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Quests
A mysterious and ancient creature approaches your colony. Will you flee, fight, or tame the legend?
The Elder Beast quest begins automatically without player input-it is an auto-accept quest, meaning it doesn't appear in the standard quest offering window and has no expiration. Colonists start by hearing strange, echoing sounds across the land, and within a randomized delay(between 0,5 and 4 days), an Elder Beast will appear near the colony.
The arriving beast is chosen at random from a pool of powerful creatures:
- Elder Direwolf
- Elder Raptor
- Elder Ogren
- One of the four Elder Tionants(Blue, Green, Red, Yellow)
Once the beast arrives, a letter is sent to the player titled "Elder Beast Approaching", describing the creature as dangerous but not currently hostile. The player must then decide how to interact with the beast:
- Leave it alone
- Attempt to tame it
- Hunt it for rare trophies
The quest ends shortly after the beast’s arrival, but the consequences and rewards are entirely up to the player's actions.
This quest does not offer direct, scripted rewards. Instead, rewards are emergent and depend on the player’s choice:
- Taming the beast can provide a powerful ally
- Killing it may yield rare resources or trophies
- Ignoring it may lead to future encounters or consequences
A secretive source asks you to draw enemy attention away from their mission. This quest centers around a diversion: your colony becomes the bait while an unknown ally works in the shadows.
You receive a mysterious message-either from an anonymous contact or a named faction leader. The sender needs your colony to act as a decoy, luring a hostile threat away so they can complete a covert operation linked to Dr. Alexander Isaacs.
Once accepted, a random threat will arrive at your colony after a short delay(1 to 4 in-game days). Possible threats include:
- A standard raid from a permanent enemy faction
- A raid from the Crimson Arachna Cult
- A manhunter animal pack
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A mechanoid cluster
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A raid by the Horax Cult
The quest has a time-limited window for acceptance(between 2 and 8 days). After the threat is triggered and handled, rewards will be granted shortly afterward.
The quest ends automatically after the threat is resolved.
- Items(gear, resources, or artifacts)
- Goodwill increase with the asker faction
- Royal Favor(if applicable)
A suspicious camp has been discovered - possibly tied to the Crimson Arachna Cult.
This quest can appear during regular world exploration and will remain available for 6 to 7 in-game days before expiring if ignored.
A leader from a non-hostile or neutral faction sends word of a strange outpost, reportedly tied to Crimson Arachna Cult activities. You are tasked with launching a preemptive strike on this bandit-controlled site, eliminating all hostiles and structures. The site is generated dynamically and can appear in various special landmarks, such as lakes, ruins, or lava craters(if you have the Odyssey DLC).
Shortly after accepting the quest, a cultist raid may target your colony, attempting to retaliate. If you ignore the site or leave it unclaimed for too long, it may disappear or self-destruct. The quest fails if the camp vanishes or is destroyed before being cleared.
If you successfully defeat all enemies at the site, you will receive a reward, and the quest is marked as a success.
- Loot from the camp
- Items(gear, resources, or artifacts)
- Goodwill increase with the asker faction
- Royal Favor(if applicable)
A panicked courier from the Obsidia Empire seeks refuge in your colony while being hunted by deadly pursuers.
This quest begins when a courier from the Obsidia Empire arrives at your colony, frantic and wounded after surviving a deadly ambush. All of their escorts were slain, and now the messenger is being relentlessly pursued by a hostile faction. Once you accept the quest, the courier joins your colony temporarily as a guest - not a permanent colonist - and must be protected at all costs.
This guest is always a fragile "Wimp" pawn, emphasizing their vulnerability and need for protection. Shortly after their arrival, a raid is launched by a randomly selected enemy faction, specifically targeting the messenger. This creates an urgent need to defend them until rescue arrives.
After several in-game hours, a shuttle is dispatched to extract the courier. It remains available for a limited window, during which the guest must board to complete the quest. If they are killed, arrested, or otherwise harmed(including undergoing surgery or xenogerm implantation), the mission fails, resulting in a goodwill loss with the Obsidia Empire. However, if the courier survives and departs safely aboard the shuttle, the quest is a success and rewards are granted.
- Guaranteed +5 Royal Favor from the Obsidia Empire
- Goodwill increase with the asker faction
A desperate agent from the Obsidia Mercenary Gangs seeks refuge while being hunted by enemies.
In this quest, a fleeing agent from the Obsidia Mercenary Gangs arrives at your colony, urgently requesting shelter. They are being pursued by hostile forces and need protection until a transport shuttle can arrive for extraction. The agent will temporarily join your colony upon accepting the quest, and it is your responsibility to keep them alive during this critical period.
Not long after their arrival, a raid is triggered by a permanent enemy faction. These attackers are specifically after the agent and will do whatever it takes to capture or kill them. You’ll have a short window of time to prepare for the assault, so immediate action is vital.
Once enough time has passed, a shuttle will land to extract the agent. You must ensure the agent reaches the shuttle safely. Any failure to protect them-whether through death, arrest, mental break, organ harvesting, or simply failing to board the shuttle-will result in the mission failing and a loss of goodwill with their faction.
The quest has a limited acceptance window, typically between 1 and 5 in-game days. Once accepted, the stakes are high, but so are the rewards for a successful defense and safe extraction.
- Guaranteed +5 Royal Favor from the Obsidia Mercenary Gangs
- Goodwill increase with the asker faction
This quest is issued by the Obsidia Empire, framed as a formal directive rather than a request. Your colony is selected to serve as a controlled focal point, drawing hostile attention as part of a broader imperial maneuver. Acceptance signals your willingness to demonstrate discipline, endurance, and loyalty under sustained pressure.
Once accepted, your settlement will be targeted by 2 to 5 consecutive waves of attacks from the Chaos Slime Horde, arriving after short delays. The objective is not annihilation, but endurance - you must withstand the assaults and keep the enemy fully engaged for the duration of the operation.
After the final wave concludes, the Empire acknowledges your performance. If all attacks are endured successfully, royal favor and development rewards are granted shortly afterward, and the quest concludes automatically.
- Guaranteed +3(For every wave of enemies) Royal Favor from the Obsidia Empire
This quest originates from the Obsidia Mercenary Gangs and takes the form of a paid contract. Your colony is hired to act as a loud and disposable distraction, pulling hostile forces away from ongoing mercenary operations elsewhere. No explanations are offered - only expectations.
Upon acceptance, your settlement will face 2 to 5 waves of attacks from the Chaos Slime Horde, spaced out over time. The task is considered successful as long as the enemy pressure is sustained and their attention remains fixed on your position.
Once the final assault has passed, payment is issued based on the scale of the engagement. If your colony survives the contract intact, rewards are delivered soon after, and the job is marked complete.
- Guaranteed +3(For every wave of enemies) Royal Favor from the Obsidia Mercenary Gangs
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