Quests
Your Bizarre Adventure quest walkthroughs - the 17-part main storyline, side quest level gates, the two Heaven's Plan branches and the long Stand questlines.
Introduction
Quests are where Your Bizarre Adventure hides most of its content, and the structure is not obvious from playing. There is a main storyline that runs seventeen parts through Part 5 characters, a separate set of side quests that unlock purely by character level, and a third category of long Stand questlines that end in evolutions you cannot get any other way. The three behave differently, and the mistake players make is treating them as one list. Side quests are the ones to sweep as soon as they open, because they are short and their gates are fixed. Stand questlines are the ones to check before starting, because several have prerequisites in other systems - a fighting style equipped, a specific Stand held, or an item that only counts if you obtain it after the quest begins. And everything interacts with Prestige, which wipes all quest progress when you reset.
Quest Types & Gates
| Type | Scale | Gate | Notes |
|---|---|---|---|
| Story Quests | 17 parts | Sequential through Part 5 characters | Ends with a Diavolo fight |
| Side Quests | 10 named NPCs | Level gates from 1 to 35 | Independent chains; sweep whatever is open |
| Stand Quests | 7 chains | Varies - some need a style, a Stand or a boss drop | Route to C-Moon, The World Over Heaven and similar evolutions |
| Heaven's Plan | 2 branches | Branch depends on which Stand you have equipped | Item pickups only count if obtained after starting |
Quest Chains
Main Storyline
17 parts through Part 5 characters
Level-Gated Side Quests
Ten NPCs from level 1 to 35
Will Anthonio Zeppeli
The quest that kills vampires
Stand Questlines
The routes that end in evolutions
Heaven's Plan - Two Branches
Which route you get depends on your Stand
Tusk Chain Dependencies
A questline that needs a fighting style
Core Mechanics
Side quests run on a level schedule rather than a story order. Officer Sam opens at level 1 and Deputy Bertrude at 10, which covers the opening. Homeless Man Jill and Abbacchio's Partner both open at 15, Darius and Dracula at 20, and then the difficulty steps up: Will Anthonio Zeppeli at 25 can kill a vampire on contact, Doppio and Kars open at 30, and DIO opens at 35. Because there is no in-game list telling you which are currently available, sweeping every NPC whenever you cross a gate is the practical approach. Stand quests work differently. They are prerequisites for specific Stands, so they tend to be started deliberately: the Tusk line needs Spin equipped for one step and a randomly spawning NPC for another, and the C-Moon route starts from a Green Baby applied to Whitesnake. The Heaven's Plan is the most conditional chain of all, because it splits in two depending on what you have equipped - one branch requires C-Moon and the other requires The World - and Dio's Bone and Jotaro's Disc only progress the quest if you obtain them after starting it.
Advantages
The quest structure is friendly to players who like to plan. Side quests are gated by level alone, so you can predict exactly when new work becomes available and route your grinding toward those breakpoints. The main storyline spans seventeen parts, which is a substantial amount of structured content that also functions as a cash source along the way. Stand quests reward the specific thing you were already chasing rather than giving generic loot, so effort spent on them converts directly into a Stand you cannot obtain from a random arrow. The Heaven's Plan branches are also genuinely distinct - one route needs C-Moon and the other The World - which means the endgame questline is not a single corridor everyone walks. Finally, most quest steps can be completed with whatever Stand you happen to hold; the boss fights, duel wins and Steel Ball Run kills the chain asks for are not restricted to a specific Stand, which keeps the route open even for players who dislike rerolling.
Challenges
The trap in this system is that quest progress is the one thing Prestige destroys permanently. Your level resets to 1, but so does every quest state, including a Heaven's Plan chain you may have spent days assembling. That makes the order of operations the single hardest part of questing: starting a long chain and then resetting wastes the whole run. Individual steps carry their own hazards too. Will Anthonio Zeppeli's quest instantly kills vampires, which is a punishment with no in-game warning attached. Some steps depend on other systems being set up first - the Tusk line needs Spin, which a Vampire cannot hold, so a race decision made early can quietly close a questline. Others depend on randomness: Tusk ACT 3 requires speaking to an NPC who spawns randomly, and being the first player in the server to reach them. Most frustrating of all, item collection steps have a timing clause. Dio's Bone and Jotaro's Disc only count if obtained after you start the quest, so a prepared player who picked them up early has to farm them a second time.
Frequently Asked Questions
Does Prestige reset my quests?+
Which quests should I do first?+
Why can I not start the Tusk quest?+
What are the two Heaven's Plan branches?+
Quick Tips
Never start a long questline right before a Prestige. The reset wipes all quest progress, so a Heaven's Plan chain you have half-finished simply disappears. Check how close you are to your level cap before accepting anything long, and if you are near it, reset first and then start the quest on the fresh character.
Check your race before accepting Will Anthonio Zeppeli's quest. It opens at level 25 and will instantly kill you if you are a vampire, with nothing in the interface warning you. There is no reward worth that, so skip it or switch back to Human first. Switching back to Human first is cheaper than losing the quest progress to an outright death.
Verify quest item pickups happened after the quest started. Dio's Bone and Jotaro's Disc only count toward the Heaven's Plan when obtained post-acceptance. Players who hoarded items early end up re-farming them, so note the moment each one enters your inventory. It only matters for the Heaven's Plan steps, so the check is quick once you know where to look.
Sweep NPCs by level rather than following one chain. Officer Sam at 1, Deputy Bertrude at 10, Homeless Man Jill and Abbacchio's Partner at 15, Darius and Dracula at 20. The chains are independent, so the fastest route through the early game is doing everything currently open. Each one is short on its own, and together they are the steadiest early cash source in the game.
Confirm you can equip the required style before starting a Stand quest. Tusk ACT 2 needs Spin, which a Vampire cannot hold, and the C-Moon route needs Whitesnake as the base. Starting a chain you cannot finish consumes the prerequisite item for nothing. The prerequisite item is consumed either way, so the check has to happen before you spend it.
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