DREADMOOR Quest Walkthrough: Early Story and Main Objectives

Walkthrough for early DREADMOOR quests, covering the Church Settlement, crane generator activation, engine repair, river gates, and the trading post.

Mechanical phonograph and burning candles on a shelf during the Strange Voices quest
Finding the source of the sound in the Church Settlement

Awakening and Escaping the Ruins

The opening story quest in DREADMOOR is After the Catastrophe, which directs you to get to the abandoned house. Crossing the shoreline triggers The Chest Washed Away, instructing you to find a way to the other side of the island. Inside the house, the quest Anything Useful asks you to search the shelves and drawers, where you can approach a drawer or an item and press [F] to open the drawer or pick up the item.

In the inner room, the quest Hook Gun requires you to take the hook gun from the ghoul’s claws. You can use the Hook Gun to interact with distant color-coded objects by aiming and pressing [LMB] to fire, then holding [LMB] to reel in the cable. Next, Find the Exit directs you to find a new way out to the veranda, followed by The Heart of the House, where you drop the crane’s load onto the heart of the house.

Outside, The Church Settlement instructs you to head for the settlement. During Strange Voices, you find the source of the sound in the settlement, and To the Pier directs you to get to the pier. Along the way, you also pull the Axe out of the ghoul’s head and press [1] to equip the axe.

Inspecting the boat on the dock platform
Boarding the exploration boat

Powering the Crane and Launching the Boat

At the settlement pier, Dead Control Panel requires you to power up the crane control panel, and Power Source directs you to find the Generator. Because the generator requires fuel to operate, Empty Tank instructs you to find a Fuel can. Under Refueling, approach the generator’s fuel tank cap with the can in your hands, then press and hold [LMB] to refuel the generator.

Once refueled, Let There Be Power instructs you to start the generator. Approach the generator and press [F], then hold [LMB] and drag it fully in the required direction within the time limit during the mini-game until the generator starts. According to the Crane Operating Instructions note, after checking and refueling the generator, you climb onto the control platform, raise or lower the boat, and return the crane boom to its original position.

In Launch the Boat!, use the control panel to lower the boat into the water. Next, Aboard the Boat directs you to inspect the boat.

Pulling floating salvage from the water with the hook gun
Fishing out consumables with the hook gun

Radio Contact and Engine Repair

Aboard the vessel, A Voice on the Air instructs you to tune the radio and contact Gill. To find the right frequency, hold [LMB] and turn the dial in the desired direction until you hear voices and the small needle begins to tremble, then boost the signal using the yellow dial to place the needle in the green zone.

Next, Crafting Materials directs you to fish out the consumables with the hook gun from supply collection points in the water by stepping away from the helm and pressing [2] to equip the Hook Gun. Once you have the required 3 units of Rusty Metal, Engine Repair tasks you to repair the boat’s engine by winning the repair mini-game. After the engine runs, Escape instructs you to leave the Church Settlement, and Precious Junk directs you to use the hook to retrieve your Chest from the water and place it in the boat’s wheelhouse.

Moored boat beside a wooden dock at night during the Overnight Stay quest
Docking at night for an overnight stay

Navigating the First Gates and the Trading Post

Sailing out of the settlement starts The First Gates, directing you to head for the river gates, followed by Mooring, where you moor by the gates by pressing [X] in the docking zone. Inside the gatehouse, A Recording About the Gates asks you to listen to the recording about the gates, and Old Instructions directs you to find the description of the gate mechanism. In Waterway, you configure the waterway to open the gates: each sluice has a matching symbol on the control panel that raises or lowers it, and you select a symbol with [LMB] and pull the lever until all the lights turn green.

Passing through the open gates begins A Breather, where you find the angler brothers cabin and spend the night in the cabin beyond the gates. Continuing into the Slough during Trading Post, you sail straight toward the strangers’ trading post, moor at the trading post dock, ring the bell, and enter the shop to talk to the merchants Gill and Bozur. Afterward, Personal Belongings and Away from Prying Eyes instruct you to take the chest from the pier to the flophouse, open the flophouse door with the Lodging House Key, patch the hole in the wall, and lie down in bed to sleep until 10 AM. The next morning, you listen to the radio to find out what Gill wants, take the Simple Rod from the table, and catch Snapper fish from the pier.

Mentioned in this guide

Sources & References

  • DREADMOOR game files (Early Access build 26570811)