Help · help missions

missions

Same text as in-game help missions.

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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.