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    (Redirected from Everkids)


    Everkids are the playful children of the Everkin, and play a role in harvesting Resources on Worlds which the Apprentice has tended to their fully-bloomed state. Everkids like to play hide-and-seek, and can be found in various locations around Alaria and on Worlds planted in the branches of the the Evertree, as well as in Where-Ever. Once they have been found, they can be recruited to assist in gathering Resources from Nature Reserves and completed Worlds.

    Everkids appear as smaller versions of the Everkin adults, with smaller horns, and yellow fur patches on their torsos.

    Locating

    An Everkid's glow can be hard to see in bright conditions.

    Everkids cannot be located until the Apprentice has visited Where-Ever for the first time. After speaking to Kinderkin of the Everkin, and finding out that the Everkids have skipped out on school, the Apprentice can find the tiny miscreants in various hiding places around Alaria and on planted Worlds, including in Caves and even Vaults. They are marked by a bright glow that seems to linger even after they've left, and a tinkling noise that gets louder as the Apprentice gets closer. Once discovered, they'll make some sort of exclamation of surprise, then teleport away, and the tinkling sound will disappear.

    Unlock + Recruiting

    After at least 10 days, fully maturing one world and having discovered at least seven Everkids, Kinderkin will ask the Apprentice to begin putting them to work to keep the Everkids out of trouble. This dialogue from Kinderkin (unlocking the ability to recruit Everkids) occurs on the morning following the Apprentice locating their seventh Everkid.

    The dialogue unlocking hiring of Everkids may be delayed by a day if another event is scheduled to take place in the morning, such as crafting the first world seed from Essences or Elderkin whisking the Apprentice away to the Everheart chamber to deposit the first song fragment. This delay can happen multiple times if there is a backlog of morning events.

    Any located Everkids are eligible to be recruited on completed Worlds and in discovered Nature Reserves. Kinderkin will show up in these eligible locations and ask if the Apprentice wants to recruit (or retire) any Everkids (up to three Everkids per location), at which point they will begin harvesting resources for the Apprentice.

    Rewards

    After three days, the Everkids will have filled up a Chest with their collected Resources. The Apprentice can see which areas are ready to be collected using the Map view while mounted on Kazumi: A Chest icon will appear next to Nature Reserves or fully-bloomed Worlds which are ready for collection. Locations that have been collected from, but still have slots for one or more Everkids to be hired, will instead show an icon of an Everkid face.

    The colour of the Chest will indicate whether the World grew from a Perfect Seed or not. Perfect Seeds yield Gold Chests, while other Seeds yield Iron Chests. Worlds grown from Strange Seeds can never have Everkids harvesting, due to such Worlds never being able to bloom. Everkid Chests, despite their appearance, are not locked and do not require the Apprentice to expand a Key.


    Guaranteed Locations

    (Note that the listed Region must be unlocked for the Everkid to be reachable.)

    SPOILERS AHEAD
    District/Region (Rough) Location Reference Image Map Image
    Where-Ever Due east of the mountaintop statue of the crowned Everkin head.

    At the base of the hooked mountain, look behind a rock and between trees.

    N/A
    Where-Ever Alongside the northwest coast, atop the largest mushroom.
    N/A
    Where-Ever When facing the portal on the way from the Everkin village, look for the Everkid tucked behind a rock outcropping to the right.
    N/A
    Where-Ever Along the southern shore and to the left of the portal when approaching from town.

    Use the bumbershooters to cross the island chain, then search near the summit of the last island in the chain.

    N/A
    Meadow Quarters Head due east from the Town Square and approach the festival grounds.

    The Everkid will be perched on a small yellow mushroom alongside the right side of the rise.

    Meadow Quarters Head northwest from the Town Square until encountering a covered bridge beneath a large Evertree root.

    The Everkid will be perched on a post of the bridge railing, on the side closest to town.

    Meadow Quarters Head northwest from the Town Square and take a right at the stone walls just before the covered bridge.


    Follow the grassy path around the corner until reaching a wheelbarrow and then bear left upward through a narrow crevasse.

    Take a right after exiting the crevasse and begin jumping up the gently-sloping hill.


    Rather than continuing up the leftward path towards the wooden structure and switchbacks, search the small clearing on the right.

    Meadow Quarters

    (vault)

    Locate and enter the Vault of Searching found to the far northwest of the Meadow Quarters.

    After solving the third block puzzle within the vault, descend down the ramp exiting the room and follow the tunnels until reaching a T-intersection, branching left and right from a central torch.


    Take the left branch and search behind a Wither bramble along the left-hand wall.

    Plains District From the District's Everkin Door, follow the path south to a bridge with a nearby waterfall.

    Follow the the rocky edge of the canyon into the waterfall.


    The Everkid will be located at the rim of a pond within the cavern, nearby a Leapgate door.

    Plains District Head north from the Town Square along the dirt path, then veer right and enter the cave entrance.

    Within the Cave filled with Withering roots and Withered Insects, follow the path as it begins to circle upwards. The Everkid will be visible on an outcropping below once the Apprentice is past the stalagmites lining the right side of the ascending path.

    Plains District Head south-southwest from the airship dock, passing through the lower portion of the district and traversing through to the raised area in the southernmost reach.


    Pass through the gap between two large shrubs towards a stone plinth on a cliff-face. Take an immediate left on passing through the gap, and the Everkid can be spotted on a mushroom just below the left edge of the cliff.

    Plains District

    (vault)

    After repairing the bridge to the southeast of Town Square, cross the bridge and head up the hill to reach the Vault of Arriving.


    Upon entering the Vault, the two initial keystones can be seen on the right-hand side of the chamber. After jumping across the stone platforms and Bumbershooters, find the Everkid around the corner from the locked stone door near the keystone.

    Forest Region From the Town Square, exit along the southeast path.

    At the first clearing, the Everkid can be found nestled within a stump's hollow.

    Forest Region From the Town Square, exit along the southeast path.


    At the end of the path (which will one day serve as a bridge to the Island Locale), look to the rocks below for another sneaky Everkid.

    Forest Region From Town Square, follow the path up and leftward out of the northwest end of the buildable area of the district.

    At the junction near the falls, take the rightward path alongside the falls, leading to the lake's edge.

    Follow the switchback path up a hill near some stone ruins to reach the hidden mushroom on which the Everkid is sitting.

    Forest Region NOTE: Two Alchemy Batteries are required to access this Everkid, along with passing difficult platforming challenges.


    From the Town Square, follow the path up and leftward out of the northwest end of the buildable area of the district.

    At the junction near the falls, take the winding leftward path until reaching a sheer cliff, scale the cliff by bouncing off the purple mushroom at its base.


    Unlock the stone door blocking the cave entrance with two alchemical batteries, then enter to find a series of floating platforms forming a bridge between safe stone landings. Use the path made of floating platforms to slowly traverse the cave in a counter-clockwise loop, stopping at each landing with a pressure pad to open the stone doors preventing progress.

    NOTE: For those having difficulty timing the distance correctly, it is recommended to stop as the Apprentice lands on each floating platform before lining up the next jump.

    Despite the few moments of sinking, the Apprentice will have sufficient time to run to the edge and jump to the next platform well before the platform drops fully, increasing likelihood of success.


    After passing through the second stone door unlocked by pressure pads, this Everkid can be found secreted away behind some boulders to the right.

    Forest Region

    (vault)

    Head southwest from Town Square and enter the Cave of Thriving, found on the island indicated in the map image.

    Slog through the cave tunnel until reaching the main Vault of Thriving area.

    Head right upon exiting the tunnel and approach the collapsed Vault entrance. The Everkid will be found behind some rubble near the entrance.

    Island Locale Heading southwest from the town square, due south from the western bridge site

    This Everkid can be found lazing on some lilypads in the river below.

    Island Locale Head southeast from town square, following the dirt roads across the covered wooden bridge.


    Continue south until encountering an ancient sliding block puzzle. Take an immediate left at the puzzle and follow the path up the hill.


    As the path curves to the right, veer into the open clearing ahead, approaching the canyon edge overlooking the major river flowing through the center of Alaria.


    Take a left at the canyon edge and look to the landing below. The Everkid will be perched atop a mushroom on this landing. (see map image for approximate path guide)

    Island Locale

    (vault)

    This Everkid is located just out of reach on an outcropping overlooking the first level of the Vault of Warning.


    Upon delivering the yellow cubic key stone to its lock pedestal on the third level, look to the left to see a small rock ledge below.


    Jump to the ledge and follow it around to reach the outcropping on which the Everkid is hiding.

    NOTE: If the apprentice is still working on collecting the song fragment from this vault, it is recommended to jump directly into the water below quickly after collecting the Everkid. This should return you to the Yellow lock pedestal above after fading to black.

    River Precinct From town square, follow the path up the southwestern hill towards the lighthouse.

    At a large stone arch before the lighthouse, jump up the left side and bounce off the mushroom to reach the peak.

    The Everkid is perched atop the arch, overlooking the district.

    River Precinct Head north from the docks, following the dirt path.  Shortly after the split in the path, double back on the path leading up the hill, heading towards the docks.


    Once reaching another fork in the road centered around a large tree, approach the split rocks seen in the reference photo and jump up the left side, allowing you to reach the upper area where the Everkid is hiding.

    River Precinct

    (vault)

    Within the Vault of Tricking: this Everkid is tucked in a corner beyond the door locked by a single yellow pedestal.
    Valley Province From the Town Square, drop off the southern edge and drift down to the small zone between the buildable areas of the Valley Province. Enter the cave at the base of the cliffside and approach the dais with the Golden chest, this Everkid can be found lurking behind a pillar in the far back of the chamber.
    Valley Province From the Town Square, drop to the lowest level of the buildable area and head west, following the dirt path south to a bridge connecting a chain of islands to the southern shore. After crossing the first bridge, head left following the coast of this island until coming to a series of ruined buildings.


    The Everkid has taken shelter under a few planks, just downhill from an abandoned black Lucky Box.

    Valley Province From the Town Square, head northeast to the upper layer of buildable area. At the northeastern corner (near wrecked airship debris if not already cleared) peer off the eastern edge to spy a sneaky Everkid standing on a mushroom.


    NOTE: While this Everkid can technically be acquired as early as the reclamation of the Island Locale via precise jumping and some luck with terrain-collision, the intended earliest time to acquire this Everkid is as of unlocking the Valley Province

    Valley Province

    (vault)

    Within the Vault of Withering: this Everkid can be found in a flooded tunnel behind a wooden barricade.


    Given the complexity of the path to reach the Everkid, it is recommended to follow the walkthrough on the Vault page for more details on exact path to acquisition.

    Mountainside Ward Heading due south from Town Square, head to the buildable zone below the Everkin door and drop off the gap in the rocks near the broken aqueducts that tower over the southern skyline. Enter the cave nestled up against the base of the cliff that was just descended.


    Within, the Apprentice will encounter a series of platforms with pressure pads and bumbershooters allowing transit between them. The Everkid can be found in a raised corner of the back of this chamber, surrounded by stalagmites and stalagtites.

    Mountainside Ward Head southwest of Town center to buildable area near the flat-topped mushroom and jump onto the massive shroom cap.


    Using the Bumbershooters found on the far side, drift over to the second flat-capped mushroom, the Everkid will be on the second cap, getting a birds-eye view of puzzles below.

    Mountainside Ward When approaching the district Everkin door on the hilltop, instead turn left and head through the intact circle in the aqueduct's supports.


    The Everkid can be found tucked in the corner behind the Aqueduct, enjoying the stunning view of the Alarian coast.

    Mountainside Ward

    (vault)

    Inside the Vault of Renewal, tucked in the Bottom-right quadrant.


    Use of the Vault page's walkthrough and walkthrough map is recommended given the complexity of the labyrinth.

    Related Goals

    • Bountiful Everkids Harvest (Collect Harvests from Everkids)
    • Happy to Help (Hire Everkids)
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