THE RECEIPT
- ERRAND
- FETCH
- RUTH
- THE GARAGE
- CAMPAIGN
THE RECEIPT is an errand RUTH hands out on THE GARAGE, and it wants 1 THE RECEIPT brought back.
The chips-and-soda run that started it all was interrupted mid-purchase, and a company that logs everything logged that too: the slip is still on the HQ floor, carried around on somebody's clipboard with the rest of the night's paperwork. Ada's mother wants the last ordinary thing her daughter did, and she wants it out of GOODCO's hands.
What it asks
| SHAPE | WHAT | HOW MANY |
|---|---|---|
| FETCH | 1 |
| PIECE | CARRIED BY | PER KILL |
|---|---|---|
| THE RECEIPT | INTERN, LAB SCIENTIST | 34% |
- THE RECEIPTA long dry run off the horde is not a dead end: after 6 kills of a carrier with nothing to show for it, the next one drops for certain.
- ONLY WHILE IT IS LIVEthe pieces exist for the errand and nothing else — they drop once it has been accepted and the tally is still short, and they are handed over at the turn-in.
- CAMPAIGNThis errand belongs to the hero rather than to the run. Its progress is carried between venues and survives leaving the map, its chain crosses the whole campaign, and anything a conversation told you along the way still counts two venues later. It is tracked per difficulty, so a fresh rung starts the chain again.
What it pays
Handing it in pays experience, 120 coins and 1 rolled piece.
The experience is authored as a SHARE of your own level bar — 0.5 of one — rather than as a figure, so the same errand is worth the same fraction of a level on the first map and the last. The table below is what that comes to for a hero at the level this venue is tuned for; take it later and it pays more.
The rolled piece goes through the ordinary drop pipeline at your own level, with 1 tier of skew on the rarity roll — the same skew the merchant's stall takes. A quest is a second CALLER of the loot system, never a second loot system, so what it hands over is the same kind of thing a monster drops.
| WHAT | HOW MUCH |
|---|---|
| COINS | 120 |
| ROLLED LOOT | 1 (+1 tier skew) |
| DIFFICULTY | HERO LEVEL | XP |
|---|---|---|
| EASY | 6 | 946 |
| MEDIUM | 6 | 946 |
| HARD | 8 | 985 |
| NIGHTMARE | 42 | 197176 |
The chain
Opens THE DENT.
A chain never crosses a map or a run: the quest log belongs to the run you are in rather than to the hero, so every link of one is taken, done and handed in on a single visit, from the same person.
What is said
The errand in the giver's own words, covered until you ask for it.
The ask
RUTHTHE NIGHT SHE WENT, SHE BOUGHT CHIPS AND A SODA AT THEIR MACHINES.
THE MACHINES PRINT A SLIP. GOODCO KEEPS EVERYTHING.
RUTHTHEIR NIGHT PEOPLE CARRY THE FLOOR'S PAPERWORK ON THEM. EVERY SHEET OF IT.
RUTHBRING ME THE RECEIPT. IT'S THE LAST ORDINARY THING SHE DID. IT'S HERS, NOT THEIRS.
Coming back short
RUTHSOMEBODY ON THAT FLOOR IS CARRYING IT. THEY CARRY EVERYTHING.
The handover
RUTHCHIPS AND HER SODA, 11:52 PM. 'PAYMENT INTERRUPTED.'
RUTHSHE STOOD THERE BEING ORDINARY, AND THEY TOOK HER MID-COIN.
RUTHI'M KEEPING THIS. IT'S THE LAST NORMAL MINUTE ANYONE HAS OF HER.