Main Story Progression Checklist
Tested scope: PC via Steam, Version 1.0 Hotfix 1, build 25197724, on Normal difficulty. This build fixed the Weapon Mastery marker and loss of input during a later Hazy Jane conversation. Install Hotfix 1 before tackling the finale.
The campaign keys advance through shop earnings, not boss kills. The Endless Vault—the large cube in Tresna—tracks Gold earned through shop sales. Spending that Gold later does not lower the meter. The first six targets use total earnings across the save; Vault VII changes the rules and demands one very rich shop day. Heroic accounting remains undefeated.
You know the danger point: the backpack is full, one shiny relic is boosting its neighbors, and the next radar node looks like a funeral with prizes. Protect the haul. Relics help the Vault only after you bring them home and sell them.
Required campaign path
| Step | Prerequisite | What to do | Completion trigger | Progression change |
|---|---|---|---|---|
| 1. Reopen the Moonlighter | Start a new game | Finish the opening Kalina tutorial, use the Pendant to return to Tresna, follow the yellow main marker, open the shop, and complete the first sale day. | Finish the sale sequence and leave the shop. | The Moonlighter opens and the Endless Vault introduction becomes the next main objective. |
| 2. Meet the Endless Vault | Complete the first shop day | Finish the marked Tresna conversations, interact with the Vault, and use the dimensional portal. | Enter Kalina Day through the portal. | Kalina Day becomes a repeatable expedition and the first Vault challenge becomes active. |
| 3. Endless Vault I | Kalina Day and the shop are open | Reach 10,000 total Gold from shop sales, then interact with the filled Vault key. The displayed gap may be lower because the tutorial sale already counted. | The first Vault interaction completes. | The Gallery and Tomo's Merchant's Grimoire progression open. |
| 4. Endless Vault II | Complete Vault I and its new town markers | Raise total shop earnings to 50,000 Gold and return to the Vault. | The second key activates. | Aeolia's opening chain, Voice Beyond, Julien's patch system, and the first optional shop expansion become available. |
| 5. Endless Vault III | Complete Vault II and the marked conversations | Reach 120,000 total Gold from shop sales. | The third key activates. | The Luminous Pendant, Weapon Mastery, and the next patch tier enter the progression path. |
| 6. Endless Vault IV | Complete Vault III | Reach 200,000 total Gold and interact with the Vault. | The fourth key activates. | Andrei receives the Burning Hammer for Ultimate weapon recipes. The second optional Moonlighter expansion also unlocks. |
| 7. Endless Vault V | Complete Vault IV | Reach 500,000 total Gold and finish the new Tresna conversations. | The fifth key activates. | The fifth story layer completes. The optional Greed Colosseum can then be entered for any dimension whose boss you have defeated. |
| 8. Endless Vault VI | Complete Vault V and its main objectives | Reach 1,000,000 total Gold. Break the target into safe expedition-to-shop cycles instead of betting the business on one miracle backpack. | The sixth key activates and Legendary Merchant unlocks. | The Version 1.0 finale objectives begin appearing around Tresna. The third optional shop expansion becomes available. |
| 9. Clear the Version 1.0 finale markers | Complete Vault VI | Walk through Tresna before starting another expedition. Finish each yellow main marker and the related cutscenes, including any later conversation involving Hazy Jane. | The Codex and Vault display the seventh challenge. | Vault VII's single-day sale objective becomes active. |
| 10. Endless Vault VII and the ending | Vault VII is active | Earn 300,000 Gold in one shop day. Bank premium relics first, make Cheap or Perfect sales to fill the Perkmeter, activate a perk that helps the stock still on display, and then sell the expensive pieces. | Reach 300,000 before closing the shop, interact with the Vault, and finish the remaining main scenes. | Golden Merchant, the ending and credits, Spark, and the Golden or Infinite Endless Vault postgame become available. |
Early Access warning: Version 1.0 added the story conclusion, Vault VII, Spark, Shop Level 5, and the Infinite Endless Vault. Do not stop at the old Vault VI endpoint. If a later patch changes a number or quest order, follow the requirement shown on the live Vault panel and the current yellow main marker.
Optional fixed bosses and region unlocks
The six realm bosses are not required to complete the seven Vault challenges. They do provide fixed trophy materials, open second regions through town quests, and improve the relic stock available for later Gold targets. Fight them for access and equipment, not because the cube demands a boss receipt.
| Fixed boss and dimension | Prerequisite and completion trigger | Fixed result |
|---|---|---|
| Herald — Kalina Day | Reach the final node and defeat Herald. | Drops Sound of Hubris. Finish Andrei's follow-up quest to open Kalina Night. |
| Thalaam — Kalina Night | Open the Night Realm and defeat Thalaam. | Drops Alabaster Candle for later weapon crafting. |
| Curator — Gallery Exhibition Wing | Open the Gallery and defeat Curator. | Drops Quantum Core. Return to Babyl and complete his marker to advance toward Treasury Halls. |
| Tyke — Gallery Treasury Halls | Open Treasury Halls and defeat Tyke. | Drops Broken Rocket for unique crafting. |
| Senda — Aeolia Zephyr Fields | Open Aeolia and defeat Senda. | Drops the King's Left Mask. Continue Julien's Souls Forever Lost chain, visit Kalina Night when asked, then accept Souls Forever Lost 2 to open Howling Harbor. |
| Monte — Aeolia Howling Harbor | Open Howling Harbor and defeat Monte. | Drops the King's Right Mask for late weapon crafting. |
Repeatable farming method for every Gold gate
Fixed: Vault targets, named dimensions, bosses, trophy materials, shop milestones, and town conversations. Run-dependent: radar branches, room order, relic drops, rarity, rescue tasks, and perk offers. There is no single room route worth memorizing.
- Read the current Vault gap before leaving Tresna.
- Enter the highest-value region you can clear without draining all your healing.
- On the radar, favor relic and chest nodes when Gold is the goal. Take material nodes when a weapon, shop, or town upgrade needs the listed resource.
- Rearrange the backpack after every chest. Keep the combination that produces the best sale value, even when that means dropping an ordinary item with a prettier base price.
- Use the Pendant when health is low, healing is nearly gone, or the next visible node cannot justify risking the bag.
- Sell near the highest confirmed Perfect price. Cheap and Perfect sales build the Perkmeter, which lets you activate shop perks for the remaining stock.
If a failed run stalls progress, do not charge straight back into a boss with an empty till and wounded pride. Run the safer half of your best unlocked dimension, fill the backpack, and extract before the dangerous final nodes. One clean sale day restores potion money, upgrade cash, and Vault progress.
Optional purchases and detours
- Shop expansions: They unlock after Vault challenges II, IV, and VI in this build. Buying them improves selling capacity, but the purchases are not story requirements.
- Backpack slots and patches: These are extraction and comfort upgrades. Buy them when limited space or repeated deaths are costing more than the upgrade.
- Bloblets: Optional shop helpers earned through special dungeon rescue tasks. Their bonuses improve sale days but do not replace a Vault key.
- Hidden treasures, unique weapons, and Ultimate Challenges: Useful power boosts and completion goals, but none is required to satisfy the seven regular Vault challenges.
- Greed Colosseum: An optional post-boss combat and profit route. Leave when the stored value matters more than the next wave.
For Vault VII, bank premium relics across several expeditions before opening the shop. Fill the showcases, start with cheaper sales to build the Perkmeter, activate the best perk for the stock you still hold, and only then release the expensive relics. Greed is welcome; poor scheduling is not.

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