Inscription of Labyrinth Events



Reminiscence Window=

Guide for Nursery Rhymes Duration: October 18th 2022 to November 16th 2022.

The Shop Event currency used in this event is City Leaflet.
 * For context, one run in Nursery Rhymes: 30 Serum gives 66-73 City Leaflet.
 * Nursery Rhymes can be Multi-Challenged up to 8 times in one time maximum.
 * Reaching Authority Level 25 will enable an NPC to appear that immediately clears any stage and Multi-Challenge attempts after speaking to it.

Farming Tips
Use your Serum to grind only the first stage in "Nursery Rhymes", do not spend Serum on the second stage because memories can be chosen in the shop.

Event Shop Tips
It is generally not recommended to redeem: in the "Limited" section as it can be farmed anytime through the Dorm and will not be worth the Serum spent otherwise. It is recommended to fully redeem: in the "Limited" section as gives a free construct, No.21:_XXI.

All 6 star Memories can be farmed other than Condelina and Guinevere so do take the chance to stock up.


 * -|Chained Simulation=

Guide for the Chained Simulation Event Duration: November 2nd 2022 to November 16th 2022.

Complete stages to earn Stars by choosing Buff Effects and Constructs.
 * 4 "Charter Panel" is given daily at 07:00 (UTC) until 16 "Charter Panel" is received.
 * There are 16 Stages in total, each with 3 Star/Goal Challenges for a total of 48 Stars to be achieved.
 * Each stage requires 1 "Charter Panel" to unlock, after unlocking, no "Charter Panel" is required to replay the stage.
 * The max level of the Simulation Buff Level is 9, all stages when first cleared reward 50 "Buff Chip" or Experience towards levelling the Simulation Buff Level.
 * Increasing Buff levels unlocks additional Buff Slots and Buffs that can be used.
 * Simulation Buff Level will only reach max level 9 after clearing all 16 Stages.
 * There are 2 phases in Chained Simulation.

Star Challenges in Phase 1 consists of:
 * Clear in 90s
 * Clear in 120s
 * Remaining HP no less than 80%
 * Up to 2 Constructs in Battle
 * Single DMG no less than 5w (One time Damage 50000 minimum)
 * Single DMG no less than 10w (One time Damage 100000 minimum)
 * Dodge no more than 5 times
 * Dodge no more than 10 times

Star Challenges in Phase 2 consists of:
 * Clear in 90s
 * Clear in 120s
 * Dodge no more than 20 times
 * Number of shield obtained is no less than 5000
 * Number of shield obtained is no less than 10000
 * Do not deploy Tank-type Construct
 * Do not deploy Support-type Construct
 * Do not deploy Attacker-type Construct
 * Max number of combo no less than 200
 * Max number of combo no less than 500
 * Max number of combo no less than 999

It is recommended to ignore Star/Goal Challenges first and finish all Stages to unlock all Buffs and Buff Slots
 * It is possible to individually clear Star Challenges for each stage, clearing all 3 Star Challenges in one attempt is not required to to get all 3 Stars.


 * It is recommended to use: Rapid Signature, Intensity Response and Signature Buff or Signal Buff, after unlocking all Buffs and Buff Slots, especially for achieving the "Single DMG no less than" goals.
 * Rosetta: Rigor is unusually efficient at grouping enemies together to clear stages faster, can withstand enough damage to clear the stage without losing too much HP while not dodging, and can deal massive amounts of damage with her Signature attack.
 * It is recommended to utilize the Intensity Response (20% Extra DMG of healed Targets) together with Rapid Signature (45% Extra Signature DMG) by using any healer's QTE together with a damage dealer's Signature attack.
 * For example, Wanshi: Hypnos can be used to heal Chrome: Glory with his QTE, which activates the Intensity Response Buff, upon which unleashing Chrome: Glory's Signature attack will cause high damage while his Core gauge is still being drained. Using Chrome: Glory's Signature attack while his Core gauge is empty will result in less damage.


 * It is recommended to use: Support Shield, Intensity Shield and Super Shield, after unlocking all Buffs and Buff Slots, in achieving the "Shield obtained is no less than" goals.
 * Nanami: Pulse's blue orbs and Liv: Luminance's QTE is useful for generating shields as well.
 * It is recommended to use: Anchor Mark, after unlocking all Buffs and Buff Slots, in achieving the "number of combo is no less than" goals.
 * Use weaker constructs and remove Simulation Buffs to achieve a higher combo count.


 * -|Micawberism Cloisters=

Guide for the Micawberism Cloisters Event Duration: November 1st 2022 to November 15th 2022.

Upgrade and recruit Mechanoids to rise up the tower by controlling Core Members and using strategy!
 * You can use up to 6 Mechanoids to challenge each stage, consisting of 1 Core Member and 5 Regular Members.
 * You can upgrade your Regular Member Mechanoids with "Kinetic Potion" to raise their level, and "Minor Core Module" to Star up your Mechanoids after they've hit the level cap which will reset their level to 1 in "Team Training".
 * You can upgrade your Core Member Mechanoids with "Kinetic Potion" to raise their level, and "Core Module" to Star up your Mechanoids after they've hit the level cap which will reset their level to 1 in "Team Training".
 * The maximum level for all Mechanoids is 25, staring up for all Mechanoids can only be done 4 times to a maximum level of 5 stars.
 * Materials used in Mechanoid levelling can be immediately regained by Resetting the Mechanoids, which returns all materials used and resets the Mechanoid to level 1.
 * Core members have Red, Yellow and Blue skill that are manually activated (with a cooldown) while regular Members have only one skill that will be activated automatically once their energy has been charged.
 * Core member skills can be changed to have different effects after their star up.
 * Stronger Mechanoids take up more Energy Cost during team composition, the maximum Energy Cost of your team is 30, Energy Cost will be slowly added as players clear stages.
 * The Energy Depot gives 1 "Kinetic Potion" every 12 minutes.
 * The Energy Depot can only hold a maximum of 24 hours worth of materials which would be 120 "Kinetic Potion" at a time.
 * There are 5 sets of 10 normal stages that can be cleared which will award the "Broken Pocketwatch" Collectible and 50 hard stages (displayed as INF-50).
 * x2 speed can be enabled for faster stage clearing, but might cause skills to not fully display or activate properly.
 * Team composition is not saved until it enters battle.
 * Once the last stage of "Assassin's Chapter" is cleared, enough Mechanoid levelling material will be awarded that can be used to upgrade all Mechanoids to max level.

There are 4 Classes which have a type advantage against each other Archer > Guard > Knight > Assassin > Archer
 * Guards charge forward at the start of the battle. They function as tanks who are best used to buy time by distracting the enemy.
 * Knights have control skills that can influence the distance between enemy Mechanoids.
 * Shooters act as ranged DPS that deals high amounts of damage from a distance but will die easily when confronted.
 * Assassins always teleports behind the enemy at the start but can be killed very easily.

Controlling your Core Member well can be the vital difference between victory or defeat.
 * Using your skills will help to build up your energy meter, which when full, will allow you to activate your Core Member's ultimate ability.
 * It is possible to use some of your Core member's skills to interrupt an enemies skill by monitoring the enemy Mechanoid's energy meter closely and using it when they are about to use unleash their skill.
 * It is usually recommended to use the 2nd tier of skills that will be unlocked when staring up your Core Member.
 * The AI controlling your members and the enemy will always prioritize the closest non ally when attacking, understanding where your Core Member will head next will be important when planning out the use of your skills as you cannot control your Core Members movement.
 * As your skills have a cooldown timing, it is recommended to use them the moment they have recharged at the start so you can use them more often, however, choosing the moment you use your skills depending on their effects and its range will be crucial to clearing stages in the endgame.
 * As different skills have a different ranges and effects, studying up on what each of them does depending on your Core Member and activating them to damage the most amount of enemies depending on range and distance will be important.

Strategy in this game mode will only consist of Member selection and Member Placement before the stage starts and Core Member control while the stage plays out.
 * If the opposing team has Assassins, you can anticipate their movement as they will teleport behind your team at the very start of the stage.
 * Stop Guards from immediately advancing forward by blocking them with any Mechanoid that is not a Guard member (with some exceptions like Cost 16 Guard).
 * If the enemies have Shooters, you can use Assassins to teleport behind the enemy to either distract or kill the Shooters.
 * If the opposing team has Guards, you can block their advancement with another Guard that will charge forward at the start of the battle like them.
 * Knights are more effective at taking down enemy assassins than guards, as they don't immediately advance, are more stationary, and can round up all assassins quickly.
 * Shooters should always be hidden away from the enemy so that they can deal constant damage from a distance without being threatened by the enemy.
 * Guards will be vital in drawing attention from the enemy while your other members whittle down their HP.
 * Remember that all Mechanoids usually prioritize the nearest non ally when attacking, understanding this concept will be essential to clearing some stages.
 * While the "Power" number gives an approximate idea of each Mechanoid's strength, it is not a conclusive decisive factor in determining a stage's outcome as these numbers can be overcome with good strategic planning and control.
 * Stages can be challenged repeatedly with no penalty, however, the outcomes of the battles can be quite random even with fixed variables.
 * Managing the cost of your team will be important as Members with a higher rarity will often have a higher cost while your Core Member will have no cost at all.
 * The maximum cost that can be acquired is 30, which is enough to accommodate all Mechanoids that can be obtained in one class. Also called "All  Build".
 * It is important, especially in the endgame, to pay attention to Environment Bonuses and how they influence Mechanoids on both sides, and plan your strategy around that information.

Stages skipped with "Trap Doll" can be replayed to regain back "Trap Doll" used to skip it, so do not be afraid of using "Trap Doll" when stuck on any stage.
 * 5 "Trap Doll" will be given, which can be used to skip at most 5 stages in "Infiniteness Chapter". There is no penalty for using "Trap Doll".
 * There will be no rewards gained from clearing these stages other than increasing your final score on the "Broken Pocketwatch" Collectible.
 * Using "Trap Doll" to skip stages will still increase your Collectible score the same way that clearing stages normally would.
 * Stages come in a pattern of 4 normal stages and 1 hard stage.
 * Recommended stages to skip with "Trap Doll" would be: INF-20, INF-30, INF-35, INF-40, INF-45, INF-50.

The Environment Bonuses in "Infiniteness Chapter" are: To take advantage of these Environmental Bonuses: It is possible to clear all stages with one Team Build.
 * DMG increases up to 200% the farther Archer is from the target.
 * Each attack from Knight has a 20% change to trigger [CRIT Strike], dealing 200% DMG.
 * Guard regenerates 3% HP per 3s.
 * Assassin triggers invisibility for 2s every 10s. (Cannot become invisible when stunned)
 * Archers deal twice as much damage the further they are from the target, as this applies on both sides, eliminating enemy archers should always be a priority, while placing archers further from the opposing side being more beneficial.
 * Knights on both sides are both wild cards as they might instantly one-shot enemies, and can be the source of most of the randomness in terms of stage outcomes.
 * Guards on both sides are harder to kill, use guards to distract enemy guards or to buy time.
 * Assassin's cannot be seen by the enemy or attacked while being invisible for 2 seconds every 10 seconds, which is 2 seconds of free damage.
 * Using an all assassins build (Team consisting of only assassins) can clear the good majority of stages with good placement, good luck, and good Core Member Control.
 * Using an almost all assassins build but replacing one assassin with a tank is even more effective as the tank buys time and distracts the enemy team while the rest of the assassins flank them.
 * The 3 most effective teams are: All Assassin Build, 5 Assassins + 1 Cost Guard (Shield Bearer), 5 Assassin + 8 Cost Guard (Ball Wheel).
 * By effectively positioning your Members in the right places, 5 Assassins + 8 Cost Guard (Ball Wheel) can be used to clear ALL stages. (Given enough luck)
 * Use your stronger assassins to take out shooters or easier targets first, as they will always teleport within their "lane" directly behind the back of the enemy team.
 * With the Assassin Core Member, knowing when to pull in enemies with the blue orb can be essential in pulling away enemy aggression from your other members while allowing your Mechanoids to gang up on the enemy more effectively.




 * -|Limit Break=

Guide for the Limit Break Event Duration: October 18th 2022 to November 1st 2022.

Optimally adjust enemy and team member abilities to obtain as many Challenge Points as possible!
 * 15 Black Cards can be gained from clearing a stage for the first time.
 * After clearing a stage, players will be able to modify stages and access its different difficulties, Universal Modify, Super Modify and Extreme Modify.
 * Each stage has 3 different difficulties, each difficulty has its own Challenge Point Limit.
 * Challenge Points will be tallied up from each stage's difficulty.
 * Enemies and Environment (Modifiers) can be changed to raise the Challenge Points gained.
 * Ability Bonuses and Members can be added at the cost of lowering the Challenge Points gained.
 * For each modified difficulty of each stage, only the highest amount of Challenge Point attempt will be recorded.
 * There are 10 stages.
 * The maximum time limit for each stage is 5 minutes.
 * The maximum number of points that can be gained is 51900.

Use the range of choices to your advantage!
 * Some Enemies and Environment (Modifiers) give the same number of Challenge Points but can drastically change how the stage can be played.
 * It is recommended to choose Enemies that don't use ranged attacks.
 * It is generally not recommended to select any Bonuses or Extra Members as it will reduce the amount of Challenge Points gained.
 * It is recommended to max out all the Challenge Points gained from each stage and difficulty to fully obtain the "Message In A Bottle" Collectible.
 * Enemies might be closely bunched up together which makes attacks hard to dodge, try to separate them by giving them some distance.

