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ScotlandMonsterGuide
Map monster location and details on Scotland in Creatures of the Deep.
Monster Quest: Nessie
In Scotland, McFisher introduces you to the long-standing mystery of his clan and the legendary creature said to inhabit the Loch Ness. The journey unfolds over several days, as you assist him in restoring parts of his damaged castle while gradually preparing for a final encounter with the elusive beast. Each task reflects a step deeper into local tensions, traditions, and preparations tied to the hunt. What begins as simple assistance slowly turns into a structured investigation across the lake, leading toward the moment where Nessie is finally approached in its known habitat.
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Discovering the Scotland Monster. Full Quest Walkthrough
Day 1
one fish
McFisher begins by asking for a simple proof of skill: bringing back any fish from the surrounding waters. This first step is less about the catch itself and more about confirming your ability to operate in the lake environment.
8 kg of european perch
A larger request follows, involving a significant quantity of European perch. McFisher frames it as a way to validate your reliability in handling more demanding collection tasks around the castle area.
stone block
A stone block is requested for repairing structural damage attributed to the creature’s past activity near McFisher’s castle. It is part of restoring stability to key areas.
armor
An old piece of armor is recovered from the southern area of the island, presented as a relic linked to earlier confrontations with the creature.
haggis
Haggis is collected to support McFisher during his preparations, reflecting the need to maintain strength through the ongoing work.
50 kg of carp
A demanding bulk catch of carp is required as part of a larger test of fishing capacity, representing a heavier workload than previous requests.
2 kilt
Kilts are collected as part of clan-related tensions, used to investigate local rival groups and their involvement in the ongoing rumors.
chess piece
A chess piece is used as part of McFisher’s broader plan to provoke reactions between rival clans and observe their responses.
wooden barel
A wooden barrel is placed in the context of clan interactions, used to draw out members from their reserves and observe movements around the area.
Day 2
bag pipes
Bag pipes are part of a local belief system suggesting sound may influence the creature’s behavior during nighttime activity around the lake.
40 kg of rainbow trout
Rainbow trout are gathered to establish a food reserve connected to McFisher’s broader plans for managing the lake ecosystem.
adder
Adders are positioned as part of perimeter control measures around McFisher’s territory, reinforcing local defenses.
freshwater pearl mussels
Freshwater pearl mussels are gathered as part of maintaining local aquatic balance within McFisher’s managed area.
Day 3
3 water vole
Water voles are used to clear vegetation along the eastern banks, improving visibility across key observation areas.
10 kg of tench
Tench are collected as part of broader efforts tied to regional activity and resource gathering in the lake area.
4 signal crayfish
Signal crayfish are placed to strengthen defensive positioning around elevated areas near the castle.
tea pot
A tea pot is part of McFisher’s routine during long observation periods, linked to maintaining focus during extended monitoring.
thistle
Thistle is described as a key component in a traditional Scottish bait preparation associated with McFisher’s methods.
nessie
Nessie is identified as the legendary creature targeted during the final stage of the quest. Although it is noted in lore as being active at night, it is important to understand that it is actually active at all times of day and night. The encounter takes place in known habitat zones such as the cave or the rock formation.