WikiMini-games
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:
| Match | Effective 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.
| Map | Biome | Waves | Caches |
|---|---|---|---|
| Ambervein Pass | Power · Run | 4 | 1 |
| Redwash Narrows | Power | 3 | 1 |
| Glimmercap Deep | Run · Power | 4 | 1 |
| Coralcomb Strand | Swim · Run | 3 | 1 |
| Crimson Colonnade | Run | 4 | 1 |
| Amethyst Reach | Power | 4 | 1 |
| Starwash Dunes | Run | 4 | 1 |
| Rustgear Works | Power · Run | 4 | 1 |
| Mossgrove Grotto | Run · Swim | 3 | 1 |
| Prismfloe Mirror | Power · Swim | 4 | 1 |
| Orchid Tangle | Run | 3 | 1 |
| Saltglass Flats | Swim | 3 | 1 |
| Cloudfall Isles | Fly | 4 | 1 |
| Willowisp Mire | Swim | 3 | 1 |
| Cindervein Flats | Power | 4 | 1 |
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.
| Tier | Opponent levels | Per wave | On clear | Per cache | Battle XP |
|---|---|---|---|---|---|
| Beginner | 1 to 8 | 45 | 350 | 80 | 8 |
| Standard | 10 to 26 | 110 | 900 | 200 | 11 |
| Expert | 30 to 55 | 260 | 2,200 | 480 | 15 |
| Super | 58 to 92 | 600 | 5,500 | 1,100 | 20 |
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.
| Species | Rarity | Size | Movement | Boss | Notes |
|---|---|---|---|---|---|
| Puddle Wisp | Common | 12 to 26 cm | Hover | A knot of stream that forgot to keep flowing. Slaps wetly, apologises never. | |
| Thorn Hare | Common | 22 to 40 cm | Hop | Bramble with a heartbeat. It is already behind you. | |
| Mossback Golem | Rare | 60 to 110 cm | Lurch | Yes | The grotto stood up. It would rather you left, and it has all day. |
| Emberling | Common | 10 to 22 cm | Hover | A stray campfire spark with opinions. Burns twice as bright, half as long. | |
| Gloom Moth | Common | 14 to 30 cm | Hover | Dust off its wings and it simply is not there anymore. Hates lanterns, loves you. | |
| Dew Sprite | Common | 8 to 18 cm | Hover | A raindrop that refuses to land. Every hit just beads off it. | |
| Storm Puff | Common | 16 to 34 cm | Hover | A pocket thunderhead holding a very specific grudge. It is probably about you. | |
| Lantern Ghast | Rare | 20 to 38 cm | Hover | A festival lantern that kept the light and lost the festival. Still celebrating something. | |
| Spring Toad | Common | 24 to 46 cm | Hop | Mostly mouth, entirely committed. Each landing is a small local earthquake. | |
| Pebble Cricket | Common | 10 to 20 cm | Hop | Gravel that chirps. You hear the next hit before the last one lands. | |
| Sporecap | Common | 18 to 36 cm | Hop | A mushroom that learned to pounce. The ground under it always looks slept-on. | |
| Cragclaw | Common | 26 to 50 cm | Lurch | A fistful of riverbed. Shakes hands like it means to keep yours. | |
| Stump Stalker | Rare | 70 to 120 cm | Lurch | Yes | The tree remembers being cut down. It has narrowed the suspects to everyone. |
| Tide Snail | Common | 22 to 44 cm | Lurch | Carries its retirement home into battle. In absolutely no hurry to finish you. | |
| Inch Grub | Common | 18 to 40 cm | Lurch | One segment at a time, forever. Patience shaped like a caterpillar. | |
| Pearl Urchin | Common | 16 to 32 cm | Hop | A pincushion with ambitions. Sits wherever you were about to step next. | |
| Orchid Mantis | Common | 18 to 34 cm | Hover | A flower that bites. The prettiest ambush in the whole tangle. | |
| Dust Devil | Common | 20 to 40 cm | Hover | The narrows' own weather. Collects grit, secrets and your lunch. | |
| Mudmaw | Common | 26 to 48 cm | Lurch | The mire, chewing. It is never in a hurry; neither is digestion. | |
| Star Scarab | Common | 14 to 28 cm | Lurch | Rolls fallen stars home across the dunes. Yours looked fallen enough. | |
| Brine Jelly | Common | 18 to 36 cm | Hover | Too salty to sink, too stubborn to rain. Drifts where it is least helpful. | |
| Ambermite | Common | 16 to 30 cm | Hop | Set in resin ninety million years ago. Has been in a mood about it since. | |
| Stalag Imp | Common | 18 to 34 cm | Hop | Grew down from the ceiling for a thousand years, then got bored and jumped. | |
| Petal Shade | Common | 20 to 38 cm | Hover | A gust that refuses to disperse. The colonnade sweeps itself. | |
| Frost Fume | Common | 16 to 32 cm | Hover | Winter's spare breath. Leaves frost on everything it whispers to. | |
| Cog Golem | Rare | 70 to 120 cm | Lurch | Yes | The works built themselves a foreman. You are between it and the quota. |
| Magma Slug | Common | 24 to 46 cm | Lurch | A river that slowed down and got angry about it. Do not pet the bright stripes. | |
| Zephyr Ray | Common | 22 to 42 cm | Hover | Surfs the waterfall spray where it turns to cloud. Banks left out of sheer joy. | |
| Shard Sprite | Common | 14 to 28 cm | Hover | A chandelier that got ideas. Rearranges itself whenever you blink. | |
| Dune Idol | Rare | 80 to 130 cm | Lurch | Yes | The 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.