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Quests and the journal

How quests are found, taken, tracked and turned in, and the three kinds there are.

Progression Last updated

In short

Finding one

Walk into a place and look at who is there. An NPC marked "Has work for you" offers a quest when you talk. Locals also drop rumours: a line about a record fish or a flooded meadow is pointing at a quest somewhere else. The Available tab lists what you could take right now and where.

Talking to someone with work
1 your replies are buttons: pick one to answer

Almost nothing is offered on day one. The first Academy quest opens the moment you start; everything else waits for a badge, a chapter or a quest before it, so the journal grows as you travel rather than listing seventy-six things at once.

Taking and tracking

Accept the offer in the dialogue and the quest moves to Active. Each one lists its objectives with a count, who to turn it in to, and where. Progress is counted automatically: catch a Pokemon the quest wanted and the count ticks, whichever route you caught it on.

The Quest Journal
1 Active, 2 Available, 3 Completed. An active quest lists each objective, its progress, the reward and who to see
Objective What it means
Defeat wild beat so many wild Pokemon of a species, or any species, in battle
Observe start a wild battle with the species; catching is not required
Catch catch so many
Bring have a Pokemon in your party that meets the ask: a species, a type, a level, a held item, or one you bred
Deliver hand over so many of an item
Visit stand in a place
Talk to speak with a named person
Defeat trainer beat a named trainer or a quest's own opponent

A delivered item leaves your bag when you turn in. A brought Pokemon is shown, not given; it stays yours.

When every objective is done the journal says "Ready" and names the person to turn in to. Rewards are money, items, sometimes a choice of one from several, and for a chain's finale something rare: a TM, an evolution item, a Pokemon.

You can abandon an active quest from the journal. Progress is lost; the quest returns to Available if its gate is still met.

Available quests
What you could take next, and where

The three kinds

The main line. Four Academy quests teach catching, raising, held items and battling, and end with your licence. Then eight League chapters, one per gym town, given by the leader. Finishing a chapter is what makes the leader fight you. Twelve quests in all.

Side quests. Forty-nine, each twenty to forty minutes across two or more places, with at least two steps of real play. They open with the badge of the district they sit in, and they pay three to ten thousand plus an item worth having. Several unlock something for good: Surf, the three rods, the evolution-stone counter, the imported-goods counter, the breeding items, the fossils. The Uxie chain is six of them in strict order.

Repeatable jobs. Fifteen, two or three steps each, ten or fifteen minutes, paying fifteen hundred to four thousand and one of a few rotating items. A town's jobs open once you have finished an ordinary quest there, and each can be taken again after a cooldown of under a day.