QuestsintermediateUpdated: 10/17/2026

Your Bizarre Adventure YBA Storyline Quests: All 17 Chapters

Speed through the YBA storyline with every quest step from Officer Sam to Diavolo, level gates unlocked, and reward checkpoints lined up in order.

The YBA storyline runs through 17 chapters of Giorno Giovanna's path in Part 5, and every player hits the same level gates before unlocking later dialogue. The fastest way to complete the storyline in Your Bizarre Adventure is to stack Officer Sam and the early side quests while leveling, hit the Prestige 0 cap at 35, then push the mid-game chain once your Stand can hold its own in a fight. This guide walks every quest step, the level thresholds that lock chapters, and the reward checkpoints that show up along the way, so you never burn a level-up on a quest you cannot yet accept.

Storyline Overview and Progression Structure

The YBA storyline is a 17-chapter linear chain that follows Giorno Giovanna from his earliest encounters in Italy through to the climactic fight against Diavolo. Each chapter is gated by character level, by which NPCs you have already spoken with, and — at the very end — by your Stand's ability to deal with the boss. The game also splits its broader quest content into two distinct buckets: the 17-chapter story questline built around Giorno's crew, and a wider set of side quests tied to individual NPCs and world events. Both feeds are visible from the quest log, but only the storyline chapters push the main narrative forward.

How Quests Are Categorized In-Game

CategoryTrigger NPCLevel GateRepeatableMain Reward Hook
Storyline (Ch. 1–17)Giorno Giovanna, Koichi, Bucciarati, Mista, Fugo, Narancia, Abbacchio, Trish1+ (gates escalate)NoStory progression, Stand upgrades, money
Side Quests (named NPCs)Officer Sam, Deputy Bertrude, Homeless Man Jill, Abbacchio's Partner, Darius, Dracula, Will A. Zeppeli, Doppio, Kars, DIO1+, 10+, 15+, 15+, 20+, 20+, 25+, 30+, 30+, 35+Some have cooldownsMoney, items, faction reputation
Heaven's PlanPucci (Made in Heaven branch) / DIO's Diary (The World Over Heaven branch)30+ and 40+ respectivelyNo per characterFinal evolution Stand
Requiem Arrow QuestPrestige Master Rin at SBR Starting LinePrestige IPer character1 Requiem Arrow for $7,500

The storyline chapters themselves are not repeatable on a single character. Once a chapter is done, the next Giorno dialogue (or the next crew member's quest marker) opens up. Side quests sit alongside the storyline and can be cleared for cash and items whenever you meet their level gate, which makes them the natural buffer content while you grind toward the next chapter unlock. If you are still learning the quest UI itself, the broader quest guide for Your Bizarre Adventure breaks down how the journal sorts story and side content.

Storyline Order At A Glance

ChapterStarting NPCCore BeatTypical Level
1Giorno GiovannaMeet Koichi, learn to fight1+
2–4Koichi / GiornoRecover items, first Stand conflict5–15
5–7BucciaratiJoin the gang, deeper Passione missions15–20
8–10Mista / Narancia / FugoMid-story escort and ambushes20–25
11–13Abbacchio / TrishInvestigation chapters, Trish rescue begins25–30
14–16Bucciarati (post-rescue)Venice, San Giorgio Maggiore, the boss rush30–35
17 (Final)Giorno GiovannaConfront Diavolo35+ (Prestige 0 cap)

YBA Officer Sam Quest and the Early Level Push

The yba officer sam quest is the very first named side quest you can pick up, and it doubles as a soft tutorial for the game's quest flow. Officer Sam stands near the spawn area and offers a short scripted task that pays out cash and a small amount of EXP, which makes it the cleanest first objective for a fresh character. The quest accepts at level 1, has no prerequisites, and resets only on a server hop, so most players burn it on day one as a warm-up.

Why Officer Sam Matters For The Early Grind

AspectDetail
Level requirement1+
LocationSpawn district, near Officer Sam NPC
Typical rewardCash + minor EXP
FrequencyRepeatable per server (resets on server hop)
Story relevanceNone — pure side content

Officer Sam is the lightest possible quest hook, but it is also the cleanest illustration of how the quest system works in practice. You walk up, accept, complete a short task, and turn it in for cash. That same loop — talk, clear, return, collect — runs through every storyline chapter, so learning it here saves you from fumbling the interface when chapter 3 opens up Koichi's second beat. If you have not yet unlocked a Stand, the Officer Sam quest is also safe to clear with fists, because the target is almost always a stationary NPC interaction rather than a fight.

Side Quests From Levels 1 To 25

Once Officer Sam is out of the way, the next wall of side quests opens as you push toward the Prestige 0 cap of 35. These NPCs run in parallel with the storyline, so most players weave them in between chapters rather than running them as a separate grind.

NPCLevelPayout ShapeStoryline Synergy
Officer Sam1+Cash + small EXPNone
Deputy Bertrude10+CashFits between Ch. 2 and Ch. 3
Homeless Man Jill15+CashGood bridge into Koichi's middle chapters
Abbacchio's Partner15+CashBuilds toward Abbacchio's Ch. 11–13 arc
Darius, The Executioner20+Cash + items (cooldown)Use when waiting on Mista dialogue
Dracula20+CashVampire race locked reward path
Will Anthonio Zeppeli25+Cash + Hamon progressionVampire race players are killed on acceptance

Dracula is a special case: the quest is gated at 20+ but is only completable by players who have unlocked the Vampire race, because the encounter is built around vampire mechanics. Will Anthonio Zeppeli, on the other hand, is lethal to vampires on acceptance — the NPC detects the race and kills the player outright. If you are running vampire, queue this quest chain at a high level with a Human race alt, or simply skip it.

Mid-Game Quests: Levels 30 and 35 Gates

Once you cross level 25 the storyline starts to feel like a real JoJo arc, and the side quests shift from "cash for warm-up" to "item that matters." Two level thresholds — yba quests for level 30 and yba quests for level 35 — are the most common walls new players hit, because they line up almost exactly with the Prestige 0 cap and the start of the late-game boss rush.

Level 30 Quest Block

QuestNPCRewardStoryline Link
DoppioDoppio (Lv30+)Cash + itemBridges Trish rescue into Ch. 14–16
KarsKars (Lv30+)Cash + Pillar Men loreSide path, useful for the SBR unlock later
DIO (prequel)DIO (Lv35+)Cash + Dio's Diary hintThe diary is the Heaven's Plan trigger

Doppio's quest is the most directly relevant to the storyline of the three. Doppio hands out dialogue that mirrors his mid-arc role in Part 5, and the cash reward is sized for a player who is about to spend heavily on the rest of the Ch. 14 chain. Kars is more of a vanity quest: it is gated at 30+ but the reward does not unlock anything storyline-critical. The pre-DIO quest, which is technically flagged at Lv30+ in the NPC description and is one of the lead-ins to the Heaven's Plan DIO branch, also feeds into the level 35 lock because the storyline itself stops opening new chapters until you push past the 30 mark.

Level 35 Quest Block And The Prestige 0 Ceiling

QuestNPCRewardWhy It Matters
DIO (full quest)DIO (Lv35+)Cash + Dio's DiaryDio's Diary is the first step toward The World Over Heaven
Heaven's Plan Made in Heaven branchPucci (Lv30+, requires C-Moon equipped)Made in Heaven StandFinal evolution Stand
Heaven's Plan The World Over Heaven branchDIO's Diary (Lv40+, requires The World equipped)The World Over HeavenEndgame Stand
Final Storyline ChapterGiorno Giovanna (Lv35+)Diavolo fight clearCloses the Part 5 arc

The 35 wall is the most punishing level gate in the entire storyline, because it coincides with the Prestige 0 cap. You literally cannot level past 35 without paying Prestige Master Rin $5,000 to reset your quest progress and unlock levels 36–40. That means a player who wants the Lv40 Heaven's Plan branch has to accept one Prestige cycle before the diary quest will trigger. The prestige reset wipes your Heaven's Plan progress but preserves your Stand and fighting style, which is the design intent: you push one storyline to the end, then start the Heaven's Plan chain on a stronger foundation. Players who want a cleaner picture of the Prestige math can check the Prestige Master and level cap walkthrough for the full 35 → 40 → 45 → 50 ladder.

The 17 Storyline Chapters Step By Step

Below is the full chapter-by-chapter walkthrough. Each chapter is a single dialogue-and-objective arc with one named NPC at the front, and almost every chapter is gated by the previous chapter's completion rather than by an explicit level number. The level numbers listed are the practical minimum where the chapter's combat becomes survivable — the game will not block you from accepting the dialogue, but the fights will one-shot you below these levels.

Chapters 1 Through 4: Koichi And The First Stand Conflict

ChapterQuest GiverCore ActionPractical Level
1Giorno GiovannaMeet Koichi, learn the basics1+
2Koichi HiroseRecover a lost item in town5+
3Giorno GiovannaStand-off with a hostile Stand user10+
4Koichi HiroseEscort/cleanup that introduces the gang hook12+

Chapters 1 and 2 are pure dialogue — Koichi literally walks you through the first Stand tutorial. Chapter 3 is the first time the storyline will pit you against a real Stand user, so a Mysterious Arrow pull (or any Stand you have already rolled) makes the difference between a clean clear and a frustrating wipe. Chapter 4 ends with the moment Bucciarati first notices you, which transitions cleanly into the next block.

Chapters 5 Through 10: Bucciarati's Gang Arc

ChapterQuest GiverCore ActionPractical Level
5Bruno BucciaratiPass Bucciarati's test, formally join15+
6Pannacotta FugoInvestigation beat15+
7Guido MistaCombat-heavy escort18+
8Narancia GhirgaAerial/area control mission20+
9BucciaratiMoney drop with branching path22+
10MistaPre-Trish arc fight setup25+

This block is the meat of the Part 5 storyline. By chapter 5 the dialogue assumes you have a Stand that can win a 1v1, so if you are still running fists you will feel the wall hard. Most players clear the Fugo and Mista chapters as a pair because their quest markers are geographically close, which is also a good moment to slip in Darius, The Executioner since his cooldown makes him a natural parallel grind.

Chapters 11 Through 16: The Trish Rescue

ChapterQuest GiverCore ActionPractical Level
11Leone AbbacchioInvestigation chapter, mood piece25+
12AbbacchioFollow-up that introduces Moody Jazz beats26+
13Trish UnaRescue trigger, the gang splits28+
14BucciaratiVenice, San Giorgio Maggiore approach30+
15BucciaratiBoss rush against King Crimson-adjacent fights32+
16Narancia / MistaLate Trish rescue beat33+

Chapters 11 and 12 are the slowest in the entire game because they lean on investigation dialogue rather than fights. They are also the most punishing if you are underleveled, because Abbacchio's quest line punishes button-mashing. Chapter 13 flips the pace back to action with the Trish rescue, and chapters 14–16 are the Venice-to-San Giorgio arc. By chapter 15 you should be level 33+ with a fully specced Stand, or the King Crimson-flavored boss fights will eat your HP bar.

Chapter 17: Diavolo

ChapterQuest GiverCore ActionPractical Level
17 (Final)Giorno GiovannaReach Diavolo, defeat him, close the arc35+ (Prestige 0 cap)

The final chapter is gated at the Prestige 0 cap of 35, which is the first hard level wall in the storyline. Diavolo himself is a multi-phase fight that punishes greedy play, and the encounter is tuned for players who have invested skill points into their Stand's main damage path. Clearing chapter 17 closes the Part 5 storyline and unlocks the Heaven's Plan branches on the same character. Players who want to push into either Heaven's Plan branch should already be planning their Prestige 1 cycle at this point.

Side Quests, Heaven's Plan, And The Full Side Content Set

The full side quest set is one of the deepest in the Roblox RPG space, and a lot of it is invisible until you meet the level gate. Below is the consolidated list of yba all quests that show up in the journal, broken out by NPC. Every entry is sourced from the official Trello and the in-game quest log; if a quest is not on this list, it is either an event-locked seasonal chain (Halloween, Christmas) or a Heaven's Plan branch step.

Full Side Quest Roster

NPCLevelQuest TypeNotes
Officer Sam1+RepeatableBest starter quest
Deputy Bertrude10+One-timeMid-zone escort
Homeless Man Jill15+One-timeCash-heavy payout
Abbacchio's Partner15+One-timeTies into Abbacchio Ch. 11
Darius, The Executioner20+CooldownItem payout, can be worth more than cash
Dracula20+Race-lockedVampire race only
Will Anthonio Zeppeli25+Race-locked (kills vampires)Hamon line progression
Doppio30+One-timeBridges into late-game story
Kars30+One-timePillar Men lore side path
DIO35+One-timeDio's Diary lead-in
Pucci (Made in Heaven branch)30+ (with C-Moon)Heaven's PlanStand evolution chain
DIO's Diary (The World Over Heaven branch)40+ (with The World)Heaven's PlanEndgame Stand
Requiem Arrow QuestPrestige I at SBR Starting LinePer character1 Requiem Arrow for $7,500

The Heaven's Plan branches are technically part of the side quest ecosystem but functionally behave like a second storyline. Made in Heaven requires you to have already obtained C-Moon (which itself requires Green Baby from Pucci's first quest) and equipped it before Pucci will speak with you. The World Over Heaven requires Dio's Diary, Dio's Bone, and The World equipped to read the diary. Both branches close the Part 5 story loop, but they each cost a meaningful chunk of grind.

Why Side Quests Matter More Than They Look

The temptation for new players is to sprint the 17 storyline chapters and treat side quests as filler. In practice, side quests are what let you hit the level gates without an empty wallet. Officer Sam and the early Deputy Bertrude chain pay out cash that you can funnel into Mysterious Arrow attempts, and Darius's cooldown quest is the cleanest source of rare items below level 25. Doppio and Kars at level 30 are also where the storyline stops feeling "scripted" and starts leaning on your Stand's actual kit, so a healthy side-quest buffer keeps your level and your item stockpile aligned when the mid-game boss fights arrive. For players who want a deeper look at the Lucky Arrow side path that often runs parallel to this grind, the Lucky Arrow spawn rate and value breakdown covers the arrow economy in detail.

Frequently Asked Questions

How long does the YBA storyline take to complete?

A focused player with a working Stand can clear chapters 1–17 in roughly 6–10 hours of play, but the realistic first run stretches to 15–20 hours because of the level 30 and 35 gates. Most of the extra time is spent on Officer Sam, Darius, and Doppio side quests, which act as the cash and EXP buffer between chapters.

What level do I need to be for the final Diavolo chapter?

Chapter 17 is gated at level 35, which is also the Prestige 0 cap. You must either reach the natural cap or complete a Prestige cycle with Prestige Master Rin to push past it. The Heaven's Plan The World Over Heaven branch sits at 40+, which is one full Prestige cycle beyond the Prestige 0 ceiling.

Can I redo the storyline on the same character?

The 17 chapters themselves do not reset on a single character, but a Prestige cycle wipes Heaven's Plan progress and lets you push through the chain again on a stronger foundation. Most players who want a second run simply reroll a new character, since the storyline is short and the side quest roster is what carries the long-term grind.

Which side quest should I run first?

Start with Officer Sam at level 1, then queue Deputy Bertrude the moment you hit 10. Below level 15, every side quest pays out more cash than the storyline chapters do, so front-loading the NPC quests lets you build a Mysterious Arrow stockpile before the mid-game Stand walls start to matter.

Is the Requiem Arrow quest part of the storyline?

No — the Requiem Arrow quest is a per-character Prestige-locked chain that opens at the SBR Starting Line with Prestige Master Rin, and it requires $7,500 plus a Mysterious Arrow trade to Isabelle the Arrowsmith. It is one of the most efficient post-storyline grinds because it directly unlocks the strongest arrow in the game.