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Side Quests in Nier: Automata are covered on this page. Side quests can be acquired in the Resistance Camp and other hub locations as you complete main quest steps and unlock new regions.

Notes: Completing the main quest 'Missile Supply Mission' will make most sidequests in the game unavailable until the next playthrough.

This table is presented by in-game log order. You can change the sorting by clicking the header of each column.

Quest Name

Giver

Rewards

Sartre's Melancholy

Machine Village: Sartre  

Machine Examination 1

City Ruins: 9S  

Machine Examination 2

City Ruins: 9S  

Family Squabble

Machine Village: Mother Machine  

Animal Care

Forest Zone: Animal-loving Machine  

Turf War

Forest Zone: Animal-loving Machine

Robo Dojo--White Belt

City Ruins: Father Servo

Robo Dojo--Brown Belt

City Ruins: Father Servo  

Robo Dojo--Black Belt

City Ruins: Father Servo  

Robo Dojo--Red and White Belt

City Ruins: Father Servo  

Robo Dojo--Red Belt

City Ruins: Father Servo

Lost Girl

Machine Village: Big Sister Machine

The Supply Trader's Request

Resistance Camp: Supply Trader

The Manager's Request

Resistance Camp: Manager

Camp Development

Resistance Camp: Anemone  

Anemone's Past

Resistance Camp: Anemone  

Amnesia

City Ruins: Resistance Member  

Resistance Disappearance

Resistance Camp: Resistance Member

Jackass's Research

City Ruins: Jackass

Improving Communications

City Ruins: Commander
  • Recover all your equipment from starting area.

Investigating Communications

City Ruins: Operator 60  
  • 320 EXP

Terminal Repairs

City Ruins: Operator 60

Find a Present

Inbox: Operator 60

Data Analysis Freak

The Bunker: Operator 210

Data Analysis Freak 2

Inbox: Operator 210

Lord of the Valley

Forest Zone: Canyon Machine  

Vanquish the Bad Bot

Machine Village: Pascal

Play With Us!

Machine Village: Machine Children  

Storage Element

Machine Village: Pascal  

Half-Wit Inventor

Machine Village: Scientist Machine

Idiot Savant

Machine Village: Weird Machine

Game Dev Machine Lv 1

Amusement Park: Game Creator Machine

Game Dev Machine Lv 2

Amusement Park: Game Creator Machine  

Game Dev Machine Lv 3

Amusement Park: Game Creator Machine  

Speed Star

City Ruins: High-speed Machine

Emil's Memories

City Ruins: Emil  

Photographs

Resistance Camp: Resistance Member  

11B's Memento

The Bunker: 16D

Treasure Hunt at the Castle

Machine Village: Weird-talking Machine

The Wandering Couple

Machine Village: Resistance Member

Data on the Old World

Machine Village: Pascal  

Culinary Researcher

City Ruins (Forest Camp): Resistance Supply Trader

YoRHa Betrayers

City Ruins Operator 60

Reconnaissance Squad

Forest Zone: 4S

Devola's Request

Resistance Camp: Devola

Popola's Errand

Resistance Camp: Devola

The Twins' Request

Resistance Camp: Devola

Heritage of the Past

Desert Zone: Resistance Researcher

Retrieve the Confidential Intel

City Ruins: Resistance Member

Sorting Trouble

Resistance Camp: Resistance Member  

Sorting Trouble 2

Resistance Camp: Resistance Member

Sorting Trouble 3

Resistance Camp: Resistance Member

Stamp Collecting

Amusement Park: Receptionist Machine

Parade Escort

City Ruins: Active Machine  

Gathering Keepsakes

Resistance Camp: Resistance Member  

The Weapon Dealer's Request

Resistance Camp: Weapons Trader

The Recluse

Machine Village: Overprotective Machine

The Recluse Stays Home

Machine Village: Overprotective Machine

The Permanent Recluse

Machine Village: Overprotective Machine

 




    • 28 May 2017 22:08  

      Most side quests add depth to or reveal important sides of the main characters, along with subtly explain why certain key characters are the way they are (YoRHa Betrayers, Wandering Couple, 11B's Memento, Jackass' Research, Find a Present, Data Analysis Freak 1&2, etc, etc). Some attempt to break the fourth wall or take a playful jab at the player, without breaking the immersive experience (Stamp Collecting, Father Servo, Game Dev Lv 1-3, and Parade Escort are some good examples of this). Some become more meaningful or even dubious after a second playthrough (Retrieve Confidential Intel is particularly chilling--did they really get killed by machine lifeforms or did Command cover up a dispatch?). Some refer to original Nier (Emil's Memories, Heritage of the Past). There's really a bit of everything you could ask for in an RPG, and sure there are going to be side quests you don't particularly enjoy, but perhaps knowing the above makes the side quests more palatable.

      Yoko Taro and his team didn't squander time away with meaningless side quests meant to glaze your eyes over on. Some of them are pretty tedious or text heavy, but hey, you're playing a game with instances of unavoidable purple balls of doom. So to whoever wrote that inflammatory comment down there, or anyone who begins thinking that way, this long comment as a way to explain these side quests that somehow deem the comment that the developer(s) "must be crucified, burned at stake, eviscerated with a dull broken spoon and be hanged with his own intestines"? This comment is for your benefit. Hope. This. Helps.

      • 21 May 2017 23:16  

        Hi, I'm playing route A now and i missed a lot of secondary quest because i decided to do a main mission. I know that i can't replay route A until i have beaten the game with 9S and 2A and i was wondering if the sidequest are the same in all routes? are some exclusive to route a,b or c?

        • 13 May 2017 23:05  

          Whoever designed side quests in this game must be crucified, burned at stake, eviscerated with a dull broken spoon and be hanged with his own intestines. By all the gods that exist, does not exist and may someday exist, these are the most horribly written, dull and boring side quests i have ever played. I mean the contrast the side quests have with the games main storyline is amazing. It is as if the developers are trying to tell us that "dont waste your time on these stupid fetch quests and bullet sponge mini bossess, but playe the main story damn it!".

          • 22 Mar 2017 01:38  

            I don't understand what shared quest I'm missing. I've got 59/60 quests done, I've done Emil's Determination, and I've cross-referenced every quest on the list with my own... the only one that doesn't show up on my completed list is Improving Communications. I'm not sure how to trigger it; apparently the commander gives it somehow? I don't understand how these shared quests work, either.

            • 12 Mar 2017 13:31  

              There's a quest missing and I can't figure out which one. This is 59/60 quests and to my dismay it's missing the very same one I can't seem to find, a Shared Quest unlocked sometime after visiting the Forest Castle.

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