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Quest Mode

Quest mode features 60 handcrafted missions organized into chapters. Each quest has specific objectives, weapon loadouts, and difficulty settings. Completing quests unlocks new weapons and missions.

Mode ID

Game Mode: 3 (GameMode.QUESTS) From src/crimson/game_modes.py:12

Structure

Chapter Organization

Quests are divided into chapters with progressive difficulty: Chapter 1: Tutorial Missions (Quests 1-10)
  • Introduce basic mechanics
  • Limited enemy types
  • Fixed weapon loadouts
Chapter 2-5: Standard Missions (Quests 11-50)
  • Varied objectives
  • Multiple enemy types
  • Weapon variety
Chapter 6: Hardcore Missions (Quests 51-60)
  • Extreme difficulty
  • Special rules and restrictions
  • Challenge-focused design

Quest Format

Each quest defines:
  • Starting weapon(s)
  • Enemy spawn patterns
  • Kill quota or survival time
  • Available perks (quest mode filters perks using QUEST_MODE_ALLOWED flag)
  • Weapon unlock rewards

Quest-Specific Mechanics

Perk Restrictions

From src/crimson/perks/ids.py:13:
QUEST_MODE_ALLOWED = 0x1  # Only perks with this flag appear in quest mode
Perks NOT available in quest mode:
  • Alternate Weapon (perk 9)
  • Grim Deal (perk 8)
  • Final Revenge (perk 19)
  • Highlander (perk 41)
  • Breathing Room (perk 46)
These perks are disabled because they either:
  • Break quest design (Alternate Weapon)
  • Cause instant death (Grim Deal, Final Revenge)
  • Create unfair RNG (Highlander)
  • Are two-player exclusive (Breathing Room)

Fixed Weapon Starts

Unlike Survival, quests specify exact starting weapons. Examples:
  • Quest 1: Pistol only
  • Quest 5: Shotgun
  • Quest 15: Plasma Rifle
  • Quest 45: Random weapon

Special Quest Types

Weapon Introduction Quests: Feature a new weapon type to teach its mechanics. Survival Timer Quests: Must survive X seconds rather than kill Y enemies. No Bonuses Quests: Disable power-up drops for pure combat challenge. Plague Suppression Quest: Quest 2.10 (hardcore) disables the Plaguebearer perk entirely due to balance concerns.

Progression and Unlocks

Weapon Unlocks

Completing specific quests unlocks weapons for Survival mode. The unlock system ensures players access more powerful weapons by completing harder quests. Unlock Checkpoints:
  • Basic weapons: Unlocked early (Quests 1-15)
  • Plasma weapons: Mid-game unlocks (Quests 16-30)
  • Ion weapons: Late-game (Quests 31-45)
  • Secret weapons: Special conditions

Chapter Gating

Later chapters require completing earlier quests. You cannot skip ahead without finishing prerequisite missions.

Difficulty Tuning

Enemy Density

Quests carefully control enemy count:
  • Early quests: 10-30 enemies max
  • Mid quests: 50-100 enemies
  • Late quests: 150+ enemies simultaneously

Spawn Timing

Unlike Survival’s continuous escalation, quests use scripted spawn waves:
  • Initial spawn burst
  • Timed reinforcements
  • Boss waves
  • Final cleanup phase

Health and Damage

Quest enemies may have modified HP/damage compared to Survival equivalents. Hardcore quests frequently feature buffed enemies.

Notable Quests

Quest 1: “Welcome to Crimsonland”

Objective: Kill 15 zombies Weapon: Pistol Perks: Limited selection Introductory mission teaching basic movement and shooting.

Quest 2.10: “Plague Spreaders” (Hardcore)

Objective: Survive plague-carrying enemies Restriction: Plaguebearer perk disabled Difficulty: High From src/crimson/perks/availability.py - special case suppression.

Quest 6.10: Final Mission

Objective: Survive maximum difficulty Enemies: All creature types Duration: Extended Final challenge requiring mastery of all mechanics.

Strategy Considerations

Perk Priority in Quests

Since quests have defined endpoints, prioritize: Short-Term Power:
  • Fastshot (immediate DPS)
  • Uranium Filled Bullets (2x damage)
  • Ammo Maniac (25% more clip)
Avoid Long-Term Perks:
  • Regeneration (quests end quickly)
  • Lean Mean Exp Machine (limited levels)
  • Long Distance Runner (maps are small)

Weapon Mastery

Learn each weapon’s optimal range and target count:
  • Shotguns: Close range, grouped enemies
  • Plasma Rifle: Mid-range single targets
  • Gauss Gun: Long range, linear crowds

Resource Management

Quests often limit bonus drops. Conserve powerful bonuses (Nuke, Energizer) for difficult spawn waves.

Completion Rewards

Per-Quest Rewards:
  • XP towards overall progression
  • Weapon unlocks
  • Next quest unlocked
Chapter Completion:
  • Achievement/milestone tracking
  • Access to next chapter
100% Completion:
  • All weapons unlocked
  • Access to secret weapons
  • Hardcore mode mastery

Tips for Quest Mode

Restart Freely: Unlike Survival, quests are short. Restart if you get bad RNG or perk choices.
Learn Spawn Points: Enemies spawn at screen edges. Position yourself to maximize coverage.
Save Ultimate Bonuses: Hold Nuke and Energizer for the final wave or when overwhelmed.
Hardcore quests (Chapter 6) are significantly harder than earlier content. Expect to retry multiple times.

Differences from Survival

FeatureQuest ModeSurvival Mode
DurationFixed (2-5 min)Endless
Starting WeaponQuest-specificAlways Pistol
Perk PoolRestrictedFull (58 perks)
ObjectiveKill quota or timerSurvive infinitely
DifficultyStatic per questContinuous escalation
Weapon UnlocksQuest rewardsRandom drops

Source Code References

  • src/crimson/modes/quest_mode.py - Quest mode implementation
  • src/crimson/quest_level.py - Quest configuration and loading
  • src/crimson/perks/availability.py - Quest perk filtering
  • src/crimson/game_modes.py:12 - Mode ID definition

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