The Hardships of Seafaring is your first major quest chain in Of Ash and Steel, introducing core mechanics, early combat, and key social interactions aboard a stranded crew. The Starting Shores region is small, but it contains several interconnected tasks, hidden items, and permanent attribute upgrades that are easy to miss if you rush ahead.

Overview of All Starting Shores Quests
You’ll encounter four questlines while exploring the Starting Shores:
- Provisions in Danger
- Break Time
- Fish Steak
- What Use Is a Cartographer
The order depends on which crewmates you talk to first, but the outcome remains the same—you must finish all four to move on.
1. Provisions in Danger
This is the quickest quest to complete and the most likely to trigger first.

How to Start
From where Sirdar stands at the beginning, head left toward the shoreline. You’ll find Chump, a sailor sitting beside a beached boat. Talking to him starts the quest.
Objective
Eliminate three pests damaging the food stores. All three bugs are found along the path running between Chump’s shoreline and the medical camp.
Bug Locations
- Behind Chump’s tent – sitting on a log.
- Near the uphill path – close to a soldier blocking the way.
- In front of the medical camp – wandering near the tents.
You don’t need weapons for this; simply walk over the pests to squash them.
Reward
Return to Chump to complete the objective and earn experience.
2. Break Time
Break Time is a longer, multi-step quest involving tobacco, stolen goods, and a few hidden choices that impact your early rewards.

Step 1: Talk to Squid
From Sirdar’s location, go straight and turn left toward the shoreline again. You’ll see Squid sitting near the water. He sends you to Emmett, the physician, in search of tobacco.
Step 2: Speak to Emmett (Physician)
Emmett is located in the medical camp. He explains he has no tobacco and needs brandy to make tinctures.
Step 3: Find the Brandy
Return to the beach where Chump sits.
Nearby is a locked chest containing:
- Three bottles of Brandy
- A few Apples
Use Emmett’s key to open it.
Step 4: Follow the Trail of Clues
Return to Squid and update him.
Then talk to Roer, who admits he once stole something and threw it into the rocks.
Step 5: Retrieve the Stolen Item – Armor Reinforcing Kit
Head to the opposite side of the medical camp.
Climb up the rocks and ledges until you reach the Armor Reinforcing Kit.
This kit is required for Emmett.
Step 6: Return the Item and Choose the Outcome
Give the kit to Emmett. When he asks where you found it, you can:
- Option 1: Keep the peace (no conflict).
- Option 2: Mention Roer threw it away, which leads to a scuffle where Dog takes a fall—allowing you to loot valuable early-game items from him.
Once resolved, Emmett gives you Rutmane (tobacco).
Step 7: Deliver Rutmane
Give it to Squid to finish the quest.
3. Fish Steak
Fish Steak acts as your first basic combat tutorial.

Step 1: Meet Fish
On your way toward the brandy chest, you’ll encounter Fish, who challenges you to a friendly spar.
He asks you to bring a “stick”—any weapon-like object.
Step 2: Ask Chump for a Weapon
Return to Chump at the shoreline and ask for something to fight with.
Chump hands you his Pirate’s Leg, a makeshift melee weapon.
Step 3: Return to Fish
Optional: Give Fish an apple before sparring for bonus experience and lore.
Start the sparring match and defeat him to complete the quest.
4. What Use Is a Cartographer
This quest pushes the main story forward and ties the Starting Shores together.

Step 1: Speak with Sirdar
After finishing Provisions in Danger, talk to Sirdar to activate this quest.
Step 2: Visit Murray (Navigator)
Murray stands near the medical camp. He loves brandy—give him a bottle, and he’ll share a long tale.
Continue through his dialogue to the end to unlock a permanent attribute point (pick Strength, Dexterity, Stamina, Insight, or Fortitude).
Step 3: Speak with Gellert
Go to the shoreline where Chump is stationed.
Speak with Gellert and finish his dialogue to complete the questline.
Optional Insight Check
If your Insight reaches 7, you unlock an extra lore conversation with the Captain about volcanic legends.
Don’t Miss These Hidden Permanent Attribute Boosts
There are five permanent upgrades available before leaving the Starting Shores—easy to miss if you rush forward.
1. +1 Fortitude – Fortitude Potion (Hidden Stash)
Behind a barrel near the physician is a Fortitude Potion.
Drink it immediately to claim the permanent boost.
Items on the ground can disappear after saving/reloading.
2. +1 Attribute – Dialogue with the First Soldier
Speak with the first soldier you met near the uphill path.
Choose one of his dialogue responses to gain a +1 boost to Strength, Dexterity, Stamina, or Insight.
Insight is recommended.
3. +1 Attribute – Give Murray Brandy
Giving Murray brandy and listening to his story rewards another +1 to an attribute of your choice.
4–5. Additional Attribute Opportunities (Choices & Items)
Depending on your responses and interactions with Dog/Squid/Roer, certain dialogue branches may offer extra stat gains—be thorough with every crewmate you meet.
Final Steps: Reporting to the Captain
Once you complete all major tasks, speak with the Captain on the Starting Shore.
This officially ends “The Hardships of Seafaring” and unlocks your path into Act 1.
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- All Acts and Quests in Of Ash and Steel – Full Quest Guide
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- Dead by Daylight Patch Notes – 9.3.0 Update Delayed on Xbox
- Helldivers Python Commandos Guide – Weapons, Armor, and Rewards
The Starting Shores serve as a compact but rewarding introduction to Of Ash and Steel. Between hidden stat boosts, interconnected crew dynamics, and your first bits of combat, this zone prepares you for the much larger world ahead.
Make sure you grab the permanent upgrades before moving forward—missing them puts you at a disadvantage that can’t be recovered later. Play Now!
