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.
Related Pages#
| 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.