Combat & QTEs

For Killigan’s Treasure Public v0.57a. Days follow the dates shown in each region.

Combat quick reference

Complete the QTE, then read the opponent’s dodge or block feedback before choosing your next action. Find fights below by region and Day.

Before a fight

Check worn gear in Equipment and attributes in Stats. Make a regular save before comparing branches. After camp repairs, check that gear is equipped.

QTE input reference

In QTEs settings, choose No Rapids for easier rapid tapping or None for automatic standard QTEs. Device controls and settings.

Show the five common QTE inputs
Prompt / type What to do
Tap rapidly! Repeatedly click the on-screen button or press Space. No Rapids changes this to Hold till Fully Charged!; hold instead.
Hold to Charge up! Hold the button, then release in the target area.
Timing bar Watch the moving bar and click the button in the target area.
Wait for the "!" Wait for the exclamation mark before pressing the button.
Hold and keep it steady!! Hold and release to adjust the bar, keeping it in the target area until the interaction ends.

Redroot Wilds

After leaving Redroot, follow the encounters on Days 2, 5 and 8.

Day 2 → Day 5: creatures on the road

In both fights, choose Attack it, complete the charge input, then handle the enemy-turn reaction prompt. Punches weaken the creature; an escape opportunity at low health also lets the journey continue. Winning, escaping or losing all return to the story, with extra Ouros for a victory. Check and repair damaged gear at night; reload a pre-fight save to compare outcomes. Wilds journey.

Day 8: Bijouk and Cabotte’s invitation

Make a regular save before the cry for help and equip Belt. Cabotte’s invitation that night requires beating Bijouk and still wearing Belt afterwards. Follow the current actions and QTE prompts during combat, then check Belt’s worn state.

Losing, or winning after Belt has come off, gives and equips Marchanide Langou before the story continues. Winning with Belt still worn can lead to the inn invitation; choose Sure to enter the scene. Reload the pre-cry save to compare equipment and invitation outcomes, and save again after receiving the invitation to compare scene branches. Local conditions and the two scenes.

Aris

The Day 2–3 story encounters come first, followed by Coliseum training, the Day 9 Summit and the Day 10 event.

Day 2: first encounter with Zhokhar

Choose an action when Attack him, Talk to him and Defend appear to continue the confrontation. Follow the story choices after Macsen intervenes, then escape back to the academy. Later relationship decisions are covered under Relationships. Save before the encounter to compare these responses.

Day 3: three rounds with Elise

This spar introduces round scoring: score when you hit and your opponent does not; both hitting or both blocking gives a tie. Choose Punch to the gut for a charge, Elbow in the side for a timed click, or Shoulder against her for a reaction input. All three can land when performed successfully; complete the strength-based defense afterwards.

Check the stat results and Ouros Elise gives you, then continue the local story. Reload a regular save from before the spar to compare actions, scores or rewards. Early Aris journey.

Days 5–8: planning arena training

Each Coliseum entry costs two slots and allows at most two spars. Rematch or change opponents after the first bout; leave after the second. For Prime Attire, finish one spar with each of Matagoffe, Tofi and Atama, regardless of the result. Allow at least two visits. See the four prerequisites for the other preparations and the first-entry reward window on Days 7–8.

Wagering is optional: a win earns the stake, a loss costs it, and a tie changes nothing. Higher wagers also make the spar harder. For practice or completing an opponent requirement, start without a wager and keep money for supplies. Check the results afterwards and switch to a missing opponent after the first bout. Reload a pre-entry save to compare strategies or schedules.

Matagoffe: distract him through conversation

During training, choose Talk to him and answer Handsome at the first question to distract him. Then choose Punch to his gut and complete the charge: a successful punch can connect. Defend in each round. Check the score and stats afterwards; finishing the spar completes the Matagoffe requirement for Prime Attire. Reload a save from before this bout to compare conversation responses.

Tofi: keep landing punches, then defend

During training, choose Punch to his gut and complete the QTE. He may parry the first successful punch. After that narration, keep using it: later successful punches can hit. Defend after attacking in every round; landing a hit and blocking his attack wins the round.

Check the score and stats afterwards. Finishing the spar completes the Tofi requirement for Prime Attire, leaving you free to plan other activities. Reload a pre-bout save to practise or compare outcomes. Aris journey.

Atama: disrupt his vision, then punch

During training, choose Outsmart him first. Once the kicked-up dirt disrupts his vision, switch to Punch to his gut and complete the charge; a successful punch can connect. Defend afterwards in each round. Check the score and stats at the end; finishing the bout completes the Atama requirement for Prime Attire. Reload a pre-bout save to compare actions.

Day 9 Summit: qualifiers → champion rounds → Zhokhar

Check that Summit Attire or Prime Attire is worn and make a regular save before competing. The physical attire worn in the competition is removed afterwards; see Equipment for mementos and appearances.

The qualifiers begin with three spars, followed by the log toss and jump. Spar actions are Punch, Dodge and Counter: punch and then defend, or dodge/block first and complete the charge counterattack. Scores affect ranking and dialogue before the story reaches the champion challenge. A failed log toss offers one retry.

The champion rounds progress through Tofi → Atama → Matagoffe. A loss ends that opponent sequence early and moves on to Zhokhar’s challenge. The actions become Gutpunch, Risky Strike and Timed Bash, with different approaches for each opponent:

  • Tofi: use Timed Bash and complete the reaction input; once his rhythm is disrupted, use Gutpunch and complete the charge. Defend in each round.
  • Atama: use Risky Strike and complete the timed click to break his guard, then switch to Gutpunch. Handle his return attack afterwards.
  • Matagoffe: the first successful Gutpunch can hit, after which he adapts to it. Focus on each round’s timed dodge and follow the score through the match.

Zhokhar’s challenge and the subsequent story encounter continue the main plot. Follow the current actions and QTE prompts, then check the related Memories. Reload a save before the relevant match to compare scores or performances. Summit and Day 10.

Day 10: hold the line and follow Binini’s plan

In the creature encounter after graduation, choose Dodge for a timed dodge or Defend to control the defense bar while holding off its attacks. When Binini proposes his plan, follow the reaction, charge and timing prompts to continue the story. Check the stat results and gear afterwards. The images appear with the main plot; save before fighting to compare input outcomes. Regional guide.

Crystal Plains

Ordinary Echo fights come first, followed later by the story encounters with Sir Dion and a Bovolian.

Days 2, 4 and 7: Echo battle reference

Days 2 and 4 can feature different Echo types; Day 7 features an Arcanics Echo. The ordinary actions are Attack, Evade and Defend. Read the opponent’s behavior and enemy-turn prompt, then use the matching input.

Opponent and visible behavior Approach Key input
Airinetics Echo: evasive; direct attacks miss Choose Evade; a successful dodge weakens it, while failure hurts you Click as the bar reaches the target; its return attack also uses a timed dodge
Hydronetics / Solinetics Echo: bears down with force on its turn Use Attack to strike, then hold your defense against its return attack Charge to attack; hold/release to control the defense bar
Phytonetics Echo: suddenly rushes you Use Attack to strike, then react to its return attack Charge to attack; wait for ! before pressing
Pyronetics Echo: moves erratically to draw out a strike Use Attack to strike, then prepare to intercept its return attack Release in the charge target area
Arcanics Echo: powerful impact Use Attack to strike, then hold it off Charge to attack; rapidly tap for its return attack, or hold with No Rapids

Victories give extra Ouros; companions help after a loss and the journey continues. Check damaged gear afterwards, repair it at camp and check worn state again. Reload a pre-fight save to practise against the current Echo. Crystal Plains journey.

Day 9 → Day 10: Sir Dion and the Bovolian

On Day 9, follow Attack, Evade, Defend and the on-screen prompts in the first Sir Dion encounter; afterwards, companions help and the story reaches camp. On Day 10, face the Bovolian first, then Sir Dion again. Follow the changing action prompts through the shared crisis and aftermath.

The dreadstone Memories appear along the main plot. Save before fighting to compare immediate actions and dialogue, then continue with the later Crystal Plains sequence and ???.

Shieldfall Vale

An Echo fight occurs on Day 5. Use the Echo reference for the current type. A win gives extra Ouros; companions help after a loss and the evening camp follows normally. Save before fighting to compare results, then check gear and arrange repairs. Plan companion conversations separately with the Vale journey.

Spiceport

The fights and chase below occur during the Day 8 departure. For Fishing, beach activities and racing, use the regional activity guide.

Day 8: Banni → soldiers → chase

Fight Banni first, then soldiers in the streets, with Attack, Evade and Defend. Follow the attack and defense prompts through the encounters; companions intervene and the escape continues. The chase then uses rapid tapping, timed clicks and reaction inputs.

At the respite that opens Equipment, check your gear and equip a weapon before confirming that you are ready. Check stat results and gear after the fights; the Day 8 main-story Memories appear during the departure sequence. Make a regular save before these encounters to compare actions or equipment outcomes. Day 8 departure reminders.

Later on Day 8: Sir Dion again

After the chase and equipment check, confront Sir Dion again. When Charge, Blitz and Strike appear, choose the current actions to reach the subsequent conflict and departure. Save before the confrontation to compare this sequence; when Equipment is available after leaving, check damaged items and your weapon again. The next journey.

Blueleaf Grove Day 11

Make a regular save before the spar. This three-round fight with Zhokhar temporarily stows your weapon. Choose Frontal Assault or Sucker Punch to try landing an attack, complete its input, then defend. He dodges a Weighty Wallop attack; Wits still governs the final round’s defense.

A win, loss or tie all continue the journey. Killigan winning shows the Memory of Zhokhar falling; Zhokhar winning shows Killigan falling; a tie shows both. Reload the pre-spar save to compare images. Handle the later relationship scene through its own local choices. Full inputs and follow-up choices.