Moonlight Peaks doesn’t march you through a tutorial — it hands you a farm, a broken wand and a hangover-prone vampire named Orlock, then lets the main story quietly teach you everything. Each story quest is really a system in disguise: one unlocks your tool wheel, one unlocks magic, one unlocks fishing, one unlocks shapeshifting. Chase them in roughly the order they arrive and the game opens up like clockwork.
This walkthrough covers the launch version, with each quest’s objectives and rewards cross-checked against the community wiki, plus the practical shortcuts players have found — like the way to make the cursed-bridge quest cost you nothing instead of 350 coins.
How quests work here — no waypoints, no fixed order
One thing to know up front: there are no quest arrows. The story advances when you wander into a cutscene, so a huge amount of progress comes from simply walking into a part of town you haven’t visited and talking to whoever’s standing there. Your quest log tracks the objectives once a quest is live; it just won’t point the way on the map.
Because the game gates areas behind tool upgrades (you can’t chop hardwood or clear certain rocks with the starter axe and pickaxe), the exact order these quests trigger wobbles from player to player — some regions simply aren’t reachable until you’ve upgraded. So treat the sequence below as the natural flow, not a rigid checklist: do the ones you can reach, and the next cutscene usually finds you.

The main story quests at a glance
| Quest | What it unlocks |
|---|---|
| Orlock’s Wine Scheme | Tool wheel · Keg, Wine Rack & Double Wine Rack blueprints |
| Meet the Townsfolk | — (introduces the four supernatural groups) |
| Register at Town Hall | — (makes your residency official) |
| A Roof Over Your Head | Farm house base repair |
| The First Step to Comfort | Coffin Cat Bed blueprint |
| Farm Animals for Sale | Barn available to buy at the Howling Hammer |
| The Magic of Crops | Spellcasting + Aquaflux I · 10 Moonfruit seeds |
| The Quest for Mana | Builds Sabrina’s Mana Extractor (needs 3 Copper + 3 Iron Bar) |
| Outfish the Fisherman | Fishing + the Fishing Rod · 250 coins |
| Tension in Crest Garden | — (opens the Logan-crest mystery) |
| A Croak and a Crest | — (recovers the Logan Crest) |
| A Bridge Too Far | Ambrosia Estate, graveyard, Cave of Echoes & Moonlight Tower |
| The Dinner Party | Forms wheel + Hellkitten Form |
Orlock’s Wine Scheme — your first quest
Orlock is “dramatic, hungover, and apparently not interested in paying his nephew Samael for wine,” so he offloads the job onto you along with a fistful of Blood Grape Seeds. This one quest is the whole farming loop in miniature.
- Find Viktor somewhere on your plot.
- Craft a Keg.
- Grow the blood grapes, ferment them, and deliver Red Wine to Orlock.
Rewards: it opens your tool wheel and hands you the Keg, Wine Rack and Double Wine Rack blueprints — your first processing and storage upgrades.
A couple of practical notes players flagged in the full release: wine is one of the game’s best early money-makers, but a batch takes more than two in-game days to ferment in the keg, so start it early and let it work while you do everything else. And be sparing with wood — you’ll be tempted to build a second keg, but you also need wood for scarecrows (see the cross-quest tips at the bottom), and energy drains fast enough early that you can’t do everything at once.
Settling in — the town-and-home quests
A cluster of shorter quests bed you into Moonlight Peaks and repair your inherited homestead. None are hard; they mostly exist to introduce a shop or a face.
- Meet the Townsfolk — Orlock nudges you to introduce yourself to the four groups in town: the vampires, witches, werewolves and seers. This is your excuse to explore and trip the next cutscenes. Handy detail: once you’ve visited someone’s house, their name appears over their residence on the map, so a first lap of town pays off later.
- Register at Town Hall — Brook tells you to make your residency official. Check your map if you can’t find the hall — it’s in the main town centre.
- A Roof Over Your Head — Ridge, the town carpenter, offers to fix your roof once you gather 50 Wood. In practice the repair kicks off on the morning of day two: walk outside and Ridge is there, and he does the work “for free through magic” — the construction finishes on its own over about a day. Walk out the next morning and he hands you a Keg blueprint too. Ridge runs the Howling Hammer, where you’ll later upgrade tools and buy buildings.
- The First Step to Comfort — your Hellkitten wants a Coffin Cat Bed. Craft it, place it, then tell the Hellkitten. You keep the blueprint, and you’ve learned to craft and decorate in the process.
- Farm Animals for Sale — Luna invites you to her farm and walks you through buying a Barn. Once it’s built you can buy Barns yourself at Ridge’s Howling Hammer (where the barn sits alongside a well, a mill and your tool upgrades). A barn is your gateway to chickens and the rest of the livestock chain — see the Draculambs & livestock guide.
The Magic of Crops — unlocking spellcasting
This is the big one: the quest that turns your broken stick into a working wand.
- Visit Luna’s Farm — she has “something exciting to share.”
- Fix your wand at Webb of Wonders — the witch Sabrina’s shop, right next to Third Eye Threads.
- Show the repaired wand to Luna back at her farm.
- Water the Moonfruit again with your new powers.
- Return to Luna’s Farm the next day to wrap it up.
Rewards: spellcasting unlocks along with your first water spell, Aquaflux I, plus 10 Moonfruit seeds. From here the game genuinely opens up, and it leads straight into the mana chain below. Webb of Wonders is also where you’ll spend mana-related money later: it stocks all your spells, an arcane flame that raises your maximum mana, and an inventory upgrade that’s one of the best early quality-of-life buys. For what to learn first, see the witchcraft and spells guide.
The Quest for Mana — building the Mana Extractor
The follow-up to The Magic of Crops. Sabrina is crafting a device to pull raw essence out of Luna’s Moonfruit, and she needs you to source the metal for it.
- Visit Webb of Wonders to get the brief from Sabrina.
- Bring Sabrina the resources: 3 Copper Bar and 3 Iron Bar. You smelt these at a Furnace from Copper and Iron Ore — the Cave of Echoes (opened by A Bridge Too Far) is a reliable ore source.
- Return to Webb of Wonders the next day to collect the finished device.
This is your gateway to the Mana Extractor, the farm helper that turns magical crops into Mana Essence for spellcasting and magical crafting. Moonfruit works, but it is only one of the documented inputs; Gobbler, mandrakes and several herb-garden crops convert more efficiently. For the current conversion table and what to hold back, see mana and spellcasting.
Outfish the Fisherman — unlocking fishing
Noel — who “likes yelling a lot” — ropes you into a fishing contest: catch three different species of fish, then report back. Winning unlocks fishing and the Fishing Rod, pays out 250 coins, and, more importantly, bragging rights over Noel. Different areas hold different fish, so once you have the rod, the fishing and foraging guide covers where and when to cast.
A Bridge Too Far — reaching the Ambrosia Estate
This is the standout early main quest, and the one most people get stuck on — so here’s the whole thing, including how to do it for free.
It starts in the woods with Fiona, the platinum-haired witch. Talk to her and you learn she’s hexed Orlock’s bridge on purpose: at the bar, he told a tasteless joke calling her bitter, and she wants him taught a lesson. The catch is that Orlock’s children Evan and Mina live across that bridge — as does the graveyard — so the whole family is now stranded.
Here’s the run:
- Head from the woods toward town and you’ll be pulled into a cutscene of Orlock raging at his cursed bridge while Evan and Mina demand he fix it. He refuses to apologise and storms off.
- Follow him to the Broken Lamp bar. Talk to him about apologising. He agrees — on one condition: pay off his bar tab.
- The tab is 350 coins, and Samael the bartender openly tells you not to fall for it. Don’t pay it yourself. Right after this cutscene, go find Mina and talk to her about Orlock’s tab — she hands you the 350 coins. Then return to the bar and settle the debt. Net cost: nothing.
- Wait about two in-game days. Mina turns up outside your house one morning to say her dad is finally ready, and sends you to Fiona’s House (in Moonlit Pines).
- Attend the apology. Orlock stalls, makes excuses and blames Fiona first, but eventually coughs up a grudging “perhaps my harmless joke was ill-advised.” Fiona accepts — then admits she doesn’t actually know how to lift the curse.
- Gather the coven. You’re sent to find Noel, Sabrina and Luna and ask each to help. Run around town, talk to all three, and they’ll meet you at the bridge.
- Go to the Cursed Bridge. A final cutscene plays, the four lift the hex together, the bridge clears, and you pop an achievement.

Rewards: completing it opens a huge chunk of the map — the Ambrosia Estate, the Ambrosia Graveyard, the Cave of Echoes and the Moonlight Tower. The far side is a new biome with fresh forageables, blueprints tucked along the beach, and a second Yabbis vendor selling different wares. (Death’s house is over here too, but it stays locked until later in the story.)
The Logan family arc — Tension in Crest Garden & A Croak and a Crest
Two linked quests pull you into the werewolf Logans’ business, and they’re pure Moonlight Peaks screwball drama.
Tension in Crest Garden kicks off the day after the bridge, when Ludo drags you into town with “want to see something fun?” Brook and Orlock are feuding again — this time over the missing Logan Crest, the family’s dog-tag heirloom that symbolises their legacy. Brook is sure Orlock stole it; Orlock insists Brook just lost it. Saga, mortified, wants to leave but stays to help you investigate.
- Go to the Crest Garden, just to the left of the town hall (a newly-unlocked area).
- The crew splits up to ask around: Saga takes the witches, Ludo the Ambrosias, and you take the seers — so your log tells you to talk to Alina, Aras and Dragan. (Aras is usually on his bench.) None have seen it, but Dragan speaks in riddles and agrees to come along.

- Regroup at the Broken Lamp. There, Dragan has a vision — “the crest lingers where water remembers and shadows dance” — which translates to the Howling Marshes.
- Ludo wants the night off to prepare, so Saga asks you to meet them in the Howling Marshes the next morning, which leads into the follow-up quest.
A Croak and a Crest resolves it with a very on-brand problem: Ludo traded the Crest to a toad named Yabbis, who swallowed it. To get it back:
- Meet Ludo in the Howling Marshes.
- Mine 4 Copper Ore in the Cave of Echoes (opened by the bridge quest above).
- Smelt a Copper Bar and bring it to the little pond in Moonlit Pines.
- Return to the Crest Garden to close it out.
The Dinner Party — unlocking shapeshifting forms
You’re invited to a peace-making dinner between the Ambrosias and the Logans — two families “sharing one table and a history of magical mishaps.” What could go wrong? Round up the guest list:
- Invite Elvira, Samael, Mina, Evan and Ridge.
- Attend the dinner at the Ambrosia Mansion.
Rewards: the evening unlocks the Forms wheel and your first transformation, the Hellkitten Form — which tills soil for less energy and moves faster. Given how much of the game is walking to people, it’s worth beelining. More in the shapeshifting guide.
Tips that apply across the whole main story
The launch version is a little less forgiving than the demo, and a few habits make the quest chain go smoothly:
- Guard your crops with a scarecrow. New in the full release: crows will eat unprotected crops. Keep a scarecrow covering any planted area — and remember it competes with kegs for your early wood.
- Watch your energy — it drains fast. Cutting a single tree costs over 20 energy at the start, so don’t over-commit your night. The cheapest early refill outside cooking is Blood Grape Juice from the Broken Lamp — 130 coins for 40 stamina. (Beer, sold there too, is also a near-universal liked gift.)
- Budget for tool upgrades. Starter tools can’t chop hardwood or clear some rocks, and several map areas — possibly including the Howling Marshes — stay blocked until you upgrade at the Howling Hammer. Upgrades are pricey, which is exactly why wine income matters early.
- Use the relationship menu to track gifts. It shows what you’ve already given each resident: a sparkle marks a liked gift, a heart a loved one. Flowers are a safe bet across most of the town — see the gifts & friendship guide.
Where to go next
The main story is your best to-do list in the early game — it hands you tools, magic, fishing and forms in sequence, so chasing the next cutscene usually beats grinding the farm in isolation. For the opening nights specifically, pair this with our first-week walkthrough; once the town opens up, the romance guide covers who you can court and how.
A note on sourcing: the main quest line is documented by players post-launch and cross-checked against the community wiki here. The game reveals quests as you trigger cutscenes rather than listing them upfront, so later story beats (Death’s arc beyond the graveyard, and quests behind tool-gated areas) may still expand — this covers the confirmed early-to-mid main chain.