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The camp

The Hollow is your camp between two expeditions. Who lives there, what you do there, and where you set off from.
In short
- A painted place, which you walk through on foot, with the keyboard, the mouse or touch. Pushing against a wall goes through the door there.
- Three keepers: Duskull at the bank, Delibird at the shop, Chatot at the request relay.
- Departure is through the gallery, on a departure sheet: the place, the difficulty, the requests to bring along.
- Night falls from 10 pm to 8 am, by your device’s clock: the Hollow is lit differently.
What you find there
- Duskull’s bank: what you deposit there, items as well as coins, doesn’t go on expeditions and isn’t lost when you faint. See The bank.
- Delibird’s shop: buying and selling items. See The shop.
- Chatot’s relay: the residents’ requests, the outlaw notices and the recruits, to take along on expeditions. See Requests.
- The dormitories: the recruited Pokémon live there; you buy new ones when they are full, at ever higher prices. From a Pokémon’s card, you bring it into the team, set its tactic, give it an item to hold or a nickname.
- The Dew Garden: you plant berries there, Tsareena grows them over the course of your expeditions, and her alembic draws elixirs from them.
- The Ember Workshop: you forge TMs there, one gem and two berries at a time.
- The Monster House: a painted arena where you face waves of wild Pokémon for a chest, tuned to the team’s strength.
- The Sparkle Garden: shiny Pokémon have their place there.
- The Post: friends, letters, and the gift codes of the moment, with an account.
- The Haven of Bonds: challenges between players, with action points.
- The Auction House: the player market, and Delibird’s shelf.
- The gallery: the mouth through which the team sets off to explore.
The departure sheet
In front of the gallery, the departure sheet gathers everything you need to decide before going down: the place (the current chapter’s dungeon, or a place already crossed), the difficulty (Easy, Normal, Hard), the requests taken that will go with the run, and the team going down. Each place states its number of floors and its level cap.
The map
The Hollow has its map, opened in one gesture: it shows every place and its keeper, and touching a place takes you straight there. It can be dragged and zoomed.
Over the chapters, the Hollow changes: residents arrive, places open, visitors pass through. What you see there depends on where you are in the story.
See also
- The HollowDuskull’s bankWhat you deposit in Duskull’s vault doesn’t go on expeditions: fainting doesn’t cost it, and it weighs nothing in the bag. How to deposit, take back, and let the bank store your earnings automatically.
- The HollowDelibird’s shopDelibird buys and sells. Prices follow the items’ rarity, selling gives back a tenth, and its shelf at the Auction House offers a few articles at a fixed price.
- The HollowChatot’s requestsAt 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.
