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Adventure Guide Forever

Suggests a short route of next quest steps from your level, finished quests and current log.
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v0.8.0-forever

File nameAdventureGuideForever-v0.8.0-forever.zip
Uploader
cjbercjber
Uploaded
Oct 5, 2026
Downloads
96
Size
334.4 KB
Flavors
Forever
File ID
9068801
Type
R
Release
Supported game versions
  • 1.60.1

What's new

  • A ready hand-in beside you comes first, and a broad objective area counts as reached. Standing in the Valley of Trials with Simple Parchment ready and Frang a few steps away, the guide still headed for an objective hundreds of yards off, and it walked you to the middle of an area you were already standing in. A ready hand-in or a pickup within a short walk now leads over a farther step, and an objective area counts the ground between its objectives as reached: the tracker says you are in the area, with no walking leg.

  • A dungeon's interior map opens from its entrance, with the game's own floor selector. A dungeon the guide offers is pinned at its entrance on the world map, and clicking the pin opens that instance's interior without going there first; a dungeon's Maps control in the guide opens the same view. An instance with several Atlas maps chooses its wings and floors from the game's own dropdown, which returns to the floor you last looked at for the rest of the session. Both are absent without Atlas and its Classic module, and the guide shows its usual empty state instead of erroring.

  • Inside a quest's area, the guide shows the area instead of pointing at it. While you work inside the objective area of the step the guide is on, the world map shows the area's outline in yellow, the minimap turns the game's own quest area gold, and the ring and the dots leading to its middle are gone, because they only told you to go where you already are. Stepping out brings them back.

  • Lower-level work comes first. A zone and the quests inside a stop rank by one level preference: work at your level or one or two below is best, each level above costs twice its distance, and each level further below costs one, so a zone you have just outgrown, such as Darkshore at 21, stays on offer instead of being buried by the higher zones, and a starting zone kept afloat by one near-level quest does not outrank a zone that fits.

  • A stop is the named place it stands in. Quest givers are grouped into one stop when they stand in the same named area of the map, the areas the world map reveals as you explore, and the stop takes that area's name in your game's language: Goldshire, Razor Hill, Maestra's Post. A whole city is one stop, so its inn and trainers count as here anywhere inside it.

  • Quest data is ready as soon as you log in. The guide composed the whole QuestieDB catalogue, some 4,000 quests and their givers, at every login and /reload, and the tracker showed "Loading quest data..." for a few seconds while it did. It now keeps that catalogue in the character's saved data and reuses it while QuestieDB, the game build, the language and the character are unchanged, rebuilding only when one of them moves. The saved catalogue is taken up at once, so the route is on the tracker from the start instead of after Questie is ready.

  • Long lines in the guide's menus and on a walk are no longer cut short. A menu widens to its longest entry, and a line too long for the screen still shows its whole text in a tooltip. A walk inside the zone you are already in names the stop you are heading for instead of the zone under your feet.

  • The tracker reads in game order. The game's All Objectives header leads the shared column, the Forever sections follow it, and your quests stay below them. In combat the game keeps its quest list in its own slot, so the header and quests stay together and the Forever sections sit directly below them, keeping the tracker to one column.

  • A step's badge says what the work is. An objective step wears the sword for something to kill, the bag for something to collect and the gear for something to use, in place of the plain yellow dot; a step that mixes them keeps the dot.

  • A town stop is named by its town in Shortest Path Forever. The journey list read "Journey to Visit Stormwind City: Pick up 3" and "Walk to Visit Stormwind City: Pick up 3"; it now reads "Journey to Stormwind City" and "Walk to Stormwind City".

  • The route's next stop stands out on the map. Its numbered ring is lit the way the game lights the quest it tracks, and the later stops keep the plain ring.

  • The overview groups its cards under quest log headers. The long list of journey cards is now grouped under collapsible headers like the quest log's own: Continue, Zones for your level, Dungeons and Battlegrounds. A group with no card draws no header, each header remembers whether you left it open, and the group holding the route the guide follows stays open.

  • The class trainer line names a trainer of your side. For a class and race pairing Forever adds, such as an Alliance shaman, the line could point at the other side's trainer, for example one in Stonard. A trainer who serves only the other side is no longer offered.

  • A quest the route cannot finish is no longer handed in early. When the quest data placed only some of a quest's objectives, the route could still return to hand it in, so a town said "2 to hand in" with only one ready. A quest like that now waits with your log until it is really done, and the next build offers its turn-in.

  • The tracker comes back after Edit Mode is put away. Opening a settings or keybind panel from Edit Mode hid the guide's tracker column and left it hidden until a reload. It now returns as soon as the Edit Mode panel goes away.

  • An objective the game does not count no longer shows a bare 0. For an objective kind the quest log gives no count for, the tooltip showed a line like "2/0". It now uses the guide's own count for that objective, and shows no count at all when the data has none either.

  • Quest data loads sooner after a login or a reload. The build read a quest giver's place from QuestieDB, then asked again which side it serves and whether it keeps an inn; it now reads each one once and lets the objective pass share the spawns it already has.

  • A plain quest giver is no longer called a class trainer. When the bundled trainer list did not name the giver of a class quest, the quest's class was stamped on it, so the calling card said "Your class trainer has a task" for someone like Harry Burlguard or Islen Waterseer. A giver counts as a trainer only when QuestieDB's own NPC flags mark it as one.

  • A chain with one prerequisite now shows its total. QuestieDB files a lone prerequisite as one of several alternatives, so a chain containing one was shown as a chapter with no total. A single alternative now reads as the one quest it requires, so those chains show "Chapter 2 of 8" instead of a bare chapter.

  • The guide no longer offers quests your character cannot take. A quest gated behind a profession rank or a reputation standing is read from QuestieDB with its requirement, so a route no longer sends you to a pickup the game would refuse.

  • The guide works for the Skyborne. A Skyborne character got an "integer overflow" error whenever the guide planned or the map opened, and the guide stayed on "Loading quest data". Their race is now read the way QuestieDB records it, and their side's quests are theirs.

  • The guide's map data matches the current game build. The maps, flight masters and Forever's own lands the guide carries are read from client build 1.60.1.70205. The Stormwind flight master sits where the game now has it, and the guide no longer plans steps on the Alterac Valley battleground map, which the game no longer lists as a zone.

  • A route settles the first time it is drawn. With a nearly full quest log, a route could put a hand-in last, then move it up to second a moment later with nothing changed. The order you first see is now the one it keeps.

  • Bosses and loot move to Adventure Guide for Classic. The Dungeons tab no longer lists bosses, their abilities or loot, and no longer wears the Encounter Journal's art. It keeps the instance list, each dungeon's quests with their detail and pre-quest chains, Prep, Plan to run, Go to entrance and the Atlas interior maps with their floor selector, in the window's own look. Where those pages were, one Bosses and loot control opens Adventure Guide for Classic, the recommended companion for a dungeon's bosses and loot, and stays disabled with a hint naming that addon when it is not installed or enabled.

  • The story finishes the zone it is in. While the zone the story led with still has work, the guide keeps leading with it instead of swapping to the zone the ranking likes a little better that level, and it does not go straight back to a zone it just left. The choice survives a reload, so the lead no longer flips back and forth between two zones.

  • Every list in the window scrolls like the game's own. The dungeon catalogue, its quests and the other lists were drawn with a hand-rolled scroll frame that hid rows by hand; they now use the client's own scroll box and thin minimal scrollbar, so a row is made only while it is on screen and the list reads like the Encounter Journal. Headings, row names and the featured titles take the Journal's own fonts and colours, and a page the client has no art for shows a plain dark tile instead of a question mark.

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