missions -- hunter contracts (tag-driven hunts) The hunt board posts procedural hunts: tags roll a threat, a twist, and a pay, then open an ephemeral stronghold portal you clear for pay. How you play Type help missions more for the full writeup. Boards (stand here -- the NPC does not have to be present): Bunker Library Stacks and War Room (Men of Letters bunker) -- Mick's chapter file board (files take). Hunt board moved with Bobby to Sioux Falls. Evil-warded: demons, vampires, possessed, and evil-reputation characters cannot enter (help reputation / help bunker). Lansing British compound (Michigan) -- strategy room copies the file board (enter lansing). Partial wards, not bunker evil_ward. Not a hunt board. Singer Salvage Yard (Sioux Falls, SD) -- Bobby's hunt board in the house den. Type enter sioux falls (or enter singer), then north into the den. missions / dungeons. Lebanon Pawn Shop (Main Street) -- Garth's corkboard hunt board. Open to anyone who can walk Lebanon, including evil-aligned characters with a soul who the bunker wards refuse. Garth and Bess live on Campbell Pass; he may be out -- the corkboard still takes missions / dungeons / missions report. Hotel Lobby (Main Street / Lebanon Hotel) -- Balthazar's traveler board. Each Reach hub (Cinder / Tide / Gale / Stone) also hosts a small board, but it never posts hunter contracts, haunts, or other Earth-side jobs -- it only unlocks 'dungeons' there for the four Hollow hunts (help elemental). missions / board -- offer preview or active hunt status missions take hunt -- accept a stronghold hunt (also: takehunt / missions accept) missions take haunt -- claim a posted house haunt (also: takehaunt) missions take bleed -- claim a posted planar bleed (also: takebleed) missions take elemental -- claim a posted Elemental sighting (also: takeelemental) missions join haunt|bleed -- back up an in-progress house job missions abandon [hunt|haunt|bleed|elemental] missions report -- turn in a stronghold hunt when the boss is down (also: reporthunt) Flow: stand at the board -> missions take hunt -> drive / walk to the roadside trailhead (portal opens there, not in the stacks) -> enter stronghold -> clear rooms, kill the boss, open the strongbox -> return to the board -> missions report. Far jobs use the same road / air planner as dungeons (travel road|air; help dungeon | help vehicles). Pay can include dollars, growth, a hunter kit, salt-and-silver, or lore -- reagents auto-stow into your gear bag (help gear). Trash may drop floor salvage without leaving a husk. Bosses leave usable wear gear on the floor (stronger hunters find better kit). missions report can also turn up a Tier-banded piece for finishing the job. Anyone who can reach the board can take a stronghold hunt in v1 (hunter-flavored, not Origin-gated). Strongholds are temporary (restart clears rooms; type 'missions' or 'missions accept' again to re-open the same contract's portal). Distinct from Patron Quests (Cosmic Favor -- unbuilt) and homezone tutorials (help tutorial). Leveling dungeons share the same board: 'dungeons' / 'dungeons take <id>' / 'dungeons report' / 'taxi' (see help dungeon). missions accept is unchanged for now (a hybrid weighting may land later). House haunts, planar bleeds, and Elemental sightings nest on the same board: missions take haunt | bleed | elemental. Bare missions take (or missions accept) still prefers a posted haunt for Hunter / Slayer / Occultist, then rolls a stronghold; bleeds and sightings need the typed kind. Cadence Echoes still type takehaunt / takebleed / takehunt. Cannot walk the bunker wards? Use Garth's Pawn Shop corkboard for stronghold hunts, or theft contracts at Bela's den -- see help contracts. Echoes / idle bodies with personality adventurer path to the board room and run the same missions accept / clear / missions report loop (help cadence). Mission givers in the room (Bobby, Garth, Bela, …) hail you on first meet; when you already know them, they may greet you again once per game-day on return visits.