Side quests: where you get stuck, and what works

Most side quests stall on one small thing: an object you cannot see, a house nobody labels, or a place you already visited that the quest will not count. Find your quest in the table, then jump to it. Each section gives the Journal’s own wording and whether the fix comes from the launch build, a pre-launch build or a player.

Journal listing Broken Business, Travelling Merchant and Mother-in-Law with their objectives and a timer
Three side quests open at once in the Journal: Broken Business, Travelling Merchant and Mother-in-Law, the last with a timer running. Frame from OneMoreGame's Episode 3, recorded in build 0.1.0 19478.
QuestWhere it stallsWhat works
Secret AdmirerWhat Finn's riddle meansThree ginger cats and three pink flowers at the tent the Journal names
Mother-in-LawWhich house is Finn'sNo confirmed answer yet
Band of GhostsNothing happens at nightIn a pre-launch build: go back at night and steal three instruments
Whack-A-MoleThe molehill at Deadman's WashWait for the cutscene, click the mound, blow it up
Broken BusinessHowling Wind Pass does not countSend scouts there again
Forever and AfterAn existing church does not countRebuild the church
The Key to MoneyWhere the key comes fromIn a pre-launch build: load the miller's flour at Armadillo Springs
The Lumberjack SagaThe axe, then the ringA creator found both in Dust Creek
Cattle for Natives, First ContactWhere 30 cattle come fromA cattle ranch in range of a barn
A dog on a scouting tripGetting past the dogMeat from a barrel in the same scene

Secret Admirer

Journal with Debt Owed, Aid for Those in Need and Secret Admirer, asking to decorate Tent 6 with ginger cats and pink flowers
The Journal mid-quest: Secret Admirer asks for Ginger Cats 0/3 and Pink Flowers 0/3 at Tent 6, with a timer running. Frame from Adekyn's video, recorded in build 0.1.0 19496.

Mason’s son Finn vanishes every night. Find him in town after dark and he explains: he is sweet on someone, and he half-remembers what she likes: “She likes orange flowers and pink cats. Wait, no, the opposite. Oh, and she loves the number 3.” (Shown in Wild West Pioneers: Exploring the Map and Growing into a Town (Adekyn, YouTube))

So it is the opposite of what he says first: ginger cats and pink flowers, three of each, placed at the house the Journal names. In that game the Journal asked for Tent 6; use whichever tent yours shows, since the number may differ between saves. The quest runs on a timer, so have some cash ready before you talk to Finn: the creator who finished it in the launch build spent all of theirs on the decorations. (Heard in Wild West Pioneers: Exploring the Map and Growing into a Town (Adekyn, YouTube))

Achievement: You've got mail, held by 20% of players.

Mother-in-Law

Quest card titled Mother-in-Law with three options, one marked Cannot choose, not enough resources
The Mother-in-Law card. Hovering the first option shows Cannot choose, not enough resources, with a cash cost; the card notes the house must be decorated within 24 hours. Frame from OneMoreGame's Episode 3, recorded in build 0.1.0 19478.

Finn again, now married, with his wife’s mother arriving tomorrow. Accept and the Journal asks you to decorate Finn’s house with 5 flowers and 5 hedges within 24 hours. (Shown in Wild West Pioneers, Episode 3: Our First Gold Mine (OneMoreGame, YouTube)) Check your cash before you choose: in that game the option to help could not be picked until there was enough.

The catch is finding the house. One player went through every home: “There is no way to spot which house is Finn's so that we can decorate it to fulfil the goal.” (Posted in Highlighting objects in locations thread (Steam Community)) There is no confirmed answer yet. If you cannot find it either, report it from the pause menu so the team sees the missing label.

Achievement: The Real Final Boss, held by 2% of players.

Band of Ghosts

Journal showing Debt Owed and Band of Ghosts with the objective Return to Deaf Woodland at night
Band of Ghosts after the first visit: Return to Deaf Woodland at night. Frame from Miss Pink Plays' longplay, pre-launch build (0.1.0 18818).

Some of your workers turn up too tired to work, and the trail leads to Deaf Woodland. In a pre-launch build the quest began with searching the woods by day for three pieces of evidence and then going back at night. (Shown in First Look at Wild West Pioneers, full game longplay (Miss Pink Plays, YouTube)) The last step was to steal the musicians’ instruments, three of them: at night the scene has figures you can click, labelled Night Musicians, and Jesse sums up the plan: “Let's take away their instruments and they'll stop slacking off.” (Shown in Wait, This Wild West City Builder Is Actually Really Good? (Orbital Potato, creator video)) Finishing it unlocked a piano decoration in that game.

Night scene in the woods with Jesse Tanner's line about taking away the musicians' instruments
The woods at night: Jesse Tanner on the musicians who are too tired to work in the mornings. Frame from Orbital Potato's video, pre-launch build (0.1.0 18818).

In the launch build players report going back at night and nothing happening. (Reported in Quest Band of Ghosts problem (Steam Community)) If the musicians do not appear, send a report from the pause menu with that save loaded; that is what the team asked for when the molehill cutscene failed to play, below.

Achievement: Ghostbusters, held by 6% of players.

Whack-A-Mole: the molehill at Deadman’s Wash

A trader beside a large mound says it is just a molehill; a label reads Huge Mole Mound, click to interact
The Huge Mole Mound, with a trader insisting it is just a molehill. Frame from OneMoreGame's Episode 2, recorded in build 0.1.0 19478.

In a pre-launch build, a town event called Mole’s Work had molehills popping up around Dust Creek. (Shown in Making Sausage And Mining Stone, EA4 (Surtr Plays, YouTube)) Whether that is the start of Whack-A-Mole is not confirmed, though a player in the thread below ties the two together. An official forum account gave the last step: head to Deadman’s Wash. “There's a big molehill there. A cutscene should play when you arrive, then click on the molehill and hit the interaction button in the popup to blow it up.” (Posted in Quest with mole thread (Steam Community))

Several players found only the trader and no cutscene. The publisher’s answer in the same thread was to send a report through the pause menu’s Send Feedback button while that save is loaded, so the team can look at it. That points to a bug rather than a missed step. A player there asked whether the mound needs explosives, and the publisher’s reply to that post was the same advice: send the report.

Achievement: It's getting out of hand, held by under 1% of players.

Broken Business

Howling Wind Pass location with Pastor Smith suggesting they destroy the empty camp, and the Journal on Broken Business
Howling Wind Pass: Pastor Smith wants the empty camp destroyed while they have the chance; the Journal reads Decide the fate of the bandit camp. Frame from OneMoreGame's Episode 3, recorded in build 0.1.0 19478.

The priest sends you after bandits who are distilling moonshine near his church. (The card is shown in Can My DESERT TOWN Survive (Surtr Plays, creator video)) The Journal asks you to find Howling Wind Pass, then decide the fate of the bandit camp. (Shown in Wild West Pioneers, Episode 3: Our First Gold Mine (OneMoreGame, YouTube)) If you found the pass earlier, it may not count; one player’s note: “Finding Howling Wind Pass: It s already found. Doesn’t count. Have to go there again”. (Posted in List of issues thread (Steam Community)) So send the scouts back.

At the camp the choice splits two achievements: destroy it all (Holier-than-thou) or take the moonshine lying around first (From behind). The second hotfix also fixed missing Moonshine Boxes in the priest’s questline, so update the game if his moonshine never turns up. (Listed in Steam announcement: Hotfix – Production, Quest & Scout Fixes) The license side of moonshine is on Moonshine Scandal.

Achievement: Thou Shalt Not Distill, held by 6% of players.

Forever and After

The Journal line is one step: build a church. (Shown in Wild West Pioneers, Episode 2: Growing Our Town and Chasing the Gold Rush (OneMoreGame, YouTube)) If you already had one, it may not count. A player’s fix: “Even if I had the church built, it didn t count. I had to demolish the church and rebuild it for it to count.” (Posted in List of issues thread (Steam Community))

Achievement: Happily ever after, held by 10% of players.

The Key to Money

The Journal wants you to find and open a chest in Rosewood Clearing, but the key comes first. In a pre-launch build it came from the miller at Armadillo Springs: he is too sick to load his flour, so load the bag onto his cart and he hands over the key and tells you the chest is in Rosewood Clearing. (Shown in Moonshine, Saloon and 3 Ginger Cats, Episode 3 (Past His Prime, YouTube)) (The Journal line is shown in Is Wild West Pioneers the Next Great Frontier Colony Sim? (Pravus, YouTube))

The Lumberjack Saga

A lumberjack in Dust Creek has lost his axe, and once you find it, his wedding ring. The Journal asks you to find an axe, then a ring. (Shown in Making Sausage And Mining Stone, EA4 (Surtr Plays, YouTube)) The creator in that video found both in town, and spotted the ring by a small arrow, much like the shovel.

Achievement: Timberrrrr!, held by under 1% of players.

Cattle for Natives and First Contact

In the launch build, First Contact asks you to gather 20 rifles and 20 unemployed men for the natives, and Hialeah repays you with a recipe. (Shown in Wild West Pioneers, Episode 3: Our First Gold Mine (OneMoreGame, YouTube)) Cattle for Natives asks for 30 cattle in a pre-launch build. (Shown in Making Sausage And Mining Stone, EA4 (Surtr Plays, YouTube)) Cattle need a ranch, which is its own idea; the publisher’s tip is to click the ranch to add pens and keep it in range of the barn. (Said in How to build a cattle ranch? (Steam Community)) Whether you help the tribe against the bandits later splits two achievements; see quest order and achievements.

Achievement: Dances with cows, held by 1% of players.

A dog on a scouting trip

In one location your scouts find a dog in the way; the player who asked called the place Blackridge. It appears to be a different dog from the one in Shrubby Glade that the Who's a good boy? achievement asks you to pet. A player’s answer: “Explore the scene and look out for barrels. One of them contains meat. Pick it up and interact with the dog ;-)” (Posted in Dog at blackridge thread (Steam Community))

Related

The shovel and the buried treasure, Moonshine Scandal and the jail, quest order and achievements, and crashes and bugs for reporting a quest that will not trigger.