RuneSpace / Wiki
Missions
The jobs Wade Rusk, Tansy Rusk and Renn Calder hand out, and how the Mission Log tracks them.
The Mission Log keeps track of every job you've accepted: what's left to do, what's ready to turn in, and what you've already finished.
The current chain
- Walk It Off — reach The Jag and talk to Tansy Rusk. Wade can also send you on your way from the Crash Site. Finishing this hands you a Salvage Cutter.
- Cut Your Teeth — equip your Salvage Cutter, make five Mining attempts, then show Tansy a full stack of Ferrite Shale.
- Waste Not — make five Refining attempts at the Abandoned Processing Yard, then report back to Wade at the Crash Site.
- Hold It Together — repair the Cargo Hold, then report the finished repair to Wade.
- Keep the Change — Wade makes you his apprentice and hands you 24 Credits to get Tansy three Power Cells. Meet Bix Weller in town, then take the cells to Tansy at The Jag.
Side jobs
Not every job is part of the chain. A side job is entirely optional: nothing hands it to you, nothing is waiting on it, and you can ignore it forever without closing anything off.
- Out of the Weather — Renn Calder mentions that the Crew Stop out on the haul road is falling apart and nobody owns it enough to fix it. Repairing it takes 20 Refined Ferrite and ten welding passes. Renn offers it in town once you've finished Hold It Together; you don't need Keep the Change first, and it never blocks it.
Out of the Weather in detail
This one costs you rather than paying you up front: the materials and the time are yours. Renn won't chase you about it, and the Crew Stop stays where it is however long you take — you can put in some of the Refined Ferrite, go and get more, and come back.
What you get is worth having. The shelter stays repaired for good, and because the crews use it every workday and know who fixed it, they'll let you ride the shift hauler between town and The Jag for 5 Credits a trip. Renn also passes on 250 Welding XP on top of what the welding itself earned you.
How missions work in practice
Objectives update live as you meet them. Every job you've accepted gets its own strip at the top of the screen, on the Map and while travelling too — green while there's still work to do, blue once it's ready to hand in — and the Mission Log keeps the full checklist. Finishing Walk It Off, Cut Your Teeth, or Waste Not hands you the next job in the chain automatically — there's nothing extra to accept. Keep the Change works differently: after Hold It Together, go back and talk to Wade to take it on. It's currently the last job in the chain. When every objective on a job is met, talk to the NPC named in it to turn it in.
Following a job
Once you've accepted a job, green and blue highlights point you toward whatever's next, wherever that actually is — the place on the Map, a building's Enter, a person, a piece of equipment, or an action control.
Green means work still to do: the destination on the Map, a building's Enter once you've arrived, the person to talk to, the equipment to equip, or the action to start. Blue means a conversation — either someone has a new job for you, or a finished job is ready to hand in. The moment every objective on a job is met, it turns blue: the person you hand it in to lights up blue instead of green, and the Map labels their location TURN IN in plain text, even before you've arrived there. An accepted job's own destination is labeled MISSION the same way.
When a job can be finished more than one legitimate way — three Power Cells can come from your Inventory, the Annex, or Bix's shelf — nothing gets highlighted for that step. It's your call.
Keep the Change in detail
Wade's 24 Credits are a job budget, handed over when you accept. They're yours: three cells cost 24 Credits at Bix's price, but if you already have cells, or claim them free at the Annex, you keep whatever you don't spend. There's no second payout when you finish, and nothing is reimbursed.
Meeting Bix is part of the job even if you already have three cells — Wade wants his apprentice to know who keeps useful things on a shelf. Talking to him is all that's required; you never have to buy or sell anything. The three cells themselves can come from anywhere: your Inventory, the Annex, or Bix's shelf.
Handing them over takes exactly three cells. Any extras you're carrying stay with you.
Talking to people
Talk opens a list of the conversations you can have with that person right now, rather than a single fixed exchange.
- Anything tied to a job comes first, marked Available, Active, Turn in, or Completed. Available and Turn in are highlighted the same way they are out in the world.
- Below that, Talk about lists subjects you can bring up any time. They're always replayable, and a few only appear once you've finished the work that would make the two of you talk about them.
- Back on the first line of a conversation, and Finish at the end, both return you to that person's list. Close leaves the conversation entirely.

