Most Valor Mortis side quests start with something small: a note on the ground, a soldier in a stranded wagon, a cradle in an empty house. Walk past it and you've skipped a quest that can pay an Amber or unlock a hidden achievement. Do them as you go, because the last stretch of the game has no fast travel back.
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Valley of Ashes
Fallen Village
Caverns
Vale of Wrath
Cursed Hollow
The Outskirts
Spoiler warning: a quest title in this section names a late-story character.
City of Orphans
Napoleon's Prison
Spoiler warning: the quests in this section are late-story. You can't fast travel in or out, so finish them before you leave.
Across Several Regions
Spoiler warning: this quest follows a late-story group of enemies to a hidden chamber.
How Valor Mortis Side Quests Start and Why They're Easy to Miss
Most side quests start quietly. Some start when you pick something up, like Mirek's Note in Vale of Wrath or the Wanted Notice in the cabin under the bridge. Others start with a conversation, like the soldier in the stranded wagon in Valley of Ashes, or when you walk into the right house, like the one with the empty cradle for Lullaby. Till Death begins at the altar after Anna's fight, so it's easy to leave Cursed Hollow without noticing it.
Plenty of quests refuse to stay in one place. The Emissary pulls you between Valley of Ashes and Vale of Wrath, and the gas around its first camp stops you finishing it on your first visit. The King of Smugglers begins at the Vale of Wrath port and ends at the harbor in The Outskirts. Warp to the nearest Lantern instead of walking back.
Side Quest Rewards Worth a Detour in Valor Mortis
The best payouts are Ambers. An Unheard Farewell pays Sleight of Hand, Lullaby and Till Death both pay Tomorrow's Promise, and Homesick pays Bottomless Well. If you're chasing the Ambersmith achievement, skipping An Unheard Farewell leaves a hole in your set.
Some quests help your weapons and flask. The Curious Case of Seamus Diggory pays a Ferrofluid Flask Power Upgrade, which raises how much each flask dose heals, and Sleeping Beauty pays a Distilled Transmutation Material, a Tier 3 material that upgrades Transmutations. Neither one is a scarce Tier 4 material, so don't count on them to fix a shortage. The upgrade materials page shows what each Transmutation level asks for.
Misericorde and The Choir both pay Remnant's Return, a consumable that soaks up the Catalysts you drop when you die. It's cheap insurance before a boss you haven't beaten yet.
Which Valor Mortis Side Quests Count Toward Achievements
Several quests carry their own Steam achievement. For the ones below, finishing the quest is all it takes. Aggressive Reconnaissance comes from An Unheard Farewell, Hand in the Jar from The Deserter, Blood and Wine from Seamus Diggory's quest, The Bitter Cure from Laudanum and The Book of Beasts from Monster Hunt. The achievements page has the full list.
Blood and Wine and The Bitter Cure both count whichever way the quest ends, so choose by story and not by the achievement. Monster Hunt is the long one, and every drawing is in City of Orphans, so clear it while you're there. The Deserter is easier right after In the Name of Art, because the basement in that quest is the shortest way to the first soldier you need to beat.
Which Valor Mortis Side Quests Ask You to Choose
Several quests end in a choice: telling the soldier the truth in An Unheard Farewell, waking the girl in Sleeping Beauty, giving Seamus the blood or the wine, going along with the children in Laudanum, reading the children a story in Bedtime Stories, and ending a wounded soldier's suffering in Misericorde. Pick the ending that fits how you want the story to go.
Spoiler: Late Side Quests and the Regions With No Fast Travel
Spoiler warning: this section names late-story places and enemies.
Napoleon's Prison has no fast travel, and neither does Entropy after it, so treat the Fortress as your last cleanup stop.
The prison holds The Choir and The Forgotten Fortune, and both have to be finished before you leave. You start the prison without your gear, and The Forgotten Fortune needs Fire to burn the hanged prisoner's body, so get your weapons back first.
The Oathbound is the quest that ties your cleanup together. Beating any Eternal Guard starts it, and the guards are spread from the Battlefield to the Fortress. Once you hold an emblem from every guard, a hidden chamber near the Courtyard Lantern opens. A few guards sit behind areas you can't reach until later in the story, so you'll backtrack. Start collecting as soon as you meet the first one. The achievement on this quest, We Wear the Same Colors, also unlocks if you defeat every Eternal Guard instead.
FAQ
Can you fail a side quest in Valor Mortis?
Yes, in Mummy and Daddy. Don't attack the parents in the sewer cell: if they die, the quest fails. Calm them with the music box and leave the Cheese on the plate instead.
How do I find every drawing in the Monster Hunt quest?
Look at vertical surfaces. The drawings hang on walls, pillars, cabinets and crates. The hunt starts at the tree beside the Tribunal Square Lantern and runs around Tribunal Square, along Shamble Street and down into the sewers. Pick up the sewer key on your way down, because a locked round room holds a drawing.
What if Till Death won't finish after I put the ribbon on the wreath?
Rest at a Lantern, walk back to the altar and examine the wreath again. The quest can need a second visit before it closes.
Do I have to start The Oathbound on purpose?
Spoiler warning: this answer names a late-story enemy. No. Beating any Eternal Guard and taking the emblem from the body puts the quest in your journal, so it starts with whichever guard you reach first.

