Mewgenics NPCs Guide
Date Published
Mewgenics features a cast of non-player characters (NPCs) scattered across your home base and encountered during runs. NPCs provide services, lore, side quests, and mechanical benefits that significantly shape each run. Knowing who to talk to and what they offer is important for maximizing your progression.
Home Base NPCs
These NPCs are always available at your base between runs. Their services and dialogue may expand as you progress through the main quest and complete Invention Quests.
The Inventor
The central NPC of the home base and the quest-giver for all 21 Invention Quests. The Inventor is an eccentric but well-meaning scientist cat who built many of the contraptions in your base. Talking to the Inventor before a run lets you accept new Invention Quests, check progress on active quests, and claim rewards for completed ones.
The Inventor's dialogue changes as you complete quests, eventually revealing more about the history of the laboratory and the events that led to the current state of the world. Completing all 21 quests unlocks the Inventor's final monologue and a permanent base upgrade.
The Breeder
Manages your cat roster and the breeding system between runs. The Breeder lets you pair cats for litters, view genetic trait previews before committing to a pairing, and review kittens from previous runs as they mature into adults. The Breeder also provides tips on trait inheritance when you hover over specific traits.
Upgrading the Breeder's facility (through certain Invention Quest rewards and run milestones) expands the preview information shown before breeding — eventually displaying exact trait inheritance probabilities rather than just approximate chances.
The Armourer
Sells equipment and ability-enhancing items between runs using persistent currency earned from completing Invention Quests and reaching story milestones. The Armourer's stock rotates periodically and expands as you unlock more of the game's content. Early purchases should prioritize items that improve starting stats, as these have the highest run-over-run value.
The Medic
Provides healing and disorder treatment services between runs. Injured cats from failed runs can be healed at the Medic before the next run begins. More importantly, the Medic can cure disorders — though this costs currency and can only treat one disorder per cat per visit. The Medic's disorder treatments are the most reliable way to clean up your breeding lines.
The Chronicler
Records your run history, achievement progress, and discovered lore. The Chronicler doesn't provide direct gameplay services but is your access point for the game's bestiary, lore codex, and statistics. Reading discovered lore entries often reveals mechanical hints about enemy weaknesses and boss phase transitions.
Run NPCs
These NPCs appear during runs at specific node types or in certain event encounters. They provide services or choices that affect the current run.
The Wandering Merchant
Appears randomly in Event nodes throughout a run. The Wandering Merchant sells items at premium prices but often carries rare items not typically available in regular shops. He also offers a "mystery purchase" option at a fixed price — the item is random but occasionally yields exceptional value. Worth visiting when your currency reserves are high.
The Archivist
First encountered midway through Act 2 as part of the main quest. In subsequent runs, the Archivist may appear as a recurring Event node character offering a breeding exchange service: sacrifice one genetic trait from one of your cats in exchange for a random rare mutation seed. High-value if you have redundant traits to offer; risky if the sacrificed trait was useful.
The Hermit
A reclusive NPC who appears in late-Act 1 and Act 2 areas. The Hermit offers a permanent upgrade to one of your cats' ability slots in exchange for a significant HP cost (paid immediately). This is one of the best mid-run power spikes available but requires careful timing — taking the Hermit's offer when cats are already low on HP can be fatal.
The Surgeon
Appears in Act 2 and Act 3 event nodes. The Surgeon can remove one mutation from a cat (freeing a slot for a better mutation) or transplant a mutation from one cat to another. Transplanting is particularly powerful: it lets you move a high-value mutation from a cat you're phasing out to a cat you want to run permanently. The Surgeon's services are expensive but the mutation manipulation they enable is worth saving currency for.
The Oracle
A rare NPC that appears at most once per run, typically in Act 3. The Oracle reveals the boss type for the current Act's final encounter, allowing you to prepare specifically for its mechanics. She also offers to reveal one hidden trait in one of your cats' genetic makeup — useful for discovering recessive mutations you didn't know existed in your breeding lines.
NPC Tips
Talk to every NPC at your home base before starting a run. Dialogue occasionally changes based on quest progress and completed runs, and some conversations unlock hidden options or bonuses that don't appear otherwise.
In-run NPCs like the Hermit and Surgeon represent some of the most impactful choices in a run. Don't dismiss them automatically because of cost — evaluate whether their service solves a specific problem your current build has (a Surgeon removing a bad mutation, a Hermit boosting a key damage dealer's ability slots).
The Oracle is worth stopping for almost unconditionally. Knowing the Act 3 boss type in advance lets you swap item priorities and ability choices for the last several encounters leading up to it, dramatically improving your odds.