DREADMOOR beginner guide for the first two hours (2026 video game)
Last checked: · Public sources listed below
The opening punishes shopping. Earthworms are free and they catch the peaceful fish under the first pier, so spending coins on basic bait is the waste the beginner notes flag. Take the Hook Gun when the boat unlocks, then the Simple Rod after the shelter wall is patched. Those two tools cover clearing and food before any rare blueprint matters.
Torn Pages, also called Scraps of Knowledge, are the research currency. Spend the first ones on the main boat modules, not on optional toys. Hull Protection and the Upgraded Engine are the pair the Throat route requires. A Carburetor shows up as a 50-coin buy at Betsy & Sons after you turn in three Harpooner, and the beginner notes say the fish trade is the cheaper way to think about that part. The contract unlocks the right to buy it. It does not hand you the part.
Open the Dry Dock before you chase distance. Polyps on the hull and a short fuel supply are the two reasons a long trip fails. Check both before you leave a dock. At night, stay in lit water near a settlement. The checked demo guides do not document a Sea Blight meter; their practical advice is to avoid lingering in fog.
Resource counts move between builds. I am writing the order, not a shopping list of exact stack sizes. If a shelf price disagrees with a demo-era note, believe the shelf and treat the note as the priority, not the integer.


Next steps
Questions
What should I buy first?
Nothing, until the free rod and the Hook Gun are in hand. Then research pages go to hull protection and the engine.
Is night sailing required?
No. The notes say to sleep. Dark water without a lamp is where trips end.
Sources
- dreadmoor.site — beginner — checked 2026-11-11
- dreadmoors.wiki — beginner — checked 2026-11-11
- dreadmoor.site — boat upgrades — checked 2026-11-11