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{{Header Notch|General}} |
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{{Header Notch|General}} |
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==== Distribute resources, explore locations, build facilities and respond to events to keep your Scavengers alive! ==== |
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==== Distribute resources, explore locations, build facilities and respond to events to keep your Scavengers alive! ==== |
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* There are 5 Stages in Immunopolis. |
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* There are 6 Stages in Immunopolis. |
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* Players will have to keep their Scavengers alive by giving them food and medicine everyday to keep their Health and Satiety above certain levels. |
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* Players will have to keep their Scavengers alive by giving them food and medicine everyday to keep their Health and Satiety above certain levels. |
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** If Satiety drops too low, they will become "Hungry", when Satiety reaches zero, they will lose extra Health every day. |
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** If Satiety drops too low, they will become "Hungry", when Satiety reaches zero, they will lose extra Health every day. |
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** If Health drops too low, they will become "Sick", when Health reaches zero, they will die. |
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** If Health drops too low, they will become "Sick", when Health reaches zero, they will die. |
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** If Spirit reaches zero, the stage will fail. |
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** If Spirit reaches zero or if all Scavengers die, the stage will fail. |
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* Players will have to explore locations to get materials, resources, complete event objectives or clear Stage Goals. |
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* Players will have to explore locations to get materials, resources, complete event objectives or clear Stage Goals. |
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** It takes 5 Scavengers and 5 Food, 5 Medicine to create an exploration team. |
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** It takes 5 Scavengers and 5 Food, 5 Medicine to create an exploration team. |
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** Many locations cannot be unlocked without exploring existing unexplored locations. |
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** Many locations cannot be unlocked without exploring existing unexplored locations. |
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* Players will have to build facilities to generate resources, unlock additional Exploration Teams, and to keep Scavenger statuses in check. |
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* Players will have to build facilities to generate resources, unlock additional Exploration Teams, and to keep Scavenger statuses in check. |
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** Ruins must be destroyed to free up the area for building construction. |
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** Ruins must be destroyed to free up the area for building construction, they also give materials after clearing. |
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*** They give materials after clearing. |
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** Medical Depots produces medicine. |
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** Medical Depots produces medicine. |
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** Supply Depots produces food. |
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** Supply Depots produces food. |
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** An Outpost must be created to form a new exploration team. |
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** An Outpost must be created to form a new exploration team. |
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** Residences house Scavengers and reduces the rate of Health and Satiety lost daily. |
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** Residences house Scavengers and reduces the rate of Health and Satiety lost daily. |
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** Comms Device is required for certain stages to progress. |
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* Players will have to respond to events as they pop up during Stages. |
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* Players will have to respond to events as they pop up during Stages. |
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** The day cannot be ended until responding to all events. |
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** The day cannot be ended until responding to all events. |
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** Some locations can only be explored after accepting requests during events. |
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** Some locations can only be explored after accepting requests during events. |
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** Choices made during events have consequences. |
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** Choices made during events have consequences. |
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* Daily weather can change each day in a stage. |
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** Different weathers will affect the rate Scavenger's stats change and the resources they need. |
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** Players can preview the next few days of weather and plan accordingly. |
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* After fulfilling the stage objective, selecting "End the Day" will end the Stage and calculate Player's performance. |
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* After fulfilling the stage objective, selecting "End the Day" will end the Stage and calculate Player's performance. |
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<h5>Create Exploration Teams early on to get resources faster and to reduce resource consumption.</h5> |
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<h5>Create Exploration Teams early on to get resources faster and to reduce resource consumption.</h5> |
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* Focus on clearing the stage objective first and foremost, as the condition of the scavengers will only slowly deteriorate over time. |
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* Focus on clearing the stage objective as quickly as possible, as the condition of the Scavengers will only slowly deteriorate over time. |
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* Events that happen during the stages are <b>random</b>, so be aware that following online guides might not always be foolproof. |
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* Events that happen during the stages are <b>random</b>, so be aware that following online guides might not always be foolproof. |
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* Always keep an eye on the weather forecast, as events draining food, medicine, depot uptime and Scavenger stats are more likely to occur during days with bad weather. |
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* It's important to create Residences early on to reduce Health and Satiety drain. |
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* It's important to create Residences early on to reduce Health and Satiety drain. |
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* Exploration Teams can find additional Scavengers, its possible to keep the Exploration Teams from returning to Camp with these Scavengers as they will be completely self sufficient until they reach Camp. |
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* Exploration Teams can find additional Scavengers, its possible to keep the Exploration Teams from returning to Camp with these Scavengers as they will be completely self sufficient until they reach Camp. |
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* It's possible to preview unexplored locations for possible types of materials and resources that can be gained, and to plan exploration routes accordingly. |
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* It's possible to preview unexplored locations for possible types of materials and resources that can be gained, and to plan exploration routes accordingly. |
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* Different Stage endings are either dependent on: |
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* Different Stage endings are either dependent on: |
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** The amount of Scavengers after reaching the objective (the difference in scavengers needed between endings are usually given by an event) |
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** The amount of Scavengers after reaching the objective (the difference in Scavengers needed between endings are usually given by an event) |
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** Choosing a single different choice near either the start or the end of a stage. |
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** Choosing a single different choice near either the start or the end of a stage. |
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** EP.05 - Super Soldier has specific requirements for multiple choices to reach the desired ending. |
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** EP.05 - Super Soldier has specific requirements for multiple choices to reach the desired ending. |
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* If you are having trouble moving the map around, initiate the drag motion from the location nodes as they are more responsive. |
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{{Header Full|Event Mission Rewards}} |
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{{Header Full|Event Mission Rewards}} |
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</div> |
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</div> |
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Duration: September 05th 2023 to September 23rd 2023. |
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Duration: September 05th 2023 to September 23rd 2023. |
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<center> |
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<p style="border:3px; border-color:#921131; border-style:solid; background-color: #4e091a; border-radius: 5px; padding: 1em;"> <span style="color:#ff789a;"> |
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Under construction! Please check back later. |
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</span> </p> |
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</center> |
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<!-- |
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{{Header Notch|General}} |
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{{Header Notch|General}} |
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==== Choose the most appropriate Mirage Features and finish all chapters with enough Vision Points to get all rewards! ==== |
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==== ==== |
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--> |
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* There are 5 Chapters in Inner World. |
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* Each Chapter has 2 Phases. |
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** The Upstream Phase allows players to choose which Mirage Feature to clear for stages, with the other unchosen Mirage Feature left for the Downstream Phase. |
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** The Downstream Phase starts in reverse order from the Upstream Phase, where unchosen Mirage Features and from the Upstream Phase is slowly accumulated in reverse stage order as players clear each stage again. |
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*** Enemy sets not chosen during the Upstream Phase will also have to be cleared during the Downstream Phase. |
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*** Players will be able to choose Mirage Features to block in each Downstream Phase stage. |
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*** Vision Points will be accumulated as Downstream Phase stages are cleared, the more Mirage Features blocked, the lesser Vision Points will be rewarded. |
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*** One feature can be blocked from each stage during the Downstream Phase with no reduction to Vision Points gained from clearing Downstream Phase stages. |
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* Chapter 1 has 3 stages, Chapter 2 and 3 has 4 stages and Chapter 4 and 5 has 5 stages that has to be cleared during both Upstream and Downstream phases. |
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* Each stage in each chapter will have enemies with certain elemental weaknesses. |
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* Players can keep track of the Mirage Features they have cleared in "Feature Overview". |
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* Chapters can be reset and cleared again. |
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{{Header Notch|Advise}} |
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==== Always choose the hardest Mirage Option when clearing stages in the Upstream Phase! ==== |
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* As Mirage Options will inevitably stack up during the Downstream Phase, it is always wiser to choose the harder Mirage Options during the Upstream Phase. |
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* Always bring the right elemental team to each stage. |
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* Always block the hardest Mirage Feature when clearing stages in the Downstream Phase, this makes the stage easier to clear while also having no effect on Vision Points gained as blocking only one Mirage Feature without penalty is allowed. |
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* For some of the harder Mirage Features, remember to bring along a healer or a tank to outlast or survive long enough to beat the stage. |
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{{Header Full|Mission Progress Rewards}} |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Event Mission!!Description!!Rewards |
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|Mind Fusion I||Max Vision Points of [Mind Fusion] reach 500||{{Item|6 Star Memory Shard|6|30}}{{Item|EXP Pod (L)|4|2}}{{Item|Cogs|3|30000}} |
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|Mind Fusion II||Max Vision Points of [Mind Fusion] reach 1300||{{Item|Event Construct R&D Ticket|5|35}}{{Item|Memory Enhancer IV|4|10}} |
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|Mind Fusion III||Max Vision Points of [Mind Fusion] reach 1600||{{Item|Trade Voucher|5|100}}{{Item|Overclock Material Box Alpha|3|5}} |
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|Melody Resonance I||Max Vision Points of [Melody Resonance] reach 1200||{{Item|6 Star Memory Shard|6|30}}{{Item|EXP Pod (L)|4|2}}{{Item|Cogs|3|60000}} |
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|Melody Resonance II||Max Vision Points of [Melody Resonance] reach 3000||{{Item|Event Construct R&D Ticket|5|35}}{{Item|Memory Enhancer IV|4|10}} |
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|Melody Resonance III||Max Vision Points of [Melody Resonance] reach 3600||{{Item|Trade Voucher|5|100}}{{Item|Overclock Material Box Alpha|3|5}} |
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|Time Frailty I||Max Vision Points of [Time Frailty] reach 1200||{{Item|6 Star Memory Shard|6|30}}{{Item|EXP Pod (L)|4|2}}{{Item|Cogs|3|60000}} |
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|Time Frailty II||Max Vision Points of [Time Frailty] reach 3000||{{Item|Event Construct R&D Ticket|5|35}}{{Item|Stamp - Drinking Tea|1|1}} |
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|Time Frailty II||Max Vision Points of [Time Frailty] reach 3600||{{Item|Trade Voucher|5|100}}{{Item|Overclock Material Box Alpha|3|5}} |
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|Karma Settlement I||Max Vision Points of [Karma Settlement] reach 2600||{{Item|6 Star Memory Shard|6|30}}{{Item|Skill Point|3|10}}{{Item|Cogs|3|90000}} |
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|Karma Settlement II||Max Vision Points of [Karma Settlement] reach 5800||{{Item|Event Construct R&D Ticket|5|35}}{{Item|Weapon Enhancer IV|4|5}} |
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|Karma Settlement III||Max Vision Points of [Karma Settlement] reach 8000||{{Item|Trade Voucher|5|100}}{{Item|Overclock Material Box Beta|4|3}} |
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|Gift of Life and Death I||Max Vision Points of [Gift of Life and Death] reach 1300||{{Item|6 Star Memory Shard|6|30}}{{Item|Skill Point|3|10}}{{Item|Cogs|3|90000}} |
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|Gift of Life and Death II||Max Vision Points of [Gift of Life and Death] reach 2600||{{Item|Trade Voucher|5|100}}{{Item|Skill Point|3|10}}{{Item|Cogs|3|90000}} |
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|Gift of Life and Death III||Max Vision Points of [Gift of Life and Death] reach 5800||{{Item|Weapon Enhancer IV|4|5}}{{Item|Skill Point|3|15}}{{Item|Cogs|3|180000}} |
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|Gift of Life and Death IV||Max Vision Points of [Gift of Life and Death] reach 7600||{{Item|Overclock Material Box Beta|4|3}}{{Item|Skill Point|3|15}}{{Item|Cogs|3|360000}} |
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</div> |
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</div> |
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<!-----------------------------------------------------------------------------> |
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<!-----------------------------------------------------------------------------> |
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Duration: August 22nd 2023 to September 23rd 2023. |
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Duration: August 22nd 2023 to September 23rd 2023. |
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<center> |
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<p style="border:3px; border-color:#921131; border-style:solid; background-color: #4e091a; border-radius: 5px; padding: 1em;"> <span style="color:#ff789a;"> |
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Under construction! Please check back later. |
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</span> </p> |
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</center> |
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<!-- |
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{{Header Notch|General}} |
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{{Header Notch|General}} |
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==== Use Area Buffs and Stage Environments to clear stages and earn the highest Combat Points possible! ==== |
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==== ==== |
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--> |
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* There are 2 phases of Operation Uniframe. |
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</div> |
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* There are 4 Combat Areas of Operation Uniframe that will be unlocked over time. |
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* The first 3 Combat Areas of Operation Uniframe is randomized for each phase. |
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* Power Lab is weak to Physical type Constructs. |
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* Eclipse Generator is weak to Dark type Constructs. |
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* Mega Electricity Generator is weak to Electric type Constructs. |
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* Burning Reactor is weak to Fire type Constructs. |
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* Frost Cooldown Pool is weak to Ice type Constructs. |
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* The Central Area is weak to Uniframes (Transcendents) and a randomized elemental weakness. |
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* Each of the Combat Areas other than the Central Area has around 3 stages, clearing the final stage of a Combat Area locks the team used to clear it. |
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* Teams that are locked cannot be used to clear other Combat Areas but can still be used in the Central Area. |
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* Teams that have been locked can be reclaimed by resetting the stage progress. |
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* Increase Energy Supply Level by clearing the first 3 Combat Areas which will increase the points earned in Central Area. |
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{{Header Notch|Advice}} |
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<h5>Use Trial Uniframes if your Uniframe Skills have not been unlocked or upgraded!</h5> |
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* The difference in rewards between "Easy" and "Hard" mode is around 60% more, however, this difference is negligible as the investment to returns ratio is still too large (~6-8+ to 1 ratio). |
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* Remember to review Stage and Rating tutorials to have a good understanding of stage mechanics and Finishing Move bonuses. |
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* Pay attention to Area Buffs and Stage Environments and adjust teams and playstyle accordingly. |
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* Remember to unlock and level up Speed Attacks and use Finishers of relevant Uniframes to gain massive Rating Gauge value and Combat points in the Central Area after depleting enemy Finisher Gauge. |
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* Certain attacks that have airtime and a orange glow can be interrupted with a speed attack to greatly reduce Finisher Gauge. |
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* A timer will appear under the rating when performing a finishing move, successfully performing another finishing move before the timer expires will grant a rating bonus. |
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* Performing consecutive finishing moves in this way will greatly boost the Combat Point score. |
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* It is generally not recommended to invest time and resources to complete the last 2 Battle Targets in "Hard" Mode (1.4 million and 1.6 million Combat Points) as the rewards do not justify clearing a damage output benchmark. |
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{{Header Full|Battle Target Rewards}} |
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{{Header Notch|Hard Mode}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Event Mission!!Description!!Rewards |
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|Mega Electricity Converter Battle I||Clear EC-01||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Mega Electricity Converter Battle II||Clear EC-02||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Mega Electricity Converter Battle III||Clear EC-03||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Power Lab Battle I||Clear PL-01||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Power Lab Battle II||Clear PL-02||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Power Lab Battle III||Clear PL-03||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Frost Cooldown Pool Battle I||Clear FC-01||{{Item|Trade Voucher|5|10}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Frost Cooldown Pool Battle II||Clear FC-02||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Frost Cooldown Pool Battle III||Clear FC-03||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Skill Point|3|10}} |
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|Central Area I||Combat Points reach 150000||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Cogs|3|108000}} |
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|Central Area II||Combat Points reach 300000||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Cogs|3|114000}} |
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|Central Area III||Combat Points reach 450000||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Cogs|3|120000}} |
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|Central Area IV||Combat Points reach 600000||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Cogs|3|126000}} |
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|Central Area V||Combat Points reach 900000||{{Item|Trade Voucher|5|20}}{{Item|Unipower Module|4|130}}{{Item|Cogs|3|150000}} |
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|Central Area VI||Combat Points reach 1200000||{{Item|Trade Voucher|5|30}}{{Item|Unipower Module|4|190}}{{Item|Cogs|3|192000}} |
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|Central Area VII||Combat Points reach 1400000||{{Item|Trade Voucher|5|40}}{{Item|Unipower Module|4|260}}{{Item|Cogs|3|240000}} |
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|Central Area VIII||Combat Points reach 1600000||{{Item|Trade Voucher|5|50}}{{Item|Unipower Module|4|355}}{{Item|Cogs|3|300000}} |
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</div> |
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</tabber> |
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</tabber> |
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