Missions

As you move forward in the game, you will encounter different NPCs with their requests as well as your own progress to escape. It's difficult to distinguish between main and side-quests, as most quests contribute to progress in some way.

## Escape

### Ultimate Plan

*"I should start with checking my Ultimate Plan."*

To unlock the first steps of your prepping journey you have to read the pinboard over your bed. This will provide the mission **Self-Reliant** two times.

### Self-Reliant

*"I need to establish a food source for myself."*

This mission has two tasks:

1. place five patches of soil in your bunker
2. collect five packs of seeds

Before the first part can be done, you must upgrade your starter workbench to Level 1, unlocking both the soil patch recipe and the ladder necessary to enter your bunker. After that you just need some ground, which you easily get when you expand your bunker.

The second task is easily done, since there are at least 6 packs of seeds hidden in the house's wardrobes and cupboards. If you already took some of the packs before you read the pinboard you can pick them again and finish the task.

After that you need to "plant the seeds". Just in case you already found other seeds and added them to your inventory: at the beginning of the game, there are 4 carrot, 2 cabbage and 2 beet seeds in your house.

The final step is to provide water and light for your seedlings. Craft one or more Wall Lamps and place them over the planted soil patches for light; take water from the kitchen sink and use it on the soil patches for watering.

Interestingly, not all steps have to be accomplished to complete the mission. Placing all five patches of soil in your bunker, and placing lights over them, will cross the mission off the list and unlock the **New Escape Plan** mission, regardless of whether seeds have been planted and watered.

### New Escape Plan

*"I haven't come up with a good escape plan yet. I need to find some inspiration and make some more planning."*

Your pinboard tells you all kind of stuff for your escape. But to make more progress, you will need inspiration.

Luckily, the postman has got you covered. Check your mail to find some really interesting documents. After reading the rocket poster, you get an update on your mission: to use these image for your escape plan!

Put the poster in the slot of the pinboard and hit "Plan". This will take 1 hour. Completing this step will cross off the mission in your Journal and give you a detailed list of materials for your own rocket.

Supplying all the materials for Rocket Plan Phase 1 will allow you to place a Build site for your very own rocket silo. Excavate your bunker's chambers to reach the silo location, and then excavate the silo chamber itself. Doing so will take 4 hours.

Upon completing the excavation of your rocket silo, you will receive mail containing two Room Upgrade - Greenhouse units and the Underground Gardening book, which provides the recipe to make more. You will also unlock the next mission: **The Countdown**.

### The Countdown

*"I need to escape from here. I have decided to build a functional rocket."*

This mission consists of several stages.

* Phase 2: gather 60 metal, 20 plastic and 1 Artificial Horizon.
* Phase 3: gather 20 electronics, 40 metal, and 1 Hydrogen.
* Phase 4: gather 50 plastic, 20 electronics, 10 textile, and 1 Rocket Control Module.

To complete each phase, gather the necessary items and materials and apply them to the pinboard. You will then spend four hours building each phase of the rocket.

Upon completing Phase 1, you will receive a delivery in your mailbox consisting of the following items:

2 Room upgrade of Greenhouse

1 Book of underground garden

Upon completing Phase 2, you will receive a delivery in your mailbox consisting of the following items:

* 2 Room Upgrade - Factory
* 2 Room Upgrade - Pumphouse
* 1 book - Pump It Up: Useful Room Upgrades, providing the craft recipes for both.

Upon completing Phase 3, you will receive a delivery in your mailbox consisting of the following items:

* 2 Room Upgrade - Freezer
* 2 Room Upgrade - Powerhouse
* 1 book - Mr. Freeze: More Useful Room Upgrades, providing the craft recipes for both.

### The Launch

*"It's time to end this and fly away."*

This is the final mission in the game.

Upon placing the signal switch in your room and switching it on, you will be visited by all of the NPCs for which you have completed every mission. Bob, Jenny and Joe will meet you in the backyard of your house; Minuteman will also drop by if you've given him everything he's asked for. Each of them will tell you a bit more about themselves and about what's been going on behind the scenes.

Once you're done talking to everyone, go down to the rocket bay and hit the red button to get in your rocket and fly away. Congratulations! You've successfully escaped Murricaville!

## Minuteman

Minuteman cannot be interacted with; instead, you receive missions from him when he sends letters in the mail. He will send his first letter only after completing Self-Reliant and triggering the Ultimate Plan mission. The first quest is unlocked by reading his third letter. After doing so, you will start the mission **Minuteman**.

### Minuteman

*"A strange person calling himself 'Minuteman' sends letters to me. He had previously sent me a detailed rocket image, and now he wants a blueberry jam. I think I will make it for him as a token of goodwill."*

Acquire 10 blueberries, 1 sugar and 1 glass, and make a Blueberry Jam at the stove. Sell it to Minuteman at the mailbox for $30. You will receive a letter giving the next mission along with your payment.

### Nuclear Warfare

*"Minuteman is looking for a good book about nuclear warfare. I need to find one."*

To complete this mission, you will need to acquire the Book About Nuclear Warfare. It is in Bob's possession; you can acquire it by finding it in Bob's cave on Mines Level -1 and selecting "Ask". (If you have completed **Sleepless Base** before taking on this mission, you will find the book in the Sleepless cave on Mines Level -5.)

Sell the book to Minuteman for $60. Again, you will receive a letter giving the next mission along with your payment.

### Not Great, Not Terrible

*"Minuteman is getting more and more into the topic of atomic bomb radioactivity. He appears to know something… Anyway, he wants a geiger counter. I need to find one and deliver it to him."*

The Geiger Counter is found in the Junkyard, on the table next to the radio. It only appears when Joe is present. **NB:** if you are in the Junkyard when he walks into the area, it will not appear. Leave and re-enter the Junkyard, and it will be on the table. "Ask" him about it and he will give it to you (after a little panicking about radiation).

Sell the geiger counter to Minuteman for $80. As usual, you will receive a letter giving the next mission along with your payment.

(Minor bug: while you cannot acquire the geiger counter before receiving the letter that triggers this mission, the option to sell Minuteman the geiger counter appears before the letter arrives.)

### Who Observes the Observer?

*"I need to get to the Fort Observer and obtain a rocket control module from there."*

After receiving the letter that starts this mission, go to Joe and talk to him about "Fort Observer". He knows about it, but he won't give you the details until he's sure he can trust you. This has nothing to do with your Trust rating as a trader; you'll have to complete **Radio Free North America** before you can proceed further.

Once you've earned Joe's trust, he'll tell you how to reach Fort Observer. However, it's an all-night drive, which means you'll need help staying awake. You'll need to complete **Be More Exotic** and **Sleepless Base** to acquire what you need.

**IMPORTANT!** Fort Observer is a one-time trip; once you've entered and left, you can't re-enter. Prepare carefully. And don't forget to bring the Access Card from **Air Crash Investigation**.

  Strategy spoilers  Fort Observer contains a lot of valuable items that can be disassembled for electronics, as well as a workbench to disassemble them at. There's also beds, vending machines and some unique gear. You can stay there overnight; play it smart, and you can walk away with a huge haul.
First, make sure you're leaving for Fort Observer on the same day as (or the day after) the Agent's visit, to give you plenty of time. Bring at least one stack of long-lasting food for health, and some money to get energy drinks from the vending machines.

Second, make sure that you've read the right skillbooks. Top of the list are the Atlas Jacked books for carry capacity and Handyperson's Handbook books for faster disassembly, but Eat Nuke Love is good for the health regen.

Third, bring nothing that takes up weight except for food. You don't even need to bring a backpack; there are plenty inside.
Once you're ready to leave for Fort Observer, fill up the car tank to at least 80% and select the "Drive to the Fort" option. You'll need to carry out a long driving challenge in the dark. (**NB:** the drive will take the same amount of real time, no matter what time you leave in-game. If you leave early in the morning, game-time will be sped up to compensate.)

Upon arriving at Fort Observer, you will be attacked by several waves of wolves and snakes. Defeat them and approach the gates of Fort Observer, where you will meet Eclipse, the AI. Eclipse will allow you entrance to Fort Observer if presented with the Access Card; you'll have to leave behind your weapons and items. (You can keep your backpack, helmet and clothes, but you can also acquire another backpack inside. You can keep your materials.)

Once inside the base, you'll be locked in. Explore the facility. (For a bonus, inspect every pot plant that you can.) Continue to the back, and after checking out the lab, enter the Storage Room.

The Rocket Control Module that you need is inside the AI Core floating in the middle of the room, but removing the core locks you in. Take it to the workbench and disassemble it, then place the AI Core Case back into the column. You'll unlock the craft recipe for the Fake AI Core; if you don't have the materials to complete it, you can get them by disassembling the monitors around the room. Create the Fake AI Core and put it in the column; Eclipse will be unhappy with this, but will open the door.

Make sure to take anything you want to keep with you when you leave; Eclipse will lock the door behind you as you exit.

  Strategy spoilers  This room is full of loot. There are four monitors in the room, all of which can be disassembled. The backpacks can be disassembled, but when they're stacked, the whole stack can be equipped, making them all weightless. There's some food in here too, and a bed to rest on. Take the time to disassemble anything you can.
Make absolutely sure to take and equip two rifles when you go; one for yourself and one for Minuteman. If you want to take more, feel free to do so; you can sell the extras to Joe for $170 each. Keep in mind that you may want the extra carrying capacity for something else…
Now it's boss battle time. Eclipse is going to do his best to kill you in a three-round challenge.

  Strategy spoilers  To damage Eclipse, you need to tag his face when it pops up on the monitors in front of you. This gets progressively harder, though. Keep in mind: you'll only be able to damage him when his health bar is visible on the main screens.
In the first round, you only need to tag Eclipse's face on the monitors five times. He won't attack you in this round.

In the second round, he starts dropping bits of the ceiling on you, as indicated by the dust clouds falling from above you. He also starts making monitors explode in your face, as indicated by them glowing red and throwing off sparks. You'll need to tag him ten times in this round.

In the third round, he kicks the rockfalls up a notch, and also starts throwing exploding monitors at you from offscreen. You'll need to tag him ten more times to finally put him out of everyone's misery.
Once you've wrapped things up, the exit opens and you're free to go.

  Strategy spoilers  This is where the big payoff comes available; the Fort is full of monitors, fourteen in all. Unfortunately the workbench was sealed away with Eclipse's death, so you can't disassemble them. They also weigh 26 each, so there's no way to bring them all home with you. Take as many as you can.
Return to your car and head home, bearing the item you need to complete the next stage of your rocket.

### Bless the President

*"Minuteman says there is an agent who is dangerous to him, and by extension - to me. But he has a plan: he wants to discredit him in the Agency. I need to find an offensive and illegal object and find a way to plant it in the agent's home."*

To complete this mission, you need to have finished **Sleepless Base**. Go into the cave on Mines Level -5 and "Ask" Bob for the Bless the President statuette.

Next, get Mr. Postman to come to your house by buying or selling something. When he does, talk to him and he'll agree to deposit the statuette in the agent's home. After he leaves, buy or sell something else to bring him back, then talk to him again. This will complete the mission; Mr. Postman will immediately drop off another letter from Minuteman.

### Care Package

*"Minuteman goes into hiding and needs some long-lasting food. I will send him some."*

To complete this mission, you need to send Minuteman enough food to raise his trader Trust Level by one. The list of food he buys is as follows:

Many of these items can be scavenged from the Desert or bought from the other traders, and of course you can always make many of these yourself if you've bought the cookbooks. Once you sell Minuteman enough food, he'll send you his final request.

### Locked & Loaded

*"Minuteman feels in danger and needs some firepower to defend himself with."*

Minuteman wants a rifle and ammo. One source of rifles in the game is Fort Observer - occasionally a rifle appears in the desert; hopefully you brought one back with you and didn't sell it. Minuteman buys one for $160, double the price that Joe offers; this one sale raises his Trust to the next level, allowing you to sell him 100 bullets. If you need more bullets, you can buy them from Joe or find them in the Desert.

Once you sell him everything he needs, Minuteman goes dark. You won't hear anything from him for a while…

## Jenny

After one day you will receive a letter from the local herbalist. This will unlock the mission **The Herbalist**.

### The Herbalist

*"A local herbalist can be met in the forest during the daytime."*

This mission is triggered upon receiving a letter from Mr. Postman, telling you that a herbalist can be found in the Forest.

To finish this mission, you have to go to the Forest at daytime and find Jenny. She's hiding in one of the bushes. You will recognize the bush by the way it suspiciously bounces up and down.

Talking to Jenny automatically unlocks the mission **The Granny and the Wolf**.

### The Granny and the Wolf

*"Jenny, the local herbalist, has asked me to kill the wolf standing in the way to her cabin. I would need to fix the ropeway to get to him. It would also be nice not to fight the beast empty-handed."*

This quest goes hand in hand with the **Into the Woods** mission. Since you should have already found the lever on the same level you talked to Jenny, you just need to go back to Forest 1-1 and interact with the ropeway to repair it.

**Note:** given the upcoming fight you should prepare some kind of weapon. If you've not already done so, upgrade your workbench at least to Level 1 and craft yourself a sturdy baseball bat.

On Level 2 you make your way to Forest 2-3 and fight a bunch of wolves to free Jenny's hut.

The quest is finished after talking to Jenny a second time. You will meet her at the cabin (go into the hut and leave again, if Jenny isn't in front of her house right away). This will unlock the quest **Mushrooms**, as well as two new locations on your map: Jenny and the Mines.

Don't forget to loot Jenny's hut before leaving - this will give you some nice seeds.

### Mushrooms

*"Jenny has asked me to bring her 8 mushrooms from the mine. She wants to use it to make tea."*

In this request Jenny needs 8 Mushrooms. They can be found on Level -1 and -2 of the Mine.

Before you can enter the mine, you have to complete Bob's mission **This Elevator of Mine**. After that you need to acquire the green access card to be able to reach Level -1.

Go back to Jenny and hand over your gathered mushrooms. This will unlock the **Exotic Fruits** quest.

### Exotic Fruits

*"Jenny has asked me to bring her 8 guarana from the local forest. I need to repair the ropeway on Forest Level 2 to get there."*

Jenny asks you for 8 guarana berries. But before you can go and pick the fruits, you have to repair the ropeway on Level 2 of the forest.

After you are able to enter Level 3 and pick all the needed berries, bring the fruits back to Jenny.

This will unlock the **Underground Plantation** quest.

### Underground Plantation

*"Jenny has asked me to grow guarana plants seeds and bring her my harvest. 20 guarana should be enough."*

Jenny gives you 4 Guarana seeds to plant at your underground bunker plantation. The next step is bringing her 20 Guarana.

After that she tells you about a plane crash. This will unlock the mission **Air Crash Investigation**.

### Air Crash Investigation

*"Jenny has asked me to clear the way to the crashed plane in the forest. I will need to repair the ropeway on Forest Level 4 to get there."*

Jenny asks you to enter Level 5 of the forest and find a crashed airplane. A friend of hers may have been involved in the crash, and she's wondering about their well-being. You will need to repair the ropeway to access Forest Level 5. This mission can be completed before completing Joe's **The Missing Cryptid** mission, but it's easiest to finish that mission first.

In Level 5, the path is frequently blocked off by fallen tree barricades. You cannot advance through this area without an Axe, and you will want at least one more combat weapon to fight through the wolves and rats. The crashed plane can be found in Forest 5-10; as usual, you will have to fight through three waves of enemies to proceed and complete the mission.

You will receive some randomly selected materials and items, along with several key items, including: the final ropeway lever, the Artificial Horizon needed to complete **The Countdown**, and an Access Card.

  Warning: Spoilers  Upon finding the plane, you will discover a picture of Mr. Prepper standing by the plane, a picture which he has no memory of. Jenny will appear, and Mr. Prepper deduces that he was probably a government agent at some point. Jenny points out that it was probably the government that brought down Mr. Prepper's plane in another escape attempt, and that the memory loss has been affecting everyone in Murricaville.
You will need to visit Jenny in her cabin to unlock the next mission.

### Be More Exotic

*"Jenny needs even more guarana. She has asked me to bring her 99 guarana."*

Just like it says on the tin, you need to bring Jenny 99 guarana. This mission, while simple in direction, can present some unexpected logistical challenges.

Guarana can be acquired from two sources: foraging in Forest Level 3, and growing in planters and greenhouses. However, guarana decays even in the fridge, and if there's a power outage, you can lose the whole stack. Plan to either have a generator or two in operation to keep the fridge running, and keep the fresh stacks separate to prevent entire batches from going bad.

Jenny will accept the guarana delivery at any time, but will not provide you with the reward until after you have completed the mission **Sleepless Base**. Upon doing so, she will send you the Pill in the mail.

## Bob

After your first conversation with Bob he tells you to repair the elevator, so both of you can enter the lower levels of the Mines. This will unlock the **This Elevator of Mine** mission.

### This Elevator of Mine

*"I met Bob, a slightly shady character taking care of the mine. He wants me to fix the elevator."*

Your first action is to interact with the elevator right next to you and select "Repair". You will need 10 metal for this.

Once the lift is running, you have to report to Bob - this will unlock Bob's house as a trading point.

### Bob's Jacket

*"Bob needs his warm jacket back. He has lost it somewhere in the mine."*

After visiting Bob in his hut on Level -1, he asks you to find his jacket. This will unlock the **Bob's Jacket** mission.

To find the jacket, unlock and descend to Mine Level -3 and explore the tunnels. It is found at the end of a dark tunnel, protected by three waves of Rats. (A Mining Helmet is highly recommended)

Obtaining the jacket will unlock the **Missing Mining Pass** mission; returning it to Bob will unlock the **Bob's Glasses** mission. Bob will also give you the Revolver and tell you where to get it fixed, unlocking the Junkyard location.

### Bob's Glasses

*"Bob needs his glasses. I think I saw glasses on another Bob."*

After completing **The Granny and the Wolf** mission Jenny's cabin is unlocked along with the ability to click on 'Bob'; the plant that Jenny is holding.

Return to Jenny and click on 'Bob'. This will trigger a conversation with 'Bob' (the plant) where you ask if you can have his glasses for the "other" Bob.

Completing this mission will trigger the mission **Ivy Bob: Hydrogen Storage**.

### Ivy Bob: Hydrogen Storage

*"There might be a hydrogen storage on Level -5, even if Bob denies it."*

To complete this mission, you must have completed **The Missing Cryptid** and **Missing Mining Pass**. Acquire the Mining Pass -5 from the Mines and descend to Mines -5.

Upon entering Mines -5 with this mission active, you will see Bob in the entrance of a mine tunnel to the left. Go talk to him, and he will explain a few things to you (after a short argument). The mission will be complete at this point; you do not need to acquire the Hydrogen to do so.

### Sleepless Base

*"The Sleepless have their own base. Apparently it would be worth paying a visit."*

Not much to this mission. Enter the base and talk to Bob; he'll explain the nature and purpose of the Sleepless. He'll also give Jenny permission to provide you with the Pill.

## Joe

Joe's first mission is unlocked by going to the Junkyard in the evening, meeting him in person, and giving him the Revolver. He will accept the item and agree to repair it, but he needs you to do a little something for him first…

### Mind Control Protection

*"Joe seeks to protect himself from the mind-controlling waves he believes are around. He wants tinfoil for this, of course."*

In order to trust you, Joe needs you to bring him anti-mind-control protection, in the form of Foil. He gives you permission to fix up and drive the Car as part of this. Repairing the car will take 20 metal and 1 hour. You'll also need 4 Fuel to drive the car into the Desert, and a weapon with which to fight the snakes and wolves.

Foil is found at the first Desert location you arrive at, on the ground. Pick it up and bring it back to Joe; he will return the repaired revolver.

Joe's next mission is not given upon completing the mission; instead, the quick reference list only shows the instructions "Come another day." The next mission will become available after sleeping to the next day and meeting Joe in the Junkyard.

### The Missing Cryptid

*"Chupacabra, Joe's beloved dog, is missing. I need to find him."*

To complete this mission, you will need to complete the relevant **Into the Woods** stage and unlock Forest Level 4.

In Level 4, the path is frequently blocked off by fallen tree barricades. You cannot advance through this area without an Axe, and you will want at least one more combat weapon to fight through the wolves. Chupacabra can be found in Forest 4-7; as usual, you will have to fight through three waves of enemies to proceed and complete the mission.

Upon finding the cage, interact with it to release Chupacabra. He'll run off; you'll find him next to Joe when you go back to the Junkyard. Joe will give you the Mining Pass -4, completing both this mission and **Missing Mining Pass**. You'll have to come back another day to receive your next mission.

### Radio Free North America

*"There are rumors' about a broadcast in English coming from Mexico, warning citizens and exposing lies of the government. I want to catch it somewhere from the desert."*

Joe tells you a story about how there's an illegal radio broadcast that can be picked up deep in the Desert. He wants you to go out and listen to what they're saying.

Bring Joe 5 electronics. Upon doing so, he says he'll install the radio on the car and that you should come back later.

To pick up the transmission, drive the car into the desert and "Use" the radio antenna attached to the car. You'll need to go five layers deep into the desert to pick up the transmission; at one layer you'll only receive static, at layers two and three you'll receive disjointed words, and at layer four you'll get short incomplete phrases. You'll need a full tank of fuel to reach your destination.

Return to Joe and talk with him to reveal your findings. He doesn't give a reward, but he now trusts you enough to assist with finding Fort Observer.

(**NB:** after giving Joe the electronics, the radio will be attached to the car upon leaving and re-entering the area. In theory, it is possible to complete the mission on the same day even though the mission prompt tells you to come back later. In practice, there's no way to stay awake that long without modifying the game files.)

## Forest

### Into the Woods

*"The ropeway in the forest would be a great way to move around. But it's long broken. I should fix it."*

This is a chain quest; completing each successive instance will make the next one available. To start this quest, interact with the broken ropeway in Forest Level 1-1 using the Repair option. To unlock successive stages, travel to the newly-opened Forest level and attempt to repair the broken ropeway there.

In each stage of this quest, you will need one lever, a selection of materials, and an hour or two of repair time. The levers can be found on the ground in the end stage of each Forest level; the materials you'll need to gather yourself.

The materials needed for each stage, not counting the levers, are as follows:

 Level 1
 Level 2
 Level 3
 Level 4
 Level 5

## Mines

### Missing Mining Pass

*"The pass to Level -4 of the Mine is missing. I have to find it somewhere else."*

This quest will start when you pick up Bob's jacket. Your task is now to find the mining pass for level -4.

It turns out that Joe has been hanging onto it; complete Joe's missions and he'll give you the mining pass.