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A Mission is a rest, trade and stash location. Resting here regains 30 Sanity in a single night. The mission requires payment of 30 value (only 10 on Tourist Trip difficulty) to allow the party to rest, unless the player has a missionary companion.

General supplies can be traded for here, with Whisky and Canned Food having inflated values. For specific item barter values, see also: Trader.

The player can also deposit up to three items at the mission's stash, which are automatically transported back to London upon completing the expedition. Note that the items will be lost if the mission is destroyed in a fire or other disaster.

There are never more than 2 missions on a map, and the World Map will indicate if a world has a mission present. In-expedition, its hex is typically surrounded on 3 sides by river terrain.

Trade Items[]

Missions will always have First aid kits (3) available.

They will also offer 3 randomly selected items from the lists below.

This item has the highest chance of appearing:

This item has a higher chance of appearing:

These items have an average chance of appearing:

These items have a lower chance of appearing:

Events[]

These events may occur when resting at a mission:

  • The missionary offers you an alcoholic drink. Accepting gives increases your Sanity (+10) but can turn one of your humanoid companions into an Alcoholic (40% chance). Refusing lowers your Sanity (-5). This is the most common event.
  • The missionary may reveal the location of a distant land, unlocking a special world destination choice on the World Map when selecting the next expedition. This does not occur during your sixth expedition because there are no further worlds to explore after it.
  • You may hear strange noises. If you ignore them, there is no effect. Choosing to investigate, however, will reveal that the missionary has become an Abomination, which will attack you. You may then choose to fight, which will initiate combat, or flee, which will take you back to the expedition map and spawn an Abomination enemy nearby. In either case, the mission will now be abandoned, allowing you to rest there for free. Any items stashed there will still be sent back to London.

In addition, some events may occur if you have a specific type of companion in your party:

  • The missionary may tell native companions that they are unwelcome. This will lower your Sanity (-10) and trigger paranoia in the native. This can occur while resting at the mission.
  • As you leave the mission, a cultist companion may leave the party to permanently stay there (50% chance). Returning to the same mission again will reveal the missionary is gone and the cultist now runs the mission with new action options:
    1. A level-1 cultist will be available for recruitment.
    2. In place of a resting option, the cultist will instead offer 20 coca leaves to the player for free.
    3. The mission's stash will also be inaccessible, but will still ship any stored items to London as normal.
    • A cultist takeover may also happen if you camp near a mission at low Sanity with a cultist in your party. In this case, the cultist will permanently leave your party and immediately take over the mission.
General Arctic StockpileCamp SiteCave EntranceElephant GraveyardHealing SpringsLizard VillageMammoth GraveyardMissionOasisOld CampOutpost (RIVALS only) • Polar StationRaptor NestShaman HutShipShipwreckShrineSlaver CampStone OverhangStone StatueTombTrading CaravanVillageWaterfalls
Special AltarCenoteGiant Spider DenGolden PyramidGolden SealPortalStone CircleTemple
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