->''Yet more meaningless endeavours?''
--> -- '''Magus''', ''VideoGame/ChronoTrigger DS''

[[FakeLongevity Need to stretch the story out a bit?]] Time to send TheHero on an errand!

A Fetch Quest is a subquest of the overreaching plot which must be completed in order to trigger a vital EventFlag. Find a key, save a kid lost in the cave, defeat the monster attacking the town, rescue the trapped workers, resolve an [[AdventureTowns Adventure Town's]] problem ... each of these is a PlotCoupon. Fetching back the coupons is name of the game.

Games will often use a BrokenBridge to browbeat you into solving a Fetch Quest even if you should intuitively have more important things to do.

This is also known as a [=FedEx=] quest, since they often consist of little more than receiving an [[PlotCoupon object]] from an {{NPC}} and taking it to a particular person or place or going to a particular place and bringing back an object. The people, places, and objects themselves are largely inconsequential -- you're just their mail carrier.

Sometimes it will provide essential exposition of the plot's backstory which would otherwise be awkward, obvious, or tedious if delivered another way, say by a monologue delivered by an NPC.

Novels, episodic shows and games rely on these as subplots quite frequently.

Extend this ad infinitum, and you get a ChainOfDeals. TwentyBearAsses is the variant where you have to collect a given number of objects dropped by enemies, and is much more popular with developers than players.

!!Video Game Examples


[[folder: Action-Adventure Games ]]

* ''Franchise/{{Castlevania}}'':
** ''VideoGame/CastlevaniaPortraitOfRuin'' has an NPC who rewards you with items and abilities just for doing nearly random fetch quests for him, such as gathering one of each of five item-drop playing cards from various enemies, entering in a button sequence, or buying a potion and the first castle map. Not to mention there are a total of 37 of these, and they make up just one of the many categories of things you can get 100% in in this game.
** ''VideoGame/CastlevaniaOrderOfEcclesia'' also features plenty of fetch quests with a difference: Whereas in [=PoR=] they were optional to some degree, in [=OoE=] they're practically mandatory if you want to survive the rest of the game as said quests are the only way to get the equipment, health items and other stuff you'll be needing by the end of the adventure.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaMajorasMask'' became infamous for Fetch Quests, though most of them were confined to the large and frustrating Kafei/Anju sidequest that, thanks to the game's GroundhogDayLoop element, had to be repeated at least twice ([[GuideDangIt for those who knew exactly where to be]]) and as many as four times (for those who didn't), to collect every item available from it.
** ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' has a massive ChainOfDeals whose completion is required to complete the game, as well. Most players don't even realize that they've started this quest until they're halfway through it...
--->First: Pick up a Yoshi Doll playing the Trendy Game (a crane game).
--->Second: Trade the Yoshi Doll to a child for a Ribbon.
--->Third: Trade the Ribbon to a vain Chain-Chomp for Dog Food.
--->Fourth: Trade the Dog Food to a canned-food loving alligator for Bananas.
--->Fifth: Trade the Bananas to monkeys - they'll not only [[BrokenBridge build a bridge]] for you, but also leave a stick behind.
--->Sixth: Give the stick to Tarin (Marin's dad) who will then poke a beehive which results in you getting a Honeycomb.
--->Seventh: Trade the Honeycomb to a chef for a Pineapple.
--->Eighth: Trade the Pineapple to a hungry man for a Hibiscus.
--->Ninth: Give the Hibiscus to a woman who will then ask you to deliver a Letter for her.
--->Tenth: Deliver the Letter to Mr. Write to get a Broom.
--->Eleventh: Give the Broom to a woman who was sweeping nonstop [[EventFlag until just before you got the Broom]] and she'll give you a Fishhook.
--->Twelfth: Give the Fishhook to a fisherman who will then give you his next catch: a Necklace.
--->Thirteenth: Give the Necklace to the mermaid who lost it and you'll get one of her Scales. (Given that the necklace was a bra in the Japanese version, you now know why the mermaid was always blushing and why she started [[WhatTheHellHero yelling at you]] whenever you [[MaleGaze dived underwater next to her]]).
--->Fourteenth: Use the Scale on the Mermaid's Statue and it will open up a cave which holds a Magnifying Glass.
--->Fifteenth: Use the Magnifying Glass on the small-print book in the Mabe Village library to find out how to get through the last dungeon.
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has the Biggoron Sword quest which spans up to 10 items to trade, one after another, taking place through most of Hyrule. And Link ''cannot use warp songs'' on timed trades, or else time will run out automatically (warp-based shortcuts are still allowed).
** ''[[VideoGame/ZeldaIITheAdventureOfLink Zelda II]]'' has a number of these which Link is forced to perform in order to be taught the skills he needs to complete his quest. At one point, he has to fetch a kid, who is held up in the air and stored in inventory like anything else.
** ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Ages and Seasons]]'' each have a Fetch Quest to get the first sword upgrade, which in addition to dealing more damage to enemies also allows you to smash pots with your sword and fire {{Sword Beam}}s when your hearts are full, although it is not necessary to complete the fetch quest in Seasons, if you know what to do in the Lost Woods.
** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' is absolutely ''loaded'' with these, most of them needed to open up dungeons. While most of them let you explore the world a bit more and get to know the inhabitants, others are simply plain old {{padding}}.
** ''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'' has several fetch quests that take place in various islands of the Great Sea, making the Ballad of Gales a recommended ability for the first two and required for the third:
*** To get the Magic Armor, you have to trade items around between three suspiciously Goronesque Traveling Merchants and pay their fees to get a new item to trade. This will supply Zunari's shop with the new item. The last item also gets you a Piece of Heart.
*** The Triforce Hunt. A piece of the Triforce has broken into shards. You need to salvage all of them to progress to the endgame. How do you know where to salvage? You have to find the chart for each one, but you can't read them yourself, so you have to take them to Tingle and pay 398 Rupees for each one to be interpreted before you can use it. The Ballad of Gales makes it more tolerable. The WiiU remake makes it easier by only three charts being required to decipher, as all other fragments of the Triforce are found directly.
*** The Korok quest. After you beat the Forbidden Woods, there will be several Koroks on islands throughout the world standing by plants that need water. To complete the quest, you need to take Forest Haven water to each one in an invisible time limit.
* ''VideoGame/FinalFantasyAdventure'' had its share of these required for plot advancement. The [[VideoGameRemake remake]], ''SwordOfMana'', retained these and added many more, mostly within the towns. It even keeps track of them all in a diary, and some can be easily ''[[LostForever failed]]''. One or two of the townsfolk actually [[LampshadeHanging mock you]] for doing an early quest that requires handing out advertisements to 15 different people.
* ''VideoGame/{{Killer7}}'' will usually fill an Assignment's puzzle quota with nonsensical Fetch Quests. For every Assignment you're tasked to find anywhere between one to seven "Soul Shells", which are the game's resident McGuffin, but also various kinds of rings, odd engravings, cassettes and later on "color samples". [[MrExposition Travis Bell]] has [[LampshadeHanging something to say on the subject of color samples]]:
--> '''Travis''': Straight up, this is a pain, man? Running around for some frickin’ color samples. What makes it worse? This town is a mess. THAT’S what makes it worse.
* ''VideoGame/AvencastRiseOfTheMage'': Every single sidequest is a "go there, get this thing, see you back here in 10" fetch.
* In ''VideoGame/{{Westerado}}'', some characters will only give you whatever information they know about the killer if you find stuff(i.e. a lost train ticket) for them. These tasks make a minority of requests, however, have good dialogue attached to them and it's entirely possible to finish the game without doing any.

[[folder: Action Games ]]

* The ''VideoGame/DevilMayCry'' games often calls on these; in fact, many a BossBattle kicks off when you retrieve the quest object, Nightmare in the first game being notoriously bad about this.


[[folder: Adventure Games ]]

* The "To D'ni" expansion set to ''VideoGame/UruAgesBeyondMyst'' is basically one of these. It leads to a bit of extra backstory and of course new areas to explore.
* The 1999 PC adventure game ''VideoGame/{{Outcast}}'' was essentially a gigantic series of nested fetch quests, and played like a flowchart. For example, [[http://www.thecomputershow.com/computershow/walkthroughs/outcastwalk2.htm#ranzaar Level One]] required the player to visit a character who would ask you to find another character who would request an object and then ask you to see a third character who asked you to find an object from a fourth character; at that point you had to find a series of keys which allowed you to retrieve an object which you had to take to a further character who would ask you to retrieve some stones; and then you had to visit some more characters who would ask you to visit another character who would send you to visit another character who required a certain object before he would give you a message to deliver for another character who would ask you to find some dynamite. At that point you were roughly three-quarters of the way through level one. There were five levels, which continued in the exact same vein.
* One of the first quests you get in ''VideoGame/QuestForGloryI''. A healer living just outside the FirstTown asks you to retrieve her golden ring, which quickly turns out to have been stolen by a small reptilian bird living in a tree outside the healer's hut. If you're a magic user, the solution to this side-quest is to cast a "FETCH" spell on the bird's nest.
* In ''VideoGame/DiscworldII'', Rincewind actually manages to [[DefiedTrope complain his way out of an arbitrary fetch quest]]. The other character gives in and just gives him the item he's holding without having him bring him anything in return.
%%* Almost the totality of {{LoneSiren}}.
* If you're not in court, this is the only other gaming aspect of ''Franchise/AceAttorney'': Fetching information/items and presenting them to other people for even more information.
* Parodied in ''VideoGame/StrongBadsCoolGameForAttractivePeople''. Strong Sad keeps sending Strong Bad on pointless fetch quests to find thing like "The Sigil of Dark Dampening" and "The Shimmering Trinket of Endless Bargain-Hunting." The reward for each quest? Another fetch quest, to fetch the next item! All of these are, in fact, the same item that keeps respawning in the same location. The only way to break this chain is to give Strong Sad a different item that will cause the King of Town to attack him.
* ''VideoGame/IndianaJonesAndHisDesktopAdventures'': You're going to meet a ''lot'' of people whose only function is to stand around (often surrounded by monsters and enemies who inexplicably ignore them), ask you for a specific item, and give you another in return. This is mainly because each new game randomly generates a world and a "plot" where you need to get things from areas and bring them to other areas to get new things.
* ''VideoGame/TheNightOfTheRabbit'': You need to gather some ingredients in order to get the medicine and the cake, which are needed to advance the plot.


[[folder: Card Games ]]

* Used in the DS ''SnkVsCapcom'' CARD GAME, of all places, because the AI is so poor the game would be over in about 2 hours without it (there's an exploit to defeat any opponent in 3 turns, including the final boss). A player cannot get past the gate keeper without spending hours farming for 3 rare cards. And then it needs to be done later on. Oh how fun.
* This is lampshaded to hell and back in the Telltale ''VideoGame/SamAndMaxFreelancePolice'' games, where half the gameplay is about getting or giving something. In one episode, Sam and Max hear the setup for a fetch quest (get ingredients for an exotic cake they need), and instantly accept it, but are told that it wouldn't matter anyway because the cake would take more than a day to make and they don't have time to wait.


[[folder: Edutainment Games ]]

* Ubiquitious in the Learning Company's EdutainmentGame series ''VideoGame/TheClueFinders''. One game, ''The Clue Finders Search and Solve Adventures'', even [[LampshadeHanging Lampshaded]] it:
-->'''Joni''': I think we're gonna need to find some keys to open these boxes.\\
'''[=LapTrap=]''': Oh, of course! Why can't it be ''easy'' for once?\\
'''Owen''': Hey, it's no fun if it's too easy, dude.\\
'''Joni''': Yeah, the tougher, the better.\\
'''[=LapTrap=]''': Oh, great! Here we go again.
* All of the entries in ''VideoGame/TheMagicSchoolBus'' video game adaptations except for ''Solar System'', where you're trying to find Ms. Frizzle, and ''Dinosaurs'', where you are taking photos, have you finding three or four objects related to the subject at hand.


[[folder: First-Person Shooter ]]
* An odd subversion of one is in ''VideoGame/DeusExNihilum''. A bum will ask the player for a pack of cigarettes in exchange for a key to break into the XVA building. If the player lacks the cigarettes, the bum will congratulate the player on being health conscious, and give away the key anyways.
* The ''VideoGame/MetroidPrime'' games are often criticized for the fetch quests they use (Chozo Artifacts, Sky Temple Keys, Energy Cells, Octoliths) to increase play time before the final boss, although it's only particularly annoying in ''Prime 2'' (where you can't get most of these PlotCoupons until the very moment right before the final battle). ''Prime 3'' takes a more accessible approach as getting the cells is almost mandatory to finish certain tasks, so you'll only have to backtrack once or twice instead of nine or twelve times. WordOfGod says that the reason for the fetch quests was to allow you to have more time with the fully upgraded Samus, though probably padding too.
* Both ''VideoGame/SystemShock2'' and its SpiritualSuccessor, ''Franchise/BioShock'', feature many of these. Your very *first* objective in ''[=SS2=]'' is: 'Find the guy who has the key to this section of the ship, which contains this other guy who has the code you need to go down a level, where you can fix the elevator so you can go ''up'' a level...' Naturally it only gains more layers of complications as you progress. ''VideoGame/SystemShock2'' actually gets ''less'' complicated as you progress. In fact, once you reach the sixth deck of the Von Braun, your objectives basically boil down to "Get in the escape shuttle, kill shit." ''VideoGame/BioShock1'' provides the player the opportunity to learn more about events before their arrival in Rapture by collecting recordings they encounter as they progress through each Fetch Quest. Collecting all of them nets you an achievement.
* Done in ''VideoGame/{{Stalker}}'', your chance of finding said item is very low if you actually looking for it and each quest has a ''time limit''. Generally you are better off finding an object and then seeing if anyone else is looking for it.
* A few quests in ''VideoGame/{{Borderlands}}'' require fetching. TK Baha runs you on at least two: collecting food stolen by skags, and collecting [[spoiler:brains in the Zombie Island of Dr. Ned {{DLC}}]]. The second one is tricky; any quest items you pick up before getting the quest(s) don't count toward the prerequisite.
* The entirety of the [[ExcusePlot "story"]] of ''VideoGame/TimeSplitters'', as well as a couple of the multiplayer modes.
* ''VideoGame/DarkForces''. "Find the red key card" turns out you need three separate blue key cards to open the secret door that contains the red key card, which is locked in a hidden vault seven floors away from the door the red key card opens in the first place, but that's okay, since the only purpose in opening the red key card door is to get the green key card which opens the exit back on floor seven.
* ''VideoGame/JediAcademy'' mocks this:
--->'''Kyle:''' They always lock the door. You'd think they'd have learned by now. Doesn't look like there's a key -- that would be too easy. The console to unlock the door is probably hidden in some room twelve floors up or something... how does that make sense?


[[folder: Four X Games ]]

* Though all the [[VideoGame/{{X}} X-Universe]] games have the normal variety of Fetch Quests (typically it's "pick up a delivery" or "gather up some materials from wherever"), ''X3: Terran Conflict'' ups the ante with a Fetch ''Plot''. [[spoiler:To repair the Hub, a control center for the game's PortalNetwork, Mahi Ma will have you gather (in chronological order) 400 computer components, 500 [[CommonplaceRare microchips]], 10,000 energy cells, 150,000 teladianium (a ceramic used for structural components), 450,000 ore, 500 [[ProductPlacement nividium]], 250,000 crystals, 15 million [[WeWillSpendCreditsInTheFuture credits]] (to pay a Paranid scientist for his help), 400,000 silicon wafers, and 75,000 more microchips.]] Finishing the plot in a timely fashion (as in, less than ''several months'' in RealLife) requires the player to build his own infrastructure to supply the materials. The good news is, the [[spoiler:Hub]] is an extremely useful structure [[spoiler:able to arbitrarily connect up to three jumpgate pairs through its sector]], and the infrastructure you build to repair it will make ludicrous amounts of money afterwards.


[[folder: Freeware Games ]]

* Parodied (like every other video game trope) in ''VideoGame/ProgressQuest''. Quests are made from two randomized components, ''Action'' and ''Item''. One of the possible actions is Fetch Me an ''[Item]''.
* Makes up 90% of ''HerosRealm's'' final act. The player is tasked with fetching the ultimate equipment from every corner of the earth...for someone else to use.
* In the second ''VideoGame/SluggishMorss'' game, one person won't let the main character pass without gathering four of a certain item. The character is later told that said items don't actually exist.


[[folder: [=MMORPGs=] ]]
* ''VideoGame/CityOfHeroes'' has many of these, often as a part of a story arc or task force. ''VideoGame/CityOfVillains'' not nearly as many, but they're still there. Sometimes called "Bathroom break" missions when in a group because one person can usually take care of it.
** The game often attempts to spice these missions up by having a group of enemy forces spawn to ambush the player. Since skilled characters with the right powers can move something like a hundred and eighty miles per hour in this game, the most common actual result is the ambush to spawn, be left in the dust without the player even noticing them, and ultimately make life ''very'' "interesting" for some much lower level character who blunders into them.
* The freeware [=MMORPG=] ''VideoGame/KingdomOfLoathing'' frequently uses these, but also makes fun of them in the process. At the start of the Level 2 quest, the Council of Loathing tells you "We need a mosquito larva. Don't ask why, because we won't tell you." At one stage in the Level 11 quest, your character, upon being told he must paint a red door black to prove his worthiness for no particular reason, says "Are you sure you're not just taking the opportunity to have me do some menial jobs while I'm here?" Also from the level 11 quest, you are tasked at one point to retrieve fifteen pages from a book. After finding the first two pages, you find the third through fifteenth pages all at once, and the game remarks "Okay, I guess it's not going to take as long as you thought."
** The last one is a sendup of a pair of particularly annoying fetch quests in ''VideoGame/WorldOfWarcraft''. In each one, every single enemy in the zone has a minute chance of [[RandomlyDrops dropping]] one of about 12 pages from a book. Add this to the fact that you can get multiples of the same page, and you have a recipe for aggravation.
** You can auction those extra pages for much more than you can get with a sale to a vendor. That makes it a little bit less aggravating.
*** One of the Silverspring quest chains from ''VideoGame/RunesOfMagic'' is something along these lines. You have to retrieve pages of a history book that was stolen by bandits, and every bandit you kill yields a page. Sometimes you'll get the same page from different bandits, though the game does allow you to sell off any excess pages in any shop you can find.
* ''VideoGame/GuildWars: Nightfall'': while the entire ''series'' is filled with fetch quests, one NPC is more than happy to go and collect the item they need by themselves (also dodging a potential EscortMission in the process) while leaving you with the relatively "easy" task of guarding the ruins that is supposed to be their charge. Needless to say, once the NPC is out of sight, you get to earn your quest reward.
* ''VideoGame/WorldOfWarcraft''. If you're not killing something, you're killing something and stealing its stuff.
** An especially silly example: One quest requires turtle meat from the nearby river and spices... ''which the Quest NPC sells to you''.
** Different, but no less silly: Shuttling messages between two questgivers that are anywhere from shouting distance to ''ten feet apart.''
** The same, and a complete pain in the ass: Killing something for body parts that it can't live without, and the amount of work you have to do is best summed up by: <# of mobs you have to kill> = <# required of the item that keeps the mob alive> X 100. Headless Raptors, although legless Zhevra and the many bird-species that sometimes lack any feathers at all deserve mentions (even though you just saw them flying or running).
* Hilariously and mercilessly parodied in ''VideoGame/RuneScape'''s infamously long quest [[http://services.runescape.com/m=rswiki/en/One_Small_Favour one small favour]], which takes the adventurer from the far southern tropical continent of Karamja, literally from one end of the mainland to another. The quest text itself will taunt you about how mundane it feels for a mighty adventurer to carry around a rust bucket, a pot lid, sharpening tools worth pocket change, a few chickens, gnome tea, the medieval equivalent of aspirin (a taunt on how this part of the quest makes player sick of it, perhaps), a weathervane, the medieval equivalent to screw eight lightbulbs, and a mattress.
* If you want to see how bad this trope can possibly get, go sign up for the browser-based MMORPG ''Travians''. The Fetch Quest is its bread-and-butter, and it's layered on top of {{Broken Bridge}}s and {{Insurmountable Waist High Fence}}s ''everywhere''. Not to mention {{Red Herring}}s (if an NPC says he won't talk to you because you're a "swineherd," this does ''not'' mean you've finally found a reason to drop your pig off at the woman who keeps asking you if you want to leave your pig with her). Here's a sample:
** Most of the quests are triggered by you being a certain age (in days). So if you've done all the quests up to a certain point, you may not be able to do another quest for three or four days. There is no way of telling this in advance [[GuideDangIt from the game itself]].
*** Also, maybe half the quests are revealed randomly by talking to [=NPCs=]. (Yes, yes, ''[[VideoGame/WorldOfWarcraft WoW]]'' does this ''too'', but then ''[=WoW=]'' manages to stick enough quests all over the place to make it worth your while; ''Travians'' has no {{Side Quest}}s and only ever one quest at a time.) Most [[BrokenBridge obstacles]] are either randomly cleared (which you don't know until you run over there) or randomly opened up by your presence (you've gained enough strength to move boulders now = believable; you suddenly possess the know-how to ''fix bridges'' but FYI can't fix the identical bridge on the other side of the map). So if you want to do each quest as soon as you can, and don't resort to hints, the only course of action is to log in each day and run around the entire map talking to each and every NPC and approaching each obstacle on the slim hope that one of them might ''possibly'' start up a quest or open up a new area for you. That is, if it's not one of those days when you don't have any quests at all (and the Support Chat moderators counsel you to "be patient").
** Quest: Sell 20 bottles of Olive Oil.
*** Reason this is infuriating: There aren't anything like 20 [=NPCs=] in ''the entire game''. And of the maybe five you can talk to, two of them respond to your sales pitch with "Never!" or "I hate olive oil!" It might appear that you're supposed to return to the three who'll (occasionally) buy once a day to sell them new bottles; certainly one of their responses is "I have enough for now" or "I don't have enough money for another bottle right now." No; the solution is to ''badger them into submission'' via the age-old tricks of telemarketing. That is, when she says "I have enough" or he says "Um, no, not right now," you simply ask them again. Until they buy. And then ask them again. Until they buy more. Ergo, your role in this quest works out to:
---->'''You:''' Want to buy some Olive Oil?
---->'''He:''' Not right now.
---->'''You:''' Want to buy some Olive Oil?
---->'''He:''' I don't have the money.
---->'''You:''' Want to buy some Olive Oil?
---->'''He:''' Okay, fine, I guess I'll take a bottle just to get you off my back.
---->'''You:''' Want to buy some Olive Oil?
---->'''He:''' What? No! I just bought some! I have enough!
---->'''You:''' Want to buy some Olive Oil?
---->'''He:''' Go away!
---->'''You:''' Want to buy some Olive Oil?
---->'''He:''' Okay, fine, here, I'll take another bottle.
---->'''You:''' Want to buy some Olive Oil?
---->'''He:''' '''''What do you want from me??!!'''''
** Quest: Get the three parts of a password from three NPC's. Each NPC says "Not until you gather 5 of Resource X" (wheat, clay, ore, whatever - different for each NPC).
*** Reason this is infuriating: You have two occupations in the game, and having an occupation means you gather X resource way better than any other resource (something like 20-to-1 ratio). Gathering any resource outside your occupation is a total waste of OP (occupation points), all the more since you can buy any of the resources at the Player Market or NPC Market as needed. But the NPC's for this quest don't want you to ''bring them'' Resource X, they don't want you to ''use'' Resource X, they just want you to ''pointless waste 5 OP to '''gather''''' Resource X. Which never comes into play during the quest. ''At all.''
** Quest: Talk to uppity girl in the southeast corner of the map. What GuideDangIt might tell you: You need to be wearing a Silver Cape to do so (she won't talk to you otherwise). So the quest is really: Find Silver Cape.
*** Reason this is infuriating: Firstly, without GuideDangIt, the way to discover the underlying quest is to return to an out-of-the-way NPC whose quest you just completed and who you thought you'd never mess with again. Secondly, the quest goes like this: Start with out-of-the-way NPC in SSE corner of map. Return to main tavern at North edge of map. Grinning git there actually ''has'' the cape, but won't tell you until you've run to five or six other NPC's at all corners of the map and returned ''twice'' to the starting tavern (the first time to talk to the innkeeper, who sends you off on another wild goose chase; the second time to talk to the grinning git and get the cape).
* In ''{{EVE Online}}'', your agent's [[http://wiki.eveonline.com/wiki/Missions_Guide#Agent_Attributes division]] determines how many {{Fetch Quest}}s you get. Note that the difference between Courier missions and Mining missions is the former is the typical A and transport (an) item(s) to B while the latter is go to location A, mine a specific mineral (usually along the lines of thousands of units of ore), and take it to B. Effectively, they are both {{Fetch Quest}}s.
* ''VideoGame/TheLordOfTheRingsOnline'' has a particularly annoying subtype which fortunately doesn't come up that often. In this version if something interrupts you while you're carrying item X, whether it's an attack or, in the case of two much-dreaded Shire quest chains, nosy/hungry hobbits, you ''drop the item'' and have to go back and accept the quest ''all over again''. Throw in the time limit and you've got {{That One Sidequest}} in multiples.


[[folder: Platformers ]]

* Taken to great lengths in ''VideoGame/StarFoxAdventures''. At one point you need to recover cogs to get a bridge to work. Most items in the game are held over Fox's head as he stares at it in awe (likely a reference, mocking or otherwise, to the 3D ''Zelda'' games), and the bridge cogs are no exception. ''Each'' bridge cog, as you collect them.
** Lampshaded by ''[[http://penny-arcade.com/comic/2002/09/27 Penny Arcade]]''.
* ''VideoGame/LaMulana'' has two of these, each made aggravating by the lack of a convenient [[WarpWhistle Grail Point]].
* ''EpicMickey''. Good ''lord''. In order to advance to new areas, you need to supply the gnomes with Power Cells (or whatever those things are) to activate the machine. Several people in town have Cells, but they won't simply give them to you, sending you on your merry way to gather whatever they want. In the 2D side-scroller levels, you can also pick up film reels to trade in for tickets, Cells, or unlockable content. Not only that, but animatronic Goofy, Donald, and Daisy had their limbs/torsos torn off and scattered around in certain levels, forcing you to get them if you want the best ending. To put it simply, if you're not killing Blotlings or fixing/destroying the landscape, you're fetching items.
* The majority of ''VideoGame/SonicTheHedgehog2006'' has you spending time in a drab, lifeless, Dreamcast-era town completing brainless Fetch Quests for nameless, faceless [=NPCs=]. None of the quests have any storyline significance and are all there for the sake of FakeLongevity. They barely reward the player with anything vital for the main quest, and yet are all ''necessary'' to unlock main-story missions. It also doesn't help that even Sonic and his friends themselves have no story-significance to the human DamselScrappy's mysterious past!
* The entirity of the first ''VideoGame/TakAndThePowerOfJuju'' game is a long string of fetch quests. First, you gotta get a staff from a nearby graveyard and collect a bunch of magic flowers in order to remove the sheep curse from Lok. Then go to the nearby village and get the Spirit Rattle. Then traipse around the entire game world to get ''100'' Yorbels, and then get [[spoiler:Lok]]'s spirit from the Spirit world to bring him back from the dead. Then go to the temples and collect the Moonstones. ''Then'' you can go and fight the final boss. That final fight is the only time in the game when you're not being told to go and collect something.
* In ''VideoGame/{{Psychosomnium}}'', a trio of rabbits demands carrots before they'll let you pass. They then mention, however, that carrots don't exist, and thus you're doomed to failure. [[spoiler: The only way to get past is to kill them.]]
* ''VideoGame/CaveStory'' has a few of these. In one early level, a robot asks you to bring three items so it can make a bomb. In the following level, an old woman makes you track down her five lost [[StealthPun puppies]] one by one.
* In ''[[VideoGame/KirbysDreamLand3 Kirby's Dream Land 3]]'', there's always at least one fetch quest per world which requires you to grab something and take it to the QuestGiver at the end of the level. The most intricate one is the black pyramid in Sand Canyon, which requires you to do some tricky puzzle solving to grab the pieces of Nintendo's iconic R.O.B. peripheral, but you have to do it ''in a specific order'' in order to complete it.


[[folder: Puzzle Games ]]

* ''VideoGame/PuzzleQuest'' has quite a few sidequests of this type, but gives you the choice of returning the item for the reward... or keeping it yourself.
* ''[[VideoGame/TheSeventhGuest The 11th Hour]]'' takes this to a ridiculous extreme. Ostensibly, the point of the game is to run around solving puzzles like its predecessor, ''The 7th Guest''. However, in ''[=T11H=]'', all solving a room's puzzle does is open it up to examination; ''this'' is where the fetching comes into play, as Carl's [=GameBook=] is sent various messages which are supposed to guide him to touch a particular object and get rewarded with a clip of video [[{{Flashback}} showing some backstory]].

[[folder: Role-Playing Games ]]

* If you want to become a mage in ''PlanescapeTorment'', your mentor sends you on a series of fetch quests. Depending on your character's wisdom, he may understand why or merely get angry. This is actually [[LampshadeHanging lampshaded]] thoroughly in your journal entries.
* In ''VideoGame/PokemonGoldAndSilver''/''Crystal'' (as well as the remakes ''[=HeartGold=]'' and ''[=SoulSilver=]''), you have to go to the pharmacy in Cianwood City to get some medicine for Jasmine's Ampharos, because Jasmine won't battle you until Amphy's better.
* These were actually a ''category'' of quests in ''VideoGame/AtelierIris3GrandPhantasm''.
** ''VideoGame/AtelierIrisEternalMana'' had several, but the plot carries you right to almost all of them along the way, defanging a lot of the frustration potential.
* Many players of the first game of the ''BaldursGate'' series complain that the game world is packed with lazy, lazy people who won't even walk down the street to the shop to buy themselves a book. It's also full of people who claim to be strong heroes who had something stolen but don't have the guts to get it back themselves. In fact, this player remembers the first chapter was nothing but fetch quests.
** The second game is generally much better about this, and even when it really is "fetch me this guy's knife" it's a) part of something much larger, b) giving you a choice about whose knife to fetch or c) giving you a [[AndYourLittleDogToo very, very good reason]] [[ItsPersonal to kill the woman]], [[PlotCoupon Lanthorn]] be damned. On the other hand, when your characters use the "Limited Wish" spell to ask for an adventure unlike any they'd experienced before, it's a particularly convoluted, tedious, and silly Fetch Quest.
*** In the expansion pack to the second game, your characters are above such petty concerns. Instead, you can send a group of low-level adventurers out on a fetch quest for you.
*** The player's character is sent on a [=FedEx=] quest so many times that he finally snaps and vents his frustration in an angry rant on the hapless NPC that (attempted to) assign the quest.
* ''[[TabletopGame/VampireTheMasquerade Vampire: The Masquerade: Bloodlines]]'', has such things as collecting the TNT from the botched drug deal (mandatory) or collecting the voodoo doll for the flesh-eating Vampire (optional).
** 80% of side quests are of the fetch variety in the first game.
* The ''VideoGame/ChronoTrigger'' DS re-release has a new optional dungeon which is ''nothing but fetch quests''. One particularly {{Egregious}} example, towards the end of the dungeon, is a fetch quest that requires you to traverse one dungeon (getting into three battles you can't avoid), then leave the dungeon, then go back through the dungeon, then leave the dungeon, then go back through the dungeon, then leave the dungeon, [[OverlyLongGag then go back through the dungeon]]...It reaches the breaking point when, for this ''one fetch quest'', you become GenreSavvy and realize that the first item you grab is not going to be the item that was requested, but looking for the right item is ''impossible'' until you're told that the one you have is the ''wrong'' item. And then, because once isn't enough, the game does the ''exact same thing'' immediately afterwards. If Magus is in your party at a certain point during the quest, he'll state the current trope quote. It's as though the developers that made this quest knew about the repetitiveness, making Magus ''[[LampshadeHanging lampshade]] about how ridiculous the whole thing is'', yet [[TrollingCreator kept it as is anyway]].
* The original ''DragonQuest'' has a biggie. You need to get the Staff of Rain, Stones of Sunlight, and Erdrick's Token to get the Rainbow Bridge. Getting the Staff of Rain requires getting the Silver Harp. You need a key to get the Stones of Sunlight. (And you might need more than one, depending on if you [[GuideDangIt accidentally leave the castle]].) Getting Erdrick's Token doesn't technically involve saving Princess Gwaelin, but it's a lot easier.
* There are quite a few of these in the ''Franchise/FinalFantasy'' series.
* The original ''VideoGame/{{Final Fantasy|I}}''. To move on with the game once you get the ship (at approximately level 4-5), you need to change one tile of the map from a small land bridge to water. To do this, you need a dwarven engineer to blow it up. He needs TNT. TNT is behind a magically locked door in the very first castle in the game. The door requires the mystic KEY, which is held by the Prince of Elfland. The Prince is cursed to sleep forever, until he's given the HERB. Matoya, a witch, has the HERB, but a dark elf stole her CRYSTAL. Astos has the CRYSTAL, but won't reveal himself as Astos until you get him the CROWN, which is at the bottom of the Marsh Cave, which you should be level 9-11 to attempt. Get used to grinding for a few hours.
** ''VideoGame/FinalFantasyI'' is much more palatable when you realize the whole thing is the second half of a fetch quest. You've already fetched the orbs (or crystal shards, depending on the version) before the game begins. Now, you have to return the CosmicKeystone to the respective altar. Only in the last 10% of the game is it revealed that the fetch quest was all designed to allow you to reach the BigBad.
** ''VideoGame/FinalFantasyX'' would abuse this with the MonsterArena (although all you needed to do was kill a monster with a certain weapon. (Nine times for [[BraggingRightsReward bragging rights]].)
** ''VideoGame/FinalFantasyXII'' straight-up toys with the protagonist about this:
--->'''Migelo:''' My courier didn't arrive with food for the banquet!
--->'''Vaan:''' Oh, you want me to go find him.
--->'''Migelo:''' Too dangerous. I'm getting food from Tomaj instead.
--->'''Vaan:''' So you want me to pick it up.
--->'''Migelo:''' No, I already sent Kytes to do that. But he's gone missing. Go find him.
--->'''Vaan:''' Sounds wild.
** ''VideoGame/FinalFantasyTacticsAdvance'' features so many Fetch Quests that plot-relevant missions are the exception, rather than the rule. To be fair, most of them are completely optional -- ''if'' you want to be slaughtered when you actually attempt to do a plot quest.
** A substantial portion of ''VideoGame/FinalFantasyXIII2''. As in, much of the main game and most of the side content.
** The trend continues in ''VideoGame/LightningReturnsFinalFantasyXIII''. In fact, the majority of the game could be spent doing these kinds of quests. It's even the basis of one of the main story missions.
* Both games in the ''VideoGame/GoldenSun'' series.
* ''VideoGame/KnightsOfTheOldRepublic'' imaginatively conceals this by making the Four Objects you must collect Four Planets you must visit. So, if you're in a generous mood, you don't even notice that you've been [=FedEx=]ing.
* ''VideoGame/LufiaIIRiseOfTheSinistrals'' is filled with these.
** For that matter, ''VideoGame/LufiaAndTheFortressOfDoom'' is essentially one big string of (often minor and insignificant) fetch quests loosely connected in a way that helps the heroes pursue their main goal of preventing the rebirth of the evil Super Beings defeated nearly 100 years ago. Only occasionally does a given quest directly involve the main adventure, and usually then it's only in hindsight; there are seriously about three directly plot-relevant quests in the entire journey, and the total length of the game springs from the fact that those relevant quests just ''happen'' to require the heroes to go on enough plot-irrelevant fetch quests to bring the game up to passable RPG length. To top it off, the bulk of those fetch quests are so random and ordinary (dungeon crawling and monster-fighting aside) that they seem almost ''mundane'' within the in-game universe. Basically, if the heroes didn't occasionally regroup and discuss their main goal, the player could easily forget that they're trying to save the world from a group of {{Big Bad}}s as opposed to just looking for random good deeds to do. Despite this, it's actually quite an enjoyable and cult-classic RPG. For example, trying to track down a scientist. When you arrive in town, the ever-so-helpful [=NPCs=] state that you just missed him and that he went to some cave. You go there, get to the end and find out that he went to another dungeon. You go THERE, get to the end and find out he went to some tower. You go THERE, GET to the end and find out the bastard ''went back to town.'' Cue screams of, "''Why couldn't I just have waited for him!?''"
* ''[[VideoGame/SuperMarioRPG Super Mario RPG: Legend of the Seven Stars]]'', ''VideoGame/PaperMario'', and ''VideoGame/PaperMarioTheThousandYearDoor'' all use them in abundance.
** In ''Paper Mario: The Thousand Year Door'', you have these. General White is the PRIME example. To find him, you must go to Petalburg. He's not there, so you must check Keelhaul Key. Missing again. You are then sent to: Glitzville, The Great Tree, then Twilight Town in that order with the only clue being that he "looked tired." You are supposed to interpret this as "he went to Fahr Outpost," which is where you started. An interview had Intelligent Systems called out on this - their response was that they wanted the player to see that not only was it possible to backtrack, but there were often new quests and such waiting for them if they did.
** Once you reach Chapter 8 in ''The Thousand Year Door'' you have the choice to accept a trouble known as "Delivery, please." It begins by going to Poshley Heights to meet a bob-omb with a package, which he asks you to bring to Fahr Outpost for General White. He's not there, and you are directed to Rogueport. He's not there, and you are directed to Glitzville. He's not there, and you are directed back to Poshley Heights, where the requester tells you he sent General White to Fahr Outpost. You then must go there, then back to Poshley Heights to complete the quest.
* Near the beginning of ''VideoGame/SkiesOfArcadia'', Vyse and Aika briefly leave their home for an inconsequential Fetch Quest. This results in them being conveniently absent when their [[DoomedHometown peaceful hamlet is burned to the ground]] and their friends are kidnapped. Later in the game, the characters [[TakeYourTime completely drop the main plot]] briefly to go on a treasure hunt. After all, it's not like the fate of the world is hanging in the balance or anything.
* The ''VideoGame/MegaManBattleNetwork'' games. ''Battle Network 5'' starts spamming them at the end. Just when you think you're ready to attack the evil headquarters, your buddy gets kidnapped, you have to do an errand to get a new office, then you have to hunt down and destroy five {{MacGuffin}}s by going through five areas you've been to before, and fight five easy bosses you've beaten before. Considering the amount of postgame stuff, you have to wonder how much of this was really needed.
* The first ''MegaManStarForce'' lets our hero hack into any Transer, find out which silly problem the owner may have, and then helping them out. It wouldn't have been that bad, if there weren't over 60 people with Transers ambulating aimlessly through the town, wanting their problems to be solved. Worse, you can only take '''one problem at a time''', by finding a person, then finding the nearest waveworld entrance, going back to the person to read their Transer, getting the quest, leave waveworld to solve the problem, and then go back to complete the quest the same way. And odds are good that the reward is not worth the effort.
* ''VideoGame/TheWorldEndsWithYou'' has one where the characters have to find a stolen microphone. After they've finished the quest, Neku calls it "the detour from hell." The missing microphone belongs to one of the Reapers running them game Neku's a part of. When Neku tries to refuse to help, he puts up an [[InivisibleWalls invisible wall]] and declares finding the mic to be the pass condition.
* Xbox 360 RPG ''VideoGame/InfiniteUndiscovery'' has more than its fair share of these as well.
* In ''VideoGame/SuikodenI'', you encounter a Fetch Quest with several steps in one of the later towns, when you are convincing one of the 108 Stars of Destiny to join you. After talking to about six different people you finally get the soap the Star in question wanted...but then she says she discovered she had some all along.
* The 1989 {{Macintosh}} RPG ''VideoGame/TaskMaker'' is nothing ''but'' a fetch-quest.
* ''VideoGame/ManaKhemiaAlchemistsOfAlrevis'' had two types of {{Side Quest}}s: one where the party fights optional Bosses, and the other fall into {{Fetch Quest}}s.
* The ''VideoGame/DarkCloud'' games tend to do this in a unique fashion. Moving the plot forward relies in restoring specific key buildings in the Georamas, usually yielding some or another item which is needed to do away with a BrokenBridge. And then there's the condition to revive the Treant in Matataki Village, which combines a very strange Fetch Quest with a broken ''[[BrokenBridge river]]'': you have to collect enough river parts in the dungeon to reconnect the waterfall at one end of the valley to the Treant's spring to revive him.
* ''VideoGame/TheElderScrollsIVOblivion'':
** The game includes several, such as retrieving the Amulet of Kings after the monk loses it (mandatory) or collecting various ingredients for a witch to brew a Cure for Vampirism (optional). Fetch quests are more common in [[VideoGame/TheElderScrollsIIIMorrowind Morrowind]], which is full of alchemists who can't be bothered to gather their own ingredients and wizards who would rather wait around for a PC to show up and ask for work than go to the bookstore themselves.
** There's also the quest "Finding Your Roots", where you have to go around finding a very rare plant called Nirnroot to give to a guy who makes it into increasingly potent batches of a potion. There are over 350 placed in the game, usually near water, and you need one hundred of them to fully complete the quest. This one is best done by picking them up as you're doing other things.
* ''VideoGame/TheElderScrollsVSkyrim Skyrim'':
** The Radiant Quest system consists of a large amount of fetch quests, particularly the mini-quests given by the Thieves' Guild and the Companions (which are largely "go here, kill/rob X, bring back sword/necklace/gold statue/etc. to quest-giver"). There is also the "No Stone Unturned" quest, which sends you seeking the stones of Barenziah all over Skyrim, and the "A Return to Your Roots" quest, which is a retread of the above "Finding Your Roots" quest from ''Oblivion'', though at least this time you're collecting crimson nirnroot in one giant cavern instead of all over the world map.
** "No Stone Unturned" is considered by many to be the [[ThatOneSidequest most infamous]] of all Skyrim fetch quests, if not all quests in general. The stones are quite small and almost always hidden away in some nondescript dungeon or sitting on a desk in a some random NPC's house amongst various bits of junk. And once you pick up a stone it can't be removed from your inventory until you've found all 24 of them and completed the associated quest, which is a problem since the stones each have a 0.5 weight value (most other quest items are weightless). Worse still, one of the stones was placed in a spot that becomes completely inaccessible after a certain point, rendering it LostForever. Until the stone was moved by the 1.4 patch, it wasn't uncommon for players to reach the end of the game with up to 11.5 pounds of dead weight taking up space in their inventory. And unlike most quests in the game. You don't get map markers for them. So you have to travel the entire country completely blind searching every single nook&cranny in the ENTIRE game. Unless you use a walk through, or a map marker mod. [[note]] the map marker mod for the stones is one of the highest rated Skyrim mods on the Steam Workshop [[/note]]
* ''VideoGame/FableI'' parodies this trope. You ask a witch to cook some medicine for a sick boy, and she says you need to collect four blue mushrooms, which are very rare and need to be searched all over the world map. (And acquiring one of the mushrooms requires you to do an additional fetch quest, unless you decide to kill its owner, which moves your CharacterAlignment towards evil.) When you finally bring all the four mushrooms to the witch, [[spoiler:she says she actually had the required medicine already, she'd just forgotten about it]].
* ''VideoGame/DragonQuestVIII'' is full of 'em. At one point, where you have to use a particular monster to power up a magic mirror so you can fight the [[spoiler:[[DiscOneFinalBoss not-so-]]]]BigBad, if you pick that moment to talk to Jessica, she'll [[LampshadeHanging complain aloud]] that, if the rest of their quest has been any indication, the monster in question will have a toothache and your team will be forced to find the remedy (fortunately, that doesn't happen.)
* ''VideoGame/{{Fallout}}'':
** ''[[VideoGame/{{Fallout1}} Fallout]]'' and ''VideoGame/{{Fallout 2}}'' both are based on massive fetch quests to get the story moving. In first game, you have to find a new Water Chip in less than 150 days and return or your Vault will run out of water. In second, you must find [=G.E.C.K.=] and the Vault 13 (from the first game) or your village will die. Unlike the first game, this time the quest doesn't have any limit other than [[GameBreakingBug the game itself running out of computing data]].
** ''VideoGame/{{Fallout 3}}'' mostly avoids these, with the 'Nuka-cola challenge' being the only notable one that is listed as a quest. However a player may end up searching high and low for parts to make custom weapons and there are many NPC's who will trade you for items you may have run across. Other unmarked fetch quests include delivering twenty Chinese assault rifles to Pronto in Paradise Falls, and collecting Enclave gear for Protector Casdin to gain entrance to Fort Independence without the Outcasts turning hostile.
** One quest in ''The Pitt'' requires you to collect 10 ingots from the Steelyard. If you go back and collect the rest after completing this quest, you get rewarded with a number of unique weapons and armors.
** ''VideoGame/FalloutNewVegas''
** The Courier is scouring the Mojave and New Vegas looking for a Platinum Chip. This i not meant to pad the game out at all (that's what the rest of the content is for) being that it's a main quest plot thing. Straighter than this is the Sunset Sarsaparilla Star Bottlecaps, the snow globes for Mr. House, and your companions.
** During the quest "Come Fly With Me", once you've gained access to the basement, Haversam will send you to find the thrust controls and an ignition source. He will actually attempt to give you only one task at a time, so you'll have to go out, find the item, bring it back, then go out again for the other. However you can accept the first task, then tell him you want to do the other instead, then go out and find both things at the same time. Likewise, the quest to kill the three Fiend bosses tries to send you on only one hit at a time, but you can take them out in one swoop if you want.
** ''New Vegas'' also allows the Courier to bypass some fetch quests by passing skill checks instead. For example, at one point a Mess Seargent asks you to repair an industrial food processor for the [=NCR=]'s army - this requires a whole page worth of parts which are all VendorTrash otherwise. Alternatively, if you have 80+ Repair skill, you can jury-rig the food processor to work again using "a couple of bobby pins".
* ''DragonBallZ: The Legacy of Goku II'' has one after Trunks's warning from the future about the Androids. You (at this point of the game, Gohan) and Goku go to West City to meet up with Piccolo near City Hall. Goku can't see Piccolo anywhere so he decides to go to Capsule Corp. Just after he leaves, you find out where Piccolo is. City Hall's courtyard, which is being blocked by a float for the "Hercule Day" parade. You must go get Hercule [[SatiatingSandwich an open faced club sandwich]] because he refuses to start the parade without one. So you go to the sandwich shop, but the owner refuses to make any sandwiches until he's read today's paper. So you go to the newspaper stand and the newspaper salesman isn't there because the local school bus crashed on a field trip leaving four kids, including the newspaper guy's son, lost in the wilderness. You must go out into the wolf and snake infested woods to save the kids. After bringing all four back safely, you finally get your newspaper which you give to the sandwich guy who gives you the sandwich which you give to Hercule. The parade is finally about to start when Hercule ''specifically requested'' that [[WritingAroundTrademarks Eye of the Lion]] be played. There's a fun little callback to this in the sequel, ''Buu's Fury''. It's ten years later, but when you first speak to Hercule as Gohan, he's ''still'' demanding a damn club sandwich -- and then he asks if he knows you from somewhere. (Luckily, you don't get stuck with the job this time.)
* ''VideoGame/RomancingSaGa'': In order to complete the Water Dragon Rite quest, you will need to get the Raincloud Armlet from Adyllis who is at the bottom of the Great Pit of Bayre Plateau, but when you ask her for the Armlet, she wants the Cyclone Shoes from Avi who resides at the top of Mt. Scurve, when you ask him for the Shoes, he wants the Ignigarde from Pyrix who dwells deep within Mt. Tomae, when you ask for the Ignigarde, he wants the Ice Sword, which can be bought for 20,000 gold, can be gotten by recruiting Galahad if your alignment is good enough/Killing him for it if your alignment doesn't match, or you can just beat up Pyrix for the Ignigarde. However by completing the Obscenely long fetch quest you can do their ecology quests which net weapons that can summon them, and in [[NewGamePlus Sub-sequential Play throughs]], you can fight their [[BonusBoss corrupted versions]] when you fail the Ecology quests which give even more powerful weapons.
* In ''VideoGame/{{Persona 3}}'' there are several kinds of fetch quests:
** The simplest usually involve talking to someone on a certain day to get an item from them.
** The next simplest involve farming a common enemy from a specific location until you get the number of items you need, and the items go from rare (the original) to uncommon (FES) to almost guaranteed (PSP).
** A level up involves finding "red" enemies... basically the same as the one above except the enemy is a little rarer.
** Even harder involve hunting down a MetalSlime for the item.
** The worst ones involve getting an item from a rare chest. Although a rare chest on a specific floor will always give up a specific item, you're banking on that floor giving up a rare chest (which is [[ExactlyWhatItSaysOnTheTin rare]]), and the game never tells you what floors give up what items.
** In order to meet Mutatsu, one must first undertake one of these that involves delivering people the drinks they want.
* ''VideoGame/{{Persona 4}}'' has ''an entire Social Link'' as a Fetch Quest with the Fox as the Hermit Social Link. The slew of requests from Persona 3 return as well, except you have to hunt the quest-givers down around the school and town, rather than getting all the requests from one person.
* ''VideoGame/DayOfTheIdea'': In order to be able to fly the helicopter, you need fuel, which can only be gotten in a specific town, in that town, the Oil wells are on fire, and Nitroglycerin is needed to put the flames out, to get the Nitroglycerin which is on a mountain far away, you need a truck which can be gotten from people wanting to capture a fish-man in a river. Once you get the Nitroglycerin, you have to take it back to the town, however you can't stop the truck in the forested areas, which covers most of the map and if the truck hits anything on the map, it explodes.
* ''VideoGame/HyperdimensionNeptunia'' goes out of its way to insult fetch quests. Considering the entire videogame is spent with the characters fully knowing they're in a videogame they have Neptune talk to a mystical tome about collecting four keystones by defeating four bosses to save her. Neptune immediately calls it a fetch quest then says no because it sounds boring. Histoire, the tome, then pumps her up by saying it'll save the world, to which Neptune decides that she will now partake of the fetch quest.
* ''VideoGame/DragonAgeII''. [[spoiler: One of your own party members sends you on a Fetch Quest, claiming he needs ingredients for a potion to separate him from his SuperpoweredEvilSide. The ingredients are actually components for a bomb he's building.]] Inverted elsewhere - you find various objects lying around and can return them to their owners for cash and XP.
* ''VideoGame/KingdomHearts'' has TWO in the beginning of the first game spanning 2 days in story time. The first, you must gather items required to build a raft (Logs, rope, cloth) in order to proceed. Likewise, the second forces you to gather provisions (Water, fish, mushrooms, coconuts, and a Seagull egg) before continuing.
** As a SideQuest, you must find and release all 99 [[Disney/OneHundredAndOneDalmatians Dalmatian]] puppies.
* ''VideoGame/RuneFactory2'' and ''[[VideoGame/RuneFactory3 3]]'' have request boards, most of which can be completed immediately. Some requests double as Heart Events for [[DatingSim the eligible bachelorettes]].
* About two-thirds of the many, many sidequests in ''VideoGame/{{Xenoblade}}'' are these, and it's absolutely shameless about it, naming them things like "Collection Quest 2" or "[[TwentyBearAsses Materials]] Quest 3". Fortunately, you don't actually have to return the items (simply meeting the requirements completes the quest) and doing them unlocks the more story-driven quest chains (which are by no means free of fetch objectives, but at least they're more engaging).
* ''VideoGame/EternalSonata'' has a maddening example involving a key needed to open a temple. The key is part of a much longer trading sidequest throughout the game, though you don't actually have to participate in the full sidequest in order to get it, and doing so only results in getting an extra accessory of the player's choice. The maddening part is that after you get the key, the temple turns out to be ''unlocked'', at least in the PlayStation3 UpdatedRerelease anyway. In the XBox360 version, it was played straight, but in the Rerelease, when the party gets to the temple and actually tries to use the key, they find that the door is unlocked. Yet the game still makes you get the key anyway, because if you try to use the door before having obtained the key, it ''is'' locked!
* The ''Franchise/MassEffect'' series has loads of these. The third game introduced a simple formula - you overhear some people on the Citadel talking about needing something, you get a SideQuest in your journal, you do the SideQuest, you go back to the person on the Citadel, you get credits and more support in the war against the Reapers. In ''VideoGame/MassEffect2'' a [[http://steamcommunity.com/sharedfiles/filedetails/?id=94336489 Renegade response Mordin's recruitment mission]] hangs a lampshade on it:
--> '''Shepard:''' Just once I'd like to ask someone for help and hear them say, "Sure! Let's go right now! No strings attached."
* In ''VideoGame/AKnightsQuestForMilk'', the main plot is basically about the protagonist searching for a carton of milk to give to his mother for turtle soup.
* In ''VideoGame/{{Robopon}}'', talking to Rena of the Elite 8 will start a trading quest with the other Elite 8 members; completing it gets you one of the game's Olympus Mons, Golden Sunny/Silver C-Cell. Thankfully, you don't have to fight them for it.
* ''VideoGame/COPS2170ThePowerOfLaw'' had more than a few of those.
* In ''VideoGame/MetalheartReplicantsRampage'', a lot of the secondary quests come down to this. Often, the questgivers would give you hundreds of coins for delivering much cheaper items such as toolboxes, as well as photo of the exact location of an item you needed to deliver.
* ''VideoGame/{{Venetica}}'' frequently resorted to fetch quests to keep up the running time.
* Plenty of such quests in ''VideoGame/BladeAndSword''. There's a particularly long ChainOfDeals between the ghosts of a married couple and their family you'll have to do in order to transition to the next area.
* [[ExaggeratedTrope The absolute majority]] of quests in ''VideoGame/PrinceOfQin''. Often, the story missions end up indistinguishable from side quests because of it.
* Quite a few side quests in ''VideoGame/ParadiseCracked''. Many of those offer alternate routes of completion, though. For example, you can dutifully retrieve a suitcase with merchant’s prototype guns for his reward, or you can deliver those prototypes to the head of the Syndicate who’ll pay you generously and will have his troops take your side during combat.
* The [=FedEx=] missions are generally relegated to sidequests in ''VideoGame/TheFallLastDaysOfGaia''. Commonly, the demand to hurry up actually does result in a TimedMission. Of course, it [[TakeYourTime might as well not]].
* ''VideoGame/KingdomsOfAmalurReckoning'' has one particular side quest which spans the ''entire game world''. By the time you've found the final bawdy novel in the collection, you'll be wishing you'd never accepted it to begin with.

[[folder: Simulation Games ]]

* 60% of ''VideoGame/AnimalCrossing'' is nothing but long, drawn out, randomly generated fetch quest where someone borrowed something, and lent it to someone and then someone stole it from them, etc. Which leads you through almost everyone into the village to get someone's [random Nintendo product] back in exchange for the original guy to give you some throwaway carpet or piece of furniture that you probably didn't want to begin with.
** Thankfully toned down in the sequels, which now only has you go from person A, to person B, then back to person A with the item in tow.
* In ''VideoGame/TheSims Bustin' Out'' for the GBA, some quests have you involve grabbing something like an urn to give to a ghost in order to proceed. You can also ask others for an errand, and upon completion, you get a bit of money. Helpful when you begin the game and have little cash, but next to useless later, because you get better jobs eventually.
* Many quests in ''VideoGame/TheSimsMedieval'' have "get Object X" as a step. Sometimes Object X can be acquired in the village shop, but often the Sim will have to harvest it or obtain it from an NPC.


[[folder: Sports Games ]]

* ''Shaun White Snowboarding'' had the player traipsing around the mountain for ''coins'' in order to unlock the next mountain. ''Seriously''.
* In ''[[BackyardSports Backyard Skateboarding]]'', you must find the key to Shark Belly Shores in the Boardwalk before beating the Tour Guide Challenge, which unlocks the next level.


[[folder: Stealth-Based Games ]]

* ''VideoGame/AssassinsCreedI'' is positively ''loaded'' with pointless and mindlessly repetitive fetch quests, a flaw nigh unforgivable to some in an otherwise excellent game. The most blatant example is probably the "informant" quest where you have to gather up approx. 10-15 Masyaf flags scattered around the general area. This can be [[JustifiedTrope partially justified]] in that one of the informants seems to genuinely hate the main character's guts and would no doubt relish the opportunity to make Altair's life needlessly complicated by sending him on pointless fetch quests. But then there's the informant who claims to have "dropped" his massive bundle of Masyaf flags which somehow scattered them ''all over an entire city block'', including a few that launched themselves onto the rooftops of several buildings.
** ''[[VideoGame/AssassinsCreedBrotherhood Brotherhood]]'' brings them back, but fortunately as sidequests for Tiber Island shopkeepers. The stuff you get from completing them, while nice to have, are optional.
* ''VideoGame/{{Thief}}'' had one in the level "Return to the Cathedral". Your goal in this level is to steal a gem called the Eye from a church full of undead. This is, on the whole, pretty simple and takes maybe ten minutes if done properly. Then if you try to exit out the door you unlocked to get ''in'', you find it's sealed for absolutely no reason. You have to spend a further twenty or thirty minutes wandering around the monastery behind the Cathedral, dodging more undead, as you collect the necessary items for a consecration ritual for a dead priest. Only after doing this will the priest's ghost give you the means to escape the area.


[[folder: Survival Horror ]]

* Used throughout ''VideoGame/{{Penumbra}}'''s trilogy, and lampshaded by [[spoiler: Clarence in Black Plague]]
--->[[spoiler: Clarence: Christ! Go here, go there, fetch this, run me a bath... typical broad, atypical circumstances.]]
* The ''[[Franchise/ResidentEvil Resident Evil]]'' games were basically one huge Fetch Quest until Four came out and went full action. Each game consisted of finding keys or random items to open locks and traps, while trying to stay alive in the meantime.


[[folder: Turn-Based Strategy ]]

* ''FireEmblem: Blazing Sword'' has one of these around the late middle of the game: [[spoiler: you have to find the Fire Emblem so that Prince Zephiel's coming-of-age ceremony can be held and the Bernese nobles will tell you where to find the Shrine of Seals, where Bramimond (who is the only one who can unseal the sealed legendary weapons lies]]. It's really not much more than an attempt to get the Fire Emblem into the game, since it has to be in every game, as well as show us Zephiel before he [[spoiler: becomes a warmongering maniac who wants to wipe out humankind]] in [=FE6=], since 7 is a prequel.


[[folder: Wide Open Sandbox ]]

* Overtime Mode in ''VideoGame/DeadRising'' is almost all Fetch Quest. Like the rest of the game, it's also a TimedMission. What makes it bad is that while the first half of the Fetch Quest is gathering key items, the second half requires you to collect [[spoiler:ten queens, which are inventory items, and therefore the special forces will take them away if they get you before you get them back to Isabella]].
** In ''VideoGame/DeadRising2 - Case Zero'', the overarching fetch quest is gathering parts to fix a motorcycle so you can get out of zombie-infested Still Creek. The drawback here is that every bike part is treated as a large item, meaning that you'll drop it if you get grabbed or cycle through your inventory on the way back to the garage.
* The Xenon Hub mission from Egosoft's ''VideoGame/{{X}}3:Terran Conflict''. The development team in charge was definitely up against a looming deadline and the executive powers-that-be responsible for approving or vetoing the idea looked at the proposed mission and said, "Seeing as how no one has a better idea, let's put this in the game." The player has to provide: [[spoiler:400 units of microchips; 500 units computer components; 450,000 units of Ore; 150,000 units Teladianium; 500 units Nividium; 750,000 crystals; 400,000 units Silicon Wafers; 85,000 more microchips; and pay an NPC 15,000,000 credits.]]
** Even the developers have had to admit that the Hub mission is over the top -- several of the game's patches have reduced the requirements. A little.
* ''HarvestMoon: The Tale of Two Towns'' has a "requests board" in both towns, with several classes of requests ranging in rarity, quantity and quality of the items requested. Anything "B Class" and above is a LuckBasedMission, as villagers will often ask for items that aren't in season, can only be procured under special circumstances or that you simply aren't able to manufacture yet. Presumably, you're supposed to use the Wi-Fi connection to try and trade for such items.


!!Non-Video Game Examples

[[folder: Film ]]
* ''Film/TheMatrixReloaded'': Visit this guy, go to this guy to get this guy, get this guy to that thing... This is ''[[InvokedTrope noted]]''. The Merovingian mocks the heroes for mindlessly following the Oracle's orders, Persephone mocks the Merovingian for calling everything "a game", the Keymaker fatalistically states that he has no purpose but to expedite the quest, and the Architect mocks Neo for believing he "chose" anything in his life. The "revolutions" of [[Film/TheMatrixRevolutions the last movie]] are when both humans and machines break off the fetching.
* ''Film/TheWizardOfOz'': Follow the Yellow Brick Road, met the Wizard, retrieve the Witch's broom. Game over.
* ''Film/MontyPythonAndTheHolyGrail'': The shrubbery quest.
-->'''King Arthur:''' O Knights of Ni. We have brought you your shrubbery. May we go now?

[[folder: Literature ]]
* Defied in Creator/ChinaMieville's ''Literature/UnLunDun''. TheUnchosenOne Deeba tries to follow the path her friend (the true ChosenOne) would've followed. Upon learning that the tasks required are merely a Fetch Quest for retrieving the [[InfinityPlusOneSword Infinity Plus One Gun]] (and with their attempt to get the first item costing them two of their party members), Deeba declares that they're going to skip all that and head straight for the final item on the list.
* The protagonist of "Araby" from ''Literature/{{Dubliners}}'' promises to retrieve something for his crush, as if he were a knight heading for the holy land in search for a sacred relic.
* The protagonist of ''Literature/HothouseFlowerAndTheNinePlantsOfDesire'' is sent on such a quest to find the titular plants.
* From ''Literature/TheHeroesOfOlympus'' series it is Annabeth's charge in ''Mark of Athena''.
* ''Literature/TheLordOfTheRings'' is the most famous case of an inverted fetch quest: the main characters ''start out'' with the MacGuffin, and have to take it somewhere else to deal with it.
* Louisa May Alcott's [[http://www.gutenberg.org/files/32357/32357-h/32357-h.htm#Page_25 Thistledown and Lilybell alias the Fairy Sleeping Beauty]]: the fairy [[JerkAss Thistledown]] pisses off both animals ''and'' [[TheFairFolk The Brownies]] one too many times, and as punishment he's locked away and his MoralityPet[=/=]OnlyFriend [[NiceGirl Lilybell]] is put into an enchanted sleep. The only way for him to both recover his freedom ''and'' qualify to wake Lilybell up with a TrueLovesKiss is to go in several fetch quests for valious crafted items.
* ''[[Literature/AMagesPower A Mage's Power]]'': One of Team Four's missions is to travel to an insland island, retrieve monster poop, and bring it back to Roalt. It's the policy of the Dragon's Lair to give all the grunt work to the novices.

[[folder: Live Action TV ]]
* ''Series/{{House}}'': Bring me the thong... of Lisa Cuddy. While the other applicants try to get the thong by trickery or fake getting the thong by using their own underwear, "Big Love" gets the thong by simply asking Cuddy for it. When it becomes clear that Big Love only got the thong by agreeing to eliminate who Cuddy wanted eliminated, House chastises him for playing by Cuddy's rules instead of his and promptly eliminates Big Love instead.
* ''Series/TheAmazingRace'': Get Object A, take to Location B to receive your next clue, return to starting point to retrieve your teammate.

[[folder: Mythology ]]
* The Irish legend of ''Literature/TheSonsOfTuirenn''. They are tricked into a series of dangerous fetch quests by Lugh the Long Hand, for having murdered Lugh's father Cian. The brothers forget the last item, and things do not end well.

* In ''Pinball/PopeyeSavesTheEarth'', Sea Hag Multiball is started after the player collects four items (a Can Opener, Baby Bottle, Ketchup, and Flower); it's completed by returning the items to their respective owners (Popeye, Swee'Pea, Wimpy, and Olive Oyl).

[[folder: Theatre ]]
* ''CyranoDeBergerac'': The Pickpocket sends [[SpannerInTheWorks Christian]] to various taverns to left [[TheAlcoholic Ligniere]] a note in each of them about a plot against his life. It seem's unimportant to the overreaching plot, but this quest triggers a vital EventFlag: Thanks to the note [[TheAlcoholic Ligniere]] found, [[SpannerInTheWorks Cyrano will fight against the one hundred men send to kill Ligniere]] and ultimately begin [[{{Villains}} De Guiche's]] grudge against him.
--> '''The pickpocket:''' Run round to [[LongList all the taverns—The Golden Wine Press, the Pine Cone, The Belt]] \\
[[LongList that Bursts, The Two Torches, The Three Funnels]], and at each leave a word that \\
shall put him on his guard.

[[folder: Web Comics ]]
* {{Webcomic}} ''[[Webcomic/TheOrderOfTheStick Order of the Stick]]'' has [[http://www.giantitp.com/comics/oots0134.html An example]] of someone invoking this trope. [[spoiler: Nale send Roy off to find Starmetal in order to buy time to rebuild his Linear Guild. He had no idea that Starmetal was real. He thought it was just a legend.]]
* ''WebComic/AwfulHospital'': Ms. Green is made to engage in several. In fact, she gains a companion named Celia because Celia ''wants'' to be on a fetch quest!
* ''WebComic/GoldCoinComics'' does this as a sidequest when Lance must undergo a [[http://www.goldcoincomics.com/?id=57 fetch quest]] from an NPC.
* When Torg plays a [[MassivelyMultiplayerOnlineRolePlayingGame MMORPG]] in ''Webcomic/SluggyFreelance'' he finds the initial Fetch Quest [[http://www.sluggy.com/daily.php?date=080801 very underwhelming]].
-->'''The Duke:''' Bring me five red salamander tongues.
-->'''Torg:''' Salamander tongues?
-->'''The Duke:''' Yes.
-->'''Torg:''' That will help "rid the evil"?
-->'''The Duke:''' You're wielding a stick. Start with salamanders.
* The main plot of ''Webcomic/TheBurned'' is completely focused on the main character, Hunter Kirizaki, fetching fifteen magical weapons that could, if left unchecked, probably EndOfTheWorldAsWeKnowIt
* ''Webcomic/EightBitTheater'': [[{{Munchkin}} Red Mage]] embarks solo on an unsuccessful one in [[http://www.nuklearpower.com/2005/01/04/episode-498-pre-quest-quests/ this strip]].
* ''Battle Of Olympus'' has a few but everything is just a way to get into Tartarus to confront Hades.
* During the first movie arc in ''Darths and Droids'', the main characters are given a minor quest to find the Lost Orb of Phanasticoria by Boss Nass, and throughout the entire story, they fluctuate between obsessing over finding it and forgetting what it is. They also (humorously) forget it's name various times. [[spoiler: It turns out to be a Macguffin that was part of the GM's plan all along.]]
-->'''Jim (as Padme):''' Y'know, that Orb of Fantastic Irrelevance.
* In ''Webcomic/{{Godslave}}'', Anpu tasks Edith with retrieving his eight missing ''[[AnatomyOfTheSoul ba]]'' so that he may return to his full power.

[[folder: Web Original ]]
* ''[[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games_p2/#18 This]]'' submission to a {{Website/Cracked}} photoplasty contest. In case the link doesn't work, it's number 18.


[[folder: Western Animation ]]

* An old ''Foghorn Leghorn'' cartoon perfectly demonstrates the multi-layered Fetch Quest (a kind of ChainOfDeals) years before computers games started using them. The chicken hawk wants to capture Foghorn, and the dog says he'll tell how to do it if he'll just get him a bone. The cat knows where a bone is, but he wants a fish for his troubles. The mouse will provide a fish, but he needs some cheese first, leading to:
-->'''Chicken Hawk''': I wonder what the cheese will want!
* ''WesternAnimation/EdEddNEddy'' has an entire episode revolving around the Eds getting things from one person, to the other, to the next, sometimes traveling to someone's house again for something completely different, all so they can get an egg. So they can grow a chicken. So they can get more eggs. ''So they can have an omelet for breakfast.''
* Similarly, an episode of ''{{Chowder}}'' has the title character losing his NiceHat and having to go through a chain of deals to get it back... the last item in the chain being the very hat he was trying to get back.
* In one episode of ''WesternAnimation/TotalDrama Island'', the challenge requires the contestants to capture an animal of assigned type and bring it unharmed to a cage at the camp.
* An episode of ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' has a subplot involving Rainbow Dash and Fluttershy running all over a swap meet trading items just to get a rare book.
* [[GodSaveUsFromTheQueen The Earth Queen]] sends Korra and Asami to collect some tax money in exchange for information in Season 3 of ''WesternAnimation/TheLegendOfKorra''. They run into trouble in the form of a motorcycle gang, but manage to fight them off (although Korra is less than hopeful that the gangsters were the bad guys in the situation), and the Earth Queen claims to know nothing when Korra returns (reducing Korra to little more than an errand girl and seriously pissing her off).