Help · help quests

quests

Same text as in-game help quests.

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quests -- authored town / story cases

Short JSON cases (folders, tip leads, errands) that are not hunter board hunts, not theft contracts, and not homezone tutorials. Cosmic Patron
Quests (Favor) are still unbuilt and separate.

How you play
  1. Chargen auto-starts your opener (not a quests take folder):
     Hunter / Slayer -> Family Business (Bunker Gatehouse); other mortals
     -> Phone Tree (Garth's Lebanon Pawn Shop); Elemental -> Plane Temper on your home Reach. If you dropped one, restartquest <id> confirm.
  2. Stand near a giver and type quests -- listed cases are town folders
     (salt_shortage, combat_drill, ...). quests take <id> (also: takequest <id>) accepts only those listed cases.
  3. Follow hints -- talk, walk, kit up, board verbs as the steps ask.
     talk uses the whole name when it is more than one word (talk the bartender).
     First talk to a case giver is the briefing; coming back later is the short reminder.
     A locked apartment on an open case is still a door you can walk through.
  4. hint                     reprint the current step hint
  5. seek tutorial            if lost finding Bobby / a room, Cadence walks the step (aliases: seek quest, seek bobby)
  6. questlog / objectives    list active + finished cases ([ACTIVE]/[DONE]/[LOCKED])
  7. quests abandon [id] confirm drop an open case (openers need confirm) (also: abandonquest; or tutorial abandon confirm -- skips lesson + opener together)
  8. restartquest [id] confirm wipe progress and start that case over

Soft gates (foyer steps) nudge with [JOURNAL] and still allow look / exits / help / hint / seek / questlog / leave (climb out of a car). Openers print a short atmosphere intro first; the first step hint lands after you see the room. seek tutorial is suggested only after you linger lost -- not on every step dump. Screenreader players get the same verbs; questlog, hint, and step prompts use flat Label: value.
lines (see help formatting). Talk mentors who are immersion Echoes (Dean, Sam) still answer during an active opener. Personal journal (help journal) is private RP notes -- it is not this quest log.

Some cases run several chapters as one saga (questlog shows a chapter
header per case) and a talk step can open a numbered conversation instead
of a one-line reply: type the number (or the reply's first word) to answer;
a bracketed tag like [Persuade] or [Investigation] means that reply rolls a
skill check, win or lose, before the scene moves on. look / help / quit
still work mid-conversation -- nothing traps you in a menu.

Travel while on an opener
  Finding Bobby (Hunter): walk library inside the bunker. Lost outside?
  taxi bunker, enter the bunker mouth, then walk library.
  Lodging: exit bunker / leave town car, taxi lebanon (or walk lebanon), walk hotel, rent -- or claim a porch. Bare taxi lists hubs.
  Phone Tree haunt step: help haunts finishes it where you stand -- you do not need to find Bobby.

Starter tutorials (chargen -- not quests take)
  family_business    -- Hunter / Slayer opener (Bobby, Dean, Sam)
  phone_tree         -- other mortal Backgrounds (Garth at Lebanon Pawn Shop)
  plane_temper_fire   -- Fire Elemental opener (Emberwake)
  plane_temper_water  -- Water Elemental opener
  plane_temper_air    -- Air Elemental opener
  plane_temper_earth  -- Earth Elemental opener

Town cases (quests take when listed)
  salt_shortage      -- Bobby errand (spare salt from the Armory)
  combat_drill       -- Town Gym slow fight lesson (help combat-drill)