Backpack Hero

Backpack Hero

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Rebuilding Haversack - How to Manage in Story Mode
Autorstwa: Bob April
So just rampaging through the dungeon collecting items and killing monsters isn't enough for you? You want some sort of higher purpose to your efforts...like rebuilding a city? Then Story Mode is for you!

But how does it work?
   
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Getting Started
Oh, look you're a rat that just discovered a magic backpack! But there's nothing in it...

Click on the Map button, then click the prominent "Move Here" icon to open a chest and get a wooden sword, a shield, and some food. Get used to those items...they're going to be your starting items for your character Purse from now until the end of the story. And conveniently, they fit exactly in your backpack.
Click back to the map, and you'll find your first combat. Beat your enemy and you'll be able to make your backpack larger, AND get new items to put in it! And that's about all the play-by-play guidance I'm putting in this guide - the rest of it will focus on what you need to do in town. Figuring out how to beat things in the dungeon is a whole separate issue, and there's other guides for that.

At the end of your short three-floor run, you'll find your mother's locket. TAKE IT! No matter how cool all the other stuff you found is, make room for the locket. Make room for the cheese, too - it's worth a lot in town.
And now you're in...well, mostly an empty field, but your dad Louis wants to talk to you. Okay, real talk between players, here - Story Mode is an excuse to go on dungeon runs, and a "speed bump" mechanic to let you progress through the various items and heroes. It is NOT a game in itself. So it really doesn't matter which conversational choices you make, the story railroads you on through. At the end of the talk, Louis will take the locket to work on it.

Then Zaar will want to talk to you. If she's offscreen, you should still see a red exclamation point that will lead you to her. Make note of that exclamation point - whenever you see one, there's an NPC with business for you.

Let her lead you to the old store, and tear it down - the hammer icon on the bottom left to enter "Build" mode, then the "Destroy" button to enter that mode, then click on the old store. Click the green "Go Back" arrow to exit the mode, and then go find Zaar again.

Oh, did she walk away? No worries - click that bottom left button, with the three greyed out faces. That menu will (usually) highlight anyone who needs to talk to you - click Zaar's face and you'll walk right to her. You can use that menu to auto-walk to ANY citizen, whether they're highlighted or not.

Build the store - enter build mode again, and select your one-and-only blueprint. You can put it anywhere there's room, but it's simplest to put it near the dirt path you use to come home from the dungeon. You're going to be walking there every time you come back from the dungeon for quite awhile, so you might as well put it close by.
More real talk for the whole story mode experience - it really doesn't matter too much where you put building in town. The point of the game is still the dungeon, so if you fail to achieve the perfect, most efficient layout, then you'll just need to make another dungeon dive or two to get more resources. If you really want to make a pretty town, wait until much later on - you'll have more resources than you could ever use, and you can destroy and rebuild to your heart's content.

Congratulations - you've started rebuilding Haversack Hill! But now it's time to go back down into the dungeon.
Early Game - Building and Researching
No sooner do you get the store built than Zaar you to go back down to the dungeon. Go ahead - we'll cover selling stuff when you get back. Be looking out for things like "etchings," "runes," or "loot" - anything that says "This item has a use in Haversack Hill." Don't fill up your backpack so much that you wind up losing the run, but bring back what you can.

Oh, wait - you DID lose the run? No worries - death is just a temporary hurdle for backpack-carrying rodents. Pick ONE item out of your backpack to be magically transported back to town, and select the "Return To Orderia" button. Make it a good one - a legendary or rare item, or something that has a use in town.

As soon as you get back, everyone wants to talk to you! Most importantly, Zaar wants you to give your loot to the store. That's how you gain resources to build new parts of the town, so let's go ahead and do that.
Click on the building itself to open the store menu. All the items you've brought back from the dungeon show in the left window. You can use the middle top button to move everything over to the right "Sell" window, or you can pick and choose. Important note - anything that needs to go to another citizen will NOT MOVE, so you don't have to be too careful, here. The only things you shouldn't sell are things that you want to keep for research later - rare and legendary items are good things to keep, but they're also valuable for sale, so it's a trade-off, and you'll have to decide for yourself which way to go.

When items are in the right window, you'll see a tally below of how many of each resource those good are worth. That will be multiplied by the building efficiency (we'll get to that later) for a second total. But you don't actually GET those resources (or lose the items) until you click on the "Sell Items" button below the right window.

You'll also get to meet Mayor Quillswish, who wants a campaign donation. It'll cost you 10 treasure, but it's worth it - not only does he get to be the Mayor, but YOU get blueprints for Farms and Houses.


Build those the same way you did the store - open the construction menu, select the blueprint, and drop the building wherever you want it. These should go off in the back somewhere - or even on the other side of the river. Just because you can't walk there doesn't mean you can't build there! You might want to keep the houses on this side, though - I haven't experimented to see if the NPCs they attract will be inaccessible if their house is.

Farms produce food while you're in the dungeon, and houses attract new residents. Build as many farms as you like, but note that each new one is more expensive than the last. Two or three is enough, and you don't need more than one right away. Houses also get more expensive as you go. Once you build one, new NPCs will begin showing up on each return from the dungeon. Building more - up to four - allows you to destroy the various rubble piles and abandoned buildings. That not only clears the land for new buildings, but also provides resources. Build one for now, but do three more when you get the chance.

Last up to talk to you is Louis...but he just wants to make sure you're careful. Reassure him. But before you go back down in the dungeon, let's stop back and talk to Zaar again, because she has a new quest for you - Energy Delivery. Let's take a run at that one!

Once you get back, you have someone new to talk to - Vivienne, the Librarian, who (surprise!) wants you to build a library. She's also the person who will take any "lore" items you pick up, add them to your Atlas, and perhaps even give you a new costume.

But let's get back to that Library. That's your first "Research" building, where you can give up resources and specific items to gain new missions, blueprints, or items. Any item you successfully research will then start appearing in the dungeon.

You might not have the resources yet to build the library - if not, did you remember to sell your loot? If you still don't have it, make another run - that's the solution to all resource shortages.

If you do have enough, then go ahead and build it. Research buildings work best when placed close together, so put it way off to one side, where you can add more buildings next to it later.

Once you've built it, then click on it, and you'll see it is looking for four items - Red Cotton, Little Ice Cream, Red Root, and Red Tusk. Click on any of those items, and it will open up your backpack, showing you any matching items you have. Select that item from your backpack, and it will complete that requirement. You won't actually have any of those items yet - you get them later, on missions you get from the Bounty Board, which you will have to build.

But that's how research works for ALL research buildings. There's usually more than one requirement, and often that includes resource requirements, which are NOT taken from your backpack, but immediately paid when you click on it. Also, some requirements are non-specific, like "Any Weapon," or "Rare Bow." Again, clicking on the requirement will open your pack and show you all matching items - so an "Any Weapon" requirement will show you all the weapons you currently hold. Try to avoid giving up a rare item for an "Any" or "Uncommon" requirement if you might need it elsewhere.

After another run, you'll start encountering more NPCs - a King's Thug may show up to threaten you, but that's not important. You'll also find Miss Burrough, who will give you blueprints for a Schoolhouse. She can also give you some quick guidance on how the town works...but that's what you have this guide for.

You'll find Matthew, who will meet you at the start of Standard runs to offer you changes to your starting items. He'll also take those Lost Sparks you've been getting in your special missions, and use them to unlock new areas of the dungeon.

Zaar wants to give you blueprints for Crates and Pots - commercial decorations that increase the efficiency of commercial buildings - like the store.

Louis wants to give you a new quest - Protector.

And Mayor Quillswish wants to make sure you're building houses.

At this point, you have basically all the knowledge you need to go on. But we'll cover some more specifics in the next section.
Mid-Game - Researching and Gathering the Heroes
So you've got a couple missions done, built a few buildings, and met some NPCs. Now it's time to buckle down and do more missions! In this section, we will NOT go into endless detail about the specific buildings, missions, NPCs, and so forth, but instead cover some special cases that can cause you to miss things, as well as talk about how you get new heroes on the team. But first, some general guidance -
  • Upon returning from each mission, check your research buildings to see if they need any of the gear you have BEFORE you go to the store to sell it.

  • Be sure to check the NPC menu for any highlighted faces that have something for you to do. Some, like Nora and Quillswish, will stay highlighted each time until you complete their current taskings - building the Magical Mycelium, or giving Mayor the items for his blueprints. But most will only highlight when they have something new for you.

  • Sell off most or all of your loot each time. There's a LOT of missions to do, so odds are anything you sell before you build the Research Building that needs it will likely show up again on a later run - and in the meantime, you need the resources to actually BUILD those buildings.

  • Doing the special missions that give Lost Spark rewards is critical to advancing the game. You'll need 12 Lost Sparks to open all the dungeon areas, plus a few more for certain blueprints, missions, or items. If you're having trouble completing the special missions, do some Standard runs to bring back loot, to access better items or even to open more special missions.

  • Two Farms gives you a food boost early, and four Houses lets you clear all the rubble - but you don't need more than one of any other building.

  • If there's any items you know you need back in town, and you're afraid you may not complete the run, give them to Parcel at the end of an area Boss Fight. If you die, you can still send one more item back. If you're lucky enough to find a Pouch on a run, keep it full - that can be your "one item" to send back on death, and the contents go with it.

With those guidelines in mind, get busy doing missions, constructing more buildings, and meeting new people. But keep a special eye out for a few events -

  • You will sooner or later encounter Pochette in the dungeon. In fact, you will encounter her (at least) three times - once in the early missions, once after you open up the Deep Caves, and once after you open the Magma Core. Each time, she will want to fight you. After your third win, she will finally come to town, where you can talk to her. Once you do, she becomes a playable hero.

  • At some point, you will find a Mysterious Letter in your combat rewards in the dungeon. This letter MUST be returned to town. Don't leave it out of your backpack, don't sell it, and if you die, make sure it's the one item you send back! This is a quest item, and if you lose it, it can only be recovered through hacking the item in via Debug Mode. Once in town (or given to Parcel at the end of a boss fight), it is safe - like Lost Sparks, it cannot be sold at the Store.

  • Once you have built the Tavern and found the Mysterious Letter, talk to Sam. He will take the letter and give you the Robin Family Flute. Once you have also opened the Bramble area, the flute will be one of your starting items. Be sure to go to the Bramble, and not the Crypts, otherwise you'll be carrying it for no reason! Carry it with you until you beat the Bramble Boss, then you will encounter Satchel. Like most of the other heroes, you'll have to beat him in a fight, but then he'll show up in town to become a playable hero. If you lose, or fail to bring the flute, or fail to go to the Bramble, the flute will reappear in your starting items next run.

  • In a very similar quest chain, once you have built the Magic Mycelium, you can talk to Nora, who will give you Tote's Token. Once the Enchanted Swamp is open, the token will be in your starting items. Carry it with you through the first area and then through the Enchanted Swamp to encounter Tote. As usual, you'll need to fight him, but if you win, he will be in town for you to add to your playable heroes.

  • Once Quillswish gives you the plans for the Town Hall, research will become much more convenient if you build it, then connect all the other research buildings to it via Dirt Paths. There are a few research paths that cannot be accessed from Town Hall, though. The Schoolhouse provides one mission - Cramped - and nothing else. Pasha lets you research Stone Paths, Farmland, and Brick Paths. And of course, Matthew continues to convert Lost Sparks to new areas, and Vivienne takes your lore items. You'll do most of your research at the Town Hall, but don't forget these exceptions.

  • The Carpenter building mostly provides research for decorations, which may or may not be of interest to you. But buried in the long list you will also find
    • the Builder Bird mission for Satchel
    • the Quarry, which produces building materials
    • the Greenhouse, which is itself another research building for various decorations,
    • and the Bank, which lets you sell loot (like the Store), but gives more treasure and less building materials.
    Since treasure is the only resource you don't get from production buildings, that's a very useful addition.

At some point, Louis gives you the blueprints to build Purse's House. Before you do that, you may want to focus on researching the more powerful items, because once the house is built, the dungeon will get a little bit harder, and we will enter the end game, covered in the next chapter.

End Game, and Beyond
Eventually, after you and Louis have a house, the King's Guard will attack. This will mark a major change in the dungeon, the addition of Elite battles, with tougher monsters and greater reward items. Back in town, it will mean that Louis shows up in the menu as highlighted...but when you click on him, it will show you "Pathway Blocked" to remind you that you must rescue him. It will also lead to Doug giving you the plans to build a bridge across the river.

After you build a bridge and then come back from a mission, Constance will show up in one of the areas previously blocked by water. She will NOT by in the NPC menu - explore the area and keep an eye out for a red exclamation point. Once you find her, she will ask you to build her a house. This will begin both your quest to rebuild the last hero, CR-8, and your quest to rescue Louis.



As soon as you build her house, you can talk to her again, and she will tell you about CR-8. That will enable you to start finding the three pieces in the dungeon. Note that you CAN find duplicate pieces, so keep track of what you have found, and only bring back one of each - any extras will be useless in town. Not only will they waste valuable backpack space in the dungeon, they will also be impossible to remove from your in-town backpack - you can't sell them at the Store or Bank. Bring back the three pieces as you find them, during one mission or several. Deliver them directly to Constance, along with one Lost Spark, and she will have CR-8 running after your next mission. Talk to it, and it will become your final playable character, as well as giving you a tutorial mission, Wiring Walkthrough.

Complete that tutorial, then talk to Constance again. She'll give you blueprints for a Beacon. When you have it built, talk to Constance again, and she will let you know that completing another full-length (three-area) mission will lead you to Louis.





Rescuing Louis requires completing a full run as Purse - no other hero can rescue him. But if you have made full runs with any of the other heroes, you may have noticed them coming up to report to Purse as soon as you get back - telling her they can now meet her in the deepest part of the dungeon. This is part of the final quest - rescuing Purse's mom.

In order to make that final rescue, you will need to gather all five heroes at the final door Louis showed you, which means all five heroes need to individually make it all the way through a full, three-area run. If you've lost track of which heroes have done it and which have not, talk to Constance again - she will give you a full rundown on each hero's status.

If you're having trouble getting them all down there...(it's Tote, isn't it? It's always Tote)...keep in mind that Easy Mode will fulfill the requirement. If you ran any of the heroes through Easy Mode before you opened up the Magma Core, then Easy Mode may be hidden in your "Completed" quest list, but you can still open that list and select it again. It won't give you any rewards, but it will satisfy the "deepest part of the dungeon" requirement, and allow that hero to meet Purse for the final quest.

Once all your other heroes have made it down there, it's up to Purse once again to finish the job. Take her on one last full-length mission. After the third boss, you will have the choice to once again go back to the surface, or open the door to go even deeper. Clicking that door will summon the other four heroes - no need for you to guide them through another mission - and open it.

That leads to one last set of three floors, only the last of which has an encounter. Beat that one last monster, and you have rescued your mother, and beat the game. The end! Roll credits!

And rolling...

And rolling...

Okay, this is a known bug. You have to do a hard exit from the game. Don't worry, your accomplishment was saved already - it'll be there when you get back in. But take note - if you continue playing, then every time you take Purse all the way down, you'll have a chance to re-do that final battle, replay that final scene...and repeat the endless credits. So take the exit after the 9th floor, instead.

But it's also not really the end. There's still more challenges ahead!

First, of course, there's any special missions you skipped along the way. Another challenge is to find all the items you can - when you click to enter Story Mode, there's an "Items Discovered" count, showing how many of the 903 possible items you've found. Note that it is possible to go OVER 903 - and that's not even counting the various holiday items that are currently impossible to find, since it seems to be Eternal Summer in Orderia. (Your author is at 911 - please post if you find more!)


But even better, when you get back into the game, be sure to talk to Quillswish - he'll have a new decoration you can build in honor of the great accomplishment. Also, talk to all of the other heroes. Each of them will give you a new mission - Hard Mode! Purse gets one, too - talk to Zaar. Each of those missions leads to a chain of increasingly difficult missions, ending in Hard Mode 5. If you complete Hard Mode 5 for any given hero, they, too, will earn a new decoration. And if you manage to win with all five, there's one final decoration to celebrate the ultimate victory!




Building Your Team - New Heroes
As you venture into the depths, you'll get the chance to bring four new heroes into the town to help you rebuild the village. You'll need the help of all four to complete the story! This guide does not cover how to employ them in the dungeon, but you DO need to know how to bring them on the team!

All of this information is covered in the walk-through chapters - if you have read those, this chapter will provide no additional information.

Satchel - you must find the Mysterious Letter in the dungeon, and then get it back to town. Do not lose this item through any means, as it can only be replaced by hacking it in through Debug Mode! Don't leave it out of your backpack, don't sell it, and if you die, send it back as your one selected item. Give it to Parcel after a boss fight, or take it back to town at the end of a mission. Once in town, you can talk to Sam (appears after building the Tavern), who will give you the Robin Family Flute. When the Bramble is opened, it will show up as a starting item for your next mission as Purse. Take it with you through the Bramble, deliver it to Satchel, and beat him in a fight to bring him to town. Then talk to him in town, and he will show up as a playable character.

Tote - build the Magic Mycelium, then talk to Nora to get Tote's Token. Upon opening Enchanted Swamp, the token will show up in your starting items when you play as Purse. Carry it with you to and through the Swamp, then deliver it to Tote. Beat him in the ensuing fight, then talk to him in town to bring him on as a playable character.

Pochette - You, playing as Purse, must encounter, fight, and beat her three times in the dungeon - once in the first area, once after you open the Deep Caves, and once after you open the Magma Core. After the third, she will show up in town - talk to her, and she will become a playable hero.

CR-8 - Build a bridge across the river to gain Constance as an NPC. Talk to her to get the blueprints to Constance's House. Once built, talk to her again to enable finding pieces of CR-8 in the dungeon. Unlike the other quests, ANY hero may find CR-8 pieces. Bring back one and ONLY one of each of the three pieces - extras will be useless and remain forever in your in-town backpack. Deliver the three plus a Lost Spark to Constance for her to activate CR-8 as an NPC. Last, talk to CR-8 to activate it as a playable character.
NPCs you need to know
There's a lot of NPCs wandering around Haversack Hill by the time you get the village rebuilt. Here's who you'll meet, and why (and when) you need to talk to them. They are listed in the same order as on the NPC menu in the game, though depending on your progress, you may not see them all yet.

CR-8 - playable character. Talk to it in town after Constance builds it to make it playable, and again after completing Floor 12 to get Hard Mode mission.






Doug - provides blueprints for Sawmill. Later provides blueprints for Carpenter. One mission after the King's Guard attack, provides blueprints for Bridge.






Fishing Enthusiast - Gives Fishing Hook. In exchange for a fish, gives you the mission Fishy Business and blueprints for Fishing Shack.






Lily - background character, no story purpose.



Matthew - takes Lost Sparks to give access to new areas.








Miss Burrough - provides blueprints to the Schoolhouse. Also has information on resources, buildings, items and enemies, status effects, and history.








Nora - Takes the Proto-Manastone. Provides blueprints for Magical Mycelium.








Constance - appears one mission after building a bridge. Gives blueprints for Constance's House. Once her house is built, enables finding components to rebuild CR-8. Upon receipt of all three pieces plus a Lost Spark, produces CR-8 as an NPC, who can then be met to become a playable character.







Felix - provides the Whetstones mission. Upon completion of that mission, activates Forges within the dungeon.







Ghost - after the King's Guard attack, will give you the Ghostly! mission.







Louis - Purse's father. He'll take the locket and later give you the power to see the boss monsters two floors early. Gives you the Protector mission. He'll give you the blueprints for a storyline building, Purse's House. He'll also get kidnapped, depending on you to rescue him.







Master Archer - first encountered as a special encounter in the dungeon. On return to town, provides Archery Lessons quest. On completion of that quest, provides blueprints for Fletcher.







Parcel - arrives in town after you open Deep Caves. Brings your choice of items from your backpack to town after each area boss. Once you have encountered him in dungeon, provides Pouch.







Prada - Purse's mother. If you see her, you've already beat story mode!








Sam - appears after you build Tavern. Gives you Robin Family Flute for the quest to bring Satchel to town.







Satchel - playable character. Talk to him in town after beating him in the dungeon to make him playable, and again after completing Floor 12 to get Hard Mode mission.







Tote - playable character. Talk to her in town after beating her in the dungeon to make her playable, and again after completing Floor 12 to get Hard Mode mission.







Zaar - the storekeeper. She'll help you to destroy the old store and build the new one. Also provides blueprints for Crates and Pots. Provides quests Coral 1 and Windmill 1. Provides Hard Mode quest for Purse after beating Floor 12 Boss.







Pasha - Provides blueprints for Bounty Board. Provides blueprints for Stone Path, Farmland, and Brick Path as research.







Tote - playable character. Talk to her in town after beating her in the 3rd area of the dungeon to make her playable, and again after completing Floor 12 to get Hard Mode mission.







Sir Purrteller - provides Piggy Bank when you talk to him, after building the Bank.







Quillswish - provides blueprints for Farms and Houses. Provides blueprints in exchange for items, similar to a Research Building - Tavern for Any Consumable, Blacksmith for Any Armor, and Barracks for Any Weapon. After Tavern is built, provides blueprints for Town Hall and Dirt Path. After the King's Guard attack, will ask you to find his Plush in the dungeon. When returned to him, provides Campaign Trail mission. Provides special blueprint after completing Floor 12 Boss, and another after completing all Hard Mode 5 missions.






Raven - background character, no story purpose. Mostly provides insults.







Sir Wartsley - gives blueprints for Item Pedestal.









Stumpy - Manages the Barracks. Background character, no story purpose, but if you are having trouble telling if you beat all the King's Guards during the attack, check with him - if you've missed any, he will let you know.







Vivienne - Provides blueprints for Library. Also takes lore items for transcription into your atlas, and provides costumes. Gives Meditation mission.










Building List
There's a lot of different buildings you can place in the village, each with different uses. What's your priority?

Bank - lets you sell loot for resources, similar to Store. Provides more treasure, less building materials and food. Blueprints from research at Carpenter.













Barracks - research building.















Beacon - storyline building. Allows Constance to locate Louis in the dungeon. Blueprints from Constance after rebuilding CR-8.










Blacksmith - research building.











Bounty Board - research building, provides most special missions.










Carpenter - research building. Mostly decorations, but does provide Bank, Greenhouse, and Quarry, as well as Builder Bird mission for Satchel.













Constance's House - storyline building. Blueprints from Constance after you build a bridge.












Fishing Shack - provides food resources. Efficiency increased by building near water.










Fletcher - research building.












Greenhouse - research building, provides decorations only. Blueprints found through research at Carpenter.










Farm - produces food resources during dungeon runs. Blueprint from Quillswish. Can build multiple. Efficiency increased by farmland.












House - brings new NPCs to the village. Blueprint from Quillswish. Can build multiple.










Jeweler - research building.


















Library - Research. Blueprints from Vivienne. Provides Fluffy Cotton, Ice Cream, Spicy Ginger, and Tusk.
















Magical Mycelium - Research. Blueprints from Nora.
















Purse's House - storyline building. Blueprints from Louis. Triggers King's Guard attack, which triggers Elite monsters in the dungeon.










Quarry - provides building resources. Blueprints from research at Carpenter. Efficiency enhanced by Stone Paths.










Sawmill - provides building resources. Efficiency enhanced by building near treeline.















Schoolhouse - research building. Provides ONE mission, nothing else. Will not be shown at Town Hall. Blueprints from Vivienne.












Store - First building available. Blueprint comes from Zaar. Lets you sell items for resources.










Tavern - research building. Blueprints from research with Quillswish.














Town Hall - research building. Allows access to research from all other research buildings that are connect by dirt paths, except for Schoolhouse. Blueprints from Quillswish.










Mission List for Purse
Purse has a lot of available missions - so many that her list has to be separated from the other heroes.

Purse:
  • Archery Lessons
    • Accessed by talking to Master Archer
    • Starting Items - Composite Bow, Short Arrow x2, Slats Shield
    • Ends after Area 1
    • You cannot find Melee Weapons
    • Rewards - Lost Spark
    • Master Archer provides blueprints for Fletcher after completion.
  • Archery Mastery
    • Accessed by research at Fletcher
    • Starting Items - Composite Bow, Short Arrow x2, Slats Shield
    • Ends after Area 1
    • You cannot find Melee Weapons
    • Rewards - Lost Spark
  • Campaign Trail
    • Accessed by returning the Quillswish Plush from the dungeon to Mayor Quillswish
    • Starting items - Mandatory Plush (must keep)
    • Run ends after Area 3
    • Rewards - Lost Spark, Golden Cheese, Huge Bag of Coins x2
  • Coral 1
    • Accessed by talking to Zaar
    • Starting items - Coral (must keep), Shiv, Wooden Blade, Leather Cap
    • Ends after Area 1
    • Rewards - Lost Spark, Coral 2 Quest
  • Coral 2
    • Accessed by completing Coral 1
    • Starting items - Coral (must keep), Shiv, Wooden Blade, Leather Cap
    • Ends after Area 2
    • Rewards - Lost Spark
  • Cramped
    • Accessed by talking to Nora
    • Starting Items - Aged Shield, Wooden Sword
    • You can only find items that are 3 spaces or larger
    • Ends after Area 1
    • Rewards - Lost Spark
  • Energy Delivery
    • Accessed by talking to Zaar
    • Starting items - Token of Energy, Slats Shield, Wooden Sword
    • Ends after Area 1
    • Rewards - Lost Spark, Cornucopia
  • First Journey!
    • Accessed by starting Story Mode
    • Special tutorial mission
    • Ends after Area 1
    • Rewards - Golden Cheese
  • Fishy Business
    • Accessed by giving a fish to Fish Enthusiast
    • Starting Items - Cave Fish, Cave Shark, Bluefin, Angler Fish, Fish Sword, and Smelt
    • Ends after Area 2
    • Rewards - Lost Spark
  • Ghostly!
    • Accessed by talking to Ghost one or more missions after the King's Guard attack
    • Starting items - Spectral Orb (must keep), Wooden Sword, Aged Shield, Meal
    • Ends after Area 2
    • Rewards - Lost Spark, Spectral Orb, Ghost Gem, Ghost Glove
  • Hard Mode
    • Accessed by talking to Zaar after Purse beats the Floor 12 Boss
    • -5 to max health
    • +15% to enemy health
    • -5% to luck
    • Rewards - Golden Cheese, Hard Mode 2 mission
  • Hard Mode 2
    • Accessed by completing Hard Mode
    • -15 to max health
    • +25% to enemy health
    • -10% to luck
    • Rewards - Golden Cheese, Hard Mode 3 mission
  • Hard Mode 3
    • Accessed by completing Hard Mode 2
    • -20 to max health
    • +30% to enemy health
    • -10% to luck
    • Rewards - Golden Cheese, Hard Mode 4 mission
  • Hard Mode 4
    • Accessed by completing Hard Mode 3
    • -25 to max health
    • +35% to enemy health
    • -15% to luck
    • Rewards - Golden Cheese, Hard Mode 4 mission
  • Hard Mode 5
    • Accessed by completing Hard Mode 4
    • -25 to max health
    • +50% to enemy health
    • -25% to luck
    • Rewards - Golden Cheese, Special Decoration
  • Hourglass 1
    • Accessed by research at Bounty Board
    • Starting items - Red Hourglass (must keep), normal starting items
    • Ends after Area 1
    • Rewards - Minute Hand, Box of Nails, Hourglass 2 mission
  • Hourglass 2
    • Accessed by completing Hourglass 1
    • Starting items - Red Hourglass (must keep), normal starting items
    • Ends after Area 2
    • Rewards - Hour Hand, Lost Spark
  • Ice Cream
    • Accessed by research at Bounty Board
    • Starting Items - Little Ice Cream (must keep), Aged Shield, Wooden Sword, Meal
    • Ends after Area 2
    • Rewards - Golden Cheese, Cornucopia
  • Magic Expedition
    • Accessed by research at Magic Mycelium
    • Starting items - Apprentice Staff, Large Manastone, Broken Ring
    • Ends after Area 2
    • Rewards - Charging Manastone (still must research at Magic Mycelium), Lost Spark
  • Master of Whetstones
    • Accessed by talking to Felix after building Blacksmith
    • Starting items - Whetstone, Aged Shield, Shiv x3
    • Ends after Area 2
    • Rewards - Golden Whetstone
  • Meditation
    • Accessed by talking to Vivienne
    • Starting items - Broken Idol (must keep), Aged Shield, Wooden Sword, Meal
    • Ends after Area 2
    • Rewards - Lost Spark
  • Protector
    • Accessed by talking to Louis
    • Starting items - Spiked Helmet, Liquid Armor, Knight's Armor, Wooden Sword
    • Ends after Area 1
    • Rewards - Lost Spark, Cornucopia
  • Red Cotton
    • Accessed by research at Bounty Board
    • Starting items - Red Cotton (must keep), Aged Shield, Wooden Sword, Meal
    • Ends after Area 2
    • Rewards - Golden Cheese, Cornucopia, Lost Spark
  • Red Flame
    • Accessed by research at Bounty Board
    • Starting items - Red Flame (must keep), Aged Shield, Wooden Sword, Meal
    • Ends after Area 2
    • Rewards - Bag of Treasure, Lost Spark
  • Red Root
    • Accessed by research at Bounty Board
    • Starting Items - Red Root (must keep), Aged Shield, Wooden Sword, Meal
    • Ends after Area 2
    • Rewards - Cornucopia
  • Red Tusk
    • Accessed by research at Bounty Board
    • Starting items - Red Tusk (must keep), Aged Shield, Wooden Sword, Meal
    • Ends after Area 2
    • Rewards - Cornucopia, Lost Spark
  • This One's On Me
    • Accessed by research at Tavern
    • Starting Items - Keg, Bombstone (must keep); Li'l Buckler, Piggybank, gold
    • Ends after Area 2
    • Rewards - Box of Nails, Bowl of Fruit
  • Windmill 1
    • Accessed by research at Bounty Board
    • Starting items - Windmill (must keep), Wooden Sword, Slats Shield, Meal
    • Ends after Area 1
    • Rewards - Windmill 2 mission, Verdant Energy
  • Windmill 2
    • Accessed by research at Bounty Board
    • Starting items - Windmill (must keep), Wooden Sword, Slats Shield, Meal
    • Ends after Area 2
    • Rewards - Crimson Energy
  • Wizard's School
    • Accessed by giving Proto-Manastone to Nora
    • Starting Items - Apprentice Staff, Large Manastone, Broken Ring
    • Ends after Area 1
    • Rewards - Lost Spark, Unstable Mana

Mission List for Satchel
Satchel has 12 special missions

Satchel:
  • Builder Bird
    • Accessed by research at Carpenter
    • Starting items -Claw Hammer, Ball Hammer, Brickwall, Brick x2, Toad's Hammer, Large Manastone
    • Rewards - Golden Feather, Lost Spark, Monad's Mjolnir
  • Easy Mode
    • Accessed by research at Bounty Board
    • Starting items - normal
    • +15 to max health
    • -25% to enemy health
    • Takes +1 items after standard battles
    • Standard chests contain +2 items
    • All weapons get +10% bonus damage
    • +25% to luck
    • Rewards - Golden Feather, Lost Spark
  • Hard Mode
    • Accessed by talking to Satchel after Purse beats the Floor 12 Boss
    • -5 to max health
    • +15% to enemy health
    • -5% to luck
    • Rewards - Golden Feather, Hard Mode 2 mission
  • Hard Mode 2
    • Accessed by completing Hard Mode
    • -15 to max health
    • +25% to enemy health
    • -10% to luck
    • Rewards - Golden Feather, Hard Mode 3 mission
  • Hard Mode 3
    • Accessed by completing Hard Mode 2
    • -20 to max health
    • +30% to enemy health
    • -10% to luck
    • Rewards - Golden Feather, Hard Mode 4 mission
  • Hard Mode 4
    • Accessed by completing Hard Mode 3
    • -25 to max health
    • +35% to enemy health
    • -15% to luck
    • Rewards - Golden Feather, Hard Mode 4 mission
  • Hard Mode 5
    • Accessed by completing Hard Mode 4
    • -25 to max health
    • +50% to enemy health
    • -25% to luck
    • Rewards - Golden Feather, Special Decoration
  • Ice Cream
    • Accessed by research at Bounty Board
    • Starting Items - Little Ice Cream (must keep), Aged Shield, Wooden Sword, Meal
    • Ends after Area 2
    • Rewards - Golden Feather, Cornucopia, Lost Spark
  • Pacifist
    • Accessed by research at Bounty Board
    • Starting Items - Cracked Pacifist's Ring (must keep), Spiked Helmet, Slats Shield, Flute
    • Ends after Area 2
    • Rewards - Pacifist's Ring, Lost Spark
  • Scissors
    • Accessed by research at Bounty Board
    • Starting items - Scissors (must keep), normal starting set
    • Ends after Area 2
    • Rewards - Lost Spark, Golden Feather, Scissors (2)
  • Scissors (2)
    • Accessed by completing Scissors
    • Starting items - Scissors (must keep), normal starting set
    • Ends after Area 3
    • Rewards - Lost Spark, Golden Feather
  • Warrior Bird
    • Accessed by XXXXXXXXXXXXXXXXXXXX
    • You cannot find Instuments or Drums
    • Ends after Area 2
      Rewards - Golden Feather
Mission List for Tote
Tote has 11 special missions.

Tote:
  • Easy Mode
    • Accessed by research at Bounty Board
    • Starting items - normal
    • +15 to max health
    • -25% to enemy health
    • Takes +1 items after standard battles
    • Standard chests contain +2 items
    • All weapons get +10% bonus damage
    • +25% to luck
    • Rewards - Golden Seed, Lost Spark
  • Hard Mode
    • Accessed by talking to Tote after Purse beats the Floor 12 Boss
    • -5 to max health
    • +15% to enemy health
    • -5% to luck
    • Rewards - Golden Seed, Hard Mode 2 mission
  • Hard Mode 2
    • Accessed by completing Hard Mode
    • -15 to max health
    • +25% to enemy health
    • -10% to luck
    • Rewards - Golden Shell, Hard Mode 3 mission
  • Hard Mode 3
    • Accessed by completing Hard Mode 2
    • -20 to max health
    • +30% to enemy health
    • -10% to luck
    • Rewards - Golden Shell, Hard Mode 4 mission
  • Hard Mode 4
    • Accessed by completing Hard Mode 3
    • -25 to max health
    • +35% to enemy health
    • -15% to luck
    • Rewards - Golden Shell, Hard Mode 4 mission
  • Hard Mode 5
    • Accessed by completing Hard Mode 4
    • -25 to max health
    • +50% to enemy health
    • -25% to luck
    • Rewards - Golden Shell, Special Decoration
  • Magic Archery
    • Accessed by research at Fletcher
    • Starting items - Acorn Cap x3, Flow Bow, Ethereal Quiver, Flowering Arrow x2
    • Rewards - Golden Seed
  • Mushroom Friend
    • Accessed by research at Magic Mycelium
    • Starting items - Toadstool Sword, Enoki Mushrooms x4, Milk Cap x2
    • Rewards - Golden Seed
  • Sap Primer
    • Accessed by research at Magic Mycelium
    • Starting items - Gem Sap x2, Crystal Sap x2, Oak Hatchet, Oak Stump x2
    • Rewards - Golden Seed, Lost Spark
  • Throw The Book At Them
    • Accessed by research at Library
    • Starting items - Gambler Toad and Cracked Bottle (must keep); Oak Stump x3, Acorn Cap x3, Dreaming Buckler
    • Rewards - Golden Seed, Lost Spark
  • Totetutorial
    • Accessed by talking to Tote once you bring him to town
    • Special event to teach Tote's play style
    • Ends after Area 1
    • Rewards - Golden Seed, Lost Spark
Mission List for Pochette
Pochette has 11 special missions.

Pochette:
  • Easy Mode
    • Accessed by research at Bounty Board
    • Starting items - normal
    • +15 to max health
    • -25% to enemy health
    • Takes +1 items after standard battles
    • Standard chests contain +2 items
    • All weapons get +10% bonus damage
    • +25% to luck
    • Rewards - Golden Shell, Lost Spark
  • Effigies
    • Accessed by research at Bounty Board
    • Starting items - Effigy x6, normal items
    • Starting max health reduced to 1
    • Backpack starts at 5 spaces wide
    • Rewards - Golden Shell
  • Everyone Comes Home
    • Accessed by completing Fragile Tribe
    • Starting items - Dark Collar, normal items
    • Rewards - Golden Shell
  • Fragile Tribe
    • Accessed by research at Bounty Board
    • Starting items - Dark Collar (must keep), Tribal Spear, Tribal Axe
      [*}Starting max health reduced to 20
    • Rewards - Golden Shell, Everyone Comes Home mission
  • Hard Mode
    • Accessed by talking to Pochette after Purse beats the Floor 12 Boss
    • -5 to max health
    • +15% to enemy health
    • -5% to luck
    • Rewards - Golden Shell, Hard Mode 2 mission
  • Hard Mode 2
    • Accessed by completing Hard Mode
    • -15 to max health
    • +25% to enemy health
    • -10% to luck
    • Rewards - Golden Shell, Hard Mode 3 mission
  • Hard Mode 3
    • Accessed by completing Hard Mode 2
    • -20 to max health
    • +30% to enemy health
    • -10% to luck
    • Rewards - Golden Shell, Hard Mode 4 mission
  • Hard Mode 4
    • Accessed by completing Hard Mode 3
    • -25 to max health
    • +35% to enemy health
    • -15% to luck
    • Rewards - Golden Shell, Hard Mode 4 mission
  • Hard Mode 5
    • Accessed by completing Hard Mode 4
    • -25 to max health
    • +50% to enemy health
    • -25% to luck
    • Rewards - Golden Shell, Special Decoration
  • Reaper
    • Accessed by research at Barracks
    • Starting items - Reaper (must keep), normal starting items
    • Rewards - Golden Shell
  • Treats Only
    • Accessed by research at Tavern
    • Starting items - normal
    • Rewards - Golden Shell
Mission List for CR-8
CR-8 has 13 special missions.

CR-8:
  • Bumpy Ride
    • Caution - these items are buggy!
    • Most common completion method is to keep the special items out of circuit
    • Accessed by research at Jeweler
    • Starting items - Mechanical Gem, Vacuum, Piston (must keep); normal items
    • Rewards - Golden Gear
  • Duo Core
    • Accessed by research at Bounty Board
    • Starting items - Duo Core, Wooden Sword x2, Li'l Buckler x2
    • Run ends after Area 2
    • Rewards - Golden Gear, Quad Core mission
  • Easy Mode
    • Accessed by research at Bounty Board
    • Starting items - normal
    • +15 to max health
    • -25% to enemy health
    • Takes +1 items after standard battles
    • Standard chests contain +2 items
    • All weapons get +10% bonus damage
    • +25% to luck
    • Rewards - Golden Gear, Lost Spark
  • Hard Mode
    • Accessed by talking to CR-8 after Purse beats the Floor 12 Boss
    • -5 to max health
    • +15% to enemy health
    • -5% to luck
    • Rewards - Golden Gear, Hard Mode 2 mission
  • Hard Mode 2
    • Accessed by completing Hard Mode
    • -15 to max health
    • +25% to enemy health
    • -10% to luck
    • Rewards - Golden Gear, Hard Mode 3 mission
  • Hard Mode 3
    • Accessed by completing Hard Mode 2
    • -20 to max health
    • +30% to enemy health
    • -10% to luck
    • Rewards - Golden Gear, Hard Mode 4 mission
  • Hard Mode 4
    • Accessed by completing Hard Mode 3
    • -25 to max health
    • +35% to enemy health
    • -15% to luck
    • Rewards - Golden Gear, Hard Mode 4 mission
  • Hard Mode 5
    • Accessed by completing Hard Mode 4
    • -25 to max health
    • +50% to enemy health
    • -25% to luck
    • Rewards - Golden Gear, Special Decoration
  • Magnetized
    • Accessed by research at Bounty Board
    • Starting items - Attractor and Repulsor (must keep), normal items
    • Rewards - Golden Gear
  • Micro Build
    • Accessed by research at Bounty Board
    • Starting items - normal
    • You cannot earn experience
    • Rewards - Golden Gear
  • Quad Core
    • Accessed by completing Duo Core
    • Starting items - Quad Core, Wooden Blade x3, Li'l Buckler
    • Ends after Area 2
    • Rewards - Golden Gear, Spinning Core mission
  • Spinning Core
    • Accessed by completing Quad Core
    • Starting items - Spinning Core, Wooden Blad x3e, Aged Shield
    • Rewards - Golden Gear
  • Wiring Walkthrough
    • Accessed by talking to CR-8 after he is constructed
    • Special tutorial mission
    • Ends after one floor, training combats only
    • Rewards - Golden Gear, Lost Spark