After the prologue i GreedFall: The Dying Worldone of the first companions to join your party is Alvida. But circumstances pull you away from her when you reach a safe destination, and you only get her back in your party once you've dealt with it.
As soon as she joins the team again, you get the chance to start her first companion mission, Heritage of the sea. There are many ways to approach it, and it's possible to miss it entirely, so here's how to beat the quest and get more approval with Alvida.
How to start Alvida's Companion Quest
After Alvida's trial, regardless of the outcome, Silvio the Carpenter will give her information about her deceased mother. He doesn't want to talk about that though and says they can talk later.
Now don't assume that means he wants you to meet him at his shop in the marketplace; he will be there, but he has nothing to say. Instead, go to the tavern and walk up to the table Alvida is sitting at.
This will start a conversation between the player, Silvio, and Alvida. Here, Silvio will explain that since Alvida's new ship previously belonged to her mother, there should be a hidden compartment containing her log book.
True enough, Alvida will find her mother's logbook when you board the ship. From here she will ask you to help her track down someone who can decipher the code her mother wrote in.
As with all other quests, accepting this one locks you into having Alvida in your party until you've completed it. You can only start one accompanying mission at a time.
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Back to Uxantis
The first step in the mission involves going nowhere at all. Alvida wants to ask around about the log book, which involves talking to an admiral in Uxantis. It was enough for me to talk to just one, the one closest to the bottom half of the map. It turned out that he is Alvida's father, so there was some extra dialogue there.
He will point you in the direction of the library, so follow the map marker there. Talk to the man behind the counter, and he'll agree that it's written in code, and one he can't decipher in a hurry. Instead, he directs you to try to find someone from Alvida's mother's past who might be familiar with the code she used.
Sail to Olima and find Alma
The woman you are looking for is Alma, a fellow sailor who moved to Olima. Sail there and start looking for her location.
If you haven't completed the main quest Kuraz's plane anyway, that is the guards in Olima will be hostile to you. Also, if this is your first time in Olima, you will be recognized from your wanted posters by a man at the docks and potentially attacked. Bring Safia with you to talk down your attacker.
You get a few ideas for this, but a quick and easy method is to talk to the bartender at the tavern and give him a cleansing potion for his hangover. He will then tell you where to find Alma and update your map.
Follow the map marker to Alma's home. There will be Bridge Alliance guards outside trying to arrest her. Go ahead and start a conversation. All dialogue options result in a fightbut you will have different approval gains/losses with Alvida.
- Ask the soldiers for information about the operation: No change in approval.
- Attack the soldiers: +1 approval with Alvida.
- Let the soldiers take Alma: -2 approval with Alvida (Alvida will also start the fight with the soldiers anyway, making them hostile to you as well).
During the fight, another naut will come to your aid. When the fight is over, they reveal that they were sent by Alvida's father to protect her. Alvida is not happy with this. You then have the option of either supporting the bodyguard, sending them away or letting Alvida decide for herself. You will get +2 approval from Alvida if you let her decide.
Escort Alma to Safety
Alma will be shaken, but sure – but not for long. She will need to be escorted back to the ship so she can look in the log book. This means walking with her every step of the way and not being able to fast travel.
If you want, you can tell Alma to stay put now and go ahead and fight any of the guards that will be in your way, or grab some more potions if you think you need them. Otherwise, tell her to follow you now and fight them while she's there, or sneak past them altogether.
Your companions should have a voice line when you're going down a street with guards. If not, look out for a bunch of targetable NPCs standing in one place.
When you arrive at your ship at the port, Alma is safe. You have the option to board immediately and discuss the log book with her, or explore more of Olima first with the rest of your party.
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