Collectibles & Secrets#

Collecting in this game leans “scattered”: instead of ticking boxes on a checklist, items are sprinkled through the side paths of each zone, waiting for you to stumble into them. The most effective way to learn how much you’ve missed is not hunting down itemized lists - it’s sweeping every side path in your current zone.

Collectible Categories#

The collectible items in the game fall into roughly nine categories, spanning documents, recipes, seeds, supplies, and codes and keys. Their uses come in three flavors: trading for rewards, unlocking recipes, and piecing together the lore.

Category What it’s for
Documents & paintings Lore fragments; the story’s outline gets much clearer once you’ve read them
Handbooks & recipes Unlock craftable or upgradeable items
Seeds Plant them back at base to build a food supply
Supplies Usable as-is
Codes & keys Open safes and specific locked doors
Skill sprouts Some added in later updates; grant skill points
Amber nodes Became breakable after an update; a resource-type collectible
Talismans Equippable buff items
Dragon-vein shrines Facilities tied to supplies and healing items

Guardian Statues#

Thirty guardian statues are scattered across the game, and every one of them can be talked to. They aren’t consumable collectibles but narrative vessels - and the cheapest line into the story before a second playthrough.

Practical advice: read each one the moment you see it. Statues don’t require a dedicated hunting trip, but once you’ve pushed past a chapter and circle back, finding them costs far more.

Safes and Codes#

Safes are gated by color, and the keys and codes are scattered through the exploration content of the matching zone.

Type Notes
Red key Opens one class of safes; grab it early and you can bring it back to early zones and open them
Blue, yellow, and other colors Open safes with different gates, unlocking as you progress
Elite codes Open the higher-value chests, usually found in late-game zones

The conclusion is blunt: note the location of any chest you spot on the map, then come back once you hold the key. Working out how to force one open without a key is a pure waste of time.

Hidden Side Content and Hidden Areas#

Beyond the main line and zone side quests, the game buries a small amount of hidden content whose triggers are usually “bring a certain thing to a certain place” or “act in a specific order.” Such content never appears in the quest log and offers no prompt - which is exactly why “sweep more side paths” gets repeated so often on this page.

Achievements and the Platinum#

Item Details
Achievement count Forty-plus, roughly mirroring in-game progress
Main line length Around thirty hours
Platinum requirements Two playthroughs required; the second inherits part of your progress
Missables No strict missable limits; anything skipped in the first run can be picked up in the second
New Game+ extras Zone skipping and higher-difficulty options (some added in later updates or planned for the future)

Collecting Route by Stage#

Stage Advice
First playthrough Only collect what comes easily. Clear side paths, read statues, open the chests you can
Before NG+ Cross-check the category list and fill in documents, recipes, and seeds
Second playthrough Focus on the high-gate safes, hidden side content, and remaining achievements

The reason you shouldn’t chase a full collection on the first run: some content depends on late-game abilities and keys, and forcing it badly slows your pace while paying back little.

If you want to know Go read
How to find side paths in each zone Areas & Chapters
What each material is for Materials & Items
How to split growth resources Progression & Resources

Collectibles Cheat Sheet#

Category Scale Main locations Advice
Guardian statues Thirty Spread across every zone Read on sight
Dragon-vein shrines Many Zone side paths Activate whenever you pass
Safes Tiered by color Deep in zones and at side quest endpoints Come back with the key
Documents & paintings Scattered Inside buildings and near camps Grab in passing
Handbooks & recipes Scattered Side quests and exploration rewards They shape what you can craft
Seeds Many spots Field gathering Plant them at base
Amber nodes Many spots Breakable after the update Pure resource; collect on the way
Skill sprouts One per zone Added in an update Grant skill points; grab first
Talismans Random drops Enemies and chests Duplicates can be sold

Second-Playthrough Completion Order#

If the first run wasn’t a full clear, filling the gaps in this order on the second is the most efficient.

Order Task Why
1 High-gate safes They need late-game keys; the first run rarely opens them all
2 Hidden side content Triggers are obscure; experience makes round two far easier
3 Remaining documents & paintings Numerous but cheap; sweep them in passing
4 Remaining achievements Mostly overlap with the above; close them out last

Don’t Chase a Full Collection on the First Run#

Three reasons:

Reason Explanation
Some content needs late-game abilities Forcing it drags your pace badly
Rewards cluster in the mid-to-late game Early collecting pays back at a low ratio
No missable limits The second run can fill everything in; nothing is unrecoverable

Treat the first playthrough as “learning the systems and the story” and the second as “completion” - the experience flows far more smoothly that way.

Last updated: 2026-09-24.

内容最后验证于 2026-07