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Chao Quest

Send three chao down a corridor against waves of monsters. Losing a fight costs nothing; losing the party costs everything you had not banked.

Updated

Quest is the expedition: pick a map, send in a party of up to three chao, and watch them fight through waves of monsters. Open it from the garden panel.

Like Race and Karate it is a watch-through. You choose the party and the map, then it plays out. Unlike them a run has a shape: several fights in a row, loot accumulating, and a decision about whether to keep going.

How a run works

The party enters at the near end of the corridor. Waves of monsters come down it from the far end. They meet in the middle and fight.

The fighting is Karate’s combat, ported whole: real-time attack cooldowns, fly for dodging, swim for blocking. A chao that does well on the dojo mat does well here.

Losing is soft until it is not

A chao that drops to 0 HP is not gone. It is helped back onto its feet for the next wave, frail, at a quarter of its health. Between waves the party recovers 45% of its health.

Only a total wipe ends the run. As long as one chao is standing, the expedition continues.

That is about arithmetic rather than mercy. In a fight between two groups, losing a member compounds: fewer attackers means the fight takes longer, which costs more members. A party that permanently lost its first casualty could never recover, and every run would be decided in the first thirty seconds.

A wipe costs the loot you have not banked.

Biome bonus

Every map has a biome, expressed as one or two stats, and a chao whose form matches fights harder:

MatchEffective combat levels
Your adult’s type matches the biome+25%
Its sub-type also matches+10% on top

A run/swim adult on a run/swim map fights at 135% of its levels.

Children get nothing. The bonus rewards having committed to a form, which makes Quest the mode that pays second evolution back most directly.

The fifteen maps

Maps unlock in a chain: each opens when the previous has been cleared at any tier. A beginner clear is enough to walk the whole chain, so tiers gate difficulty within a map while the chain paces the variety.

MapBiomeWavesCaches
Ambervein PassPower · Run41
Redwash NarrowsPower31
Glimmercap DeepRun · Power41
Coralcomb StrandSwim · Run31
Crimson ColonnadeRun41
Amethyst ReachPower41
Starwash DunesRun41
Rustgear WorksPower · Run41
Mossgrove GrottoRun · Swim31
Prismfloe MirrorPower · Swim41
Orchid TangleRun31
Saltglass FlatsSwim31
Cloudfall IslesFly41
Willowisp MireSwim31
Cindervein FlatsPower41

The biomes interleave, so every adult type gets its bonus runs spread across the chain.

Cloudfall Isles is the only fly map in the game, at number 14. A fly chao spends the whole chain without a biome bonus and then gets the one map that is entirely theirs.

Each map also holds a cache, a single stash worth banking.

Tiers and rewards

The tier sets the level band of what you meet, on the same ladder as Karate.

TierOpponent levelsPer waveOn clearPer cacheBattle XP
Beginner1 to 845350808
Standard10 to 2611090020011
Expert30 to 552602,20048015
Super58 to 926005,5001,10020

The clear bonus dwarfs everything else. A Super run pays 600 a wave and 5,500 for finishing, so a run wiped on the last wave loses most of what it was worth.

Battle XP is paid per fight to every chao in the party, so a run trains three chao at once. That makes Quest the most efficient training per minute in the game.

The monsters

Thirty species, including four bosses. Each map has its own locals, and what you meet is recorded.

SpeciesRaritySizeMovementBossNotes
Puddle WispCommon12 to 26 cmHoverA knot of stream that forgot to keep flowing. Slaps wetly, apologises never.
Thorn HareCommon22 to 40 cmHopBramble with a heartbeat. It is already behind you.
Mossback GolemRare60 to 110 cmLurchYesThe grotto stood up. It would rather you left, and it has all day.
EmberlingCommon10 to 22 cmHoverA stray campfire spark with opinions. Burns twice as bright, half as long.
Gloom MothCommon14 to 30 cmHoverDust off its wings and it simply is not there anymore. Hates lanterns, loves you.
Dew SpriteCommon8 to 18 cmHoverA raindrop that refuses to land. Every hit just beads off it.
Storm PuffCommon16 to 34 cmHoverA pocket thunderhead holding a very specific grudge. It is probably about you.
Lantern GhastRare20 to 38 cmHoverA festival lantern that kept the light and lost the festival. Still celebrating something.
Spring ToadCommon24 to 46 cmHopMostly mouth, entirely committed. Each landing is a small local earthquake.
Pebble CricketCommon10 to 20 cmHopGravel that chirps. You hear the next hit before the last one lands.
SporecapCommon18 to 36 cmHopA mushroom that learned to pounce. The ground under it always looks slept-on.
CragclawCommon26 to 50 cmLurchA fistful of riverbed. Shakes hands like it means to keep yours.
Stump StalkerRare70 to 120 cmLurchYesThe tree remembers being cut down. It has narrowed the suspects to everyone.
Tide SnailCommon22 to 44 cmLurchCarries its retirement home into battle. In absolutely no hurry to finish you.
Inch GrubCommon18 to 40 cmLurchOne segment at a time, forever. Patience shaped like a caterpillar.
Pearl UrchinCommon16 to 32 cmHopA pincushion with ambitions. Sits wherever you were about to step next.
Orchid MantisCommon18 to 34 cmHoverA flower that bites. The prettiest ambush in the whole tangle.
Dust DevilCommon20 to 40 cmHoverThe narrows' own weather. Collects grit, secrets and your lunch.
MudmawCommon26 to 48 cmLurchThe mire, chewing. It is never in a hurry; neither is digestion.
Star ScarabCommon14 to 28 cmLurchRolls fallen stars home across the dunes. Yours looked fallen enough.
Brine JellyCommon18 to 36 cmHoverToo salty to sink, too stubborn to rain. Drifts where it is least helpful.
AmbermiteCommon16 to 30 cmHopSet in resin ninety million years ago. Has been in a mood about it since.
Stalag ImpCommon18 to 34 cmHopGrew down from the ceiling for a thousand years, then got bored and jumped.
Petal ShadeCommon20 to 38 cmHoverA gust that refuses to disperse. The colonnade sweeps itself.
Frost FumeCommon16 to 32 cmHoverWinter's spare breath. Leaves frost on everything it whispers to.
Cog GolemRare70 to 120 cmLurchYesThe works built themselves a foreman. You are between it and the quota.
Magma SlugCommon24 to 46 cmLurchA river that slowed down and got angry about it. Do not pet the bright stripes.
Zephyr RayCommon22 to 42 cmHoverSurfs the waterfall spray where it turns to cloud. Banks left out of sheer joy.
Shard SpriteCommon14 to 28 cmHoverA chandelier that got ideas. Rearranges itself whenever you blink.
Dune IdolRare80 to 130 cmLurchYesThe dunes buried it twice. It remembers both times, and now your face.

Monster levels ramp within a map as well as between tiers: the first wave sits at the bottom of the band and the boss at the top.

Where Quest fits

Quest is the long-form mode. A Karate match is 90 seconds and a Race is over quickly; a Quest run is several fights with something accumulating across them.

It rewards a considered party. Three chao whose types cover a map’s biome, with enough stamina between them to survive a bad wave, will clear things one very strong chao cannot, because a lone chao that goes down is the wipe.