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Pre-release analysis. The valley is confirmed as the opening map and the tutorial zone. Its collectible counts and coordinates are not published, so this page gives the order to do things in and the rules that decide what you can still collect later.
What the valley is for
This is where the game teaches you, by sequencing rather than by text. Four firsts happen here: you wake up, you meet mobs, you touch a bell, and you pick up a starter weapon plus a few potion bottles.
Treat it as a lab, not a corridor. The habits you build here — parry timing on plain attacks, when to spend Sha-Chi, when to swap weapons — are the ones the first real boss will test. Speed-running it costs you the practice.
Route, in the order you can walk it
- Pick up the starter weapon and every potion bottle before your first fight.
- Fight the first mobs with plain attacks only. No Sha-Chi attacks, no ultimates. The goal is parry timing, not damage.
- When the path narrows and the water is on one side, you are near the first bell. Touch it.
- Sweep the side paths before you take the exit. The seven collection types start here, and later maps assume you can afford upgrades.
- Re-walk the camp and water line once you have your second weapon. Some doors read as scenery on the first pass.
- Leave through the far exit only after the bell is active, so a death costs a short walk, not the zone.
The bell rule
The bell is the single most valuable object in the area, and it is not a checkpoint in the usual sense.
- First touch clears the fog around it on your minimap. That is how you find the rest of the zone.
- Interacting restores combat resources. Free heal, no bottle spent.
- Bells connect to each other, so touching a second one shortens every return trip.
- A fast-travel item works from anywhere. Save it for a route you have cleared.
Seven collection types
The map screen tracks completion by percentage, so you can audit your own sweep instead of trusting a guide count.
| Type | What it does | Priority here |
|---|---|---|
| Bell | Fog clear, resource refill, travel node | First — everything else depends on it |
| Weapons and Phantom Edges | New movesets, shield breakers, exploration tools | High — one extra blade changes the whole zone |
| Accessories and potion bottles | Passives and a second/third consumable | Medium — takes effect immediately |
| Challenge sites | Timed or restricted fights for rewards | Low first pass, high on return |
| Sha-Chi amber shards | Raises the Sha-Chi cap by 10% per pickup | High — the bar you spend all game |
| Blackstone shards | Raise attack and shield pressure by 10% per pickup | High — break windows get shorter |
| Memory flowers | Raises the health cap by 10% per pickup | Medium — survivability, not tempo |
Missable
- Hidden battle points do not appear until you are close. A clean sweep of the water line and the camp catches most of them.
- Side quests in this game can expire. Some are unrecoverable once you pass their trigger, and the valley holds the first one.
- Completion percentage is the only honest check. Under 100% with no icons left means a hidden point.
FAQ
How many collectibles are in the valley? Unpublished. The map screen shows a total and a percentage; counts come after launch, not estimates.
Can I come back later? Yes, via bells; the zone stays open. Missable quests are the exception.
Do I need a Phantom Edge to finish the valley? Not for the main path. Phantom Edges open optional routes and shield-heavy enemies, and the first one you find is worth testing on the return trip.
Last checked 23 Oct 2026.