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Chatot’s requests

At the relay, Chatot keeps three boards: the residents’ requests, the outlaw notices and the recruits. You take a request, bring it along into the place it names, and get paid on your return, in coins and items, according to its rank.
On this page
In short
- Three boards: the residents’ requests, the outlaw notices, and the recruits (volunteers and recruitment requests).
- Each request names its place: it can only be fulfilled there. Half the time, it is the current chapter’s dungeon; the rest of the time, a dungeon already crossed.
- Six ranks, from E to S: the higher the rank, the more the request pays, in coins and items.
- Judged on your return: a request changes nothing in the dungeon; it describes what you will need to have done when you come back up.
Who writes, and when
The Hollow’s residents write from the first day. The others arrive once the story has introduced them: as the chapters go by, new signatories and new kinds of requests appear on the board. A hunt that names its species is only offered for a dungeon that shelters them.
Taking a request and bringing it along
You take a request from the board, then you see it on the departure sheet, under “requests taken”. It leaves with the run when the place is the right one, and only on Normal or Hard: on Easy, the requests taken stay on the board and wait for another departure. In the dungeon, the request tracker reminds you what remains to be done.
What it pays
Each request promises coins and one of the items of its rank:
| Rank | Coins | Items promised (one of them) |
|---|---|---|
| E | 20 | |
| D | 40 | |
| C | 80 | |
| B | 150 | |
| A | 250 | |
| S | 400 |
Coins used to double from one rank to the next up to rank S; beyond rank C, they now rise more slowly than the promised items, so that two requests don’t pay more than a whole run.
Turning it in
On your return, the relay does the tally. The client gives thanks, Chatot reads out their words, and the reward lands in the bag, or straight in the vault if the bank stores automatically.
Take the requests that name the place you are going down to anyway: they get fulfilled on the way, without a detour. A crossing without a teammate falling, an item to bring back, a wild Pokémon to win over: read carefully what is asked before going down.
See also
- Getting startedEasy, Normal, HardThe difficulty is chosen at each departure, on the departure sheet. What each level changes, figure by figure: the hits of wild Pokémon and bosses, their levels, what the place yields, and the requests.
- The HollowThe campThe Hollow is your camp between two expeditions. Who lives there, what you do there, and where you set off from.
- DungeonsThe floor, the stairs, the mapEach floor is drawn at random: rooms, corridors, wild Pokémon, items on the floor, and stairs to find. What you see there, what you pick up, the special stairs, reinforcements, the level cap and the end of the place.
