Kampfinsel
Kampfinsel Handbook — How to Play & Wiki
Quests
A lost, stoic navigator of the first generation left his hard-won wisdom in dusty logbooks. These notes guide you -- seasoned with dry cynicism about the inevitable failure that awaits should you ignore his counsel.
TL;DR: The quest system guides you through the game.
- Several quest paths cover all areas of gameplay
- Each step rewards you with resources
- Daily orders give you bonus tasks every day
Quest Paths Overview #
The quest overview contains several quest paths that systematically guide you through the different areas of the game:
- First sailing lessons -- Your start as a captain: small steps to settle in, open from the start
- Islander -- Economy and resource production
- Fortress Builder -- Defense and security
- Community -- Social features and communication
- Strategist -- Military units and research
- Admiral -- Seafaring, shipbuilding and trade
- Lighthouse Watch -- Daily activity and watch
- Treasure Hunter -- Beachcombing and exploration
- Quartermaster -- Keep allies supplied with care packages (from Main Building level 3)
- Island Ambassador -- Help the crew find new shipmates -- you confirm the steps yourself (from Main Building level 5)
- The Stranded Inherit the Empires -- Comeback path for stranded, rising captains: find an Old Empire Ruin and reclaim it
Some paths are available immediately, others unlock when you reach certain buildings -- the comeback path when you are a stranded captain in the right situation. Each path consists of several steps; you can work on all open steps of an unlocked path in parallel, only in the "Island Ambassador" path do they follow one another in a fixed order.
Completing Quests #
Most quests detect your progress automatically. You build a structure to a certain level, train a number of units, or perform an action -- and the step is marked as complete. Only in the "Island Ambassador" path do you confirm the steps yourself with "Done" — the game trusts you there.
Some steps check whether specific prerequisites are met (buildings, research). The quest overview tells you what is still missing so you can work toward it.
Claiming Rewards #
Most rewards are claimed manually in your quests. In "First sailing lessons", step rewards and the path bonus are credited automatically. Only what fits in storage is added; any surplus is lost. For manual rewards, you choose when to claim.
Many paths give an additional completion reward once you have completed all mandatory steps and claimed their rewards; optional steps do not count. In the comeback path "The Stranded Inherit the Empires", the large reward belongs to the final step, with no additional path bonus.
Daily Orders #
In addition to the quest paths, you receive a daily order every day -- a small bonus task that changes daily:
- Train units
- Research a technology
- Build a ship
- And more, depending on your progress
Daily orders adapt to your game state. You will not receive tasks for buildings you have not unlocked yet. You claim the reward manually. It is valid only for that UTC calendar day and expires afterwards.
Strategy #
- Quests as a compass -- When unsure what to do next, check your quests
- Manual rewards -- You can consider available storage when claiming
- Storage and manual rewards -- If your main island's warehouse doesn't have enough space when you claim a reward, the claim is held back -- it waits until you free up room. If your warehouse is too small for the full reward, a confirmation prompt appears first. A reward does not expire while you wait; if you confirm despite a warehouse that is too small, the surplus is lost.
- Grab daily orders -- They offer extra resources for things you would do anyway
- Work multiple paths -- You can advance along different paths at the same time