Dimraeth Wildwood Guide — Route, Quests and the Forest King
The Dimraeth Wildwood route in order: Northern Crossing, the Goblin Hideout and Goblin King, the throne path quests, Forest Path, and the Forest King finale.
Last checked: 2026-09-17 · Facts on this page come from the sources listed above; anything unverified is marked as unconfirmed. Early Access details can change with each official patch.

The Dimraeth Wildwood is the expanded forest region beyond Earlwood Village and the setting for nearly all of the current Early Access campaign, and its route is narrower than the quest log makes it look. Community walkthroughs agree on the main sequence: Northern Crossing and the Lost Child first, then the goblin storyline through the Goblin Hideout to the Goblin King, then the three named throne path objectives, then Crown of Thorns, the Forest Path, and finally the Forest King, Aelwynor the Wildroot Father. Everything else in the region — bounties, dynamic events, gathering runs, NPC requests — is optional texture around that spine. This guide walks the route in order, explains the two spots where players most often stall, and tells you what legitimately changes after the finale.
Northern Crossing and the Lost Child
Wildwood opens with its most misleading objective. Community guides report that "Find the Lost Child of the Forest" shows a marker that looks seconds away but sits on the far side of terrain you cannot cross directly, and the real solution is the paired objective, "Search for the Northern Crossing" — the crossing is the route into the enclosed section. The failure check players recommend is simple: if a wall, ridge, or sealed piece of terrain keeps pushing you off the marker, stop hunting for a key or a trigger and find the approach instead. Once through, the child interaction resolves quickly and the region opens up. From here on, Wildwood is a stamina-and-gathering test as much as a combat one; corrupted dryads, wolves, and treants punish greedy rotations, so community players treat the forest as an explore-fight-gather loop with craft stops at home in between.
The Goblin Hideout and the Goblin King
The goblin arc is where most players lose time. The "Find the Goblin Hideout" objective sends you through a corner of Wildwood crowded with caves and ruins, and community guides report the convincing-looking Wildwood Caverns is a wrong turn — reaching it does not advance the quest. The reported route runs from Wildwood Center along the surface, using the Farmstead area and its General fight as a landmark, then pushing north until the objective text itself changes to "Clear the Raid," which is the game confirming you have arrived. From there the chain runs through raiding the camp and collecting explosives to the Goblin King, whom player guides describe as a regional-feeling finale with adds and heavy healing pressure. One correction worth internalizing: killing the Goblin King does not end Wildwood. The forest storyline continues, and settling into pure bounty farming at that point is the most common momentum killer in the region.

The throne path, Crown of Thorns, and the Forest King
After the King, the route becomes checklist-shaped again in the best way. Community guides report the "Opening the Throne Path" tracker names three specific objectives — described as Clear the Way, Keys of Bark and Stone, and Light the Wayfinder Line — rather than demanding vague regional completion, so if the gate refuses to move, one of those three is unfinished. Crown of Thorns then marks the final stretch with an explicit "unlock the path to the Forest King" objective. The Forest Path itself is linear and combat-heavy, effectively a readiness exam: if ordinary packs on the approach are draining your flasks, community players advise retreating to upgrade rather than forcing attempts, because death returns you to the last campsite with enemies repopulated. The finale, Aelwynor the Wildroot Father, is consistently described as a Poison-and-hazards fight with a Fey add and tight defensive timing.
After the Forest King
When Aelwynor falls, the current linear Wildwood story is over — community guides are unanimous that no further mandatory forest objective follows, so stop searching the trees for a hidden quest. The region stays alive around you: Deeds and Bounties scale from the Guild Hall, dynamic events keep firing, gathering routes still feed crafting, and NPC relationships in Earlwood continue to unlock conversations and personal quests. That is the natural point to pivot to the endgame loop, farm specific bosses for set pieces, or level a companion from the pets guide. For how the forest fits the wider world, the map and quests pages give the regional context, and the world and quests hub indexes the full cluster.
FAQ
What is the main quest order in Dimraeth's Wildwood?
Community guides report the route runs: Northern Crossing and the Lost Child, the goblin storyline through the Goblin Hideout to the Goblin King, then the three throne path objectives, Crown of Thorns, Forest Path, and finally Aelwynor the Wildroot Father, the Forest King.
Why can't I reach the Lost Child of the Forest marker?
Community players report the marker looks close but the terrain blocks a direct approach — the objective is gated behind the Northern Crossing route. If walls force you away from the marker, you are approaching from the wrong side, not missing a key.
What should I do after beating the Forest King?
That fight ends the current linear Wildwood story. Community guides recommend shifting to Deeds and Bounties, build refinement, pets, sanctum work, and unfinished relationships — there is no further mandatory forest objective to hunt.
Official sources
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