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Pelican Town has a building problem. Tucked near the center of town sits the Community Center, a rundown structure that looks like a strong gust of wind would finish the job. Bringing it back to life is one of the longest progression goals in the game, and it dramatically reshapes how you move around the valley once finished.
This guide covers the unlock sequence, every room, every bundle, and what each reward gives you.

Introduced in Dev Update #20, the entry quest is short but specific about timing. Walk into Pelican Town on Spring 5 between 8 AM and 1 PM and a cutscene with Mayor Lewis triggers. He hands over the keys and asks you to look into the "pest problem" inside the building.
Step in and you'll find a book written in a language you cannot read. Leave for now and head north to the Wizard's tower. Talking to him triggers a second cutscene that translates the text and reveals the Junimos. After that, you can begin donating items at any of the bundle plaques inside the building.

The Community Center is divided into six rooms, each holding multiple bundles. Filling a bundle gives a small item reward. Completing every bundle in a room unlocks a much bigger town-wide perk. Treat each room as a multi-season checklist, not a single-session sprint, because foraging items, crops, and fish are tied to specific seasons or times of day.

The Crafts Room is the gentlest room to plan around, since most items come from foraging walks. The catch is that all four seasons must be represented, so you cannot finish it during your first in-game year if you missed any earlier seasonal forage.
Completion reward: repairs the bridge to the Quarry.

The Pantry rewards careful farm planning. Instead of dedicating every plot to the most profitable crop, you will want to scatter several varieties so the bundle items grow alongside your money makers. Animal products also factor in, so this room pushes players toward expanding the coop and barn earlier than they might otherwise.
Completion reward: repairs the Greenhouse.

Few rooms test patience like the Fish Tank. Several entries only appear at night, others only during rain, and a handful are locked behind specific seasons. If fishing has been low on your priority list, this room is where that catches up.
Completion reward: unlocks panning in the Mountain lake and removes the boulder blocking the Mines.

The Bulletin Board looks deceptively quick because each bundle is short. The problem is that several items hinge on luck. Fried Egg can sit on your wishlist for ages until Krobus happens to stock it on a Saturday or your hen finally cooperates.
Completion reward: 500 friendship points with every non-datable NPC.

The Boiler Room is mining heavy. Plan to spend a stretch of nights underground swinging a pickaxe, since most ingredients come from ore drops or monsters in the Mines.
Completion reward: unlocks the Minecart, allowing fast travel between the Mines, Quarry, and Bus Station.

The Vault is the simplest room mechanically. No fishing, no farming, no combat. Just gold. New farmers will feel the squeeze here, while late-game players can usually clear all four bundles in an afternoon of selling artisan goods.
Completion reward: repairs the Bus, opening the road to the Calico Desert.
Once every room is complete, a town-wide cutscene celebrates the restoration and the building itself drops a small item rain for you. The bigger payoff is everything you have unlocked along the way: the Quarry bridge, the Greenhouse, the Minecart system, the Bus to the Desert, and the panning spot in the Mountains. The grind is long, but each room you finish visibly changes the valley around you.
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