BioWare's recent loot n' shoot adventure may have met with thoroughly mixed feedback from reviewers and critics, but it can't be said that Anthem doesn't offer players enough c꧑ontent to keep them busy.

The primary sequence of missions, or critical path, is estimated to only require a timesink of roughly ten hours, but factoring in side missi🦹ons and endgame content balloons that number exponent♛ially. The offerings include agent quests, contracts, and stronghold missions.

Agent quests are your more conventional side missions, offering straightforward rewards and altering your relationships with various NPCs and factions. Contracts are smaller, slightly randomized sequences of objectives, and stronghold missions are big, tough, raid-like endgame encounters meant to be tackled by teams. Between the three of them, there's a lot to do - but let's look at them in a little more detail and see how they hold up. Here are twenty-five side missions in Anthem that we thought were worth a glance.

One little note to 🌠keep in mind is that contract missions can change objectives, choosing from a pool of predetermined scenarios and locations, so your mileage may vary a bit from what we've got listed here.

25 🎃 AGENT QUEST: What Freelancers Do

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This is one of three agent missions that you'll be tasked with over the course of the story mission, Incursion. Freelancer Yarrow is the man with the plan, and he dispatches you to assist Freelancer Rythe with a few Arcanist probl𓃲ems.

You'll be squaring off against Scar enemies for the most part, as well as a few Wolven. And somewhere towards the middle of the mission, you'll need to fight against some armored turrets that are weak against acid and fire attacks - you may want to remember that. The mission's final stage will see you helping Rythe and the Arcanists de💛fend themselves against a Scar onslaught led by a legendary Scar Enforcer, so be ready for a lengthy fight.

24 ꦏ CONTRACT: Protection Duty

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After accepting this contract from the board by Yarrow in Fort Tarsis, you'll set out to combat a variety ﷽of foes and rescue a few of your less fortunate fellow Freelancers.

One key point to remember that'll help you to speed your𒁃 way through this one is that rescuing Freelancers should tཧake absolute priority when it comes up - do that first, fight later. You'll also need to destroy a Scar stockpile later on. You can't fly while carrying the necessary explosives, and you'll need to stay in their area until they're armed. Leaving the area halts and reverses the arming timer, dragging it out longer than it needs to be.

23 ♏ AGENT QUEST: Preventative Precautions

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For the Sentinel's leg of Incursion, you're going to buddy up with Brin, a less than friendly operative of theirs. They're going to put you to work♎ investigating why the Scar have been ransacking Arcanꦗist machinery.

The bulk of this quest is going to be invested into recovering fragments of a Shaper relic. Y🌠ou can on💝ly take one at a time and they restrict your ability to fly, all the while the relic is producing enemies for you to fight. Needless to say, this can get a bit tedious, but focusing on returning the fragments will shut the relic down in no time.

22 STRONGHOLD: Tyrant M🐼ine

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Let's hope that you've got a thing for silencing relics, because, well, you're going to be doing a lot of that. Speaking of which, you'll need to gather echoes to do s♔o. While it's tempting to dash out ahead and collect them, try to keep your squad at least somewhat together, especially in harder difficulties. It's never fun when someone goes down in a bad spot.

The boss for this stronghold is a gigantic, spider-like monstrosity that's 🍎sure to feature in your nightmares. The good news is that it has a total of four weak points that you can target to lay a little extra hurt on it.

21 AGENT QUEST: See In The Dark 𓂃

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Matthias is the guy you'll be talking to forꦦ the Arcanists' portion of the Incursion main quest, and he has a few runes he'd like for you to take a gander at. Your initial opponents will be Wolven as you clear out the first area.

🍷You'll be dealing with a lot of Skorpions as you collect the echoes you'll need to unlock the terminal, as well as a camp full of Scar that's guarding the last few. Be mindful of the Scar snipers there - they project a red beam of light when aiming, so take care to dodge them when you notice you're being targeted. You may want to prioritize taking these guys out, as they really can hurt.

20 CONTRACT: Fre💎elancer Work

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This contract can turn out to be a pretty wild ride. After claiming this one from the board near to Ya💞rr🃏ow in Tarsis, head out to fight some outlaws, recover some lost gear, find a missing Freelancer and explode some Scar caches. Oh, that's not all. You'll also be taking on a pair of beastly Ursix, just to make sure you get your dose of excitement for the day.

The Ursix are tough, and they haཧve a deceptively long reach to keep you on your toes. They'll show up one after the other, so stay🅰 ready for another fight after you've defeated the first one. The best strategy here is pretty simple, just focus your strongest attacks on their heads.

19 AGENT QUEST🌜: Hidden Depths

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The Arcanists' very own Matthias wants you to recovꦫer the incredibly well-guarded Elysian manuscript, and it's not going to be a walk in the park. You'll probably want to ensure you've got a good team for this expedition.

After you've recovered some runes and done a little point defense to reveal the ♈manuscript's location, prepare the meet its guardian - a titan. This thing will either summon or be joined by lots of other enemies over the course of the fight, but try to stay focused on the titan itself. It has a deluge of scary attacks, but most of them involve exposing its weak points, so take advantage of this when possible.

18 AGENT QUEST: Cautious Cooperation ✨

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The Sentinels need some beacons brought back online, and you're just the Freelancer for the job! No one else seems to be volunteering, anywa♏y.

This mission is pretty straightforward. You'll be flipping the switc🌃hes on beacons and fighting loads of Scars, just mind the Scouts that'll be sniping at you. The last stage of this one will take you to a Shaper relic that likes to spit air elementals out at you. No big worry, just deal with them accordingly before they have a chance to become a problem.

17 💞 🔜 CONTRACT: Hazard Pay

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This can turn into a surprisingly lengthy series of events for a contract, and you'll get this one from Yarrow. During the first stage, if you're protecting the Arcanists, make sure to repair the downed Sentinel Javelins whenever possible. You'll earn a𒆙 nice bit of bonus experience this way.

If fending off Outlaw💜s wasn't enough excitement, don't worry! You'll also need to repair a couple of generators, fight off Scar and down some Titans. Then, finally, you'll square off against a Luminary - a big, tank-like thing that doesn't like you very much. Its weak spots are obscured by heavy armor on its legs, bꦉlow it away to reveal them.

16 🍃 AGENT QUEST: A Simple Job ܫ

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The title here might be just a little misleading. This time Brin wants yo🐠u to check up on a team that's looking into a Shaper relic. However, things quickly go sideways as a bunch of Scars have begun tearing up 🦹a nearby generator.

After fending them off you'll need to head over to the Sentin♏el base to counter an attack that the Scar have launched while you were occupied. Hives will pop up near the relic at this stage, so you'll want to focus your efforts on those to stem the tide of baddies pouring in. After a little bit of mopping up, you'll need to move the relic itself, which will spur further Scar attacks until you've finished with it.