must be touched the instant you unlock the zone. Public progression coverage points to Boat Tube and Crossbow Gun as the comfortable Marcus setup.
Ignoring daily quest boards after unlocking teleporters
Daily quests sit beside teleporters and pay money plus Star Shards. Once your travel network is live, leaving these unclaimed is one of the easiest recurring losses.
Treating mutation quests like normal catch quests
Mr. Black, Marcus, and several side chains become much less annoying once you own Radar and can deliberately route for mutation targets instead of guessing.
Using quests as a substitute for route planning
Quest chains are strongest when they overlap with your fish route, your buying plan, and your current zone. They are weakest when you bounce between objectives with the wrong tube or gun.
FAQ
Which quests should you do first in Abyss?
Kraken's Quest, Scientist's Quest, and then Diver's Quest are the safest early priority. That order matches the part of the game where quests most directly improve your route, your travel time, and your first major purchases.
Is Marcus worth doing as soon as you reach Ancient Sands?
Not always. Marcus is a major midgame chain, but public guides recommend doing it once Ancient Sands is actually comfortable for you, usually with Boat Tube and Crossbow Gun rather than a barely functional setup.
Are daily quests worth doing?
Usually yes, especially after teleporters are online. Game8 says each quest board gives four daily quests and rewards money plus Star Shards, so these become much more attractive once travel friction drops.
Should you try to finish every side quest in Forgotten Deep early?
No. The better rule is to finish the chains that unlock progress or reduce friction first, then return for optional side branches when your gear and oxygen economy are stronger.
What quest unlocks Grumpy Hank?
Game8 ties Grumpy Hank's chain to Marcus. Finishing Marcus gives the Burger reward, which you then deliver to Grumpy Hank to start that branch.
Source Confidence
- Strong support: Kraken, Scientist, Diver, Marcus, Grumpy Hank, and Daily Quest board placement all come from named public guides and lists.
- Partial support: the exact efficiency ranking of some late-game Spirit Roots branches is less uniformly documented, so this page treats them as late progression content rather than pretending to rank every chain with precision.
- Important note: some public quest resources stop at different patch moments, so this page focuses on broadly corroborated routes instead of claiming a perfect live database.
Sources
Primary source for quest giver names, quest chain counts, and zone placement across the game.
Confirms quest boards beside teleporters, reward types, and that the reset starts after completion.
Confirms which early quest chains are part of the practical progression route, especially Kraken and Scientist.
Used for Marcus-specific routing, reward structure, and gear recommendations in Ancient Sands.
Confirms Grumpy Hank unlocks after Marcus and that the Burger reward starts the chain.
Supports zone traversal context, NPC positioning, and the Scientist teleporter role.
Related Guides
Accuracy note: This guide is based on public Abyss references and editorial review. Verify key details in-game — values, prices, and availability can change between patches.
Last reviewed: April 2026
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