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Storylines

The town's six storylines - who gives them, where they are, and what they lead to.

Storylines are chains of quests told through Blockville's townsfolk. Each is given by one townsperson, has its own small story, and is made of tiers of steps such as gathering, crafting, delivering or fighting. Every tier pays money and Network XP, and the later tiers add unique cosmetics, items and a title. There are six storylines: the Welcome to Blockville tour for new players, and five longer town storylines that can be played in any order.

Command /quests (the Storylines tab)
Storylines 6
Town storylines 12 tiers each, $31,700 and 5,000 XP each
Rewards Money, Network XP, cosmetics, items and titles

#The storylines

Storyline Given by Where Final title
Welcome to Blockville Mayor spawn -
Order Up! Chef Basil (Head Chef) the restaurant Sous Chef
Forged in Blockville Magnus (Blacksmith) the forge Master Smith
The Night Watch Captain Hale the sea wall Captain
Seeds of Plenty Farmer Barley the farm Head Farmer
Tides of Blockville Rory (Fisherman) the harbor Master Angler

#Playing a storyline

A storyline is started by talking to its townsperson. After the welcome tour, each storyline that has not been started is marked in the world with a label and a beam of light in the storyline's colour, so its townsperson is easy to find; the marker disappears once it is started.

/quests opens the Storylines tab. Left-clicking a storyline tracks it (or, if it has not been started, points the way to its townsperson); right-clicking shows its tier map. The tracked storyline's current step is shown in the objective bar at the top of the screen. Each step also has a hint saying where to go for it - for example in your Box (/boxhome) for farming, in the resource world (/rtp) for mining and hunting monsters, or which townsperson to bring something to. It appears under the step in /quests and in chat.

/story opens the chapter you are on in the storyline you are following: what its townsperson said (click it to hear it again), every step with its progress and where to go for it, a Point Me There button that shows the way, and the storyline's own book. Townspeople show just the next step when you talk to them, with a [Story] button for the rest.

Rewards are given as each tier is completed. Cosmetic rewards are shown as a mystery until they are earned.

#One storyline at a time

A player can start every storyline, but only the one they are tracking moves forward. Mining, monsters, farming, fishing, crafting and hand-ins all count towards the tracked storyline, and the others wait exactly where they were left - nothing is lost.

  • Starting a new storyline makes it the tracked one; the one before it is paused.
  • Clicking the townsperson of a paused storyline doesn't move it on. They offer a Switch button instead (or use /quests track <storyline>).
  • Doing something that would have counted for a paused storyline brings up a reminder, with the same button.
  • In /quests, paused storylines are marked Paused. Left-click one to track it.

Errands for the tracked storyline still work at any townsperson. For example, bringing Rory string for Captain Hale counts even while Rory's own storyline is paused.

#See also