Outing Quest

Two days. Your own collection.

Catch the venue.
Race the boss.

Collect every species at your own pace, then join your team for the same boss race everyone gets.

CatchFind and surround it in AR
CollectRegister each species once
RaceYour team gets the same boss challenge
A

During the catch phase

How to catch a creature

01

Find your target

Watch Pokémon walk through Hunt’s woodland clearing. When catching is open, tap จับ (Catch) to open the camera and slowly turn your phone to discover silhouettes. The glow behind each Pokémon shows its rarity. Stand somewhere safe; walking is not required. Every player gets their own chance.

02

Surround it in AR

Allow rear-camera and motion access. Drag the circle to keep one whole Pokémon inside for 3 uninterrupted seconds, until the ring fills. Rarer Pokémon roam faster. There are no repeated rounds or sudden relocations; losing alignment resets the hold.

03

Make the throw count

After the reveal, start throwing. Rarer Pokémon dodge faster, so learn their rhythm and aim ahead. Excellent catches immediately; nice throws spend 1 wariness and misses spend 2 from its 10-point allowance. Leaving and returning does not restore spent wariness.

B

Personal progress

Complete your collection

One of each

Each species registers once in your personal collection. Once caught, it cannot be caught again.

Keep trying

If a creature flees, wait 30 seconds and open it again for a fresh encounter allowance.

Never miss out

Released species stay available while collection is open. The organiser can open the full catalogue for catch-up so you can choose any missing species.

Collection is personal: rarity and CP never decide the team race. Equal completed counts share a place.

C

At the final stage

Move together. Race fairly.

3:00

14 shared turns in 180 seconds. Every team receives the same neutral eight-move squad.

  1. See the move. The phone deals the next move to every called player.
  2. Get ready. You have three seconds to get into position.
  3. Move for the window. You have ten seconds to land clean reps; the final capture window is eight seconds. The server allows five seconds for delivery before settling each turn; network delay cannot improve your time.
  4. Everyone counts. Team damage is the average across the locked participant roster. Missing or untracked movement contributes zero, so seven- and eight-person teams compete on equal terms.
  5. One official attempt. Practice does not rank. A documented technical rerun replaces an invalidated attempt; it is not an extra chance to add damage or swap players.
  6. Beat the clock. Defeats rank before timeouts, with the fastest defeat first. Timeouts rank by normalized damage. Equal results share a place.

Your catches are not spent. The boss race uses the same fixed squad for every team, including teams with no catches. More licensed, clean reps raise your team’s damage.

Before you begin

Ready when the phase opens

  • Enter the six-character badge code printed on your badge.
  • Open the game over HTTPS on a phone with a rear camera and motion sensors. Allow both permissions to find and surround Pokémon before throwing.
  • Follow the game phase and announcements at the top of the screen.