Disney Dreamlight Valley’s latest Storybook Vale DLC is all about adventures and stories – but its main quests can be a bit tricky to complete.
Just like Eternity Isle, Storybook Vale plunges players into a brand-new landscape filled with some sort of corruption. It’s up to them to save the land and its inhabitants, even the villains who caused the mess in the first place.
However, as it goes with saving a land, it’s not always quick or easy. So, here’s how to complete Storybook Vale’s entire main storyline, from its trials, unlocking characters, and of course, all the recipes you need to have.
How to complete Welcome to Storybook Vale
Step 1: Head to Storybook Vale
To begin the Storybook Vale DLC, open your mailbox in the Valley and select the Storybook Vale awaits message, claiming the letter that goes with it.
Then, head into the main castle and over to the Stardust Port, which is located on the second floor on the left. Go through the main doors and head into the section with the storybook sign on it. Once in, you’ll be able to meet Merida. Head straight on into the Library of Lore, use your magic to remove the Inkies, and speak to the trapped character.
She’ll explain that the Lorebook invited you, but the land is in trouble, with the magic leaving it slowly. Speak to the Lorebook, who will cough out a load of Snippets due to their magic fading. Now, it’s up to you to catch them.
Step 2: Find the Royal Net
However, you can’t catch the Snippets with your current tools. For that, you’ll need a Royal Net. Merida suggests looking underneath all the Petrified Wood and offers you a potion for your pickaxe.
To get the potion head to the top right-hand corner, opposite where Merida is standing, by the stone campfire. Between that and the wood log will be Merida’s bag. Grab the potion (and the food while you’re there) and apply it to your Pickaxe.
Then, turn around and mine the rocks surrounding the pillar nearby. Once you’ve mined them all, you’ll can use the pillar, which will spin the puzzle in the middle.
Your aim is to complete the image of Aurora. To do this, spin the left-hand pillar once, and the right-hand one three times. With that, the image will be complete and the Royal Net will be in the center.
Step 3: Catch the Snippets
With the Royal Net equipped, you’ll need to catch some of the Snippets around the Library of Lore. To do this, press space or the right mouse button (or respective key on console) when near the Snippets. You’ll have to be aiming correctly, as these can be a little slippery.
You’ll need to catch four of them, and most are around the center of the Library, so practice your aim and grab those flying Snippets. Once you’ve caught them, speak to Merida who will ask you to open the gates and reveal more of the Library.
Step 4: Open the gates
Opening the gates will require you to use your Royal Net in a certain way. If the golden wheel is facing across, then you need to hold your swing button (space on PC) and swipe sideways. If it’s facing down, then you need to swipe normally by pressing the swing button.
Once inside, you’ll need to catch all six Snippets in the wings. There are three on each side, and they can be a little tricky to find. So we’ve highlighted their locations in the image above.
Step 5: Rearrange the Lorekeeper’s pages
When all Snippets have been caught, head over to Merida who will introduce you to Reordering Stories. This is essentially a puzzle for you to complete.
Select Reorder Stories, and begin the ‘Once Upon A Time In Storybook Vale’ tale. Complete the puzzle and the first quest will be complete, unlocking the ability to open the rest of the biomes.
How to complete A New Chapter
Step 1: Gain access to The Bind
Once you’ve completed Welcome to Storybook Vale, meet Merida by the Well outside the Library of Lore and speak to her to begin the A New Chapter quest.
She’ll explain that it’s impossible to get to Maleficent and Hades with all the Ink. As such, she’ll ask you to begin clearing the walls to gain access to The Bind.
Pay 500 Story Magic to unlock the gate and explore the Bind with Merida. To complete this part of the quest, simply run around a bit of the biome and head back to Merida.
Step 2: Removed the Inkies and catch Snippets
Upon speaking to her, she’ll explain that it needs a bit of work to restore The Bind to its former glory. So, you need to remove 15 Inkies from the Bind and catch 5 Snippets with your Royal Net while she works on restoring the fountains.
Catch these tricky creatures and then speak to Merida who can’t seem to get the fountains working, though she’ll still insist on fixing them herself.
Step 3: Unlock Scrooge’s store and Goofy’s stall
While she fixes them you’ll be instructed to greet the villagers who have arrived from the Valley. Chat with Goofy and Scrooge, who both want to reopen their respective stores and stalls.
After speaking to them both, you’ll need to do the following:
Luckily, the ten gems and minerals only mean you need to hit a mining node with your pickaxe ten times, rather than getting ten gems. However, you will need to catch three fish for Goofy.
Once you’ve done that, chat with both and build their stalls and stores for free. Then check back in with Merida.
Step 4: Explore Aurora’s hidden room
She’ll explain that she didn’t fix the fountain but did find a secret room under the bridge. Head there and look for the large wooden doors.
Interact with them and grab the sparkling page lying on the floor. Then, tell Merida about the discovery. You’ll both conclude that Aurora clearly used this as a safe space.
Interact with the light on the left to open the doors and reveal a wheel for you to interact with. Next, use your net on said wheel and you’ll finally fix the fountains.
Naturally, Merida will be thrilled, but you unfortunately won’t find Aurora anywhere, as she’s not found in The Bind.
Step 5: Welcome Merida to the Valley
After completing this, Merida will explain that she misses her home and doesn’t really want to live in the Library anymore. So, all you need to do to invite her to your Valley is head into your building tab, place her home down, and walk over to it.
The house will cost 5,000 Star Coins to build, but once you do Merida will be welcomed to Storybook Vale.
How to complete The Wolf of The Wilds / A Sheep in Wolfs Clothing
Step 1: Unlock The Wild Woods
The Wold of the Wilds is one of the first two trials you’re going to come across in Disney Dreamlight Valley’s Storybook Vale DLC.
This one is located in The Wilds Woods, which is on the left-hand side of the main map.
Head to the nearest entry to the biome and unlock the gate for 2,000 Story Magic. Once you do, you’ll be prompted to explore Everafter, so head through the biome and go down to the far bottom, where a mysterious structure sits.
Step 2: Speak to the Lorekeeper
Once you find the structure, you’ll need to speak to the Lorekeeper to discover more about what it is. She’ll tell you that it’s a trial, and completing it is vital to help you get to Maleficent and Hades, and restore Storybook Vale.
So, it’s up to you and Merida to explore said trial, though Merida is hesitant due to a ‘big bad wolf’ she’s heard around the area.
Step 3: Enter the Trial
Head back to the area, this time there will be mysterious footprints walking to the structure. Investigate these with Merida and look for the broken wheel, which is found in the bush to the far left of the structure, just around the corner.
Interact with it and place it on the structure. Then, use your Royal Net with a long swipe and open up the quest, starting the A Sheep in Wolfs Clothing questline.
Step 4: Speak to the ‘big bad wolf’
Upon entering, you’ll need to swipe a wheel with your Royal net to enter the main room. Straight on from there, down the long carpet will be a large wooden door. Speak to this door and you’ll be chatting with ‘The Wolf of the Wilds’ who’s not overly convincing and sounds a lot like a charming thief many may know.
He’ll insist he’s a wolf, so it’s up to you to prove he’s not.
Step 5: Prove the Wolf of the Wilds isn’t a wolf
To do this, you need to find evidence to disprove the following:
For help on each of these three quests, click the link on the list above, they’ll take you to the specific walkthrough.
How to complete What big feet he has
While facing the door, head right towards the closed door. To open it, head over to the right of that door and spin the wheel.
Then, head through the corridor until you get to a series of symbols and Roman numerals. Each corresponds to the symbol you need to turn on the machine on the back wall.
If you want to solve it yourself, then you’ll need to look to the left for two numbers, behind you for one of them, and to the right by the stones for the other.
The answer to this puzzle is in the image below. Once they’re all correct, you’ll receive some Wolf Slippers.
How to complete What a wolfish smell he has
What a wolfish smell he has is located on the right of the door, just by the raised platform on the doors left. To open the door, head up that platform and use your Royal Net on the wheel. Then head through the corridor and up to the cooking pot.
The sign next to the pot will give you clues regarding the ingredients and has been detailed below.
To create the wolf-ish musk, you’ll need the following ingredients from the table on your left:
- Oil
- Woodland Pine Fragrance
- Wold Fur
Once you’ve picked these up, head to the pot and add in those three ingredients. Cook up the potion and that side of the quest will be complete.
How to complete What a fierce howl he has
From the main door, you spoke to the ‘wolf’ at, head to the far right door with a green glowing ? on it. To open this, use your shovel and dig the pressure plate. It needs to match the symbol above the door, so dig it until this appears and the door will open.
Once inside, you’ll need to complete the Decoration Puzzle, which requires you to head into your Furniture tab and move the items around from there.
If you want to solve it yourself, we’ll give you one hint: Three Little Pigs.
If not, the answer is in the image below:
Once you’ve got it right, the curtain behind the puzzle will fit and you can pick up the Howling Gramophone.
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Step 6: Reveal the ‘wolfs’ identity
With all the puzzles solved, head back to the main door and speak to the ‘wolf’ to hand all your evidence in. Shortly after, the door will open and reveal Flynn Rider!
Speak to him and he’ll reveal he was put under some sort of curse to protect something in the Trial. Head behind him and over to the source of corruption and interact with it. This will create a beanstalk section of Maleficent’s castle.
Then, all you need to do is place Flynn’s house down and the quest will be complete.
How to complete The Fallen Fortress / The Knights of the Round Table
Step 1: Unlock the Fallen Fortress biome
To access the next trial, you’ll need to unlock the Fallen Fortress, which costs 5,000 Story Magic to open.
Once inside, you’ll want to look for the… fallen fortress (now you know where the biome gets its name) which is located on the left-hand side of the map, just past the wishing well.
When you get nearby, the quest will tick and you’ll need to look for a way to lower the drawbridge. After removing the Inkies, a note will appear, explaining that “None shall pass until they have proven themselves to be a knight.”
With this, you’ll be instructed to chat with Flynn about what this means and how you can gain access to the trial.
Step 2: Craft Fairytale Armor
Flynn will explain that the best way to be a knight is to look the part, instructing you to craft some Fairytale Armor based off his own designs. For that you’ll need:
- 5 Iron Ingots
- 3 White Rose
- 2 Opal
- 2 Star Sapphire
Iron Ingots are found all over Dreamlight Valley, as well as in The Bind by mining nodes around the biome. The same goes for Opal, which is available in mining nodes in The Bind. Keeping on the mining theme, Star Sapphires are found inside rocks in Everafter. They’re not as common as iron, so be sure to grab some pickaxe polish.
Lastly, White Rose can be found in Everafter on the ground. They’re shaped like small rose bushes with white flowers on and should be plentiful in the two biomes you’ve now unlocked.
Once you have all the items, head to your crafting table and make the Fairytale Armor. Then, simply equip it and find yourself a Squire, who’s naturally Flynn. As an optional, you can always tame a baby dragon. To do this, check out our animals guide for the best foods to give them and how to feed them.
Step 3: Enter the trial
With the armor equipped, Flynn hanging out with you, and a baby dragon tamed, head back to the trial and lower the drawbridge. Inside will be a wheel, swipe down with your Royal Net and begin The Knights of the Round Table questline.
Once inside, you’ll be prompted to explore the region, but to get through the door you’ll need to solve a puzzle. To get through the door, simply turn the knight on the right to face the same way as the one on your left, so facing away from the door in this case.
Step 4: Return the knights’ missing pieces
Further into the trial, you’ll come across three knights facing different ways, all missing one item of their armor:
Naturally, it’s up to you to get these items. For details on each location and how to get them, click the links on the list above.
How to get the missing shield
Facing the large wooden door in the centre, head to the left-hand door with a wheel next to it. Use your Royal Net on said wheel to open the door and enter the first puzzle.
Inside is a room filled with knights, all facing different ways. You have to ensure all knights are facing the right way in comparison with the others. So, follow these steps:
- Head up the stairs on the left and turn the middle knight twice.
- Go up the stairs on the right and turn the left knight twice.
- Head down the stairs and look towards the curtain
- Turn the left knight by the curtain twice.
It should look like the image above on each side.
With that, the curtain should raise and a chest will appear, open this and you’ll find the missing shield.
How to get the missing flag
While looking at the main wooden door as a landmark point, head to the back left of the room, through a series of rocks you need to mine. Once through climb the stairs and you’ll be met with the flag justs at the top.
How to get the missing helmet
Facing the main wooden door, head to the right down the corridor. You’ll need to remove some Inkies to get through, but once you’re there, you’ll see a small pool with ripples. After getting further down a note explains that the helmet is in the water.
Spin the wheel with a long swipe of your Royal Net and head back the way you came, going through the now-open wooden doors and over to the pool. Then, grab your rod and fish up the helmet.
Step 5: Fix the knights
With all the missing pieces, head back to the knights and place the items back onto them. Placing the helmet, shield, and flag in order from left to right.
However, once this is done, they’ll need to ‘face the foes they fought’. To do this, interact with each of them and turn them around to face their enemies. Then, the door will open and the second main trial will be complete!
How to complete Curiouser and Curiouser… / Teapot Falls
Step 1: Unlock Teapot Falls
By this point, most will have sensed a theme. All trials start by unlocking a biome, and this one is no different. To access the final main trial before reaching Maleficent you’ll need to spend 5,000 Story Magic to unlock the Teapot Falls.
Then, once inside head over to the far right of the map, over to the large teapot waterfall and you’ll be instructed to take a picture of the giant teacups that block your path to the next trial.
Once you’ve done that, you need to head over to Flynn to ask him how you can get through, as none of your tools break it. He won’t know too much, so you’ll need to head over to the Lorekeeper for real answers. She’ll explain that she remembers something but needs her pages back to truly remember.
Step 2: Restore the Lorekeepers pages
To restore the Lorekeepers pages, you’ll need the following items:
- 10 Green Frog Snippets
- 5 Pink Frog Snippets
- 3 Blue Bird Snippets
Green Frog Snippets are found hopping about in The Wild Woods and Teapot Falls. Pink Frog Snippets are also in Teapot Falls, but can also be found in The Statue’s Shadow. As for the Blue Bird Snippets, you’ll find these flying around in The Bind. They’re extremely common so getting three shouldn’t be an issue.
With the items, head back to the Lorekeeper and complete the Aurora and the Teapot Falls tale. If you’re struggling to complete the puzzle, we’ve detailed what it looks like below:
Once that’s complete head into your collection tab and look at the finished puzzle. This will give you a clue as to where Aurora’s notes are.
Step 3: Find Aurora’s notes
The bookshelf in question is on the right-hand side of The Bind, just by the stairs you’d use to get to the biome. Look for the smaller bookshelf on the right and you should soon see a glowing book for you to read.
If you’re struggling, take a look at the image below to see where you can find the bookshelf.
Interact with the book and you’ll be able to craft the potion for your shovel.
Step 4: Craft Aurora’s potion
To craft the potion, you’ll need the following ingredients:
- 5 Sour Berries
- 5 Yellow Tale Cone Flowers
- 4 Volcanic Rock
- 3 Slate Gray Rose
Sour Berries are found on orange trees in The Bind. Provided you haven’t moved anything around in the biome, a Sour Berry tree will be right by the bookshelf you just interacted with. While you’re there, you can pick up Yellow Tale Cone Flowers which are also found in the Bind. These are simple flowers dotted around but can be a little tricky to locate.
Volcanic Rock is dug up from the ground in the entirety of Everafter and Mythopia. They’re rarer than clay is in Dreamlight Valley, but you do get enough after about 10 minutes of digging. We recommend doing this in Everafter as you can also get the Slate Gray Roses from Everafter, making it easier and faster to pick. The Slate Gray Roses are small bushes that look almost black in color, aside from the darker green leaves.
Then, head to a crafting table and create the potion, putting it on your shovel shortly after.
Step 5: Head into the trial
Go back to Teapot Falls and head towards the trial, spinning the wheel with a small swipe of your Royal Net.
Once inside, head down the stairs and you’ll see three ? symbols on the floor. Use your shovel on them to turn them to the right symbols. The symbols in question are highlighted behind you, on the wall you just came from, up the stairs on the wall to the right, and further up the stairs to the right.
The correct symbols and their order are in the image below:
When the right combination is put in, you’re onto the next puzzle.
Step 6: Solve the Tea Time puzzle
Through the doors you’ll come across a large table with three chairs and a clue, explaining where those three chairs need to be. This is a decoration puzzle, meaning you need to head to your furniture tab and move the chairs that way.
The riddle is attached below, along with the answer to the puzzle:
Step 7: Find the Stout Tea Pot and Tall Tea Pot
This isn’t the only puzzle you need to solve to unlock the doors, however. The next requires to you find two items:
How to find the Stout Tea Pot
From the table, head left and clear away the Inkies. From there, you’ll see four symbols, with a II and a Dragon above it, this marks the symbol on the second box.
The other symbols are found on the right of the stairs you used to get into the room, on the left of the final large wooden door you need to open, and on the left of the Inkie-covered door, by the green chest.
It’s worth noting, the puzzle inputs are out of order, so they don’t go from I, II, III, and IV. Nevertheless, their locations and the answer are below:
How to find the Tall Tea Pot
From the table, head to the right, and swipe the wheel with your Royal Net. Then, remove the Inkies and head through the corridor.
For this one, you’ll need to traverse the maze and keep note of all the symbols as they’ll be on the floor. Thankfully, the top two symbols are the same and so are the bottom. You can look for all the symbols, but the top two are Dragons and the bottom two are Castle Towers.
Then, head to the middle and use your shovel on each ? square until you have the correct pattern. The curtain will rise and you’ll be able to grab the Tall Tea Pot!
Once you have the two, head back to the main room and place both pots on the tray in front of the table.
Step 8: Turn the clock to tea time
The final puzzle in this trial has you changing the time to tea time. The clue reads “8:00 would be too early, and 10:00 would be too late, but in between would be just right!” as such, you need to turn the clock to 9:00.
So, head up the stairs, break the rocks and turn the clock to 9:00 by interacting with it six times. With that, the door will open and let you remove the corruption, putting you at the final hurdle to stopping Maleficent. The next stop, The Beanstalk Marshes.