Quests

Please note this entire page is full of spoilers.

## World Quests

Occasionally (randomly?) you will receive a quest notification on your map screen. These are random quests and don't affect faction rep.

#### A Great Deal

A trader offers a great deal if you meet him at a location. Meeting the trader there, he will send you to a second location. The second location is an ambush with four opponents. If you defeat them, you can return to the original trader who will offer to come by your shelter later for a real trade, or you can kill him. If you allow him to leave, he never shows up again.

#### Mystical Trade

A strange being will offer to trade you a gold nugget for one of three items. You can only choose one. They are:

* a can of food that never runs out, but makes the user sick when they eat it
* armor that offers 50% melee and 50% ranged damage reduction, but also does damage to another random character in combat (either side)
* a gun that can kill anything in one hit, but is destroyed (or has a chance to be destroyed?) after use

Trading with the being ends the quest.

#### Gold Mine

An abandoned mine on the map appears, indicating that a person is there. When you arrive, the person there asks for someone to invest some initial capital to get a shop started at the mine. There are three options - one gold nugget, one gold bar or 2 gold bars. Upon returning to the location, a one-time shop is set up with gear dependent on how much was invested in the shop - requiring the player to bring along tradeable goods to take advantage of the shop. The shop then either disappears or remains open. On rare occasions, the shop may sell the best backpack in the game, the "Large Military Backpack" which increases carrying capacity by 100lbs.

#### VHS Tapes

After completing the first Old Clan quest, the map will show a quest at the location that the man who told you where the studio equipment was. To start the quest, you have to visit that location where the man will request that you find VHS tapes for him - there are a total of nine.

## Faction Quests

Each faction has three quests that must be completed in order to ally with that faction. They unlock after gaining large amounts of rep with each faction. The first quest unlocks sometime after reputation 100, the second after 200, and the third around 300 or 400. After completing the last quest, you can ally with that faction, which also rewards you with a blueprint specific to that faction.

#### Old Clan

Quest 1: Broadcast from the past - You are asked to obtain studio equipment to assist the clan in repairing an old TV station. When visiting the TV station, the person there asks you to obtain a Space Trek tape, but mentions that to find it you need to have a high level of perception. (As of 1.2.13, it appears that the item may be located if the total perception of the party exceeds a certain amount - players may have to bring a larger squad of people with higher levels of perception for success. Tested - 2 survivors with 20 perception each are unable to find the item.)

Quest 2: You are asked to visit a slaver to obtain more studio equipment. You can return with the items the slaver requested, or fight him.

Quest 3: One of your survivors with a high level of charisma is requested to help them record messages. The survivor is away for a seven days.

#### Los Muertos

Quest 1: You need to search 3 randomly selected hospitals for 3 (0-weight) books about a "cure." Each hospital will lead to either a battle or require searching. You must return all three books to your base BEFORE you contact this faction again about this quest; if you have ANY books at your base and select the "quest" option, they will assume that's all you have and come get the books you have.

Quest 2: You are required to send one of your faction members on a trip. You only have to choose the member. They are gone for seven days. The game suggests you send someone with a very high INT.

Quest 3: You have 3 days to research at a lab table (makeshift or otherwise) to complete this quest.

#### Church of Hope

Quest 1: You are given a trial that starts by visiting one of the priests. They will task you to convince 3 people in a row to go to the Church of Hope. The first one requires a Charisma of 8+ to convice, the second requires Charisma of 12+, and the final one requires you to have Trankwill in your inventory to help him off his drug high so he can be convinced (no Charisma check) to go. You may have to experiment with your laboratory to mix a sample. After each person, you have to revisit the priest each time, who will ask if you want to continue the trial after the first and second person. (You must have the "Trankwill" created from a "Makeshift Laboratory", not the "Refined Trankwill" from the "Laboratory". Attempting to create Refined Trankwill before crafting Trankwill will show it successfully being created, but it will not appear in your inventory until actual Trankwill has been created).

Quest 2: You are required to meet a group of individuals to deal with. You can fight them, or use your Charisma value to convince them to come under the protection of the church.

Quest 3: You have to obtain 3 objects. The second object requires you to have a party with a high Perception score to find it, otherwise it will not show up when searched. The third object requires a Megahammer in order to trade for the object. A Megahammer can be created from the Armoury workbench.

#### CTK Mob

Quest 1: You are asked to join an arena battle.

Quest 2: You are asked to join another arena battle. You are asked not to use items or ranged weapons, but you can still pass successfully by using them. (As of 1.2.13, using a skill such as Backstab will cause you to be considered to have used a ranged weapon.)

Quest 3: You have a final battle with a large bear. You are asked not to use items or ranged weapons just as in the second quest, but you can still pass successfully by using them.

#### New Order

Quest 1: You are requested to find a scientist and convince him to join the New Order. The scientist is quite mad and mumbles about his daughter's bone being taken by a bone collector. If you have a therapist with you, he can be convinced to leave to join the New Order ending the quest successfully, otherwise you will have to proceed to a graveyard on the map which has a "bone collector" mob who tries to kill you. Killing him and looting the body reveals a special bone, which you can take back to the scientist; he will then leave to join the New Order and complete the quest.

Quest 2: You are sent a "code" to "decrypt" and have a time limit of 3 days. This involves using the computer terminal and selecting the correct option. Having a high intelligence character work on the code will decrypt it much faster. The effort to complete the quest drains your tiredness level very quickly.

Quest 3: You must search three facilities for the location of a "secret base" and then capture it. Three locations will be highlighted on the map. A random one will contain a battle against 3 opponents. The goal is to kill the leader (he cannot be captured) without destroying the two front-line opponents, so you will need ranged weapons or skills (such as Backstab) that can directly attack back line opponents. Otherwise you will have to throw rocks.

#### Black Roses

Quest 1: You are sent to find someone who ran off and is to be "punished," and must decide how to approach this situation. You can either kill the offender, or try to talk her in to turning herself in, or just leave.

Quest 2: Same as Quest 1.

Quest 3: Same as Quest 1.