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TRADESMAN Deal to Dealer Quests and Errands

Go jobs, taxi benches, plot beats, and the weird hunts the studio calls soulslike.

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Quests Walkthrough

Quests in TRADESMAN: Deal to Dealer are how the comedy writes itself onto the map. You can ignore them and still make money. You should not. Many unique mercenaries, cart recipes, and region bricks hide behind a marker or a drunk on your bench. This walkthrough groups the types the Steam page names, then points at the first-region jobs players actually get stuck on.

The five flavors

Go. Short. Find a person, a shed, a chicken. Reward is coins plus a reputation drip. Do them while the cart is light — see Getting Started.

Transport. You are a taxi. Drunks, children, wounded guards. They occupy space the way cargo does, so a full military run plus three passengers is how you invent a boss fight. Drop them at the named town, collect the fee, leave. Guard-camp taxis (the “take me to Watchpost III” family) often pay a flat coin chunk plus a reputation spike in the destination.

Classic. A map pin appears. Ride there, click the thing, ride back. Use the M map from the HUD; danger pips on each road matter more than the pin art. Pair with combat if the pin sits on a high number.

Soulslike. The studio’s joke category: go somewhere poorly explained and do something poorly explained. Read NPC lines twice. If a miser named Kirya wants random junk, he is not a build guide. If a chicken wants an axe and then 120 eggs, that is a boss setup, not a meme.

Plot. Grandpa’s starter grain toward Clunky Town is the template. Later plot quests include named speeches and family threads. Community threads still mention “The King’s Speech” as a stuck point — if a marker vanishes, reload the last camp sleep, talk to the quest-giver again, and check both tabs in the quest book (1.0 added bumper/arrow tab switching).

First region, in the order most carts meet it

Grampstead is tutorial and a later legendary stop (Duncan Sanders shows up on the pillar once you are not a tourist). Do the shed/grandson beat if it is still in your build, sell the grain, hire a peasant, leave. Woodcutters from mill towns will literally forget their planks and hitch a ride — that is a transport quest that also teaches you cart materials.

Fishpool is marine cargo. Grubgrog is the tavern town you saw in night screenshots: drinks, gossip, passengers who should not drive. Hoboken buys basics. Normingham is the capital sink. None of these require a guide if you read demand tags; all of them hide side NPCs with Go jobs. Use the trade-route tool when you forget which direction seafood should flow.

Furryfoot Village is the reputation brick for Beastborough. Max the town, then the red gate opens. A stray cat may jog beside you on that road. It does not grant loot. It is flavour. New Cemeteries and snow tunnels are later: moles with lanterns, paladin towns, inquisitors. Bring a cleanse-style shout before the lantern mole. Details overlap reputation because the brick is a standing check, not a level check.

Named headaches (no fake map IDs)

  • Kirya the Miser — random in, random out. Do not bank your last legendary scroll on him.
  • Chicken / axe / eggs — follow the local order: find the bird, return it, give the axe, then haul a huge egg stack until the boss road appears. After the fight the bird may become a person. This is a real questline, not a wiki invention.
  • Wounded guard taxis — easy reputation if your bench is empty.
  • Legendary hand-ins — some NPCs demand a specific leveled mercenary (a high-level thrower, a named berserker). Hire in the town the wiki lists on the mercenary hub, spend the epic scrolls, then talk again. Do not sack your only tank to satisfy a hand-in unless you can rehire.

How quests fit the 1.0 rule

Quest items in the cart still count as goods. A board, a crate of eggs, a passenger — they can bump danger. Thin your for-profit stacks before a plot drive. Sleep at camp after every completed pin so a crash does not eat the turn-in. Saves are covered in controls.

If you returned from Early Access, know that many ways to gain standing were added in 2025 and reputation income was doubled. Jobs that felt endless in 2024 are shorter now. Wasteland pins are new-zone content — Wasteland — not replacements for Grampstead errands.

Watch one playthrough if you are lost; the video on this page is a first-towns session, not a 100 percent route. For 100 percent collectors, expect dozens of settlements and a long list of pillar legendaries. Use updates when a pin name changes after a ninja patch. And when an NPC offers a ride fee of 20 coins per head, take it. Taxi money is the honest kind.

FAQ

Frequently Asked Questions

Quick answers to the most common merchant questions.

Where is the quest log?

Open the quest book from the HUD. Version 1.0 lets you swap tabs and quests with buttons and arrow keys.

Do passengers count as cargo danger?

They occupy space and can stack with goods. Run taxis on a thin cart. See trading.

I am stuck on a plot marker.

Sleep-save, reload, talk to the giver again, and check both quest-book tabs. Community reports still mention King’s Speech-style stalls.

Are quests required to finish 1.0?

You can wander and trade forever. Unique hires, cart upgrades, and region bricks still hide on quest lines — carts and mercenaries.