Quests & Side Content#
The quest structure is simpler than it looks: one main line runs through thirteen chapters, flanked by three optional tracks - zone side quests, companion bond conversations, and guardian statues. What actually needs attention is “when to do what” - because side quest rewards feed growth directly.
Main Line Pacing#
| Stage | Chapters | Character |
|---|---|---|
| Opening | Chapters 1-3 | Tutorial-heavy; bosses reappear repeatedly to drill the basic loop |
| Expansion | Chapters 4-6 | Zones get more complex, side quests multiply, growth pressure rises visibly |
| Mid-game | Chapters 7-9 | A steep numbers curve; under-geared or under-skilled setups will wall |
| Convergence | Chapters 10-13 | Dense enemy setups and a quickening story pace |
The main line advances one way only: push into the depths of a zone, defeat the giant enemy holding it, take its ability. What actually makes the pacing comfortable are the three side tracks threaded in between.
The Three Side Tracks#
| Type | Content | Reward direction | Advice |
|---|---|---|---|
| Zone side quests | Small quests attached to each zone | Stat points and upgrade materials | Finish them in the moment; don’t defer |
| Bond conversations | Daily interactions and dialogue with your companion | Koo’s cooperation efficiency plus story texture | Knock them out whenever you’re back at camp |
| Guardian statues | Talkable statues scattered across zones | Lore fragments and some rewards | Read on sight; the cost is nearly zero |
Why Zone Side Quests Shouldn’t Wait#
These quests pay exactly stat points and materials - the two things you’re shortest on in the next zone. Deferring them costs more than the walk back: it means grinding through the chapters in between on inadequate stats and inadequate materials.
Combine that with the earlier point that “the developers’ statements about returning to old zones have been inconsistent,” and the safe play is clear: enter a zone, clear the side quests first, then fight the boss.
Bond Conversations#
Koo’s bond levels advance through everyday interactions, and the payoff is cooperation efficiency - smoother damage windows in combat. The cost is nearly zero: interact while resting at camp and you’re done.
One update tweak is worth noting: certain bond conversations that used to retrigger back-to-back are now limited to once per day. That curbs the “cutscene pileup” problem and has no effect on advancing the bond itself.
Guardian Statues#
Thirty talkable guardian statues are scattered through the game. They aren’t consumables in the collectible sense but narrative slices distributed across the world - read them and the shape of the world comes into much sharper focus. Read on sight; no dedicated hunting required.
Missables and the Official Line#
On the subject of “missing things,” the developers’ own statements have contradicted each other over time. So this guide errs conservative:
| Content | The safe play |
|---|---|
| Zone side quests | Finish them in the moment |
| Camps and shortcuts in the zone | Open them as you go to avoid wasted trips later |
| Collectibles | Grab on sight; dedicated collecting is best left to NG+ |
| Pre-boss dialogue | Listen first if you want it; don’t fight before you do |
The good news: the platinum carries no strict missable limits - the second playthrough can fill in whatever the first one missed.
How Quests Feed Growth#
Quests aren’t “extra content bolted onto the story”; they and progression are one system:
- Zone side quests → stat points and upgrade materials → decide whether you can beat the next chapter’s boss.
- Bond conversations → cooperation efficiency → decide how long your damage windows stay open.
- Guardian statues → the lore → decide whether the back half of the story makes sense to you.
Related Pages#
| If you want to know | Go read |
|---|---|
| What each zone looks like | Areas & Chapters |
| The bosses behind those quests | Boss Fights |
| The full collectibles list | Collectibles & Secrets |
Quest Type Cheat Sheet#
| Type | Skippable? | Rewards | When to do it |
|---|---|---|---|
| Main line | No | Story progress, ability unlocks | Push at your own pace |
| Zone side quests | Yes | Stat points and upgrade materials | Within the same zone visit |
| Bond conversations | Yes | Cooperation efficiency and story texture | Fold into every camp rest |
| Guardian statues | Yes | Lore fragments and some rewards | Read on sight |
| Hidden content | Yes | Special rewards | Triggered naturally while exploring |
Pacing Advice by Stage#
| Stage | Pacing advice |
|---|---|
| Chapters 1-3 | Slow down. The tutorial zone’s mechanic notes are worth reading in full, and the boss movesets worth drilling |
| Chapters 4-6 | Keep side quests current, or your growth visibly falls behind |
| Chapters 7-9 | The curve steepens; if walled, fix upgrade caps and skill thresholds first |
| Chapters 10-13 | Push forward; leave collecting and leftover quests for NG+ |
What If You Can’t Finish the Side Quests#
Start with one judgment call:
| Situation | Handling |
|---|---|
| Just don’t feel like running around | Do them anyway - they pay the stat points and materials your next chapter needs most |
| Can’t beat the quest target | Your growth is behind; go back and shore up upgrades and skill thresholds |
| Target is in another zone | Note it down and handle it in passing once the main line reaches that area |
| Already in the endgame | Save them for NG+; a first-run full clear isn’t mandatory |
The platinum has no strict missable limits - a rule that keeps “unfinished side quests” from ever becoming an unrecoverable loss.
Last updated: 2026-09-24.