Colony 6 reconstruction
Colony 6 reconstruction is a mechanic in Xenoblade Chronicles where Colony 6 is rebuilt after the Mechon raided it. It is essentially a series of quests, with each one creating more buildings and resources in Colony 6 are they are completed. Reconstruction is entirely optional for completing the story, but it is required to unlock the vast majority of quests, NPCs, affinity, and so on in the region.
Reconstruction can begin after Otharon, Juju, and Dickson part ways with the party at the Sororal Statues in Satorl Marsh. It must first be initiated by relocating the people from the Refugee Camp back to the colony, done by completing the timed quest The Road Home. If this quest later becomes unavailable, it is replaced with To Colony 6!. If a majority of the story is progressed before either quest is completed, the refugees move back by themselves. At this point, the party can talk to Juju outside the Reconstruction HQ in order to select a module to build. Each module costs a certain set of collectables, materials, and gold, and is constructed immediately.
Current Status[edit]
The Current Status shows three different stats for Colony 6:
- Completion shows the completion rate of Colony 6 reconstruction. It starts at 0% and can reach up to 100%. It can be increased by building new modules (2-6% each) or by inviting new immigrants (2% each). Reaching a certain completion rate is a prerequisite for inviting some NPCs. Increasing it may also affect the music that plays in Colony 6:
- 0-24%: Colony 6 - Silence
- 25-49%: Colony 6 - Rebuilding
- 50-74%: Colony 6 - Hope
- 75-100%: Colony 6 - Future
- Population shows the population of Colony 6. It starts at 12 (10 named NPCs from the Refugee Camp plus Juju and Otharon) and goes up to 150 inhabitants. It can be increased by constructing new modules and by inviting more people. Population is a prerequisite for inviting some NPCs.
- Ether Planters shows the current status of the ether planters in Colony 6. During certain points, a Defend Colony 6 surprise quest may pop up that disturbs the ether planters until the enemies are defeated and the quest completed. It doesn't seem to serve any purpose other than to show that such a quest is currently active.
Modules[edit]
Each completed module adds a specific block of buildings, parks, gardens, trees, and so forth. There are four categories of module:
- Housing is primarily for increasing population capacity.
- Commerce opens new shops.
- Nature levels up the rank of ether crystals mined from all deposits in Colony 6 and the Ether Mine. The rank of the crystals mined is II or equal to the Nature level, whichever is higher.
- Special adds several pickup locations that offer collectables otherwise only found in distant regions. They are the only way to obtain such collectables (aside from potential trading) if those areas become inaccessible.
Each category must be built in order (Housing level 3 cannot be built until level 2 is), but categories do not have to be kept even (Housing may be level 5 even if nothing else is level 1). Modules are not technically restricted by story progress, though they require items from later areas, so they basically are in practice.
Several modules require items that may be difficult to obtain if their native area becomes inaccessible, so many players recommend stocking up on them beforehand. In the Definitive Edition, the Nopon Archsage sells all items for all modules for Noponstone, after the story has reached the final major area.
Immigrants[edit]
This list shows all NPCs which can be invited to Colony 6 by talking to them after certain conditions are met. An exception to this is Nopo'rikh, who is not one of the Refugee Camp immigrants, but instead moves in during the quest Missing Lodger. All immigrants (except for Nopo'rikh) increase the population and completion rate by a certain amount. Some invitations are mutually exclusive between two NPCs, which effects available quests, affinity links, and trading options.
NPCs can still be invited after they have moved to a different location by becoming refugees themselves. These are technically different invitations and therefore listed here separately.
Rewards[edit]
The player is rewarded with an item for either getting all four categories to a certain level or getting a single category to the maximum level.
Condition | Item |
---|---|
Housing level 5 | ![]() ![]() |
Commerce level 5 | ![]() ![]() |
Nature level 5 | ![]() |
Special level 5 | ![]() ![]() |
All level 1 | ![]() |
All level 2 | ![]() |
All level 3 | ![]() |
All level 4 | ![]() |
All level 5 | ![]() ![]() |
Surprise Quests[edit]
Gallery[edit]
On other wikis
Strategy Wiki