Horizon Forbidden West‘s 10 Best Quests

The latest non-sadistic open world game is here in the form of Horizon Forbidden West, and with it comes a huge batch of side quests. With 28 full-fledged quests along with 20 more “errands,” not to mention all of the collectibles, dungeons, puzzles and combat challenges, it can be easy to get overwhelmed by the sheer amount of “stuff” to do. While we definitely recommend you do all the Tallneck and Cauldron missions, easily the most fun with the best rewards, a lot of the other optional objectives can be pretty hit or miss. That’s why we played through all of Horizon Forbidden West’s side quests so you don’t have to, listing the 10 best side quests the game has to offer in order of their recommended levels.
The Gate of the Vanquished
Recommended level: 15
This quest isn’t that involved, but we selected it because it’s one of the only times you make a choice that has a direct impact on the story. You unlock this quest after doing a series of quests where you get to know two competing members of the Tenakth tribe, Drakka and Yarra. Drakka is a passionate fighter who distrusts his tribe’s commander, Yarra, as she hides the fact that her tribe is running out of water and refuses to ask for help. Drakka challenges Yarra to a battle, gathering support from other people dissatisfied with Yarra’s leadership.
When you meet up with them, you are forced to choose which side to support, which becomes the death of the opposing side. Neither of the two are clearly good or evil and the reward at the end is the same, so the only deciding factor is who you like better. Having the other character die because of your choice adds some personal flavor to the mission, and you’ll get one final errand with the survivor as they contend with their continued or new leadership.
The Roots That Bind
Recommended level: 15
Although climbing up and along ledges was common in Horizon Zero Dawn and just about every other modern first-party PlayStation title, Forbidden West incorporates it a lot more thoughtfully, encouraging the player to plan how they navigate through tricky segments instead of blindly pushing the analog stick in a direction while they watch the character make impossible jumps.
This is evident in a few quests in particular, especially “The Roots That Bind,” where Aloy helps out a small village that’s been under attack from Tenakth raiders. The quest has you navigate a cave where progress isn’t immediately obvious, which makes the feeling of finally reaching the top more satisfying.
Signal Spike
Recommended level: 16
One of Forbidden West’s longer quests, “Signal Spike” has Aloy meet up with a similarly curious tinkerer named Silga, who finds a broadcast message from the Old Ones (humans before the apocalypse that caused humanity to reset) that’s too garbled to decipher. Thus, you have to go to three high-up points in order to triangulate the message’s origin. The quest has you travel around quite a bit and climb to some of the game’s tallest points, which gives a good excuse to see some of the game’s most impressive vistas and then glide down from them with the Shieldwing Glider.
A Soldier’s March
Recommended level: 18
Another quest where there’s a lot of climbing, this one has you chase after a scrawny Tenakth member who attempts a brutal climb as part of a ritual after years of being viewed as inferior due to his stature. The set-up is similar to Aloy’s origins in Zero Dawn, where she is viewed as an outcast and has to prove herself through a deadly trial. Helping out someone in a position similar to Aloy’s in the original game reminds her of her roots, and the quick bond between the two is just really sweet.