Acquire Green Reeker

can fail 1 achievement point
Given by Gladstone

Find some Green Reeker cheese for Gladstone.

How to start

Starts after a conversation with Gladstone (Second Meet with Gladstone after Curfew)
Clues
1 technical condition
Story flags the game uses internally. Shown for reference; you can't check them in game.
· Gladstone: cheese quest accepted
1 technical condition
Story flags the game uses internally. Shown for reference; you can't check them in game.
· Gladstone: found recipes
· night mode
1 technical condition
Story flags the game uses internally. Shown for reference; you can't check them in game.
· Gladstone: trap quest complete
Dialogue11 decisions spoilers

Quest chain

This quest can fail, and a failed quest usually can't be completed any more. Tip: back up your save before a key conversation (copy the .sav file from the save folder).
Walkthrough3 steps · 3 conversations spoilers
  1. Speak to the Miso Baron
    See if the Miso Baron has some cheese.
    Talk to Miso Baron (Talk to Miso)
    Dialogue4 decisions spoilers
  2. Get the Cheese from Harmony
    See if Harmony has some cheese.
    Talk to Harmony (Harmony Has Cheese)
    DialogueCan fail the quest10 decisions spoilers
  3. Return to Gladstone after Curfew
    Give Gladstone his cheese.
    Talk to Gladstone (Give Gladstone Cheese after Curfew)
    Clues· night mode
    Dialogue1 decision spoilers
Rewards spoilers
Possible rewardsGreen Reeker ×1Rat Meat ×3Miso Baron Friendship +2Harmony Business +1Harmony Friendship +1
Key choices and quests it may exclude spoilers
Failure clues
Time window (night mode)nowcurrent value unknown

Expand a section to see it. Key choices: clues come from dialogue branches and may not be exact.

This quest can fail in 1 conversation on this page, marked in red. Inside, a red outcome shows the choice or ending that leads there, per the game data.

Every conversation of this quest, line by line. The choices listed under each line are the game's own, taken from its dialogue files (game build 25680465) in the order those files list them. Outcomes listed for a choice come from the game's dialogue scripts. That each one applies when you pick it is our reading of the data, not confirmed in game. Conditions shown as “if you chose …” or “after …” come from where the game data sets that story flag; other events may change it too. A choice marked “ask once” records a story flag when you pick it, and its own condition needs that flag unset. A chip such as “Name +1” is a counter that, per the game data, only this conversation changes. Conditions on it are counted from earlier answers in this conversation; that is our reading of the data, and the counter's starting value is not confirmed.

Found a data error?