In Mewgenics, quests are tied to special items that change how a run plays out. Some make battles harder with strict modifiers, while others unlock secret paths and new areas. This guide explains all Invention Quests and Progression Quests, how they work, and how to complete them efficiently.
Invention vs Progression Quests
There are two main quest types in Mewgenics: Invention Quests and Progression Quests. Both revolve around equippable items that must be carried to the end of an act or a specific destination. These items always come with modifiers that make the run more difficult.
Invention Quests are obtained by donating five mutated or afflicted cats to Dr. Beanies. These quests are optional side activities and can be repeated. Progression Quests, on the other hand, are tied directly to house bosses and move the story forward.
The biggest difference comes down to structure. Invention Quests have randomized destinations but fixed modifiers. Progression Quests always have fixed destinations and are completed in sequence after boss encounters.
Players can carry multiple quest items at once, but stacking modifiers can create dangerous combinations. For example, combining instant-death effects with explosion mechanics can wipe the entire party quickly.

Mewgenics Guide: All Quests & How to Complete Them
Every Invention Quests from Dr. Beanies
Invention Quests unlock when five cats with mutations, disorders, parasites, or defects are sent to Dr. Beanies. Players can store up to five Invention items separately from normal gear.
If an item is discarded or the cat holding it dies, the quest fails and must be restarted by donating again. Completing the quest rewards 200 coins, and the item becomes a regular version without the negative modifier.

Mewgenics Guide: All Quests & How to Complete Them
Below are the Invention Quests currently discovered:
| Quest Item | Modifier | Reward |
|---|---|---|
| Bubble Boy | All units rebound with Knockback 5 on contact | Bubbles – Wind/Water projectile that inflicts Confusion |
| Angry Face | Wearer becomes an enemy; must be downed to win; cursed | Happy Face – Spawn near enemies and gain bonus AI turn |
| Experimental Treatment | Passive level-ups grant disorders | Disorder Decoder – Spells cost -1 mana per disorder |
| The Loner | All allies die at the start of battle | The Loner Mark 2 – 5 damage in line of sight; reloads when ally dies |
| Chaos Device | Level-ups offer abilities from all classes | Chaos Controller – Multi-class level-ups with 3 rerolls |
| Redacted | Health bars and status icons hidden | Paper Bag – CHA equals highest stat |
| Storage Locker | Active level-ups give rare items instead | Armory Key – Extra item after battles |
| Me Stone | Only this cat levels up | Suck Stone – Drains up to 5 mana from allies per turn |
| Magic Mirror (Broken) | Bad event luck; +2 Thorns; cursed | Magic Mirror (Fixed) – 20% projectile reflect; spawn Spookie when downed |
| Unidentified Pills | +8 Shield; tougher enemies | Truck Stop Pills – +3 Brace; counts as rock |
| Ultravision 3000 | Events trigger two extra times | Ultravision 3000 v1.1 – +4 LCK; basic attack inflicts Marked; cursed |
| Glass Cannon | Map fills with glass at battle start | Shoots a glass ball anywhere |
| Mysterious Dice | Level-up options randomized | The D6 – Permanently upgrades one random ability (one use) |
| Party Detonator | All units explode on death | Party Detonator (Fixed) – Controlled explosion once per battle |
| Nuclear Knife | Gains charge per turn; explodes over 10 charges | Nuclear Gun – 40 target damage, 20 AoE; 20% break chance |
| Spider Injector | Allies start with Infested 4 | Spider Baby – Enemies start with Infested 1 |
| Princess Hat | +10 Shield; can only Move; breaks if downed | Used Princess Hat – +6 Shield |
| Stopwatch | Five-second decision timer in battle | Stopwatch (Fixed) – Grants AI-controlled bonus turn |
| Persuasion Device | -2 SPD; permanently Charm non-boss enemy | N/A |
| Fart Face | Poison 1 applied to all units at battle start | N/A |
| Air Horn | Ambushed every battle | N/A |
Every Progression Quests in Act 1 (Guillotina)
Progression Quests are tied to Guillotina in Act 1 and must be completed to unlock the Throbbing Domain.
| Quest Item | Destination | Modifier |
|---|---|---|
| Throbbing Gristle | Wall of Flesh in the Caves | All units die when downed; kills turn enemies into meat |
| Putrid Leech | Throbbing Artery in the Boneyard | Bearer never levels up; dies instantly when downed; lifesteal; cursed |
| Guillotina’s Head | Meat Altar in the Throbbing Domain | All battles become hard mode; enemies target bearer; chance to inflict Fear; cursed |
Tips for Completing All Quests
Success in Mewgenics quests depends on preparation. For Invention Quests, players should tailor their team composition around the modifier. Avoid stacking conflicting effects unless intentionally building for chaos.
For Progression Quests, survival is the priority. Breeding durable cats with strong base stats helps offset instant-death mechanics. Resource management becomes more important in hard-mode runs tied to Guillotina’s Head.
Completing these quests not only provides powerful items but also unlocks hidden zones and late-game encounters.
For more Mewgenics, check out our guide below:





